Players have x% less recovery...

What, exactly, does this mean? Does this affect leech, regen, and gain on hit?
Last bumped on Jul 13, 2016, 7:04:39 PM
less recovery of what?

life recovery includes leech, regen, lgoh, flasks, everything
IGN: Eric_Lindros
CET: Timezone
Last edited by Ludvator#6587 on Jul 11, 2016, 1:53:26 PM
"
Ludvator wrote:
less recovery of what?

life recovery includes leech, regen, lgoh, flasks, everything




So this is a shit map to run, since you recover 20% less of everything?
depends on your build, can be for builds with high pressure on recovery (like RF, or some with optimized and important mana/ES regen)

for most of builds I made it is a good mod because it adds pack size and doesnt make much difference. higher version of this mod (60% in red maps I think) can be problematic for wider variety of builds though
IGN: Eric_Lindros
CET: Timezone
Last edited by Ludvator#6587 on Jul 11, 2016, 2:12:53 PM
If I recall correctly the map mod is worded incorrectly and they just never got around to correcting it. I seem to remember Mark_GGG indicating that it is actually less recovery rate which would mean only recovery that occurs over time is penalized, so for Life, that would be default Life Leech, Life Regeneration, and Flask Recovery on Life Flasks.

If anyone doubts this you could probably test fairly easily with a low tier Map and Life Gain on Hit. I would do it but I don't know if I'll be able to log on today.
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I see

the easiest test would be with seething/bubbling life flask

edit: test says you are right. it is in fact recovery rate
IGN: Eric_Lindros
CET: Timezone
Last edited by Ludvator#6587 on Jul 11, 2016, 2:55:16 PM
"
Ludvator wrote:
I see

the easiest test would be with seething/bubbling life flask

edit: test says you are right. it is in fact recovery rate


so any instant recovery is not affected by this map mod? only recovery over time?
^
"
adghar wrote:
If I recall correctly the map mod is worded incorrectly and they just never got around to correcting it. I seem to remember Mark_GGG indicating that it is actually less recovery rate which would mean only recovery that occurs over time is penalized, so for Life, that would be default Life Leech, Life Regeneration, and Flask Recovery on Life Flasks.

If anyone doubts this you could probably test fairly easily with a low tier Map and Life Gain on Hit. I would do it but I don't know if I'll be able to log on today.


by flask he means flask recovery over time. Instant recovery methods have no rate so seething/bubling flasks, life/mana/es on hit and vaal pact/acuity leech should be unaffected
IGN: Eric_Lindros
CET: Timezone
Last edited by Ludvator#6587 on Jul 11, 2016, 4:56:33 PM
I only care because I'm making a build with almost 22% life regeneration planned by level 85. Since life can't really break 7k without really good gear with three unique items, reducing possible regen kills me.
If even just 20% Less Recovery "kills you", your build is really weak. Righteous Fire builds, (almost) the epitome of Regen-based, can run 60% Less Recovery maps with a little Flask management. A plain Regen-focused build shouldn't have issues running Smothering Maps. :)

Being able to run Smothering Maps is super good, because it's a moderately common Map modifier that grants 20% IIRQ, 15% IIR and 15% pack size. It's awesome.

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