PDA

View Full Version : Divine Arbitration


Kizee
12-07-2006, 05:46 AM
<DIV>Does upgrading this spell from adept 3 to master do anything? I am wondering if it is worth getting buying it.</DIV> <DIV> </DIV> <DIV>Thanks.</DIV>

PhroZenAssassin
12-07-2006, 10:08 AM
<DIV>Increases the Effectiveness of the Spell, Less HP is "lost" when dividing the group's HP, worth upgrading to Master1.</DIV>

Kizee
12-07-2006, 05:52 PM
<P>Thanks. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Wasn't sure if that was the case or not.</P>

SenorPhrog
12-07-2006, 06:40 PM
Thats my understanding as well.  I don't use this spell a ton but it works in a pinch when my other emergency spells are down and I can't get a heal on the MT fast enough. 

Kizee
12-07-2006, 06:52 PM
<BR> <BLOCKQUOTE> <HR> Radar-X wrote:<BR> Thats my understanding as well.  I don't use this spell a ton but it works in a pinch when my other emergency spells are down and I can't get a heal on the MT fast enough. <BR> <HR> </BLOCKQUOTE><BR>Aye, I never used to use it but it has saved the tank in more than a few instances when i started using it.

Kendricke
12-07-2006, 07:20 PM
<P>I use it from time to time when someone in my group is suddenly out of my healing range.  Divine Arbitration has no line of sight or range restrictions, so far as I can tell.  If you're in the same zone as me, I can use the spell.</P> <P> </P>

Magpie1
12-07-2006, 09:13 PM
<BR> <BLOCKQUOTE> <HR> Kendricke wrote:<BR> <P>I use it from time to time when someone in my group is suddenly out of my healing range.  Divine Arbitration has no line of sight or range restrictions, so far as I can tell.  If you're in the same zone as me, I can use the spell.<BR></P> <HR> </BLOCKQUOTE>Thats really quite a useful piece of info I wasnt aware of, thanks for that Kendricke :smileyhappy:.<BR>

SenorPhrog
12-07-2006, 11:59 PM
<BR> <BLOCKQUOTE> <HR> Magpie1 wrote:<BR> <BR> <BLOCKQUOTE> <HR> Kendricke wrote:<BR> <P>I use it from time to time when someone in my group is suddenly out of my healing range.  Divine Arbitration has no line of sight or range restrictions, so far as I can tell.  If you're in the same zone as me, I can use the spell.<BR></P> <HR> </BLOCKQUOTE>Thats really quite a useful piece of info I wasnt aware of, thanks for that Kendricke :smileyhappy:.<BR><BR> <HR> </BLOCKQUOTE><BR>Yup it still works that way, and I'm suprised that hasn't been changed.

Olivet
12-08-2006, 01:52 AM
shhh.. dont say things like that in here... it will get fixed!<div></div>

Kendricke
12-08-2006, 05:27 AM
<BR> <BLOCKQUOTE> <HR> Radar-X wrote:<BR> <BR> <BLOCKQUOTE> <HR> Magpie1 wrote:<BR> <BR> <BLOCKQUOTE> <HR> Kendricke wrote:<BR> <P>I use it from time to time when someone in my group is suddenly out of my healing range.  Divine Arbitration has no line of sight or range restrictions, so far as I can tell.  If you're in the same zone as me, I can use the spell.<BR></P> <HR> </BLOCKQUOTE>Thats really quite a useful piece of info I wasnt aware of, thanks for that Kendricke :smileyhappy:.<BR><BR> <HR> </BLOCKQUOTE><BR>Yup it still works that way, and I'm suprised that hasn't been changed.<BR> <HR> </BLOCKQUOTE> <P>Why would it be changed?  That's the same way it worked in old Everquest.  I used to use it to heal new group members all the time back in the Planes when they'd get attacked on the way out to us.</P> <P><BR> </P>

