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While I do think paladins should have out of combat heals, i'm really glad that at least valkyries do because 5 valks make a great "ambulance" squad.
Then we get into Map heals and how there's technically 3 of those rather than just 1.
internally referred to as "short", "mid" and "long" - they're better thought as "Small", "medium" and "large"
Valks map heal is that third category, with a 1.5x multiplier - the same multiplier templars have for map heals.
Medics have "short" for comparison, which is just a 1x multiplier. Priestesses having the "mid" at 1.25x
so there's alot of compensation for guardian in this picture.
Did not know most of this. Super interesting. Thank you! That makes it make a lot more sense as to why they have no map heal then.
Basically, Paladins are the natural (canon? Not entirely sure the best word to use here) upgrade path of Acolytes, while Valkyries are the natural upgrade of Hospitallers. Since Hospitallers are map healers, he didn't want their natural upgrade path to lose that ability. Acolytes on the other hand aren't losing anything.
I guess it's subjective whether this is a good enough explanation for people, personally I find it odd, since Acolyte -> Valkyrie is much easier to accomplish than Hospitaller -> Valkyrie. Most of my Hospitallers end up as Templars. Or Oracles now.
Also always wanted to know how damage resistances stack, i know it can't be strictly additive because it's pretty easy to get to 100% and it doesn't make you invincible.
That being said - can give a general overview on your points here.
1) all healing uses the same base formula, scaling off of the caster's weapon, caster's magic, and the "defender's" magic. They use different modifiers than normal damage, but otherwise use the exact same functions and processing as damage.
2) damage reduction stacks multiplicatively (ie - guardian applies a 0.75x damage multiplier, which is then multiplied by say 0.75x again if its a dark elemental attack due to elemental resistance of a paladin - netting a 44.75% damage reduction rather than the 50% if it was additive.
3) any damage *bonuses* are additive.