+30 % Heal mod vs +2 life regeneration

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Mankeli
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+30 % Heal mod vs +2 life regeneration

#1 Post by Mankeli »

So, what's the deal with these? How do they differ? AFAIK life regeneration adds a certain flat number to your regeneration rate where as heal mod increases the life regeneration rate with a percentage. Is this correct at all?

StarKeep
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Re: +30 % Heal mod vs +2 life regeneration

#2 Post by StarKeep »

Heal Mod will also affect incoming healing and regeneration effects.
So a 100 health heal would turn into a 130 health heal.
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Mankeli
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Re: +30 % Heal mod vs +2 life regeneration

#3 Post by Mankeli »

Oh, that's completely new information for me, thanks!

overgoat
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Re: +30 % Heal mod vs +2 life regeneration

#4 Post by overgoat »

Because heal mod affects all healing and regeneration it tends to be much more powerful. A well built berserker with lots of + to healing mod gear can easily regenerate hundreds of life a turn after stacking crits in the late game.

Faeryan
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Re: +30 % Heal mod vs +2 life regeneration

#5 Post by Faeryan »

+30 % Heal mod vs +2 life regeneration
Answer to this in plain numbers is for over 7HP then heal mod, if below 7 then +2.
Though, as said before, heal mod affects other heals as well unlike the flat +regen.
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Xandor Tik'Roth
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Re: +30 % Heal mod vs +2 life regeneration

#6 Post by Xandor Tik'Roth »

That's good to know... I didn't make the connection that Heal Mod affected other methods of healing.

Actually, does Heal Mod% increase the amount you heal from static sources, such as a Heal Infusion or the Aegis tree heal ability?
And it was such a good idea...

Faeryan
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Re: +30 % Heal mod vs +2 life regeneration

#7 Post by Faeryan »

My uneducated guess on the matter would be yes, but like always, My info is only valid until someone says I'm wrong.
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ghostbuster
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Re: +30 % Heal mod vs +2 life regeneration

#8 Post by ghostbuster »

Yes heal-mod influences any heal. This is what makes aegis so powerful. The actual heal that you get is heal x heal-mod x crit-multiplier if there is crit. And this is on this basis that your shield is computed. This can lead to 2k+ shields in the late game.

Marson
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Re: +30 % Heal mod vs +2 life regeneration

#9 Post by Marson »

...except Life Leech. I don't know if there are any other exceptions.

http://te4.org/wiki/Life_leech_%28talent%29

Mewtarthio
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Re: +30 % Heal mod vs +2 life regeneration

#10 Post by Mewtarthio »

Marson wrote:...except Life Leech. I don't know if there are any other exceptions.

http://te4.org/wiki/Life_leech_%28talent%29
That talent is deprecated and no longer exists. That being said, the few healing effects that ignore healmod are associated with the Afflicted (who naturally have unreliable heal modifiers)--namely, the healing from Devour Life and Unnatural Body.

Marson
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Re: +30 % Heal mod vs +2 life regeneration

#11 Post by Marson »

Life Leech is still on Bloodcaller, the reward from the Ring of Blood trial. I didn't unlock the Brawler and get the ring until a few days ago, which is what got me to look LL up.

Mewtarthio
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Re: +30 % Heal mod vs +2 life regeneration

#12 Post by Mewtarthio »

Marson wrote:Life Leech is still on Bloodcaller, the reward from the Ring of Blood trial. I didn't unlock the Brawler and get the ring until a few days ago, which is what got me to look LL up.
Entirely different. The Life Leech you linked is a Cursed talent that no longer exists. It has no relation to the "life leech" property.

Yes, it's a bit confusing that they have the same names, but since the talent has been removed from the game altogether, nobody's bothered to change the name. Healing from Bloodcaller respects healmod.

Marson
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Re: +30 % Heal mod vs +2 life regeneration

#13 Post by Marson »

Mewtarthio wrote:Healing from Bloodcaller respects healmod.
I didn't bother to dig into the code. Good to know, thanks.

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