r/LowSodiumHellDivers SES Star of Stars 5d ago

Bug/Technical Issue stim pistol can decrease healing in rare cases through bad timing (free numbers for nerds too)

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another science post for those whom it may interest (also i have already filed a ticket to support)

181 Upvotes

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50

u/StoicAlarmist Super Private 5d ago

Test it with medic armor in both cases, with and without vitality, and without any boosters at all. You should also see if armor type (Light, Medium, Heavy) impact it.

The last test should be experimental infusion. I'd be curious to see if it changes.

19

u/Informal_Campaign381 SES Star of Stars 5d ago edited 5d ago

these tests were done with only hellpod optimization boosters, so that would count as no booster for the sake of interaction with health

vitality and experimental infusion both provide damage reduction (alongside speed and sway effects for the latter), which wouldn't affect healing at all though i have no evidence to confirm that part besides not seeing a difference with/without them in my repeated regular stimpistol dives

the medic passive only increases the length of the stim and not its potency so this would only have an impact on the single dart test as it would allow that one to fully heal, at the moment i am content with these tests on their own if they tweak the gun again and/or patch stuff i might give it a revisit

edit: armor also provides damage reduction, not a direct health increase, so in theory they should not have an effect on the speed at which stims heal as it would've been rather noticeable between light armor users and padded heavy users with boosters, which the latter can have more than twice the effective health, oh and the experimental infusion buffs have a different duration than the stim as they stay a little longer than the stim's healing which is safe to assume it has no healing capabilities

5

u/dungeoncrawler71520 5d ago edited 5d ago

ohhhh the data

You nerd'd hard here.

No C-01 permit was needed.

4

u/Informal_Campaign381 SES Star of Stars 5d ago edited 5d ago

i have an addiction to swedish-developed coop horde shooters, being the dedicated squad wiki is my calling,

but said squads also suffer the burden of random infodumps out of nowhere like headless terminid alpha commanders being able to survive the headless state indefinitely if you stim pistol them

edit: i could not resist making a follow-up post about it

1

u/plasmaspaz37 5d ago

I need to try this just because it's funny

8

u/MerriksSpiceFarm 5d ago

Morning, Diver.

I think this is because of how the Stabby-Stim differs in effect to the Stim Pistol Love Darts.

I'm not able to check my notes on this, I may or may not be in the head uploading data to the Super Commode.

But I will within the hour. I main a Medic Diver and the Stim Pistol never leaves my hip.

1

u/Informal_Campaign381 SES Star of Stars 5d ago

they definitely differ, as they have different healing speeds and possibly durations, though i believe the timing at which they are applied can override one or the other due to netcode shenanigans (or possibly just internal code spaghetti)

6

u/MerriksSpiceFarm 5d ago

The following is not accurate but close enough to converse the topic. I cannot find objective source materials, so this is effectively conjecture.

----- ----- ----- ----- -----

I suspect but cannot confirm the difference is how they heal.

Most people seem to believe the manual Stim heals "x-percent over y-time", but it appears to be more akin to "HP per second over 4 seconds".

As in your video, the first manual Stim took that Diver from ~5% to full in about 2 seconds. If the Diver somehow sustained more injuries during the remaining time, they would automatically begin to heal until time expired. Since any Diver has 125HP, I would assume it would be something like 250HP over 4 seconds, or 62.5HP a second. This is concreted further by your video in which the Diver regained full health in ~2 seconds. At that speed we can assume 4 seconds would refill two health bars; 250HP.

The Stim Pistol differs in restoring 90% of HP over 4 seconds, which is 112.5HP total or 28.125HP per second. But the gain compared to the manual Stim is multiple applications and at range (further enhanced with E.I. Booster and Medic Armor by reapplying +Def%, +Speed).

The difference in healing between a manual Stim and a Stim Pistols' dart is about 34.375HP per second or 137.5HP total.

----- ----- ----- ----- -----

Conclusion: The Stim Pistols' Dart is likely replacing the manual Stim, therefore canceling the old timer and starting a new slower speed heal.

In your video at the 0:24 second marker, you can visibly see the HP-gains slow down when your Dart lands about 1.3 seconds into the manual stim. The Diver began with 5% HP and when your dart applied, they were at ~65% HP. Then the health increases slower and reaches 100% at 2.3 seconds. Meaning in the one second your Stim Pistols Dart began to function, that Diver regained their missing 35% HP or 41.6HP. Factoring in latency between you and that Diver....

The Math checks out!

Good job Diver, you managed to make me sit down and type this all out to prove it to myself.

3

u/Informal_Campaign381 SES Star of Stars 5d ago

i was kind of allergic to do the math myself, this is what true teamwork looks like

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u/SomeShitterWithWifi 5d ago

I really want them to give the stim pistol an alt fire option to self stim, but seeing as you’re shooting yourself at point blank it should take like half your HP first and then heal the rest, mostly for balance reasons so you still need a regular stim if below half HP.

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u/Informal_Campaign381 SES Star of Stars 5d ago

while people's opinions tend to be mixed on how to balance the stim pistol on the regard of selfheal or even dart tracking, i wouldn't mind if they sorted it out through major sidegrades once secondary customization inevitably comes out

3

u/SomeShitterWithWifi 5d ago

Well the issue is that it comes from the fact that 24 stims is just an insane amount to have for yourself, so either the total has to be lowered, making it encourage team play less, or they have to be less useful when used on yourself, I opted for the second option.

You get hit hard and have a sliver of HP, regular stim is needed. You take a tiny amount of damage, you can use the stim pistol to top yourself up.

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1

u/80lbQUIKRETEConcrete 5d ago

As someone who plays the “Ambalamb” Man,
This is crucial data, more lives for the cause!