Here is a ranged round when I fight an opponent with AMF:
=============================
Joe takes damage from his own Fireball (173321)!
Joe's Fireball hit Failsafe [209844], Failure [53664]
Failsafe absorbs damage [53664]
Hubbell Man's familiar takes damage from his own Magic Missile (112626)!
Hubbell Man's familiar's Magic Missile hit Failure [452047]
Failsafe absorbs damage [452047]
=============================
What's missing? No TSA regeneration for Joe (he has a base TSA on right now). So, I thought maybe he only regenerates when damage comes form elsewhere. But in the last round of ranged, things look like this:
===============================
Joe takes damage from his own Fireball (320965)!
Joe's Fireball hit Failsafe [663645], Failure [230675]
Failsafe absorbs damage [230675]
Hubbell Man's familiar takes damage from his own Magic Missile (208567)!
Hubbell Man's familiar's Magic Missile hit Failure [1148553]
Failsafe absorbs damage [499298]
Hubbell Man takes damage from his own Decay (210503)!
Hubbell Man's Decay hit Failsafe [61578]
Joe regenerated 111,545 HP
===============================
That is with Failure not doing any damage to me yet.
So, I just missed the fact that not only does AS not count toward the 4% calculation for how much the TSA can regenerate, when in the AS layer of hit points, the TSA doesn't regenerate at all? I didn't know that, and was just wanting confirmation.
If that is the case, does that make sense to everyone? I suppose it does, and if it got turned on even for the ablative case, the TSA would be that much stronger. However, I thought the 4% cap related just to native HP trained would suffice for that, as it still forces people to learn native HP (Joe has around 2.7 million native HP).
Thoughts?