Numina's Convalescence Help!!!!!!


Blue_Centurion

 

Posted

Okay, I saved all my in-game cash, transferred it to one Uber toon, and decided to dive into I/Os. Now I am lost, lol. Todays question is about Numina's Convalescence, the Regeneration/Recovery one that gives "Adds a 20.0% bonus to regeneration rate and a 10.0% bonus to endurance recovery rate for 120 seconds." And my question is this, If I drop that into High Pain Tolerance, a passive/always on power, will it have any effect. According to a page on ParaWiki "Since Procs work when the power is activated, then they continuously work when slotted in a Passive Power or in a Toggle that's turned on. Procs that are in continuous powers cycle or pulse on once every 10 seconds. This is also true when they work in certain pseudopets like 'rains' or 'patches' that have an enduring effect. If slotted in a click power, Procs activate just once for the duration of their effect." Problem is I do not believe this. Too good to be true and all that. I can afford the Numina, I can even afford to buy and sell it if I do not need it. But there are only so many respecs....


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
Okay, I saved all my in-game cash, transferred it to one Uber toon, and decided to dive into I/Os. Now I am lost, lol. Todays question is about Numina's Convalescence, the Regeneration/Recovery one that gives "Adds a 20.0% bonus to regeneration rate and a 10.0% bonus to endurance recovery rate for 120 seconds." And my question is this, If I drop that into High Pain Tolerance, a passive/always on power, will it have any effect. According to a page on ParaWiki "Since Procs work when the power is activated, then they continuously work when slotted in a Passive Power or in a Toggle that's turned on. Procs that are in continuous powers cycle or pulse on once every 10 seconds. This is also true when they work in certain pseudopets like 'rains' or 'patches' that have an enduring effect. If slotted in a click power, Procs activate just once for the duration of their effect." Problem is I do not believe this. Too good to be true and all that. I can afford the Numina, I can even afford to buy and sell it if I do not need it. But there are only so many respecs....
It will work exactly as advertised. Dropping it into a passive power means it's always working as long as you're past the level the power was taken. It gives a nice bonus, but it's not nearly as overpowered as you seem to think.


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Posted

Hmm, seeing as how i run a Willpower brute I figured it would buff out my Healing and End engines pretty nice (everything counts in large amounts), or is this another 20% that when you drop it in your numbers go up about as much as if a flea took a leak in your gas tank?


 

Posted

All the procs of that type work best in any "always on" power... slotting them into a passive is far and away the best choice.

Here's a small rundown on procs:

  • Some procs have a set bonus to them; the Steadfast Protection Resistance/+3% defense unique is the one that comes to mind, that always work no matter what power they're slotted in or if the power's on or not. The Luck of the Gambler 7.5% recharge proc is another example of that type... as long as you don't exemp more than 3 levels below the level of the proc it will always work.
  • Other procs are the "120 second" variety; they offer their bonus when a power is activated and for 2 minutes afterward. The Numina unique, Miracle unique, Regen Tissue unique and the various stealth IO's all fall under this heading. For the Numina Regen/Recovery, the Miracle Recovery and the Regen Tissue Regen unique IO's always put them into a passive power so they're active at all times.
  • The various attack procs all have a chance to affect your target each time you use the power they're slotted in... lets say you have the Decimation - 20% chance to hold proc slotted into a ranged attack. Every time you fire that attack there's a 20% chance that the proc will fire a MAG 3 hold lasting 8 seconds. A proc that has a chance to do x type of damage works the same way... if an attack with a damage proc slotted hits there's a % chance that it will deal extra damage.


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Posted

Quote:
Originally Posted by Blue_Centurion View Post
Hmm, seeing as how i run a Willpower brute I figured it would buff out my Healing and End engines pretty nice (everything counts in large amounts), or is this another 20% that when you drop it in your numbers go up about as much as if a flea took a leak in your gas tank?
Think of the recovery bonuses from numina like this, it's equal to 1/3 of unslotted stamina. The miracle is 2/3 of unslotted stamina. Add them both in and it's like have unslotted stamina pretty usefull and you will most likely feel the difference with even just one slotted.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
Hmm, seeing as how i run a Willpower brute I figured it would buff out my Healing and End engines pretty nice (everything counts in large amounts), or is this another 20% that when you drop it in your numbers go up about as much as if a flea took a leak in your gas tank?
The Numina unique grants you 10% endurance recovery and 20% regeneration. To put that into perspective unslotted Stamina grants you 25% endurance recovery and Health grants 40% regeneration... in other words it's about half of those bonuses. Yes, you will notice them, endurance wise it's about the difference between unslotted Stamina and Stamina with one SO slotted. The regeneration, in and of itself, is fairly minor but remember it stacks with all other sources of regen you may have. As a WP tanker it'll amount to roughly 2 HP/second regeneration.


