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  1. #1
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    Default Fast Healing is NOT fast

    There's two versions of Fast Healing, but They're same which triggers every a min.

    Fast Healing(Epic Destiny): You heal [2/4/6]d20 HP each minute using positive energy.
    Fast Healing(Epic TR): You heal "5 plus 5 per 5 character level" HP each minute. This stacks up 3 times.

    I can't understand why devs set the cycle as a min. I'm not sure why this is Fast healing. the name of current version should be said as Slight Moment of Great Healing, not FAST. even fey spring(Shiradi ED) can be said as fast healing - It heals 1d100 per 60/45/30 seconds.
    I suggest that Fast Healings should be every [60/40/20] seconds per rank(or stack), not every a min.
    Last edited by Targal; 11-07-2013 at 11:07 AM.
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    Quote Originally Posted by Targal View Post
    There's two versions of Fast Healing, but They're same which triggers every a min.

    Fast Healing(Epic Destiny): You heal [2/4/6]d20 HP each minute using positive energy.
    Fast Healing(Epic TR): You heal "5 plus 5 per 5 character level" HP each minute. This stacks up 3 times.

    I can't understand why devs set the cycle as a min. I'm not sure why this is Fast healing. the name of current version should be said as Slight Moment of Great Healing, not FAST. even fey spring(Shiradi ED) can be said as fast healing - It heals 1d100 per 60/45/30 seconds.
    I suggest that Fast Healings should be every [60/40/20] seconds per rank(or stack), not every a min.
    Fast healing is rocket-ship turbocharged fast.....compared to let's say lesser regeneration/regeneration/greater regeneration on greensteel items.

    OK, not so much fast but rather more effective. And, yeah, there were already posts about making fast healing more useful by reducing the hp totals but having it proc much more often...I would say at least every 15 secs would be nice.

    Not so interesting anecdote....when gs came out I posted on the forums how it didn't make sense that gs in general was so hyperinflated except for the regeneration which was like completely useless and who would ever go for that?.....the responses were in the majority that regeneration wasn't underpowered, that even if the hp regen was pretty low it was still useful and it was a nice perk in the sense that any healing would prevent bleeding out if you were between 0 and -10...now compare fast healing to regeneration and, yep, it's the stink.

    (There was also the issue of so-called greater disruption on gs being worse than standard disruption....is that in any way been addressed to date or is it still worse?....[insert standard complaint about clueless dev team here])
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  3. #3
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    Quote Originally Posted by RobbinB View Post
    (There was also the issue of so-called greater disruption on gs being worse than standard disruption....is that in any way been addressed to date or is it still worse?....[insert standard complaint about clueless dev team here])
    That was addressed a long time ago. (U9 in April of 2011) Greater disruption now adds 6d6 bane damage vs 4d6 for regular disruption. they both destroy undead with less than 1000 HP on a roll of 20 no save or do 100 damage to undead with more than 1000 HP.

  4. #4
    Community Member redspecter23's Avatar
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    Fast healing is much faster than your rate of healing normally, which is 0 per minute. It's also fast if you compare it to DnD 3.5 where you heal 1 hp a day if my memory is correct. It is however slow compared to how fast we need to heal in an epic elite endgame which can be every couple seconds in an intense fight. Fast healing is still reasonable for what it's meant to do, which is to keep you topped off in out of battle situations or in places where you generally don't need much healing anyway. It's not going to be the best epic elite healing available, but it will save you a few pots and maybe some scrolls in less intense difficulties.
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    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Quote Originally Posted by redspecter23 View Post
    It's also fast if you compare it to DnD 3.5 where you heal 1 hp a day if my memory is correct.
    It is more than that, unless I'm thinking 3.0 instead. But I think you are correct where the time frame is based on a day.

    I know that for... survival campaigns where the DM is being alert about encumbrance, temps, climate, etc. Fast Healing was great to have.

  6. #6
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    Quote Originally Posted by redspecter23 View Post
    It's also fast if you compare it to DnD 3.5 where you heal 1 hp a day if my memory is correct.
    Your memory is not correct.
    Healing
    After taking damage, you can recover hit points through natural healing or through magical healing. In any case, you can’t regain hit points past your full normal hit point total.

    Natural Healing
    With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.

    If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.
    Quote Originally Posted by Targal View Post
    I think Devs might confuse a round(6 sec) with a turn(60 sec=10 rounds).
    I think it would be really weird for the Devs to confuse a round (6 seconds as of 3E) with a Turn (which hasn't been used in more than 20 years), and which actually represented 10 minutes (since when Turn was in use, a combat round was 60 seconds).

    Now, for reference:
    Fast Healing
    A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing.

    At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description).

    Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.

    A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first.

    Fast healing does not restore hit points lost from starvation, thirst, or suffocation.

    Fast healing does not increase the number of hit points regained when a creature polymorphs.
    Regeneration
    Creatures with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate per round, as given in the creature’s entry.

    Certain attack forms, typically fire and acid, deal damage to the creature normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. The creature’s description includes the details. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

    Creatures with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached.

    Regeneration does not restore hit points lost from starvation, thirst, or suffocation.

