Topic on Talk:Ghoul

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ZeeHedgehog (talkcontribs)

How was "Healing 200 hp/day, plus roughly 75 hp/day from the 800% Injury Healing Factor and 150% Natural Healing Factor" achieved? my testing shows that the Ghoul Regen hediff is unaffected by Genes, implants, or Serums. as for the Ghoul's natural healing factor, my testing/math shows a Ghoul with Superfast wound healing, Healing enhancer, and Juggernaut serum will heal 96HP/day when standing, and up to 208HP/day when in laying in a hospital bed.

So I'm getting a total of 196-308HP/day of healing for a Ghoul in the best case scenario. This is not factoring in any inefficiencies created by the natural healing factor waiting on the Ghoul Regeneration to heal missing limbs.

If Quandangv sees this, or anyone else who knows I'd love to learn.

Quandangv (talkcontribs)

The extra 100HP/day comes from the void touched hediff from the pawn that completed the anomaly ending. That pawn can be duplicated by the corrupted obelisk to create ghouls with base regen of 200HP/day

ZeeHedgehog (talkcontribs)

Wow! It never occurred to me to try and duplicate a Void Touched pawn, as the game seems to forbid duplicating Creepjoiners. I assumed a similar factor was at play. That means that the best-case scenario Ghoul can heal as much as 408hp/day, if they have Superfast would healing, Juggernaut serum, Healing enhancer, and are in bed awaiting a medical operation.

Amazing work comrade. Using a wooden hand with a power claw is also quite clever. I've been using power claw + hand talon + 2 elbow blades, but the DPS and armor penatration with your proposed setup is higher.

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