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Why not elementalists?[edit]

why would this not be used by Elementalists?

Elementalists are, at the moment, the only PURE ranged class (there are a couple Necromancer skills where you need to be relatively close to use them so they're a pseudo-melee class... sorta... if that makes any sense) so for the most part Elementalists will be staying out of the thick of things and bombarding the place with spells while at the same time they can kite in Water Attunement and heal up if their health gets too low for comfort. Vitality doesn't play TOO big a role in their playstyle (as it stands with our current information) 05:49, 26 October 2010 (UTC)
Perhaps an error was made. While I agree with 68.144, the actually numbers are perhaps off. We can see here, that all professions (except the ele) have 4 attributes, the ele apparently only has 3. Venom20 User Venom20-icon-0602-sm-black.png 12:28, 26 October 2010 (UTC)
Lets not forget that Necromancers also have abilities that require for them to sacrifice health. A bigger healthpool will aid their survivabilty after using these skills and also would allow them to activate more of them if the health cost is flat instead of modular. 18:10, 26 October 2010 (UTC)

Vitality to health ratio[edit]

Is there any source that states that each point of vitality increases health by 10 points? Based on this video, an Elementalist gains 165 health from level 58 to level 59, with the latter having a total of 8 795 health and 795 vitality. At a rate of 1:10 points, that means that, disregarding vitality, a level 59 elementalist has 845 health, and considering it just gained 165 health in a single level, something else seems amiss here. The only thing I can think of is that attributes are all increased by a flat amount upon leveling up; however, I cannot yet find a video where the player views the stats before leveling up or where the player increases vitality upon leveling, so I cannot be sure. Any ideas or sources? —Proton 02:36, 26 December 2011 (UTC)

I think Elementalists are different in this. And I'm not sure if it's level based. Did a little test with my Mesmer. Increased my Vitality with 3 points and gained 20 extra health, this was at level 35. This means a +10 vitality boost will be +60-70 health. But as I said before this is with a mesmer on lvl 35, no idea if this changes is level based. --Dagoh 14:17, 16 June 2012 (UTC)

I've just tried to test vitality on my Ele L80, just to have some more data: 256pts vitality (on accessories) give +2.560HP is 1:10 for Eles too.-- 19:55, 18 November 2012 (UTC)

At level 80[edit]

Mango Pie (30m) 85 tick +70 vit

Peach Pie (30m) 69 tick +60 vit

Pumpkin Pie (30m) 53 tick +50 vit

Raspberry Pie (1h) 37 tick +40 vit

Grape Pie (30m) 37 tick +40 vit

Shiverpeak Popper (10m) 37 tick +40 vit (+vit not on tooltip until used)

Banana Cream Pie (30m) 29 tick

Apple Pie (30m) 21 tick

Bowl of Gelatinous Ooze Custard (1h) 21 tick

Apple Tart (15m) 21 tick

Kastaz Roasted Poultry (1h) 21 tick

Stick of Cotton Candy (10m) 21 tick

Seraph Standard Ration (10m) 21 tick --The preceding unsigned comment was added by (talk).

Changing Vitality[edit]

What happens to a player's health pool if his vitality changes in mid-combat, e.g. as a result of weapon swapping? I could imagine that it might:

  • Try to preserve your current amount of health (in which case lowering your vitality might reduce your current health, and raising it again would not get it back)
  • Try to preserve your current amount of damage (in which case lowering your vitality will always reduce your current health, and raising it will always increase it again--and lowering your vitality could theoretically reduce you to 0 or less health)
  • Try to preserve your current ratio of health to max health (in which case temporarily gaining vitality before taking damage will effectively reduce the damage you take, and temporarily losing vitality before receiving healing will effectively increase the healing you receive)
  • Do something that I haven't thought of

Anyone know? --Felbryn 17:54, 1 November 2012 (UTC)

I came here looking to the answer to this. I don't know but I can give one example that suggests it is the third possibility. The Engineer's Elixir X gives a rather significant health boost for a short time, but I found that if I was nearly dead before drinking it didn't help my survival. Some testing showed that the health ratio stays the same both when Elixir X is drunk as well as when the effect expires. This may or may not extend to vitality changes from switching weapons as well. --Acru 06:37, 17 January 2013 (UTC)
Just tested this, it the game preserves the ratio of current to max health. Recorded max health with a +Vitality set and without. Took falling damage without the +Vitality set and swapped to it before regen started, recording HP total before and after, then did the reverse, took damage with the +Vitality set equipped and swapped it away. In both scenarios, the ratio of current to max health stayed consistent following the weapon swap. --Aspirant Fool (talk) 00:37, 18 May 2014 (UTC)

Calculations for Vitality[edit]

I have removed different pieces of armor and weapons that added vitality, and I have come up with a very nice and clean ratio for vitality and health. Although, I have only done this on my elementalist character. I doubt that this varries between different races and classes, but I came up with the following:

1 point of vitality = 10 points of health

Very simple, and I am surprised it boiled down to it. If anyone has anything to add or did more testing, that would be good, but that is what I have for now. {{subst:unsigned ip|