Jul 06, 2005, 11:47 PM // 23:47
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#21
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Beta Tester
Join Date: Jan 2005
Guild: Carebear Club
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To be fair to Scaph, both RoF and MoP used to negate all damage and then heal for the amount listed. It's not his fault he's an old timer who has trouble adjusting to these newfangled mechanics.
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Jul 07, 2005, 07:45 AM // 07:45
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#22
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Guest
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Evening everyone, for all those who have read down this far, allow me to put this in simple terms. After reading all the above posts, I figured I would go test it out myself. Keeping an open mind, I fought a Hydra in Skyward Reach just north of Augury Rock. I fought this Hydra with my monk character for over 30 minutes, using only Reversal of Fortune and Mark of Protection, in order to test how they both "really" work. I am happy to tell you all that they do, infact, work the exact same. Accept, of course, Reversal of Fortune only lasts for one hit, where as Mark of Protection lasts for 10 seconds. To clear out how it works, I will give you a simple example.
With 10 Protection Prayers the maximum of Reversal of Fortune is 58. While enchanted with this enchantment, any damage you recieve under 58 is completely ignored, and you are healed for that amount. With that said, here is it agian in numbers:..
Reversal of Fortune is cast with a maximum of 58.
A Hydra hits you with a single, normal hit for 34 damage.
You instead take 0 damage, and are healed for 34 points.
If your starting health was 400, you now have 434.
Now, what happens if you are hit for more than the maximum, you wonder? You then actually take the damage plus a heal of 58. Here is this example in numbers...
Reversal of Fortune is cast with a maximum of 58.
A Hydra hits you with a Fireball spell for 68 points of damage.
You take 68 points of damage, and are healed for 58 points.
If your health was 65, you die from this attack.
If your health was 400, you have 332 health, which is then healed for 58 points, leaving you with 390.
And that, is exactly how it works, not taking into account additional healing from your Divine Healing attribute. Mark of Protection works the very same way, but for 10 seconds instead of a single hit. Now, theclam and Scaphism, please take these two spells, and test them out for yourself, in Skywards Reach on a Hydra. You will see that is 100% correct. I'm glad to clear it up for everybody. Enjoy!
-Vorpal Ocelot [Necromancer/Monk]
-Theurgist Ocelot [Monk/Necromancer]
-Sentinel Ocelot [Ranger/Monk]
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Jul 07, 2005, 08:04 AM // 08:04
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#23
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Pre-Searing Cadet
Join Date: Jul 2005
Location: I hope you die.
Guild: Sentries of Obscurity
Profession: N/Mo
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Evening everyone, for all those who have read down this far, allow me to put this in simple terms. After reading all the above posts, I figured I would go test it out myself. Keeping an open mind, I fought a Hydra in Skyward Reach just north of Augury Rock. I fought this Hydra with my monk character for over 30 minutes, using only Reversal of Fortune and Mark of Protection, in order to test how they both "really" work. I am happy to tell you all that they do, infact, work the exact same. Accept, of course, Reversal of Fortune only lasts for one hit, where as Mark of Protection lasts for 10 seconds. To clear out how it works, I will give you a simple example.
With 10 Protection Prayers the maximum of Reversal of Fortune is 58. While enchanted with this enchantment, any damage you recieve under 58 is completely ignored, and you are healed for that amount. With that said, here is it agian in numbers:..
Reversal of Fortune is cast with a maximum of 58.
A Hydra hits you with a single, normal hit for 34 damage.
You instead take 0 damage, and are healed for 34 points.
If your starting health was 400, you now have 434.
Now, what happens if you are hit for more than the maximum, you wonder? You then actually take the damage plus a heal of 58. Here is this example in numbers...
Reversal of Fortune is cast with a maximum of 58.
A Hydra hits you with a Fireball spell for 68 points of damage.
You take 68 points of damage, and are healed for 58 points.
If your health was 65, you die from this attack.
If your health was 400, you have 332 health, which is then healed for 58 points, leaving you with 390.
And that, is exactly how it works, not taking into account additional healing from your Divine Healing attribute. Mark of Protection works the very same way, but for 10 seconds instead of a single hit. Now, theclam and Scaphism, please take these two spells, and test them out for yourself, in Skywards Reach on a Hydra. You will see that is 100% correct. I'm glad to clear it up for everybody. Enjoy!
