Original Post — Direct link
almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by ploki122

The Reserved Life line would actually be "unreserved life" .

The Leech Pool line reprensents all recovery that aren't infinite, so it includes flasks, leech, recovery from warcries (I believe), and other heals like thaté

The ???! line would probably be your current life.

The Current Life??? I guess? line represents your remaining health assuming that you took all Petrified Blood damage at once (it's not quite your remaining life after PB ends, since it doesn't seem to account for recovery).

Total life seems accurate to me!

To clarify further:

Reservation blocks out the part of the orb that you can't use for anything any more, effectively lowering the cap. Below that, everything above current life is transparent (you don't have life here but might gain it), everything below current life is opaque (you do have life here but might be losing it).

The recovery indicator ("leech pool" above) shows your current life plus the expected total recovery from flasks and leech - this will be accurate if you don't have any other forms of recovery/loss happening, and if you do, it will move as your current life does to stay up to date. If it reaches the top of the life orb, you know you're on track to recover to full.

The petrified blood loss indicator shows your current life minus the expected total loss from petrified blood - this will be accurate if you don't have any other forms of recovery/loss happening, and if you do, it will move as your current life does to stay up to date. If it reaches the bottom of the life orb, you know you need to do something to change that because you're going to die otherwise.

The two are effectively mirrors of each other.

In practice, someone who's taking damage over time or other ongoing loss of life while recovering from a flask will see their current life going up or down depending on the totals, and the total life recovery indication going down (faster than current life if both are dropping) - because human eyes are good at tracking motion, it's easy to untuit the point at which they're going to meet, which is where your current life will be when the flask runs out. The same kind of intuition-from-motion happens with the petrified blood loss indicator and regeneration. While they provide useful information even as a static image, some of the information is lost because it comes from watching it change, including the case when you have both going, and can largely intuit where your life will end up by watching both indicators in motion.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Notsomebeans

The petrified blood loss indicator shows your current life minus the expected total loss from petrified blood - this will be accurate if you don't have any other forms of recovery/loss happening, and if you do, it will move as your current life does to stay up to date. If it reaches the bottom of the life orb, you know you need to do something to change that because you're going to die otherwise.

would it make sense to apply this effect to other non-permanent dots like ignites/poisons (bleeds may be harder)?

not really, only things that directly change life are predictable in this way - those deal damage, but that damage may or may not cause any amount of loss of life - the total expected loss simply can't be calculated in the same way.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Barnyard_Pussy

Can you tell us what the spikes/ribs surrounding one of the Health Globes in the ultimatum trailer is?

It's a visual effect of petrified blood.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Exystance

I’m not sure I get it well, so will I die if the first bottom life reaches zéro or will I die when the second part of the life on the picture reach zero? ( in a case you only taking degen and not a big hit killing you)

If your actual current life (the part which is not transparent, everything below the line labelled ???! in the OP picture) reaches the bottom of the orb, you have zero life and are already dead.

If the petrified blood life loss indicator (the part of your current life which is darkened) reaches the bottom, then you are not dead yet, but will die when you finish losing life unless you do something about it.

Basically, the part of your life which is darkened shows that you are going to lose that life, but haven't yet lost all of it. If that covers all your current life, then you're going to lose all your life (and thus die). If it doesn't over all your life, you're only going to lose the dark part, and the brighter part below that will remain.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Myaccountonthego

Hmmm. I found some replies where he clarifies it's not really damage (so the soul of Arakaali is clear), but no specific mention on whether or not it affects ES recharge.

As far as I know blood magic no longer interrupts ES recharge, but it used to, despite also not being damage. If life loss isn't damage it also shouldn't interrupt ES recharge, which would be important for hybrid builds or using Eternal Youth, but I haven't seen it explicitly confirmed.

Blood Magic used to affect ES Recharge because ES Recharge used to have nothing to do with damage. It was caused by losing ES, or losing whatever ES is protecting (usually life, but sometimes mana).

The change that made blood magic stop interacting with it was when we changed recharge from caring about any loss to only caring about loss caused by damage. The over-time loss from Petrified blood is not damage.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Waniritxxxiii

Wait so in the screen shot this post is referencing there is petrified blood expected life, but no petrified blood spikes. Did the player disable petrified blood while there was damage staggered still or do the spikes not always show or is this screenshot from a build before the spikes were added or something else?

Probably recorded before the spike visuals were finished, but I'm pretty sure it will look like that if you turn off petrified blood while the loss of life remains.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Waniritxxxiii

Thanks for the clarification. I have another question regarding petrified blood mechanics if you don't mind. You have confirmed that it grants an overleech mechanic because life never reaches maximum.

How would this work with Eternal Youth and Wicked Ward?

I suspect that we could technically get an "over-recharge" effect where say we start recharging, get to 50% after 1 second of recharge, get hit by a mob at 2 seconds, and continue recharging for another 2 seconds back up to 'full' without having to wait for recharge to start again.

Is this accurate or will the Eternal Youth life recharge stop at 50% life with petrified blood?

Recharge, unlike leech, has no interaction with reaching full in the first place. Recharge does not stop when ES (or life) is filled. There is thus no concept of "over-recharge". It's just recharge.