blue_myriddn wrote:
List for me the gear and character to hit 20k average damage (not just max) and 100% leech and we can evaluate whether it is a problem or not.
What value per hit do you think should be the target?
You posted nothing new or interesting about Life Tap, so can you set aside your nonsensical "oh I am so cool" posting and just focus on the real information? Otherwise, I will just go back to ignoring you and you can keep complaining about how no one ever listens to you (which is because you are a prick btw). I only responded this time because you included some numbers and information to respond to, so far though it hasn't been anything very interesting.
Tomb Reaver - Dual Physical Faceted (+106% ED total, 41 min, 30 max)
Ravenlore - 20% Life Leech
Steel Carapace
15% LL Blood Ring x2
15% LL Amulet
Dracul's Grasp or Steelrends - 12% LL (I used Dracul's, so damage would be higher w/ Rends)
Nosferatu's Coil - 10% LL
Blood Boots - 8% LL (not a bad choice, considering all unique melee boots suck now)
Strength: 232
Life Leech from gear - 83%
Level 11 Feral Rage fully charged - 22% Life Steal
Life Steal total - 105%
Level 30 Maul fully charged + level 30 Fury (results in an 80pt build, lycan/oak/maul/fury)
Fury Damage - 17.5k - 35.5k
Average leechable damage - 26.5k
Oh look, more average damage than I thought I'd obtain with that set-up. Meaning I'll be leeching more than 1k per hit with your Drain Effectiveness & Amplify Damage values. Other well built 2h melee builds will be able to reach leech like this as well, this is just one example.
I've already told you my thoughts about drain effectiveness in my first post, that they should be no more than 20 on act bosses. You already have a spreadsheet worked out, you can input that value and it will give you your desired numbers for comparison.
Actually, to revise my statement, it shouldn't even be 20. With that set up, assuming a 90% physical resistant boss, max Amplify Damage & 20 Drain Effectiveness, you will be leeching ~900 per hit. 15 Drain Effectiveness will yield ~680 per hit, which is still a beefy number, but much more acceptable considering how much the character is geared for leech. These are also used with your ridiculous Amplify Damage values (over 90% Amplify on someone like Hell Diablo), so what Drain Effectiveness value should be is largely dependent on how much physical resistance a monster has. As it is, you could change nothing on DE and with your current physical resist values, I could still leech quite a bit.
I'm sorry not working out a spread sheet makes all of my feedback invalid. I've made a melee character this patch that's done more than WW trash, and I know that my meager leech (~30%) with the current Amplify Damage values kept my life bulb at 100% on sub bosses who have 25 Drain Effectiveness.
You're proposing to not only have lower physical resistance values than last patch, but to increase Drain Effectiveness of hell bosses to 3x their current value. There is a reason they're so low, because if they're set too high, melee will be invincible as long as they are dealing damage.
What you're proposing is allowing melee to have the equivalent of a healer spamming Holy Bolt on them constantly through-out any boss fight. Hell, actually more than that as 1k average heal per hit is better than 9FPA ~750 average heal from a Healer.
But do keep acting like you know all this even though Life Tap & Leech issues have had to be explained to you piece by piece in this thread and the previous one.