Hey @the1truehunter , these bonuses work fine on my paladin, my character is recieving 9,888 HP from a Radiant R15 ( 103% x 9,600 HP ) on a healing loadout and 13,728 HP ( 143% x 9,600 HP ) on a tank loadout. Maybe your character is bugged, could you test how much HP your character gets from a Radiant Enchantment?
Warlock - Dust to Dust The damage buff is broken too: 105% instead of 5% (16 int, 6 soul sparks) Warlock - Pillar of Power The damage buff is broken too: 110% instead of 10% (16 int) Healing - critical severity Healinging spells have the same issue as damage spells, the "+1" is missing there as well. Ability scores -…
@schietindebux It's not 5% per second, it's 5% per tick, which is every 0.5sec but probably wai. Warlocks have the fastest resource regeneration, we had successful runs with warlock healers and think that they are viable in ToMM.
Hypothermia It would be nice if Hypthermia would work like this: Inside the Circle of the Hypothermia target: Everyone takes the same amount of damage (more players = less damage/player). Outside: No one takes damage. Right now it doesn't always work like this, if a player outside the circle is close to a player inside the…
I was saying, if everyone took a non crit for 60k damage and I took the same hit, but crit, then it would have dealt 50% more damage aka 90k. (60k x 150% = 90k) And I should have survived in that case. However I took massively more damage => this is highly likely not related to crit at all!
I don't know who you are responding to, but yes, critical avoidance "only" reduces the chance to recieve critical hits. Critical hits deal 50% more damage than normal hits.
Everyone else took ~60k damage, going off 50% critical severity a critical hit should deal ~90k damage, my warlock had >700k effective HP. Unless this attack benefits from significantly more Critical Severity, your suggestion makes no sense. Shielded Hit Points no longer stack, multiple paladins can not stack their…
Paladins were nerfed by roughly 50%, Divine Touch got nerfed from E_1=500magn/80div to E_2=350magn/100div. E_2/E_1 = 56% => reduction in effectiveness of 44%. Furthermore the Divinity gained from CoP was reduced from 300 to 120. However, this was a deserved nerf in my opinion. Paladin is still very strong and very viable!
Bug Hypothermia My warlock had 383k HP and 80k Defense, (she also had >350k shielded HP), I think she shouldn't have died in this situation: The arrows were not targeted at my warlock. Sadly I did not run the combatlog.
Adding to this: Bug: Searing Chains If one of the 2 chained players dies before the chain brakes, the chain will disappear, but after the dead player revives both will get chained and damaged again. We had this happen a couple of times, I don't know if it's 100% reproduceable.
Bug: Permafrost After getting caught in Permafrost the player will lose the +%Outgoing Healing bonus from his slotted companions, this way a healer will lose +40%/+50% which is a lot! The player will lose the stats from his summoned companion as well, but he'll get them back after ~2 seconds. He will not get the healing…
It looks like you increased the damage dealt by enemies. In the case of the Legion Devil in Helms's Hold by 52%. This is his damage output on the live server, hitting for 1,382 and 638. This is on the mimic test server, where the same attacks deal 2,103 and 970 damage.