Weapons & Equip Gesser's Healer Suggestion Thread

Gesser

Terrarian
Note: Figures may no longer be relevant & are for illustrative purposes only, balance is imperfect as a result


EQUIPMENT IDEAS



Weapons/Spells

Holy Scepter (acts like Aqua Scepter)
Heals 2.00% max hp/sec in a line at the cost of 21mp/sec
Recipe: Aqua Scepter x1, Crystal Shard x20, & Soul of Light x15

Healing Rain (acts like Starfury, particles remain on ground for a time)
Heals 1.50% max hp/bolt and drops 5 bolts at the cost of 24mp/swing
Recipe: Starfury x1, Crystal Shard x30, & Soul of Sight x20
*Stars & sword deal damage to enemies

Prayer Circle (places a circular aura, healing is divided per player)
Heals 1.50% max hp/sec stood inside, lasts for 8 seconds, & costs 45mp/cast
Recipe: Orb of Light x1, Pixie Dust x50, Unicorn Horn x5, & Soul of Light x20

Angel Harp (acts like Magical Harp)
Heals 1.25% max hp/note, releases 3 notes per second, & costs 15mp/sec
Recipe: Magical Harp x1, Soul of Light x20, & Soul of Might x20

MediGun (unique beam animation)
Heals 3.50% max hp/sec held on-target & costs 12mp/sec
Recipe: Laser Rifle x1, Crystal Shard x30, & Soul of Fright x20

Rod of the Divine (acts like Rainbow Rod, works on self)
Heals 5.00% max hp/strike & costs 18mp/cast
Recipe: Rainbow Rod x1, Soul of Light x20, & Soul of Might x20

Heart Cannon (acts like Star Cannon)
Heals 3.00% max hp/blast & costs 1 Crystal Heart Fragment + 30mp/shot
Recipe: Star Cannon x1, Adamantite Bar x20, & Crystal Heart x3
*Splashes on contact or when it reaches its max firing-distance

Aegis of Virtue (unique, works on self)
Blocks up to 5.00% max hp/shield over 5 seconds & costs 20mp/cast
Recipe: Obsidian Shield x1, Crystal Shard x15, & Soul of Light x10
*Targets cannot receive this effect more than once every 15 seconds


Items

Blessing Powder (acts like Purification Powder, temporary)
Blesses an area of earth that increases healing received by 30% when stood upon
Recipe: Purchased from Dryad

Soothing Candle (ineffective during boss encounters)
When held, emits a soothing aura which increases the passive health regeneration of all nearby allies by 100%
Recipe: Water Candle x1, Purification Powder x1, & Pixie Dust x10

Pixie Bell (acts like Fairy Bell, emits white-torch degree lightning)
When used, summons a Pixie Companion who periodically heals nearby allies for 2% every 10 seconds
Recipe: Fairy Bell x1, Pixie Dust x10, & Soul of Light x5

Crystal Heart (second use, only available once maximum HP is achieved)
Passively resurrects the player upon death, returning them to 20% HP with a 5 second invulnerability time-frame (10 minute cooldown)

Crystal Heart Fragment (10) (used as ammunition for the Heart Cannon)
Recipe: Crystal Heart x1; Crafted at Adamantite Forge


Armor Sets

Devout Set— Cobalt-Tier
Set Bonus: Increases healing done by 30%; Reduces mana usage by 15%; Decreases melee, ranged, & spell damage by 30%

Devout Hood
Defense: 1, Bonus: Increases maximum mana by 30; Increases passive mana regeneration by 150%
Recipe: Necro Helmet x1, Purification Powder x1, & Pixie Dust x10

Devout Garments
Defense: 8, Bonus: Increases potion effectiveness by 30%
Recipe: Necro Breastplate x1, Purification Powder x1, & Pixie Dust x25

Devout Trousers

Defense: 7, Bonus: 12% increased movement speed
Recipe: Necro Greaves x1, Purification Powder x1, & Pixie Dust x15


Future set bonuses could have such effects as:


>“Reduces potion sickness duration by 30%”
>“10% increased healing critical strike chance”
>“Increases passive health regeneration by 100%”


CONSIDERATIONS

>This is a work-in-progress
>This is not a class-based suggestion
>Values are rough-draft & subject to change
>There are still many balance concerns to address
>You won’t feel forced to bring a Healer to a fight (refer to “Balance Notes”)



