http://dbd.game/killswitch
Math in chases
So I got to thinking. How long does the simplest chase last?
And by that I mean, imagine that a 115% Killer for example the Doctor heads towards a survivor. And when the survivor hears the terror radius he runs in a straight line away from the Killer until he is downed.
Besides Michel Myers all 115% Killers have a terror radius of 32 meters. Survivors move at 4 meters and a 115% Killer moves at 4.6 meters. 4.6-4 = 0.6 meters gained per second
If the survivor starts running the second he hears the terror radius then the time it takes for him to get hit is 32/0.6 or about 53 seconds. Once hit the survivor gets a 150% (6 meters) speed boost for 2 seconds and the Killer stops moving during that time (it might be longer but whatever), during this time the survivor gets a 12 meter head start.
To get the next hit it is 12/0.6 seconds which takes exactly 20 seconds. 53+20 = 73 seconds. You then have to pick up (3 seconds) and hook the survivor (1.5 seconds if the hook is on top of where the survivor was downed) for a grand total of 77.5 seconds
Remember that is with the Survivor just running in a straight line with no strategy, vaults, second chance perks, items ect
And a generator is 80 seconds.
You have 2.5 seconds to stop a generator from being completed, good luck. Also the other 2 generators are being completed no matter what because ######### you.
Comments
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TLDR: Running in a straight line OP
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Such biased and unrealistic assumptions.
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@ColgateAdvancedWhite elaborate please? The speed up on being hit is exact btw.
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Bloodlust is missing in the equation.
also, you're not gonna hear the terror radius until closer than 32 meters, i would know, since i used to play with Stake Out.
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You should hear it at exactly 32 meters. That's the whole point. Although at that point it would still just be a very faint heartbeat.
You're right about missing bloodlust though.
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"Do KiLlErS jUsT wAnT sUrViVoRs To RuN iN sTrAiGhT lInEs?"
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The heartbeat sound attenuates with distance. At max range the volume is 0%. Realistically you can only hear it at 20+ meters.
Also I have not seen a single map where anyone can run in a straight line for so long.
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Lol. That moment when running in a straight line is unironically effective.
It would be small but it isn't literally 0% at 32 meters. Or at the very least you would be able to hear it close enough to 32 meters to make the math very similar.
Also in practice this math would be more accurately applied to a simple loop that has no pallets or windows, while a typical loop isn't big enough for that there are structures that are. Either way the reason I didn't use those in my math is because then I would have to take into account hitboxes, alternative pathing methods (which would include vaulting and pallets), mindgames ect. Most of which would be in the survivors favor mind you with the exception of mindgames which can go either way and really starts to miss the point.
Also also a survivor might be able to see a Killer coming at greater than 32 meters giving them an even BIGGER head start, probably not in practice but still, this is a mathematical exercise and not a strategy guide.
I do need to work bloodlust into that math though. I did forget about that
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Pretty sure you should not be talking about drugs on the forums.
EDIT: Oh you said math.
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To add to that, 20 seconds of chase after being hit is 92 meters. Which is about the size of a smaller map. So if the survivor is hit (bt, mom, adren) and the gates are open, they can run in a straight line and escape from a basic 115% killer.
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interesting but what would happen if in that precise game you have lag?
(and consequently you will teleport yourself?)
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@Walker_of_the_fog_96 Probably nothing since the input delay is irrelevant if you are using a single consistent input. The lag would come into play when you go to turn and when you START moving,
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I think the math experiment still is valid without BL. Yes, in a straight line with no LOS loss you would get into BL2 then reset after hit.
But we also didn't take any hit boxes, windows, pallets ect. into account as well as SB, Lithe and other MS buffing perks.
We all know that a usual chase is around 80s = gens are popping. 1-3 if the survivors are no potatoes.
Gen rush is the best option for survivors to end the game.
All start on separate gens.
Chase for 80s, chill on the hook for 2 min or 120s that's plenty of time for the other 3 to finish at least 2 gens while one is in an other 80s chase.
Finding survivors and gen should take about the same amount of time.
After all gens are done just unhook if reasonable.
BT, MoM, Adrenaline helps a lot.
Run to the gates and escape.
At this stage 2 survivors weren't even hooked and 2 are on there first hook. Plenty of time for survivors if not played as potatoes vs same skill killer.
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Survivors run at 3.8 m/s
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4 m/s.
OP, I wrote a short program to do these calculations. Your simple calculations don't take into account bloodlust. I'll run it and let you know the results in a few seconds.
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Since when was it 4 m/s? I always thought it was 3.8
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@NuclearBurrito It takes approximately 56 seconds for a survivor to go down if running in a straight line without Sprint Burst, assuming they start running when the killer is 32 meters away and that the chase conditions are triggered (to trigger Bloodlust).
If they use Sprint Burst, with everything else remaining the same, it takes about 64 seconds.
EDIT: I also assumed the killer's speed is halved after a hit (as opposed to stopping completely, since the killer can still move very slowly).
