Dark Regeneration +Energy Resistance


Fing M C

 

Posted

As I found myself spamming Dark Regeneration on anything that debuffs defense and hits with energy damage on my kat/da scrapper, I had an epiphany of sorts...

Healing flames imparts a minor toxic resistance for FA, why not add a similarly minor energy resistance to Dark Regeneration that lasts for, say, 20 seconds? With how common energy resistance is at 50, DA's hole is very painful.


 

Posted

it sounds decent, but i doubt they would do that since dark regeneration is one of the strongest and fastest recharging self heals in the game. the other self heals usually add some toxic resist because the set either has no toxic resist built in, but also because the heals are slower recharging, the next fastest heal after dark regeneration is prolly healing flames, i think dark regenerations recharge is around 12-18 seconds, and healing flames is 30 seconds (both numbers are base values), after that is energize with 1 minute charge, then dull pain/earths embrace with 3 minute charge


 

Posted

Even under the best of +recharge, spamming scenarios, you would not be able to more than double stack the 20s benefit with use of dark regen however. You could potentially triple-quadruple stack the healing flames resistance under the same circumstances.


 

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Quote:
Originally Posted by Necrotech_Master View Post
i think dark regenerations recharge is around 12-18 seconds, and healing flames is 30 seconds (both numbers are base values), after that is energize with 1 minute charge, then dull pain/earths embrace with 3 minute charge
Dark Regen has a base recharge of 30 seconds.
Healing Flames has a base recharge of 40 seconds.
Reconstruction has a base recharge of 60 seconds.
Energize has a base recharge of 120 seconds.
Dull Pain and Earth's Embrace have base recharges of 6 minutes.

You seem to be thinking in enhanced recharge times, not base recharge times.


 

Posted

Quote:
Originally Posted by kinaki View Post
Even under the best of +recharge, spamming scenarios, you would not be able to more than double stack the 20s benefit with use of dark regen however. You could potentially triple-quadruple stack the healing flames resistance under the same circumstances.

Actually under the best recharge circumstances, you can triple stack Dark Regeneration. Plus, Murky Cloud already gives resistance to energy damage. I don't see a need for this.


 

Posted

Quote:
Originally Posted by kinaki View Post
Even under the best of +recharge, spamming scenarios, you would not be able to more than double stack the 20s benefit with use of dark regen however. You could potentially triple-quadruple stack the healing flames resistance under the same circumstances.
Assuming 200% +rech (which isn't even "best situation"), Dark Regen would be on a 11.32 second cycle (10 sec recharge + 1.32 sec animation time; not that anyone would ever use it that often because of the endurance cost) which would allow for 176% uptime (2 stacks 76% of the time, 24% of the time 1 stack). Under the same conditions, Healing Flames would be on a 15.05 second cycle (13.33 sec recharge + 1.716 sec activation time) which would allow for 4 stacks.

The issue here isn't so much the recharge of the powers; it's the duration of the buff. The toxic resist buff has a more than 100% base uptime for Healing Flames (60 sec duration / 40 sec recharge = 150% base uptime). A 20 sec duration isn't going to offer even remotely similar benefits when it's already running at 66% base uptime (20 sec duration / 30 sec recharge = 66% base uptime).

Even so, I'm not entirely sure it's altogether needed. Dark Armor has plenty of other exotic resistances that bolster it quite well, along with excellent protection from its mez toggles. The lack of energy resistance is a bit distressing, but it's not breaking the set in any special way, especially since it's a thematic weakness.


 

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Quote:
Originally Posted by Umbral View Post
Even so, I'm not entirely sure it's altogether needed. Dark Armor has plenty of other exotic resistances that bolster it quite well, along with excellent protection from its mez toggles. The lack of energy resistance is a bit distressing, but it's not breaking the set in any special way, especially since it's a thematic weakness.
This. The Energy weakness is a designed hole in the set due to thematic reasons, and even then it still gets some Energy resistance. The Toxic resistance was added to all of those different heals because prior to that Toxic wasn't just exotic, it was literally untyped, and therefore wasn't actually considered for inclusion in sets.

I fully agree that DA gets superior forms of protection (including DR) in exchange for really only a few negatives.


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Posted

Quote:
Originally Posted by Umbral View Post
Dark Regen has a base recharge of 30 seconds.
Healing Flames has a base recharge of 40 seconds.
Reconstruction has a base recharge of 60 seconds.
Energize has a base recharge of 120 seconds.
Dull Pain and Earth's Embrace have base recharges of 6 minutes.

You seem to be thinking in enhanced recharge times, not base recharge times.
lol, i dont know why i listed enhanced versions, thx for the corrections

i used dark armor and fire armor once each, but absolutely hated the fact they have no inherent KB protection like the other sets (so much so that ive deleted both toons that used those sets), i also forgot about reconstruction since ive never used a regen