numbers
i feel like perks and numeric systems in this game should be more clear on how they work it help players understand how perks function and how they can synergies and by that i mostly mean are they additive or multiplier like med kits should say increase healing by 50% base heal speed or botany should say increase healing by 50% of current heal speed or sloppy decreases healing by 25% current heal speed. base being additive and current being the multiplier so when stats stack its eaiser to understand. base being applied first and current after. me and my buddy were recently wondering cause i had botany and my buddy was mangled and we were curious how the numbers pan out eventually i looked it up but i wish the game would explain itself. anyone agree?
Comments
I moderately/tremendously agree.
For things like healing, repairing, blessing/snuffing, etc, they have a total number of charges that you must fill to complete the action. For example, a generator takes 90 charges. The default repair rate is 1 charge/second. The below is the formula for calculating the total time it would take to do a given action from 0 to full:
[Charges needed] / {([base charges per second] + increase1 + increase2 + ... + increaseN) x slowdown1 x slowdown2 x ... x slowdownN}
Speed increases are additive, speed reductions are multiplicative. They always go off base speed. For example a healing with +100% speed from WMI and -20% from Mangled would be:
[16 charges needed] / {([1 charge per second] + 1 charge per second from WMI) x 0.8 for the Mangled} = 16 / 1.6 = 10 seconds taken.
The reason Mangled is 0.8 is because (1 default charge per second - 0.2 for the 20% slowdown of Mangled).
For things without a progress bar (eg, pallet break, attack cooldown, etc), it's just a flat multiplier to the number itself. For example, a 40% attack cooldown reduction on a 2.7s default is 2.7 x (1-0.4) = 1.62 seconds.
see i didn't know this should be in game so idiots like me can understand :)
I laughed way too hard reading that!
Ty
For things without a progress bar (eg, pallet break, attack cooldown, etc), it's just a flat multiplier to the number itself. For example, a 40% attack cooldown reduction on a 2.7s default is 2.7 x (1-0.4) = 1.62 seconds.
Are we actually sure about this? Because it absolutely used to be that for those interactions, the action speed modifier was not a flat action duration percentage but an action execution percentage as well.
I confirmed this back in the day with internal game messaging. Here's one example for Resilience and Spine Chill on pallet vaults:
Interaction time: 1.100000 Requested to Play: PlankVaultFast Left AnimTag_Female - vanilla pallet vault
Interaction time: 0.956522 Requested to Play: PlankVaultFast Left AnimTag_Injured AnimTag_Female - pallet vault under the effect of both Resilience and Chill
1.1 / 1.15 gives us the in-game value. 1.1 * (1 - 0.15) would be 0.935 instead.
The wiki on Brutal Strength (https://deadbydaylight.fandom.com/wiki/Brutal_Strength) also uses your calculation of 2.34 * 0.8 rather than 2.34 / 1.2, so I'm confused.