1350 of RC is 1350/6 HPS, which is about 220 HPS, but u said it gives 1350 hps .... thats not including al other details. So how come cappies have 2k aoe HPS?
1350 of RC is 1350/6 HPS, which is about 220 HPS, but u said it gives 1350 hps .... thats not including al other details. So how come cappies have 2k aoe HPS?
You are aware that it hits 6 targets right? What is 6/6?
So what is a point of calculating total aoe healing per second? when in reality it means nothing in most cases because most of it will be overheal. Its also really very dependent on DRs and on the range where ppl r located from cappy. So practically speaking those numbers means nothing.
AoE Hps is a meaningless metric. It's like saying champs have 10,000 Dps just because they happen to be fighting 8+ targets at once. It's situational at best and clutching at straws at worst. Also, expecting defeat responses every 6s is really pushing it. Only in the most zergtastic slaughterothon can you expect that sort of return in order to be able to hit RC every time it's available. Even if you did take AoE hps as your baseline (I wouldn't, for a myriad of reasons), the assumptions you've made are really pushing it, even in the most ideal scenario.
Answer this; you're in a duo, you're being zerged, the zerg is focus firing whoever you're grouped with, what is the REALISTIC Hps that you can put out on that person to keep them up, assuming you're not being hit yourself at all. (I know that that last part makes practically no difference for captains, I only threw that in there as a potential point of comparison for other healing classes. Also, I know that the scenario I illustrated is at the other end of the spectrum in terms of healing, but I threw it out there to show you that your figures are very idealised, there is a wide spectrum of healing figures a captain can put out in a dynamic enviroment which has nothing to do with the ability of the captain, just the situation they are in, and thus using extremes is essentially meaningless).
Not to take anything away from captain healing. I think it's great and with a variety of tools, shield brother etc. captains are very potent protectors in the moors. I'm just with Milnor on this one, 2k Hps makes me raise my eyebrow and if it was realistic, it would be cause for the biggest nerf in LotRO history. Thankfully, it's not that realistic as it requires a stack of addendums and "what ifs"....
So what is a point of calculating total aoe healing per second? when in reality it means nothing in most cases because most of it will be overheal. Its also really very dependent on DRs and on the range where ppl r located from cappy. So practically speaking those numbers means nothing.
You asked how, I told you how, I also said it's dependant on the silly nature of DRs what are you trying to prove? lol.
Range is not an issue, freeps love to ball up in the moors so everyone is close and getting hit by our AOEs.
Originally Posted by pibob314
AoE Hps is a meaningless metric. It's like saying champs have 10,000 Dps just because they happen to be fighting 8+ targets at once. It's situational at best and clutching at straws at worst. Also, expecting defeat responses every 6s is really pushing it. Only in the most zergtastic slaughterothon can you expect that sort of return in order to be able to hit RC every time it's available. Even if you did take AoE hps as your baseline (I wouldn't, for a myriad of reasons), the assumptions you've made are really pushing it, even in the most ideal scenario.
This isn't quite the same, because you can only hit 6 targets at maximum. But this is far from being a situation limited to theorycraft land. It happens every time freeps take a keep, even with a small group they can steamroll through the npcs faster than 1/6s so no it's not pushing it at all. Bar that there have been fights with TWH and others where this has happened. Creep deaths are not the only things that generate defeat responses.
Originally Posted by pibob314
Answer this; you're in a duo, you're being zerged, the zerg is focus firing whoever you're grouped with, what is the REALISTIC Hps that you can put out on that person to keep them up, assuming you're not being hit yourself at all. (I know that that last part makes practically no difference for captains, I only threw that in there as a potential point of comparison for other healing classes. Also, I know that the scenario I illustrated is at the other end of the spectrum in terms of healing, but I threw it out there to show you that your figures are very idealised, there is a wide spectrum of healing figures a captain can put out in a dynamic enviroment which has nothing to do with the ability of the captain, just the situation they are in, and thus using extremes is essentially meaningless).
This has already been answered, 600hps, read my previous post(s) please. It is actually a bit higher than this, but I don't care to convert the 15% Damage Reduction from Shield brother to an HPS equivalent.
Originally Posted by pibob314
Not to take anything away from captain healing. I think it's great and with a variety of tools, shield brother etc. captains are very potent protectors in the moors. I'm just with Milnor on this one, 2k Hps makes me raise my eyebrow and if it was realistic, it would be cause for the biggest nerf in LotRO history. Thankfully, it's not that realistic as it requires a stack of addendums and "what ifs"....
Heh, if you think 2k HPS is bad wait until you hear what an RK can do...