Talk:Angelic Protection
DOOOOOOOOOD!!! Why isn't this skill more popular? This thing is anti-spike in a nutshell. Done25 02:12, 2 August 2007 (UTC)
- I don't know. Maybe because 100 damage per second is still a lot, and it works only as an anti spike skill and nothing more? Nicky Silverstar 16:21, 2 August 2007 (UTC)
- Use it against Shiro's Meditation of the Reaper [Ametefe] 3:23 p.m. August 14, 2007
This skill need serious decrease in recharge like down to 10 or 15 sec. Btw this skill won't stop catapult or leviathan or any spike that takes less than 1 sec from killing the target.
- Does anything stop catapult or leviathan or any spike that takes less than 1 sec from killing the target for that matter? Monk can cast Protective Spirit within a quarter of a second, but no monk can realistically react that fast unless they were expecting it ahead of time, in which case Angelic Protection would work as well. --Eyekwah 10:21, 4 January 2008 (UTC)
- Apparently you don't understand. Prot spirit would work against catapult since it would reduce the damage, so the enchanted person gets hit for 48 instead of 500. Angelic protection doesn't work, since it doesn't reduce the damage, but rather each second that it is in effect, it heals any damage taken since last second over the limit. So catapult still hits for 500, and a second later that ally would get healed for 370. Except they don't since they are dead. This skill is epic fail on so many levels. --193.77.23.92 18:50, 22 January 2008 (UTC)
- Well not even well-coordinated spike groups can deal 500 damage in under a second. If they fail that, they completely defeat the purpose of the spike in the first place, healing the player for well over 3/4ths of the damage they inflicted. That's epic fail, my friend. Lets say it's a riskier Protective Spirit, but it costs less energy. --Eyekwah 17:07, 1 February 2008 (UTC)
- R u mad? 500 damage in under a second for a spike team would be considered terrible. Most are looking at 800+dw, but it goes up to ~1300+dw. In 1/4 of a second, not one second. 86.163.68.58 03:05, 31 December 2008 (UTC)
- Well not even well-coordinated spike groups can deal 500 damage in under a second. If they fail that, they completely defeat the purpose of the spike in the first place, healing the player for well over 3/4ths of the damage they inflicted. That's epic fail, my friend. Lets say it's a riskier Protective Spirit, but it costs less energy. --Eyekwah 17:07, 1 February 2008 (UTC)
- Apparently you don't understand. Prot spirit would work against catapult since it would reduce the damage, so the enchanted person gets hit for 48 instead of 500. Angelic protection doesn't work, since it doesn't reduce the damage, but rather each second that it is in effect, it heals any damage taken since last second over the limit. So catapult still hits for 500, and a second later that ally would get healed for 370. Except they don't since they are dead. This skill is epic fail on so many levels. --193.77.23.92 18:50, 22 January 2008 (UTC)
Can this work against The Base Defenders 999 dmg skill?- 69.115.13.91 04:50, 7 January 2008 (UTC)
- I don't think so. The Base Defender is that kind of overkill used to keep one faction from the last spawn point of the other... There will never be a skill being able to overcome this. In this case... It takes less than a second, so there is nothing left to be healed afterwards..