Kizee
12-08-2006, 06:01 AM
<BR> <BLOCKQUOTE> <HR> Kendricke wrote:<BR> <BR> <BLOCKQUOTE> <HR> Radar-X wrote:<BR> <BR> <BLOCKQUOTE> <HR> Magpie1 wrote:<BR> <BR> <BLOCKQUOTE> <HR> Kendricke wrote:<BR> <P>I use it from time to time when someone in my group is suddenly out of my healing range.  Divine Arbitration has no line of sight or range restrictions, so far as I can tell.  If you're in the same zone as me, I can use the spell.<BR></P> <HR> </BLOCKQUOTE>Thats really quite a useful piece of info I wasnt aware of, thanks for that Kendricke :smileyhappy:.<BR><BR> <HR> </BLOCKQUOTE><BR>Yup it still works that way, and I'm suprised that hasn't been changed.<BR> <HR> </BLOCKQUOTE> <P>Why would it be changed?  That's the same way it worked in old Everquest.  I used to use it to heal new group members all the time back in the Planes when they'd get attacked on the way out to us.</P> <P><BR> </P><BR> <HR> </BLOCKQUOTE><BR>Because SoE has no consistancy.

SenorPhrog
12-08-2006, 06:20 PM
<BR> <BLOCKQUOTE> <HR> Kendricke wrote:<BR> <BR> <BLOCKQUOTE> <HR> Radar-X wrote:<BR> <BR> <BLOCKQUOTE> <HR> Magpie1 wrote:<BR> <BR> <BLOCKQUOTE> <HR> Kendricke wrote:<BR> <P>I use it from time to time when someone in my group is suddenly out of my healing range.  Divine Arbitration has no line of sight or range restrictions, so far as I can tell.  If you're in the same zone as me, I can use the spell.<BR></P> <HR> </BLOCKQUOTE>Thats really quite a useful piece of info I wasnt aware of, thanks for that Kendricke :smileyhappy:.<BR><BR> <HR> </BLOCKQUOTE><BR>Yup it still works that way, and I'm suprised that hasn't been changed.<BR> <HR> </BLOCKQUOTE> <P>Why would it be changed?  That's the same way it worked in old Everquest.  I used to use it to heal new group members all the time back in the Planes when they'd get attacked on the way out to us.</P> <P><BR> </P><BR> <HR> </BLOCKQUOTE><BR>What of our other stuff works like it did in EQ1?  Why don't any of my other heals work across the zone?    The only spell I can think of with even remotely the same mechanic is CoH and that can't be cast in combat.  It doesn't make sense to me to have a heal with a zone wide range. 

Kendricke
12-08-2006, 07:12 PM
<P>I asked why it <EM>should</EM> be changed.  The reasoning used in the replies is basically because everything else is inconsistent or different.  </P> <P>Fact is, the spell's been this way since it was brought out four releases ago.  I'm pretty sure the lack of sight and range restrictions is something SOE might have picked up on by now.  I don't think I'm letting the cat out of the bag on this one.</P> <P>  </P> <P> </P> <p>Message Edited by Kendricke on <span class=date_text>12-08-2006</span> <span class=time_text>06:15 AM</span>

EQAditu
12-08-2006, 07:39 PM
<div></div>The original reason it-is-how-it-is could be as simple as it was too difficult.  I'm nearly certain that the effect is a script of some sort, and it may have been too hard to include ranging logic to the script.  It <i>isn't</i> a heal after all, so it follows very few rules that we are used to.  Saying it's a heal is like saying Verdict is a nuke.<div></div>