-Vorpal Ocelot [Necromancer/Monk]
-Theurgist Ocelot [Monk/Necromancer]
-Sentinel Ocelot [Ranger/Monk]
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Jul 12, 2005, 01:08 PM // 13:08
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#24
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Academy Page
Join Date: Jul 2005
Guild: American Guild
Profession: E/N
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You're wrong... Mark of protection is different than Reversal of Fortune. I was playing PVP and i was using Oblivian Flame (100 damage) on this monk. he used mark of protection and his life never went down. he was invincible for a moment. according to RoF. The monk should take damage if the damage is higher than the X max of Mark Of Protection
Damage=100
Mark of protection= around 67
Result = Invincibilty, continious heal
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Jul 12, 2005, 02:52 PM // 14:52
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#25
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Wilds Pathfinder
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Does this enchant get triggered by DoTs? If so, only the initial impact or if you're already suffering from one?
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Jul 12, 2005, 05:43 PM // 17:43
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#26
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Jungle Guide
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Vorpal Ocelot:
I tested it out against a Hydra north of Augury Rock. Here's what happened:
I have 300 health.
I have Reversal of Fortune on me at a max of 70 health.
Hydra casts a Fireball on me for 115.
The Fireball is reduced by 70 damage.
I take 45 damage.
I gain 70 health.
I now have 325 health.
Reversal of Fortune negates the damage in addition to healing you.
Disoblige:
Mark of Protection works the same way Reversal of Fortune does.
A PvP environment is not a good way to test this. The Monk could have had Healing Seed or Healing Hands or Healing Breeze on him. Or, he could have been the target of a regular heal spell. There are too many factors. If you really think you're right, do a 1 on 1 battle on a Hydra like we're doing.
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Jul 12, 2005, 06:09 PM // 18:09
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#27
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Krytan Explorer
Join Date: May 2005
Location: PVP Ranger: Does Stuff Fast
Guild: XXX
Profession: W/Mo
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Mark of protection converts ALL the damage dealed to you and heals you. Therefore, it allows a 10 second invincibillity stage whereas you cannot be damaged, only healed. Reversal of fortune does the same thing, however, there's a limit to how much it can convert. There have been countless examples already where 100 was used to explain how it was done so I might as well use it again.
Mark of Protection convert capacity = Limitless
Damage Dealt to the MOP player = 100
Damage Taken by the attacker = 0
Mark of Protection gives 100 NET HP since no damage was taken.
Reversal of Fortune convert capacity = Varies on Protection prayer level (Let's assume 67 for the test sake)
Damage Dealt to the RoF Player = 100
Damage Taken by the attacker = 33
Reversal of Fortune only negated 67 out of the 100 damage. But since it both negated the damage and healed for the same amount, it technically gave a total of 134 HP. Subtract the 100 damage dealt from that, and after being attacked, you'll end up with 34 more hp than you started with.
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Jul 12, 2005, 08:10 PM // 20:10
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#28
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Jungle Guide
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That's wrong Deathlord. I just ran through 3 Hydras with MoP on at lvl1 Protection Prayers. I got slaughtered. RoF and MoP work exactly the same.
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Jul 14, 2005, 08:10 AM // 08:10
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#29
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Pre-Searing Cadet
Join Date: Jun 2005
Guild: Pheonix Ascension
Profession: W/Mo
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Ok we are all in agreement that it negates x damage where x is determined by your Protection prayors attribute. Has anyone tested if the damage that is not negated is applied before the healing. For example.
You have 25 hit points and are hit by a fireball for 125. Your mark of protection caps out at 70 so you take 55 hp damage and are healed for 70.
Do you die before the 70 hp is applied to you or are they both taken to account at once and you live with 40 hit points?
I am asuming you would die before you are healed but that is exactly that, an asumption. Has anyone tested this?