BALANCE NOTES


So that Fighters cannot effectively abuse healing themselves, I believe a “reduces healing done by 30%” Set Bonus should be applied to all “damage-oriented” armor sets

Healing’s value should remain very low while its mana cost kept high as not to eliminate health-pressure or entirely defeat the purpose of Potion Sickness

A player using healing gear should act as an equivalent substitute (as close to as possible*) to a player utilizing damage-dealing gear… in other words, teams of players shouldn’t feel forced to include a Healer in their team makeup (as the net dps loss in exchange for net hps gained should result in a similar-to-equal outcome in a boss encounter)

Example for the above point: longer fight due to reduced damage dealt = more net damage taken, shorter fight due to increased damage dealt = less net damage taken. The difference in these net values should equal the net healing that the Healer contributes in a boss encounter… in other words, 1 damage-dealer = 1 Healer (should ideally equal*)


ADDRESSING CONCERNS


“Too easy to point-and-click for free heals!”

No it wouldn't because think of how mobile and fast-paced combat is... to keep up with your allies in order to heal them (also to track with their movements) would be half the battle. Just as much as your allies have to dodge enemy fire & leap around, so do you also.

“Whether or not you live should be based on your own skill.”You living based on your own skill doesn't apply with a dps-partner either... they often take focus off you, absorb damage, and speed up the fight.

“Healing gear would be useless in solo-play; I think everything should be useful in single-player.”

Playing a Healer in single-player should be roughly equivalent to playing a “raw damage-dealer”, it would just have its own distinct style of play that isn’t for everyone (and that’s okay!); I agree that everything in the game should have a use In single-player, and wearing healing equipment should just the same as any other equipment in the game.


THEORY CRAFTING (for Debate)

Disclaimer: In regard to this content, I ask that you please critique it with kind and in a civil manner… I have created this data for the purpose of being critiqued so that any holes can be found and addressed in order that we might discover how best to balance the implementation of healing equipment in Terraria.

Bear in mind a few things before continuing on:

1) this data is merely used to draw points, 2) this data is hypothetical & does not use actual game data, and 3) this data is extremely basic—for now, please just pretend all things are considered for the sake of it and don’t get caught up in the fact that it’s imperfect

With that, let’s compare a few scenarios:

Comparison I – 4 Player
Healers: 0, Fighters: 4, Boss HP: 100,000Avg. Group DPS: 300, Avg. Boss DPS: 50Fight Duration: 100,000/300 = 333.33 secondsBoss’ Damage Dealt: 50x333.33 = 16,666.66 damage
Healers: 1, Fighters: 3, Boss HP: 100,000Avg. Group DPS: 225, Avg. Boss DPS: 50Fight Duration: 100,000/250 = 444.44 secondsBoss’ Damage Dealt: 50x444.44 = 22,222.22 damage
Difference in Damage Received: 5,555.55 damage
Goal: for Healing Contribution Required to equal Difference in Damage Received over Fight Duration
Healing Contribution Required: 5,555.55/444.44 = 12.5/second

Comparison II – 2 Player
Healers: 0, Fighters: 2, Boss HP: 100,000Avg. Group DPS: 150, Avg. Boss DPS: 40Fight Duration: 100,000/150 = 666.66 secondsBoss’ Damage Dealt: 40x666.66 = 26,666.66 damage
Healers: 1, Fighters: 1, Boss HP: 100,000Avg. Group DPS: 100, Avg. Boss DPS: 40Fight Duration: 100,000/100 = 1,000 secondsBoss’ Damage Dealt: 40x1,000 = 40,000 damage
Difference in Damage Received: 13,333.33 damage
Goal: for Healing Contribution Required to equal Difference in Damage Received over Fight Duration
Healing Contribution Required: 13,333.33/1,000 = 13.33/second