- I've been meaning to try this. It might offer a way to actually kill a base defender. You'd need insane amounts of HP for your meat shield, and three paragons (if you were perfect in timing). Alternatively, an self enchanter (I used ele since they have many long enchantments) and Symbiosis can get above 1k hp (which I've tried for laughs).StatMan 14:55, 8 July 2009 (UTC)
How does it work?[edit]
How does it work? When the protected ally receives, let's say... a 300 dmg spike in a second, leadership is at 12 (so protection breakpoint is 130). Which one would be correct (my Para's going for survivor track, so I won't want to test being spiked at all)
- He receives 300 damage and is healed afterwards for 170 hp ,(total -130)
- He receives 130 damage and is healed for 170 hp (total +40)
- I think it means he'd receive 130 damage and be healed for whatever over, so in this case he'd be healed for 170, meaning he'd gain 40 life in the end. More likely scenario is that one would still take damage, but it'd be lessened. In this way it is like the 10% life cap per damage hit, except it basically means the most damage a player could receive per second in theory is whatever the cap-off is. So if I had 500 life, and I am under the effects of Angelic Protection, the cap off being 130 damage, it would take at LEAST 3 seconds to die assuming the amount of damage inflicted per second doesn't exceed the total amount of life I have. Chances are though, your entire opponent's team isn't going to spike exactly at 130 damage per second, so it would likely keep you alive for a good 6 or 7 seconds minimum. --80.16.169.162 16:00, 1 February 2008 (UTC)
85.178.242.33 00:00, 12 January 2008 (UTC)
- This skill is like a crappy spirit bond, they should reduce the cooldown to like 4-8 secs 76.26.189.65 22:49, 4 February 2008 (UTC)
lol you can solo 600 with this a p/mo 16 leadrship, 11 smite, 6 pro prayers 10 sec of unlimited heals just take off all armour 68.116.24.145 22:02, 2 August 2008 (UTC)
is the skill where u take x dmg then are healed for x, so if itake 500 dmg and i have 510 hp, will i get a 500hp heal?68.116.24.145
Yeah looks like a PvE skill. Izzy can smite boon this all he wants... we really don't care.--ShadowFog 03:48, 4 November 2008 (UTC)
mechanics[edit]
with testing: used frenzy (no armor on)+ angelic bond at r13=120dmg and let the master of air hit me with lightning orb which did ~500dmg, but i had more health then that. first go i took all the dmg and then was healed. came very close to killing me. second go i had less health and the lightning orb did kill me in one shot.
- You have to be able to sustain the dmg from any packet taken while under angelic protection If you cant then you die before you are healed.
- It seams that this skill needs to see you take more dmg then angelic protection heals for first, unlike spirit bond which will heal you first almost as a preminition.
- If i were to be hit by two light orb within 1 second i would need to survive the first hit and most likely the second hit aswell.
going to add some kinda note on page--Justice 07:31, 2 October 2008 (UTC)
Image[edit]
Looks like a woman being slapped by an octopus or something 82.173.131.5 11:11, 20 April 2009 (UTC)
- pretty sure its supposed to be a sword XD --→Darklɘs McChaosmongɘr 23:49, 2 June 2009 (UTC)
- Dose I smells octopus rape ? *sniff sniff*
3 Paragons?[edit]
Couldn't this be kept up with 3 paragons, one after the other sort of like an Aegis Chain? Than 04:47, 7 June 2009 (UTC)
- Why do you need to keep this up for any reason at all? Pika Fan 04:49, 7 June 2009 (UTC)
Just a way of preventing huge amounts of damage to allies. Suppose a spike was done at a proper time, this would make that spike do almost no damage at all because it's roughly 100-or so damage per second, and a spike deals a lot more than 100 damage per second. Than 05:07, 10 June 2009 (UTC)
- If the whole spike takes less then a second you will not see any use of this skill. It is only the terrible spikes this skill will help against, but the same effect can be achieved by a terrible monk using spirit bond. - 85.225.61.189 08:50, 14 June 2009 (UTC)
Even with a good spiking team, this is a Shout. That's not a 1/4 casting time...it's 0. Oh, and on my first comment I take the Aegis chain thing back since Aegis has a non-blocking ability now (in PvP). Than 05:26, 16 June 2009 (UTC)
This skill is more suited for pve. Drop it on the frontliner as they go in for the aggro. Drop it on the caster who just got targeted by enemy rangers or elementalists. The only real thing i hate about this skill is the rediculously high req needed to make it useful. If you cant get 100 at r12 (even if that were the maximum) its of no use to anyone but someone with a special build for some un-known reason needing high leadership. Justice 05:54, 23 July 2009 (UTC)
Played with this using r15 leadership, 100dmg cap, in FA. It really didnt do anything since 100dmg per second still means death in 5 seconds which for FA can be considered a spike with sub-par healers. Skill is certainly trash in its current form despite me liking the idea behind it. Justice 12:09, 5 August 2009 (UTC)
- Who takes 15 in Leadership with a Paragon anyway? Lou Wolfskin 11:29, 11 December 2009 (UTC)
- 16 on my imbagon... 12 second TNTF ftw!!!
