Add HP regen to Con

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Message
Author
Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Add HP regen to Con

#1 Post by Grey »

Given the change about to happen to Con, it would be nice to have it increase HP regen as it gets higher. This is more a practical thing than a survival thing, as the base 0.25 HP/turn is tediously slow late in the game. It would affect enemies equally of course ;)

Around 0.1 for 10 Con would be fine, though higher would also be welcome.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: Add HP regen to Con

#2 Post by Final Master »

Wait, what change to Con?
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Add HP regen to Con

#3 Post by edge2054 »

I like this idea. Resting gets super tedious at higher levels without life regen from equipment. Something to reduce that tedium would be nice.

martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: Add HP regen to Con

#4 Post by martinuzz »

Final Master wrote:Wait, what change to Con?

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Add HP regen to Con

#5 Post by bricks »

In svn, Con no longer gives +resist all; the Health talent has been replaced by Thick Skin, which gives +3-15% resist all.
Sorry about all the parentheses (sometimes I like to clarify things).

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: Add HP regen to Con

#6 Post by Final Master »

This will be for the better then, as I can't get every character I play to 105 con. :D
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Add HP regen to Con

#7 Post by Canderel »

Though along those lines similar changes to other skills to affect other resource regen could also be suggested... Wil to give stamina/mana regen. Though I always thought it should just be like ~0.2% of your theoretical max... so the higher your max the higher your regen.

Asmageddon
Cornac
Posts: 33
Joined: Mon Aug 15, 2011 8:11 pm

Re: Add HP regen to Con

#8 Post by Asmageddon »

I think it would be somewhat unfairly strong. Perhaps increase it logarithmically so it doesn't explode into 20hp/s?

Also, wouldn't it be better suited for str than con?

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Add HP regen to Con

#9 Post by Grey »

0.1 for 10 Con would mean 1 HP/turn at 100 Con. Hardly exploding, but enough of a boost to make resting a little less tedious whilst still keeping regen boosting items as useful to have.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Asmageddon
Cornac
Posts: 33
Joined: Mon Aug 15, 2011 8:11 pm

Re: Add HP regen to Con

#10 Post by Asmageddon »

Ah, sorry. I read it as 0.1 per 1 stamina.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Add HP regen to Con

#11 Post by Zonk »

Random idea: what if extra CON improved your healing mod?
Like for every 3 points above 10, improve your healing mod by 1. So at 100 CON you'd have a 30% healing bonus.
(these are random numbers. I just thought that higher Con=benefitting more from healing sorta made sense)
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Silvermoon
Higher
Posts: 77
Joined: Thu Mar 16, 2006 4:42 pm

Re: Add HP regen to Con

#12 Post by Silvermoon »

I don't see why CON couldn't be linearly linked to Healing Mod such that 100 CON = 200% Healing Mod. I think such an approach makes more sense than boosting regen.

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Add HP regen to Con

#13 Post by Canderel »

Linking it to healing mod is not a good idea (well, depends what you want).

My Wyrmic winner focussed on healing mod and regen, and regen 48 HP per turn passively with about a 200% (maybe a slight bit higher) healing rate. Popping my regen infusion was like getting a mid level heal infusion every turn for 6 turns. (About 250hp per turn)

Silvermoon
Higher
Posts: 77
Joined: Thu Mar 16, 2006 4:42 pm

Re: Add HP regen to Con

#14 Post by Silvermoon »

Canderel wrote:Linking it to healing mod is not a good idea (well, depends what you want).

My Wyrmic winner focussed on healing mod and regen, and regen 48 HP per turn passively with about a 200% (maybe a slight bit higher) healing rate. Popping my regen infusion was like getting a mid level heal infusion every turn for 6 turns. (About 250hp per turn)
While it certainly has potential to be powerful, increasing base regen gives absolutely no incentive for non-HP-sponge oriented classes to take some points in CON unless you make the bonus ridiculously large, and I feel that all stats should have an appeal to every class to some degree, and the max HP increase from CON is not sufficient to make it an appealing choice. Increasing Healing Mod along with CON gives all classes a discernable advantage.

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Add HP regen to Con

#15 Post by Canderel »

Silvermoon wrote:While it certainly has potential to be powerful, increasing base regen gives absolutely no incentive for non-HP-sponge oriented classes to take some points in CON unless you make the bonus ridiculously large, and I feel that all stats should have an appeal to every class to some degree, and the max HP increase from CON is not sufficient to make it an appealing choice. Increasing Healing Mod along with CON gives all classes a discernable advantage.
Maybe you should just check all the winners on the site, a great deal had a significant, if not maxxed out con stat. Mages being the only possible exception, but I believe even them probably invested a lot in Con, cause after Mag and Wil, there's not much else for them except maybe str if you want to wear armor.

Obviously Tiger_eye's rogue is a big exception there.

Post Reply