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Regen Caps?

Poo

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i was looking around for the caps on the regen mods (mana, hp, stamina)

and i know they changed them from time to time over the last couple years, but doses anyone know what the caps are currentlly?

or better yet, where they are posted.

all i have found is the following, which i know to be wrong.

Regeneration Effects:

Hit Point Regeneration - Increases the wearer's natural Hit Point regeneration rate. Capped at 18.

Mana Regeneration - Increases the wearer's natural Mana regeneration rate. Subject to diminishing returns - the difference between 0 MR and 3 MR is substantially greater than the difference between 15 MR and 18 MR. No hard cap.

Stamina Regeneration - Increases the wearer's natural Stamina regeneration rate. Capped at 24.
that is from the UO Playguide
http://www.uoherald.com/guide/guide.php?guideId=57

but i know thats not right, cause there is a cap on mana regen and listed on the playguide it says there is no hard cap on mana regen.

so id assume that the HP and stamina regen ones are not accurate either then.

anyone?

poo
 

Poo

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huh, some more info i found

Here is a quick list of caps from FoF - 27 Mar 2007

What is the cap for [x] item property?"
Here are caps for the properties that have them:

Resists: 70 in each
Lower Ammo Cost Max: 50%
Hit Chance Increase 45%
Defense Chance Increase 45%
Swing Speed Increase 60%
Lower Mana Cost 40%
Damage Increase 100%
Luck 10,000 (this is theoretical - it's not actually reachable with currently available items)
Mana Regeneration 18
Hp Regeneration 18
Stamina Regeneration 24
 

Poo

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huh.

patch 46 pvp fix says the mana regen will not have a cap due to diminishing effects.

im guessing since that didnt come in that that isnt accurate.

Publication 46 - The PvP Fix




* Weapon special moves now require Weapon Skill and Tactics of appropriate skill levels. (i.e., 70 in each skill for primary weapon special moves, 90 in each skill for secondary weapon special moves).
- Exceptions to the Tactics requirement are the following:
-- Wrestling special moves.
-- Shadowstrike since it already requires 80 Stealth to perform.
-- Infecting Strike since it already requires Poisoning skill to be effective.

* Can no longer stack using a weapon special move and casting a spell or activating a skill ability.

* Nerve Strike paralysis is now breakable on hit.

* Nerve Strike paralysis is now scaled based on Bushido skill, from 50% chance at 50 skill to 90% chance at 120 skill.

* Nerve Strike damage is now a little more variable. May be 0 to 10 damage less.

* The Mana Regeneration item property is now subject to the principle of diminishing returns.
- The hard cap on MR has been removed.
 

Poo

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i cant believe how many different places have the regen caps listed and none of them are the same.

hows a fella to find the accurate and most up to date number????

funny stuff!
 
H

HillBilly

Guest
EDIT:Oops, you already posted this lol. My bad.

http://www.uoherald.com/guide/guide.php?guideId=57

Regeneration Effects:

Hit Point Regeneration - Increases the wearer's natural Hit Point regeneration rate. Capped at 18.

Mana Regeneration - Increases the wearer's natural Mana regeneration rate. Subject to diminishing returns - the difference between 0 MR and 3 MR is substantially greater than the difference between 15 MR and 18 MR. No hard cap.

Stamina Regeneration - Increases the wearer's natural Stamina regeneration rate. Capped at 24.
 

Poo

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hehe

you can get your hp regen up to 31 now a days, guess they should update the item cap on there too
 

Poo

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well we know that isnt a accurate one

Regeneration Effects:

Hit Point Regeneration - Increases the wearer's natural Hit Point regeneration rate. Capped at 18.

Mana Regeneration - Increases the wearer's natural Mana regeneration rate. Subject to diminishing returns - the difference between 0 MR and 3 MR is substantially greater than the difference between 15 MR and 18 MR.
No hard cap.

Stamina Regeneration - Increases the wearer's natural Stamina regeneration rate. Capped at 24
no cap on mana regen..... we know there is a cap on mana regen currentlly
 
H

HillBilly

Guest
well we know that isnt a accurate one



no cap on mana regen..... we know there is a cap on mana regen currentlly
I believe it is correct.

The higher you get with mana regen the less you will notice. Im not aware of them capping it since they started the diminished returns thing.

Edit: Im sure at some point it would get to a caplike state where the return is so small it wouldnt be perceived by the user. Im not sure what that number is though.
 
A

altarego

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There doesn't seem to be hp regen caps for ninjitsu dog/cat forms. I have 100 skill and I have about 40 regen. It's ridiculous.
 

Poo

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I believe it is correct.

The higher you get with mana regen the less you will notice. Im not aware of them capping it since they started the diminished returns thing.

Edit: Im sure at some point it would get to a caplike state where the return is so small it wouldnt be perceived by the user. Im not sure what that number is though.
i thought that diminishing returns stuff never made it into the publish?
 

Harlequin

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The diminishing returns idea you are probably thinking of was more for things like continuous drinking of heal pots will reduce the amount of HP healed each time etc.

The diminishing returns for mana regen was in place before that.

I think it applies to all 3 regens.

