(edited by Rump Buffalo.2594)
Healing power scales incredibly poorly with most spells, especially ones that have many stacks/hits or are heals over time.
This suggestion is to normalize healing while keeping it from getting out of hand.
Treat healing power like precision. I believe every 40 precision = 1% to critically strike at level 80. This math could be wrong as I haven’t looked at it in a while and could be forgetting but for the same of this argument let’s assume It’s correct.
My suggestion is to having healing power convert into Percentage% increase of healing across all healing abilities rather than simply having each individual ability have its owning scaling ratio. The reason for this is that adjusting bases and allowing percentages to scale from there is much easier and more stable than adjust ratios that run an extremely wide array of stats at level 80 (up into the several thousands at maximum).
This will buff weak abilities, probably nerf stronger ones, and allow for much more flexibility in stats while also allowing players to have a hard defined number that they can say I am effectively increasing my healing by this much (%) instead of guessing per skill. Also since we already have poison (33% healing reduction) there is already a counter in play.
Example math
Levels of healing power: Here are some quick calculations to show you what investing into healing power could get you. (assuming 40 healing = 1% like crit)
250 = 6.25%
500 = 12.50%
750 = 18.75%
1000 = 25%
1500 = 37.5%
2000 = 50%
If it were 1% per 50 healing
250 = 5%
500 = 10%
750 = 15%
1000 = 20%
1500 = 30%
2000 = 40%
50 per 1% might be a better number given the strength of regeneration but i think this is solid. Diminished returns could also be a thing as it stacks higher, as many stats normally have this “soft cap” placed on them.
the 6 slot healing skills would possibly need a lesser percentage but honestly I don’t mind the numbers id be seeing.
thoughts?
(edited by Rump Buffalo.2594)
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