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Power Regen Rates

PostPosted: Tue Jun 16, 2009 6:32 am
by Phen
Can you please raise Power regen Rates for Pure Casters to be atleast competitive with Meleers Endo Regen? Gaining 1 power every 6 secs in combat is extremely slow in comparison. Power Regen Potions Power Regen Spells and Serenity only affect OOC situations and none of these stack with each other.Sitting and Standing OOC offer a difference of 2 seconds between Ticks. These were changed long ago on Live and are not reflected here. Meleers are granted a huge advantage were they can regen their powerpool (endurance) at a much larger rate then a caster. Hybrid classes should fall under a slower regen rate given the fact they have alternate means of damage/defense and can swap between choosing magic and physical damage to offset downtime between endurance and power. Spending points in Serenity is almost a joke it should override the default regen rate in combat. Power Regen Potions off a max of 4 power points per tick , most cases players use a lvl 30 power potion which is more accessible and cost effective due to ingredients and that only offers 3 points per tick, both of which are next useless if neither one effects power regen while in combat. Even OOC you still have to sit to maximize the effect of each one and that still isn't a huge difference. So please standardize the rate at which sitting and standing regens and increase the amount of power regen at which they regen for casters to be closer to the regen rates of endurance.

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 7:38 am
by Graveen
Don't i changed it with the endo regen rate changes ? i don't remember.

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 2:37 pm
by Tolakram
I think there's a problem with the power regen calculator. looking .....

If not I can certainly speed up the sitting regen rate for storm. I hate downtime.

Ah, Storm's custom calculators look to be removed. I think we should re-add them with the extra bonus for sitting regen speed.

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 4:42 pm
by Graveen
i was rather thinking having them livelike (since 1.84 they are really nice) and keep the special regens: 25% endo + 10% mana granted when a mob is killed

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 4:43 pm
by Phen
They were working at some point Graveen but now they don't.
Sitting and standing/moving are supposed to regen the same amount now while OOC.
Regen rates were increased a long time ago as well.

COMBAT AND REGENERATION CHANGES

- The bonus to regeneration while standing out of combat has been greatly increased. The amount of ticks a player receives while standing has been doubled and it will now match the bonus to regeneration while sitting. Players will no longer need to sit to regenerate faster.

- While in combat, health and power regeneration ticks will happen twice as often.(ATM it is 10 seconds this reduces it to 6 seconds)

- Each tick of health and power is now twice as effective.(ATM it is 1 power this increases it to 2 power)

- All health and power regeneration aids are now twice as effective.(Hp Regens,Crack,Power Potions,Serenity)

- Fatigue now regenerates at the standing rate while moving.(ATM Endo regen rates seem perfect)

http://www.camelotherald.com/news/news_ ... oryid=2891

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 4:51 pm
by Tolakram
I have a level 50 theurgist and a live account. I will run him out of power and time how long it takes to regenerate while naked (no bonuses), then see how close Storm is to live and tweak it if needed.

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 5:19 pm
by Sand
First off, end regen is not suppose to be same as power regen and power regen is based on fixed power points and when you have a higher power pool the % rate increase is affected (except when using tinderboxes and power fonts which we do not have working atm). Thus for say a Thane for example, power will appear to regen faster than say a acuity buffed, inconnu necro.

I do think there is a valid report here, just that your wording is off here. Power regen maybe low but do not compare it with end regen as they are separate deals, tell us power regen does not match live. End I do believe is overly high atm, it is an issue I noticed in the code that I have a feeling our addition of a patch note relating to end regen wasn't implemented quite right.

Serenity and power regens are suppose to work in combat, if they aren't then that is something we need to look into.

When I was having issues with power leveling my tic, I found that it was quite improved my ability to have power by logging in mentalist bot for power regen. Problem is, being that combat for her was typically casting spells, then hard to tell how much she was regening in combat so so will have to test to confirm it is affecting combat.

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 5:29 pm
by Sand
I have a level 50 theurgist and a live account. I will run him out of power and time how long it takes to regenerate while naked (no bonuses), then see how close Storm is to live and tweak it if needed.
Problem is do you know how much power pool he will have when naked?

