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sanki

sanki

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sanki
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  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218243#Comment_1218243

    Definitely, maybe they'll buff the latter in the future idk.

    Hope so... the devs said that they will do something to the quality of life for some perks long time ago, but nothing happened yet.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215077#Comment_1215077

    Hopefully they improve upon it in the future, as of right now though... It's safe to assume that Healing Speed is better than Consumption Rate, which is usually is (depending on the percentages in play).

    If it was something like 10% healing speed vs 25% consumption rate, than that'd be a bit different.

    Agree. BTW, I usually run "botany-knowledge" rather than "streetwise", time counts alot.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215058#Comment_1215058

    I was definitely getting more healing out of the Medkit, it just seems like how "decreased consumption" is calculated isn't very clear. I probably only needed maybe 2-3 charges to finish the heal, so I was able to heal for basically 30 charges when given 24.

    Actually now that I look at it, this makes some sense. 6 charges is 25% of 24, so I basically had 30 charges in the Medkit. 24 + 16 charges was enough to heal 3 times with some left over, so it would be 40 + 25% which is 50, which 48 charges is needed to heal 3 times. Yea, that appears to be the case. Not sure how the formula works out but that's one way to figure it out.

    😂Your conclusion do makes sense, I think that is right. But if that is right, that means the devs really need to change the description about "consumption rate". It's very awful and confusing...

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214242#Comment_1214242

    Consumption Rate in-general is quite a mystery. Does it reduce the consumption rate of the add-ons charges? Or does it add charges to the add-on itself?

    Those two sound one in the same, but they seem to yield different results when testing it. I don't fully understand it myself, so I just tend to ignore anything related to consumption rate. Besides, healing speed add-ons and perks do seem to be more effective than consumption rate add-ons and perks, or at least from what I've seen in my opinion. So even if we knew for sure, it shows that Streetwise is still less effective than Botany Knowledge.

    You could say that that's obvious from the 33% healing speed increase vs the 25% consumption rate increase, but sometimes some perks yield more than they make it out to be. Maybe Streetwise is one of those perks, I don't know. Is it bugged? Or is that how it's supposed to work? I also don't know. The entire debate in-general isn't as important as some make it out to be, but I suppose it's worth the look.

    Thanks again, Mr. FireHazard.

    Although we talk so many words about this question, just our conjectures to "consumption rate". We can't make a conclusion about this...that is really confusing.

  • @thesuicidefox said:

    Hey so I did a test myself. I had Streetwise and a yellow Medkit (I had other perks but nothing that would affect healing).

    I was able to heal myself 1 full time and then about 90% the second time. I had Pharmacy, and was able to heal myself the rest of the way AND 1 full heal with some left over. So it seems the Streetwise definitely affects how much you can use an item, but the way the formula works is not, let's say usual.

    It could also be a bug, where the perk is doing less than it says on the charge. That seems like the most likely answer because I can't for the life of me figure out how "consumption rate" would work any other way. It definitely seems like you should be able to get 2 full heals from a yellow Medkit.

    Thanks bro. I'm so appreciate that you tested that perk yourself and gave me feedback. To be honest, this perk is really confusing, but now we all draw a conclusion that a standard med-kit with "streetwise" ought to guarantee 2 state of healing.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1210205#Comment_1210205

    You can email them if you'd like, or you can just wait and see what happens.

    The choice is yours, hopefully you find what you're looking for eventually.

    Thank you, sir.

    IMG_20200413_033514.jpg


  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208920#Comment_1208920

    https://forum.deadbydaylight.com/en/discussion/comment/1208952#Comment_1208952

    There is only one issue with this ending statement, this sub-forum isn't a dev Q&A... So getting a response will take some time, if they even see this post that is.

    The Devs do come around from time to time, but they don't actively seek out questions because this sub-forum doesn't require them to. The time they put in outside of that is entirely up to them, so getting an answer might take some time or might never happen at all. They're not actively ignoring questions, but they're not obligated to visit this sub-forum everyday either.

