Has anyone just suddenly noticed their Stun Regen go in the toilet?
Seems like my current character used to recover it like a champ and now recovers it like he's mentally challenged.
Just curious if anyone else ever had this happen or if it's a bug of some type.
Some characters regen stun at like 8 per tick, while others can barely manage 1 stun every 2 ticks. It's weird.
I believe the rate of stun regen is based on your attributes just like how much health you get and such. So it's going to definitely be different for everyone.
It's also partly dependent on what you're doing. Sitting, standing, laying down, unconscious.
Haven't noticed any difference lately.
There are also some actions that, anecdotally, seem to affect stun regeneration.
Quote from: Riev on May 14, 2015, 10:47:48 AM
There are also some actions that, anecdotally, seem to affect stun regeneration.
Auto-erotic asphyxiation?
Nevermind, I thought you meant stamina.
I'm not sure about this, but I imagine being dehydrated and starving might effect stun (and other) regeneration rates.
This may be all in my head but thinking back to the time it happened, I was full and fully watered (I try to stay that way).
When I decided to taste a piece of food, which seems to bypass You're too full, which might have thrown me into overfull (if that's a thing) and maybe that was causing my shitty stun regen.
Regeneration of derived stats can be affected by a multitude of things, most of which can be figured out in-game (hunger, thirst, and anything that would otherwise affect your stats or derived stats).
Quote from: Asmoth on May 15, 2015, 12:39:11 PM
This may be all in my head but thinking back to the time it happened, I was full and fully watered (I try to stay that way).
When I decided to taste a piece of food, which seems to bypass You're too full, which might have thrown me into overfull (if that's a thing) and maybe that was causing my shitty stun regen.
Must be nice to be a rich Zalanthian.
Quote from: slvrmoontiger on May 15, 2015, 06:15:39 PM
Quote from: Asmoth on May 15, 2015, 12:39:11 PM
This may be all in my head but thinking back to the time it happened, I was full and fully watered (I try to stay that way).
When I decided to taste a piece of food, which seems to bypass You're too full, which might have thrown me into overfull (if that's a thing) and maybe that was causing my shitty stun regen.
Must be nice to be a rich Zalanthian.
Foraging salt is the most lucrative business in the known.
Quote from: Synthesis
Okay, here's the deal with stun:
Warriors (standing) regen at 3 stun per "regeneration event."
(sitting) regen at 4 stun per "regeneration event."
(resting) 5
Rangers: Standing: 2
Sitting: 3
Resting: 4
All other classes: Standing: 1
Sitting: 2
Resting: 3
Now, for stamina, all classes regen at 8 points per event, except for rangers, who regenerate at 12 points per event.
Now, obviously Endurance and Race affect how many game "ticks" pass before you actually get a regeneration event, but the number of points you get per regeneration event is SET based on your CLASS. (All Diku MUDs run on a 'tick' or 'heartbeat' system that sets the minimum time value for all events occurring in the game. Maybe it's been modified on ARM, but I haven't seen any evidence of it.) See above for the set values. If you'll notice, warriors standing regenerate as fast as everyone else resting. And I can't begin to fathom why rangers regenerate stamina points at a rate that's 50% faster than everyone else.
Trust me, I know what I'm talking about. I haven't seen the code, but there's an obvious difference between classes, if you bother to pay attention.
Edited to add: Mansa reminded me of a good point: Back in the day, warriors and rangers used to regenerate health points faster than other classes, as well. It was 3hp for warriors, 2hp for rangers, and 1hp for everyone else. This was changed to 1hp for every class, with the event rates variable for class, which works fine now, because the event rates don't even approach 2-3 times as fast, which was ridiculous.
Something useful posted some years back.
Quote from: Medivh on May 18, 2015, 08:29:58 AM
Quote from: Synthesis
Okay, here's the deal with stun:
Warriors (standing) regen at 3 stun per "regeneration event."
(sitting) regen at 4 stun per "regeneration event."
(resting) 5
Rangers: Standing: 2
Sitting: 3
Resting: 4
All other classes: Standing: 1
Sitting: 2
Resting: 3
Now, for stamina, all classes regen at 8 points per event, except for rangers, who regenerate at 12 points per event.
Now, obviously Endurance and Race affect how many game "ticks" pass before you actually get a regeneration event, but the number of points you get per regeneration event is SET based on your CLASS. (All Diku MUDs run on a 'tick' or 'heartbeat' system that sets the minimum time value for all events occurring in the game. Maybe it's been modified on ARM, but I haven't seen any evidence of it.) See above for the set values. If you'll notice, warriors standing regenerate as fast as everyone else resting. And I can't begin to fathom why rangers regenerate stamina points at a rate that's 50% faster than everyone else.
Trust me, I know what I'm talking about. I haven't seen the code, but there's an obvious difference between classes, if you bother to pay attention.
Edited to add: Mansa reminded me of a good point: Back in the day, warriors and rangers used to regenerate health points faster than other classes, as well. It was 3hp for warriors, 2hp for rangers, and 1hp for everyone else. This was changed to 1hp for every class, with the event rates variable for class, which works fine now, because the event rates don't even approach 2-3 times as fast, which was ridiculous.
Something useful posted some years back.
My question is how do we know this is true?
And secondly, how would he know unless he's a staff alt?
You'd only know if you tested it yourself, recording regeneration over multiple characters. You'd only need like 20 or so characters to test his hypothesis out. That may seem like a lot, but some people have played hundreds of characters.