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Mana/Stamina and Health regeneration mechanism analysis


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#1
Waltzingbear

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The information in this post is confirmed both by testings and by Bioware; rest assured it is accurate.
 
** Important to note that some items display rounded numbers and thus have a slightly different effect; more info at the bottom of this post.

Mana/Stamina

♦ Base stamina regen rate is 0.2% of total stamina per second.
♦ Base mana regen rate is 0.3% of total mana per second.
♦ Every point of mana/stamina regen rate (described in items and abilities as +# mana/stamina regeneration rate) regenerates additional 0.01% of total mana or stamina per second.
♦ Warriors' stamina regeneration from killing blow is - 10% per rank (Critter = 1, Normal = 2, Lieutenant = 3, Boss = 4, Elite Boss = 5).
♦ Rogues' stamina regen per basic attack with Dual Weapons is - 1%.
♦ Rogues' stamina regen per basic attack with a Bow is - 2%.

Meaning that:
• If you are a mage with a +2 mana/stamina regeneration rate item you’ll regenerate 0.32% of your total mana every second.
• If you are a warrior/rogue with a +4 mana/stamina regeneration rate item you’ll regenerate 0.24% of your total stamina every second.
• If you are a mage with +6 mana/stamina regeneration rate items and Rally is active you’ll regenerate 6.36% of your mana per second.

Mana return:
It’s hard to say what is better at what level without comparing two items because it’s hard to account for the scaling of these stats. For example, my first mana ring had +6 mana bonus and my first mana regen ring had +2 mana regen. But now my best ring has +13 mana and my best mana regen ring is still +2 mana regen.
You can apply them yourself though and compare two items to find which one gives more net mana return by multiplying the additional mana with your mana regen rate (0.003 by default) compared to 0.0001 times your mana pool for each +mana regen point.

*rogues’ and warriors’ stam regen is 0.2 and so the threshold is lower but their other ways of regaining stamina make them favor pure stamina increase anyway.


Health

♦ Base health regen for Warriors is 0.25% of total HP per second.
♦ Base health regen for Mages & Rogues is 0.1% of total HP per second.
♦ Every point of health regen rate (described in items and abilities as +# health regeneration rate) regenerates additional 0.01% of total HP per second.

Meaning that:
• If you are a rogue with a +2 health regeneration rate item you’ll regenerate 0.12% of your total HP every second.
• If you are a warrior with a +4 health regeneration rate item you’ll regenerate 0.29% of your total stamina every second.
• Merrill with the +20 health regen armor upgrade and with Anders' Panacea active will regenerate 0.8% of her HP per second (even with Blood Magic active).

Health return:
Same principle as the mana return. Apply the according formula to decide which item provides more net health return.


**Because the game will not display decimals, some items' numbers are rounded in the description albeit actually having a slightly different regeneration rate (the effect itself isn't rounded). More info about this.

Here's a list of these items:
- Gloves +1.2 (rounded to +1 in the description)
- Boots +1.8 (rounded to +2)
- Shield +3.75 (rounded to +4)
- Ring +1.5 (rounded to +2)
- Belt +1.5 (rounded to +2)

Modifié par Waltzingbear, 30 mai 2011 - 07:39 .


#2
Peter Thomas

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Waltzingbear wrote...

I think that Peter Thomas simply made a blunder. +40 health regeneration would in fact be exactly 0.4%.
I wasn't aware of that post and now I can see where the misconception of 1 regen point being 0.025% came from.

Peter is not the messiah he's just a very naughty boy.


-_-

I'm just the one with the access to the real behind the scenes numbers. The way the numbers are supposed to be converted is 40 health regeneration = 1%. However, the description for Rally is wrong. It uses the wrong conversion factor in the description string. This makes no change to the actual gameplay effect, it's just the string that shows it wrong. It's not +200 health regeneration, it's +2% effective regeneration for the duration, so the string should actually read +80 instead.

#3
Peter Thomas

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Ok, I just got back and talked to the editor and he said that I was wrong about the conversion factor. He always used x100 for the regeneration values. Could have sworn it was different...

