1.215 REG Fix
Old 03-15-2010, 02:46 PM   #1
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Default 1.215 REG Fix

Thank you for this fix... however I have a few questions that have come up over the year and a half i've played...

We all know REG/MRE/PRE was capped at 100 per tick out of combat (which I discovered and Glitchless fixed thank god) because ...

we have discovered your findings to be correct and that a safeguard that was in place to prevent inordinate HP gains after combat which is no longer needed was placing an arbitrary cap on all types of regeneration of 100.

A safeguard. Safe from what? My guess would be less TC purchases.

Why can't Recovery be used as a battle tactic for PVP and PVE? The idea being that a toon could sacrafice his melee or def or magic, to have the abilty to "nickle and dime a person to death" while the bruiser swings and hits heavy for their 500's+. This would create some strad for the high dmg people to boost the dmg and speed on this build to kill them as quick as possible.

The game seems geared towards simply hitting hard or having heavy defenses, but not really any form of REC stradegy unless you incorporate gems into it, or whips/pets w/fire and ice. Of course any player can use gems, whips and pets, and it has become the standard.

I would like to see REC have the same healing output potential as Melee has damage potential and DEF has damage avoidance potential. For me, personally, this would create a whole new stradegy for any form of combat in this game and bring Regeners as a whole at even with the other classes (if the person decides to actually boost REC).

As per the people I have spoken with, REC is still a dumping ground for negatives from stones and really only used to save a slight amount of RT.

Yes, this time I speak mainly of REG within the stat REC, but MRE and PRE are not forgotten as a caster could be putting out a LOT of high dmg DD gems if his mana and energy were filling up at a good pace.

Give REC the tactics it deserves, high healing output to compete with high dmg and high def.

Thank You.

edit: I could see how this could be seen as a buff me pl0x request, however i am the ONLY perosn in game to actually test the limits and stradegies using REG for PVE and PVP, and have found the many limitations to using this at all except to save RT which is NOT what it should be intended for.
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Old 03-15-2010, 02:52 PM   #2
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I agree 100% with this notion. We have 4 stat skills to allow for more diverse builds. If only 3 of them do jack, you're essentially creating less diversity, which is what this game is mainly based on.
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Old 03-15-2010, 02:58 PM   #3
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I support!!!
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Old 03-15-2010, 03:02 PM   #4
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Flipy makes sense here for sure. I completely support and agree with his ideas.
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Old 03-15-2010, 03:26 PM   #5
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Makes perfect sense to me to expect some utility from a stat.
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Old 03-15-2010, 03:27 PM   #6
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geef me rec buff or geef me death
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Old 03-15-2010, 03:28 PM   #7
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I would love to have more build options.
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Old 03-15-2010, 03:30 PM   #8
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It would be nice if REC was as useful as other stats. Even upping the stat cap to 140 builds really don't vary much. Making REC a more useful stat will help diversify builds even more, which would be nice to play with/against.
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Old 03-15-2010, 04:24 PM   #9
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So far most of the builds that I have seen in the game are with 1 recovery while having other stats at 140 and such..

Only 2-3 people i saw so far that had recovery stat in its 40-50s... and thats out of 100 people i think...

Mre and Pre are only slightly important now when crafting or spinning threads.. as they replenish mana/energy faster.... thats about it ... but for real combat - most have minuses in the recovery stat i think.
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Old 03-15-2010, 04:26 PM   #10
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The original safeguard issue you're quoting that was fixed many months ago was not a game balance mechanism, it was merely something put into place to prevent people who had 0% in combat regen from suddenly gaining several minutes worth of health regen after combat ended.

We like where mana/energy regen rates are in combat, as for the hitpoints it is something we will consider re-evaluating at a later date.
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Old 03-15-2010, 04:30 PM   #11
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I have to agree with flip on this one. When i 1st started playing, upon reading the stats and skills, i thought that recovery (and more particulary regen) would have an important role on my build, only to find out later (by more experienced players) that it was worth 0! What i had to do was lvl my melee and defense. With the exception of casters and archers, this was and still is the 'only' (best) way to make a melee build; result? almost every player on Nod with same stats and weapons. Would be good for the players (i.e. more fun!!) to have more valid ways to build a toon.

P.S. There's also some great ideas posted on forums worthy of pondered attention by the owners of Nod. Sorry the oftopic.
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Old 03-15-2010, 04:31 PM   #12
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Quote:
Originally Posted by Glitchless
The original safeguard issue you're quoting that was fixed many months ago was not a game balance mechanism, it was merely something put into place to prevent people who had 0% in combat regen from suddenly gaining several minutes worth of health regen after combat ended.

We like where mana/energy regen rates are in combat, as for the hitpoints it is something we will consider re-evaluating at a later date.
Yes you guys like it but you don't play. So I guess that REC and namely REG will continue to be a useless time saving STAT and STAT Skill, instead of having any bearing on tactics or playability, until "later".
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Old 03-15-2010, 04:38 PM   #13
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agreed.

i use recovery stats, when i was a caster and again now as a weapon master. but almost everyone else doesnt
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Old 03-15-2010, 04:50 PM   #14
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Ive been a long time friend of Flipynifty IRL. He has played and mastered hundreds of rpg's. The man KNOWS his ****. As far as I can see a 10% bonus is not fixing the IN COMBAT rate of regeneration. The main problem here is that rec. is only an R.T. saver. In essence it offers no real tactical edge for any player. regenner or not. I believe the fix needed is a higher boost to combat recovery.

