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True, there are some scaling Heals but there are also a whole lot that don't. Even after damage migitation a 7k breath of eaven doesn't sound really good, same goes for other things like transcendence passive etc.. We will see how it all plays out but the existence if non-scaling abilities bugged me right from the start and even more after the universal conversion to weapon damage for offensive skills.
I suspect the flat numbers given are a baseline before weapon damage is factored in. It would make sense to have this be the exception to the +%weapon damage per cast tooltips, because it's easier to look and see "ah, it heals 45k hp per cast" than "ah, it heals 500% of my weapon DPS. So if my weapon does X DPS and I cast BoH it heals for something like...."
Spoiler
Globes for Normal only?
Prepares a shield for my wizard
We don't know what player max health will be. It may be that the 17k damage per hit from monsters if if we are naked. If we have defense that takes like 85% damage resistance, we will take much less damage and as long as you can heal a good portion of player's max health it wont matter what the damage bosses do.
tl;dr: Burst healing is reliant on player's max health, not monster damage
jesus, the act 1 spiders do 18k min damage per hit? We're going to need at least 300K health to survive a mob of that ****. And, that's only act 1.
yeah **** is going to hit hard. Act 4 inferno monsters are like 5 times the health and 20 times the damage of hell.
Unofficial Incgamers Clan - Time Traveller
Just to point out, 1% damage mitigation is taking away hundreds of damage from each hit. Each percent of damage reduction you can get will be substantial.
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