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Health Regen Capped?

Cathexis
Cathexis
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I've been hearing rumors that health regen is capped at 3500. Is this for real?

If so --- what????...
Edited by Cathexis on May 3, 2016 8:23PM
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  • Raghul
    Raghul
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    Exactly, can we get some more info on this matter?
    Aeg4n

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  • Armann
    Armann
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    Nerfing Nords and Orcs is what I see in this. Couldn't we just have one thing to excel at? At least Orcs can do more melee damage and run fast.
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  • NBrookus
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    Is there a build that hits 3500 health regen?
  • DDuke
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    NBrookus wrote: »
    Is there a build that hits 3500 health regen?

    My orc heavy armor stamina sorcerer gets up to 4,5k health regen :smile:


    Not saying it's very practical though, apart from tanking - as you sacrifice a ton of damage to achieve that.


    Edit: 2x Engine Guardian, 5x Orgnum's Scales (any set with one health regen bonus works, the 4,5k is without counting the health regen boost 5x Orgnum gives you below 60% health), 3x Endurance, including the ICP quest reward shield which uniquely has a health regen enchant) in case you were wondering.
    Steed mundus+health regen enchants on all jewelry & make sure you have Daedric Summoning skill slotted for passive +20% if you're playing a sorc.
    Edited by DDuke on May 4, 2016 3:35PM
  • Baconlad
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    On live, ive got a health regen blazing shield build with 53k health and 7k health regen fully buffed. Yes you DO get that 7k health regen, unless you are affected with disease. Im not sure but i imagine that there are more reasons to be affected with disease with every patch that comes out. Check fasalas guile...cuts my 7k into 3500, then gets cut again if i have disease
  • Cathexis
    Cathexis
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    Baconlad wrote: »
    On live, ive got a health regen blazing shield build with 53k health and 7k health regen fully buffed. Yes you DO get that 7k health regen, unless you are affected with disease. Im not sure but i imagine that there are more reasons to be affected with disease with every patch that comes out. Check fasalas guile...cuts my 7k into 3500, then gets cut again if i have disease

    That's crazy... Love how temps can hit those numbers and still do damage... Meanwhile I can barely make ddukes numbers on my stam sorc...

    But anyway, so is this confirmed? Health regen builds get a cap while all other builds continue to be cap free?
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  • Emma_Overload
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    I don't know if Health Regen is capped, but Orgnum's Scales is gimped for sure. I NEVER get 50% more regen when it procs, it's more like 30% at best.
    Edited by Emma_Overload on May 4, 2016 5:06PM
    #CAREBEARMASTERRACE
  • DDuke
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    I don't know if Health Regen is capped, but Orgnum's Scales is gimped for sure. I NEVER get 50% more regen when it procs, it's more like 30% at best.

    Yeah, it's bugged. I learned it shortly after crafting a full set & making it legendary... there hasn't been a good reason to play stam sorc ever since so I've just left him sitting with that gear :P

    I believe the buff from Orgnum's is multiplicative with other health regen modifiers, or suffering from the same bug as Willow's by not taking into account the bonus health regen you get from drinks.
  • SirAndy
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    DDuke wrote: »
    Yeah, it's bugged. I learned it shortly after crafting a full set & making it legendary...
    I *always* create a purple VR14 set first and test it thoroughly before taking the plunge with a gold VR16 set.

    If i can't get my build idea to work well with a purple VR14, i'm not going to waste any expensive mats on it.
    shades.gif
  • DDuke
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    SirAndy wrote: »
    DDuke wrote: »
    Yeah, it's bugged. I learned it shortly after crafting a full set & making it legendary...
    I *always* create a purple VR14 set first and test it thoroughly before taking the plunge with a gold VR16 set.

