

You already have Damage/Max Health representing the size of the hit, so the delta in health is already being counted and it doesn't need to be counted again. Naturally, this means that many good players will see far fewer orbs than someone that knows the "secret" to playing BrM.Ĭhange the HealthPercentAfterDamage variable to just Current Health and retune it a little. What happens here is that, if you are trying to play like a good tank and smooth your damage all of the time, you get fewer orbs EVEN IF you maintain the same health level. Both players take the same amount of damage over the next 10 seconds, however Player 2 gets less than X orbs because each individual melee swing is lower, yet their health is getting reduced all the same because Stagger is ticking. Player 2 is also at 100% health and DOES use ISB, but does not Purify. They generate X orbs over the next 10 seconds. Player 1 is at 100% health and does not use ISB. However, GotO does not proc off of the Stagger DoT, so what happens is this: Stagger reduces HealthpercentAfterDamage.

Okay, so mitigation reduces Damage, and HealthPercentAfterDamage. HealthPercentAfterDamage is with stagger taken into account, but not other absorbs.
#List of legion glyphs full#
(0.75 * Damage / MaxHealth) * (3 - 2 * HealthPercentAfterDamage)ĭamage is the full damage of the hit, before absorbs, before Stagger. People are seeing fewer orbs than they should if they use ISB because of the way the proc formula works. I'm going to ignore everyone else in the thread for the moment and point out a problem with Gift of the Ox. Monk ( Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)īrewmaster Monk Feedback - Build 21570 - 27-Apr
