Favorite Character to Stack Health On?

chomp skill adds damage based on your health. I think it’s the second mutation. I’m pretty sure I’ve seen it do more than 500, but the point is that the cool down is super low. So 500 every 10 seconds or whatever is pretty amazing not to mention the additional benefits you get with Chomp. So yeah. Adding health to Kelvin makes him stronger and last longer. I haven’t played updated Kelving, but I used to be able to solo a whole section of guys no problem on advanced PVE.

No, for the love of all that is sacred, no. Kelvin gets loads of hp from Chomp. If any character doesn’t want to get +hp on gear, it is Kelvin. 280 or 210 hp is laughable when you can get 10k naturally.

You missed a helix. At CR5, he unlocks a level 2 helix that adds 3% of his current hp to his Chomp damage. Also, the 500 max damage is the maximum base damage. Skill damage multipliers and the like will all increase that (when I was mastering Kelvin, I was routinely dealing 700+ damage with Chomp because I had over 10k hp and skill damage gear).

I’m getting tired of explaining the math on this to people, but no. Boldur has enough hp that stacking hp on him is redundant. People like to bring up his current hp into bonus damage thing as if the ~80% he can get by stacking hp to get 4k hp is impressive; they completely ignore the fact that, if you stack no hp at all, he’ll still have 3500 hp and be getting 75% +dam so stacking all of that hp only really gave him a ~2.8% increase in damage (180% / 175%; attack bonuses in BB are multiplicative so a 5% increase would actually be a 5% increase).

High hp characters get more out of DR than they do out of +hp. The only characters that should be really stacking +hp are those characters with low hp because, as a static value, the flat increase to hp amounts to a significantly larger increase to their total TTK than DR would. In addition, unlike +hp, DR also acts as effective +shield, +regen, and +heal received because it allows all of those values act upon lower incoming damage amounts.

Other things to consider: +regen gear is pretty much worthless because it provides so little. The only reason to get +regen is if you’re not playing an Eldrid and want to be able to top yourself off from what little damage gets through your shield while out of combat. 7 hp/sec is pretty much nothing. At 1k hp (e.g. level 1), it’s going to take 140 second to get you back to full health from nearly dead. Furthermore, stacking more +hp to make it go up faster isn’t going to make regen any more valuable. 7 hp/sec is as bad when you have 100 hp/sec as it was when you had 100 hp/sec (in a comparative sense, its actually less valuable the more +regen you have): 7 hp/sec is bad no matter what.

TL:DR If you want a tankier tank, stack DR. If you want a sturdier squishy, stack hp. Why? Because math.

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I get tired of doing it also which is why I didn’t flat out say 118% total. More so broke it up into 80 + 20 + 18 to keep it simple. I’m not one to do the whole “big post math thing” and number crunch. Less explaining.
When I get the time I’ll have to see if the DR thing is really worth it. Even at 15% through gear (all things considered equal, ie not including skill DR or mult/add formulas; And 15% is a fairly large amount through gear) on 3500 hp brings your health pool to 4025 where stacking 700 (fairly easy to obtain) will bring it to 4200 plus the damage bonus. Though DR does technically make healing (and regen) more effective as you have less health to heal to full.

kelvin is the best especially since he gains permanent health for killing a enemy with chomp i was running around level ten with 8 thousand health it was amazing

Question when you get the helix for own health making chomp higher damage, does it replace the previous way or add on to it

It adds on to it, such that you get 15% of target’s max hp (max 500) + 3% of Kelvin’s current hp.

So that is why I can one shot some people

After a certain point in base hp+shield combined it’s better to get Damage Reduction which also makes healing for your allies on you easier.

This is unrelated but I like to use Voxis, Orendi’s legendary and an attack speed and shield to give me 850, essentially extra HP that allows me to run in, lay down AoE, run, rinse, and repeat.

Dude, health regen is amazing – or at least used to be – for characters like thorn and Mellka. 22 health regen/second is significant if you can keep the enemy from being able to hit you the way that Mellka can, and her helix for more health regen later on makes it even better.

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I tried heal staking on Kleese just to see where I could get him after his health boost. Between his HP and shield, I got him close to 4k total health in a PVP match. It was insane

[quote=“Battleborn, post:15, topic:1543417, full:true”]22 health regen/second is significant if you can keep the enemy from being able to hit you the way that Mellka can, and her helix for more health regen later on makes it even better.
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As I said before, the only value that regen has is in being a method of hp recovery that doesn’t require combat and that, through gear, anyone can get a hold of. The amount of investment it requires to get that much regen (on a character like Thorn, who is sporting a 7 hp/sec regen passively, you’re talking about 15 hp/sec, which is all 3 pieces of your loadout containing regen) could instead net you ~700 hp, 18% attack speed, or 20% attack damage (or a whole bunch of other more valuable options).

Regen isn’t just something you choose between having and not having. It has definite opportunity costs which pretty much always outweigh the benefits of stacking regen (to such an extent that I can’t even really think of any realistic occasion when they wouldn’t). The only value to regen is to characters that don’t already have a source of self-healing or regeneration.

