Quote (njaguar @ Jul 21 2018 10:29am)
Also playing around with a new Life Steal methodology:
- It is modified by the lesser of (monster difficulty %) and (101 - Your Level) for % effectiveness. For instance, at level 31, you have 70% effectiveness maximum. Normal mobs are about 30-40% difficulty, EPs are ~80%, Wells, and other special mobs (objectives) are 100%+ (LS does increase above 100%). This also has a minimum cap of 25% effectiveness.
- It cannot heal more in one shot than whatever the effective % of your max HP is. For instance, let's say you have 5% LS, effective at 2% (level 71, fighting a regular monster), it can only heal a max of 2% of your total life. If you have 2k life, that means it will heal no more than 40hp per hit. Of course, that means your hit has to be at least 2k damage, and the monster had to have at least that many HP.
- It continues to use if < 1 HP, heal at least 1 HP.
- It removes the variable 1% to X%
Also, some monsters cannot have life stolen from them. (Undead, etc).
It's pretty complicated math, so my apologies for a convoluted explanation. Perhaps others can break it down and explain it a bit better.
Anyway, this isn't for sure going in the final release yet. It seems to have a better net effectiveness than the current algorithm, however.
TL;DR: This is a buff to Life Steal without being insanely OP.
I love that you posted the math behind the buff. Would be amazing to see the math behind other side mods like Critical Strike, Armor Pierce, Mind numb, etc.
This post was edited by PhiRip on Jul 21 2018 09:51am