/regen got buffed. Cats and dogs live in happiness.


Amy_Amp

 

Posted

Quote:
Originally Posted by Kractis_Sky View Post
It has already been said. Regen needed Recharge Debuff Resists (RDR hereafter), not regen resists. It is and always will be a *Burst recovery* specialist, not average dps (/SR being the burst mitigation specialist - just hard to controll the RNG).

IMO, give "instant healing" an *instant heal* (some up-front big heal then sustaind over its life), and add RDR while its up - make the healing unmoddifiable, but the RDR modified my recharge IO's to a max of ~50%. Add 12.5% RDR to reconstruct (subject to deminishing return per application), throw in your Winter's Gift for additional 20% and other sets (PVP) and work to keep a possible 100% RDR as a defining tertiary effect of the set. Or, completely differently, at least be able to work to make IH perma, but at a level considerably less than saturated RTTC.
Quote:
Originally Posted by UberGuy View Post
I saw this suggested some months back, and I thought it was a good idea then, and it's grown on me since. IH lives in a weird place. You need to know you're going to need it before you use it, because the combination of its activation time and the fact that it probably won't save you if your health gets too low before it kicks in means using it reactively is dangerous. If it had a decent heal on it, this could address a big chunk of that in a lot of (but not all) situations. I would be much more likely to use it as a reactive power, because it would be more likely to succeed when used that way. I think that would lead me to use it more often overall, rather than it suffering from a slightly less impressive version of "too awesome to use".
I really really like this idea. Is there anyway that we could work on a suggestion and present it to Synapse? I think adding a heal component to IH would go a long way to helping regeneration.

Quote:
Originally Posted by Crysys View Post
Sure its a huge boost....except when something hits through either one, my Regen powers take care of it. Layered defenses...some of it pure defense, most of it healing and resistance. On my /SD and /SR toons, once I'm hit, I need a heal. On my /Regen, if I get hit through my defenses, I just Recon and keep moving. Although with IH and Dull Pain, I seldom notice when I get hit....I'm just regenning whatever gets through.

I can't tell you the number of times I've been the last man standing, long past when my total defense brethren are faceplanted. Maybe its just how I play, maybe its how they play, maybe its just what I'm fighting, I don't know. All I know is I was away from the game for years and after reading around here, doing a total toon respec and spending the time to outfit myself with all IO's, this is my primary go-to guy now for just about anything. Not sure where all the hate comes from....I've got a BS/SD with capped DEF (past capped for Melee thanks to Parry) and a DM/SR also, both with full IO builds. They really have issues against Longbow and Arachnos at +4/x8 and while very good at iTrials, still get into situations where they just get turned into swiss cheese and I need external support for help. My BS/Regen guy....no sweat.
I don't need no stinking heals on my shielder.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by UberGuy View Post
I saw this suggested some months back, and I thought it was a good idea then, and it's grown on me since. IH lives in a weird place. You need to know you're going to need it before you use it, because the combination of its activation time and the fact that it probably won't save you if your health gets too low before it kicks in means using it reactively is dangerous. If it had a decent heal on it, this could address a big chunk of that in a lot of (but not all) situations. I would be much more likely to use it as a reactive power, because it would be more likely to succeed when used that way. I think that would lead me to use it more often overall, rather than it suffering from a slightly less impressive version of "too awesome to use".
Agreed. I've definitely hit IH thinking "OK I'm good now" only to get slammed by a few lucky shots to finish me off before IH really "kicks in". I still think it should resort to a toggle, but perhaps to around 70% of the heal value, with a relatively heavy endurance cost. I'm a REGEN, make me as such.

Quote:
Originally Posted by Shard_Warrior View Post
Highlighted for emphasis. Those are lending more to your "survivability" than your Regen is.
THIS. THIS. THIS. Alternating MoG/Shmeld/Barrier & primary parry...that's not regen'ing now is it? I seriously wonder how non-BS/Kat primaries function with /regen. I survive despite my secondary, not because of it. Gah.

Best,
-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

Idea: there are 3 passives in /regen, right? the passive healing, passive recovery and resilience (sorry cant think right now). Would it be possible that those passive be given scaling Recharge Debuff Resistance in a manner analogus to /SR's DDR but here you slot heal, end mod, and resist (or heck make it rech enh to make u think about slotting)?

