Assuming no slowdown perks like Thrill Of The Hunt are in play, a totem takes 14 seconds to cleanse by default.
With all perks being at tier 3, cleansing speed is increase by 25% by Leader, 9% by Resilience and 6% by Spine Chill, for a total of 40% speed increase, bringing the total cleansing time down to 10 seconds.
Assuming no slowdown perks like Thrill Of The Hunt are in play, a totem takes 14 seconds to cleanse by default.
With all perks being at tier 3, cleansing speed is increase by 25% by Leader, 9% by Resilience and 6% by Spine Chill, for a total of 40% speed increase, bringing the total cleansing time down to 10 seconds.
Are you sure that the system simply summates bonuses instead of applying them after each other?
Also, I'm pretty sure that 40% of 14 seconds are 5,6 seconds, so the totem would be cleansed in 8,4 seconds.
Are you sure that the system simply summates bonuses instead of applying them after each other?
Also, I'm pretty sure that 40% of 14 seconds are 5,6 seconds, so the totem would be cleansed in 8,4 seconds.
Pretty sure, yeah. And the maths doesn't quite work like that - it increases the speed by 40%, which is not the same as reducing the time taken by 40%.
That's correct yes, 40% of 14 is 5.6 seconds so the totem cleansing would be 8.4 seconds and not 10 seconds.
As I explained, that's actually not correct. Increasing the speed by 40% is not the same as reducing the time taken by 40%. If something takes 14 seconds at 100% speed, it will take 10 seconds at 140% speed (14/1.4).
(Side-Note) I edited the video to get to the part where I cleanse, but for some reason it isn't showing the edited part for me despite this being posted during post-edit, so if it's the same for you than skip to 0:05 in the video.
Pretty sure, yeah. And the maths doesn't quite work like that - it increases the speed by 40%, which is not the same as reducing the time taken by 40%.
Okay, that makes sense, I'm sorry.
Have to admit, I really thought you would get more than 4 seconds when you stack three bonuses, that's a little disappointing.
Is Leader worth running then because it only gives benefits for short actions? (would be 4 seconds less for a door, right?)
Also, wake up says, that you will open the door faster, does that mean increasing the speed or reducing the time?
Leader is probably the worst of Dwight's teachables. It's maybe worth running if you want to get healed faster, or if you want to combo it with a teammate's Wake Up for really fast gates, but fairly useless beyond that.
As for Wake Up, it's not clear, but according to the wiki it is a speed increase, so it will increase the speed to 115% rather than reducing the time by 15%.
Is Leader worth running then because it only gives benefits for short actions? (would be 4 seconds less for a door, right?)
Also, wake up says, that you will open the door faster, does that mean increasing the speed or reducing the time?
You could use Leader with a Gate Opening build like Wake Up! and Spine-Chill, otherwise it's quite a bad perk to run due to its range and overall scenario specific needs.
That Survivor needs to be with you all the time to do these actions, if they're not than the perk won't give you the boost... so, it's entirely (as said above) a scenario dependent perk that's not really worth bringing.
Although, if you want to do an Exit Gate build than you should use Leader, or even something like a healing build for a specific person like your friend that uses that perk.
Leader is probably the worst of Dwight's teachables. It's maybe worth running if you want to get healed faster, or if you want to combo it with a teammate's Wake Up for really fast gates, but fairly useless beyond that.
As for Wake Up, it's not clear, but according to the wiki it is a speed increase, so it will increase the speed to 115% rather than reducing the time by 15%.
It's a bit sad that those perks give even less benefits than I thought they do, but atleast I know now not to waste a slot on them.
You could use Leader with a Gate Opening build like Wake Up! and Spine-Chill, otherwise it's quite a bad perk to run due to its range and overall scenario specific needs.
That Survivor needs to be with you all the time to do these actions, if they're not than the perk won't give you the boost... so, it's entirely (as said above) a scenario dependent perk that's not really worth bringing.
Although, if you want to do an Exit Gate build than you should use Leader, or even something like a healing build for a specific person like your friend that uses that perk.
The gate opening build sounds interesting, I might try it when I play duo again (my bf really likes wake up).
But based on your other points leader seems to be a wasted perk slot when playing solo (maybe bond could help a little). Thanks for your ideas :)
Is Leader worth running then because it only gives benefits for short actions? (would be 4 seconds less for a door, right?)
Also, wake up says, that you will open the door faster, does that mean increasing the speed or reducing the time?
Leader (unless you're planning to be healed by other players frequently) is not worth running ever since its numbers were increased to 15/20/25% from 3/6/9% and stopped applying to generator speed.
You perform actions at a base rate of 1 charge per second (c/s). Totems require 14 charges to destroy. At base this means it takes 14 seconds to destroy a totem.
To find out the timer you divide the number of charges required by c/s.
The math looks like this...
14/(1 + 0.25 + 0.09 + 0.06) = 10.
It would take exactly 10 seconds to do the totem. But it requires another survivor to give you Leader and for the killer to be looking in your direction the entire time.
Leader (unless you're planning to be healed by other players frequently) is not worth running ever since its numbers were increased to 15/20/25% from 3/6/9% and stopped applying to generator speed.
I personally think healing is a more scenario based thing, so it can be used to benefit from a non-self healing build...
