Jul 30, 2006, 11:35 PM // 23:35
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#61
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Pre-Searing Cadet
Join Date: Jul 2006
Guild: Vanguards of Fortune [VoF]
Profession: A/E
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On some of the Assassin's Armors, it says, "Reduces Deep Wound Duration by X" Does that mean...?????
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Jul 31, 2006, 02:35 AM // 02:35
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#62
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Dascocad
On some of the Assassin's Armors, it says, "Reduces Deep Wound Duration by X" Does that mean...?????
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Funnily enough that means it reduces the duration of deep wound.
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Jul 31, 2006, 02:41 AM // 02:41
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#63
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Frost Gate Guardian
Join Date: Dec 2005
Location: New York
Guild: Official SteamPowered Guild (Valves Valiant Tyrian Fighters, [VVTF])
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Quote:
Originally Posted by JR-
Funnily enough that means it reduces the duration of deep wound.
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O Rly?
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Jul 31, 2006, 03:16 AM // 03:16
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#64
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by Dascocad
On some of the Assassin's Armors, it says, "Reduces Deep Wound Duration by X" Does that mean...?????
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Hmm... "Reduces Deep Wound Duration..." Hmm... Maybe it means that it reduces Deep Wound duration?...
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Aug 03, 2006, 05:15 AM // 05:15
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#65
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Ascalonian Squire
Join Date: Jul 2006
Location: Canada
Guild: N/A and proud of it!
Profession: N/Mo
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Quote:
Originally Posted by fb2000
I meant not as a total shutdown, but a severe reduction in efficiency, be it a Guardian, ward vs melee, hex, blind/cripple, you get the idea. ritualist spirits are another way to cripple up the dmg dealing capability of our beloved warriors, in a rather annoying way (spammz0rn spirits 2 aggro away)
as for the saccing skills, my point was, if Deep wound wouldnt reduce hp based on the Max hp you have, why would saccing do the same? hmm kinda hard to explain what I mean, but its neither here, nor there, nothings gonna be changed regarding such basic engine elements imo
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In reference to that whole necro sacrificing skills here's the explanation: Example. Order of the Vampire costs 10% hp to cast so say instead of the percentage being taken from your overall hp; say it was taken from your current hp, as the change to DW would suggest. So a 100hp necro would take 10dmg and be at 90/100 then casts it again, but this time it does 9dmg instead of 10dmg leaving him at 81/100. The problem arises when said necro's hp falls to/below 4/100. You cannot take 10% from 4 the game would round it off and you'd still be at 4/100 making it impossible for said necro to kill himself; which on a 55 necro would be a scary thing indeed.
I hope this clears that up.
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Aug 14, 2006, 05:58 PM // 17:58
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#66
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Pre-Searing Cadet
Join Date: Nov 2005
Guild: NODE
Profession: W/Mo
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Grenths Balance
Quote:
Originally Posted by Warskull
A few people have mentioned the 1 hp thing and this can be somewhat complex to explain. There is no such thing as free health or energy in guild wars. Whenever something increases your max health or energy it increases your current health or energy by the same amount. Whenever something reduces your max health or energy it reduces your current health or energy also.
This is best seen with endure pain. If you are at 50/500 HP and use endure pain to gain 300HP you are brought up to 350/800 HP. Over the course of endure pain you take damage and are dropped to 100/800 HP. When endure pain runs out you lose both 300 max health and 300 current health. This would take you to -200/500 HP. When in negative health your HP always displays as 1 and any hit will kill you. You have to be healed out of your negative health. So if you monk infuses you for 250 HP when he sees your health bar plummet. You are healed for 250, but 200 of that resolves the negative health taking you to 50/500 HP.
Deep wound is the same way. Since the attack damage is applied before the deep wound it is possible for the attack to not kill you, but the 20% HP reduction from deep wound to push you into negative health.
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If you were to use Grenths Balance (necro Elite) and you were in -hp area would you hit for HP + negivetive? or just pure HP? i.e if have -200/500 do you use grents balance for 500 or 700 dmg/heal?
