If you just want to figure out what the chance of reviving you is, i made a calculator that will do just that. It'll require you to enter your API key, but it won't be saved on the server. In fact, it won't even leave your device.
What this is about
I case you've been living under a rock, the recent medical revamp made some fundamental changes to the way revives work. It introduced a revive skill that increases with usage, and added a chance for revives to fail similarly to how busting works. That chance depends on the reviver's revive skill and the number of revives the target received in the last 24 hours. While the newspaper article that came out with the update shed some light on how that chance comes to be, it didn't reveal the exact formula. Revivers are shown the projected success chance in their confirmation prompt when reviving their target, but for the target themselves there is no easy way of knowing it. That's why i took a closer look at how it is calculated.
The Formula
Without further ado, this is the formula for the revive chance:
The attentive reader might have noticed that this introduces a new quantity score_target that hasn't been mentioned yet. This is a measure of how often the target has been revived during the last 24 hours. The reason this can't simply be the number of revives during the last day, is that the effect they have decays over time. Instead the score is introduced. Whenever a target receives a successful revive, 1 is added to its score. The added score then decays linearly to zero over a period of 24 hours. This could be formally expressed as follows:
If, for example, you just received a revive and another one 12 hours prior to that that would put your revive score at 1.5. Accordingly a 50 skill reviver would have a 86% chance to revive you.
Consequences
The higher the revive score, the faster it decays. Since each revive decays individually, the effect stacks. If you recently received two revives, then the chance to revive you grows at twice the rate as it would if you'd only received one (note that it also decreases the chance by twice the amount, so there isn't any gain here).
At high revive scores the reviver's skill has a huge impact on the revive chance and can make the difference between nonviable and easily doable. A score of 12 for example would put the chance for a reviver with 100 skill at 52%. Meanwhile a reviver with 30 skill would only have a 11.4% chance of success.
Calculator
As mentioned in the beginning, I've made a calculator you can use the figure out the chance for reviving you for any given revive skill.
(Note that it uses the revivesfull selection of the API. Due to caching this might cause wrong results if you have other tools also using that selection). Sometimes the last decimal is off by one, but i attribute that to rounding. If you notice wildly inaccurate predictions or bugs in the calculator, please let me know.
Since 12:12 today the Cloudflare has been rejecting all api requests that don't run in a browser. It's returning an HTML page stating that:
"This website is using a security service to protect itself from online attacks. The action you just performed triggered the security solution. There are several actions that could trigger this block including submitting a certain word or phrase, a SQL command or malformed data."
The try it page works, and so do tools that run in the browser like TornTools, but everything else is blocked. This seems to affect everyone equally regardless of API key and IP address. YATA and the UHC discord bot are both affected for example.
v2/user/competition is currently returning invalid responses. Instead of the team name the team field now contains the team id, which breaks deserialisation using the official api schema. There's also additional undocumented fields in the response
For NPCs the v2 api returns the string "XXXX" (which mirrors what is shown on the profile page in-game). This is not reflected in the openapi specification (according to which the field should always be an integer), and also does not mirror v1 behaviour (which does return an integer, e.g. 15642 for Duke as of today).
Sometimes the title field in the new v2 user/profile selection seems to have a trailing whitespace character which leads to it no being able to be parsed using the openapi schema.
It has been like this since this morning, but I noticed just now that I also can't open the crimes page now. When I try it says 'No such page'. That is new.
Being effectively abandoned atm is badly hurting the game and its community. Apart from replaying the same map for the entirety of the last year and the game being overrun by multis, there's also borderline game-breaking bugs that stem from the last update it received. So even if a full rewrite isn't in the cards, having an active admin and someone who could fix those issues would be a huge improvement and would save the game from its current slow decline.
faction->armor and faction-weapons currently don't return the UIDs of the unique items contained in armoury which makes it impossible to tell items apart (there are after all huge differences between items that may have the same item ID but different bonuses), and which in turn makes the API in its current state almost useless for keeping track of what weapons (and to a slightly lesser extent armour) the faction currently possesses.
The API currently claims that all ongoing chains are currently in cooldown (or at least the ones I personally checked) which breaks the chain timeout notifications of all bots and tools that offer those. Since there's still many factions on the last stretch of their 100k chains it would be great if this could get resolved quickly.