All seems pretty convoluted with us just guessing about stuff. I remember something related that might even complicate it a bit more-- or clarify it. The necromancer "heal other/empathy line" was a bit strange in that the direct heal spells -- the spells that were NOT a "heal over time" were always a 1 for 1 trade. So if you gave up 100 life, you healed 100 life. But the over time heals were always more effective -- and it was in that same range of 25% or so being talked about. Meaning if it was a Dot/HoT version of the spell line you might give up 100 hit points but you healed 125.
perhaps this quirk of pvp damage reduction only carried over to damage over time effects.
edit:ssomething else i recall was always keeping disease cloud up on my SK who was on PvP. server This made me essentially immune to mez effects. So since disease cloud only does 1 damage per tick, when they did the pvp damage reduction, they must be have been rounding up.
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