Question/Suggestion for duration lifetaps

qazu2005

Dalayan Adventurer
I have a question/suggestion about duration lifetap DoT spells and critical damage. As of right now I don't *think that when a duration lifetap scores a critical tick that it also heals for critical damage. For example if I cast Hand/Spirit of Kaezul on a mob, and the regular dmg per tick is 465, but it crits for 930 one tick, it doesn't look like me/my pet are getting healed for the extra 465 hp that tick. Is this a correct observation or am I totally wrong? If I am correct, can i suggest that when a lifetap DoT crits that it heal for the extra dmg as well? It is perfectly logical that the same number of hp be transferred from the mob to you for each tick, so if my spell crits for 930 and my pet is only healed for 465, where did the extra 465 hp go? Is this possible/practical to implement (if I'm correct that it isn't already)?
 
I think that implementing this would make Necro tap healing power really sick, especially for the pet heal. :psyduck: Imho this should be left alone, as the extra damage is plenty of a bonus.

Although, if it's already in game (I haven't noticed either), I think it should be left alone.
 
As far as I've seen Spirit of Kaezul DOES crit. Not 100% sure about Hand of Kaezul since I usually don't pay attention to how much it heals - if I need those HP I tap anyways.
Pet tap healed my pet definitely for more then the basic HP, that's for sure.
 
The question is not whether or not the dots crit, but whether or not it is a crit heal along with crit dmg, or just the crit dmg.
 
the heal part does not crit, even if the dot does 900 whatever damage it will still heal you or your pet for the original amount

back when i got these spells i did a serious amount of testing to find out that the spells are essentially not working correctly, but necros still have really good healing power without the crit heals anyway.
 
For 'duration lifetaps' there are two different spells taking effect, technically speaking. The first spell effect is the debuff on the mob that causes damage, and the second is the recourse, heal-over-time that gets placed on you. When your spell lands, both get put into effect. After that, there is no further interaction between the two. Go cast a high-level duration lifetap on a level one snake, or something; the first tick of the DoT will kill it, but your recourse will remain, healing you.

What I'm saying is, when the DoT ticks, it doesn't heal you for more. This is because the DoT doesn't "tell" the recourse when to heal; both of them do their own things. The only way this could change would probably require significant recoding in the way these types of spells are handled to make them interact/"talk" to the other.
 
I would be a happy necro if this was altered. I'd guess giving the HoT the same chance the DoT has to crit would be a fair fix, but no one knows if this is meant or not.
 
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