Leech: GGG clarify please!

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dlrr wrote:
Assuming the same amount of damage is done to all monsters simultaneously, does that mean that in effect we would only be leeching from one monster since all the leech effects would end simultaneously?

Yep.
Last edited by Vipermagi on Mar 4, 2014, 8:51:03 PM
Still confuses me.

So would one tri-attack for 33 damage each (lesser mult proj for instance) leech the same rate as ones single attack for 99 damage?
Last edited by xxSerpentlordxx on Mar 4, 2014, 9:00:25 PM
Same rate (20% Max Life per Second), but a shorter duration. Higher Damage per Hit leeches better than higher Attack Speed. Theoretically.
Last edited by Vipermagi on Mar 4, 2014, 9:01:45 PM
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Mark_GGG wrote:
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Vipermagi wrote:
Leech still triggers on each and every Hit. Every Hit you land will grant a Leech effect for a duration based on Leech percentage and Maximum Life (or Mana). Only the 'strongest' (longest duration) will actively replenish your Life/Mana, all others simply tick down and do nothing.
(the old system 'paused' the inactive Leech timers)

As long as you hit again before the first Leech timer is over, you will get a constant stream of replenishment. Especially if you're spewing forth multiple Projectiles that trigger multiple-Projectile Spells, that's not going to be an issue. Not all Hits are going to land simultaneously, after all.

For most builds with a reasonable amount of %Leech, the biggest change will be simply that you don't get replenishment long after combat; it'll end much sooner once the last monster falls.
Vipermagi is almost entirely correct.
The "strongest" leech is not defined by duration, but by how quickly it's replenishing life. Usually all leech is at the same rate, but the quality of the leech gems grants increased leech rate. Those will always be active over slower leeches, thus ensuring maximum life gain. As soon as they run out, one of the other leech effects that still has duration left will take over, if any.


This is highly reassuring. Thanks.!
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Still confuses me.

So would one tri-attack for 33 damage each (lesser mult proj for instance) leech the same rate as ones single attack for 99 damage?


all leeches are always the same rate, however in your example shotgunning a mob with 3x 33 damage attacks will leech only as much as one single 33 damage attack!

IGN: OldManBalls (Warbands)
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Vipermagi wrote:
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dlrr wrote:
Assuming the same amount of damage is done to all monsters simultaneously, does that mean that in effect we would only be leeching from one monster since all the leech effects would end simultaneously?

Yep.


Wow.

-gulp-

I guess I'm gonna do them summoner builds now...
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0versky wrote:
Yeah please lah guys, saying the leech change, if we're understanding it correctly, does not affect much is the understatement of the century.

As we know the leech rate is fixed,a rate 20% total hp per sec regen until completion. What we know previously as the leech cap happens because we dissed out total dmg on short periods of time on all mobs that the leech keep queueing (there's no break between interval ). Thus we essentially constant regen at 20%max life per sec.

E.g. One has 4k hp, doing GMP freezing pulse at 1000 cold dmg per projectile hit, 4 cast per sec, hitting 1 monster only. This is already quite high dps for Freezing Pulse since one is dealing 20k dps shotgun. Assuming 8% leech from high lvl life leech gem. Each leech is a 0.1s regen interval of rate 800hp/s. The spell shotgun so there are 5 intervals of regen per cast, 20 per sec. So there's a queue of 2s to completely leech the total amount(1600hp) for 1s dps. Hence overflow and what we call leech cap, constant 800hp/s regen until full life.

Now leech doesn't queue anymore, and the shotgun projectiles hit almost simultaneously ( yeah arguing otherwise is silly, pls don't ) so leech rate is from 1 proj of the GMP freezing pulse essentially. Now we have 4 regen intervals per sec, getting 320 hp per sec.

This affects the non cap leech prepatch also. E.g.with 500 cold dmg per projectile,.cast 2 times per sec. Now 10 intervals of 0.05s regen, total regen 400hp per sec. After patch this number would be 2 interval of 0.05s regen, 80hp per sec and won't increase even if you're hitting more monster.

Extremely brutal, add in reflect and it's knock out. In the 1st case, he was doing 20k cold dps to one target, reflect back 3600 cold dmg per sec, after reduction of 80% cold res would be 720 life lost per sec, and a net lost of 400hp/s for a single target only. Increase targets get worse and worse since leech rate stay almost the same due to how fast freezing pulse travels. K even let it be 25% more for 400hp/s leech. Now for only 3 target one would be hit by 2160 reflect dmg post mitigation per sec. Yep, good luck with that.

Cybil's Paw does help much, take the first case. It only add 140hp/s, not nearly enough.


That's absolutely correct, what's more, most mobs have elemental resist, decrease the effectiveness of LL further. Some ppls just don't understand how brutal this changes affect AOE skills.
I Believe I Can Fly ~~~~
Last edited by dda550 on Mar 4, 2014, 9:29:37 PM
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Mark_GGG wrote:
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Vipermagi wrote:
Leech still triggers on each and every Hit. Every Hit you land will grant a Leech effect for a duration based on Leech percentage and Maximum Life (or Mana). Only the 'strongest' (longest duration) will actively replenish your Life/Mana, all others simply tick down and do nothing.
(the old system 'paused' the inactive Leech timers)

As long as you hit again before the first Leech timer is over, you will get a constant stream of replenishment. Especially if you're spewing forth multiple Projectiles that trigger multiple-Projectile Spells, that's not going to be an issue. Not all Hits are going to land simultaneously, after all.

For most builds with a reasonable amount of %Leech, the biggest change will be simply that you don't get replenishment long after combat; it'll end much sooner once the last monster falls.
Vipermagi is almost entirely correct.
The "strongest" leech is not defined by duration, but by how quickly it's replenishing life. Usually all leech is at the same rate, but the quality of the leech gems grants increased leech rate. Those will always be active over slower leeches, thus ensuring maximum life gain. As soon as they run out, one of the other leech effects that still has duration left will take over, if any.


When you end up buffing VP to 60% instead of 40% remember I said it here first... :)
8/8 anarchy/onslaught
8/8 domination/nemesis
40/40 breach/talisman/harbinger/Abyss
20/20 flashback
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demivion wrote:
what about small hits that have no chance of capping leech rate? we're stuck with one leech effect at at time, because it's the strongest, but "strongest" is a relative term... incinerate and freezing pulse seem like they will be very bad off
There's no such thing and never has been. There is not a "cap" on leech rate, just a set rate.
All leech, always, happens at the leech rate (20% of max life per second unless you use the quality gem). That's not a cap that has to be reached, all leech is that fast, and cannot be slower*. The only thing that changes based on the size of the hit is the duration for which that leech lasts.

If the quality gem is not in play, all leech effects are at the same rate, and thus all have the same "strength". It's completely arbitrary which one is active at any given point, and there's no way it could possibly make any difference which one is active.

*outside of map mods that reduce recovery speed.
Last edited by Mark_GGG on Mar 4, 2014, 9:42:03 PM
Can I get some thoughts on how badly this will hurt the standard Ground Slam Marauder build? I'm still fairly noobish, and was planning on starting the new league with that build (again).

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