Yes, I tested both.
The more you know~
Yes, I tested both.
The more you know~
I don't think anyone is dumb enough to die that many times to bring it to 1000 energy.
@Kevomatic - He said self reviving, which means after losing the 30% you revive yourself so you, as the reviver, gain the 30%. I thought this was obvious considering it says "HEAT RESTORED" but I guess its really not. Unless of course it says that when someone else revives you too in which case i totally missed it.
I don't think anyone is dumb enough to die that many times to bring it to 1000 energy.
I've seen people die and revive themselves 3 times in a level even when nobody else was dead and could have revived them easily. Maybe they wanted to keep their heat, obviously they didn't want it enough to not ragequit after they died the fourth time.
Notice I said to bring it to 1000 energy. There ARE stupidly persistent people out there (heck I'm one in real life) but I don't think people would bring their own all the way up to 1000. I notice in Tier 1 that people revive constantly since the cost is lower and they have less experience with the fact that energy is pretty vital. I used to revive back in Tier 1 when I needed it (I was solo though so it couldn't be helped) but I always made a limit for myself, if the cost became 16 then it was time to go.
All that said I still see people who wind up reviving entire parties even when someone only needs 5 energy to revive themself while the entire cost may be at least 50, and typically more. The furthest I've gone reviving myself was 20 energy revive because we were in an arena and I was crunched for time anyway and just wanted to get through the tier. I don't think people understand that you can revive people when you're dead either. I usually do this is the situation permits.
There are two main reasons I've made this topic:
1) People have claimed that you lose 30% of your heat whenever you died and that heat was not recoverable even if you revived yourself with energy, and I was always suspicious of this as the times I've healed myself during Jelly runs did not lose as much heat as it should've. Confirmed myself today that others were mistaken.
2) I was "dumb" enough to revive myself to 1000CE today, twice infact to confirm. At the same time as the heat test infact (it's like killing two pigeons with a bar of gold). I've done these type of things before in previous topics; spent tons of CE to investigate parts of the game. I've done it for trinket defense effectiveness and UV defense effectiveness (am still suspecting nick announced the UV update-fix due to my testing as I publicized it...). And yes, I could afford to do so.
I once saw somebody revive all the way to 1000 in a jelly king run. Needless to say he was the only player who died for most of the run, but I realised he'd gone that far when I died near the same time as him towards the end of the run. I was smart enough to wait for somebody else to revive me, but... Cost to revive all: 1005, with only the two of us dead? I've seen it happen.
This was a month ago, or so. It's rare to run into the same player more than once, so I don't know if he still plays, but reviving yourself that far when you're seriously trying to win (and don't have to revive yourself once!) is a sign of having more money than sense.
To say nothing of people testing it, but I already knew at a third person's expense :P
You kept reviving when you did those tests? I thought you'd have exited the level then went back to save energy. Anyway its kind of contradictory to be dumb while investigating and experimenting. By dumb I meant the guy that OverDingle explained in his post.
Whew. Thank you for taking one for the team.
That's good to know, that heat is maintained if you revive using energy.
Interesting.
@yoshi, I've seen people revive multiple times at 1000ce while others were still alive. They are lucky it has a cap.
Many people I've run into who do this see it as their mistake and don't want to take health from others. I see reving as part of the game dynamic and it can conserve overall team health and energy.
You know you really didn't have to waste all that CE... you could have just read the posts in the announcement board, where you can read the exact update where they specifically capped the revival cost at 1000. That said, the part about the heat was interesting. I did not know this. Still, I don't think any amount of heat is worth even 1 CE (and certainly not the 800 CE the heat amp costs for a mere 2 days at a paltry 20%) so it's really better to just let someone else revive you and deal with it.
Oh no, it's not like I had initially intended to to find the cap, I was more curious if anything. I was initially testing the heat loss, and wanted to die enough times to make sure I wasn't mis-interpreting how strong the heat symbol was.
And the heat wasn't really worth that much to me, but I had gotten so profitable over the course of the week due to the unbinding thing that I went to my usual "test something in SK using a ton of CE" splurge. And admittedly, I've been looking to buy the heat amp because heating things to sell is becoming such a chore.
Oh no, it's not like I had initially intended to to find the cap, I was more curious if anything. I was initially testing the heat loss, and wanted to die enough times to make sure I wasn't mis-interpreting how strong the heat symbol was.
It should take at most two or three deaths to test whether or not you lose heat when you self-revive. You shouldn't use 1000 CE to test it. To me, The fact that you died so many times in order to test this suggests that the method you used is flawed.
I want to test this myself but can't right now. I will later.
To me, The fact that you died so many times in order to test this suggests that the method you used is flawed.
Why would repeating a test so many times be flawed? It's certainly not cost-effective, but a hallmark of any good test is repeatability. Put another way: if dying 8 times shows that you don't lose heat, dying less times will not be any more accurate.
What striator said. Additionally, I wanted to make sure with even less doubts that CE revival doesn't lose any heat at all. I myself was suspecting that people would suggest that if not 30%, some other fraction could be possible. Unless the loss is something almost insignificant like 5%, I think 9 straight revives would be enough to notice a change in heat symbol (which was a strong heat).
Also my method was repeated in the same room before an elevator:
1) Die on spikes
2) Revive
3) Repeat 1 & 2
Not much room to actually mess up there.
I noticed this some time ago, since the wiki page is a bit ambiguous about whether self-reviving costs heat or not.
The fastest heat farming method I've found so far is to just spam revives when I find myself in a really bad pickup group in lower T2 and self-rez when I run out of capsules and health so I hold onto all that accumulated heat.
Instead of using large numbers of revives, you could take two players into an arena, each armed with a single stun gun or other no-star equipment as the only equipment needing heat. One player dies on the spikes at the end and revives. Take screenshots of the heat gained by the two items at the end, which can be compared to pixel precision.
Yeah, Haze Bombs were suggested a long time ago with that method.
I just have no patience for getting another person to participate in tests I do, as usually they're spur-of-the-moment. I do recommend someone to do that to concretely show it though.
A player that dies in a level will lose 30% of the heat they had collected so far. Should a dead player be revived by another player, the lost 30% will be given to the rescuer.
http://wiki.spiralknights.com/Heat#Heat_and_Defeat