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Investigation: Regen Issues

borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
I haven't been having luck tracking down an apparently drastic drop in passive HP/Hull Regen values on Holodeck vs. Tribble, so decided to start a separate thread to focus player feedback and further information.

Suffice it to say that nobody should be seeing drastic drops in these values. Shield Regen (unskilled) will have dipped slightly due to how we changed the benefits of Shield Subsystem Power, but we actually expected Hull Regen to generally increase for players across the board. Since players are reporting differently, we're willing to consider this an unintended bug, and would like to track it down and fix it.

Please report any information you have on the subject here, and we'll see if we can figure out what went awry.

Thanks!
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
«1

Comments

  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    should we be comparing full crew from holodeck to fully skilled (3 points) hull regen on tribble or 0 points in hull regen?
  • foxman00foxman00 Member Posts: 1,481 Arc User
    edited March 2016
    Morning Borticus

    OK.

    The first screenshot below shows my ships hull regeneration rate on Holodeck, I fly a Fleet Assault Cruiser T5-U. I believe Hull healing is the skill tree section that improves hull regen (please tell me if i am wrong).

    ILdR3Hj.png

    The second screenshopt below shows the same ship, and same toon on tribble.

    XJqVLGT.png

    I have two points in Damage control which my the tooltip improves passive hull regeneration. Hope this helps, let me know if there is anything else you need.

    pjxgwS8.jpg
  • martakurillmartakurill Member Posts: 456 Arc User
    edited March 2016
    Check out my character, Marta 12@slothfuldragoon. My regen took a nosedive from Holodeck to Tribble.:(

    Edit: I think I've got the number correct here.
  • kyle223catkyle223cat Member Posts: 584 Arc User
    Yeah, as a hull tank I can get my hull regeneration up to about 550% on holodeck but on tribble I can't even hit 300%. :(
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
  • kidfinnkidfinn Member Posts: 18 Arc User
    edited March 2016
    Okay, I've done some rudimentary checking, and yeah, from what I can tell, I'm betting most of these issues come from two sources:

    1) Base hull repair on holodeck is different for different ship types ( 72% for cruisers, 60% for science, and 50% for escorts according to stowiki. I was testing on a BC which had a 72% base on holodeck. )

    2) Unlike some of the science skills, Hull Repair skill was split into two different skills on Tribble: Hull Restoration and Damage Control. On holodeck, I had 99 Hull Repair skill, which took my 72% base to 143.3%. The same on Tribble, spending 3 points in Damage Control, takes my 50% base to 100%. Combine this with a variety of sources of Hull Repair bonuses on Holodeck that translated to Hull Restoration on Tribble and you can see where the deficit can easily increase. I did see a few sources of Damage Control ( called Hull Regeneration on the Solanae Overcharged Warp Core .. used to be Subsystem Repair ) but folks may not have adapted builds towards hull regen yet ( if ever ).

    Edit: There is a change, from what I've read in the skill descriptions, that mitigates the in-combat regeneration ( the above was all out of combat regen ). On holodeck, in combat is 1/6th the out of combat values, while on Tribble, it is 1/5th the value. This doesn't quite make up for the loss in base values for cruisers. ( 72%/6 = 12; 50%/5 = 10 ) But if you're testing an escort, you may actually see an improvement if you didn't rely on many +Hull Repair items. I'll try to confirm later.

    Edit: Confirmed. In an escort, with 99 Hull Repair on Holodeck, I get in combat a 16.6%/min regen, as expected, while on Tribble, with 3 points in Damage Control, I get 20%/min regen.. also as expected.
    Post edited by kidfinn on
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    Hull Regen numbers don't tell me anything. I need to know what Skills, Equipment, Traits, Set Bonuses, etc etc. that you're using to obtain high Regen numbers, and how THOSE are different on Holodeck vs. Tribble.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • kidfinnkidfinn Member Posts: 18 Arc User
    My apologies. I don't currently have the gear to get the high regen numbers the others are seeing. I was documenting differences I saw at the base levels, first, then going up from there. Perhaps I'm missing something, but it seems we could extrapolate what is being reported from there. For example:

    ( In both cases, I'm in a TS Adapted Battle cruiser. I've stripped everything that could affect hull regen. I've also unselected
    all my traits )
    On holodeck, in a BC:
    w/ 99 skill, I see 143.3%/min. This fits the math: 72% * ( 1 + .99 ) = 143.28%
    add in a Assimilated Module for 104.7 skill, and I see 147.4%. Again it fits the math: 72%*(1+.99+.057) = 147.384%
    continue with Tal Shiar Adapted Warp Core for 119.7 skill, and it fits the math again. 158.2%

