Modifiers

"The secret in the sauce is that positive Action Speed modifiers are added together before being applied, whereas negative Action Speed modifiers are applied sequentially. Let's say you have Botany Knowledge (+33 %) and Resilience (+9 %), but you are Mangled (-20 %) and using Self-Care (-50 %). Charges per second will be (1 + 0.33 + 0.09) * (1 - 0.2) * (1 - 0.5) = 0.568 c/s. Healing takes 16 Charges, so it will take 16 c / 0.568 c/s = 28.16 seconds to heal."

- Louis McLean, one of BHVR's Gameplay Programmers

''' is a short Overview Article on how modifier effects from Unlockables are applied in the various Game Mechanics of '.

Overview
Dead by Daylight's interactions work based on Charges and the Game shows  main behaviours in regards to (inter-)actions, depending on whether an action is completing or depleting Charges.

Completing Actions
Completing Actions add Charges to an objective while interacting with it.

Some actions that are completing are:
 * Repairing Generators
 * Healing Survivors
 * Charging Powers
 * Cleansing Totems
 * etc.

Depleting Actions
Depleting Actions drain Charges from an objective while using it.

Some actions that are draining are:
 * Using Items

Action Speed
This type of modifier affects the rate at which Charges are added to or depleted from an Action.

By default, and if it does not specifically mention otherwise, all Actions have a default Action speed of ', abbreviated on the Wiki as '.

Stacking
Action Speed modifiers stack one of  ways, depending on whether the Speed modifier is positive or negative.

Positive Modifiers
Positive Action Speed modifiers stack additively, meaning that the individual modifiers are first added together, then applied is a combined multiplier.

Example case: stacking and
 * Default Healing charges: 16 c
 * Default Healing speed: 1.0 c/s
 * Botany Knowledge: +0.33 c/s (33 % increase to Healing speeds)
 * We'll Make It: +1.0 c/s (100 % increase to Healing speeds)

Resulting Healing speed: 1.0 + 0.33 + 1.0 = 2.33 c/s Resulting Healing time: 16 c / 2.33 c/s = ~6.87 seconds

Negative Modifiers
Negative Action Speed modifiers stack multiplicatively, meaning that the individual modifiers are applied sequentially as multipliers. This is done to prevent multiple negative modifiers from stacking to an extent that would disallow completion of an action altogether.

Example case: stacking and
 * Default Healing charges: 16 c
 * Default Healing speed: 1.0 c/s
 * Self-Care & Coulrophobia: -0.5 c/s (50 % decrease to Healing speeds)

Resulting Healing speed: (1.0 - 0.5) * (1.0 - 0.5) = 0.25 c/s Resulting Healing time: 16 c / 0.25 c/s = 64 seconds

Action Time
This type of modifier affects the required amount of Charges needed to complete or deplete an Action.

Modificatori