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1 | Killing Floor 2 - Stats and Mechanics | ||||
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4 | Various in-game statistics, data and information. Table based on PC v1.130. | ||||
5 | Feel free to ask a question. Right click on the cell - insert comment. | ||||
6 | HTML view / mobile is not recommended, may not display notes, colors and formatting will be off. Remove /htmlview?sle=true and all after in link text. | ||||
7 | "Dollar for a dance? Dollar for a dance!". If you like what i'm doing and want to support me, i accept dosh: 4274320065656483 (Visa) | ||||
8 | External links | ||||
9 | Spreadsheet: Effectiveness of reload canceling. | Link | |||
10 | Guide: How to preview weapon skins. | Link | |||
11 | "Dollar for a dance? Dollar for a dance!". If you like what i'm doing and want to support me, i accept dosh: 4274320065656483 (Visa) | ||||
12 | Gameplay mechanics | ||||
13 | Gameplay - Afflictions. | ZEDs can be immobilized by different types of afflictions. | |||
14 | 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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19 | Knockdown is a special move where ZED goes into "ragdoll" state. Knockdown followed by getup animations. By any means only 5 ZEDs are allowed to be knocked down at time (this rule, however, implies 5 separate instances of knockdown - each ZED can be knocked down individually only if in the world there are less than 5 already knocked ZEDs, otherwise it is possible to knockdown much bigger groups of ZEDs, for example with the single explosion). Once knocked to the ground, the ZED will be evaluating its getup possibilities within 0.2 second intervals, ZEDs with velocity greater than 100 uu/s or whose rigid body is still awake and simulated should skip getup animation untill their next evaluation check. Up to 25 checks (due to code specifics - actually 32) with 0.2s intervals between each two allowed before ZED will be forced to get up back on feet, this results in overall maximum knockdown time of 6.4 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. Every ZED can be knocked down when player lands on top of its head, in such case following powers and their normal cooldown values will be applied on this ZED: Knockdown Power = 500, Stumble Power = 200, Gun Hit Power = 100. | ||||
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26 | Stun is a special move where ZED goes into "sleeping" state. Stun animation has different duration depending on the ZED type. Stun followed by wakeup animations. | ||||
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28 | Stumble is a special move that makes ZED play specific animations where ZED looses its balance and / or trips and almost falls on the ground. 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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32 | Melee hit / Gun hit (aka Hard hits / Medium hits) are ZED's reactions. When "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). Both terms are abstract - firearm can have Melee hit power and Melee weapons can have Gun hit power assigned to them, the only significant difference between them is the duration of the reaction. NOTE: as for the current version ZEDs use "AI pause, on melee hit" timers to pause their AI for the duration of either reaction. | ||||
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37 | 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. | ||||
38 | Poison / Microwave / Fire / EMP affliction cause ZED panic, EMP Disrupt cancels ZED's certain abilities (special attacks, sprinting). | ||||
39 | Freeze temporary stops ZED's movement. | ||||
40 | Bleed - bleeding is a ZED's state, when bleeding ZEDs takes more incap power towards its incap meter, moves 30% slower (stack with Snare for a total of x0.49 speed multiplier), does 30% less damage (x0.7 multiplier) and plays melee attack animations 25% slower (incap divides the duration of melee animation by 0.8). 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 takes "1.5 + 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 its stacking meter above the Incap Threshold. Cooldown on this affliction meaning that upon hitting 100 points of bleeding power on ZED's incap meter (not 65 where bleeding start its effects) ZED stops taking any further bleeding power applications until cooldown expires which makes it impossible to maintain constant bleeding. In theory it is possible to avoid cooldown while keep bleeding effect active by keeping ZED's incap meter in range of (65-99), however it is next to impossible on practice. | ||||
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46 | Big head is an affliction exclusive for HRG Head Hunter (see this weapon's section for information on how it works). | ||||
47 | Shrink power reduces ZED's size, up to x0.5 scale. ZEDs shrank to critical size (below incap limit) will die regardless of their current health. For every 100 of Shrink power applied (all ZEDs except Matriarch are neutral to this incap, Matriarch does not accept Shrink power at all), game adds +1 x ZED's Shrink Modifier to this ZED's counter called "Current Effect" (for example, for every 100 Shrink power for Clot it will add 1 x 2 = 2 to "Current Effect", for Scrake 1 x 0.2 = 0.2). Once value of ZED's "Current Effect" is increased to 10, this ZED will die instantly (except bosses, which do not die by getting shrunk). The further ZED shrinks, the more damage it takes from all sources, up to 100% more damage (x2) when it is reduced to its minimal size (10 on the "Current Effect") but again by that time ZED (except bosses) will die anyway. Shrink power dissipates at rate of -10 per second, once all power is gone, ZED's "Current Effect" counter resets back to 0 and this ZED is slowly returns back to normal size. | ||||
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53 | Radial damage sources (e.g. explosives) have their incap powers adjusted according to ZED-to-Explosion proximity. Explosion provides maximum amount of the powers at its epicenter and the minimum at its edge. The intensity at which incap powers scale down over the distance from the explosion epicenter depends on the explosion falloff - the greater its the faster explosion will be loosing its incap powers, as such explosions with no falloff will always apply full weapon powers regardless of proximity. | ||||
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57 | Affliction priority (highest first): Knockdown - Stun - Stumble - Freeze - Snare - Melee hit - Gun hit - EMP - Burn - Poison - Microwave - Bleed. | ||||
58 | Various incap powers can be applied on ZED at the same time, however, when either Knockdown, Stun, Stumble or Freeze incap is IN-PROGRESS (threshold is reached and ZED playing specific animation), the other 3 of these incaps CANNOT appear and for the duration of given incap and ZED DOES NOT accept any incap powers towards these 3. For example, stunned ZED does not take any knockdown, stumble or freeze powers at all. | ||||
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61 | Effect-based incaps (EMP - Burn - Poison - Microwave - Bleed) can co-exist with each other and all other incaps. They can appear along any other incap at the same time, however they do not override ZED animations - instead (for their remaining duration) they start playing right after ZED animation ends. However, these incaps themselves can be overridden by either Knockdown, Stun, Stumble or Freeze. NOTE: ZED that is currently suffering from any effect-based incaps but Bleed DOES NOT accept any Stumble powers. | ||||
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65 | Note: blocking ZED become completely immune to the effects of Knockdown, Stun and Stumble (does not accept incap powers at all). All other incaps during the block getting their powers reduced by 80% (ZED accepts only 20% of the incap powers), power mitigation effect begins after 0.25 seconds since the block move started. | ||||
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68 | Gameplay - Armor. | Armor has three levels on integrity. | |||
69 | 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 the 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 depends on the 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 they have, player will lose all their armor and the rest of the damage will be dealt to the actual health. Remaining health and armor values are integers, therefore ROUNDED DOWN. | ||||
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73 | Heavy Armor Training skill of the SWAT and Survivalist's passive armor ability ignore the armor absorption rate - armor always take 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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78 | 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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80 | 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 35%: 20 - 20x0.65 = 7. The player will end up having 80 HP and 7 AP. | ||||
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83 | Gameplay - Crushing / falling damage. | Landing on pawn may cause damage to it. Landed pawn will be pushed off. | |||
84 | Falling pawns (ZEDs or humans) may cause damage to other ZEDs or humans by jumping and landing on top of them (players cannot damage friendly players). Amount of the damage depends from 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 Crushed). Note that Falling Velocity is a negative value, maximum falling velocity = 40 m/s (-4000 units / second). After landing on top of the pawn's collision cylinder landed pawn will be pushed away by getting extra Z-axis velocity into random direction. | ||||
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88 | ZEDs do not take damage from falling. Information on falling damage for players can be found in Player Tab, "Falling damage" section. | ||||
89 | Gameplay - Damage over time (DOT). | Some weapons or ZED attacks can apply damage over time (DOT). | |||
90 | As a rule of thumb, in order to take DOT ZEDs (and players too) have to lose some of their health in the first place. Damaging armored zones such as E.D.A.R's torso or head should not apply DOT status at all, same goes for players - taking armor-only damage results in no DOT applications. Should the player hit any of the armored ZED's exposed body parts and trigger DOT sequence, the armor is always to take damage over time FIRST, protecting actual health for while it lasts. As with all the other forms of indirect damage, DOT damage is getting split between all existing armor pieces for equal parts. | ||||
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94 | Damage over time uses "DOT scale" which is multiplier for initial amount of the 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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96 | 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 the same type is applied on 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), calculation does not imply ZED's resistances and perk damage bonuses except ones that modify DOT duration) comparing to the "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 stay for its remaining duration. For examplel, 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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102 | 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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106 | Possible bug: if amount of DOT ticks gives integer value without leftover, on high computing rates, whether it is server or local play's FPS, the last DOT tick (one that supposed to happen by the very same moment game ceases DOT timer as it is mentioned above) might not even happen at all. For example, in low FPS game the attack of Hemogoblin (DOT duration - 5.0s, interval - 1.0s) does 4 ticks of damage: tick 1 at 4.0s mark, tick 2 at 3.0s mark, tick 3 at 2.0s mark and finally tick 4 at 1.0s. However in high FPS game for this weapon there is a probability to cause only 3 ticks (at 4.0s, 3.0s and 2.0s marks). The last tick, that could have happened at 1.0s mark (which is exactly where remaining DOT duration value become less than DOT interval), most likely will not appear. In theory this bug might be avoided by increasing DOT duration by minuscule amount (e.g. from 2.0s to 2.05s) which will not change total amount of DOT ticks but will shift their intervals leaving some time for the last one to be processed. | ||||
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112 | 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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114 | Note that DOT calculation takes on account DEFAULT damage value of the weapon and does not depend from amount of the actual (initial) damage taken by ZED. For example, Bloat vs. un-upgraded 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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118 | The DOT damage is only getting increased via perk's bonuses if its damage type is on-perk for that perk and, as it has been said, does NOT depend from the initial damage and what bonuses the initial damage gets (including hitzone multiplier that does not affect DOT). For example, Mac-10 in hands of both - SWAT (with +25% damage bonus) and Support (no damage bonuses), will be applying exact same amount of damage per tick, because its DOT damage type is not on-perk for either, unlike the damage type of bullet what causes such DOT. | ||||
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122 | Player takes twice less damage and affected by twice less time from Fire DOT when healed (damage x 0.5, duration x 0.5). Every new healing application (dart or gas tick) will be reducing previous Fire DOT values by half. | ||||
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124 | Berserker is affected by any form of DOT for 20% less time than any other perk. | ||||
125 | Beam attack of the Firebug's Microwave Gun uses "Microwave" for its DOT damage type, however it still considered as "Fire" hence cannot co-exist with other fire DOT damage types. | ||||
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127 | Gameplay - Damage reduction. | How game calculates damage to player. | |||
128 | Following sequence used to mitigate incoming damage to player: | ||||
129 | 1. For blockable damage types multiply damage by weapon's parry or block value: Damage = Damage x Parry or Block Multiplier. Outcome is an integer (ROUNDED DOWN). | ||||
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131 | 2. Apply perk's resistance bonuses. Multiple bonuses are additive, e.g. lvl 25 Berserker with active Parry skill will be taking only 1-(0.30+0.10) = 0.60 or 60% of all incoming damage. Damage = Damage x (1 - Sum Of All Bonuses). Outcome is an integer (ROUNDED DOWN). | ||||
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133 | 3. Multiply damage value by Field Medic's Coagulant Booster bonus (10% per stack, either x0.9, x0.8 or x0.7). Damage = Damage x Coagulant Booster Multiplier. Damage ROUNDED. | ||||
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135 | 4. Reduce damage due to Armor. See "Gameplay - Armor". | ||||
136 | During the trader time player takes no damage at all - all incoming damage is being set to 0. | ||||
137 | Gameplay - Doors. | Doors have two types of the health. | |||
138 | Doors have weld integrity (can be restored by Welder) and maximum health (cannot be restored). Base values are 1500 and 4000, they may vary depending on a specific map. Regardless of the game difficulty ZEDs do the same amount of the damage to door (damage amount is ZED-specific). Players can damage welded doors by explosives (door takes base explosive damage, unaffected by skill bonuses), ZEDs damage doors by all of their attacks. | ||||
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141 | Support has passive skill that allows to repair destroyed doors. Each welder attack restores 7 points. Door will be restored once it accumulate a total of 255 points. | ||||
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143 | Information on doors can be found in Player Tab, "Doors" section. | ||||
144 | 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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146 | 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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148 | Bosses have an ability to destroy closed unwelded doors by sprinting (bumping) into them. | ||||
149 | Gameplay - Dosh. | Dosh can be earned or granted on respawn. | |||
150 | Amount of the Dosh player getting on kill depending from 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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152 | Base Dosh Reward: Clots (all) - 7, Bloat - 17, Crawler - 10, Gorefast (-fiend) - 12, Stalker - 15, Husk - 17, E.D.A.Rs - 17, Siren - 25, Scrake - 75, Quarter Pound - 75, Fleshpound - 200, bosses - 500 (King Fleshpound - 2500), Abomination Spawn - 10. PvP ZEDs have their own Dosh rewards (actual numbers can be found in PvP Tab). | ||||
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155 | Dosh Kill modifier: Normal - x1.2, Hard - x1, Suicidal - x1, HOE - x0.9. | ||||
156 | Wave Length modifier: 1 player - 1, 2 players - 2, 3 players - 2.75, 4 players - 3.5, 5 players - 4, 6 players - 4.5. | ||||
157 | Game Length Dosh Scale modifier: Short game - x1.75, Medium game - x1, Long game - x0.8. | ||||
158 | Earned Dosh calculated by formula: | ||||
159 | 1. Calculate Adjusted Dosh value = Base Dosh Reward x Dosh Kill modifier x (Amount of the players / Wave Length modifier) x Game Length Dosh Scale modifier. Outcome is a FLOAT variable. | ||||
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161 | 2. Calculate Score Denominator value = Adjusted Dosh / Total Damage Taken By ZED. Outcome is a FLOAT variable. | ||||
162 | 3. Calculate player's dosh cut that depends from % of inflicted damage: Earned Dosh = Round (Damage Inflicted By Player x Score Denominator). | ||||
163 | 4. If player has assisted in ZED kill but did not kill it themself, calculate Assistance Dosh value = Round (Earned Dosh x Perk Assist Dosh Modifer). Relevant for Sharpshooter which is the only perk in game that gets 10% more dosh (x1.1 multiplier) for assists. | ||||
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165 | % of Damage Dealt in the formula above implies how much damage exactly each player inflicted to ZED compare to overall amount of the damage taken by this ZED by the moment of its death. | ||||
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167 | Depending on game difficulty and current wave number player will recieve different amount of the Dosh or respawn. Information on amount of the Dosh player can get on respawn can be found in Difficulty Tab, "Dosh on respawn" section. | ||||
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169 | End wave Dosh bonus is a total amount on Dosh earned by all players during the last round divided between all living players into the equal parts. | ||||
170 | Gameplay - Game conductor. | System that modifies difficulty "on the fly". | |||
171 | Game Conductor is a game system that dynamically adjusts game difficulty based on overall performance of the human team. | ||||
172 | Within 1 second intervals Game Conductor uses quite complicated mechanism to evaluate this overall performance. It involves a lot of individual variables allocated to game actions listed below. At the end of each tick all these variables are being processed in a specific manner with a specific criteria assigned to certain actions made by human team: | ||||
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175 | - Calculation of overall accuracy of the team (shots fired / shots hit) with headshots having greater impact and some perks to be slightly handicapped in order to smooth out final variable between high and low precise perks. | ||||
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177 | - ZED's average and overall lifespan (time to live after they have seen a human player) - in that matter the faster players kill ZEDs the better their performance. | ||||
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179 | - Overall health and ammo status of the human team - the healthier players are and more ammo they have - the harder it would be. Ammo and health have equal weights in this evaluation. | ||||
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181 | Due to complexity of calculation of each variable it is next to impossible to get a clean picture from just bare numbers, although the most important variables (that are possible to observe in an offline solo game by using DisplayAll command) would be: | ||||
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183 | DisplayAll KFGameConductor OverallRankAndSkillModifier (pretty much it is the final variable to defy team's performance), any value below 0.5 would be underperforming, 0.5 is a golden mean and over 0.5 would mean that team is doing well making game harder. | ||||
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185 | DisplayAll KFGameConductor CurrentAIMovementSpeedMod (movement mod for ZEDs on this difficulty, could be different from per-difficulty base speed mod). | ||||
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187 | DisplayAll KFGameConductor CurrentSpawnRateModification (current spawn mod for ZEDs). | ||||
188 | Details on the Game Conductor's difficulty adjustments and its boundaries can be found in Difficulty Tab, "Game Conductor" section. | ||||
189 | Despite common misconception, Game Conductor does not alternate ZED squads to spawn. | ||||
190 | Gameplay - Healing. | Players can heal themselves or each other. Healing other players gives Dosh reward. | |||
191 | Healers apply health instantly but regeneration takes time. When healed player regenerate health at rate of 1 HP per 100ms (making it 10 HP per second), this rate is equal for all perks. Amount of health in player's "health to regenerate" pool will never be more than Maximum Health - Current Health. Each next iteration of healing updates "health to regenerate" pool by its value. Healing decreases damage and duration of fire DOT by half. | ||||
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194 | Amount of the Dosh given to player from healing other players calculated as Earned Dosh = (Given Health / Player's Max Health) x 60, where Given Health value is amount of health provided by healer. Given Health is adjusted accordingly to the healing tool and healer's perk but will never be more than Maximum Health - Current Health value. | ||||
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197 | Gameplay - Item pickups. | Amount of the item pickups increases with game progression. | |||
198 | Amount of the item pickups that can be active at time depends from the game difficulty and current wave number. | ||||
199 | Information on item pickups can be found in Difficulty Tab, "Maximum amount of items that can exist at same time" section. | ||||
200 | Gameplay - Movement speed. | Movement speed depends from amount of the health and carrying capacity. | |||
201 | Player can lose up to 15% of the movement speed depending on their current HP. Movement speed decreases linearly from 0 to -15% based on amount of the player's health: 100+ HP = no penalty, 0 HP = -15% speed loss. Having 100+ HP results in no speed loss at all. | ||||
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203 | Player can lose up to 8% of the movement speed when carrying 15/15 (or 20/20) blocks of weight. Movement speed decreases linearly. | ||||
204 | Heavy melee attacks causing player to pause current movement input for 100ms, as a result there is slight movement pause prior to each of these attacks. | ||||
205 | Information on movement speed can be found in Player Tab, "Movement speed" section. | ||||
206 | ADS-walking / crouching / both-at-the-same-time speed is 40% of the player's default walking speed (i.e. unaffected by health loss and extra weight). Gunsliger's Steady skill multiplies ADS-walking speed by x2, SWAT's Tactical Movement multiplies both ADS-walking and crouching speed by x2.5. Sharpshooter's Stability skill instead multiplies player's walking / sprinting speed by x1.5 but only when crouching (hence x0.4 multiplier should be applied as well) making Sharpshooter the only perk whose extra movement speed depends from the health and weight. Additionally while ADS-walking speed of the SWAT is independent from health and weight, its crouching speed actually depend (only) from the HP loss. | ||||
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210 | Gameplay - Parrying. | ZED attacks might or might not be parried with the melee weapons. | |||
211 | Melee weapons have Parry Strength and ZEDs have Parry Resistance. The incoming attack can only be parried with the weapon that has the same or the greater Parry Strength than ZED's Parry Resistance. This rule DOES NOT apply at the damage mitigation process - parry window of the melee weapon lasts for the duration of its "brace-in" animation, any ZED attack encountered during this time will have its damage multiplied by the weapon's Parry damage multiplier OR if the "brace-in" animation is finished already - by the weapon's Block damage multiplier. The damage reduction does happen regardless of strength / resistance variables, however unlike blocking, parrying an attack causes ZED to play its stumble or parry-stumble animation. Some of the ZED's strong attacks (indicated with the red glow around their arms) cannot be parried in terms of stumbling ZEDs back but the damage mitigation for these attacks will still be there. | ||||
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217 | After player leaves the block state there is 0.5 seconds cooldown before they can trigger another block/parry animation. Player can only successfully parry or block the attack while facing the enemy. The required area covers 170 degrees angle in front of the player, 85 degrees to the each side from the view point. | ||||
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220 | Gameplay - PvP mode. | Player-controlled ZEDs have different stats. | |||
221 | Player-controlled ZEDs have their own, different HP / Afflictions / Resistances / Movement / etc. values. Information on this can be found in PvP Tab. All missing data not related to AI controlls should be taken from ZEDs Tab. | ||||
222 | |||||
223 | If PvP ZED does not have resistance / weakness value for the given damage type it means that this value is taken from its parent (PvE) variant. | ||||
224 | Gameplay - PvP mode (anti-griefing). | PvP gamemode has anti-griefing system. | |||
225 | Whenever during the wave time there will be no spare AI ZEDs to spawn, human-controlled ZEDs will be affected by anti-griefing system that will punish them for avoiding engagements. After spending 30 seconds without dealing or taking damage within 2 second intervals they will be taking damage that is 5% of their maximum health. | ||||
226 | |||||
227 | |||||
228 | Gameplay - Stand Your Ground objectives. | An optional tasks rewarding players with Dosh, XP and Vault Dosh. | |||
229 | In Survival mode on official maps starting from wave 2 there is a 35% chance for an optional "Stand Your Ground" objective to appear. Upon receiving such objective players will be tasked to make their way into the designated area of the map. In this area players will have to kill ZEDs in exchange of extra Dosh, Vosh and XP. The reward counter starts with 0 and gets filled completely when 70% of all wave's ZEDs are killed within this area. Rewards given of objective deactivation, either after completing (full reward) it or by the end of the wave (rewards depend on % of ZEDs killed compare to 70% of the wave's total ZEDs). | ||||
230 | |||||
231 | |||||
232 | |||||
233 | It does not matter what ZEDs players kill - they all increase counter by exact same amount: Reward Per ZED = Promised Dosh / (0.7 x Wave Total AI). | ||||
234 | Base Dosh rewards per game length / wave can be found in XP Tab, "Objective rewards" table. | ||||
235 | Gameplay - Trader. | Next trader is picked randomly. | |||
236 | The next trader chosen by game is picked randomly from the list of available traders. Once picked it will be removed from that list until game runs out of available traders, when so the game will reset that list starting next cycle. This makes it so every trader will only be selected once per single cycle. | ||||
237 | |||||
238 | However, scripted traders are possible to set, as an example the Steam Fortress map in Objective mode has predetermined trader locations based on current wave. | ||||
239 | |||||
240 | To see list of available trader triggers one may use command: DisplayAll KFGameInfo TraderList (or GetAll, solo play only, DisplayClear to clear entries). | ||||
241 | To see currently predetermined (scripted) trader trigger: DisplayAll KFGameInfo ScriptedTrader (or GetAll, solo play only, DisplayClear to clear entries). | ||||
242 | Gameplay - ZED decapitation. | ZEDs can be decapitated when shot in the head. | |||
243 | Whether weapon will decapitate or will it kill ZED instantly depends from amount of taken damage and remaining body health of the ZED. ZED can only be decapitated when it takes damage greater than its remaining head health but lesser than its remaining body health (as causing damage to head causes damage to body at the same time and having body health drained results in instant death). Note that when player lands a head blowing shot the extra damage to ZED's body health will be done as well - essentially ZED takes extra damage which is at least 25% of its maximum health plus the weapon damage itself (see step 10 of "ZEDs - Damage to take" mechanic for detailed information). If ZED will manage to have its head health depleted while still having positive body health value, it will be crippled and put into "headless wandering" state where it will stop sprinting and cloaking, get slower rotation rate and will be limited to basic headless attacks. An internal "headless bleedout time" will then start leaving just a couple of seconds for this ZED to live. If by the moment of decapitation ZED will be doing any kind of move other than heading towards players (such as playing attack or taunt animation), such animation will be ended instantly and ZED die without wandering around. | ||||
244 | |||||
245 | |||||
246 | |||||
247 | |||||
248 | |||||
249 | |||||
250 | Note that ZEDs DO NOT loose health gradually when bleeding to death, however players are still free to shoot them. Taking out their remaining health will finish them off prematurely. | ||||
251 | |||||
252 | E.D.A.R enemies do not bleed to death upon decapitation but extra damage application still happening, there are also other benifits such as them loosing accuracy and becoming unable to sprint. | ||||
253 | |||||
254 | Gameplay - ZED frustration. | Five remaing ZEDs at the end of each wave will enter frustration mode. | |||
255 | Whenever during the wave time there only 5 ZEDs remains, following ZEDs will enter frustration mode. In this mode ZEDs will be forced to sprint regardless of their normal sprint conditions. It takes them random (2.5-5) seconds to enter such mode. Scrakes, Fleshpounds and bosses cannot get frustrated. | ||||
256 | |||||
257 | |||||
258 | ZEDs spawned during the boss wave are always frustrated. | ||||
259 | Gameplay - ZED Time. | ZED Time occurs upon killing ZEDs or killing players. | |||
260 | ZED Time slows the world to 20% of its normal speed, ZED Time duration is 3 seconds, ZED Time is a timer, ZED Time can only be reset (not extended). | ||||
261 | DOT-based damage types (e.g. Fire, Microwave, Freezethrower beam, Toxic as well as killing single targets with C4, bodyshot-killing ZEDs with Hemogoblin or killing ZEDs with Reducto Ray) do NOT trigger ZED Time events. | ||||
262 | |||||