Comparison III – 1 Player
Healers: 0, Fighters: 1, Boss HP: 100,000Avg. Group DPS: 75, Avg. Boss DPS: 35Fight Duration: 100,000/75 = 1,333.33 secondsBoss’ Damage Dealt: 35x1,333.33 = 46,666.66 damage
Healers: 1, Fighters: 1, Boss HP: 100,000Avg. Group DPS: 50, Avg. Boss DPS: 35Fight Duration: 100,000/50 = 2,000 secondsBoss’ Damage Dealt: 35x2,000 = 70,000 damage
Difference in Damage Received: 23,333.33 damage
Goal: for Healing Contribution Required to equal Difference in Damage Received over Fight Duration
Healing Contribution Required: 23,333.33/2,000 = 11.66/second

Now let us analyze these comparisons:

I made a few key assumptions I want to make known…

>Boss DPS is incrementally increasing per Fighter (as Bosses tend to do AoE/piercing damage)
>Due to the spread of Boss damage across multiple Fighters, Healer DPS is decreasing (a Healer will need to be much more active tending to the various wounded)
>Healer DPS is increasing when fewer Fighters are present (more able to take other actions between potion uses)

As you can see, a skilled Healer should be able to contribute some dps in less frantic fights.

Side-note: yes, using a Healer results in longer fights which doesn't seem favorable... however, you should consider the fact that "clutch-healing" comes into play, allowing Fighters to potentially survive moments they otherwise wouldn't be able to.

Now, the HCR under each comparison is quite comparable—but what can we draw from this?

>Pretending this data is perfect, we can derive that a 12.5 average flat-HPS (just over 3% at 400 maximum HP) should be sought after in designing healing equipment
>This hypothetical example can be improved upon using actual game data to determine the real values that should be utilized in implementing healing equipment


It is important to note that it is good for the HCR-index to be comparable as they are between the three comparisons & here is why:


>HCR should be the lowest for the fewest number of players as the Healer should be able to contribute more damage in such a context
>It is good that the HCR is barely higher in the four-person scenario for two complimentary reasons:

1) multi-target healing will be more prevalent, greatly increasing healing output
2) the greater spread of damage will require the Healer to reposition more frequently, greatly decreasing healing output (as with fewer Fighters, it ought to be much easier for a Healer to “stick” to his target)

Viewers, here are links to my other major suggestion threads, please visit if you may:

ARMOR SETS http://forums.terraria.org/index.php?threads/gessers-armor-sets-thread.1486/

MECHANICAL IMPROVEMENTS http://forums.terraria.org/index.php?threads/gessers-mechanical-improvements-thread.1483/




 
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If you mean the Heart Cannon, I mean for it to have a pretty slow firing rate.

Additionally, note the disclaimer at the top regarding numbers.
No, not the heart cannon, the part about reviving from crystals. Those are so common you could practically make yourself invincible...
 
Hm. How about a healing spell that acts like the Nimbus Rod/Crimson Rod? That'd be a REAL "Healing Rain", there...

Great idea!

No, not the heart cannon, the part about reviving from crystals. Those are so common you could practically make yourself invincible...
You only come back with 20% HP & it has a 10 min. CD though... maybe I should make it 20 or 30 min. CD.
 
You only come back with 20% HP & it has a 10 min. CD though... maybe I should make it 20 or 30 min. CD.
Yes, i guess the coolsown makes it more fair. Also, when you die, is a crystal just consumed from your inventory, or do you have to use it? Because if someone wanted to keep a crystal in their inventory (softcore player) and would rather die and return to spawn?
 
Yes, i guess the coolsown makes it more fair. Also, when you die, is a crystal just consumed from your inventory, or do you have to use it? Because if someone wanted to keep a crystal in their inventory (softcore player) and would rather die and return to spawn?
Good question. Being prompted to use it would be the best way, so it's your choice.

They should be disabled for use by Hardcore players even, perhaps.
 
Good question. Being prompted to use it would be the best way, so it's your choice.

They should be disabled for use by Hardcore players even, perhaps.
Ok, so like when you die, it ask you if you want to use a heart crystal. That seems fair. Also, can non-healer players use this, or is it a feature of the healer set bonus?
 
Ok, so like when you die, it ask you if you want to use a heart crystal. That seems fair. Also, can non-healer players use this, or is it a feature of the healer set bonus?
Non-Healers can :) I designed it to be a use for all those Crystal Hearts you have lying around after capping.
 
Now that the game's continued to remain in development after all, any luck we can revisit this? A little extra healer support would be awesome, doesn't have to be crazy. A support class for MP play would be so fun.
 
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