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What is the point of Healthier Ophanim II

Discussion in 'Questions' started by AdrianOkanata, Dec 24, 2022.

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  1. AdrianOkanata

    AdrianOkanata Well-Known Adventurer VIP+

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    Minecraft:
    The ability tree descriptions can be kind of vague but from the information in them it seems like:

    - Ophanim orbs take a set percentage of their max health when they attack. The ability tree actually says they take 20% of their health, but that doesn't make sense because then they would never die, so I assume it is max health. With Healthier Ophanim I they take 15% of their health per hit so they should be able to hit 7 times before dying.
    - When you heal the orbs, you heal them by a percentage of *your* max health.
    - Healthier Ophanim II increases the orbs' max health and doesn't do anything else.

    But since orbs always take a percentage of their max health as damage, but only get healed by a fixed amount, doesn't that mean that Healthier Ophanim II is entirely a negative thing, since it just makes them take more heal casts to heal a given % of their health, while not making them last any longer if they are not healed?
     
  2. TempletonRatings

    TempletonRatings Aspiring Wynntuber

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    I had a similar thought process and did some testing, and it seems like Healthier Ophanim just increases the amount of hits the orbs can deal before dying... the ability is written in a confusing way tho which makes it seem like it's a downgrade
     
  3. lemonalade

    lemonalade [insert misinformation here] CHAMPION

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    Fortitude and Sunflare trigger when you heal a certain percentage of your max health (120% and 300%).

    For example: let's say you're level 80 with champion set and Bob's Mythic Wand (no accessories), and you don't have fluid Healing but you have Orphion's Pulse (no other major abilities). You will have 7405 HP and 3 Orbs with 1000 HP max.
    If you cast Heal, then your total Heal is ~4702 HP. Now here's the problem: Fortitude requires 120% of your Max HP to trigger: you need to heal 8886 HP. If we consider the orbs being at the lowest possible health (1%), you're only healing ~3000 HP combined for those orbs. Assuming you heal the full 4702 for yourself: 4,702+(3•1000)= 7,702. That does NOT meet the 8886 health requirement.

    Now, in a situation where your orbs have 3000 HP each, and are at 1% HP, and you still heal 4,702 HP: 4702+(3•3000)= 13,702 HP healed. This easily meets the 8886 Health requirement for Fortitude.

    The same situation can be applied for Sunflare but you will obviously need more orbs for that. I know this math isn't exactly perfect but you get the gist. For this I didn't take into account the "you can only heal others for no more than 30% of their Max Health" because I'm not sure if that applies to Orphion's Pulse or not (as well as orbs), but it doesn't change the overall point I'm trying to make.

    TLDR: more health healed= easier to trigger Fortitude + Sunflare (and Lightweaver too I guess)
     
    Last edited: Dec 24, 2022
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  4. Erebuis

    Erebuis Defiled Cave Enjoyer :3 (-580, 27, -580) VIP+

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    btw, this isn't relevant to the thread, but you can heal other ophanim orbs that are not yours and same for other players.
     
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