Plasmic's Guide to Regeneration


CryoTech

 

Posted

Regeneration. Oh what a lovely thing. It keeps us healthy, without doing anything! So, me being me, bored at work with access to nothing but the calculator app., decided to see what it takes between different regeneration rates, to help you know how much from bonuses and powers you need to achieve a certain rate.

The base regeneration rate, is .42%/sec. You will always heal a tic of 5% of your total health when this time is reached. At a base rate, this means that 5%/.42% = a tic every 11.905 seconds base.

Lovely thing with regeneration, is that the more +hp you have, the more hp/sec you will regenerate as well, while not at a faster rate as this increases, but your hit points will be higher each time this occurs.

So, how much is enough, what are you trying to achieve? When looking at your build, you have to think, what powers do you have? What IOs grant how much of which bonuses to max out your regen. While every bit of +regen bonus helps overall, there are certain milestones for which to notice reasonably.

For starters, for any decent +regen build, i always start with the health ability. Granting 40% regen to start and enhanceable within reason to about 78% regeneration.

Off the bat, we're at 178% regeneration. With base this means that adding and slotting health equals 5/(.42 x 1.78) = a tic every 6.69 seconds. Not too shabby for such a simple power. Now with regen, the best part, is with builds that have no self healing ability. Things like shield defense, blasters, storm controllers etc can get great use out of regeneration bonuses. So much so to this date I have had one toon that used aid self, pre-IOs, but post Will be respecced, and will never have another medicine pool toon again, yay!

But back down to business, How much regen is enough? Well, i always say the more the better! But there are those special milestones that just ooze fun. Now one thing i always noticed, was between the regen nerfs. With integration, fast healing and the like. Always noticed health + fast healing took to about a tic every 4 seconds. Integration a few issues ago took that to a tic every 2 seconds, and in the current form takes about a tic every 3 seconds.

This short gaps led to notice just how much of a difference the tic rates mean. So For any build that really can use the +regen, more is better :P.

So without adue, here are the amount of bonuses you need with health included to reach the certain tic/sec value milestones

1 tic every (___) second: (BTW 1.78 is base and health value)

1: (5/1)/.42 - 1.78 = 1012% regen (obviously really only with willpower and regen but now you know!

2: (5/2)/.42 - 1.78 = 418% (rounded up)

3: (5/3)/.42 - 1.78 = 219%

4: (5/4)/.42 - 1.78 = 120% (this is usually the value that most builds going for regen with no outside +regen power besides health try to achieve for)

5: (5/5)/.42 - 1.78 = 60.1% (obviously easier to achieve, and still quite useful)

6: (5/6)/.42 - 1.78 = 20.4%

So those are the values to strive for. I've found the easiest way to achieve these, is with any ranged attack with some devastation/entropic chaos/2 purples. Efficacy adaptor in stamina, numinas in health. You can use 2 cheap scirocco dervish in any pbaoe attack. Any pet class that deals damage can fairly cheaply get 2 pet purples and another set (i think brilliant leadership) getting 20% right there for only 4 slots and maxing most stats you need from them.

If you wanted a quick easy result, a numina unique, numina heal, and regen tissue unique, and 4 efficacy adaptors in stamina along with maxed value on health, is an easy way to reach that 60% regeneration bonus, to grant that quick tic/5 second milestone that any build can achieve.

Its a wonderful tool to help your character stay alive for doing nothing but keeping enemies dead, and mitigated, and i'm righteously grateful for it. Now if only they'd make more purples that had that lovely 16% regen bonus :P Too many have the 4% recovery IMO, MORE REGEN! Enjoy!


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Thanks for taking the time to write this up.

I've been scouring the forums for a while now looking for information on Regen, and your guide doesn't appear to be on any of the main lists. Might be worth contacting Fulmens to see if you can find a spot for it.

If anyone knows of any other sources of info on Regen I'd also be grateful of the heads-up.

So. I've built my Brute (SS/WP) with +Regen as a factor. I have no intention of spending pots of cash on him, so I have a regen tissue +Regen and that's all I'm going for. He's tough as nails anyway, so the Numina can be saved for someone that needs it.

One thing I would like to understand is the relationship between +Regen and +HP. If I have your guide correct, +Regen = a faster time between the ticks, and +HP = more HP back with the tick (5% of more HP = a bigger tick?)

Are there any points where it's better to go for +HP?

Currently, I have a middle-cost build that's giving (according to Mids) 783% Regen with RttC on one target. I also have 133% HP. Checking my understanding of the Maths...

