Skyrim talk:Regenerate Magicka
Cap?[edit]
Is there a cap on the effect? Wearing the Arch Mage Robes (100%) and Morokei (100%) doesn't seem to regenerate any faster than the robes alone Fowl 22:52, 7 December 2011 (UTC)
- I'm not sure with the cap of the regenerate magicka but it would seem that fortify magicka regenerations has nothing to do with how fast you regenerate your magicka during battle. The regenerations speed kicks in outside battle. From what I have read so far in battle you regenerate one 1% of your magicka per second(not confirmed yet). Not sure how bethesda did the mechanics, but if true it may make regenerate magicka one of the most useless enchantments you can have in battle. Not sure if it was intended, an oversight or a bug. — Unsigned comment by 113.10.83.65 (talk) at 16:26 on 16 December 2011
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- I remember Morokei and the Arch-Mages robes helping in combat in the 1.1 patch. Perhaps Beth broke magicka regen in 1.2? Narzul 04:55, 17 December 2011 (UTC)
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- Fortify magicka regen definitely still helps in battle - my Mage combat regen definitely changes as I add and remove +regen (morokei, robes, rings etc) - but for the numbers I have had to follow what I have read. The base regen rate (from what I have read) is the 3%/s out of combat, therefore 1% in combat. Fortify magicka regen applies to both. So +100% magicka regen from gear would give 2% regen in battle, 6% out of battle. 78.119.214.247 11:55, 20 December 2011 (UTC)
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"Fortify Magicka" vs "Fortify Regen Magicka"[edit]
I just wanted to point out that while at low Magicka levels, "Fortify Magicka" is more efficient, at high Magicka levels, "Fortify Regen Magicka" is more effective:
Python 3.2.2 (default, Nov 21 2011, 16:51:01) [GCC 4.6.2] on linux2 Type "help", "copyright", "credits" or "license" for more information. >>> def regen(a=0.03, b=100, c=100, s=0.5): ... d=a*(1+c/100) ... rate=b*d ... time=b/rate ... nsd=(1-(b-s*b)/b) ... osr=(b*s)/(b*a) ... nsr=b*s/rate ... print("=== fortify magicka regen ===") ... print("base: %s" % b) ... print("rate: %s" % rate) ... print("time: %s" % time) ... print("new spell depletion: %s" % nsd) ... print("old spell recharge: %s" % osr) ... print("new spell recharge: %s" % nsr) ... >>> def fort(a=0.03, b=100, c=200, s=0.5): ... d=b+c ... rate=d*a ... time=d/rate ... nsd=1-((d-s*b)/d) ... osr=(b*s)/(b*a) ... nsr=b*s/rate ... print("=== fortify magicka ===") ... print("base: %s" % d) ... print("rate: %s" % rate) ... print("time: %s" % time) ... print("new spell depletion: %s" % nsd) ... print("old spell recharge: %s" % osr) ... print("new spell recharge: %s" % nsr); ... >>> regen(b=100, c=200, s=0.5); print("");fort(b=100, c=200, s=0.5) === fortify magicka regen === base: 100 rate: 9.0 time: 11.11111111111111 new spell depletion: 0.5 old spell recharge: 16.666666666666668 new spell recharge: 5.555555555555555 === fortify magicka === base: 300 rate: 9.0 time: 33.333333333333336 new spell depletion: 0.16666666666666663 old spell recharge: 16.666666666666668 new spell recharge: 5.555555555555555 >>> regen(b=600, c=200, s=0.5); print("");fort(b=600, c=200, s=0.5) === fortify magicka regen === base: 600 rate: 54.0 time: 11.11111111111111 new spell depletion: 0.5 old spell recharge: 16.666666666666668 new spell recharge: 5.555555555555555 === fortify magicka === base: 800 rate: 24.0 time: 33.333333333333336 new spell depletion: 0.375 old spell recharge: 16.666666666666668 new spell recharge: 12.5
If you go the "Fortify Magicka" route (using the above numbers), you can cast 2.666 spells before waiting 33.333 seconds, while the "Fortify Regen Magicka", 2 spells and 11 seconds. Comparing larger (whole) numbers, this effectively becomes (with recharge time at the end):
- "Fortify Regen Magicka": 8x + 44.4s
- "Fortify Magicka": 8x + 100s
Cumulative Effects?[edit]
This has been marked as a question that needs to be answered. |
how do the regeneration effects add together? im asking specifically about the atronach stone, which is -50% regen. so if im wearing the archmage robes/morokai/aetherial crown with apprentice stone etc., how does it effect? does it go back to 100% (50% of (base(100%) + 100%)= 100%) or is it still higher (base(100%) + 100% - 50% = 150%). Likewise when adding positive effects, (morokai & archmage) does it add by (base(100%) + 100% + 100% = 300%) or multiply by (100% of (base(100%) + 100%) = 400%)? How do effects add? — Unsigned comment by 124.148.89.183 (talk) at 13:41 on 12 November 2013 (GMT)
- Basically, bonuses/penalties are summed first. Long version: the player's absolute magicka gained per second is something like (maximum magicka)*(MagickaRate/100)*(MagickaRateMult/100), where MagickaRate is initially 3 and MagickaRateMult is initially 100. Being in a state of combat (i.e. being near hostiles) further multiplies that by 0.33. Effects that say they modify magicka regeneration do so only by adding or subtracting their magnitude from either MagickaRate or MagickaRateMult, although hardly anything modifies the MagickaRate of the player (I only know of the Highborn power, Ring of the Erudite, having the Staff of Jyrik Gauldurson equipped, and being in Vampire Lord form). -- Lid-Mop (talk) 23:16, 2 August 2014 (GMT)