What's better for Med-kits, Streetwise or Botany Knowledge
There are charge add-ons too: 8, 12, and 16
The standard Med-kit charges are 16, 24, and 32.
You heal 1 charge per 1 second. Streetwise reduces the charge rate consumption by 25%, and Botany Knowledge would increase the item efficiency by 33%, but also increases your healing speed by 33%.
What would the formula be for both and what would be better to run?
Best Answer
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Efficiency IS the charge rate consumption.
Better to run inner strength, tho.
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Answers
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The formula, obviously, is
Medkit charges + (Medkit charges * percentage).
For example, brown medkit + botany will be
16 + 16*0,33=21,28
Don't forget that for full heal you need 16 charges.
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I'm not 100% sure how "consumption rate" and "efficiency" actually work in the equations, but your mathappearscorrect.I'm not so sure about this. I remember the devs explaining it one time and they are indeed different things. It's part of the reason why they were phasing out one of them for add-ons.EDIT: I went back and found this post I replied to a thread someone asked about Streetwise and I did some tests.
Basically when Streetwise says it "decreases consumption rate" you take 25% of the item charges and add it on. Dividing the number of charges by 0.75 as @ImmersedNurse did is actually incorrect. The formula would look more like this...
16 + (16*0.25) = 20 charges
Where Botany Knowledge "increases efficiency" so the formula they put for that is potentially correct as I think that is actually the difference between the two statements. I'd have to test to be sure though.
No matter how you slice it, Botany seems to be better. But it only affects medkits, which makes sense it would be better because it's for a single item type.
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Edit 2: Making a new comment so you don't miss it. I did some math and found a way you can find out for sure which it is for Botany Knowledge. You will need BK and the yellow Medkit with 24 charges.
If the formula is...
24/0.67 = 35.8
Then you will be able to heal yourself twice fully with a little bit left over.
But if the formula is...
24 + (24*0.33) = 31.9
Then you will be able to heal yourself fully once and then run out with less than a charge on the second heal.
If it works out like the former, then consumption rate and efficiency are calculated differently. If it works out like the latter, then they are the same thing and the devs should just change everything that says "consumption rate" to "efficiency" or vice versa. I'm going to try and test this but IDK when I will be able to, so if you can try it yourself come back and let me know we can figure this out. Clip it if possible or take a screen shot so we can see how many charges are left on the Medkit.
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A yellow medkit with 24 charges does not heal you twice fully, so with Botany it would be the second formula.
I think I heard that Streetwise and Botany Knowledge work the same, meaning with your formula
24/0,75 = 24 + (24*0,333333333....) (rounding)
So efficency and consumption do the same but have different values, depending on the formula you use. But I never checked if you also get 1,99 heals from a yellow medkit when you just run Streetwise. Have to check. But I definitely would say, Botany is better, either it has the same or a better efficiency and you get the speed on top
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Just tested, 25% reduced consumption rate is weaker than 33% efficiency. Probably just wording, meaning the same and also calculating the same
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If that is the case then consumption rate and efficiency are calculated the same.
The formula would be...
(Number of charges) * (1 + bonus value from perk) = (New number of charges)
So for Botany with a yellow medkit...
24 * (1 + 0.33) = 31.92
Dividing by 0.67 is incorrect. It gives a different value (35.9 or 2 full heals with some left over).
Yes. However Botany only works with medkits where Streetwise can be used on any item. So it makes sense Botany would be better, this besides the fact it also boosts speed. Which to calculate speed is...
(Charges required) / (charges applied per second) = (Time)
So for healing with Botany...
16 / (1+0.33) = 12.03s
Which means 12s flat because the game seems to drop everything after the first decimal spot (it doesn't round up or down, it just drops the numbers).
NP
Yea I think they talked about it on a stream one time and were planning to eventually phase out one of the phrases. When they reworked toolboxes you will notice that they just stuck with efficiency and only as it relates to sabo (it is reduced meaning you use charges at a faster rate during sabo as compared to repair).
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How do you guys compare "botany" with "we'll make it" ?
I use botany a lot and feel like its only a little bit slower than Wmi however it has other things going for it such as med kit efficiency and no time limit or after unhook condition that makes it way better.
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