Talk:Armour of Agathys: Difference between revisions
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As stated...If I do Lvl 3 Armour of Agathy, that is 15 Temp HP. Now I take 10 damage, so I am at 5 HP. If Dark One's blessing goes off after killing a target..let's say I'm level 5 Warlock with +4 Wisdom. I should get 5+9=14 Temporariy HP. That doesn't happen. I just stays at 5, doesn't even go to 9. Understand? Per the Temporary Hit Points page in this wiki and Lorian, I should be at 14, for example. | As stated...If I do Lvl 3 Armour of Agathy, that is 15 Temp HP. Now I take 10 damage, so I am at 5 HP. If Dark One's blessing goes off after killing a target..let's say I'm level 5 Warlock with +4 Wisdom. I should get 5+9=14 Temporariy HP. That doesn't happen. I just stays at 5, doesn't even go to 9. Understand? Per the Temporary Hit Points page in this wiki and Lorian, I should be at 14, for example. | ||
This discussion is likely more relevant to the [[Hit points|hit points]] page, but a comment there agrees that the "stacking" behavior no longer works. From my own experience, I can confirm it. It was likely a bug that has been fixed, as the descriptions in-game do not support that type of behavior. It should be working as expected now. | |||
--[[Special:Contributions/173.54.102.64|173.54.102.64]] 11:24, 8 November 2023 (CET) |
Latest revision as of 11:25, 8 November 2023
Not gaining additional temporary hit points from other sources.[edit source]
All,
I haven't seen the adding of additional temporary HP from other sources to the CAP of the primary source of temporary HP since I've been playing the game as a Warlock. I'll quote from the temporary hit points page:
There is a special case if the second source is smaller than the first. If you've taken 10 damage since casting that level 3 Armor of Agathys, you have 5 Temporary Hit Points left. If you now cast False Life, it does not overwrite your total with 7, it simply adds 7, for a total of 12. This is because it's still under the "cap" of 15 introduced by Armor of Agathys. A final casting of False Life brings you back up to 15, and the "extra" 4 temporary HP are lost.[1]
Effectively, there's a hidden cap, and a current value. An ability that grants N Temporary Hit Points first raises the cap to N, if necessary, and then adds up to N temporary HP to the current pool, losing any excess. The hidden cap resets if you lose all of your Temporary Hit Points, and the next ability will start from the beginning.
Has anyone else seen this issue? My examples would be from say, Heroism or Dark One's blessing.
— unsigned comment by Abyssus (talk) 16:10, 6 November 2023
- Er, what is the inaccuracy here? I'm not entirely sure I understand. - Sky (talk) 16:54, 6 November 2023 (CET)
As stated...If I do Lvl 3 Armour of Agathy, that is 15 Temp HP. Now I take 10 damage, so I am at 5 HP. If Dark One's blessing goes off after killing a target..let's say I'm level 5 Warlock with +4 Wisdom. I should get 5+9=14 Temporariy HP. That doesn't happen. I just stays at 5, doesn't even go to 9. Understand? Per the Temporary Hit Points page in this wiki and Lorian, I should be at 14, for example.
This discussion is likely more relevant to the hit points page, but a comment there agrees that the "stacking" behavior no longer works. From my own experience, I can confirm it. It was likely a bug that has been fixed, as the descriptions in-game do not support that type of behavior. It should be working as expected now.
--173.54.102.64 11:24, 8 November 2023 (CET)