Regen and Healing Set Bonuses
Reconstruction doesn't benefit from +heal set bonuses because the heal is specifically flagged as being unaffected by outside buffs. It's not obvious when you look at it, but the secret to identifying powers that behave like this is to looks for powers that have a +res component. Every heal with a +res component attached to it is unaffected by external mods: Reconstruction, Healing Flames, Kuji-In Sha, etc.
Also, something to keep in mind, the +heal enhancement doesn't benefit regeneration or any other similar mechanism. This isn't to say that you thought this. I've simply met a large number of people that believe that the +heal enhancement set bonus is supposed to operate exactly the same as putting an enhancement into every power that can accept it.
I see -- yeah wasn't for the regen - just reconstruct and dull pain
They should remove that res and give me my heal bonuses
At least I have my capped HP, shame about the heal...
thanks
Issue 24 PPM Calculator // The Great Makeover: The Vindicators
Eh, I'll keep the resistance thanks. Think about it, what other sets get Toxic resistance at level 2? Comes in handy for running Posi TFs with all the Toxic zombie puke and darts being shot at you.
I am not at all concerned about a 6% heal bonus if it means I have to give up an exotic resistance that not everyone has.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I'll keep the resistance and go with a 5 piece Doctored Wounds in Recon, DP, and IH. Never really been a fan of Numina's for a Regen. The set bonuses just don't do it for a */Regen.
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I like HP bonuses on a regen. I'm nowhere near perma Dull Pain and probably never will be, so every little bit helps. I'm at around 1842 or so with DP down. I don't focus on HP bonuses to the point that it hurts the rest of my build too much, but I like to get them if slotting the set otherwise makes sense. (For example, I'm not going to slot Gaussian's in Follow Up for a HP bonus, but I will put it in Tactics or Focused Accuracy). I also like the fact that my passive regen is high enough that I don't have to hit my heals very often, thus ensuring that they will be available hen I need them.
The only set bonus in Doctored Wounds I like is the recharge bonus, and I can get 5% bonuses elsewhere. I don't have massive amounts of recharge largely because I'm both broke and a cheapskate. I'd rather spread the wealth around and have a few solid builds than sink it all into one awesome build.
And yes, I know my regen builds aren't the best possible, but I'm happy with them, which is all that really matters.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
"What's that, mister Healing Mitochondria? You just hit me with a -heal debuff? Hah! (Oh, crap, a blue mito just terrorized me.)"
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Nooo! I like the unenhancable heals. You know why? Because it's not debuffable!
"What's that, mister Healing Mitochondria? You just hit me with a -heal debuff? Hah! (Oh, crap, a blue mito just terrorized me.)" |
(also useful versus Cold defs/corrs in PvP, then they just plink away from range with slows)
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
I like HP bonuses on a regen. I'm nowhere near perma Dull Pain and probably never will be, so every little bit helps. I'm at around 1842 or so with DP down. I don't focus on HP bonuses to the point that it hurts the rest of my build too much, but I like to get them if slotting the set otherwise makes sense. (For example, I'm not going to slot Gaussian's in Follow Up for a HP bonus, but I will put it in Tactics or Focused Accuracy). I also like the fact that my passive regen is high enough that I don't have to hit my heals very often, thus ensuring that they will be available hen I need them.
The only set bonus in Doctored Wounds I like is the recharge bonus, and I can get 5% bonuses elsewhere. I don't have massive amounts of recharge largely because I'm both broke and a cheapskate. I'd rather spread the wealth around and have a few solid builds than sink it all into one awesome build. And yes, I know my regen builds aren't the best possible, but I'm happy with them, which is all that really matters. |
@Possible
A couple of this, a couple of that.
Join Liberty
If you're in PvP +hp bonuses are great considering you can never achieve permanent dull pain due to DR...
Virtue: @Santorican
Dark/Shield Build Thread
The problem being that the Green Mitos don't actually hit you with a -heal debuff. They increase your resistance to healing, just the same as diminishing heals in PvP, so an unenhanceable heal provides no benefit against them. The only thing in game that acts as a -heal debuff is Benumb from Cold Domination.
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I have to wonder if the "not affected by buffs" flag interacts in an unexpected way with heals and heal resistance. The heal is not otherwise flagged unresistible.
Edit: /Poison also has [Weaken].
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Was just curious as to why you didn't have perma DP? It doesn't really take that much to obtain it. The build I am looking at here only has 53% rech and obtains it with 5 seconds overlap.
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A) The only build I managed to put together that achieved it (in Mid's) required purples, and I refuse to spend the money on them. I have extremely limited playtime and I don't like farming or playing the market. I'd rather spend my funds IOing out another toon to decent performance levels than eking everything I can out of one toon.
-and-
B) I don't really care about having perma-DP, it's just not that important to me.
Also, that build you're talking about, does it achieve it using Hasten? If so and Hasten isn't perma....then neither is DP. You can chain it once, but if Hasten isn't perma too, then you lose 70% recharge on what would be the third DP.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
That's a fallacy Claws. I've explained it multiple times in several other threads. You don't need Hasten to be perma in order to achieve perma-DP. Because DP is on such a long base recharge, a 15 second downtime on Hasten isn't going to suddenly shunt your 20 second overlap to a 20 second dead zone.
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Yes, but can you achieve perma-DP with only 53% global recharge, as the person I quoted claimed they did with a 5 second overlap?
That's the point I was making, not whether or not Hasten needs to be perma for DP to be. I am well aware that it is not necessary.
