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Recovery
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== Cooldown cuts == Every time you use a [[Loot Action]] while that action is still on cooldown, Recovery rolls for a '''cut'''. A cut removes a share of the action's full cooldown: 5 minutes for Fish, 7 minutes for Hunt, 10 minutes for Explore and 20 minutes for Mine. A 10% cut on Mine removes 2 minutes. Cuts are rounded down to whole seconds and can never reset a cooldown completely. Three things decide how well Recovery works: * '''Total Module levels.''' Add up the levels of all your unpaused Recovery Modules. Five Modules at level 15 make 75 levels; 25 Modules at level 15 make the maximum of 375. More levels raise the chance of a cut, the size of a cut and how many actions one roll can reach. * '''Charge.''' The numbers below assume a full charge meter. At half charge both the chance and the size of a cut are halved. With no charge there are no cuts. * '''Mode and Heat.''' The numbers below assume Normal mode and a Bay that is not running hot. Underclocked mode halves the chance; Overclocked mode doubles it, up to a limit of 50% per roll. Once Heat passes Unstable the chance starts to fall, and it is lowest at Critical. === Chance of a cut === The chance of a cut grows with your total Module levels, up to a ceiling set by your Recovery Cut Potency [[Bay Upgrades|upgrade]] tier. Every Bay with a Module has at least a 1% chance. The ceiling is reached at 225 total levels; more levels after that do not raise the chance further. {| class="wikitable" |+ Chance of a cut per roll (Normal mode, full charge) |- ! Total Module levels !! Potency 0 !! Potency 1 !! Potency 2 !! Potency 3 !! Potency 4 !! Potency 5 |- | 25 || 1.2% || 1.4% || 2% || 2.6% || 3.1% || 5.3% |- | 75 || 1.5% || 2.3% || 4% || 5.7% || 7.3% || 14% |- | 150 || 2% || 3.7% || 7% || 10.3% || 13.7% || 27% |- | 225 or more || 2.5% || 5% || 10% || 15% || 20% || 40% |} === Size of a cut === Each cut that lands is either a '''small trim''' or a '''bigger cut''': * A small trim removes 8% to 10% of the cooldown (as little as 5% on a Bay with very few levels). * A bigger cut lands anywhere between the small trim's lowest value and a maximum that grows with your total Module levels. Bigger values are rarer: split that range into four equal parts and a cut lands in the lowest part 40% of the time, then 30%, 20% and only 10% in the top part. * More levels make bigger cuts more common. Overclocked mode also makes them a little more common, and Underclocked mode a little less. {| class="wikitable" |+ Cut size at each milestone (Normal mode, full charge) |- ! Total Module levels !! Small trims !! Bigger cut range !! Average cut !! Biggest Mine cut |- | 25 || 50% of cuts || 5.8% to 11.6% || 7.9% || 2 min 18 s |- | 75 || 50% of cuts || 7.2% to 18.7% || 10.1% || 3 min 44 s |- | 100 || 50% of cuts || 8% to 22.2% || 11.2% || 4 min 26 s |- | 150 || 44% of cuts || 8% to 29.3% || 12.9% || 5 min 52 s |- | 225 || 34% of cuts || 8% to 40% || 16.2% || 8 min |- | 300 or more || 25% of cuts || 8% to 40% || 17.3% || 8 min |} The average cut is the share of the cooldown removed by an average landed cut, counting both small trims and bigger cuts. === More than one action per roll === The action you just used is always rolled first. Total Module levels add extra rolls for other actions: {| class="wikitable" |- ! Total Module levels !! Actions rolled each time |- | up to 75 || 1 |- | 76 to 150 || 2 |- | 151 to 300 || 3 |- | 301 or more || 4 |} Each extra roll picks a [[Loot Action]] and has its own chance of a cut, from the same table above. An action that is not on cooldown is skipped. Without the '''Recovery Targeting''' [[Research]] node and the Focus Slots upgrade, extra rolls can only pick the action you just used, so they stack more cuts onto it. With them, extra rolls can reach your other actions: each Focus Slots tier adds one more action in the order Fish, Hunt, Explore, Mine, and the top tier lets you choose them yourself. When one roll cuts the same action more than once, each repeat is weaker: the second cut is half size, the third a quarter. With the '''Cross-System Recovery''' [[Research]] node, repeats lose less between 300 and 375 total levels, ending at three quarters of the previous cut. === Lockout === After a cut lands, Recovery pauses for 30 to 60 seconds before it can roll again. Rolls that land no cut do not start a pause. The Lockout Reducer upgrade shortens the pause, and total Module levels shorten it a little more: {| class="wikitable" |- ! Lockout Reducer tier !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 |- ! Pause after a cut (375 total levels) | 27 to 54 s || 21 to 42 s || 15 to 30 s || 10 to 21 s || 6 to 12 s || 3 to 6 s |} Even fully upgraded, the pause is at least 3 seconds, so cuts cannot land on every single action.
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