263 | Information on ZED Time can be found in Player Tab, "ZED Time" section. Instances where ZED Time can be triggered are separated from each other, for example there is 2.5% chance for ZED Time to appear after killing a ZED and at same time there would be another 5% ZED Time chance if ZED was killed by headshot. | ||||
264 | |||||
265 | |||||
266 | ZED Time can affect players either partially or fully. If ZED Time appears and there are no players-in-ZEDTime or ZEDs nearby, player will enter ZED Time partially - world time will be slowed down but player will retain full movement / reload / weapon swap speed. Player will enter ZED Time fully as soon as they spot/get spotted by another player-in-ZEDTime or ZED or will simply perform a shot with the firearm. There are different visual and sound effects for entering either of ZED Times. | ||||
267 | |||||
268 | |||||
269 | |||||
270 | When ZED Time kicks in, variable ZedTimeExtensionsUsed (which is assigned to "game" and not to a certain player) will be reset to 0. On each next kill during the time ZED Time active the game will be checking how many times player can extend (reset) it - by default every perk has ZedTimeExtension of 1, Commando has it up to 6 at level 25. If amount of the ZedTimeExtensionsUsed variable will be less than player's ZedTimeExtension, the ZED Time will be reset and ZedTimeExtensionsUsed counter will be increased by one. In other words first ever extension can be performed by any perk but all further - only by Commando. By any means only 6 ZED Time extensions can be used in single ZED Time chain (again, since it is bound to global "game" class). | ||||
271 | |||||
272 | |||||
273 | |||||
274 | Normally ZED Time will not trigger on braindead ZEDs (dummy pawn), however ZED Time evaluations for headshot kills or for explosive kills do not require AI Controllers and will work regardless. | ||||
275 | |||||
276 | ZED Time's time dilation does not change instantly when ZED Time is over. Instead during the last 0.5s of the ZED Time the game linearly accelerates world speed from 0.2 to 1 (blending out) providing smooth transition from slow-mo to normal speed. During this blending out time it is still considered that ZED Time is active and it is still possible to extend (reset) its duration. | ||||
277 | |||||
278 | |||||
279 | Gameplay - ZED Time resistance. | ZED Time resistance determines for how much subject should be affected by slow-mo effect. | |||
280 | Certain skills provide ZED Time resistance. By default actions (shooting, moving, reloading etc.) have no ZED Time resistance at all (weapon equipping and putting down has ZED Time resistance of 35%). These skills add % of how much certain action has to be resistant to slow-mo effect: 0 (0%) - no resistance, 1 (100%) - full ZED Time resistance. ZED Time slows the world to 20% of its normal speed (0.2 vs. 1), the subject of change which is being modified by skills is for how much the world is slowed: 1 - 0.2 = 0.8. If skill gives full ZED Time resistance, the action will be happening at rate of 0.2 + 0.8 x 1 = 1 (i.e. at full speed), if skill gives 50% resistance the action will be happening at rate of 0.2 + 0.8 x 0.5 = 0.6, so when everything will be slowed to 20% (by 5 times) the said action will only be slowed to 60% of its normal speed, i.e. by 1 / 0.6 = 1.67 times. | ||||
281 | |||||
282 | |||||
283 | |||||
284 | |||||
285 | Weapon swapping has ZED Time resistance of 35%. When ZED Time occurs, weapon swapping slowed by 1 / (0.2 + 0.8 x 0.35) = 2.08 times. Commando's Tactician skill adds additional 30% to the base 35% resistance value making weapon swaps in ZED Time only 1 / (0.2 + 0.8 x (0.35 + 0.3)) = 1.39 times slower than if it would be in real time. | ||||
286 | |||||
287 | |||||
288 | Gunslinger's and Survivalist's passive ZED Time Reload bonus (up to +75% at level 25), instead, decreases time that it takes to play reload animation by 3% per level: at level 25 it only takes 25% of regular reload time to finish the animation which increases reload speed in ZED Time by 4 times. Gunslinger's Fan Fare skill cancels passive ZED Time Reload and instead gives it full ZED Time resistance. | ||||
289 | |||||
290 | |||||
291 | Gameplay - Units. | Speed, distance and radius values in Killing Floor 2 measured in Unreal Units. | |||
292 | 1 Unreal Unit (uu) equal to 1 centimeter. | ||||
293 | Perks - Attack / reload speed. | These attributes change the duration, not speed. | |||
294 | Despite the fact that perk description says "+X% of speed", it does not directly change the speed but instead it decreases duration of the attack / reload animation by listed value. For example -25% duration of the reload animation will actually increase its speed by 1 / 0.75=1.33 or 33% and -50% of the melee attack animation will increase its speed by 1 / 0.5 = 2 or 100%. This rule also applied on ROF changing skills - 25% faster firing actually means that it takes 25% less time to perform subsequent shot which increases Rate Of Fire by 33.3%. | ||||
295 | |||||
296 | |||||
297 | |||||
298 | Combination of few speed bonus applied at same time is a result of multiplication, not a result of sum. For example if two speed bonus (-15% and - 30%) applied at time the final speed bonus will not be -45% but instead it will be (1 - 0.15) x (1 - 0.3) = 0.595 = 41.5% less time to play the animation. This increases actual speed by 1 / 0.595 = 1.68 times. | ||||
299 | |||||
300 | |||||
301 | Perks - Damage calculation. | Calculated damage is an integer value. | |||
302 | Note: Upgrade bonuses take place before all other calculations. Each upgrade is a multiplier toward weapon's DEFAULT damage value, it overriders (does not stack) the previous upgrade: 20 x 1.1 -> 20 x 1.2 etc. Upgrade calculations imply interger values: 15 x 1.1 = 16.5 = 16. Upgrades do NOT improve Bash damage. Upgrades do NOT improve Ground Fire / Residual Flame damage of the flame-based weapons but DO improve DOT and Splash damage. | ||||
303 | |||||
304 | |||||
305 | With each next damage bonus associated with perk, the base weapon damage will be increased by (base damage) x (perk value). Perk bonuses are additive with few exceptions such as Berserker's Smash and Massacre or Field Medic's Focus Injection buffs (see "ZEDs - Damage to take"). Sum of all damage adjustments will be either ROUNDED or ROUNDED UP - ROUNDED for Berserker, Support, Field Medic, Demolitionist, Firebug, SWAT and Survivalist and ROUNDED UP for Commando, Gunslinger and Sharpshooter. | ||||
306 | |||||
307 | |||||
308 | Example 1: un-upgraded SCAR-H Assault Rifle + level 25 passive bonus + Hollow Point Rounds damage bonus: Damage = Roundup (55+55x0.25+55x0.3) = 86, where 0.25 is a passive damage modifier and 0.3 is a modifier of Hollow Point Rounds skill. | ||||
309 | |||||
310 | Example 2: un-upgraded RPG-7 (impact + explosion) + level 25 passive bonus: Damage (impact) = Round (150+150x0.25) = 188. Damage (explosion) = Round (750+750x0.25) = 938. Total damage = 188+938 = 1126, where 0.25 is a passive damage modifier. | ||||
311 | |||||
312 | Weapons - 9mm, knife and grenades. | List of perks and how their skills interact with said weapons. | |||
313 | Berserker: Does NOT get bonuses for 9mm bullet damage, DOES get bonuses for 9mm bash attack via passive, Butcher and Parry skills. DOES get extra stumble power for 9mm bash attack (as its damage type - "Bludgeon_RifleButt" - is on-perk for Berserker, this damage type is also used for bash attacks of vast majority of non-melee weapons). DOES get all the bonuses for the knife. | ||||
314 | |||||
315 | |||||
316 | 9mm Pistol(s) get extra damage via Passive bonus, Machine Gunner and Fallback skills (Fallback skill as well affects damage of the bash attack). DOES get faster reload speed via Tactical Reload (but NOT through passive bonus). Does NOT get extra stumble power for 9mm (neither bullets or bash attack affected). Knife DOES get extra damage via passive, Fallback and Hollow Point Rounds skills. Unlike SWAT's counterpart, Fallback melee damage DOES stack with passive (and HPR too). | ||||
317 | |||||
318 | |||||
319 | Support: Does NOT get damage and stumble power bonuses for 9mm at all. DOES get extra damage for knife via passive and Salvo skills. | ||||
320 | Field Medic: Does NOT get damage bonuses for 9mm at all. DOES get extra damage for knife via Battle Surgeon skill. Also when (self-)healed with Focus Injection skill, Field Medic DOES get damage bonuses for ALL weapons for a short period of time. | ||||
321 | |||||
322 | Demolitionist: Does NOT get damage and incap power bonuses for 9mm at all. DOES get extra damage for knife via passive, Bombardier skills and also via Armor Piercing Rounds skill when knife hits any "critical" zone (zone with damage multiplier greater than 1). | ||||
323 | |||||
324 | Firebug: Does NOT get bonuses for 9mm at all. Does NOT get faster reload for 9mm via passive skill. DOES get extra damage for knife via passive and Bring the Heat skills. | ||||
325 | |||||
326 | Gunslinger and Sharpshooter both DO get all the bonuses for 9mm and Knife via matching skills. | ||||
327 | SWAT: 9mm ONLY gets extra damage via Close Combat Training skill (skill as well affects damage of the bash attack). Does NOT get extra stumble power for 9mm via Suppression Rounds but DOES get extra stumble power via Rapid Assault skill (this skill provides extra stumble power to off-perk weapons too). Knife DOES get extra damage via passive and Close Combat Training skills. Unlike Commando's counterpart, Close Combat Training melee damage does NOT stack with passive (it is either bonus from passive (without this skill) or bonus from the skill itself). | ||||
328 | |||||
329 | |||||
330 | |||||
331 | Survivalist: DOES get bonuses for 9mm (bullet and bash attack damage) via passive skill, Melee Expert skill does NOT affect 9mm bash attack damage. DOES get incap bonuses for 9mm and knife via Lockdown skill. DOES get extra damage for knife via passive and Melee Expert skills. | ||||
332 | |||||
333 | Grenades behave somehow oddly. They are projectiles and not actual weapons, when player tosses grenade it is being automatically assigned to whatever weapon the player currently holds. If this weapon is on-perk for player's perk then it WILL GET damage bonuses, otherwise it will not. This rule, HOWEVER, only works if grenade's damage type is NOT in the perk's on-perk damage type list. Otherwise (if grenade's damage type is on-perk for player's perk) the grenade will get all matching damage bonuses regardless. For example, damage type of Commando's HE Grenade is not on-perk for Commando so this perk will only be doing extra damage with its own grenade while holding on-perk weapon such as AR-15 or AK-12. At the same time Demolitionist's Dynamite Grenade is on-perk for its owner in terms of damage type hence will always be getting damage bonuses regardless of carried weapon. | ||||
334 | |||||
335 | |||||
336 | |||||
337 | |||||
338 | - Unlike Commando's Fallback, SWAT's Close Combat Training DOES increase damage of the Flashbang grenade when it is thrown while holding either 9mm Pistol(s) or a Knife. | ||||
339 | |||||
340 | Weapons - Ammo modification skills. | Certain skills modify magazine size of the weapon AND / OR its spare ammo pool. | |||
341 | Magazine size modification increases amount of the ammo in each magazine. This extra ammo is NOT being taken from maximum spare ammo pool. Spare ammo modification does not imply magazine size of the weapon, it only modifies amount of the maximum spare ammo. Certain skills also increase the ammo pool of the 9mm Pistol(s). | ||||
342 | |||||
343 | |||||
344 | Weapons - Bullets / projectiles / hitscans / shards. | Firearms can utilize both - hitscans AND / OR projectiles. | |||
345 | Shotgun pellets, grenades, rockets, Eviscerator's saw blades, Crossbow's bolts, arrows, AF2011-A1's, Rhino's bullets, HRG Nailgun's, Helios Rifle's projectiles, healing darts and shrapnel are always projectiles. ARs, SMGs, Rifles and pistols are hitscans unless in ZED Time (slow-mo), where they become projectiles. Flame-based weapons use sprays - physical objects that do damage when collide with targets. | ||||
346 | |||||
347 | |||||
348 | Bullets / pellets / healing darts / all non further mentioned projectiles - 4s, Eviscerator, Piranha Pistol and Crossbow - 8s, Compound Bow arrow - 10s (for all 3 weapons - 180s once projectile stuck on a surface), VLAD-1000 Nailgun - 5s, HRG Stunner alt-fire - 14s, Blunderbuss shrapnel - 2s, HRG Crossboom - 20s, HRG Scorcher's flare - 20s (0.5s alt-fire),HRG Winterbite and HRG Vampire's Crystal Spike - 10s, HRG Beluga Beat's projectile: low-freq - 1.3s, high-freq - 10s, HRG Nailgun - 2s, HRG Arc Generator sphere - 10s, HX25 / M79 / M203 / HRG Incendiary Rifle grenade / M32 projectiles - 25s, Grenades / HMTech-501 Grenade Rifle's grenade / other Demolitionist's weapons - 14s, C4 - does not have lifespan timer, Mine Reconstructor's mine and HRG Vampire's Blood Ball - 300s, Doshinegun's Dosh projectile - 120s. | ||||
349 | |||||
350 | |||||
351 | |||||
352 | |||||
353 | For all projectiles except Demolitionist's ballistic-explosive (and HRG Winterbite projectiles as they are ballistic-explosive too), grenades and Mine Reconstructor's mines the LifeSpan timer is also affected by current time dilation (e.g. ZED Time): LifeSpan = LifeSpan x TimeDilation (0.2 in ZED Time). | ||||
354 | |||||
355 | Maximum distance that projectile can travel without hitting surface before disappearing: Distance = LifeSpan x Projectile Speed. | ||||
356 | Upon explosion, the Support's Frag Grenade and Gunslinger's Nail Bomb both spawn shards. Shards cover 360 degrees area around the explosion epicenter. The angle between each two shards (yaw rotation) is equal to 360 / Shard Amount. Minimum pitch angle (the angle between floor and potential shard direction) is 10 degrees, maximum - 35 degrees. | ||||
357 | |||||
358 | |||||
359 | Weapons - Ballistic-explosive tracing. | Ballistic-explosive projectiles can collide with both - ZED's hitzones and collision cylinder. | |||
360 | Explosive weapons that do two types of the damage (ballistic and explosive) at same time (for example M79, M32, HRG Winterbite) use Ballistic_Explosive type of projectiles. These projectiles can collide with either - ZED's hitzone (head, arms, legs, torso etc...) when hit is assured or with ZED's collision cylinder - an outter cylinder-shaped "hitbox" that defies ZED's size in the world. If projectile misses all the hitzones it will attempt to collide with the collision cylinder. In such case damage will be dealt to the nearest (from the explosion epicenter) hitzone. Ballistic_Explosive projectiles do impact damage at any range, regardless if they explode or dud due to minimum arm distance. Most if not all projectiles of this type are vulnerable to Siren's Scream attack and once affected will disintegrate without explosion. | ||||
361 | |||||
362 | |||||
363 | |||||
364 | |||||
365 | Weapons - Damage types. | ZEDs have resistances and weaknesses to certain types of the damage. | |||
366 | Generally damage types to determine following: visuals (gore, dismemberment, amount of blood, impulse / velocity given to live or death pawns, impact effects, obliteration etc.), DOT existence (its duration, amount and interval) and weapon powers. | ||||
367 | |||||
368 | Ballistic = Normal bullets or projectiles and their respective sub-damage types (handguns, shotguns, rifles etc.), Ballistic_Shell - impact damage of the weapons that use ballistic-explosive types of projectiles, Slashing = Edged melee weapons (plus Eviscerator's projectile), Bludgeon = Bludgeoning weapons (plus weapon buttstock and Riot Shield's bash), Bleeding - Hemogoblin's DOT and HRG Vampire's primary attack, Toxic = Poisoning damage (Medic Grenade, Mines, DOT of Acidic Rounds / Zedative skills, radiation cloud of Nuke skill, HRG Healthrower), Explosive = Explosives, Piercing = Bows, Frag and Nail Grenade shards, stab attack of the edged melee weapons, Mosin Nagant's and Compound Bow's bayonets, HRG Nailgun's projectiles and Blunderbuss shrapnel, Fire = Flame-based weapons, Microwave = Microwave Gun, Microwave Rifle and Killerwatt's beam, EMP = EMP Grenades and all of HRG Arc Generator's attacks, Freeze = impact and the explosion of HRG Winterbite's projectiles, Freeze Grenade and Freezethrower, Shell = blunt (mostly undetonated) projectile impact such as of certain Demolitionist's weapons. | ||||
369 | |||||
370 | |||||
371 | |||||
372 | |||||
373 | |||||
374 | Damage types are often associated with certain perks meaning that these perks will be getting damage or incap power bonuses for the weapons inflicting this type of damage. Association also used in certain engine functions that modify different weapon attributes. | ||||
375 | |||||
376 | Damage types extend each other. For example damage type "Fire" is parrent damage type for "Fire_FlameThrower". If perk associated with parent damage type it is also associated with all of its sub- (child) damage types unless the sub-damage type listed to have another perk to belong to. | ||||
377 | |||||
378 | Weapons - Explosion falloff. | Most explosives lose their effectiveness (damage) on the distance from explosion epicenter. | |||
379 | 0 (none) = Explosion does full damage within its radius, 1 (linear) = damage over the range changes linearly from the maximum at epicenter to the minimum at its edge, 0.5/2/3 (exponential) = damage over the range changes by formula: Final Damage = Base Damage x ((Proximity Percentage) ^ Falloff value). | ||||
380 | |||||
381 | |||||
382 | Example: Explosion (damage - 100, radius - 10 meters) vs. ZED (2 meters away from the epicenter) : 1. No falloff - ZED will take full damage. 2. Linear falloff - ZED will take ((10-2)/10)x100 = 80 points of damage. 3. Exponential falloff (power of 0.5) - ZED will take (((10-2)/10)^0.5)x100 = 89 points of damage. 4. Exponential falloff (power of 2) - ZED will take (((10-2)/10)^2)x100 = 64 points of damage. 5. Exponential falloff (power of 3) - ZED will take (((10-2)/10)^3)x100 = 51 points of damage. | ||||
383 | |||||
384 | |||||
385 | |||||
386 | Weapons - Explosive tracing. | Explosives do damage to the actual ZED health. | |||
387 | Explosives do not trace hit zones. Player cannot damage certain ZED's limb with an explosion. Hit detection happens by checking whether explosion sphere does or does not make a contact with ZED's collision cylinder. Since explosions do not trace hit zones it is not possible to apply certain explosion power (knockdown, stun etc.) to certain body part. Instead all explosion powers are being applied to ZED's "Torso" body part. | ||||
388 | |||||
389 | |||||
390 | However damage inflicted by explosion is a subject of change depending on the victim's Exposure Percentage. By default uncovered victim (player or ZED) takes full damage (Exposure Percentage = 1). Victim covered behind the obstacles has Exposure Percentage of at least 0.3 plus 0.4 if its head is NOT covered plus 0.15 for each of UNCOVERED leg. On explosion damage to take will be multiplied by the Exposure Percentage value. | ||||
391 | |||||
392 | |||||
393 | Weapons - Fire / flame weapons. | Fire-spraying weapons have a various sources of the damage. | |||
394 | Direct hits with the fire-spraying weapons cause FLAME DAMAGE which is applied at the certain rate of fire. At the same time at same rate all targets within certain proximity (SPLASH DAMAGE RADIUS) from the initial target take "indirect" damage - SPLASH DAMAGE. Immediately after taking damage and for some time after ZEDs start to suffer from the DAMAGE OVER TIME (DOT) effect. Afterburn has its own duration and interval to apply the damage which are specific for different sources of fire damage. Amount of the damage per afterburn tick is a % of initial damage - amount of the damage per DOT tick after taking direct hit (as well as interval and duration) will be different from amount of the damage per tick after taking Ground Fire / Residual Flame damage. | ||||
395 | |||||
396 | |||||
397 | |||||
398 | Flame based weapons are also capable of creating either GROUND FIRE or RESIDUAL FLAME (depending on the weapon) - both are small bonfires that remain of the ground for a certain amount of the time with the main difference that Ground Fire sticks to walls and ceiling while Residual Flames are affected by gravity and attempt to fall on the floor. Ground Fire / Residual Flame applied at the different rate, has its own damage, radius and falloff as well as its own afterburn attributes. Two Ground Fires (but not Residual Flames) cannot spawn on top of each other unless there would be at least 0.25 meters between them. | ||||
399 | |||||
400 | |||||
401 | |||||
402 | In most cases each time ZED takes damage its DOT parameters are being reset, however there might be exceptions. Additional information in "Gameplay - Damage over time (DOT)" section. | ||||
403 | |||||
404 | Weapons - Flame tracing / post-firing. | Flame based weapons do not trace any hitzones. | |||
405 | Much like explosives, flame-based weapons such as Flamethrower or Microwave Gun do not trace any hit zones but torso, it is not possible to hit any other hit zones with this kind of weapons. Note that during the post-firing period (read below) flames DO perform zone tracing in a specific way - for the short period of time, when "flame ending" animation still plays it is become possible to headshot ZED or if this ZED wears armor which normally absorbs all indirect damage to inflict damage to any of its exposed body parts, such as to hit Rioter's legs. | ||||
406 | |||||
407 | |||||
408 | |||||
409 | Sprays of the flame-based weapons have post-firing lifetime where they keep doing damage for a short period of time after player releases the fire button. It takes 0.35 seconds to finish the "flame ending" animation, during this time weapon will be doing damage without consuming ammo. "Flame ending" animation will be canceled and ended earlier should the player trigger new "flame start" animation. | ||||
410 | |||||
411 | |||||
412 | Weapons - Melee tracing. | Amount of the damage dealt by melee weapon depends from direction of the current attack. | |||
413 | Damage dealt by the melee weapons depends from attack direction and on how well melee tracer connects with the ZED's body - vertical strikes do more damage while horizontal strikes do less damage but have better AOE. Pure horizontal (left-to-right, right-to-left) strikes do never more than 75% and never less than 50% of the base weapon damage depending on the view angle - the closer target to player's view center the more damage it will take. | ||||
414 | |||||
415 | |||||
416 | Weapons - Penetration power. | Weapons have Penetration Power and ZEDs have Penetration Resistance. | |||
417 | If weapon has Penetration Power its bullet or projectile can pass through ZED's body as long as Penetration Power will be greater (greater, not equal) than ZED's Penetration Resistance. Once passed through ZED, Penetration Power of the weapon will be reduced by amount of the ZED's Penetration Resistance. As long as it is greater than Penetration Resistance of each next ZED it will continue to penetrate. Support's passive skill adds 0.2 points to the weapon's Penetration Power per level. All players have penetration resistance of 1. | ||||
418 | |||||
419 | |||||
420 | |||||
421 | With each next penetration, damage gets reduced by amount of the Penetration Power left compare to its base value. For example - Shotgun (Penetration Power = 2) penetrate a Clot (Penetration Resistance = 1). Penetration Power that remains is 2 - 1 = 1. Damage that will be done to the next Clot is 1 / 2 = 0.5 or 50% of the initial weapon damage. This means that penetration-related skills not just increase amount of the bodies weapon can penetrate but also decrease the damage reduction for each subsequent penetration. | ||||
422 | |||||
423 | |||||
424 | |||||
425 | Support's Penetrator and Gunslinger's Line 'em Up skills remove the penetration damage reduction curve completely, skill owners will always be doing full damage to ZEDs regardless from amount of the penetrated bodies. However Penetration Power loss still remains. | ||||
426 | Damage reduction on penetration happens after calculating upgraded weapon damage but before calculating damage to ZED: Calculate upgraded damage -> Reduce damage on penetration (Damage = Rounddown (Damage x (Remaining Penetration Power / Initial Penetration Power)) -> Calculate damage to ZED ("ZEDs - Damage to take" mechanic). | ||||
427 | |||||
428 | |||||
429 | Weapons - Recoil and spread. | Amount of the recoil and bullet spread depends from player's stance. | |||
430 | To avoid unnecessary complexity of the numbers, the actual values that defy recoil of the weapons are not in this spreadsheet. Instead there are player stance modifiers which show how much impact certain stance has on the weapon recoil. As for recoil itself - every weapon has its own predefined range of the values - maximum and minimum pitch and yaw. Each time weapon fired, game picks random values from that range and moves player's POV into these coordinates. It takes different amount of the time (weapon-specific Recoil Time) to finish the move. Generally Recoil Time is shorter than weapon's fire interval so every recoil application could apply its full move without overrides from the subsequent recoil applications. The faster weapon fires, the bigger max / min recoil values and the shorter Recoil Time it has - the more overall and more "spike"-ish recoil will be. Maximum and minimum pitch and yaw range to pick values from is affected by recoil modifiers - it can either be increased with the recoil modifier greater than 1 or decreased otherwise. | ||||
431 | |||||
432 | |||||
433 | |||||
434 | |||||
435 | |||||
436 | Recoil modifiers are multiplicative - player using 9mm Pistol while crouching and hip-firing will be having recoil modifier of 0.75x1.75 = 1.3125. Recoil for shooting while jumping / falling will also take on account modifiers for hip-firing and jogging - SCAR-H Assault Rifle will be having recoil modifier of 1x1.75x1.5 = 2.625. Lowest possible recoil can be achieved by crouching stationary and aiming down the sights. Recoil modifying skills and bonuses multiply final recoil modifier (after taking on account falling, walking or jogging, crouching and hip-firing modifiers) of the weapon by listed value. | ||||
437 | |||||
438 | |||||
439 | |||||
440 | Player stances that has impact on weapon recoil: "crouched" - player is ducking, "falling" - player is airborne (jumping or falling), "hip" - player hip-firing (without ADS-ing), "jogging" - player moving or crouch-moving without ADS-ing, "walking" - player moving or crouch-moving while aiming down the sights. | ||||
441 | |||||
442 | Spread is a random bullet or projectile deviation from the player's initial aiming point. Spread values in this spreadsheet are NOT measured in angles. Spread calculation is a complicated process involving rotators (structures to store X, Y, Z aiming coordinates) and scalar products of vectors. An example below is a conversion of spread factor of Tommy Gun (0.024) into degrees assuming only Y-axis (i.e. how much bullet deviates to the right or left from the actual aiming point). Note that this is abstract example as it only implies one axis with X and Z axises being skipped. | ||||
443 | |||||
444 | |||||
445 | |||||
446 | Each time weapon fired game picks random float variable RandY = FRand() - 0.5, meaning that its range will be within (-0.5, +0.5). "-" and "+" defy in which direction from the player's POV bullet should move. For simplicity sake let RandY always be +0.5 which is the highest deviation bullet can has while moving "right" from the player's POV. Y-axis spread is a scalar product of two vectors (0, 1, 0) and (0, RandY x CurrentSpread x 1, 0). CurrentSpread (assuming that player hip fires while standing) is 0.024, RandY is 0.5. Vector1 x Vector 2 = 3 / 250 = 0.012 radians which is 0.012 x (180 / Pi) = ~0.69 degrees. | ||||
447 | |||||
448 | |||||
449 | |||||
450 | Spread value does not change while in continuous firing, it does not build up or cooldown at all - the first ever bullet from the fresh magazine will have just as much spread on it as the last. Spread modifiers of CurrentSpread in the example above do stack up together. Maximum spread modifier is 1, minimum is 0.5x0.75 = 0.375 (while crouching and aiming down the sights). Shotguns do not change their spread with the player's stance change. | ||||
451 | |||||
452 | |||||
453 | HX25 Grenade Pistol note: Unlike other multi-projectile weapons, this weapon has its spread profile adjusted to be more predictable (circle-shaped). One of the pellets of this weapon is always dead-center. | ||||
454 | |||||
455 | Weapons - Reloading. | There are different reload animations and some animations can be sped up. | |||
456 | There are normal reloads and "elite" reloads. Duration of the "elite" reload animation is shorter and weapon-specific. Whenever player reloading there is separate timing for updating ammo counter and for allowing to cancel the reload animation. If player managed to cancel reload (by other means, e.g. weapon switching) before reaching the time that it takes to update ammo counter the reload will not be completed. | ||||
457 | |||||
458 | |||||
459 | Passive skills that increase reload speed actually decrease the duration of reload animation. For example Firebug's 20% reload speed bonus actually means 1 / 0.8 = 25% faster reloading. | ||||
460 | |||||
461 | Some weapons (mostly ones that hold only one bullet / projectile chambered at time) have a "force reload" attribute (can be found in Weapons Tab, Misc section) which is an artificial delay that needs to expire before the weapon will be automatically reloaded. It should be noted that even without "force reload" every weapon has a short delay (fire interval) before it can be reloaded - fire interval needs to be finished first so weapon could leave the "firing" state. Fire interval is a delay between every two shots fired by weapon. | ||||
462 | |||||
463 | |||||
464 | |||||
465 | Prior to every tactical (non-dry) reload tube-fed shotguns and LARs such as Dragonsbreath and Winchester 1894 have to play their "preparation draw" animation. This animation is not played if player loads the first shell / bullet into completely empty tube. | ||||
466 | |||||
467 | Rate Of Fire of weapons in this spreadsheet is pure theoretical as it does not take magazine size and reload time on account. However for weapons that only have 1 bullet / projectile loaded at time, ROF is an actual value that implies reload time and fire interval and / or force reload delay. Fire interval values listed in this spreadsheet is a time between two shots in seconds. Even if weapon has only one round chambered at time (such as Rail Gun or M79) it still has theoretical rate of fire. No actions can be taken until weapon's fire interval expires once round is fired (e.g. firing next round, reloading or weapon swapping). | ||||
468 | |||||
469 | |||||
470 | |||||
471 | Weapons - Upgrades. | Upgrades improve various aspects of the weapons such as damage, handling or ammunition. | |||
472 | Damage: Base damage of the weapon is being multiplied by X value. Does NOT work with the Ground Fire and Residual Flames. Calculation of upgraded damage takes place before perk bonuses, ZED's hitzones and resistances (see "ZEDs - Damage to Take"). Outcome rounded down to INT. | ||||
473 | |||||
474 | Magazine capacity: Increases base magazine capacity of the weapon. Calculation takes place before perk effects. Outcome rounded down to INT. | ||||
475 | Spare ammo capacity: Increases spare ammo capacity of the weapon. Calculation takes place before perk effects. Outcome rounded down to INT. | ||||