    On tribble, in the same BC:
    w/ 3 Damage Control skill, I see 100.0%/min regen. This is expected with the new standard base regen for all ship-types.
    It fits the math as I understand it: 50% * (1 + 1) = 100%
    adding in the Assimilated Module no longer does anything, as it only improves Heals.
    the same is true for the TS Adapted Warp Core.
    So, if I look around, for the sake of argument, for something that does add to regen, I find the Solanae warp core.
    It gives +17.5 ( I only have it at mk xii ) to hull regen. This brings my hull repair to 108.8%/min. This fits the same math as above: 50% * ( 1 + 1 + .175) = 108.75.

    So, you can see where the slope of this equation is going to be lower than on Holodeck, due to the different base values. And that's even if you can find roughly the same numbers in +hull regen on Tribble as you could in +hull repair on holodeck. I don't have the Kobali Set, which is my best guess as to how others are getting high regen. I also don't have Fleet Enhanced Neutronium that increases Hull Repair. So, I don't know if either gives +Heal or +Regen. If say roughly half of the gear out there that gave +Hull Repair now gives +Regen, then you're going to see a net loss there, too, in addition to the loss from the base Regen value changes ( on cruisers, at least ).

    Anyway, I don't currently have the ability to test beyond this, but I think I've made a good case as to where the differences might be coming from.
  • kidfinnkidfinn Member Posts: 18 Arc User
    For extra info, I've tested a few other things:

    the Assimilated Set looks to act as advertised.. I think because it doesn't work with the skill system. a flat 1% per 2 seconds, which translates to 30%/min, which is exactly what I see.

    the Techie trait appears to map only to +Heal, as zoning to ground, selecting it, and zoning back to space showed no change.

    the new Nanite-Reinforced Circuitry are off by a factor of 10 in their descriptions. mk XIV green shows 6%/6 seconds(double out of combat), but only increases Hull Repair Rate by 6%/minute ( 12%/minute out of combat). Additionally, only the first one installed does anything. additional consoles look to be ignored. ( I've been meaning to submit a bug report on this )
  • pottsey5gpottsey5g Member Posts: 4,177 Arc User
    but we actually expected Hull Regen to generally increase for players across the board.
    Are we talking a large increase or just a few %? My hull increased a tiny bit on tribble on the other hand my shield regen more then doubled.
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited March 2016
    kidfinn wrote: »
    For extra info, I've tested a few other things:

    the Assimilated Set looks to act as advertised.. I think because it doesn't work with the skill system. a flat 1% per 2 seconds, which translates to 30%/min, which is exactly what I see.

    the Techie trait appears to map only to +Heal, as zoning to ground, selecting it, and zoning back to space showed no change.

    the new Nanite-Reinforced Circuitry are off by a factor of 10 in their descriptions. mk XIV green shows 6%/6 seconds(double out of combat), but only increases Hull Repair Rate by 6%/minute ( 12%/minute out of combat). Additionally, only the first one installed does anything. additional consoles look to be ignored. ( I've been meaning to submit a bug report on this )

    Also, multiple copies of hull regen boosting don't stack. You can have five 'nanite reinforced circuitry' consoles, and it will still only boost your regen by 6%/minute. Also, the consoles cap at 6% per minute, regardless of rank or rarity.


    @borticuscryptic So I was doing some testing, and after pulling everything relevant off my character, accounting for skill point totals, I still ended up having a hull regen of 100/min on tribble, and 110.4/min on holodeck. (this is on an escort).

    I have no idea where the extra 10.4 is coming from- it's not accolades, I checked. It's not fleet stat boosts. It's not power levels. It isn't traits. It's just... there.

    EDIT:

    This site claims base regeneration (on holodeck) is 60, and matches the 110.4 number I have at precisely that amount of skill points.

    If base regen on holo is 60, and base regen on tribble is 50, that'd explain your discrepency.
  • martakurillmartakurill Member Posts: 456 Arc User
    edited March 2016
    Do human boffs still boost passive hull regen (like they do with the old hull repair skill boost on Holodeck)?

