Skills - Reversal Of Fortune
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Disoblige
Does this skill negates damages?
Mystical
Up to the amount shown in the skill. So if Reversal of Fortune states 67 damage is the maximum and target ally recieves, say, 100, he'll recieve only 33 damage and be healed for 67.
Chaynsaw
I think it actually negates damage... I could be wrong.
Raiddinn Beatdropper
As it is written the skill would seem to negate all damage, and then as a side effect heal damage that was dealt as long as it doesnt pass a certain threshold.
Also, I can almost guarantee it will block a whole hit. I uses it to beat Glint and the person would gain life after attacks instead of just dying after the pitiful heals that didnt even dent the damage done.
Tsunamii Starshine
Also, I can almost guarantee it will block a whole hit. I uses it to beat Glint and the person would gain life after attacks instead of just dying after the pitiful heals that didnt even dent the damage done.
Tsunamii Starshine
Scaphism
HH- has it right.
The mechanic can be tricky to decipher at first, but according to theclam, Reversal of Fortune will negate one incoming attack and heal for X amount.
Healing Hands and Healing Seed look similar but there is a key difference- they may appear to negate the damage but they really take the damage and give X health back. In the case of healing hands and seed, X is always the same amount based on your healing prayers attribute.
In the case of ROF, X depends on the damage the attack does, and is capped by your protection prayers attribute.
You may be wondering why I didn't include Mark of Protection in the same category. It looks similar to the other three on paper, but Mark of Protection actually NEGATES all the (non-DOT)damage done to the protected target. It takes the best of all three other spells- it negates all incoming damage like Reversal (the most important aspect of it, IMO) but always gives a set amount of health back in return, making it excellent even at moderate levels of protection prayers.
The difference:
Target A has healing hands on, which heals him for 20 damage each time he's hit by an attack.
Target B has Mark of Protection on him, which heals for 15 damage every time he takes damage.
Target A takes a sword hit for 12 damage. He actually takes 12 damage, but he gains 8 net health.
Target B takes a wand hit for 7 damage, but he takes 0 damage and gains 15 net health.
The difference becomes important when dealing with large damage spikes. Go into the underworld and test it out- Healing Hands is mostly useless against the mobs there, but Mark of Protection will stop those 200 damage hits just like it would a 7 damage hit.
The mechanic can be tricky to decipher at first, but according to theclam, Reversal of Fortune will negate one incoming attack and heal for X amount.
Healing Hands and Healing Seed look similar but there is a key difference- they may appear to negate the damage but they really take the damage and give X health back. In the case of healing hands and seed, X is always the same amount based on your healing prayers attribute.
In the case of ROF, X depends on the damage the attack does, and is capped by your protection prayers attribute.
You may be wondering why I didn't include Mark of Protection in the same category. It looks similar to the other three on paper, but Mark of Protection actually NEGATES all the (non-DOT)damage done to the protected target. It takes the best of all three other spells- it negates all incoming damage like Reversal (the most important aspect of it, IMO) but always gives a set amount of health back in return, making it excellent even at moderate levels of protection prayers.
The difference:
Target A has healing hands on, which heals him for 20 damage each time he's hit by an attack.
Target B has Mark of Protection on him, which heals for 15 damage every time he takes damage.
Target A takes a sword hit for 12 damage. He actually takes 12 damage, but he gains 8 net health.
Target B takes a wand hit for 7 damage, but he takes 0 damage and gains 15 net health.
The difference becomes important when dealing with large damage spikes. Go into the underworld and test it out- Healing Hands is mostly useless against the mobs there, but Mark of Protection will stop those 200 damage hits just like it would a 7 damage hit.
Disoblige
When I mean negiate. If a monter deals 100 damage. Would you take 0 damage and get healed by "X" of Hp points
theclam
I just tested it on a single Hydra outside of Elona's Reach.
My level of Protection Prayers was 11, so my RoF was capped at 63.
