
08-26-2014, 11:27 AM
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Planar Protector
Join Date: Jan 2011
Posts: 5,290
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Quote:
Originally Posted by Daldaen
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Not seeing reference to removal of HP gear on the monk site, though it may be there would require more digging.
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Monkly Business has a few guides on Bind Wound and removing HP gear to up the total amount of HP you can restore.
Velious Era thread:
http://www.monkly-business.net/forum...ead.php?t=8732
Quote:
ips:
a) Max out that bind wounds skill!! Sometime around level 20-25, I was making enough money by mugging mobs to support a bandage habit easily, but even before then I'd approached maximum skill. This is going to be harder for grouping monks, but don't neglect it -- never know when your local healer will decide to go out to an anniversary dinner with his or her spouse rather than play EQ. (Yeah, I know -- how
likely is that?! )
b) Mend does not break feign death.
c) Bind wounds DOES!!! (Even though the graphic looks like you're still feigned -- aggro mobs notice these details!)
d) Bind wounds does not break sneak -- often I run behind a static mob to fight. If I get too low, I feign and when mob returns to home spot (turns around) I hit sneak and start binding. Sometimes it's a race to see who regains hps faster -- me by binding or the mob by regen.
e) Keep track of your 50% hp number so that you don't waste bandages.
f) You can bind successfully from anything <50% hp. This allows you to bandage up to over 50%. Example: I have 1000 max hp and finish slapping on a bandage at 499hp with bind skill of 180. I get 45 hp, taking me to 544hp -- 54.4% hp.
g) How many hp per bandage? No, it's not really (bind skill)/4 rounded down. While you bandage you regenerate hps, so the number is a bit higher. As a human monk, I use a rule of thumb: hp/bandage = bind/4 + 2. So at skill 200, I get about 52 hp per bandage. (50 for the bind, 2 for the regen in the time it takes to apply the band-aid.) Iksars will have a higher result due to their better regen rate. Regen rates are also higher (I hear) beyond level 50.
h) Up to level 40, a monk with no HP gear or buffs and maxed skill in bind will take about 9 bandages to go from 0% to 50% hp. Each level (up to level 40) gives 5 skill gains = 1.25 hp per bandage and 23 or so hps. Half health increases roughly 11.5 hp per level, so the increase of 1.25 hp per bandage will cover this in 9 bandages. Now unless you're a Kamikaze Monk (TM), you probably feign or stop fighting at about
10-20% hp. So you will have about 30-40% hp to bind using this style. This is about 5-7 bandages. A pretty good way to figure out how many bandages to pack on those wonderful outings to LOIO.
i) None of this is accurate for bind skill > 200. This allows you to bind many more hps per band-aid and bind + mend to > 95%.
3. "Tough mob" bind + mend style
Description: When I'm fighting a borderline monster, where I'd rather have full hps, but am too antsy to wait it out, I use a trick to max out my available hps. I can get up to 84-89% hp every time instead of 75-80%. That extra 100+ hps is very useful against heavy hitters!
How to do it:
a) Starting from below 50%, remove your +HP gear.
b) Doing this will cause you to drop those extra hps. Because of this, make sure you're in a safe location and DON'T TAKE OFF ANYTHING THAT WILL CAUSE YOUR HPS TO GO BELOW 0 -- YOU WILL DIE! Sorry about the shouting -- but you really didn't want to die that way...
b1) If you're too low to remove all your +HP gear, bind up until you can and then remove the gear.
c) Bind up to over 50% of your new maximum hps.
d) Put on your +HP gear.
e) Mash the Mend button.
f) Voila! You're should be significantly over 75% (depending on how much +HP gear you have).
How it works: This isn't rocket science, just a bit of elementary algebra. (Your brain starts to melt!)
baseline hps (without +HP gear) = b
extra hps (from +HP gear) = y
current hps = h
max hps = b + y
bind + mend = 75% of max hps = 0.75(b + y) <== using style #2, "normal" bind +
mend
Step a) Your max hps goes from (b + y) => b
c) Your hps (h) go to 50% of max: h = 0.5b
d) You add +HP gear: h = 0.5b + y
e) Mend and get +25% hps: h => h + 0.25(b + y) = 0.75b + 1.25y
Notice that this is 0.5y more than "normal" method!
Example: I have 927 base hp with 215hp from my equipment. (Total max hp = 1142.) Using "normal" bind + wound I can get to 75% max hp = 855hp. Using "tough mob" bind + wound I can get to 0.75*927 + 1.25*215 = 963hp = 108 extra hps.
Note that this method uses more bandages!
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These threads are post Velious, but should still be relevant.
http://www.monkly-business.net/forum...ead.php?t=8729
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Providing you have some nice HP items (velium fire opal rings work very well) there is a simple way to add to how much you can bind wound yourself. As you aproach 50% life, remove all your HP items (or just the significant ones) and continue to bind wound, then put the items back on. This works due to HP items beinging counted as always being full, as in you take off 65 hp ring, you loose exactly 65 hp in addition to the 65 hp max, allowing you to bind wound 32.5 more hp.
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2010 thread talking about the strategy from back in the day
http://www.monkly-business.net/forum...ad.php?t=34684
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