Do No Harm

Do No Harm

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Humor Mixing Guide
By Onthinax
How to mix humors for the Transformations
   
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Basic info for Humor Mixing
Be prepared to do some math to get your mixing done.
  • Fishman Transformations start showing up on (I believe) Day 13, but you don't get the ability to mix humors until (again, I believe) Day 15, so your injections will all be way less effective until then.
  • Some of the symptoms can only be found using the Magnifying Glass or Stethoscope, so purchase these as quickly as you can.
  • Knowing how the humor circle works is very important for this.
  • Mixtures do not need to fully fill the syringe for an ideal dose. I've done a mixture with a total dose of 3 that worked.
  • The transformation pages in your book will have pictures that have dosage levels on them, THIS IS ONLY THE DOSAGE FOR YOUR STARTING HUMOR, not for the entire mix.
  • All the mixing is just math, and you want to end up with a dosage mixture that gives you a +3.
  • At Transformation Level 1, the cure humor is 1/2 as effective as normal and you have to mix 2 humors, at Level 2, it's 1/3 as effective and you have to mix 3, and at Level 3, it's 1/4 as effective and you have to mix 4. It says this on each page but it's worded as 2 times weaker, 3 times weaker, and 4 times weaker, which confused MY brain at first.
  • So for example, on a level 1 transformation, if you use 1 dose of Blood and you get a +0.5 on their medical card, that means it's actually a +1 on the humor circle. For a level 2, 0.3 would be +1 (they use rounding for this math), for a level 3, 0.5 would be +2.
  • Negatives are NOT affected by this. If you give them one Blood and it shows -1 on the medical card, that is it's actual value on the humor circle, no matter what Tranformation Level the patient has.
  • PLEASE SEE THE SECTION ON LEVEL 3 TRANSFORMATIONS BEFORE YOU BASH YOUR HEAD AGAINST A WALL TRYING TO DO THEM.
Identifying starting humor and dose
  • You will be using the Fishman Symptoms pages to diagnose, and some symptoms are only detectable using the Magnifying Glass or Stethoscope.
  • These pages are used ONLY to find your starting humor, not to find what you're mixing in.
  • For this example, let's say the patient comes in with these markings, and these symptoms. So, we know it's a Transformation Level 1, the cure will be Blood, and a dosage between 1-3. All this means is that the Blood dosage will be 1-3, not the final mixed dose.
  • You inject your patient with a 3 dose of blood, and you see they're healed +1 on the medical card. Now you go to your humor circle.
Using the humor circle to choose dose mixes
  • So now, looking at the humor circle. Like it says in the previous section, single treatments are two times weaker (half as effective) before they are mixed. Since 3 Blood gave us +1 on the card, it's REALLY going to be +2 on the circle, so you move your 3 in Blood to the +2 section
  • Now, we have to make a total of +3. 6, 7, and 8 all fall under +1 which would achieve this. Our syringe only has 9 slots, so we'll go with 6 in Phlegm.
  • So now, we have a 3 in Blood that gives us +2, and a 6 in Phlegm that gives us +1, for a total of +3. Now it's time to mix.
Mixing humors
  • You select the "mix" option, then select 3 Blood on the syringe.
  • Move over to your Phlegm humor, and select 6.
  • You now have a total dose of 9, that SHOULD give you a Fully Healed state when you apply it to the patient.
Level 3 Transformations
LEVEL 3 TRANSFORMATIONS CANNOT HAVE AN IDEAL DOSAGE, IT TAKES MULTIPLE INJECTIONS TO HEAL THEM
  • Though the page makes it a little unclear, you CAN'T get an ideal dosage by mixing 4 medicines. You can get a +2 on some, but not a +3, and many you can only get a +1.
  • YOU CANNOT DO THE IDEAL MIXTURES IN MULTIPLE INJECTIONS. An IDEAL mixture means ONE injection.
  • Your options for a Level 3 Transformation are: Heal in increments, kill, partial heal, or sign without healing.
  • On chill mode, you may not want to go about killing them or just signing the sheet without at least getting them to a +1 healed (Feeling Better), as there is a set amount of patients each day and your negative rep can build up.
  • On classic mode, it's pretty easy to balance it out if you move quickly, BUT, kill too many and you get a BIG fine from the cop.


