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melee regen and healing on test

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Okami
RealPoor Guru
RealPoor Guru


Joined: 11 Oct 2002
Posts: 2242
Location: The new board



PostPosted: 05/01/04 - 15:58    Post subject: melee regen and healing on test Reply with quote

http://eqforums.station.sony.com/eq...age.id=246#M246


Quote---------

It seems like everyone is still confused about this, so let me take a crack at clarifying.

1) HP regen now scales better from 1 to 65. Previously natural regen did not increase until level 51. Now it increases every 10 levels.

2) For every minute you are sitting, you will see an increase in the amount per tick you are regenning. I.E. The longer you sit, the more you're regenning per tick.

3) You can now bandage up to 70% inherently. The only different for having 200+ skill is the amount of HP healed per bandage now. The AA will still increase the maximum amount you can bandage to.

4) You can now bandage while you are sitting and therefore reap the benefits of both sitting regen and bandaging at the same time.

5) Races that have an inherent bonus to regen will maintain an advantage over those that do not. Their natural regen will remain greater then other races, and they will receive a secondary % based bonus to the bonus for each minute they are sitting.

6) You will not receive the increased regen/minute resting while you are under the effects of a DoT, including the lich line.



This in no way represents a completion, or even an attempt, at rebalancing melee in the high end game. This is a direct attempt at reducing the downtime associated with low and mid level melee characters that are complete dependant on their HP as a limiting factor. Casters, via the meditate skill, already receive an increase mana regen over their level progression, we're simply providing melee with a bonus to counter balance this somewhat.

Especially at mid levels are subject to extreme amounts of downtime in a situation where they do not have outside healing available. It is our hope that these changes will drastically decrease the downtime of melee characters at those levels when they are unable to find a group with a healer, and allow them an opportunity to gain exp at a rate closer to that which casters are already able to.



I hope this clears up some of the confusion, and gives a better idea of what we hope to accomplish with these changes.


As always, your continued feedback is welcome, and appreciated.
-Ryan
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Regan
Toomuchtimeonhands
Toomuchtimeonhands


Joined: 22 Oct 2002
Posts: 751
Location: Miami



PostPosted: 05/01/04 - 20:43    Post subject: Reply with quote

Good, now make it so twinking a caster grants them the same godlyness twinking a melee does Wink

'edit'

one idea for this, alowing chars with higher intel to use higher level spells earlyer then they can currently, or even, alowing a caster to scribe any spell, and cast it provided they have enough mana to do so ^_^

'edit again'

how bout they turn mana regen while sitting into a % per sec minimum of your total pool? so if you have say 1000 mana while the guy nexto you only has er 500, you'd both be FM at the same time, while a guy with like er, 100 would be done faster since his natural regen would be > then the % based one, so for the non twink regen would be the same, but the twink would have an apropriate bonus
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Motley
Rookie
Rookie


Joined: 11 Oct 2002
Posts: 82



PostPosted: 05/05/04 - 17:32    Post subject: Reply with quote

That's cool. As a caster in the mid levels, my limiting factor (soloing) was HP Regen.
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