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Jul 28, 2005, 11:57 PM // 23:57
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#30
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Pre-Searing Cadet
Join Date: Jul 2005
Guild: Sentries of Obscurity
Profession: N/Mo
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Ok, PEOPLE, listen. My last post was 100% correct. And read the posts you replied to my posts with, it goes and goes and everything is proven wrong til you hit back to my original post. Now if you think MoP and RoF make you invincable, go naked, cast either on yourself, and get hit by a Hydra meteor or fireball. I guarantee you take damage. Them it will heal you UP to the spells maximum. It ONLY negates damage if the damage is under or eqaul to its maximum. First one to post "Ocelot, your wrong" is an IDIOT because I'm 200% right and I've been playing since first beta, thats even before Necromancer females did Thriller dance. Now for everybody else who wants to know how it works, I'm going to copy and past my first post down here. Which, yes, IS 100% accurate. So stop argueing among yourselfs and accept it, this is how the two spells work. Now remember, this example does NOT account for Divine Favor skill attribute.
-------------------------------------------------------------------------
Evening everyone, for all those who have read down this far, allow me to put this in simple terms. After reading all the above posts, I figured I would go test it out myself. Keeping an open mind, I fought a Hydra in Skyward Reach just north of Augury Rock. I fought this Hydra with my monk character for over 30 minutes, using only Reversal of Fortune and Mark of Protection, in order to test how they both "really" work. I am happy to tell you all that they do, infact, work the exact same. Accept, of course, Reversal of Fortune only lasts for one hit, where as Mark of Protection lasts for 10 seconds. To clear out how it works, I will give you a simple example.
With 10 Protection Prayers the maximum of Reversal of Fortune is 58. While enchanted with this enchantment, any damage you recieve under 58 is completely ignored, and you are healed for that amount. With that said, here is it agian in numbers:..
Reversal of Fortune is cast with a maximum of 58.
A Hydra hits you with a single, normal hit for 34 damage.
You instead take 0 damage, and are healed for 34 points.
If your starting health was 400, you now have 434.
Now, what happens if you are hit for more than the maximum, you wonder? You then actually take the damage plus a heal of 58. Here is this example in numbers...
Reversal of Fortune is cast with a maximum of 58.
A Hydra hits you with a Fireball spell for 68 points of damage.
You take 68 points of damage, and are healed for 58 points.
If your health was 65, you die from this attack.
If your health was 400, you have 332 health, which is then healed for 58 points, leaving you with 390.
And that, is exactly how it works, not taking into account additional healing from your Divine Healing attribute. Mark of Protection works the very same way, but for 10 seconds instead of a single hit. Now, theclam and Scaphism, please take these two spells, and test them out for yourself, in Skywards Reach on a Hydra. You will see that is 100% correct. I'm glad to clear it up for everybody. Enjoy!
-Vorpal Ocelot [Necromancer/Monk]
-Theurgist Ocelot [Monk/Necromancer]
-Sentinel Ocelot [Ranger/Monk]
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Aug 08, 2005, 03:26 AM // 03:26
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#31
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Current skill description and image-
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Aug 11, 2005, 11:03 PM // 23:03
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#32
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Guest
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Ok, that was most probalby 1 of the most confusing arguements i have honestly tried to understand in my life.
Let me put this in terms that a 2 year old can understand....
ROF will only negate the ammount of dammage that it says in the description. i.e
You are enchanted with ROF in my case maximum of 76 Dammage
You take a fireball hit for 115 dammage
ROF TAKES 76 DAMMAGE AWAY FROM THE ATTACK
ROF heals you for 76 health
You take the remainding 39 dammage AFTER YOU ARE HEALED FOR 76 HEALTH
so to recap, ROF reduces the dammage you take from large attacks, but not negates it all.
ROF heals you for the dammage it reduced before it gives you the remainder of the dammage (39dammage in this case)
so if you had 10health and cast ROF (max 76) on you with no Devine favour bonus, you would have to get hit with a spell/attack that dealt 163 dammage in order to kill you.
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Aug 17, 2005, 03:46 AM // 03:46
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#33
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: Demons Of Lacronia [DoL]
Profession: W/Mo
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I think people spend way too much time trying to decide how this spell works. For Example (I'm sure many of you have posted this before, but I'm just trying to prove that it does not negate ALL damage) You have 350/350 health. You use RoF, @ 67healing. Your enemy can do 200 damge *unlikely* And you will negate 67/200, which is 133 left... then you will gain that 67 that you negated, to put you at taking 66 damage taken, So you are at 284/350 health. So really it don't negate ALL damage, but the odds of taking 200 damage at once is rather slim =D
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Oct 10, 2005, 06:33 AM // 06:33
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#34
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Academy Page
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Ok I thought I understood this skill, but unless any recent changes were made to this skill, I believe it works differently.
