Just looking at the WoD Boon for Life Steal which grants 3/4/5% Life Steal. And I wonder if this percent increase goes toward the chance to Proc, or the amount stolen, or both?
ya, as far as I know, it is highly advised to take every % LS buff you can get, as 1% will require 400 points.. So 5% LS is equivalent to 2k points of ls.
Just looking at the WoD Boon for Life Steal which grants 3/4/5% Life Steal. And I wonder if this percent increase goes toward the chance to Proc, or the amount stolen, or both?
Just wondering for Mod6 when LS procs
At the moment it's an amount. If your LS was 10% of your damage before the boon, it becomes 13%.
In mod6 well not everything is known but it will be much less. 13% chances of getting 13% of your damage? That sure would be much more than 10% chances to get 10% of your damage. But that would still be a negligible stat.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited March 2015
Right now Lifesteal is a 100% chance to get X health stolen (your LS%).
In Module 6, it's reversed. Lifesteal is X chance (you LS%) to get 100% of the damage stolen as health.
The only thing, you can be quite sure of, is, that you will have a procentual chance for Life Steal to crit (based on the points you have invested in life steal) and a severity, that shows the amount of healing if it procs (so far it is 100% of damage dealt).
But if Life Steal boons will be converted to proc chance or to severity (or both) is not decided. For that you will have to wait until 17th March.
yea right now on test its like ironzerg said you have 14% life steal you have a 14% chance to steal 100% of your damage as life
lifesteal is turning more toward a supplemental stat and not a mitigation thing like an occasional free health pot
as a GWF with my lifesteal now as long as my sword keeps swinging I will not die zerg can attest to that and as much as i love being an unstoppable juggernaut that can solo bone ritual in well of dragons I really like the mod 6 changes it makes me play smarter and not just charg in and HULK SMASH with no regard for life or limb
lifesteal is turning more toward a supplemental stat and not a mitigation thing like an occasional free health pot as a GWF with my lifesteal now as long as my sword keeps swinging I will not die zerg can attest to that and as much as i love being an unstoppable juggernaut that can solo bone ritual in well of dragons I really like the mod 6 changes it makes me play smarter and not just charg in and HULK SMASH with no regard for life or limb
I wish there could be a differentiation between classes that use lifesteal as a "supplemental stat", and those that have it (or had it) as a core ability... specifically the tempest warlock (which I play and love the most). At the very least, I hope that the feats for the temptation warlock will be adjusted so that the chance to proc lifesteal will be significantly higher than the paltry amounts currently available. The tempest warlock sacrifices dps for survivability; without the CCs or armor available to other classes and faced with a low possibility to proc lifesteal, I think the future of the tempest warlock is looking very dim.
I wish there could be a differentiation between classes that use lifesteal as a "supplemental stat", and those that have it (or had it) as a core ability... specifically the tempest warlock (which I play and love the most). At the very least, I hope that the feats for the temptation warlock will be adjusted so that the chance to proc lifesteal will be significantly higher than the paltry amounts currently available. The tempest warlock sacrifices dps for survivability; without the CCs or armor available to other classes and faced with a low possibility to proc lifesteal, I think the future of the tempest warlock is looking very dim.
from what I have seen on the test its gonna work different for SW
Sorry for wall of text, but it's all useful info, I promise.
Life steal will become absolutely useless for DPS in mod 6. Take my rogue as an example.
I have 2100 Life Steal, which gives 13% health gain. If I do 100 strikes at 100 damage each, that's 10,000 damage and 1300 health gained.
In mod 6, 400 Life Steal will give you a 1% chance to heal you 100% of your damage. This means with 2100 Life Steal I have 5% chance. So again, 100 strikes at 100 damage means that 5 of those strikes will heal me for 100 damage each. So now I only heal 500 damage for every 10,000 given those above numbers. That's 38% of its previous usefulness.
Furthermore, I can no longer rely on my Lashing Blade or Dazing Strike to give me a nice chunk of health, as only 1 in 20 will do so, and at 20 seconds for cooldown, I'll be healed once every 6.5 minutes with Lashing Blade. So unreliable that it's utterly useless. Because of this, in reality, you'll be getting less than 38% of what you previously were.
If that weren't bad enough, there's the cleric problem. The devs wanted to give clerics a bigger place to shine, removing our ability to heal as DPS. But whereas before, if I took damage on my rogue I would stay in combat and heal myself if the cleric's spells were on cooldown, now I will dodge away, as will all DPS. This will split the party up and make it even more difficult for clerics to heal.
Sigh.... If that weren't bad enough, Regeneration is going to be even more useless than it currently is, despite its "buff". My ranger has 800 regen and gains 6.8% health regen from it. I saw stats on a mod6 character with 1058 Regen that only received 2.6% regen (remember, 1 per 400). That's 25% MORE Regen, but 62% LESS health regen.
Now, you'll say, well you also gain 2.6% bonus incoming heals - so what!?! Clerics can already heal for 140 to 200k in a single shot now, and this mod6 toon had 80k hit points. So a lvl 60 cleric now can already heal the level 80s - and even if I'm only healed for 40k, a 2.6% buff is only 2000 more hit points. Big woop, the level 60 potions heal for 3 times that.
Don't even get me started on how any armor that gives Life Steal and Regen for DPS classes is now utterly useless, which includes most of the new armors.
