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Old 05-18-2011, 02:22 PM   #1
Jerander
 
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Default [Powers] "Healing" ER

Okay,

I'm thinking of an ability to heal someone else's ER. The first idea being that one person can use their own ER to heal someone else's ER. The second idea is that one person can use their own FP and/or HP to heal someone else's ER. The "exchange rate" for either of these healings would be 1:1.

The obvious advantage to use would be Healing. ER to ER would suggest a build like:

Healing (Empathic, -50%; ER Only, +0%; Injuries Only, -20%) [9]
or
Healing (Costs ER instead of FP, +0%; ER Only, +0%; Injuries Only, -20%) [24]

But what about the other two?

Healing (ER Only, +0%; Injuries Only, -20%) [24]
Healing (Costs HP instead of FP, -5%; Injuries Only, -20%) [23]

Maybe?

Any thoughts? Would there be a better advantage to use?

Thank you,
Jerander.

Last edited by Jerander; 05-18-2011 at 02:28 PM.
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Old 05-18-2011, 04:16 PM   #2
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Default Re: [Powers] "Healing" ER

Quote:
Originally Posted by Jerander View Post
Healing (Empathic, -50%; ER Only, +0%; Injuries Only, -20%) [9]
I'd say that this build is for HP to ER transfer.
But if you intend the cost to be changeable HP/FP, depending on situation/mood/weather/whatever suggest the player to use his HP, I'd say it's 10% enhancement, as it allows more options for using this ability:
Healing (ER Only, +0%; Injuries Only, -20%; Can pay with HP, +10%) [27]
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Old 05-19-2011, 08:26 AM   #3
Not another shrubbery
 
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Default Re: [Powers] "Healing" ER

Quote:
Originally Posted by Jerander
The obvious advantage to use would be Healing. ER to ER would suggest a build like:

Healing (Empathic, -50%; ER Only, +0%; Injuries Only, -20%) [9]
or
Healing (Costs ER instead of FP, +0%; ER Only, +0%; Injuries Only, -20%) [24]

But what about the other two?

Healing (ER Only, +0%; Injuries Only, -20%) [24]
ER Only and Injuries Only don't make sense together. I think ER Only (or FP Only) would deserve a bigger limitation... something like the -40% for Afflictions Only.
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Old 05-19-2011, 08:53 AM   #4
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Default Re: [Powers] "Healing" ER

Quote:
Originally Posted by Not another shrubbery View Post
ER Only and Injuries Only don't make sense together. I think ER Only (or FP Only) would deserve a bigger limitation... something like the -40% for Afflictions Only.
Other healing advantages use a +0% modifier for healing FP (or HR) instead of HP, which is where I got it.

Injuries Only makes Healing work on the HP loss only -- so it can no longer cure disease. So a +0% modifier to make it heal FP instead of HP, but it could still heal disease. Injuries Only would remove the option of healing disease.

That's my reasoning, anyway.
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Old 05-19-2011, 08:56 AM   #5
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Default Re: [Powers] "Healing" ER

Quote:
Originally Posted by Gnomasz View Post
I'd say that this build is for HP to ER transfer.
But if you intend the cost to be changeable HP/FP, depending on situation/mood/weather/whatever suggest the player to use his HP, I'd say it's 10% enhancement, as it allows more options for using this ability:
Healing (ER Only, +0%; Injuries Only, -20%; Can pay with HP, +10%) [27]
Except that Empathic makes the Healer suffer the injuries of the healee, correct? So if it's ER loss, then the Healer would suffer ER damage. At least to my understanding.

The final goal would be several options: Healing ER from ER, Healing ER from FP, and/or Healing ER from HP. With an understanding of what modifiers to apply in order to generate different combinations of ER, FP, and HP.
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Old 05-19-2011, 10:20 AM   #6
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Default Re: [Powers] "Healing" ER

Quote:
Originally Posted by Jerander9
Other healing advantages use a +0% modifier for healing FP (or HR) instead of HP, which is where I got it.
+0% works for Regeneration because you're giving up one soak stat (HP) for another (FP). In the case of Healing, you're giving up that soak, and the ability to heal crippled limbs, and the ability to cure disease. To me, the utility of Healing (FP Only or ER Only) is no greater than (Afflictions Only). That latter category may be less common, but the effects are usually more troublesome.
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Old 05-20-2011, 10:31 AM   #7
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Default Re: [Powers] "Healing" ER

An old post with a note from Kromm might help:

http://forums.sjgames.com/showpost.p...07&postcount=4

Summary is the basically OP's assumptions for pricing and 1:1 ratio are sound.
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Old 05-20-2011, 10:55 AM   #8
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Default Re: [Powers] "Healing" ER

So, recreating lend energy needs to be based on Healing, costs the same as healing, and for a +100%, you can double up, and do both functions... Toss in some reduced FP cost, and you're the incredible recharger!
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Old 05-20-2011, 11:30 AM   #9
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Default Re: [Powers] "Healing" ER

Quote:
Originally Posted by Kuroshima View Post
So, recreating lend energy needs to be based on Healing, costs the same as healing, and for a +100%, you can double up, and do both functions... Toss in some reduced FP cost, and you're the incredible recharger!
Yup, that sounds about right to me! :-)
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Old 05-20-2011, 02:01 PM   #10
Not another shrubbery
 
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Default Re: [Powers] "Healing" ER

Quote:
Originally Posted by JCurwen3 View Post
An old post with a note from Kromm might help:

http://forums.sjgames.com/showpost.p...07&postcount=4

Summary is the basically OP's assumptions for pricing and 1:1 ratio are sound.
Yeah... I sometimes think he does that just to be contrary :/ :)

My own experience in messing about with related builds suggests that it should be a limitation, but maybe the +0% value will work OK for you.
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