# 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