Potential Regeneration Suggestions

From OuroDev
Revision as of 08:22, 25 May 2019 by pc>The Goat

This is regarding some issues and problems with regeneration in i24. The power had eaten a number of nerfs before i24 and Paragon never got around to actually fixing it, leaving it in a pretty bad state.

Source: Troll Girl on the /coxg/ server: Archetype: Brute

I've been examining the power in-depth over the course of doing the Incarnate Trials and Dark Astoria quest-lines. I've been running on +0/1x and all my regen powers are I/O'd out. The power is so bad for survival, NPCs on your team actually can out-tank and out-survive you. I've noticed a controller NPC had more survivability than this power set. The only way to survive with this power set is to blow all of the cool downs (some up to five minutes long). With the CD active, I added up the active health regen per second combined with the resistances. At maximum level, fully I/O'd, and with a COOLDOWN ACTIVE - Regeneration is sitting at a total of 23.4% damage reduction. 18.4% without it active.

Some of the nerfs Paragon did to the power set was taking the Instant Healing toggle and making it a cooldown. Even with this active, it doesn't feel like it does anything in larger groups when tanking. The way it stands, fully I/Oed and with second-tier Vigor Alpha (33% Extra healing and Accuracy - 11% after DR), with that power active, it only restores 10% HP/second in combination with an I/Oed health slot and fully I/O'd fast healing. On a cooldown.

Onto the suggestions to make it more survivable, while keeping it in-line with other powers:

Make Instant Healing a Toggle costing .32/Endurance a second, with the healing (when stacked upon the fast healing power) a baseline 10%. Before Enhancements or anything of the nature. After enhancements (specifically, Efficacy Adapter - which gives 10% more regen per 4 of the set), someone optimizing with this method would only net quite a low number which would still not be enough, but it is a base in which to start. Once the bases are established, it's possible to build on the foundation with other solutions!

Below would be the math with full-slot - we will refer to this as the *baseline* of maximum level.

Fast Healing - 2% HP, with a 42.4% Enhancement would equal out to 2.85 (rounded up)% health per second. Instant Healing (as a toggle) - 8% with a 42.4% Enhancement would equal out to: 11.39% health per second. Together, this establishes a baseline at max level of: 14.24% per second with a maximum, white Invention Origin healing piece. - to be referred to as *baseline*. Base resistances from this power are 14% fully maximized with I/Os, making those almost inconsequential.


My solution - once baseline is established.

Solution 1:

With the power Resilience active, a regeneration character gets 10% resistance to all forms of damage (14% I/O'd). This sets the in-total loss to roughly 29% damage reduction (due to healing every second being near 15%). This lags far behind other power sets when it comes to damage reduction.

To shore this up, the toggled version of Instant Healing should have a reaction factor equal to the archetype someone is playing. This reaction factor would be how much you heal after being struck. The co-efficients would be as follows:

Tanker - heal 10% of the damage taken every second for 5 seconds (half the survivability rating). This would be equal to 50% damage reduction. This would turn their damage reduction to roughly - 79%. With a potential maximum of 83%.

Brute - heal 8% of the damage taken every second for 4 seconds (half the survivability rating). This would be equal to 32% damage reduction. This would turn their damage reduction to roughly 61% with a potential maximum of 64.39%.

Scrapper - heal 7% of the damage taken every second for 3 seconds (half the survivability rating). This would be equal to 21% damage reduction. This would turn their damage reduction to roughly 50% with a maximum potential of 52.97%.

Stalker - same as scrapper.

Potential Benefits: It would shore up and make regeneration a useful power, while maintaining the issue of getting smacked too hard at first and dying. It would turn this defensive set from waiting on cooldowns to having Dull Pain, Reconstruction, and Moment of Glory as emergency buttons as well as Revive. It puts them around the same damage reduction as some of the rest of the powers, while still fitting with the theme of the power having little to no actual resistance, while simply out-healing the damage that is incoming. It would also give the user reason to use Reconstruction much more often at the start of battles while their regeneration is ramping up.

Potential Cons: Once the above equations get into effect, it would start making a user of the power extremely difficult to kill, with high damage being the only option as they're regenerating. Less monsters equals less self-healing, they would require some 'ramp up' time, still in danger of extreme damage at the start of a fight before the reactive regeneration would come about. Alpha strikes are still a serious threat.