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It was always 4 m/s. That's why 4,4 m/s is referred to as 110% and 4,6 m/s is 115%.
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There's something you've all missed here. If you combine this method with pallet looping, you can get an ~70 second long chase using 2 pallets and that doesnt include windows.
I know that because I used to use Lithe for distance based chases, and I just got a ton of distance and preserved a LOT of pallets. I'm currently levelling Kate to get Lithe to see how effective my old tactic is.
But can someone give me the math for how long it takes a killer to catch you after breaking a pallet?
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I always thought the math didn't add up with 3.8 m/s.... Makes perfect sense then.
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It takes about 2 seconds to break a pallet, so it's equivalent to starting a chase at ~9 meters (4*2 and 1 from the pallet). Without Sprint Burst, that's about 27 seconds. With Sprint Burst it's about 35,6 seconds. Keep in mind I'm assuming a 115% killer.
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Ok @Orion we need to use this to our advantage. We can count to 20 once the killer breaks a pallet, travel around the map, and then find a loop, I said count to 20 because we'll get 7 second head start on the loop, it makes us really effective when we loop.
That is the perfect and most optimal way to pallet loop.
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Obligatory penguinpost.
https://steamcommunity.com/app/381210/discussions/0/1291816880495063587/?ctp=8
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Say what? Those times are for when you will be placed in the dying state, assuming you run in a straight line.
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Using the math you presented, assuming the killer has no Brutal strength. If I were to play survivor and wanted to leave as much pallets as possible, once I drop a pallet, since you said it takes 27 seconds, I can run for 20 seconds (counting in my head) without the killer catching me, and in those extra 7 seconds, I can begin my loop in a strong way because of the 7 seconds of distance, I can start across the killer in the loop and once I drop the pallet, rinse and repeat.
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No, those 27 seconds are how long it would take for you to be placed in the dying state. The only assumption in my calculations is that the killer moves at half speed after a hit, but I have no actual data about that.
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Ohhhhh. Can you give me the math for how long it takes a killer to reach you after a pallet break?
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From the 2017 thread.
Well, without BS each pallet gives the survivors the following benefits:
1. 4 seconds to break the pallet
2. An initial 4 seconds worth of distance from running during the pallet breaking animation
3. All distance covered by the survivor during the time it takes the killer to catch up
Which appropriately equates to:
1. 4 seconds from the animation
2. Initial 16 meter distance (4 seconds * 4.0m/s)
3. 26.7 seconds from catching up (16 meters / 0.6 m/s)^
^ where 0.6m/s is the difference between the killer's and survivor's movement speed (4.6 - 4.0)
For a total of:
30.7 seconds worth of potential additional chase time per pallet broken.
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As I said, it takes roughly 2 seconds to break a pallet, so that's about 9 meters. Without Sprint Burst, it should be about 15 seconds.
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You just described what'll happen to Legion with his new Tr, this is the main reason why that change alone will destroy that character.
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1 survivor need 80 seconds for 1 gen.
Killer chase 1 survivor = 3 survivor repairing gens.
After the 77.5 seconds 3 gens are done.
DbD + math = Why do I win as a killer?
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Correct me if I'm wrong but I don't think there is a single map you could run in a straight line for that long, you would eventually have to turn because of the map size you would get cornered and taken out faster than that , even on coldwind I don't think you have a solid minute to get from one side to the other it would be faster than that forcing you to find safety and that's where the killer can easily cut you off with that strategy and mindgame you, the edges of the map are the most dangerous when in a chase especially if the killer knows to run the loops forcing the survivor towards the wall with nothing instead of back into the map for safety.
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@OrionsFury4789 I know. That's why survivors use loops, which I should remind you buys even MORE time than what my math covers.
Remember you can turn instantly in this game, so if you have a long enough wall to run around and vision of the Killer then you effectively have an infinite distance you could run and then some due to the Killers larger hitbox.
Not to mention windows, pallets ect.
Either way, an important question is: How long SHOULD the average chase last?
I don't mean a tryhard survivor with a million second chance perks against a low tier Killer, or a Nurse against some random noob, those are extremes and would both be outliers for sure. But just a simple chase between roughly equal skilled players, say for example against a doctor. Remember this is the simplest possible chase, the fact that it won't actually happen misses the point since what actually does happen is even longer.
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i thought you meant math to win at chases and i clicked on it to comment "oh, i would be bombin' on that" because im good at math.
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I can make a spreadsheet with equations if needed. May take me a bit of research though.
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It's hard to say how long because if they are equally skilled like you're saying it could really go either way , the survivor could get mindgamed by the killer immediately or he could do the same to the killer there are too many unknowns in that situation, where does the chase start? are you near a strong loop or main building? Those are very important because certain tiles have a better chance at survival while others limit options and give the killer more control, not saying you are wrong about a chase possibly dragging out longer than it should be that can also work the other way at times
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