[PvX] Overhaul for Healing and Healing Power
With this change Fury would affect the Healing output and Regeneration would get a small tweak too.
Regeneration and how it is currently calculated: 5 + (1,5625 * level) + (0,125 * Healing Power) = Hp/tick
The new calculation: 5+ (1,5625*/1,5* * level) + (0,125 * Healing Power) = Hp/tick
Again some quick demonstration of the Healing output:
Berserk Gear – 50% Crit Chance, 0 Healing Power, 200% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for an average of 132/s
Soldier/Dire Gear – 0% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for 88/s
Cleric/Apothecary Gear – 0% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Regen ticking for 317/s
(new) Regen ticking for 275/s
Saint Gear – 50% Crit Chance, 1500 Healing Power, 200% Ferocity
(“current”) Regen ticking for 317/s
(new) Regen ticking for an average of 343/s
Lets move on to a rather difficult skill, the infamous Healing Signet.
The Healing per tick is currently calculated this way: 362 + (0,05 * Healing Power)
With my system this would change to: 362/1,5 + (0,05 * Healing Power)
Again the calculations:
Soldier Gear: 362/s now, 241/s after
Berserker Gear: 362/s now, average of 362/s after
Knights Gear: 301/s after
Saints Gear: 475/s after
The last skill i would like to talk about is Ele’s Staff Water #4 – Geyser
This Skill heals for 3x 808 + (0,25 * Healing Power)
With my system this changes to 3x 539 + (0,25 * Healing Power)
Comparison:
Cleric Gear: 3549 now, 2742 after
Berserker Gear: 2424 now, average of 2424 after
Celestial Gear: 2986 now, average of 2588 after
Saints Gear: 3549 “now”, 4113 after
Alright this was quite a long post with a lot of information but i hope i was able to show you how my system works.
Thank you for reading my post and feel free to leave constructive feedback