From reading the many posts before this one, I have understood that RoF negates damage first, in addition to healing afterwards. So for example, with RoF capped at 67: if I were to take 70 damage, RoF would negate 67 of the 70 points of damage, in addition to healing me for 67 points (the value at which RoF is capped at)
However, while doing numerous runs at Competition Arenas in PVP, I noticed that when I used RoF, it did not seem to be healing me for 67 points. So, instead of seeing numbers like -56 followed by +67, the only numbers I saw were -0 followed by +15.
Now I understand that if I took less than 67 damage, I should see -0 and +67 right? So why did I only get a +15 health bonus?
I also understand that if I took more than 67 damage, I should still see a +67 next to the damage that carried through. So why only +15?
I have been testing this skill all day today and have gotten the same results time and time again. I'd love to test this out in a PVE environment, but alas skills we purchase in with faction (in the PVP arenas) are not made available on our PVE characters :P
I'd love some input here. Thanks.
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Oct 10, 2005, 07:27 AM // 07:27
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#35
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Black Beast of Aarrrrgghh
Join Date: May 2005
Location: The Netherlands
Guild: The Biggyverse [PLEB] // Servants of Fortuna [SoF]
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you got 15 hp because the damage prevented was 15.
RoF heals you UP TO 67 damage prevented. that's the way to read it.
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Oct 10, 2005, 11:47 AM // 11:47
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#36
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Frost Gate Guardian
Join Date: Jul 2005
Guild: Requiem Lords
Profession: R/Me
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Quote:
Originally Posted by Sentinal Ocelot
Reversal of Fortune is cast with a maximum of 58.
A Hydra hits you with a Fireball spell for 68 points of damage.
You take 68 points of damage, and are healed for 58 points.
If your health was 65, you die from this attack.
If your health was 400, you have 332 health, which is then healed for 58 points, leaving you with 390.
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Ok, i'm a little bit confused about this. Are you saying that if the initial attack hits for greater than your remaining hp, you die regardless of RoF? In that case, you take the damage first before you are healed for it? Essentially meaning that RoF is useless for protecting someone low on hp because if they get hit with an attack that would normally kill them, they die anyway because they take the damage first before the heal can kick in.
Am I on the right track here?
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Oct 10, 2005, 12:37 PM // 12:37
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#37
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Black Beast of Aarrrrgghh
Join Date: May 2005
Location: The Netherlands
Guild: The Biggyverse [PLEB] // Servants of Fortuna [SoF]
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Quote:
Originally Posted by John Bloodstone
Ok, i'm a little bit confused about this. Are you saying that if the initial attack hits for greater than your remaining hp, you die regardless of RoF? In that case, you take the damage first before you are healed for it? Essentially meaning that RoF is useless for protecting someone low on hp because if they get hit with an attack that would normally kill them, they die anyway because they take the damage first before the heal can kick in.
Am I on the right track here?
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look at RoF:
would take damage, gains life instead.
in other words, the damage is prevented.
so no, that is incorrect.
in the scenario described, RoF would prevent 58 of the 68 damage, so you get 10 damage. At the same time you are healed for 58, so your hp will go up with 48 at the end.
I hope this clarifies this.
kind regards,
Makkert
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Oct 10, 2005, 01:06 PM // 13:06
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#38
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Frost Gate Guardian
Join Date: Jul 2005
Guild: Requiem Lords
Profession: R/Me
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Well I must admit that is the way I thought it happened, but the post I quoted suggests the contrary: Ocelot is adamant that his is the correct way.
I'll probably test it out for myself if I get some time to do so...
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Oct 10, 2005, 01:14 PM // 13:14
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#39
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Wilds Pathfinder
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Quote:
Originally Posted by John Bloodstone
I'll probably test it out for myself if I get some time to do so...
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Crap your monk, go outside and cast RoF on you and watch what will happen if you get hit.
and btw, Makkert is right.
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Oct 10, 2005, 02:57 PM // 14:57
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#40
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Jungle Guide
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wow why are so many so worked out about this and confused....pretty obvious effect
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