The Heal that Kills...

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Postby Dapaladin » Thu Oct 09, 2008 6:22 am

So, while reading this thread i thought of a possible change to AD while it is a bit of a nerf probably overall (havn't bothered with math) it gets rid of any leap frog blah blah blah nonsense.

It has the same damage reduction% in the tooltip but instead of being while below 30% health (or is it 35%) i mix the two number of AD up all the time but ANYWAY just make it so it reduces the damage on any attack that would kill you. I mean some sort of programming is there already as Cheat death is around so i can;t imagine it would be that hard to change.

The downside with this idea is that we dont get the damage reduction for when we are taking small hits and we are below the HP threshold for AD to kick in but it would help against bosses that hit very hard.

But it also isn't overpowered because you if you get hit for 15k and you only ahve 10k HP your dead anyway you look at it.
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Postby Papewaio » Thu Oct 09, 2008 7:36 am

To rephrase the original post: "If AD can be leapfrogged at all, healing can put you into leapfrogging territory."

This is new... why?
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Postby Candiru » Thu Oct 09, 2008 7:43 am

It would be nice if the damage reduction ramped up from 50% HP to 35% HP.

Something like reduction = 30% *MAX{1, (50-HP%)/15}

That way the deadzone would be removed.
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Postby Joanadark » Thu Oct 09, 2008 12:37 pm

I thought this was gonna be about how amazing Holy Shock is.

I'm dissapointed.
Arkham's Razor: a theory which states the simplest explaination tends to lead to Cthulu.
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Postby Zumor » Thu Oct 09, 2008 1:14 pm

Papewaio wrote:To rephrase the original post: "If AD can be leapfrogged at all, healing can put you into leapfrogging territory."

This is new... why?


simple said, thats the topic, yes
I already thought about that in the past, but the chance this happens was so small, it was near impossible to happen
but with HP going up that Deadzone gets bigger and the chance of "it could happen" is there.
The thing about getting leapfrogged is anyway a stupid thing, they should change it to like "avoid 50% of damage that would damage you below 35%, the next X damaging attacks against you do 30% less damage" with a CD of 30sek or something like that
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Postby Galoheart » Thu Oct 09, 2008 2:19 pm

Candiru wrote:It would be nice if the damage reduction ramped up from 50% HP to 35% HP.

Something like reduction = 30% *MAX{1, (50-HP%)/15}

That way the deadzone would be removed.





Could a Solution be to Have Ardent Defender work as is when hit or below 35% and remain in effect as a buff till abovr 50% HP or duration of X seconds.
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Postby Omatre » Thu Oct 09, 2008 4:19 pm

Welcome to randomness in a video game.
Nothing is a guarantee 100% sure bet, unless its that sometimes, you do die.

If you expect anything less, you're probably missing the thrill of playing the game.
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Postby earanduin » Thu Oct 09, 2008 9:17 pm

I was under the impression that Blizz's design goal was to move away from avoidance tanking. As such, hits from bosses should be proportionally less with respect to our hp than we saw in TBC, resulting in a reduced chance of leapfrogging. Also, we no longer have an inconsequential amount of BV and this helps to lower the low end of the active AD range yielding greater functionality. AD also happens to scale BV exceptionally well (that's why I'd love to see us get an 11 point talent doubling our BV like Shield Block but without it's other effects).

For instance a 10k hit after armor in the AD range gets reduced to 7k, which (assuming 1700 BV) gets reduced to 5.3k post block. With an 11 point Double Blocking talent it would drop down to 3.6k --- quite nice as a second oh snap button.

If you'd like to support having a double BV talent on a 1min cd go to http://forums.worldofwarcraft.com/threa ... 1&sid=2000
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Postby Seraphia » Thu Oct 09, 2008 10:51 pm

Make AD trigger on the damage that brings you into the AD zone. No more leap frogging.
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Postby Levantine » Thu Oct 09, 2008 10:54 pm

You know what else kills? Not getting healed.
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Postby moduspwnens » Thu Oct 09, 2008 10:56 pm

Levantine wrote:You know what else kills? Not getting healed.


AIDS, too.
I rule.
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Postby Levantine » Thu Oct 09, 2008 10:59 pm

Guns as well. Can't forget guns.
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Postby majiben » Thu Oct 09, 2008 11:24 pm

What I would like AD reworked into is a progressively stronger mitigation tool as you get closer to death with a higher threshold.

He's what I propose:
Starting at 50% health you gain a 17% reduction in damage every 10%

50-41% 7%
40-31% 14%
30-21% 21%
20-11% 28%
10-1% 35%

In the best case senario of health being whittled down one at time this incarnation of AD is worth 14.31% more EH compared to the current incarnation's 15%. It won't be as powerful in some situations but it will almost never be leapfrogged.
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Postby Bobness » Fri Oct 10, 2008 12:21 am

Levantine wrote:Guns as well. Can't forget guns.


Guns don't kill ... people do
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Postby Levantine » Fri Oct 10, 2008 12:56 am

Bobness wrote:
Levantine wrote:Guns as well. Can't forget guns.


Guns don't kill ... people do


YOU LIE!

When guns take over the world in a vicious dictatorship of blood and violence, don't come crying to me.
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