As to stacking it on Mellka or Thorn, consider that, if you can avoid getting hit long enough to have your regen make a difference (assuming you mean this while also being able to do stuff other than avoid dying), why can’t you just avoid the damage in the first place? If you have to run away and stop fighting to get the benefit of a stat, what’s the point of the stat when you can get other stats that will actually allow you to actually be better at the fight itself?

LOL you don’t get that much HP unless you solo missions. In group setting you top out at about 6-7k Secondly Kelvin starts off with very low health so adding some definitely helps and when you add heatlh you get bonus DPS. You don’t get bonus DPS from adding damage reduction.

The only damage contribution Kelvin gets from hp is the 3% of current hp (important to remember this). 280 hp is going to add a whopping 8.4 damage to each Chomp, which is, at best, on a 4 sec CD, a truly massive increase of 2.1 DPS.

Just because it is factually true that +hp gear adds to Kelvin’s DPS doesn’t mean that it’s going to be anything approaching a value that would matter or that you even have a chance of noticing.

And, if you want to get totally pedantic, because Kelvin gets damage from his current hp, DR does add to his DPS because it means that he’s going to maintain higher current hp because he’s taking less damage. It’s not going to be anywhere approaching a noticeable amount, but that doesn’t seem to be an important criterion to you given your opinion about +hp gear being a DPS increase.

Honestly, I don’t really buff anyone’s health. I much prefer health regen and damage resistance. Which I run on most all my characters.

That being said, running Melka last night made me seriously consider buffing her health.

7 passive, 11 from whatever the regen on is that gives a bonus for surviving, 4 more from singularity launcher makes 22 from two pieces. That’s one piece that’s actually devoted to regen and one that has it as a secondary ability in addition to an extremely useful legendary effect. For a non-legendary you can get reload and health regen and still have an effect buffing your damage AND survivability.

At any rate, you’re talking about theory, I’m talking about experience. Health regen IS useful, especially on characters whi can either block (like boldur) or dodge (like Mellka and Thorn) in order to actually gain health during combat. You can theorise that it’s not if you want, but I’m here telling you as somebody who has actually done it that it is.

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[quote=“Battleborn, post:21, topic:1543417, full:true”]At any rate, you’re talking about theory, I’m talking about experience.
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I’m talking about experience as well as theory. The game operates on theory specifically because it operates under a known set of rules upon which the theory is based; if the theory is wrong, it is modified.

What I don’t think you understand is that there is a massive difference between “useful” and “optimal”. Every character is useful in PvE because they’re capable of doing things. Many characters are not optimal because their kits are completely at odds with the things that make a character effective at PvE.

It’s the same with regen: you can take it and get some use out of it, but you can get more out of other stats.

I’ll still take 2 stat bonuses over 1.

In all seriousness, I do think that if you have to tell people to not shoot guys to make someone viable that’s no bueno. His chomp HP gain should start off large and go down as his health gets higher. It takes forever to juice him up, but then he’s impossible to kill at the end.

[quote=“Masterblizak, post:23, topic:1543417, full:true”]In all seriousness, I do think that if you have to tell people to not shoot guys to make someone viable that’s no bueno. His chomp HP gain should start off large and go down as his health gets higher. It takes forever to juice him up, but then he’s impossible to kill at the end.
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Agreed. It needs to follow a logarithmic curve (which I know GBX is capable of doing because that’s how DR was done in BL2!).

I’m actually kind of curious what balance point the devs assume for Kelvin’s hp (I get the feeling it’s somewhere around 8-9k). His default hp is complete and utter junk (which makes him really squishy at the start) from start to finish, so it’s obvious that they expect his Chomp hp to make up a lot.

Assuming it’s around 8-9k total hp, I think a suitable set up would be to provide (in multiples of current contributions; he has ~2500 hp by default, I believe) x3 for until 4500 total hp, x2 until 6500, x1 until 8500, x.5 for everything after. His hp would ramp up to an actually useful level a lot faster (you’d get to 8500 with about 61% of the Chomps as current) while taking much more to get to the absurdly high levels of hp (the break even point would be about 10500 total hp).

Would definitely help is early game a lot and tone down his endgame (especially in PvP when he can pretty easily become unkilla-Kelvin because he’s got like 20k hp).

Again, I’ll disagree. Regen is pretty much the perfect choice for Mellka or Boldur. More HP goes away after a couple of hits. Without a way to replace it it’s just a couple of extra hts on your health bar. The ability to have it recharge on it’s own is infinitely more useful. If you can get 22 hp/second as Mellka you’re replacing the 250 or so health from a gear piece in under 15 seconds, at which point you’re surpassing it. Now, straight health might give you a bigger buffer between life and death during a serious onslaught, but you aren’t likely to survive an onslaught for very long either way. Outside of that, your bonus HP is gone after the first couple f hits and then doesn’t do anything anymore. With regen it’s going to keep adding health to your bar for as long as you need it.

TL;DR: More HP is gone after a couple of hits, more Health Regen is there for as long as you’re taking damage.