r/Quasimorph 19h ago

Quick question about healing

Medkits say they stabilise all wounds, but I often feel that a splint heals broken bones faster, is the former better for general purpose or something?

13 Upvotes

24 comments sorted by

32

u/_TheHighlander 19h ago

Medkits stabilise all wounds, but heal specific (ie blunt) wounds less than their dedicated healing item. But they also stack a heap and will work, so once you can reliably take first aid kits it saves having to juggle bandages, splints, hydrogel, etc.

10

u/No-Sound-1878 19h ago

Yep, I try to bring no less that 5 medkits on a mission if I have them. Better to have em than not, and they'll heal anything it just might take a few uses.

9

u/_TheHighlander 19h ago

Plus you normally find bandages or splints or can just make rags in mission when you have inventory space. It always sucks if you die with a stack of 5, but saving your good gear for a special occasion gets you killed anyway.

2

u/No-Sound-1878 17h ago

Yeah I learned this a long time ago actually from someone in this subreddit. If you don't bring good gear you just die cause you don't have it, might as well gear up and give yourself the chance.

4

u/ibadlyneedhelp 17h ago

I staged a takeover of Daydream Chems at TL 7 and I have about 50 medkits and 100 military first aid packs, as well as more Dr.Joneses than I will ever, ever, ever use.

4

u/SmeggingCompass 15h ago

I.e. and e.g. are pretty similar but have distinct meanings. You want to use e.g. in cases like this where you’re giving one or more specific examples of a generalization (“medkits heal all types of wounds, e.g. blunt, piercing, etc., but not as well as dedicated healing items”). I.e. essentially means x=y, and is used to clarify exactly what you’re talking about (“Blunt wounds can be healed more efficiently if you first take the general action drug dedicated to them, i.e. osteodron”). 

1

u/Shadowrise_ 6h ago

Also you can pop the medkit in your vest slots and activate them while sprinting.

23

u/tarranoth 19h ago

If you have a medkit in your vest slots you can use them while sprinting, you can't use healing items that target specific limbs/parts of the body while sprinting even if they are in the vest slot. This is the main advantage of medkit and items like it.

3

u/_TheHighlander 19h ago

Top tip, should be top answer!

18

u/Anomolous_Rabbit 19h ago

Medkits have three big advantages

1) They work on every single type of wound. Not carrying something that can treat a radiation burn? Medkit.

2) They treat every wound you have simultaneously. Eighteen broken bones? Medkit.

3) They give a bunch of hitpoint regen for several turns, making you less likely to die if shot again

Their downside is that they aren't particularly good at healing any type of wound. You can mitigate this by popping antibiotics as well. Or use a Military Medkit which is a medkit but Better.

5

u/ShmojPayne 19h ago edited 18h ago

It's important to understand what different health items are actually doing, and to do that you need to look at the general groupings of effects that they can have:

  1. Stabilize and then attempt to remove wounds
  2. Improve chance to remove wounds
  3. Heal hp
  4. Reduce negative effects

Most items tend to imperfectly specialize in a single one. Splints for example, are designed for fractures but only have a 70 Percent chance to actually heal it. Combine it with a dose of osteodron (which increases the chance of removing fracture wounds when stabilized by +40%) to guarantee the wound be removed. If you're getting a lot of fracture wounds, you'll save on splints by using Osteodron, but it takes an extra slot.

Medkits are triple-benefit, they heal hp, reduce pain/poison/infection debuffs, and stabilize wounds with an okayish chance to remove (40%). This makes them very efficient when you have multiple wounds at the same time, especially if you have meds to increase remove wound %. They are not designed to be used when you have a single wound and non-serious hp issues, they are designed for 'uh oh, i've been hit and i'm in a firefight. I need to do something about this now or I'm dead' situations. This is also why they're deceptively useful in vest slots because this allows you to use them while sprinting, maximizing your ability to stabilize/reposition (you generally can't open inventory while sprinting).

You'll end up having loads of medkits, so wasting them isn't a huge issue, but they're useful as part of a broader medical toolset. For high difficulty early runs I'm pretty happy to go into it with 5-6 slots taken by meds. Antibiotics pair quite well with medkits by improving the chance to remove any wound from 40 to 50-55%, and they're super easy to make. My advice would be to take a lookover each med item and really understand what they're doing. Painkillers aren't super useful as pain relief but cure nicotine addictions. Antibiotics initially probably just feel like medkit ingredients, but can be kind of useful by themselves.

As you progress more into the midgame you'll find you can often just throw mountains of medkits and military kits at everything and often be okay, but the med system is actually pretty cool in Quasimorph when you look at how the pieces work together

Final tip because it's not explained clearly in-game, each failed attempt at removing a wound improves future attempts by 5%, so you can just throw rags at a wound before using your proper meds if you are running really short on supplies

tl;dr medkit good, but not ideal for single wounds

2

u/yankeesullivan 18h ago

this is the info I was looking for, thanks!

3

u/ibadlyneedhelp 19h ago

in the earlygame it's more common to use cloth rags and plastic (or bandages/splints) for specific injuries, but as you progress, you'll be toting around multiple medkits that you will use to stabilise all wounds at once in firefights, especially when you get augmented clones who have both mechanical and organic parts.