    So hopefully you do get an answer, just don't be surprised if you don't.

    😂I'm really really appreciate that you still remember this post and reply again and again. I will keep on waiting for the devs' answer. Maybe I should send e-mail to behavior for help...

  • @Peanits

    So peanits, do you know something about this problem? Almo just ignored me again, but I hope you won't.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208074#Comment_1208074

    I'm not sure how "efficiency" and "consumption rate" factor into the equation. I think the formula you want to use would actually be 24/(1-0.25) = 32 but that is also 2 full heals so I'm not sure why it wouldn't work.

    You'd really have to check with a developer on this one. IIRC McLean said that they are reviewing all the things that say stuff like "efficiency" and "consumption rate" for this exact reason, it's confusing and misleading.

    Sorry I couldn't help dude.

    @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207604#Comment_1207604

    https://forum.deadbydaylight.com/en/discussion/comment/1208074#Comment_1208074

    https://forum.deadbydaylight.com/en/discussion/comment/1207212#Comment_1207212

    You don't need to @ several people to the post, patience is key.

    Anyways, 25% of 24 charges is 6 charges, it's not taking this total from the 100%, it's taking it from the total base charges that the item has by default. But I get what you're trying to say, why doesn't a standard med-kit already have enough charges to heal both health states? Well, are you sure that a standard med-kit takes 12 charges for 1 health state?

    From a basic view, it seems the Streetwises bonus doesn't yield enough charges for a 2nd health state, since it must take more than 12 charges to heal from one health state by default. This means that the standard 24 charges is only enough for 1 health state and maybe half of another one, which means that Streetwise STILL doesn't give you enough charges to get you to a 2nd health state, since Streetwise only increases your charges and NOT your healing speed in anyway.

    Botany Knowledge is different, it works off of the default healing speed (with no restrictions), since the "Considerably increases" for this med-kit only works for other plays and NOT self healing. So this means that the 33% increase to the speed on the potential 16 seconds is enough to yield more results for 2 health states, unlike Streetwises charge increase, since increasing the charges won't yield a second health state IF it doesn't give you enough charges to do so.

    All in all, the charge consumption rate for items is pretty confusing, and the information Suicidefox gave above is probably why they're trying to fix this in the future. There isn't a solid answer that I or someone else can give, only a Dev can really help you here.

    Thank you guys very much. I'm very appreciate you guys' answers. I read them all carefully.😂

    I agree that only devs can solve this awful problem.

  • she is so strong...

    39ec1edb7246afd0.jpg

    Maybe she is stronger than me, at least her legs are.

  • If you feel tired about them, why not try to join them?

    39ec1edb7246afd0.jpg


  • But how? By collecting those broken pieces of pallets on the ground and then putting them together? LOL

  • @thesuicidefox hey man, do you know something about this problem? I've read your post about toolbox charge of sabotage. So I think you may also know something about this.

  • So anybody can answer this question?

    Nobody Nobody Nobody...

  • @Almo So Almo, why that happened?

  • That's so crazy that I copied so many comment...Lmao

  • @FireHazard said:

    @sanki

    There's a lot of math into it, and i'm certainly not the person for that, but what I do know that healing speed increases are usually better than item consumption decreases... Mainly because item consumption rates that're decreased will not take away or add to the default healing speed that the standard med-kit comes with.

    Botany Knowledge increases your healing speed by 33% on-top of the non-restricted self-healing that a med-kit provides. I believe the default time to heal yourself with a med-kit (not with Self Care) is 16 seconds, so you can do the math yourself and go from there. As for Streetwise, it only adds a 25% increase to the total 24 charges a standard med-kit comes with.

    So in all, that's only about 6 more charges added onto it, making it 30 charges in total. That doesn't make the default time faster or slow, it just increases the amount of charges you have in TOTAL. This means that if it doesn't meet the total needed charges to fully heal yourself AFTER your first healing session... than it won't heal you again for a 2nd health state. As for Botany Knowledge, it'll make it to 2 health states because a 33% healing speed increases is a BIG increase to the default 16 seconds.

