Melee damage on full life gem

hi all
can anyone can tell me what exactly 'full life' does mean? couldn't find anything about it on wiki. I know that low life means less than 33%, does full life mean more than 66%?

thanks in advance
I think full life literally means full=100%. The support gem is therefore only really interesting for CI melee builds. About every other build will take the regular melee physical damage support instead which does exactly the same but has a slightly higher mana cost multiplier.
If they changed it to >90% life or something then it would also be usable for high evasion+leech builds but like this it doesn't really make any sense as a quest reward for the Duelist.
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Last edited by vargorn#6259 on Feb 26, 2015, 7:58:22 AM
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vargorn wrote:
like this it doesn't really make any sense as a quest reward for the Duelist.


Kinda, yes. Although certain high leech builds can use it to decent effect, I've got a build that uses a giant cyclone to get life on hit from half the screen which does a great job in keeping you on full life as long as there's even a moderate number of enemies nearby, you got the full life bonus from Daresso Salute up 90% of the time which is good because you need the amulet anyway.

However, there's a dealbreaker here that makes it an iffy socket choice, it's damage over time. Even if you got a lot of regen and it's higher than damage over time you're receiving, your health won't stay full, it will go a few points up and down all the time, negating the full life bonus. That's probably the main reason full life bonuses are used only on CI builds.
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Last edited by raics#7540 on Feb 26, 2015, 8:41:42 AM
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vargorn wrote:
The support gem is therefore only really interesting for CI melee builds.

What about block or evasion/dodge builds? Your life will be full most of the time.
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Tempada wrote:
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vargorn wrote:
The support gem is therefore only really interesting for CI melee builds.

What about block or evasion/dodge builds? Your life will be full most of the time.


Like I said, it's kinda iffy in endgame, we got desecrated ground, burning ground, monsters poison on hit, ignite status and various monster skills that do damage over time.

If you could negate damage over time with high enough life regen it would be awesome, however you can't, your health keeps jumping a few points up and down. Probably just the way damage over time and regen are implemented, they don't combine into one regen value which can be positive or negative, we most likely got a miniscule degen-regen cycle in every timeframe.
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Last edited by raics#7540 on Feb 26, 2015, 9:05:04 AM
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raics wrote:
Probably just the way damage over time and regen are implemented, they don't combine into one regen value which can be positive or negative, we most likely got a miniscule degen-regen cycle in every timeframe.

That or something similar seems to be the case judging from a lot of tests and observation i did on that matter.
It seems that the game engine takes a short time (ping?) to realize that the respective resource (life/mana/ES) isn't full any more until the regen starts. You will therefore often see your mana "vibrate" between full and a few points less when using Arctic Armour.

This means that it will be very unreliable whether you get the damage bonus or not except for two cases:
1. life/ES hybrid build that uses Shav's or S-Lorica -> very uncommon since why not go low life at this point!
2. CI

semi reliable: regular life/ES hybrid build when there is no chaos damage nearby and you still have ES left.

About every other build is usually better off using regular melee phys support instead because having to pay 1-2 mana more per skilluse beats dealing only 70% of your regular damage in 80% of the hits.
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Last edited by vargorn#6259 on Feb 26, 2015, 9:27:28 AM
I use it effectively with shield charge ignite build

my hp is usually full at the time charge hits and I need only one charge to kill all (most of the time). high regen and some leech tops up my life before next charge. Of course, its not 100% reliable, especially with some map mods (degen ground, limited life recovery,..)
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Ludvator wrote:
I use it effectively with shield charge ignite build

my hp is usually full at the time charge hits and I need only one charge to kill all (most of the time). high regen and some leech tops up my life before next charge. Of course, its not 100% reliable, especially with some map mods (degen ground, limited life recovery,..)


These type of builds are the only time I have found it to work fairly reliably on life builds. For low life, hybrid, CI it can be used quite effectively.

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