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The issue with healing factor and cardio is that they change how the health and stamina mechanics work. Cardio changes the regen rate and regenerating stamina costs hunger and thirst so changing the rate while sprinting factors in the regen and the sprint cost of it.
Healing factor only works while your fullly fed if you get the hunger warning it fails. However it does seem to function like stamina regen.
effficient digestion does not buff itself when activated it might cause the overlapping effect to increase but all it does is reduce the hunger and thirst cost of regenerating stamina.
The issue is how things are worded doesn't mention if it alters other mechanics based on them.
I know this isn't very helpful but I hope it can at least explain the confusion people have on these skills sadly I have yet to see a concrete answer since these systems were first introduced
Now all you need to know is that your health regen, just like Stamina takes food (in the case of Stamina it also takes water) to regenerate these bars.
So in conclusion taking Healing Factor just increases the speed at which your natural health regen consumes food to heal you once you've taken damage.
I think it was a few version back that healing factors increase in health regen would constantly drain your food even if you had full health. They fixed it by now.
I have tested this mechanic many times and food consumption does increase with that skill.
and what is this natural healing you talk of because I have only ever seen this skill give that without it the only healing that I have ever had came from health items and food.
So I think the game should explain if a skill can cause faster food/water consumption. Because its illogicality does not give players possibilities to use deductive reasoning.
Because you end up healing damage with fullness that you might otherwise have healed with medical supplies or through the immediate heal you get through eating.
Natural healing - your health very slowly regenerates over time, even with zero points in the Healing Factor perk. In A19 the base rate was 1 health point every 180 seconds. Every point you heal also took a point of fullness, whether you had the Healing Factor perk or not. Edit - seems like this has massively changed in A20 according to the comments from Deceptive Pastry.
OK wow those are both significant changes! Are we certain there may not be other relevant files, because if that's true then Healing Factor shouldn't cause any increase in hunger, and indeed being wounded shouldn't either.
I haven't taken HF in a build in A20 so I have no data myself.
Also, I always start with this perk, and when I recently played without it, I noticed that I wouldn't heal naturally, I would have to eat, drink, or consume meds. Not sure how the nat heal is suppose to work, but then again, I also haven't really played since Alpha 17.
EDIT: Sadly it doesn't appear to be true..at least not in A20.1exp b5.
Cranked HealingFactor and took a few falls to get HP under half. Thirst is staying about the same (it's gone down a hair just standing around waiting to heal), but hunger has already dropped to half and there's still plenty of healing left to do.
Hunger is dropping fast enough to watch it happen in real time, lol.
So you'll need to eat to keep it working..which heals you too, and heals you a lot faster.
HealingFactor also speeds through your injury healing, but it doesn't stack with everything and it's probably a lot cheaper to grab a HealthCandy bar thingy which also tries to double healing and also doesn't stack with everything.
Most of this only really helps for breaks or sprains. A couple points in parkour are cheaper and also help you avoid breaking/spraining legs, and vultures were patched so they shouldn't break legs anymore.
Broken arms mostly affect power-attacks and slow reloading.
I'm not a fan of HealingFactor as-is.
At least in A20.1exp b5 singleplayer.
Looks like HealingFactor speeds healing up to
0points 1hp/60sec
1point 1hp/35sec
2points 1hp/25sec
3points 1hp/15sec
4points 1hp/8sec
5points 1hp/5sec