Damage Transfer from LF to Health: Bugged?

Damage Transfer from LF to Health: Bugged?

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Posted by: Cogbyrn.7283

Cogbyrn.7283

It’s possible this has already been figured out, reported, and maybe even mentioned by ANet. If it’s all of those things, I apologize, as I hadn’t seen it.

I noticed tonight that, at least for fall damage, when you take damage greater than your current LF pool, the total amount of damage is also subtracted from your health pool. I have been thinking that I could use LF as a means for taking more fall damage than normal and escaping situations even without Spectral Walk, but today I took about 22k fall damage with 10k Life Force and 20k health. I died.

I tested it again when we didn’t have any Bloodlust charges. I sit at about 19k health, had 4k LF, and took 11k fall damage. I had 8k health after the fall, and 0 Life Force.

I can’t help but be curious if this occurs for high spikes of damage as well. If I have 2000 Life Force left, and I get Backstabbed for 5k, does it take all 2000 Life Force and drop me by 5000 health as well? There aren’t really many situations where this would really come into play, I don’t think, but it still seems bugged to me.

Again, apologies if this has already been hashed out on these forums. Just wanted to share in case anyone else gets the same idea in WvW as me, to save them from a “WTF” death later on down the road.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

Damage Transfer from LF to Health: Bugged?

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Posted by: Bhawb.7408

Bhawb.7408

What it should do is deal the damage to your life force, and then remove the remaining damage gets subtracted from your HP. So if you took 5k damage to a 2k DS, you’d lose 3k HP as well.

No idea if its working properly in game though.

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My PvP Minion Build

Damage Transfer from LF to Health: Bugged?

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Posted by: SunRoamer.5103

SunRoamer.5103

There’s a certain threshold of how far you can fall and still be able to survive. At some point, regardless of HP and mitigation, you are bound to die.

Are you sure it might not simply have been this?

E:
DS is bugged to a certain degree though. It is supposed to reduce damage by 50%, which is does as long as the damage does not overflow to your regular HP (the overflowing damage itself is obviously not supposed to be reduced; however once it overflows, even the damage taken to DS is not affected by this reduction)

In Bhawb’s example, we SHOULD only lose 1k HP (the 2k DS absorbing the equivalent of 4k damage), but due to this bug we end up losing 3k.

https://forum-en.gw2archive.eu/forum/professions/necromancer/DS-and-damage-reduction/first#post3249048

Which can be quite severe, in case the damage so much as overspills by one single point, we receive pretty much two times the damage we should take.

(edited by SunRoamer.5103)

Damage Transfer from LF to Health: Bugged?

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Posted by: Dalanor.5387

Dalanor.5387

A month ago it only overflowed without any reduction, nice to see that this class gets more bugged month by month.

edit: SunRoamer was faster with editing.

Damage Transfer from LF to Health: Bugged?

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Posted by: Targuil.3741

Targuil.3741

I’m getting flashbacks to bugged downed state for some reason.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
I think I should remove this quote given the recent developement.

Damage Transfer from LF to Health: Bugged?

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Posted by: Cogbyrn.7283

Cogbyrn.7283

There’s a certain threshold of how far you can fall and still be able to survive. At some point, regardless of HP and mitigation, you are bound to die.

Are you sure it might not simply have been this?

Interesting. It’s very possible that falling damage is just “different”, but that still feels weird to me.

I just ran a test, and a character with 19k health took roughly 112k falling damage from one location, and another character with 12k health took 66k from the same location. It makes sense that falling damage is a % of your total health to insure all characters die from the same distance, but because Death Shroud lets us absorb > 100% of our total health in damage, I would have thought there would be extra room, such that you had to take 160% falling damage to die from full DS (rough example).

I’m going to run some more tests to see if it’s just falling damage. I just find it weird that it would be a special “instakill” case.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

Damage Transfer from LF to Health: Bugged?

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Posted by: Cogbyrn.7283

Cogbyrn.7283

Alright, here’s the scoop I just found out testing with my girlfriend’s Thief in sPvP:

1. When the entire hit is absorbed by DS, only 50% of the damage is subtracted from your LF pool. At roughly 3000 life force, a 5200 Backstab took 2600 LF. I had roughly 400 remaining. So in short, that’s 1 LF per 2 damage.

2. When only part of the damage is absorbed by DS, the portion done to LF is calculated at 1 LF per 1 damage. A 5200 Backstab at 2000 life force removed 2000 life force and about 3200 health.

It sounds like if you take 100% falling damage, regardless of the fact that LF is additional “health”, it still just kills you. The more interesting part, though, is that if you take falling damage that is greater than your LF pool while in DS, you’ll still take all of that falling damage in health. If it’s less though, it just takes LF. Must be some weird interaction between the special case of falling damage and LF to health transitioning.

It does still seem like it’s a bit bugged, though how much that actually influences a fight can be determined by someone else. I can see it being a general bummer for the large numbers you can see in WvW, but not necessarily a fight-deciding bug against the majority of classes in the majority of situations.

Thanks for the input, folks.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

(edited by Cogbyrn.7283)

Damage Transfer from LF to Health: Bugged?

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Posted by: SunRoamer.5103

SunRoamer.5103

Thank you for posting your findings!

Actually I think that part about the falling damage is pretty severe. I mean, I think it’s good that there’s a certain “instant death threshold”, but as long as that does not occur our DS should be able to properly absorb the falling damage that IS done (even if it’s a 1:1 ratio).