well, basing it off a % may have an inherited flaw where at some point you level from say lev 69 to 70 and suddenly your regen drops DOWN , and i don't mean by % but by actual hp/mana per tick. and that should not happen. - you shoudl nto loose any regen as you level up. The could be no growth, or very little growth, or dimishing growth, but it should not go backwords.
for exmaple, let say for levels 1, 10, 25 and 50 your ooc regen coudl be like this:
no growth at all : 5 , 5, 5, 5 (it starst at 5 per tick mn or hp and it stays there)
small growth: 5, 6,7,8 (your regen growth but VERY slowly - and as you udnerstand 5 at lev 1 is MASSIVE while 8 at 50 is almost nothing compared to yoru mana/hp pool)
fast growth: 5, 10, 20, 40 (regen rapidly rising in atempt to catch up with your mana/hp pool)
any of the above are valid, but the actual ammount regen per tick should be becoming smaller
another important point- try NOT to base the final formula of the MAX level cap allowed. As server developes and people start rising max level cap to add more content, the previously set up rule values will no longer match up and would have to be recalculated every time
a simple build for formula imho is following: you set the formula in actual ammount of mn or hp per tick rather in %, AND a growth rate.
For exmaple:
Rule 1: (base regen per tick) - let say 5
Rule 2: (growth per level) - this one can be set in decimals for exmaple 0.25
(or in other words it grows by +1 each 4 levels)
What thsi means: thsi means that at any given level your regen is 5+(level-1)*0.25
so at level 50 your regen is 5+50*0.25=17.5 per tick.
Whenever this number is suficient compared to your mana/hp pool is a whoel diffirent matter AND admin can tune this up either altering the BASE or the Growth
alternatively setting the to say 2 gives you +2 extra mana per level, so at lev 50 your regen becomes 5+50*5=255 per tick =)
so its rather simple AND whats important- no involvement of max lev cap =)
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