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Healing amp changes.
Oct 14th, 2014 at 4:36pm
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For those that can't read mother forums.

https://www.ddo.com/forums/showthread.php/450117-Potential-changes-to-healing-am...

Greetings,

Today we want to discuss healing amplification. Our goal is to adjust it to be additive rather than multiplicative, in a way that benefits many players while minimizing the “nerf” to current players, particularly players who have created builds that extend into the extreme ranges of the current Healing Amplification system. We realize that any additive system will impact some players who are stacking Healing Amplification to the extreme, but in many cases this will have a beneficial or neutral impact to builds.

Why change it? We'd like introduce new sources of healing amplification on new items, but the team has been reluctant to do so with the current system because it is too powerful when stacked extremely high, and not good enough in small doses. With these changes we could add more items with healing amplification. We’d also like to give Barbarians lots of Healing Amplification as part of the Barbarian pass, but it just isn’t possible with our current multiplicative model.

Our current plan is to make Healing Amplification an additive rating and, to make it more effective in smaller doses, double the current values on enhancements and other sources of Healing Amplification. Healing Amplification would become a rating so it works just like Melee Power, Ranged Power and Spellpower. That is, Healing Amplification rating increases all healing by (100 + Rating) / 100. This would keep the game systems consistent. Repair Amplification would work the same, as well as values that allowed Pale Masters to heal with Negative Energy healing.

The current percentage values would be converted into a rating and then, to keep Healing Amplification competitive, the rating would be doubled. 10% Healing Amplification would become a rating of 20. 20% Healing Amplification would become a rating of 40.

To summarize:

~ Healing Amplication is turned into a rating which is additive.
~ Sources of Healing Amplication converted to an integer value and doubled.

As an example, the Human enhancement Improved Recovery would now give +20 Healing Amplification. If you also took the Paladin enhancement Vigor of Life from the Knight of the Chalice tree, it would provide +20 Healing Amplification for a total of 40. In this new case the character would increase all healing by a multiplier of 1.4 instead of a multiplier of 1.21.

Thus in smaller amounts players would see a buff.

What will this do to actual builds?

Let’s look at a build with healing amplification to see how it is affected.


Our first build has two Paladin past lives (currently 10%), healing amplification from Vigor of Life (currently 10%), a 30% healing amplification source, and a 20% healing amplification source.

On live this would be 1.1 * 1.1 * 1.3 * 1.2 for a total multiplier of ~1.887.

Under the new system this would be 20 + 20 + 60 + 40 for 140 Healing Amplification, which would be a multiplier to healing of 2.4 which is an increase in effectiveness.


Now let’s look at an extreme Human/Monk/Paladin hybrid build to see how high we can stack Healing Amplification currently.

Code:
Source                  Multiplier      Product                  
Base for Living            1            100%            12 Monk
Fleshmaker            1.1            110%            5 Paladin
Human 1                  1.1            121%                  
2                  1.1            133%                  
3                  1.1            146%                  
Monks Shintao            1.05            154%                  
3                  1.05            161%                  
6                  1.05            169%                  
12                  1.05            178%                        
Paladin t3            1.1            196%                  
Paladin 4            1.1            272%                  
Paladin 5            1.1            272%                  
Crown of Summer (Druid)      1.15            272%                  
Item 10%            1.1            300%                  
Item 20%            1.2            360%                  
Item 30%            1.3            467%                  
Paladin PL x3            1.15            538%                  
Jidz-Tet'ka            1.25            672%                  
Guild                  1.1            739%                  
Exalted Angel            1.03            761%                  
Exalted Angel            1.03            784%                  
Exalted Angel            1.04            816%                  
Unyielding Sentinel      1.1            897%
How this would look with the new system:

Code:

Source                  Multiplier      Product                  
Base for Living            1.0            1.0            12 Monk
Fleshmaker            +20            1.2            5 Paladin
Human 1                  +20            1.4                  
2                  +20            1.6                  
3                  +20            1.8                  
Monks Shintao            +10            1.9                  
3                  +10            2.0                  
6                  +10            2.1                  
12                  +10            2.2                  
Paladin t3            +20            2.4                  
Paladin 4            +20            2.6                  
Paladin 5            +20            2.8                  
Crown of Summer (Druid)      +30            3.1                  
Item 10%            +20            3.3                  
Item 20%            +40            3.7                  
Item 30%            +60            4.3                  
Paladin PL x3            +30            4.6                  
Jidz-Tet'ka            +50            5.1                  
Guild                  +20            5.3                  
Exalted Angel            +6            5.36                  
Exalted Angel            +6            5.42                  
Exalted Angel            +8            5.5                  
Unyielding Sentinel      +20            5.7
As you can see, this would be a buff to most builds, and a nerf to extreme Healing Amplication stacking because it’s additive. Any build that currently had less than 250% healing amplification would be buffed, while builds with more than 250% healing amplification would see a reduction in effectiveness.