(5/0.42 x 7.83) = 1.52 seconds per tic.

Assuming I have 1,000HP...

That tic restores 5% of (1000 x 1.33) or 66.5 HP whereas without the +HP it would restore 50. Effectively upping the restoration by 1.65%.

Hmm.. I'm sat staring at my maths and thinking "which is better?" Does it really matter that much?

Thanks for the guide. It's really helped me get my head round things. Please feel free to point out errors in my thinking, and let me start trying to understand it again...

Cheers!

-H


 

Posted

No problem. In general i go for the certain amounts of regen where i can, and then go for max hp.

In the case of a willpower toon, you are having so much regeneration to begin with, as you mentioned 783% regeneration against a single target. Even more against mutliple.

In such a case as willpower i would suggest that max hp is a better way to work out your toon. 783% regen - 178% (base plus slotted health with my calc's) = 605%

According to the data thats between 418% and 1012%. So you are going to be regenerating faster than 1 tic every 2 seconds. It would take so much more +regen to reach 1012%, that its not worth slotting for more +regen bonuses really as per scale only a full mob of RTTC is going to get you there.

In which case it becomes apparent that you would benefit more from max hp bonuses.

but, then i have to ask, how do you have 605% extra regeneration? 605 - 148% from fast healing - 246% from RTTC = 211% you are getting just from set bonuses. I know from building other toons that his is only possible with both a numina and regen tissue unique, all 5 10% and 12% bonuses, and 3 16% bonuses from the ranged damage purple.

I think there is something you are calculating wrong or that mids is stacking up improperly. For starters I believe when you put a unique healing ability like numina or regen tissue it bumps it up for some reason. I'd go back and manually count your + regen to see what you come up with.

Either way you are going to be healing above that 418% bonus or close enough to it that you are about 1 tic every 2 seconds, so going for max hp for a willpower still applies to your brute.



P.S.

Since posting this original post, i maxed out a energy/ice/ice blaster out JUST getting him to 223% regen bonuses. At max hp, he'll have hoarfrost basically as a heal, plus hibernate for bad times, and frozen armor. With all his knockback, slows, and controls from /ice/ice, its going to be BA playing him when he is regenerating a tic of hp every THREE seconds .


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Hmm.. looks like Mids has something wrong then....

Base regen is 222% - which is 100% + 122% set bonusses (checked & Mids is correct - 5x12, 4x8, 3x10)

Then Mids seems to go wonky (unless it's me)...

Problem #1: The uniques seemed to be screwing up the calculation in FH, so I shifted it into Health and the same happened.
Health, enhanced by 68.9% equates to 67.6% (Mids is correct to this point)
But the Numina +20%Regen unique should(?) add another 20% making it 87.6% regen from Health. However when I tick the green circle to include it in the Advanced totals, Regen goes from 222% (Base 100% + Set bonusses) to 323%. If I remove the Unique and stick a health IO in there, everything works OK. I have no idea how/why Mids is doing this. It seems to be "adding a bit on" like you mentioned, for Uniques.

Problem #2: I don't know how RttC works. It appears it's 100% Regen + 25% for every target, but the stuff coming up in Mids has me confused. 100 + 25 (1 target) = 125% Regen bonus. Slotted for Healing (96.7%) that equates to 246% + the 25% unique = 271% Mids is adding it all up to 299%. Again due to the Unique.

So, putting everything back together...

My calculations:
Base regen = 100%
+Slotted Health (78%)
+Regen Tissue & Numina Uniques (45%)
+Slotted Fast Healing (147%)
+Set Bonusses (122%)
+Slotted RttC (246%)
Grand total: 738%

Mids Calculations:
Base regen + Set bonusses = 222%
+Health (78%)
+Fast Healing w/Numina unique (189%)
+RttC w/Regen tissue unique (1 target assumed) = (299%)
Grand total: 788%

Psy has hit 50 since I made this post, and I'm playing other alts now. I think the only thing of value I've learned here is that Mids doesn't always add things up right! I doubt I'll mess around too much with his slotting as he seems tough enough to me (although burst damage is a problem)

Thanks for getting back to me.

Ian.


 

Posted

[ QUOTE ]

+Regen Tissue & Numina Uniques (45%)


[/ QUOTE ]

Simple answer. When slotted in Health, the Regen & Numina uniques are further enhanced by the amount that Health is enhanced. So, if you have Health slotted for +100% heal enhancement, the uniques will show as providing a total of 90% regen bonus, not 45%.

