Trev - you missunderstanding me =)
I am TOO talking ONLY about OOC regen =) (for hp and mana)
Quote:
A while back, a rule was added so that you could increase the total character regen by a multiplier. The rules are HPRegenMultiplier and ManaRegenMultiplier and they start at a default of 100, but you can set them up or down to increase/decrease the in/out of combat regen rates. So, lets say you get 10 natural regen on your character and you have an item that gives +10, and also a buff that gives +10, your total would be 30HP regen per tick. These rules will multiply that amount times the percent you set the rule to. Since it is set to 100 by default, 100% of 30 is still 30. But, if you set it to 50%, then 30 is reduced to 15. Or, if you set it to 200%, then 30 becomes 60 per tick. Using these rules, you can quickly adjust regen rates and they will still scale based on levels/AA/Gear/Buffs. The flaw with doing this is that it not only increases out of combat regen, but also in combat regen. So, if you set it really high, your players will regen quick while out of combat, but they will also regen very fast while fighting mobs.
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yes it was a significant problem when it come to tunign encounters since I had to choose between smaller downtimes and much easier ecounters. At the end I put it back to 100% and give players long recast healing/mana potions to be used during down time
The diffirence is that I am proposing to set the values for it in actual numbers rather than in % of total pool
Quote:
So the idea is that regening from 0 to 100% at level 1 might only take 30 seconds, but at level 70 you could set the scaling to regen them to full in 30 seconds, or 60 seconds, or 5 minutes, or whatever you want the max level regen time to take. So low levels could regen to full very quickly, but you could set high levels to take longer to regen to 100% if you wanted it to be that way. By disabling the scaling system, a level 1 would regen in the exact time it takes a level 70 to regen from 0 to 100%.
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I am talking about the same thing =)
But again where you would want to put say X=2% of mana pool, I want to put X=25 mana per tick
regading the max lev cap - the problem is NOT what your lev cap is. the problem that cap may change at any given time and then your OOC regen bonus granted by the formula will be thrown off
For exmaple: my server goes live with max lev cap of 75... 3 month later I add new zones and raise cap to 90
If your formula uses max lev cap anywhere in calculation- the whole formula just started to produce DIFFIRENT results for the same levels than it was before.
in other words your if your formual is something like: Z=X+Y*K, where ANY of the variables is a max level cap, the moment lev cap changes, your result for say lev 28 is now complitly diffirent value