Stacking
Our current plan is that all existing sources of healing amplification will stack as they do today, but they will be given various bonus types so players will be able to understand how they will stack with potential future items and enhancements.


When looking at these changes, players should know the following:

~ This system would allow us to start putting stacking Healing Amp on high level items again.
~ Barbarians would be getting sources of Healing Amplification in their trees.

Sev~
  
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Shadehater
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Re: Healing amp changes.
Reply #1 - Oct 14th, 2014 at 5:18pm
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I don't see where flab said we'd be pissed.
  
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Re: Healing amp changes.
Reply #2 - Oct 14th, 2014 at 5:18pm
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roar
  

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Re: Healing amp changes.
Reply #3 - Oct 14th, 2014 at 5:31pm
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Shadehater wrote on Oct 14th, 2014 at 5:18pm:
I don't see where flab said we'd be pissed. 


I never said you'd be pissed... Well unless you went full retard and went for the 897% HA build.

I just said that If you were going to be pissed, I would take the pitchforks aimed at me.



  

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Re: Healing amp changes.
Reply #4 - Oct 14th, 2014 at 5:53pm
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897 amp build were and are the last FOS legacy to die.  Thank god.

897 amp = 10 dpS before mortal fear...the ability that should have never been

  
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Re: Healing amp changes.
Reply #5 - Oct 14th, 2014 at 8:04pm
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So are they just going to convert all formulas to this (100+X)/100?

Has anyone coined a term for this yet? Something like the "Sev" system, or maybe the Sev-Erely Bad System, or go full Nazi with just "SS".

I think its time for a poll.
  

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Re: Healing amp changes.
Reply #6 - Oct 14th, 2014 at 8:27pm
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Shadehater wrote on Oct 14th, 2014 at 5:53pm:
897 amp build were and are the last FOS legacy to die.  Thank god.

897 amp = 10 dpS before mortal fear...the ability that should have never been



shhhhhhhhhhhh! I haven't made one yet and want to have fun before they nerf it into dust, probably with a low, low save.
  
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Re: Healing amp changes.
Reply #7 - Oct 14th, 2014 at 10:46pm
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So who documented those hamp sources for them? We already know Turbine doesn't document for shit.
  

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Re: Healing amp changes.
Reply #8 - Oct 14th, 2014 at 11:07pm
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Revaulting wrote on Oct 14th, 2014 at 10:46pm:
So who documented those hamp sources for them? We already know Turbine doesn't document for shit.

I'm sure Shade shows his work when solving math problems better than Turbine documents.

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Re: Healing amp changes.
Reply #9 - Oct 15th, 2014 at 12:12am
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More to the point, if anyone notices a missing source, don't point it out. Odds are they'll go change each one individually....
  

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Re: Healing amp changes.
Reply #10 - Oct 15th, 2014 at 12:29am
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Revaulting wrote on Oct 14th, 2014 at 10:46pm:
So who documented those hamp sources for them? We already know Turbine doesn't document for shit.


Me 2012, me when enhancements became multiplicative, me 2013, post enhancement pass

Do you have a problem with that?
« Last Edit: Oct 15th, 2014 at 12:30am by Munkenmo »  

So you want to know about an exploit?
PM Epoch For Details. Or, in case you don't already know, OnePercenter controls the Exploits Board. Lastly, if you're truly desperate, Vendui Tells Everyone
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Re: Healing amp changes.
Reply #11 - Oct 15th, 2014 at 12:53am
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I'll just say "RELEASE THIS ON LIVE NAO!!!!!"

Totally ok with this change as currently stated.
  
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Re: Healing amp changes.
Reply #12 - Oct 15th, 2014 at 1:05am
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Munkenmo wrote on Oct 15th, 2014 at 12:29am:


So you are aware it may be somewhat your own fault your tank is getting a "huge nerf"?

https://www.ddo.com/forums/showthread.php/450117-Potential-changes-to-healing-am...
  

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Re: Healing amp changes.
Reply #13 - Oct 15th, 2014 at 2:56am
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Silky wrote on Oct 15th, 2014 at 1:05am:
So you are aware it may be somewhat your own fault your tank is getting a "huge nerf"?


If you truely believe in logic like that, I'm sure there's a job opening at turbine.
  

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PM Epoch For Details. Or, in case you don't already know, OnePercenter controls the Exploits Board. Lastly, if you're truly desperate, Vendui Tells Everyone
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Re: Healing amp changes.
Reply #14 - Oct 15th, 2014 at 3:59am
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Munkenmo wrote on Oct 15th, 2014 at 2:56am:
If you truely believe in logic like that, I'm sure there's a job opening at turbine.


Maybe you should add the word "somewhat" to your vocabulary and then the comment by Revaulting would be somewhat clearer to you!
  

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Re: Healing amp changes.
Reply #15 - Oct 15th, 2014 at 4:13am
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I just got a huge boner when reading this  Smiley
  

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Re: Healing amp changes.
Reply #16 - Oct 15th, 2014 at 5:41am
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Anyone knows the real reason why they change this now?

