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Remove/Reduce randomness in medical chem healing
#5
"mult" is our way of dealing with the ticks sometimes being a little slower than expected. IIRC we "assume" that a life tick is every 4 seconds and that mult (by default) is 2. No, I don't know why we don't have mult be 1 by default, probably to do with the life tick previously being 2 seconds or something.

An effect can use mult to scale its effect. For example, if something heals 1 BRUTE damage per tick, we can use mult to make it heal an amount based on the actual time that has passed. If this particular tick took 50% as long again as usual, mult would be 3 (default of 2, plus 50%), so it would heal 50% more than normal in this given tick.

probmult is mostly for things that can't really have the effect scaled by a multiplier (or not in a way that is particularly well balanced), to increase the chance of it happening based on how long the tick actually was. I can't remember if probmult accounts for the default of 2 or not, but basically it means that if a tick takes 50% as long as normal to happen, the things that could occur in that tick have a 50% greater chance of applying (so turns a 10% chance into a 15% chance if the tick was 50% longer than normal).

This means that in general the effect over a long period roughly balances out. This doesn't hold true for cases where it would increase the probability to over 100%, so is best used for things that have a relatively low percentage chance of happening in order to properly scale.

EDIT: "probmult" doesn't change the all-or-nothing aspect, but means that it triggers roughly the same amount over a longer time frame regardless of the lag. Using "mult", removing the prob part and reducing the amount to scale by the current probability would "fix" the thing you're talking about. I would argue that that's not desirable in all cases. Many chems already do work this way, though.
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RE: Remove/Reduce randomness in medical chem healing - by Mordent - 08-12-2021, 12:16 PM

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