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Old 04-06-2011, 07:18 AM   #21
Dinadon
 
Join Date: Aug 2007
Default Re: Different Regeneration Rates

Quote:
Originally Posted by nerdvana View Post
So... regular ER is rebuilt at a point per 10 minutes, but if I want to change it to a point per hour I cannot limit the ER so that it only recovers with the regeneration rate? That makes absolutely no sense.
The recharge rate for Slow Recharge is purely a limitation on ER, you don't take the limitation and buy Regeneration. If you want ER to recover at a rate that isn't 1/day, 1/hour, or 1/min, you need to extrapolate the limitation costs. You don't buy Regeneration at all if you just want a slower recharge.
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Old 04-06-2011, 08:06 AM   #22
SCAR
 
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Default Re: Different Regeneration Rates

Quote:
Originally Posted by nerdvana View Post
So... regular ER is rebuilt at a point per 10 minutes, but if I want to change it to a point per hour I cannot limit the ER so that it only recovers with the regeneration rate? That makes absolutely no sense.
Quote:
Originally Posted by Powers, p119, the Energy Reserve Box
Slow Recharge: Your ER recharges slowly. -20% for one point/hour;
No regeneration!

(As Dinadon already pointed out!)
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Old 04-06-2011, 08:12 AM   #23
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Default Re: Different Regeneration Rates

Quote:
Originally Posted by nerdvana View Post
So... regular ER is rebuilt at a point per 10 minutes, but if I want to change it to a point per hour I cannot limit the ER so that it only recovers with the regeneration rate? That makes absolutely no sense.
If you want it to recharge at one point per hour, DON'T BUY REGENERATION. Take the -20% 1/hr Slow Recharge limitation, which is from the original ER writeup in powers! Going "Special Recharge" and Regeneration is definitely going around this the more complicated way, when there's a way to limit it to 1/hr already!

If you want something between 1/10 minutes and 1/hr or between 1/hr and 1/day, you want to interpolate between -0% and -20%, or -20% and -60%. Regeneration is a baroque solution for this particular problem.
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Old 04-06-2011, 08:12 AM   #24
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Default Re: Different Regeneration Rates

Would the Reduced Time Rate enhancement work to modify Regeneration times?
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Old 04-06-2011, 08:53 AM   #25
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Default Re: Different Regeneration Rates

Dinadon, SCAR, Bruno...

Oh I was dense. Thanks. That makes perfect sense now!
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Old 04-06-2011, 09:30 AM   #26
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Default Re: Different Regeneration Rates

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Originally Posted by nerdvana View Post
Dinadon, SCAR, Bruno...

Oh I was dense. Thanks. That makes perfect sense now!
S'alright, I'd totally forgotten about the 1/hr version myself until really recently.
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Old 04-06-2011, 09:40 AM   #27
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Default Re: Different Regeneration Rates

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Originally Posted by Jerander View Post
Would the Reduced Time Rate enhancement work to modify Regeneration times?
Hmmm... that's interesting. I'm not sure it's 100% RAW, because it states on p. B108 for Reduced Time that "you may only add this enhancement to abilities that require time to activate". On the other hand, "activate" could be determined for the purposes of Regeneration to mean the time it takes before the next bit of regen kicks in (for instance, we could say the time for Fast Regeneration to "activate" is 1 minute, so Reduced Time 1 on Fast Regeneration would provide a rate of regen of 2 HP/minute). In direct contradiction of what I said earlier, that actually seems like the most sensible close-to-if-not-RAW way to extend Regeneration rates beyond its fixed, named levels. I would also say the same about Takes Extra Time (if applied to make Regeneration slower than listed), I guess.

I would say it makes sense to apply Reduced Time and Takes Extra Time to the Slow Recharge modifier to tweak it to the timing you want it to be. Like I said, it seems like the close-to-if-not-RAW way. All IMO, of course.
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Old 04-06-2011, 09:52 AM   #28
SCAR
 
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Default Re: Different Regeneration Rates

Quote:
Originally Posted by nerdvana View Post
Dinadon, SCAR, Bruno...

Oh I was dense. Thanks. That makes perfect sense now!
I've been reading through all of the various 'Powers' books and modifiers recently so it was at the front of my mind.
It's surprising how many almost incidental modifiers and references there are tucked away just out of sight.
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Old 04-06-2011, 10:32 AM   #29
Jerander
 
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Default Re: Different Regeneration Rates

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Originally Posted by JCurwen3 View Post
Hmmm... that's interesting. I'm not sure it's 100% RAW, because it states on p. B108 for Reduced Time that "you may only add this enhancement to abilities that require time to activate". On the other hand, "activate" could be determined for the purposes of Regeneration to mean the time it takes before the next bit of regen kicks in (for instance, we could say the time for Fast Regeneration to "activate" is 1 minute, so Reduced Time 1 on Fast Regeneration would provide a rate of regen of 2 HP/minute). In direct contradiction of what I said earlier, that actually seems like the most sensible close-to-if-not-RAW way to extend Regeneration rates beyond its fixed, named levels. I would also say the same about Takes Extra Time (if applied to make Regeneration slower than listed), I guess.

I would say it makes sense to apply Reduced Time and Takes Extra Time to the Slow Recharge modifier to tweak it to the timing you want it to be. Like I said, it seems like the close-to-if-not-RAW way. All IMO, of course.
One point in favor of using Reduced Time Rate on Regeneration is Kromm's okaying of RTR on Weakness. Similar application. I'll see if I can track down the post...

EDIT: Here

Last edited by Jerander; 04-06-2011 at 10:41 AM.
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Old 04-06-2011, 11:15 AM   #30
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Default Re: Different Regeneration Rates

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Originally Posted by Jerander View Post
One point in favor of using Reduced Time Rate on Regeneration is Kromm's okaying of RTR on Weakness. Similar application. I'll see if I can track down the post...

EDIT: Here
Thanks! And yeah, that would seem to indicate Reduced Time's acceptability on Regeneration, as the most RAW way to extend it.
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