New Damage Absorb/Heal Gems
Old 07-01-2013, 10:22 AM   #1
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Default New Damage Absorb/Heal Gems

I'm not saying we need every type listed- just wanted a few options.

Basically, they all convert your hp to damage shields.

Type 1- hp to damage absorb

example:
Rank 18 (Level 100)
Converts 1300 of your hp to a 703 hitpoint damage absorber for your friendly target.

Type 2- hp to fading damage absorb

example:
Rank 18 (Level 100)
Converts 1300 of your hp to a 1200 hitpoint damage absorber for your friendly target.

Type 3- recastable hp to damage absorb

example:
Rank 18 (Level 100)
Converts 1000 of your hp to a 629 hitpoint damage absorber for your friendly target. /10 second recast

Type 4- recastable hp to fading damage absorb

example:
Rank 18 (Level 100)
Converts 1000 of your hp to a 712 hitpoint fading damage absorber for your friendly target.

Type 5- hp to group damage absorb

example:
Rank 18 (Level 100)
Converts 2000 of your hp to a 750 hitpoint damage absorber for every member of your group.

Type 6- hp to group damage absorb

example:
Rank 18 (Level 100)
Converts 2000 of your hp to a 1250 fading hitpoint damage absorber for every member of your group.
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Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 07-01-2013, 01:01 PM   #2
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The recastables and costs seem to make this WAYYYY overpowered.

We can reduce self damage to a third of what is written.

Making it some form of sacrifice (I.e: It costs as much or more of health to actually shield) would be reasonable.

It would allow tanks to cast VERY powerful shield gems at the cost of something they ought to want to lose, but not powerful enough to make even casters want them because it would grant them more "virtual health" than otherwise.
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Old 07-01-2013, 01:03 PM   #3
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yeah the shield amounts may need to be decreased slightly.
__________________
Quote:
Originally Posted by Glitchless
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
Quote:
Originally Posted by Glitchless
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
Quote:
Originally Posted by Huggles
Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 07-01-2013, 01:44 PM   #4
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example 5 and 6 could end up killing your team memebers that have been severely wounded
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Old 07-02-2013, 07:46 AM   #5
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No it wouldn't...it takes your hp only and gives everyone in the group a shield.
__________________
Quote:
Originally Posted by Glitchless
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
Quote:
Originally Posted by Glitchless
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
Quote:
Originally Posted by Huggles
Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 07-02-2013, 02:16 PM   #6
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now what about yourself? and suppose you are solo group and use it? would you get slightly more like with a priest CA or just the same amount?
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Old 07-02-2013, 09:20 PM   #7
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would work the same as current group damage absorbers. no bonus if you are solo.
__________________
Quote:
Originally Posted by Glitchless
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
Quote:
Originally Posted by Glitchless
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
Quote:
Originally Posted by Huggles
Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
  Reply With Quote
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