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Comments
I'm not sure if this content is pure hp, why you think so, if I can ask?
this patch most of mechanics on dugeons got fixed dmg.. so i guess thats why hes saying end doesnt rly matters...
the formulas:
( Skill Base ) x [ 1 + {[ ( Total # Heal Modifier ) * ( 1 + Total % Heal modifier ) ]/1000}] x ( 1 + Received Heal Modifier ) = Healing Done
( Total Flat HP * Total % HP) = Max HP
beware that if you have the 7 days login HP bonus, it gives you 5% based on you MAX HP
I'm in SF +15 still, and it makes me really sad to see how bad my heals are now
And what comes in my mind with that decision from Bluehole is that they might be trying to make healers life a lil bit more dificult. Because, lets be honest, this last patch - sshm and df - was RLY smooth for healing. Double healing on a dungeon that has almost 0 healing was truly easy. No debuff mechs and no cleanse mechs. Healers were at a position that they didnt need gear at all.... you could do everything with Slaughter or even DN..
In this patch, the nerf on double healing and the dungeons points us to a single healing option (2 heals and only 2 dps takes WAY too long on those new dungeons). But RM seems to be a dungeon with a lot more healing to do, especially last boss...
So putting this together with the jewelry deal right now, seems Bluehole is forcing healer to GET BETTER GEAR.. You wanna heal more? so go get a +15 staff/scepter...
Honestly, we are going to see a LOT of trap healers in this patch, that just got lazy with double healing from the last patch and didnt rly learn how to be there for themselves. And imho i think that mystics gonna shine like never before. this crit setup of jewelry seems to be rly good for mystics. (yeah, im a priest. But dont take as a "nerf mystics" cry). I just think that its a fact in this patch. I was always against crit healing, but right now seems to be the way to go..
and about rollin double healing lines on new stuff... damn, i dont want to lose my hp just to get 2-4k on healing. Thats almost nothing! No increase.... tbh, i still have no clue on what to do for healing setup... i might get everything and test the crit factor before rolling.
That's weird, cause as I said before, this fomula gives me 543k or 30k heal on Healing Circle (depending if I'm taking % as 40 or 0,4) and real amount is ~52k.
About "what BHS wanted to do", they wanted to nerf healing, cause amount of healing was increasing too fast compared to hp amount. When I was healing, my HI was healing ~72k (~105k with crit) and amount of hp was ~120k for most players, so I was basically healing for 60% (87,5% with crit) of hp every 15 sec with 40% of eliminate cd, if eveything would remain in this state, healers would be overhealing ppl. I'm not saying it's bad, cause it's be awesome, but that was BHS goal, nerf healers so game will be more difficult.
And Idk when are this fixed dmg mechs, I know only about triple donut on RMHM, but you can walk out of this mech (clip from Yosha's guide), so it's not like you need to takie this 150k of dmg on you.
at RMHM last boss there are some fixed dmg you should take (the dragon heads)... few other mechs aswell... Dont know about LKHM tho...
Would be helpful, cause for Healing Circle and my gear (full +15 SF, heal greens, full argosy):
Base=3981
#=1030
%=40
Weap=8590
( Skill Base ) x [ 1 + {[ ( Total # Heal Modifier ) * ( 1 + Total % Heal modifier ) ]/1000}] x ( 1 + Received Heal Modifier ) = Healing Done will take form of:
8590+(3981*(1+(((1030*(1+40))/1000))*1)=180688,6
or
(8590+3981)*(1+(((1030*(1+40))/1000))*1)=543444,3
[According to MS Excel xD]
Cause tbh Idk how to count "Recovers # HP" from weapon, still both values are far too big.
If I'm taking %=0,4 it's
18311,6
or
30698,38
Real amount tested in game on 10 players ( to make sure they don't have any actual or remaining heal bonuses) is 57597.
Ok, now I know what I did wrong.
- Pinnace Necklace (256 Healing)
- Pinnace Ring (256 Healing / 217 Healing)
- Argosy Ring (256 Healing / 217 Healing)
- Manor/Blubred Earrings (4% HP / 4 Endurance or 2% HP)
With this setup it's still possible to not go crit healing, and would probably still yield the highest base healing. Also it would still be a balance between healing decently and being defensive, with a little more bit of crit (least priority).
Since the 5-set healing bonus is gone from the Argosy set, it wouldn't hurt as much to discard some of it. The earrings are the perfect choice to remove because:
- Earrings affect defense, Neck/Rings don't; therefore you gain more defense without losing too much healing (0.5% 5 part Argosy bonus).
- The Rings and Necklace all HAVE HEALING LINES BUILT IN THEM, and only affects attack; therefore there's not much need to change them.
I chose not to roll the Earrings to heal lines as well because it would feel too squishy without the defensive lines on them. If the heal amount is still lacking, you could roll 2 Healing lines on them as well - this setup will still give the highest non-crit heals.
Also, I chose the new crit earrings because, well.. there's no other better choice ([filtered] power).
PS. Most of the healers in game probably have their Pinnace Necklace/Argosy Rings rolled with Endurance. The trade-off of the Endurance to Healing lines on them will be compensated by the new Crit Earrings' higher defense bonus. Also if 2 healing lines would feel too squishy, you could roll 256 Healing/4 Endurance on them I guess. I am too scared to think about letting go of my +15 SF gloves yet though..
Another PS: I do think full Argosy set could still hold this patch.
Thoughts?
[Set - Rolls of Neck, Ear, Ring]
Manor/Shadow - Heal, HP/Heal, End/Heal
or
Argosy - Heal, HP/Heal, End/Heal
But I can't test them in game yet, cause 1st I need Manor acc
If you notice, Earrings give a flat HP bonus. The flat HP bonus of the new accessories is so high, that it compensates the lack of %HP built in line on them.
Edit: It's not. To 2200 HP being equal of 7% HP, you need to have base of ~31,5k and I don't think any class has base hp lower than 60k, so 7% HP is almost 2 times more than 2142 HP.
OK, I really can't figure out what it is you are calculating but, with the stats you provide, following the formula, result is 57 597.108 which would be rounded to 57 597. Here's the breakdown of the math:
Skill Base: 3981
Total # Heal Modifier: # + Weapon = 1030 + 8690 = 9620
Total % Mod: 0.4
Received: N/A
Calculation breakdown(because I don't like brackets on computer screens): 9620 x 1.4 = 13 468 => /1000 = 13.468 => +1 = 14.468 => x 3981 = 57 597.108
Conclusion: Doing math with a pen and paper is more accurate than MS Excel.