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Heal Iii Is Worse Than Heal Ii

Discussion in 'Wynncraft' started by _Patchess, Sep 6, 2019.

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  1. _Patchess

    _Patchess Skilled Adventurer VIP

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    So, everyone knows the heal spell. Right click, left click, right click, get health. Standard stuff. BUT WHY IS HEAL III SO BAD? It divides up your heal into 3, meaning if you are on the edge of death and want quick health, dont think about it. Heal 2 can heal up to 200 hp in a single cast immediately, but heal 3 is barely reliable. Is there a way to revert it or something? Im really upset.


    Edit: Why does the title not allow III and II
     
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  2. A Human

    A Human Definitely not an alien. VIP+

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    I’m pretty sure heal III heals 3x the amount of heal II in total
     
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  3. A Human

    A Human Definitely not an alien. VIP+

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  4. coolname2034

    coolname2034 Formerly known as NPCGrian HERO

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    I can answer your edited question: titles automatically make all letters lowercase except for the the first letter of each word
     
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  5. DragonEngineer

    DragonEngineer Famous Adventurer HERO

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    One time burst heal is definitely better than short burst of heal over time.
    In higher level, mobs tend to deal a lot of damage, and short burst of heal can be quite hard to counteract the damage taken.
    That means we have to spam heal spell instead of waiting for the next pulse to happen most of the time.
     
  6. creature

    creature Uncorrupt, so possibly serving Dern VIP

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    In english news and professional papers titles always start with a capital letter for each word and have each other letter lower case. This has been automised on the forums

    There's no way to revert it and I agree with T3 being worse than T2.
     
  7. xct

    xct Perseverance CHAMPION

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    huh, the pulse is a bit dumb tbh and should be all in one single pulse
     
  8. tig

    tig "Because EO parkour killed my grandma, OK???"

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    it should heal 20% on the first pulse and 5% on the next 2
     
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  9. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    This is specifically done to help prevent spamming it. It becomes more effective overall, but loses its spammability that makes Mage invincible.
     
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  10. _Patchess

    _Patchess Skilled Adventurer VIP

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    Thats kinda dumb IMO i want to be invincible :^)
     
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  11. __Excel

    __Excel i like cats VIP+

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    Maybe you could make it two pulses?
     
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  12. RazorGuild

    RazorGuild FEATURED WYNNCEAFTIAN (WIP) (IM MAKING IT BIG) HERO

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    yes but why would you make it worse then heal II? You guys ever think of buffing something but not to the point where it's abusable and broken? Is it only black and white for ct?
     
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  13. Goden

    Goden Everlasting Excellency HERO

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    i mean you may has well given it that spammability so mage actually has more of a use, when it's with other classes not like it'll be the one carrying on damage anyway
     
  14. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Or maybe just allow Mage to do a reasonable amount of damage. Realistically, without a mythic you're running at around 7-8k dps with spell mage right now, which is about 20-30% lower than one would expect from the baseline damages.

    (buff Ice Snake multiplier to like 200% please)
     
  15. Goden

    Goden Everlasting Excellency HERO

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    (this works too)
     
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  16. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    There's also the whole deal that water damage increases your heal potential up to a 17.5% heal at 150% water damage...which is a 52.5% heal in three seconds.
     
  17. starx280

    starx280 The boy who cried lunar VIP

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    I play champions from (not naming server (is it allowed?)) and 3 seconds is more than enough to decide who wins in a fight. For exp there’s a skill in champs that also allows a half health heal in 3 seconds but most end up dying trying to use it given that it’s regeneration and not an instant heal, kinda like mage’s heal now. Also given that classes and some mobs can deal 10k dmg+ in less than a second, ensured death is even more prominent in Wynn.

    Also people sacrifice the potential water % heals in mage builds for damage, due to mage lacking a lot in that area. The argument that mage is a slow, survival like playstyle is rather irrelevant in Wynn as well, due to the class having -40% base defence and the fact that a lot of the mobs in Wynn do quite a bit of damage, especially in the endgame. (Not even gonna mention certain bosses because they one shot mage nevertheless, and if the mage manages to tank a hit bosses usually have a huge hpr wall that a tanky mage would struggle to get through due to its low damage.)
     
    Last edited: Sep 7, 2019
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  18. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Now that defense is stronger, this honestly isn't nearly as much of a concern as it was before. I've said before that as an Archer of all things, with a bad fire/thunder build(i.e.: thrown-together, no ls sustain) I was easily able to tank Cybel attacks under the new Defense effects. I'm aware that part of it was cancelling some of his elemental damage, but that's not a huge portion of his damage anyways, and it still exemplifies that a good amount of defense really hurts boss's damage outputs by a huge margin. A mage with 80% defense compared to Archer's 60% AND an on-demand 30%+ heal?

    Potions themselves heal roughly a third of your expected health at the recommended level, over about three seconds...and Mage's heal can not only outstrip that, but also heals away fire and negative status effects. Plus, since potions only ever heal up to 4500 health at once (roughly a third of the "expected" 13k mark), but Mage's Heal is percentage-based from your current health and players can have way more health than that, it can super-easily outstrip potions if you've got a tanky total of health.

    Honestly, regarding the damage, Mage spreads it around so effectively that the low base is practically irrelevant except against singular foes, and even then it makes actually hitting them safely very easy.
     
  19. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Mage doesn't spread damage any more effectively than any other spell class (maaaybe Assassin gets worse large-scale hits, because you can only spread near you, but honestly even Warrior can spread pretty well).

    Mage spell dps output is worse than baseline would imply, given that for typical endgame builds, we see something like Mage at 7k dps, Warrior at 8-10k dps (long lag times on spells, of course), Assassin at 15k dps, and Archer at 20k dps (playing from 15-ish blocks, but not tempting fate with run-up Arrow Storm). The baseline seems to be 1x Mage, 1.33x Warrior, 1.67x Assassin, and 2x Archer.

    I don't think Heal has any problems with it. If anything, Stage II Heal felt too strong, although it does have a higher mana cost than Stage III.
     
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  20. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Well, Mage, as shown by the screenshots in the Making Of The Item System thread by Salted, has 60% damage compared to Warrior's 80%, Assassin's 100%, and Archer's 120%. So, that's roughly accurate if you take Mage's damage as the baseline, actually...but frankly Mage's survivability combined with their ridiculous control options, massive range, and the best melee hit in the game more than makes up for all this. It's technical, not numerical, that Mage edges out the win in.
     
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