    This might explain some of my issue. Will have to do some testing.
  • nikeixnikeix Member Posts: 3,972 Arc User
    The Bridge Officer trait Leadership contributes to hull regen. Any change with those numbers?
  • darthraiderxxxdarthraiderxxx Member Posts: 200 Arc User
    edited March 2016
    nikeix wrote: »
    The Bridge Officer trait Leadership contributes to hull regen. Any change with those numbers?

    No change. It adds the same 5%/min (out of combat) both on Holodeck and tribble.

    I think kidfinn is onto something with different hull regen baselines on tribble and holodeck.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    I am having the same issue.

    My Hull Repair Rate on Holodeck is 151.2%/Min.

    Transfered straight to Tribble, it drops to 60%/Min and I can't seem to get it any higher.

    This is an exact copy of my build. All skills, traits, specializations, and duty officers are complete.

    From looking at it, my suspicion is that the issue is the 'Techie' Trait which deals directly with Hull Repair Rate. It adds +30 to Starship Hull Repair which no longer exists.

    For those having the problem, do you have the space trait 'Techie?'
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  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2016
    Yeah, the separation of Hull Repair into Hull Restoration and Hull Regen seems to be at least part of the cause for this. Some changes will be made to offset this, before the system goes live.

    Are you all using equipment that had +HullRepair?

    As for the alteration to base regen values... I'm not sure that should've happened. We'll investigate that.

    Surprised that there's no info here re: Ground regen, which I thought was a bigger issue...
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • martakurillmartakurill Member Posts: 456 Arc User
    Yeah, the separation of Hull Repair into Hull Restoration and Hull Regen seems to be at least part of the cause for this. Some changes will be made to offset this, before the system goes live.

    Are you all using equipment that had +HullRepair?

    As for the alteration to base regen values... I'm not sure that should've happened. We'll investigate that.

    Surprised that there's no info here re: Ground regen, which I thought was a bigger issue...

    I was using the Borg 2pc, with its plus 10 to HullRepair...and +5.7% from the assimilated console. But I don't know if that's enough to account for the huge drop I'm seeing.

    Could it be related to the type of ship? So far, all the complaining parties seem to be in cruisers / battlecruisers. I myself use the Tactical Command Battlecruiser (FED).
  • burstdragon323burstdragon323 Member Posts: 853 Arc User
    The only case of Ground was a blogpost I saw from Jan Darkrider about having 0 In-Combat HP Regen.
  • darthraiderxxxdarthraiderxxx Member Posts: 200 Arc User
    0 in combat HP regen is the normal value. Only certain traits like ironsides give HP regen in combat and probably some consumables as well.

    I just jumped back and forth between tribble and holo with the same char both times in dyson ground zone and i can't find any difference in HP regen on ground.
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited March 2016
    0 in combat HP regen is the normal value. Only certain traits like ironsides give HP regen in combat and probably some consumables as well.

    I just jumped back and forth between tribble and holo with the same char both times in dyson ground zone and i can't find any difference in HP regen on ground.
    There's also a body armor mod that gives regen in combat. And several traits too.
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  • kidfinnkidfinn Member Posts: 18 Arc User
    I haven't really looked into ground regen. I honestly never noticed it much in Holodeck version and the skill tree for ground regen on Tribble specifically says it goes to 0 in combat, iirc. I guess it could be useful in reducing time between fights.. but I typically either have more than enough downtime to recover health while moving to the next fight, or no time at all. :)
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited March 2016
    Hull Regen numbers don't tell me anything. I need to know what Skills, Equipment, Traits, Set Bonuses, etc etc. that you're using to obtain high Regen numbers, and how THOSE are different on Holodeck vs. Tribble.

    A few things I commonly use, especially recently with some experiments I've been running:
    • Jem'Hadar Armour
    • Honour Guard Armour
    • Kobali Personal Shield
    • Regenerative Tissue Trait
    • On tribble, the new health regen skill
    • Medical Nanites
    • Ironsides
    Post edited by tarastheslayer on
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  • grayfoxjamesgrayfoxjames Member Posts: 1,516 Arc User
    edited March 2016
    I'm a little late to the party...I did post on your Twitter @BoritcusCryptic anyway, I took all my traits, Boffs, and gear off my ship both on Tribble and Holodeck, here are the numbers I've found.

    As a start I have 9 points in Hull Repair on Holodeck and 3 points in Damage Control on Tribble so both maxed out. I took off all my gear, boffs, and traits and then just slowly started putting them all back on and seeing how the numbers changed.

    LIVE | TRIBBLE
    199.3 | 156 - with nothing on
    228.1 | 156 -with Delta Deflector on
    237.1 | 156 -with Enhanced Neutronium Alloy +SIF on
    241.6 | 156 -with Assimilated Module on
    263.2 | 156 - with Techie trait on
    303.2 | 196 -with Hull Repairing Nanites on
    309.2 | 202 -+1 human Boff on
    315.2 | 208 -+1 human Boff on
    321.2 | 214 -+human Boff on

    It appears that anything with +Hull Repair does not add to Hull Regen. Human boffs and Hull Repairing Nanites do because that doesn't increase the Hull Repair skill but adds a percentage to the Regen based on what you already have. I have no idea why the base on live is 199.3 and on Tribble is 156, this is with no gear or traits or boffs just the skill points. I have Command as my main specialization and Intel as my second.

    ON HOLODECK: Hull Repair Rate: 321.2%/min (in combat this drops to about 97.8% and with all crew dead (0 crew) the lowest it will go is 67.8%)

    ON TRIBBLE: Hull Repair Rate: 214%/min (in combat this drops to about 86-88%).



    Also, here is my full build (SOME OF THIS IS SLIGHTLY OUT OF DATE BUT MOST IS ACCURATE):

    Odyssey Science Cruiser: U.S.S. Liberty (NX-942813-L)

    Some of this was posted in the "Utopia Planitia Shipyard (Ship of the Month)" forums but felt it also belonged here. I will try to add a little more as far as strategies and tactics to use with the Odyssey as time goes on. I'm kind of a one-trick-pony, meaning this is really the only ship I'm good at setting up.

    Here is the full build at the Academy Skill Planner: http://skillplanner.stoacademy.com/?build=ultimateodysseysciencetank_4533 This basically shows my ship, skills, and everything else as accurately as possible. Some of the consoles are wrong cause they don't have all the new ones there yet. Hey if you like the build feel free to give me a medal :D it's got four so far. Thanks!

    [color=#ddd123]Forward Weapon Setup:[/color]
    Epic Antiproton Beam Array Mk XIV [CrtD]x2 [Acc] [Pen] [Ac/Dm]
    Epic Antiproton Beam Array Mk XIV [CrtD]x2 [Acc] [Pen] [Ac/Dm]
    Epic Antiproton Beam Array Mk XIV [CrtD]x2 [Acc] [Pen] [Ac/Dm]
    Epic Neutronic Torpedo Mk XIV [Ac/Dm] {CrtH]

    [color=#ddd123]Aft Weapon Setup:[/color]
    Epic Antiproton Beam Array Mk XIV [CrtD]x2 [Acc] [Pen] [Ac/Dm]
    Epic Antiproton Beam Array Mk XIV [CrtD]x2 [Acc] [Pen] [Ac/Dm]
    Epic Omni-Directional Antiproton Beam Array Mk XIV [Ac/Dm] [Acc] [Arc] [Dmg] [Pen]
    Epic Kinetic Cutting Beam Mk XIV [Ac/Dm] [Dmg]x4

    [color=#ddd123]Systems Equipment:[/color]
    Epic Delta Alliance Deflector Array Mk XIV [SciCdr] [SS/SI]
    Epic Rare Delta Alliance Hyper-Efficient Engines Mk XIV [Drv2] [Full]
    Epic Fleet Reinforced Warp Core Mk XII [SEP] [W->S] [A->S] [SCap] [AMP] [SST]
    Epic Dyson Regenerative Shield Array Mk XIV [Cap] [Cp/Rg]

    [color=#ddd123]Systems Consoles:[/color]
    ENGINEERING CONSOLES:
    Epic Conductive RCS Accelerator Mk XIV [ResAll]
    Epic Enhanced Neutronium Alloy Mk XIV [+Turn] (Obviously picked these for the +turn rate and the resist)
    Epic Enhanced Neutronium Alloy Mk XIV [+SIF] (Obviously picked these for the +hull repair rate and the resist)
    Epic Plasmonic Leech
    Epic Regenerative Integrity Field (extra Miracle Worker basicaly)

    SCIENCE CONSOLES:
    Epic Restorative Particle Focuser XIV [PowIns] [ShHP] (for the added DPS boost and resist to energy drains)
    Epic Restorative Particle Focuser XIV [PowIns] [ShHP] (for the added DPS boost and resist to energy drains)
    Epic Assimilated Module Mk XIV (to increase my crit chance and for the two peice bonus with the Kinetic Cutting Beam)
    Epic Bio-Neural Gel Pack Mk XIV (to improve shield system and reduce cooldowns)

    TACTICAL CONSOLES:
    Epic Vulnerability Mk XIV [+Ap]
    Epic Vulnerability Mk XIV [+Ap]

    [color=#ddd123]Ship Statistics:[/color]
    Crew Compliment: 2,500
    Crew Recovery Rate: 50.0%/min
    Alive Crew: 2,500
    Stealth Detection Rating: 62.58%
    Power Transfer Rate: 184% (9.2/sec)

    Bonus Defense: 82.7%
    Hull: 86,888
    Hull Repair Rate: 321.2%/min (in combat this drops to about 97.8% and with all crew dead (0 crew) the lowest it will go is 67.8%)
    Shield Regeneration Rate: 403.3 shield/6 sec
    Shields Facing: 15,322
    Kinetic Resist: 52.4%
    All Energy Resist: 52.4%

    Bonus Accuracy: 27.6%
    Crit Chance: 17.3%
    Crit Severity: 71.5%

    Inertia: 30
    Flight Speed: 34.77
    Turn Rate: 20.2
    (The skills above are when I have the Maneuvers Command on. Because of my leech and other power boosts my turn rate usually ends up at 21-23.).

    SKILL-BASED STATS: SPACE
    My highest one is Hull Healing, Starship Subsystem Repair, and Ship Hit Points, and Starship Flow Capacitor
    (Resists Subsystems Offline Status): 164
    (Improves Ship Hull Healing): 188
    (Improves Ship Hit Points): 149

    Followed by Starship Shield System, Starship Power Insulators, and Starship Engine Performance
    (Bonus Engine Power): 104
    (Improves Shield Hit Points): 134
    (Resist Shield Drain and Energy Drain): 124

    [color=#ddd123]Bridge Officer and Duty Officer Layout:[/color]
    Boff Layout:
    Lt. Commander Universal Station (Human Tactical): Torpedo Spread I, Beam Overload II, Beam Fire at Will III
    Ensign Universal Station (Human Science): Science Team I
    Lieutenant Tactical Station (Romulan): Tactical Team I, Torpedo Spread II
    Commander Engineering Station (Human): Emergency Power to Shields I, Emergency Power to Shields II, Engineering Team III, Auxiliary to Structural Integrity Field III
    Lieutenant Science Station (Human): Polarize Hull I, Hazard Emitters II

    Doff Layout:
    (Purple) Maintenance Engineer: Recharge time reduced for Engineering Team and Buff (with two of them I can use Engineering Team every 15 seconds - gives me around 19,192.5 hull points every 15 seconds!)
    (Purple) Maintenance Engineer: Recharge time reduced for Engineering Team and Buff
    (Purple) Conn Officer: Recharge time reduced for Science Team and Buff (with two of them I can use Science Team every 15 seconds)
    (Purple) Conn Officer: Recharge time reduced for Science Team and Buff
    (Purple) Diplomat: 25% chance: -33.9 Weapon Power to Attacker (max once per 5 sec)
    (Purple) Conn Officer: Chance to reduce the time to recharge Evasive Maneuvers (with this and the Helmsman I can use Evasive Maneuvers every 30 seconds now)
    Fleet Admiral Thomas Winston James a.k.a. The Grayfox
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    U.S.S. Liberty, NX-42813-L, T-6 Legendary Odyssey Class

    Game Handle: Grayfox@GrayfoxJames
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  • kidfinnkidfinn Member Posts: 18 Arc User
    @grayfoxjames mentioned something that had completely slipped my mind. ( yay for very complete reports ). Even with the reduced regen we're seeing in ship status, we still, in practice, might see equal or better regen rates due to the removal of the crew mechanic and it's debuff to ship regen. That will be very difficult to get hard numbers on, at least for me. I've never run a log parser before.. can anyone tell me if the logs contain entries of hull regeneration?
  • birzarkbirzark Member Posts: 634 Arc User
    i use no bonuses to hull regen except for skills and i go from 128.2% on holodeck to 105% on tribble
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    kidfinn wrote: »
    @grayfoxjames mentioned something that had completely slipped my mind. ( yay for very complete reports ). Even with the reduced regen we're seeing in ship status, we still, in practice, might see equal or better regen rates due to the removal of the crew mechanic and it's debuff to ship regen. That will be very difficult to get hard numbers on, at least for me. I've never run a log parser before.. can anyone tell me if the logs contain entries of hull regeneration?

    That'd only matter during Combat, and I'm seeing that players are apparently experiencing discrepancies just sitting in ESD Orbit.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • kidfinnkidfinn Member Posts: 18 Arc User
    edited March 2016
    I'm a little late to the party...I did post on your Twitter @BoritcusCryptic anyway, I took all my traits, Boffs, and gear off my ship both on Tribble and Holodeck, here are the numbers I've found.

    It appears that anything with +Hull Repair does not add to Hull Regen. Human boffs and Hull Repairing Nanites do because that doesn't increase the Hull Repair skill but adds a percentage to the Regen based on what you already have. I have no idea why the base on live is 199.3 and on Tribble is 156, this is with no gear or traits or boffs just the skill points. I have Command as my main specialization and Intel as my second.

    That extra mystery regen is almost certainly the 1.25%/3 seconds you get for cruiser ship mastery. That should net you +50%/minute out of combat. So 72% (base) * 1.99 (skill) + 50% (mastery) = 193.28. Not sure what's up with the extra 6%, though.

    edit: oh.. do you happen to be Human? That might be it. Can't unselect that. ;)
  • kidfinnkidfinn Member Posts: 18 Arc User
    kidfinn wrote: »
    @grayfoxjames mentioned something that had completely slipped my mind. ( yay for very complete reports ). Even with the reduced regen we're seeing in ship status, we still, in practice, might see equal or better regen rates due to the removal of the crew mechanic and it's debuff to ship regen. That will be very difficult to get hard numbers on, at least for me. I've never run a log parser before.. can anyone tell me if the logs contain entries of hull regeneration?

    That'd only matter during Combat, and I'm seeing that players are apparently experiencing discrepancies just sitting in ESD Orbit.

    Right. I totally understand. I just figured it was worth mentioning, because in the final tally, a player's observed in-combat regeneration on Tribble in relation to their reported out of combat regeneration will be much higher than on Holodeck because of a) no crew damage reducing it, and b) if I read correctly, in combat regen on Tribble is 1/5th that of out of combat ( excepting flat regen add-ons like cruiser ship mastery ), while on Holodeck it is 1/6th.
  • jodarkriderjodarkrider Member Posts: 2,097 Arc User
    Hull Regen numbers don't tell me anything. I need to know what Skills, Equipment, Traits, Set Bonuses, etc etc. that you're using to obtain high Regen numbers, and how THOSE are different on Holodeck vs. Tribble.

    A few things I commonly use, especially recently with some experiments I've been running:
    • Jem'Hadar Armour
    • Honour Guard Armour
    • Kobali Personal Shield
    • Regenerative Tissue Trait
    • On tribble, the new health regen skill
    • Medical Nanites
    • Ironsides

    Let me point out that the new Ground skill "Regeneration" and subsequently it's maximum value/alternate, "Improved Regeneration" giving passive regen on Tribbble is not all that useful with current setting it has on Tribble. The passive regen bonus literally applies only when out of combat. The entire point of having higher passive-regen on the Ground maps is to offset some damage with the passives, while you are fighting. Having this skill-branch only apply out of combat therefore, has little to no use. I'd either say, alter it so it applies 25% - 30% in combat, remain at 50% bonus out of combat (so the way that currently is), or give us back Threat Control for Ground.

    Alas, I digress - after testing the other day - the passive regen seems to be working fine with the gear & traits, but I heard about other issues with it, which I'll need to actually test before commenting any further.
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  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    Yeah, for testing I pulled all my items, traits (including rep), and swapped my specializations around to see if they affected anything- they didn't.
  • grayfoxjamesgrayfoxjames Member Posts: 1,516 Arc User
    Yes my character is human.
    Fleet Admiral Thomas Winston James a.k.a. The Grayfox
    Fleet Leader of:
    Liberty Task Force/Liberty Honor Guard
    Pride of the Federation/Pride of the Empire
    Liberty Guardians
    U.S.S. Liberty, NX-42813-L, T-6 Legendary Odyssey Class

    Game Handle: Grayfox@GrayfoxJames
    Website: https://www.libertytaskforce.com
    Armada (STOFA Member Fleet): https://www.libertytaskforce.com/stofa
    Discord: https://discord.gg/bGp9N7z
    Twitter: STOFA@LTFGrayfox
    Email: CSDynamix@Hotmail.com
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