View Full Version : Wards and + to Heal Spells
DevilDi
01-11-2007, 09:55 PM
<DIV>Do the items that give a bonus to heals effect wards?</DIV> <DIV> </DIV> <DIV>Also, do they stack?</DIV>
Xenmir_shamankitty
01-12-2007, 02:49 AM
yes and yes, but i have found that the wards do not get the entire effect for all enhancements, specifically the +20 healing adornment on my MoA, it only added 10 or 12 points on the wards, whilst my direct heals got the full 20 effect. <div></div>
DevilDi
01-12-2007, 04:10 AM
Does it say "+ 20 to heal" or does it say "up to 20?"
ShadowyStingray
01-18-2007, 10:26 PM
One thing that annoys me is that there is a cap on the physical ward part of Runic Aegis - no matter how many +heal adornments/items you have, it goes no higher than 151 (you get 4 points in it for every +10 healing). As far as I can tell, there is no cap on the magic ward part of Abhorrent Shroud, the Defiler analogue to Runic Aegis. I'm guessing Runic Aegis capped for balance purposes, although I don't understand why... Could it be a bug?<div></div>
Banditman
01-18-2007, 10:32 PM
I've seen mine at 157 before. Probably a crit.<div></div>
Mine's consistently at 159 /shrug<div></div>
Shagg
01-19-2007, 01:41 AM
I've seen the display stays at 151 on my mystic however I've seen log text indicating it regenerated more than 151 points of damage... interesting. Haven't fully investigated this yet. <div></div>
ShadowyStingray
01-20-2007, 03:53 AM
The highest I've ever seen is 152 when I am grouped with a Crusader who has the AA Fearless Morale (or something to that effect) that gives the Crusader immunity to fears and adds 1% to all group members heals.... A quick check of my logs revealed that is all I ever see (that or 151). By my math, I have enough adornments/items with +healing that I should see around 210 for the ward of Runic Aegis at Master 1. That's what leads me to believe it has to be capped (or bugged) for some reason. Not game-breaking, but disappointing that it can't take full advantage of all the +healing items you could possibly have (which I don't even personally have).<div></div>
Banditman
01-22-2007, 08:07 PM
You have to understand that those +heal items are not what most people think they are.Read the text carefully . . . " Increases heal amount of all healing spells by <b>up to</b> 25" . . . it's not a raw amount . . . it's "at most" this amount, and almost always less.Still, it can be significant. With all my adornments and the Tunare cloak, my Master 1 Torpor now leads off with a 701 point Ward. That's pretty substantial.<div></div>
ShadowyStingray
01-25-2007, 10:37 PM
I understand what the text is saying, and I believe it has been stated that it is normalized on a 3 second cast heal, which gets the 'full' effect, whereas other heals are adjusted to either more or less based on their cast time and type of heal. My complaint was merely that with the amount of adornments/items I have, my 'up to' +healing increases to +225, which I believe is what I get on Learned Healing's range. My observation has been that for every +10 of 'up to' healing points added, a +4 increase in the ward on Runic Aegis is seen. So, assuming a 40% scaling of the +healing items, I would expect to see +90 to the ward of Runic Aegis, thereby taking it to 210 at Master 1. This trend holds true up to 151 points after which no change in +healing items affects it. Runic Aegis is the only thing that seems to cap with these +healing items, so it isn't a big deal in the grand scheme of things and it must obviously be capped for a reason (I found out that it seems the Defiler's Abhorrent Shroud magic ward caps at 398-401 at Master 1 with +healing and their AA to boost it's amount maxed). Perhaps they cap it as a total % improvement since adding +90 or more would be almost doubling it's effects. I guess I was just bringing this up with respect to Runic Aegis to see if others observed the same behavior (looks like others have) and whether it is considered a bug or by design...I agree the +healing items can add up and make a difference and definitely have no complaint on their function on normal heals/specialty heals. I too have seen my wards/heals increase fairly significantly through their use.<div></div>
Vulking
01-26-2007, 03:17 AM
<DIV> <HR> </DIV> <DIV>Banditman wrote:</DIV> <DIV> </DIV> <DIV>You have to understand that those +heal items are not what most people think they are.<BR><BR>Read the text carefully . . . " Increases heal amount of all healing spells by <B>up to</B> 25" . . . it's not a raw amount . . . it's "at most" this amount, and almost always less.<BR><BR>Still, it can be significant. With all my adornments and the Tunare cloak, my <FONT color=#6699ff><STRONG>Master 1 Torpor</STRONG> </FONT>now leads off with a 701 point Ward. That's pretty substantial.</DIV> <DIV> <HR> </DIV> <DIV><BR><FONT color=#6699ff>Sure!! Rub it in why don't you! :smileytongue:</FONT></DIV> <DIV><FONT color=#ffcc00></FONT> </DIV> <DIV><FONT color=#ffcc00></FONT> </DIV> <DIV><FONT color=#ffcc00></FONT> </DIV> <DIV><FONT color=#ffcc00>Yeah adornments are not a net amount, but they do stack, which is soooooo nice!</FONT></DIV>
Banditman
01-26-2007, 07:04 PM
I'm really not trying to rub it in, but I must admit that made my week when I got that last summer.<div></div>
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