to be fair, my heal cap knowledge hasn't really been renewed since before the stat cap got changed, so i wouldn't be surprised if that was the case. i haven't been paying close enough attention to have learned otherwise :(
that all said, no complaints from me that kolja still has room to grow in the healing department :)
YES! You've managed to find all the pieces to my bracelet! To thank you for this, I am giving you one of my very special items!
- - - - [tp=Linsley] - [egg=Linsley] [B][Url=http://style-file.org/index.php?page=search&search=Linsley]My Style File[/url][/b] [Tree=linsley]
The healing cap was increased from 7500 to 9999 HP (not 10K, go figure), which means 10% healers can heal as much as 999HP now.
Like that :

Although apparently, if you have a 11%+ healer, you can heal more than 999HP.. but only if you're under 9999HP. If you go over it, it resets to 999 heal. I'm over it so I can't test for sure but a few people have reported that
Scrolls remain not capped
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wouldn't it make a lot more sense if 11% healed 1099, and 12% healed 1199?
Maybe not. The whole point of introducing a heal cap was so that people wouldn't heal a gazillion amount at high health figures. Moreover, god weapons and the the like (10% healers) are supposed to be top notch, meaning that if they can't heal more than 1K, neither should other weapons. Again assuming that you're over the cap, which not many people are now since it was just raised a few months ago, but that will surely stabilize over the next few months
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what is the 11% healer? the 12% healer is also top notch, big boss prize that does 100 icons in defense and has a slightly better heal to make up for the slightly worse offense it does. It only makes sense for these weapons to remain the way they worked precap, changing them after so they're on par with something else is a straight nerf to that weapon. they aren't going to be better weapons after the healing cap with the more logical healing numbers if they weren't better beforehand.
I don't understand why they have to make certain features that once you hit a certain point by increasing your stats, you actually get weaker. it does not make sense.
I'm not sure what weapons you're referring to specifically, but there used to be a bunch of healers that could heal 11-17% or even up to 27% (turkey quill).
You wouldn't be getting weaker if it wasn't possible to heal more than 999 in the first place
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Fixing it so 999 was a solid cap would make sense too, but capping it at (heal%*10000)-1 makes more sense to me since it preserves the weapon's stats, you just get no further benefit from additional health.
i could be wrong but the turkey quill may currently not be covered by the heal cap (that should change if it's not).
The reborn wand isnt either, but idk if that extra heal is worth the terrible stats. Still, wouldnt bother me if that gets standardized/a heal cap.
Let's keep that between us for now, I was about to test it :P
I'm going through the Weapon's Guide right now to find a few healers, and it appears that Cherry Blossom Scythe has a chance to heal 33% (and also a chance to block all the icons?). IDK what the chances of that are, but I wonder if it's capped or if you'd actually have a chance to heal heal 3.3K+ at 10k+ HP
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I honestly doubt that weapons with those procs will get capped. no point in capping a weapon that you will not use anyway because it doesn't have good enough stats to bother with.

33% heal AND full block.
but took me easily 20+ turns for it to show.

That one works too! Ha, the possibilities :D
It did take me about 20 turns for it to heal 27% too though. It's still fun!
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OH GOD. Throw in the GoTF or 10% scroll if over 15k hp, BAM! infinite health
.... except no damage done.
The Bluud Wand, which has a solid 15-20% heal, is capped. That would have been too much.
BUT the Cuirass of Deathward and the Welldweller Cuirass, that heal 8-15% each, appear to not be capped. They don't do any damage obviously, but they're good shields for their icons
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See, that can be interesting though. In some situations, it could give a serious advantage at 9999 HP if paired with another weapon and a scroll (up to 4K heal), that you wouldn't get 1 HP later.
and that indeed does not make much sense
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i'd have to think these outlier weapons were left as is either because they're replaced in later tiers because they're too lacking in offense and/or defense to make a worthwhile addition to anyone's set, or the whole thing just wasn't thought out all the way.
admittedly i'm probably not going to make a spot for the bluud wand in my default set, but it does seem fun to fool around with.