With 53% global recharge I can't see any way to make DP perma without Hasten. I put together a Mid's build with 87.5% recharge, and it still needed Hasten to make DP perma. It went from 126 seconds recharge to 104 wth Hasten, so I imagine there is plenty of room there to keep it perma.
So, it wasn't the Hasten thing I was questioning, it was the 53% recharge, which is way too low to pull it off (that's around where my claws/regen is sitting, and his DP is NOT perma)
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
So, it wasn't the Hasten thing I was questioning, it was the 53% recharge, which is way too low to pull it off (that's around where my claws/regen is sitting, and his DP is NOT perma)
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First things first, let's calculate the average contribution from Hasten. 53% global +rech, 95% +rech from slotting, 70% +rech while Hasten is up. With Hasten up, the recharge time for Hasten is 141.5 (450/3.18) seconds. This means that ~15.2% ((120-141.5)/141.5) of the total recharge on Hasten will still be remaining when the +rech fades. This means that, without Hasten, the remaining 15.2% of the recharge uses the base recharge value of 181.5 (450/2.48) seconds. Because of this, the total cycle time on Hasten would then be 148.6 ((120 + (.152 * 181.5)) + 1) seconds. Using the total cycle time of 148.6 seconds, we can then determine the total uptime percentage (81%) and thereby the average contribution (56.5% +rech).
Now, because it doesn't matter where the +rech occurs, just that it does on a regular basis (which we've determined already to be 120 seconds out of every 148.6), we can then determine whether Dull Pain would actually be perma. With a base recharge of 360 seconds and a duration of 120 seconds, it would require 200% +rech in order for it to be permanent (well, it would actually require 203% to account for the activation time). 95% from slotting, 56.5% from Hasten, and 53% from global bonuses totals up to 204.5% +rech, which is just enough to manage perma-DP.
Assuming that Hasten and Dull Pain are both used immediately upon their recharge, 53% global +rech with 95% +rech slotting in both powers is sufficient recharge for Dull Pain to be permanent.
Happy time for Umbral maths!
First things first, let's calculate the average contribution from Hasten. 53% global +rech, 95% +rech from slotting, 70% +rech while Hasten is up. With Hasten up, the recharge time for Hasten is 141.5 (450/3.18) seconds. This means that ~15.2% ((120-141.5)/141.5) of the total recharge on Hasten will still be remaining when the +rech fades. This means that, without Hasten, the remaining 15.2% of the recharge uses the base recharge value of 181.5 (450/2.48) seconds. Because of this, the total cycle time on Hasten would then be 148.6 ((120 + (.152 * 181.5)) + 1) seconds. Using the total cycle time of 148.6 seconds, we can then determine the total uptime percentage (81%) and thereby the average contribution (56.5% +rech). Now, because it doesn't matter where the +rech occurs, just that it does on a regular basis (which we've determined already to be 120 seconds out of every 148.6), we can then determine whether Dull Pain would actually be perma. With a base recharge of 360 seconds and a duration of 120 seconds, it would require 200% +rech in order for it to be permanent (well, it would actually require 203% to account for the activation time). 95% from slotting, 56.5% from Hasten, and 53% from global bonuses totals up to 204.5% +rech, which is just enough to manage perma-DP. Assuming that Hasten and Dull Pain are both used immediately upon their recharge, 53% global +rech with 95% +rech slotting in both powers is sufficient recharge for Dull Pain to be permanent. |
@Possible
A couple of this, a couple of that.
Join Liberty
Happy time for Umbral maths!
First things first, let's calculate the average contribution from Hasten. 53% global +rech, 95% +rech from slotting, 70% +rech while Hasten is up. With Hasten up, the recharge time for Hasten is 141.5 (450/3.18) seconds. This means that ~15.2% ((120-141.5)/141.5) of the total recharge on Hasten will still be remaining when the +rech fades. This means that, without Hasten, the remaining 15.2% of the recharge uses the base recharge value of 181.5 (450/2.48) seconds. Because of this, the total cycle time on Hasten would then be 148.6 ((120 + (.152 * 181.5)) + 1) seconds. Using the total cycle time of 148.6 seconds, we can then determine the total uptime percentage (81%) and thereby the average contribution (56.5% +rech). Now, because it doesn't matter where the +rech occurs, just that it does on a regular basis (which we've determined already to be 120 seconds out of every 148.6), we can then determine whether Dull Pain would actually be perma. With a base recharge of 360 seconds and a duration of 120 seconds, it would require 200% +rech in order for it to be permanent (well, it would actually require 203% to account for the activation time). 95% from slotting, 56.5% from Hasten, and 53% from global bonuses totals up to 204.5% +rech, which is just enough to manage perma-DP. Assuming that Hasten and Dull Pain are both used immediately upon their recharge, 53% global +rech with 95% +rech slotting in both powers is sufficient recharge for Dull Pain to be permanent. |
Okay. I didn't think 53% was enough recharge for perma DP. I stand corrected.
It should be possible for me to pull it off then with my Claws/Regen. I think I'm just a little bit short on it. Just need maybe a couple more perecentage points. One LotG should be more than enough, and I still have room in my build for 2 more.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
So I am confused...
I have 5 sets of Numina's Convalescence 4 sloted:
2 Slotted: 12% (0.67 HP/s) Regen
3 Slotted: 25.1 (1.87%)HP
4 Slotted: 6% Enhance(Heal)
Reconstruction is not affected by the 6% set bonuses... why is this so?... Dull Pain benefits from the bonuses and its a +HP and has a healing portion...
The set bonus works on heals such as transfusion and twilight grasp, these have targets -- don't know about any other click self heals though
Issue 24 PPM Calculator // The Great Makeover: The Vindicators