Implement overheal consumption effects (melee & fire spells)#791
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Gorzoid wants to merge 2 commits intoweirdgloop:mainfrom
Open
Implement overheal consumption effects (melee & fire spells)#791Gorzoid wants to merge 2 commits intoweirdgloop:mainfrom
Gorzoid wants to merge 2 commits intoweirdgloop:mainfrom
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I think assuming it will be consumed every time is gonna inflate people's setups a lot. Needs some kind of configuration/toggle in my opinion. |
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Yes true, although same can be said for ruby bolt dps. People selecting these relics should take that into account and understand this is instantaneous dps. Its already disabled by default for melee since requires inputting overheal hp. For fire builds, you basically have 2 options:
I think auto-calculating average heal might be cool, and should be possible, but shouldn't block addition of this effect into calc. |
From Husky: > Fire spells are weirdly worded but it does burn considering overhealed HP, so if you have 150 HP > it'll consume 6% so 9 hitpoints to deal 18 more damage.
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(fire isn't specifically overheal consumption but decided to fix both in one PR)
Not intending to accumulate hp consumed here, just assuming the player is somehow healing that hp before next attack. Anything else would be confusing. Also not sure how this plays into multihit attacks, I would assume damage is dealt once per attack but minhit is increased for all hits.