About perk "Streetwise"

Can anyone explain how this perk does in formula?

I try figure it by myself with medkit 24c and assume that 25% decrease consumption should make charge usage be 0.75c/s(from 1c/s) it'll cost 12c(0.75[provide 1c of healing]*16) for healing 1 state, but it fully deplete on second heal at 6/7 of the bar.

Comments

  • It means that for every 1.25 charges of healing progress, you will use 1 charge of your medkit.

    So a full heal (16 charges) only takes 12.8 charges, instead of 16. So a yellow medkit (24 charges) with Streetwise is almost enough for 2 heals, but not quite. (16 / 1.25 = 12.8)

    Old Botany (which was 33%) with a yellow medkit gave you exactly enough for 2 heals, because it was 1.3333 charges of healing for every 1 charge of your medkit, so a full heal was only 12 charges. Now it's 0.8 charges of healing (with its -20% penalty) for 1 charge of your medkit, meaning a heal with Botany takes 20 charges total. (16 / 0.8 = 20)

    If you run Streetwise with new Botany, they offset each other perfectly. The item efficiency is raised to 1.25 with Streetwise, and Botany then takes off 20% of 1.25 (not 20% of 1), bringing it back down to 1 (which is normal efficiency).

    I just used medkits for this example, but you can apply the same formula to other items too (eg. 1.25 charges of generator progress = 1 charge of your toolbox).

  • @sizzlingmario4 said:

    It means that for every 1.25 charges of healing progress, you will use 1 charge of your medkit.

    So a full heal (16 charges) only takes 12.8 charges, instead of 16. So a yellow medkit (24 charges) with Streetwise is almost enough for 2 heals, but not quite. (16 / 1.25 = 12.8)

    Old Botany (which was 33%) with a yellow medkit gave you exactly enough for 2 heals, because it was 1.3333 charges of healing for every 1 charge of your medkit, so a full heal was only 12 charges. Now it's 0.8 charges of healing (with its -20% penalty) for 1 charge of your medkit, meaning a heal with Botany takes 20 charges total. (16 / 0.8 = 20)

    If you run Streetwise with new Botany, they offset each other perfectly. The item efficiency is raised to 1.25 with Streetwise, and Botany then takes off 20% of 1.25 (not 20% of 1), bringing it back down to 1 (which is normal efficiency).

    I just used medkits for this example, but you can apply the same formula to other items too (eg. 1.25 charges of generator progress = 1 charge of your toolbox).

    Thanks for your answer man. Now I get it.

    But I still wonder why start from 1c to 1.25c? This mean it's improve effectiveness doesn't it instead of decrease consumption rate which should be 0.75c from 1c.

    It's different tho.

  • @ghostback2011 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351896#Comment_3351896

    Thanks for your answer man. Now I get it.

    But I still wonder why start from 1c to 1.25c? This mean it's improve effectiveness doesn't it instead of decrease consumption rate which should be 0.75c from 1c.

    It's different tho.

    It does say reduce consumption rate which is weird, you're right.

    It should probably just say "increases item efficiency" instead.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351933#Comment_3351933

    It does say reduce consumption rate which is weird, you're right.

    It should probably just say "increases item efficiency" instead.

    Well, then I hope they'll fix this to make it work properly as it said lol(able to heal a state with 12c is damn great). People won't notice about this perk anyway since they're not using it, if they fix it secretly that'd be nice haha.