Dunno, just a thought.

Edit: come to think of it; maybe only one power could be the subject of the RDR: Reconstruction, so when you pop MoG or IH you could more often top yourself off.

Edit2: MT said: MoG/Shmeld/Barrier - guess noone goes for Eye of the Magnus/Demonic Aura much these days...

Edit3: six-slotted for run-on sentences FTWKTHXBAIROFLMFAO!!11ELEVENTYBi11!)N!


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server

 

Posted

^^ actually, I have all Accolades. But I often forget to use those. The buffs you get from the self-mutation (booster) and the magic pack buff are nice too.


 

Posted

Quote:
Originally Posted by Crysys View Post
Sure its a huge boost....except when something hits through either one, my Regen powers take care of it.
Much like Aid Self or Siphon Life would.

Quote:
On my /SD and /SR toons, once I'm hit, I need a heal. On my /Regen, if I get hit through my defenses, I just Recon and keep moving.
Again, Aid Self or Siphon Life (or inspiration(s)) and I keep moving too. The major difference being, my SR or SD toon is far less likely to get hit by the following attacks, giving Aid Self or Siphon Life etc. a chance to recharge.

Capped SR + Aid Self > Regen in my experience.

Quote:
Originally Posted by Tenzhi View Post
It may or may not be gimped, but it certainly isn't very Regeneration-like IMO. Indeed, Regeneration's methodology of constantly actively willing yourself to survive seems more fitting of the name Willpower, whereas Willpower's passive regen is more like what I'd expect from a Regeneration set.
Very well put.


Shard Warrior - 50 MA/Regen/BM Scrapper

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Co-Leader: Council of Heroes
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Posted

Quote:
Originally Posted by Shard_Warrior View Post
Very well put.
Perhaps, but if so it's a well put opinion about what the concept of a "Regeneration" powerset should be, mapping available game mechanics to a name. As such, all you're really saying is that you share his opinion. I don't. Ultimately, I'm not sure why these opinions are being brought up in a discussion about buffs to and the effectiveness of the powerset. It could be called the "Bob" powerset, but how well it works or not wouldn't be affected by its name.


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

 

Posted

Quote:
Originally Posted by Werner View Post
And so using Aid Self your SR is very likely at 2000+ DPS emitted, 1000+ DPS mitigated/healed. That isn't survivable in practice, but is with a perfect stream of damage and perfect timing.
According to my calculations, it 861 mitigated, 1722 emitted, before counting Destiny. With Destiny, I would just cross the line.


Quote:
Oversimplifying, my Katana/Dark regenerates and heals 155 DPS on top of soft-capped defense and 54% weighted damage resistance without Barrier.
155 / ((50%-45%)*(100%-54%)) = 6739 DPS emitted, or 3370 DPS damage mitigated/healed
Here are the full calculations for that and for my final proposed build from the top end Katana/Regen build thread.
Dark was the third of three possibilities I thought could generate numbers this high, although I didn't think a Dark Scrapper could go that high. I forgot about that soft-capped Kat/DA build though.

The problem with Dark is while all average calculations have to be taken with a little grain of salt when examined under extreme damage conditions, the assumption we can get a 100% heal every time Dark Regen fires (or at least for the 95% of the time it will hit) has to be taken with a larger grain of salt than normal, and the sensitivity to statistical bursts in damage is much higher than normal.

I do concede, though, that within the terms being discussed that is a 3370 dps build.


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Posted

I don't have much to add to this discussion. I've tested the buff and love it. I can feel the difference. The buff takes the edge off of damage. It doesn't stop it completely. Regen is about healing. It's reactive and thus not as purely survivable as a soft-capped defense set.

But the set does just fine on trials now, and will be better after this.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Tell me if Im wrong with the way I see damage mitigation mechanics: Damage comes basically in 2 forms steady dps and spikes + some secondary effect (more on that later).

Willpower: Regenerates well enough through steady damage; and, obviously, has the capability to get high enough def to get considerably less spikes of damage. Good on both counts, IMO.

