I've seen build centered around LoH and builds not even using it. I currently don't use and am in Act 4 inferno. If someone could elaborate its purpose becuase it seems to me that you can get more damage out of necks and rings and weapons if you don't search for it.
You can get insane LoH from just two or three items (weapon and neck being the primary two)
Pre IAS nerf/rebalance, it was pretty op to stack AS and LoH. Some monks were nearly unkillable with high enough of each
If you use a lot of LoH then (as Overneathe said) you might not need as much Res/armour so you can go more DPS focused on the rest of your pieces.
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I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear.I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain...
Its hard to explain if you've never played with a good amount of it, but I will try!
The attraction is that it gets better and better as you get better. Let us try some made up numbers:
You have 30,000 hps and damage reduction making you get hit for roughly 3K damage every 2 seconds.
You have 1.5 attack a second and 200 life on hit.
As you attack, you take 3K damage every 2 seconds, you could stand in place and live for 20 seconds before dying. However, in the same 2 seconds you regain 600hp (3 attacks), so you effectively only take 2.4K damage every 2 seconds and could live for 25 seconds! 5 second living gained by that bit of LoH.
Now: 30Khp, damage reduction has you taking 3K damage every 2 seconds. Life on Hit of 400: 33.3 seconds.
Life On HIt of 800: 100 seconds. (Healing 2.4K health every 2 seconds)
Life On Hit of 1000: Infinite Seconds. (Healing 3K health every 2 seconds counters the 3K damage)
If you push LoH a bit higher and Damage reduction a bit better, you hit the point you no longer (effectively) take damage in many situations.
Obviously this is a highly hypothetical stand and fight against 1 monster situation. But factor in our normal health return skills, and the fact that some skills make LoH even better (FoT + Thunderclap increases attack speed, and also the third-hit knock back gets you some healing for everything in the area, which in packs becomes massive healing) and it is often even MORE attractive than this, not less. We always talk about EHP, well Life On Hit gives you more EHP every time you take a swing, and over time, its going to account for a huge health return.
I find Life On Hit lets me spend less time avoiding damage and more time dealing it. Being able to stand in Molten/Desecrate and pop a heal as an arcane beam floats over you and dropping that elite faster is great, and thanks in large part of LoH.
I've never heard of Cyclones triggering LoH... I've always heard that they don't. Are you sure they were triggering Loh before?
OP: LoH is a way to get health back that scales with attack speed, which used to be amazing. It's also only found on rings, ammies, and weapons, which means a single item can have a LOT, so a few pieces of gear can dramatically improve your life regen.
Also, it scales with the number of things attacking you, which nothing else does. It also is even better than it sounds because skills taht hit twice often give most of your LoH on each hit (Fists of THunder:Thunderclap is like this, 150% LoH on the first two hits even for just one target because of the cleave).
Try grabbing a blue amulet with 500+ Life on Hit and see how mcuh of a difference you think it makes.
Well the sweeping winds part of Cyclone definitely doesn't trigger LoH, but maybe the cyclone procs do. But the sheet in the recent monk guide posted on the front page specifically noted that Cyclone doesn't benefit from LoH.
Not that it matters though, get some crit and it does wonderful damage =)
It's exactly what it says, lifesteal gets a 80% penalty in inferno, i.e. 3% on a weapon will only leech 0.6%.
Yeah, but do you know how much that can mean though? My monk's output is about 20k, reaching 40k on critical hits. Go and do the math of 0.6 of 40,000.. its not too shabby, the reduction makes complete sense, or else it would be a very overpowered stat. Shame they didn't indicate the scaling anywhere in the game though.