You can see this if you click on the Effects tab of the power window in Mids'.

So, that is what Mids' does. The question now is, does it also work that way in-game?


 

Posted

First off, thanks for this guide its very helpful in understanding the relation between regen and +Max HP.

My question is,
[ QUOTE ]
4: (5/4)/.42 - 1.78 = 120% (this is usually the value that most builds going for regen with no outside +regen power besides health try to achieve for)

[/ QUOTE ]
This confused me for some reason, did you mean this is kinda like a softcap and that there is no need for a higher base than this?

I ask, cuz I IOd my scrapper for high regen and high recharge and mids says i have 753% regen outside of IH and I'm trying to make sure I didnt do something wrong.

Thanks for the help!


 

Posted

[ QUOTE ]
So, that is what Mids' does. The question now is, does it also work that way in-game?

[/ QUOTE ]

Yes, actually. It does work that way in-game. It's been tested.


 

Posted

Quote:
Originally Posted by CryoTech View Post
First off, thanks for this guide its very helpful in understanding the relation between regen and +Max HP.

My question is,
[ QUOTE ]
4: (5/4)/.42 - 1.78 = 120% (this is usually the value that most builds going for regen with no outside +regen power besides health try to achieve for)

[/ QUOTE ]
This confused me for some reason, did you mean this is kinda like a softcap and that there is no need for a higher base than this?

I ask, cuz I IOd my scrapper for high regen and high recharge and mids says i have 753% regen outside of IH and I'm trying to make sure I didnt do something wrong.

Thanks for the help!

What i meant by that, is that between the 4 seconds a tic to 3 seconds a tic, you are going from 120%, to 220% which with just bonuses is hard to achieve and you will be using the ranged purples 3 times and some 8% bonuses to do so in addition to both uniques and some 4% bonuses.

Once you get to 120%, you wont really notice a difference until you are close again to the 220% bonuses level. Yes it "will" be working on the back end just the same regardless, but these are the values to which you will be able to calculate and count on for the tic to happen. So i consider them the milestones to strive for.

If you are at 753% regen - 178% = 575% extra. Which a tic every 2 seconds is 418%, then a tic every 1 second is 1012% extra that is needed. According to the ratio, you'll barely be over a tic every 2 seconds compared to what is needed for a tic every second. So yes while all that regen is working, most of the bonuses you put into it you'll most likely not notice much at all. I would worry less about regeneration bonuses on a regen, and more on max hp bonuses and recharge.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

neat guide!

(too bad I didnt see this earlier while being crazy and figuring out for my self what would work on my blaster's regen build XD)

right now my elec3 is sitting at a total of 437% regen (thats +259%), max HP, 28.1% res to s/l/nrg...along with 3 holds and AoE end drain.

It's a blast!


(now, at 437%, i would be regenning at...a tic every 3-4 seconds?)


 

Posted

Quote:
Originally Posted by Player99 View Post
neat guide!

(too bad I didnt see this earlier while being crazy and figuring out for my self what would work on my blaster's regen build XD)

right now my elec3 is sitting at a total of 437% regen (thats +259%), max HP, 28.1% res to s/l/nrg...along with 3 holds and AoE end drain.

It's a blast!


(now, at 437%, i would be regenning at...a tic every 3-4 seconds?)
If that's your total regen, 437%- 178% from base/health slotted = 259%, if you're using mids, when you posted this IIRC it was still bugged by doubling the numina/regen tissue bonuses, giving you 214% bonuses, which is 6% shy of being a tic every 3 seconds.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Spizzie View Post
[ QUOTE ]
So, that is what Mids' does. The question now is, does it also work that way in-game?

[/ QUOTE ]

Yes, actually. It does work that way in-game. It's been tested.
Just informing of the update, but it no longer doubles in health by having health slotted, same for PP and other powers as well.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

So, to make sure I am understanding this let me change things up a bit. If I wanted to calculate how much regen I would need to make it proc off every second without health or any other bonuses it would be

(5/1).42 - 1 = 1090%

Is this correct? The reason I ask is cause I am just wanting to further my understanding.

In addition I have also read that the regen matches up with server ticks. Is this true and how does it affect this?


Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata

 

Posted

Actually, after some study I answered my own questions and came up with what I think may be a different way of saying the same thing as you. I am going to test it and compare the results to the in game numbers with some friends and update ya if I was right. I never can understand something till I put my own twist on things XD


Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata