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Please Explain Mana Regen, Regen, etc...Follow

#1 Mar 15 2007 at 4:28 PM Rating: Decent
If I have a necklace with +3 mana regen, and a ring with +3 mana regen... does this defeat the purpose? Does only one work or do they "stack?" Should I only have one? Same question with other levels... if I buy a mana regen IV... will that replace the +3s? Please explain what does and does not stack. I need to update my armor and equipment and not sure if I only need one of each effect.
#2 Mar 15 2007 at 5:27 PM Rating: Decent
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They stack...up to +15...once your items stack up that high it gets capped...i think, im a necro so i cant count that low. Focus effects stack with worn regens.
Basically, any good gear that has mana regen on it is something you want to wear.
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#3 Mar 15 2007 at 6:33 PM Rating: Decent
Thank you, your excellency!
#4 Mar 16 2007 at 4:20 AM Rating: Decent
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Yvw, i would also like to add something about the new Out of Combat (OOC) regen system...it scales with your level...so at high level when your not in combat and without Kei/Lich type spells on you regen 200 mana per tic (at 74 at least). And it stacks with that stuff too...so I average 300 per tic now while just medding. Hope that helps some.
____________________________
Things I sometimes play...

"What do you want to be when you grow up?"
"I want to be a unicorn!"
"Awww, why's that?"........
"So I can stab people with my face."
#5 Mar 16 2007 at 4:49 AM Rating: Decent
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Thought it was a flat 4% a tick? (ooc regen)

Edited, Mar 16th 2007 8:49am by YCHIR

EDIT: It is not 4% a tick. A flat 3%. I forgot to include the fact that I have all mana regen aa's etc... :P. Well I guess that shows me :)

Edited, Mar 17th 2007 7:23am by YCHIR
#6 Mar 16 2007 at 7:09 AM Rating: Decent
Quote:
Thought it was a flat 4% a tick? (ooc regen)


It is.

He is probably experiencing more regen per tick since he has better gear then originally, so more hit points = more regen.
#7 Mar 16 2007 at 1:38 PM Rating: Decent
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yeah i had no idea what i was talking...thats why i stated that i thought it was that way...the ooc regen was implemented when i was already 70 so i wasnt quite sure on how it worked...im just happy it does
____________________________
Things I sometimes play...

"What do you want to be when you grow up?"
"I want to be a unicorn!"
"Awww, why's that?"........
"So I can stab people with my face."
#8 Mar 16 2007 at 9:42 PM Rating: Decent
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Anyone have a definite post or ruleset for the OOC mana regen, I get nowhere near 4% a tick, more like 2.5%. Of course, I'm level 19 so that could influence it.
#9 Mar 17 2007 at 3:22 AM Rating: Decent
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Srakeats wrote:
Q. What is OOC Regen?

With TSS SOE came up with out of combat regen (OOC), a way to drastically reduce downtime (and put every chanter in game in the unemployment line). Now every mob that you agro will, once dead, give you a timer of 30 seconds for regular mobs and 5 minutes for raid mobs. While in combat and in the timer period you will regen mana/hp/endurance just like you did pre-TSS, once the timer is gone you will start regening base 3% hp/mana/end per tick, and any mana regen effects you have (clarity line, AAs, beast crack, FT gear, etc.) will stack on top of the 3%. There are several new icons that go along with this system, they appear in your characters name box where your % health, mana, and endurance are displayed. The first symbol is a golden circle it means you are currently in OOC regen and getting 3% everything back per tick- you MUST be seated for this to work, just like normal medding. Next symbol is a blue circle and it means you aren't in combat and you have no timers, you're just not seated (also you have to be stationary, so moving on a mount won't let you regen mana). Crossed swords mean you're in combat and an hour glass means you have a timer. Your timer will be displayed below your endurance as a grey bar with the amount of time you have left displayed beside it. When it runs out it disappears. If you have a detrimental buff (malo, slow, rezz effects) you will have a flame symbol that means you need to be cured before you can go OOC. In the case of rezz effects you just have to wait till it fades. To keep mobs that may have agroed on you but are now out of your range from keeping you in combat now mobs will drop agro if you are out of their range for over 30 seconds or so. FD pullers -- now you have a visual way to see if a mob is back at it's spawn point yet if you can't actually see the spawn point, just wait for the swords to go to an hour glass *this will only work if you don't have a mob dotted*.
Last -- buffing a player with a timer will give you their timer, and if you die to raid mob you will still have the timer after you are rezzed.


There is a sticky in the EverQuest General forum that explains it...
#10 Mar 17 2007 at 3:22 PM Rating: Decent
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After further testing, as a level 20 cleric, when my total mana pool is 725 I get 24 mana/tick during ooc meditating. If I remove a piece of gear and fall to 705 mana, I regen at 18 mana/tick.

My question is whether there is a list with the different numbers you need to reach for your mana pool in order to get to the next "rank". Or am I completely in the left field looking at my total mana?
#11 Mar 28 2007 at 4:26 AM Rating: Decent
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Your numbers are right on.

With OOC regen, you are supposed to go from 0 to full mana or hp in 3 minutes or 30 ticks.

725 mana / 30 ticks = 24 mana per tick.

if you had 7250 mana you'd be getting 240 mana per tick.

So at low levels, ooc regen is barely better than "normal" regen.
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