Regen: *Takes all of it.* Regens through a good bit, esp with IH, and reacts through spikes via DP and recon. Has a nice contribution via MoG. The dam rez does help with steady and spike damage but spikes will come *more frequently* due to lower def so your left with making sure spike heals are up when needed. And regen is overwhelmed more frequently due to lower def. *Yet Regen also takes all of the secondary effects on the chin as well because IT WILL GET HIT.* It's supposed to. In keeping with that theme, more should have been done so that it has its tools available to do its job: regen debuff resist (even just in recon) instead of damage resist. Plus an up front heal in IH - which would be icing.


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server

 

Posted

Quote:
Originally Posted by Kractis_Sky View Post
Regen: *Takes all of it.* Regens through a good bit, esp with IH, and reacts through spikes via DP and recon. Has a nice contribution via MoG. The dam rez does help with steady and spike damage but spikes will come *more frequently* due to lower def so your left with making sure spike heals are up when needed. And regen is overwhelmed more frequently due to lower def. *Yet Regen also takes all of the secondary effects on the chin as well because IT WILL GET HIT.* It's supposed to.
Well, you're being a little self contradictory here. You don't get hit when you're using MoG, barring bad luck with the RNG. Regen doesn't take "all of it". They take all of it (well, the full average for no defense) when MoG is not up.

Also, I think you're making the case sound a bit strong when you say Regen gets overwhelmed more often because it has lower def. That makes it sound as though Willpower has lots of defense that let it avoid getting overwhelmed most of the time. Assuming nothing but ED-slotted defenses, its got around 4% defense to L/S, 12% Psi defense, and 15-16% defense to everything else.

That's certainly decent defense, and of course its a huge base to build towards the softcap with. It's not going to rule the roost on its own, though. By itself its not going to save a WP from lots of flying debuffs, (especially -defense debuffs, despite its resistance to them).

So a WP is going to suffer less secondary effects on average than a Regen, but unless we're talking about near softcapped builds, they're still going to suffer plenty of them.


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

 

Posted

Quote:
Originally Posted by Kractis_Sky View Post
Tell me if Im wrong with the way I see damage mitigation mechanics: Damage comes basically in 2 forms steady dps and spikes + some secondary effect (more on that later).

Willpower: Regenerates well enough through steady damage; and, obviously, has the capability to get high enough def to get considerably less spikes of damage. Good on both counts, IMO.

Regen: *Takes all of it.* Regens through a good bit, esp with IH, and reacts through spikes via DP and recon. Has a nice contribution via MoG. The dam rez does help with steady and spike damage but spikes will come *more frequently* due to lower def so your left with making sure spike heals are up when needed. And regen is overwhelmed more frequently due to lower def. *Yet Regen also takes all of the secondary effects on the chin as well because IT WILL GET HIT.* It's supposed to. In keeping with that theme, more should have been done so that it has its tools available to do its job: regen debuff resist (even just in recon) instead of damage resist. Plus an up front heal in IH - which would be icing.
50% regeneration resistance, which is what you can currently get on Beta with basically the exact same slotting your running on live (assumine 2 IOs worth of heal in fast healing)

Thats enough regeneration resistance to handle just about any -regen that gets thrown your way, especially with IH adding about 1000% to your regen when its active.

You also have to consider power pools like combat jumping, tough, weave and Incarnate abilities like barrier and rebirth. Rebirth +regen basically allows you to rotate between that, and IH nonstop, with recon/DP/Mog being used on the down cycles of rebirth. This will allow you to have massive regen for quite some time which will help out on the DPS values, and let you use your clicks for the spike damages.

The above also doesn't factor in any primary you might have that can provide mitigation, or any IOs that you invest into your build to also increase your mitigation.


 

Posted

Quote:
Originally Posted by Arbegla View Post
Thats enough regeneration resistance to handle just about any -regen that gets thrown your way, especially with IH adding about 1000% to your regen when its active.
Eh. I don't think I agree, and it's one reason I was not hoping for regen debuff resistance for the set as a buff. Foes that debuff regen 1000% or more are extremely common in the late game. That just plain shuts regen off today. After we get this buff, it might take two opponents to doing this to completely shut off regen, and one foe outputting -1000% is still going to hammer your regen rate.

It's at the point now where, under most situations containing these foes, I have just learned to operate under the assumption that my regen will be turned off. Clearly that's not a good state to be in, but it's survivable due to Recon and the heal in DP, plus MoG. On the flip side, if my recharge gets screwed, my Regen isn't likely to save me, where my heals and MoG could have if they were to come back. That's why I would very much have preferred recharge debuff resistance. Willpower needs -regen resistance, because regen is what it does to get back lost HP. Regen has more clicks going on to achieve the same, plus a mini-godmode that suffers (and benefits) from recharge effects.


