Talk:Super Elixir
Amount of Healing[edit]
At lvL 80 Super Elixir heals for 380 on impact and 140/sec over time with 0 Compassion. With 100 Compassion it heals for 400 on the impact and 150/sec over time. With 1.120 Compassion it heals for 604 on impact and 252 over time.--Inoshiro 12:37, 15 May 2012 (UTC)
- So the compassion ratio is 20% on impact and 10% per second. Gnarf 12:39, 15 May 2012 (UTC)
Under water[edit]
Under water the command skill to explode the elixir manually for the healing area doesn't seem to work. This skill just instantly goes into recharge and the elixir flies out forward till it hits something or it's max range. Lou Wolfskin 08:53, 13 November 2012 (UTC)
Condition Removal Note[edit]
I would argue that the skill itself isn't removing the condition. It places a combo field down. If someone uses a Projectile Finisher in the combo field, conditions will be removed. I use this effect to provide heavy condition removal to a group if needed.LokiTheKeepr146.6.208.16 20:35, 7 December 2012 (UTC)
- Nope, it removes a condition on impact. Even if you have a condition and do absolutely nothing but lay down a field it'll remove 1 condition.
Tooltip displays an extra 0[edit]
As of 1/5/2013, the tooltip for Super Elixir is displaying a pulse heal of 1,400, instead of the base 140 (at 0 healing power), even though the actual pulse heal still uses the original 140. Is this the same for other players, or should I report this as an individual bug? If it's the same for others, the article could do with a temporary anomaly note. - Infinite - talk 23:05, 5 January 2013 (UTC)
- That is working as intended. The pulse heal represents the total amount healed by the field. Since it lasts 10 seconds, it heals 140x10, which is 1,400. Also, the base heal appears to now have been improved to 204 per pulse, for a grand total of 2,040. 24.165.13.111 22:30, 12 March 2013 (UTC)