Diablo® III

List of Life-on-Hit for Wizards

92 Human Paladin
13000
All of these tests were done in Act 1 of Inferno on the slow zombies. I need some help from the rest of you wizards in helping me correct and refine some of these values. They're only rough values at the moment because I haven't had time to do more extensive testing (and because the life-on-hit ring I was using was a low value, so there's rounding error). In any event, I thought it would be useful.

When I refer to a % value, that's the percent of life-on-hit you get. So if you cast Magic Missile and you have 100 life on hit, you get 100 life, but casting Arcane Orb only gives you 33 life per target hit by the explosion.

EDIT: Updated values! More accurate! As of May 29, 2012
EDIT: June 20, 2012 -- It appears as though these coefficients are the same for Prodigy and Critical Mass according to the dev QA. The reason it may not seem like it for Critical Mass is because you have to crit first, and then that crit has a % chance of proccing it, so you get double RNG'd.

Life per Hit (Inferno)

-------------SIGNATURE SPELLS--------------
Magic Missle:
-Charged Blast: 100% (single target)
-Split: 33.8% per target hit
-Penetrating Blast: 24.6% per target hit
-Attunement: 100% (single target)
-Seeker: 100% (single target)

Shock Pulse:
-Explosive Bolts: 16.5% per target hit per bolt + 33% on explosion
-Fire Bolts: 33% per target hit. This includes per bolt. If more than 1 bolt hits, you get the benefit of both (ie: 2 bolts is double the healing 1 bolt is)
-Piercing Orb: 25% per target hit
-Lightning Affinity: 33% per target hit
-Living Lightning: 2% per tiny shock.

Spectral Blade:
-Deep Cuts: 88.8% per target per triple hit, bleed generates no healing.
-Impactful Blade: 66.6% per target per triple hit.
-Siphoning Blade: 66.6% per target per triple hit.
-Healing Blades: 66.6% per target per triple hit.
-Thrown Blade: 33.3% per target per triple hit.

Electrocute:

-Chain Lightning: 16.5% per target hit
-Forked Lightning: 16.7% per target hit, unsure of auxiliary bolt healing (test?)
-Lightning Blast: 16.7% per target hit, successive hits heal all in one tick as a lump sum
-Surge of Power: 25% per target hit
-Arc Lightning: 16.7% per target hit

-------------SECONDARY SPELLS--------------

Ray of Frost:
- (All Runes): 33% per tick for all runes except Sleet Storm. Remember that ticks are every half second, so if you channel for 2 damage ticks (ie: anything longer than a brief touch), you'll see a 66% healing number because it adds them up.
-Sleet Storm: 50% per target per tick

Arcane Orb:
-Obliteration: 33% per target hit
-Arcane Orbit: 25% per target hit
-Arcane Nova: 16.7% per target hit
-Tap the Source: 33% per target hit
-Celestial Orb: 20% per target hit

Arcane Torrent:
-Disruption: 20% per missile per target hit
-Death Blossom: 60% per missile per target hit
-Arcane Mines: 50% per mine explosion per target hit
-Power Stone: 20% per missile per target hit
-Cascade: 20% per missile per target hit, cascading missiles generate no healing (? needs further testing)

Disintegrate: (remember that ticks are every half second, so if you channel for longer than 0.5 seconds, you see the sum of the healing for 1 second or 1 tick, which is 22% per target). A "touch tick" in this case is just tapping the monsters with the beam for 1/4 second, not channling.
-Convergence: 11% (22%) per target per touch tick.
-Chaos Nexus: 11% (22%) per target per touch tick + 11% (22%) per target per tick of the sub-beam.
-Volatility: 12.5% (25%) per target per touch tick, explosion value unknown for now
-Entropy: 16.7% (32%) per target per touch tick
-Intensify: 16.7% (32%) per target per touch tick

NOTE: Wraith in this thread did some testing with conflicting results. Here are his results for Disintegrate:

-Convergence: 33.3% per ½ second (per target hit)
-Chaos Nexus: piercing beam 33.3% per ½ second (per target hit), small beams 22.2% per ½ second against 1 target, being near 2 targets gave inconsistent results but seemed to average around 33.3% per ½ second (more testing required), 3 targets either kill me or die too quickly at the spots I tried testing at.
-Volatility: 23.46% per ½ second (per target hit), explosion ???
-Entropy: 50% per ½ second (per target hit)
-Intensify: 50% per ½ second (per target hit)


-------------DEFENSIVE SPELLS--------------
Frost Nova:
-Frozen Mist: 10% per target per tick in the ice patch

Teleport:
-Calamity: 10% per target hit by the wave on arrival

-------------FORCE SPELLS--------------
Wave of Force:
-Impactful Wave: 16.7% per target hit
-Force Affinity: 16.7% per target hit
-Forceful Wave: 16.7% per target hit
-Teleporting Wave: 16.7% per target hit
-Exploding Wave: 16.7% per target per hit. Sub-waves do not generate any healing.

