Regenerative Coating rebalancing

this thread is about the hull modifier regenerative coating availiable at tier 2

 

first i’ll start with a possible bug:

your hull won’t be repaired if your energy level is below a certain value…the description however doesn’t say anything about energy consumption or an energy tax which has to be spend to use this module…

 

my rebalancing thoughts are pointed towards a better usability - if you use it right now on a fully leveled semi-tank empire ship the module won’t do any good

example

 

phobos aura (semi-tank build lvl5) ~9k hull

regen. coating t2mk3 37pts / sec

 

it takes 9000 / 37 = 243 secs for a complete repair

if you have taken about 4,5k damage it will take about 2 minutes to repair your hull only using this module…needless to say you barely can use any modules since the module needs a certain power level to do it’s job

 

my suggestion for rebalancing is simple:

 

if you have 100%-80% of your total energy level the hull repair restores 100 pts. / sec

the ratio energy level / restored points should fall exponentially so you can’t simply run in and be due to high hull restoration immortal

 

once your energy level reached a certain level the regen. coating will restore the amount of points it does restore right now (e.g.t2mk3 37 pts./sec)

 

if you drop below 10% the module will ceases to work

i think the best way to deal with this mod is to change it to be % Base, or in the area at least

 

 

2.5%-3.5%

Is about where i target it to be effective

 

that puts it at

 

10k Hp

250/s

350/s

 

20k HP

500/s

700/s

 

 

can apply a - Resistance or HP effect to it.

Problem with % based on max hp is that more beef means higer regs. Adding resis to it and you can easily take out most of incomming dps with some decent repairs. Id rather have a flat amount that isnt scaling on max hp. This way it would be easier to balance for me.

 

But i have to agree regen coating is nice on an inter but scrap on a frig. So there should be some sort of scaling for the ship classes. Or give ships a base amount of regen and increase it with the mod depending on ship class.

well this is more your area when it comes to math but i found that 3-3.5% is ideally a good idea.

 

5000hp

175/s

 

10000ho

350

 

20000hp

900/s

 

i think you can counter it with some sort of - resistance mod, to counter-react resistance stacking,

say -35 all resistance Or something like this.

 

btw 3.5% should be exceptional quality, i would start mk1 around 2.25 or 2.5%

As stated from me in the other posts, regen/s scales with resis. So 900regen/s will counter 900 dps. Assuming 20-30res and it goes up to 1080-1170regen/s per damage type. Lets take -30res in. It will come down from 900 to 630regen/s. This is still much. (only hull here not adding shield regen/s) I would rather cap it somewhere by 300. So even an inter can kill a frig with regen tank. My idea and the same thougts of other testers is that every ship should be able to take out any other in 1v1 with even mk1 modules. Sure it is very hard to balance then, but it is possible. We only need to find a balance between resis, regen/s and health.

at first i agreed with Uhmari about the % idea…easy implementing but horrible to balance…

 

Gentaei’s approach with a class-custom, fixed amount of pts/sec is easier to balance so i’m sticking to this…

 

anyone of you two thought about the energy part of this module?

Flat amount + % amount. I’d suggest this. This way, ships with smaller pools will get enough too, while % portion would make it useful for ships with bigger pools. 

First off, lets recognize that resistance does not actually increase the regeneration of shield regen.

Resistance will increase the effective tanking.

 

 

We can work through this on two principle amounts of shielding 10k (fighter ish) and 20 (frigate)

 

 

 

10,000 Shielding Provides

 

@ 100 DR ET: 20000

@ 150 DR ET: 25000

@ 200  DR ET: 30000

 

20,000 Shielding Provides

 

@ 100 DR ET: 40000

@ 150 DR ET: 50000

@ 200  DR ET: 60000

 

Assuming 400 dps vs 420 shield regen, provides 20hp/s

 

 

400 dps

50 seconds to kill 20k

25 seconds to kill 10k

20x50 = 1000 health regenerated vs 400 dps

25 x 20 = 500 health regenerated vs 400 dps

 

300 dps

66 sec to kill 20k

33 sec to kill 10k

120 x 66 = 7920

120 x  30 = 3906

 

 (this is my targeted zone for regenerative tanks) ET With regeneration @ 75 resistance

 

10k + 3906 = 13906 ET VS 17500

20k + 7902 = 27902 ET VS 35000

 

 

Now tell me the Effective tank (ET) of regeneration is broken.

 

The regenerative tank only provides faster regeneration, 

the difference between the two is that regeneration

 

after noticing the 900 and thinking about it, that is broken.

 

so lets change the variables to the following

 

-55 all resistance

 

220 reg/s interceptor max 300 possible with mod

320 reg/s fighter max 400 possible iwth mod

420 reg/s frigate max 500 possible with mod

 

edit:I am looking at changing the base resistance to (with regenerative shielding)

 

EM -95 to - 85

Therm - 75 to - 55

Ken - 55 to - 35

so in general  this is what i have learnt about regeneration as for a stat change on ships.

 

 

anything above 130 base will break the game. if it uses full resistance (280)

I have found that 100 resist with 440 regeneration is equal to 280 resist with 90 regeneration.

the problem with this rate is that interceptors are vastly lower dps cannot or have hard time breaking this game (evne though fighter/frig are ok).

 

so setting regeneration at 320s / s and 100 resistance is acceptable if the interceptor damage is fixed.

 

For me the current set up of 2 weapons, 72% Crit cap is broken.

 

I strongly perfer to see the damage raised to 2.5 and the crit to be reduced to 65% Cap rail, 35% Cap none rail.

Its damage reduced to 55% Cap (Fed skilled) and 25% Non skilled cap.

 

with these damage rates, the interceptor should break a resistance tank…

 

However, this is stepping backward, so i have come up with an alternative solution to regenerative shielding (Passive tank).

 

 

Creating a new "shield module"

 

this will be very hard to do, as if i do it on passive slot, it has to content or outdate other mods.

If i do do it on passive slot, then things make a lot of sense, and are easy to balance. So i will give both active and passive

slot ideas

 

 

Passive

Regeneration Shield Mod changed.

Grants 225 shield/s Regeneration, but sets all em resistance at 125. This cannot be modified by other mods.

this module cannot be used in conjunction with an active booster.

 

Passive Mod 2

Grants 265 shield regeneration at 0% HP, every second. As the shield raises in power, the regeneration reduces.

10%shield per 10% regeneration 

75% shielding grants  66 regen/s

50% Shielding grants 113 regen /s

25% shielding grants 175 regen /s 

 

Active Module

Consumes 42 energy a second while the module is active. Increases regeneration by 250%.

Cannot regenerate energy while active.

 

 

It should be mentioned my time investigating regenerative shielding was to try to investigate the idea of diversifying

the jericho shields from federation. So modules dident really fit this plan. i would still like to investigate moving the

jericho to 180 regeneration base. if there are any idea’s, please let me know.