Particularly I'm asking does the negative healing % of these two things stack.
Deep wounds the condition ccauses the target to recieve 80% of healing.
Defile flesh the hex causes the target to recieve 66% of healing.
Also there are other hex's with this effect would they stack perhaps?
Do deep wounds and defile flesh stack?
dorn
BChan
They are achieving 2 different things... Deep Wound causes the target to get health up to 80% of their max hp. For example, i have 100 max hp, my max hp would now be 80 hp. The hex you mentioned is something that reduces and effective heal. For example a monk casts a heal spell for 100 hp the target will only get 66hp from the heal. The hex will not effect hp regens as far as i know.
Pharalon
There's a cap on healing reduction, but I don't have it handy atm. Some searching should find it for you easily enough. But to answer your question, yes the healing reduction from both of these will stack.
Arri
Max health reduction and regeneration = -10 and +10, cannot go below or above that (etc -11 +11)
Mercury Angel
Some of you are a little confused.
Deep Wound causes a 20% reduction in max health but ALSO a 20% reduction in the effects of healing from all sources.
Defile Flesh (reduces effectiveness by 33%), Lingering Curse (reduces effectiveness by 50%), and Predatory Season (ranger skill: reduces effectiveness by 20%) produce similar effects, in addition to Aura of the Lich (reduces effectiveness by 50%)on yourself.
On the opposite pole, spells like Aura of Faith and Life Attunement increase the amount of healing you receive from all sources.
Deep Wound causes a 20% reduction in max health but ALSO a 20% reduction in the effects of healing from all sources.
Defile Flesh (reduces effectiveness by 33%), Lingering Curse (reduces effectiveness by 50%), and Predatory Season (ranger skill: reduces effectiveness by 20%) produce similar effects, in addition to Aura of the Lich (reduces effectiveness by 50%)on yourself.
On the opposite pole, spells like Aura of Faith and Life Attunement increase the amount of healing you receive from all sources.
dorn
Quote:
Originally Posted by Arri
Max health reduction and regeneration = -10 and +10, cannot go below or above that (etc -11 +11)
That's degen. This is healing reduction.
Deep wounds reduces healing(and max health) by 20% and Defile Flesh lowers it by 33%.
So if a person has deep wounds and you cast a 100 pt heal on them it will only heal for 80.
If there is a cap though I would assume it has to be at least 50% because that's what lingering curse does so that answers my question sufficently.
Deep wounds reduces healing(and max health) by 20% and Defile Flesh lowers it by 33%.
So if a person has deep wounds and you cast a 100 pt heal on them it will only heal for 80.
If there is a cap though I would assume it has to be at least 50% because that's what lingering curse does so that answers my question sufficently.
chpmmttn
maybe this needs it's own topic, but I think i've been confused about deep wound, maybe someone can clear this up for me.
if you inflict someone with deep wound and they already have less then 80% of their life, will there be any effect on their life besides whatever damage the skill used (such as gash with base attack +5-9)?
I was assuming that it was reducing whatever their life was my 20% or perhaps even giving them damage equivilent to 20% of their maximum life. I think that was just wishful thinking though.
It looks you would want to inflict deep wound when a target has full life so that you can knock off 20%. Otherwise it would only be useful when they are being healed.
If your first attack is with a deep wound inflicting attack, would they loose the 20% plus the damage from the attack? or would it be the damage, then their life is lowered 20%, possibly below whatever damage you inflicted. For example if they had 100 life and you hit them for 15 damage and inflicted deep wound, would they have 80 life or 65?
if you inflict someone with deep wound and they already have less then 80% of their life, will there be any effect on their life besides whatever damage the skill used (such as gash with base attack +5-9)?
I was assuming that it was reducing whatever their life was my 20% or perhaps even giving them damage equivilent to 20% of their maximum life. I think that was just wishful thinking though.
It looks you would want to inflict deep wound when a target has full life so that you can knock off 20%. Otherwise it would only be useful when they are being healed.
If your first attack is with a deep wound inflicting attack, would they loose the 20% plus the damage from the attack? or would it be the damage, then their life is lowered 20%, possibly below whatever damage you inflicted. For example if they had 100 life and you hit them for 15 damage and inflicted deep wound, would they have 80 life or 65?
Mercury Angel
Any changes to max energy or HP result in an immediate change in current, equal to the change to the max. So whatever their max is x.2 = the amount of HP they lose off their current HP from deep wound, and when Deep Wound ends, they gain back that amount.
Vermilion Okeanos
I havent get to test these myself... I am assuming there is a cap on how much % u can decrease the healing effect by stacking... like shard storm + ward against fore + cripple = something around 50% slow down, not 150% slow down unless use skills like iron mist.
Pharalon
Caps have been put on effects that stack:
Run Buffs: 33%
Run debuffs: 50%
Attack speed debuffs: 50%
Casting speed debuffs: 150%
healing reduction: 66%
Run Buffs: 33%
Run debuffs: 50%
Attack speed debuffs: 50%
Casting speed debuffs: 150%
healing reduction: 66%
Mercury Angel
Quote:
Originally Posted by Pharalon
Caps have been put on effects that stack:
Run Buffs: 33%
Run debuffs: 50%
Attack speed debuffs: 50%
Casting speed debuffs: 150%
healing reduction: 66% You sure on the run debuffs?
What would be the point of Ice Prison (66%) or Iron Mist (90%) if it was limited to 50%?
I'd always thought the way run debuffs worked was that they were like 2 hexes/enchantments of the same type: The more 'powerful' or 'effective' one takes place while the others are ignored, until that one runs out, in which case the next most effective would take over.
Run Buffs: 33%
Run debuffs: 50%
Attack speed debuffs: 50%
Casting speed debuffs: 150%
healing reduction: 66% You sure on the run debuffs?
What would be the point of Ice Prison (66%) or Iron Mist (90%) if it was limited to 50%?
I'd always thought the way run debuffs worked was that they were like 2 hexes/enchantments of the same type: The more 'powerful' or 'effective' one takes place while the others are ignored, until that one runs out, in which case the next most effective would take over.
Pharalon
Those values are only for stacking. So Ice prison is still 66% speed debuff, but nothing at all will stack with it.