Algorithms
A page containing various calculating algorithms used in the game.
Health regeneration
Requirement of taking no damage for 12 seconds, then
X health points regeneration each 4 seconds until fully healed.
X = random between 2 and 4
Health-affecting items
X * Y => Z
X = max heal/hurt damage
Y = random between 0.75 and 1
Z = rounding up number. Healing items have their numbers rounded up, while hurting items round them down.
Example:
Eating MRE number with max 9 heal points get randomized to 75-100%, for example, it would result in 87%, thus 9*0.87 => 7.83 => rounding up => 8 health points would be healed
NPC health and damage scaling per player on map
Z + ( X * Y )
The result is capped at 90, preventing NPCs to one-swing one-kill players.
Z = base health/damage
X = damage scaling which may differ between specific enemies and/or enemy types
Y = player count on the map
Melee damage
X * Y
X = base weapon damage
Y = random between 0.75 and 1
DEPRECATED, NOW RANDOM DAMAGE + RANGE BETWEEN PLAYER AND ENEMY IS APPLIED
Caps spawning
There are three different types of possible cap/cap-stacks to find on the main map, with all three sharing the same algorithm but differing in constant numbers.
Z + ( X * Y )
Z = base number. If number is less than 1, none will spawn.
X = scale factor
Y = player count on the map