Late-game significance of infused blood HP Loss

Bringing the Dark Sea’s hellish status effects to the sea clusters, I see. Poor will be the souls that fall victim to the foul attacks of devils.
However, I have a question: Won’t this only serve to yet again increase the time it takes to be PVP viable, widening the gap between casual and fanatic? This seems to be a trend with the recently added brewables, I can only hope that they do not do so as much as I assume they would.

Not really? These are more optional potion effects. You could realistically perform just as fine without them due to the costs they come with (ex: less base hp with infused dagger which will be a bigger deal late game, grease lowering base skill damage, etc.) this will likely have some sort of downside in base damage since it can have effects brewed into it.

No it won’t, the base hp reduction is a % so it’ll always have the exact same value.

thats exactly why hes saying you could perform fine without them due to the costs they come with being % based so regardless of levels they will always take a certain amount of HP or Dmg

No? He just said that less base hp would be a bigger deal late game which is flatly incorrect. It’ll be the exact same.

Tell me, is the difference between 7$ and 10$ the same as the difference between 700,000$ and 1,000,000$?

But damage will also be upscaled by then.

It’s the same relative difference of ~42%. It’ll always have the same value. Go back to 5th grade.

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If things go from costing 1$ to 100,000$, and getting 100,000$ becomes as easy as getting 1$, it effectively is.

If you deadass think 3$ and 300,000$ is the same idk what to say

Yeah but they don’t, so you don’t care if, in the current economy, you had 1$ or 100,000$

In this scenario fore the late game, sure your health has a larger amount down, but it is the same %
and the damage being dealt to you is also scaling in the same way, still dealing roughly the same dmg %

Now, using your money comparasin, imagine ALL $ got multiplied by 100’000, the cost of this $10 dollar thing becomes 1’000’000, but since ALL $ gets multiplied the same way, your current amount of $7 becomes 700’000, the exact same % unless you expect damage to scale higher and quicker than your health for some reason

Except that doesn’t happen. That is only assuming the fact all players will be this level and, more importantly, that we are only fighting players. NPCs of all levels will exist regardless.

In this situation, they do. As base health goes up, so will defense from items, so will power from items. 30% base health will remain proportionally the same for however much someone chooses to allocate equipment for defense.

Why is everyone acting like level 20 ensigns will suddenly go to level 600 because the player is that level?

I was never saying that?

but it’s how % work, it will effectively being the same in the late game to early game, and armor stats still exist which will not be affected by the nerf
same % base health to dmg as you and everyone else gets stronger

ppl have already made some builds that have over double your base health, imagine the end game

15k health with armor before the health decrease, you’d end up having just under 13k cause of it only affecting your base

It is regardless a fact that 1.5k health can take so much more damage than, for example, 150 health, former being 5k base health, latter being 500 base health
1500/5000 = 150/500, but that doesn’t mean 1500 = 150, I just don’t understand how is that such a difficult concept to understand

And how is it so difficult to understand how % work

2 ppl at lvl 100, 1 of them with the blood poison, take, say 1 of them can take 10 hits while the other can take 7 hits from a different lvl 100 person
Or 100 hits and 70 hits from a lvl 10 guy (who ends up being crushed anyways)

it would quite literally end up being the same amount of hits if you simply increased everyones lvl by times 7 and only using the base health, and since blood poison can give you affects to mess with the enemy & possibly deal more even dmg, builds that use blood poison won’t even need a power stat as high to be effective and could sacrifice some of that to use gear that gives more DF

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I feel like trying to judge the late game potential of blood poison is nigh impossible right now. Considering we’ll get new armors, armors later on could potentially more normally have more then 2 stats, vetex wants to add high lvl enchants like resistance-AP-Regen and who knows how that can shake things, lost magics magics/other equals and how knows their synergies.

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It is the same %
It will feel the same with the same % differences in level, or even just being the same level
same %, same effective feeling