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Posted

Quote:
Originally Posted by Blue_Centurion View Post
Hmm, seeing as how i run a Willpower brute I figured it would buff out my Healing and End engines pretty nice (everything counts in large amounts), or is this another 20% that when you drop it in your numbers go up about as much as if a flea took a leak in your gas tank?
Like other global bonuses, it's 20% of your BASE regeneration, which is only 0.42%, making 20% of that only a 0.084% increase.

If your Brute had a capped hp of 3212.69, that would be a regeneration increase of 2.69hp/sec.


 

Posted

It should probably be noted that the regen/recov values of the health uniques are enhanced by the slotting of the powers you slot them in. So while on a brute you've got no options for enhancing the recovery, the regen can be almost doubled.


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
All the procs of that type work best in any "always on" power... slotting them into a passive is far and away the best choice.

Here's a small rundown on procs:
  • Some procs have a set bonus to them; the Steadfast Protection Resistance/+3% defense unique is the one that comes to mind, that always work no matter what power they're slotted in or if the power's on or not. The Luck of the Gambler 7.5% recharge proc is another example of that type... as long as you don't exemp more than 3 levels below the level of the proc it will always work.
  • Other procs are the "120 second" variety; they offer their bonus when a power is activated and for 2 minutes afterward. The Numina unique, Miracle unique, Regen Tissue unique and the various stealth IO's all fall under this heading. For the Numina Regen/Recovery, the Miracle Recovery and the Regen Tissue Regen unique IO's always put them into a passive power so they're active at all times.
  • The various attack procs all have a chance to affect your target each time you use the power they're slotted in... lets say you have the Decimation - 20% chance to hold proc slotted into a ranged attack. Every time you fire that attack there's a 20% chance that the proc will fire a MAG 3 hold lasting 8 seconds. A proc that has a chance to do x type of damage works the same way... if an attack with a damage proc slotted hits there's a % chance that it will deal extra damage.
The first type is what most call a global IO.

The second is usually referred to as a 120, proc-like120 (especially by the group that believes procs *don't* have 100% chance to go off, base.

As I recall, there is a mez resist IO that is a 120 that makes set bonuses. X.X

And then the procs.


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Posted

Quote:
Originally Posted by Blue_Centurion View Post
Hmm, seeing as how i run a Willpower brute I figured it would buff out my Healing and End engines pretty nice (everything counts in large amounts), or is this another 20% that when you drop it in your numbers go up about as much as if a flea took a leak in your gas tank?
For most characters, it's a significant increase. For a Regen or WP character, who are already rich in +Regen and (to a lesser extent, +Recovery), it's not as significant. The +Recovery of the two uniques could allow you to, for example, skip adding Stamina to Quick Recovery if you were otherwise planning to take Stamina. However, you really would not notice the +Regen of the two uniques that grant it on a WP, because you already have so much.


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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
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Posted

Quote:
Originally Posted by Master-Blade View Post
Like other global bonuses, it's 20% of your BASE regeneration, which is only 0.42%, making 20% of that only a 0.084% increase.
Of course, slotting a Heal SO (33%) into a +Regen auto power such as Health will increase the power's buff by 33%, not your regen by 33%.

Health: +40% of base (0.168% of your max health per second)
Numina's: +20% of base (0.084%/sec)
Heal SO in Health: +33% of +40% of base (0.05544%/sec)


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Posted

Quote:
Originally Posted by Edana View Post
It should probably be noted that the regen/recov values of the health uniques are enhanced by the slotting of the powers you slot them in. So while on a brute you've got no options for enhancing the recovery, the regen can be almost doubled.
I think I must be misunderstanding what you're saying here. The regen/recov values of the health uniques are fixed amounts. Their values are not affected by the other slots in the same power, or even by which power you put them in.


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Posted

Quote:
Originally Posted by peterpeter View Post
I think I must be misunderstanding what you're saying here. The regen/recov values of the health uniques are fixed amounts.
I believe it's a bug, but if you slot Heal enhancements in the same power as a +Regen unique, the unique grants more than it's stated amount of +regen.


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Posted

Indeed. Not sure if that is WAI, but that's definately how it is working and has been for quite some time.

If planning a build using that in mids though, note that mids is using the pre-ED capping values for the procs, and in game they use the normal capped enhancement.


 

Posted

Quote:
Originally Posted by peterpeter View Post
I think I must be misunderstanding what you're saying here. The regen/recov values of the health uniques are fixed amounts. Their values are not affected by the other slots in the same power, or even by which power you put them in.
Actually they are (as others above have reported). This also applies to +recovery special enhancements such as the Miracle unique if you can enhance the power you slot it in with Endurance Modification. An example of a power that can accept a Miracle and EndMod IOs is the Physical Perfection power in the Scrapper epic Body Mastery pool.


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