Frostwork Question - Max HP and Current HP
From what I remember and how mids is currently set up, it will not raise the current HP, just the maximum.
This means that if they are already at HP cap (like my Stalker is), then it's pointless to give them Frostworks for any reason. I have told Cold Doms with Frostwork "Thanks for giving me the buff, but it doesn't help me any."
Reasoning with Mids: It says HP increase, but unlike Ice Armor's Hoarfrost, Hoarfrost has both an HP and a Heal part to it. Another note for Hoarfrost, it has an enhance-able HP and a non-enhance-able HP buff, then a straight up HP gain (all enhance-able) making a healing enhanced Hoarfrost actually heal more damage than it gains back.
Once it really did hit me how much Frostwork sucks (when I thought it worked like Hoarfrost at least), I immediately dropped it from all my builds and consider it one of the best skippable powers from Cold Domination power set (since there is so much good in it already)
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
1) No it does not always increase current HP by the amount of the +Max HP buff, unless you are at full health, current HP does go up proportionately by HP/(Max HP) prior to the buff.
A couple of examples. Please note, for these examples I'm knowingly using wrong numbers to simplify the mathematics. To anyone reading, please do not bother to correct me on these FW, HP and Max HP numbers, they're purely illustrative (I say there's a 50% chance someone will still correct me). I do welcome corrections on the mechanics though, I may be missing something.
Let's say Blaster HP cap is 1500
Let's use a Blaster with 1000 Max HP
FW buff is 500
1) Blaster with current HP of 800 (that is, has taken 200 damage) gets the buff. Then
Max HP = 1000+500 = 1500
Current HP = 800 + 500 * (800/1000) = 1200
2) Blaster with current HP of 100 (900 damage taken) gets FW
Max HP = 1000 + 500 = 1500
Current HP = 100 + 500 * (100/1000) = 150
3) Blaster at full health
Max HP = 1500
Current HP = 1000 + 500 * (1000/1000) = 1500
Frostworks can seem disappointing if you're expecting a Hoarfrost/Dull Pain type buff. However, I still think it's decent. Skippable if you have a tight build, but worth it as a 1-slot wonder, or are pursuing some bonuses a Heal set provides. It does provide more HP for enemies to have to chew through and does increase survivabilty of the buffee, given that their max HP isn't already attained.
Global = Hedgefund (or some derivation thereof)
First does it increase their current hit points by the same amount? For example, if I use it on a Tanker who is currency at full health (1874 HP) his max hitpoints would increase to 2409 but will his current hit points also increase to 2409 or do they remain at 1874 until he regenerates the bonus 535 hit points or receives some other form of healing?
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Secondly, assuming the answer to the first question is that his current hit points do increase if the power would take the character above the HP cap for their AT are their current hit points increased by the full effect of the power or by the same amount as their maximum hit points? For example, suppose I use the power on a wounded blaster who is currently sitting at 1000 current HP out of 1204 max HP. Now obviously his maximum HP will be raised to the cap for his AT (1606 HP) but what about his current HP? Is it raised by the full strength of the power (giving him 1535 current HP) or is it raised by the same amount as his maximum HP (giving him 1606 - 1204 + 1000 = 1402 current HPs)?
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The blaster is sitting at 1000 out of 1204, or in other words 83% health.
When you use Frostwork it buffs the Blaster's Hit Points by raising it to the cap, while maintaining the ratio. The Blaster is now sitting at 1333 out of 1606, or in other words 83% health.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
My thanks to all of you. I was wondering if it was worth slotting it for healing so that it functioned as an emergency heal power as well as a hit point boost since the value is so high (i.e. a good chunk of the max HP would be wasted but it would also restore the target nearer to full health). Given how it actually works and the HP caps of the various ATs I'll probably just end up slotting it for recharge.
EDIT: And I agree with Stormy that it's definitely one of the more skippable powers in Cold still it seems moderately useful as a one-slot wonder. Particularly if I slot a bit of global recharge in other powers.
i have frostwork on my ill/cold slotted with doctored wounds for the set bonuses
because of how its slotted i can keep half a team buffed to hp cap since it raises hp by like 997 or something (because i also have tier 4 spiritual in there too)
that plus the ice shields meaning poeple get hit less anyway is a great team survivability tool, if a squishy is getting hit a lot toss it on them and they now have hp cap to double survivability
if your running a defender you prolly get less use out of it, but on a troller its a great buff for the pet to help it stay alive since it gives it like 800 hp at lvl 50 (my phantasm goes from 1024 to almost 1700 hp with frostwork which helps him survive quite a bit more with the retarded AI)
i personally think frostwork is a great power that also makes a great set mule for an easy 5% rech and some other good bonuses
if your running a defender you prolly get less use out of it, but on a troller its a great buff for the pet to help it stay alive since it gives it like 800 hp at lvl 50 (my phantasm goes from 1024 to almost 1700 hp with frostwork which helps him survive quite a bit more with the retarded AI)
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I recently started a Cold Domination Defender and I have question about how Frostwork works. Frostwork provides a bonus to MaxHP and I have a coupel fo questions about how this works. (I'm ignoring other buffs in this just to illustrate my questions)
First does it increase their current hit points by the same amount? For example, if I use it on a Tanker who is currency at full health (1874 HP) his max hitpoints would increase to 2409 but will his current hit points also increase to 2409 or do they remain at 1874 until he regenerates the bonus 535 hit points or receives some other form of healing?
Secondly, assuming the answer to the first question is that his current hit points do increase if the power would take the character above the HP cap for their AT are their current hit points increased by the full effect of the power or by the same amount as their maximum hit points? For example, suppose I use the power on a wounded blaster who is currently sitting at 1000 current HP out of 1204 max HP. Now obviously his maximum HP will be raised to the cap for his AT (1606 HP) but what about his current HP? Is it raised by the full strength of the power (giving him 1535 current HP) or is it raised by the same amount as his maximum HP (giving him 1606 - 1204 + 1000 = 1402 current HPs)?
Thanks for any help.