Difference between revisions of "Life per Kill"

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A common [[modifier]] on weapons in Diablo III, '''Life After Each Kill''' grants the player X hit points per monster slaughtered.
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Life per Kill or "LpK" is a character property that details how much life a character gains for each enemy killed. The bonus is always a set figure, never a percentage, and is tabulated for each enemy killed, regardless of their size or difficulty -- this modifier awards the same bonus whether a character kills an Act Boss or the lowliest trash mob.  
  
Leech will not be found in Diablo III; not at all, or else very rarely. In its absence, properties like LAEK will likely be quite useful.
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While less valued than [[Life per Hit]], LpK is a useful modifier in Reaper of Souls, and much improved in value from its Diablo 3 origin. Some reasons for the increased value of this modifier in the expansion:
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* Characters have much deeper health pools and require more healing to keep them filled.
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* Monster density is lower in RoS than in D3V post-v1.08, meaning fewer health orbs drop.
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* Life Steal is not functional in the end game of Reaper of Souls, making it harder for characters to keep their health pool topped off between Elite battles.  
  
It's not clear how this one will work for melee characters. After all, this bonus overlaps with that granted by [[health orbs]], in that both will help refill your life, but only after a battle ends. That's nice, but the danger will come from potentially dying during a long battle with a tough enemy; LAEK seems like it would be useless against [[bosses]].
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Life per Kill can be found on numerous item slots in Reaper of Souls, and with higher numbers than in Diablo 3. Characters can easily exceed 10,000 life per kill with several items boosting it.
  
  
[[File:Item-gamescon2010-wrist-spade.jpg|frame|center|Rare [[crafted]] [[fist]] [[weapon]] with +3 LAEK.]]
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==Life Per Kill vs. Life Per Hit==
  
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[[File:Regen-ros1.jpg|right|thumb|300px|Life per _______ fields in [[RoS]].]]
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The difference is exactly what it sounds like. LpK grants hit points for each kill while Life per Hit grants hit points for each successful hit landed on an enemy.
  
[[category:modifiers]]
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* LpK is found with higher numbers and in more item slots. It is classified as a Secondary Affix type and is therefore considered one of the more useful "throw in" type modifiers on Rares and some Legendaries.
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* LpH grants a set number of hit points per hit, whether this kills the enemy or not. (A hit that killed would earn both LpH and LpK.) LpH is found in smaller bonuses and on fewer item type than LpK, and is classifed as a primary affix, making it quit difficulty to accumulate and always forcing a trade off between LpH and other very important Primary Affixes.
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==Life After Each Kill==
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This modifier was called "Life After Each Kill" in Diablo 3, and usually abbreviated to LAEK, or more often LAK (Life After Kill). Despite working exactly as it does in Reaper of Souls, this modifier was not much valued in Diablo 3 since it wasn't necessary. The much smaller health pools were easier to keep filled by health orbs and other healing item affixes and skill properties, most notably [[Life Steal]] and [[Life on Hit]].
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* Return to the [[Reference]] page for more game term definitions.
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[[File:Item-gamescon2010-wrist-spade.jpg|frame|center|Pre-release image of a rare [[crafted]] [[fist]] [[weapon]] with +3 LAEK.]]
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{{Template:Items navbox|basics}}
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[[category:affixes]]
 
[[category:items]]
 
[[category:items]]
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[[category:reference]]

Latest revision as of 22:34, 3 July 2014

Life per Kill or "LpK" is a character property that details how much life a character gains for each enemy killed. The bonus is always a set figure, never a percentage, and is tabulated for each enemy killed, regardless of their size or difficulty -- this modifier awards the same bonus whether a character kills an Act Boss or the lowliest trash mob.

While less valued than Life per Hit, LpK is a useful modifier in Reaper of Souls, and much improved in value from its Diablo 3 origin. Some reasons for the increased value of this modifier in the expansion:

  • Characters have much deeper health pools and require more healing to keep them filled.
  • Monster density is lower in RoS than in D3V post-v1.08, meaning fewer health orbs drop.
  • Life Steal is not functional in the end game of Reaper of Souls, making it harder for characters to keep their health pool topped off between Elite battles.

Life per Kill can be found on numerous item slots in Reaper of Souls, and with higher numbers than in Diablo 3. Characters can easily exceed 10,000 life per kill with several items boosting it.


Life Per Kill vs. Life Per Hit[edit | edit source]

Life per _______ fields in RoS.

The difference is exactly what it sounds like. LpK grants hit points for each kill while Life per Hit grants hit points for each successful hit landed on an enemy.

  • LpK is found with higher numbers and in more item slots. It is classified as a Secondary Affix type and is therefore considered one of the more useful "throw in" type modifiers on Rares and some Legendaries.
  • LpH grants a set number of hit points per hit, whether this kills the enemy or not. (A hit that killed would earn both LpH and LpK.) LpH is found in smaller bonuses and on fewer item type than LpK, and is classifed as a primary affix, making it quit difficulty to accumulate and always forcing a trade off between LpH and other very important Primary Affixes.


Life After Each Kill[edit | edit source]

This modifier was called "Life After Each Kill" in Diablo 3, and usually abbreviated to LAEK, or more often LAK (Life After Kill). Despite working exactly as it does in Reaper of Souls, this modifier was not much valued in Diablo 3 since it wasn't necessary. The much smaller health pools were easier to keep filled by health orbs and other healing item affixes and skill properties, most notably Life Steal and Life on Hit.

  • Return to the Reference page for more game term definitions.
Pre-release image of a rare crafted fist weapon with +3 LAEK.