476 | Spread: Improves bullet deviation from the aim point. Does NOT work with shotguns. Calculation takes place before taking on account aiming, moving and crouching spread adjustments (see "Weapons - Recoil and spread"). Outcome is a FLOAT variable. | ||||
477 | |||||
478 | Penetration: Increases initial penetration power of the weapon. Calculation takes place before perk effects. Outcome is a FLOAT variable. | ||||
479 | Explosion radius: Increases AOE radius of the projectiles. Does NOT work with the Ground Fire and Residual Flames. For ballistic-explosive projectiles calculation takes place after perk effects. Outcome is a FLOAT variable. | ||||
480 | |||||
481 | Reload rate: Reload time of the weapon is being multiplied by X value. Calculation is multiplicative with the perk effects, e.g. reload rate of x0.9 will stuck with lvl 25 Firebug's passive reload rate of x0.8 for a total of 0.9 x 0.8 = x0.72 of the normal weapon reload time which will increase reload speed by 1 / 0.72 = 1.39 times. | ||||
482 | |||||
483 | |||||
484 | Recoil: Base recoil modifier of the weapon is being set to X value. Calculation takes place before taking on account stance modifiers (falling, walking or jogging, crouching and hip-firing) and perk effects (see "Weapons - Recoil and spread"). | ||||
485 | |||||
486 | Melee rate: Melee animation time is being multiplied by X value. Calculation is multiplicative with the perk effects, e.g. melee rate of x0.9 will stuck with lvl 10 Berserker's Butcher or Vampire rate of x0.8 for a total of 0.9 x 0.8 = x0.72 of the normal melee animation time which will increase melee speed by 1 / 0.72 = 1.39 times. | ||||
487 | |||||
488 | |||||
489 | Affliction power: Increases initial given weapon power of the weapon. Calculation takes place before perk effects. Outcome is a FLOAT variable. | ||||
490 | Weight: Increases weapon's weight. | ||||
491 | Heal amount: Increases amount of the health to apply by healer. Calculation takes place before perk effects. Outcome rounded down to INT. | ||||
492 | Heal recharge: Time to fully recharge the healer is being multiplied by X value. Calculation takes place before perk effects. Outcome is a FLOAT variable. | ||||
493 | Block / parry damage mitigation: Block / parry damage multiplier of the weapon is being multiplied by X value. This decreases damage to take even further, e.g. mitigation scale of x0.9 on top of Zweihander's parry scale of x0.4 will result in all damage from parried attacks to be multiplied by 0.9 x 0.4 = x0.36. | ||||
494 | |||||
495 | |||||
496 | ZEDs - Aggro. | ZEDs can be aggressive not just to players but also to each other. | |||
497 | Along the complicated mechanism of choosing the target to chase, ZED might become aggressive to the player whenever in single attack it takes damage which is at least 10% of its maximum health. It is not necessary for ZED to become aggressive to the player who shot it. ZED might become aggressive to the player it was initially targeting. ZED's player targeting factors can be found in Player Tab, "ZED AI player targeting" section. | ||||
498 | |||||
499 | |||||
500 | ZED that has lost at least 15% total of its maximum health from the attacks (accidental or intentional) from another ZED, might become aggressive and will attack this ZED. ZEDs with 100+ of current health (not maximum) take more damage from the other ZEDs when fighting, the damage value scales by formula: Damage To Take Multiplier = ( 2 - (HealthMax - Health) / HealthMax), i.e. first ever hit to ZED that has 100+ HP from the other ZED will do twice more damage, all further hits will only be doing less damage since the multiplier declines with the HP loss. This formula works based only on ZED's current health - as soon as HP drops below 100, this ZED starts taking normal amount of the damage without additional multipliers. | ||||
501 | |||||
502 | |||||
503 | |||||
504 | ZEDs do NOT aggro-switch when taking bump damage from Quarter Pound, Fleshpound, King Fleshpound, Hans Volter, Patriarch or Matriarch. | ||||
505 | ZEDs - Attacks and strikes. | ZEDs attack within certain range, attack itself has its maximum execution range. | |||
506 | Each ZED has a set of attacks (animation set) that it can execute. Each attack can be performed under the certain conditions including maximum and minimum range of attack. Within that range ZED will be evaluating a possibility to perform such attack. Attack animation itself has the maximum range where it does damage (i.e. making contact with the player). Depending on the game difficulty ZEDs getting specific odds to execute weak / medium / hard attacks. These types have nothing to do with the damage inflicted but rather defy complexity and amount of the possible moves, i.e. on harder difficulties ZEDs getting more of available attacks. | ||||
507 | |||||
508 | |||||
509 | |||||
510 | There are various factors to determine whether ZED can perform certain attack or not - chance, difficulty limits, maximum and minum range of attack, cooldown, only when / when not X (X - moving, sprinting, enraged, surrounded, headless, cloaked etc.). On higher difficulties ZEDs have wider variety of attacks that they can possibly execute. | ||||
511 | |||||
512 | |||||
513 | It should be noted that animation set is a static object and is shared between all the ZEDs of the same type (e.g. all Scrakes or Husks use the same static list of attacks they can pull out) unlike, for example, health or movement speed which are rather handled on the per-ZED basis. If certain attack in the list has global cooldown and one of the ZEDs has already played it recently, the game writes time stamp next to this attack and all the other ZEDs around have to wait for this cooldown to expire before attempting to play it again. As for global cooldown, nearly all of the ZED's melee attacks have it, common cool downs varying in length of 2-10 seconds, but might as well be shorter for some ZEDs and greater for others. | ||||
514 | |||||
515 | |||||
516 | |||||
517 | Due to complexity and influence of randomness the spreadsheet does NOT contain detailed information on each attack and its conditions, especially implying that without visual representation it will be hard for readers to figure and match names and numbers. For such purposes players may individually examinate ZED's animation sets and "_AnimGroup" archetypes in Killing Floor 2 SDK as well as query the information in a text form (yet again without visual representation) by typing in console "GetAll KFPawnAnimInfo Attacks". | ||||
518 | |||||
519 | |||||
520 | |||||
521 | There are 2 types of ZEDs melee attacks: 1. Impact Attacks, generally performed by the weak ZEDs (Clots, Crawlers, some of the Stalker attacks) - basic "one-target-at-time" type of attacks. To do damage by these attacks, ZED should face its enemy, ZED's target should be within melee attack range and not blocked by obstacles. 2. Swipe Attacks - an "AOE-within-cone-shaped-segment" type of attacks. These attacks can do damage to multiple targets within designated area - forward, forward-left, forward-right, backward etc. Mostly used by medium-to-big ZEDs like Gorefasts, Scrakes, Fleshpounds. Much like Impact Attacks, Swipe Attacks requiring to-target-LOS-clearance and can only collide with the players within melee attack range. | ||||
522 | |||||
523 | |||||
524 | |||||
525 | Player-controlled ZEDs do Area Melee Attacks. These attacks perform collision checks within ~174,2 degrees cone segments (87,1 degrees to both sides from the player's view direction). Area Melee Attacks will not register if Z-axis difference (height) between ZED and its victim will be greater than ZED's collision cylinder's height x 1.5 (for better representation "getall kfpawn location", Abs(VictimLocation.Z - Instigator.Location.Z) > Instigator.CollisionHeight x 1.5). Melee damage inficted to human players DOES NOT scale over the distance. It either does or does not happen. | ||||
526 | |||||
527 | |||||
528 | |||||
529 | ZEDs - Clot grapple. | All Clots can perform a grapple attack. | |||
530 | Grapple is a special move. Grapple prioritized over normal attacks, evaluation of possibility to perform a grapple attack happens each time Clots performs a melee attack. Different Clots have different odds to perform a grapple attack. Maximum distance to play grapple start animation and succeed is 2.1 meters. Breaking grapple causes stumble. Clots cannot end grapple by taking damage from other ZEDs, only players can break it. Grapped players are forced to look at the Clots, although there is an option to turn force look off. | ||||
531 | |||||
532 | |||||
533 | |||||
534 | ZEDs - Damage to take. | ZEDs are resistant and / or vulnerable to certain damage types. | |||
535 | Weapon damage upgrades calculated in the first place, outcome is an integer value, e.g. 25 x 1.1 = 27.5 = 27. Damage reduction on penetration calculated next (see "Weapons - Penetration power"). Following damage modification sequence used when ZEDs takes damage: | ||||
536 | |||||
537 | 1. Calculate damage of weapon upgrades. Damage = Rounddown (Damage x Upgrade Mod). Apply penetration reduction if needed (see "Weapons - Penetration power"). For explosives imply damage falloff (see "Weapons - Explosion falloff") and ZED's exposure percentage (see "Weapons - Explosive tracing"). | ||||
538 | |||||
539 | |||||
540 | 2. Modify damage in perk-specific formula (apply passive and skill bonuses). Bonuses are additive - damage multiplied by the sum of all active skill bonuses: Damage = (Damage x (Perk Bonus 1 + Perk Bonus 2 + Perk Bonus 3 + ...)). Outcome is an INT value, either Rounded or Rounded Up: Rounded for Berserker, Support, Field Medic, Demolitionist, Firebug, SWAT and Survivalist and Rounded Up for Commando, Gunslinger and Sharpshooter. See calculation example in "Perks - Damage calculation". | ||||
541 | |||||
542 | |||||
543 | |||||
544 | 3. Apply PowerUp bonus. Outcome is an INT: Damage = Round (Damage x PowerUp Mod). | ||||
545 | 4. Check if player has Field Medic's Focus Injection buff: Damage = Roundup (Damage x Focus Injection Mod). Outcome is an INT. | ||||
546 | 5. Calculate damage in weapon-specific formula - relevant for melee weapons that adjust damage values based on the swing direction. Berserker's Smash or Massacre bonuses for heavy and light melee attacks are calculated in this step as well. Pure horizontal melee strikes do never more than 75% and never less than 50% of the base weapon damage depending on the view angle - the closer target to player's view center the more damage it will take. For horizontal melee strikes: Damage = Rounddown (Base Damage x (0.75 to 0.5 scale)), then for all melee strikes: Damage = Round (Damage x Smash OR Massacre Mod). Note that headshot bonus from Smash skill (+25% damage) is calculated in step 2, in this step it only applies +50% damage (x1.5) for heavy attacks. Outcome is an INT. | ||||
547 | |||||
548 | |||||
549 | |||||
550 | |||||
551 | 6. Apply damage modifier of affliction (if there is). Damage = Rounddown (Damage x Affliction Damage Modifier). Outcome is an INT. | ||||
552 | 7. Calculate damage to hitzone: Damage = Rounddown (Damage x Hitzone Scale). Outcome is an INT. Calculation of the damage to ZED's armor usually does not involve hitzone modifier, however if incoming damage to the armored zone will be greater than this zone's armor hp then all the armor will be destroyed reducing incoming damage by its amount and the remaining damage will be done to the ZED's actual health. In such case damage to the armor will not be multiplied by hitzone modifier but the remaining damage to hitzone will be. The important note is that after destroying the armor and getting multiplied by the scale of the hitzone this armor used to protect, the damage will be delivered to the ZED's body health but NOT to this hitzone itself. For example, it is impossible to one-shot-kill E.D.A.R by shooting their chest core with the weapon that does more damage than both armor and core have, unless this damage is huge enough to kill E.D.A.R via depleting its body health: off-perk Rail Gun in lock-on mode (280 damage) vs E.D.A.R's chest (67 armor hp, 150 core hp with x3.5 damage scale, 1007 body hp) - the chest armor takes damage first reducing Rail Gun's damage to 280 - 67 = 213 points and gets destroyed in a process, the remaining damage then getting multiplied by x3.5 = 745 but instead of going to E.D.A.R's core hp it rather goes to body. The E.D.A.R survives since it has enough body health (1007 - 745 = 262), and its chest core hp remains completely untouched. In theory even one point of the armor hp can protect the body part it belongs to from getting killed in one shot, unless the damage is sufficient enough to one-shot-kill ZED via body hp. | ||||
553 | |||||
554 | |||||
555 | |||||
556 | |||||
557 | |||||
558 | |||||
559 | |||||
560 | |||||
561 | 8. Take weakness or resistance on account: Damage = Rounddown (Damage x Damage Type Mod). Note that armored ZEDs such as Abomination have separate damage type modifiers for their armor. Outcome is an INT. | ||||
562 | |||||
563 | 9. Apply ZED's block damage modifier: Damage = Rounddown (Damage x Melee OR Damage Mod). ZEDs have separate multipliers when blocking melee and non-melee damage sources. Outcome is an INT. | ||||
564 | |||||
565 | 10. If this shot / attack supposed to decapitate ZED: | ||||
566 | 10.1. Calculate new value Extra Head Damage = Damage + ZED's Max Health x 0.25. Note: Extra Head Damage for Shotguns calculated presuming that 7 pellets hit,regardless of amount of the actual pellet hits: Damage = Damage x 7, Extra Head Damage = Damage + ZED's Max Health x 0.25. | ||||
567 | |||||
568 | 10.2. Apply steps 1-9 on the Extra Head Damage value. | ||||
569 | 10.3. Combine adjusted Extra Head Damage and Damage values in order to recieve the final damage value that will applied on ZED upon decapitation. | ||||
570 | Final damage ROUNDED UP. | ||||
571 | Important note: ZEDs are slightly less resistant to damage types that have Damage Scale < 1 in solo games (either offline play or when there is only one active player / last man alive online (for newly spawned ZEDs)). Actual resistance value of the given damage type interpolated as Lerp (1, Damage Mod, 0.75). For example Fleshpound's resistance to Ballistic_AssaultRifle is x0.5. When there is only one player at server, it become Lerp (1, 0.5, 0.75), i.e. (1 - (1 - 0.5) x 0.75) = 0.625. Damage type multipliers of x0 are not an exceptions for this rule - if ZED does not take any damage at all, is solo it takes Lerp (1, 0, 0.75) = 25% of it. This is true for both, health and armor modifiers. | ||||
572 | |||||
573 | |||||
574 | |||||
575 | Minimum damage: in most cases the minimum damage ZED takes on attack is 1. Even if ZED is not supposed to take any damage (such as being protected by armor or a shield), with every attack it still looses 1 health point. This also affects projectiles that do not do any damage on their own, such as healing darts. | ||||
576 | |||||
577 | |||||
578 | Trivial note: when all the damage calculations are done and ZED dies, its last particular hit zone to take damage (head, arm, leg etc...) takes 3 times more damage to gore health than FINAL DAMAGE value. This has no impact on gameplay, because ZED is dead already. Gore health is a variable that defies amount of health for a cetain hit zone, it mostly used for after-dead dismemberment. The only gore health variable that matters is head health, but as said by this moment ZED is dead anyway. | ||||
579 | |||||
580 | |||||
581 | |||||
582 | ZEDs - Damage multipliers. | ZEDs have base damage values that are being adjusted by different modifiers. | |||
583 | ZED attacks are complicated mechanism. During each attack animation ZED might perform one, two or multiple hits. Some attacks have AOE. | ||||
584 | Depending on attack animation ZED's base damage value will be adjusted by one of the possible damage multipliers. Every single attack has its own damage multiplier. If attack animation involves multiple amount of the hits, each of them might also have its own damage multiplier (opposite to that, all the hits within attack animation might have same damage multiplier). At least 1 point of the damage will be done to the player with every single hit. | ||||
585 | |||||
586 | |||||
587 | For ZEDs there are different damage multipliers vs. players when playing solo or co-op. Information on damage multpliers can be found in Difficulty Tab, "Damage modifiers for specific ZEDs" and "Damage modifiers for specific ZEDs (Solo)" sections. | ||||
588 | |||||
589 | ZED has separate damage multipliers versus players and doors. Generally ZEDs do more damage to doors due to higher damage multipliers. | ||||
590 | ZEDs - Evade / blocking. | ZEDs are able to evade AND / OR to block certain damage sources. | |||
591 | Certain ZEDs are capable of blocking AND / OR evading when taking damage. Information on damage-related ZED evade / block probabilities and parameters can be found in ZEDs Tab, "Difficulty" section. However there are other cases where ZEDs can execute these moves. Information on additional evade- and block-capable damage sources / threats can be found in Difficulty Tab, "AI Evade / Block capabilities" section. Evade / block evaluation uses random chance (EvadeChances / BlockChances) that changes with the game difficulty. After evading or blocking the damage source for ZED there is cooldown where it cannot evaluate a new evade / block possibility. Prior to evading ZED might get an artificial randomized delay (ReactionDelayRanges) that also changes with the game difficulty. | ||||
592 | |||||
593 | |||||
594 | |||||
595 | |||||
596 | Block has its maximum duration and cooldown, solo game might have an additional block chance multiplier. When blocking ZED takes less damage (melee attacks have separate damage multipliers). Technically damage mitigation effect begin after 0.25 seconds since the block move started. ZEDs do not block when attacked from behind. | ||||
597 | |||||
598 | |||||
599 | There is a maximum amount of the blocks that ZED can execute in a single block chain. If ZED currently blocking and takes damage that is enough to trigger its new block instance there will happen block chain increment (initial block gives 1 on the block chain counter, 2nd block attempt (when initial block still active) gives 2, 3rd block attempt (when initial block still active) gives 3 and so on). Each block chain increment resets block duration. Upon exceeding the maximum amount of the block chains (Block chains (max) > value) block ends and ZED plays its Melee hit reaction. Each next block sequence (after block cooldown expired) begin with the block chain counter of 1. Generally it is quite hard for ZEDs to chain blocks due to various factors - next block attempt during the current block has a CHANCE to appear upon depleting CERTAIN AMOUNT OF THE HEALTH which ZED looses at decreased rate due to BLOCK DAMAGE RESISTANCE. | ||||
600 | |||||
601 | |||||
602 | |||||
603 | |||||
604 | |||||
605 | If ZED is allowed to sprint during the block animation, for the duration of block its sprint speed will be decreased by 25% (x0.75 multiplier). | ||||
606 | Evade / block evaluation happens when ZED encounters following threats: | ||||
607 | 1. When ZED is being aimed at with the Sharpshooter weapons, Hemogoblin or HRG Crossboom, in such case it is necessary for player to ADS. Time for AI to recieve a warning (i.e. for how long player have to aim at ZED) - random (0.4-0.8)s. Maximum danger distance - 25 meters. AI warning evaluation interval - 0.1s. | ||||
608 | |||||
609 | |||||
610 | 2. When certain projectile (pellet / bolt / blade) is being fired there happening AI warning notification. Maximum danger distance - 20 meters from the projectile spawn location. AI warning notification happens only when the projectile is meant to land at the point which is not further than 1.28 meters away from the ZED's location. | ||||
611 | |||||
612 | |||||
613 | 3. When ZED is being hit. Evaluation interval - each time ZED takes accumulative damage equal to listed health loss percentage. | ||||
614 | 4. When ZED is being aimed at with the flashlight. Evaluation interval - 1s. Maximum danger distance, from the player position - 20 meters. Maximum danger distance, from where the flashlight aimed at - 1.28 meters. | ||||
615 | |||||
616 | 5. When ZED is being attacked by melee weapon. Only relevant for ZEDs that can block. Maximum danger distance - weapon hit range + zed collision radius. | ||||
617 | |||||
618 | 6. When ZED is being attacked by fire weapon. Maximum danger distance, from the player position - 10 meters (15 meters for the Microwave Gun). AI warning evaluation interval - each 0.5s of the continuous weapon firing. | ||||
619 | |||||
620 | 7. When ZED is near the Ground Fire / Ice (but not Residual Flame). Minimum danger distance, from the Ground Fire / Ice location - 3 meters. | ||||
621 | 8. When ZED is at line of Husk's fireball attack. | ||||
622 | Small ZEDs (Clots, Crawlers, Gorefasts, Stalkers and also Abomination Spawns) will attempt to evade when in danger of being run over by big ZEDs (Scrake, Quarter Pound, Fleshpound, Patriarch, King Fleshpound or Matriarch). | ||||
623 | |||||
624 | ZEDs - Health. | ZEDs have separate values of the body health and head health. | |||
625 | Damaging body will not be damaging head BUT damaging head will also apply damage to the body (head damage multiplier should be implied in this case). Ballistic-explosive projectiles such as RPG-7 or M203 apply two types of the damage - ballistic shell impact which essentially is a "big bullet" capable of damaging certain bodyparts such as a head or limbs AND explosion which does not trace hitzones and only does damage to body. | ||||
626 | |||||
627 | |||||
628 | Amount of the health and head health for each next spawned ZED depends from amount of the living players. Players joined the game but not yet spawned will not contribute towards ZED's HP. | ||||
629 | |||||
630 | When there is more than 6 players on the server, ZED HP begin to grow linearly. The maximum health cap multiplier (x20) can be achieved upon having 128 + 6 = 134 players at same time. Interpolation begin at the point A which is the ZED's Health Mod value for 6 players and ends at the point B = 20 which is the health cap, amount of the interpolation is value of ((Amount Of Living Players - 6) / 128). This interpolated value is then being added to 1 to give a final health mod multiplier. | ||||
631 | |||||
632 | |||||
633 | |||||
634 | Example 1: Gorefiend on a 10-men server. Gorefiend has constant amount of the health at sub-6-men server - 400, i.e. it does not go up when there is 1-6 players because Health Scale value per player for this ZED is 0. So HP begin to interpolate from 0 to 20 and amount of the interpolation is (10-6) / 128 = 0.03125. Lerp (0, 20, 0.03125) = 0 + ((20-0) x 0.03125) = 0.625. Final health multiplier is 1+0.625 = 1.625. At the 10-men server Gorefiend will have 400 x 1.625 =650 HP. | ||||
635 | |||||
636 | |||||
637 | |||||
638 | Example 2: Scrake on a 10-men HOE server. Per additional player Scrake gains 39% more health (Health Scale value of 0.39). Interpolation begin from 0.39x6 = 2.34 to 20 and amount of the interpolation is (10-6) / 128 = 0.03125. Lerp (2.34, 20, 0.03125) = 2.34 + ((20-2.34) x 0.03125) = 2.891875. Final health multiplier is 1+2.891875 = 3.891875. At the 10-men server Scrake will be have 1210 x 3.891875 = 4709 HP, where 1210 is amount of the health for 1-men HOE Scrake. | ||||
639 | |||||
640 | |||||
641 | |||||
642 | ZEDs - Heavy bump. | Big ZEDs can do bump damage to small ZEDs. | |||
643 | Quarter Pound, Fleshpound and King Fleshpound bumps: | ||||
644 | Enraged or sprinting Fleshpounds (all variants) can do bump damage to ZEDs just by touching them (although ZEDs on their path will likely attempt to evade the threat). Base amount of the damage is 270, multiplied by x2 if Fleshpounds are sprinting and also multiplied by Fleshpounds' difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZEDs will be having less body health than incoming bump damage, these ZEDs will be knocked down if they would manage to survive (Rioters, for example, as their armor will absorb the damage). Otherwise, if ZEDs will be having enough health to survive the bump, instead they will stumble. | ||||
645 | |||||
646 | |||||
647 | |||||
648 | Hans Volter, Patriarch and Matriarch bump: | ||||
649 | In Hunt And Heal / fleeing / sprinting modes bosses can do bump damage to ZEDs just by touching them (although ZEDs on their path will likely attempt to evade the threat). Base amount of the damage is 270 multiplied by bosses' difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZEDs will be having less body health than incoming bump damage, there will be 40% chance for these ZEDs to die (get obliterated) and 60% chance to get knocked down without taking any damage. Otherwise, if ZEDs will be having enough health to survive the bump, instead they will stumble. | ||||
650 | |||||
651 | |||||
652 | |||||
653 | Notes: ZEDs do not evade when being runover by Hans Volter. Patriarch does 10 points of damage when bumping into players while fleeing. | ||||
654 | ZEDs - Hitzones. | ZEDs have vulnerable AND / OR resistant hitzones. | |||
655 | Damage applied on these hitzones will be adjusted by listed damage multiplier. Hitzones are "additional" damage multipliers. If ZED is resistant or weak to certain damage type and is getting hit into certain hitzone, the total amount of the taken damage will be multiplied twice - by ZEDs resistance / weakness scale and by hitzone damage multiplier. For example when hit by Ballistic_Rifle damage type into its gauntlets, the Fleshpound will be taking 0.75 x 0.2 = 0.15 (15% of the base weapon damage). | ||||
656 | |||||
657 | |||||
658 | |||||
659 | ZEDs - Movement speed. | Two ZEDs of the same type may have different movement speed. | |||
660 | Each particular ZED has its own base movement speed value (one for walking and one for sprinting). In game movement speed is deviated by up to -10%/+10% from this base value. Each ZED getting its movement speed value only once - upon spawning which means that two ZEDs of same type will be having different speed values which will not change during the time these ZEDs alive. Movement speed further adjusted by two modificators - Difficulty Speed Mod and Per-ZED Speed Mod. Player-controlled ZEDs do NOT have their speed adjusted by randomization. | ||||
661 | |||||
662 | |||||
663 | |||||
664 | There is an exception for bosses. Whenever in the multiplayer (non-solo) game there will be only one player alive, for every minute spent bosses (Hans Volter, Patriarch and Matriarch only) will be getting +20% of their movement speed, up to +30% at maximum. | ||||
665 | |||||
666 | Final (per-difficulty, per-ZED) speed mod is calculated by formula: Final Speed Mod = Difficulty Speed Mod x Per-ZED Speed Mod x (1 ± 10% Deviation), where Base Speed Mod is a value of Normal - 0.9, Hard, Suicidal and HOE - 0.95. Base Speed Mod is also affected by Game Conductor. | ||||
667 | |||||
668 | Actual values for walking and running can be found at ZEDs Tab, "Movement Speed" section. For example, Crawler has movement speed values of (450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4), meaning that random value within 450 - 550 units / s range (i.e. ±10% deviation) will be multiplied by x0.9 which is the Base Speed Mod of Normal difficulty and further by x1 which is Per-Crawler Speed Mod for Normal difficulty. On top of that x0.9 value will be adjusted by Game Conductor (see Difficulty Tab, "Game Conductor" section). Based on how well player's team doing it chages from -2.5% to +2.5%, so at the end of it all there gonna be speed deviation from Rand(450-550) x 0.875 x 1 to Rand (450-550) x 0.925 x 1. | ||||
669 | |||||
670 | |||||
671 | |||||
672 | When hidden (not considered as relevant or not observed by players), ZEDs can move at Hidden Speed (aka Super Speed) which depends from amount of the living players. However in most cases ZEDs prefer to teleport shortly after entering "hidden" mode. Last 3 ZEDs during the wave time are always relevant. | ||||
673 | |||||
674 | |||||
675 | Upon spawning each ZED getting its own Sprint and Sprint When Damaged chances - the values that used to determine whether ZED should or should not sprint under the proper conditions. Information on ZED sprint conditions can be found in ZEDs Tab, "Notes" section. | ||||
676 | |||||
677 | ZEDs - Rally boost. | Player-controlled Alpha Clots and Rioters can rally boost nearby ZEDs. | |||
678 | Rally-boosted ZED inflicts more damage and (for certain ZEDs on certain difficulties) become able to sprint regardless from its pre-set settings. Rally boost has duration of 10 seconds. | ||||
679 | |||||
680 | ZEDs - Spawning. | ZEDs tend to spawn in squads / Amount of ZEDs to spawn during the boss wave. | |||
681 | ZED variety depends from the game length and current wave number. Information on ZED squads to spawn can be found in Difficulty Tab, "ZED Squads to spawn during the wave time" section. | ||||
682 | |||||
683 | Information of ZED squads to spawn during the boss wave can be found in Difficulty Tab, "ZED Squads to spawn during the Hans / Patriarch / King Fleshpound / Abomination / Matriarch wave" section. | ||||
684 | |||||
685 | Amount of ZEDs to spawn during the boss wave depends from how many players present of the server. This value calculated by formula: ZEDs To Spawn = Base Amount x Per-Player Mod. | ||||
686 | |||||
687 | Base Amount values (scale up linearly from 1 player to maximum players allowed): Hans Volter = 1-18, Patriarch = 6-10, King FP = 1-6, Abomination: Normal = 5-30, Hard = 6-66, Suicidal = 6-36, HOE = 8-48, Matriarch = 3-5. | ||||
688 | |||||
689 | Per-Player Mod values: 1 player - x1, 2 players - x1.5, 3 players - x1.5, 4 players - x1.875, 5 players - x1.875, 6 players - 2. | ||||
690 | Note: Amount of ZEDs to spawn will never be higher than Maximum ZEDs At Time value. Maximum ZEDs At Time: Normal: 1p - 10, 2p - 14, 3p or more - 32, Hard: 1p - 11, 2p - 18, 3p or more - 32, Suicidal: 1p - 12, 2p - 18, 3p or more - 32, HOE: 1p - 12, 2p - 18, 3p or more - 32. | ||||
691 | |||||
692 | Example on how many ZEDs to expect during the Abomination wave at Suicidal difficulty with 3 players: Base Wave Amount laying at the half way through the range of 6-36 (3 players = 1/2 of the 6 which is max), so Base Wave Amount = LERP (6, 36, 0.5) = 21, Per-Player Mod for 3 players = x1.5. ZEDs To Spawn = 21 x 1.5 = 31. Maximum ZEDs At Time for 3 players Suicidal is 32, 32 > 31, so ZEDs To Spawn value remains the same - 31. | ||||
693 | |||||
694 | |||||
695 | Note on boss spawn chances : The method of the boss predetermining is yet unknown: prior to randomly picking one of the 5 bosses to fight, game firstly check if it has to force a specific boss depending on a currently active event or a specific map (such as Krampus being a guaranteed boss on the Krampus Lair map). This first part is done natively and there is no way to certainly tell what are the actual probabilities of bosses to appear. However, neither it is known if the responsible function (type, name and return type would be bool UseSpecificBossIndex(out int ForcedIndex)) for the lack of known arguments used by it, is actually capable of modifying boss spawn probabilities rather than setting a specific boss index. Developer commentary for this function - "Event or maps-specific override functionality" - is likely implies that if specific boss to be ever forced then it would be during a specific map or an event so it is safe to assume that under normal conditions boss spawn probability is completely random. | ||||
696 | |||||
697 | |||||
698 | |||||
699 | |||||
700 | |||||
701 | ZEDs - Spawn intensity. | ZED spawn intensity changes depending on the various factors. | |||
