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Guide The Health Regen Formula Has Been Reverse Engineered

Discussion in 'Wynncraft' started by touhoku, Jun 1, 2021.

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  1. hppeng

    hppeng 0 intel is the correct amount of intel HERO

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    mmmmyes

    I tune my rage hero build's hpr so it stays at a comfy ~20% max health! works like a charm, good for qol, don't have to take off and put back on armor every time you enter combat
     
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  2. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff warrior. HERO

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    Ha!
    Use the new potion from the Lava Pool quest.
    I mean, this is kinda cooler, but if you cant control the exact amount of HPR you have, then using the potion is better then taking off your armor.
     
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  3. SleepyChase

    SleepyChase Travelled Adventurer

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    Pog that is pretty cool
     
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  4. Salted

    Salted Game Design & Wynncraft Founder Staff Member Admin GM CHAMPION

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    the mana bit might sound weird now in 2021, but back in 2013 when we designed that stuff (and 2015 when we updated it for gavel) it made a little more sense. it would increase your HP regen when you disengaged from combat and coupled with the fact that it regens faster when you're at low HP, made you spend less time waiting for your HP to come back and more time fighting. over time wynn combat became a lot more fast-paced and HPr builds became more viable so that design doesn't work as well anymore
     
  5. fishcute

    fishcute fish CHAMPION Builder

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    Yeah, I figured that out, but it's also seeming like a pretty tiny amount of hpr. Considering you would need specific rolls on items or specific crafted items it's probably not worth dedicating multiple items just for like 200 hp every 4 seconds. If natural hpr was a bit more effective or items with extremely high hpr% existed it might be useful, but then again I don't have a hero or even a warrior, so maybe someone else should decide if this has a point.

    On a side note, I feel like a base of e is a bit much. It makes natural hpr negligible outside of people at very low health. It doesn't have to be a tiny number, but I feel like this is an interesting mechanic that really doesn't end up mattering.
     
    Last edited: Jun 2, 2021
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  6. touhoku

    touhoku heavy spell pioneer Item Team CHAMPION

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    Giga and I have been floating around the idea of using the inherent restrictivity of a set to try and make use of the current health and mana mechanics, where getting hit off of some equilibrium health value (equilibrium created by -raw like hero does) cause your hpr to swing wildly until it returns to that initial state.

    So far it seems that the raw health needed is too extreme to even consider this viable (or healthy), but it is interesting in concept at least.

    Also I take it most of this analysis we did is correct? That is cool :relaxed:
     
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