The effectiveness of life steal skills, equipment, and gems – those that heal you on hit or kill, NOT health globe or life regeneration bonuses – is reduced in advanced difficulties, as shown:
Normal: 100%
Nightmare: 70%
Hell: 40%
Inferno: 20%
For example, if you have a weapon that provides you with 100 Life each time you hit a monster, it will be reduced to 70 Life in Nightmare difficulty.
This is not upcoming, it has been in the game since launch. This is why LoH is so much better than life steal currently, although Blizzard has said that may shift as gear (thereby, damage) approaches higher values.
Which will never happen since everyone has to build defensively :\
Life leech (life from damage) is currently nerfed in that manner.
Life on Hit gets a %age of your total LoH value depending on what attack is proccing it (this is so they can nerf individual abilities which MAY be OP with LoH and not every ability procs LoH at 100% currently either). LoH is not scaled down based on difficulty, nor is it slated to be as far as I know.
Life leech (life from damage) is currently nerfed in that manner.
Life on Hit gets a %age of your total LoH value depending on what attack is proccing it (this is so they can nerf individual abilities which MAY be OP with LoH and not every ability procs LoH at 100% currently either). LoH is not scaled down based on difficulty, nor is it slated to be as far as I know.
Actually the health ticks that you see are showing up faster than one second apart. That means if you have 100 life per second.. you will only see maybe 60-70 health ticks on your screen. That being said it's the same way for LOH. It averages it out per tick. If you have 1000 LOH, and you dual wield, you will get 1000 life every hit with either weapon. It all adds up.
I'm well aware that healing happens every half-second.
I'm still pretty sure that some WDs did some testing with LoH and determined that not every ability procs 100% of your LoH. I could probably go searching for it, but I'm not even sure wtf the thread was called.
I'm well aware that healing happens every half-second.
I'm still pretty sure that some WDs did some testing with LoH and determined that not every ability procs 100% of your LoH. I could probably go searching for it, but I'm not even sure wtf the thread was called.
well i have 1099 LOH.. with some life per second added in there. My ticks range from 1500-1900 when I'm attacking. Doesn't matter what attack I use.
Oh jeez, either you guys are really dull, or I am just not communicating this properly.
Listen up. CURRENTLY, LIFE ON HIT FUNCTIONS AT 100% IN INFERNO. THE POST I LINKED BY BLIZZARD SPECIFICALLY STATES THAT IT SHOULD BE FUNCTIONING AT 20%.
Possibilities:
1) Clueless web team - LoH is working properly
2) Clueless devs - LoH is not working properly and they have not realized it yet
3) Web team basing content update on FUTURE PATCH
As LoH is currently so far ahead of everything else, to the extent that a wizard's Deep Cuts glyph on Spectral Blades actually provides 2-3x more healing than Healing Blades due to the LoH coefficient differences between the two, and the argument of "people's gear will catch up" being a moot point as many people have climbed the pinnacle of gear and are STILL using LoH...
I'm leaning on #3. Alarmist, I know, but if so, well, I said it first.
Yeah, life on hit is based on the skill proc rate.
strom69: I'm curious what dps is expected as the game progresses when you need to do something like a 100k hit to get comparable health with a max (3%) life steal weapon, to a decent 600 Life on Hit weapon.
Wyatt Cheng: It depends on what skill you're using and how many targets you're hitting. Life On Hit uses our proc coefficients, and I've seen people measure out all the proc coefficients (nice work btw!).
Proc coefficients, btw, are used for a lot of the "On Hit" effects. If you ever see "X has a chance to Y on critical hit," it's using the exact same proc coefficients as Life on Hit. The Wizard skill Critical Mass that reduces cooldowns by 1 second is a good example. People test this and say "Oh wait, it only works with single target skills." That's not actually true. Single targets kills generally have a proc scalar of 1. Skills that hit 6x as fast (like rapid fire) have a reduced proc scalar to normalize out the proc effects. Frenzy has a 0.75 proc scalar, which affects the Life on Hit, but if it were a Wizard skill would also have a 75% chance to trigger Critical Mass on crits.
