kramuti wrote:
Wouldn't this (in the case of items at least) be controlled in itemstatcost?
In that case it would be ... 923.
I experimented with ReplenishLive quite a bit in my version of HU.
In my tests, I would spawn an item with 10 times the Replenish cap, and found that the items really did replenish silly-fast (even though the displayed mod was at the cap), but if my character left the game with that item and then entered again, the item would only replenish at the cap. As far as I can tell, itemstatcost only affects things when items are saved by leaving a game. I do not remember testing a case where multiple mods push ReplenishLife above the cap, I'm not sure what would happen.
With that in mind, here are some things I noticed:
1) Gems and Runes are not saved (Runeword mods are saved, but not the mods from Gems in them), so you can give them whatever ReplenishLife mods you wants. I guess these are respawned every time you make a game.
2) Skills are not affected by the limits in itemstatcost.txt. In my version of HU, the Replenish cap is still 33, but I let WereWolf and WereBear replenish about 5% of the character's max life every second (i.e. ReplenishLife around 10 times the cap). In practice this just lets them kite bosses a bit better and starts fights with max life. It's a nice way of preserving the mythology of a werebeast's regeneration.
3) The ReplenishLife mod is capped per item, not per character.
4) The character screen displays (I think these were enabled by D2NewStats.dll) for ReplenishLife don't appear to consider the ReplenishLife granted by skills, but perhaps I didn't implement it correctly.
Pappy wrote:
I have ... a barb with 2.5k replenish but he does about as well with 1.5k
Since the change from 1.5k to 2.5k is +66%, you should definitely see a difference, but maybe your testing setup is the problem? If your 2.5k is spread across several items (not one item that has several ReplenishLife mods, because the item is capped at 923), then consider this test:
1) Remove ReplenishLife gear.
2) Get hit for about 2500 life.
3) Suit up with 2.5k ReplenishLife gear (250 HP/sec) and count how long it takes to regen (counting to 10 isn't as important as counting at a consistent rate).
4) Remove ReplenishLife gear.
5) Get hit for about 2500 life.
6) Suit up with 1.5k ReplenishLife gear (150 HP/sec) and count how long it takes to regen (count at the same rate as before).
7) The number you reached in step 6 should be about 66% larger than in step 3 (i.e. 10 at step 3 , 17 at step 6; or if you count fast then 20 at step 3 and 33 at step 6). If this isn't the case, then interesting things are afoot so let people know.