702 | ZED spawn intensity depends from the Spawn Rate modifier which itself depend from the Spawn Mod, Spawn Time modifier, Solo Spawn Rate modifier and Early Wave Rate / Late Wave modifiers (by default Spawn Rate modifier value set to: Normal - x0.8, Hard - x0.8, Suicidal - x0.7, HOE - x0.68). These modifiers change their values with the game difficulty, wave number, amount of the living players and whether this wave is an "early" wave or not ("early" waves: Long = waves 1-4, Normal = waves 1-3, Short = 1st wave). The greater Spawn Rate modifier is - the slower spawning happens and vice versa, the lesser it is - the faster ZEDs spawn. By any means there is at least 1 second between spawns of each two separate ZED groups. | ||||
703 | |||||
704 | |||||
705 | |||||
706 | Firstly game calculates the Spawn Mod: | ||||
707 | 1. Spawning rate in the "early" waves will be increased. Spawn Mod for "early" waves calculated as Spawn Mod = Spawn Time modifier x Solo Spawn Rate modifier x Early Wave Rate modifier. | ||||
708 | |||||
709 | 1.1. If current game is a solo game, ZED spawning will be slowed down. Otherwise Solo Spawn Rate modifier remains the same (1). Solo Spawn Rate modifiers: Short game, all difficulties - (wave 1 - 1.55, wave 2 - 1.65, wave 3 - 1.75, wave 4 - 1.80, wave 4 of normal game - 1.85), Normal game, all difficulties - (wave 1 - 1.55, wave 2 - 1.60, wave 3 - 1.65, wave 4 - 1.70, wave 5 - 1.75, wave 6 - 1.80, wave 7 - 1.80), Long game, all difficulties - (wave 1 - 1.55, wave 2 - 1.59, wave 3 - 1.64, wave 4 - 1.68, wave 5 - 1.72, wave 6 - 1.75, wave 7 - 1.78, wave 8 - 1.81, wave 9 - 1.84, wave 10 - 1.85). | ||||
710 | |||||
711 | |||||
712 | |||||
713 | 1.2. If current wave is an "early" wave, Spawn Time modifier changes to 1 for 1 player, to 1.3 for 2 players, to 0.9 for 3 players, to 0.7 for 4 players, to 0.4 for 5 players or to 0.3 for 6 players or more. Otherwise Spawn Time modifier remains the same (1). | ||||
714 | |||||
715 | 1.3. If current wave is an "early" wave, Early Wave Rate modifier changes to 0.8 (Normal) OR to 0.6 (Hard) OR to 0.5 (Suicidal and HOE). Otherwise (if this is wave is a "late" wave) Early Wave Rate modifier remains the same (1). | ||||
716 | |||||
717 | 2. Spawning rate in the "late" waves will be toned down. Spawn Mod for "late" waves calculated as Spawn Mod = Spawn Time modifier x Solo Spawn Rate modifier. | ||||
718 | |||||
719 | 2.1. At ''late" waves Spawn Time modifier changes to 1.1 for 1 player, to 1.45 for 2 players, to 0.9 for 3 players, to 0.8 for 4 players, to 0.7 for 5 players or to 0.6 for 6 players or more. | ||||
720 | |||||
721 | 2.2. Solo Spawn Rate modifier taken from step 1.1. | ||||
722 | After getting the Spawn Mod (from either step 1 or step 2), game multiplies it by Difficulty Spawn Rate modifier. For now on all difficulties Difficulty Spawn Rate modifier has a value of 1, i.e. has NO impact on the spawning. | ||||
723 | |||||
724 | As a final step game calculates Spawn Rate modifier as Spawn Rate modifier = Spawn Mod x Spawn Rate Intensity of the Game Conductor. | ||||
725 | Furthermore, overall spawn intensity depends from the map. Each map has its own specific value that used for calculation of the next spawn time. Lower value means faster spawning. Information on map-specific spawn periods can be found in Difficulty Tab, "Map-specific spawn periods" section. | ||||
726 | |||||
727 | In Objective Mode ZEDs might not follow normal spawn rules. Spawn intensity as well as what kind of ZEDs should spawn are set individually, per map and wave. Most of the waves in Objective Mode use infinite ZED spawning, some of the waves use regular squads to spawn, but some have specific replacement rules. For example, in wave 1 of Nuked objective all ZEDs are replaced by Crawlers. | ||||
728 | |||||
729 | |||||
730 | Note: PvP mode has its ows spawn rules. Information of PvP spawning can be found in PvP Tab, ZED Spawning section. | ||||
731 | ZEDs - Stuck possibility. | AI might stuck due to obstacles or lack of waypoints. AI tends to evaluate and handle stuck. | |||
732 | ZEDs use complicated mechanism to evaluate their stuck possibility when moving to players. Within constant intervals ZEDs check if it is needed to add certain amount of the StuckPossiblity to their stuck meter. Some actions however mark ZEDs as completely unstuck. Upon reaching the StuckPossiblity meter of 5 or higher ZEDs will handle the stuck. ZEDs use different methods to get unstuck. | ||||
733 | |||||
734 | |||||
735 | - ZEDs do not evaluate stuck possibility for next 5 seconds after taking damage. | ||||
736 | - For the next 5 seconds after playing the melee attack animation ZEDs considered as completely unstuck. StuckPossiblity become 0. | ||||
737 | - For the next 5 seconds after teleporting ZEDs considered as completely unstuck. StuckPossiblity become 0. Check "ZEDs - Teleportation" mechanics for additional information on ZED teleportation. | ||||
738 | |||||
739 | - For the next 5 seconds after performing any special move (attack, stumble, knockdown, scream etc.) ZEDs considered as completely unstuck. StuckPossiblity become 0. | ||||
740 | |||||
741 | - If ZEDs are not further than 10 meters away from the players AND there are at least 5 AIs remaining throughout the wave, these ZEDs are considered as completely unstuck. StuckPossibility become 0. | ||||
742 | |||||
743 | - If ZEDs have path to the player (at least one waypoint is cached), they considered as completely unstuck. StuckPossibility become 0. | ||||
744 | - If ZEDs are waiting outside of the closed door while other ZEDs trying to break though, they considered as completely unstuck. StuckPossibility become 0. | ||||
745 | - If ZEDs are not moving in the X|Y axis, StuckPossibility is being increased by +0.5. | ||||
746 | - If ZEDs are moving up / down (jumping in one place) StuckPossibility is being increased by +1 (by +2 if ZEDs are falling without Z-axis velocity). | ||||
747 | In order to prevent stuck, ZEDs have their collision cylinder size reduced while at the special areas of the map ("chokepoints") and when they have total StuckPossibility of 2.5 or higher. | ||||
748 | |||||
749 | ZEDs handle stuck differently. Small ZEDs prefer to suicide and respawn at the spawn volumes. Scrake, Fleshpound and bosses cannot suicide when being stuck but rather teleport to the nearest waypoint OR (if there is no waypoints nearby) to the spawn volumes. | ||||
750 | |||||
751 | ZEDs - Teleportation. | Some ZEDs can teleport when not observed by players. | |||
752 | When hidden (not observed by spectators, not visible and not audible to players) ZEDs can initiate a teleportation to the nearest "best" spawn volume from the players. Observing ZEDs through walls and objects prevents them from becoming hidden for a short period of time hence prevents their teleportation. ZEDs updating their "last relevant time" variable within 5s intervals which is enough to trigger their teleportation. To make sure that certain ZED will not teleport closer, players should have it constantly appearing and disappearing within their LOS (line of sight) since this method forces ZED to update its "last relevant time" variable in intervals shorter than 5s - it is being constantly updated as long as players maintain LOS to this ZED. | ||||
753 | |||||
754 | |||||
755 | |||||
756 | ZED teleportation is completely disabled when only 12 AIs remain during the wave time (except for Stalker - this ZED can teleport regardless from amount of the remaining AIs). | ||||
757 | |||||
758 | Bloat, Husk, E.D.A.R, Siren, Scrake, Fleshpound and bosses cannot teleport at all. | ||||
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Perk | Data | Weapons (price) | Knives (free) | 9mm Pistol (free) | Dual 9mm Pistols (150) | Doshinegun (600) | Medical Syringe (free) | Welder (free) | Battery (free) | |||||||||||||||||||||||||||
2 | All | Ammo | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 2 | Ammo (mag size) | 20 | Ammo (capacity) | 100 | Ammo (capacity) | 100 | Capacity | 100 | |||||||||||||||||||||
3 | Ammo (mag size) | 15 | Ammo (mag size) | 30 | Dosh cost, per shot | 20 | Ammo (cost, per tick) | 7 | Recharge (points per second) | 6 | |||||||||||||||||||||||||
4 | Ammo (max, spare) | 75 | Ammo (max, spare) | 60 | Recharge rate (1 point per every) | 0.08s | |||||||||||||||||||||||||||||
5 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | |||||||||||||||||||||||||||||||
6 | Price, per magazine | 12 | Price, per magazine | 24 | |||||||||||||||||||||||||||||||
7 | Damage and ROF | Damage (alt-fire, up to) | 64 | Damage | 25 | Damage | 25 | Damage | 60 | Rate of fire, per minute (welding or unwelding) | 300 | ||||||||||||||||||||||||
8 | Damage (primary, up to) | 32 | Damage type | Ballistic | Damage type | Ballistic | Damage type | Bludgeon | (5 ticks worth of welding or unwelding per second) | ||||||||||||||||||||||||||
9 | Damage (stab) | 15 | Fire interval, seconds | 0.2 | Fire interval, seconds | 0.12 | Fire interval, seconds | 0.2 | Rate of fire, per minute (repairing broken doors) | 200 | |||||||||||||||||||||||||
10 | Damage type (alt-fire) | Slashing | Rate of fire, per minute | 300 | Rate of fire, per minute | 500 | Rate of fire, per minute | 300 | (adds 7 points towards repairing meter per welding tick, door is restored when it accumulates 255 points) | ||||||||||||||||||||||||||
11 | Damage type (primary) | Slashing | |||||||||||||||||||||||||||||||||
12 | Damage type (stab) | Piercing | |||||||||||||||||||||||||||||||||
13 | Rate of fire, per minute (alt-fire, right-to-left) | 67 | |||||||||||||||||||||||||||||||||
14 | Rate of fire, per minute (alt-fire) | 66 | |||||||||||||||||||||||||||||||||
15 | Rate of fire, per minute (primary, combo) | 150 | |||||||||||||||||||||||||||||||||
16 | Rate of fire, per minute (stab) | 160 | |||||||||||||||||||||||||||||||||
17 | Upgrade (price) | Upg1 (200): Base damage x1.2. | Upg1 (200): Base damage x1.2. | Upg1 (600): Base damage x1.23, Base weight + 1. | |||||||||||||||||||||||||||||||
18 | Upg2 (500): Base damage x1.4. | Upg2 (500): Base damage x1.4. | Upg2 (700): Base damage x1.47, Base weight + 2. | ||||||||||||||||||||||||||||||||
19 | Upg3 (600): Base damage x1.6. | Upg3 (600): Base damage x1.6. | Upg3 (1500): Base damage x1.7, Base weight + 3. | ||||||||||||||||||||||||||||||||
20 | Upg4 (700): Base damage x1.8. | Upg4 (700): Base damage x1.8. | |||||||||||||||||||||||||||||||||
21 | Upg5 (1500): Base damage x2. | Upg5 (1500): Base damage x2. | |||||||||||||||||||||||||||||||||
22 | Bullet ballistic | Bullet (speed) | 15000 | Bullet (speed) | 15000 | Projectile (speed) | 7500 | ||||||||||||||||||||||||||||
23 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Projectile (spread modifier, ads) | 0.5 | |||||||||||||||||||||||||||||
24 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Projectile (spread modifier, crouch) | 0.75 | |||||||||||||||||||||||||||||
25 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Projectile (spread modifier, move) | 1 | |||||||||||||||||||||||||||||
26 | Spread factor | 0.015 | Spread factor | 0.015 | Spread factor | 0.015 | |||||||||||||||||||||||||||||
27 | Projectile speed - 75 m/s. Gravity scale - 0.57. | ||||||||||||||||||||||||||||||||||
28 | Weapon power | Gun hit power (Scalpel only, primary) | 44 | Gun hit power | 10 | Gun hit power | 10 | Gun hit power | 150 | ||||||||||||||||||||||||||
29 | Melee hit power (alt-fire) | 50 | Knockdown Power | 12 | Knockdown Power | 12 | Stumble power | 120 | |||||||||||||||||||||||||||
30 | Melee hit power (primary) | 50 | Stun power | 40 | |||||||||||||||||||||||||||||||
31 | Melee hit power (Scalpel only, alt-fire) | 113 | |||||||||||||||||||||||||||||||||
32 | Melee hit power (stab) | 25 | |||||||||||||||||||||||||||||||||
33 | Stumble power (alt-fire) | 50 | |||||||||||||||||||||||||||||||||
34 | Recoil | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | ||||||||||||||||||||||||||||
35 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | |||||||||||||||||||||||||||||
36 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.5 | |||||||||||||||||||||||||||||
37 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | |||||||||||||||||||||||||||||
38 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | |||||||||||||||||||||||||||||
39 | Melee, Bash | Block (damage multiplier for incoming attack) | x0.8 | Damage | 20 | Damage | 22 | Damage | 26 | Damage | 15 | Damage | 20 | ||||||||||||||||||||||
40 | Combo length, max | 4 | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | |||||||||||||||||||||||
41 | Maximum hit range | 125 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | |||||||||||||||||||||||
42 | Parry (damage multiplier for incoming attack) | x0.8 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | |||||||||||||||||||||||
43 | Parry (duration) | 0.39s | Rate of fire, per minute | 80 | Rate of fire, per minute | 89 | Rate of fire, per minute | 55 | Rate of fire, per minute | 80 | Rate of fire, per minute | 70 | |||||||||||||||||||||||
44 | Parry strength | 1 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | |||||||||||||||||||||||
45 | Blockable damage types: Bludgeon / Slashing. | ||||||||||||||||||||||||||||||||||
46 | Handling | Time (equip) | 0.32s | Reload (elite, empty) | 1.23s | Reload (elite, empty) | 2.25s | Reload time | 2.08s | Time (animation, healing others, while holding) | 0.23s | Time (equip) | 0.33s | ||||||||||||||||||||||
47 | Time (put down) | 0.63s | Reload (elite, half) | 1.53s | Reload (elite, half) | 2.41s | Time (equip) | 0.75s | Time (animation, self healing, quick) | 0.4s | Time (put down) | 0.42s | |||||||||||||||||||||||
48 | Reload (empty) | 2.13s | Reload (empty) | 3.09s | Time (put down) | 0.60s | Time (animation, self healing, while holding) | 0.47s | Range to "find" the door | 1.5m | |||||||||||||||||||||||||
49 | Reload (half) | 2.17s | Reload (half) | 3.09s | Weight | 4 | Time (equip) | 0.23s | |||||||||||||||||||||||||||
50 | Time (equip) | 0.25s | Time (equip) | 0.50s | Sell price of un-upgraded version of this weapon is multiplied by x0.167 (making it 100 Dosh) to avoid "infinite money" exploit. | Time (put down) | 0.33s | ||||||||||||||||||||||||||||
51 | Time (put down) | 0.55s | Time (put down) | 0.73s | Range to "find" the patient | 1.517m | |||||||||||||||||||||||||||||
52 | Weight | 2 | |||||||||||||||||||||||||||||||||
53 | Misc | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. This rule as well applied on Field Medic's Scalpel + Acidic Rounds skill combo: horizontal strikes cause less damage / tick than vertical. | Damage type group: Ballistic_Handgun. | Damage type group: Ballistic_Handgun. | Skills that work with this weapon: Commando's passive damage and Machine Gunner; Field Medic's Zedative (only the part where it can cause toxic explosion); Gunslinger's Fan Fire; Sharpshooter's passive, Sniper, Rack 'Em Up (gets damage bonus but does not trigger stacks), Dead Eye, Assassin (damage and ZT chance), Ranger (only ZT chance); Survivalist's passive damage, ZT reload, Spontaneous Zed-plosion, Madman and Lockdown. | Heal (amount, solo) | 50 | Door repair ammo cost, per weld tick | 7 | Drain rate (flashlight, per second) | 0.8 | ||||||||||||||||||||||||
54 | Heal (amount) | 20 | Door will be restored once it accumulate a total of 255 points. | Drain rate (nightvision, per second) | 0.8 | ||||||||||||||||||||||||||||||
55 | Time (full recharge, from 0 to 100%, healing self) | 15s | Time (full recharge, from 0 to 100%) | 8s | Time (full recharge, from 0 to 100%) | 16.7s | |||||||||||||||||||||||||||||
56 | Time (full recharge, from 0 to 100%, healing team) | 7.5s | Weld integrity (un-welding, per weld tick) | -110hp | |||||||||||||||||||||||||||||||
57 | Stab attack featuring pushback momentum. | Weld integrity (welding, per weld tick) | +68hp | ||||||||||||||||||||||||||||||||
58 | Damage type group: Slashing, Piercing. | ||||||||||||||||||||||||||||||||||
59 | Perk | Data | Weapons (price) | Crovel Survival Tool (200) | Piranha Pistol / dual (600 / 1200) | VLAD-1000 Nailgun (750) | Katana (850) | Road Redeemer (850) | Fire Axe (850) | Hemoclobber (1200) | Zweihander (1300) | Pulverizer (1300) | HRG Teslauncher (1500) | Static Strikers (1600) | Eviscerator (1600) | Bone Crusher (1600) | Battleaxe (2000) | Ion Thruster (2000) | EMP Grenade (40) | ||||||||||||||||||
60 | Berserker | Ammo | Ammo (initial, spare mags) | 2 / 1 | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags) | 1 | Ammo (initial, spare mags) | 0 | Ammo (initial, spare mags, projectiles / grenades) | 2 / 1 | Ammo (initial, alt-fire) | 250 | Maximum | 5 | |||||||||||||||||||
61 | Ammo (mag size) | 6 / 12 | Ammo (mag size) | 42 | Ammo (mag size) | 2 | Ammo (mag size) | 5 | Ammo (mag size) | 30 | Ammo (initial, primary, spare mags) | 0 | Price, per grenade | 40 | |||||||||||||||||||||
62 | Ammo (max, spare) | 66 / 66 | Ammo (max, spare) | 378 | Ammo (max, spare) | 10 | Ammo (max, spare) | 15 | Ammo (max, spare, projectiles / grenades) | 240 / 7 | Ammo (mag size, alt-fire) | 250 | Start | 2 | |||||||||||||||||||||
63 | Ammo pickup scale | x1 / x0.5 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale (projectiles / grenades) | x1 / x2 | Ammo (mag size, primary) | 5 | |||||||||||||||||||||||
64 | Price, per magazine | 38 / 76 | Price, per magazine | 39 | Price, per magazine | 75 | Price, per magazine | 85 | Price, per magazine (projectiles / grenades) | 62 / 15 | Ammo (max, spare, primary) | 25 | |||||||||||||||||||||||
65 | Ammo pickup scale (alt-fire) | x0.2 | |||||||||||||||||||||||||||||||||
66 | Ammo pickup scale (primary) | x1 | |||||||||||||||||||||||||||||||||
67 | Price, per 10 points of fuel | 10 | |||||||||||||||||||||||||||||||||
68 | Price, per magazine | 75 | |||||||||||||||||||||||||||||||||
69 | Damage and ROF | Damage (alt-fire, up to) | 86 | Damage | 115 | Damage | 35 | Damage (alt-fire, up to) | 90 | Damage (alt-fire, up to) | 90 | Damage (alt-fire, up to) | 135 | Alt-fire explosion (damage) | 225 | Damage (alt-fire, up to) | 195 | Damage (alt-fire, w/o ammo, up to) | 145 | Afterburn (DOT damage scale / duration / interval) | x0.3 / 2s / 0.5s | Damage (alt-fire, up to) | 175 | Damage (alt-fire) | 29 | Damage (alt-fire, up to) | 175 | Damage (alt-fire, up to) | 250 | Afterburn (damage type) | Fire | Damage | 25 | ||
70 | Damage (bash) | 15 | Damage (bash) | 75 | Damage type | Ballistic | Damage (primary, up to) | 68 | Damage (bash) | 68 | Damage (bash) | 20 | Alt-fire explosion (radius / falloff) | 500 / 0 (none) | Damage (primary, up to) | 85 | Damage (bash) | 20 | Damage | 68 | Damage (bash) | 100 | Damage (primary) | 300 | Damage (bash) | 165 | Damage (primary, up to) | 120 | Afterburn (duration / interval / scale) | 3s / 0.5s / x0.2 | Damage type | EMP | |||
71 | Damage (primary, up to) | 49 | Damage type | Slashing | Fire interval (primary / single fire), seconds | 0.3 / 0.2 | Damage (stab) | 68 | Damage (primary, up to) | 68 | Damage (primary, up to) | 90 | Damage (alt-fire, up to) | 140 | Damage (stab) | 63 | Damage (explosion, adds to alt-fire) | 383 | Damage type (grenade explosion) | EMP | Damage (primary, up to) | 95 | Damage (stab) | 90 | Damage (primary, up to) | 80 | Damage (stab) | 101 | Damage (alt-fire, up to) | 152 | Explosion falloff exponent | 1 (linear) | |||
72 | Damage type (alt-fire) | Bludgeon | Fire interval, seconds | 0.25 / 0.19 | Pellets | 7 | Damage type (alt-fire) | Slashing | Damage type (alt-fire) | Bludgeon | Damage type (alt-fire) | Slashing | Damage (bash) | 40 | Damage type (alt-fire) | Slashing | Damage (primary, up to) | 80 | Damage type (projectile impact / grenade impact) | Ballistic / Shell | Damage type (alt-fire) | Bludgeon | Damage type | Slashing | Damage type (alt-fire) | Bludgeon | Damage type (alt-fire) | Slashing | Damage (charged attack) | 400 | Fuze time | 0.25s | |||
73 | Damage type (bash) | Bludgeon | Rate of fire, per minute | 240 / 315 | Rate of fire, per minute | 200 | Damage type (primary) | Slashing | Damage type (primary) | Bludgeon | Damage type (primary) | Slashing | Damage (primary, up to) | 80 | Damage type (primary) | Slashing | Damage type (alt-fire, w/o ammo) | Bludgeon | Fire interval (rifle / grenades), seconds | 0.12 / 0.25 | Damage type (bash) | Bludgeon | Fire interval (primary / alt-fire), seconds | 0.95 / 0.12 | Damage type (bash) | Bludgeon | Damage type (primary) | Slashing | Damage (primary, up to) | 92 | Radius | 700 | |||
74 | Damage type (primary) | Slashing | Rate of fire, per minute (bash) | 82 / 98 | Rate of fire, per minute (single fire) | 300 | Damage type (stab) | Piercing | Damage type (stab) | Bludgeon | Damage type (stab) | Bludgeon | Damage type (alt-fire explosion) | Toxic | Damage type (stab) | Piercing | Damage type (explosion, adds to alt-fire) | Explosive | Grenade (explosion damage) | 25 | Damage type (primary) | Bludgeon | Rate of fire, per minute (alt-fire) | 500 | Damage type (primary) | Bludgeon | Damage type (stab) | Piercing | Damage (stab) | 85 | |||||
75 | Rate of fire, per minute (alt-fire, fwd or bwd) | 62 | Rate of fire, per minute (alt-fire, left-to-right) | 56 | Rate of fire, per minute (alt-fire, left-to-right) | 52 | Rate of fire, per minute (alt-fire, backward) | 50 | Damage type (primary and alt-fire) | Bludgeon | Rate of fire, per minute (alt-fire, backward) | 59 | Damage type (primary) | Bludgeon | Grenade (explosion falloff exponent) | 1 (linear) | Rate of fire, per minute (alt-fire, backward) | 52 | Rate of fire, per minute (primary) | 63 | Rate of fire, per minute (alt-fire, backward) | 55 | Rate of fire, per minute (alt-fire, backward) | 46 | Damage type (primary, alt-fire and charged attack) | Slashing | |||||||||
76 | Rate of fire, per minute (alt-fire, left or right) | 60 | Rate of fire, per minute (alt-fire, right-to-left) | 63 | Rate of fire, per minute (alt-fire, right-to-left) | 61 | Rate of fire, per minute (alt-fire, forward) | 45 | Explosion poison (damage scale / duration / interval) | x0.4 / 5s / 1s | Rate of fire, per minute (alt-fire, forward) | 51 | Explosion (radius) | 400 | Grenade (explosion radius) | 350 | Rate of fire, per minute (alt-fire, forward) | 46 | Rate of fire, per minute (stab) | 56 | Rate of fire, per minute (alt-fire, forward) | 56 | Rate of fire, per minute (alt-fire) | 41 | Damage type (stab) | Piercing | |||||||||
77 | Rate of fire, per minute (bash) | 82 | Rate of fire, per minute (alt-fire) | 60 | Rate of fire, per minute (alt-fire) | 54 | Rate of fire, per minute (alt-fire, left-to-right) | 48 | Melee poison (damage scale / duration / interval) | x0.2 / 5s / 1s | Rate of fire, per minute (alt-fire, left or right) | 52 | Explosion falloff | 1 (linear) | Grenade (impact damage) | 50 | Rate of fire, per minute (alt-fire, left-to-right) | 48 | Rate of fire, per minute (alt-fire, left-to-right) | 54 | Rate of fire, per minute (primary, combo) | 79 | Rate of fire, per minute (alt-fire, right-to-left) | 63 | |||||||||||
78 | Rate of fire, per minute (primary, combo) | 128 | Rate of fire, per minute (primary, combo) | 144 | Rate of fire, per minute (bash) | 62 | Rate of fire, per minute (alt-fire, right-to-left) | 50 | Rate of fire, per minute (alt-fire) | 55 | Rate of fire, per minute (primary, combo) | 79 | Rate of fire, per minute (alt-fire) | 55 | Rate of fire, per minute | 500 | Rate of fire, per minute (alt-fire, right-to-left) | 46 | Rate of fire, per minute (alt-fire, right-to-left) | 53 | Rate of fire, per minute (stab) | 60 | Rate of fire, per minute (alt-fire) | 60 | |||||||||||
79 | Rate of fire, per minute (stab) | 82 | Rate of fire, per minute (primary, combo) | 128 | Rate of fire, per minute (bash) | 80 | Rate of fire, per minute (bash) | 84 | Rate of fire, per minute (stab) | 62 | Rate of fire, per minute (bash) | 84 | Rate of fire, per minute (grenades) | 24 | Rate of fire, per minute (bash) | 52 | Rate of fire, per minute (bash) | 50 | Rate of fire, per minute (primary, combo) | 120 | |||||||||||||||
80 | Rate of fire, per minute (primary, combo) | 90 | Rate of fire, per minute (primary, combo) | 96 | Rate of fire, per minute (primary, combo) | 96 | Rate of fire, per minute (primary, appox, mashing) | 128 | Rate of fire, per minute (primary, combo) | 120 | Rate of fire, per minute (stab) | 82 | |||||||||||||||||||||||
81 | Upgrade (price) | Upg1 (500): Base damage x1.2, Base weight + 1. | Upg2 (700): Base damage x1.15, Base weight + 1. | Upg1 (600): Base damage x1.2, Base weight + 1. | Upg1 (600): Base damage x1.2, Base weight + 1. | Upg1 (600): Base damage x1.2, Base weight + 1. | Upg1 (600): Base damage x1.2, Base weight + 1. | Upg1 (700): Base damage x1.1, Base weight + 1, Full recharge time x0.8. | Upg1 (700): Base damage x1.05, Base weight + 1. | Upg1 (700): Base damage x1.1, Base weight + 1. | Upg1 (1500): Base damage x1.125, Base weight + 1. | Upg1 (1500): Base damage x1.1, Base weight + 1. | Upg1 (1500): Base damage x1.1, Base weight + 1. | Upg1 (1500): Base damage x1.135, Base weight + 1. | |||||||||||||||||||||
82 | Upg2 (600): Base damage x1.45, Base weight + 2. | Upg3 (1500): Base damage x1.3, Base weight + 2. | Upg2 (700): Base damage x1.3, Base weight + 2. | Upg2 (700): Base damage x1.4, Base weight + 2. | Upg2 (700): Base damage x1.4, Base weight + 2. | Upg2 (700): Base damage x1.4, Base weight + 2. | Upg2 (1500): Base damage x1.1, Base weight + 2. | Upg2 (1500): Base damage x1.2, Base weight + 2. | |||||||||||||||||||||||||||
83 | Upg3 (700): Base damage x1.65, Base weight + 3. | Upg3 (1500): Base damage x1.4, Base weight + 3. | Upg3 (1500): Base damage x1.6, Base weight + 3. | Upg3 (1500): Base damage x1.6, Base weight + 3. | Upg3 (1500): Base damage x1.6, Base weight + 3. | Upg2 (1500): Base damage x1.2, Base weight + 2, Full recharge time x0.6. | |||||||||||||||||||||||||||||
84 | Upg4 (1500): Base damage x1.85, Base weight + 4. | ||||||||||||||||||||||||||||||||||
85 | Bullet ballistic | Gravity scale | 0.8 | Pellet (bounces) | 2 | Rate of Fire of the explosive attack (rough estimation): as soon as Hemoclobber connects with the ZED it start 1s timer where it plays its pump animation. On average, as off perk, it takes around 0.7-0.8s for alt-fire attack to reach ZED so ROF of explosive attack should be around 60 / (0.8+1) = 33 RPM. Firing interval remains the same (1s) regardless of melee speed skills, but time that it takes to connect with the ZED - does. For level 25 Berserker average ROF should be near 60 / (0.6+1) = 38 RPM. | Rate of Fire of the explosive attack (rough estimation): as soon as Pulverizer connects with the ZED it start 1s timer where it plays its pump animation. On average, as off perk, it takes around 0.7-0.8s for alt-fire attack to reach ZED so ROF of explosive attack should be around 60 / (0.8+1) = 33 RPM. Firing interval remains the same (1s) regardless of melee speed skills, but time that it takes to connect with the ZED - does. For level 25 Berserker average ROF should be near 60 / (0.6+1) = 38 RPM. | Projectile (speed) | 22500 | Gravity scale | 0.75 | Ultimate Charge mechanic: upon accumulating 100 units of Charge, the powerful attack can be unleashed by pressing Reload button. | Toss (extra z-axis velocity) | 250 | |||||||||||||||||||||
86 | Projectile (bounces) | 2 | Pellet (speed) | 17500 | Projectile (spread modifier, ads) | 0.5 | Projectile (bounces) | 5 | Toss (speed) | 2500 | |||||||||||||||||||||||||
87 | Projectile (speed) | 4000 | Pellet (spread modifier, ads) | 1 | Projectile (spread modifier, crouch) | 0.75 | Projectile (speed) | 2500 | Charges added, per hit: primary = 1, alt-fire = 3, stab = 1, block = 1, parry = 5. | ||||||||||||||||||||||||||
88 | Projectiles affected by gravity | yes | Pellet (spread modifier, crouch) | 1 | Projectile (spread modifier, move) | 1 | Projectiles affected by gravity | yes | |||||||||||||||||||||||||||
89 | Spread factor | 0.005 | Pellet (spread modifier, move) | 1 | Grenade (speed) | 4000 | Spread factor | 0.02 | Charged attack gets 2 times range of the regular attack as well as greatly extended hitbox. | ||||||||||||||||||||||||||
90 | Spread factor (alt-fire) | 0.01 | Spread factor | 0.0085 | |||||||||||||||||||||||||||||||
91 | Spread factor (primary) | 0.16 | Spread factor (grenade) | 0.0085 | |||||||||||||||||||||||||||||||
92 | Weapon power | Melee hit power (alt-fire) | 100 | Gun hit power (projectile) | 100 | Penetration power | 3 | Melee hit power (alt-fire) | 100 | Melee hit power (alt-fire) | 100 | Melee hit power (alt-fire) | 100 | Melee hit power (alt-fire) | 150 | Melee hit power (alt-fire) | 100 | Knockdown power (alt-fire) | 100 | Burn power (afterburn, per DOT tick) | 8.5 | Melee hit power (alt-fire) | 100 | Melee hit power (alt-fire and stab) | 20 | Knockdown power (mace heavy) | 100 | Knockdown power (alt-fire) | 150 | Burn power (alt-fire) | 50 | EMP power | 100 | ||
93 | Melee hit power (bash) | 100 | Melee hit power (bash) | 100 | Stumble power | 24 | Melee hit power (primary) | 100 | Melee hit power (bash) | 100 | Melee hit power (bash) | 100 | Melee hit power (bash) | 100 | Melee hit power (primary) | 100 | Knockdown power (explosion) | 100 | Burn power (projectile) | 8 | Melee hit power (primary) | 200 | Melee hit power (primary) | 100 | Knockdown power (mace light) | 50 | Melee hit power (alt-fire) | 100 | Burn power (charged attack) | 150 | |||||
94 | Melee hit power (primary) | 50 | Penetration power | 3 | Melee hit power (stab) | 100 | Melee hit power (primary) | 100 | Melee hit power (primary) | 150 | Melee hit power (explosion) | 100 | Melee hit power (stab) | 100 | Knockdown power (primary) | 100 | EMP power (grenade explosion) | up to 100 | Melee hit power (bash) | 100 | Penetration power (primary) | 4 | Knockdown power (shield bash) | 200 | Melee hit power (primary) | 100 | Burn power (per DOT tick) | 15 | |||||||
95 | Stumble power (alt-fire) | 100 | Stumble power (bash) | 200 | Stumble power (alt-fire) | 50 | Stumble power (alt-fire) | 60 | Stumble power (alt-fire) | 75 | Melee hit power (primary) | 100 | Stumble power (alt-fire) | 100 | Melee hit power (alt-fire) | 100 | Gun hit power (grenade impact) | 275 | Stumble power (alt-fire) | 150 | Stumble power (alt-fire and stab) | 100 | Knockdown power (shield heavy) | 100 | Melee hit power (stab) | 100 | Burn power (primary) | 75 | |||||||
96 | Stumble power (bash) | 100 | Stumble power (projectile) | 100 | Stumble power (primary) | 30 | Stumble power (bash) | 100 | Stumble power (bash) | 200 | Poison power (alt-fire) | 20 | Stumble power (primary) | 250 | Melee hit power (bash) | 100 | Gun hit power (projectile) | 30 | Stumble power (primary) | 150 | Stumble power (primary) | 100 | Knockdown power (shield light) | 100 | Stumble power (alt-fire) | 250 | Burn power (stab) | 25 | |||||||
97 | Stumble power (primary) | 50 | Stumble power (primary) | 30 | Stumble power (primary) | 50 | Poison power (bash) | 10 | Stumble power (stab) | 50 | Melee hit power (explosion) | 100 | Knockdown power (grenade impact) | 125 | Stumble power (bash) | 100 | Melee hit power (all attacks) | 100 | Stumble power (primary) | 250 | Knockdown power (charged attack) | 500 | |||||||||||||
98 | Stun power (alt-fire) | 100 | Poison power (explosion) | 300 | Melee hit power (primary) | 100 | Melee hit power (grenade explosion) | up to 100 | Knockdown power (alt-fire) | 90 | Stumble power (mace heavy) | 400 | Stumble power (stab) | 50 | Melee hit power (alt-fire) | 125 | |||||||||||||||||||
99 | Poison power (primary) | 10 | Stumble power (alt-fire) | 100 | Microwave power (projectile) | 45 | EMP power (alt-fire) | 45 | Stumble power (mace light) | 300 | Melee hit power (charged attack) | 500 | |||||||||||||||||||||||
100 | Posion power (per DOT tick, all attacks) | 5 | Stumble power (bash) | 200 | Penetration power (projectile) | 5 | Stumble power (shield bash) | 550 | Melee hit power (primary) | 75 | |||||||||||||||||||||||||
101 | Stumble power (alt-fire) | 100 | Stumble power (explosion) | 340 | Stumble power (grenade impact) | 200 | Stumble power (shield heavy) | 450 | Melee hit power (stab) | 100 | |||||||||||||||||||||||||