    Mixtures that result in a +2 for a Level 3 Transformation:
  • Anything where a Humor dose of 1, 5, or 6 would normally = +3 for non-transformation patients.
  • How you know this? You give them a dose of 1, or 5 or 6, for example 1, 5, or 6 doses of Blood (whichever is the case for that patient), and on their card you see it gave them a +0.8
  • For Level 3 Transformations, everything is divided by 4, so a +3/4 = +0.8 (they round for this)
  • Now let's use the 1 dose of Blood for this example, and set your Humor Circle so that Blood 1 is on the +3 section

  • Looking at this, you can do a mixture of: 1 Blood (+3), 1 Phlegm (0), 1 Yellow Bile (0), and 6 Black Bile (-1) to get a total of +2

  • This works for a dose of 5 = +3 or 6 = +3 as well, because you would have (for example) 6 Blood (+3), 1 Phlegm (-1), 1 Yellow Bile (+1), and 1 Black Bile (-1) for a total of +2, or 5 Blood (+3), 1 Phlegm (-1), 1 Yellow Bile (+1), and 2 Black Bile (-1) to get a total of +2
    Mixtures that result in a +1 for a Level 3 Transformation:
  • Anything where a Humor dose of 2, 3, or 4 would normally = +3 for non-transformation patients.
  • I'm not going to show the math here, but using the above you should be able to work out how to get a +1 on a 2, 3, or 4 dose being set at +3 for a Level 3 Transformation

I have not yet experimented with a 7, 8, or 9 resulting in a +3, I will experiment and update the guide once I have answers.
8 Comments
newwindwolf14 12 Jul @ 10:54pm 
im sorry im still very confused about this. math was never my strong point.
Mediocre Ned 15 Mar @ 7:31pm 
I think you should mention in the guide that in some cases mixing humors can be useful even when the patient is not suffering from the fishman transformation. When two humors can cure the patient you can mix two +1 doses to make a +2 dose or even +1 dose and +2 to make +3 dose if you want to. This can save humor medicine and time in some cases, when say the both 1 yellow and 1 black are both +1, by mixing them you get a +2. So you can cure the patient with just 2 doses if you want to play it on the save side and only just 2 shots and 3 medicine, as opposed to multiple of +1 doses.
Onthinax  [author] 13 Mar @ 9:46am 
The guide has been updated now that I have gotten confirmation from the devs that not being able to heal the level 3 transformations in one shot is not a bug.
Onthinax  [author] 13 Mar @ 7:05am 
@MaxyNe you're probably right and you could use something to mix that gives a 0 if the first number gives +3, I was just trying to show it with doing actual math!

@Jack Ryan yeah I should change the wording on that one, it's not that you CAN'T heal them it's that you can't get a perfect injection because you can't mix yet. I'll edit it.
MaxyNe 12 Mar @ 2:43pm 
Why do you suggest to keep using blood-3 in transformation-1 example? With non-mixing case blood-2 would be the solution, so why don't we use it here? Should we mix it with something that gives 0 then? What happens if we give mix with +4 sum?
Jack Ryan 12 Mar @ 11:23am 
"Starts onday 13 but can't heal them yet"
I'm so happy to say that I just reached day 13, and some dude came, receiving only half healing.
But I somehow still managed to heal him completely, though it did use a good amount of medicine.
Managing to quickly pinpoint the perfect dosage allows you to heal for 1.5, and using the right "alternative medicines" as support after that thanks to knowing which ones will help healing by then.
lekangs09 7 Mar @ 11:40am 
i doubt this is a bug but rather intentional game design. The idea is its extremely difficult to get an instant heal, so is it worthwhile doing multiple rounds of healing to get them "fully healed" or just do a conservative treatment and send them off.
This is probably why it says "i can treat them, but should I?"
Coolguy 7 Mar @ 10:45am 
the example you give for a level 3 transformation looks solvable unless you absolutely must do it in a single injection - many transformations do not require that in my experience thus far.

if you have 3 injections, 2 phlegm, 2 black bile, 1 blood, 1 yellow bile will be 3 + 0 + 0 - 2 => 1 for 5 medicine. inject 3 times for a net of +3 to cure a normal (0) sick patient. with 5 injections even a Near Death (-2) patient can be cured. there's no way you're turning a profit on that patient but you do what you can.