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Suspected Cheating Report — Anomalous Damage Survival

Summary

A player survived a volume of incoming fire that exceeds the maximum survivable damage for a maximally-healing legitimate build, given the game's own mitigation and healing constants and two independently confirmed facts (the 100 health pool and the XL medkit recovered from the player's loot). Under those confirmed parameters, survival of the observed fire — which by the reporter's account included additional teammate hits beyond the counted shots — is mathematically impossible.


Incident

Over a 24-second engagement, the target absorbed a confirmed:

  • 22 × PP7 hits (ballistic)
  • 4 × Orbit hits (energy)
  • plus additional landed shots from teammates

…and did not die.

Target build (confirmed)

Slot Item Armor Shield
Head / Shoulder / Arm / Chest 4 × Locans Ethereal 65 ea 65 ea
Leg 1 × Infensus Heavy 95 107
Hand Firstborn Gloves 30 30
Total 385 397

Confirmed parameters (not assumptions)

  • Health pool = 100 (confirmed).
  • Medkit = XL / Battle Medikit, recovered from the player's loot → 4.0 HP/s healing, 0 protection reduction. (The higher-healing Standard/Small Medikit carries a −20 protection penalty and was not in the loot; the XL is the only no-penalty medkit, i.e. the tank's medkit.)

Game constants (from data / empirical per-shot testing)

Constant Value Source
Armor mitigation coefficient 1.47 / 100 armor measured: PP7 14.4 → 12.9 vs 102 armor
Shield mitigation coefficient 1.78 / 100 shield measured: DOA 18 → 16.4 vs 90 shield
PP7 base damage 14.4 (ballistic) item data
Orbit base damage 16.2 (energy) item data
Amyl Nitrate +1.0 HP/s item data (max healing drug)
DoubleCheese / Opiatech +0.6 HP/s item data (max healing food/second drug)

Mitigation model (empirically validated): mitigation is a flat subtraction per shot, applied before fire rate. Ballistic is mitigated by armor; energy by shield.


The mathematics

1. Per-shot effective damage

Effective damage per shot: d = base − coefficient × (defense ÷ 100)

d_PP7   = 14.4 − 1.47 × (385 / 100) = 14.4 − 5.66 = 8.74
d_Orbit = 16.2 − 1.78 × (397 / 100) = 16.2 − 7.07 = 9.13

2. Total confirmed incoming damage

D = (22 × d_PP7) + (4 × d_Orbit)
  = (22 × 8.74)  + (4 × 9.13)
  = 192.29       + 36.53
  = 228.82

3. Maximum possible healing (the ceiling)

The best a legitimate build can heal is the looted XL medkit plus the two highest-healing booster slots:

H_max = 4.0 (XL medkit) + 1.0 (Amyl) + 0.6 (DoubleCheese or Opiatech) = 5.6 HP/s

4. Maximum survivable damage over the 24 s window

Effective health = starting pool + healing accrued over the fight:

EHP_max = HP + (H_max × T) = 100 + (5.6 × 24) = 100 + 134.4 = 234.4

5. The survival inequality

A legitimate target survives only if incoming damage < max effective health:

D < EHP_max
228.82 < 234.4   →  survives the 22 + 4 named shots with only 5.58 HP to spare

6. The impossibility

The surviving margin is 5.58 HP — smaller than a single shot of either weapon:

1 extra PP7 shot  = 8.74 damage  > 5.58   →  lethal
1 extra Orbit/DOA = 9.13 / 10.93 damage > 5.58  →  lethal

Therefore, with the reporter-confirmed additional teammate fire:

D_total = 228.82 + (≥1 additional landed shot)  >  234.4  =  EHP_max

Incoming damage exceeds the maximum survivable damage of a max-healing legitimate build. Survival is mathematically impossible.

Note also that to survive the 26 counted shots at all, the player must have been running the absolute maximum healing (XL medkit and Amyl and a +0.6 food/drug). XL + Amyl alone (5.0 HP/s) yields EHP = 220, which is 8.8 HP short of the 228.82 already counted — i.e. he would have died to the named shots alone. So this is not a "lucky tanky build" surviving; it is a build at the healing ceiling surviving by less than one bullet, then absorbing further fire on top.


Verification checklist for the dev team

This report's conclusion is exact provided the following hold. Each is checkable on your side:

  1. Health pool = 100. (Confirmed by reporter.)
  2. Looted medkit is XL/Battle (4.0 HP/s), and no Nanomachine Autoinjector was carried. The Nanomachine Autoinjectors heal 15–20 with no protection penalty; if one was used, it would raise the healing ceiling and could legitimately explain the survival. Please confirm the loot/inventory contained only the XL medkit.
  3. No passive/base health regeneration exists beyond equipped items and consumables.
  4. At least one additional shot landed beyond the 22 PP7 + 4 Orbit (per the reporter's account of teammate fire). The named 26 shots alone survive by 5.58 HP; the impossibility is established by any additional landed damage. A damage log or kill-cam confirming ≥1 further hit closes the proof.
  5. Medkit healing is continuous at its listed HP/s rate. (Consistent with independent time-to-kill testing.)

If (1)–(3) and (5) hold and (4) is documented, the incoming damage provably exceeds the maximum survivable damage under the game's own constants, and no legitimate loadout can account for the survival.

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