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Tl,dr; More health is better.
The only non-scaling one is bleeding.
What I could expect is that it scales but not in a linear way.
I mean, i tested ALL the syringe gun shots with all the damaging ones.
Here are the results:
Charybdis test:
-Immune to all poisons(paralysis, morbusine, sufforin, etc. includes radiation)
-Bit damaged by burns (hyperzine, etc. shot multiple shots could barely deal any)
-Fairly damaged by organ damage.
I shot like 7x8 shots in the charybdis with syringe gun with broad spectrum antibiotics and it got 28% damage overall to organ.
It does scale for sure, but monster tests are not accurate becuase that means they have resistances for these things.
Which means that for humans it barely does anything if your health increases.
As an example, the health does not regenerate by default, so that's a wrong conclusion all by itself, you only regen with just a scratch or hammerhead matriarch gene.
It doesn't matter if the medication scales if the injury scales as well.
The only explanation i have currently is that the damage scaling is not linear maybe.
when you fall below 0 damage you heal normal damage types at a very fast rate for 15 seconds and remove stuns.
I just tested it, it is not that it doesn't scale it is because the talent basically overheals it, which makes sense by itself. You need 3 fentanyl to die, but even 100 won't kill you with that talent as it heals more and opiate overdose is limited at 200 strength so it actually makes sense.
Shooting a regular crewman (100 base Vitality) in the head inflicted 17% Gunshot Wound, while shooting a Security Officer (110 base Vitality) in the head inflicted 15% Gunshot Wound, indicating the security officer is indeed about 10% harder to kill than a regular crewman.
You have 100 hp. You get hit by 10 units. You are left with 90.
If you have 130 hp - hitting 10 units will leave you 120 hp. Logical and transparent, right?
Increasing health will simply allow you to take more damage.
Experiments with drugs or poisons may be calculated differently on a case-by-case basis. But I don't think you need to know it in that much detail.
Also, nope, getting hit one for 10hp units will definetly deal more, because me and my friend played with mods that we can get all the talents which would make our health to be around 500 or more%, yet, with the boarding axe it still cuts really huge chunks out of our health when we hit eachother. Poisons definetly kill still at that point which makes sense.
And it takes about 7 hits for us to kill a charybdis with a boarding axe. (yes talents and genes are THAT powerful)
boarding axe without any talents dealt about 50% hp, now it deals 25% or so, yet our health is drastically increased from last time.
If it were "simple" then we would have lost about 5% health or so, but instead we still lost like 25-30%.
Your problem is not that the "health formula is kind of strange" but how the damage is done and from what.
Chemistry will probably deal damage in %, I haven't tested the chemistry.
But direct damage is absolutely fixed (but still takes into account where you hit and with what talents the damage was done. Mods can also affect, so the test is needed without mods).
For reference: He most serious weapons my bots with 100 hp either ended up with critical wounds, dying or dead. The assistant with 250 hp did not want to die for a long time, even, sometimes, after shots to the head.
But a large amount of hp does not contribute much to survivability. Yes, it allows you to miss a few extra hits or shots. However, if you have 250 hp and matriarch genes, and you are equipped with a helmet and bulletproof vest, it's a completely different story. Matriarch genes with 250 hp work wonders and allow you to withstand mortal wounds.