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Readjustment of Vampirism and Resistance.


Khrone

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Vampirism:

The Vampirism percentage increases tha chance of healing 65% of the damage dealt.

 

Pros: It's already 65% of the actual Vampirism.

Cons: If a DMG class deals explosive damage, it has chance of not healing, different of the actual Vampirism that would heal with 100% of chance.

 

 

Resistance:

The Resistance percentage would decrease the time of debuffs caused to the player.

 

Pros: If the debuff works on the player, its time will be reduced.

(Example: If the player has 50% Resistance and it's stunned, it will be half of the normal time)

Cons: The debuffs will always work on the player.

 

With this changes, will be more difficult to the DMG classes to solo bosses (because they were not created to do that) and some debuffs classes will be (a little) more playable, like the Warlock.

Edited by Khrone
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I don't really dig the vampirism revamp. Hah. Had to use that lame joke.

Because it sounds like absolute garbage. With low vampirism the chance of healing is obviously highy unlikely. And higher vampirism so much as 30%+, makes this obsolete. Getting a guaranteed 1/3rd of your damage returned as HP is way better than getting a 65% from your damage, but with a 30% chance. I know, I myself don't like vampirism because in most cases it makes healers really redundant, but I don't agree with this suggestion as it would effectively ruin the stat.

Also for resist change, they should dramatically increase armor&rune enhancements, because having 15,20% would be almost nothing.

Edited by Fortuno
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