Repair Formulae
Repair times:
4sec per 1% + 0.2 * level
SMG/AR/RF : 8sec * 1% + 0.4 * level
cost before critical :
Manpower = ROUNDUP( a * (lostHP / totalHP) * dummylink
Parts = ROUNDUP( b * (lostHP / totalHP) * dummylink
Cost when critical :
Manpower = ROUNDUP( a * (lostHP / totalHP) * {1 + (0.30 - currentHP / totalHP) * 4} * dummylink
Parts = ROUNDUP( b * (lostHP / totalHP) * {1 + (0.30 - currentHP / totalHP) * 4} * dummylink
where
a= AR:40 / SMG:45 / RF:35 / SG:65 / MG:75 / HG:20
b= AR:14 / SMG:12 / RF:16 / SG:32 / MG:30 / HG:7
In short:
Class |
Repair time Minutes per dummy |
Repair Cost Manpower / dummy |
Repair Cost Tools / dummy |
HG | 8 | 12 | 5 |
AR | 16 | 24 | 9 |
RF | 16 | 21 | 10 |
SMG | 16 | 27 | 8 |
MG |
32 | 45 | 18 |
SG | 32 | 39 | 20 |
Basically, every dummy link lost increases repairs significantly and repairs aren't linear. Which is why shot out SMGs can take hours upon hours to repair, while scratch damage is done in seconds. Basically repair when you can. Data taken from KR wiki. I dunno why I put this here but it may be useful to someone.
Author: Katyusha
Tags: Autism Game Mechanics Math Stats