Healing experiment

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Healing experiment

Postby Xcom » Wed Aug 20, 2014 8:17 pm

Did some science on healing or more specifically the speed you heal. Also did experiments on bandages and leaches.

The following terms are used
SHP = Soft Health Points
HHP = Hard Health Points
MaxHP = the maximum health points of the player.

Bandage tests gave the following results.

-You heal 3.3% of your total health (HHP) every 600 seconds or 10 min.
-The bandage only heals a total of 10 times meaning one bandage can only heal 33% of your total health (HHP). A total 100% of your health by that logic takes 5 hours, of course because of rounding you need 5h and 0-20 min to get that extra healing that rounding calculations shave off.
-Relogging seams to have no impact, neither does any damage taken stop the bandage effect. But it seams the bandage will either heal or fail to heal in case your full of health.
-The quality of the bandage seam to have no effect either.
-After the bandage effect wears off it becomes redundant. This means after 10 min x 10 healing = 100min or 1 hours 40 min the bandage effect wears off and either needs to be replaced for a new bandage to keep healing or kept on for a stylish look.


Regular Healing:

-Each time interval increases the health (SHP) of your character by one until it reaches the maximum HHP.
-Each health increased will reduce 1 point of your hunger. If counting the hunger bar as having 1100 total points going from 0% starvation to 100% over stuffed.
-Your character will only heal if your hunger meter is above (80%) total hunger or above 800 hunger points. This means you need to be in the green, orange or overstuffed region of your hunger to benefit from healing.
-Following is the speed of healing health point at different believes. Night time starting at 18:00 and ends at 6:00. Day starting at 6:00 and end at 18:00.
+Full "Day" believe, healing during day: 1 health point per 6.66 seconds or 540 health per hour. 3x faster then neutral.
+Full "Day" believe, healing during night: 1 health point per 60 seconds or 60 health per hour. 3x slower then neutral.
+Neutral: 1 health point per 20 seconds or 180 health per hour. Same during night or day.


Leaches:

-Leaches can also heal your HHP, when they do SHP damage. The amount HHP healed is equivalent to the SHP damage taken.
-Leaches never kill your character if your conscious, they need to knock you out first. If your unconscious they will kill you though as leaches can only do HHP damage when your knocked out and have no SHP left. As the knock out timer is smaller then 100 seconds it means self equipping a single leach can never kill you, even if you have 1 HHP left.
-A leach sucks blood 3 times and does damage based on its quality. The equation for the amount damage can be found on wiki.
-The time between leach effect is 100 seconds. It takes 300 seconds or 5 minutes for the leach to bloat after being attached on the player.
-It takes 8h real life or 24h in game time for the leach to go back to normal after becoming bloated if its not equipped.

Deer:

You can heal yourself by feeding deer a carrot as well, the amount healed is the same as the quality of the deer.
Level 10 deer heals 100 SHP points.
Level 9 deer heals 99 SHP points.
Level 8 deer heals 90 SHP points.
Level 7 deer heals 80 SHP points.

Knock out time:

-The time a player stays knocked out was measured to 62-66 seconds.
-The time a player stays knocked out could not be increased by doing more damage while the target was knocked out.
-While staying knocked out the player didn't heal SHP. The SHP stayed at 0.
-After the knocked out timer runs out the player heals 1 SHP and the small birds disappear. But the player will still appear to be laying down even though you are no longer considered as knocked out.

Below is the method used to determine the following data. As it's only meant as an example it only shows one of the recording taken.

