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Showing results for tags 'Constant Recovery'.
Hello. I have a bug/a question, this depends. From the game release the Fighter subclass Black Jacket had no Constant Recovery. One of the patches gave him the ability to recover, although less efficient then in usual fighter. When I tried to create chareacter-adventurer Black Jacket, the game said I can't take Rapid Recovery as I had no Constant Recovery. Is this a bug? Or is intended to be a part of the penalty?
Perhaps one of you people who live and breathe the mechanics can help me out. As I understand it during combat, Endurance on your party members goes up and down as they receive damage and are healed. At the end of the fight, any missing Endurance is topped up from the Health pool and when health is low, its time to rest up or your characters may not survive the next encounter. The Fighter's 'Constant Recovery' mechanic restores Endurance during combat at a rate of (formula). The problem is that damage taken by my fighters and restored by constant recovery seems to STILL be deducted from their Health. For example: Fighter receives 100 damage over the course of a fight. By the time it ends, he has recovered 80 points of it through constant recovery, another ten from healing effects and is left ten points short of maximum Endurance. But I am consistently seeing health pools on fighters fall by not the 10 points missing from Endurance but by all unhealed damage AND every point restored by constant recovery. As if the effect of the ability were not to restore endurance, but rather to transfer points out of Health and into Endurance while combat is still on-going. In the above (hypothetical) example, Health would drop by 90. This leads to situations where despite ending every fight close to his total Endurance, my party fighter is sitting around with a red Health bar while the remainder of the party are nowhere near needing a rest - the fighter has now become a drag on the group by forcing constant naps to recover his Health. Am I imagining this? Are the tool-tips on the ability grossly misleading? Is Constant Recovery really this much garbage? While its nice of my fighter not to lie down and die mid-combat, id rather be able to heal his damage through spells and procs that don't make him a one-fight wonder than be forced to watch his Health pool irrevocably slurped up by a passive before it even becomes worth dropping a moderate heal on him. The endurance enhancing ability is making him much less durable than everyone else - at this stage id sooner swap him out for a Strange Mercy+Lay-on-Hands paladin.
So I was wondering, does the Might stat affect the amount of health healed via Constant Recovery or Ancient Memory, or are they calculated independent of the Fighter or Chanter's (respectively) might? Thanks in advance.