Talk:Health Regeneration: Difference between revisions

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== stub? ==
== stub? ==


I believe that this article is detailed enough to no longer be stub {{unsigned|07:29, July 29, 2010|Xain666}}
I believe that this article is detailed enough to no longer be stub {{unsigned|Xain666|07:29, July 29, 2010}}

Revision as of 07:41, 29 July 2010

I thought increasing your regeneration increased the frequency of regeneration ticks. Ah, well. --Professor Immortal 22:05, 29 August 2007 (EDT)

I'm pretty sure it does increase frequency of regen ticks. Take a look at Rest -- you don't recover half your health every 5 seconds, you recover 5% in rapid-fire. I've updated the article. I think it was originally just a complete copy of Recovery that was tweaked to suit -- perhaps that part was forgotten in the tweaking. -- Sekoia 09:13, 30 August 2007 (EDT)
So, if that's true, there are actually two types of regen buffs. There's buffing the regen rate (i.e. activating Rest) and there's buffing the amount of HP recovered per tick (i.e. popping Heal enhancements into Rest.) No? --Eabrace 12:09, 30 August 2007 (EDT)
No. Corebreach 13:55, 30 August 2007 (EDT)
Each tick is 5% of your current max HP, that's unchangeable. When you enhance a power that improves regen, it always reduces the time between ticks. Putting a heal enhancement in rest will further increase the rate at which those ticks occur. (Actually, it may not. I think I heard Rest is capped for anyone but scrappers. But the point stands in theory.) The only way to increase the amount of health regenerated in a tick is to increase your max HP, but it'll still be 5% even if the actual number of health points goes up. -- Sekoia 19:44, 30 August 2007 (EDT)
Well, I'll be. I learned something new today.  :) --Eabrace 20:53, 30 August 2007 (EDT)

stub?

I believe that this article is detailed enough to no longer be stub — Preceding unsigned comment added by Xain666 (talkcontribs) 07:29, July 29, 2010