    If i can't get my build idea to work well with a purple VR14, i'm not going to waste any expensive mats on it.
    shades.gif

    Yeah... I made hakeijo enchants for that gear too :(

    Sadness.
  • Xsorus
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    Never noticed a cap when I ran the build; cap wouldn't be needed anyway as the low damage keeps it in check
  • mrdavis1118ub17_ESO
    Baconlad wrote: »
    On live, ive got a health regen blazing shield build with 53k health and 7k health regen fully buffed. Yes you DO get that 7k health regen, unless you are affected with disease. Im not sure but i imagine that there are more reasons to be affected with disease with every patch that comes out. Check fasalas guile...cuts my 7k into 3500, then gets cut again if i have disease

    Are you sure about this? This would of had to been a recent stealth change, as defile has not affected hp regen since the game switched to major/minor buff system. Only recently have they added hp regen debuff specifically to meatbag catapults, perhaps this was when?
  • NBrookus
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    Thanks @DDuke and @Baconlad . I should have thought of the blazing shield build, but I hadn't thought of a tank with regen that high. Stam and Magicka regen are more my DK tank's pain points... of course if I shifted to more health regen I could maybe spam shield less... hmmm...
  • Baconlad
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    Well...ur not getting that high health regen without permafrost, orgnums scales, and three health regen enchants on jewels, AND health regen mundus...permafrost only gives you health regen when you have a shield up, so when I'm low on health not in combat, blazing shield is my heal. Get like 14% of your health every two seconds fully buffed, with every possible health regen buff on. Also it may be in your interests to be a vampire stages one-two. To get HUGE damage reduction at low health. I have learned that those three jewels are better put one Stam, and two magic regens to cast shield more
  • ZoM_Head
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    Baconlad wrote: »
    On live, ive got a health regen blazing shield build with 53k health and 7k health regen fully buffed. Yes you DO get that 7k health regen, unless you are affected with disease. Im not sure but i imagine that there are more reasons to be affected with disease with every patch that comes out. Check fasalas guile...cuts my 7k into 3500, then gets cut again if i have disease

    Disease effects HEALING not regen, if being hit with disease and you loose regen, that should not be the case correct?
    mDKs still need a lot of love!
  • mrdavis1118ub17_ESO
    Baconlad wrote: »
    Well...ur not getting that high health regen without permafrost, orgnums scales, and three health regen enchants on jewels, AND health regen mundus...permafrost only gives you health regen when you have a shield up, so when I'm low on health not in combat, blazing shield is my heal. Get like 14% of your health every two seconds fully buffed, with every possible health regen buff on. Also it may be in your interests to be a vampire stages one-two. To get HUGE damage reduction at low health. I have learned that those three jewels are better put one Stam, and two magic regens to cast shield more

    From Patch notes:
    Undeath: This passive ability now only functions when you are in Vampire Stage 3 or higher.

    Essentially Hp regen has been COMPLETELY nerfed if you want to take advantage of anything vamp related other then a limited amount of uses of mist form.
  • Sharee
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    DDuke wrote: »
    I don't know if Health Regen is capped, but Orgnum's Scales is gimped for sure. I NEVER get 50% more regen when it procs, it's more like 30% at best.

    Yeah, it's bugged. I learned it shortly after crafting a full set & making it legendary.

    Maybe not bugged, but the 50% is probably added to the other percentage boosts, then added on top of the absolute value, as opposed to added on top of the final health regen value (when org's is not procced).

    Ex: 1000 absolute regen (base + jewelry), 75% bonus (orc, sorc, heavy armor) = 1750

    Org proc:
    - expected: 2625 (1750 + 50%)
    - real: 2250 (1000 base, 125% bonus [75% + 50%])

    That comes out at about ~30% over the non-procced regen, as you observed (2250 is about 30% higher than 1750).

    Edited by Sharee on May 7, 2016 9:43AM
  • Cathexis
    Cathexis
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    So it's just orgnum that got nerfed?
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  • Sharee
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    Cathexis wrote: »
    So it's just orgnum that got nerfed?

    Not nerfed, its bonus is still 50%, it is just calculated differently than you would expect.

