03-20-2009, 07:05 PM
Quote:ah, the formula part has not changed, so you'll get pretty much same results :-)
Silly me :lol:.
Quote:The new part is about the loss of life actually needed to trigger Hit Recovery, which was commonly believed to be 1/12 of target's maximum life. But it is, as default, 1/16. [...] And some missile based attacks will use 1/8 instead of 1/16 to start evaluation, thus while, say, throwing throwing knifes you'll need to erase 1/8 of opponent's maximum life to even start Hit Recovery evaluation.
Now that is interesting. So player characters can get sent into a hit recovery much more often then before in patch 1.09. And that sucks for throwing knives; makes it near impossible to send an opponent into hit recovery.
Quote:And this starts the evaluation of Hit Recovery, but doesn't grant it.
I'm a little confused on exactly what this means? If you could explain, are you saying that if your character looses 1/16th of it's life to a monster's attack (melee, or spell, and some thrown weapons), that your character will exhibit the sound and animation effects of being sent into a hit recovery, but what? Your Hit Recovery FPS from gear does not kick in? Or you never actually enter Hit Recovery. Sorry, I'm confused by that statement, but I'm trying to understand.
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