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Is -5% damage from hostile actions meaningful? the diminishing time of the hostile actions means you have functionally as much time to complete actions regardless of if you have 10 million HP or 10 billion HP. it feels like a 5% increase in the hostile actions timer would be more tangible.
I agree. The exponential nature of the currently existing hostile actions makes it ultimately useless. At most, it might get you an extra couple seconds of survival in chapter 11. This might change in the future, of course, but the hostile actions effect currently feels more like a freebie tacked on to the other aspects of the perk, which are where you get the real value.
Problem is, the way it currently works fits thematically with the perk/funnel, even if it is arguably useless. Changing it in the way you recommended might make the perk a bit too strong. If there are enough mechanically similar hostile actions in the future, I could even see your suggestion work as a standalone perk/funnel in terms of overall balance.
Obviously I don't have the exact math pulled up in front on me, but shifting the timeframe by that much is probably a bit much (3-4 levels of base decay even is pretty strong since its an extra 30-40 seconds on every run, but 2-3 extra minutes on a 8 minute section would really make balancing difficult). I think the main draw is the other damages being reduced, so I am fine with hostile actions not getting completely nerfed.
I don't think completion damage was that bad to begin with, but it works well with food value, and is pretty helpful in chapter 8+, though I wouldn't say top tier since its not really useful until late game.
I can think of some niche applications of it before then. With level 6-8 food value, completion damage, and max health, you could probably rush the shrine in ruby temple in chapter 4. It'd be enough to make the 280k catch boulder survivable with just vultures and max health pool.
Reducing the 5m ransack damage in chapter 6 could also let you clear it a few generations earlier, and it'd make chapter 7 easier by virtue of having more leftover food carried over. Might be able to clear the bull gauntlet a couple generations earlier as a result. It usually isn't worth switching to the gorilla fight until chapter 8 or later, after all.
It's just I was hoping to be able to mitigate my own inattentiveness , last run the hostile actions while building and firing the catapult ended 4 runs early as my automation choices drove me off that cliff while tabbed out of the game
Amusingly enough, I've been skipping the catapult phase entirely because of this. It also somehow increased my overall chapter 11 clear time by about 20%, but it really depends on your exact perk build. I found that the additional generations spent building up woodcutting and construction were better invested in either pure combat or a mixture of combat and backshots, though I typically have a large enough max health pool to not need the slingshot food unlock.
My hp is super low when I get to the 80% mark though, like 2 million base hp, so 8 million with belt. It starts to come up fast, but I know I can't run some things I would prefer to run because my base hp is too low for mushrooms, so I have to do mine route if I want mushrooms.
Still, taking stuff off the (potentially up to 60 million) damage of volcano, then some off the 100 million of statue sounds good. Even reducing the 50 million on cart to a level that you can do on mine route without mushrooms sounds really nice, but thats going to need probably closer to level 5 to pull off, but level 4-5 should make a pretty big difference. Taking 1 million off the monkeys is always nice, but I don't think will effect perk playthroughs much, and early boulder sounds neat, but I don't think its really a big deal, as your starting to gain tons of HP around then, and plenty of food (I can already pull off bolder right around then, just depends since my hp is going up like 20-30% every generation around then, and 10k base, or 30 with belt is a pretty significant chunk of that cost.)
Yeah, it's pretty dependent on perk builds. I was running through all the permutations of doing everything, mushrooms only, catapult/honey only, and even no mushrooms or catapult while I was running my mine route combat/max hp build tests, and I found that mushrooms with no catapult was optimal for that specific build. Should be even better now that mushroom school got tweaked. Either doing backshots for the first 20% and then pure combat or running entirely pure combat and stalling with portobellos on the last 20% worked equally well.
I was basically running with several hundred million health, though, and I'd need either mushrooms or honey to even keep my health filled. Koi alone simply wasn't enough. It was significantly worse on the no mushroom route, especially if I decided to eat the raw health hit from cart & statue, though the completion damage perk could theoretically offset a good chunk of that now. At a high enough level, reducing the damage from seals, volcano, magma and steel might even be enough to make the skip everything route viable with just koi healing, but I won't have enough DNA to test that for another couple months, at least.