(The following numbers are approximate, I didn't record them exactly)
I had about 300/450 life. The Hydra cast Fireball on me, which does 115 damage at their level of Fire Magic. I had RoF on. +63 and -52 appeared above my head and I gained 11 life, which put me at 311.
Scaphism is wrong. RoF does negate damage, in addition to giving you life. For example, if you have 100 life, RoF is capped at 70, and 100 damage is dealt to you, you'll end up with 140 life.
My level of Protection Prayers was 11, so my RoF was capped at 63.
(The following numbers are approximate, I didn't record them exactly)
I had about 300/450 life. The Hydra cast Fireball on me, which does 115 damage at their level of Fire Magic. I had RoF on. +63 and -52 appeared above my head and I gained 11 life, which put me at 311.
Scaphism is wrong. RoF does negate damage, in addition to giving you life. For example, if you have 100 life, RoF is capped at 70, and 100 damage is dealt to you, you'll end up with 140 life.
Scaphism
Quote:
Originally Posted by theclam
Scaphism is wrong.
Owned. And I'm too lazy to test it myself.
On the bright side, I know someone paid attention to what I wrote, so that'll be some consolation as I cry myself to sleep tonight.
I'll change what I wrote to reflect actual conditions.
On the bright side, I know someone paid attention to what I wrote, so that'll be some consolation as I cry myself to sleep tonight.
I'll change what I wrote to reflect actual conditions.
Sholtar
I don't understand how Scaphism is wrong. I interpreted his post to be saying the same thing as your post, theclam. However, I could just be delusional.
Witcher King
Theclam is saying all damage is negated and then you're healed for X amount.
Scaphism is saying that not ALL the damage is negated, only the amount that you're being healed for.
Not sure which is true but I really wish people would stop posting crap when they're not sure of something. If you don't know for sure then don't post it. This is why 40% of Americans think Saddam had something to do with 9/11.
Scaphism is saying that not ALL the damage is negated, only the amount that you're being healed for.
Not sure which is true but I really wish people would stop posting crap when they're not sure of something. If you don't know for sure then don't post it. This is why 40% of Americans think Saddam had something to do with 9/11.
theclam
Quote:
Originally Posted by Witcher King
Theclam is saying all damage is negated and then you're healed for X amount.
Scaphism is saying that not ALL the damage is negated, only the amount that you're being healed for.
Not sure which is true but I really wish people would stop posting crap when they're not sure of something. If you don't know for sure then don't post it. This is why 40% of Americans think Saddam had something to do with 9/11. That's not what I said. Damage is negated and you are healed, but only up to the cap, but not all the damage is negated.
Scaphism says that there's NO negation at all, but only healing.
Scaphism is saying that not ALL the damage is negated, only the amount that you're being healed for.
Not sure which is true but I really wish people would stop posting crap when they're not sure of something. If you don't know for sure then don't post it. This is why 40% of Americans think Saddam had something to do with 9/11. That's not what I said. Damage is negated and you are healed, but only up to the cap, but not all the damage is negated.
Scaphism says that there's NO negation at all, but only healing.
Scaphism
Would it matter if I said I didn't say what I meant? Unlikely.
I know ROF negates damage.
There is one set of conditions I'm unsure about however.
What happens when something does 200 damage to you, and your ROF is capped at 67?
Let me put it this way:
If you have a ROF up that can cover 67 damage, and a hill giant hits you for 20 damage, reversal goes off for a "HP swing" of 40 health. That is, you take 0 damage, then gain 20 on top of that(assuming 0 in divine favor). So while you've only gained 20 health from where you started, if you hadn't used reversal at all you'd have 40 fewer hit points.
What happens when you're damaged more than ROF is capped at? Like the exmaple where you're hit for 200 damage?
Do you take 0 damage and get healed for 67? Or will some of that 133 damage "spill over" the ROF cap?
Someone go to the underworld and check. 1, 2, 3, Not it!
I know ROF negates damage.
There is one set of conditions I'm unsure about however.
What happens when something does 200 damage to you, and your ROF is capped at 67?