The bottom line here is that a 0.05% per level of in combat recovery bonus is bird feed when it comes to monsters/players that can hit you for up to and including 1500 HP. Maxed out at a skill level of 100 (which would take hundreds of hours of rt, which aint free) it gives 15%????? Thats harsh. Lets try somthing like 0.3% giving somone 30% of their ooc regen.
That would actually make it worth it to lvl up recovery and make a TRUE regenner that heals ALMOST as fast as you hit him. Flip is getting 20 per tick in combat. I have DoT's that would squash that at lvl 50. I dont really think its fair that if somone builds according to their class bonuses when they reach end-game they have a gimpt toon that everyone can pwn.

If its not fixed he WILL quit. He's a good player and has recruited MANY MANY players that are now paid (including myself). I would suggest fixing this before we loose a valued member of the nodiatis player base.



Everyone is a friggin BM now. It makes me wanna puke.


Sincerely,

the one, the only:
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Old 03-15-2010, 05:02 PM   #15
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I was a BM before the BM buff just saying
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Old 03-15-2010, 05:08 PM   #16
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Flip ftw! Seriously, out of the 4 MAIN STAT SKILLS, Rec gives the smallest return from ur investment. Rec is the red-headed stepchild of stats, and needs to be resolved ar to have some sort of relevance whthout being jacked to insane proportions to see results.
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Old 03-15-2010, 06:12 PM   #17
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In any considerations Glitchless makes towards improvements to in combat regeneration I would definetly suggest considering what damage output bow users, gem users and hack n'slashers can output.

I would suggest increasing ooc REG to cap out at 300 per tick and in combat at 150 per tick, those are merely numbers based upon nothing at this point.

For someone to use REC as a defensive tactic in combat, they are sacraficing melee or def in return. sacraficing melee obviously the player will not hit very hard if they can even connect with low dex. sacraficing def would open them up to being hit a lot more and in some cases very hard. But with the REG tactic, they could potential keep themselves alive by regenerating their health in combat while nickle and diming the mob or player to death or by hitting them hard and being hit even harder and more often in return.
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Old 03-15-2010, 06:33 PM   #18
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Quote:
Originally Posted by Revanch
Flip ftw! Seriously, out of the 4 MAIN STAT SKILLS, Rec gives the smallest return from ur investment. Rec is the red-headed stepchild of stats, and needs to be resolved ar to have some sort of relevance whthout being jacked to insane proportions to see results.
Well out of the 4 main stats, recovery is also the only one to have some real out of battle functionality.

As I have said before, recovery is RECOVERY; the point is to recover something that has been lost (in this case, mana, energy or hitpoints). Recovery can't really be made to boost your damage output in anyway, otherwise it would not really be recovery anymore. It would become something else entirely.

But I see where this is going.

People want:

pre: to restore more energy than it currently does during battle
mre: to restore more mana than it currently does during battle
dur: to restore more hitpoints than it currently does during battle


Don't have a whole lot to say about this except that if the rates are raised high enough to the point where they can be considered an alternative to defense, then what is the point of defensive builds.


Quote:
Originally Posted by flipynifty
I would like to see REC have the same healing output potential as Melee has damage potential and DEF has damage avoidance potential. For me, personally, this would create a whole new stradegy for any form of combat in this game and bring Regeners as a whole at even with the other classes (if the person decides to actually boost REC).
If you regenerate at the rate at which someone else attacks,
add healing gems on top of that
and pet heals for a whipper on top of that

Well how exactly does someone go about killing you.

Please tell me.



Quote:
Originally Posted by flipynifty
As per the people I have spoken with, REC is still a dumping ground for negatives from stones and really only used to save a slight amount of RT.
Saving rt (or regenerating after battle) is the primary function of recovery.
Seems like its doing its job

Quote:
Originally Posted by flipynifty

Yes, this time I speak mainly of REG within the stat REC, but MRE and PRE are not forgotten as a caster could be putting out a LOT of high dmg DD gems if his mana and energy were filling up at a good pace.
Casters don't need any help. At least their mana and energy bars put one measly limitation on their humongous damage dealing potential.


Well anyways, Flipy good luck to you.
Give this man what he wants.

And right after that buff my class plox. I need buff too.
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Old 03-15-2010, 06:38 PM   #19
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Quote:
Originally Posted by dumpsterslut
everyone is a friggin bm now. It makes me wanna puke.
yeah where the frack is my whips nerf or non-whips buff!


But essentially if you want to recover massive health and "nickel and dime them to death". Then whips is the obvious choice with Fire and Ice being so insane and Growl being 10% per pet.
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Old 03-15-2010, 06:53 PM   #20
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i don't want to be a whipper, i only use it to boost healing since i sacraficed melee and def to raise rec as high as it is....

this simply adds to the diveristy of builds in nod, if you like the 140 1 140 59 (or whatever it is) build then stick with it, perhaps other people want more choice.

If someone is hitting me for 500's and i am hitting them for SIGNIFICANTLY less, and less often, i imagine the answer to your question is, they go about killing me by hitting me lots, or if i sacraficed def then they would hit me a lot more.

This is not something to make people invincible, hell most of the capped players are invincible to me as it is with my not hitting very hard and them creaming me.

This is not something for me personally, this is something for the community, ofc i would take full advantage of such change, but so could anyone else.

edit: if i wanted something to just make me uber i'd still be obsessing about how bad regeners fail lol
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