+1
I used to have a mage at level 80 with 10 energy per tick, and it didnt make a difference
Re: A new type of regen
#12.5% of 2000 is 10
5% of 2000 is 100
Please get your math right
Other than that ok idea
5% of 2000 is 100
Please get your math right

Other than that ok idea
DarrenSharper
Blaze It - weedwizard (420)
Blaze It - weedwizard (420)
Re: A new type of regen
#13By your example, at a 0.01% per sigil rate, you'd need 100 sigils to get 1% per tick. That's not much better than what we have now- ineffective at numbers less than ludicrous, and you've hamstrung the non-caster classes. Right now warriors, rogues and rangers can really help energy issues with about 100-150 sigils when you count in the other regen items. With a 0.01% rate, they'd be in the same boat as mages- sigils make no difference.If they were to implement this into sigils it wouldnt actually mean they're cutting any profit. For example every sigil you get say .01% regen of that pertained stat then it would take 100 sigils to regen your bar fully on one tick. People would still be buying plat for their alts because they can make easy use of it. Where as now they don't buy anymore just because they saw how much only 25 sigils did at such a high level and how worthless sigils can be. If they were to amplify the use of sigils i dont think sales would be harmed at all just because now many more people have trust in the platinum system and actually how much it can do for them.
By bumping it up even to modest .1%, with 100 sigils, you'd get 10% per tick, which is maybe appropriate for melee, but still heavily favor those with larger energy pools.
So in the end, a player could essentially get endless energy with a couple hundred sigils, and since it's a percentage, they buy them early and are set for life. Even way down the road when players are lvl 250, and have 50k energy.
For the hit point concerned crowd, insert 'HP' where I wrote 'energy' and re-read it to the same conclusion.
Base the rate on casters, and non-casters get hosed. Base it on non-casters, and casters can become godly.
It'd have to be capped at a max of say, 5% per tick to prevent mage God-Mode, and/or a druid being a never-ending wellspring of Healing.
Cap HP regen at 3% to prevent a truly self-healing tank.
I guess one could argue that if sigils work, it would generate sales but I think OTM would still lose money in the long run because one would just buy enough sigils to max either or both HP and energy regen, and the sale of both pots and idols plummets.
For the sake of investigation-- let's see a few high lvls with a few regen items, and sigils post up here. Tell us how much each your gear and sigils give per tick, and a total per-tick, and divide it by your total hp or energy pool, as applies to get a %-per tick. Also, honestly, how effective you think it is.
for example
65 rejuv per tick
25 sigils
4000 energy
90/4000 = 2.25%
I'm curious to get a sense of where the useful grey area between wasted plat and overpowered is.
Re: A new type of regen
#14This sounds like a great idea however it shouldnt be as strong in combat. Otherwise tanks would regen much more health than other classes and they already take much less damage than other classes unless they are killing a boss. Their advanced armor reduces damage dealt to them. This seems like a good idea for energy because the classes that have the most energy use the most energy in their skills unlike how tanks have the most health but take the least damage per hit.
7943 levels from 8093
Redishwolf
Redishwolf
Re: A new type of regen
#15My bad must have been a typo lmao.5% of 2000 is 10
5% of 2000 is 100
Please get your math right![]()
Other than that ok idea

By your example, at a 0.01% per sigil rate, you'd need 100 sigils to get 1% per tick. That's not much better than what we have now- ineffective at numbers less than ludicrous, and you've hamstrung the non-caster classes. Right now warriors, rogues and rangers can really help energy issues with about 100-150 sigils when you count in the other regen items. With a 0.01% rate, they'd be in the same boat as mages- sigils make no difference.If they were to implement this into sigils it wouldnt actually mean they're cutting any profit. For example every sigil you get say .01% regen of that pertained stat then it would take 100 sigils to regen your bar fully on one tick. People would still be buying plat for their alts because they can make easy use of it. Where as now they don't buy anymore just because they saw how much only 25 sigils did at such a high level and how worthless sigils can be. If they were to amplify the use of sigils i dont think sales would be harmed at all just because now many more people have trust in the platinum system and actually how much it can do for them.
By bumping it up even to modest .1%, with 100 sigils, you'd get 10% per tick, which is maybe appropriate for melee, but still heavily favor those with larger energy pools.
.
Again this was just an example not really a suggestion in itself. With the controversy with money loss i really don't think it will affect it negatively at all. With this people actually get what they pay for and feel as if they aren't wasting money and actually benefiting from it. Along with this you could keep the current sigils and implement a new plat item that works with percentages and charge more for it so people can then choose if they want to go solo sigils or percentages to see what works better with their class.