Healing mechanic change or bug?

Came back to the game after Patch 1 went live to see how the changes fare to my characters.

I was lucky enough that I only needed to change a rune for my low health build character – having 2 plagued armor with 17% reduced health and adding 1 more Mottled Black pearl to get it working again. But afterwards, I noticed that any form of healing (Heal Rune, Food, Lifesteal, Regen) heals past the 51% “supposed” cap (17 1.5 * 2) and stops at ~34%. This didn’t happen before the patch where heals always stop at cap after enchantments activate, and have not seen any mention of the change from the patch notes.

Could this be a bug or did I miss it on the Patch notes.

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I strongly doubt that your issue is an intentional nerf.

It may be a knock-on effect of changes to the order in which builds are recalculated on equipment/status changes.

There was a change which fixed a number of bugs related to barrier and enchantment power. Compare this post, for instance, for one such bug. Here the order in which modifications are applied seems to lead to an effect opposite to yours.

After reading Hubristic’s reply, though, I consider his theory more likely.

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not the case over here: hp on parry, heal rune, lifesteal, hp regen does not bring my HP back to above what it should be set by max hp reduction + black pearl

i have:
-26% on ring
-20% on gloves (with chipped black pearl it’s 20 x 1.4 = 28%)
max hp 336
sitting at 155
336 x (1.00-0.28-0.26) = 154.56 but then UI rounds it to 155 so all working correctly

it’s happened to me before where i was counting that i should be on 49% hp but healing was still going above that. i took it down one more percent and it worked. my guess is sometimes internal rounding can make UI numbers misleading.

like maybe you are seeing 17% in UI but internally it may be something like 16.8%

TL;DR try 52% reduced HP and see if that works O_o

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It is almost definitely a rounding issue. The game dos not show decimals, and having 49.9% or 50.1% looks the same to the player. I had the same issue before the patch, and fixed it by aiming for 52% reduced max health instead of exactly 50%.

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Took a bit to farm embers to get more HP reduction and it did work.

Appreciate all the explanations and now I understood what was happening especially during my testing.

My first heal only recovered up to 50% which then deactivates the infusion effect and allowed my next healing to recover for more health up to the base debuff enchant. And all the more confusion when the ~50% HP amount isnt exactly 50% of my max HP either.