Let me put it this way:
If you have a ROF up that can cover 67 damage, and a hill giant hits you for 20 damage, reversal goes off for a "HP swing" of 40 health. That is, you take 0 damage, then gain 20 on top of that(assuming 0 in divine favor). So while you've only gained 20 health from where you started, if you hadn't used reversal at all you'd have 40 fewer hit points.
What happens when you're damaged more than ROF is capped at? Like the exmaple where you're hit for 200 damage?
Do you take 0 damage and get healed for 67? Or will some of that 133 damage "spill over" the ROF cap?
Someone go to the underworld and check. 1, 2, 3, Not it!
Disoblige
theclam - July 6, 2005 - 1:39 am [ Reply | Edit/Delete ]
I just tested it on a single Hydra outside of Elona's Reach.
My level of Protection Prayers was 11, so my RoF was capped at 63.
I had about 300/450 life. The Hydra cast Fireball on me, which does 115 damage at their level of Fire Magic. I had RoF on. +63 and -52 appeared above my head and I gained 11 life, which put me at 311.
-------------------------------------------------------------------------
I see. it blocks 63 damage from the attack and heal u for 63 health.
I just tested it on a single Hydra outside of Elona's Reach.
My level of Protection Prayers was 11, so my RoF was capped at 63.
I had about 300/450 life. The Hydra cast Fireball on me, which does 115 damage at their level of Fire Magic. I had RoF on. +63 and -52 appeared above my head and I gained 11 life, which put me at 311.
-------------------------------------------------------------------------
I see. it blocks 63 damage from the attack and heal u for 63 health.
Scaphism
If we're drawing from that example, then I was never wrong in the first place.
According to the example:
Starting health: 100
Damage: 100
ROF: 70
End health: 140
If ROF negated ALL incoming damage, you would end up with 170 health.
If reversal only negates as much damage as it's capped at, you would heal for 70 damage (putting you at 170) but there's 30 "additional" damage not covered by Reversal of Fortune. That would explain how he ends up with 140 health after one meteor.
If that's the case then, it doesn't act the same way Mark of Protection does.
Nor is it the same as Healing Hands and Healing Seed.
It would qualify under its own category.
Healing Hands and Healing Seed don't negate incoming damage, they heal for X regardless of damage taken. You still take damage, but sometimes the healing will outweigh the damage. You gain the most benefit from these spells when you're being attacked by a lot of fast, weak attacks. Slower, more powerful attacks will do more damage than is being healed and trigger the healing less frequently.
Mark of Protection negates all incoming damage, and automatically heals for X every time you are hit. In this case, it doesn't matter how powerful the incoming attacks are, you'll always gain health. Faster attacks mean it's triggered more often, but you can't lose health under MOP.
ROF would fit into it's own category (like I said the first time around) where it negates up to and including X, where X is based on your protection attribute.
If the attack does X+10 damage, you gain X-10 health.
If the attack does X-15 damage, you gain X-15 health.
If the attack does X+200 damage, you gain X-200 health. (And since X is capped at 67 at 12 protection, roughly 83 at 16 protection) then any attack for more than 163 damage could technically "hurt" you. In that case, it doesn't truly nullify incoming damage, it will nullify in most cases, but not all (there are very few monsters that hit for 150+ damage).
According to the example:
Starting health: 100
Damage: 100
ROF: 70
End health: 140
If ROF negated ALL incoming damage, you would end up with 170 health.
If reversal only negates as much damage as it's capped at, you would heal for 70 damage (putting you at 170) but there's 30 "additional" damage not covered by Reversal of Fortune. That would explain how he ends up with 140 health after one meteor.
If that's the case then, it doesn't act the same way Mark of Protection does.
Nor is it the same as Healing Hands and Healing Seed.
It would qualify under its own category.
Healing Hands and Healing Seed don't negate incoming damage, they heal for X regardless of damage taken. You still take damage, but sometimes the healing will outweigh the damage. You gain the most benefit from these spells when you're being attacked by a lot of fast, weak attacks. Slower, more powerful attacks will do more damage than is being healed and trigger the healing less frequently.
