Story Archer Posted Thursday at 06:02 PM Posted Thursday at 06:02 PM Generally speaking, is it better to increase your Hit Point and Endurance maximums than it is to increase your Regen and Recovery rate? Obviously extremes of either disrupt the comparison, but increasing your maximums also increase the rate of replenishing them by default, yes? If I have 600 Health and 100% Regen, then I would get back 600 Health in a minute, or 10 HP/second (just using round numbers here, don't actually know). If I increase my Regen by 10%, then I would get back 11 HP/second. If I increase my HP total by 1.5% to 609, then I would get back 10.15 HP/second? Is that formula correct, and does it function differently for Health vs. Endurance?
catsi563 Posted Thursday at 06:21 PM Posted Thursday at 06:21 PM both to be honest as much as you can the basics say the more hit points and end you have the better however this runs afoul of what happens when you run into a bunch of bad guys who can shred health in short order. Heck ive had tanks with maxed out set invuln just drop when certain enemies just went to town, so in general yes more health and end is always a good thing having a large pool of both can never hurt that said having low recovery of both can also be detrimental to your game, a high health individual whose health regens slower than a snails foot race means it takes time for them to regain that health which can slow down progression same with end while having a big pool can be beneficial if youre fighting a long fight and have no recovery options outside of popping blue candy what happens when you run out of that blue end bar and have no way to recover safely? so a high level of both health and end as well as recovery and regen would seem to be the best in this game in my experience now i imagine there are builds that use multiple procs and set bonuses of a wide assortment and variety that i wont get into ill let those whove spent more time in that department cover that suffice it to say the game is built around a balance of health and regen End and recovery so youre best option outside of those set bonuses is to build for balance as best you can 1 My Dear you deserve the services of a great wizard but youll have to settle for the aid of a second rate pick pocket ~Schmendrick So you mean you'll put down your rock, and I'll put down my sword; and we'll try and kill each other like civilized people?
Seldom Posted Thursday at 08:52 PM Posted Thursday at 08:52 PM (edited) Yup, both +max hp and +regen work together, as do +max endurance +recovery. My usual priorities: +recovery +end +hp +regen Why? While +HP/+regen DO stack together, but unless you're a Regeneration or other support/armor set character with substantial +HP +regen, the values won't have enough impact to overcome most enemy damage. ESPECIALLY now that rest has a short recharge for worst cases, and it's easy to email/carry green inspirations for emergencies. There are reliable health tools that's have more use than +5hp or +.5% hp per second. While +HP +Regen get better the more you stack them together, they're even BETTER with +resistance+defense on top. But you know what? +Defense/+Resistance will be way better than +HP/+Regen in most cases. Meanwhile, most character actually survive better using their primary tools- control using endurance to lock things down, damage to lay enemies out, defensive characters to heal/protect, and support to recover/weaken/buff to overcome threats. On most character WITHOUT sufficient endurance to use these tools, you end up tasting pavement. No blue = no green. Of the two 'blue bar' tools, +max end can easily see similar results by slotting for -End costs in powers, but there's little outside of stamina to help get blue back faster in the fight. So that's why I lean toward +recovery. ...Though yes, +10% recovery is better when you have 150 endurance than when you have 100 endurance. Unfortunately character can't get everything, so that's why I prioritize as above. Edited Thursday at 09:03 PM by Seldom 1 1 1