    Attack forms that don’t deal hit point damage ignore regeneration.

    An attack that can cause instant death only threatens the creature with death if it is delivered by weapons that deal it lethal damage.

    A creature must have a Constitution score to have the regeneration ability.
    And just to cover the base, the epic feat:
    Fast Healing [Epic]
    Prerequisite
    Con 25.

    Benefit
    You gain fast healing 3, or your existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.

    Special
    You can gain this feat multiple times. Its effects stack.
    Now, even if we follow the jacked up use of time in DDO as compared to 3E, these should both work on scales of 6-15 seconds (compare the cool downs of various tactical abilities that nominally useable once per round). Anything that takes longer is doing it wrong.

  7. #7
    Community Member kned225's Avatar
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    It should heal a raging barb about the same as a pm's aura heals a pm. Why should every class have easy, effective self-healing except barbarian?
    Last edited by kned225; 11-07-2013 at 01:55 PM.

  8. #8
    Community Member Vellrad's Avatar
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    Devs' solution:
    Patch notes:
    [...]
    Epic past life feats:
    [...]
    Primal sphere:
    -Fast healing renamed to Slow healing.

    Quote Originally Posted by kned225 View Post
    It should heal a raging barb about the same as a pms aura heals a pm. Why should every class have easy, effective self-healing except barbarian?
    Plz, show me fighter's easy self healing button.

    IMO, its the same as barb, and is called ameliorating strike, but multiclassing 4 levels seem to hurt fighters more than barbs, as ftr lvl18 cores are (IMO) more fun than bars'.

    Quote Originally Posted by redspecter23 View Post
    Fast healing is much faster than your rate of healing normally, which is 0 per minute. It's also fast if you compare it to DnD 3.5 where you heal 1 hp a day if my memory is correct.
    1 per day is natural healing, and I'm almost (just almost) sure its 1 per level. Magical fast healing, I think it was 1 per round (weakest version), but I'm not sure.
    It is however slow compared to how fast we need to heal in an epic elite endgame which can be every couple seconds in an intense fight. Fast healing is still reasonable for what it's meant to do, which is to keep you topped off in out of battle situations or in places where you generally don't need much healing anyway. It's not going to be the best epic elite healing available, but it will save you a few pots and maybe some scrolls in less intense difficulties.
    Agree with that.
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  9. #9
    Community Member kned225's Avatar
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    Quote Originally Posted by Vellrad View Post
    Plz, show me fighter's easy self healing button.
    You really dont know a fighters easy self healing button? Really?

    Why be so against pure barbs having some healing?

  10. #10
    Community Member Qhualor's Avatar
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    Quote Originally Posted by Vellrad View Post
    Plz, show me fighter's easy self healing button.

    IMO, its the same as barb, and is called ameliorating strike, but multiclassing 4 levels seem to hurt fighters more than barbs, as ftr lvl18 cores are (IMO) more fun than bars'.
    This right here is why you need to stay out of barb build threads and barb self sufficiency threads.
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  11. #11
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    Quote Originally Posted by Vellrad View Post

    Plz, show me fighter's easy self healing button.
    It's called a cleric.

    Hjeal meh!

    Jokes aside . . . my fighter can twist in cocoon and use hjeal scrolls in combat. A raging barb cannot.

  12. #12
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    Quote Originally Posted by kned225 View Post
    ... a pms aura ...
    A bit off topic, but I totally didn't read this right the first time I glanced over it.

  13. #13
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    Quote Originally Posted by Krelar View Post
    That was addressed a long time ago. (U9 in April of 2011) Greater disruption now adds 6d6 bane damage vs 4d6 for regular disruption. they both destroy undead with less than 1000 HP on a roll of 20 no save or do 100 damage to undead with more than 1000 HP.
    Good to hear, except....didn't the crazy new loot system introduce improved disruption? is that like still 4d6 bane damage but destroy undead with 1500 hp or less? So aren't they back to inconsistency in their descriptions?
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  14. #14
    Community Member Kaldais's Avatar
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    Here's my solution:

    Fast Healing(Epic Destiny): 1AP per rank, 3ranks
    You gain Fast Healing supernatural ability.
    Fast Healing I: You heal 1hp per round(3 seconds). If already have this ability, you increase your healing rate by 1hp per rank. This healing is considered natural healing, it is unaffected by spell power or healing amplification. Your unconscious to death level is increased by your Fast Healing level x 10HP

    Fast Healing (Epic TR)
    You gain Fast Healing supernatural ability. You heal 1hp per round(3 seconds). If already have this ability, you increase your healing rate by 1hp per feat. This healing is considered natural healing, it is unaffected by spell power or healing amplification.

    Add Epic Feat (can be taken multiple times)
    You gain Fast Healing supernatural ability. You heal 1hp per round(3 seconds). If already have this ability, you increase your healing rate by 1hp per feat. This healing is considered natural healing, it is unaffected by spell power or healing amplification.