Mark of Protection negates all incoming damage, and automatically heals for X every time you are hit. In this case, it doesn't matter how powerful the incoming attacks are, you'll always gain health. Faster attacks mean it's triggered more often, but you can't lose health under MOP.
ROF would fit into it's own category (like I said the first time around) where it negates up to and including X, where X is based on your protection attribute.
If the attack does X+10 damage, you gain X-10 health.
If the attack does X-15 damage, you gain X-15 health.
If the attack does X+200 damage, you gain X-200 health. (And since X is capped at 67 at 12 protection, roughly 83 at 16 protection) then any attack for more than 163 damage could technically "hurt" you. In that case, it doesn't truly nullify incoming damage, it will nullify in most cases, but not all (there are very few monsters that hit for 150+ damage).
Disoblige
thx Scaphism
Disoblige
Also does life bond transfer elemental damage btw ? Many monks thinks so but i disagree.
theclam
You're wrong again Scaphism. I just tested out Mark of Protection against a Hydra. Fireball does about 115 damage. With Mark of Protection capped at about 45, I took a Fireball and I LOST about 20 life.
Here's how it works:
Mark of Protection and Reversal of Fortune are identical. They both negate damage, up to the cap, and, in addition, heal life, up to the cap. So, if you have 100 life and you get hit for 100, with MoP or RoF capped at 40, the damage would be reduced to 60, and you'd gain 40 life, so you'd end up with 80 life.
Healing Hands and Healing Seed are also identical. They don't negate any damage, they just heal you for a fixed amount every time you get hit.
Here's how it works:
Mark of Protection and Reversal of Fortune are identical. They both negate damage, up to the cap, and, in addition, heal life, up to the cap. So, if you have 100 life and you get hit for 100, with MoP or RoF capped at 40, the damage would be reduced to 60, and you'd gain 40 life, so you'd end up with 80 life.
Healing Hands and Healing Seed are also identical. They don't negate any damage, they just heal you for a fixed amount every time you get hit.
Scaphism
Quote:
Originally Posted by theclam
You're wrong again Scaphism.
Pwned.
I'll fess up to being completely wrong about MOP. My understanding was that it was the best of all worlds- negates all incoming damage and heals for X every time. Granted, I haven't ever used it extensively and not at all recently, but either the mechanics have changed or I'm flat out wrong. (More than likely I'm wrong.)
But give some credit where credit's due.
I nailed ROF.
And if we're comparing the two, MOP is like ROF that lasts for 10 seconds instead of being dispelled by the first hit. Based on energy cost (ROF: 5 energy, MOP: 15) you need to be hit at least 3 times for MOP to be worth the effort, not counting any divine favor bonuses. Then you have to weigh in the elite vs non elite, and MOP disabling all protection prayers skills for the duration.
On the bright side, MOP is affected by enchantment duration boosts.
I'll find some clean way to edit my earlier posts so they're more accurate, since people have a tendency to stop reading after a few posts.
(btw, this is the first interesting skill discussion I've been involved with in a while. Thanks all)
I'll fess up to being completely wrong about MOP. My understanding was that it was the best of all worlds- negates all incoming damage and heals for X every time. Granted, I haven't ever used it extensively and not at all recently, but either the mechanics have changed or I'm flat out wrong. (More than likely I'm wrong.)
But give some credit where credit's due.
I nailed ROF.
And if we're comparing the two, MOP is like ROF that lasts for 10 seconds instead of being dispelled by the first hit. Based on energy cost (ROF: 5 energy, MOP: 15) you need to be hit at least 3 times for MOP to be worth the effort, not counting any divine favor bonuses. Then you have to weigh in the elite vs non elite, and MOP disabling all protection prayers skills for the duration.
On the bright side, MOP is affected by enchantment duration boosts.
I'll find some clean way to edit my earlier posts so they're more accurate, since people have a tendency to stop reading after a few posts.