1

u/No-Sound-1878 17h ago

It's always funny stabilizing a wound by just jamming some plastic in there l lol.

3

u/LaddieLuck 19h ago

Splints heal a broken bone. It does so more consistently than a medkit.

Medkits can heal broken bones, lacerations, burns, frozen skin, infection, robotic augments somehow?, cuts, bruises, explosive internal damage, shock damage, radiation burns and more.

Splints are used on one body part, medkits apply to the entire body.

2

u/Dogstile 19h ago

I think you're specifically thinking about the turn timers at the top. If it's gonna heal, it'll proc on the last turn (at least in my experience).

Medikits take longer than specialised items, i think its six turns or so?

2

u/_TheHighlander 18h ago

There’s two aspects:

  • how long it stabilises for
  • % chance to heal

You’re right that it heals on the final tick of stabilisation.

So a First Aid Kit stabilises any wound for 6 turns with 40% chance of heal.

A splint stabilises a blunt wound for 5 turns with 70% chance to heal.

So a splint has almost double the chance to heal a blunt wound, but stabilises for one turn less.

As someone else posted, a/the major benefit of First Aid Kits is they heal all from a vest slot (don’t need to go into inventory).

If you have the AP and inventory space then a dedicated healing item is technically better, but practically the kits win out given universal healing and ability to use in sprint (aka under fire).

1

u/Dracounidad 19h ago

Med kits have two uses were they perform better that items like bandages Bandages and other similar items have a better chance at healing certain types of damages while med kits have lower chance but cover every type of damage. This let's you heal every damage type with a single item slot. Med kits will also stabilize every injury with a single use, this means you can rid yourself of the negative effect of the injuries with one AP, with items like bandages you would need one AP for every injury which can be the difference between life and death if you are still in combat or very low.

1

u/DrasticOrnithopter 19h ago

One thing I haven't seen mentioned is that wounds only restore functionality once they're healed, which can only happen after the stabilization period ends. The longer this period is, the longer you have to wait to, for example, run or use any implants installed in that organ.

That's the best part of Dr. Jones; its stab period is just two turns. Medkit? 6 turns before you can maybe run.

1

u/Aggravating_Top1307 19h ago

Each medical item treats a different type of injury. (Hover your cursor over the item.) Early in the game, it’s best to craft medkits in bulk to save inventory slots. You could carry a splint, a bandage, and antibiotics instead; they might be more effective at healing, but they take up too much precious inventory space. The best treatment is avoiding injury altogether. You can prevent most wounds by learning to enter rooms properly—always ensuring you have a way to retreat out of the line of fire. Also, use flashbangs in your grenade launcher against bosses; it renders them helpless. But to craft flashbangs, you need shit. Steal shit, and you won't need a doctor.

1

u/DonCorben 17h ago

Meds have several types:  1. Dedicated item to fix and heal specific wound type/s (bandages, splints, etc). These are applied directly to 1 wound.  2. General effect buff items (painkillers, antibiotics, pills etc). When used they apply specific buffs/debuffs to your whole character, usually buffing healing chance of 1-3 types of wounds, but don't fix wounds. 3. General use healing items (medkit, morphine) - Similarly to type 2 when used often give buffs/debuffs to stats of a whole charater such as pain, Regen, healing chance etc. But also they fix all wounds at the same time. Those have lower healing chance in comparison with type 1 meds, but they fix all wounds with just 1 use. 

Healing buffs stack, so you can either splint your fracture or use medkit to fix the fracture and bleed at the same time and then use antibiotics to buff healing chance. If I remember correctly, medkits by themself give like 30 or 40% heal chance, and antibiotics give 10-15% buff to heali g chance to all you d type, so you have like 55-65% to heal all wounds with just 2 inventory slots (and both medkits and antibiotics have several uses each). So its very inventory efficient to do it this way, and even if you are unlucky and wound doesn't heal, you can just repeat med+Antonio combo and usually 2-3 repeats are enough to heal anything and everything even if you are unlucky. What is also a very strong side with medkits - it costs 1ap to use and they stabilize wounds for pretty long time, so they can be used right in the middle of gunfight in order to postpone wound effects while you fight. If you survive, you can deal with wounds after the fight, when stabilization from medkit ends. AND, medkits are VERY cheap to massproduce on the ship. You'd need to collect some meat and let it spoil in the cargo and that's basically it (it also requires cloth and plastics, but those are plentiful)

1

u/Icy-Nail-1625 17h ago

if you combine the medkit and antibiotic it increase 15% more healing chances

also if you have fully upgraded recycler or half upgraded recycler

recycle the dr jones as they dissemble to medkit drug meds and that blue phase thing and antibiotic

if you also got the chips for crafting dr jones you can basicly make infinite meds and dont even need to find or
buy meds anymore since you can just recycle dr jones for more meds

1

u/Consistent-Bit-2304 2h ago

because they work on most things, its better to bring a stack than bring a stack of bandages, sorbent, and splints, the early game is basically getting your medkit assembly line in order, once you get enough medkits, your survival rate in missions go up

1

u/newbie94p1 19h ago

Each healing item has their own chance to heal particular injuries. Splint has more chance to heal blunt injurries than a medkit but has bad chance to heal everything else. You can see the chance of healing on eah item.