Blood Magic + Mortal Conviction working correct?

I took the same nodes just like u and i ve a reduced mana quality 20 which give 10% reduced mana cost and its lvl 16 now.I tried it on my maru ,he had 4k life when i run grace and hatred it took my 2100 life total..So i dont think lvl 20/20 reduced mana ll help much neither..So if u ve 7k life then it ll be no problem..Just use mana nodes thats more healhty..
ing:Jamirryo
"
garth537 wrote:
BM is just freaking useless


Well not for me...
Without BM, I couldnt even use my skills properly without run oom...
Sometimes was even needed to tp town, restore my flasks and continue...
Tbh they dont want you to use more than 2 auras, not say just 1...
"
Rogomatic wrote:
"
garth537 wrote:
I know it works like this atm
But is it intendede to work so? cause then BM is just freaking useless

It's not useless at all. Note that this is 30% less reservation mana, meaning it multiplicatively augments all other reservation reduction nodes you take, as well as the Prism Guardian reduction.

edit: Some quick math is telling me that Blood Magic + Mana Conviction + Prism Guardian + Reduced Mana gem = .70 * .75 * .71 * 60% = 22% percent life reserved per aura. And that's before you take any additional reduction nodes.


It multiplicatively augments other reservation reduction nodes, however in this case that is NOT advantageous at all as it leads to diminishing returns.

Reduction with only Mortal conviction: 60% * 0.3 = an absolute amount 18% less hp reserved
Reduction (from mortal conviction) with Reduced mana gem and passives taken (the nearest 21% cluster at templar and the next door 5% cluster): (60% * 0.71 * 0.75) * 0.3 = 9.585% less hp reserved. The effect of that node is effectively halved.

I do not take Prism Guardian into account because 1) it is a very build specific unique with its own well defined niche usage already and own massive reduced reservation bonus and 2) important keystones should not be balanced around uniques. Prism guardian is not meant to be a Blood Magic build-enabling unique the same way that facebreakers are an unarmed build-enabling unique.

Ultimately, the problem is that despite the life buff people are still uncomfortable with spending 20% of their hp reserved even just for 1 Aura, not without reason. I do not think that 1 Aura is unreasonable, or that BM builds should be expected to not have any auras at all.

In my opinion, two possible ideas to consider to prevent the problem of diminishing returns 1) make it additive with reduced mana nodes and gem and 2) it could alternatively give a flat % reduction in cost (for eg 10% off the 60%, so each additional node you taken in aura reservation reduction makes you feel that it is worth it and making you more powerful). Yes I do not pretend these are perfect suggestions or that my suggestions are balanced yet, but GGG should realise that many many people are just not comfortable with 20% of hp being taken up by an aura regardless of what the final raw hp number is.
My life before: 4233, After reserves: 4001 (running wrath and anger level 20 with a lvl 20 reduced mana)

My life now: 5417, After Reserver: 3801 (only running wrath)

I lost 200 life, and 2,000 dps with the changes.
It seems they also buffed new monsters damage or their abilities are much harder..Remember the time when lunaris is monster lvl 68..Its not near match with current monster lvl..I really dnt understand why they didnt raise the area lvl...they say ''hey we give more hp nodes'' but it seems new monsters hit like a truck...Its really interesting..Beforem months ago they ve changed life nodes and monster damage and now they didint raise the area lvl but the monsters in that area obviously hit harder...I prefer farming lunaris 3 then specter of god..Anyway thats their games, they can do whatever they want...
ing:Jamirryo
"
garth537 wrote:
I know it works like this atm
But is it intendede to work so? cause then BM is just freaking useless


Everything that has a % on it is going to be multiplicative (after the values are added up). EVERYTHING. Percentages don't mean add or subtract.

So you're saying it shouldn't work that way?

Remind me to complain the next time I find a rusted sword with 200% increased damage because its only doing 12-24 damage instead of 204-208.
Damn you guys, now I have to go and make a blood magic aura guy to see how it works. I have enough to do already =/.
you are supposed to choose one or two max aura anyways
mana users only use one aura, or two in extreme case.

"
Silverthorn90 wrote:
"
Rogomatic wrote:
"
garth537 wrote:
I know it works like this atm
But is it intendede to work so? cause then BM is just freaking useless

It's not useless at all. Note that this is 30% less reservation mana, meaning it multiplicatively augments all other reservation reduction nodes you take, as well as the Prism Guardian reduction.

edit: Some quick math is telling me that Blood Magic + Mana Conviction + Prism Guardian + Reduced Mana gem = .70 * .75 * .71 * 60% = 22% percent life reserved per aura. And that's before you take any additional reduction nodes.


It multiplicatively augments other reservation reduction nodes, however in this case that is NOT advantageous at all as it leads to diminishing returns.

Reduction with only Mortal conviction: 60% * 0.3 = an absolute amount 18% less hp reserved
Reduction (from mortal conviction) with Reduced mana gem and passives taken (the nearest 21% cluster at templar and the next door 5% cluster): (60% * 0.71 * 0.75) * 0.3 = 9.585% less hp reserved. The effect of that node is effectively halved.

I do not take Prism Guardian into account because 1) it is a very build specific unique with its own well defined niche usage already and own massive reduced reservation bonus and 2) important keystones should not be balanced around uniques. Prism guardian is not meant to be a Blood Magic build-enabling unique the same way that facebreakers are an unarmed build-enabling unique.

Ultimately, the problem is that despite the life buff people are still uncomfortable with spending 20% of their hp reserved even just for 1 Aura, not without reason. I do not think that 1 Aura is unreasonable, or that BM builds should be expected to not have any auras at all.

In my opinion, two possible ideas to consider to prevent the problem of diminishing returns 1) make it additive with reduced mana nodes and gem and 2) it could alternatively give a flat % reduction in cost (for eg 10% off the 60%, so each additional node you taken in aura reservation reduction makes you feel that it is worth it and making you more powerful). Yes I do not pretend these are perfect suggestions or that my suggestions are balanced yet, but GGG should realise that many many people are just not comfortable with 20% of hp being taken up by an aura regardless of what the final raw hp number is.




What he said. The fact that everything is a multiplier is actually a disadvantage when you're talking about reducing numbers rather than increasing them.

So the only way this notable would actually make sense is to reduce a flat 30% from the base %. Only problem is that then you have purity down to a measly 10%, which would then be reduced to 7% from the RM gem alone. 60% auras would get down to 21% with just RM, then you could further reduce it with passives. This is still not even that great because you'll still be reserving at least 15% of life with a lot of investment. But it's at least feasible.

Mortal conviction as a multiplier is just pointless. It's just a big reserve reduction node. The "less" in the description is meaningless.
IGN: Smegmazoid
Long live the new Flesh
"
Chris wrote:
Collating, writing and checking those Patch Notes took about 20 hours!
Regarding the comments about Blood Magic, there is a new Notable passive gated behind it that multiplicatively reduces the reservation cost of auras.




It sounds like they wanted to make a powerful node using a multiplier. But it's actually weaker than a 30% reduced node.

Report Forum Post

Report Account:

Report Type

Additional Info