(btw, this is the first interesting skill discussion I've been involved with in a while. Thanks all)
theclam
Quote:
Originally Posted by Scaphism
Quote:
(btw, this is the first interesting skill discussion I've been involved with in a while. Thanks all)
You're welcome, I love having a good argument, too.
Pharalon
To be fair to Scaph, both RoF and MoP used to negate all damage and then heal for the amount listed. It's not his fault he's an old timer who has trouble adjusting to these newfangled mechanics.
Vorpal Ocelot
Evening everyone, for all those who have read down this far, allow me to put this in simple terms. After reading all the above posts, I figured I would go test it out myself. Keeping an open mind, I fought a Hydra in Skyward Reach just north of Augury Rock. I fought this Hydra with my monk character for over 30 minutes, using only Reversal of Fortune and Mark of Protection, in order to test how they both "really" work. I am happy to tell you all that they do, infact, work the exact same. Accept, of course, Reversal of Fortune only lasts for one hit, where as Mark of Protection lasts for 10 seconds. To clear out how it works, I will give you a simple example.
With 10 Protection Prayers the maximum of Reversal of Fortune is 58. While enchanted with this enchantment, any damage you recieve under 58 is completely ignored, and you are healed for that amount. With that said, here is it agian in numbers:.. Reversal of Fortune is cast with a maximum of 58. A Hydra hits you with a single, normal hit for 34 damage. You instead take 0 damage, and are healed for 34 points. If your starting health was 400, you now have 434. Now, what happens if you are hit for more than the maximum, you wonder? You then actually take the damage plus a heal of 58. Here is this example in numbers... Reversal of Fortune is cast with a maximum of 58. A Hydra hits you with a Fireball spell for 68 points of damage. You take 68 points of damage, and are healed for 58 points. If your health was 65, you die from this attack. If your health was 400, you have 332 health, which is then healed for 58 points, leaving you with 390. And that, is exactly how it works, not taking into account additional healing from your Divine Healing attribute. Mark of Protection works the very same way, but for 10 seconds instead of a single hit. Now, theclam and Scaphism, please take these two spells, and test them out for yourself, in Skywards Reach on a Hydra. You will see that is 100% correct. I'm glad to clear it up for everybody. Enjoy! -Vorpal Ocelot [Necromancer/Monk] -Theurgist Ocelot [Monk/Necromancer] -Sentinel Ocelot [Ranger/Monk] Disoblige
You're wrong... Mark of protection is different than Reversal of Fortune. I was playing PVP and i was using Oblivian Flame (100 damage) on this monk. he used mark of protection and his life never went down. he was invincible for a moment. according to RoF. The monk should take damage if the damage is higher than the X max of Mark Of Protection
Damage=100 Mark of protection= around 67 Result = Invincibilty, continious heal arredondo
Does this enchant get triggered by DoTs? If so, only the initial impact or if you're already suffering from one?
theclam
Vorpal Ocelot:
I tested it out against a Hydra north of Augury Rock. Here's what happened: I have 300 health. I have Reversal of Fortune on me at a max of 70 health. Hydra casts a Fireball on me for 115. The Fireball is reduced by 70 damage. I take 45 damage. I gain 70 health. I now have 325 health. Reversal of Fortune negates the damage in addition to healing you. Disoblige: Mark of Protection works the same way Reversal of Fortune does. A PvP environment is not a good way to test this. The Monk could have had Healing Seed or Healing Hands or Healing Breeze on him. Or, he could have been the target of a regular heal spell. There are too many factors. If you really think you're right, do a 1 on 1 battle on a Hydra like we're doing. Deathlord
Mark of protection converts ALL the damage dealed to you and heals you. Therefore, it allows a 10 second invincibillity stage whereas you cannot be damaged, only healed. Reversal of fortune does the same thing, however, there's a limit to how much it can convert. There have been countless examples already where 100 was used to explain how it was done so I might as well use it again.
