Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
next i tried getting punched twice in one activation. 1st punch yeah just like the other one. but the 2nd? i got back to full health!! got to do more experimentation with this perk deck
You get heals for 75% damage you take, whereas the 25% serves as damage taken.
Let's say your health is 230, in which your health has only 75% left, i.e.172.5.
You use the Injector.
You take a 100 damage shot, which means 172.5+75(heals)-25(you still take damage), i.e. 172.5+50=242.5, which is an overheal and heals you to full health.
If you take a 300 damage shot however, 172.5+225-75, which is 172.5+150=322.5, which is also an overheal. So it doesn't matter.
Take enough damage however, you will still lose health, and end up losing more than you could earn.
I don't know about the rest of the perks and how it helps with this equation but that's only because I don't have it yet. When I do, I'll do more thorough experimenting.
By that logic you will get healed no matter what, and your damage resistance is 150%, which means that not only will you absorb all the damage, but half of that damage will heal you.
IMO it works like that:
You have full hp of 300. You take 100 damage. full amount of it is dealt and then 75 health is restored (300-100+75=275), which is basicaly 75% damage resistance. This is assuming that all of the damage is dealt to your hp, not armor.
In armor's case it will take full amount of damage but 75% of that damage will also increase your health, meaning that so long you have armor you are like an overpowered version of grinder and you kinda have 175% damage resistance.
I can only wonder if combining this perk deck with other damage resistances like Frenzy or Maniac is actualy beneficial.
While all this is pretty nice, the kingpin stuff is only active for 6 seconds with a pretty long cooldown without killing stuff fast or having the final skill eat a few seconds, and using the injector draws aggro around you so you can heal, it does lead to the problem of drawing too much fire and getting yourself killed faster, or the cops just aiming at you but not shooting, both of which tends to happen to me alot.
On lower difficulties, this deck is not that good because it doesn't allow for constant combat like Anarchist and Grinder.
edit: the healing doesn't matter, you would easily die on OD if it wasn't for being unkillable.
2) If applicable, you dodge the shot and nothing else happens.
3) If applicable, received damage is reduced by standard reductions/absorb effects.
4) A number of health points is restored equal to 75% or 100% of the received damage (the latter if you're below a 50% current health threshold.
5) If the restored health exceeds the maximum health, the spillover is converted into 1 second reduced cooldown for every 50 points of extra health. If spillover is not exactly 50 points, then the difference is saved and added to the next damage instance.
6) Standard armor damage is applied.
7) Standard health damage is applied.
75%+15% = 90%
75%*(1+15%) = 86.25%
So not matter how they mean that the healing is increased by 15%, it won't heal you for the full damage received.
And by the wording I assume you get damaged first and then healed.
And if the damage would kill you then nothing happens. (Except if the damage is from sniper or dozer, then you stilldie)