102 | Stumble power (bash) | 200 | Stumble power (primary) | 50 | Stumble power (projectile) | 18 | Stumble power (shield light) | 400 | Stumble power (alt-fire) | 100 | |||||||||||||||||||||||||
103 | Stumble power (explosion) | 300 | Stumble power (charged attack) | 500 | |||||||||||||||||||||||||||||||
104 | Stumble power (primary) | 50 | Stumble power (stab) | 50 | |||||||||||||||||||||||||||||||
105 | Recoil | Recoil (modifier, alt-fire) | 0.5 | Recoil (modifier, alt-fire) | 0.5 | Note: unlike Pulverizer, the explosion of Hemoclobber is not directional and covers 360 degrees area around the impact location. The explosion radius is also affected by skill choices of both - Demolitionist and Survivalist. Survivalist's Melee Expert skill increases both - melee and explosive damage. | Recoil (modifier, crouched) | 0.75 | |||||||||||||||||||||||||||
106 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, falling) | 1 | |||||||||||||||||||||||||||||
107 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, hip) | 1.5 | |||||||||||||||||||||||||||||
108 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, jogging) | 1.5 | |||||||||||||||||||||||||||||
109 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Unlike healing cloud of the Healing Grenades, the alt-fire gas explosion of the Hemoclobber does not pass through closed doors. | Recoil (modifier, walking) | 1.25 | ||||||||||||||||||||||||||||
110 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | |||||||||||||||||||||||||||||||
111 | Melee, Bash | Block (damage multiplier for incoming attack) | x0.6 | Block (damage multiplier for incoming attack) | x0.7 / x0.6 | Damage | 26 | Block (damage multiplier for incoming attack) | x0.6 | Block (damage multiplier for incoming attack) | x0.6 | Block (damage multiplier for incoming attack) | x0.6 | Block (damage multiplier for incoming attack) | x0.6 | Block (damage multiplier for incoming attack) | x0.5 | Block (damage multiplier for incoming attack) | x0.5 | Damage | 26 | Block (damage multiplier for incoming attack) | x0.4 | Block (damage multiplier for incoming attack) | x0.4 | Block (damage multiplier for incoming attack) | x0.3 | Block (damage multiplier for incoming attack) | x0.5 | Block (damage multiplier for incoming attack) | x0.5 | ||||
112 | Combo length, max | 3 | Parry (damage multiplier for incoming attack) | x0.6 / x0.5 | Damage type | Bludgeon | Combo length, max | 3 | Combo length, max | 3 | Combo length, max | 3 | Combo length, max | 3 | Combo length, max | 3 | Combo length, max | 3 | Damage type | Bludgeon | Combo length, max | 3 | Maximum hit range | 180 | Combo length, max | 3 | Combo length, max | 3 | Combo length, max | 3 | |||||
113 | Maximum hit range | 150 | Parry (duration) | 0.47s / 0.29s | Maximum hit range | 175 | Maximum hit range | 190 | Maximum hit range | 190 | Maximum hit range | 190 | Maximum hit range | 250 | Maximum hit range | 190 | Maximum hit range | 170 | Maximum hit range | 175 | Maximum hit range | 150 | Parry (damage multiplier for incoming attack) | x0.3 | Maximum hit range (mace / shield) | 165 / 145 | Maximum hit range | 190 | Maximum hit range | 240 | |||||
114 | Parry (damage multiplier for incoming attack) | x0.5 | Parry strength (single / dual) | 3 / 4 | Melee hit power | 100 | Parry (damage multiplier for incoming attack) | x0.5 | Parry (damage multiplier for incoming attack) | x0.5 | Parry (damage multiplier for incoming attack) | x0.5 | Parry (damage multiplier for incoming attack) | x0.5 | Parry (damage multiplier for incoming attack) | x0.4 | Parry (damage multiplier for incoming attack) | x0.4 | Melee hit power | 100 | Parry (damage multiplier for incoming attack) | x0.4 | Parry (duration) | 0.49s | Parry (damage multiplier for incoming attack) | x0.3 | Parry (damage multiplier for incoming attack) | x0.4 | Parry (damage multiplier for incoming attack) | x0.4 | |||||
115 | Parry (duration) | 0.51s | Blockable damage types: Bludgeon / Slashing. | Rate of fire, per minute | 50 | Parry (duration) | 0.375s | Parry (duration) | 0.47s | Parry (duration) | 0.47s | Parry (duration) | 0.47s | Parry (duration) | 0.47s | Parry (duration) | 0.47s | Rate of fire, per minute | 54 | Parry (duration) | 0.38s | Parry strength | 5 | Parry (duration / strength) | 0.44s / 6 | Parry (duration) | 0.47s | Parry (duration) | 0.58s | ||||||
116 | Parry strength | 3 | Stumble power | 200 | Parry strength | 4 | Parry strength | 4 | Parry strength | 4 | Parry strength | 5 | Parry strength | 5 | Parry strength | 5 | Stumble power | 200 | Parry strength | 5 | Blockable damage types: Bludgeon / Slashing. | Blockable damage types: Bludgeon / Slashing / Husk Fireball / EDAR Rocket, Laser and EMP Blast /Husk Flamethrower / Patriarch Minigun / Patriarch Missile / Hans MKb42 / Matriarch Tesla Blast. | Parry strength | 5 | Parry strength | 5 | |||||||||
117 | Blockable damage types: Bludgeon / Slashing. | Blockable damage types: Bludgeon / Slashing. | Blockable damage types: Bludgeon / Slashing. | Blockable damage types: Bludgeon / Slashing. | Blockable damage types: Bludgeon / Slashing. | Blockable damage types: Bludgeon / Slashing. | Blockable damage types: Bludgeon / Slashing. | Blockable damage types: Bludgeon / Slashing. | Blockable damage types: Bludgeon / Slashing. | Blockable damage types: Bludgeon / Slashing. | |||||||||||||||||||||||||
118 | |||||||||||||||||||||||||||||||||||
119 | Handling | Time (equip) | 0.44s | Reload (elite, empty) | 1.21s / 2.80s | Reload (elite, empty) | 2.02s | Draw attack duration | 0.50s | Time (equip) | 0.80s | Time (equip) | 0.85s | Pump action (duration, after explosive attack) | 1s | Time (equip) | 0.47s | Pump action (duration, after explosive attack) | 1s | Force reload (auto-reload delayed for, grenades) | 0.25s | Time (equip) | 0.47s | Reload (empty) | 2.68s | Time (equip) | 0.48s | All attacks featuring pushback momentum. Stab attacks have more pushing force than primary and alt-fire attacks (100000 vs 30000). | Charged attack featuring pushback momentum (100000). | ||||||
120 | Time (put down) | 0.47s | Reload (elite, half) | 1.22s / 2.64s | Reload (elite, half) | 1.93s | Time (equip) | 0.73s | Time (put down) | 0.77s | Time (put down) | 0.93s | Reload (empty) | 2.89s | Time (put down) | 0.55s | Reload (elite, empty) | 2.28s | Reload (empty) | 2.44s | Time (put down) | 0.63s | Reload (half) | 2.68s | Time (put down) | 0.67s | Charged attack (duration of animation) | 1.62s | |||||||
121 | Weight | 4 | Reload (empty) | 2.23s / 3.20s | Reload (empty) | 2.75s | Time (put down) | 0.63s | Weight | 5 | Weight | 5 | Reload (half) | 2.89s | Weight | 7 | Reload (elite, half) | 2.07s | Reload (grenade) | 2.21s | Weight | 7 | This weapon is a melee weapon | yes | Weight | 8 | Time (equip) | 0.76s | Time (equip) | 0.58s | |||||
122 | Reload (half) | 2.22s / 2.87s | Reload (half) | 2.61s | Weight | 4 | Time (equip) | 0.46s | Reload (empty) | 2.89s | Reload (half) | 2.70s | Time (equip) | 0.54s | Time (put down) | 1.15s | Time (put down) | 0.96s | |||||||||||||||||
123 | Time (equip) | 0.33s / 0.34s | Time (equip) | 0.36s | Time (put down) | 0.55s | Reload (half) | 2.61s | Time (equip) | 0.88s | Time (put down) | 0.43s | Weight | 10 | Weight | 8 | |||||||||||||||||||
124 | Time (put down) | 0.67s / 0.77s | Time (put down) | 0.46s | Weight | 4 | Time (equip) | 0.46s | Time (put down) | 0.73s | Weight | 9 | |||||||||||||||||||||||
125 | Weight | 3 / 6 | Weight | 5 | Time (put down) | 0.55s | Weight | 7 | |||||||||||||||||||||||||||
126 | Misc | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. | Projectile (life time) | 180s | Damage type group: Ballistic_Shotgun. | Katana can perform unique draw attack. | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. | Heal on explosion (amount) | 15 | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. | Alt-fire explosion is directional. The explosion radius is affected by skill choices of both - Demolitionist and Survivalist. Survivalist's Melee Expert skill increases both - melee and explosive damage. | Primary attack (EMP projectiles) set ZEDs on fire. Gets increased damage from all matching Berserker's skills. None of them affect its ROF. Survivalist is the only perk to do extra afterburn damage (15%). | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. | Projectile (life time) | 180s | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. Ultimate Charge attack is an exception, it always does full damage. | Damage type group: EMP. | |||||||||||||||
127 | Projectile (pickup height / radius, units) | 250 / 250 | Draw attack does damage of alt-fire attack. | Heal on explosion (radius) | 500 | Projectile (pickup height / radius, units) | 250 / 250 | ||||||||||||||||||||||||||||
128 | Berserker's Smash skill does not affect this weapon, since the Piranha Pistol's attacks are neither "light" or "heavy". +25% headshot damage and stumble power bonus from said skill, however, do work with all of the Piranha Pistol's attacks. Neither this weapon gets damage (and move speed) bonus from Survivalist's Melee Expert skill since technically it's not a melee. | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. | Heal on impact (amount / ammo cost, all attacks) | 30 / 30 | Berserker's Smash skill does not affect this weapon, since the Eviscerator's attacks are neither "light" or "heavy". +25% headshot damage and stumble power bonus from said skill, however, do work with all of the Eviscerator's attacks. Eviscerator gets damage (and move speed) bonus for all of its attacks from Survivalist's Melee Expert skill (and from passive bonus too). | ||||||||||||||||||||||||||||||
129 | Damage type group: Slashing, Bludgeon. | Damage type group: Bludgeon. | Damage type group: Slashing, Bludgeon. | Time (full recharge, from 0 to 100%) | 12s | Damage type group: Slashing, Piercing. | Alt-fire explosion angle, degrees | 150 | Damage type group: Microwave (projectile impact), Ballistic_Shell (grenade impact), EMP (grenade explosion), Fire (projectile afterburn). | Despite the visual animation and sound making it look like bash attack does two hits per strike it actually applies damage only once. | Light / heavy shield attacks may cause obliteration. | Heavy attacks may cause obliteration. | |||||||||||||||||||||||
130 | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. | To obliterate, damage required, at least | 50 / 80 | To obliterate, damage required, at least | 100 | All attacks (including Ultimate Charge) apply Damage Over Time with the duration of 3s, interval of 0.5s and damage scale equal to 20% of the current attack's damage. DOT damage is NOT affected by Firebug's skills and bonuses. | ||||||||||||||||||||||||||||
131 | Damage type group: Slashing, Piercing. | Damage type group: Bludgeon. | To obliterate, ZED HP should become, at least | -30 / -10 | To obliterate, ZED HP should become, at least | 0 | |||||||||||||||||||||||||||||
132 | Damage type group: Bludgeon. | Damage type group: Slashing, Piercing. | |||||||||||||||||||||||||||||||||
133 | Damage type group: Slashing. | Damage type group: Bludgeon, Toxic. | Damage type group: Bludgeon, Explosive. | Damage type group: Slashing. | |||||||||||||||||||||||||||||||
134 | Perk | Data | Weapons (price) | AR-15 Varmint Rifle (200) | Sentinel (500) | SA80 L85A2 Bullpup (650) | Kalashnikov AK-12 (1100) | Mkb.42(H) Carbine Rifle (1100) | FAMAS Masterkey (1200) | SCAR-H Assault Rifle (1500) | Stoner 63A LMG (1500) | Minigun (2000) | HE Grenade (40) | ||||||||||||||||||||||||
135 | Commando | Ammo | Ammo (initial, spare mags) | 6 | Player starts with 2 drones, 4 drones max (1+3). Every drone comes with 150 rounds of ammo. Price, per drone = 60 dosh. | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags, rifle / shotgun) | 3 / 1 | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 1 | Ammo (initial, spare mags) | 1 | Maximum | 5 | ||||||||||||||
136 | Ammo (mag size) | 20 | Ammo (mag size) | 30 | Ammo (mag size) | 30 | Ammo (mag size) | 30 | Ammo (mag size, rifle / shotgun) | 30 / 6 | Ammo (mag size) | 20 | Ammo (mag size) | 75 | Ammo (mag size) | 90 | Price, per grenade | 40 | |||||||||||||||||
137 | Ammo (max, spare) | 240 | Only 1 drone at time is allowed, deploying new one will result in explosion of the currently active. Drone begin to search for targets only after gaining altitude. Drone tries to aim at ZED's torso. | Ammo (max, spare) | 270 | Ammo (max, spare) | 300 | Ammo (max, spare) | 270 | Ammo (max, spare, rifle / shotgun) | 240 / 36 | Ammo (max, spare) | 340 | Ammo (max, spare) | 500 | Ammo (max, spare) | 540 | Start | 2 | ||||||||||||||||
138 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale (rifle / shotgun) | x1 / x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | |||||||||||||||||||
139 | Price, per magazine | 20 | Price, per magazine | 32 | Price, per magazine | 40 | Price, per magazine | 50 | Price, per magazine (rifle / shotgun) | 25 / 15 | Price, per magazine | 28 | Price, per magazine | 70 | Price, per magazine | 90 | |||||||||||||||||||
140 | Damage and ROF | Damage | 30 | Damage | 10 | Damage | 32 | Damage | 40 | Damage | 50 | Damage (rifle / shotgun) | 35 / 30 | Damage | 55 | Damage | 30 | Damage | 35 | Damage | 300 | ||||||||||||||
141 | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage type | Explosive | |||||||||||||||
142 | Fire interval (burst / semi-auto), seconds | 0.12 | Explosion (damage / radius / falloff exponent) | 200 / 300 / 0.5 | Fire interval (full-auto / semi-auto), seconds | 0.0909 / 0.1 | Fire interval (full-auto / burst), seconds | 0.1 / 0.06 | Fire interval (full-auto / semi-auto), seconds | 0.12 / 0.12 | Fire interval (rifle / shotgun), seconds | 0.0667 / 0.77 | Fire interval (full-auto / semi-auto), seconds | 0.096 / 0.1 | Fire interval, seconds | 0.066 | Fire interval, seconds | 0.05 | Explosion falloff exponent | 2 (exp) | |||||||||||||||
143 | Rate of fire, per minute (burst) | 500 | Fire interval | 0.12 | Rate of fire, per minute (full-auto) | 660 | Rate of fire, per minute (burst) | 1000 | Rate of fire, per minute (full-auto) | 500 | Pellets | 7 | Rate of fire, per minute (full-auto) | 625 | Rate of fire, per minute | 909 | Rate of fire, per minute | 1200 | Fuze time | 1s | |||||||||||||||
144 | Rate of fire, per minute (semi-auto) | 500 | Rate of fire, per minute | 500 | Rate of fire, per minute (semi-auto) | 600 | Rate of fire, per minute (full-auto) | 600 | Rate of fire, per minute (semi-auto) | 500 | Rate of fire, per minute (rifle / shotgun) | 899 / 78 | Rate of fire, per minute (semi-auto) | 600 | Spin up time | 0.70s | Radius | 650 | |||||||||||||||||
145 | Upgrade (price) | Upg1 (500): Base damage x1.2, Base weight + 1. | Upg1 (700): Base damage x1.15, Base weight + 1. | Upg1 (600): Base damage x1.3, Base weight + 1. | Upg1 (700): Base damage x1.15, Base weight + 1. | Upg1 (700): Base damage x1.2, Base weight + 1. | Upg1 (700): Base damage x1.125, Base weight + 1. | Upg1 (1500): Base damage x1.22, Base weight + 1. | Upg1 (1500): Base damage x1.27, Base weight + 1. | ||||||||||||||||||||||||||
146 | Upg2 (600): Base damage x1.4, Base weight + 2. | Upg2 (1500): Base damage x1.3, Base weight + 2. | Upg2 (700): Base damage x1.65, Base weight + 2. | Upg2 (1500): Base damage x1.3, Base weight + 2. | Upg2 (1500): Base damage x1.4, Base weight + 2. | Upg2 (1500): Base damage x1.25, Base weight + 2. | |||||||||||||||||||||||||||||
147 | Upg3 (700): Base damage x1.8, Base weight + 3. | Upgrading RC will increase damage of the currently active drone. Damage depends on whether player holds upgraded (or not) RC. | Upg3 (1500): Base damage x1.85, Base weight + 3. | ||||||||||||||||||||||||||||||||
148 | Upg4 (1500): Base damage x2.0, Base weight + 4. | ||||||||||||||||||||||||||||||||||
149 | Bullet ballistic | Bullet (speed) | 15000 | Bullet (speed) | 15000 | Bullet (speed) | 22500 | Bullet (speed) | 22500 | Bullet (speed) | 22500 | Bullet (speed, rifle / shotgun) | 22500 / 7000 | Bullet (speed) | 22500 | Bullet (speed) | 22500 | Bullet (speed) | 22500 | Toss (extra z-axis velocity) | 250 | ||||||||||||||
150 | Bullet (spread modifier, ads) | 0.5 | Spread factor | 0.01 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads, rifle / shotgun) | 0.5 / 1 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Toss (speed) | 2500 | |||||||||||||||
151 | Bullet (spread modifier, crouch) | 0.75 | Drone is a hitscan outside of the ZED Time. | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch, rifle / shotgun) | 0.75 / 1 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | ||||||||||||||||||
152 | Bullet (spread modifier, move) | 1 | Hovers in place, at about 2 meters above the ground. | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move, rifle / shotgun) | 1 / 1 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | ||||||||||||||||||
153 | Spread factor | 0.01 | Does not attract ZEDs. Cannot be damaged. | Spread factor | 0.0085 | Spread factor | 0.0085 | Spread factor | 0.0085 | Spread factor (rifle / shotgun) | 0.005 / 0.08 | Spread factor | 0.007 | Spread factor | 0.0085 | Spread factor | 0.0085 | ||||||||||||||||||
154 | Weapon power | Stumble power | 5 | Knockdown power (explosion) | up to 100 | Stumble power | 10 | Stumble power | 15 | Stumble power | 25 | Gun hit power (shotgun) | 15 | Stumble power | 18 | Gun hit power | 50 | Gun hit power | 10 | Melee hit power | up to 200 | ||||||||||||||
155 | Stumble power (bullet) | 5 | Penetration power (rifle / shotgun) | 1 / 2 | Stumble power | 10 | Penetration power | 2 | Stumble power | up to 50 | |||||||||||||||||||||||||
156 | Stumble power (explosion) | up to 300 | Stumble power (rifle / shotgun) | 12 / 10 | Stumble power | 10 | |||||||||||||||||||||||||||||
157 | Recoil | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, burst) | 0.8 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | ||||||||||||||||||
158 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | |||||||||||||||||||
159 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, falling) | 1 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 2 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.5 | |||||||||||||||||||
160 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | |||||||||||||||||||
161 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, shotgun mode) | 4.5 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | |||||||||||||||||||
162 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | |||||||||||||||||||||||||||||||
163 | Melee, Bash | Damage | 24 | Damage | 26 | Damage | 26 | Damage | 26 | Damage | 26 | Damage | 26 | Damage | 26 | Damage | 26 | Damage | 30 | ||||||||||||||||
164 | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | |||||||||||||||||
165 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | |||||||||||||||||
166 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | |||||||||||||||||
167 | Rate of fire, per minute | 50 | Rate of fire, per minute (spare drones, have / not) | 79 / 90 | Rate of fire, per minute | 55 | Rate of fire, per minute | 53 | Rate of fire, per minute | 46 | Rate of fire, per minute | 52 | Rate of fire, per minute | 48 | Rate of fire, per minute | 47 | Rate of fire, per minute | 65 | |||||||||||||||||
168 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | |||||||||||||||||
169 | Handling | Reload (elite, empty) | 1.74s | Radius to find targets | 1500 | Reload (elite, empty) | 1.92s | Reload (elite, empty) | 2.20s | Reload (elite, empty) | 1.91s | Reload (elite, empty, rifle / shotgun) | 1.86s / 2.08s | Reload (elite, empty) | 1.81s | Reload (elite, empty) | 3.35s | Movement speed, while spinning without firing | x0.8 | ||||||||||||||||
170 | Reload (elite, half) | 2.07s | Radius to find targets, to explode, when empty | 100 | Reload (elite, half) | 1.93s | Reload (elite, half) | 2.29s | Reload (elite, half) | 2.53s | Reload (elite, half, rifle / shotgun) | 1.85s / 1.97s | Reload (elite, half) | 2.07s | Reload (elite, half-empty) | 3.29s | Reload (elite, empty) | 3.26s | |||||||||||||||||
171 | Reload (empty) | 2.67s | Time (equip) | 0.27s | Reload (empty) | 2.77s | Reload (empty) | 2.90s | Reload (empty) | 3.12s | Reload (empty, rifle / shotgun) | 2.80s / 3.15s | Reload (empty) | 2.62s | Reload (elite, half) | 3.23s | Reload (elite, half) | 3.26s | |||||||||||||||||
172 | Reload (half) | 3.07s | Time (put down) | 0.55s | Reload (half) | 3.12s | Reload (half) | 3.30s | Reload (half) | 3.26s | Reload (half, rifle / shotgun) | 2.81s / 2.55s | Reload (half) | 2.78s | Reload (empty) | 4.59s | Reload (empty) | 4.66s | |||||||||||||||||
173 | Time (equip) | 0.56s | Weight | 3 | Time (equip) | 0.52s | Time (equip) | 0.52s | Time (equip) | 0.52s | Time (equip) | 0.67s | Time (equip) | 0.50s | Reload (half-empty) | 5.15s | Reload (half) | 4.66s | |||||||||||||||||
174 | Time (put down) | 0.47s | Time (put down) | 0.48s | Time (put down) | 0.48s | Time (put down) | 0.46s | Time (put down) | 0.77s | Time (put down) | 0.48s | Reload (half) | 4.58s | Time (equip) | 0.96s | |||||||||||||||||||
175 | Weight | 4 | Weight | 5 | Weight | 6 | Weight | 7 | Weight | 6 | Weight | 6 | Time (equip) | 0.78s | Time (put down) | 0.82s | |||||||||||||||||||
176 | Time (put down) | 0.73s | Weight | 10 | |||||||||||||||||||||||||||||||
177 | Weight | 9 | |||||||||||||||||||||||||||||||||
178 | Misc | Damage type group: Ballistic_AssaultRifle. | When spawned, searches for the closest target and fires at it until this target is dead, out of its range (15 meters), cloaks or when line of sight between the drone and this target is broken. Re-evaluates targets within 0.5s intervals. | Damage type group: Ballistic_AssaultRifle. | Damage type group: Ballistic_AssaultRifle. | Damage type group: Ballistic_AssaultRifle. | Fires in 3-round bursts. Has increased recoil in shotgun mode. | Damage type group: Ballistic_AssaultRifle. | This weapon has 3 types of reload - half, when it has more than 13 bullets in the belt, half-empty, when it has 1-13 bullets left in the belt and dry, when it has no bullets left at all. | Weapon Speed Mod while spinning up the barrels is x0.9, while firing - x1.8. See "Player" Tab, "Movement speed" section for details on how movement speed is calculated. With only minigun, while spinning walk / sprint speed is ~326 / 392 units per second, while firing ~260 ups. | Explosion may cause obliteration. | ||||||||||||||||||||||||
179 | Despite slow rate of fire in shotgun mode, it is actually fully-auto. | To obliterate, damage required, at least | 160 | ||||||||||||||||||||||||||||||||
180 | Damage type group: Ballistic_AssaultRifle, Ballistic_Shotgun. | To obliterate, ZED HP should become, at least | -80 | ||||||||||||||||||||||||||||||||
181 | Damage type group: Ballistic_AssaultRifle, Explosive. | Damage type group: Ballistic_AssaultRifle. | Damage type group: Ballistic_AssaultRifle. | Damage type group: Explosive. | |||||||||||||||||||||||||||||||
182 | Perk | Data | Weapons (price) | SG 500 Pump-Action (200) | HRG Buckshot (550) / dual (1100) | Double-barrel Boomstick (750) | HZ12 Multi-Action (750) | M4 Combat Shotgun (1100) | Frost Fang (1300) | AA-12 Auto Shotgun (1500) | Doomstick (1500) | HRG Blast Brawlers (1600) | Frag Grenade (40) | ||||||||||||||||||||||||
183 | Support | Ammo | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags) | 5 / 2 | Ammo (initial, spare mags) | 11 | Ammo (initial, spare mags) | 1 | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 1 | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags) | 2 | Maximum | 5 | |||||||||||||
184 | Ammo (mag size) | 8 | Ammo (mag size) | 5 / 10 | Ammo (mag size) | 2 | Ammo (mag size) | 16 | Ammo (mag size) | 8 | Ammo (mag size) | 6 | Ammo (mag size) | 20 | Ammo (mag size) | 4 | Ammo (mag size) | 4 | Price, per magazine | 40 | |||||||||||||||
185 | Ammo (max, spare) | 56 | Ammo (max, spare) | 85 / 80 | Ammo (max, spare) | 46 | Ammo (max, spare) | 80 | Ammo (max, spare) | 64 | Ammo (max, spare) | 66 | Ammo (max, spare) | 120 | Ammo (max, spare) | 48 | Ammo (max, spare) | 40 | Start | 2 | |||||||||||||||
186 | Ammo pickup scale | x1 | Ammo pickup scale | x2 / x1 | Ammo pickup scale | x3 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x2 | Ammo pickup scale | x1.5 | |||||||||||||||||
187 | Price, per magazine | 30 | Price, per magazine | 21 / 42 | Price, per magazine | 13 | Price, per magazine | 64 | Price, per magazine | 38 | Price, per magazine | 39 | Price, per magazine | 82 | Price, per magazine | 25 | Price, per magazine | 25 | |||||||||||||||||
188 | Damage and ROF | Damage | 20 | Damage | 32 | Damage | 25 | Damage | 20 | Damage | 30 | Fire interval, seconds | 0.5 | Damage | 20 | Damage | 40 | Damage (heavy / bash, up to) | 200 / 100 | Damage (explosion) | 200 | ||||||||||||||
189 | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Melee (damage on any frozen target) | 185 | Damage type | Ballistic | Damage type | Ballistic | Damage (melee, on top of shotgun, close range) | 50 x 2 | Damage (shard) | 50 | |||||||||||||||
190 | Fire interval, seconds | 0.77 | Fire interval (single / dual), seconds | 0.24 / 0.19 | Fire interval, seconds | 0.25 | Fire interval (between shots / pump anim), seconds | 0.1 / 0.66 | Fire interval, seconds | 0.225 | Melee (damage type) | Slashing | Fire interval (full-auto / single fire), seconds | 0.2 / 0.2 | Fire interval, seconds | 0.25 | Damage (shotgun x pellets) | 39 x 5 | Damage type (explosion) | Explosive | |||||||||||||||
191 | Pellets | 7 | Pellets | 5 | Pellets | 10 | Pellets | 10 | Pellets | 8 | Melee (damage) | 75 | Pellets | 7 | Pellets | 6 | Damage type (melee) | Bludgeon | Damage type (shard) | Piercing | |||||||||||||||
192 | Rate of fire, per minute | 77 | Rate of fire, per minute | 250 / 315 | Pellets (both barrels) | 20 | Pump animation time | 0.66s | Rate of fire, per minute | 266 | Melee (rate of fire, per minute, combo) | 94 | Rate of fire, per minute | 300 | Pellets (alt-fire) | up to 24 | Damage type (shotgun) | Ballistic | Explosion falloff exponent | 1 (linear) | |||||||||||||||
193 | Rate of fire, per minute | 240 | Rate of fire, per minute | 600 | Shotgun (damage type) | Ballistic | Rate of fire, per minute (single fire) | 300 | Rate of fire, per minute | 240 | Rate of fire, per minute | 61 | Fuze time | 2s | |||||||||||||||||||||
194 | Shotgun (damage) | 30 | Fires salvo of 2 shots within 0.97225s intervals. Each strike that spawns pellets also applies blunt damage in close range. | Radius | 900 | ||||||||||||||||||||||||||||||
195 | Shotgun (pellets) | 7 | Shard (amount) | 10 | |||||||||||||||||||||||||||||||
196 | Shotgun (rate of fire, per minute) | 120 | |||||||||||||||||||||||||||||||||
197 | Upgrade (price) | Upg1 (500): Base damage x1.25, Base weight + 1. | Upg1 (700): Base damage x1.15, Base weight + 1 / + 2. | Upg1 (600): Base damage x1.05, Base weight + 1. | Upg1 (600): Base damage x1.1, Base weight + 1. | Upg1 (700): Base damage x1.1, Base weight + 1. | Upg1 (700): Base damage: shotgun - x1.15 melee - x1.1, Base weight + 1. | Upg1 (1500): Base damage x1.15, Base weight + 1. | Upg1 (1500): Base damage x1.15, Base weight + 1. | Upg1 (1500): Base damage x1.25, Base weight + 1. | |||||||||||||||||||||||||
198 | Upg2 (600): Base damage x1.5, Base weight + 2. | Upg1 (1500): Base damage x1.3, Base weight + 2 / + 4. | Upg2 (700): Base damage x1.1, Base weight + 2. | Upg2 (700): Base damage x1.2, Base weight + 2. | Upg2 (1500): Base damage x1.2, Base weight + 2. | ||||||||||||||||||||||||||||||
199 | Upg3 (700): Base damage x1.75, Base weight + 3. | Upg3 (1500): Base damage x1.15, Base weight + 3. | Upg3 (1500): Base damage x1.3, Base weight + 3. | Upg2 (1500): Base damage: shotgun - x1.25 melee - x1.2, Base weight + 2. | |||||||||||||||||||||||||||||||
200 | Upg4 (1500): Base damage x2, Base weight + 4. | ||||||||||||||||||||||||||||||||||
201 | Bullet ballistic | Pellet (speed) | 7000 | Pellet (speed) | 7000 | Pellet (speed) | 7000 | Pellet (speed) | 7000 | Pellet (speed) | 7000 | Pellet (speed) | 7000 | Pellet (speed) | 7000 | Pellet (speed) | 7000 | Pellet (speed) | 7000 | Shard (bounces) | 2 | ||||||||||||||
202 | Pellet (spread modifier, ads) | 1 | Pellet (spread modifier, ads) | 1 | Pellet (spread modifier, ads) | 1 | Pellet (spread modifier, ads) | 1 | Pellet (spread modifier, ads) | 1 | Pellet (spread modifier, ads) | 1 | Pellet (spread modifier, ads) | 1 | Pellet (spread modifier, ads) | 1 | Spread factor | 0.12 | Shard (speed) | 4000 | |||||||||||||||
203 | Pellet (spread modifier, crouch) | 1 | Pellet (spread modifier, crouch) | 1 | Pellet (spread modifier, crouch) | 1 | Pellet (spread modifier, crouch) | 1 | Pellet (spread modifier, crouch) | 1 | Pellet (spread modifier, crouch) | 1 | Pellet (spread modifier, crouch) | 1 | Pellet (spread modifier, crouch) | 1 | Toss (extra z-axis velocity) | 250 | |||||||||||||||||
204 | Pellet (spread modifier, move) | 1 | Pellet (spread modifier, move) | 1 | Pellet (spread modifier, move) | 1 | Pellet (spread modifier, move) | 1 | Pellet (spread modifier, move) | 1 | Pellet (spread modifier, move) | 1 | Pellet (spread modifier, move) | 1 | Pellet (spread modifier, move) | 1 | Toss (speed) | 2500 | |||||||||||||||||
205 | Spread factor | 0.07 | Spread factor | 0.12 | Spread factor | 0.25 | Spread factor | 0.15 | Spread factor | 0.07 | Spread factor | 0.13 | Spread factor | 0.07 | Spread factor | 0.19 | |||||||||||||||||||
206 | Weapon power | Penetration power | 2 | Gun hit power | 25 | Gun hit power | 45 | Gun hit power | 12 | Penetration power | 2 | Freeze power (shotgun) | 11 | Penetration power | 2 | Gun hit power | 75 | Gun hit power (shotgun) | 12 | Melee hit power (explosion) | up to 100 | ||||||||||||||
207 | Stumble power | 10 | Penetration power | 2 | Penetration power | 2 | Penetration power | 2 | Stumble power | 12 | Gun hit power (shotgun) | 20 | Stumble power | 5 | Penetration power | 4 | Knockdown power (heavy) | 75 | Melee hit power (shard) | 100 | |||||||||||||||
208 | Stumble power | 15 | Stumble power | 35 | Stumble power | 8 | Melee hit power (melee) | 200 | Stumble power | 55 | Melee hit power (heavy / bash) | 150 / 100 | Stumble power (explosion) | up to 500 | |||||||||||||||||||||
209 | Penetration power (shotgun) | 2 | Melee hit power (same melee that spawns pellets) | 100 | Stumble power (shard) | 1000 | |||||||||||||||||||||||||||||
210 | Stumble power (melee) | 250 | Penetration power | 2 | |||||||||||||||||||||||||||||||
211 | Stumble power (heavy / bash) | 150 / 200 | |||||||||||||||||||||||||||||||||
212 | Stumble power (shotgun) | 20 | Stumble power (shotgun) | 12 | |||||||||||||||||||||||||||||||
213 | Recoil | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, both barrels) | 2.2 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, quad barrels) | 2 | Rate of fire, per minute (alt-fire, backward) | 52 | ||||||||||||||||
214 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, crouched) | 0.75 | Rate of fire, per minute (alt-fire, forward) | 46 | |||||||||||||||||
215 | Recoil (modifier, hip) | 1.25 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, hip) | 1.25 | Recoil (modifier, hip) | 1.3 | Recoil (modifier, hip) | 1.3 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, falling) | 1.5 | Rate of fire, per minute (alt-fire, left-to-right) | 48 | |||||||||||||||||
216 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, hip) | 1.25 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, hip) | 1.1 | Rate of fire, per minute (alt-fire, right-to-left) | 46 | |||||||||||||||||
217 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, jogging) | 1.5 | Rate of fire, per minute (bash) | 52 | |||||||||||||||||
218 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | |||||||||||||||||||||||||||||||
219 | Melee, Bash | Damage | 25 | Damage | 23 / 26 | Damage | 24 | Damage | 25 | Damage | 28 | This weapon does increased melee damage to any frozen target (whether by its pellets or by other means). | Damage | 30 | Damage | 27 | Block (damage multiplier for incoming attack) | x0.5 | |||||||||||||||||
