Kill Switch update: We have temporarily disabled The Legion due to an issue that allows for infinite power spam. The Legion will be re-enabled once this issue is fixed.

http://dbd.game/killswitch

Generator Regression Changes (with calculations done)

StickyB
StickyB Member Posts: 96

Following the update to the gen regression perks, I would like to go over the actual value you'll be getting out of these perks so we can compare them to each other. TLDR at the bottom.

I will start with Scourge Hook: Pain Resonance as a baseline as it has no timer on it. Pain Resonance takes off 15% off of the most progressed generator. This will equivalate to 13.5 seconds being removed.

Next is Ruin, while Ruin can effect multiple generators regressing at 100% speed (1/4 of survivor repair speed). For Hex: Ruin to remove a combined total of 13.5 seconds of generator progress, it would have to regress generators for a combined total of 54 seconds (pre nerf it would've been 27 seconds).

Pop Goes the Weasel, removes 20% of CURRENT progress, this would mean that if you were to remove 13.5 seconds off of a generator it would have to be at 75% progress for it to have equal value.

Overcharge, when a generator is kicked, it starts regressing from 100%-400% over 30 seconds, where when it reaches 400% it will continue at 400%. Assuming the increase is a constant increase (+10%/second), that would mean that at 30 seconds the generator will have lost 18.75 seconds. Or 21.6 actual seconds to remove 13.5 seconds of generator progress.

Eruption is a hard one to accurately compare as it's in static 10%'s or 9 seconds. However the best I can do is being weird with the numbers here. 20 scourge hooks is 270 seconds lost = eruptions 30 gens kicked with a survivor falling over. This means that 1 scourge hook is equal to kicking 1.5 gens with eruption to get the same value.

Jolt is similar to eruption where it's static, but at 8% or 7.2 seconds. 8 scourge hooks is 108 seconds = 15 Jolt explosions. Therefore, 1.875 gens blown up with jolt is equivalent to a scourge hook.

Thanataphobia, this varies on survivors healing, however the best I can do is this:

  • 1 Survivor injured = 13.5 seconds of generator slowdown after 2.72 generators worth of progress has been done aka 244.8 seconds.
  • 2 Survivors injured = 13.5 seconds of generator slowdown after 1.36 generators worth of progress has been done aka 122.4 seconds.
  • 3 Survivors injured = 13.5 seconds of generator slowdown after 0.9 generators worth of progress has been done or 81 seconds.
  • 4 Survivors injured = 13.5 seconds of generator slowdown after 0.68 generators worth of progress has been done 61.2 seconds.

And that's all the perk changes with their numbers, accurate to the best of my ability and hope this gives everyone some perspective and information on the changes. If I've made any errors let me know so I can update the post as I don't want to spread misinformation.

TLDR:

To get the same value:

To get 13.5 seconds of value you would need either:

Pain Resonance = 1 Scourge Hook

Ruin = 54 Combined Seconds of Regression

Pop = 13.5 seconds when generator has more that 75% progress

Overcharge = 21.6 seconds of uninterrupted regression

Eruption = 1.5 generators kicked

Jolt = 1.875 generators exploding

Thana (per stack) = 2.72 generators or 244.8 seconds | 1.36 generators or 122.4 seconds | 0.9 generators or 81 seconds | 0.68 generators or 61.2 seconds

Comments

  • Adjatha
    Adjatha Member Posts: 1,814

    Thanks for the math.

    The tl;dr of it seems to be that Scourge Hook: Pain Resonance seems to be the most efficient option (assuming you are getting downs). Though, the value of this perk has ALSO dropped, due to Saboteur now showing survivors (read: SWF) which hooks are Scourge Hooks. So, teams with a counter-killer-player can pretty soundly shut down your regression.

    Also shows just how savagely Ruin got gutted. What a joke to leave it as a Hex.

  • StickyB
    StickyB Member Posts: 96

    Yeah, and this is including that on A) some maps like swamp, you can go a full game without getting a scourge hook B) pop has a low timer and you have to run to a gen, C) and like you said, ruin is a hex meaning it'll probably be gone in about 3 minutes tops if you're lucky.

  • Akumakaji
    Akumakaji Member Posts: 5,619

    For real, Ruin could now be a general perk that just shuts down after the first kill and would not make the cut into a lot of lists.