Heal bonus?
#1
Posted 25 November 2014 - 04:31 PM
#2
Posted 25 November 2014 - 04:46 PM
I would guess that the belt would stack with any weapon that heals on hit or kill. That belt sounds awesome. I want it for my Reaver and for my Dwarf Tank. My Dwarf has a lvl 14 unique mace that heals 1% max health on hit and I'm using that over higher DPS weapons for the healing. It is more important for a tank to stay on his feet than to do damage.
Sucks that I'm at work and I just want to be home playing the game.
- Robbiesan and The_Prophet_of_Donk like this
#3
Posted 26 November 2014 - 04:25 AM
Just curious how this works for multiplayer. I found a unique belt with 20% heal bonus on it... As far as I'm aware the only classes with healing abilities are the reaver or the elementalist and necro with the heal on kill passive. I'm assuming this will boost your heals from these abilities? Does it increase the heals from potions (heal, regen, etc.)? Anyone tested out an item with this ability to see if it is worthwhile for multiplayer or should I just stick with the % melee damage reduction belt I've been using? Any input is appreciated
i found it too..20% heal bonus
#4
Posted 26 November 2014 - 05:22 AM
Could one of you please test whether it has an effect on Death Syphon?
#5
Posted 26 November 2014 - 05:53 AM
That thing on a Reaver...my God.
#6
Posted 26 November 2014 - 05:56 AM
I got a blue heavy armor upgrade with 26% heal increase. I wonder if 1 armor upgrade, 1 ring and the belt would stack (and amulet if there's a heal amulet?). Or do they not stack like 2 of the same rings don't stack?
#7
Posted 26 November 2014 - 06:53 AM
#8
Posted 26 November 2014 - 03:19 PM
#9
Posted 26 November 2014 - 05:15 PM
Just curious how this works for multiplayer. I found a unique belt with 20% heal bonus on it... As far as I'm aware the only classes with healing abilities are the reaver or the elementalist and necro with the heal on kill passive. I'm assuming this will boost your heals from these abilities? Does it increase the heals from potions (heal, regen, etc.)? Anyone tested out an item with this ability to see if it is worthwhile for multiplayer or should I just stick with the % melee damage reduction belt I've been using? Any input is appreciated
The items in mp were balanced with the assumption that there would be more healing mechanisms than exist. A belt with 20% healing bonus will increase the amount of a heal by 20%, so if your reaver heals for 100 damage per rampage+dragon age, it would heal for 120 damage instead. But if you aren't a self-healing class, but have a rare 5% heal on kill ring on a 500 hp mage, a kill that heals for 25hp will heal for 30hp instead.
That belt might be worth it if you are playing reaver, but I personally lean towards pure hp. As for non-reavers, compared to a rare 100 hp belt, for a non-healing class, you would need to kill 20 enemies while not at full hp per dungeon stage (100 for full dungeon) to recoup enough hp to break even. Damage reduction is likewise significantly inferior to pure hp for non-reavers.
If they add more healing mechanisms into the game that belt could be good, but as it is, I wouldn't use it for any class except reaver or maybe a death siphon class.
#10
Posted 27 November 2014 - 03:58 PM
- Robbiesan likes this
#11
Posted 27 November 2014 - 06:14 PM
I can confirm that heal bonus works for Devour.
#12
Posted 10 January 2015 - 12:02 AM
Has anyone tested whether or not these items stack? I have a belt that adds 20% to healing and an armor upgrade that does 32% and I want to know if this works as a combo.
#13
Posted 10 January 2015 - 12:32 AM
I have the Superb Ring of Life-Drain (10% Heal on Kill) - http://i.imgur.com/PMBFDh5l.png
and the Superb Belt of Healing (20% Heal Bonus) - http://i.imgur.com/64P23dvl.png
They are VERY nice to have on everyone with the exception of Legionnaire and Templar unless you go for more of a DPS build with them.
#14
Posted 10 January 2015 - 02:44 AM
I believe the bonus is a percentage of the healed amount added.
I have a 5% Heal belt, and a Superb Ring of Life Drain +10%. I don't think they are added together, in that the total healed on kill is 15%, but rather that the bonus of 5% adds based on the ring's total. In other words, the total healed on kill would be 10.5%. The effect would be more noticeable with a Reaver's abilities, or with a healing potion, where the base heal number is more substantial.
I'm not certain of this, though.
#15
Posted 10 January 2015 - 04:10 AM
In most cases, a pure hp increase is better then heal bonus.
Health varies but most players have under 1000 health, some as low as 500-600 depending on class. Most healing from abilities and all healing off gear is a flat % based off max HP. Hence increasing max HP would increase the amount healed. A character with a base hp of 1000, would see the same increase using the unique hp belt(200hp) as the unique heal bonus belt(20%heal) with any less max hp favouring the hp belt and any more favouring the heal bonus belt. This is only taking into account heal amounts with heals based off max hp.
#16
Posted 10 January 2015 - 02:40 PM
So if a pot heals for 300 and the belt is a 20% heal bonus then the pot would instead heal for 360. Likewise if you're sporting two 10% heal on kill rings, for a total of 20%, then the heal on kill bonus would total 24%.
I HIGHLY doubt that you simply add %'s together. A.) The wording doesn't imply that, B.) That would be a first, in my experience, with games and C.) That would be OP as ****.





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