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Re: Ruin Priest

Posted: Fri May 09, 2025 11:44 pm
by Keula
BluIzLucky wrote: Wed May 07, 2025 4:01 pm 1. From my testing Critical Hit Rate does NOT work for healing anymore, my guess is this changed when they merged melee+range+magic renown.
Hybrid AM lost 19% "heal" crit from that.
From a quick test with DOK with murderous intent, generic crit does seem to work:
https://i.imgur.com/ZSop2H4.png
185 heals are with tactic got crits on the second cast, 246 without and 0 crits for nearly whole screen height, so i'd say that's good enough proof for starters.
E: oh yea also did generic crit gear only with no tactic as well afterwards:
https://i.imgur.com/7amgGxU.png
it's only 4% of generic crit(off sov gloves and cape for dok, the helm was nerfed at some point apparently to be only melee crit... weird) what you can get from gear, so a lot less but it's there, but now I'm wondering is there inherit crit heal chance in the game? honestly don't know, if there is then a much bigger sample size might be required than what i did.

How do you even get 19% generic crit as an AM? Oh I guess maybe there is some boost 2 weapon or proc that exists which would make it 19% with dirty tricks+leading shots, right. But kinda weird if none of those work as murderous intent and generic critical hit rate gear does and should be bug trackered if that's the case

Re: Ruin Priest

Posted: Sat May 10, 2025 3:53 am
by Nameless
There is 10% base heal crit or at least on live we had it that stack with other heal crit sources. That is made to match chance of being crit so ppl could damage and geal crit from the start.

So in reality when u have 40 crit from gear you should got 50 in reality. No idea why this extra 10 is not on the paper doll visible

Re: Ruin Priest

Posted: Tue May 13, 2025 2:54 am
by havartii
now you need to have a conduit to cast a ruin and it has less range. Nothing you can say will convince me this is better. Lets make you cast an extra ability that will make the skill less value than it was. my mind is blown