But, back to your question. Life on Hit is proc scalared down for certain skills, whereas Life Steal is not affected by the proc scalar at all. So, if you Seismic Slam or Whirlwind a large number of targets, it will surpass Life On Hit faster than for Frenzy. Of course, on single targets, Life on Hit will generally always be better. In terms of where the breakpoint is, I think what you'd want to look at is breakpoints for various DPS levels for different skills for different numbers of expected targets.
Edit: Mis-read due to pretty much not reading at all thinking that It was simply detailing how Life Steal works now, because this is indeed how Life Steal works now.
The last phrase of that section specifically talks about Life on hit, however.
For example, if you have a weapon that provides you with 100 Life each time you hit a monster, it will be reduced to 70 Life in Nightmare difficulty.
The above is currently not true in game, I'd be inclined to agree that Life on Hit may see a slam soon.
That specific phrase is detailed UNDER Life Steal, just cause the phrase includes "Life on Hit" doesn't mean it affects that stat, just that its their choice of words used to detail Life Steal.
Notice how the section you're reading is bolded as "LIFE STEAL".
Notice how there is no Life on Hit section and only a Life Steal section?
Notice how there are no life steal gems, despite it mentioning gems?
Notice how there is no life steal "on kill", despite it mentioning "life on kill"?
Notice how it states health regeneration and health globes, which would be an unnecessary thing to mention if it was only about the actual "Life Steal" affix and not all life regenerating affixes.
Don't get aggressive with someone who is correct when you clearly failed Reading 101.
My money is on it being an error. After the IAS outrage and the player concerns/blue post regarding crit, I doubt they would have the balls to nerf any major stat for at least a good while.
Seriously though, this is why the more aggressive specs are A) Much more fun due to not killing the same pack for 20 minutes and B ) Scale with life steal even if its not as good as Life on Hit currently, your gear will make it as good and it might even see a buff later on.
Seriously though, this is why the more aggressive specs are A) Much more fun due to not killing the same pack for 20 minutes and B ) Scale with life steal even if its not as good as Life on Hit currently, your gear will make it as good and it might even see a buff later on.
The way I read it is that it's only Life Leech and not Life on Hit (Life leech being that you steal life on hit and when you kill) but I could be wrong and I do agree that it's worded wrongly. Life Leech(Life Steal as they word it) requires to be scaled down with every acts because of how a % would scale with damage as you get more gear. (3% of 10k is 300 per hit, with the scaling, it's 300*0.2=60 loh)
I think they just worded it to lead people to think that LoH is also affected, but I don't believe they will do so since it doesn't scale with gear.
Edit: Mis-read due to pretty much not reading at all thinking that It was simply detailing how Life Steal works now, because this is indeed how Life Steal works now.
The last phrase of that section specifically talks about Life on hit, however.
For example, if you have a weapon that provides you with 100 Life each time you hit a monster, it will be reduced to 70 Life in Nightmare difficulty.
The above is currently not true in game, I'd be inclined to agree that Life on Hit may see a slam soon.
Another mistake is that they said "Lifestealing skils, equipment and gems.
Yes, they did it in a bad manner but what they're trying to get across is "If you have 10% Life steal, and you hit 1000, you will heal for 100, but on inferno you will heal for 20"
Not to mention, that this game guide is full missing/wrong info that has yet to be updated.... What you SHOULD do is find a blue post stating it's being changed.
Yes, they did it in a bad manner but what they're trying to get across is "If you have 10% Life steal, and you hit 1000, you will heal for 100, but on inferno you will heal for 20"
Not to mention, that this game guide is full missing/wrong info that has yet to be updated.... What you SHOULD do is find a blue post stating it's being changed.
No one is saying it HAS been changed... I really don´t understand how 75% of the people in this thread refuses to understand what OP is asking.
It´s very simple. The link OP is referring to is clearly stating that LoH is supposed to be nerfed in inferno. We know that it isn´t. So the question is simply where the mistake has been made. Is LoH supposed to nerfed in inferno, but isn´t, or is the info in the link simply wrong? I´d wager that the info is simply incorrect since the rest is very badly written and full of misinformation.
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http://us.battle.net...game-difficulty
Life Steal
The effectiveness of life steal skills, equipment, and gems – those that heal you on hit or kill, NOT health globe or life regeneration bonuses – is reduced in advanced difficulties, as shown:
Ruh roh...
