How many charges per health state?
How are health states and their healing cost calculated with respect to medkit charges?
For example: I have had situations where the 16 charge medkit without addons: 1. did not actually heal a full state (blanked out at 99%) 2. healed one state and then dissaperaed (standard) and 3. healed one and had a fraction of charges left (progression bonus for great checks?).
If it is theoretically 16 charges/state, does that mean
- All kits stacked with 32 charges will heal two states (at different speeds depending on kit)?
- Adding a 12 charge add-on will not grant you another full state heal of yourself?
- How does self-care 20% "efficiency" bonus affect this? Is it charges/speed/both?
- How do progression bonuses (Sponge) affect this? Do they speed-up progression by automatically consuming remaining charges?
- Is the charges/state cost the same when healing yourself and when healing others with a medkit?
Best Answers
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You putting way too much information for me to keep up with but I can say this, 16 is 1 full health state while healthy I know that for a fact no matter what slow down perks the killer has, now if you have a medkit and you miss a skill check you will lose the charges so that’s probably why you haven’t fully healed sometimes and if not that then the game was bugged. But as far as I know if I missed a skill check 1 or 2 times I couldn’t get the full heal without a teammate. A medkit equipped with full charges may heal other survivors who are slugged fully since you heal other survivors fast with medkits than you heal yourself so maybe if you want to try picking up another survivor with your medkit go for it but the killer usually comes back before I can pop it off but yeah go for it. I know I went off but hopefully something I said helped.
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16 per health state so 32 is two health states
12 is not 16 so you will be left at 3/4 till the next health state
Efficiency only affects the duration in which your medkit will last before expiring due to usage, it will not increase speed
speeding up healing reduces charges faster, but in the case of Great Skill checks, it circumvents the usage of the item and adds the flat % increase in progression instead. This is how people saved their brown medkits before the item rework. A brown medkit only provides enough charges for one heal, if you did not land a great skill check the medkit would have been consumed.
Charges are charges regardless of who you use it on, there are medkits that provide speed bonuses depending on who you use it on, though.
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