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How is the % of life steal counted

astamaastama Member Posts: 0 Arc User
edited December 2013 in PvE Discussion
I wonder how are they counting the % of damage regained as HP.

I've noticed following:
1k of "Life steal" stat grant 9%;
2.7k grant 14%;
Totally can't see the logic in here - 9%*2.7=24.3%.

Or am i wrong?

I was totally counting on that stat on my rogue, but guess it's not working as expected yet.
Post edited by astama on

Comments

  • dardovedardove Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited December 2013
    It is not linear as there are diminishing returns. Every single point you put into it gives slightly less than the previous point. Every stat besides Power is like that.
  • fondlezfondlez Member Posts: 0 Arc User
    edited December 2013
    Like most MMOs, most gear/stat ratings are tied to underlying stats via a curve (not a line) in order to provide diminishing returns to excessive stacking of a stat rating.

    Lifesteal and Regeneration happen to have the highest diminishing returns, therefore stacking them aggressively rapidly reduces their usefulness.

    Here is a very accurate representation of the stat ratings and their underlying stats in Neverwinter: https://www.desmos.com/calculator/3dqpvhuavj
  • silvikksilvikk Member Posts: 14 Arc User
    edited December 2013
    Different stats have different severities of diminishing returns as well. Defense reaches its soft cap very quickly, while recovery offers nearly linear progression for about 2600 points.
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited December 2013
    All stats (except power) have diminishing returns.

    The more points you put into a stat the more you would have to put to gain further returns.

    Here is a graph which depicts how diminishing returns works in Neverwinter. Just replace "microcredit" with "points" and "household spending" with "Effect."

    Diminishing-returns-linear-scale1.png
  • astamaastama Member Posts: 0 Arc User
    edited December 2013
    So that's how it works...

    That's a little disappointing to me - i really believed in that "Aclyte of Kelemvor" cleric, but guess she's not as cool as i've expected.
    Oh well - hope some upgrade book will be implemented in December 5 release, to make her lvl 30 - her final skill seem to compensate not too effective life steal buff.

    Thanx for replies everybody!
  • thatasianbradahthatasianbradah Member Posts: 22 Arc User
    edited December 2013
    Diminishing-returns-linear-scale1.png

    When I looked at OP's message, I immediately thought, "Yup, sounds like the function for life steal is a form of square root" which it appears to be.

    In that case, there is never a hard cap still yet so technically as the tiers of gear increases over time, players may be able to achieve an extremely high % of life steal unless the game devs decide to place a limit on life steal. There is still hope for "vampiric" style players.
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited December 2013
    In theory, yes.

    There are no hard caps, however if people can get high amounts of life steal then players can also get high amounts of defense, deflect, power, etc. so although you could eventually get a lot of life steal the other stats would also be able to be stacked to the point that it likely won't make a huge difference in the end.
  • werealchemistwerealchemist Member, Neverwinter Beta Users Posts: 0 Arc User
    edited December 2013
    In theory, yes.

    There are no hard caps, however if people can get high amounts of life steal then players can also get high amounts of defense, deflect, power, etc. so although you could eventually get a lot of life steal the other stats would also be able to be stacked to the point that it likely won't make a huge difference in the end.

    Indeed placing stats is a crazy balancing act. How much can I put into stat A before it becomes more effective to start putting more in B or C type of thing.
    21.jpg
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