leftayparxoun wrote: Mon Aug 24, 2026 6:40 pm
The direct heal portion of the lifetap abilities can crit and uses the offensive crit stat on top of a baseline 10% crit chance (similar to other heal abilities).
Now that's an interesting information. Thank you for that, I wish this could be found somewhere in the wiki... I always interpreted the skill description as a flat value.
leftayparxoun wrote: Mon Aug 24, 2026 6:40 pm The lifetap portion indeed is proportionate to the damage dealt, which, besides others, is a function of the target's armor + Toughness + dmg% reductions.
I don't think it's possible to "remove guard" for the calculation of the lifetap, let alone JUST the heal that comes from the lifetap ability. At best you could make Detaunts less effective/completely ineffective against lifetap abilities (see Choppa/SL, Kotbs/BG tactics), but that conditional effect might be quite hard to code and should also lead to a Dps increase for shield healers which is probably not intended.
If some lifetap skills are to be adjusted, imo it should be in their values and not in their fundamental functions.
I'm looking for some way to mitigate multiple punishments melee healing is suffering without overpowering it. Dry base values look good, but when you start to apply all effects rotated in the melee range, they are reduced to minimum via mentioned variables + disarms, roots and KDs. I'm afraid that if base values are increased, complaints will immediately start about how unkillable WP is (what was the main reason the HD was implemented I guess).



