the reason it can end up good though is life steal is all damage, so if you're standing in the middle of 20 mobs with sweeping winds hitting them all (and possibly cyclones if you're running that rune) that 240hp becomes 4800hp per tick of sweeping winds, and that's before you start punching things.
Life on Hit is nearly the same.
Meteor - ~60% of Life on Hit returned per enemy hit, per Meteor (This applies to every Meteor except the Meteor Shower rune I believe)
So, if my LoH total is 1000, I get 600 back from each enemy hit by my single casting of Meteor.
If a skill can hit more targets, it is actually better for Life on Hit, than if it only hits one.
Life on Hit is better right now, cause we aren't doing the DPS we should/eventually will be.
Damage converted to Life will be better once we start hitting harder.
Should Damage converted to Life not be up to par in a month or so (which it won't be, the math just doesn't support it), they will likely buff it (I could see them removing the difficulty penalty from it).
Their words, not mine, are that Damage converted to Life is one of those stats that breaks the game once you can make it work. However, when we only get 0.8% of the gain, which is NOT indicated anywhere in the UI or anything, it is a bit annoying.
Yes, Life on Hit has it's own reductions (each ability returns a different percent, based on area of the attack, targets hit, etc.), but it scales very well, very easily.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Meteor - ~60% of Life on Hit returned per enemy hit, per Meteor (This applies to every Meteor except the Meteor Shower rune I believe)
So, if my LoH total is 1000, I get 600 back from each enemy hit by my single casting of Meteor.
If a skill can hit more targets, it is actually better for Life on Hit, than if it only hits one.
Life on Hit is better right now, cause we aren't doing the DPS we should/eventually will be.
Damage converted to Life will be better once we start hitting harder.
Should Damage converted to Life not be up to par in a month or so (which it won't be, the math just doesn't support it), they will likely buff it (I could see them removing the difficulty penalty from it).
Their words, not mine, are that Damage converted to Life is one of those stats that breaks the game once you can make it work. However, when we only get 0.8% of the gain, which is NOT indicated anywhere in the UI or anything, it is a bit annoying.
Yes, Life on Hit has it's own reductions (each ability returns a different percent, based on area of the attack, targets hit, etc.), but it scales very well, very easily.