The useful information isn't how long he takes to totally regen, we need to know how fast it tics, and how much actual power point is gained in a tic.

I don't know what changed recently that messed up regen because it was not like this 8 months or so ago when I was playing here often.

As I am on vacation and working on something that I found I wanted to fix and found that looked like I didn't know how it suppose to work, I broke down and made a trial account so got a trial account and time now to get some testing in. So far I got a wizard and scout at 50 on pend for testing so can do some tests on this as well.

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 5:42 pm
by Graveen
The change i did were related to apply a coeff to existing regen mana rates, and remove sitting/moving restriction.

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 6:03 pm
by Tolakram
Problem is do you know how much power pool he will have when naked?
???

If I calculate the regen time with my naked theurgist (avalonian, +10 intelligence when rolled) and create the same character, same race, same level, same RA's (if applicable) on Storm and it takes about the same amount of time to regen power then I'll be happy. If it takes a lot longer on Storm then I'll change the calculator in order to make the times comparable. :)

I have a bunch if realm respecs available to boot so I could reset him to no RA's if needed.

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 7:12 pm
by Sand
Well that gives too many variables you might get the tic rate X regen value correct but you could end up with tic or regen values to be actually incorrect thus things like serenity/power regen will not have same impact as live. Example, say live regens 10 power every 10 seconds, so you conclude the rate is 1power/second, so you set it that way 5 power at a tic rate of 5 second. With that now serenity 5 gives you 10 power every 5 seconds so effectively doubling your power regen. Now say you set tic rate slower every 10 seconds but give you 10 power, now with serenity 5 your getting 15 power every 10 seconds, thus a 50% power regen.

I did tests and haven't fully nailed down exact values but have some early estimates.

So far looking like 10seconds is rate it tics in combat and 3seconds not in combat. BTW the not in combat would apply, standing still, moving or sitting.

The regen is a little tougher to figure. The tic ranges from 2% to 3% of power pool, and my estimation of her power pool is roughly 600 so with that it is 15power points. That sounds actually about right but could be slightly more or less.

Given only a couple % every 10 seconds, 1% every 6 seconds that Phen is saying we have on Storm isn't far off from live for in combat values, but if that is all your getting out of combat then that is our biggest issue on Storm.

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 7:20 pm
by Sand
Few more notes on issue:

I don't see any reason for casters to have a power regen advantage over hybrids, the casters get more bang for their power point, that is their advantage plus have considerably larger power pools, most of the time due to rising acuity and ability to be affected by acuity buffs.

Also more on the Serenity and Power regen buffs, these should be stacking with each other (though regen buffs will only stack with each other) and with natural regen. BTW the note in mythic's patch note about regens enhancers (serenity, power buffs etc) being twice as effect, I don't think means they actually changed anything on those abilities, they are twice as effective because the tic rate that it is applied to is faster.

Edit: I noticed my post is sort of missing words that make it clearer on what I meant so have added them in but have them bolded.

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 10:21 pm
by Phen
I do think there is a valid report here, just that your wording is off here. Power regen maybe low but do not compare it with end regen as they are separate deals, tell us power regen does not match live.
Sand if you read my original post I stated Competitive with Endo , not exactly like endo regen , not above endo regen , not faster or even better, Competitive . Competitive in the sense that we(casters) have our power sources updated just as anyone who uses a weapon has their power source updating. I recognize the potential to overpower a caster class if the power regen increased at the rate of endurance thats why I never said to compare it to exiting endo regen.
BTW the note in mythic's patch note about regens being twice as effect, I don't think means they actually changed anything on those abilities, they are twice as effective because the tic rate that it is applied to is faster.
Thats the actual wording , they actually doubled the amount that your base health and power regenerate:
-Each tick of health and power is now twice as effective.
Note it does not say twice as fast there is a difference.

They also state:
- The bonus to regeneration while standing out of combat has been greatly increased. The amount of ticks a player receives while standing has been u]doubled[/u] and it will now match the bonus to regeneration while sitting.
To me this says they increased the amount regenerated was increased, what the actual increase was is not mentioned but it was greatly.