    @FireHazard Thanks for answering my question, sir.

    But the problem seems not so simple as you think...

    The "streetwise" reduces item Consumption rate by 25 % (tier 3), that means it will only cost 16×(100%-25%)=12 charges for healing one health state. So a standard med-kit with 24 charges ought to be enough for 2 states of healing...

    As for the "botany knowledge", it will increase Item's efficiency by 33 %(tier 3), that means a standard med-kit will come up to 24×(100%+33%)≈32 charges. That also guarantees 2 states of normal healing.(Actually, 33% →33.333...%=1/3)

  • @FireHazard said:

    @sanki

    There's a lot of math into it, and i'm certainly not the person for that, but what I do know that healing speed increases are usually better than item consumption decreases... Mainly because item consumption rates that're decreased will not take away or add to the default healing speed that the standard med-kit comes with.

    Botany Knowledge increases your healing speed by 33% on-top of the non-restricted self-healing that a med-kit provides. I believe the default time to heal yourself with a med-kit (not with Self Care) is 16 seconds, so you can do the math yourself and go from there. As for Streetwise, it only adds a 25% increase to the total 24 charges a standard med-kit comes with.

    So in all, that's only about 6 more charges added onto it, making it 30 charges in total. That doesn't make the default time faster or slow, it just increases the amount of charges you have in TOTAL. This means that if it doesn't meet the total needed charges to fully heal yourself AFTER your first healing session... than it won't heal you again for a 2nd health state. As for Botany Knowledge, it'll make it to 2 health states because a 33% healing speed increases is a BIG increase to the default 16 seconds.

    Thanks for answering my question, sir.

    But the problem seems not so simple as you think...

    The "streetwise" reduces item Consumption rate by 25 % (tier 3), that means it will only cost 16×(100%-25%)=12 charges for healing one health state. So a standard med-kit with 24 charges ought to be enough for 2 states of healing...

    As for the "botany knowledge", it will increase Item's efficiency by 33 %(tier 3), that means a standard med-kit will come up to 24×(100%+33%)≈32 charges. That also guarantees 2 states of normal healing.(Actually, 33% →33.333...%=1/3)

  • @FireHazard said:

    @sanki

    There's a lot of math into it, and i'm certainly not the person for that, but what I do know that healing speed increases are usually better than item consumption decreases... Mainly because item consumption rates that're decreased will not take away or add to the default healing speed that the standard med-kit comes with.

    Botany Knowledge increases your healing speed by 33% on-top of the non-restricted self-healing that a med-kit provides. I believe the default time to heal yourself with a med-kit (not with Self Care) is 16 seconds, so you can do the math yourself and go from there. As for Streetwise, it only adds a 25% increase to the total 24 charges a standard med-kit comes with.

    So in all, that's only about 6 more charges added onto it, making it 30 charges in total. That doesn't make the default time faster or slow, it just increases the amount of charges you have in TOTAL. This means that if it doesn't meet the total needed charges to fully heal yourself AFTER your first healing session... than it won't heal you again for a 2nd health state. As for Botany Knowledge, it'll make it to 2 health states because a 33% healing speed increases is a BIG increase to the default 16 seconds.

    Thanks for answer my question, sir.

    But the problem seems not so simple as you think...

    The "streetwise" reduces item Consumption rate by 25 % (tier 3), that means it will only cost 16×(100%-25%)=12 charges for healing one health state. So a standard med-kit with 24 charges ought to be enough for 2 states of healing...

    As for the "botany knowledge", it will increase Item's efficiency by 33 %(tier 3), that means a standard med-kit will come up to 24×(100%+33%)≈32 charges. That also guarantees 2 states of normal healing.(Actually, 33% →33.333...%=1/3)

  • @Entità said:

    I really hope that my dream will soon be fulfilled. Moreover, on the PC, players customize their icons at will: what harm would there be in giving some color and variety back to everyone? :)

    I can't agree moooooooore!