220 | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Maximum hit range | 150 | |||||||||||||||||||
221 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Parry (damage multiplier for incoming attack) | x0.4 | |||||||||||||||||||
222 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Parry (duration) | 0.38s | |||||||||||||||||||
223 | Rate of fire, per minute | 53 | Rate of fire, per minute | 72 / 89 | Rate of fire, per minute | 51 | Rate of fire, per minute | 54 | Rate of fire, per minute | 48 | Rate of fire, per minute | 50 | Rate of fire, per minute | 49 | Parry strength | 5 | |||||||||||||||||||
224 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Primary does ballistic and blunt damage (twice per salvo) at the same time. Blockable damage types: Bludgeon / Slashing. | ||||||||||||||||||||
225 | |||||||||||||||||||||||||||||||||||
226 | Handling | Reload 1 (elite, if not empty, preparation draw) | 0.45s | Reload (elite, empty) | 1.61s / 2.11s | Force reload (auto reload delayed for) | 0.30s | Reload (elite, empty) | 2.12s | Reload 1 (elite, if not empty, preparation draw) | 0.45s | Block (damage multiplier for incoming attack) | x0.6 | Reload (elite, empty) | 2.10s | Force reload (auto reload delayed for) | 0.3s | Reload | 1.78s | ||||||||||||||||
227 | Reload 1 (if not empty, preparation draw) | 0.39s | Reload (elite, half) | 1.60s / 2.06s | Prior to auto-reload there will be slight delay (0.25s). | Reload (elite, half) | 2.24s | Reload 1 (if not empty, preparation draw) | 0.39s | Blockable damage types: Bludgeon / Slashing. | Reload (elite, half) | 2.02s | Reload (elite, empty) | 1.85s | Reload, elite | 1.11s | |||||||||||||||||||
228 | Reload 2 (elite, if empty, 1st shell) | 1.18s | Reload (empty) | 2.56s / 3.65s | Reload (elite, empty) | 1.14s | Reload (empty) | 2.78s | Reload 2 (elite, if empty, 1st shell) | 1.03s | Combo length, max | 3 | Reload (empty) | 2.97s | Reload (elite, half) | 1.85s | Time (equip) | 0.47s | |||||||||||||||||
229 | Reload 2 (if empty, 1st shell) | 1.39s | Reload (half) | 2.55s / 3.65s | Reload (elite, half) | 1.14s | Reload (half) | 3.04s | Reload 2 (if empty, 1st shell) | 1.21s | Maximum hit range | 190 | Reload (half) | 2.99s | Reload (empty) | 2.31s | Time (put down) | 0.63s | |||||||||||||||||
230 | Reload 3 (each next shell) | 0.48s | Time (equip) | 0.41s / 0.34s | Reload (empty) | 1.46s | Time (equip) | 0.43s | Reload 3 (each next shell) | 0.40s | Parry (damage multiplier for incoming attack) | x0.5 | Time (equip) | 0.52s | Reload (half) | 2.31s | Weight | 9 | |||||||||||||||||
231 | Reload 3 (elite, each next shell) | 0.34s | Time (put down) | 0.42s / 0.48s | Reload (half) | 1.46s | Time (put down) | 0.46s | Reload 3 (elite, each next shell) | 0.28s | Parry (duration) | 0.45s | Time (put down) | 0.46s | Time (equip) | 0.54s | |||||||||||||||||||
232 | Time (equip) | 0.43s | Weight | 2 / 4 | Time (equip) | 0.54s | Weight | 5 | Time (equip) | 0.47s | Parry strength | 4 | Weight | 10 | Time (put down) | 0.46s | |||||||||||||||||||
233 | Time (put down) | 0.48s | Time (put down) | 0.46s | Time (put down) | 0.46s | Reload 1 (elite, if not empty, preparation draw) | 0.34s | Weight | 10 | |||||||||||||||||||||||||
234 | Weight | 5 | Weight | 5 | Weight | 6 | Reload 1 (if not empty, preparation draw) | 0.30s | |||||||||||||||||||||||||||
235 | Reload 2 (elite, if empty, 1st shell) | 1.04s | |||||||||||||||||||||||||||||||||
236 | Reload 2 (if empty, 1st shell) | 0.76s | |||||||||||||||||||||||||||||||||
237 | Reload 3 (each next shell) | 0.45s | |||||||||||||||||||||||||||||||||
238 | Reload 3 (elite, each next shell) | 0.32s | |||||||||||||||||||||||||||||||||
239 | Time (equip) | 0.35s | |||||||||||||||||||||||||||||||||
240 | Time (put down) | 0.42s | |||||||||||||||||||||||||||||||||
241 | Weight | 7 | |||||||||||||||||||||||||||||||||
242 | Misc | Damage type group: Ballistic_Shotgun. | Damage type group: Ballistic_Shotgun. | DB jump (jump velocity, add, up to) | +/- 5m/s | Semi-auto + pump action mechanism: fires 2 shells (0.1s delay between) and then plays pump animation (0.66s). | Damage type group: Ballistic_Shotgun. | Amount of the damage per horizontal strike depends from the player-to-ZED angle. Horizontal strikes do no more than 75% but not less than 50% of the base damage value. | Damage type group: Ballistic_Shotgun. | Amount of pellets to spawn per alt-fire attack scales according to how many shells fired compare to 4, i.e. 6 pellets per each shell loaded. | Once fire button clicked, the first set of pellets within melee animation spawns approximately after 0.31s, second - after 0.60s. | Explosion may cause obliteration. | |||||||||||||||||||||||
243 | Damage type group: Ballistic_Shotgun. | To obliterate, damage required, at least | 160 | ||||||||||||||||||||||||||||||||
244 | Damage type group: Ballistic_Shotgun. | DB jump (jump velocity, add, up to) | +/- 5m/s | Damage type group: Ballistic_Shotgun, Bludgeon. | To obliterate, ZED HP should become, at least | -80 | |||||||||||||||||||||||||||||
245 | Damage type group: Ballistic_Shotgun, Slashing. | Damage type group: Ballistic_Shotgun. | Damage type group: Explosive, Piercing. | ||||||||||||||||||||||||||||||||
246 | Perk | Data | Weapons (price) | HMTech-101 Pistol (200) | HMTech-201 SMG (650) | HRG Healthrower (1000) | HMTech-301 Shotgun (1100) | Hemogoblin (1100) | Mine Reconstructor (1200) | HMTech-401 Assault Rifle (1500) | HRG Incision (1500) | HRG Vampire (1500) | Corrupter Carbine (1500) | HMTech-501 Grenade Rifle (2000) | Healing Grenade (40) | ||||||||||||||||||||||
247 | Field Medic | Ammo | Ammo (initial, spare mags) | 8 | Ammo (initial, spare mags) | 5 | Ammo (initial, spare mags) | 1 | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags) | 2 | Ammo (initial, spare mags) | 12 | Ammo (initial, spare mags) | 240 | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags, bullets / grenades) | 2 / 3 | Maximum | 5 | |||||||||
248 | Ammo (mag size) | 15 | Ammo (mag size) | 40 | Ammo (mag size) | 100 | Ammo (mag size) | 10 | Ammo (mag size) | 7 | Ammo (mag size) | 12 | Ammo (mag size) | 40 | Ammo (mag size) | 1 | Ammo (mag size) | 40 | Ammo (mag size) | 6 | Ammo (mag size) | 30 | Price, per magazine | 40 | |||||||||||
249 | Ammo (max, spare) | 240 | Ammo (max, spare) | 480 | Ammo (max, spare) | 500 | Ammo (max, spare) | 90 | Ammo (max, spare) | 112 | Ammo (max, spare) | 132 | Ammo (max, spare) | 400 | Ammo (max, spare) | 39 | Ammo (max, spare) | 39 | Ammo (max, spare) | 78 | Ammo (max, spare, bullets / grenades) | 210 / 9 | Start | 2 | |||||||||||
250 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x0.75 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo consumtption, per charge level | 1 | Ammo pickup scale | x1 | Ammo pickup scale | x3 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale (bullets / grenades) | x1 / x2 | |||||||||||||
251 | Price, per magazine | 10 | Price, per magazine | 21 | Minimum ammo consumed, per attack | 3 | Price, per magazine | 40 | Price, per magazine | 30 | Ammo pickup scale | x1.5 | Price, per magazine | 40 | Price, per magazine | 14 | Price, per magazine | 60 | Price, per magazine | 42 | Price, per magazine (bullets / grenades) | 47 / 27 | |||||||||||||
252 | Price, per fuel tank | 70 | Price, per magazine | 36 | Upon primary attack HRG Vampire replenishes 1 unit of secondary ammo within 0.04s intervals (25 ammo / second). | ||||||||||||||||||||||||||||||
253 | |||||||||||||||||||||||||||||||||||
254 | Damage and ROF | Damage | 20 | Damage | 20 | Approx beam length, m | 10 | Damage | 25 | Damage | 120 | Damage type (impact / explosion and DOT) | Ballistic / Toxic | Damage | 35 | Damage (healing dart) | 75 | Blood Ball (explosion damage, min / max / type) | 20 / 200 / Toxic | Damage (bullet impact) | 275 | Damage | 47 | Damage (explosion) | 50 | ||||||||||
255 | Damage type | Ballistic | Damage type | Ballistic | Beam (damage type) | Toxic | Damage type | Ballistic | Damage type | Ballistic | Direct hit causes both - impact damage and mine explosion. | Damage type | Ballistic | Damage (primary) | 400 | Blood Ball (explosion falloff exponent) | 0.5 (exp) | Damage (seed impact) | 1 | Damage type (bullet impact / grenade impact) | Ballistic / Shell | Damage type | Toxic | ||||||||||||
256 | Fire interval (pistol / dart), seconds | 0.175 / 0.175 | Fire interval (smg / dart), seconds | 0.075 / 0.175 | Beam (damage) | 27 | Fire interval (shotgun / dart), seconds | 0.2 / 0.175 | DOT damage scale | x0.1 | Impact damage (minimum / maximum) | 30 / 300 | Fire interval (rifle / dart), seconds | 0.08 / 0.175 | Damage type (healing dart) | Toxic | Blood Ball (explosion radius, min / max) | 130 / 280 | Damage type (bullet impact) | Ballistic | Damage type (grenade explosion) | Toxic | Explosion falloff exponent | 0 (none) | |||||||||||
257 | Rate of fire, per minute | 342 | Rate of fire, per minute | 800 | Beam (splash damage falloff) | 1 (linear) | Pellets | 6 | DOT damage type | Bleeding | Impact damage goes up linearly, max damage achieved after 1.2s. | Rate of fire, per minute | 750 | Damage type (primary) | Ballistic | Blood Ball (heal amount, per explosion, min / max) | 12 / 60 | Damage type (seed impact) | Toxic | Fire interval (rifle / grenades), seconds | 0.12 / 0.25 | Fuze time | 0.5s | ||||||||||||
258 | Rate of fire, per minute (healing dart) | 342 | Rate of fire, per minute (healing dart) | 342 | Beam (splash damage radius) | 131 | Rate of fire, per minute | 300 | DOT duration | 5s | Maximum charge time | 1.2s | Rate of fire, per minute (healing dart) | 342 | Fire interval (primary / dart), seconds | 0.1 / 0.175 | Blood Ball (impact damage, min / max) | 15 / 150 | Fire interval (bullet / seed), seconds | 1 / 0.5 | Grenade (damage / duration / interval) | 60 / 8s / 1s | Healing Cloud (DOT damage) | 50 | |||||||||||
259 | Beam (splash damage) | 13.5 | Rate of fire, per minute (healing dart) | 342 | DOT interval | 1s | Mine (explosion falloff) | 0.5 (exp) | Rate of fire, per minute (healing dart) | 342 | Blood Ball (time to fully charge / ammo required) | 1s / 10 | Fire interval (when last round fired), seconds | 0.3 | Grenade (explosion falloff exponent) | 0 (none) | Healing Cloud (DOT duration) | 8s | |||||||||||||||||
260 | DOT damage scale | x1 | DOT, each projectile applies its own dot | yes | Mine (maximum life time) | 300 | Rate of fire, per minute (primary) | 25 | Blood Ball explosion DOT (scale / interval / duration) | x0.1 / 0.5s / 2s | Rate of fire (bullet / seed), per minute | 60 / 120 | Grenade (explosion radius) | 500 | Healing Cloud (DOT interval) | 1s | |||||||||||||||||||
261 | DOT damage type | Toxic | Fire interval (rifle / dart), seconds | 0.25 / 0.175 | Mine damage (minimum / maximum) | 35 / 350 | Crystal Spike (damage / type) | 320 / Piercing | Seed explosion (damage type) | Toxic | Grenade (impact damage) | 50 | Poison (DOT damage scale) | x0.1 | |||||||||||||||||||||
262 | DOT duration | 4s | Rate of fire, per minute | 240 | Mine damage and radius increases linearly, maximum after 1.2s. | Crystal Spike (rate of fire / ammo cost) | 273 / 25 | Seed explosion (damage) | 300 | Healing, perk tick | 10 | Poison (DOT duration) | 10s | ||||||||||||||||||||||
263 | DOT interval | 0.5s | Rate of fire, per minute (healing dart) | 342 | Mine explosion (DOT scale / duration / inverval) | x0.1 / 4s / 0.5s | Fire interval (suctioning / crystal spike), seconds | 0.1 / 0.22 | Seed explosion (falloff exponent) | 0.5 (exp) | Poison (DOT damage scale / duration / interval) | x0.1 / 10s / 1s | Poison (DOT interval) | 1s | |||||||||||||||||||||
264 | Fire interval (beam / dart), seconds | 0.1 / 0.175 | Ballistic impact of this weapon cannot decapitate a ZED (head HP goes below 0). Extra damage on decapitation and head damage multiplier still take place. | Mine radius (minimum / maximum) | 160 / 340 | Suctioning (approx effective range, m) | 7.2 | Seed explosion (radius) | 450 | Rate of fire, per minute | 500 | Radius | 350 | ||||||||||||||||||||||
265 | Rate of fire, per minute (healing dart) | 342 | Rate of fire (fastest possible), per minute | 269 | Suctioning (damage / type) | 15 / Bleeding | Seed explosion DOT (scale / interval / duration) | x0.1 / 6.5s / 0.5s | Rate of fire, per minute (grenade, normal / elite) | 24 / 35 | |||||||||||||||||||||||||
266 | Rate of fire, per minute (primary, per minute) | 600 | Suctioning (rate of fire) | 600 | Seed lifetime (before disappearing) | 6s | |||||||||||||||||||||||||||||
267 | Upgrade (price) | Upg1 (500): Base damage x1.7, Full recharge time x0.9. | Upg1 (600): Base damage x1.2, Base weight + 1, Full recharge time x0.85. | Upg1 (700): Base damage x1.15, Base weight + 1, Full recharge time x0.8. | Upg1 (700): Base damage x1.15, Base weight + 1, Full recharge time x0.8. | Upg1 (700): Base damage x1.2, Base weight + 1, Full recharge time x0.9. | Upg1 (700): Base damage x1.15, Base weight + 1. | Upg1 (1500): Base damage x1.15, Base weight + 1, Full recharge time x0.9. | Upg1 (1500): Base damage x1.2, Base weight + 1, Full recharge time x0.9. | Upg1 (1500): Base damage x1.15, Base weight + 1. | Upg1 (1500): Base damage x1.15, Base weight + 1. | ||||||||||||||||||||||||
268 | Upg2 (1500): Base damage x1.3, Base weight + 2. | Upgrade as well increases explosion damage. | |||||||||||||||||||||||||||||||||
269 | Upg2 (600): Base damage x2, Base weight + 1, Full recharge time x0.8. | Upg2 (700): Base damage x1.4, Base weight + 2, Full recharge time x0.77. | Upg2 (1500): Base damage x1.3, Base weight + 2, Full recharge time x0.6. | Upg2 (1500): Base damage x1.3, Base weight + 2, Full recharge time x0.6. | Upg2 (1500): Base damage x1.4, Base weight + 2, Full recharge time x0.8. | ||||||||||||||||||||||||||||||
270 | |||||||||||||||||||||||||||||||||||
271 | Upg3 (700): Base damage x2.55, Base weight + 2, Full recharge time x0.7. | Upg3 (1500): Base damage x1.6, Base weight + 3, Full recharge time x0.6. | |||||||||||||||||||||||||||||||||
272 | |||||||||||||||||||||||||||||||||||
273 | Upg4 (1500): Base damage x3, Base weight + 3, Full recharge time x0.6. | ||||||||||||||||||||||||||||||||||
274 | |||||||||||||||||||||||||||||||||||
275 | Bullet ballistic | Bullet (speed) | 15000 | Bullet (speed) | 22500 | Healing dart (speed) | 10000 | Healing dart (speed) | 10000 | Healing dart (speed) | 10000 | Mine (projectile speed) | 2000 | Bullet (speed) | 22500 | Projectile (spread modifier, ads) | 0.5 | Blood Ball (gravity scale) | 0.5 | Bullet (speed) | 24000 | Bullet (speed) | 22500 | Toss (extra z-axis velocity) | 250 | ||||||||||
276 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Spread factor (healing dart) | 0.015 | Pellet (speed) | 7000 | Tube (speed) | 30000 | Projectile gravity scale | 0.5 | Bullet (spread modifier, ads) | 0.5 | Projectile (spread modifier, crouch) | 0.75 | Blood Ball (speed) | 2000 | Seed (speed) | 15000 | Bullet (spread modifier, ads) | 0.5 | Toss (speed) | 2500 | |||||||||||
277 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Pellet (spread modifier, ads) | 1 | Tube (spread modifier, ads) | 0.5 | Bullet (spread modifier, crouch) | 0.75 | Projectile (spread modifier, move) | 1 | Crystal Spike (speed) | 12000 | Spread factor | 0.005 | Bullet (spread modifier, crouch) | 0.75 | |||||||||||||||||
278 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Pellet (spread modifier, crouch) | 1 | Tube (spread modifier, crouch) | 0.75 | Bullet (spread modifier, move) | 1 | Healing dart (speed) | 30000 | Primary fire is a hitscan outside of the ZED Time, seed is always a projectile. | Bullet (spread modifier, move) | 1 | ||||||||||||||||||||
279 | Healing dart (speed) | 10000 | Healing dart (speed) | 10000 | Pellet (spread modifier, moving) | 1 | Tube (spread modifier, move) | 1 | Healing dart (speed) | 10000 | Projectile (speed) | 30000 | Grenade (speed) | 4000 | |||||||||||||||||||||
280 | Spread factor | 0.015 | Spread factor | 0.007 | Spread factor | 0.07 | Spread factor | 0.006 | Spread factor | 0.0085 | Spread factor | 0.005 | Spread factor | 0.0085 | |||||||||||||||||||||
281 | Spread factor (healing dart) | 0.015 | Spread factor (healing dart) | 0.015 | Spread factor (healing dart) | 0.015 | Spread factor (healing dart) | 0.015 | Spread factor (healing dart) | 0.015 | Only fires projectiles in ZED Time. | Spread factor (grenade) | 0.0085 | ||||||||||||||||||||||
282 | Weapon power | Gun hit power | 45 | Gun hit power | 45 | Gun hit Power (primary, per hit) | 5 | Gun hit power | 45 | Bleed power, per DOT tick | 150 | Gun hit power (mine impact light / heavy) | 100 / 275 | Gun hit power | 45 | EMP power (primary) | 50 | Bleed power (Suctioning) | 50 | Gun hit power (bullet) | 160 | Gun hit power (bullet) | 45 | Poison power (by damage tick) | 33 | ||||||||||
283 | Poison power (by Acidic Rounds DOT, per tick) | 200 | Poison power (by Acidic Rounds DOT, per tick) | 200 | Poison power (primary, per hit) | 10 | Penetration power | 2 | Poison power (by Acidic Rounds DOT, per tick) | 200 | Knockdown power (mine explosion) | 50 | Poison power (by Acidic Rounds DOT, per tick) | 200 | Gun hit power (healing dart) | 200 | Gun hit power (Blood Ball normal / heavy impact) | 40 / 350 | Gun hit power (seed explosion) | 100 | Gun hit power (grenade impact) | 275 | |||||||||||||
284 | Poison power (by healing dart impact, per hit) | 33 | Poison power (by healing dart impact, per hit) | 33 | Stumble power (primary, per hit) | 60 | Poison power (by Acidic Rounds DOT, per tick) | 200 | Poison power (by healing dart impact, per hit) | 33 | Knockdown power (mine impact light / heavy) | 12 / 190 | Poison power (by healing dart impact, per hit) | 33 | Gun hit power (primary) | 300 | Gun hit power (Crystal Spike impact) | 100 | Gun hit power (seed) | 100 | Knockdown Power (grenade impact) | 125 | |||||||||||||
285 | Poison power (by healing dart impact, per hit) | 33 | Stumble power | 200 | Microwave power (mine explosion DOT) | 15 | Stumble power | 25 | Knockdown power (healing dart) | 100 | Gun hit power (Suctioning) | 5 | Knockdown power (seed explosion) | 30 | Poison power (by Acidic Rounds DOT, per tick) | 200 | |||||||||||||||||||
286 | Stumble power | 13 | Microwave power (mine explosion) | 50 | Melee hit power (healing dart) | 100 | Knockdown power (Blood Ball normal / heavy impact) | 0 / 140 | Knockdown power (seed) | 30 | Stumble power (bullet) | 10 | |||||||||||||||||||||||
287 | Microwave power (mine impact light / heavy) | 18 / 50 | Melee hit power (primary) | 100 | Penetration power (Crystal Spike impact) | 2 | Penetration power (bullet) | 3 | Stumble power (grenade impact) | 340 | |||||||||||||||||||||||||
288 | Poison power (mine explosion DOT) | 60 | Penetration power (for both firing modes) | 10 | Poison power (Blood Ball explosion) | 16 | Poison power (seed explosion) | 80 | |||||||||||||||||||||||||||
289 | Poison power (mine explosion) | 60 | Poison power (by Acidic Rounds DOT, per tick) | 200 | Poison power (Blood Ball normal / heavy impact) | 10 / 30 | Stumble power (bullet) | 80 | |||||||||||||||||||||||||||
290 | Poison power (mine impact light / heavy) | 25 / 60 | Poison power (by healing dart impact, per hit) | 33 | Stumble power (Blood Ball explosion) | 40 | Stumble power (seed explosion) | 200 | |||||||||||||||||||||||||||
291 | Stumble power (mine explosion) | 200 | Stumble power (healing dart) | 200 | Stumble power (Blood Ball normal / heavy impact) | 40 / 350 | Stumble power (seed) | 200 | |||||||||||||||||||||||||||
292 | Stumble power (mine impact light / heavy) | 150 / 340 | Stumble power (primary) | 400 | Stumble power (Crystal Spike impact) | 250 | |||||||||||||||||||||||||||||
293 | Recoil | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, alt-fire) | 0.2 | Recoil (modifier, crouched) | 0.75 | ||||||||||||
294 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, falling) | 1 | |||||||||||||
295 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 2.33 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, falling) | 1 | Recoil (modifier, hip) | 1.5 | |||||||||||||
296 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, jogging) | 1.5 | |||||||||||||
297 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, walking) | 1.25 | |||||||||||||
298 | Recoil (modifier, walking) | 1.25 | |||||||||||||||||||||||||||||||||
299 | Melee, Bash | Damage | 21 | Damage | 23 | Damage | 28 | Damage | 26 | Damage | 27 | Damage | 26 | Damage | 27 | Damage | 30 | Damage | 26 | Damage | 26 | Damage | 26 | ||||||||||||
300 | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | |||||||||||||
301 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | |||||||||||||
302 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | |||||||||||||
303 | Rate of fire, per minute | 60 | Rate of fire, per minute | 51 | Rate of fire, per minute | 57 | Rate of fire, per minute | 50 | Rate of fire, per minute | 51 | Rate of fire, per minute | 49 | Rate of fire, per minute | 53 | Rate of fire, per minute | 54 | Rate of fire, per minute | 61 | Rate of fire, per minute | 52 | Rate of fire, per minute | 54 | |||||||||||||
304 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | |||||||||||||
305 | Handling | Reload (elite, empty) | 1.20s | Reload (elite, empty) | 1.60s | Reload (empty) | 3.08s | Reload (elite, empty) | 1.91s | Reload (empty) | 1.92s | Maximum active mines at time, per weapon instance | 12 | Reload (elite, empty) | 1.84s | Force reload (auto-reload delayed for) | 0.50s | Reload (time) | 3.79s | Reload (elite, half / empty) | 1.08s / 2.37s | Force reload (auto-reload delayed for, grenades) | 0.25s | ||||||||||||
306 | Reload (elite, half) | 1.69s | Reload (elite, half) | 1.65s | Reload (half) | 3.08s | Reload (elite, half) | 1.96s | Reload (half) | 1.92s | Reload (empty) | 2.65s | Reload (elite, half) | 1.94s | Reload (force reload time + reload time) | 2.41s | Time (equip) | 0.39s | Reload (half / empty) | 1.44s / 3.20s | Reload (elite, half / empty) | 2.18s / 1.74s | |||||||||||||
307 | Reload (empty) | 2.07s | Reload (empty) | 2.50s | Time (equip) | 0.68s | Reload (empty) | 2.54s | Time (equip) | 0.64s | Reload (half) | 2.65s | Reload (empty) | 2.50s | Time (equip) | 0.61s | Time (put down) | 1.27s | Time (equip) | 0.61s | Reload (grenade, normal / elite) | 2.21s / 1.45s | |||||||||||||
308 | Reload (half) | 2.25s | Reload (half) | 2.55s | Time (put down) | 0.56s | Reload (half) | 2.48s | Time (put down) | 0.49s | Time (equip) | 0.83s | Reload (half) | 2.55s | Time (put down) | 0.51s | Weight | 8 | Time (put down) | 0.67s | Reload (half / empty) | 2.70s / 2.44s | |||||||||||||
309 | Time (equip) | 0.35s | Time (equip) | 0.41s | Weight | 7 | Time (equip) | 0.55s | Weight | 7 | Time (put down) | 0.77s | Time (equip) | 0.53s | Weight | 8 | Weight | 7 | Time (equip) | 0.88s | |||||||||||||||
310 | Time (put down) | 0.42s | Time (put down) | 0.42s | Time (put down) | 0.46s | This is a hitscan weapon (outside of the ZED Time). | Weight | 8 | Time (put down) | 0.46s | Time (put down) | 0.73s | ||||||||||||||||||||||
311 | Weight | 1 | Weight | 3 | Weight | 6 | Weight | 7 | Weight | 8 | |||||||||||||||||||||||||
312 | Misc | Dart (lock-on acquire time) | 0.2s | Dart (lock-on acquire time) | 0.2s | HRG Healthrower DOES NOT create ground fire / ice, however its beam impact has splash damage. | Dart (lock-on acquire time) | 0.2s | Dart (lock-on acquire time) | 0.2s | Impact / explosion damage and radius goes up linearly, it's a percentage of (Current Charge Time / 1.2s) multiplied by weapon's maximum values of damage and radius. By any means minimum charge time set to be 0.1s. | Dart (lock-on acquire time) | 0.2s | Damage type group: Ballistic_Rifle, Toxic. | Blood Ball impact and explosion damage and radius: Blood Ball is fully charged after consuming 10 units of ammo worth of blood sucking (takes 1 second to fully charge it). After charging it for one second or more the Blood Ball will inflict maximum damage / radius. Increment happens within 0.1s intervals. Damage and radius values are interpolated as Lerp (Min, Max, DamageByCharge). DamageByCharge is set to 1 when Blood Ball is fully charged, however undercharged projectile has DamageByCharge of (Current Charge - 0.12 / 0.88). For example, charging the Blood Ball for 0.8s will result in DamageByCharge value of (0.8 - 0.12 / 0.88) = 0.773. | Killing enemy while seed attached causes gas explosion that heals players and damages ZEDs. Seed lasts for 6 seconds. | Heal (amount / duration / interval) | 10 / 8s / 1s | Heal (amount) | 5 | |||||||||||||||
313 | Dart (when locked, tolerance time) | 0.2s | Dart (when locked, tolerance time) | 0.2s | Dart (when locked, tolerance time) | 0.2s | Dart (when locked, tolerance time) | 0.2s | Dart (when locked, tolerance time) | 0.2s | In both firing modes outside of ZED Time this weapon is a hitscan. | Radius | 500 | Heal (interval) | 1s | ||||||||||||||||||||
314 | Heal (ammo cost) | 50% | Heal (ammo cost) | 40% | Beam has post-shooting life time where it does damage without consuming ammo (duration - 0.35s). | Heal (ammo cost) | 40% | Heal (ammo cost) | 30% | Heal (ammo cost) | 30% | Heal (ammo cost) | 50% | Healing cloud (amount / duration / interval) | 5 / 5.0s / 0.5s | Grenade explosion passes through closed doors, damaging ZEDs and healing players. | Radius | 350 | |||||||||||||||||
315 | Heal (amount) | 15 | Heal (amount) | 15 | Heal (amount) | 20 | Heal (amount) | 25 | Above half-charge ratio (Current Charge Time / 1.2s > 0.51) Mine Impact changes its weapon powers from "light" to "heavy". | Heal (amount) | 15 | Heal (amount) | 40 | Due to code specifics produces 9 healing ticks instead of 10. | Time (duration) | 8s | |||||||||||||||||||
316 | Time (full recharge, from 0 to 100%) | 15s | Time (full recharge, from 0 to 100%) | 13s | Dart (lock-on acquire time) | 0.2s | Time (full recharge, from 0 to 100%) | 12s | Time (full recharge, from 0 to 100%) | 10s | Time (full recharge, from 0 to 100%) | 10s | Healing dart impact featuring pushback momentum (50000). | Seed instantly explodes when fired on players. Explosion heals for 25 points. This explosion barely damage ZEDs doing only 1 point of damage within 1m radius. | Grenade impact damage gains bonuses from Demolitionist's and Commando's skills. Grenade explosion / cloud damage gains bonuses from Commando's passive and Machine Gunner skills. | Healing Cloud passes through closed doors, damaging ZEDs and healing players. | |||||||||||||||||||
317 | Damage type group: Ballistic_Handgun. | Damage type group: Ballistic_SMG. | Dart (when locked, tolerance time) | 0.2s | Damage type group: Ballistic_Shotgun. | Damage type group: Ballistic_Rifle, Bleeding. | Can only be fully charged if it has enough ammo loaded (6 units). | Damage type group: Ballistic_AssaultRifle. | Time (full recharge, from 0 to 100%) | 10s | |||||||||||||||||||||||||
318 | Heal (beam, direct contact) | 6 | As mine charges it gets bigger in size, its collision and trigger radius and height is also being increased by up to 2 times. | Lock-on time | 0.01s | Damage type group: Healing, Toxic. | |||||||||||||||||||||||||||||
319 | Heal (beam, interval to apply health) | 0.2s | Compare to the Rail Gun's lock-on system, the HRG Incision, which obviously will only lock-on to players, is also barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock-on to the patient when its owner aims directly at this player (the Rail Gun, however, will lock-on to ZED even if there will be small gap between ZED's location and player's aiming point). Once locked on, the HRG Incision also has two times longer time to keep its target after putting sights away from the patient (0.4s vs Rail Gun's 0.2s on ZEDs). | Seed recharge time (from 0 to 100) = 14 seconds, each alt-fire shot costs 50 units of seed ammo. Recharge time is not affected by perks / skills. | Damage type group: Ballistic_AssaultRifle (bullet impact), Ballistic_Shell (grenade impact), Healing / Toxic (grenade explosion). | ||||||||||||||||||||||||||||||
320 | Heal (beam, on contact with the beam's splash) | 3 | Heal (minimum / maximum amount, per explosion) | 5 / 50 | Min consumed ammo, per attack is 4. Blood Balls do NOT heal its owner. Heal (amount, per explosion, min / max) = 12 / 60. Blood Ball explosion passes through closed doors, damaging ZEDs and healing players. Fully-charged Blood Ball has increased incap powers. | ||||||||||||||||||||||||||||||
321 | Heal (dart, ammo cost) | 40% | Mine Reconstructor's mines do NOT heal its owner. Mine explosion passes through closed doors, damaging ZEDs and healing players. | ||||||||||||||||||||||||||||||||
322 | Heal (per dart, amount) | 20 | Healing cloud produced by killing corrupted ZED does not cause any damage to other ZEDs. Only initial explosion does that. | ||||||||||||||||||||||||||||||||
323 | Time (full recharge, from 0 to 100%) | 12s | Placing new mine on top of existing one causes an instant explosion of this new mine. Mines do not stick to walls and fall on the ground. | Suctioning has post-shooting life time where it does damage without consuming ammo (duration - 0.35s). | |||||||||||||||||||||||||||||||
324 | Damage type group: Toxic. | Damage type group: Ballistic_Rifle, Toxic. | |||||||||||||||||||||||||||||||||
325 | Damage type group: Ballistic_Shell (impact), Toxic. | Damage type group: Bleeding, Ballistic_Shell, Toxic. | |||||||||||||||||||||||||||||||||
326 | Perk | Data | Weapons (price) | HX25 Grenade Pistol (300) | C4 Explosives (300) | M79 Grenade Launcher (650) | HRG Tommy Boom (650) | HRG Crossboom (900) | Seal Squeal (1100) | HRG Kaboomstick (1100) | M16 M203 Assault Rifle (1200) | RPG-7 (1500) | Seeker Six (1500) | Blunderbuss (1500) | Gravity Imploder (2000) | M32 Grenade Launcher (2000) | Dynamite Grenade (40) | ||||||||||||||||||||
327 | Demolitionist | Ammo | Ammo (initial, spare mags) | 17 | Ammo (initial, spare units) | 1 | Ammo (initial, spare mags) | 9 | Ammo (initial, spare mags) | 2 | Ammo (initial, spare mags) | 11 | Ammo (initial, spare mags) | 1 | Ammo (initial, spare mags) | 9 | Ammo (initial, spare mags, bullets / grenades) | 3 / 3 | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 2 | Ammo (initial, spare mags) | 3 | Maximum | 5 | |||||
328 | Ammo (mag size) | 1 | Ammo (max, spare, for Demolitionist, up to) | 7 | Ammo (mag size) | 1 | Ammo (mag size) | 24 | Ammo (mag size) | 1 | Ammo (mag size) | 5 | Ammo (mag size) | 2 | Ammo (mag size, bullets / grenades) | 30 / 1 | Ammo (mag size) | 1 | Ammo (mag size) | 6 | Ammo (mag size) | 3 | Ammo (mag size) | 6 | Ammo (mag size) | 6 | Price, per grenade | 40 | |||||||
329 | Ammo (max, spare) | 29 | Ammo (max, spare) | 2 | Ammo (max, spare) | 26 | Ammo (max, spare) | 192 | Ammo (max, spare) | 38 | Ammo (max, spare) | 30 | Ammo (max, spare) | 46 | Ammo (max, spare) | 270 / 13 | Ammo (max, spare) | 15 | Ammo (max, spare) | 84 | Ammo (max, spare) | 39 | Ammo (max, spare) | 42 | Ammo (max, spare) | 36 | Start | 2 | |||||||
330 | Ammo pickup scale | x3 | Ammo pickup scale | x1 | Ammo pickup scale | x2 | Ammo pickup scale | x1 | Ammo pickup scale | x4 | Ammo pickup scale | x1 | Ammo pickup scale | x3 | Ammo pickup scale | x1 / x2 | Ammo pickup scale | x2 | Ammo pickup scale | x2 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | |||||||||
331 | Price, per grenade | 9 | Price, per unit | 50 | Price, per grenade | 13 | Price, per magazine | 30 | Price, per magazine | 14 | Price, per magazine | 75 | Price, per magazine | 15 | Price, per grenade | 15 | Price, per rocket | 30 | Price, per magazine | 55 | Price, per magazine | 39 | Price, per magazine | 70 | Price, per magazine | 67 | |||||||||
332 | Price, per magazine | 30 | |||||||||||||||||||||||||||||||||
333 | Damage and ROF | Damage type (explosion) | Explosive | Damage | 820 | Damage type (explosion) | Explosive | Damage (projectile explosion) | 35 | Alt-fire (explosion damage) | 100 | Damage type (explosion) | Explosive | Damage type (explosion) | Explosive | Bullet (damage) | 33 | Backblast (explosion damage) | 150 | Damage type (explosion) | Explosive | Cannonball (explosion damage) | 250 | Alt-fire explosion (damage type) | Explosive | Damage type (explosion) | Explosive | Damage | 300 | ||||||
