User talk:J1NG

Welcome! May I extend my warmest welcomes and offer you any help you may need? Thanks for your contributions, mate!


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Again, welcome to the wiki - and I can't thank you enough on behalf of the community for your help in making us the best DDO site around Kobold worker 20:27, January 20, 2014

Healing Amplification
Hi, thanks for your contributions for the Heal Amp article. Some clarification is needed though.

(I don't own any forged race, so I cannot check)

Blood/Fleshmaker
Some math is incorrect here. 1. At the very least, the 0.2 from item should be changed to 1.2.

2. I am guessing that the finger necklace part of the calcs (after the "+") should be fleshmaker last: + 110 * 0.5 race * 0.1 fleshmaker
 * If 2) is not correct, does it imply that undead with fleshmaker receive 110 * 0.1 from Heal scroll?

Multiplier modifiers section
I don't like the new sections "Race Healing multiplier", "Multiplier modifiers", and "Racial bonus". It's confusing. I think two sections would be better

Race
 * living 1.0
 * undead 0.0
 * warforged 0.5
 * bladeforged: two multipliers!
 * 0.5 forged race, can be enhanced by enhancements, lost on transformation
 * 0.9 bladeforged feat, not lost on transformations (guessing here)

Enhancements
 * human/pdk 1.331
 * helf 1.21
 * wf 0.80 = (0.5 base + 0.1 + 0.1 + 0.1)
 * bf 0.72 = (0.5 base + 0.1 + 0.1 + 0.1) * 0.9 feat

Clarification by J1NG
I'm probably breaking loads of wiki rules here by not conforming to standards of editing and writing. Please do let me know if certain things shouldn't be done. I'll try and improve personal standards later on as I get used to editing/creating.

Back to your last part there:

After performing a few more tests to see if it would be better served to separate the stuff out like I originally place it, I would agree that it would be better overall to use your method there. The code might be different, but effects wise yours is a better description.

Although I would suggest calling it a "modifier" still rather than enhancements only, as the Blood/Fleshmaker effects still modify the base vulnerability even though Racial vulnerability might be 0. Also, there are other modifiers that can be applied in game that impedes healing or is added additively instead of multiplicatively, etc.

Using your setup, I would propose:

Race
 * living 1.0
 * undead 0.0
 * forged 0.5 (Both WF and BF)

Modifiers
 * Enhancement human/pdk 1.331 = (1.0 base * 1.1 * 1.1 * 1.1)
 * Enhancement helf 1.21 = (1.0 base * 1.1 * 1.1)
 * Enhancement wf 0.80 = (0.5 base + 0.1 + 0.1 + 0.1)
 * Enhancement bf 0.72 = (0.5 base + 0.1 + 0.1 + 0.1) * 0.9 feat (which would more accurately describe what's going on, although it would require wiki users to read further down from above to know about it)
 * Item Blood/Fleshmaker + 0.1
 * Environment Demonweb - 0.1
 * Ability Cloak of Night * 0.2/0.35/0.5
 * Curse Mummy Rot * 0.5

Thoughts?

Discussion
Discuss. --Cru121 (Contributions • Message) 05:56, January 20, 2014 (EST)


 * I will think about it and maybe coerce a guildie to do some testing :) --Cru121 (Contributions • Message) 13:11, January 20, 2014 (EST)