I've never had this happen before, so I thought I'd post about it, here. One of never stapling's two effects is the damage it does, but I find that after one hit with the spell, the second and third actually appear to increase the life line displayed on enemies.
I think he means the first level of the skill. The sleeping one. I noticed it was healing me by like 12 hp or something every time I used it. EDIT:hurp derp reading comprehension I didnt get to nerve staple (accidently casted the tenebrus rift too close to myself and died INSTANTLY) but yeah the first level of psionics was healing me with every use.
Honestly I think it could stay. It's nice for a quick "oh god oh jeez oh no im gonna die oh jeez" moment where you dont have the luxury to walk around and collect the crystals.
It reduces their max life by 3; it seems the bar moves much farther than that. I don't *think* you can cast it on yourself, but a glitched heal that stunned yourself for 3 turns would only really be useful if you were about to die to Acid Burn or something. Btw you can summon crystals on top of yourself to get 4 hp instantly, and they also stack on the floor. It's not a bad idea when you reach an evil chest to stock the surrounding hallway with piles of +40 hp twinkly happiness to run to.
What I mean in my game was when I used the sleep skill from level 1 of the tree I would hurt a diggle 3 damage or whatever then heal myself for a lot at the same time.
Not sleeping; nerve stapling. I would cast it at a monster--for example, that scaly, upright reptile with the crown, whose name escapes me at the moment--and its life bar would decrease. Fine; I'd cast it again, either while the first shot was still active, or not. It made no difference: the red (indicating life) actually increased with each successive application of nerve staple. Strangest thing. I've been using it regularly for months, never saw this before. Of course, I could have missed it, but it's not likely.
Let me bug up and give a giant, neon-lit warning sign on this. I just remembered that I've been playing with mods in place, and while the mods are well-tested--the latest FaxPax, Compleat Essential Skills, and Roguish Renovation--anomalies are always possible, especially with new patches. So, I'll caveat myself on this one. My apologies for not remembering, sooner.
It does reduce their maximum life, increasing the ratio between current and maximum life and appearing to heal them.
Nerve Staple deals and also adds each successive time it is used. But unless I am being really noobish affter playing DoD for forever, I am pretty sure that having extra resistance doesn't heal you...
I'll try to explain what's going on. It's basically a mathematical trick being applied to the health bar that makes it look like the monster is healing when it actually isn't. Let's say the Monster has 30 health, and so it's health bar looks like this: Code: ============================== (100% full, 30 hp) You nerve staple for... let's say 21 . The amount scales with your , but if we assume you had just enough to 21 damage, then we'd expect it to make their health bar look like: Code: =========..................... (30% full, 9 out of 30 hp) But it also gives them -3, which results in -3 , so the health bar actually looks more like: Code: ==========.................... (33% full, 9 out of 27 hp) Just a tiny bit longer than it would appear to be if there weren't a penalty. So you blast them again. But in addition to the -3 debuff, the first Nerve Staple also gave them +20 . (Seriously, it gives the monsters +20 resist every time you use it on them, it's in the spell code for Nerve Staple. It's a weird spell.) Since you were only doing 21 damage before, this second Nerve Staple gets just 1 damage through. If you knew about the but not the / penalty you'd expect their health bar to look like this: Code: ========...................... (27% full, 8 out of 30 hp) But what you actually see is: Code: ==========.................... (33% full, 8 out of 24 hp) Just a tiny bit longer because their current hit points are a larger percentage of their current maximum hit points. The health bar keeps scaling with each casting because the ends of it are not 0 hp and 30 hp, they're instead 0% of maximum health and 100% of current maximum health after the penalty is applied. Now let's say you staple them a third time. They've got 40 gained from the two previous staples's side effects, so this time they take no damage. However, their continues to drop, and with it their max . Now it looks like: Code: ===========................... (38% full, 8 out of 21 hp) They have the exact same amount of health they had after the second blast, but a slightly larger part of their health bar is red, giving the mistaken impression that the monster healed.