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DBD Statistics attained through analysis.

AlwaysInAGoodShape
AlwaysInAGoodShape Member Posts: 1,301
edited April 2019 in General Discussions

Hey everyone! Statistics are always interesting. They can be used to draw complex conclusions or are a tool for blurring what is really going on. Simply; they are powerful! The developers of DBD initially created a video named "Let's talk numbers" in their 114th episode and a lot of seemed to like it! Of course, I don't have access to direct game statistics thus we'll look exclusively at numbers that can be derived from analysing the game in order to entertain thoughts that you would've otherwise missed or not stumbled upon!

Disclaimer: The statistics may be simplified and there can be multiple, less easy to measure influences that might shift a conclusion slightly more to one side or another.

As for that, here is the first chart:

Healing Interruption Damage

X-Axis: Amount of seconds you are healing/being healed for.

Y-Axis: Amount of seconds a survivor team loses for being interrupted.

In the graph above, you see the difference between how damaging it is to be interrupted by the killer while healing. Interruption here means that one will be unable to finish a heal as a result of interruption. A 2 person heal means 1 healer and 1 person being healed.

When people are self-caring (in blue) they often realise how damaging it would be to be healing for 30 seconds and having the killer find you. That is nearly half a generator gone, vanished! What a lot of people don't realise however is that a 2 person heal can be just as damaging! The yellow area shows that the damage of being interrupted while being healed by a teammate is significantly bigger in comparison to healing with self-care. Of course, after 16 seconds that heal would be finished, preventing any interruption. The real question would be: Will you more likely be interrupted early on or later on during the heal? Such a variable is more dynamic and harder to predict. Typically an early heal is less unsure as the chances of the killer being elsewhere is lower (Think of healing close to the hook). If you have been healing for over 16 seconds, generally, the killer might already be occupied with someone else. Nurses calling makes it easier to find longer healing targets and thus also adds more variety to a final conclusion, but it that you know this:

Just know how damaging it is to be interrupted while healing a teammate! Not only will the teammate be forced to move, the damage for that interruption stacks at twice the rate of a solo heal!

Healing Profit

X-Axis: Amount of survivors alive.

Y-Axis: Amount of seconds one has to last longer as a result of being healed during a chase.

Is healing worth it? That's a question survivors ponder about on the daily. This graph shows just that! Know that it takes a 32 seconds healing time.

Not everyone might realise this but: Whether it is worth to heal is not a question with 1 simple answer; it mainly has 3 answers! Whether it is worth to heal depends on how much longer you will be able to last in a chase as a result of you surviving an extra hit. On top of that: It also depends on how many survivors are alive! Being able to get worth out of a heal is significantly easier if more people are alive. The time that you borrow your team translate into leveraged time for them to do generators. This is why you only need to be able to survive 10.66 seconds when 4 people are alive! for the 10.66 seconds that you distract the killer, your teammate can complete 32 seconds of generators.

Since you borrow time for your teammates, the worth of that time actually decreases based on survivor death. In order to make your heal worth it when only you and 1 other teammate are alive, you need to live a full 32 seconds, as you only leverage time for 1 other survivor.

What should you think of it? The general idea: The more people die, the harder it is to make a profit from your heal.

Generator Regression Power

X-Axis: Amount of dead survivors.

Y-Axis: Generator regression in % to Survivor-Team's Efficiency

The above graph displays how big of a role the generator regression mechanic plays throughout the game. As the Y statistic is done, at the start it will always be a 100%. If the line goes below 100%, that means that generator regression becomes less significant and if it goes above 100, that means it becomes more significant.

As survivors fall, so does their ability to complete generators. Generator regression is simply the tool to slow down progression, at least that's my take on it. The above graph shows us that it's more however. Due to the fact that a survivor's team's efficiency drops, yet generator regression says constant, generator regression by that fact becomes a "late-game" mechanic. Late-game insofar it's linked to survivor death.

The question is; is generator regression supposed to be a mechanic targeting late-game survivors? If the question is; No, it's supposed to be a neutral mechanic, then this graph shows a fundamental flaw with the mechanic. This statistic perhaps expresses what is at the core of Death-Efficiency Problem.

In its simple form, the graph is correct. However what the graph doesn't show is the exponential component in which the effect grows when it comes to damaging a survivor's ability to complete generators; In the end, progression might even be a net-negative!

Game-Time

X-Axis: Chart

Y-Axis: Amount of seconds a game takes. (5 * 80 + 20, meaning 5 generators and at least 1 exit gate)

Survivors typically have to be hooked 3 times before they die. There is a certain amount of time the killer gets in order to complete that goal. It is possible for the killer to extend that time through gameplay and strategies, but there is a minimal time the killers gets for free and that it the 420 seconds.

Perhaps this statistic should terrify you; for anyone trying to collect data on who is in fact the stronger faction that it is easy to get the conclusion favouring either side. In a rank system in which the best 50% may all be at Rank 1, the best 1% of players in either faction would be able to collect data showing that they can best their opponent(s) most of the time in a game with any degree of balance. What the terrifying aspect is that through such research, one might easily miss just by how much the survivor side can limit their "minimal game time" through the use of through menu-selected items.

When a killer conducts data, they will likely do so against a generally yellow team. When the survivors conduct data they lean towards blue. This begs the question; if there is such a big disparity between a yellow survivor and a blue survivor alone... how could one ever expect to balance killers against survivors, without having to resort to assuming all survivors are always blue?

I hope everyone found the stats interesting! If you have anything interesting to add; more subtle influences that complexity the statistics, remarks about the ideas they illustrate or if you have stats of your own, feel free to leave them down below!

Thank you for reading!

Comments

  • Poweas
    Poweas Member Posts: 5,873

    So my take is on it, healing is good with Self care? Please explain it if I've got confused.

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,301
    edited April 2019


    @Poweas

    When someone is being healed by 2 survivors and a killer interrupts them at 10 seconds, people often don't think of it as just as a big deal as someone who has been healing solo for 30 seconds.

    When multiple people are healing each-other, the likelihood of the killer not being occupied and thus interrupting them is increased. People often forget that detail;

    If in case A, someone is being healed for 10 seconds by a teammate and in case B, someone is self-healing for 10 seconds, then if the killers interrupts the heal, case A will suffer twice as much time loss even though they have been healing for the same amount of time.

    That is why team-heals are very dangerous in uncoordinated teams: It's a way to very quickly accumulate time-losses.

  • Speshul_Kitten
    Speshul_Kitten Member Posts: 1,861

    @AlwaysInAGoodShape I thoroughly enjoyed reading this statistical summary statement. You seem to be able to run your numbers well, I tutor statistics (along with many other science/math courses) at my university so if you ever would like me to run additional numbers for you i’d be glad to.