NPC Health (particularly guards) doesn't regenerate as expected (healdelta too low) #560
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Reference: prk/issues#560
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Describe the bug
If I half way kill a guard, and come back two hours later - the guard's health is at the same percentage.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
That the Healdelta value of NPC (particularly guards) are at a normal level (closer to 10-20k)
Screenshots

Confirmed.
After taking damage and exiting combat, NPCs do not rapidly regenerate health as they do on the live game. Normal healdelta ticks do occur (80 in the screenshot here), but are far too slow to restore full health as is seen on the live game.
Mezz nanos do not trigger out-of-combat health regeneration either, which is overpowering for those nanos. Mezz should be a combat reset, not a pause, and rapid NPC health regeneration is a big part of that.
Has this been checked since the fix for guard HP/stats was made? If not, I think that change may have fixed this too.
NLC guard HD/Tick is still very low in comparison to the overall HP they possess.
Healdelta is indeed higher for guards in Omni Ent, though the massive out-of-combat healing NPCs have on live is not implemented.
The massive out-of-combat healing NPCs have on live still does not seem to be implemented.
The out of combat healing (when transitioning from combat to idle/guarding state) is working now as I'd expect. Tested with ICC Peacekeepers in ICC, Newland Militia Guards in Newland, and the OMNI-AF Urban trooper's in Omni-1 Trade.
I think (which @kajori is pointing out is that the healdelta is still a bit low on the NLC guards? (289) vs how the behaviour is on live. not that I'm sure how you'd replicate this on live without entering combat.
Adding an example from live, please excuse the excess windows, I've yet to figure out proper capturing.
This seems to now be fixed
@madcow
Thanks @Kresnika !
Yes I agree, I've tested this since I originally reported this issue and from my point of view this is resolved. Closing.