The devs did not ever release the formula, last FOF that mentioned this says it's pretty complicated, but no formula.

However, someone posted (or linked) a chart recently of how much mana gets regened based on the amount of MR items equiped. I can't find the post, can someone point me to it if you remember?
 

ZidjiN

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The diminishing returns idea you are probably thinking of was more for things like continuous drinking of heal pots will reduce the amount of HP healed each time etc.

The diminishing returns for mana regen was in place before that.

I think it applies to all 3 regens.

The devs did not ever release the formula, last FOF that mentioned this says it's pretty complicated, but no formula.

However, someone posted (or linked) a chart recently of how much mana gets regened based on the amount of MR items equiped. I can't find the post, can someone point me to it if you remember?

This might or might not be helpful at all.
But noxin did release a calculator just after the manaregen changes. It can be found on his website and it seems to be very accurate.

Hope it helps
 

Harlequin

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Ahh, thanks for the reminder!

I had an old post that requested for an FOF clarification on mana regen (sadly it wasn't accepted).

This is Noxin's MR calculator
http://noxins.net/index.php?option=com_content&task=view&id=72&Itemid=28

This is the last FOF that mentioned mana regen formula (though vaguely)
http://www.uo.com/fof/fiveonfriday81.html

Quote:
"What's the new formula for determining Mana Regeneration?"
It's actually a series of formulae, and would require enough math to make your eyes glaze over to explain it. However, Flash master Noxin has, though comprehensive testing and diligent observation, put together a calculator that appears to be quite accurate - and much simpler to use than the avalanche of numbers I could give you.
 
O

Old Man of UO

Guest
i cant believe how many different places have the regen caps listed and none of them are the same.

hows a fella to find the accurate and most up to date number????

funny stuff!
Hey, Poo... maybe you can talk to someone who has connections to Stratics to get those pages fixed? HEH

We had the same issue with damage bonuses from Tactics and Anatomy. Connor and I were both going back and forth, and didn't make sense. Finally found that it was posted in two spots, but took some digging to find a reference to the correct formula from one of the past FOF's. Connor notified Petra, and she got the job done!
 
N

Ni-

Guest
There doesn't seem to be hp regen caps for ninjitsu dog/cat forms. I have 100 skill and I have about 40 regen. It's ridiculous.
I actually tried testing HP Regen recently. Horrific Beast grants the caster 20 HP Regen. I started creating HP Regen Items on test center. I had 6 armor pieces with 2 HP Regen each (total of 12). I then added the Bracelet of Health(10 HP Regen) and noticed that I only went to 20 HP Regen(12+10 should have been 22). Using the Enhanced Client will tell you the total item property values for most item properties. So it seems that the Item Property value cap for HP Regen is 20. I was able to cast Horrific Beast and reach 40 HP Regen.

So it seems that HP Regen is capped at 20.
 

Sir_Bolo

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UNLEASHED
all i have found is the following, which i know to be wrong.
That table reflects the latest design taken from Publish update notes. Barring any bugs or unannounced changes (which I'm not aware of), the values in the Playguide are correct.

I'm not sure why you say that Diminishing Returns for Mana Regeneration didn't go in - Diminishing Returns was scrapped as a general concept, but it was later introduced for Mana Regeneration only and it's still active.

It seems that there's some confusion in this thread about Regeneration caps as well. The caps only affect Regeneration from items. Regenerations from skills/special forms/racial abilities are not affected by the caps and are added on top of your item regenerations.

For Ni- : did you test Horrific Beast with a human character? Humans get HPR +2 as a racial bonus. Your total HPR of 40 probably comes from this: +2 for human, +18 for items and +20 from Horrific Beast. If I'm correct, turning the character to elf should reduce HPR to 38.
 
S

Stupid Miner

Guest
i cant believe how many different places have the regen caps listed and none of them are the same.

hows a fella to find the accurate and most up to date number????

funny stuff!
Eh, well they changed the caps several times.

Btw, i wouldn't trust Stratics' numbers on this one.
 

ACB1961

Lore Keeper
Stratics Veteran
Stratics Legend
i was looking around for the caps on the regen mods (mana, hp, stamina)

and i know they changed them from time to time over the last couple years, but doses anyone know what the caps are currentlly?

or better yet, where they are posted.

all i have found is the following, which i know to be wrong.



that is from the UO Playguide
http://www.uoherald.com/guide/guide.php?guideId=57

but i know thats not right, cause there is a cap on mana regen and listed on the playguide it says there is no hard cap on mana regen.

so id assume that the HP and stamina regen ones are not accurate either then.

anyone?

poo
I thought I'd give this a lil' different spin. It is amazing how much differently mana regen works on a char with 120 med & 120 focus or 120 med & 100 focus than a char with 100 of each or no focus at all. I get crazy mana with 10-13 mr on chars that actually have a bunch of the related skills. I know its supposed to work like this, but this is uo. Normally, it works how it works, not the way its supposed to work.
 

Shamus Turlough

Lore Master
Alumni
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I have tested and fine the best mana regen number for me is about 12.. any more and I do not seem to regen any faster...
 
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