macskull Posted Thursday at 10:46 PM Posted Thursday at 10:46 PM 4 hours ago, Story Archer said: Generally speaking, is it better to increase your Hit Point and Endurance maximums than it is to increase your Regen and Recovery rate? Obviously extremes of either disrupt the comparison, but increasing your maximums also increase the rate of replenishing them by default, yes? If I have 600 Health and 100% Regen, then I would get back 600 Health in a minute, or 10 HP/second (just using round numbers here, don't actually know). If I increase my Regen by 10%, then I would get back 11 HP/second. If I increase my HP total by 1.5% to 609, then I would get back 10.15 HP/second? Is that formula correct, and does it function differently for Health vs. Endurance? I lean towards +maxhp and +maxend if for no other reason than powers which buff those attributes are rare outside of the melee ATs. Powers that boost regeneration and recovery are a dime a dozen, but there are only three ally +maxhp powers and one ally +maxend power in the game. Here are some actual numbers (based on a Corruptor): Base HP: 1071 Base regeneration: 100% (4.46HP/sec or 267.6HP/min or 4 minutes to go from 0 to full HP) Base regeneration with unslotted inherent Health: 140% (6.25HP/sec or 375HP/min or 2 minutes 51 seconds to go from 0 to full HP), we'll consider this our baseline for the rest of this math since you can't disable inherent Health The above baseline plus 10% regen from a set bonus: 150% (6.69HP/sec or 401.4HP/min or 2 minutes 40 seconds to go from 0 to full HP) The above baseline but swapping out the 10% regen for a 1.5% HP set bonus: 140% (6.34HP/sec or 380.4HP/min or 2 minutes 49 seconds to go from 0 to full HP). Based on those numbers, a 10% regen bonus is more impactful in terms of HP/sec than a 1.5% HP bonus - but there are a few issues here: A single even-level heal SO in Health is equivalent to a 13.32% regen bonus, which is bigger than almost any available set bonus while only taking up one slot. Unless you already have a high regen rate, adding regen doesn't really do much to appreciably improve your survival. It's way easier to stack HP bonuses which already have a side effect of raising your effective regen rate. Having more HP gives you more time to react if you take a hard hit or two. 1 "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme (now with Victory support!) @macskull/@Not Mac | Twitch | Youtube
BlackSpectre Posted yesterday at 12:10 AM Posted yesterday at 12:10 AM If you can get large amounts of regen or recovery, it’s better than having bigger hp or end pools. With enough regen or recovery you can be the energizer bunny and just… keep… going. But getting high enough values of regen is more difficult than high recovery. Ideally, you want enough end to be able to fire off your entire attack/power chain plus a little more, and enough recovery to restore it so that your attack/power chain can continue uninterrupted. Ideally, you want enough hp to weather an alpha strike, and enough regen to get your health back fairly quickly… but getting enough regen is hard to do. Just a small amount of any of those stats has a small impact if you’re looking at them isolation. Black Spectre - A Dark Defender's Home on the Web • The Advanced Bind Guide • The Masters of BAF: A Guide for Leaders and Players • The Wiki List of Slash Commands
tidge Posted yesterday at 05:10 PM Posted yesterday at 05:10 PM I am always spending the Blue Bar, so I prioritize +MaxEnd and +Recovery. I will eventually spend some of the Green bar, so +HP is welcome (it also synergizes well with Scaling Damage Resistance) +Regeneration is a lower priority, except on Tankers/Brutes (big sacks of HP) and resistance-based Scrappers/Stalkers/Sentinels. 1
Scarlet Shocker Posted 4 hours ago Posted 4 hours ago I concur with most of the opinions here that +End is the most critical thing to aim for. I've found that during the levelling process, Endurance is the limiting factor. It's a lot less debilitating than it was on live, but it still matters. But once you're at 50, you've got your character to where it needs to be and unlocked your Alpha, which then potentially solves all your End issues (if you haven't already done so by then) it's worth that respec and as part of that process, you are able to boost your max HP and Regen (and fine tune your End) with little difficulty. A lot of that will depend on your playstyle and progression rate - so YYMV - but I suspect if you prioritise your HP on the journey to 50 you might find yourself compromising your character quite badly in terms of its main function. I neither know, nor care, what the difference between ignorance and apathy is
Vanden Posted 5 minutes ago Posted 5 minutes ago +End is far more important to shoot for than +Recovery, but a lot of that is because +Recovery set bonuses are atrociously weak. A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
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