Page 1 of 1

Greenflow, yellow flow and Heal.

Posted: Fri Jul 10, 2015 1:06 am
by Asmodeous
I dont know why I didnt see this earlier. But as it goes, greenflow is variable between 0x and 1x for damage in pvp, which means you can hit for 0 or for max.

Yellow flow follows the same set of rules I imagine?

Heal is a flat rate. No variable. Is there a reason why they arent either all variables or all flat?

Re: Greenflow, yellow flow and Heal.

Posted: Fri Jul 10, 2015 11:18 am
by dinoponte2
Tough that was normal , many tests i did and i see heal spell more powerfull then green spell, thats what tests shows

Re: Greenflow, yellow flow and Heal.

Posted: Fri Jul 10, 2015 1:21 pm
by Insider
You are right. In PvP spells are only 50% power - random from 0% to 100%. Its OK :)

Re: Greenflow, yellow flow and Heal.

Posted: Fri Jul 10, 2015 9:44 pm
by Asmodeous
Your wrong insiders. Heal is flat damage. No variable. Greenflow yellow flow and arm spell all have variables. Heal does not.

Re: Greenflow, yellow flow and Heal.

Posted: Fri Jul 10, 2015 9:59 pm
by Insider
Asmodeous wrote:Your wrong insiders. Heal is flat damage. No variable. Greenflow yellow flow and arm spell all have variables. Heal does not.
Hmm, strange. Game help says '50% for all spells'. I think there's problem with heal spell. Understood you now.

Re: Greenflow, yellow flow and Heal.

Posted: Fri Jul 10, 2015 11:19 pm
by Asmodeous
Its not a problem. Its always been like this. It does however present a pvp imbalance over and above everything else. If im hitting for 0x to 1x damage. So lets say 0 damage and 1000 damage with spells. I have the chance of hitting anywhere between 0 and 1000.

Arm spell is the same in this type of variation. Heal doesnt have this variation. Sure its 50% in the sense itl heal 1000. But thats what itl do. Each and every time itl heal 1000. Not a random number between 0 and 1000.

If that makes sense. Its just weird since every other spell. Greenflow yellow flow and armor spell all have variations in numbers where as heal doesnt.

Either making them a flat rate with no variations or all of them with the 0x to 1x variations would be better. Im personally more in favor of all being a variation since itl mean more pvp skills involved.

If you look at it aswell this would also be a minor debuff to mages. Not so much a nerf. But taking away what shouldnt have been there to beginwith. In saying that though a self heal spell would also go well with that.

(Please dont bring up destaffing etc. Thats just a work around.)