Or I didn't understand how it was actually working, which is probably more likely.
The numbers still feel too high to me though, compared to the reduction numbers. The "normal" situation doesn't have you getting shot for several turns in a row in my experience, because in that situation I tend to hit stealth and try to turn things more to my liking, so regen is usually working.
On everyone chiming in on the reduce-power-consumption-of-all-parts-in-this-system stat: thanks, it's helpful feedback to know that the stat actually matters I'm not looking to just cut tons of stats (there's one more that's going to get combined into another shortly, none others planned for the chopping block) but I didn't want to leave in any ones that really weren't carrying their weight.
Anyway, on that reduction stat: any point in making it apply to all parts in the exo instead of just the parts in that system? The high-end of the numbers probably needs to come down for that to not be OP, dunno. Or is it just more interesting as a system-specific stat?
I ask partly because it's the last system-specific stat left that isn't on a weapon (which has attack, range, splash, and ammo), and the UI is a lot easier to understand without system-specific stats. But just the one isn't too bad, and is already handled decently iirc.
If it applied to all parts in an exo, wouldn't the value have to be really small? Epic exos have over 20 part slots, don't they? One slot reducing power on all of those would either need to be very small numbers, or it's going to completely trivialize power.
It should work either way, but if it's exo wide I'd probably never slot in in anything that I care about. So stuff like the pistol would be jammed with three of those, whereas if it's system specific you might put one or two there to make it cheap, then put something else.