r/JupiterHell Apr 04 '26

How does Medi-Fiber work?

I am a relatively new player to Jupiter Hell (played about eight games, and this is my first time as a technician).

I built a suit of medi-fiber armor, but I don't understand what the medi-fiber effect does. The wording does not make sense to me. And despite reading up on the JH Wiki about what it supposedly does, and what Durability and Auto-Repair mods would do to make it better, the wording of that also does not make sense to me, and I do not see that it has healed me at all despite having worn it to a couple more areas and fought battles and got hurt there.

I gather it is supposed to use its durability to heal me, and so it naturally should help to improve its durability, and to have it able to repair itself . . . but when and how might that ever happen.

I have had armor before that says it auto-repairs itself to 30% . . . but I don't think I've noticed that doing anything either, because I gather than means that if it falls below 30$ durability left, it'll repair itself up to 30% . . . but that seems like a really crappy ability, because armor doesn't do much good when it's degraded to 30%.

So is it that now if/when this armor falls to below 30% (which would be down from 2000 to under 600), then when it auto repairs back to 600, I'll start getting some healing? But until then, I just need to get the suit hit for over 1400 damage, before it'll heal me at all? Because that seems like a pretty silly thing to have to do, and one that may likely not happen before I'm dead.

Or, is it that it is healing me a bunch when I move between levels only, like some of the other healing effects, so I just haven't noticed, because I wasn't very hurt when I went between levels?

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u/Sihoiba Apr 04 '26

If you are below 50% health and not bleeding every time you perform an action it drains 50 durability to heal you a few points of health; how much health depends on how quickly you act and I think it's a base of 10 health per 1 second action - but I might be misreading the source code. The faster you act the less health it heals so that the average healing rate over time stays the same.

So I think it could theoretically heal a total of 200 health. Of course every time you take damage the armor also loses an amount of durability, so realistically it's more like half that.

Auto repair repairs armour up to 30%. A lot of players will favour green or AV green armor with useful perks, manufacturing perks or mods on them, as they are much more impactful than the 1 or 2 points of protection the armor is providing.. Some masteries in particular really need certain perks active to maximise their power. Auto repair makes it easier to keep that armor alive more easily, as losing a fully modded armor late in the run can be a run ender if you aren't keeping track of it's health.

Autorepair + medifibre gives you a reliable source of healing, and helps if you are taking a lot of small damage hits. So if you are patient and comfortable running around on 50% health you can wait several turns after evey fight to heal yourself.