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Old Apr 22, 2005, 12:54 PM // 12:54   #1
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Default DoTs and Energy Regeneration Caps

I haven't been able to play the game yet so this might be a stupid question. But considering some threads that I read there seems to be a cap for damage over time spells (10 health degeneration) and an energy regeneration cap (10 pips). Can anyone confirm this info?

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Old Apr 22, 2005, 01:32 PM // 13:32   #2
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I believe the cap on both degeneration and regeneration is 10 pips. This applies to energy and health pools.

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Old Apr 22, 2005, 01:42 PM // 13:42   #3
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you can only have a max of 10 pips affect you either way, (20 health/sec), but different regen/degen skills and conditions do stack.
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Old Apr 22, 2005, 03:28 PM // 15:28   #4
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Thank you for your fast replies.

Quote:
Originally Posted by Bgnome
... but different regen/degen skills and conditions do stack.
So, as an example, if I stack on a target 2 Necro spells like Life Transfer (7 degeneration) and Faintheartedness (3 degeneration) reaching the cap of 10 and this target gets somehow diseased he won't suffer from HP degeneration until one of the DoTs wears off?

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Old Apr 22, 2005, 06:18 PM // 18:18   #5
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The values are still counted together, it's just that they have no effect greater than a total of 10. So healing regen that was cast would need to be more than the amount over 10 to reduce the degen.
-7-3-4 = -14 +2 = -12 not -[10]+2 = -8
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Old Apr 23, 2005, 04:19 PM // 16:19   #6
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Great info. Thanks a lot.

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