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.
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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.