Blood Parasite Testing

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New postby Zao » 28 Jul 2010, 11:17

Since I was able to finally log on to the EU realms again, I could do some testing on the Blood Parasite on the heroic testing dummy in Acherus.

What I can say definetly are these things: Bloodworms healing and Health is based on your own health pool.
with

33850 Health they had 8164 HP and healed me for 408 per stack of Blood Gorged.

58400 Health they had 14192 HP and healed me for 709 per stack of Blood Gorged.

They always spawn inside the Mob and then move behind it, and do not seem to have any sort of icd or ppm, since I had everything from 1-4 at a time.
their damage seems fairly random and ranges from 200-280 per hit when fully equipped.
Their heal can crit, but I only had the heal crit once in 20 worms.

Now, what I'm not sure about are the stacks of Blood Gorged. It seems to be moderately intelligent, since the bloodworms almost always lasted the full 20 seconds (14 stacks) until they burst when I was at full health, but they burst with as few as 3 stacks when I was on ~50%. and 7 stacks when I was above 75%. I couldn't deduce an exact system to it though.

All in all they do seem to be much more useful than the current live version, since they heal for a higher percentage and don't die as fast.

http://www.worldoflogs.com/reports/j84s6dpp49u5aqw0/

That's the Stoncecore run I did today. The best boss to look at is Izruk, since he's a straightforward boss, with a bit of AoE damage going around. The worms did around 4% healing with 10-15% overhealing on me. That's not too shabby, especially when considering that the healing gets better the more damage everyone takes. The little overhealing also seems to confirm that the blood burst is intelligent and adjusts itself to the current health.


On a side note: To take Blood parasites I tokk the two points from Crimson Scourge and managed AoE tanking just fine.
Last edited by Zao on 28 Jul 2010, 19:25, edited 2 times in total.
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New postby Satorri » 28 Jul 2010, 11:55

I'm also curious to test the splash heal behavior which could be a very very nice raid buff.

They are far more resilient little buggers since I believe they've received basic pet protection, and heal themselves with every hit they land.
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New postby Zao » 28 Jul 2010, 12:19

Yeah I wanted to test that first, but for some reason WoL won't let me upload any logs, and it's impossible to see anything of value in a group with only the standard combatlog :/.

I can however tell you that Blood burst healed the worms for the exact same amount as it healed me, although it was all overheal since their HP was set to 0 at the same time.

Edit: I just did a full run of Stonecore with Blood Parasites and /combatlog running. But I still can't upload my parse, could I mail the log to someone with a working WoL account?

Edit2: got the parse finally running.
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New postby Gravity » 28 Jul 2010, 22:18

The next thing to test, one day, would be what is the range of the proximity heal from the parasite.
I like these parasites! Also blogged your findings.
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New postby Insolence » 28 Jul 2010, 22:27

Yeah they're quite useful, did some Vasj'ir Questing with them today and they were really nice, albeit ugly. The Heals however can Crit, which may become rather OP.... Well it'll be interesting to test them in Raids.

Wonder if Blizz will bring back those Patchwerk style Dummies they had during the 3.2 PTRs (or was it 3.1?) to test the new Avoidance Changes, that would be awesome.
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New postby Zao » 28 Jul 2010, 22:45

Gravity wrote:The next thing to test, one day, would be what is the range of the proximity heal from the parasite.
I like these parasites! Also blogged your findings.

Hope it helps
As for the proximity thing: If someone knows how to datamine stuff: The spell is called Blood Burst.

wowhead's beta site has got a spell called Blood Burst, which seems to be correct, but I shows a range of 0 which means that it's only the selfkill. That or the range is unlimited and it heals as many "allies" as possible, which is unlikely.
Last edited by Zao on 28 Jul 2010, 22:47, edited 1 time in total.
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New postby Consider » 29 Jul 2010, 01:17

So, basically, they have 24% of your health and heal for 1.2%/stack, up to the maximum of 24%?

Interesting.
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New postby Satorri » 29 Jul 2010, 11:52

I would take any numbers currently with a grain of sand, *but* I think it is fair to assume that they will remain a % of your max health and not be overly small in measure (like say 1-2%).

The main thing I am curious to see will be if it sets at a identical heal on all targets, say 10% all around like Glyph of Rune Tap, or if it will split the heal in some measure and/or have a target limit. None of these would talk me out of taking it, but it would shift the value between significant tank value and significant raid value depending on how many people are hanging out in melee range.

For range, it also will beg the question of what happens on bosses with huge hit boxes. I would assume the burst is standard melee range (8 yards), which probably would not be listed as a range or have a number value attached. If that is in fact the case, bosses with huge hit boxes could mean no one gets hit except the pets.
Last edited by Satorri on 29 Jul 2010, 11:53, edited 1 time in total.
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New postby Gravity » 29 Jul 2010, 12:16

I think this one of the more interesting talent additions, let's hope it's utility and benefit have some payoff.
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New postby Insolence » 29 Jul 2010, 12:31

While we're on the subject of Healing -

Wouldn't increasing Death Strike's Healing make sense? They removed the Talents that increased it's Healing by 75%, the new Rune System means less Death Strikes so if they want us to keep getting the same amount of Healing from it wouldn't they need to increase it now?
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New postby Gravity » 29 Jul 2010, 12:56

We do get a bubble with it too, now, I guess that's an offset.
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New postby Insolence » 29 Jul 2010, 13:27

True. Hope the Healing from that is decent enough to make up for it though. Hopefully it'll be back anytime soon too :D
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New postby Zao » 29 Jul 2010, 14:26

Okay...just did some more testing.

The healing range is between 8 yards (minimum DG range) and 20 yards (max IT range).
There seems to be no target limit since it healed allof my AotD ghouls, my pet ghouls and myself.
It healed each ghould and myself for the same amount.
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New postby shax » 29 Jul 2010, 15:20

Did the same testing with a friends account (I did not get one). We joined groups with a Hunter, he moved further and further away. Too bad we had no range-checker, but according to ability-ranges the range of the Blood Parasites is around 20 yards - maybe slightly less.
And, as stated above, the heal seems to have no target limit. Healed Hunter + Pet, me, AotD and summoned Gouhl.
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New postby hozzer » 29 Jul 2010, 16:46

Sounds like that's going to require some tuning >_>.
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