Holy Charm of Protection

Thoias

Dalayan Beginner
The +crit heal effect on Holy Charm of Protection was recently lowered from 10% to 6%. Assuming all three 215k charms were balanced against each other upon creation, I'm curious as to why this change has taken place. The effect was the main point to this item, which is otherwise a marginal real upgrade for a six-fold increase in price over the next most common priest charm. Is this charm still considered to be in line with the progression of other charms, and the extreme difficulty of obtaining it?

For Comparison:
~36k

Charm of Sihala
MAGIC ITEM LORE ITEM
Slot: CHARM
AC: 15
Effect: Flowing Thought III (Worn)
STA: +15 WIS: +15 HP: +100 MANA: +100
SV DISEASE: +30
Weight: 1.0 Size: Small
Class: ALL
Race: ALL

Charm of Tarhyl
MAGIC ITEM LORE ITEM
Slot: CHARM
AC: 15
Effect: Recovery III (Worn)
STR: +15 DEX: +15 HP: +100 MANA: +100
SV FIRE: +30
Weight: 1.0 Size: Small
Class: ALL
Race: ALL


~215k

Holy Charm of Protection
MAGIC ITEM
Slot: CHARM
AC: 24
Effect: Flowing Thought IV (Worn)
Focus Effect: Runes of Water (now Runes of Healing)
STA: +20 CHA: +20 WIS: +24 INT: +24 HP: +150 MANA: +180
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
Weight: 1.0 Size: Tiny
Class: ALL
Race: ALL

Juggernaut's Charm of Invincibility
MAGIC ITEM
Slot: CHARM
AC: 46
Effect: Aura of Invinicibility (Worn)
STR: +25 DEX: +25 STA: +25 AGI: +25 HP: +225 MANA: +100
SV FIRE: +20 SV DISEASE: +20 SV COLD: +20 SV MAGIC: +20 SV POISON: +20
Stun Resist: + 10%
Weight: 1.0 Size: Tiny
Class: ALL
Race: ALL
 
The freeport shield is, I believe, currently half of Runes of Healing. Whether runes of healing is 6% or thoias is misinterpreting whatever data he grabbed, I don't know.
 
The shield's old effect isnt even in the spell file anymore, so yeah, it was changed aswell (from 5 to 3%?). That isnt what I'm inquiring about, though.
 
IIRC, I think 3 people have this charm. Considering the difficulty of attaining both of these (there's little reason for a guild to help fund you, for example, than if a tank class needed a juggo), the int and wis caster charms are kind of meh. The crit heal / nuke is apparently the point of these charms; if it's not, then the upgrade otherwise is not worth 6 times the price.

I don't get why this was changed. Make the charm better stat-wise if it's going to be neutered effect-wise.
 
I've heard that the effects of Shield of Freeport and this charm dont stack (like locket of searfire and the int caster 215k charm dont stack either). That being said, Holy Charm of Protection does seem a bit out of line in terms of monetary charm progression. Comparing strictly to the Juggo Charm (since its hard to say what a 180k difference in price should entail): The stats and resists throughout are lower, the respective hp/mana (if you switch them around, since they are for different types of players) is lower, the only hope for this charm to be 'balanced' is for the effects/focus effects of the Holy Charm of Protection to outweigh the stats/effects/resists/ac/stun resist on the Juggo charm, of course with the priest class in mind. Considering that it doesnt stack with Shield of Freeport (AFAIK) and other critical heal items, 6% crit heal and FT4 does seem a little low (if thats what it really is right now). 10% seems fair to balance out the charm progression.

Also, if FT4 is such a great deal, and even a low crit heal is good enough: Charms are a money sink, obviously they are designed so that you're always striving to get the next one in line (until you hit the top ones). This being said, what is the incentive to spend an extra 180k on a charm when you could be almost as good with a 36k charm (FT3) and a Shield of Freeport (mind you the stats on the shield are pretty nice)?

Regards,
Aeran
 
Aeran said:
This being said, what is the incentive to spend an extra 180k on a charm when you could be almost as good with a 36k charm (FT3) and a Shield of Freeport (mind you the stats on the shield are pretty nice)?

Because once you have the shield of Freeport and the 36K charm, you need to get the next the 186K charm to upgrade. If the sheild and 36K charm are close to the 186K charm, then upgrading your charm to the 186K charm is even better. I understand what you are saying, but the shield and the charm aren't in the same slot, so the shield shouldn't even matter. That being said, yes, the 186K charm doesn't seem to be in line with the rest anymore.

But, I'm so far off from getting either, that it doesn't really effect me. :(
 
TBH, I've wanted to ask about this charm for a while. It's easily the least powerful of the 3 charms. Upping the mana to 200 and evening the stats to 25 each would go a long way, since the crit is now lamer.
 
rab said:
TBH, I've wanted to ask about this charm for a while. It's easily the least powerful of the 3 charms. Upping the mana to 200 and evening the stats to 25 each would go a long way, since the crit is now lamer.

and/or raising it to FT5 or so~
 
If returning the effect to its original value is out of the question, can something else be done to increase the size of the useable upgrade realized when a player of the designed classes is finally able to purchase this item?
 
While I agree with nerfing crit nukes, crit heals rarely land for their full value and aren't necessarily a boon to the efficiency of the caster. Crit nukes are a huge boon -- I know that with 10% crit chance, my damage and efficiency has seen a 10% overall boost. This is simply not the case with crit heals. A good healer isn't casting a heal that heals 50% of what needs to be healed -- if he's waiting that long, he might as well CH and get maximum efficiency. In any case, I feel the crit heal is something that, while a nice present every now and then, doesn't give nearly the same effect as a crit nuke chance. I think the nerf on this was perhaps too harsh.
 
I'm inclined to agree here. Crit heals are really only useful in spot heals, and unlike with nukes, you have to rely on your spells' consistency, so even if it's a flat 10% boost to healing power for 10% crit heal rate, it's not a 10% boost to effective healing efficiency. Contrast this to nukes, where even an inconsistent 10% boost is simply an effective 10% boost. Lowering crit heals was really not necessary, especially on an item like this.
 
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