Problem:
The current implementation treats “Critical Strikes” as a binary flag that disables all leech from the entire hit, rather than only blocking leech from the bonus critical damage.
Breakdown:
- Base damage: 100
- Critical multiplier: 300% (which adds 200% bonus damage on top of the base)
- Total crit damage: 300 (100 base + 200 critical bonus)
- Leech rate: 10%
Current
Impact at Different Crit Chances:
With Helm:
- 0% crit chance: I get 10 health 100% of time
- 50% crit chance: I get 10 health 50% of time
- 100% crit chance: Leech is completely disabled (0 health recovered)
Without Helm:
- 0% crit chance: I get 10 health 100% of time
- 50% crit chance: I get 10 health 50% of time and 30 health 50% of time
- 100% crit chance: I get 30 health 100% of time
Expected
Impact at Different Crit Chances:
With Helm:
- 0% crit chance: I get 10 health 100% of time
- 50% crit chance: I get 10 health 100% of time
- 100% crit chance: I get 10 health 100% of time
Without Helm:
- 0% crit chance: I get 10 health 100% of time
- 50% crit chance: I get 10 health 50% of time and 30 health 50% of time
- 100% crit chance: I get 30 health 100% of time
Boulderfists Gloves states: “You cannot leech health”
Looking at Boulderfists, it states “You cannot leech health” that means each hit leach is 0. That portion of statment is clear. No matter what hit it is…unless its a miss you do no damage but you also can’t leach for something you didn’t do. This is obvious.
Problem is inconsistency in mechanism. Helmet will ALLOW you to leach for normal hits…but when comes to critical hits you gain 0. As shown in example it without helmet if do 100 + 200 i get 30hp with helmet i leach should get no portion of critical part of damage.
While Gloves just does exactly how it sounds. Where helmet blocks both parts of lech including normal. While gloves is universal. In this case Mechanism is wrong.