Layman's assist to healing mechanics?
Heals and HOTs are just bursts of HP. The only thing that can reduce these is a "special" attack style that is very rare.
Regen buffs makes the ticks of regaining HP come faster. Regen debuffs make the ticks come slower.
Max HP gives a larger amount per tick of regen, since regen works off a percentage of max HP.
Absorb is a separate mechanic that has nothing to do with regen or heals (they just stuck the enhancement value on with heal because it's commonly paired). You get a bag of HP that will take any damage until it's gone, THEN damage will begin to hurt you.
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lol, thanks.
So Absorb HP is essentially a second and separate HP stat unaffected by mechanics that would normally affect the main HP stat.
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*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
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Is this like stacking infantry on the outside of Tanks as "ablative armor"? If the extra health bags/poches/wtf are not affected by Defenses/armors/IOs then they are going to be gone in the first blaze of an Incarnate Mosh Pit on any trial.
Your defense and resist still apply before Absorb, but absorb cannot be replenished with Heals or Regen, only by applying new Absorbs. And Absorb has its own cap, separate from HP's.
@Roderick
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Yeah, let's say you've got 100 hit points and 10 absorb.
In a vacuum, you take 50 damage from an enemy. It will check the absorb first and deduct from that pool, then anything left over gets deducted from your main hp. So in this case, the 10 absorb goes away, and you take 40 damage.
Then you throw in defense and resists. Resists still deduct the damage taken, so if you have 10 resistance, the incoming damage is reduced to 45 so after the 10 absorb points are taken away, you only take 35 damage.
I like the image of pulling Reichsman out of your back pocket and using him as a shield though...
You gotta admit, that would buy you a lot of time to come up with something else.
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No, regeneration ticks are always exactly 5% of your maximum health. Regen buffs make the ticks more frequent, not larger. This is easy to observe with any large regen buff, like Rest.
Still confused.
How can regen always be 5% of the max? Why is regen then measured in hp/per sec, with the HP value changing..while the second value..doesnt.
Wouldnt the combat atts look different in the regen column then? Not to mention, if improving regen just made the tics faster..the 'gap' between tics, as you got lower, would be so tiny as to make hardly ANY difference. Yet..theres a massive change in say..base regen of a corr, to that corr in rest.
Regeneration happens in ticks. Base regeneration, without counting any buffs or whatever, gives you one tick every 12 seconds. 5% hp per 12 seconds is .416666% per second. If you have, say, 1500 health, that's 6.25 health per second when you average it out, but you're not really getting a tick of 6.25 health each second, you're getting 75 health every 12 seconds.
If you add +100% regeneration, you're now regenerating health twice as fast - one tick per 6 seconds. 5% health per 6 seconds is .833333% per second. With 1500 health, that's 12.5 health per second, but again, you're not getting a tick of 12.5 health each second, you're getting a tick of 75 health every 6 seconds.
Each tick is always exactly 5% of your maximum health. However, the ticks will be more or less frequent, depending on how much regeneration you have. This can be expressed in terms of hp/sec.
Note that another character with 3000 health and base regeneration would also regenerate 12.5 health per second, but he'd get a single tick of 150 every 12 seconds, rather than a tick of 75 every 6 seconds.
This is, again, really easy to observe just by using Rest. Even with 2000% or more regeneration, each tick of regen is still small, but they happen very quickly.
Ok, thanks Hope..that makes..sense. I think.
Still just makes me go wtf though, since everything measures regen as hp/sec. Not saying you arent right, I believe it. And I am sure when it comes to server lag, client data and all those technically things..it was the BEST way to make it work.
It also makes me even MORE annoyed at how things like the numina regen proc is listed as 20% regen rate. Which sounds utterly awesome..assuming you actually DONT know how the system works...such as any new player wouldnt. Hell, I am not knew, and I had no idea regen wasnt just hp/sec..as advertised.
Then you slot the shiny numi..look in combat atts..and its gone up like... 0.2hp/sec (or whatever). Even more silly is how the combat atts presents regen as 0.X per sec (again, on a blaster this this..mines at 0.75% currently) instead of something else..since as you say..base regen is ALWAYS 5%.
Anyway, sorry to sidetrack teh thread a bit!
Even more silly is how the combat atts presents regen as 0.X per sec (again, on a blaster this this..mines at 0.75% currently) instead of something else..since as you say..base regen is ALWAYS 5%.
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The health per second numbers are not wrong, and they are the best way to look at regeneration - unless you're talking about very short timescales, getting a tick of 150 every 12 seconds is just as good as getting a tick of 75 every 6 seconds, so it's useful to be able to see that either is the same amount of health per second.
Base regen isn't always 5%. Regeneration, base or otherwise, always happens in ticks of 5%, but the rate at which those ticks happen makes all the difference. Regeneration is a rate - health per second - and a rate is a relationship between two things, so it depends on both the amount healed (dependent on max hp) AND how frequently that happens (dependent on regen buffs).
But it is silly. Leaving aside how it all works, a numi says..20% regen. That sounds huge. It doesnt say..'oh, 20% of your base regen, which is 5% but gets faster or slower'.
Of course, if you KNEW combat stats was there, you could look before hand, and see what your regen is, and know that 20% isnt gonna be that much.
But as I was saying..if your a new or just unknowing player, you would not even know about combat atts. 5% acc..is 5% acc. Sure, it is not the same as to hit, but most things say they are doing to hit and not acc, avoiding the confusion. But regen bonsues have BIG percentages. LotG does 10%. How are people meant to realise that that 10% is not actually..10%.
I sort of moved to a different topic again ANd kinda confused myself with what I was talknig about..
10% IS 10% - just realize that regen buffs are good because a) they increase your HP recovery, and b) does so in a way that improves your survival in two ways (getting the regen tick sooner can make you survive that next hit, vs simply getting a bigger one later)
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
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Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
Of course, if you KNEW combat stats was there, you could look before hand, and see what your regen is, and know that 20% isnt gonna be that much.
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When you compare the math required to know how a 5% Accuracy or 5% Defense buff is actually going to affect your character Regeneration is pretty damn simple.
We now have four Heal/Health attributes and honestly, I'm kind of confused on how they work and interact with each other. Help, in layman's terms please?
Heal/Heal Over Time
Regen vs. Heal Over Time
Max HP (and how it affects Heal and Regen)
Absorb (affected by Heals? Absorb stacking?)
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars