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Hard cap on vitality life gain

Posted: Mon Jun 16, 2014 7:18 pm
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.

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Re: Hard cap on vitality life gain

Posted: Mon Jun 16, 2014 9:22 pm
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...

Re: Hard cap on vitality life gain

Posted: Mon Jun 16, 2014 9:25 pm
by donkatsu
Insidious poison?

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

Re: Hard cap on vitality life gain

Posted: Mon Jun 16, 2014 9:25 pm
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.

Re: Hard cap on vitality life gain

Posted: Mon Jun 16, 2014 9:30 pm
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.

Re: Hard cap on vitality life gain

Posted: Mon Jun 16, 2014 11:02 pm
by edge2054
Even at 50% healing reduction from insidious poison that's still 700 hit points a turn.

Re: Hard cap on vitality life gain

Posted: Tue Jun 17, 2014 12:26 am
by grayswandir
Not to mention vitality actually reduces the duration of most healing reduction effects.

Re: Hard cap on vitality life gain

Posted: Tue Jun 17, 2014 5:30 pm
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.

Re: Hard cap on vitality life gain

Posted: Tue Jun 17, 2014 7:04 pm
by Nori
I think it should have a cooldown that is twice the length of the duration. That would help a lot.

Re: Hard cap on vitality life gain

Posted: Wed Jun 18, 2014 12:31 am
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%.

Re: Hard cap on vitality life gain

Posted: Wed Jun 18, 2014 1:08 am
by Suslik
I'm fine with just adding a cooldown(to ensure it's triggered once per battle, 25 or so should be enough).

Re: Hard cap on vitality life gain

Posted: Wed Jun 18, 2014 4:25 pm
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.