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Mechanics of Regeneration
https://forum.emporea.org/viewtopic.php?f=11&t=1596
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Author:  Tear [ Tue Mar 11, 2014 10:55 am ]
Post subject:  Mechanics of Regeneration

Regeneration is one of my favourite relics of Emporea's past, when all game was unnecessarily complicated. :mrgreen: A lot of things have become much more simple, but regeneration has kept its beauty.

So this is how math of regeneration really works in the game:

Z - real regeneration, applied SEPARATELY on each unit
Y - unit amount alive in the beginning of the round
X - dead units in the round
R - regeneration rate stated/ written in the game (sum of all its sources, basic unit attributes, hero skill, artifacts, potion... ) - this is the number that is capped at 50% !

Z = R x √((Y-X)/Y)

EXAMPLE:

Y = 200 units enter the round
X = 140 units die in the round
R = 20 %

Z = 0,2 x √((200-140)/200)
Z = 0,2 x √0,3
Z = 0,2 x 0,548
Z = 0,1095 = ca 11 %

So, each unit has its own separate 11 % chance to come to life again in the end of the round.
Technically, it can be 0 from 140 dead units, or 140 from 140, but the biggest chances are for ca 15 resurrected units.

For those more clever of you, who refuse to be involved in this kind of insanity, just remember this:

The fewer units die from the overall amount, the better are their chances for regeneration.

Author:  James Donnithorne-Tait [ Tue Mar 11, 2014 2:48 pm ]
Post subject:  Re: Mechanics of Regeneration

Thanks - updated the wiki :)

Author:  Dommel [ Sat Jun 28, 2014 10:53 am ]
Post subject:  Re: Mechanics of Regeneration

so in the end it's still useless to have more then 50% regeneration?

Author:  Tear [ Sat Jun 28, 2014 11:06 pm ]
Post subject:  Re: Mechanics of Regeneration

Yes. ;)

Author:  Dommel [ Sun Jun 29, 2014 8:48 am ]
Post subject:  Re: Mechanics of Regeneration

well not gonna need any more points in regen then :p

Author:  Roben Washburn [ Mon Jul 28, 2014 8:36 pm ]
Post subject:  Re: Mechanics of Regeneration

Quick question on regen, I understand it caps at 50%, but does that 50% include the unit's natural regen?

For example, my Succubi have a base regen (before upgrades) of 25%. If I have 30% regen from equipment, does that give the Succubi 55% and wasting 5%, or are the 2 components not additive but separate?


Also, how do the skills for regen factor into this? Being undead you can get up to 30% regen from skills alone (not including necromancy).

So, if I were to invest points to get that +30% regen, on said Succubi above, would they have 55% regen thus negating any bonuses from equipment (not to mention wasting runes and time on upgrading their regen).

Author:  LongLife [ Tue Jul 29, 2014 4:44 am ]
Post subject:  Re: Mechanics of Regeneration

Tear wrote:
R - regeneration rate stated/ written in the game (sum of all its sources, basic unit attributes, hero skill, artifacts, potion... ) - this is the number that is capped at 50% !



reading what tear wrote could actually solve your problem quite easily :roll:

especially this part:
Tear wrote:
(sum of all its sources, basic unit attributes, hero skill, artifacts, potion... )


if you have base regen of 30 % and 25% from your artifacts - 5% will be wasted

Author:  Roben Washburn [ Tue Jul 29, 2014 9:22 pm ]
Post subject:  Re: Mechanics of Regeneration

Yeah... sorry, I see that now... I just skimmed over what each variable represented, then looked at the math. Did not actually read past R = Regeneration. Sorry :p

Author:  LongLife [ Wed Jul 30, 2014 4:47 pm ]
Post subject:  Re: Mechanics of Regeneration

No problem. . . Glad i could be of help :D

Author:  Arkajit Aich [ Mon Jan 19, 2015 1:32 pm ]
Post subject:  Re: Mechanics of Regeneration

bonuses are not added like that from what i have learned about damage bonus and hp bonus. if succubus has 25 base regen and you have 30% bonus regen from artifacts it will be
25 x 1.30=32.5 and that is within the limit

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