Which will never happen since everyone has to build defensively :\
https://www.deviantart.com/aerisot
But that's not the case since I have 1099 LOH and I currently get all of it every hit in inferno.
Penny in the air...
Life on Hit gets a %age of your total LoH value depending on what attack is proccing it (this is so they can nerf individual abilities which MAY be OP with LoH and not every ability procs LoH at 100% currently either). LoH is not scaled down based on difficulty, nor is it slated to be as far as I know.
Actually the health ticks that you see are showing up faster than one second apart. That means if you have 100 life per second.. you will only see maybe 60-70 health ticks on your screen. That being said it's the same way for LOH. It averages it out per tick. If you have 1000 LOH, and you dual wield, you will get 1000 life every hit with either weapon. It all adds up.
I'm still pretty sure that some WDs did some testing with LoH and determined that not every ability procs 100% of your LoH. I could probably go searching for it, but I'm not even sure wtf the thread was called.
well i have 1099 LOH.. with some life per second added in there. My ticks range from 1500-1900 when I'm attacking. Doesn't matter what attack I use.
Listen up. CURRENTLY, LIFE ON HIT FUNCTIONS AT 100% IN INFERNO. THE POST I LINKED BY BLIZZARD SPECIFICALLY STATES THAT IT SHOULD BE FUNCTIONING AT 20%.
Possibilities:
1) Clueless web team - LoH is working properly
2) Clueless devs - LoH is not working properly and they have not realized it yet
3) Web team basing content update on FUTURE PATCH
As LoH is currently so far ahead of everything else, to the extent that a wizard's Deep Cuts glyph on Spectral Blades actually provides 2-3x more healing than Healing Blades due to the LoH coefficient differences between the two, and the argument of "people's gear will catch up" being a moot point as many people have climbed the pinnacle of gear and are STILL using LoH...
I'm leaning on #3. Alarmist, I know, but if so, well, I said it first.
Source: http://us.battle.net...17360#lifesteal
Edit: formatting
Edit: Mis-read due to pretty much not reading at all thinking that It was simply detailing how Life Steal works now, because this is indeed how Life Steal works now.
The last phrase of that section specifically talks about Life on hit, however.
The above is currently not true in game, I'd be inclined to agree that Life on Hit may see a slam soon.
Notice how there is no Life on Hit section and only a Life Steal section?
Notice how there are no life steal gems, despite it mentioning gems?
Notice how there is no life steal "on kill", despite it mentioning "life on kill"?
Notice how it states health regeneration and health globes, which would be an unnecessary thing to mention if it was only about the actual "Life Steal" affix and not all life regenerating affixes.
Don't get aggressive with someone who is correct when you clearly failed Reading 101.
My money is on it being an error. After the IAS outrage and the player concerns/blue post regarding crit, I doubt they would have the balls to nerf any major stat for at least a good while.
Seriously though, this is why the more aggressive specs are A) Much more fun due to not killing the same pack for 20 minutes and B ) Scale with life steal even if its not as good as Life on Hit currently, your gear will make it as good and it might even see a buff later on.
P.S. Tank Barb is way boring.
What are you even saying?
I think they just worded it to lead people to think that LoH is also affected, but I don't believe they will do so since it doesn't scale with gear.
Another mistake is that they said "Lifestealing skils, equipment and gems.
Yes, they did it in a bad manner but what they're trying to get across is "If you have 10% Life steal, and you hit 1000, you will heal for 100, but on inferno you will heal for 20"
Not to mention, that this game guide is full missing/wrong info that has yet to be updated.... What you SHOULD do is find a blue post stating it's being changed.
No one is saying it HAS been changed... I really don´t understand how 75% of the people in this thread refuses to understand what OP is asking.
It´s very simple. The link OP is referring to is clearly stating that LoH is supposed to be nerfed in inferno. We know that it isn´t. So the question is simply where the mistake has been made. Is LoH supposed to nerfed in inferno, but isn´t, or is the info in the link simply wrong? I´d wager that the info is simply incorrect since the rest is very badly written and full of misinformation.