Q:
Regeneration. how does it work?
My experiencewas wrong see savoths next post and argo’s follow up on stacking priority. With a clerics rune and 30 in beastmastery it caps at something like 295ish a tic up from 155ish base at 80. THis is hard to control test as heals don’t report in the combat log for some unfathomable reason.
You can determine the value of your tic of regeneration from healing spring by dividing the Total regeneration number by 18.03 and rounding(It’s probably 18.025…. but my calcualtor was set to round to 2 decimals and horshoes and hand grenades works for me. Base duration is 6 applications of 3 seconds. First regen being applied at second 0 last at second 15 which creates the base duration total of 18 seconds plus .03 apaprently. Tooltip doesn’t account for you extending duration or didn’t as of @2 weeks ago when I measured my numbers on it In HOTM.
It’s real easy to test by going to HOTM grabbing the amulets unspeccing and going and letting a weak hitter like the ranger beat on you. You revive at the location and track the green tic value divide them into the total regen heal value reported in the tooltip and find you get 18.03….. Would be alot easier if healing reported to the combat log.
OoS
A whittling ranger becomes viable by forcing his opponent to whittle
(edited by Arrys.7145)
Hmmm… I had not considered regeneration being based off personal values no matter the source. I will have to look into that.
Edit: Tested in HoTM:
The amount healed is derived from the source’s stats not from the beneficiary’s stats.
(edited by Savoth.5721)
My understanding is that any regeneration gained after the initial regeneration will simply extend the duration of the original. Doesn’t matter where the second or third of fifteenth regeneration comes from.
Never tested it myself, so while I’m reasonably sure, I’m not 100%.
what happens if someone else throws a regeneration in between HS ticks? Does it takes a different heal value for the length of the additional regeneration duration?
Yes. But the most powerful regeneration “stacks” come first.
Example:
A player gains 6 seconds regeneration because he stands 1 second in your HS.
Another regeneration 3s stack applied to him, but its a stronger stack. The player will experience the effect of the most powerful regeneration stack 3s first. Thereafter the player will get the 6s regeneration from your HS regeneration stack.
Anyhow there will be a 9s regeneration boon on the screen.
Special note: Many skills and traits giving regeneration are bugged. Test everything by yourself. For example gives the healing turret from engineer only 130 regeneration independent on the healing power (bug).
(edited by Argo.7541)
what happens if someone else throws a regeneration in between HS ticks? Does it takes a different heal value for the length of the additional regeneration duration?
Yes. But the most powerful regeneration “stacks” come first.
Example:
A player gains 6 seconds regeneration because he stands 1 second in your HS.
Another regeneration 3s stack applied to him, but its a stronger stack. The player will experience the effect of the most powerful regeneration stack 3s first. Thereafter the player will get the 6s regeneration from your HS regeneration stack.
Anyhow there will be a 9s regeneration boon on the screen.Special note: Many skills and traits giving regeneration are bugged. Test everything by yourself. For example gives the healing turret from engineer only 130 regeneration independent on the healing power (bug).
How does Signet of the Wild work with the Rejuvenation trait? Those never show up on my boon bar, so I don’t know how they interact with each other.
SotW scales with Healing Power & is independent of any Regeneration boons.
for me, Wild ticks for 133 & Regen ticks for 277, so 410 per tick total. Wild should always be showing on your buff bar as an Orange circle with the Signet symbol.
edit: unless you have used SotW for its active, then the buff is down for 2 min.
http://www.youtube.com/channel/UCfhikZxZ-rtr_knUtXZNJMw
http://twitch.tv/cutsu
[quote=647560;darqwonders.5308:]
OoS
A whittling ranger becomes viable by forcing his opponent to whittle
SOTW isn’t duration based.
In reference to bugged ranger regeneration-like abilities. The 30 beastmastery trait [Natural Healing] which also benefits you the ranger(Not clea rin tooltip) appears to be a fixed value. 133 health. However if you take the trait pets heal for more it’s value per tic will jump to 169 per tic(Sometimes still see 133’s). Your pet will get the same 125 per tic either way.
So with just a cleric amulet and 300 beastmastery you can have 169 a tic (Improved Natural healing), 135 SOTW and regen at 283 a tic Or + 587 per round of tics.
Can improve the regen number a bit more along with the sotw. But Natural healing for me shows either 133 or 169. Thinking natural healing is definitely bugged somehow or bad tooltips on it and the pets heal for more.
OoS
A whittling ranger becomes viable by forcing his opponent to whittle