Petrified Blood

Petrified Bloods "mitigation" aspect should work with the Low Life threshold, and not with "below half life".
Just like every other part of the skill already does:

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Petrified Blood wrote:
Life Recovery other than Flasks cannot Recover Life to above Low Life
When taking Damage from Hits, 40% of Life loss below half Life is Prevented, then (100-81)% of Life loss prevented this way is lost over 4 seconds
Skills gain a Base Life Cost equal to 40% of Base Mana Cost while not on Low Life


I do not see a reason for it not to do that at least, maybe someone can enlighten me if there is a good one. It'd be a very small Buff to an underperforming Skill, and it'd make the wording more consistent and understandable.

I'm specifically asking for this since this Life Mastery exists:
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Life Mastery wrote:
You count as on Low Life while at 55% of maximum Life or below

(it's the only way to actually change the Low Life threshold as of right now to my knowledge)

Petrified Blood is very cool and enables some things, but it's certainly not overpowered and neither are the things it enables. It's sad to see only 6 Characters on the Keepers SCLadder use it, and only 1 Character in Keepers HC.

Part of that simply comes down to people just following the "Meta", but it's mostly because Petrified Blood is weak. Making it work with the Low Life Threshold changing Mastery would buff it a tiny bit, but it'd hardly be over the top. And it'd make the Skill Gem Description more consistent and easy to understand.

On a Character that's sitting at 50% Health with Petrified Blood right now, you have effectively only 83.33% of your possible max Hit.
If it worked with the Life Mastery and you sat at 55% Health instead, it'd still be only 91.66% of your possible max Hit.

Obviously this is far from all that there is to Petrified Blood, but everything together is just a too weak package (though it is very fun and interesting) that is additionally hard to understand. This change would fix it slightly in my opinion, while keeping the intended downsides just the same.

Maybe this never was considered since it would have been too strong with Anomalous Petrified Blood, which was introduced one patch later, or since there were some other changes to Low Life Threshold planned? The former doesn't exist anymore for a long time now, the latter never happened.


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Last edited by Guffinn#6759 on Nov 14, 2025, 8:56:44 PM
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Guffinn#6759 wrote:
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Petrified Blood is not weak. Why do you think people use Progenesis? Besides enabling an entire archetype of low life casters and attack builds, as well as being a staple on Path Finders with Master Surgeon, delaying when you take damage is incredible if combined with high recovery and/or recoup.

You may think that going from 50% -> 55% threshold for Petrified Blood is just a "small thing", but really its impact cannot be understated. It would increase effective health by 10% and move the threshold at which you can get one-shot further.

The 5% between the PB threshold and Low Life threshold with Life mastery allocated is a nice extra buffer without being OP. But when combined with other sources of delay such as Progenesis, it becomes too much.

I use Petrified Blood on quite a few builds. Please be aware of the implications of such a change!
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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I use Petrified Blood on quite a few builds. Please be aware of the implications of such a change!

I do so as well right now, and I did so ever since it was introduced.
I'm more aware of the implications than you I'd say, at least considering what you wrote:

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You may think that going from 50% -> 55% threshold for Petrified Blood is just a "small thing", but really its impact cannot be understated. It would increase effective health by 10% and move the threshold at which you can get one-shot further.

No, instead it seems clear that you misunderstand Petrified Blood?
PB does not increase your max hit. It lowers it. At least in 99% of use cases where you actually play on Low Life.

As I wrote in the post you quoted: PB alone and playing on LL means you only have 83.33% of the max hit you would have if you didn't. You lower your max hit with PB.
This is very clearly an intended downside of PB, it would be too strong if it actually increased your max hit by a relevant margin. My point is that this downside is too big for no reason.
Making it work with the low life theshold mastery would still mean you have less max hit than without PB, just slightly less so for some passive point investment.

The intended upside would be: what people refer to as the "Effective Hit Pool" (which is different from max Hit) is higher than without PB. Meaning, you can take more hits that don't one shot you in a row without dying than without PB.
But even that is only true to a very limited degree. I put the math for you at the bottom.

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Why do you think people use Progenesis?

Because it's very strong at absolutley no downside or remotely comparable opportunity cost.
Progenesis increases your max Hit, PB lowers it. PB requires a lot of reservation, at least one gem slot (+ more if you want to make proper use of the life reservation). Progenesis is a Flask slot for pure, very strong upside. What a weird question, it is just not comparable at all.

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enabling an entire archetype of low life casters and attack builds

I quite literally mentioned that it enables some fun things, yes. It's a fun skill, which is why I use it.

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Delaying when you take damage is incredible if combined with high recovery and/or recoup

In a vacuum that statement is correct, e.g. when applied to Progenesis.
But again, this shows a fundamental misunderstanding of PB.




Maybe this helps you:
L = Life
D = Hit Damage taken

Max Hit for a non PB build at full Life L is obviously D = L.
Max Hit for a PB build (take 60% of hit) on LL (50%) is: L*0.5 = D*0.6 -> solve for D -> D ~ 0.8333L
The max hit is lower.

Now for the "effective Hit Pool" over Time, I made you a nice Graph you can play with here:
https://www.desmos.com/calculator/jvl1hrodhk

Assume one Hit of D per Second.
R = Total Life Recovery per Second
n = Number of Hits taken
t = elapsed Time since last Hit
Dpb = Current Health Loss per Second from PB degen

The red graph is the life of a non-PB character that starts on full Life, the green graph is the life of a PB character that starts on low life.
You can enable a black one if you click on it in the list, which represents the proposed Buff.

I won't bore you with the math, you can play with the sliders yourself.
If you want a conclusion for EHP: In the cases where you DO NOT get one shot on either setup and survive more than 4 hits in, PB only wins longterm if your Recovery/s is roughly over 80% of your incoming Damage/s.

That can and does happen, but it is an outlier (it requires dedicated investment, and then that's fine).




PB is fun and fine and enables things, but it's a BIG loss for max Hit and only with a lot of recovery a gain for EHP.
In my opinion, this + the entire opportunity cost of it would justify some small buffs. And yes, what I proposed would be small buffs. It'd still be less max Hit (91.66%), and it'd still need a lot of recovery (~77% of incoming Damage/s, instead of 80%) to outlast non-PB in sustained circumstances.

It wouldn't even need to be the change I initially proposed. It'd already be cool if the damage prevention could be buffed a bit instead. Same result more or less. I just think that changing it to work with the low life threshold results in the skill making more sense for newer players (and you have some additional opportunity cost via needing to take the life mastery then)
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Last edited by Guffinn#6759 on Jan 16, 2026, 10:47:42 PM

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