Mark of Protection convert capacity = Limitless Damage Dealt to the MOP player = 100 Damage Taken by the attacker = 0 Mark of Protection gives 100 NET HP since no damage was taken. Reversal of Fortune convert capacity = Varies on Protection prayer level (Let's assume 67 for the test sake) Damage Dealt to the RoF Player = 100 Damage Taken by the attacker = 33 Reversal of Fortune only negated 67 out of the 100 damage. But since it both negated the damage and healed for the same amount, it technically gave a total of 134 HP. Subtract the 100 damage dealt from that, and after being attacked, you'll end up with 34 more hp than you started with. theclam
That's wrong Deathlord. I just ran through 3 Hydras with MoP on at lvl1 Protection Prayers. I got slaughtered. RoF and MoP work exactly the same.
Avalust
Ok we are all in agreement that it negates x damage where x is determined by your Protection prayors attribute. Has anyone tested if the damage that is not negated is applied before the healing. For example.
You have 25 hit points and are hit by a fireball for 125. Your mark of protection caps out at 70 so you take 55 hp damage and are healed for 70. Do you die before the 70 hp is applied to you or are they both taken to account at once and you live with 40 hit points? I am asuming you would die before you are healed but that is exactly that, an asumption. Has anyone tested this? Sentinal Ocelot
Ok, PEOPLE, listen. My last post was 100% correct. And read the posts you replied to my posts with, it goes and goes and everything is proven wrong til you hit back to my original post. Now if you think MoP and RoF make you invincable, go naked, cast either on yourself, and get hit by a Hydra meteor or fireball. I guarantee you take damage. Them it will heal you UP to the spells maximum. It ONLY negates damage if the damage is under or eqaul to its maximum. First one to post "Ocelot, your wrong" is an IDIOT because I'm 200% right and I've been playing since first beta, thats even before Necromancer females did Thriller dance. Now for everybody else who wants to know how it works, I'm going to copy and past my first post down here. Which, yes, IS 100% accurate. So stop argueing among yourselfs and accept it, this is how the two spells work. Now remember, this example does NOT account for Divine Favor skill attribute.
------------------------------------------------------------------------- Evening everyone, for all those who have read down this far, allow me to put this in simple terms. After reading all the above posts, I figured I would go test it out myself. Keeping an open mind, I fought a Hydra in Skyward Reach just north of Augury Rock. I fought this Hydra with my monk character for over 30 minutes, using only Reversal of Fortune and Mark of Protection, in order to test how they both "really" work. I am happy to tell you all that they do, infact, work the exact same. Accept, of course, Reversal of Fortune only lasts for one hit, where as Mark of Protection lasts for 10 seconds. To clear out how it works, I will give you a simple example. With 10 Protection Prayers the maximum of Reversal of Fortune is 58. While enchanted with this enchantment, any damage you recieve under 58 is completely ignored, and you are healed for that amount. With that said, here is it agian in numbers:.. Reversal of Fortune is cast with a maximum of 58. A Hydra hits you with a single, normal hit for 34 damage. You instead take 0 damage, and are healed for 34 points. If your starting health was 400, you now have 434. Now, what happens if you are hit for more than the maximum, you wonder? You then actually take the damage plus a heal of 58. Here is this example in numbers... Reversal of Fortune is cast with a maximum of 58. A Hydra hits you with a Fireball spell for 68 points of damage. You take 68 points of damage, and are healed for 58 points. If your health was 65, you die from this attack. If your health was 400, you have 332 health, which is then healed for 58 points, leaving you with 390. And that, is exactly how it works, not taking into account additional healing from your Divine Healing attribute. Mark of Protection works the very same way, but for 10 seconds instead of a single hit. Now, theclam and Scaphism, please take these two spells, and test them out for yourself, in Skywards Reach on a Hydra. You will see that is 100% correct. I'm glad to clear it up for everybody. Enjoy! -Vorpal Ocelot [Necromancer/Monk] -Theurgist Ocelot [Monk/Necromancer] -Sentinel Ocelot [Ranger/Monk] Mercury Angel
Current skill description and image-
Nameless Newbie
I think people spend way too much time trying to decide how this spell works. For Example (I'm sure many of you have posted this before, but I'm just trying to prove that it does not negate ALL damage) You have 350/350 health. You use RoF, @ 67healing. Your enemy can do 200 damge *unlikely* And you will negate 67/200, which is 133 left... then you will gain that 67 that you negated, to put you at taking 66 damage taken, So you are at 284/350 health. So really it don't negate ALL damage, but the odds of taking 200 damage at once is rather slim =D
GWplayer745
Ok I thought I understood this skill, but unless any recent changes were made to this skill, I believe it works differently.
