Thanatophobia + Dying light

REL1_C
REL1_C Member Posts: 619

Thanatophobia + DYING LIGHT

  • Default gen timer is 80 seconds

-5 % stackable gen penalty when a survivor is inured, max -20% gen penalty

20% of 80 seconds is 16 (80 seconds + 16 seconds = 96 second generator)

Dying light = -3% stackable gen penalty when you hook every survivor other than the obsession and the obsession is still alive.

Max = 27% (9 hooks)

27% + 20% of 80 is 37.6 (80 + ? = 117.6 second generator)

(80 seconds + ? = 117.6 second generator)

Max Thanatophobia + Dying light stacks = 37.6 seconds

Comments

  • Volfgang57
    Volfgang57 Member Posts: 369

    ...

  • REL1_C
    REL1_C Member Posts: 619

    I just like knowing the potential of "stackable" perks.

  • tactic
    tactic Member Posts: 356

    surely if you have 9 stacks of dying light that means you’ve killed 3 survivors, and therefore can’t have max thanatophobia?

  • REL1_C
    REL1_C Member Posts: 619

    I know, the max stacks is 11 but is most scenarios, you aren't going to be running furtive chase or nemesis and the chances of your picking up a survivor who has DS is quite small. Also the hatch, I doubt your going to get 11 stacks.

  • Hoodied
    Hoodied Member Posts: 13,019

    *opens the post*

    The numbers mason, what the they mean?

  • Profezia
    Profezia Member Posts: 673

    Imagine stacking perk that works only when survivors aren't healthy with a perk that makes it easier for survivors to become healthy.

    Thana is better stacked with anti-heal perks like Forced Penance, which became very useful after buff.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Math is slightly of.

    20% penalty means survivors work at 0.8 charges/second

    80/0.8= 100 seconds so 20 seconds more.

    Max dying light is actually 11 if you can shuffle the obsession but 9 is more realistic so 27% penalty.

    On it's own that would be 80/0.73= 109.5 seconds. So 29.5 seconds more

    Multiple debuffs stack multiplicatively so 0.8 x 0.73= 0.584 c/s which means 80/0.584= 137 seconds so a whopping 57 seconds more but at that point you already won so meh

    That does mean that you lose about 5% effectiveness by combining them but still

  • notstarboard
    notstarboard Member Posts: 3,790

    The big factor here that's very hard to quantify is the potential for additional regression due to the slower gen times. For example, let's say a survivor has to abandon a gen at 97% and then Ruin regresses it to 50% before they finally finish it. Or let's say the killer is running Pop - not only do they have a little more time to potentially land a Pop and waste a lot of survivor time, but the Pop itself is actually stronger because 25% generator progress takes longer in a game with Dying Light and Thanatophobia. It could lead to extra grabs or free hits as survivors attempt to force out a gen they otherwise would have finished early too.

    These are just some examples, but you get the idea. The actual effect is hard to quantify but it could well be stronger than 37.6 seconds of time wasting.