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World Change Base Hp Regeneration To Be Percent-based. (25+ Supporters)

Discussion in 'General Suggestions' started by ShinyAfro, Apr 7, 2016.

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Do you like the idea?

  1. Yes

    93.9%
  2. No

    6.1%
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  1. ShinyAfro

    ShinyAfro Well-Known Adventurer

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    My suggestion is simple: Rather then regenerate a set amount of HP per second(s), why not regenerate a set percentage of hp. Let me show an example of the two systems:
    On a percentage based system, say you regenerate 1% hp per 2 seconds. At 100 HP that's 200 seconds to heal (3 minutes and 20 seconds). On a set hp of 1 per 2 seconds, it is the same again of 3 minutes 20 seconds.
    Now, lets increase this to a reasonable amount of hp, say 9000, which is easily achievable endgame. So, to regenerate 9000 hp at 1 point per second, it will take 300 minutes. That's 5 hours!
    Back to percentile, you will be regenerating 1% per 2 seconds, only taking 3 minutes, 20 seconds to reach 9000hp. A while to wait, sure. But not the end of your gaming session if you ran out of alternative ways to heal yourself.
    As for the actual healing amount, it would be 45 per second at 1%. Not really all that much but it does make a difference, for sure. Devs can easily change the percentage to maintain balance, i'd prefer a 1% per two seconds, for a total heal time of three minutes, twenty seconds, but that's not part of the suggestion. The suggestion being about the actual system rather then the specific numbers.

    Alrighty, so right off the bat you seeing a thread 'bout dat hp. You probably are already halfway through typing "potions!1won!one!1" and have not even made it this far, but let me ask you, why should potions be an essential item for healing during non-combat? During a boss fight, SURE! All for it! EVERYONE SHOULD BRING POTIONS TO BOSS FIGHTS! I think that potions should still be useful, just personally, as a mage who is now leveling other classes, experiencing both sides of the hp situation, i can say mages are clearly livin the life. Why should mana regenerate the same each level, despite casting more and more powerful spells, but hp on the other hand gets weaker and weaker per level, to the point where the total regenerated will take hours to fill up your bar to max?

    And finally, the numbers are up to the developers in terms of balance, thats not what i am suggesting, i am simply suggesting a framework of which health can be regenerated more evenly across levels, basically having it regen as a % so without buffs, you will have a consistent regeneration of your health bar across all levels.
     
  2. awemanrank100

    awemanrank100 custom title

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    This is an interesting suggestion, and does make sense.
    For now, look for pieces of armor with Health Regen on them.
     
  3. ShinyAfro

    ShinyAfro Well-Known Adventurer

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    As for an example of the new system i am proposing, including items, the formula would look something like HP regen (Per 2 seconds): [(HP*0.01)+X]*Y
    X being items that boost by a certain set amount, Y being items being boosted by a percent and HP being 9000 as the same in the OP.
    Saying you had an item that boost hp regen by 50% and another item that boosts hp regen by about 45 per second, you would have 270 hp regenerated per two seconds.
    Alternatively you could make the base HP regen unaffected by % increasing items and have a system similar to the current one, albeit with a higher base regen, which would look more like (HP*0.01)+(X*Y), which with the same X and Y values as i mentioned previously, you would be regenerating only 225 per 2 seconds.
    For reference, the default regeneration would be 90 per two seconds, using the above formula (9000*0.01)
     
  4. Havelo

    Havelo Random Adventurer

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    potions!1won!one!1-wait a sec

    It's actually a good idea.
     
  5. ShinyAfro

    ShinyAfro Well-Known Adventurer

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    Adding supporter count.
     
  6. (Meric)

    (Meric) No longer edgy

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    Just do %, Totally agree
     
  7. spudsmasher46

    spudsmasher46 Member

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    I'm not entirely sure if something like those would be possible, but what if this only applied if say you havnt taken damage for 5 minutes. This would prevent attacking bosses, running for a few mins, and then going back to attack with more HP.
     
  8. ShinyAfro

    ShinyAfro Well-Known Adventurer

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    As i said, its just percentage. It would work like normal, it would just scale with level, basically you always regenerate health anyway. 0.5% hp every second is not really that useful in combat, really. as i said it would take 3 minutes 20 seconds at that level to fully heal, thats a long time. Fights end waaay before then, it will never save your life in combat unless you have 99% dodge 99% defense and 5 hp or something. Also the % is not for me to decide, thats the devs. could be lower or higher for all we know.

    It would be no more powerful then the current system at lower levels, where hp regens at an okay speed where you can hide in a corner for 3 minutes and fight again.
     
  9. LotKnockMC

    LotKnockMC S̵͚̉i̸̥͔̞̒̕͜n̷̦̹̱͒̈́̚g̶͈̳̙͇͗̾̋̾ͅë̶͔́̌͋ṙ̶̢̧̭͕ VIP+

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    Bosses have regeneration, and a good amount too, so that wouldn't be a problem in the first place :)
     
  10. ShinyAfro

    ShinyAfro Well-Known Adventurer

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    yeah pretty much, also as i said before 0.5% every second isn't much, that's like 45hp at 9k health. And the devss can scale it up/down as they want.
     
  11. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    The system already is percentage-based.
     
    Havelo and Tantibus like this.
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