Killing Floor 2 stats
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Table based on PC v1.057.
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Feel free to ask a question. Right click on the cell - insert comment.
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External links
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Weapon stats.Link
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Weapon change log.Link
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ZED change log.Link
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Perk change log.Link
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Difficulty change log.Link
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Guide: How to preview weapon skins.Link
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Gameplay mechanics
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Gameplay - Afflictions.ZED can be immobilize by different types of afflictions.
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Afflictions (aka Incaps) are all possible ways to immobilize a ZED. All afflictions stack - with each single hit from the weapon featuring certain amount of the Power, ZED's stacking meter goes up. At the same time ZED resists to this meter by dissipating it at rate of Dissipation Rate which is a timer that constantly goes down. Upon reaching the Incap Threshold ZED become afflicted by listed type of affliction for the duration of Incap Duration. Different body parts of ZEDs may be resistant or vulnerable to certain types of the weapon powers, in such case incoming power will be multiplied by Vulnerability multiplier. Note: exposive weapons apply the weapon power proportionally to ZED-Explosive proximity - the closer to ZED explosion happens the more power it will give.
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Knockdown is a special move where ZED goes into "ragdoll" state. Knockdown followed by getup animations. By any means only 5 ZEDs allowed to be knocked down at time. Once fell on the ground, ZED will be having up to 1.5 seconds before being forced to get up (check interval - 0.2 seconds). Knocked down ZED will die instantly if it will fall from the height greater than 7.5 meters. ZEDs with dismembered limbs cannot play knockdown / getup animations.
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Stun is a special move where ZED goes into "sleeping" state. Stun animation has different duration and depend on ZED type. Stun followed by wakeup animations.
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Stumble is a special move where ZED goes into "stumble" state. Hits from different angles cause different stumble animations, each stumble animation has its own duration. After playing stumble animation for random (0.5-0.75) seconds ZED will be able to interrupt it by taking hit from the weapon which Melee hit power / Gun hit power will be greater than ZED's Melee hit / Gun hit resistance. Additionally ZED should not be in cooldown to applied type of the power, otherwise stumble animation will not be interrupted.
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Melee hit / Gun hit (aka Hard hits / Medium hits) are ZED's reactions. Whenever "hit" ZED's AI paused for listed amount of time ("AI pause, on melee hit" for Melee hits and "AI pause, on gun hit" for Gun hits). Gun hit / Melee hit can interrupt ZED's special moves (if listed power > ZED's resistance, ZED is not in cooldown and such move can be interrupted by design). The "Melee hits" and "Gun hits" terms are abstract. Firearm can have Melee hit power and Melee weapons can have Gun hit power assigned to them. The significant difference between them is the duration of the reaction.
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Snare slows ZED's movement by 30% (x0.7 multiplier). Snare and Bleeding speed debuffs are multiplicative, total speed mod is 0.7 x 0.7 = x0.49.
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Poison / Microwave / Fire / EMP affliction cause ZED panic, EMP Disrupt cancels ZED's certain abilities (special attacks, sprinting).
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Freeze temporary stops ZED's movement.
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Bleed. Bleeding is a ZED state, when bleeding ZEDs takes more incap power towards its incap meter, moves 30% slower (stack with Snare for total of x0.49 speed multiplier), does 30% less damage (x0.7 multiplier) and attacks 25% slower (animation-wise, as bleeding multiplies the duration of animation by x0.8). Bleed increases amount of the incap power taken by ZED: by default amount of the power given by damage type is "1 + perk incap bonuses", instead bleeding ZED take "1.3 + perk bonuses" amount the weapon powers towards its affliction meter. For the duration of bleed affliction ZEDs shrink in size, however their hitboxes remain the same. ZED affected by bleeding as long as it's stacking meter above the Incap Threshold.
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Radial damage sources (eg. grenades) have their respective powers adjusted according to ZED-to-Explosion proximity. Explosion gives maximum amount of the given powers at its epicenter and minimum at its edge. Weapon powers scale up / down linearly.
