Poison reduces healing effectiveness by 30%
Naim54321
Member Posts: 124 ★
Is it true that poison reduces the healing effectiveness by 30%? Or is it 25%? Or has someone told me a complete lie?
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0.7 (Willpower) x1.15(Recovery)x 0.7(Reduced by 30%)=0.5635% which will be beaten by poison’s 0.6% damage. Damn.
Damage: 30k*0.006 = 180 damage per second
Heal: 30K*0.005635 = 169.05 heal per second
180-169.05=10.95 damage per second.
If all other incomming damage is ignored that would mean the fight will take:
30k/10.95=2739.726 seconds or 45.66 minutes before your champs dies from the poison damage.
I don`t know about you, but I have never done a 45 minute fight in this game. You won`t notice it.
the trouble with suicides comes from the 5% with using specials. Which, if you use the right champs, will never hinder you because you end the fights in every gamemode except act 6 and variant once you get to your sp2 from all the extra damage you do.
When I got suicides a year ago I went through the same disappointment with will power not healing back up like I thought it would.
Either way since then I use suicides 99 percent of the time
1. Can't do arena without them. My God it makes things move along so much slower.
2. I feel like the 60 percent boost in basic attack is a huge plus versus using the masteries for other things.
It's not like you get a 60 percent health boost when you turn them off.
3. They are perfect for sentinel, corvus, Omega, aegon, domino, dorm, iceman, warlock...
Any champ that's bleed or poison immune. Expecially poison since will power gains a lot of healing without the permenant poison.
4. I do miss not being able to use champs that bleed and poison.
Even worse if they require sp1 use. You will lose to much health.
You can mitigate this if you only need them for one or two fights on the path tho.
All in all I will never play without suicides unless they have new masteries that are compelling.
So if I were you I'd get them anyways.
It makes arena like 30-40 percent faster.
In one hour of arena with full suicides you will get in 30-40 percent more fights.
In all content you will finish fights so much faster making things less prone to slip ups.
Those drawbacks are real but they don't outweigh the fun suicides brings to many who have used them.
Modified health after masteries: (30000(Base Health)+24(Vitality))*(100%-7.2%(Glass Cannon)+1.6%(Greater Vitality)) = 28342 HP
Suicides Damage: 28342*0.006 = 170.05 damage per second
Willpower healing: 30000*0.005635 = 169.05 heal per second
This results in only 1 point of damage per second. If you invest into the salve mastery as well you will actually come out ahead in health. This is of course largely dependent on the base health of your champion.
Coagulate damage: (28342*(20%(Double Edge)*0.7(Coagulate))/16 = 247.99 damage per second
Willpower healing: 30000*0.005635 = 169.05 heal per second
This results in 78.94 damage per second (before salve is applied). Over 16 seconds this is 1263 damage total. That is 1263/28342 = 4.4% of your health lost every fight. Suture could mitigate this a bit but I don't know too many people who have invested into this mastery.
There are also other factors like if you apply boosts or have health inflated through synergies. Since health boosts increase your modified health you will actually take more damage overall. Also, if you're fighting arena or AW you have to take into account if the opponents run Despair. This will also lower your overall healing from Willpower significantly.
On that same note, beware of using boosts with Suicides. If you use health-boosting boosts, your damage from suicides will increase.