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Blood magic


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#1
Jack-Nader

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This is a spin off from this thread
http://social.biowar...8/index/6778619

Mage Base Health Regeneration - 0.1%
Mage Base Mana Regeneration - 0.3%
Elemental Mastery Mana Regeneration Bonus - 0.1%
Galvanism Mana Regeneration Bonus - 0.1%
Spirit Mastery Mana Regeneration Bonus - 0.1%
Vitality Health Regeneration Bonus - 1.0%
No Compromises Health Regeneration Bonus - 0.5%

I've been messing about with Merrill's blood magic.

Merrill has 200 HP and hawke friendship.. ( 3 mana to hp casting ratio )
In Act II Merrill is granted a +20 health regeneration through her armor upgrade.

Now here is where it gets interesting. Blood magic items all reduce her spell cost by 1 HP to 1 mana regeration. In act II I also noticed a belt for sale (belt of vigor) which adds 22 health and 2 health regeneration rate.

I decided to compare the ring and the belt

case 1

Merrill equiped with blood mage ring only
HP to mana ratio is 1:3 and 1:1 from ring = 1:4
Health regeneration rate is 0.001 + 0.002 = 0.003

The most expensive spells cost 60 mana with a 30 second cooldown. At 1:4 ratio these spells will cost her 15 HP. Under ideal circumstances you would also want her to regenerate all her health during the spell cool down.

60 / 4 = 15 health cost
Health regeneration rate = 200 * 0.003 = 0.6
Health regeneration over 30 seconds = 0.6 * 30 = 18 HP
18 - 15 = 3

Therefore she will regenerate 3 HP over unity

Caste 2


Merrill equiped with the belt of vigor (+22 health and 2 health regeneration)
HP to mana ratio is 1:3 and 1:1 from ring = 1:3
Health regeneration rate is 0.001 + 0.002 + 0.0002 = 0.0032

60 / 3 = 20 health cost
Health regeneration rate = 222 * 0.0032 = 0.7104
Health regeneration over 30 seconds = 30 * 0.7104 = 21.312

21.312 - 20 = 1.312

Therefore she will regenerate 1.312 HP over unity

Case 3

Merrill is equipped with 2 blood mage rings
HP to mana ratio = 1:3 + 1:1 + 1:1 = 1:5
Health regeneration rate = 0.001 + 0.002 = 0.003

60 / 5 = 12 Health cost
Health regeneration rate = 200 * 0.003 = 0.6
Health regeneration over 30 seconds = 0.6 * 30 = 18 HP

18 - 12 = 6

therefore she will regenerate 6 health over unity

case 4

Merrill is equiped with 1 blood mage ring and the belt of vigor
HP to mana ratio = 1:3 + 1:1 = 1:4
Health regeneration rate is 0.001 + 0.002 + 0.0002 = 0.0032

60 / 4 = 15
Health regeneration rate = 222 * 0.0032 = 0.7104
Health regeneration over 30 seconds = 30 * 0.7104 = 21.312

21.312 - 15 = 6.312

Therefore she will regenerate 6.312 HP over unity.

Modifié par Jack-Nader, 19 avril 2011 - 08:36 .


#2
Jack-Nader

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Some more figures

Merrill @ 100 HP with standard +2 health regeneration item equipped.

100 * 0.0032 = 0.32 health regenerated per second

An equivelent ring that boots health only

0.32 / 0.003 = 106.666

therefore at 100 health a +2 regeneration ring is equal to a ring that adds 6.666 health

Merrill @ 200 HP with standard +2 health regeneration item equipped.

200 * 0.0032 = 0.64 health regeneration per second

An equivelent ring that boots health only
0.64/0.003 = 213.33333

Therefore at 200 health a +2 regeneration ring compares to a ring that boosts health by +13.33 HP

Merrill @ 300 health with + 2 regeneration ring

300 * 0.0032 = 0.96 health regeneration per second

An equivelent ring that boots health only

0.96 / 0.003 = 320

therefore a +2 health regeneration ring compares to a +20 HP ring at 300 HP.

#3
mr_afk

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Haha you and your fancy math calculations! <_<
Still, useful information to know. So all those +2 health regen rings aren't completely useless after all. 

Modifié par mr_afk, 19 avril 2011 - 08:57 .


#4
Jack-Nader

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mr_afk wrote...

Haha you and your fancy math calculations! <_<
Still, useful information to know. So all those +2 health rings aren't completely useless after all. 


So it seems.  The cool thing is that the math calculations for Mana regeneration are identical to merrill's health regeneration figures.

Main reason I am doing this is to work out how much health / mana to give Merrill and Anders so that they have the capacity to cast continuously.

Modifié par Jack-Nader, 19 avril 2011 - 08:53 .


#5
mr_afk

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Jack-Nader wrote...

So it seems.  The cool thing is that the math calculations for Mana regeneration are identical to merrill's health regeneration figures.

Main reason I am doing this is to work out how much health / mana to give Merrill and Anders so that they have the capacity to cast continuously.


That's because you use a triple mage, one rogue party right?
If you had a warrior you could easily cast continuously using rally (without the need to even pump any willpower).

Modifié par mr_afk, 19 avril 2011 - 08:59 .


#6
Jack-Nader

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yep. rally is the only thing I miss from the warrior tree.

#7
nickan1022

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Jack-Nader wrote...

mr_afk wrote...

Haha you and your fancy math calculations! <_<
Still, useful information to know. So all those +2 health rings aren't completely useless after all. 


So it seems.  The cool thing is that the math calculations for Mana regeneration are identical to merrill's health regeneration figures.

Main reason I am doing this is to work out how much health / mana to give Merrill and Anders so that they have the capacity to cast continuously.


My strategy has been to pump her with Con and generally skip the +health items in favor blood magic items.  You can get a ratio of 1:8 health to "mana" with a staff, 4 accessories, friendship, and the baseline conversion.  When you get to 300-400 health towards the end of the game, she effectively has endless mana.  If you wanted to get creative, you can also use her upgraded Wrath of the Elvhen to heal her while Blood of the First is active.  I always felt like the extra 3 talent investment wasn't worth it, though.

#8
Jack-Nader

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I've sussed it out :) After a lot of math I respeced Anders and Merril and set them up to maximize there efficiency. I am testing the party out atm with Xebenkeck. The fight is pretty much a slaughter.

#9
Att3r0

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for whom ? ^^
blood magic is win for companions as you dont need willpower to wear gear. As for accessories its easier to just get blood conversion items that are always good rather then have another char to jugle gear. Merril is quite OP blood mage, stronger then hawke outside the +% damage gear.