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Affliction priority (highest first): Knockdown - Stun - Stumble - Freeze - Snare - Melee hit - Gun hit - EMP - Burn - Poison - Microwave - Bleed.
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Gameplay - Armor.Armor has three levels on integrity.
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Armor has 3 levels of integrity - High (when it has more than 75 points), Medium (when it has 50-75 points) and Low (when it has less than 50 points). Each integrity level allows to absorb different amount of damage: High = absorbs 75% of all incoming damage, Medium = absorbs 65% and Low = absorbs 55% of all incoming damage. Amount of the damage to absorb depending on current armor state (if player takes hit while having 76 points of armor, absorbed percentage will be at High level). If damage given to player will be greater than amount of the armor he/she has, player will lose all his/her armor and the rest of the damage will be dealt to the actual health.
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Heavy Armor Training skill of the SWAT and Survivalist's passive armor ability ignore the armor absorption rate - armor always takes full damage acting like a second health pool. Additionally armor of the SWAT perk (but NOT of Survivalist) drained at the decreased rate - as long as player will be wearing armor all incoming damage towards it will be multiplied by x0.65. However 100% absorption rate only guaranteed if incoming damage (per single attack or damage tick) will be lesser than current amount of the armor - otherwise incoming damage to health will be decreased by amount of the remaining armor (Damage To Health = Base Damage - Amount of the Armor) and amount of the armor itself will be decreased by 65% (New Armor = Old Armor - Old Armor x 0.65).
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Example 1: SWAT player with 100 HP and 100 AP takes 60 points of damage in single hit. This amount of the damage is lesser than amount of the armor player has so on top of 100% absorption rate player will take only 60x0.65 = 39 points of damage to armor.
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Example 2: SWAT player with 100 HP and 20 AP takes 40 points of damage in single hit. This amount of the damage is greater than amount of the armor player has so firstly damage to health will be decreased by amount of the armor i.e. 40-20 = 20 and secondly amount of the armor player has will be decreased by 65%: 20 - 20x0.65 = 7. The player will end up having 80 HP and 7 AP.
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Gameplay - Crashing / falling damage.Landing on pawn may cause damage to it. Landed pawn will be pushed off.
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Falling pawns (ZEDs or Humans) may cause damage to other ZEDs or Humans by landing on them (players cannot damage friendly players). Amount of the damage depend on the falling velocity and mass of both pawns. Damage to take is an integer value of ((1 - Falling Velocity / 400) x Mass of Falling Pawn) / Mass of Pawn That Getting Crashed). Note that Falling Velocity is a negative value, maximum falling velocity = 40 m/s (-4000 units / second).
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After landing on top of pawn's collision cylinder landed pawn will be pushed away by getting extra velocity (including Z-axis) into random direction.
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ZEDs do not take damage from falling. Information on falling damage for players can be found in Player Tab, "Falling damage" section.
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Gameplay - Damage over time (DOT).Some weapons or ZED attacks can apply damage over time (DOT).
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Damage over time uses "DOT scale" which is multiplier for initial amount of damage given by weapon / ZED, this amount of the damage will be repeated for the duration of "DOT duration" within intervals of "DOT interval".
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More than one type of DOT can be applied at time, in such case each DOT type will be having its own damage, duration and interval. If DOT of same type applied at target (for example "new" Fire vs. "old" Fire) game will check the effectiveness of "new" DOT in terms of total damage (total damage = DOT damage x (DOT duration / DOT interval)) comparing to "old" DOT. If "new" DOT will be more "effective" then it will be applied (including new and updated damage, duration and interval values) otherwise "old" DOT will be used for its remaining duration. For example DOT from Flamethrower direct hit in most cases will be more "effective" than DOT from splash damage so it will overwrite splash DOT and vice-versa - DOT from splash damage will be "less" effective than DOT from direct hit so it will not overwrite remaining direct hit DOT.
