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What's Next After Antitoxin Rune?


Sugar Min.5834

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@"Mil.3562" said:There is a difference?Indeed.

"Healing Power is a secondary attribute that improves all healing performed by the character, including healing from skills, traits, the regeneration boon, and certain other effects."Total healing = source-specific base healing + Healing Power * source-specific scaling factor

"Healing is a gameplay mechanic for replenishing the health of a character or NPC.""Healing scales linearly with healing power depending on the source. For example, each point of Healing Power adds 0.125 healing towards Regeneration."

This is why some runes have Healing and others Healing Power, with Healing obviously being more direct.

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@Mil.3562 said:

@"Burn.5021" said:Keep in mind that there is a significant difference between Healing and Healing Power.

There is a difference?Scrapper has a huge modifier for "outgoing healing", which does not affect healing power (stat) at all.health-insurance 20%, monk-rune 20%, benevolence-sigil 13%, transference-sigil 10%, rice-balls 10%. ~73%Skills that heal you by 8k and trigger MDF for 4k are actually healing allies for 7k that way.

Outgoing heal modifier are also not calculated in tooltips of e.g. Medkit-1.

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@Mil.3562 said:Some Runes give +healing, others +healing power, which is better in giving higher heal output overall? I don't see any difference when i switched them.

Healing modifiers and healing power go hand in hand and to get the most healing to your squad as possible you want a balanced combination of the two.

For example, 2200 healing power with 55% healing mod will heal for less than 1800 healing power with 80 % healing mods.

The maximum heal attainable is 1780 healing power with 80% healing modifier. You can’t get more than that without sacrificing the other in exchange

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Last thing, pure healing tempest has the best squad healing, Hands down. You can actually calculate the potential heal capacity of your class and build. There was a long conversation about it recently on this forum. But just to give an idea, BIS healing Tempest will max out at around 34k sustained HPS under perfect circumstances. No other class can really compete in that regard.

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@Mil.3562 said:Wow, didnt know about this. So it seems that only the Monk runes has the combination of both healing and healing power. No wonder it's always BiS. Thanks for explaining <3

Ya, altho like others have said here, some skills scale very good with healing power and others do not. when you think about probably one of the highest scaling healing abilities in the game (traited soothing mist with a 2.0 heal scale factor) if you are healing for 8000 with 0 healing mods, you end up getting more contributions from healing mods as you increase your healing power. And as your healing mods go up, the contiribution from them goes down as it approaches equilibrium with the healing power. So again if 2k healing power yields 8000 healing (assume no baseline) than 10% mod is 800 healing, which is equivalent to 400 healing power.

If you are healing for 4000 healing with 1k healing power with a mod of 100% that’s equivalent to 1000 healing power. So the less healing power you have the less healing mods are worth, the more healing power you have the more healing mods are worth.

Last example if you have 8000 healing with 2k healing power and 100% mods you have an effective Extra 2k healing power (4000 healing power. In contrast having 4K healing power with 0 mods yields only 16,000 healing. So you have to have an extra 1k healing power (a total of 5k healing power) to match the 100% in mods. Thus finding equilibrium between the two is the best option in almost all cases. The equilibrium point depends on the scaling factor of the ability in question

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