DBD Maths

I might need someone to check my math here.
I was going over some old clips and found some of my ORIGINAL Forever Freddy build. I didn't call it that, I called it Dream Catcher, and it was an old Freddy build consisting of old Dying Light, Play With Your Food, Haunted Ground, Ruin, Class Photo, Z Block, and Ivory mori. The idea was that you use Class Photo to find the obsession quickly, use HG and PWYF to catch them faster, hook them, then mori to add 25% repair penalty on top of the 50% sleep penalty. Z Block canceled out the extra 2 second transition and hid your build a bit (people say use Black Box, that gives away 100% what you are doing). Ruin buys you time to kill the obsession.
Anyway I was doing some math about it because I was curious how strong it was compared to the modern Forever Freddy build and found something interesting.
Here are some numbers:
- Old Dying Light is -25% to repair/heal/sabo
- Old Dream World is 50% to repair/heal.
- Survivors perform actions at 1 charge per second.
- Two survivors on a gen repair at 0.9 c/s each.
- Three survivors on a gen repair at 0.8 c/s each.
- A generator requires 80 charges to repair.
So if you want to find out how long it would take to do a gen your formula would be 80/(1-0.25-0.5) = 320s (5 minutes 20 seconds).
Which is a VERY long time but it get interesting.
If two survivors are on a gen then the formula is 80/(2(0.9-0.25-.05)) = 266.67s (4 minutes ~27 seconds).
A difference of about 53s.
But with three survivors the formula is 80/(3(0.8-0.25-0.5)) = 533.33s (8 minutes ~53 seconds).
So unless I did the math wrong, that means that doing a gen with 3 survivors under these conditions means you take significantly longer that just a lone survivor. I feel like this can't be right but I don't see where I could be wrong.
Alas we can't even test this because it requires old Freddy and old Dying Light 😥
Comments
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I felt like you but your Math is good.
Thing is in the last case the triple factor doesn't compensate the overall penalty.
If you only look at individual gen repairs with penalty:
- 1 surv : 0,25 c/s
- 2 survs : 0,15 c/s each, so still more performing than 1 if you multiply by 2
- 3 survs : 0,05 c/s each, so much less performing than 1 and still less performing if you multiply by 3
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You may be over thinking it with the formula as the math isn't normally that complicated in DBD.
1 survivor is 1-75% = 0.25
0.25 charges per second so each charge takes 4 seconds.
4x80 = 320s so 5m33s
2 survivors is 0.9-75% = 0.225 x 2 = 0.445
0.225 charges for each person so its 0.445 charges per second for both which is 2.222s per charge
2.222 x 80 = 177.77s so 2m57s
3 survivors 0.8-75% = 0.2 x 3 = 0.6
0.2 charges for each person so 0.6 charges per second overall which is 1.6667s per charge.
1.6667x80 = 133.3333s so 2m13s
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What if you had thana in that old build.
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I thought numbers in DBD were not actual percentages but units (as explained to me in another thread by someone)
That's why for example Stridor counters Iron Will :
- Iron Will 3 downs your injured noise to 0
- Stridor raises it by 50%
- Normally : 0 + 50% = 0 so you shouldn't hear injured survs running Iron Will 3 even with Stridor
- Actually : surv's noise is raised up by Stridor from 0 to 0,5 because Stridor does not add 50% sound but adds 0,5 unit of sound
Same applies here :
- 3 survivors is not 0.8-75% = 0.2
- It is 0,8 - 0,75 = 0,05
(edit : grammar / typo)
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Some are percentages and some are probably numbers but how it is written can be very confusing
Take the old Enduring which most thought was a 50% reduction which would take it from 2s to 1s but it was a 50% recover bonus which ended up being 2÷150% which was 1.33s.
Another example is pgtw. It's 25% reduction of charges currenlty done where as some thought it was 25% of the overall 80 charges.
The iron will one isnt the same as iron will works off grunts of pain and strider off of breathing so technically different mechanics. While it sounds like you are hearing grunts that may be just how they decided to do the mechanic to make strider help with iron will. I would say thats more about a bad description than numbers and if breathing has some grunts not considered pain ones when Injured.
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The question is it additive or multiplicative.
Additive has the potential of 0 or negative progress.
Multiplicative would result in this:
- 213s
- 118s
- 79s
Which makes more sense.
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I plugged some numbers into Excel and found that if you increase the percentage over 100 (eg. 20 theoretical stacks of Thana) for either my math or @twistedmonkey you get like -200s. IIRC the devs said they do the math to avoid this so you can never progress at less than or equal to 0, otherwise you can't play. So both of these have to be wrong.
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Speed ups are additive, but speed penalties are multiplicative.
So it's not 1-0.25-0.5. It's 1*0.75*0.5 = 0.375c/s
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I miss old Freddy. He might have been weak, but he was really fun to play.
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It could be verified in custom game, at least with dying light.
Just activate the penalty and start a timer.
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You did your math right, I think. From an overall point of view the time that a generator takes to get done decreases logarithmically and not proportionally as more survivors do it. Which means that the second survivor on a gen really helps but that the third one doesn't help very much. The fourth person on a gen barely helps at all. So having 3 people on a gen actually slows down the game progression because that third person would actually be making the game go faster if they were to find a new gen to work on alone.
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Yea but the thread is 2 years outdated.
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