334 | Damage type (pellet impact) | Ballistic | Damage type | Explosive | Damage type (grenade impact) | Ballistic | Damage (projectile impact) | 30 | Alt-fire (explosion falloff exponent) | 0.5 (exp) | Damage type (projectile impact) | Ballistic | Damage type (pellet impact) | Ballistic | Damage type (bullet) | Ballistic | Backblast (explosion radius) | 350 | Damage type (rocket impact) | Ballistic | Cannonball (explosion falloff exponent) | 2 (exp) | Alt-fire explosion (damage) | 1 | Damage type (rocket impact) | Ballistic | Damage type | Explosive | |||||||
335 | Fire interval, seconds | 0.25 | Explosion falloff exponent | 2 (exp) | Fire interval, seconds | 0.25 | Damage type (projectile explosion) | Explosive | Alt-fire (explosion radius) | 800 | Fire interval, seconds | 0.5 | Fire interval, seconds | 0.25 | Damage type (grenade explosion) | Explosive | Damage type (backblast) | Explosive | Fire interval (primary / lock-on mode), seconds | 0.35 / 0.3 | Cannonball (explosion radius) | 750 | Alt-fire explosion (explosion falloff exponent) | 0 (none) | Fire interval, seconds | 0.25 | Explosion falloff exponent | 2 (exp) | |||||||
336 | Pellet (amount of pellets) | 7 | Radius | 400 | Grenade (explosion damage) | 225 | Damage type (projectile impact) | Ballistic | Alt-fire (impact damage) | 10 | Projectile (explosion damage) | 250 | Pellet (amount of pellets) | 8 | Damage type (grenade impact) | Ballistic | Damage type (explosion) | Explosive | Rate of fire (lock-on mode), per minute | 200 | Cannonball (impact damage) | 300 | Alt-fire explosion (radius) | 450 | Grenade (explosion damage) | 225 | Fuze time | 3s | |||||||
337 | Pellet (explosion damage) | 30 | Rate of fire, per minute | 41 | Grenade (explosion falloff exponent) | 2 (exp) | Fire interval, seconds | 0.1667 | Damage type (explosion) | Explosive | Projectile (explosion falloff exponent) | 1 (linear) | Pellet (explosion damage) | 38 | Fire interval (rifle / grenades), seconds | 0.0896 / 0.25 | Damage type (rocket impact) | Ballistic | Rate of fire, per minute | 171 | Damage type (cannonball explosion) | Explosive | Alt-fire impact (damage / damage type) | 200 / Ballistic | Grenade (explosion falloff exponent) | 2 (exp) | Radius | 400 | |||||||
338 | Pellet (explosion falloff exponent) | 1 (linear) | Grenade (explosion radius) | 850 | Projectile explosion (falloff exponent) | 1 (linear) | Damage type (impact) | Piercing | Projectile (explosion radius) | 600 | Pellet (explosion falloff exponent) | 1 (linear) | Grenade (explosion damage) | 230 | Explosion falloff exponent (rocket / backblast) | 2 / 1 | Rocket (explosion damage) | 160 | Damage type (cannonball impact) | Ballistic | Alt-fire vortex (duration / radius) | 0.5s / 500 | Grenade (explosion radius) | 850 | |||||||||||
339 | Pellet (explosion radius) | 150 | Grenade (impact damage) | 150 | Projectile explosion (radius) | 200 | Primary (explosion damage) | 350 | Projectile (fuse time) | 4s | Pellet (explosion radius) | 200 | Grenade (explosion falloff exponent) | 1 (linear) | Fire interval, seconds | 0.25 | Rocket (explosion falloff exponent) | 2 (exp) | Damage type (shrapnel) | Piercing | Fire interval, seconds | 1.33 | Grenade (impact damage) | 150 | |||||||||||
340 | Pellet (impact damage) | 10 | Rate of fire, per minute | 22 | Rate of fire, per minute | 360 | Primary (explosion falloff exponent) | 1 (linear) | Projectile (impact damage) | 125 | Pellet (impact damage) | 15 | Grenade (explosion radius) | 500 | Rate of fire, per minute | 20 | Rocket (explosion radius) | 350 | Fire interval (cannonball / shrapnel), per minute | 0.69 / 0.69 | Primary explosion (damage type) | Explosive | Rate of fire, per minute | 240 | |||||||||||
341 | Rate of fire, per minute | 28 | Rate of fire, per minute, elite | 32 | Primary (explosion radius) | 200 | Rate of fire, per minute | 120 | Pellets (both barrels) | 16 | Grenade (impact damage) | 230 | Rate of fire, per minute, elite | 27 | Rocket (impact damage) | 125 | Rate of fire (cannonballs) | 87 | Primary explosion (damage) | 320 | |||||||||||||||
342 | Rate of fire, per minute, elite | 41 | Primary (impact damage) | 10 | Rate of fire, per minute | 240 | Rate of fire, per minute (bullets) | 669 | Rocket (explosion damage) | 750 | Rate of fire (shrapnel) | 87 | Primary explosion (explosion falloff exponent) | 0.2 (exp) | |||||||||||||||||||||
343 | Rate of fire, per minute | 42 | Rate of fire, per minute (grenades, elite) | 30 | Rocket (explosion radius) | 400 | Shrapnel (amount of pellets) | 10 | Primary explosion (radius) | 280 | |||||||||||||||||||||||||
344 | Rate of fire, per minute (elite) | 60 | Rocket (impact damage) | 150 | Shrapnel (bounces) | 2 | Primary impact (damage / damage type) | 150 / Ballistic | |||||||||||||||||||||||||||
345 | Shrapnel (damage) | 50 | Rate of fire, per minute (both modes) | 45 | |||||||||||||||||||||||||||||||
346 | Upgrade (price) | Upg1 (500): Base damage x1.25, Base weight + 1. | Upg1 (600): Base damage x1.12, Base weight + 1. | Upg1 (600): Base damage x1.2, Base weight + 1. | Upg1 (700): Base damage x1.15, Base weight + 1. | Upg1 (700): Base damage x1.15, Base weight + 1. | Upg1 (700): Base damage x1.15, Base weight + 1. | Upg1 (700): Base damage x1.2, Base weight + 1. | Upg1 (1500): Base damage x1.1, Base weight + 1. | Upg1 (1500): Base damage x1.125, Base weight + 1. | Upg1 (1500): Base damage x1.15, Base weight + 1. | ||||||||||||||||||||||||
347 | Upg2 (600): Base damage x1.4, Base weight + 2. | Upg2 (700): Base damage x1.3, Base weight + 2. | Upg2 (700): Base damage x1.4, Base weight + 2. | Upg2 (1500): Base damage x1.3, Base weight + 2. | Upg2 (1500): Base damage x1.3, Base weight + 2. | Upg2 (1500): Base damage x1.3, Base weight + 2. | Upg2 (1500): Base damage x1.4, Base weight + 2. | ||||||||||||||||||||||||||||
348 | Upg3 (700): Base damage x1.6, Base weight + 3. | Upg3 (1500): Base damage x1.55, Base weight + 3. | Upg3 (1500): Base damage x1.6, Base weight + 3. | Upgrades affect bullet damage, impact and explosive damage of underbarrel grenade. | |||||||||||||||||||||||||||||||
349 | Upg4 (1500): Base damage x1.9, Base weight + 4. | ||||||||||||||||||||||||||||||||||
350 | Bullet ballistic | Gravity scale | 1 | Toss (extra z-axis velocity) | 100 | Gravity scale | 0.5 | Projectile (speed) | 22500 | Projectile (speed) | 15000 | Gravity scale | 0.5 | Gravity scale | 1 | Bullet (speed) | 22500 | Rocket (speed) | 6000 | Rocket (speed) | 5000 | Cannonball (speed) | 3200 | Spread factor | 0.02 | Gravity scale | 0.25 | Toss (extra z-axis velocity) | 400 | ||||||
351 | Pellet (speed) | 4000 | Toss (speed) | 1200 | Grenade (speed) | 4000 | Projectile (spread modifier, ads) | 0.5 | Spread factor | 0.007 | Projectile (speed) | 4000 | Pellet (speed) | 7000 | Bullet (spread modifier, ads) | 0.5 | Cannonballs affected by gravity / gravity scale | yes / 1 | Both grenade types are fully affected by gravity. Primary grenade explodes on impact, alt-fire grenade explodes on impact but after at least 0.8s since it was fired. Grenade speed - 3200 units / s. | Grenade (speed) | 5000 | Toss (speed) | 1500 | ||||||||||||
352 | Pellet (spread modifier, ads) | 1 | Grenades affected by gravity | yes | Projectile (spread modifier, crouch) | 0.75 | Projectiles affected by gravity | yes | Pellet (spread modifier, ads) | 1 | Bullet (spread modifier, crouch) | 0.75 | Shrapnel (speed) | 7000 | Grenades affected by gravity | yes | |||||||||||||||||||
353 | Pellet (spread modifier, crouch) | 1 | Projectile (spread modifier, move) | 1 | Pellet (spread modifier, crouch) | 1 | Gravity scale (grenade) | 0.5 | Spread factor (cannonballs / shrapnel) | 0.015 / 0.175 | |||||||||||||||||||||||||
354 | Pellet (spread modifier, moving) | 1 | Spread factor | 0.01 | Pellet (spread modifier, moving) | 1 | Grenade (speed) | 4000 | Cannonballs have formal radius of 0 and will only collide with ZED's hitzones but not with their collision cylinders like most Ballistic-Explosive projectiles do. | Alt-fire explosion creates a Vortex that pulls ZEDs in (radius - 5m, duration - 0.5s). Then there happening an explosion (damage - 1, radius - 4.5m). | |||||||||||||||||||||||||
355 | Pellets affected by gravity | yes | This weapon always fires projectiles. | Pellets affected by gravity | yes | Grenades affected by gravity | yes | ||||||||||||||||||||||||||||
356 | Spread factor | 0.1 | Spread factor | 0.45 | Spread factor | 0.0085 | |||||||||||||||||||||||||||||
357 | Weapon power | Knockdown power (explosion) | up to 5 | Knockdown power | up to 150 | Gun hit power (grenade direct hit) | 275 | Gun hit power (projectile impact) | 35 | Gun hit power (primary and alt-fire impact) | 100 | Gun hit power (projectile direct hit) | 275 | Knockdown power (explosion) | up to 5 | Gun hit power (grenade direct hit) | 275 | Gun hit power (rocket direct hit) | 275 | Gun hit power (rocket direct hit) | 68 | Gun hit power (cannonball impact) | 300 | Gun hit power (alt-fire impact) | 150 | Gun hit power (grenade direct hit) | 275 | Knockdown power | up to 100 | ||||||
358 | Stumble power (explosion) | up to 10 | Stumble power | up to 400 | Knockdown power (grenade direct hit) | 125 | Knockdown power (projectile explosion) | up to 7 | Knockdown power (alt-fire explosion) | up to 100 | Knockdown power (projectile direct hit) | 125 | Stumble power (explosion) | up to 10 | Knockdown power (grenade direct hit) | 125 | Knockdown power (backblast explosion) | up to 300 | Knockdown power (rocket direct hit) | 50 | Gun hit power (shrapnel) | 40 | Gun hit power (primary impact) | 150 | Knockdown power (grenade direct hit) | 125 | Melee hit power | up to 100 | |||||||
359 | Stumble power (pellet direct hit) | 75 | Knockdown power (grenade explosion) | up to 150 | Stumble power (projectile explosion) | up to 20 | Knockdown power (primary explosion) | up to 150 | Knockdown power (projectile explosion) | up to 150 | Stumble power (pellet direct hit) | 75 | Knockdown power (grenade explosion) | up to 150 | Knockdown power (rocket direct hit) | 200 | Knockdown power (rocket explosion) | up to 40 | Knockdown power (cannonball explosion) | up to 150 | Knockdown power (alt-fire explosion) | 400 | Knockdown power (rocket explosion) | up to 150 | Stumble power | up to 300 | |||||||||
360 | Stumble power (grenade direct hit) | 340 | Stumble power (projectile impact) | 25 | Stumble power (alt-fire explosion) | up to 200 | Stumble power (projectile direct hit) | 340 | Gun hit power (pellet direct hit) | 45 | Stumble power (bullet) | 10 | Knockdown power (rocket explosion) | up to 225 | Stumble power (rocket direct hit) | 100 | Knockdown power (cannonball impact) | 200 | Knockdown power (primary impact) | 50 | Stumble power (grenade direct hit) | 340 | Stun power | up to 200 | |||||||||||
361 | Stumble power (grenade explosion) | up to 400 | Stumble power (primary and alt-fire impact) | 250 | Stumble power (projectile explosion) | up to 400 | Stumble power (grenade direct hit) | 340 | Stumble power (backblast explosion) | up to 500 | Stumble power (rocket explosion) | up to 70 | Penetration power (shrapnel) | 2 | Stumble power (alt-fire impact) | 250 | Stumble power (rocket explosion) | up to 400 | |||||||||||||||||
362 | Stumble power (primary explosion) | up to 400 | Stumble power (grenade explosion) | up to 400 | Stumble power (rocket direct hit) | 340 | Stumble power (cannonball explosion) | up to 400 | Stumble power (primary explosion) | 200 | |||||||||||||||||||||||||
363 | Stumble power (rocket explosion) | up to 400 | Stumble power (cannonball impact) | 400 | Stumble power (primary impact) | 250 | |||||||||||||||||||||||||||||
364 | Stumble power (shrapnel) | 40 | |||||||||||||||||||||||||||||||||
365 | Recoil | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, both barrels) | 2.2 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, lock-on mode) | 0.15 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | ||||||||||
366 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1.5 | |||||||||||
367 | Recoil (modifier, hip) | 1.25 | Recoil (modifier, hip) | 1.25 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.25 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.25 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.25 | |||||||||||
368 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, hip) | 1.25 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, hip) | 1.25 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | |||||||||||
369 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | |||||||||||
370 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | |||||||||||||||||||||||||||||||
371 | Melee, Bash | Damage | 24 | Damage | 23 | Damage | 26 | Damage | 26 | Damage | 26 | Damage | 25 | Damage | 26 | Damage | 26 | Damage | 29 | Damage | 29 | Damage | 26 | Damage | 26 | Damage | 26 | ||||||||
372 | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | |||||||||
373 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | |||||||||
374 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | |||||||||
375 | Rate of fire, per minute | 62 | Rate of fire, per minute (spare bricks, have / not) | 64 / 71 | Rate of fire, per minute | 60 | Rate of fire, per minute | 75 | Rate of fire, per minute | 52 | Rate of fire, per minute | 56 | Rate of fire, per minute | 51 | Rate of fire, per minute | 58 | Rate of fire, per minute | 53 | Rate of fire, per minute | 56 | Rate of fire, per minute | 48 | Rate of fire, per minute | 44 | Rate of fire, per minute | 56 | |||||||||
376 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | |||||||||
377 | Handling | Force reload (auto-reload delayed for) | 0.30s | Maximum active C4s at time, global game limit | 24 | Force reload (auto-reload delayed for) | 0.30s | Reload (elite, empty) | 2.31s | Reload (elite, refire time + reload time) | 1.00s | Reload (elite, empty) | 2.16s | Force reload (auto-reload delayed for) | 0.30s | Force reload (auto-reload delayed for, grenades) | 0.25s | Force reload (auto-reload delayed for) | 0.40s | Reload | 2.96s | Reload (elite, empty) | 1.57s | Reload (elite, empty) | 2.17s | Reload 1 (opening chamber, if empty) | 1.43s | ||||||||
378 | Reload | 1.79s | Time (equip) | 0.30s | Reload | 2.37s | Reload (elite, half) | 1.80s | Reload (refire time + reload time) | 1.42s | Reload (elite, half) | 1.89s | Reload (elite, empty) | 1.14s | Reload (bullets, normal / elite, empty) | 2.47s / 1.70s | Reload | 2.56s | Reload, elite | 2.44s | Reload (elite, half) | 1.22s | Reload (elite, half) | 1.95s | Reload 1 (opening chamber, if not empty) | 1.33s | |||||||||
379 | Reload, elite | 1.17s | Time (put down) | 0.29s | Reload, elite | 1.58s | Reload (empty) | 2.96s | Time (equip) | 0.39s | Reload (empty) | 2.70s | Reload (elite, half) | 1.14s | Reload (bullets, normal / elite, half) | 2.46s / 1.83s | Reload, elite | 1.75s | Time (equip) | 0.53s | Reload (empty) | 2.04s | Reload (empty) | 3.06s | Reload 2 (inserting grenade, per grenade time) | 0.69s | |||||||||
380 | Time (equip) | 0.35s | Weight | 3 | Time (equip) | 0.55s | Reload (half) | 2.31s | Time (put down) | 0.46s | Reload (half) | 2.49s | Reload (empty) | 1.46s | Reload (grenades, normal / elite) | 2.15s / 1.74s | Time (equip) | 0.60s | Time (put down) | 0.50s | Reload (half) | 1.70s | Reload (half) | 3.12s | This weapon does not have elite reload animations. Instead reload related skills multiply time that it takes to reload the weapon by x0.8 effectively increasing reload speed by x1.25. | ||||||||||
381 | Time (put down) | 0.42s | Time (put down) | 0.46s | Time (equip) | 0.60s | Weight | 6 | Time (equip) | 0.80s | Reload (half) | 1.46s | Time (equip) | 0.53s | Time (put down) | 0.60s | Weight | 8 | Time (equip) | 0.48s | Time (equip) | 1.34s | |||||||||||||
382 | Weight | 4 | Weight | 6 | Time (put down) | 0.49s | Time (put down) | 0.75s | Time (equip) | 0.54s | Time (put down) | 0.48s | Weight | 9 | Time (put down) | 0.73s | Time (put down) | 0.77s | |||||||||||||||||
383 | Weight | 7 | Weight | 7 | Time (put down) | 0.46s | Weight | 6 | Weight | 7 | Weight | 8 | Time (equip) | 0.88s | |||||||||||||||||||||
384 | Weight | 6 | Time (put down) | 0.46s | |||||||||||||||||||||||||||||||
385 | Prior to auto-reload there will be slight delay (0.25s). | Weight | 9 | ||||||||||||||||||||||||||||||||
386 | Misc | Each pellet creates an explosion. When used with Demolitionist's Destroyer Of Worlds skill minimum time between two Nukes - 0.25s. | Multiple C4 explosions in a rapid session will cause damage reduction on a ZED: each next explosion will be doing 25% less damage than previous. Effect resets after 3 seconds of not taking C4 damage. | Direct hit with the grenade does two types of the damage - ballistic (capable of damaging specific body parts, essentially it is a big slow bullet), then explosive (only does damage to body). Ballistic damage applied at all ranges, whether grenade exploded or not. | Direct hit with each projectile does two types of the damage - ballistic (capable of damaging specific body parts, essentially it is a bullet), then explosive (only does damage to body). | Projectile has detonation delay of 0.5 seconds. | Projectile explosion does 25% of its (unmodified by perks) damage to player. | Each pellet creates an explosion. When used with Demolitionist's Destroyer Of Worlds skill minimum time between two Nukes - 0.25s. | Explosion may cause obliteration. | Backblast explosion is directional. | Up to 6 targets can be locked on. | Holding fire button will cause Cannonball to roll after hitting surface or a ZED, eventually stop and stay on the ground until fire button released. Switching weapons while holding fire button will also detonate its static projectiles. Projectile explosion does 50% of its (unmodified by perks) damage to player. | Primary explosion pulls in ZED's gibs (visuals) but not living ZEDs. | Direct hit with the grenade does two types of the damage - ballistic (capable of damaging specific body parts, essentially it is a big slow bullet), then explosive (only does damage to body). Ballistic damage applied at all ranges, whether grenade exploded or not. | Explosion may cause obliteration. | ||||||||||||||||||||
387 | Player takes self damage equal up to 25% of its explosion damage. | Direct hit with the grenade does two types of the damage - ballistic (capable of damaging specific body parts, essentially it is a big slow bullet), then explosive (only does damage to body). Ballistic damage applied at all ranges, whether grenade exploded or not. | Backblast explosion angle, degrees | 90 | ADSing required to lock on the target. | Alt-fire grenade pulls in ZEDs by creating a Vortex and then explodes. The explosion only does 1 point of damage. It's purpose rather is to group ZEDs together and apply incap powers. | To obliterate, damage required, at least | 160 | |||||||||||||||||||||||||||
388 | Direct hit with each pellet does two types of the damage - ballistic (capable of damaging specific body parts, essentially it is a big slow bullet), then explosive (only does damage to body). | Projectile (life time) | 20s | Projectile can only be manually detonated after the weapon's firing interval is expired. Minimum time - 0.5s. | Direct hit with each pellet does two types of the damage - ballistic (capable of damaging specific body parts, essentially it is a big slow bullet), then explosive (only does damage to body). | Direct hit with the rocket does two types of the damage - ballistic (capable of damaging specific body parts, essentially it is a big slow bullet), then explosive (only does damage to body). Ballistic damage applied at all ranges, whether rocket exploded or not. | Significantly less recoil in lock-on mode. Full-auto in free fire mode. | To obliterate, ZED HP should become, at least | -80 | ||||||||||||||||||||||||||
389 | Note: if ZED takes another C4 explosive damage within 3s interval, that explosion will do only 75% damage of the previous C4 explosive damage: 1st explosion is 100%, 2nd is 75%, 3rd is 56.25% etc... | Projectile will collide with either - hitzone or a collision cylinder. | Player cannot pickup projectiles. | Direct hit with the rocket does two types of the damage - ballistic (capable of damaging specific body parts, essentially it is a big slow bullet), then explosive (only does damage to body). Ballistic damage applied at all ranges, whether rocket exploded or not. | Damage type group: Explosive. | ||||||||||||||||||||||||||||||
390 | Grenade (distance to detonate) | 3.87m | Damage type group: Ballistic_SMG, Explosive. | Damage type group: Piercing, Explosive. | Projectile does not have penetration power. ZEDs whose health is low enough to die to ballistic impact of the projectile will not affect its trajectory. Projectile will keep traveling until it will get stuck on the solid surface or on a ZED capable of surviving impact. | Direct hit with the cannonball does two types of the damage - ballistic (capable of damaging specific body parts, essentially it is a big slow bullet), then explosive (only does damage to body). | Both grenade types do impact damage to ZED's hitzones like other ballistic-explosive projectiles. However, to apply impact damage they have to collide with hitzone directly (not with the outter collision cylinder). Primary grenade will explode upon contact with collision cylinder without doing impact damage. Alt-fire grenade will pass through. | Grenade (distance to detonate) | 3.87m | ||||||||||||||||||||||||||
391 | Unlike the other multi-projectile weapons, this weapon has its spread profile adjusted to be more predictable (circle-shaped). One of the pellets in salvo is always dead-centered. | Grenade will collide with either - hitzone or a collision cylinder. | DB jump (jump velocity, add, up to) | +/- 5m/s | Grenade (distance to detonate) | 3.87m | Grenade will collide with either - hitzone or a collision cylinder. | ||||||||||||||||||||||||||||
392 | "Beep" interval, within explosion radius | 1s | Damage type group: Ballistic_Shell, Explosive. | Pellet will collide with either - hitzone or a collision cylinder. | Grenade will collide with either - hitzone or a collision cylinder. | Rocket (distance to detonate) | 3.87m | Damage type group: Ballistic_Shell, Explosive. | |||||||||||||||||||||||||||
393 | "Beep" interval, within fatal radius | 0.5s | This weapon has no penetration power. | Note: Demolitionist's damage bonuses and skills do not affect damage inflicted by bullets. Only grenades do more damage. | Rocket will collide with either - hitzone or a collision cylinder. | Rocket (distance to detonate) | 3.32m | Shrapnel does not get damage bonus from Demolitionist's High Impact Rounds skill (Cannonball impact, does get it, however). Shrapnel (and Cannonballs too) gets damage bonus rom Armor Piercing Rounds skill when hitting ZED's critical spots. Both getting damage bonus from passive and Bombardier skill. | |||||||||||||||||||||||||||
394 | Pellet will collide with either - hitzone or a collision cylinder. | Explosion may cause obliteration. | Ballistic impact of this weapon cannot decapitate a ZED (head HP goes below 0). Extra damage on decapitation and head damage multiplier still take place. | Damage type group: Ballistic_Shell (pellet), Explosive. | Explosion may cause obliteration. | Rocket will collide with either - hitzone or a collision cylinder. | |||||||||||||||||||||||||||||
395 | Presumably used to have (currently unused) grenade launcher fire mode during development time. | To obliterate, damage required, at least | 400 | Explosion may cause obliteration. | To obliterate, damage required, at least | 500 | Explosion may cause obliteration. | Player takes self damage equal up to 7.5% of its primary explosion damage. Vortex radius (5 meters) is affected by Demolitionist's Fragmentation Rounds and Survivalist's Make Things go Boom skills. | |||||||||||||||||||||||||||
396 | To obliterate, ZED HP should become, at least | -400 | To obliterate, damage required, at least | 160 | To obliterate, ZED HP should become, at least | -500 | To obliterate, damage required, at least | 500 | |||||||||||||||||||||||||||
397 | Damage type group: Ballistic_Shotgun (pellet), Explosive. | Damage type group: Explosive, Fire (visual only). | Damage type group: Ballistic_Shell, Explosive. | To obliterate, ZED HP should become, at least | -80 | Damage type group: Ballistic_Shell, Explosive. | To obliterate, ZED HP should become, at least | -500 | Cannonball will only collide with ZED's hitzones. | ||||||||||||||||||||||||||
398 | Damage type group: Ballistic_AssaultRifle, Ballistic_Shell, Explosive. | Damage type group: Ballistic_Shell, Explosive. | Damage type group: Ballistic_Shell, Explosive, Piercing. | Damage type group: Ballistic_Shell, Explosive. | |||||||||||||||||||||||||||||||
399 | Perk | Data | Weapons (price) | Caulk n' Burn (200) | Spitfire (325) / dual (650) | Dragonsbreath (650) | Mac 10 (900) | HRG Scorcher (1000) | Flamethrower (1200) | HRG Incendiary Rifle (1200) | Microwave Gun (1500) | Husk Cannon (1500) | Thermite Bore (1500) | Helios Rifle (2000) | Molotov Grenade (40) | ||||||||||||||||||||||
400 | Firebug | Ammo | Ammo (initial, spare mags) | 5 | Ammo (initial, spare mags) | 15 / 7 | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 12 | Ammo (initial, spare mags) | 1 | Ammo (initial, spare mags, bullets / grenades) | 3 / 2 | Ammo (initial, spare mags) | 0 | Ammo (initial, spare mags) | 1 | Ammo (initial, spare mags) | 1 | Ammo (initial, spare mags) | 2 | Maximum | 5 | |||||||||
401 | Ammo (mag size) | 50 | Ammo (mag size) | 6 / 12 | Ammo (mag size) | 6 | Ammo (mag size) | 32 | Ammo (mag size) | 1 | Ammo (mag size) | 100 | Ammo (mag size, bullets / grenades) | 30 / 1 | Ammo (mag size) | 100 | Ammo (mag size) | 30 | Ammo (mag size) | 6 | Ammo (mag size) | 40 | Price, per grenade | 40 | |||||||||||
402 | Ammo (max, spare) | 500 | Ammo (max, spare) | 186 / 180 | Ammo (max, spare) | 60 | Ammo (max, spare) | 384 | Ammo (max, spare) | 31 | Ammo (max, spare) | 500 | Ammo (max, spare) | 270 / 9 | Ammo (max, spare) | 500 | Ammo (max, spare) | 150 | Ammo (max, spare) | 36 | Ammo (max, spare) | 280 | Start | 2 | |||||||||||
403 | Ammo pickup scale | x0.5 | Ammo pickup scale | x2 / x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x4 | Ammo pickup scale | x0.4 | Ammo pickup scale | x1 / x2 | Ammo pickup scale | x0.5 | Ammo pickup scale | x0.75 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | |||||||||||||
404 | Minimum ammo consumed, per attack | 4 | Price, per magazine | 13 / 26 | Price, per magazine | 30 | Price, per magazine | 32 | Price, per magazine | 12 | Minimum ammo consumed, per attack | 4 | Price, per grenade | 15 | Blast (ammo cost) | 10 | Price, per magazine | 125 | Price, per magazine | 78 | Price, per magazine | 66 | |||||||||||||
405 | Price, per fuel tank | 20 | Price, per fuel tank | 83 | Price, per magazine | 30 | Minimum ammo consumed, per attack | 3 | |||||||||||||||||||||||||||
406 | Price, per energy cell | 100 | |||||||||||||||||||||||||||||||||
407 | Damage and ROF | Afterburn (DOT duration) | 1.7s | Afterburn (DOT duration) | 1.7s | Afterburn (DOT duration) | 2.7s | Afterburn (DOT duration) | 2s | Broken Flare (amount of residual flames) | 7 | Afterburn (DOT duration) | 1.7s | Bullet (afterburn damage scale) | x0.3 | Afterburn (DOT duration) | 1.7s | Afterburn (DOT duration) | 2.5s | Damage type (all, except projectile impact) | Fire | Afterburn (DOT duration) | 2s | Afterburn (DOT duration) | 3s | ||||||||||
408 | Afterburn (DOT interval) | 0.4s | Afterburn (DOT interval) | 0.4s | Afterburn (DOT interval) | 0.5s | Afterburn (DOT interval) | 0.5s | Broken Flare (extra residual flames upon impact) | 4 | Afterburn (DOT interval) | 0.5s | Bullet (afterburn duration / interval) | 2s / 0.5s | Afterburn (DOT interval) | 0.5s | Afterburn (DOT interval) | 0.5s | Damage type (projectile impact) | Ballistic | Afterburn (DOT interval) | 0.5s | Afterburn (DOT interval) | 0.5s | |||||||||||
409 | Afterburn (DOT scale, of flame damage) | x0.8 | Afterburn (DOT scale, of projectile damage) | x0.8 | Afterburn (DOT scale, of pellet damage) | x0.7 | Afterburn (DOT scale, of bullet damage) | x0.4 | Broken Flare (impact damage) | 70 | Afterburn (DOT scale, of flame damage) | x0.8 | Bullet (damage) | 30 | Afterburn (DOT scale, of beam damage) | x0.8 | Afterburn (DOT scale, of current damage) | x0.1 | DOT of projectile explosion (DOT duration) | 3s | Afterburn (DOT scale, of projectile damage) | x0.3 | Afterburn (DOT scale) | x0.5 | |||||||||||
410 | Approx flame length ("firestorm" off / on), m | 6 / 8.5 | Damage type (DOT) | Fire | Damage type (DOT) | Fire | Bullet (damage) | 28 | Broken Flare (projectile life time) | 0.5s | Approx flame length ("firestorm" off / on), m | 11 / 15.5 | Damage type (bullet / grenade impact) | Ballistic | Approx beam length ("firestorm" off / on), m | 10.9 / 15.7 | Charge power (interval to add 1 point of power) | 0.2s | DOT of projectile explosion (DOT interval) | 0.5s | Damage type (DOT) | Fire | Damage type | Fire | |||||||||||
411 | Damage type | Fire | Damage type (projectile) | Ballistic | Damage type (pellet) | Ballistic | Damage type (bullet) | Ballistic | Broken Flare (residual flame damage interval) | 0.5s | Damage type | Fire | Damage type (grenade explosion / all forms of DOT) | Fire | Beam (impact damage, distance < 3m) | 16 | Charge power (minimum / maximum charge power) | 0 / 5 | DOT of projectile explosion (DOT scale) | x0.2 | Damage type (projectile) | Microwave | Instant explosion (damage) | 60 | |||||||||||
412 | Fire interval, seconds | 0.07 | Fire interval (single / dual), seconds | 0.2 / 0.11 | Fire interval, seconds | 0.69 | Damage type (DOT) | Fire | Broken Flare (residual flame damage) | 10 | Fire interval, seconds | 0.07 | Fire interval (rifle / grenades), seconds | 0.0896 / 0.25 | Beam (impact damage, distance > 3m) | 16 | Charge power (time to fully charge) | 1s | DOT of projectile impact (DOT duration) | 3s | Fire interval, seconds | 0.1 | Instant explosion (falloff exponent) | 1 (linear) | |||||||||||
413 | Flame (impact damage, distance < 3m) | 10 | Projectile (damage) | 40 | Pellet (amount) | 6 | Fire interval, seconds | 0.067 | Broken Flare (residual flame DOT duration / interval) | 2s / 0.5s | Flame (impact damage, distance < 3m) | 18 | Grenade (afterburn damage scale) | x0.25 | Beam (splash damage falloff) | 1 (linear) | Damage type (DOT, Ground Fire) | Fire | DOT of projectile impact (DOT interval) | 0.5s | Projectile (damage) | 50 | Instant explosion (radius) | 500 | |||||||||||
414 | Flame (impact damage, distance > 3m) | 10 | Rate of fire, per minute | 300 / 545 | Pellet (damage) | 35 | Rate of fire, per minute | 895 | Broken Flare (residual flame DOT scale) | x0.2 | Flame (impact damage, distance > 3m) | 18 | Grenade (afterburn duration / interval) | 3s / 0.5s | Beam (splash damage radius) | 300 | Damage type (projectile impact) | Explosive | DOT of projectile impact (DOT scale) | x0.2 | Rate of fire, per minute (full-auto and burst) | 600 | Residual flame (amount) | 5 | |||||||||||
415 | Flame (splash damage falloff) | 1 (linear) | Residual flame (damage interval) | 0.5s | Rate of fire, per minute | 87 | Rate of fire, per minute (semi-auto) | 895 | Broken Flare (residual flame falloff) | 0 (none) | Flame (splash damage falloff) | 1 (linear) | Grenade (explosion damage) | 100 | Beam (splash damage) | 10 | Explosion (base damage) | 60 | DOT of residual flame (DOT duration) | 3s | Residual flame (damage interval) | 0.5s | |||||||||||||
416 | Flame (splash damage radius) | 150 | Residual flame (damage) | 10 | Residual flame (damage interval) | 0.5s | Broken Flare (residual flame life time) | 6s | Flame (splash damage radius) | 131 | Grenade (explosion falloff exponent) | 1 (linear) | Blast (explosion damage) | 210 | Explosion (base radius) | 100 | DOT of residual flame (DOT interval) | 0.5s | Residual flame (damage) | 10 | |||||||||||||||
