Does melee Healing Hands scale better w/ fire damage, melee damage, attunement, or healing effectiveness?
best is healing effectivenes. using HH with node + Spell damage on 10% healing eff.
Melee added damage (or spell for that matter if doing a spell version) is usually not the best. This is due to Healing Hands getting 1 added damage per 5% inc/ healing, so it is a lot easier to get all the flat damage you would need from scaling healing effect, than getting actual damage. You may still want to get flat damage on weapon, as there are not a lot of alternatives, but grabbing it from passive tree is usually not efficient. Attunement is useless, on the same affix you can get like 8 attunement = 48%* healing eff. or 80% healing eff. from the specialised affix.
As for calculating which is better to get on a specific affix - you’d have to do calculations.
Formula is:
(Flat added + Healing effect.% / 5) * (Sum of all relevant increased damage + 100 base).
*Paladin gets 1% extra healing efficiency per attunement, the number is for paladin specifically.
Healing effectiveness increases base damage. As mentioned it’s far more efficient to target directly than through attunement, generally, though attunement does have secondary benefits. You typically will (and should) have 500+% Increased Damage, and generally increasing your base damage via healing effectiveness by a given percentage will be easier than increasing your total increased damage pool by the same percentage, especially given the added spell damage applying at 200% effectiveness. But, fundamentally, they’re equivalently useful. You just need to figure out, proportionally, does the healing effectiveness increase your total base damage by a larger percentage than the increased damage modifier would increase your total increased damage pool?
Remember, the total damage calcs go like this:
Base damage + sources of added damage (such as from healing effectiveness)
x
All increased damage modifiers added together
x
More damage 1 (such as cleric’s wrath)
x
More damage 2 (such as virtue of patience)
(etc)
x
Enemy resistances, modified by your penetration and resistance shreds
Increasing any given part of that by the same percentage will have the same effect. Generally you want to balance them and increase them all as that’s both easier and more effective than dumping literally everything into healing effectiveness or fire damage or whatever. Hope that helps.
Thank you, everyone.
Melee crit chance & either attack speed or % fire damage are likely better than flat damage on weapons if you’re stacking healing effectiveness.
I’ve been using 2 Chronostasis w/ 1950+ ward conversion and haven’t found any other weapon that comes remotely close to meeting that DPS (and my DPS is still horrible). I’m unkillable at the moment, but stuff takes forever to go down. I’ve taken to pegging my HH key since it usually take 3-5 minutes to drop a boss.
Hello guys,
I have a question with the sentinel,
someone know where i can drop an object that transforms care into protection ?
Hey Konishe, I assume that English is not your native language and you’re talking about the Divine Barrier node on Healing Hands which states something like this: “If the ally has an effect that causes them to gain ward per second based on their missing health, then all of healing hands’ healing is converted to ward.” I thus assume that by Care into Protection you mean Health into Ward.
If any of that is not true let me know. If I’m correct in my multiple assumptions, then the easiest place to get it is from Exiled Mages. They always drop an “experimental” piece of gear, and one of the possible options is gloves with the experimental affix “Experimental Ward per Missing Health” which does exactly that. You can also find that effect on the Unique level 23 Armor “Exsanguinous” or the unique level 63 Boots “Last Steps of the Living”. Theoretically you could go after those with Runes of Ascendancy. But personally I’d go for the gloves, kill every Exiled Mage you come across and you’ll have them soon enough.