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City Of Heroes: Geko and the Official Regen Changes Thread

| 24 Mar 2005 15:00

What this says is Regen Enhancements boost Regen powers by a percentage, and Regen powers buff your Base Regen by a Percentage. So lets take the example of Fast Healing. Fast Healing Regen Buff is 0.4. So, with no Enhancements....

0.25 x (1 + (0.4 x (1 + 0))) =
0.25 x 1.4 = 0.35

That is, with Fast Healing and no Enhancements, you now Regenerate 35% of your HP in 1 minute. Now lets put in 6 SO Enhancements. 6 may seem extreme, but this is for example only. In any event, it is something we must always consider. SO Regen Enh boost Regen powers by 33%...

0.25 x (1 + (0.4 x (1 + (6 x 0.33)))) =
0.25 x (1 + (0.4 x (1 + 1.98))) =
0.25 x (1 + (0.4 x 2.98)) =
0.25 x (1 + 1.192) =
0.25 x (2.192) = 0.548

That is, with Fast Healing with 6 SO Enhancements, you now Regenerate 54.8% of your HP in 1 minute.

Ok, still with me? Now lets take a look at Integration. More specifically, lets look at the difference in Integration in Expansion 3 and Expansion 4. In Exp3, Integration Regen Buff was 2. In Exp4 on the Training Room, Integration Regen Buff is 1 and 1. That is, its total base value is still 2, but 1 is Enhanceable and 1 is not. Lets compare that change. To start, lets find the Regen Rate with Integration in Exp3, remembering that everyone who has Integration also has Fast Healing...

Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on Fast Haling)) + (Integration Buff x (1 + Sum of all Regen Enh on Integration))) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0)) + (2 x (1 + 0))) =
0.25 x (1 + 0.4 + 2) = 0.85

That is, with Fast Healing and Integration and no Enhancements, you now Regenerate 85% of your HP in 1 minute. Now lets compare that to the Regen Rate with Integration in Exp4, (again remembering that everyone who has Integration also has Fast Healing)...

Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on Fast Haling)) + (Enhanceable Integration Buff x (1 + Sum of all Regen Enh on Integration)) + (UNEnhanceable Integration Buff ))) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0)) + (1 x (1 + 0)) + (1)) =
0.25 x (1 + 0.4 + 1 + 1) = 0.85

Not surprisingly, it is the same as in Exp3. But now lets compare Exp3 Integration with Exp4 Integration with 3 SO Enhancements and 6 So Enhancements. In both cases, lets also put 1 SO in Fast Healing...

3 SO in Integration, Exp3:
Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on Fast Haling)) + (Enhanceable Integration Buff x (1 + Sum of all Regen Enh on Integration))) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0.33)) + (2 x (1 + (3 x .33)))) =
0.25 x (1 + (0.4 x 1.33) + (2 x (1 + 0.99))) =
0.25 x (1 + 0.532 + (2 x 1.99)) =
0.25 x (1 .532 + 3.98) =
0.25 x (5.512) = 1.378

So 137.8% of your HP in 1 minute, or 100% of your HP in 43.54s (60s/1.378).

Now 3 SO in Integration, Exp4:
Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on Fast Haling)) + (Enhanceable Integration Buff x (1 + Sum of all Regen Enh on Integration)) + (UNEnhanceable Integration Buff )) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0.33)) + (1 x (1 + (3 x .33))) + (1)) =
0.25 x (1 + (0.4 x 1.33) + (1 x (1 + 0.99)) + 1) =
0.25 x (1 + 0.532 + (1 x 1.99) + 1) =
0.25 x (1 .532 + 1.99 + 1) =
0.25 x (4.522) = 1.1305

So 113.05% of your HP in 1 minute, or 100% of your HP in 50.07s (60s/1.1305).

Now 6 SO in Integration, Exp3:
Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on Fast Haling)) + (Enhanceable Integration Buff x (1 + Sum of all Regen Enh on Integration))) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0.33)) + (2 x (1 + (6 x .33)))) =
0.25 x (1 + (0.4 x 1.33) + (2 x (1 + 1.98))) =
0.25 x (1 + 0.532 + (2 x 2.98)) =
0.25 x (1 .532 + 5.96) =
0.25 x (7.492) = 1.873

So 187.3% of your HP in 1 minute, or 100% of your HP in 32.03s (60s/1.873).

And Finally 6 SO in Integration, Exp4:
Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on Fast Haling)) + (Enhanceable Integration Buff x (1 + Sum of all Regen Enh on Integration)) + (UNEnhanceable Integration Buff )) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0.33)) + (1 x (1 + (6 x .33))) + (1)) =
0.25 x (1 + (0.4 x 1.33) + (1 x (1 + 1.98)) + 1) =
0.25 x (1 + 0.532 + (1 x 2.98) + 1) =
0.25 x (1 .532 + 2.98 + 1) =
0.25 x (5.512) = 1.378

So 137.8% of your HP in 1 minute, or 100% of your HP in 43.54s (60s/1.378).

Summarizing Integration with Fast Healing:
Exp3 w/ 3SO = 137.8% or 100%HP in 43.54s
Exp4 w/ 3SO = 113.05% or 100%HP in 50.07s
Exp3 w/ 6SO = 187.3% or 100%HP in 32.03s
Exp4 w/ 6SO = 137.8% or 100%HP in 43.54s

So, you can look at this data in many ways. Although it takes 6 Enhancements now to get what you used to get with 4, 6 really didn't give you that much more to begin with. That is, what used to take 43s, now takes 50s, so a loss of 7s. What used to take 32s, now takes 43s, so a loss of 11s.

Now Instant Healing used to have a Regen Buff of 4 Enhanceable and 4 UN Enhanceable in Exp3. In Exp4, it is now 2 Enhanceable and 4 UN Enhanceable. Again the base value is the same, but how much you can Enhance has been reduced. Without going into the formulas, here are the results of IH in Exp3 and Exp4 with 3SO Enh (not considering FH and Integration):

Summarizing Instant Healing Alone:
Exp3 w/ 3SO = 324% or 100%HP in 18.52s
Exp4 w/ 3SO = 275% or 100%HP in 21.86s
Exp3 w/ 6SO = 423% or 100%HP in 14.18s
Exp4 w/ 6SO = 324% or 100%HP in 18.52s

For homework tonight, try to figure out the Regen Rate of Instant Healing with Integration and Fast Healing based on the formulas above.

As to why we made the change, the answer is simple. Regen was simply too good in PvE and PvP. As many of you have already said, it was not uncommon to survive a mission 3 levels higher than you built for 3 player, or even take on and defeat an ArchVillain. Combine that with no down time, and Regen Scrappers were unparalleled in PvE and unstoppable in PvP. But rest assured this was not a PvP only motivated decision. We have been keeping an eye on Regen Scrappers and have been adjusting them slowly. Yes, they have been modified more than once, and that is because we wanted to make small changes and monitor the results, as opposed to making one large massive change. We have tested a variety of Regen Scrapper builds with the current changes and still find their survivability better than most. Easier is not always fun, and yes, harder is not always fun either, but we hope this change will bring more challenge, excitement and strategy to Regen Scrappers. As always, we will continue to monitor the situation and make adjustments if necessary.

Here's the Full Thread to keep up to date.

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