Pip

Pips represent constant degeneration or regeneration of health and energy. They are displayed within the health and energy bars of a player's interface. Arrows pointing to the right or up (depending on the orentation of the health bar) indicate regeneration, while arrows pointing to the left or down represent degeneration. Both regeneration and loss are capped 10 pips in either direction.

Health Pips
Each health pip represents 2 HP per second being gained or lost. While not in combat, Health regeneration occurs automatically, the rate slowly increasing up to a maximum of 7 pips, or 14 HP per second. This "natural" health regeneration only occurs out of combat. Since health pips act directly upon the character's health pool, skills and conditions that cause damage through negative health pips inflict armor-ignoring damage over time.

Health degeneration from conditions

 * Bleeding: -3 pips
 * Poisoned: -4 pips
 * Disease: -4 pips
 * Burning: -7 pips

Energy Pips
Each energy pip represents 1/3 energy per second being gained or lost. Elementalists, Monks, Mesmers and Necromancers have a base energy regeneration of 4 pips, which represents 1.33 energy being gained per second. Rangers have a base energy regeneration of 3 pips, resulting in a gain of 1 energy per second. Warriors have 2 pips and gain .66 energy per second. Unlike health regeneration, energy regeneration is constant, even during combat.

Monks have several special enchantments that require "upkeep." These enchantments have no set duration, but will be maintained at the cost of 1 negative energy pip per enchantment until the caster stops maintaining the enchantment, the enchantment is removed, or the caster runs out of energy.

Pip Capping
Both health and energy pips are limited to 10 in either direction, resulting in a gain or loss of up to 20 HP per second and up to 3.33 energy per second. Degeneration or regeneration pips from skills and conditions above 10 in either direction are not "lost," just hidden by the cap. If a character is buring and suffering from Conjure Phantasm, a total of -12 health pips, the degeneration will be capped at -10 pips. If the character then casts Healing Breeze for +8 regeneration, the result will be -4 pips degeneration. This also means that a character suffering from -9 degeneration from Life Transfer and -7 degeneration from Burning will still suffer -8 pips after the same +8 Healing Breeze.