Would it be much to ask for a bit different balance for Monocyte Breeder, so it doesn't become better than Rad Child? As it is. The radchild at 800 rads gives you 8hp/s.4/400 * 100% = 1%. 8/400 * 100% = 2%. AND A LOT OF SPECIAL DEBUFFS. I wouldn't mind radchild working as the monocyte breeder does now.
While monocyte Breeder gives you 400 * 0.005 = 2 hp/s. Without any downsides. And the more health you have, the more powerful it becomes. It also means if you were at 1% health. It would only take 198 seconds in real life to fix you from almost dead to full health.
30 in-game minutes = 1 real life minute and 30 in-game seconds = 1 real life second is the same thing, and yes, this should be how it works.
So it takes about 2 ingame hours to heal horrible injuries. The way I would set it up is 0.1%/s or something + limb healing. It's still powerful, but now has got a benefit of actually healing crippled limbs, which can't be healed without a medicine or a doctor or doctor's bag.
It would also give solar powered some kind of edge. Since now it heals more, but only during the day and without limb healing.
Also regarding them's good eatin. It seems strange the way it's set up. They are chems, but they do not benefit from medicine unlike stimpaks. They also don't scale with survival. However, that would be overpowered, as described below. Copied from my YUP post.
I did some math with YUP + Unofficial patch plus during gameplay. The results are as follows. With 100 medicine the stimpak heals for 30*((skill/50)+1)+10= 100. However, while the Stimpack is classified as a chem, it does not have checks set up like Buffout or Psycho. " Instead depending on which perk it is and whether you've taken a chem or a stim they should give an extra 5, 7, 10, or 15 HP."
That sounds like a nerf to me. If we go by that logic, Heartless and Cardiac arrest < Fast Metabolism. Because fast metabolism multiplies base x1.2 so the end result is 108 hp. Compared to Cardiac Arrest, which at best adds 15 hp, which leads to 105 hp. While if we multiply 90*1.25=112,5. Or just 90*1.5 = 135.
Same thing with healing poultice + powder.
Instead of making chemist and day tripper have no effect and then patching all appropriate items, wouldn't it make more sense to use a form id list as a condition? Just a thought.
My thought process behind max stimpak heal is this:
(A)*(6*B*C)*D=Q A- base heal from stimpak, 5 or 6 if you have got fast metabolism + skill bonus. B- Chemist C- Daytripper D - Heartless or Cardiac Arrest
So for best results: ((100/50 + 1)*6)*(6*2*4/3)*1.5=Q = 432 Q=3*6*(16)*1.5=432
NOW, the way something like bloodsausage works is fairly simple, since it only benefits from two perks. Maybe 3/4 if we count OWB, also not using logan's loophole:
a) NO OWB: 5*(20*2*4/3)= 266,(6) b)Cardiac Arrest: 5*(20*2*4/3)*1,5=400 c)Hearless: 5*(20*2*4/3)*1,25=333,(3)
So, they are powerful, very powerful indeed. Maybe a bit too much. However, it's a single player game anyway. You can play it however you want and not worry about balance too much.
Yes it is possible to merge bug fix mods together. If you want to do it yourself then you can use a tool like Merge Plugins, xEdit also has a script to do that, although I've heard it's ill-advisable to use a script to merge mods together. Starts destroying performance from what I understand. Alternatively you can, still using xEdit manually forward records to a new plugin. Does take a little more time though, and I believe it might add the original mod where you forwarded the records from as a master.
15 comments
Sold.
While monocyte Breeder gives you 400 * 0.005 = 2 hp/s. Without any downsides. And the more health you have, the more powerful it becomes. It also means if you were at 1% health. It would only take 198 seconds in real life to fix you from almost dead to full health.
30 in-game minutes = 1 real life minute and 30 in-game seconds = 1 real life second is the same thing, and yes, this should be how it works.
So it takes about 2 ingame hours to heal horrible injuries. The way I would set it up is 0.1%/s or something + limb healing. It's still powerful, but now has got a benefit of actually healing crippled limbs, which can't be healed without a medicine or a doctor or doctor's bag.
It would also give solar powered some kind of edge. Since now it heals more, but only during the day and without limb healing.
Also regarding them's good eatin. It seems strange the way it's set up. They are chems, but they do not benefit from medicine unlike stimpaks. They also don't scale with survival. However, that would be overpowered, as described below. Copied from my YUP post.
I did some math with YUP + Unofficial patch plus during gameplay. The results are as follows. With 100 medicine the stimpak heals for 30*((skill/50)+1)+10= 100. However, while the Stimpack is classified as a chem, it does not have checks set up like Buffout or Psycho. " Instead depending on which perk it is and whether you've taken a chem or a stim they should give an extra 5, 7, 10, or 15 HP."
That sounds like a nerf to me. If we go by that logic, Heartless and Cardiac arrest < Fast Metabolism. Because fast metabolism multiplies base x1.2 so the end result is 108 hp. Compared to Cardiac Arrest, which at best adds 15 hp, which leads to 105 hp. While if we multiply 90*1.25=112,5. Or just 90*1.5 = 135.
Same thing with healing poultice + powder.
Instead of making chemist and day tripper have no effect and then patching all appropriate items, wouldn't it make more sense to use a form id list as a condition? Just a thought.
My thought process behind max stimpak heal is this:
(A)*(6*B*C)*D=Q
A- base heal from stimpak, 5 or 6 if you have got fast metabolism + skill bonus.
B- Chemist
C- Daytripper
D - Heartless or Cardiac Arrest
So for best results:
((100/50 + 1)*6)*(6*2*4/3)*1.5=Q = 432
Q=3*6*(16)*1.5=432
NOW, the way something like bloodsausage works is fairly simple, since it only benefits from two perks. Maybe 3/4 if we count OWB, also not using logan's loophole:
a) NO OWB: 5*(20*2*4/3)= 266,(6)
b)Cardiac Arrest: 5*(20*2*4/3)*1,5=400
c)Hearless: 5*(20*2*4/3)*1,25=333,(3)
So, they are powerful, very powerful indeed. Maybe a bit too much. However, it's a single player game anyway. You can play it however you want and not worry about balance too much.
Fixed!