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
Nobody here is going to watch the entire series trying to figure out what/when he says.
Whether izprebuilt is right or wrong, why should we care? It is more likely he is misunderstanding something. "Why does this person say that?" and you ask us????
So more armor you have - less effective this perk is.
You take hit for 30dmg but have armor rating at 75% - you take 7.5dmg
Now pain tolerance is calculated - with 25% reduction it will save you ~2HP
Just take healing factor.
Pain Tolerance is a "General Damage Resistance" to any damage against your health. Armor doesn't reduce fall damage, nor does it reduce bleed damage. Pain Tolerance covers everything, armor just covers physical and elemental damage (heat, electrical).
Healing Factor borders on useless throughout the game. A med kit, bandage and even aloe cream can beat (or match) a point of health every 6 seconds. The player is swimming in healing items end game. Pop a pain killer and it's like nothing happened.
Also, it wouldn't matter where the 25% reduction is applied (before or after other multiplying or division occurs), it's the same result. When addition or subtraction takes place, it can matter in a formula of before/after.
Fall damage doesn't exist med to end game. Any other reduction in that it gives is worthless.
Healing Factor adds very useful healing speed for critical injuries and and passive 1HP for 6/s is nice.
"just use meds" works also for Pain Tolerance. I value HF way more, because of nice general QoL.
Also, unless I'm running on old information, doesn't being at full health actually reduce the chance of you being hit with a critical injury?
I normally run both because I'm normally the club/shotgun wielding maniac that charges in first to protect peeps. I'm going to take hits, but having my health constantly top up on it's own to full is pretty useful, and not being stunned helps it stay that way.
Never getting stunned is imho never useless. Maybe on default difficulty, but once you up the difficulty it´s usefull.
Also, healing factor doesn't have to be an either or decision vs medical bandages or eating. That's a false dichotomy. You can use both. Both is better than either one alone. And the 100% faster crit healing is significant when combined with a health bar (which is 200%). A sprain lasts only a couple of minutes with the combo, which is short enough that you can stay in combat and not have the sprain progress to a break.
Rather than blocking damage, it used to instantly heal you immediately after damage was taken. Annoyingly, hits that would have only just killed you without pain tolerance still killed you, which shouldn't happen if it was reducing damage.
All the other damage reduction abilities, mostly from magazine bonuses, have also been fixed.
As to whether it's useful, it's just as good in mechanical terms in heavy armour as none, as JimmyIowa points out. The issue is that if you have an armour rating of 90, HP damage isn't usually killing you anyway, critical injuries and bleeds are, so the extra 25% on top may not be worth it.
The stun resistance is definitely nice. Personally I think it should buff your crit resistance or slow the rate at which hits reduce your crit resistance, but currently it doesn't.
Whole point is that it does not give 25% reduction - it is not added to armor but applied after/before it.
Radiated biker on insane hits for 100HP - you should have around 80AR in endgame - so 20 damage left and now is reduced to 15.
Hurray! 5% reduction provided. Better your armor is - less it gives.
I prefer passive healing with reduced crit times + some healing items, stun is not that dangerous to waste 5 points. Crits are doing only real damage.
Oh, and if anyone is curious, I think OP was talking about this vid:
https://youtu.be/sv8SPwJkwYk
Yes, it does.
20 damage reduced to 15 is a 25% reduction in how much damage you take. :)
It's always 25% regardless of your armor.
But there's no right or wrong to it, it's all about what each of us finds useful based on our own preferences and play styles.
I know you understand this, but decided to play dump - have fun, I will unsub for sanity.
? Relax, I wasn't responding to you. :) I wasn't really responding to anyone in particular, just giving my point of view, but if you read the thread, someone else was talking specifically about medical bandages instead of healing factor. I'm not even sure why you thought a response about medical bandages was directed at you if you didn't mention them. :)
I'm just giving my point of view on the topic.