bdaughe1986
(DumbestTrash5)
#14
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.
Derch
(Where's lucky?)
#15
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.
Derch
(Where's lucky?)
#16
No, its just balanced. Really if it was a lot higher where people seem to want it, it would be totally broken.
bdaughe1986
(DumbestTrash5)
#17
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.
Derch
(Where's lucky?)
#18
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.
bdaughe1986
(DumbestTrash5)
#19
Agreed. I was trying to keep the comparison to passive skills for obvious reasons. Conditional & burst healing should always be stronger.
Maveco
#20
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.
SpiderTeo
(N.W.A. - Ninjaz With Attitude -)
#21
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.
5 Likes
Eel37
(Big Stupid Jellyfish)
#22
Nice! You saved me from testing these things myself.
bdaughe1986
(DumbestTrash5)
#23
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 
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.
SpiderTeo
(N.W.A. - Ninjaz With Attitude -)
#24
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.
SpiderTeo
(N.W.A. - Ninjaz With Attitude -)
#25
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.
3 Likes
SpiderTeo
(N.W.A. - Ninjaz With Attitude -)
#26
Okay, I got really bored and decided to throw grenades at myself…
I used my OP4 Evolution shield to test this out. I unequipped any grenade mods for this experiment (I died more than just a few times before figuring out how to do this). So the test is the same as above, but I would throw unmodded grenades at myself. Each explosion would damage the shield, but I made sure not to throw too many at one time to completely break it. I did this while near an ammo vendor, so I can buy more grenades as I ran out.
Now according to the shield’s item card, any shield damage would raise the regen rate, and thus lower the time needed to heal up from 1 to 100% max health. So after throwing about $20 mil worth of grenades at myself, I anticipated that the heal time would be less.
Instead, I reached full health at about 20 mins 51 secs, the same amount of time to let the shield heal me without damage. Damaging the shield did nothing to increase the paltry .08% healing rate of the Evolution. I haven’t tested the Neogenator, but I would guess that it could be the same case as well.
So in the end, the Evolution is only worth taking for its health increase and its elemental resistances. However, health increase could actually hinder attempts to health-gate without a Rubi or Grog Nozzle, and the elemental resistances are conditional and only apply to a single type at any given time (then you might as well just get an Antagonist shield for its damage reduction, in addition to its other benefits).
4 Likes
Eel37
(Big Stupid Jellyfish)
#27
It’s really impressive that you’ve spent so long testing these shields. Thanks for that!
So… The Evolution has been bugged all this time… I really thought that the health regen was at least semi-decent when the shield was damaged, but turns out it has been placebo all along.
One possible thing that remains to test is “Is the health regen constant or does it scale with how badly you are hurt?”
One way to test this: The flashing “!” sign appears at 33% health, if the time it takes to get back to that point exactly 1/3 of the time it took to fully heal, then it’s constant, but if it takes less time, then it means the health regen scales. This could explain the bad regen value as the last portion would slow to a crawl and mess up the average.
SpiderTeo
(N.W.A. - Ninjaz With Attitude -)
#29
It’s possible the health regen might scale whatever the current health is, since that is the case in several healing mechanics in the game. I’ll test that later and see what I can come up with.
The real disappointment is that shield damage doesn’t impact health regen. That part of the shield’s kit doesn’t help when you need it the most before the shield drops.
1 Like
SpiderTeo
(N.W.A. - Ninjaz With Attitude -)
#30
Okay, I did another test with the Evolution. Using @Chuck80’s suggestion, I calculated that if the health regen was constant, then health would climb out of the “red” at about 417 secs, or 6 mins 57 secs. So I got out my stopwatch and let it run to the 33% mark and then all the way to 100%. Here are my results:
- 33% Health - 6 mins 58 secs
- 100% Health - 20 mins 52 secs
Assuming a reasonable margin of error of about a couple seconds, I have found that the Evolution’s health regen is constant regardless of how much health the player has.
I only did one trial, but anyone is free to try to duplicate the results or correct my math. Also, this last batch of testing is only on the Evolution, not the Neogenator, so I can’t confirm if the constant health regen also applies to that shield (though it would not be an unreasonable assumption that it does).
4 Likes
Omg! No no no. I understand this thread is old…BUT, the description says “damage to shield increases health regeneration”. It doesn’t clearly state the full condition but it’s “ENEMY DAMAGE”. Self damage as well as barrel damage does not trigger this condition (same as Sexual Tyrannosaurus).
Neogenator heals inversely to shield health (approx, up to 5% based on how low shields are, but not at depletion) and evolution heals more health the more damage the shield takes, but not at depletion.
You can test it again, but test it out on enemies damage, it will work then.
1 Like
Prismatic
(Dancing with Jak 'o' the Shadows)
#32
Do you have test results to prove this?
I have tested it out with a 0 skill point salvador with an op8 neo and evo (1.27 and 1.58s recharge delay respectively). I damaged myself with grenade until I had low health. I proceeded to run around gun fire, taking slight damage. In both cases my health took less than a minute to fully heal.
SpiderTeo’s result is true IF you preform self-damage or heal at max shield capacity. You need to take ENEMY damage for the shield to heal you significantly.
6 Likes