And hi all  Smiley
  
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Re: Healing amp changes.
Reply #17 - Oct 15th, 2014 at 5:43am
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Bane wrote on Oct 15th, 2014 at 5:41am:
Anyone knows the real reason why they change this now?


It was stated in the post

Quote:
Why change it? We'd like introduce new sources of healing amplification on new items, but the team has been reluctant to do so with the current system because it is too powerful when stacked extremely high, and not good enough in small doses. With these changes we could add more items with healing amplification. We’d also like to give Barbarians lots of Healing Amplification as part of the Barbarian pass, but it just isn’t possible with our current multiplicative model.
« Last Edit: Oct 15th, 2014 at 5:46am by Angry »  
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Re: Healing amp changes.
Reply #18 - Oct 15th, 2014 at 6:21am
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Everyone is fine with this as pretty much everyone is gonna get buffed.

DDO Community is so fucking selfish.
  
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Re: Healing amp changes.
Reply #19 - Oct 15th, 2014 at 6:27am
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Munkenmo wrote on Oct 15th, 2014 at 12:29am:
Do you have a problem with that?

I don't. Actually, I was pretty sure Turbine was going off of your work. There was a chance though, that they had tried to do it themselves, and in that case they definitely would have missed several sources.

I was looking down the road at how much of a lottery that scenario might have been. Turbine forgets to update a source=that source either remains multiplicative (ymmv), or that source turns into an additive +0.01%.
  

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Re: Healing amp changes.
Reply #20 - Oct 15th, 2014 at 7:14am
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Bane wrote on Oct 15th, 2014 at 5:41am:
Anyone knows the real reason why they change this now?

And hi all  Smiley

Because it will look nice on his resume.
  
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Re: Healing amp changes.
Reply #21 - Oct 15th, 2014 at 7:48am
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Here is the issue I am having with the Heal Amp "update".  WHY THE FUCK DO WE NEED THIS? 
Heal amp works just fine.  Who give a fuck if retards cannot understand the math. 

Also, Turdbine says it will do XYZ but we will end up with the "dick trapped in the YKK zipper".  This change is not going to work.  Some new bug will kick in were heal amp adds damage from mobs and the only way to fix it is with yet another hot fix that will fuck up more shit.

I informed you thusly. Lips Sealed
  

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Re: Healing amp changes.
Reply #22 - Oct 15th, 2014 at 8:18am
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Viktor Vaughn wrote on Oct 15th, 2014 at 7:14am:
Because it will look nice on his resume.


• Revamped and streamlined an incomprehensive and restricted existing system to allow future implementations of the mechanic to be expanded on.

• Simplified complex calculations and produced a more user friendly experience for both developers and players alike.

Seems okay. YW, Sev.
 
  

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Re: Healing amp changes.
Reply #23 - Oct 15th, 2014 at 8:34am
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Dark wrote on Oct 14th, 2014 at 4:36pm:
We’d also like to give Barbarians lots of Healing Amplification as part of the Barbarian pass


*Intrigued*
I've been amused with U23, and the Vanguard tree, as well as the changes to Paladin, Melee power, PRR, and MRR. I am interested to see what Turbine does with a Barbarian pass. Might make for some interesting character builds, depending what they do.
  
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Re: Healing amp changes.
Reply #24 - Oct 15th, 2014 at 8:56am
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Rubbinns wrote on Oct 15th, 2014 at 8:18am:
He suggested removing mabar lagfestival.

Seems okay. YW, Sev.
 


ftfy
  

Vaultaccount wrote on Aug 29th, 2016 at 7:06pm:
The most broken epic PL in the game is the ridiculous AC buff from martial PLs. But when you include all the inherent benefits from reincarnation, the thing is above the roof. The benefit from TR was supposed to be minimal, but now it is game breaking. start a new character and you will feel, you will get raped in heroics.

Personally I think lower heroics on new characters are harder than Legendary Elite content on a character with good gear and has all destinies farmed.


Arkat wrote on Apr 2nd, 2014 at 4:14pm:
And someone in another thread called ME delusional recently!

Wow.

Have you EVER gone to Law School Feyn? Have you EVER been asked by a United States Senator who is now the Vice President of the United States to write a paper just for him on a particular topic of Constitutional Law for his use as a Senator? Have you ever been asked to help a very notable Harvard PhD turned Constitutional scholar with his very-well received book on Legal Philosophy and Constitutional Revolutions? Have you ever been offered a job as a Deputy Attorney General BEFORE you even graduated Law School?

No? Then STFU you fucking amateur.


Meat-Head wrote on Jul 29th, 2015 at 12:03am:
Thx. I was semi-waiting because windows 10 will be here soon. but, the crashing is making me want to punch old people.


IMARANGER wrote on Sep 8th, 2014 at 5:40pm:
Pretty sure that the fact that a service can be hacked doesn't make it the "community chest".
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