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Stats don't simply cap at 12. Bonuses act independently of your innate stats.
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After a certain point their effective use is almost nothing. Mortal Medicine X4 alone with max recovery is extremely quick on a warlock. So much so that while you experiment is nice the added stacking effects aren't terrifically useful compared to more contemporary alternatives. I still miss when you could trigger health Regen on melee hits.
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There is such a thing as diminishing returns, but that's not what you said.
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There is, do you have any numbers on the differences between using each one individually?
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Sadly that is very difficult to do empirically. Unlike armor there is not an clear objective measurement. The only way to tell the difference is to time how long it takes heal from damage. Which can be finicky, especially when dealing with such short windows of time.
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I've seen people use the frames but I understand what you mean. The reason I ask is that I know from personal experience that Regen time can affect a fight drastically. A difference of say 0.1 seconds vs. 0.7 seconds is noticeable and could mean the difference between winning a losing in PvP. Though I don't think I've ever managed a X4 mortal Medicine in all my PvP matches so it'd be more of an ideal situation than anything.
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Well frames are time. Every frame is 1/30 of a second. The issue is keeping consistency. Making sure that you're healing the same amount of damage every time. Making sure you have all the buffs every time. The fantastic issue of Blink removing my entire HUD so I can't see my health bar to know when I actually start healing. And no, you're probably never going to get a full stack of Mortal Medicine in PvP. This is purely academic. The chances that you'll be able to stack all these buffs appropriately and then actually even need them are pretty damn slim.
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Neat thought though.