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    About the new hp regen rule.

    Indiana Jones
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    About the new hp regen rule.  Empty About the new hp regen rule.

    Post by Indiana Jones 6th July 2016, 3:29 am

    I get where this is coming from...not really though. But yeah, the first part of it is obvious, it kicks in when you take damage, that's fair enough.

    But, making it work on every other post, will break lineages and magics that are already present . What i'm going to suggest won't remove the rule, but make it work a bit differently, mainly on passive regen. Stuff like unique abilities and etc, things that a person doesn't need to activate. Those could be on every other post, without a problem.

    But getting to regen you pay mp or anything else for or lineage active ones. These should still be able to work every post, as they have a cost most of the time and you are sacrificing something. This rule utterly breaks these spells or actives, making them quite a lot weaker and not just a bit weaker. If regen is a serious issue, why not just tone down the numbers, instead of making it clunky like this.

    Making it only work on actives would circumvent the problems, as you'd have to choose weather to spend mp for regen or use it to deal more damage. Now with the rule, it seems like dealing damage is the best option. But keeping the every other turn rule for passive regen, is a good idea.

    I don't mind if it gets accepted, as it doesn't affect my magics, but i know there are people who will be affected by this a lot. A compromise is which i suggest with the change.


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    Rosetta Crawford
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    About the new hp regen rule.  Empty Re: About the new hp regen rule.

    Post by Rosetta Crawford 6th July 2016, 4:50 am

    There is another way to fix hp regen and it one which I mentioned in the prior suggestion regarding this.

    The issue with HP regen is that it allows you to outheal damage (this is always an issue in games with numbers, but thats beside the point). All we need to do then is factor in something to SLOW hp regen. Every other post doesn't make sense.

    However, what if it works like this:

    My Turn 1: I'm at 100% HP lets say this is actuall 100, my regen rate is say 10%
    Enemy turn 1: Enemy hits me for 10 damage
    My turn 2: Due to being hit on the previous turn my HP regen is halved so it restores 5% instead. My HP is now at 95
    Enemy turn 2: Enemy hits me again for 10hp damage. I'm now on 85hp
    My turn 3: Due to being hit on the previous turn my HP regen is halved again so is now 2.5%. So i'm at 87.5hp.
    Enemy turn 3: Does 0 damage to me. So i'm still at 87.5hp
    My turn 4: Because I didn't take damage in the previous post my regen will return to 5% so I go back to 92.5hp
    Enemy turn 4: They fail to hit me again
    My turn 5: HP regen is back at 10% so I restore by 10hp or as high as I can so i'm back to 100.


    This means you can counter HP regen not by 'outdamaging it' but by consistently doing damage in order to slow it. Doesn't even have to be much damage. Sure this means in some cases they still might outheal you a bit but you can keep lowering it to some extent and thus you will be able to outdamage it a lot easier and also force them on the defensive.

    I would say most it should be able to be reduced to 1/4 or maybe 1/8 effectiveness with a minimum HP regen rate (for those that have it) of 1%.

    This not only doesn't break magics (as far as I'm aware), but don't involve any apps needing to be pulled.

    ----------------------------------
    I do agree that the HP regen rule change should only effect passive healing. If you are expending MP in order to regen HP for three posts or whatever then an every other post thing would screw you over and involve apps being pulled to fix it.

    I'm also not a big fan of this effecting lineages as whilst the members are responsible for their HP regen to an extent they are not responsible for their lineage (except in the case of customs) e.g. pride of the mercenary gives a 5% HP regen. Now by 'this' I mean the change to every other post. I feel that the change i've suggested doesn't break lineages.


    Last edited by Speed Demon Zack on 6th July 2016, 5:03 am; edited 1 time in total


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    Indiana Jones
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    About the new hp regen rule.  Empty Re: About the new hp regen rule.

    Post by Indiana Jones 6th July 2016, 4:52 am

    I didn't even think of that XD Guess i'ms till a bit rusty when it comes to this, but i do like the idea. Being able to put out consistent damage should be rewarded in battle and this is the perfect way. It would also benefit the one taking damage, as if they focus on dodging and defense then, they can come back into the fight. Would quite easily balance itself out without doing anything else.


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    About the new hp regen rule.  18jWfhn


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    Post by Nao 6th July 2016, 5:09 am

    Regen is a tough on in any site, and really this change seems to be something to reduce effect of Hp regen in pvp, which makes little sense. Also why isn't the suggestion to make it follow the same rules as mp regen(up to 25% max in 5 posts). On top of Hp regen we have endurance, damage reduction, shields, dodging, and healing spells.

    Not only that but it only takes 5 spells of spell rank equal to their rank to knock someone out, and with the way melee attacks work you can right now do as many as you want in a post (seen some items that allow people to attack 7-10 times in 1 second??).

    Slow regen seems like it's a little too hectic and easy to abuse via dodging or protecting at the right time. It benefits those who will just happily tank all the opponents attacks until someone is drained. And it doesn't stop the other issue of how much damage reduction could someone stack with a bunch of spells. However I don't really have a suggestion to offer other than making hp regen be based on how much damage you take in that post, almost like a soft damage reduction. But again it could be a little complex.



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    Almyra Bys
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    Post by Almyra Bys 14th July 2016, 1:57 pm

    Indiana Jones wrote:
    But getting to regen you pay mp or anything else for or lineage active ones. These should still be able to work every post, as they have a cost most of the time and you are sacrificing something. This rule utterly breaks these spells or actives, making them quite a lot weaker and not just a bit weaker. If regen is a serious issue, why not just tone down the numbers, instead of making it clunky like this.

