Recovery

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Recovery Icon.png

Recovery is an armor stat. It determines regeneration delay, regeneration rate, and Warlock class ability cooldown.

Recovery Tiers

Regeneration by Recovery Tier

All armor stats provide benefits in tiers, capping at tier 10. Armor stat Tier can be calculated with the following equation:

Armor Stat Tier Calculation.png

Recovery Tier 0 1 2 3 4 5 6 7 8 9 10
Rift Cooldown 1:57 1:43 1:31 1:22 1:15 1:08 1:03 0:59 0:51 0:46 0:41
Recovery Rate Increase 0.00% 2.9% 5.7% 8.6% 11.4% 14.3% 17.1% 22.9% 28.6% 34.3% 42.9%
Total Regeneration Time (s) 9.00 8.80 8.60 8.40 8.20 8.00 7.80 7.40 7.00 6.60 6.00
-0.20 -0.40 -0.60

Changing Recovery

The primary source of Recovery is from a player's armor. There are multiple options to increase Recovery.

Mods

Mods form the primary way to increase Recovery outside of intrinsic armor stats.

Mod Recovery Increase
Recovery Mod +10
Minor Recovery Mod +5
Recovery-Forged* +3

* Requires the Artifice Armor perk to drop before the mod can be socketed.

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Fragments

Certain Fragments can increase Recovery while others can decrease Recovery.

Fragment Recovery Changes
Echo of Obscurity +10
Echo of Persistence -10 (Warlocks only)
Echo of Starvation -10
Echo of Vigilance -10
Ember of Searing +10
Ember of Tempering -10
Spark of Focus -10 (Warlocks only)
Spark of Volts +10
Whisper of Chains +10
Thread of Finality +10

Regeneration

Regeneration can be broken down into 2 components:

  1. Regeneration Delay - The delay before Regeneration begins
  2. Regeneration Rate - The speed of regeneration

Regeneration Delay

Regeneration Delay (s) by Recovery Tier
Recovery Tier 0 1 2 3 4 5 6 7 8 9 10
Health Regeneration Delay 3.25 3.15 3.05 2.95 2.85 2.75 2.65 2.45 2.25 2.05 1.75
-0.10 -0.20 -0.30
Shield Regeneration Delay 5.50 5.40 5.30 5.20 5.10 5.00 4.90 4.70 4.50 4.30 4.00
-0.10 -0.20 -0.30
Health-Shield Delay 2.25

Regeneration begins after a period of time without taking damage. This Regeneration Delay is inversely proportional to a guardian's recovery stat.

The delay timer resets on each instance of damage taken. Once the delay timer is complete, health regeneration begins. This Health Regeneration Delay is directly affected by recovery and is reduced incrementally per tier of Recovery. Shield Regeneration Delay is indirectly affected by Recovery. Shield Regeneration always begins exactly 2.25s after Health Regeneration begins.

Guardians investing in Recovery experience increasing returns in Regeneration Delay. From Tier 0 to Tier 6, Regeneration Delay is reduced by 0.10s per tier. This benefit is doubled from Tiers 7 to 9 at 0.20s and triples at Tier 10 with 0.30s difference.[1]

Regeneration Rate

Regeneration Rate (%hp/s)
Recovery Tier 0 1 2 3 4 5 6 7 8 9 10
Health Regeneration Rate 29.0% 29.9% 30.8% 31.7% 32.8% 33.9% 35.1% 37.7% 40.8% 44.4% 50.0%
 % increase 3.0% 6.2% 9.5% 13.1% 16.9% 21.1% 30.2% 40.8% 53.3% 72.5%
Shield Regeneration Rate 28.6% 29.4% 30.3% 31.3% 32.3% 33.3% 34.5% 37.0% 40.0% 43.5% 50.0%
 % increase 2.9% 6.1% 9.4% 12.9% 16.7% 20.7% 29.6% 40.0% 52.2% 75.0%
Regeneration Time (s/100%)
Recovery Tier 0 1 2 3 4 5 6 7 8 9 10
Health Regeneration Time 3.45 3.35 3.25 3.15 3.05 2.95 2.85 2.65 2.45 2.25 2.00
-0.10 -0.20 -0.25
Shield Regeneration Time 3.50 3.40 3.30 3.20 3.10 3.00 2.90 2.70 2.50 2.30 2.00
-0.10 -0.20 -0.30
Health and Shield Regeneration Time 5.75 5.65 5.55 5.45 5.35 5.25 5.15 4.95 4.75 4.55 4.25
-0.10 -0.20 -0.30

Guardians experience increasing Regeneration Rate as they invest in recovery. The benefit to Regeneration Rate applies to both Health and Shield. Both Regeneration Rate statistics receive nearly identical benefit with increasing Recovery stat.

A guardian's Regeneration Rate is not a fixed number of hit points healed per second. Instead, guardians heal some percentage of their total health and shield per second. Since guardians regenerate on a percentage value basis, higher Resilience guardians heal slightly more per second. This is because higher Resilience guardians have a bigger shield.[1]

Percentage per second values are not round numbers. This is because Regeneration Rate is better defined by its sister statistic, Regeneration Time. This is the time necessary to regenerate from 0% to 100% of health or shield. Represented this way it can easily be seen that Regeneration Rate increases based on incremental reductions to Regeneration Time.

Regeneration Time follows a similar increment pattern to Regeneration Delay. Increments are split into 3 brackets:

  1. Tiers 0 - 6
  2. Tiers 7 - 9
  3. Tier 10

At each Tier, Health Regeneration Time and Shield Regeneration Time are nearly identical. The exception to this is Tier 10 where they are identical. This slight disparity comes from the 0.25s difference in Health Regeneration Time from tier 9 to 10. This number is a notable outlier since the other Tier 9 -> 10 improvements are 0.30s. The (likely) reason for this outlier becomes apparent when looking at Tier 9 Health Regeneration. At Tier 9, Health Regeneration Time is equal to the delay before Shield Regeneration begins. This manifests visually as regeneration from 0% health to 100% Shield in one smooth motion with no breaks.

The time necessary to regenerate both Health and Shield is not simply Health Regeneration Time + Shield Regeneration Time. This is caused by the static 2.25s Health-Shield Regeneration Delay (see Regeneration Delay).[1] Depending on the Health Regeneration Time, Shield Regeneration can begin...

  • ...before Health Regeneration finishes (T0 - T8)
  • ...when Health Regeneration finishes (T9)
  • ...after Health Regeneration finishes (T10)

From Tiers 0 - 8 There is a period of time where Health and Shield Regeneration overlap. This means that taking damage during this overlap period can leave a guardian with partial health and partial shield.

References

  1. 1.0 1.1 1.2 "How does Recovery Work?.", YouTube, uploaded by oribix, 13 Mar. 2021, https://www.youtube.com/watch?v=n8R_K18r8ZY

Stats
Weapon Stats AttackImpactRangeStabilityHandlingReload SpeedBlast RadiusVelocityCharge TimeSwing SpeedGuard ResistanceGuard EnduranceCharge RateMagazineRounds Per MinuteDraw TimeAccuracyZoomInventory SizeAim AssistanceRecoil DirectionAirborne EffectivenessShield Duration
Armor Stats Defense (Armor)MobilityResilienceRecoveryDisciplineIntellectStrength