Well, I guess there's 4000 points of stats I can add to Deflection and Defense.
Sorry for wall of text, but it's all useful info, I promise.
Life steal will become absolutely useless for DPS in mod 6. Take my rogue as an example.
I have 2100 Life Steal, which gives 13% health gain. If I do 100 strikes at 100 damage each, that's 10,000 damage and 1300 health gained.
In PVE, for DPS class that every hit is hard hit like GWF, life steal is life saving. My GWF can fill my HP with one proc. Mine has less than 8% and for an AOE against big mod, it is like 10 hit per swing. I depend on life steal. My GWF does not have regen all the way from mod 4. It was never useful in PVE.
I agree certain DPS class cannot have the same benefit. It is just not useless for all DPS class.
Wait! This is a raise from the death thread. Duh!
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
Didn't realize I posted in PC... whoops! Well, I am glad to hear that it's useful for some DPS still - I was hoping to be wrong about this. The devs said the reason for the implementation was to give clerics and tanks a place to shine, but the loss of Life Steal on every hit hurts more dps classes than others, so the implementation seems flawed. Didn't mean to necro a pc thread - I'll move the useful answers you two gave me over to xbox.
Comments
The boons will affect the chance to proc in Mod 6.
well thats great news. should really help. thanks.
At the moment it's an amount. If your LS was 10% of your damage before the boon, it becomes 13%.
In mod6 well not everything is known but it will be much less. 13% chances of getting 13% of your damage? That sure would be much more than 10% chances to get 10% of your damage. But that would still be a negligible stat.
In Module 6, it's reversed. Lifesteal is X chance (you LS%) to get 100% of the damage stolen as health.
But if Life Steal boons will be converted to proc chance or to severity (or both) is not decided. For that you will have to wait until 17th March.
lifesteal is turning more toward a supplemental stat and not a mitigation thing like an occasional free health pot
as a GWF with my lifesteal now as long as my sword keeps swinging I will not die zerg can attest to that and as much as i love being an unstoppable juggernaut that can solo bone ritual in well of dragons I really like the mod 6 changes it makes me play smarter and not just charg in and HULK SMASH with no regard for life or limb
I wish there could be a differentiation between classes that use lifesteal as a "supplemental stat", and those that have it (or had it) as a core ability... specifically the tempest warlock (which I play and love the most). At the very least, I hope that the feats for the temptation warlock will be adjusted so that the chance to proc lifesteal will be significantly higher than the paltry amounts currently available. The tempest warlock sacrifices dps for survivability; without the CCs or armor available to other classes and faced with a low possibility to proc lifesteal, I think the future of the tempest warlock is looking very dim.
from what I have seen on the test its gonna work different for SW
Life steal will become absolutely useless for DPS in mod 6. Take my rogue as an example.
I have 2100 Life Steal, which gives 13% health gain. If I do 100 strikes at 100 damage each, that's 10,000 damage and 1300 health gained.
In mod 6, 400 Life Steal will give you a 1% chance to heal you 100% of your damage. This means with 2100 Life Steal I have 5% chance. So again, 100 strikes at 100 damage means that 5 of those strikes will heal me for 100 damage each. So now I only heal 500 damage for every 10,000 given those above numbers. That's 38% of its previous usefulness.
Furthermore, I can no longer rely on my Lashing Blade or Dazing Strike to give me a nice chunk of health, as only 1 in 20 will do so, and at 20 seconds for cooldown, I'll be healed once every 6.5 minutes with Lashing Blade. So unreliable that it's utterly useless. Because of this, in reality, you'll be getting less than 38% of what you previously were.
If that weren't bad enough, there's the cleric problem. The devs wanted to give clerics a bigger place to shine, removing our ability to heal as DPS. But whereas before, if I took damage on my rogue I would stay in combat and heal myself if the cleric's spells were on cooldown, now I will dodge away, as will all DPS. This will split the party up and make it even more difficult for clerics to heal.
Sigh.... If that weren't bad enough, Regeneration is going to be even more useless than it currently is, despite its "buff". My ranger has 800 regen and gains 6.8% health regen from it. I saw stats on a mod6 character with 1058 Regen that only received 2.6% regen (remember, 1 per 400). That's 25% MORE Regen, but 62% LESS health regen.
Now, you'll say, well you also gain 2.6% bonus incoming heals - so what!?! Clerics can already heal for 140 to 200k in a single shot now, and this mod6 toon had 80k hit points. So a lvl 60 cleric now can already heal the level 80s - and even if I'm only healed for 40k, a 2.6% buff is only 2000 more hit points. Big woop, the level 60 potions heal for 3 times that.
Don't even get me started on how any armor that gives Life Steal and Regen for DPS classes is now utterly useless, which includes most of the new armors.
Well, I guess there's 4000 points of stats I can add to Deflection and Defense.
In PVE, for DPS class that every hit is hard hit like GWF, life steal is life saving. My GWF can fill my HP with one proc. Mine has less than 8% and for an AOE against big mod, it is like 10 hit per swing. I depend on life steal. My GWF does not have regen all the way from mod 4. It was never useful in PVE.
I agree certain DPS class cannot have the same benefit. It is just not useless for all DPS class.
Wait! This is a raise from the death thread. Duh!
Thank you