Having completed my Madness run I realised that the 1.2 buff to Vitality brought along with it some very serious side effects at this difficulty. To put this into perspective in order for you to complete the game you must defeat Elandar, whom at this difficulty has a total HP of 500k. Vitality will therefore trigger a usual at 50% and then heal him for 16k HP a turn. For my Archmage it was as simple as using Cleansing Flames to remove the Physical buff, however other classes (that I can think of), except Corruptor/Reaver do not have an easy way to do this.
The solution to the problem for players is therefore as follows, to either corrupt the heart for Vile Life or eat it for Harmony.
The former gives you Healing Inversion which will at a theoretical 5 points will damage Elandar for 60% of the heal for 5 turns and deny the original heal. The effect of this is basically none as the damage will be cancelled out by the 3 turns of regeneration that will be received. But at least you got rid of it, at the expense of a category point.
The latter gives you Healing Nexus, which will prevent the heal for only 6 turns with 5 points, meaning Elandar will still heal for 2 turns. This does not deal with the issue fully.
You may think, well only certain classes should be able to complete madness, but the current situation essentially demands that you can output 16k consistently each turn or use a category point in Vile Life (unless you are an Archmage or a Corruptor/Reaver that got this far).
Please feel free to offer your thoughts even though you may have not played on Madness!
Vitality scales too much on higher difficulties
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Vitality scales too much on higher difficulties
<shesh> cursed is fine
Re: Vitality scales too much on higher difficulties
Even with Cleansing Flames, I found Elandar's healing difficult enough to deal with on Insane. It turned out to be manageable but more time-consuming than I expected. I don't want to think about Madness.
Brawler has Combination Kick, but I can't think of any other physical sustain removers at the moment.
Combination Kick: Unleash a flurry of disruptive kicks at your target's vulnerable areas. For each combo point you attack for [25/ 31/ 36/ 40/ 44]% weapon damage and deactivate one physical sustain.
Brawler has Combination Kick, but I can't think of any other physical sustain removers at the moment.
Combination Kick: Unleash a flurry of disruptive kicks at your target's vulnerable areas. For each combo point you attack for [25/ 31/ 36/ 40/ 44]% weapon damage and deactivate one physical sustain.
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- Uruivellas
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Re: Vitality scales too much on higher difficulties
Stick physical effect removal on the poison infusion?
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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.

Re: Vitality scales too much on higher difficulties
Talents that scale this way are bound to cause issues on monsters.
I think putting a cap on it, like the Sun Paladin talent that gives bonus damage based on life lost, would be a good idea.
I think putting a cap on it, like the Sun Paladin talent that gives bonus damage based on life lost, would be a good idea.
Re: Vitality scales too much on higher difficulties
I thought there was supposed to be a 100 per turn cap on Vitality.
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- Sher'Tul
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Re: Vitality scales too much on higher difficulties
Insidious Poison Infusion could maybe strip Regenerative/Healing effects - regardless of whether they are physical, mental, or magical? Goes well with the current theme they espouse.grayswandir wrote:Stick physical effect removal on the poison infusion?
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Re: Vitality scales too much on higher difficulties
Isn't there a change already on git?
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