    Making it only work on actives would circumvent the problems, as you'd have to choose weather to spend mp for regen or use it to deal more damage. Now with the rule, it seems like dealing damage is the best option. But keeping the every other turn rule for passive regen, is a good idea.

    Regen is the termed used for passive healing from items, UAs, or lineages. Active spell/item/lineage effects that have a cooldown and/or cost MP are heals, not regen, even if it is a heal that takes place over time. Also, healing spells and such generally don't go by % HP, but instead by spell damage values, so a C-rank heal, for instance, could restore 40 HP instantly or heal for 70 with a 5 post heal over time (20 to start, and 10 for 5 posts after the cast). That would not count as regen, but as an active heal over time.


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    Post by Sayrn 15th July 2016, 7:53 am

    Rosetta Crawford wrote:There is another way to fix hp regen and it one which I mentioned in the prior suggestion regarding this.

    The issue with HP regen is that it allows you to outheal damage (this is always an issue in games with numbers, but thats beside the point). All we need to do then is factor in something to SLOW hp regen. Every other post doesn't make sense.

    However, what if it works like this:

    My Turn 1: I'm at 100% HP lets say this is actuall 100, my regen rate is say 10%
    Enemy turn 1: Enemy hits me for 10 damage
    My turn 2: Due to being hit on the previous turn my HP regen is halved so it restores 5% instead. My HP is now at 95
    Enemy turn 2: Enemy hits me again for 10hp damage. I'm now on 85hp
    My turn 3: Due to being hit on the previous turn my HP regen is halved again so is now 2.5%. So i'm at 87.5hp.
    Enemy turn 3: Does 0 damage to me. So i'm still at 87.5hp
    My turn 4: Because I didn't take damage in the previous post my regen will return to 5% so I go back to 92.5hp
    Enemy turn 4: They fail to hit me again
    My turn 5: HP regen is back at 10% so I restore by 10hp or as high as I can so i'm back to 100.


    This means you can counter HP regen not by 'outdamaging it' but by consistently doing damage in order to slow it. Doesn't even have to be much damage. Sure this means in some cases they still might outheal you a bit but you can keep lowering it to some extent and thus you will be able to outdamage it a lot easier and also force them on the defensive.

    I would say most it should be able to be reduced to 1/4 or maybe 1/8 effectiveness with a minimum HP regen rate (for those that have it) of 1%.

    This not only doesn't break magics (as far as I'm aware), but don't involve any apps needing to be pulled.

    ----------------------------------
    I do agree that the HP regen rule change should only effect passive healing. If you are expending MP in order to regen HP for three posts or whatever then an every other post thing would screw you over and involve apps being pulled to fix it.

    I'm also not a big fan of this effecting lineages as whilst the members are responsible for their HP regen to an extent they are not responsible for their lineage (except in the case of customs) e.g. pride of the mercenary gives a 5% HP regen. Now by 'this' I mean the change to every other post. I feel that the change i've suggested doesn't break lineages.

    new here i know but i 100% agree with this instead, if the problem is the fact regen is too strong if you cannot out damage it then this is a great fix!


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    About the new hp regen rule.  Empty Re: About the new hp regen rule.

    Post by Eris 7th August 2016, 11:04 am

    None of this makes any sense.  (And for the record I don't believe I even have HP Regeneration on Eris.   So I'm not trying to defend "Muh regen" as some may say I am.)

    It's regeneration,  you are actively regenerating damage.   It's not something that get interrupted or randomly flickers on and off every other post.    It's a constant self-repair.  

    The Regen rules wouldn't even be a problem if spells weren't so easy to dodge most the time because of strict limitations, particularly on projectile speed.   (It's also pretty silly that the same limits on Range are also the limits on Area.   Range could stand to be doubled (As an upper limit) while AoEs could stand to be halved, by default,  with some spells and magic types obviously having their own balance points for larger or unique areas.)


    Regeneration could even be cut in half,  but allowing more sources,  and a traditional clause:  Certain damage types inhibit your regeneration.     Whenever you see regenerators in fantasy you see them have vulnerabilities:
    Silver.
    Acid.
    Fire.
    Holy.

    If people want normal or higher regeneration rates beyond the default allowance they could opt for Vulnerabilities.  The more Common the Vulnerability the more Regeneration they could gain.

    Like a Vulnerability to Slashing damage.   Most mages have some form of slashing or can improvise some sort of slashing.      Damage from a Vulnerability would regenerate at half the rage,  after stunning the regeneration in general for that post.


    Alternatively,  or even additionally if the above regeneration caps were high enough to merit it,   regeneration could also be applied to Damage Taken.   A 50% regeneration would heal a 10 damage spell by 5.  Then 2.5.  Then 0,  having a minimum value otherwise it'd go on endlessly.   Such as 25% of the regeneration's total.  (10% becoming 2.5% / 2.5 damage on a 100hp bearer)

    But the regeneration could be much higher than we see now.  Even up to 50% if you build into it.
    Including Vulnerabilities on top of this Damage Taken concept it may more easily reach 50% and reach like 75% if you specialize and focus on obtaining that regeneration rate,  or even more with common Vulnerabilities.

    Something like Sunlight would be a good Vulnerability.   Not as common as you'd someone might assume though,  since they'd likely operate mostly at night,  though being a big weakness during the day.   They could counter that by actively making sunlight damage too and poof,  you've got a vampy.

    The Vulnerability concept would work well with Damage Reduction as well.   As werewolves for example tend to have a mix of Resistance and Regeneration,   but are then vulnerable to Silver which bypasses the resistance and freezes the regeneration.


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