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Amount of DOT ticks and DOT duration / interval: the first DOT tick is not instant but rather kicks-in only after <DOT interval> seconds. On top of that DOT wears off completely when <DOT duration> value become less than <DOT interval>. For example, Caulk n' Burn (DOT duration = 1.7s, interval = 0.4s) has only 3 DOT ticks on it: tick 1 starts at 1.7 - 0.4 = 1.3s mark, tick 2 comes next at 1.3 - 0.4 = 0.9s mark, tick 3 takes place at 0.9 - 0.4 = 0.5s mark. Even though there is a space for tick 4 which could have happened at 0.1s mark, it actually does not happen because DOT wears off 0.1s later after tick 3 (by this time DOT duration become < DOT interval).
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Field Medic's Hemogoblin weapon is an exception to the rule above. Each projectile of this weapon applies its own DOT, with its own (yet the same) damage, duration and interval making it the only weapon that can spawn multiple instances of the same DOT type.
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Note that DOT calculation takes on account a DEFAULT damage value of the weapon and does not depend on amount of the actual (initial) damage taken by ZED. For example, Bloat vs. Spitfire Revolver: Bloat is resistant to ballistic handgun damage of the Spitfire and only takes 35%, 40x0.35 = 14. This, however, does not mean that DOT (which is 80% of the Spitfire damage) will be 14x0.8 = 11. Actual DOT is % of the default weapon damage which is 40x0.8 = 32. Since Bloat is neutral to fire, 32 is exact amount of damage given to it per DOT tick. This means that damage types of the DOT and its causer are treated separately in terms of damage calculation.
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Player takes twice less damage and affected by twice less time from Fire DOT when healed (damage x 0.5, duration x 0.5).
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Berserker affected by any forms of DOT for 20% less time than any other perk.
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Gameplay - Doors.Doors have two types of the health.
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Doors have weld integrity (can be restored by Welder) and maximum health (cannot be restored). Regardless from game difficulty ZEDs do same amount of the damage to door (damage amount is ZED-specific).
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Support has passive skill that allows to repair destroyed doors. Each welder attack restores 7 points. Door will be restored once it accumulate total of 255 points.
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Information on doors can be found in Player Tab, "Doors" section.
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When door is welded, ZEDs may try to attack it or will try to find another path to the players. Generally the higher door weld integrity is, the more ZEDs attacking or pending to open it already - the greater chances for ZEDs to try to find another path.
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Depending on amount of ZEDs attacking the door it takes additional damage. With each next attacker door takes 10% more damage per single attack, up to 100% more damage (x2 damage multiplier) when it being attacked by 10 ZEDs at once.
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Bosses have an ability to destroy closed unwelded doors by sprinting (bumping) into them.
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Gameplay - Dosh.Dosh can be earned or granted on respawn.
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Amount of the Dosh player getting on kill depend on the Base Dosh Reward, Dosh Kill modifier, Wave Length modifier, percentage of the damage dealt to ZED and finally on Game Length Dosh Scale modifier.
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Base Dosh Reward: Clots (all) - 7, Bloat - 17, Crawler - 7, Gorefast (-fiend) - 12, Stalker - 15, Husk - 17, Siren - 25, Scrake - 75, Quarter Pound - 75, Fleshpound - 200, bosses - 500 (King Fleshpound - 2500). PvP ZEDs have their own Dosh rewards (actual numbers can be found in PvP Tab).
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Dosh Kill modifier: Normal - x1.2, Hard - x1, Suicidal - x1, HOE - x0.9.
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Wave Length modifier: 1 player - 1, 2 players - 2, 3 players - 2.75, 4 players - 3.5, 5 players - 4, 6 players - 4.5.
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Notes
Weapons
ZEDs
Perks
Player
Difficulty
PvP
Gamemodes
XP
Changelog