    People look at their regen on the character screen, notice it is X, then look again when they are below 60% HP and expect it to be X+50%, but that's not how it works, because the X already contains multiple percentage increases, while the orgnum bonus is applied to the base regen, not to the X you see on char screen.
  • Cathexis
    Cathexis
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    Sharee wrote: »
    Cathexis wrote: »
    So it's just orgnum that got nerfed?

    Not nerfed, its bonus is still 50%, it is just calculated differently than you would expect.

    People look at their regen on the character screen, notice it is X, then look again when they are below 60% HP and expect it to be X+50%, but that's not how it works, because the X already contains multiple percentage increases, while the orgnum bonus is applied to the base regen, not to the X you see on char screen.

    That is how I expected it to work... If some percentage modifiers arent stacking mathematically correctly that's a bug.

    And that would mean it's a nerf - even if it's now correctly calculated.

    >< the tooltips in this game infuriate me...
    Edited by Cathexis on May 7, 2016 3:52PM
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  • Reorx_Holybeard
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    I don't think the magnitude of Orgum's is bugged either, its just a consequence of how the game calculates things. If you look at @Asayre's Arthimagic thread you'll see that basically nothing is a "simple" calculation. Different types of stats and bonuses are applied at different levels.

    If you look at the recovery equation for health he has:
    HR = ((309 + Gear + Mundus) * Healthy * OtherSkills + Drink) * Skills
    

    Which seems to work well on the PTS for health recovery with the following:
    1. Gear = +1033 (EG x2, Orgnum x5, x3 purple HR enchants)
    2. Orc Racial = +30% Skills
    3. DK Elder Dragon Passive = +10% Skills
    4. Orgum's Scales = +50% Skills
    5. Mundus = +158
    6. Divines = +44%
    7. Healthy = +25%
    8. Heavy Armor x7 = +28% Skills
    9. Drink = +393
    10. (not used) Permafrost = +885 Gear (assumed, not tested)

    For example, two tests on the PTS with Orgum's 5th bonus "on" and "off":
    • Normal: 3307 HR actual, 3308 theory, (((1033 + 158*1.44) * 1.25) + 393) * 1.68
    • With Orgum < 60%: 4292 HR actual, 4293 theory, (((1033 + 158*1.44) * 1.25) + 393) * 2.18

    The problem with it "appearing" to give less than 50% is that you aren't starting with a skill bonus of 0% but something considerably higher than this (like 68% in the above example). If you had no other bonus to Health Recovery (no Racial, no passives, no heavy armor, etc...) then indeed it would give exactly a visible 50% bonus.

    I did encounter two actual bugs during my quick tests:
    1. The health recovery bonus of the Steed Mundus is not affected by Divines. I had +44% of Divine equipment but it gave the flat value of +228 HR. I believe this has been brought up a few times since HR was added to the Steed. Not really a bug but why is the HR from the Steed +158 when the base SR/MR is +210 from the other mundus?
    2. Orgum's doesn't always fire at 60% health. It happened a few times when I was just standing still not attacking but I don't know exactly what the cause it. I was at around 10% Health two times and the 5th set bonus of Orgnum did not turn on (based on the normal health recovery I was receiving every 2 seconds). Once I attacked it did turn on but also fired twice at the same time and not during a normal tick (i.e., I got two ticks of health recovery in between a single tick).

    I didn't have a set of Permafrost to test but in theory it should give an HR of 5160 with the above skills and 6700 with Orgnum's set procced. You could eek a bit more if you used gold enchants/gear and green drink.

    Edit: Incorrectly thought that divines was not working the steed +HR but it seems the HR bonus was just a lot lower than I thought.
    Edited by Reorx_Holybeard on May 7, 2016 6:38PM
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  • Sharee
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    Not really a bug but why is the HR from the Steed +158 when the base SR/MR is +210 from the other mundus?

    Probably for the same reason why the natural/naked HR is lower than the natural SR/MR - just a design decision.
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