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World #makelifestealgreatagain! (30 Supporters!)

Discussion in 'General Suggestions' started by los_pollitoz, Feb 27, 2017.

?

Thoughts?

  1. Solution 1!

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  2. Solution 2!

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  3. I like both solutions

    23 vote(s)
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  4. None of them!

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  1. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    In my opinion, it is reliable enough, and it gives melee an edge with those abilities since spells can't get them(aside from War Scream which is bugged right now to calculate melee, and thus factors in stealing). Life Steal simply needs to be buffed, I feel.

    Also, I have no idea why the text changed to X/4s. The chances of Life/Mana Steal activating are still approximately factored to activate once every two seconds if you keep hitting one enemy. For instance, since a Super Slow weapon can hit 0.51 times per second, there's approximately a 98% chance to activate Life Steal, leading to the Apocalypse users spamming War Scream and fully healing as they do, whereas on the opposite end of the spectrum, a Super Fast weapon can hit 4.3 times per second, giving it a much slimmer 11.63% chance to activate. Here is the formula I used and a small table regarding it(note that this may be wrong; this is simply how I understand the mechanic to work).

    100/(DPS*2)=Chance to activate Life/Mana Steal on hit

    Super Slow: 98% chance (100*[0.51*2])
    Very Slow: 60.24% chance (100*[0.86*2])
    Slow: 33.33% chance (100*[1.5*2])
    Normal: 24.39% chance (100*[2.05*2])
    Fast: 20% chance (100*[2.5*2])
    Very Fast: 16.13% chance (100*[3.1*2])
    Super Fast: 11.63% chance(100*[4.3*2])

    Since it is meant to activate one every two seconds, I took hits per second, multiplied it by two, and then divided it by 100, since each weapon is supposed to have approximately the same chance to get their Stealing effects off overall. Of course, since it's rather difficult to always get exactly 4.3 hits in per second or land every attack, it appears slower, but it is working as intended from what I have seen on my archer. using Full Charge. A majority of my shots drain my mana(it has -mana steal and is Very Slow), and it seems to be just about 6/10 though I haven't done a huge amount of testing on that regard.
     
  2. Cosomos

    Cosomos Well-Known Adventurer

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    So after seeing Selvunt's responses a more fair formula for life steal to activate would be:
    [0.5+damage duration]/[2*number of hits]
    That would alow all spells to have the same chance to activate without penalizing spells that deal damage over time.
     
    Last edited: Mar 6, 2017
  3. Cosomos

    Cosomos Well-Known Adventurer

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    Actually after further thought the AoE of the spell vs the AoE of the Classes Melee attack should also have an effect on the chance of life steal working.
     
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