Anyway, as a mea culpa, here are the actual stamina/health regeneration numbers from certain things:

Warrior Base Health Regeneration - 0.25%
Warrior Base Stamina Regeneration - 0.2%
Warrior Kill Stamina Regeneration - 10% per rank (Critter = 1, Normal = 2, Lieutenant = 3, Boss = 4, Elite Boss = 5)
Rally Stamina Regeneration Bonus - +2% for 10s
Unite Stamina Regeneration Bonus - additional +4% for 10s
Deep Reserves Stamina Regeneration Bonus - 0.1%
Berserker Stamima Regeneration Bonus - 0.1%

Rogue Base Health Regeneration - 0.1%
Rogue Base Stamina Regeneration - 0.2%
Rogue Dual Weapon Basic Attack Stamina Regeneration - 0.25% (this is a bug; should be higher)
Rogue Archery Basic Attack Stamina Regeneration - 0.5% (this is a bug; should be higher)
Overtime Stamina Regeneration Bonus - 0.1%
Man of the Crown Health Regeneration Bonus - 0.5%

Mage Base Health Regeneration - 0.1%
Mage Base Mana Regeneration - 0.3%
Elemental Mastery Mana Regeneration Bonus - 0.1%
Galvanism Mana Regeneration Bonus - 0.1%
Spirit Mastery Mana Regeneration Bonus - 0.1%
Vitality Health Regeneration Bonus - 1.0%
No Compromises Health Regeneration Bonus - 0.5%



Health/Stamina/Mana Regeneration Item Property - 0.05%

This is per property, per power level (which is only really visible in the toolset). There is also an item level, but it doesn't affect these particular properties. This is also modified by the type of item the property is on.

     Chest Armor - 1.0
     Helm - 0.4
     Gloves - 0.24
     Boots - 0.36
     Shield - 0.75
     Follower Armor - 2.0
     One Handed Weapon - 0.8
     Two Handed Weapon - 1.0
     Dagger - 0.6
     Bow - 1.0
     Staff - 1.0
     Amulet - 0.4
     Ring - 0.3
     Belt - 0.3

Modifié par Peter Thomas, 18 avril 2011 - 06:47 .


#4
Peter Thomas

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Waltzingbear wrote...

Peter thanks a lot for this info.
I still need some clarification on the per item properties though.

- Is it multiplied, so for example one Regeneration point on a ring would give 0.015% (0.3 x 0.05%) and one point on a Chest Armor would give 0.05% (1 x 0.05%) ?


Yes, that's how it would work. Some item properties are rounded to the nearest whole number, or at least displayed that way.

- What is this about Power Level? Is it multiplied by another factor then?


Power level is basically a multiplier on the power, which is determined on the item template in our tools. A Power of 2 gives roughly double the bonus. Two items with the same strength but one has a higher property than the other means it has a higher power level for that particular property.

Can you give an example of how this will be calculated for an item?


You have a chest piece that has a property on it that gives a bonus to Strength. For an item of that level, with the property at power level 1, the formulated bonus is 1.4. That particular property is rounded to the nearest whole number, thought, so it would grant +1 Strength. Another item of the same level has the same property, but the power level is 2. The formulated bonus would be 2.8 (2 x 1.4). Rounded to the nearest whole number, it would grant +3 Strength.

If these were on a ring (0.3 multiplier) instead of a chest piece (1.0 multiplier), the power level 1 bonus would be +1 (1.4 x 0.3 = 0.42 rounded to 1). Power level 2 would also be +1 (2.8 x 0.3 = 0.84 rounded to 1), but power level 4 would give a bonus of +2 (5.6 x 0.3 = 1.68 rounded to 2).

#5
Peter Thomas

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Jannamarie wrote...

Peter is the power factor why I see two belts for 3% physical damage (exact same description) with two different sell prices?  I assume the higher powered belt would have the higher selling price?


It might be, but more likely it's because of the hidden level of the item. An item property can have a formula to define what it's bonus is. The final bonus is this formula * power level. The formula for an item property might be something like this:
    (item level * 0.25) + 0.75

That value is then multiplied by the power level of the property. Power levels are basically the number of times that property is on that item.

By the formula, a level 1 item would have a bonus of 1.0 (0.25 + 0.75). Level 2 would have 1.25 (0.5 + 0.75, rounded down to 1). Levels 3-6 would have 1.5-2.25 (all rounded to 2).

The price of an item (and the number of stars it receives in the inventory) is partly based on level, which is why you see discrepancies in price and items with the same rounded property values having different star ratings.

This is an explanation of why it appears that way, not a justification.

Modifié par Peter Thomas, 21 avril 2011 - 12:48 .


#6
Peter Thomas

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ishmaeltheforsaken wrote...

When properties get rounded to the nearest integer, is the effect actually rounded? Or just the tooltip display?


For most it's the effect rounded, meaning the rounding occurs before the effect is applied to the character. Certain things are rounded in the display, though (like the bonus from Heroic Aura is actually 7.5%, but says 8%).

And in either case, why?


I was told that the decision of no decimals was made for readability reasons.