Dexxer tip-heal thyself

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archaicsubrosa77
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Dexxer tip-heal thyself

Post by archaicsubrosa77 »

If you are expecting a fight you can do two things to get a jump on your bandage timer as you can't apply bandages to a fully healed person including yourself.

One-pop a magic trapped pouch...you know those little bags you use to unparalyze yourself,

Two-carry a magical wizards hat on you...it saves your pouches when you need them but if you put it on then take it off you will lose five hits but you will be able to get a jump start on your bandage timer. Seeing you bounce to full health so quickly often causes your opponent to lose some morale especially if his hits start dropping quick.

You would only do this when you are at full and about to engage/re-engage, or are expecting to be dumped on and similar circumstances such as these.

This is also a good trick for thieves who want to buy some extra time in stealing rather then run in then back right away to lick their wounds once their target gets a bit violent.
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Re: Dexxer tip-heal thyself

Post by MatronDeWinter »

If you use a magical wizards hat to prep your bandage, you are basically entering the fight with 95hp. If you just use a pouch, you will probably regen the 1hp loss back up before they even hit you. Think of how many times you see people with 100 str redline at 0-4%. That little 5hp makes a HUGE difference because of the way spell damages and the average weapon damage adds up.

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Re: Dexxer tip-heal thyself

Post by Sandro »

pouch does more than 1 dmg, especially if you have 0 resist
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Re: Dexxer tip-heal thyself

Post by MatronDeWinter »

Sandro wrote:pouch does more than 1 dmg, especially if you have 0 resist
Without resist you are very correct. I got up to 9 dmg with 0 resist. However, an 85 resist character averaged out to 1.9 (say 2) dmg, and one with gm resist averaged at 1.3.

I did not know that though.

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Re: Dexxer tip-heal thyself

Post by Mikel123 »

Action delay, too, makes the hat a little less viable, since it takes two actions to put it on and take off, then a third action for the bandage. The system message that says "you must wait to do another action" is really tiny and hard to see in the midst of a fight... so often if you do a couple things in a row, like chug a couple potions and then hit a bandage, you'll get the "you must wait" message but you won't start your bandage. Bottom line, I think the pouch is the better plan. Though even better than that is chugging a white potion to raise your strength.

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Re: Dexxer tip-heal thyself

Post by Pirul »

Mikel123 wrote:Though even better than that is chugging a white potion to raise your strength.
Mikel beat me to it.
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Re: Dexxer tip-heal thyself

Post by archaicsubrosa77 »

It's one extra second for the wizard's hat :?
But you could use all of these methods.
Like in a psych...
Wizard's hat, bandage, drink greater strength...go in looking all pathetic maybe even in deathrobes as you attempt to steal/attack which might make them stick around close to you initially thinking "They got this", or you could say "Heal please"

Wizard's hat is more thrifty though and you never know if someone has a ghoul's touch, good snoop, or likes to cast paralyze until you run out of pouches.
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Re: Dexxer tip-heal thyself

Post by RoadKill »

Pirul wrote:
Mikel123 wrote:Though even better than that is chugging a white potion to raise your strength.
Mikel beat me to it.
Ditto. That's exactly what I would do. For the "investment" it's totally worth it.
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Re: Dexxer tip-heal thyself

Post by Mikel123 »

As I tried to explain, it's not about the extra second (which, by the way, is important) but more that the more things you queue up, the more likely it is that Razor will skip one. Like, the important one - the bandage.

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Re: Dexxer tip-heal thyself

Post by Pirul »

Plus, why on earth would you want to go into battle at less than 100%? If drinking a white pot allows you to start your bandaid timer AND begin fighting at 100 HP's (at least), why start at 95?
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