But than you can argue that a Med-Kit or Self-Care is infinitely better since it doesn't take time from Generator repairs and can be boosted with Botany Knowledge, but than again you'd need 2 slots to boost it with Botany Knowledge so i'm mostly talking about just Self-Care itself.
All in all Leader isn't bad if you naturally rely on others to heal you, but there is a lot of scenarios where this can't be done and personally I believe having a Self-Heal perk is a better option overall. But when you do have people to heal you it's indeed better yes... but only for having one person healing you since 2 people healing you is fast enough on it's own.
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Comments
@ocafghanistan
Do you want a video or just stats?
Assuming no slowdown perks like Thrill Of The Hunt are in play, a totem takes 14 seconds to cleanse by default.
With all perks being at tier 3, cleansing speed is increase by 25% by Leader, 9% by Resilience and 6% by Spine Chill, for a total of 40% speed increase, bringing the total cleansing time down to 10 seconds.
Both would be cool
When I get a video i'll post it here, it's probably not going to be today or for a bit, so unless I forget than the stats above should be enough.
Are you sure that the system simply summates bonuses instead of applying them after each other?
Also, I'm pretty sure that 40% of 14 seconds are 5,6 seconds, so the totem would be cleansed in 8,4 seconds.
That's correct yes, 40% of 14 is 5.6 seconds so the totem cleansing would be 8.4 seconds and not 10 seconds.
Pretty sure, yeah. And the maths doesn't quite work like that - it increases the speed by 40%, which is not the same as reducing the time taken by 40%.
As I explained, that's actually not correct. Increasing the speed by 40% is not the same as reducing the time taken by 40%. If something takes 14 seconds at 100% speed, it will take 10 seconds at 140% speed (14/1.4).
@ocafghanistan
Here's the video, took a bit but here it is.
That's how fast it is with all those perks stacked on-top of each other... in video form.
https://www.youtube.com/watch?v=TBp2USrUK4E(Side-Note) I edited the video to get to the part where I cleanse, but for some reason it isn't showing the edited part for me despite this being posted during post-edit, so if it's the same for you than skip to 0:05 in the video.
Okay, that makes sense, I'm sorry.
Have to admit, I really thought you would get more than 4 seconds when you stack three bonuses, that's a little disappointing.
Yeah, I know what you mean. A lot of speed bonuses actually do very little for short actions like totem cleansing.
Is Leader worth running then because it only gives benefits for short actions? (would be 4 seconds less for a door, right?)
Also, wake up says, that you will open the door faster, does that mean increasing the speed or reducing the time?
Leader is probably the worst of Dwight's teachables. It's maybe worth running if you want to get healed faster, or if you want to combo it with a teammate's Wake Up for really fast gates, but fairly useless beyond that.
As for Wake Up, it's not clear, but according to the wiki it is a speed increase, so it will increase the speed to 115% rather than reducing the time by 15%.
You could use Leader with a Gate Opening build like Wake Up! and Spine-Chill, otherwise it's quite a bad perk to run due to its range and overall scenario specific needs.
That Survivor needs to be with you all the time to do these actions, if they're not than the perk won't give you the boost... so, it's entirely (as said above) a scenario dependent perk that's not really worth bringing.
Although, if you want to do an Exit Gate build than you should use Leader, or even something like a healing build for a specific person like your friend that uses that perk.
It's a bit sad that those perks give even less benefits than I thought they do, but atleast I know now not to waste a slot on them.
Thank you :)
The gate opening build sounds interesting, I might try it when I play duo again (my bf really likes wake up).
But based on your other points leader seems to be a wasted perk slot when playing solo (maybe bond could help a little). Thanks for your ideas :)
No problem, hope they help.
Leader (unless you're planning to be healed by other players frequently) is not worth running ever since its numbers were increased to 15/20/25% from 3/6/9% and stopped applying to generator speed.
You perform actions at a base rate of 1 charge per second (c/s). Totems require 14 charges to destroy. At base this means it takes 14 seconds to destroy a totem.
Leader adds 0.25 c/s. Resil adds 0.09 c/s. Spine Chill adds 0.06 c/s.
To find out the timer you divide the number of charges required by c/s.
The math looks like this...
14/(1 + 0.25 + 0.09 + 0.06) = 10.
It would take exactly 10 seconds to do the totem. But it requires another survivor to give you Leader and for the killer to be looking in your direction the entire time.
Buffs are additive. Debuffs are multiplicative. So yes, you just add the bonuses together.
This is incorrect because you are not reducing the number of charges required, you are applying charges at a faster rate.
If we were to factor in TOTH, which reduces cleansing speed by 6% per totem (so 30% with all 5 totems) then the math looks like this...
14/((1 + 0.25 + 0.09 + 0.06)*(1-0.3)) = 14.29s
I personally think healing is a more scenario based thing, so it can be used to benefit from a non-self healing build...
But than you can argue that a Med-Kit or Self-Care is infinitely better since it doesn't take time from Generator repairs and can be boosted with Botany Knowledge, but than again you'd need 2 slots to boost it with Botany Knowledge so i'm mostly talking about just Self-Care itself.
All in all Leader isn't bad if you naturally rely on others to heal you, but there is a lot of scenarios where this can't be done and personally I believe having a Self-Heal perk is a better option overall. But when you do have people to heal you it's indeed better yes... but only for having one person healing you since 2 people healing you is fast enough on it's own.