PD
Member
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Heals are always destined to feel "weak" because HP and buffs get penalized so heavily. Healing is now a "self-hit" so that's pretty much the baseline to everything. Vibrant armor unfortunately: Is a buff, so a 15% penalty Is a self-attack, so it's based on Melee%, giving it an already "low" baseline. Autohit, so it get another penalty Passive, so even more penalty note: Someone can/should add or correct the math and penalties here. Heals are pretty much destined to be weak by any standard. As you can tell by the mathematics of the Carrot Lance calculation which pretty much does the same thing as vibrant living armor, it gets huge penalties. You'd have to sacrifice quite a lot of damage and/or flavor to get something "noticeable". Like all regens it's also assumed you'll be using this against the corresponding enemy's same attack element.
< Message edited by PD -- 5/15/2021 13:11:20 >
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