
Hard cap on vitality life gain
Moderator: Moderator
Hard cap on vitality life gain
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.


Re: Hard cap on vitality life gain
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...
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
Insidious poison?
But yeah, it should be X% or Y, whichever is less, ala Impending Doom.
But yeah, it should be X% or Y, whichever is less, ala Impending Doom.
Re: Hard cap on vitality life gain
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
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.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.
Re: Hard cap on vitality life gain
Even at 50% healing reduction from insidious poison that's still 700 hit points a turn.
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- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Hard cap on vitality life gain
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.
Currently working on Elementals. It's a big project, so any help would be appreciated.

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- Cornac
- Posts: 43
- Joined: Sat Jun 08, 2013 6:05 pm
Re: Hard cap on vitality life gain
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
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
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%.
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
I'm fine with just adding a cooldown(to ensure it's triggered once per battle, 25 or so should be enough).
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- Sher'Tul Godslayer
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Re: Hard cap on vitality life gain
I dig that fix.Suslik wrote:I'm fine with just adding a cooldown(to ensure it's triggered once per battle, 25 or so should be enough).