SenorPhrog
12-08-2006, 09:08 PM
<BR> <BLOCKQUOTE> <HR> EQAditu wrote:<BR> The original reason it-is-how-it-is could be as simple as it was too difficult.  I'm nearly certain that the effect is a script of some sort, and it may have been too hard to include ranging logic to the script.  It <I>isn't</I> a heal after all, so it follows very few rules that we are used to.  Saying it's a heal is like saying Verdict is a nuke.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>Your right I should have better qualified my statement.  I'm not sure how to properly classify it and your logic makes sense that a range factor may not have been plausible to add.</P> <P> </P> <P>Kendiricke, why should it not be the way it is?  Umm because spells aren't supposed to reach across the zone? And yes, that is my opinion.  Why do our buffs have range?  What is the difference? It's inconsistent with 99.9% of the spells in this game.  </P>

Kendricke
12-09-2006, 05:07 AM
<BR> <BLOCKQUOTE> <HR> Radar-X wrote: Umm because spells aren't supposed to reach across the zone? <HR> </BLOCKQUOTE> <P>Several spells have no range and can be cast across the zone.  It depends on the purpose of the spell.</P> <BLOCKQUOTE> <HR> Radar-X wrote:Why do our buffs have range?  <BR> <HR> </BLOCKQUOTE> <P>Not all buffs have a range.  Spirit of the Wolf (admittedly not a Templar spell) has no range, and you don't even have to be in a group to receive it.  You can receive the spell and leave the zone the caster was in and still have the spell for its duration.</P> <P><BR><BR> </P>

Omega
12-15-2006, 03:20 PM
I just wanted to comment that they ninja nerfed this so it now has a range.  It now says 50 meters on the spell (not sure what, if anything, it said before).  In any case it is -not- zonewide now, i tried it.  However, if someone is low on health and out of range, it still seems to include them in the division, it just wont take or give any life to them.  It will however, leave your whole group at about half health in that case.<div></div>

Rocksurly
12-16-2006, 02:12 AM
<DIV>I just used this spell yesterday to heal someone in my group who was running to freethinkers from accross zone from red to green health. </DIV>

LowfyrWildforge
12-19-2006, 09:46 AM
<P>I used it about two weeks ago when I didn't make it through the door in a certain level of Poet's Palace.</P> <P>Not like it was a big emergency, though. </P>

rollandheat
08-22-2008, 12:09 PM
SO, Does anyone know the exact efficiency of this spell on each level (adept I, III, master I)?

Karelyn
08-22-2008, 03:36 PM
From what I remember of trying out the spells while on my own , the adept 1 version resulted in a loss of 4% of the hitpoints , the adept 3 was 2 % , and the master resulted in no loss or gain of hp.I haven't confirmed that it works in exactly the same way in group , though I'm pretty sure you will effectively lose hitpoints from people with lower maximum hp losing the excess that is given to them.

Itsey
08-29-2008, 12:59 PM
Yes, it will divide the total number of hit points equally, after some loss based on the spell mastery, so if you have group members with widely varying HP Max, then sometimes hit points get wasted. That's because everyone ends up with just the average number of available hits points when you cast the spell. Because your tank usually has a higher HP max than the average for the group, when you cast the spell, it may put your tank in the yellow or orange even if everyone else is still in the green (because the average hit points is a smaller % of the tanks Max HP). And if you cast the spell before your tank has dropped below the "average HP level" then it might even take away hit points from your tank and redistribute it to the other group members, and if they're already at full health, then this transfer is completely wasted.A numerical example: You have 6 group members, with Max Health as follows:tank: 18000group member 2: 10000group member 3: 10000group member 4: 10000group member 5: 10000group member 6: 10000Suppose the tank gets hit for 2000 damage, leaving her with 16000. And you cast Divine Arbitration. That leaves 66,000 point to be distributed evenly among 6 players. So the average is 11,000 hit points. (Ignoring the loss % -- or assuming you're using a Master spell) This leaves each person with 11,000 points. But the max points on everyone but the tank is 10,000, so they stay at 10,000. Meanwhile the tank LOSES an another 5,000 hit points, leaving her around 60% health.This is an extreme example because of the high max health on the tank and the relatively low health on the other members, but it is still well within the range of possible configurations for the game.