Question about regeneration.


Adeon Hawkwood

 

Posted

What is it that increases the rate at which you regenerate HP? Normal +regen increases "regeneration rate" in that you recover more HP for each tic. However, how do you actually increase the interval of each tics?

I know that Instant Healing increases hp per tic as well as the rate of the tics itself. Does +regen in general just increases hp per tic AND tic interval?


 

Posted

The intervals are fixed AFAIK. Although you can also increase your regeneration rate (hp/tick) by increasing your max HP.


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Posted

Increasing your Regeneration Rate increases the interval that a tic of healing occurs and increases the amount its worth, increasing your Max HP increases the amount each tic is worth


 

Posted

Increasing your regeneration rate decreases the interval between each tic, but does NOT increase how much each tic heals you for. Each tic heals you for a set percentage of your max HP. Therefore, increasing your max HP is the only way to increase how much is returned each tic.


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Posted

Quote:
Originally Posted by CryoTech View Post
Increasing your Regeneration Rate increases the interval that a tic of healing occurs and increases the amount its worth, increasing your Max HP increases the amount each tic is worth
um... I'm playing a regen rate right now. This is wrong, very wrong. Regen rate is presented as Percent per Second of your Maxium HP.



If you boost your Maximum HP, such as toggling Dull Pain here, the worth of each percentage grows larger.

2% of 100 is 2.
2% of 200 is 4.



You, as a player, cannot increase the tick, which is based on intervals of seconds. All regeneration boosts are pooled into one total regeneration rate. Increasing the amount of regeneration increases the percentage of your health that is regenerated every second, such as shown here with Instant Healing.


 

Posted

I was under the impression that regen reduced the time between ticks while the amount per tick remained the same.


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Posted

From ParagonWiki:

Regeneration is the rate at which Hit Points are replenished over time for players and critters. A higher Regeneration rate increases the frequency of regeneration ticks, while a lowered regeneration has the opposite effect.



source: http://wiki.cohtitan.com/wiki/Health_Regeneration


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Posted

Quote:
Originally Posted by Aett_Thorn View Post
From ParagonWiki:

Regeneration is the rate at which Hit Points are replenished over time for players and critters. A higher Regeneration rate increases the frequency of regeneration ticks, while a lowered regeneration has the opposite effect.

source: http://wiki.cohtitan.com/wiki/Health_Regeneration
Well, either it's wrong, or the Real Numbers are wrong.

Guess which one I'm betting on is right.

The one in the game that spells out Percent Per Second and shows how regeneration works?

Or one that doesn't match up at all with how regeneration behaves in game?


 

Posted

Quote:
Originally Posted by je_saist View Post
Well, either it's wrong, or the Real Numbers are wrong.

Guess which one I'm betting on is right.

The one in the game that spells out Percent Per Second and shows how regeneration works?

Or one that doesn't match up at all with how regeneration behaves in game?

Or the one that has been true since issue 1? Even in your screen shots, it shows the healing rate as a function of healing/second, which does NOT make it so that it it tics once per second, or anything like that. It shows it that way because it's an easy way to compare things, and is intuitive. Regen increases help by decreasing the time between each tic.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Changing the tick rate could easily still be converted to "heals per second". I guess the real question would be to run in demo mode or something and watch how often health increases?


 

Posted

Quote:
Originally Posted by SPiNE View Post
What is it that increases the rate at which you regenerate HP? Normal +regen increases "regeneration rate" in that you recover more HP for each tic. However, how do you actually increase the interval of each tics?

I know that Instant Healing increases hp per tic as well as the rate of the tics itself. Does +regen in general just increases hp per tic AND tic interval?
um, lots of disagreement so far.... Let's try a tangent: In actual practice, you don't care!

Base regen takes you from 1 HP to full in 240 seconds (4 minutes). If you have +100% regen, you get to full in 120 seconds. What difference does it make if it's increasing the size or frequency of the ticks??? 120 seconds is 120 seconds.


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Posted

Quote:
Originally Posted by je_saist View Post
Well, either it's wrong, or the Real Numbers are wrong.

Guess which one I'm betting on is right.

The one in the game that spells out Percent Per Second and shows how regeneration works?

Or one that doesn't match up at all with how regeneration behaves in game?
The one in game doesn't spell out how it works though. Look at recovery just below it, it also says it restores a percentage of your endurance every second. But if you take a character with no recovery bonuses (i.e. no set bonuses, no stamina etc.) you can easily see that you get an increase of endurance less regularly than once a second (it's approximately once every 4 seconds). Similarly with no regen bonuses you get a regen tick once every 12 seconds.

So increasing your max health or your regen increases the amount of hitpoints you get per second but the actual mechanics still restore 5% of your max hitpoints each tick, it just ticks more often.

If you don't believe me I suggest you roll a level 1, get him injured and check the regen tick rate then do the same with your scrapper.


 

Posted

I'm even more confused now :[

So a higher regeneration rate means that the time between each tic is decreased, therefore it tics more often?
Also, regeneration is a flat +5% of your max hp per tic no matter what?


 

Posted

Quote:
Originally Posted by SPiNE View Post
So a higher regeneration rate means that the time between each tic is decreased, therefore it tics more often?
Also, regeneration is a flat +5% of your max hp per tic no matter what?
Assuming you believe me, Aett_Thorn and ParagonWiki then yes that is correct. As Ironblade points out from a practical point of view your average hit points per second is what really matters at the end of the day, the mechanics are interesting but don't really have an impact in general play. The only other thing I will note is that unlike healing abilities which restore hit points based on the base HP for your AT Regeneration restores 5% of your current maximum, so powers like Dull Pain effectively increases your regeneration rate in terms of HP/second but don't decrease the frequency of ticks.


 

Posted

Ok, well, I stand probably corrected.

Regeneration would then, it seems, only decrease the interval between tics. More tics in a second would increase the amount of HP gained in a single second.

And more max hp would then increase the amount of HP gained in any given tick. Which, again, translates to more HP gained each second.

Beyond a certain point, I'm not sure one would really notice the interval between ticks becoming that much shorter anyway. Unless you suddenly came into a rather large amount of extra regen (like, say, from Regeneration Aura). So as long as the HP/sec value that the combat attributes shows goes up, I'm happy.


"My inner mind has become a reality-cracking overgod. He torments me! Help!"

 

Posted

1.0 Regeneration is defined in the game engine as 5% of max health recovery every three seconds. This is also how Recovery is defined. All recovery rates relative to 1.0 affect the interval of the recovery ticks. Player base regeneration is 0.25, which means player recover 5% of their max health every 12 seconds (3 / 0.25). Someone with +2000% regeneration, or 20 * 0.25 = 5.0 regeneration are recovering 5% health every 3 / 5.0 = 0.6 seconds.

The amount you recover per tick is constant, and no effect in the game changes that except for changes to Max Health. And technically speaking, the amount is still always 5%.

This has been verified many times with testing, and was confirmed true probably back in late 2004. It is also easy for anyone to test: just Rest. Rest provides a huge regeneration boost. Do you notice the ticks getting larger, or quicker?


Real Numbers provides a calculated value for players. Because if it told you your regeneration was 0.875, that would be meaningless to the vast majority of players. 1.458%/sec is a bit more useful (and the same amount of regeneration as 0.875).


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Posted

Quote:
Originally Posted by Arcanaville View Post
This is also how Recovery is defined.
At the risk of nitpicking, Recovery ticks are actually 6.67%.