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Post by gorirah on Oct 19, 2016 13:04:55 GMT -5
Currently, the regeneration rates for stamina and metabolism seem to be independent of their totals. So a high metabolism allows you to endure more toxin, but does not enable your body to process it better. Is this the case? If they are proportional then I have not noticed it yet and this post may be ignored.
Otherwise, I am drawn to the idea of regeneration rates that are proportional to the totals. I guess it is really a question of how finely balanced this process currently is.
It seems the totals have a practical limit of about 350, where the other two totals are left at 100. So if the rate were 1.5 per second for a total of 100, maybe a rate of 3.0 a second for a very heavily invested total of 300? As a sliding scale of diminishing returns, square root based or such, it should be held in check even for the four digit totals that some bosses may have.
Given that these totals cannot be retrained, they are part of character individuality, and I feel that more dynamic pools are an added depth to that. An investment in hit points not only helps mitigate the risk of taking criticals, but also reduces the need for potion consumption, thereby reducing the need for metabolism. With the more dynamic metabolism, it may be more of a balance between operating on less potions and more hit points, or operating on less hit points and more potions.
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Post by Kitsunenotsume on Oct 19, 2016 13:29:40 GMT -5
As i recall, health regens at 10% max per round, and i thought stamina did as well. I cant speak for tox, as i dont use it dynamically.
Some things affect regen, like block mode and stealth for stamina, and being in combat for hp.
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Post by kaincallavis on Oct 20, 2016 1:36:39 GMT -5
An investment in hit points not only helps mitigate the risk of taking criticals, but also reduces the need for potion consumption, thereby reducing the need for metabolism. While it may make you less prone to need red potions in the middle of combat it requires you to drink even more greens. When I drop a recovery cloud and see everyone recover to full when just a sliver of my unrecoverable hp comes back it makes me feel silly but it comes with the territory.
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Post by kaincallavis on Oct 20, 2016 1:38:22 GMT -5
As i recall, health regens at 10% max per round, and i thought stamina did as well. I cant speak for tox, as i dont use it dynamically. Some things affect regen, like block mode and stealth for stamina, and being in combat for hp. Hp regen is 10% of your max per round OUTSIDE of combat. Unlike both stamina and toxicity health points do not return at ALL inside combat. While I do not have an issue, personally, with higher stam pool players having an increase in stamina regeneration - someone else might argue that if stam and tox players with higher pools regen more then perhaps players with higher hp should gain some small modicum of regeneration too...
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