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

 

Posted

I didn't read through the whole thread to see if this was brought up, but doesn't regeneration debuff resistance affect the length of the debuff, not the magnitude?



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Quote:
Originally Posted by _Pine_ View Post
I didn't read through the whole thread to see if this was brought up, but doesn't regeneration debuff resistance affect the length of the debuff, not the magnitude?
Most regeneration debuffs I'm aware of are magnitude effects, and thus resistance will reduce their magnitude not their duration.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Most regeneration debuffs I'm aware of are magnitude effects, and thus resistance will reduce their magnitude not their duration.
Hmmm, I wonder why I had it in my mind that it effected the duration. I mean, most -regen that you run into is -eleventy billion (besides the preatorian bursts, which stack quickly). Seems to me it would be better to quarter the duration than the magnitude with 50% resistance.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Are you actually saying Regeneration is the only melee secondary that offers "only survivability" especially with the caveat that the other thing it offers is endurance?
Is that all you got out of my post? If so, put down the calculator and take a reading comprehension course.


 

Posted

Quote:
Originally Posted by Iggy_Kamakaze View Post
So it should be much more tougher than WP, Inv, and SR?
The active play style of regen is why I play it. I played all the secondaries fully IOd out at some point. S/L softcap */ElA, */FA, */DA, WP, Inv, SR and Shields at the softcap even the up and coming EA (ok before the changes coming up). REGEN is NOT the push over that people make it sound like to be. Play style is gonna be way different than the rest. You just can't go attack crazy.
Yes, I'm saying it should be tops in damage mitigation.

Whether you enjoy having to work more to utilize your secondary is irrelevant to the fact you have to work harder to use regen than pretty much any other set, for similar, or in most cases, inferior survivability, especially late game. And like you said 'you just can't go attack crazy', which is a pretty big negative when applied to an at that is all about going 'attack crazy'.

And I'm saying this as a completely neutral party because I detest spending time on using my secondary so I have little to no interest in playing regen anymore anyway. I'm just looking at the game from a balance level and wondering why anyone would take regen over the other secondaries outside of wanting to push their playing abilities and test their skill.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Based on SO slotting, Regen blows the doors off of most other powersets on mitigation. It even does well compared to Willpower. Its only in invention-slotted higher end builds that Regen's weaknesses start to become apparent.
This game has obviously moved past IO's, so that point is irrelevant. And if regen is 'blowing the doors off' other powersets, why are the devs buffing it?


 

Posted

Quote:
Originally Posted by Cyber_naut View Post
This game has obviously moved past IO's, so that point is irrelevant. And if regen is 'blowing the doors off' other powersets, why are the devs buffing it?
They specifically stated it was to improve Regen performance in the end-game.

And my point is not irrelevant, because I was responding to someone commenting about SO performance, and because game balancing still takes into account SO slotting in large part because its close to the average slotting of leveling builds prior to 50.


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Posted

Quote:
Originally Posted by Cyber_naut View Post
This game has obviously moved past IO's, so that point is irrelevant. And if regen is 'blowing the doors off' other powersets, why are the devs buffing it?
Arcanaville was responding to someone who talking about balancing around SOs. A point like that would likely not help the case of people wanting further Regeneration buffs. I believe that's why we're now talking about (I think) top end performance with all the bells and whistles.

Edit: Too slow. Post now irrelevant. Leaving it because I'm not a fan of deleting.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

This isn't a response to anyone in particular. I just want to address what I think may be a common misconception (or maybe I'm the one that's confused, in which case I'd like someone to set me straight).

You should be able to soft cap Regeneration, and I don't mean Katana/Regeneration. Go with a perma Hasten build. Roughly speaking, get Shadow Meld recharging in 30 seconds, Moment of Glory in 60, take Barrier, pick up Eye of the Magus.

