Hard cap on vitality life gain

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Post Reply
Message
Author
Salo
Higher
Posts: 52
Joined: Sun Dec 09, 2012 9:54 am

Hard cap on vitality life gain

#1 Post by Salo »

I propose to add a hard cap on the life gain per turn of vitality, perhaps 300 healing/turn max? This is because monsters healing for 1500/turn (every single turn, for 8 turns) is a bit ridiculous.

Image

Nori
Thalore
Posts: 124
Joined: Thu May 26, 2011 6:55 pm

Re: Hard cap on vitality life gain

#2 Post by Nori »

Agreed.. Ran into a unique in my last run (on normal no less) that on top of insane defense, armor and resists also had vitality at 10ish. Got em below 50% and he would just heal 400HP+ every turn and would pop back up pretty quick.

Despite my best efforts I just had to move on and went to the next floor. But that led me to question how you would counter a high vitality talent monster...

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Hard cap on vitality life gain

#3 Post by donkatsu »

Insidious poison?

But yeah, it should be X% or Y, whichever is less, ala Impending Doom.

Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: Hard cap on vitality life gain

#4 Post by Suslik »

healing factor reduction helps a lot. corrupted negation sertainly does as well. otherwise all new talents like skirmisher's offense have terrible(for sake of player's survival) scaling.

Nori
Thalore
Posts: 124
Joined: Thu May 26, 2011 6:55 pm

Re: Hard cap on vitality life gain

#5 Post by Nori »

Suslik wrote:healing factor reduction helps a lot. corrupted negation sertainly does as well. otherwise all new talents like skirmisher's offense have terrible(for sake of player's survival) scaling.
Sure, but not everyone has access to that or at least doesn't carry around a item that could do that in the off chance that you run across a boss like this.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Hard cap on vitality life gain

#6 Post by edge2054 »

Even at 50% healing reduction from insidious poison that's still 700 hit points a turn.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Hard cap on vitality life gain

#7 Post by grayswandir »

Not to mention vitality actually reduces the duration of most healing reduction effects.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

RandomKesaranPasaran
Cornac
Posts: 43
Joined: Sat Jun 08, 2013 6:05 pm

Re: Hard cap on vitality life gain

#8 Post by RandomKesaranPasaran »

Yeah Vitality could really use a cap. Possibly a shorter duration for the effect as well, 8 turns is a bit much for how much it can heal on enemies and knocking them back below 50% if they get above it will just trigger it again, and as noted effects like Insidious Poison and Bleeding Edge are basically like trying to stick your finger into a leaky dam due to Vitality also cutting their duration.

Nori
Thalore
Posts: 124
Joined: Thu May 26, 2011 6:55 pm

Re: Hard cap on vitality life gain

#9 Post by Nori »

I think it should have a cooldown that is twice the length of the duration. That would help a lot.

RedBucket
Higher
Posts: 52
Joined: Sun Jun 01, 2014 4:30 am

Re: Hard cap on vitality life gain

#10 Post by RedBucket »

I think it should lose the "heal percent of max HP" part and just be purely based on constitution. It's exponentially more powerful on higher rank enemies because they have huge HP scaling.

And if a cooldown is added, it should be changed to trigger whenever you're below 50% hp, instead of when you fall from above 50% to below 50%.

Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: Hard cap on vitality life gain

#11 Post by Suslik »

I'm fine with just adding a cooldown(to ensure it's triggered once per battle, 25 or so should be enough).

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Hard cap on vitality life gain

#12 Post by Doctornull »

Suslik wrote:I'm fine with just adding a cooldown(to ensure it's triggered once per battle, 25 or so should be enough).
I dig that fix.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Post Reply