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About Me

Found 4 results

  1. This was a triumph. I'm making a note here: HUGE SUCCESS! Regeneration Durability Calculator v1.0 HERE This has been a project of mine for the better part of this year, tweaking and tuning and building whenever I have the spare time and energy, and it is finally ready to share with all of you. Its not perfect, and its not as exhaustive and expansive as I'd like to make it in the future, but its ready for my Scrapper friends. So what is this? This is a spreadsheet that is able to calculate the durability of a regeneration build when provided the appropriate build information. I made it because while Mids is a masterful tool that I cant imagine living without, it lacks this kind of calculation, ultimately giving raw values. This wasn't good enough for my goals to master the Regeneration power set, I needed more, I needed to be able to see the impacts of my power picks and enhancements beyond how it felt, or abstracted testing such as the fantastic 801 series. Initially I intended to fork Mids and see if I couldn't develop a tool to do this regardless of powerset, and I may yet do that one day, work life permitting. However this was faster, and gave me results for my true goal. As I mentioned my goal is to master the Regeneration power set as a whole, and this is the first big step I feel to that beyond my years of experience with the Scrapper version and constant tweaking. As such you can expect updates in the future to include primary power set powers, as well as the addition of a sheet for Brute, Stalker, and Sentinel. Brute will be the fastest and thus the first, so keep an eye out for that. I tried to include notes that help explain the sheet's use and if anyone has suggestions or wants to offer help in improving its readability and function, or notices a mistake in my calculations, please let me know. For now to help add clarity the rest of this post, with the exception of the link itself will be an explanation of the sheet and how to make use of it. Terminology Lets begin with clarifying some terminology. In my personal experience I've found a lack of consistent terminology when describing the durability of a character beyond the preexisting health, resistance, regeneration, and defense. I have seen things like survivability score, time till death, and a few other things, but nothing consistent. This frustrates me because the terms we need have mostly existed outside of CoX for some time. As such here I have adopted/created my own terminology for some of these values. Effective Health: This refers to the amount of raw damage that must be thrown at a character to defeat them. This value factors in max health, resistance, and most importantly defense. This means this is an estimated value, as a high damage attack landing or missing can noticeably throw off the value in practice. However as an estimate it is more than capable of telling you what kinda abuse your character can sustain. Effective Regeneration: This refers to the amount of raw damage per second that must be thrown at a character to begin doing permanent damage. This is ultimately the amount of damage per second you can sustain without dying. As such you can assume your Health will not meaningfully move so long as your incoming damage per second is below this threshold. This has been called a survival score or immortality score elsewhere I believe. Like with Effective Health this value fluctuates in practice due to luck, but over a long period of time will hold true. Resisted Health: This is Effective Health but without defense factored in. As such this is the actual amount of raw damage that needs to be thrown at you and hit for your character to be defeated. This is not an estimate, and has no luck involved, however it is also inaccurate as a raw durability state because it does not take the possibility of a miss into account. Resisted Regeneration: This is Effective Regeneration without defense factored in, it has all the caveats listed above in Resisted Health. Use I tried to make the sheet as intuitive as I could but CoX is a complex game. As such to get the most accurate values possible you will need to keep some limits of both the sheet and Mids in mind. You will need to fill out each of the green fields which will require some extra work than just copy the totals tab of Mids. First you will want to disable all powers in Mids, including auto powers like Health, then copying the totals. This will provide you with the effects of all of your enhancement sets but there are exceptions. One example is Numina's Convalescence +Regeneration/+Recovery, which is actually a proc but is usually treated as a set bonus. Additionally to fulfill the "Additional HP/s" field you will need to consider the effects of procs like Panacea or Power Transfer. You can also factor in self heal primary powers like Life Drain if you wish but you will have to do the math yourself. Formula for procs is provided in the Notes. Lastly in order to properly enter the POST ED enhancement values. In Mids this is the value listed, but in game this will be the blue value when mousing over the power in the enhancement menu. I hope this will prove useful to everyone interested in optimizing my favorite power set in CoX and give us all a better view into how this set operates. The sheet also includes a small "Basic Calculator" for quick fire comparisons with any power set or AT or just for getting a quick estimate. https://docs.google.com/spreadsheets/d/1FwIJzvmAOyni9hRWS7XKLeqD0fo6PiVnhhe6e5RTTqk/edit?usp=sharing