- Lol no reason for that. 10 leadership takes 4 attacks for SY and so does it with 16 leadership....:(82.73.136.207 16:17, 25 June 2010 (UTC)
- You should read the description of TNTF...
- Lol no reason for that. 10 leadership takes 4 attacks for SY and so does it with 16 leadership....:(82.73.136.207 16:17, 25 June 2010 (UTC)
- 16 on my imbagon... 12 second TNTF ftw!!!
Healing vs Health gain[edit]
The descriptions and now categorisations say healing, but they probably mean health gain. Could be interesting to test, even if it's a skill that basically never sees use (though I have plans next weekend for this little thing). If it really is healing it might be possible to crash instances by causing a loop with Scourge Healing, or the user might just die as scourges do damage before the heal... Loggy (talk) 12:32, 23 October 2017 (UTC)
- Okay, as it's affected by Life Attunement it must be healing. So, what if a person hexed with Soul Bind at 18 curses (via Awaken the Blood -> 92 dmg, or Scourge Healing at 16 smiting -> 84 dmg) triggers the healing whilst affected by this at 16 leadership? Loggy (talk) 14:16, 23 October 2017 (UTC)
- I hear the idea of a loop. If the target ally is under the effects of a rank 16 Leadership Angelic Protection, all damage over 90 damage is turned into healing (a 92 damage packet would deal 92 damage and heal for 2). Soul Bind deals 92 damage at rank 18, regardless of how much health is healed. If this healing immediately triggers another Soul Bind, within that second, you would suffer 92 damage, and be healed for 92 health (assuming you can survive the initial 92 damage). This would essentially loop during that second. As soon as the next second occurs, damage is checked again. Assuming the Soul Bind damage occurs on the transition into this new second, a net gain of 0 remains (92 damage, 92 heal). If it doesn't transition into the new second, the loop would stop as there is no incoming damage that is larger than 90. I would test this, but I am terrified of the potential damage that one or more seconds could do.
- Also, not unimportant, is the healer via Angelic Protection the character affected, or the Paragon that used the skill on said character? - Infinite - talk 17:50, 23 October 2017 (UTC)
- Obviously this is a pretty academic discussion as there's no realistic chance this is ever gonna ever happen unless it's arranged. Seems I forgot that this can't self target, so the setup would have to be two paragons with Angelic Protection cast on each other, both under 18+ curse Soul Binds, and then start the experiment with a big enough damage packet (or just run a healing skill on one of the paragons as that would be easier). In theory you get a loop of P1 takes damage -> healed by P2's AP -> SB damages P2 -> healed by P1's AP -> SB damages P1 -> repeat! All this thought in the name of sheer curiosity :P Loggy (talk) 19:20, 23 October 2017 (UTC)
Functionality[edit]
An easy way to understand what this skill does is to think of it as basically limiting the amount of damage a teammate can receive to 250...130...100 per second.
Damage is not reduced while under the effects of this skill. You take the full brunt of whatever you were hit for. However, if that damage is over the threshold, you are healed for the amount over the threshold at the end of the one second interval during which the damage occurred. So, let's say Player A is struck by an attack that deals 500 damage and is under the effects of a rank 15 Angelic Protection. After one second passes, he is healed for 400. Note that any damage received during this interval must be lower than the players remaining health, otherwise they will die. So in all the player still took a net total of 100 damage. Soldier198 (talk) 21:15, 26 January 2023 (UTC)