From reading the many posts before this one, I have understood that RoF negates damage first, in addition to healing afterwards. So for example, with RoF capped at 67: if I were to take 70 damage, RoF would negate 67 of the 70 points of damage, in addition to healing me for 67 points (the value at which RoF is capped at) However, while doing numerous runs at Competition Arenas in PVP, I noticed that when I used RoF, it did not seem to be healing me for 67 points. So, instead of seeing numbers like -56 followed by +67, the only numbers I saw were -0 followed by +15. Now I understand that if I took less than 67 damage, I should see -0 and +67 right? So why did I only get a +15 health bonus? I also understand that if I took more than 67 damage, I should still see a +67 next to the damage that carried through. So why only +15? I have been testing this skill all day today and have gotten the same results time and time again. I'd love to test this out in a PVE environment, but alas skills we purchase in with faction (in the PVP arenas) are not made available on our PVE characters :P I'd love some input here. Thanks. Makkert
you got 15 hp because the damage prevented was 15.
RoF heals you UP TO 67 damage prevented. that's the way to read it. John Bloodstone
Quote:
Originally Posted by Sentinal Ocelot
Reversal of Fortune is cast with a maximum of 58.
A Hydra hits you with a Fireball spell for 68 points of damage. You take 68 points of damage, and are healed for 58 points. If your health was 65, you die from this attack. If your health was 400, you have 332 health, which is then healed for 58 points, leaving you with 390. Ok, i'm a little bit confused about this. Are you saying that if the initial attack hits for greater than your remaining hp, you die regardless of RoF? In that case, you take the damage first before you are healed for it? Essentially meaning that RoF is useless for protecting someone low on hp because if they get hit with an attack that would normally kill them, they die anyway because they take the damage first before the heal can kick in. Am I on the right track here? Makkert
Quote:
Originally Posted by John Bloodstone
Ok, i'm a little bit confused about this. Are you saying that if the initial attack hits for greater than your remaining hp, you die regardless of RoF? In that case, you take the damage first before you are healed for it? Essentially meaning that RoF is useless for protecting someone low on hp because if they get hit with an attack that would normally kill them, they die anyway because they take the damage first before the heal can kick in.
Am I on the right track here? look at RoF: would take damage, gains life instead. in other words, the damage is prevented. so no, that is incorrect. in the scenario described, RoF would prevent 58 of the 68 damage, so you get 10 damage. At the same time you are healed for 58, so your hp will go up with 48 at the end. I hope this clarifies this. kind regards, Makkert John Bloodstone
Well I must admit that is the way I thought it happened, but the post I quoted suggests the contrary: Ocelot is adamant that his is the correct way.
I'll probably test it out for myself if I get some time to do so... Schorny
Quote:
Originally Posted by John Bloodstone
I'll probably test it out for myself if I get some time to do so...
Crap your monk, go outside and cast RoF on you and watch what will happen if you get hit.
and btw, Makkert is right. audioaxes
wow why are so many so worked out about this and confused....pretty obvious effect
GWplayer745
Quote:
Originally Posted by Makkert
you got 15 hp because the damage prevented was 15.
RoF heals you UP TO 67 damage prevented. that's the way to read it. Ok well then it's a bit odd then, because I occasionally see several -0 followed by +136 after casting RoF. If my RoF is capped at 67, how is a health gain of 136 possible? Perhaps I was wrong the first time, and maybe skills like Life Attunement do increase the health gained? Penguins Will Fly
I have to say, I thought I knew how this skill worked, but after reading all of you're different arguments and tests, I am utterly confused
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