Energy Twister:
-Mistral Breeze: 10% per target per tick
-Gale Force: 10% per target per tick
-Raging Storm: 10% per target per tick, for both big and little tornados
-Wicked Wind: 10% per target per tick
-Storm Chaser: 10% per target per tick of the regular tornados, 21.4% per target per tick for the big sig tornado

Hydra:
-(All Hydras): 0%, they don't heal

Meteor:
-Molten Impact: 50% per target per impact, plus 25% per burning tick per target
-Star Pact: 50% per target per impact, plus 25% per burning tick per target
-Meteor Shower: 19.7% per target per impact
-Comet: 50% per target per impact, plus 25% per cold tick per target
-Liquefy: 50% per target per impact, plus 25% per burning tick per target

NOTE: Further testing on Meteor by Malacar in this thread (seems I made some mistakes testing):

I've made my own tests for the Meteor spell using the same technique (since I use a Meteor spec with heavy crit and AP-on-crit gear) and would like to add some corrections to this data:
Meteor hits (with any rune except for Meteor Shower) yield 25% life-on-hit (same as Meteor ticks), not 50%. It's just that a life-on-hit proc on the initial Meteor impact occurs simultaneously with the first 'burning ground' tick, and healing numbers get merged.

So if a mob gets hit by a Meteor and stands in the fire for its full duration, you get a total of 100% of your life-on-hit amount, not 125%.

Also, Meteor Shower seems to leave a burning ground effect with a shorter duration, which seems to proc life-on-hit with a 10% modifier, but the nature of this spell makes it difficult to test.


Blizzard:
-Grasping Chill: 2% per tick per target
-Frozen Solid: 2% per tick per target
-Snowbound: 2% per tick per target
-Stark Winter: 1% per tick per target
-Unrelenting Storm: 2% per tick per target

-------------CONJURATION SPELLS--------------
Familiar:
-(All Familiars): 0%, they don't heal

-------------MASTERY SPELLS--------------
Archon:
-Arcane Destruction: 20% on explosion per target hit
-(Archon beam ability): 25% per target per tick
-(Archon melee ability): 50% per target hit
-(Archon explosion ability): 20% per target hit

Explosive Blast:
-Unleashed: 33% per target hit
-Time Bomb: 33% per target hit
-Short Fuse: 33% per target hit
-Obliterate: 12.5% per target hit
-Chain Reaction: 11% per target hit per each explosion (you get 3 explosions per cast of the spell)

Credit to Grumbul on the Mirror Image thing here.
Mirror Image:-Mocking Demise: 50% per target hit per image detonation
-Mirror Mimics: 0%, image damage does not heal
Edited by Dekkar#1990 on 6/20/2012 1:50 PM PDT
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Very nice, Sticky Requested. Thanks much from the Wizarding community! =D
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Amazing post, good work.

I was wondering why my HPH regen dropped so much lower on my Spectral Blade build when i switched from Deep Cuts to Impactful Blade. After looking at this tho is makes more sense. Hah, just wish there was 100% accurate numbers, but this is a great start.
Edited by OneTooMany#1524 on 5/27/2012 1:12 PM PDT
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4 Undead Priest
0
you are amazing.
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Wouldn't split be 90%? It's just 30% per target and it's three targets.
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tag, thanks
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Nice work
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Thank you for a very informative post :)
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6 Worgen Hunter
0
Bump/Sticky Requested

This is a worthwhile thread.
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VERY nice
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Compared to other classes Life on Hit on Wizard is underwhelming.
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and thats why i get *@@%d by dmg reflect using the hydra blizzard build.

Thanks for the info OP
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92 Human Paladin
13000
05/27/2012 01:16 PMPosted by elbicnivni
Wouldn't split be 90%? It's just 30% per target and it's three targets.


It's 30% IF you hit all 3 targets with it (or hit 1 target with all 3 missiles if you're right in their face...it's possible to do 150% damage and get 90% healing from life-on-hit if you're in their face).

If you only manage to hit 1 target with the split missile, you get 30% of your life-on-hit. That's why I listed per-target.
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92 Human Paladin
13000
Has anyone done some additional testing so we can get some better values on some of those?
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wait, venom hydra doesn't heal with life on hit anymore?
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05/27/2012 10:56 PMPosted by Doms
wait, venom hydra doesn't heal with life on hit anymore?


Anymore? No hydra has ever triggered life gain.
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05/27/2012 10:58 PMPosted by Flutterguy
wait, venom hydra doesn't heal with life on hit anymore?


Anymore? No hydra has ever triggered life gain.


I heard some guy saying that venom hydra + life on hit works really well and is a border-line exploit - therefore I'm asking.
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good work, will favorite...as steal life on hit is very important for inferno wizzies
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btw curious if familiar does anything.
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This is awesome, cheers!
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