And further more:
- While in combat, health and power regeneration ticks will happen twice as often.
Here it states it will be twice as fast in combat.

So what they are actually saying is , the regen rate has been doubled, the amount has been doubled, sitting and standing are in essence the same and while in combat you will receive twice as many hp and power points then previously attained.

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 10:38 pm
by Phen
I don't see any reason for casters to have a power regen advantage over hybrids, the casters get more bang for their power point, that is their advantage plus have considerably larger power pools, most of the time due to rising acuity and ability to be affected by acuity buffs.
Basically this was a personal insight to class balance, Hybrids on one hand can open an attack from range and even if they are left to freely cast and still not kill an opponent they can fall back on good ol close combat to finish the job casters may have more ranged damage potential then their hybrid targets but once that pool is empty they present no other threat. The magical properties for hybrids are secondary to their physical attacks, they are there to compliment their close combat abilities, therefor I saw it as an idea to limit hybrids regeneration of power.In any fight involving a caster interruption is the key.
Consider being out of power and coming across a VW who is also out of endurance , guess what he can still significantly do damage to you with unstyled melee and if you happen to get some distance he can also use magical abilities to finish the job now consider it again vice versa you can damge the VW but only until he closes the gap in which again he uses melee to disrupt and damage you , but in the meantime he also possesses abilities to use another form of attack once his endurance is depleted. Also keep in mind that many hybrids possess instant spells designed to interrupt,damage,debuff and reduce movement.If it never got changed or considered it wouldn't be a big deal it was merely meant as a suggestion.I would consider it a crime to atleast not bring it up though.

It reminds me of when Mythic increased their subscription rate to accommodate their growing staff,then shortly after cut the staff in half to work on WarHammer, did they ever reduce the rate due to reflect their staff size? Nope, players are still paying that extra amount for exactly what they were paying for before and noone ever brought it up and now they have DAoC players contributing to WarHammer funds and guess what if they want to play Warhammer they pay an additional fee for half of the same people they were paying before to work on DAoC. /boggle

Re: Power Regen Rates

PostPosted: Tue Jun 16, 2009 11:20 pm
by Sand
I would usually like to debate these things and stand by what I said but I would prefer to be more productive and stick with facts and discussion of the actual game mechanics as this is what gets issues fixed properly.

My testing on live indicates a 10 second period on in combat power regen and a 3 second on out of combat power regen. The first of these might be slightly off as honestly it was harder to confirm even though being a longer time frame you think be less prone to error, but I tested a couple times of counting how many tics to power I got in a min, and it was 20 which leaves a 3 second tic rate. With a slower tic rate, I actually had to count tics over a longer period to try and rule out lag or reaction times on my part to affect the rate so that one I wouldn't rule out being off a second.

From testing on Storm and looking at code, the regen period is not set to match live values. The code shows a value of 6 seconds for the standard regen period and there is code that doubles it for in combat and cuts it in half for sitting. Think the quick simple fix on the rates is to set the standard value to 3seconds (assuming 6 was the old value we determined) this sounds correct. Then we need to remove the line that checks if sitting, and change the incombat to be 3 times, not 2 times on the period, to put it at 9 seconds, which while might not be exactly live but close enough.

My testing on Storm indicates that Power buffs do work in combat, it gave my roughly 10power per tic regen to over 14 power per tic. Now it is pink buff so should give an increase of 5 so not sure if the slighty off is due to my estimations or because she has serenity 1 and they aren't stacking so am only seeing a 4 increase. I am not at home right now so only have my laptop so can't test to well right now.

Still to be determined is how the serenity ability is working, is it stacking or not, and confirm it if is working in combat and also what the values of power one should be regening.

On live value appears to be 15 power points, while Storm it seems to be only 10, so these may need adjusting.

These later and actually making the coding changes, I can work on in a day or two, as right now I am away and only have my laptop so while I have the code with me, I only have notepad to edit with and also don't have access to my test server to test these out.