Shadow Meld -> Moment of Glory -> Shadow Meld -> Barrier -> Shadow Meld -> Moment of Glory -> Shadow Meld -> Eye of the Magus -> Shadow Meld -> Moment of Glory -> Shadow Meld -> Barrier -> Shadow Meld -> Moment of Glory -> Shadow Meld

If I got that right, that's five solid minutes of soft cap to most types. In fact, it should be five solid minutes of incarnate soft cap if you can get yourself to 27% defense (likely), and two of those five minutes are spent at significant levels of resistance to most types. And since you're way over perma Dull Pain, keep in mind that hit points are functionally resistance, and vice versa.

Yes, you may in practice have a few seconds of gap here and there. Yes, you'll have to do something else for a little bit at the end of those five minutes. Yes, I know you wouldn't use the powers this way. On the other hand, that's because you would use them as the situation requires, which should be even more effective than endlessly cycling them. So at least in a discussion of the top end capability of Regeneration, which I think is what we're talking about, can we stop pretending that Regeneration has no mitigation, and only has heals? Yes, I know they aren't all part of your secondary. Aid Self and Rebirth aren't part of Shield Defense's secondary either, but I'm going to keep them in mind if I'm discussing the top end of what Shield Defense is capable of, or you'll find that Shield Defense isn't one of these 1000 DPS Scrappers we're talking about. You don't HAVE to pick up all those powers. But you CAN. Your Regen scrapper can be swimming in mitigation.

Am I missing something? Or are other people?


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"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

Quote:
Originally Posted by Cyber_naut View Post
Yes, I'm saying it should be tops in damage mitigation.
Not sure I would like to see what they would do to bring it up there

Quote:
Whether you enjoy having to work more to utilize your secondary is irrelevant to the fact you have to work harder to use regen than pretty much any other set, for similar, or in most cases, inferior survivability, especially late game. And like you said 'you just can't go attack crazy', which is a pretty big negative when applied to an at that is all about going 'attack crazy'.
1-2 less attack is a pretty big negative? really?
Regen is what it is... Hitting DP (IH, Recon or Mog) does not all of the sudden make my damage go to crap.

Quote:
And I'm saying this as a completely neutral party because I detest spending time on using my secondary so I have little to no interest in playing regen anymore anyway. I'm just looking at the game from a balance level and wondering why anyone would take regen over the other secondaries outside of wanting to push their playing abilities and test their skill.
Yeah, that's just it right there.... Regen is not for everyone just like WP, SR, Shield, Dark.....


 

Posted

Attempt at a counterpoint other than the old and tired animation times hurt your DPS argument that I keep bringing up : being locked in a specific epic pool plus a specific destiny buff may be more significant to certain builds than being locked either in a specific power pool or specific destiny buff, or even than being locked in a specific power pool plus a specific destiny buff.

Regen has some leeway with endurance use thanks to QR and few toggles, and a build spending so much time on survivability clicks (aw damn it I brought that up even though I said I wouldn't) is unlikely to run out of endurance, so losing CP or Ageless isn't a big deal, but you're still saying bye bye to Fireball or Ball Lightning.

This won't matter one bit to someone who's main goal is mitigation or who doesn't care about AoE damage, or who's got a tiny roleplayer stuck deep inside their head despite sometimes acting otherwise and skips epic AoEs because they don't fit the concept - not that I would know about that, mind you, no sir, but I think losing FB/BL can be a concern to some people.


 

Posted

Quote:
Originally Posted by UberGuy View Post
You don't get hit when you're using MoG, barring bad luck with the RNG. Regen doesn't take "all of it". They take all of it (well, the full average for no defense) when MoG is not up.
Except when you're fighting psi-using enemies, which MoG won't protect against. This in itself wouldn't be so bad, as the majority of psi attacks aren't super heavy damage, but they tend to have that darn -recharge debuff attached to them. I find fighting large groups of mixed psi/other damage mobs (Arachnos, Carnies, Rikti) to be annoying and potentially deadly unless I'm proactively popping purples.

Quote:
Originally Posted by UberGuy View Post
On the flip side, if my recharge gets screwed, my Regen isn't likely to save me, where my heals and MoG could have if they were to come back. That's why I would very much have preferred recharge debuff resistance. Willpower needs -regen resistance, because regen is what it does to get back lost HP. Regen has more clicks going on to achieve the same, plus a mini-godmode that suffers (and benefits) from recharge effects.
We're on the same page here. I find I suffer more from -recharge than -regen. Slower killspeed combined with delayed survival clickies makes me cry.