  • @Peanits said:

    I'm not sure how you calculated those numbers, but they're not right. It looks a little like this:

    80 / (base CPS - sum of repair inefficiency + prove thyself if applicable) / number of survivors repairing = time to complete the generator

    So two survivors with no Prove Thyself would be ~47.05 seconds, not 51.11 seconds. The math looks like this:

    80 / (1 - 0.15) / 2 = 47.05 seconds

    Prove Thyself can negate the inefficiency of one survivor working on the generator with you, but you cannot be under the affects of more than one Prove Thyself at a time. Functionally it's exactly the same as it is now. Two survivors will make a generator take 40 seconds (1 - 0.15 + 0.15 is still 1). Beyond that, however, you still get the penalty. So if you were to have four survivors on a gen with Prove Thyself active, you'd be looking at:

    80 / (1 - 0.3) / 4 = 28.57 seconds

    Compared to the current:

    80 / (1 - 0.2) / 4 = 25 seconds

    TL;DR: The numbers there were wrong, it's longer no matter what. Prove Thyself isn't do any more than it is right now.

    love that math. let me take notes.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141425#Comment_1141425

    I don't use Object, but I think the range is already huge so 8 extra meters might not be so significant.

    Maybe you are right. Nobody will use that combo.

  • @Yung_Slug said:

    Open Handed + Kindred

    Seeing the killer at a range of 24 meters from the hook is amazing. Even if they're not camping, you know exactly which way they're going.

    What about Open Handed + OoO ? I haven't tried that yet, but I think that will be a bit crazy lol.

  • OH! NO! Noed and blood warden!

    You bad ass! AHHHHHHHH!

  • @Peanits said:

    It releases today. We'll post a more precise time along with other details shortly.

    OH!!!! That is great!!!!

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1104064#Comment_1104064

    Wait for it to go off outside of the locker as punishment for you forcing it... Hehehe

    You win, patient killer.

    But dont forget your gens.....lol

  • If the killer uses the mori and I have the DS, I will rush into the locker after being rescued immediately.

    then what will you do?

    Im so clever.

  • Wait, so shouldnt trailer be out like right now?

  • uh, oh, Im so excited🤯🤪

  • @aregularplayer said:

    I'm here, pressing F5 on patch notes page. Nothing yet.

    Good job. keep on that plz.

  • I CANT WAIT TO SEE THAT!!!!!!!!!!!!!!!!!!!!!!!!!!

  • HELP! Im not feeling well....



    well, two cute bunnies

  • @Adamant_Tepig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097648#Comment_1097648

    Terribly sorry about that - in game it's alt + prt sc in Steam games, right?

    uh, actually it's F12 for steam, if you haven't changed it yet.

  • Nah, you dont need to worry about it, you didnt make it wrong. But ……could you use your print screen button on the keyboard next time?My eyes.......

  • @altruistic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093129#Comment_1093129

    I got bugged to the ground being healed by two players.

    Thankfully I had a Rainbow map in my hand. Triggering the map with m2 allowed her to move, but wouldn't degrade the map.

    Perfect game. Let's double up on those DC penalties!

    Oh, holy sh*T. You had finished a grand trial. I can't imagine that move by m2 all the trial without DC.

    You are so great!

  • @altruistic said:

    https://i.redd.it/xs4ldvin1wg41.gif

    Don't worry. There's still stuff like this in the game.

    Thank goodness they put in DC penalties though!

    Lmao. Is that feng rowing by a rainbow map?

  • @danara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082110#Comment_1082110

    i main Laurie, but i’m talking about her default model. she could look better. i also do like her newest outfit, though it looks more like a troll toxic outfit more than anything lmao

    😂maybe we are two of a kind

  • 39ec1edb7246afd0.jpg

    I don't know how to deal with your opinion, maybe some will like those cosmetics, like me...

