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View Full Version : LU24 Pet Heal Changes - Before and After


Deila
05-20-2006, 10:54 AM
<DIV> </DIV> <DIV>Okay, Necromancers... once again it's time to play Before and After.</DIV> <DIV> </DIV> <DIV>Although previously announced in patch notes, the changes to our pet heals-over-time hadn't been added in until tonight's patch. As I said earlier, fortunately that worked that way and you guys asked some questions about the change, so I had time to get screenies of all the pet HoTs before the changes went in.</DIV> <DIV> </DIV> <DIV>No teasing about my old Necrotic Mending only being app IV - that cursed advanced Sage book just <EM>would not drop</EM> for me, so I had to slum it.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Anyway, as before, comparing before and after on the same spell qualities. Here are the screenies:</DIV> <DIV> </DIV> <img src="http://img197.imageshack.us/img197/9048/oldhots2mq.jpg" > <DIV> </DIV> <DIV> </DIV> <img src="http://img197.imageshack.us/img197/1206/newhots7lq.jpg" > <DIV> </DIV> <DIV> </DIV> <DIV><FONT size=4><STRONG>Summary:</STRONG></FONT></DIV> <UL> <LI>All cast times reduced from 2.0 seconds to 1.0 seconds</LI> <LI>All 'tick' durations changed from 4.0 seconds to 1.0 seconds</LI> <LI>Total heal amounts and health costs increased slightly - ratio of cost/heal basically unchanged</LI> <LI>All durations reduced from 12.0 seconds to 6.0 seconds (meaning that the full heal effect completes in half the time it once did, not that it only heals for half as much - think of this as being 'how long before my pet gets the full heal amounts?' now working more quickly).</LI></UL> <DIV> </DIV> <DIV><STRONG><FONT size=4>Heal-by-Heal before and after comparisons:</FONT></STRONG></DIV> <DIV> </DIV> <DIV>Here are the breakdowns, spell by spell, of the before and after total heal amounts and health costs over the full duration of each pet HoT. I've also included the percentages of that heal total that we pay in health costs over the full course of the spell, just for you number-crunchers out there.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Calculations were done by the formulae of:</DIV> <DIV><EM>[Initial heal/health cost] + [heal/health cost per tick *3 (4, 8 and 12 second marks)]</EM> for 'before' calculations</DIV> <DIV><EM>[Initial heal/health cost] + [heal/health cost per tick *6 (1, 2, 3, 4, 5 and 6 second marks)]</EM> for 'after' calculations</DIV> <DIV> </DIV> <DIV><STRONG>Heal MInion (adept III)</STRONG></DIV> <UL> <LI>Was 24 total healing at 15 total health cost, delivered in 12 seconds (62.5% health / heal cost)</LI> <LI>Is now 25 total healing at 15 total health cost, delivered in 6 seconds (60% health / heal cost)</LI></UL> <DIV><STRONG>Repair Bones (adept III)</STRONG></DIV> <UL> <LI>Was 162 total healing at 113 total health cost, delivered in 12 seconds (69.75% health / heal cost)</LI> <LI>Is now 178 total healing at 123 total health cost delivered in 6 seconds (69.10% health / heal cost)</LI></UL> <DIV><STRONG>Mend Bones (adept III)</STRONG></DIV> <DIV> <UL> <LI>Was 343 total healing at 244 total health cost, delivered in 12 seconds (71.14% health / heal cost)</LI> <LI>Is now 372 total healing at 265 total health cost delivered in 6 seconds (71.24% health / heal cost)</LI></UL> <DIV><STRONG>Necrotic Mending (apprentice IV)</STRONG></DIV> <UL> <LI>Was 410 total healing at 387 total health cost, delivered in 12 seconds (94.39% health / heal cost - note, worse ratio due to app IV)</LI> <LI>Is now 444 total healing at 421 total health cost delivered in 6 seconds (94.82% health / heal cost - note, worse ratio due to app IV)</LI></UL> <DIV><STRONG>Necrotic Replenishment (adept III)</STRONG></DIV> <UL> <LI>Was 791 total healing at 562 total health cost, delivered in 12 seconds (71.04% health / heal cost)</LI> <LI>Is now 854 total healing at 612 total health cost delivered in 6 seconds (71.66% health / heal cost)</LI></UL> <DIV><STRONG>Necrotic Reformation (adept III)</STRONG></DIV> <UL> <LI>Was 1035 total healing at 737 total health cost, delivered in 12 seconds (71.21% health / heal cost)</LI> <LI>Is now 1119 total healing at 796 total health cost delivered in 6 seconds (71.13% health / heal cost)</LI></UL> <P> </P> <P> </P></DIV>

Sarkoris
05-21-2006, 07:31 AM
<P>Nice post as always.</P> <P>Here is some problems as I see them.</P> <P>1. A slightly bigger heal over a quicker duration will draw more aggro.</P> <P>2. The hit point hit to ourselves will be delivered over a shorter duration so less chance to regen the damage back before the full heal is delivered.</P> <P>3. Combine point 1 and point 2 you have an increased chance of mob aggro switching to us, while we are at lower hit point total.</P> <P>Yes its a nice fix to compensate for our soon to be lowered dps. The main use of the heal to me has been on the tank pet. The obvious solution to the problem I outlined in point 3 is to fix the tank pets aggro problems. He should spam all his taunts and or hate increasing CA's as often as they cycle.</P> <P>Sark.</P><p>Message Edited by Sarkoris on <span class=date_text>05-22-2006</span> <span class=time_text>09:19 AM</span>

Tokam
05-23-2006, 03:43 PM
<P>Superb - faster heals for our tank pet, and the aggro holding ability of the pet has been reduced further.</P> <P>I can maybe imagine that there might be a small problem in here somewhere. Furthermore who cares how much we heal for when we have an even crappier stun and pets with 0 mitigation.</P> <P>Inc dead necromancer</P>

RandomCarnage
05-30-2006, 06:54 PM
It's a mixed blessing.  I'm all for a more potent heal over a shorter duration as in itself I don't believe it will be a great problem to manage.  However, it doesn't go nearly far enough.  We have 2 main problems with the tank pet. 1.   It is fragile and it's absurdly low physical mitigation means it gets ripped apart faster than we can hope to heal.  This new heal format is a step in the right direction but doesn't go far enough.  Assuming the dev's don't have enough wisdom to raise the physical  mitigation, we need a far more substantial pet heal.  Any heal that needs to be cast 12 or more times to replace a targets hp is woefully inadequate. 2.   Our tanks agro is flakey.  It can be good, and it can be abysmal.  It's a guessing game going into a fight which it will be.  The taunts are simply not reliable enough, and assuming pet is in defensive stance with lowered attack speed, we are in trouble if they miss the first taunt, and FD or scrambling for dread long before the pet even looks like regaining agro.  The taunts need to be prioritised so that they go off first every time, and actually land.  Then they need spammed.  Take all the other rubbish off them if necessary, but give us a tank pet that can actually hold some agro on a predictable and reliable level.  This isn't asking for taunts that never break if we get careless, just some consistancy. <div></div>

Articulas
05-31-2006, 08:18 PM
do we know if they'll be changing our heals toward others as well or is this just pet changes?