Dantia/Testing/Impact of Shock on Regen and Heal: Difference between revisions
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=Test 4: Shock Effects on Regenerate= |
=Test 4: Shock Effects on Regenerate= |
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* Can prep but not cast. |
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==Data== |
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==Takeaways== |
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Revision as of 21:08, 23 August 2024
Overview
I wanted to know more specifically how each level of shock affects the efficacy of both the Heal and Regenerate spells.
The Heal spell is a pulsing spell that, each pulse, focuses on healing the "most severe" wounds or scars until the power of the spell is depleted. My original understanding of this spell (before doing this test) was that the spell should continue to work at all levels of shock, but at a progressively less effective rate for each level of shock.
The Regenerate spell is pulsing cyclic spell that continues to heal wounds until either healed fully, or the caster runs out of attunement to support the cyclic cost. My original understanding of this spell (again, before doing this test) is that Regenerate should also work at a reduced efficacy for each level of shock, until at maximum shock ("perma-shock") you lose access to the spell completely.
Wounds vs Scars Caveat
All of the below testing was done on scars, not on wounds. Why? In order to do this testing, I needed a way to quantify the amount of healing experienced. Players already quantify wounds on a severity scale of 0-13 (13 being the maximum), with Empaths having access to the most detailed account of wounds using PERCEIVE HEALTH SELF. It's generally accepted that there is probably a range within each of these severities. For example, there might actually be wound levels of 1.15 and 1.45 which might both reflect in PERCEIVE HEALTH SELF as 1/13.
Due to what (I suspect) rounding, plus maybe some other unknown factor(s), sometimes 1 severity worth of wound does not heal directly to 1 severity worth of scar. In fact, sometimes a wound does not appear to heal any severity, but you now have 2 severity of scar. This variety would make quantifying the efficiency of Heal and Regenerate over the different levels of shock inconsistent. Therefore, I opted to work only with scars for this test.
Methodology
- Empathy is at 1750.
- Spell stance is 100/100/100.
- Besides Heal or Regenerate, no other spells were up.
- Use test-only "hurty thing" to apply 11/13 or 5/13 scars on internal and external head, neck, arms, legs, hands, chest, abdomen, back, eyes, and skin (28 total locations).
- Cast Heal at certain level of mana and wait until Heal wears off, record total severity healed, use HEALME to heal to full. Repeat 20 times for that level of mana.
- Or cast Regenerate at certain level of mana and wait for a single pulse, record total severity healed, use HEALME to heal to full. Repeat 20 times for that level of mana.
Test 1: Baseline Heal
The first test was to establish a baseline for how effective Heal is at no shock / shock level 0. Heal can be cast anywhere between 15 and 100 mana, so I tested at 5 mana increments 20 times each.
The outcome was that the effectiveness of Heal scales fairly linearly with the amount of mana put in. That meaning, for every additional point of mana you put in, regardless of if that's from 5 to 6 mana, or from 99 to 100, you will see a roughly even amount improved efficacy. In daily practice, this means that Heal should always be cast at the maximum mana level possible for the maximum results.
[Data available here], on sheet "Heal / Mana".
Test 2: Baseline Regenerate
Data
Takeaways
Test 3: Shock Effects on Heal
Data
Takeaways
Test 4: Shock Effects on Regenerate
- Can prep but not cast.
Data
Takeaways
- TBD
- TBD