  2. Edit - Updated build. Hello Brutonia! Brutes are a class that I have not given nearly enough love, and Regen is a set that I have literally only tried a couple times, all back in live days without IOs. I've been itching to try Psi melee somewhere as well - thus this build. I'd love your input on my build in the context of the goals I have set forth: Proc 'dem attacks. Brutes seem a little proc happier, as ED is just a drop in the bucket compared to Fury/damage caps. Slow Resist. I have a fetish for this it's true, but it seems especially wanted on the very click-dependent /Regen. Pick up Recharge where I can, supported by FFback in both aoe and ST chains. My concept demands I spew awful things from my mouth, so Arctic Breath is a requirement. 🙂 It helps that the power itself is proc worthy and a nice debuff. School of Sharks is just present to get me there. Modest resists across the board. I don't feel the need to bend over backwards to try and make this into a tank. That being said, I don't want to be bait either. Imagined strategy: Rely on superb regen and healing for the most part, but rotate three powerful survival steroids between Instant Healing, MoG, and Rune as needed. Otherwise just open with Arctic Breath and go to town. Enjoy the pink spam once my FFbacks start rolling. Areas I am not sure about, or would like to buff if possible: I am well familiar with the power of a defense based IO strategy. It seems like it would sacrifice too much offensive potential in this sort of build for my taste. Is my survival strategy viable in your eyes? Finding a way to softcap in something meaningful would be nice, but it would be a long journey there. Psi damage taken - I just sort of eat it. My resist isn't actually the worst, and of course healing doesn't care about damage type. Would be nice to find a few extra slots to throw at it though. I love the baseline power enhancement and recharge bonus in Panacea for most of my healing powers. Do you think I would be better served by taking a recharge hit and picking a different set? I'm not super impressed with the other bonuses in this set. Power choice - anything you love to pick in either of these sets that I skipped? If so, why do you love it? Is skipping the Superior Brute's Fury set a dumb idea? The ATO proc in it seems unnecessary, and swapping it in would nerf the damage of whatever attack I swapped it into. I see that it would be neat for a 3 split S/L defense strat, but that's not my focus. Side note - Brutes really get shafted on ATO procs! Swap slotting on Tough and Rune maybe? For Alpha I went Vigor Core. Normally I'm a big musculature or musc radial fan, but the ED seems less impactful here. Vigor allows me to proc out more easily, and buffs my healing across the board. Would you go another direction? I can't imagine going anything but Barrier on this guy. Note that in the build, the FFback powers are toggled on, and damage buffs are toggled off when viewing totals. The build:
  3. Ok, so I got to thinking, yeah, yeah we know how this turns out. Anywho, tell me if this is feasible. A regen toggle for dmg types, so regen toggle for physical (S/L/T), elements (fire/cold), and energy (nrg/negative/psi). They could be a resist set but slottable for res and heal sets. With the base rate pretty high for regen. I'm not calculating numbers or anything that's out of my scope aka attention span. And before anyone pyschs out and says willpower or bio, or there isn't anything wrong. Yes there is outside of Hami raids. The set ls a clicky mess, that's not the definition of Regeneration. When I think regen I think Wolverine or Deadpool not Dr. Quinn medicine woman. Hell to counter balance make it weak on mez, yes you regen from the damage but the actual hold or whatever would be killer on a regen. Think Magneto when he drops his mag hold on ole Wolverine. So...thoughts?
  4. Murcielago

    Regen 3.0?

    The two regen posts that have been floating around the forum recently made me think about regen possibly getting a rework by the New Dev Gods. I want to maintain a lot of the playstyle that it currently has and not turn it into a Willpower or Bio Armor clone. Regen lacks debuff resistance against a lot especially against it's primary damage mitigation, regen. -Regen is prevalent towards end game content, everything seems to have it along with increased accuracy. I am proposing the following: Regen resistance to Resilience Recharge resistance to Integration (credit to @JayboH) Instant Healing changes Reduce Recharge time from 650s to 300s Remove unenhanceable regeneration to self Reduce regeneration rate but I'm not sure how to balance this out, I want to increase the utility of the power rather than use it as an O SH*T button in conjunction with MoG without making the set too bonkers. Increase the duration from 90s to 120s Add -slow resistance to this power, I mean if you're healing quickly why should you be able to be slowed down? Moment of Glory Changes Increase duration from 15s to 22s This will give the player slightly more time to run away and/or click heal rather than a mad scramble to RUN than it currently provides. I haven't really thought of anything else but feel free to poke holes and throw rocks at my ideas or even provide your own!
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