I believe the healing strength is based on the shield’s level and as far as I remember it’s as quick as health regen from coms i.e., for a char with 3 million health it means the health bar getting 1 pixel wider every 10 seconds.

I remember getting a level 58 Neogenator from the Loot the World app (R.I.P.) and tried it out when my Maya hit level 58.

At that level, I had just put 1 point in Sustenance, so I already had some passive healing. I braced myself for the awesome power of the two health regens together… only to be sadly disappointed. Even together, it didn’t make a difference in combat. I think I got more healing from the health boost + Elated than I did from the passive health regen.

Since I’ve never tested it without 1+ points in Sustenance… does the health regen work at all when the shield is completely depleted?

I think the regen only works when the shield is active. When it’s depleted, the health regen doesn’t happen. I think it’s the same with the elemental damage resistance as well.

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Yep, both the healing and elemental resistance will only work as long as the shield has any charge left.

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1 point of Sus isn’t much at all. Neo/Evo + 5/5 is Sus is solid

I know 1 point in Sustenance doesn’t do much. However, I was expecting to see a large increase in the health regen when I equipped the Neogenator. That didn’t seem to happen. (1 point was all I could put in Sustenance at the time since I had Ruin + Converge… leaving 16 points for Harmony at level 58)

It’s probably because I rarely find myself with a partial shield. It’s either 100% charged or completely depleted.

Maybe test with a level 3-5 version to keep numbers low?

If it’s a flat rate it’s probably linked to the 1.13^lvl base formula. It should be easy to extrapolate at higher level and at least have an expected value to check.

If it’s percentage based, a low level version on a high level character would show that immediately.

You won’t notice much difference with or without the shield’s hp regen, certainly not while in combat. A neogenator/evolution/rough rider can be good however when combined with maya’s healing skills since they’re based on your total health.

So in other words… the direct health regen from the shield is utter crap and it’s so good on Maya purely because of the +Max Health boosting the # healing of the %-based skills (SR / Elated / Sus) (and the elemental resistance of course).

That makes sense, but I guess I always thought people liked the direct shield healing because it actually did something, lol.

Anyone feel free to test it, but like I said above I don’t really have interest in doing it. From just using them its between 1-2% from what I can guess and thats good enough for me.

No, its just balanced. Really if it was a lot higher where people seem to want it, it would be totally broken.

I see. 1-2% does sound balanced. 2% is what you get from Preparation, Able, ~Sustenance (0-4%… avg 2%), Ain’t Got Time to Bleed, Sexual Tyrannosaurus, etc. which are all relatively passive regen skills.

I’m thinking I’d notice a lot more healing from the shield had I put even 1 point into Inertia so there’d almost always be 1+ capacity to trigger the regen & elemental resistance.

Elated is great and its 5% during phaselock, 5% as long as your shield is up would be broken. Even more since you can stack it with skills and relics.

Agreed. I was trying to keep the comparison to passive skills for obvious reasons. Conditional & burst healing should always be stronger.

I don’t think they’re that balanced considering rank of legendary/seraph. a maximum of 5% healing on low charges could work with the increased health values.

I did some quick testing. I used my L.72 Zer0, equipped with an OP3 Hoplite to drop my health to 1, as my testing dummy. I equipped both a L.25 Neogenator and a L.72 Neoganator and timed how long it took the shields to heal up from 0 to 100%. Here’s what I found:

  • L.25 Neogenator - approx. 33 mins 21 secs
  • L.72 Neogenator - approx. 33 mins 21 secs

The long regeneration time is due to the shields being at 100% capacity once they each had been equipped. This makes me think that the health regen rate is a function of the the current shield’s capacity based on percentage, regardless of max health. That means a higher maximum health won’t get you past the health gate any sooner, but the numerical value of health regen (X health units/time, not % of health/time) does increase.

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Nice! You saved me from testing these things myself.

Wow, fantastic job! I hope you just let it run in the background while you did other things instead of sitting watching a health bar go up over 1 hour :stuck_out_tongue:

100% / 2001 seconds = 0.05% / sec

Do you have a Evolution to test with too? I wonder if it would be 33 min 21 sec as well.

Yeah, I was just watching Initial D episodes and playing LoL while I let the shields heal up. Though, during the first time I was testing the L.72 shield, I missed the end time, so I had to restart the testing again.

I’ll test out the Evolution in the same experiment, though I’ll need time to find/obtain the shields and actually test them out. Expect something later tonight or tomorrow.

Alright, I was able to procure two Evolution shields, one at L.30 and the other at OP4. It’s the same deal as before, so let’s hit it:

  • L.30 Evolution - approx. 20 mins 51 secs
  • OP4 Evolution - approx. 20 mins 51 secs

@bdaughe1986, I also did a little more math and calculated the the regen rate as well.

  • 100% / 1251 seconds = 0.08% / sec

So it looks like the Evolution shield has a slightly greater health regen than the Neogenator shield, among the their shared but differing traits.

Again, these numbers are during full shield capacity. I could test further by throwing grenades at myself to knock the shield a bit and see how much time it can take off the max regen time of these shields, but I think I’m bored with it already.

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