    Change Regenerate to the following:
    Regenerate(lesser, normal, greater, trollish): You gain the extraordinary ability of regeneration. You are able to regain [1/2/3/4]HP per round unless the damage is marked as fire/acid, your vulnerability to fire/acid is increased by [25/50/75/100%] while under the effect.
    Last edited by Kaldais; 11-07-2013 at 10:37 PM.
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    Fast Healing doesn't even offer much help in keeping us topped off between fights; For my (soon to be) level 20 Barbarian, a single past life would be like quaffing a single CSW potion once a minute. That's nice, in a very minor sort of way, but it doesn't actually change much: if I'm slightly hurt then I'll be chain drinking CSW potions to top off, and if I'm moderately or seriously hurt and there's no help forthcoming from team-mates or hirelings then it's time to break out the Silver Flame potions. At best, this would save me a little coin on one of those CSW potions, infrequently. Even triple-stacked, which presumably would represent a great deal of work, it wouldn't be enough of a top-up heal to save me a Silver Flame potion, and I'd just drink three CSWs before standing around for up to a minute waiting for this to proc again.

    In combat, it is a potential life saver... but the stars would have to do some serious aligning for that potential to be realised. It has to come ready at the right time, it has to make a difference with a low value heal (90 odd points at level 20 ain't nothing but it ain't big, either), it has to not simply result in another heal overhealing, and all of this has to come about and tip a fight basically through lucky timing. It's too haphazard for such a marginal return.

    All this is compounded by the fact that all epic past life passive benefits are defensive / survivability benefits anyway, which makes going for performance-enhancing actives all the more attractive for balance. Would I really want to spend three epic TR's worth of time and effort simply becoming more durable when I could become both more durable, and more effective as well? Fast Healing would need to a whole lot better than it is just to make that question tricky.

  16. #16
    Community Member J1NG's Avatar
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    Try this...

    Get Fast Healing from Epic Destiny.
    Get Fast Healing from Destiny past life.
    Get into quest, switch to a low False Life item.
    Put normal False Life back on so you lose a few hp.
    Wait for Fast Healing to heal you.
    On seeing Heal, immediately activate Past Life Healing.
    You now restore hp every 30s.

    ps Past life healing is better if you have lots of amp.

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  17. #17
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    Quote Originally Posted by Kaldais View Post
    Here's my solution:

    Fast Healing(Epic Destiny): 1AP per rank, 3ranks
    You gain Fast Healing supernatural ability.
    Fast Healing I: You heal 1hp per round(3 seconds). If already have this ability, you increase your healing rate by 1hp per rank. This healing is considered natural healing, it is unaffected by spell power or healing amplification. Your unconscious to death level is increased by your Fast Healing level x 10HP

    Fast Healing (Epic TR)
    You gain Fast Healing supernatural ability. You heal 1hp per round(3 seconds). If already have this ability, you increase your healing rate by 1hp per feat. This healing is considered natural healing, it is unaffected by spell power or healing amplification.

    Add Epic Feat (can be taken multiple times)
    You gain Fast Healing supernatural ability. You heal 1hp per round(3 seconds). If already have this ability, you increase your healing rate by 1hp per feat. This healing is considered natural healing, it is unaffected by spell power or healing amplification.

    Change Regenerate to the following:
    Regenerate(lesser, normal, greater, trollish): You gain the extraordinary ability of regeneration. You are able to regain [1/2/3/4]HP per round unless the damage is marked as fire/acid, your vulnerability to fire/acid is increased by [25/50/75/100%] while under the effect.
    Hjealing amp is awesome.

  18. #18
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    - Fast Healing (Ex)
    A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description). A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing does not increase the number of hit points regained when a creature polymorphs.

    LINK: http://www.dandwiki.com/wiki/SRD:Fast_Healing
    I searched the original version. by this word, Fast Healing must be at least per 6 seconds. lol
    I think Devs might confuse a round(6 sec) with a turn(60 sec=10 rounds).


    Quote Originally Posted by RobbinB View Post
    Fast healing is rocket-ship turbocharged fast.....compared to let's say lesser regeneration/regeneration/greater regeneration on greensteel items.
    I'm not sure you count other things. There's troll regeneration which heals troll greatly fast.

    and even Cleric's Divine Healing heals [1/2/4]d4 per 2 seconds.

    Quote Originally Posted by Vellrad
    Devs' solution:
    Patch notes:
    [...]
    Epic past life feats:
    [...]
    Primal sphere:
    -Fast healing renamed to Slow healing.
    /signed. They should not lie anymore.



    I don't know if barb can cast cocoon when raged, but my monk usually uses cocoon with archmagi stuff. I don't think just being proc more often can make'm all self-heal master, and They can use heal scrolls or cocoon if they need... just using cocoon is better than it.


    Quote Originally Posted by Teh_Troll
    A raging barb cannot.
    got it.
    Last edited by Targal; 11-07-2013 at 02:18 PM.
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  19. #19
    Community Member Vellrad's Avatar
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    Then I acknowledge the cocoon thing.
    Barb can use divine healing, and maybe even burst (not 100% sure on that) while raged, so I though cocoon and other spell like ED things will also be useful.

    I never said I'm against moar self hjealzors.

    (and that's why I don't like fixing twists at lvl1, calling twisters dirty exploiters, cheaters, and all the worst)
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