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About the streetwise.
Have you guys ever found that when you run the streetwise(tier 3) , a standard med-kit (24c) can't heal 2 health states, it still lack of a few charges. But the botany knowledge(tier 3) can achieve that. why, that is wired.
Answers
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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.
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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)
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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)
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@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)
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That's so crazy that I copied so many comment...Lmao
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So anybody can answer this question?
Nobody Nobody Nobody...
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@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.
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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.
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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.
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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.
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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.
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😂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...
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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.
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Thank you, sir.
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No problem, good luck.
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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.
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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.
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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.
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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.
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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.
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😂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...
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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.
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Agree. BTW, I usually run "botany-knowledge" rather than "streetwise", time counts alot.
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Definitely, maybe they'll buff the latter in the future idk.
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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.
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We'll have to wait and see.
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😂Good patience.
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Well, the thing is... you consume 16 charges in a health state. Street Wise reduces consume rate by 25%, meaning the item itself will have more charges. Meaning a total of 30 charges. Healing yourself two times will recquire 32 charges
On the other hand, Botany Knowledge increase item efficiency (or better to say it reduces the consume rate) by 33%. In a yellow med-kit (24 charges) it will increase to 31,92 charges. Not only that but the healing speed is increased by 33% as well. Wich makes it 12,32 seconds. Meaning you can heal yourself 2 times (12,32 x 2 = 24,64) and you will still have 7,28 charges
At least if my math doesn't fail me. It should be like that.
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Thanks for your answer bro.
As for the "streetwise", I can't tell what is "consumption rate" exactly, just can make a conjecture that this perk will ask 12 charge for one healing state. Or just like what you said, idk.
And something you may know that 33%→33.333...%, witch is 1/3 actually. So the "botany-knowledge" will allow you to finish 2 states of healing with a standard med-kit (becauz 24×(1+1/3)=32, rather than 31.92c). And after you finished 2 states of healing, the standard med-kit will just run out of its charge, you can try it yourself, no charge will left.
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Streetwise is probably more useful for items like flashlights, tools, maps and key aura readings. At least from what I've found so far, it makes it so a yellow quality set of tools plus items that makes repairing faster make a single gen be a breeze.
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Yeah, anything else like healing is excluded from this. Since (in my opinion) healing speed perks outshine Consumption Rate perks when it comes to healing. I'd argue that repair speed perks also beat consumption rate perks when it comes to toolboxes, but that's another discussion.
Everything else is free-gain.
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