The health regeneration of the Evolution and the Neogenator

How does the health regenaration effect of these shields work? Is it flat or is it based off of your maximum health value? I know it increases when the shield capacity is lower but it does not seem that noticable to me.

Hopefully @Derch will get to it in his monster gear thread soon!

I’ve noticed on mine that it seems to take a while to get going when your health has dropped really low, which makes me wonder if it isn’t %-based (so you’d need a higher % at low health, which is in line with the card.) I haven’t had a chance to check it out carefully though.

its a pain to test them because the number is always moving and wtih such big numbers they move fast. I guess you could record and play it back slow mo to figure out, but I don’t really have plans to do so nor interest to be honest.

I’ve never really used either shield, but I wanted to mention that it’s Neogenator, not “Reogenator”. I don’t know if you can change the thread subject to fix it.

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Thanks for spotting this! Edited the title.

These shields drop rather late in the game (Neo at level 26, I think) and the health values are indeed rather high then. I guess the best way to test these is with a very low level shield early in the game. I’ll try and do some amateur testing done somehow. The health regen question has been keeping me up at night ever since I started using these shields six months ago.

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.