ghostback2011
ghostback2011
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@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.
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@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.