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Aug 20, 2006, 06:57 PM // 18:57
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#67
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Pre-Searing Cadet
Join Date: Apr 2006
Guild: Mystic Discipline
Profession: R/Mo
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Sadly the EoE thing wouldnt be worth it..by the time deep wound worked its course, i'm sure you would have dmg by then and would also take a substantial amount of dmg as well.
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Aug 20, 2006, 10:18 PM // 22:18
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#68
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Ascalonian Squire
Join Date: Jul 2006
Guild: LOOKING FOR GUILD
Profession: R/Mo
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Thx
Thx for this article this helped me with my warrior and sin.
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Sep 06, 2006, 12:48 AM // 00:48
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#69
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Frost Gate Guardian
Join Date: Apr 2006
Guild: The Church [Holy]
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Quote:
Originally Posted by LouAl
Side Note: I am not sure whether a spell like Healing Breeze, Watchful Spirit, Mending, etc will kill you or not, I have never tested it.
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Healing from Divine Favor would probably kill you, unless its a monk secondary.
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Sep 08, 2006, 04:34 PM // 16:34
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#70
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Frost Gate Guardian
Join Date: Sep 2006
Profession: A/
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The way I see it, Deep Wound is Exhaustion for health. The rest of the bar is still there and eats healing, but you can't get higher than your current maximum.
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Sep 10, 2006, 10:02 AM // 10:02
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#71
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Academy Page
Join Date: Jul 2006
Location: USA
Guild: New England Terror (NET)
Profession: W/N
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I have been at 1 health for several seconds before, wondering would i live or would I die. I usually die, but seems if I don't get healed, I'll recover and can heal after my health bar starts rising. Also, It seems healing breeze doesn't cause you to die, but maybe someone could test that theory.
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Sep 11, 2006, 03:12 AM // 03:12
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#72
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Academy Page
Join Date: Mar 2006
Location: Canada
Guild: [NErd]
Profession: N/Mo
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Quote:
Originally Posted by BhaalSpawn
In reference to that whole necro sacrificing skills here's the explanation: Example. Order of the Vampire costs 10% hp to cast so say instead of the percentage being taken from your overall hp; say it was taken from your current hp, as the change to DW would suggest. So a 100hp necro would take 10dmg and be at 90/100 then casts it again, but this time it does 9dmg instead of 10dmg leaving him at 81/100. The problem arises when said necro's hp falls to/below 4/100. You cannot take 10% from 4 the game would round it off and you'd still be at 4/100 making it impossible for said necro to kill himself; which on a 55 necro would be a scary thing indeed.
I hope this clears that up.
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this is incorrect...when it comes to saccing health lets say using ur example of a 100/100 necro saccing 10% health constantly...he would keep losing 10 health every sac cuz thats 10% of his MAXIMUM health...now say he dies and gets resed wit only 30/30 health...each time he sacs he would lose 3 health. Also they always round up when it comes to saccing for how much damage u take...ie a guy wit 12 health max would sac 2 health, so a guy wit 4/100 would sac himself to death.
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Sep 11, 2006, 02:51 PM // 14:51
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#73
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Ascalonian Squire
Join Date: Sep 2005
Guild: Onslaught of Xen
Profession: Mo/Me
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Quote:
Originally Posted by lucifair
this is incorrect...when it comes to saccing health lets say using ur example of a 100/100 necro saccing 10% health constantly...he would keep losing 10 health every sac cuz thats 10% of his MAXIMUM health...now say he dies and gets resed wit only 30/30 health...each time he sacs he would lose 3 health. Also they always round up when it comes to saccing for how much damage u take...ie a guy wit 12 health max would sac 2 health, so a guy wit 4/100 would sac himself to death.
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That was the point he was trying to make. He was saying if you thought about it logically and really thought about the 2 options you had one is very broken and the other one isn't. He is trying to give you an understanding of the rules not just as to what they are but why they are that way.
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