  • Not bad. But I think it is still a bit hard to against the gen rush.

  • @Peanits said:

    First thing I would say is don't sweat the losses. Sometimes you just have a bad game, sometimes you have a bad night. Oh well, it happens, there's always next time. Shifting your focus away from winning also helps. Try out some different gimmicky builds and go in not expecting to win, that way you're not disappointed if you don't and you're pleasantly surprised if you do.

    If that fails and you're starting to get upset, take a break. Watch a movie, cool off, maybe go hang out and watch someone on Twitch. There's nothing wrong with taking a break if losing is getting to you. Forcing yourself to play when you're upset isn't going to make it any better.

    Dr. peanits--the most famous psychologist in the fog, major in ...losing streak.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026129#Comment_1026129

    It's on our to-do list. The issue is that some perks are very easy to buff (simple number tweaks) while others are a little less so. Monstrous Shrine is actually a great example of that so I'm glad you brought it up. In Monstrous Shrine's case, increasing the numbers probably isn't the way to go about it (unless you really want Basement Bubba to be meta). Monstrous Shrine would likely need a new effect, which takes a lot more time.

    May I know when will you devs release the new patch about these perks?

  • But...it is a free killer.

  • Oh, no! If that comes true, that is a real decisive strike at me.

    Well, I actually don't care about it at all.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009995#Comment_1009995

    I thought that it was capped since it says “maximum range”, I could be wrong since I haven’t ever used four open handeds with OoO but I assumed that it’d be capped. 😅 @sanki @FireHazard

    😂OK, that is fine.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010010#Comment_1010010

    I don't know about it being an idea, but it's useful in the right hands yeah... you'll need a SWFs for it though.

    LOL. I got it.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009988#Comment_1009988

    The math for the distance was already done, if it doesnt stop at 1 Open Handed like Kindred, so its safe to assume it has no cap.

    Since we used 2 in that distance test with Empathy and it was a lot farther, about 85-90 meters I believe.

    With 4 Open Handeds it would be 104 meters as the Obsession and some other number as the non-obsession. I'm on mobile so you can do the math if you'd like.

    Oh, I see. Really clever idear.

  • @FireHazard said:

    @sanki

    Styptic Agent doesn't heal survivors anymore, it just gives a Survivor the Endurance status effect. Which means they'll have a free hit like pre-nerf Mettle of Man for 8 seconds, than if you're hit after the 8 seconds you'll be downed like normal. It can only be used in the injured state by the way.

    That's all its for now, just free hits. Its not bad for a sneaky use behind a wall, than you walk up to the Killer or pretend to loop bad for a free hit. You can also use it for blocking bodyblocking the hook a bit more so a Survivor can wiggle off the killers shoulder.

    But that's about it, it no longer heals Survivors, instead it's more of a "second chance" add-on in a chase. Using it on a downed Survivor would do absolutely nothing, it'd be a waste of an add-on if you did that.

    Here's a link to the DBD wiki for more information on the add-on:

    https://deadbydaylight.gamepedia.com/Styptic_Agent

    @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010006#Comment_1010006

    Ah, well in that case no, it doesn't do anything to a Dying Survivor since it's just a free hit add-on if I put it bluntly.

    Anyways, I'm glad I could help!

    Thanks. Really appreciate.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009937#Comment_1009937

    I'm not sure what he means, as I did a test on this awhile ago on another question about Empathy and OoO with 4 Open Handeds (it was to test if OoO with 4 open handeds could reveal you aura around all parts of the map, since Empathy couldn't and OoO for sure can't on the largest map).

    The point is though, 2 Open Handeds did work on OoO, so unless the cap is two than... I'm not sure what he means by "capped".

    Umm, maybe we should ask the devs for the answer, we can't measure the accurate distance in the game. It's difficult even we try to found it out with friends.

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