Following is the health readouts of a character with full "day" belief healing during daytime.
The first numbers are SHP/HHP/MaxHP. The last number is the time in milliseconds.
Code: Select all
Health: 478/682/712 36700
Health: 479/682/712 42771
Health: 480/682/712 48647
Health: 481/682/712 54807
Health: 482/682/712 60994
Health: 483/682/712 67172
Health: 484/682/712 73240
Health: 485/682/712 79284
Health: 486/682/712 85595
Health: 487/682/712 91775
Health: 488/682/712 103797
Health: 489/682/712 109847
Health: 490/682/712 115888
Health: 491/682/712 122148
Health: 492/682/712 128506
Health: 493/682/712 134729
Health: 494/682/712 140860
Health: 495/682/712 146861
Health: 496/682/712 152875
Health: 496/682/712 158767
Health: 496/682/712 158767
Health: 497/682/712 159117
Health: 498/682/712 164988
Health: 498/682/712 167848
Health: 498/682/712 167848
Health: 499/682/712 171349
Health: 500/682/712 183741
Health: 501/682/712 189879
Health: 502/682/712 195936
Health: 503/682/712 201993
Health: 504/682/712 208021
Health: 505/682/712 214479
Health: 506/682/712 220644
Health: 507/682/712 226638
Health: 508/682/712 232737
Health: 509/682/712 239051
Health: 510/682/712 245231
Health: 511/682/712 251212
Health: 512/682/712 263464
Health: 513/682/712 269512
Health: 514/682/712 275828
Health: 515/682/712 282154
Health: 516/682/712 288215
Health: 517/682/712 294456
Health: 518/682/712 300667
Health: 519/682/712 306919
Health: 520/682/712 312929
Health: 521/682/712 318923
Health: 522/682/712 325266
Health: 523/682/712 331437
Health: 524/682/712 343630
Health: 525/682/712 349971
Health: 526/682/712 356055
Health: 527/682/712 362305
Health: 528/682/712 368343
Health: 529/682/712 374381
Health: 530/682/712 380372
Health: 531/682/712 386672
Health: 532/682/712 393032
Health: 533/682/712 399344
Health: 534/682/712 405591
Health: 535/682/712 411588
Health: 536/682/712 417835
Health: 537/682/712 430087
Health: 538/682/712 436178
Health: 539/682/712 442339
Health: 540/682/712 449700
Health: 541/682/712 456011
Health: 542/682/712 462587
Health: 543/682/712 468599
Health: 544/682/712 474590
Health: 545/682/712 480770
Health: 546/682/712 486820
Health: 547/682/712 492951
Health: 548/682/712 499162
Health: 549/682/712 505367
Health: 550/682/712 511889
Health: 551/682/712 518281
Health: 552/682/712 530714
Health: 553/682/712 536847
Health: 554/682/712 542977
Health: 555/682/712 549087
Health: 556/682/712 555336
Health: 557/682/712 561517
Health: 558/682/712 567728
Health: 559/682/712 573799
Health: 560/682/712 580619
Health: 561/682/712 586671
Health: 562/682/712 592824
Health: 563/682/712 598973
Health: 564/682/712 605179
Health: 565/682/712 611768
Health: 566/682/712 617917
Health: 567/682/712 630432
Health: 568/682/712 636445
Health: 569/682/712 642887
Health: 570/682/712 648981
Health: 571/682/712 654983
Health: 572/682/712 660985
Health: 573/682/712 667017
Health: 574/682/712 673191
Health: 575/682/712 679229
Health: 576/682/712 685344
Health: 577/682/712 691685
Health: 578/682/712 698153


Using math (698153 - 36700) / 100 = 6614.53 milliseconds or 6.66 sec per healing.

The percentage chance to gain HHP health when a leach effect wasn't tested. Will follow up on that at a later date.
Last edited by Xcom on Wed Aug 20, 2014 8:57 pm, edited 6 times in total.
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Re: Healing experiment

Postby Lordtimo » Wed Aug 20, 2014 8:26 pm

Nice work, just 1 thing is wrong, a leech dont do damage equivalent to its quality. q10 Leech e.g. wont do 10 damage, it will make 3 per tick so 9 at all. Taken from wiki: "Leech takes "floor(leech_Q*3/10)" hitpoints with a single bite. "
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Re: Healing experiment

Postby Xcom » Wed Aug 20, 2014 8:29 pm

Thanks for pointing that out. Was badly worded, edited for clarity.
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Re: Healing experiment

Postby Darthjew » Wed Aug 20, 2014 8:43 pm

Interesting info, especially the deer part - I knew they can heal you, but thought they heal the SHP. 100 HHP instant heal is kinda useful.
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Re: Healing experiment

Postby Xcom » Wed Aug 20, 2014 8:46 pm

Its only SHP healing. I'll add that too.

It would be nice to find super deer in the wild that actually did heal HHP. Maybe in Hafen.
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Re: Healing experiment

Postby Ninijutsu » Wed Aug 20, 2014 9:59 pm

Xcom wrote:You can heal yourself by feeding deer a carrot as well, the amount healed is the same as the quality of the deer.

Image
Of another era.
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Re: Healing experiment

Postby vatas » Thu Aug 21, 2014 12:55 pm

I once wondered into the wilderness with carrot and fed it to Deer assuming it would heal my HHP. Was disappointed.
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Re: Healing experiment

Postby vatas » Fri Oct 24, 2014 9:33 pm

I was chatting with people and we ended up discussing gauze quality. I insisted quality does not matter referring to this experiment but then somebody came up with the idea that gauzes effective quality is capped by the constitution of the hearthling it is applied to. If you did all your tests on fresh spawn alts this theory could apply.
The most actively maintained Haven and Hearth Wiki (Not guaranteed to be up-to-date with all w14 changes.)

Basic Claim Safety (And what you’re doing wrong) (I recommend you read it in it's entirety, but TL:;DR: Build a Palisade.)

Combat Guide (Overview, PVE, PVP) (Tells you how to try and escape, and make it less likely to die when caught.)
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Re: Healing experiment

Postby LadyV » Fri Oct 24, 2014 10:22 pm

Xcom did you test dusk and dawn chains or Day/night beliefs in your healing experiments?
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Re: Healing experiment

Postby mvgulik » Fri Oct 24, 2014 11:04 pm

<snip> forgot something.

PS: Not dumping any initial setup data (like used character stats) is not the scientific way. ;)
(As it hinders/blocks reproducibility of experiments.)

Other than that.
Nice work. :)
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