Hi I was just wondering which would ultimate help more HP or defense. Specifically I was looking at a Rank 7 Radiant vs a Rank 7 Azure aka 880hp vs 220 defense. I currently have 17% extra hp from feats and con and a 3% bonus to defense from being a human rogue. I only have like 800 defense currently so I haven't hit the soft cap. I honestly am not sure which to pick but I'm sure someone smart with formulas and stuff can figure it out
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Two things to bear in mind: lower HP characters will obviously proportionately benefit more from HP, and second that most of the healing in this game (potions and most spells) doesn't scale with your maximum HP so in a situation with sustained incoming damage and healing, then Defense is frequently preferable.
Really depends how much you think you will get healed imo. In PVP, I would imagine the radiants would be better on alot of builds.
Also, if you are using tenebrous enchants, radiants will increase the damage of those a little bit.
For PvE or PvP? What is your current total HP, defense, regeneration, and deflect? The more total hp you have the more valuable defense becomes and the more defense you have the more valuable HP becomes, so to determine which one is better you need to provide this information.
Constitution doesn't increase the amount of HP you get from gear or enchantments.
There isn't a soft cap on defense. The only stat in this game that actually has a soft/hard cap is armor penetration.
Regeneration also has a hard cap. just throwin that out there
What amount is the hard cap? I've personally stacked up to 3900 regeneration and still never reached a cap of any kind.
Crit and recovery definately have soft caps, where they become subject to diminishing returns.
Don't know about defense or deflect but I have read that the only stat without a soft cap in the game is power.
how does regen have a hard cap ?
Lulz good one.
Edit for the other lulz at all the baddies who think they know what they're talking about. No softcap on def, crt, deflect, etc? Softcap on HP and power?
How is that even remotely possible since regen is the hardest to stack effectively
Using a combination of blue/green/purple gear and the buggy linked spirit cleric feat. Proof. I could have stacked it even higher (probably up to 5k) if i had used regen gear on my companion and if i used the more expensive blue regen gear (which i didn't want to buy).
if you had actually stacked that much you would notice that after a certain point the % of health returned no longer increases
Campfire healing is also % based and seems to have it's own hard caps. The cap is a per tick cap, so it is possible that regular regen has a per tick hard cap that is completely seperate from the % based cap. If such were true then the more HP a character has the less regen he would need to hit the regen stat hard cap (based on missing hit points though, so he still has to be missing quite a few to max the tick).
Regen gives you a % of health lost up to 50% (Bloodied). So 10% regen actually maxes at 5% or your total health when you're below 50% health. This doesn't mean that you can't get more than 5% from having more regen, although I've personally never tested it.
WOW HOLY <font color="orange">HAMSTER</font> LOL
Now THAT, sir, is an insane regen stat. Just unbelievable -- I had no idea that clerics had a feat that let them do that.
On another note, even with that crazy regen score, you still only have 16%... you could have close to 10% with only a 1000 stat or so.... so, yeah, diminishing returns happens for regen. Stacking another 2800 on top of the 1000 only yields another 6%.
Man, I gotta learn more about the cleric class...
I don't actually use this gear. I only put it on to test high values of regen to help Freehugs9 complete his regeneration formula (or increase its accuracy).
This isn't how it works. The amount of regen you get is maxed out at 50% hp (either a bug or a tooltip error) but you still get more health regen the more of the stat you have (there is no soft/hard cap). I have tested values up to 3800 and continued to get more powerful regen ticks the more of the stat i had.
I don't think there's a tooltip error so much as some ambiguity as to how it works. As you stated, there is a 50% cap... but that applies to the max regen threshold, i.e., the heal ticks are the same at 5% health or 49% health, and they tick for what the tooltip says applied to the missing portion, with no more than 50% missing calculated for whatever the regen says.
So if somebody is at a max HP of 10000, has a 10% regen, and is wounded past half health (at least 5000 missing) the maximum ticks are 500 (10% of 5000) every 3 seconds until healed up past half health and the calculation changes. Or at least that was my understanding.
If it worked the way the tooltip describes you would get the tooltip healing amount at zero hp. They obviously found that to be too strong so they capped the amount of regen you get at 50% hp instead without changing the tooltip (just imagine if you got the full tooltip amount, that would be beyond OP and broken). Using the numbers in your example, and if the regeneration stat worked as the tooltip describes, you should get 1,000 hp regen ticks at ~0% hp (hp --> 0), 750 ticks at 25% hp, 500 ticks at 50%, 250 ticks at 75%, etc.
There's no ambiguity (i know exactly how this stat works), either the tooltip is just wrong or the stat is bugged. In your example above the tooltip value should be 5% instead of 10% (if the tooltip was accurate) or the stat should work as i described above (10% regen ticks at hp --> 0).
Exactly. But the skill got capped, as you said, at not being any better below 50%. Which is why at 1% up to 50% HP it acts like you are at 50% for the purposes of calculating. The max tick is 500. Or is that just completely wrong?
So if one was to assume that you had around 10% regen, that means you have about 30k total HP?
Haha, so it was a pretty good guess, then. Please understand that in my post above where I said the max tick was 500 it was referring specifically to the hypothetical example blahblahsean and I were discussing, wherein the max HP was 10k and the regen% was 10%.
Since I have a very high max HP this means I get the potential for huge HP ticks as my missing HP pool gets very large, with a cap of 50% of your HP. It can be a little confusing.
With 37k HP & 10% Regen - @50% or below max HP, I'll get potential of: 1850 tick when below 50% HP after 50% HP, it slowly drops till I'm capped at 100%. Also I don't recommend stacking regen without a large HP pool and balance HP/Regen for max efficiency.
LOL I would suggest stacking regen at the very earliest opportunity (level 20) and keeping it as high as possible. As a result, in PVE, you stop using healing pots at level 20 (even playing an armorless GWF without a cleric companion or any companion at all) unless you fall asleep at the wheel or AFK in the middle of a bunch of mobs.
But I'm a regen junkie, so that just makes sense for me.
I'm talking about level 60 PvP when you are dealing with large burst not mobs that can easily be kited and lots of downtime.
Of course... I was just trying to be clever/funny. Nevermind. Your advice is sound.