417 | Flame (splash damage) | 5 | Residual flame (DOT duration) | 1.7s | Residual flame (damage) | 8 | Broken Flare (residual flame radius) | 150 | Flame (splash damage) | 10 | Grenade (explosion radius) | 500 | Blast (explosion falloff) | 1 (linear) | Explosion (damage falloff) | 1 (linear) | DOT of residual flame (DOT scale) | x0.5 | Residual flame (duration) | 10s | |||||||||||||||
418 | Ground fire (afterburn DOT duration) | 5s | Residual flame (DOT interval) | 0.4s | Residual flame (DOT duration) | 2.7s | Damage type (impact) | Ballistic | Ground fire (afterburn DOT duration) | 5s | Grenade (impact damage) | 230 | Blast (explosion radius) | 750 | Ground fire (afterburn DOT duration) | 5s | Fire interval, seconds | 0.8 | Residual flame (falloff exponent) | 0 (none) | |||||||||||||||
419 | Ground fire (afterburn DOT interval) | 1s | Residual flame (DOT scale, of flame damage) | x0.8 | Residual flame (DOT interval) | 0.5s | Damage type (rest) | Fire | Ground fire (afterburn DOT interval) | 1s | Ground fire (afterburn scale / duration / inverval) | x0.5 / 3s / 0.5s | Damage type (beam, splash, alt-fire, DOT) | Microwave | Ground fire (afterburn DOT interval) | 1s | Projectile (fuze time) | 4s | Residual flame (radius) | 150 | |||||||||||||||
420 | Ground fire (afterburn DOT scale) | x0.5 | Residual flame (duration) | 10s | Residual flame (DOT scale, of flame damage) | x0.7 | Fire interval, seconds | 0.25 | Ground fire (afterburn DOT scale) | x0.5 | Ground fire (damage falloff) | 0 (none) | Damage type (ground fire) | Fire | Ground fire (afterburn DOT scale) | x0.5 | Projectile (impact damage) | 150 | |||||||||||||||||
421 | Ground fire (damage falloff) | 1 (linear) | Residual flame (falloff exponent) | 1 (linear) | Residual flame (duration) | 2.5s | Lighting Flare (damage type) | Ballistic | Ground fire (damage falloff) | 1 (linear) | Ground fire (damage interval) | 0.5s | Fire interval, seconds | 0.07 | Ground fire (damage falloff) | 0 (none) | Projectile explosion (damage) | 150 | |||||||||||||||||
422 | Ground fire (damage interval) | 0.25s | Residual flame (radius) | 150 | Residual flame (falloff exponent) | 1 (linear) | Lighting Flare (DOT scale / duration / inverval) | x0.12 / 3s / 0.5s | Ground fire (damage interval) | 0.25s | Ground fire (damage) | 10 | Ground fire (afterburn DOT duration) | 5s | Ground fire (damage interval) | 0.5s | Projectile explosion (falloff) | 1 (linear) | |||||||||||||||||
423 | Ground fire (damage) | 10 | Residual flame (spawn chance) | 33% | Residual flame (radius) | 150 | Lighting Flare (impact damage) | 333 | Ground fire (damage) | 10 | Ground fire (duration) | 10s | Ground fire (afterburn DOT interval) | 1s | Ground fire (damage) | 3 | Projectile explosion (radius) | 500 | |||||||||||||||||
424 | Ground fire (life time) | 2.5s | Residual flame (spawn chance) | 100% | Rate of fire, per minute | 28 | Ground fire (life time) | 2.5s | Ground fire (radius) | 150 | Ground fire (afterburn DOT scale) | x0.5 | Ground fire (duration) | 4s | Rate of fire, per minute | 75 | |||||||||||||||||||
425 | Ground fire (radius) | 100 | Rate of fire, per minute (lvl 25 Firebug) | 35 | Ground fire (radius) | 100 | Rate of fire, per minute (bullets) | 669 | Ground fire (damage falloff) | 1 (linear) | Ground fire (radius) | 150 | Residual flame (amount, spawned upon explosion) | 5 | |||||||||||||||||||||
426 | Ground fire (spawn rate, 1 per every) | 0.1s | Ground fire (spawn rate, 1 per every) | 0.1s | Rate of fire, per minute (grenades, approximately) | 25 | Ground fire (damage interval) | 0.25s | Ground fire (spawned when fully charged) | yes | Residual flame (damage inverval) | 0.5s | |||||||||||||||||||||||
427 | Rate of fire, per minute | 857 | Rate of fire, per minute | 857 | Rate of fire, per minute (grenades, lvl 25 Firebug) | 30 | Ground fire (damage) | 5 | Multiplier (damage), 1 + A x charge power | A = 0.8 | Residual flame (damage) | 10 | |||||||||||||||||||||||
428 | Residual flame (afterburn scale / duration / inverval) | x0.5 / 3s / 0.5s | Ground fire (life time) | 2.5s | Multiplier (incap), 1 + B x charge power | B = 0.22 | Residual flame (duration) | 7s | |||||||||||||||||||||||||||
429 | Residual flame (amount / damage / damage falloff) | 4 / 4 / 1 (linear) | Ground fire (radius) | 100 | Multiplier (radius), 1 + C x charge power | C = 0.6 | Residual flame (falloff) | 1 (linear) | |||||||||||||||||||||||||||
430 | Residual flame (duration / damage inverval) | 10s / 0.5s | Ground fire (spawn rate, 1 per every) | 0.1s | Projectile (base impact damage) | 40 | Residual flame (radius) | 150 | |||||||||||||||||||||||||||
431 | Bullets set ZEDs on fire. Explosion spawns 4 residual flames and (on non-direct hit with the ZED) also a ground fire. | Rate of fire, per minute (alt-fire) | 60 | Rate of fire, fastest possible, per minute | 150 | ||||||||||||||||||||||||||||||
432 | Rate of fire, per minute (primary) | 857 | |||||||||||||||||||||||||||||||||
433 | Upgrade (price) | Upg1 (500): Base damage x1.1, Base weight + 1. | Upg1 (600): Base damage x1.25. | Upg1 (600): Base damage x1.1, Base weight + 1. | Upg1 (700): Base damage x1.15, Base weight + 1. | Upg1 (700): Base damage x1.2, Base weight + 1. | Upg1 (700): Base damage x1.15, Base weight + 1. | Upg1 (700): Base damage x1.2, Base weight + 1. | Upg1 (1500): Base damage x1.15, Base weight + 1. | Upg1 (1500): Base damage x1.1, Base weight + 1. | Upg1 (1500): Base damage x1.125, Base weight + 1. | ||||||||||||||||||||||||
434 | Upg2 (600): Base damage x1.3, Base weight + 2. | Upg2 (700): Base damage x1.5, Base weight + 1 / + 2. | Upg2 (700): Base damage x1.2, Base weight + 2. | Upg2 (1500): Base damage x1.3, Base weight + 2. | Upg2 (1500): Base damage x1.4, Base weight + 2. | Upg2 (1500): Base damage x1.2, Base weight + 2. | Upg2 (1500): Base damage x1.4, Base weight + 2. | ||||||||||||||||||||||||||||
435 | Upg3 (700): Base damage x1.4, Base weight + 3. | Upg3 (1500): Base damage x1.75, Base weight + 2 / + 4. | Upg3 (1500): Base damage x1.3, Base weight + 3. | Upgrades affect bullet damage (and its DOT), impact and explosive damage of grenade. Upgrades do not increase GF and RF damage. | |||||||||||||||||||||||||||||||
436 | Upg4 (1500): Base damage x1.5, Base weight + 4. | ||||||||||||||||||||||||||||||||||
437 | Bullet ballistic | Note: minimal proximity from one ground fire to spawn another one - 0.25 meters. | Gravity scale | 0.05 | Gravity scale | 0.35 | Bullet (speed) | 22500 | Projectile gravity scale | 0.36 | Note: minimal proximity from one ground fire to spawn another one - 0.25 meters. | Bullet (speed) | 22500 | Note: minimal proximity from one ground fire to spawn another one - 0.25 meters. | Projectile (speed) | 4000 | Gravity scale (projectile) | 0.36 | Projectile (speed) | 22500 | Toss (extra z-axis velocity) | 650 | |||||||||||||
438 | Projectile (speed) | 5000 | Pellet (speed) | 7000 | Bullet (spread modifier, ads) | 0.5 | Projectile speed (Lighting Flare / Broken Flare) | 4550 / 3000 | Bullet (spread modifier, ads) | 0.5 | Important note: only builds Charge Power when player holds the fire button. It is mandatory to hold the button to improve projectile stats. | Projectile (speed) | 5000 | Projectile (spread modifier, ads) | 0.5 | Toss (speed) | 1200 | ||||||||||||||||||
439 | Projectile (spread modifier, ads) | 0.5 | Pellet (spread modifier, ads) | 1 | Bullet (spread modifier, crouch) | 0.75 | Spread factor (Broken Flare) | 0.1 | Bullet (spread modifier, crouch) | 0.75 | Projectile (spread modifier, ads) | 0.5 | Projectile (spread modifier, crouch) | 0.75 | |||||||||||||||||||||
440 | Projectile (spread modifier, crouch) | 0.75 | Pellet (spread modifier, crouch) | 1 | Bullet (spread modifier, move) | 1 | Spread factor (Lighting Flare) | 0.01 | Gravity scale (grenade) | 0.5 | Weapon charging: Husk Cannon gains 1 point of the charge power per 0.2s of charging (starting from 0). Projectile itself cannot be released right away, instead it fires within 0.223s intervals. Pressing and releasing the fire button right away will provide no charge power at all by the moment of the projectile release time. | Projectile (spread modifier, crouch) | 0.75 | Projectile (spread modifier, move) | 1 | ||||||||||||||||||||
441 | Projectile (spread modifier, move) | 1 | Pellet (spread modifier, moving) | 1 | Spread factor | 0.01 | Grenade (speed) | 4000 | Projectile (spread modifier, move) | 1 | Spread factor | 0.0085 | |||||||||||||||||||||||
442 | Projectiles affected by gravity | yes | Pellets affected by gravity | yes | Grenades affected by gravity | yes | Spread factor | 0 | |||||||||||||||||||||||||||
443 | Spread factor | 0.015 | Spread factor | 0.16 | Spread factor | 0.0085 | |||||||||||||||||||||||||||||
444 | Weapon power | Burn power (ground fire) | 10.5 | Burn power (projectile direct hit) | 30 | Burn power (pellet direct hit) | 20 | Burn power (bullet direct hit) | 12 | Burn power (Broken Flare impact) | 20 | Burn power (ground fire) | 10.5 | Burn power (bullet or grenade afterburn, per tick) | 8 | Burn power (ground fire) | 7.5 | Burn power (ground fire) | 10.5 | Burn power (DOT of projectile explosion, per tick) | 10 | Burn power (projectile) | 10 | Burn power, per damage tick of all types | 10 | ||||||||||
445 | Burn power, per hit or DOT tick | 10.5 | Burn power, per projectile DOT tick | 12 | Burn power, per DOT or residual flame tick | 10 | Burn power, per bullet DOT tick | 4 | Burn power (Lighting Flare DOT), per tick | 8 | Burn power, per hit or DOT tick | 10.5 | Burn power (grenade explosion) | up to 50 | Burn power (primary, per hit or DOT tick) | 5.5 | Burn power (projectile impact) | 50 | Burn power (DOT of projectile impact, per tick) | 10 | Burn power, per DOT tick | 8.5 | |||||||||||||
446 | Stumble power | 20 | Burn power, per residual flame DOT tick | 15.5 | Gun hit power (pellet direct hit) | 12 | Burn power, per residual flame DOT tick | 4 | Burn power (Lighting Flare impact) | 45 | Stumble power | 20 | Gun hit power (grenade direct hit) | 275 | Knockdown power (alt-fire) | 200 | Burn power, per DOT tick | 15.5 | Burn power (projectile explosion) | 50 | Microwave power (projectile) | 30 | |||||||||||||
447 | Gun hit power | 150 | Penetration power | 2 | Gun hit power (bullet direct hit) | 12 | Burn power (residual flame), per hit or DOT tick | 8 | Knockdown power (grenade direct hit) | 125 | Microwave power (alt-fire) | 100 | Knockdown power (projectile impact) | up to 50 | Burn power (projectile impact) | 50 | Penetration power | 5 | |||||||||||||||||
448 | Knockdown power | 15 | Stumble power (pellet direct hit) | 21 | Stumble power (bullet direct hit) | 20 | Gun hit power (Broken Flare impact) | 150 | Stumble power (bullet) | 10 | Microwave power, per hit (primary) | 10 | Melee hit power (projectile impact) | up to 50 | Burn power (residual flame, per hit or DOT tick) | 10 | Stumble power (projectile) | 18 | |||||||||||||||||
449 | Stumble power | 100 | Gun hit power (Lighting Flare impact) | 275 | Stumble power (grenade direct hit) | 340 | Stumble power (primary) | 30 | Stumble power (projectile impact) | up to 170 | Gun hit power (projectile impact) | 300 | |||||||||||||||||||||||
450 | Knockdown power (Lighting Flare impact) | 70 | Knockdown power (projectile impact) | 50 | |||||||||||||||||||||||||||||||
451 | Stumble power (Broken Flare impact) | 200 | Stumble power (projectile explosion) | 200 | |||||||||||||||||||||||||||||||
452 | Stumble power (Lighting Flare impact) | 400 | Stumble power (projectile impact) | 350 | |||||||||||||||||||||||||||||||
453 | Stumble power (grenade explosion) | up to 200 | Stumble power (residual flame, per hit or DOT tick) | 100 | |||||||||||||||||||||||||||||||
454 | Recoil | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | ||||||||||||
455 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | |||||||||||||
456 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.25 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.25 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | |||||||||||||
457 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.2 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | |||||||||||||
458 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.1 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | |||||||||||||
459 | Melee, Bash | Damage | 25 | Damage | 22 / 24 | Damage | 25 | Damage | 24 | Damage | 26 | Damage | 28 | Damage | 26 | Damage | 30 | Damage | 28 | Damage | 26 | Damage | 26 | ||||||||||||
460 | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | |||||||||||||
461 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | |||||||||||||
462 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | |||||||||||||
463 | Rate of fire, per minute | 51 | Rate of fire, per minute | 53 / 66 | Rate of fire, per minute | 52 | Rate of fire, per minute | 55 | Rate of fire, per minute | 63 | Rate of fire, per minute | 50 | Rate of fire, per minute | 58 | Rate of fire, per minute | 50 | Rate of fire, per minute | 61 | Rate of fire, per minute | 56 | Rate of fire, per minute | 58 | |||||||||||||
464 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | |||||||||||||
465 | Handling | Reload (empty) | 2.08s | Reload (elite, empty) | 1.56s / 2.01s | Reload 1 (elite, if not empty, preparation draw) | 0.46s | Reload (elite, empty) | 1.81s | Force reload (auto-reload delayed for) | 0.30s | Reload (empty) | 2.57s | Force reload (auto-reload delayed for, grenades) | 0.25s | Reload (empty) | 2.84s | Reload (elite, empty) | 1.90s | Reload (empty) | 2.96s | Reload (empty) | 2.91s | ||||||||||||
466 | Reload (half) | 2.08s | Reload (elite, half) | 1.44s / 2.01s | Reload 1 (if not empty, preparation draw) | 0.58s | Reload (elite, half) | 1.84s | Reload | 1.80s | Reload (half) | 2.57s | Reload (bullets, empty) | 2.47s | Reload (half) | 2.84s | Reload (elite, half) | 1.92s | Reload (half) | 2.83s | Reload (half) | 2.63s | |||||||||||||
467 | Time (equip) | 0.49s | Reload (empty) | 1.97s / 2.91s | Reload 2 (elite, if empty, 1st shell) | 1.28s | Reload (empty) | 2.36s | Time (equip) | 0.35s | Time (equip) | 0.30s | Reload (bullets, half) | 2.46s | Time (equip) | 0.62s | Reload (empty) | 2.71s | Time (equip) | 0.76s | Time (equip) | 0.70s | |||||||||||||
468 | Time (put down) | 0.46s | Reload (half) | 1.97s / 2.75s | Reload 2 (if empty, 1st shell) | 1.67s | Reload (half) | 2.31s | Time (put down) | 0.42s | Time (put down) | 0.46s | Reload (grenades) | 2.15s | Time (put down) | 0.52s | Reload (half) | 2.71s | Time (put down) | 0.77s | Time (put down) | 0.77s | |||||||||||||
469 | Weight | 5 | Time (equip) | 0.32s / 0.18s | Reload 3 (each next shell) | 0.55s | Time (equip) | 0.88s | Weight | 4 | Weight | 7 | Time (equip) | 0.53s | Weight | 9 | Time (equip) | 0.84s | Weight | 7 | Weight | 8 | |||||||||||||
470 | Time (put down) | 0.81s / 0.48s | Reload 3 (elite, each next shell) | 0.36s | Time (put down) | 0.67s | Time (put down) | 0.48s | Time (put down) | 1.27s | This weapon does have elite reload animations but no perks using it. | This weapon does have elite reload animations but no perks using it. | |||||||||||||||||||||||
471 | Weight | 2 / 4 | Time (equip) | 0.44s | Weight | 4 | Weight | 6 | Weight | 8 | Survivalist's Make Things Go Boom skill affects radius of its projectile's initial explosion (but not of its residual flames). | ||||||||||||||||||||||||
472 | Time (put down) | 0.48s | |||||||||||||||||||||||||||||||||
473 | Weight | 5 | |||||||||||||||||||||||||||||||||
474 | Misc | Instigator does not take splash damage. | Projectile impact has a chance to spawn a residual flame. | Every pellet spawns a residual flame. | Damage type group: Ballistic_SMG, Fire. | Primary fire mode fires single projectile that inflicts impact damage and sets ZEDs on fire. | Splash damage scale to instigator | x0.35 | Direct hit with the grenade does two types of the damage - ballistic (capable of damaging specific body parts, essentially it is a big slow bullet), then explosive (only does damage to body). Ballistic damage applied at all ranges, whether grenade exploded or not. | Blast explosion is directional. | Projectile explosion does 10% of its current (unmodified by perks) damage to player. Does not apply DOT on players. | Player takes self damage equal up to 5% of its primary explosion damage and does not take DOT damage at all. | Even outside of the ZED Time this is not a hitscan weapon, it always fires projectiles. | Instant explosion spawn residual flames. | |||||||||||||||||||||
475 | Caulk n' Burn can create a ground fire. | Amount of residual flames | 1 | Damage type group: Ballistic_Shotgun, Fire. | Flamethrower can create a ground fire. | Explosion angle, degrees | 60 | Amount of residual flames | 5 | ||||||||||||||||||||||||||
476 | Ground fire does not damage players. | Damage type group: Ballistic_Handgun, Fire. | Alt-fire fires (an invisible) projectile that has life time of only 0.5s and disappears after. During the time this projectile alive it spawns 7 residual flames within equal invervals. If this projectile manages to connect with the ZED before going off it will also inflict impact damage and will spawn 4 additional residual flames (however, in this manner it will most likely not being able to spawn all 7 of its residual flames due to the fact that these appear depending on the remaining projectile's life time and premature impact ceases projectile earlier). | Ground fire does not damage players. | Blast explosion featuring pushback momentum. | Damage, radius and incap power scales up as the weapon charges. Time to fully charge - 1 second. | Projectile can only be manually detonated after the weapon's firing interval is expired. Minimum time - 0.8s. | Damage type group: Microwave, Fire. | Instant explosion spawn a light source (Firebug only). | ||||||||||||||||||||||||||
477 | Flame impact has splash damage. | Note: Unlike other weapons, bash damage of the Spitfire(s) has custom damage type that is not affected by Berserker's skills. Instead it gets bonuses from skills of Gunslinger and Sharpshooter. | Flame impact has splash damage. | Amount of pushback momentum depends from the ZED mass. | Flare duration | 31s | |||||||||||||||||||||||||||||
478 | Flame has post-shooting life time where it does damage without consuming ammo (duration - 0.35s). | Flame has post-shooting life time where it does damage without consuming ammo (duration - 0.35s). | Grenade (distance to detonate) | 3.87m | Beam has post-shooting life time where it does damage without consuming ammo (duration - 0.35s). | Ground Fire spawned only when fully charged. | Projectile does not have penetration power. ZEDs whose health is low enough to die to ballistic impact of the projectile will not affect its trajectory. Projectile will keep traveling until it will get stuck on the solid surface or on a ZED capable of surviving impact. | Light fade-out begin after | 27.5s | ||||||||||||||||||||||||||
479 | Grenade will collide with either - hitzone or a collision cylinder. | Does not spawn Ground Fire on impact with the ZEDs or humans. | Damage type group: Fire. | ||||||||||||||||||||||||||||||||
480 | Damage type group: Fire. | Damage type group: Fire. | Grenade explosion does not spawn a ground fire on a direct projectile impact with the ZEDs but does spawn it otherwise. Does spawn residual flames all the time. | Damage type group: Microwave, Fire. | Afterburn damage depends from how powerful the shot was. | ||||||||||||||||||||||||||||||
481 | Damage type group: Ballistic_Shell, Fire, Explosive. | ||||||||||||||||||||||||||||||||||
482 | Ballistic impact of this weapon cannot decapitate a ZED (head HP goes below 0). Extra damage on decapitation and head damage multiplier still take place. | ||||||||||||||||||||||||||||||||||
483 | Once stuck projectile creates small (red) light source for about 5s. | Damage type group: Ballistic_AssaultRifle, Ballistic_Shell, Fire. | |||||||||||||||||||||||||||||||||
484 | Damage type group: Ballistic_Handgun (impact), Fire. | ||||||||||||||||||||||||||||||||||
485 | Damage type group: Ballistic_Shell, Fire. | ||||||||||||||||||||||||||||||||||
486 | Perk | Data | Weapons (price) | 1858 Revolver (100) / dual (200) | M1911 Pistol (325) / dual (650) | HRG Winterbite (325) / dual (650) | .50 Desert Eagle (550) / dual (1100) | Rhino (550) / dual (1100) | HRG Disrupter | .500 Magnum Revolver (750) / dual (1500) | AF2011-A1 (750) / dual (1500) | Glock 18c (750) / dual (1500) | Nail Bomb Grenade (40) | ||||||||||||||||||||||||
487 | Gunslinger | Ammo | Ammo (initial, spare mags) | 12 / 7 | Ammo (initial, spare mags) | 7 / 3 | Ammo (initial, spare mags) | 9 / 4 | Ammo (initial, spare mags) | 5 / 2 | Ammo (initial, spare mags) | 7 / 3 | Ammo (initial, spare mags) | 2 | Ammo (initial, spare mags) | 5 / 2 | Ammo (initial, spare mags) | 4 / 2 | Ammo (initial, spare mags) | 4 / 2 | Maximum | 5 | |||||||||||||
488 | Ammo (mag size) | 6 / 12 | Ammo (mag size) | 8 / 16 | Ammo (mag size) | 6 / 12 | Ammo (mag size) | 7 / 14 | Ammo (mag size) | 6 / 12 | Ammo (mag size) | 15 | Ammo (mag size) | 5 / 10 | Ammo (mag size) | 16 / 32 | Ammo (mag size) | 33 / 66 | Price, per grenade | 40 | |||||||||||||||
489 | Ammo (max, spare) | 144 / 144 | Ammo (max, spare) | 136 / 128 | Ammo (max, spare) | 150 / 144 | Ammo (max, spare) | 105 / 98 | Ammo (max, spare) | 114 / 108 | Ammo (max, spare) | 120 | Ammo (max, spare) | 100 / 95 | Ammo (max, spare) | 288 / 272 | Ammo (max, spare) | 462 / 462 | Start | 2 | |||||||||||||||
490 | Ammo pickup scale | x2 / x1 | Ammo pickup scale | x2 / x1 | Ammo pickup scale | x2 / x1 | Ammo pickup scale | x2 / x1 | Ammo pickup scale | x2 / x1 | Ammo pickup scale | x1 | Ammo pickup scale | x2 / x1 | Ammo pickup scale | x2 / x1 | Ammo pickup scale | x2 / x1 | |||||||||||||||||
491 | Price, per magazine | 10 / 20 | Price, per magazine | 13 / 26 | Price, per magazine | 13 / 26 | Price, per magazine | 21 / 42 | Price, per magazine | 17 / 34 | Price, per magazine | 70 | Price, per magazine | 25 / 50 | Price, per magazine | 27 / 54 | Price, per magazine | 38 / 76 | |||||||||||||||||
492 | Damage and ROF | Damage | 50 | Damage | 50 | Damage (projectile impact) | 49 | Damage | 91 | Bullet (damage / damage type) | 75 / Ballistic | Damage (alt-fire) | 120 | Damage | 160 | Damage (per bullet, 2 fired each time) | 53 | Damage | 37 | Damage (explosion) | 100 | ||||||||||||||
493 | Damage type | Ballistic | Damage type | Ballistic | Damage type (projectile impact and explosion) | Freeze | Damage type | Ballistic | Fire interval (single / dual), seconds | 0.175 / 0.1 | Damage (primary) | 80 | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage (shard) | 35 | |||||||||||||||
494 | Fire interval (single / dual), seconds | 0.2 / 0.11 | Fire interval (single / dual), seconds | 0.175 / 0.1 | Explosion (damage) | 20 | Fire interval (single / dual), seconds | 0.2 / 0.11 | Rate of fire, per minute | 342 / 600 | Damage type | Ballistic | Fire interval (single / dual), seconds | 0.24 / 0.19 | Fire interval (single / dual), seconds | 0.1898 / 0.13 | Fire interval, dual, seconds | 0.05 | Damage type (explosion) | Explosive | |||||||||||||||
495 | Rate of fire, per minute | 300 / 545 | Rate of fire, per minute | 342 / 600 | Explosion (falloff exponent) | 0 (none) | Rate of fire, per minute | 300 / 545 | Shrapnel (amount) | 3 | Fire interval (primary / alt-fire), seconds | 0.175 / 0.705 | Rate of fire, per minute | 250 / 315 | Rate of fire, per minute | 316 / 461 | Fire interval, single (full-auto / semi), seconds | 0.075 / 0.175 | Damage type (shard) | Piercing | |||||||||||||||
496 | Explosion (radius) | 200 | Shrapnel (damage / damage type) | 80 / Piercing | Rate of fire (primary / alt-fire), per minute | 342 / 85 | Rate of fire (single hand version, semi-auto) | 342 | Explosion falloff exponent | 1 (linear) | |||||||||||||||||||||||||
497 | Fire interval (single / dual), seconds | 0.2 / 0.11 | Shrapnel is spawned upon impact with the ZED or a surface. Target that was hit by the initial bullet impact does not take shrapnel damage. | Rate of fire, per minute | 800 / 1200 | Fuze time | 2s | ||||||||||||||||||||||||||||
498 | Rate of fire, per minute | 300 / 545 | Radius | 1000 | |||||||||||||||||||||||||||||||
499 | The explosion radius of the projectile is not affected by skill choices of Demolitionist nor of Survivalist. | Shard (amount) | 10 | ||||||||||||||||||||||||||||||||
500 | |||||||||||||||||||||||||||||||||||
501 | Upgrade (price) | Upg1 (500): Base damage x1.15. | Upg1 (600): Base damage x1.4. | Upg1 (600): Base damage x1.4. | Upg1 (700): Base damage x1.25, Base weight + 1 / + 2. | Upg1 (700): Base damage x1.25, Base weight + 1 / + 2. | Upg1 (1500): Base damage x1.15, Base weight + 1. | Upg1 (1500): Base damage x1.15, Base weight + 1 / + 2. | Upg1 (1500): Base damage x1.125, Base weight + 1 / + 2. | Upg1 (1500): Base damage x1.125, Base weight + 1 / + 2. | |||||||||||||||||||||||||
502 | Upg2 (600): Base damage x1.6. | Upg2 (700): Base damage x1.8, Base weight + 1 / + 2. | Upg2 (700): Base damage x1.8, Base weight + 1 / + 2. | Upg2 (1500): Base damage x1.4, Base weight + 2 / + 4. | Upg2 (1500): Base damage x1.4, Base weight + 2 / + 4. | ||||||||||||||||||||||||||||||
503 | Upg2 (700): Base damage x1.95, Base weight + 1 / + 2. | Upg3 (1500): Base damage x2, Base weight + 2 / + 4. | Upg3 (1500): Base damage x2, Base weight + 2 / + 4. | Upgrades as well affect shrapnel damage. | |||||||||||||||||||||||||||||||
504 | Upg3 (1500): Base damage x2.2, Base weight + 2 / + 4. | Upgrades affect impact and explosive damage of the projectile. | |||||||||||||||||||||||||||||||||
505 | Bullet ballistic | Bullet (speed) | 15000 | Bullet (speed) | 15000 | Gravity scale | 0.15 | Bullet (speed) | 18000 | Bullet (spread modifier, ads) | 0.5 | Bullet (speed, primary / alt-fire) | 15000 / 7500 | Bullet (speed) | 22500 | Bullet (speed) | 18000 | Bullet (speed) | 18000 | Shard (bounces) | 2 | ||||||||||||||
506 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Projectile (speed) | 9000 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Shard (speed) | 5000 | |||||||||||||||
507 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Projectile (spread modifier, ads) | 0.5 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Toss (extra z-axis velocity) | 250 | |||||||||||||||
508 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Projectile (spread modifier, crouch) | 0.75 | Bullet (spread modifier, move) | 1 | Bullet / shrapnel (speed) | 18000 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Toss (speed) | 2500 | |||||||||||||||
509 | Spread factor | 0.015 | Spread factor | 0.015 | Projectile (spread modifier, move) | 1 | Spread factor | 0.01 | Spread factor | 0.01 | Spread factor (primary only) | 0.015 | Spread factor | 0.015 | Spread factor | 0.01 | Spread factor (dual version) | 0.06 | |||||||||||||||||
510 | Spread factor | 0.009 | Despite visually firing projectiles, in both modes this weapon is a hitscan (outside of the ZED Time where it fires projectiles). | Spread factor (single hand version, full-auto / semi) | 0.06 / 0.015 | ||||||||||||||||||||||||||||||
511 | This weapon is a hitscan outside of the ZED Time. | ||||||||||||||||||||||||||||||||||
512 | Weapon power | Gun hit power | 150 | Gun hit power | 100 | Freeze power (explosion) | 20 | Gun hit power | 150 | Gun hit power (bullet) | 100 | EMP power (alt-fire) | 60 | Gun hit power | 200 | Gun hit power (per bullet) | 100 | Gun hit power | 12 | Gun hit power (shard) | 10 | ||||||||||||||
513 | Knockdown power | 15 | Knockdown power | 15 | Freeze power (projectile impact) | 5 | Knockdown power | 20 | Gun hit power (shrapnel) | 300 | Gun hit power (primary / alt-fire) | 175 / 200 | Knockdown power | 25 | Knockdown power (per bullet) | 15 | Stumble power | 12 | Knockdown power (explosion) | 39 | |||||||||||||||
514 | Stumble power | 50 | Penetration power | 1 | Gun hit power (projectile impact) | 150 | Penetration power | 2 | Knockdown power (bullet) | 15 | Knockdown power (alt-fire) | 20 | Penetration power | 3 | Penetration power | 1.5 | Melee hit power (explosion) | up to 100 | |||||||||||||||||
515 | Stumble power | 20 | Stumble power (explosion) | 25 | Stumble power | 30 | Penetration power (bullet and shrapnel) | 2 | Penetration power (primary / alt-fire) | 1 / 3 | Stumble power | 60 | Stumble power (per bullet) | 20 | Melee hit power (shard) | 8 | |||||||||||||||||||
516 | Stumble power (projectile impact) | 50 | Stumble power (bullet) | 20 | Stumble power (primary / alt-fire) | 15 / 100 | Two bullets fired at time hence x2 more powers per shot. | Stumble power (explosion) | up to 500 | ||||||||||||||||||||||||||
517 | Stun power (explosion) | up to 200 | |||||||||||||||||||||||||||||||||
518 | Recoil | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | ||||||||||||||||
519 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | |||||||||||||||||
520 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | |||||||||||||||||
521 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.2 | |||||||||||||||||
522 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.1 | |||||||||||||||||
523 | Recoil (modifier, alt-fire) | 2 | |||||||||||||||||||||||||||||||||
524 | Melee, Bash | Damage | 22 / 24 | Damage | 22 / 24 | Damage | 24 / 24 | Damage | 22 / 24 | Damage | 24 / 24 | Damage | 26 | Damage | 23 / 26 | Damage | 22 / 24 | Damage | 25 / 25 | ||||||||||||||||
525 | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | |||||||||||||||||
526 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | |||||||||||||||||
527 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | |||||||||||||||||
528 | Rate of fire, per minute | 100 / 104 | Rate of fire, per minute | 98 / 100 | Rate of fire, per minute | 54 / 67 | Rate of fire, per minute | 98 / 102 | Rate of fire, per minute | 82 / 89 | Rate of fire, per minute | 99 | Rate of fire, per minute | 82 / 89 | Rate of fire, per minute | 99 / 102 | Rate of fire, per minute | 78 / 68 | |||||||||||||||||
529 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | |||||||||||||||||
530 | Handling | Reload (elite, empty) | 1.54s / 2.26s | Reload (elite, empty) | 0.81s / 1.84s | Reload (elite, empty) | 1.57s / 2.01s | Reload (elite, empty) | 1.19s / 1.96s | Reload (elite, empty) | 1.40s / 2.11s | Reload (elite, empty) | 1.20s | Reload (elite, empty) | 1.61s / 2.11s | Reload (elite, empty) | 1.19s / 1.96s | Reload (elite, empty) | 1.58s / 2.61s | ||||||||||||||||
531 | Reload (elite, half) | 1.79s / 2.25s | Reload (elite, half) | 1.34s / 2.24s | Reload (elite, half) | 1.44s / 2.01s | Reload (elite, half) | 1.64s / 2.33s | Reload (elite, half) | 1.39s / 2.06s | Reload (elite, half) | 1.69s | Reload (elite, half) | 1.60s / 2.06s | Reload (elite, half) | 1.64s / 2.80s | Reload (elite, half) | 1.19s / 1.79s | |||||||||||||||||
532 | Reload (empty) | 2.39s / 3.13s | Reload (empty) | 2.09s / 2.98s | Reload (empty) | 1.97s / 2.91s | Reload (empty) | 2.09s / 3.00s | Reload (empty) | 2.23s / 3.65s | Reload (empty) | 2.08s | Reload (empty) | 2.56s / 3.65s | Reload (empty) | 2.08s / 2.99s | Reload (empty) | 2.19s / 3.72s | |||||||||||||||||
533 | Reload (half) | 2.39s / 3.13s | Reload (half) | 2.09s / 2.97s | Reload (half) | 1.97s / 2.75s | Reload (half) | 2.07s / 3.04s | Reload (half) | 2.21s / 3.65s | Reload (half) | 2.25s | Reload (half) | 2.55s / 3.65s | Reload (half) | 2.07s / 3.04s | Reload (half) | 1.62s / 2.59s | |||||||||||||||||
534 | Time (equip) | 0.32s / 0.19s | Time (equip) | 0.33s / 0.30s | Time (equip) | 0.32s / 0.18s | Time (equip) | 0.29s / 0.31s | Time (equip) | 0.54s / 0.34s | Time (equip) | 0.35s | Time (equip) | 0.40s / 0.34s | Time (equip) | 0.29s / 0.31s | Time (equip) | 0.46s / 0.64s | |||||||||||||||||
535 | Time (put down) | 0.81s / 0.48s | Time (put down) | 0.42s / 0.46s | Time (put down) | 0.81s / 0.48s | Time (put down) | 0.42s / 0.46s | Time (put down) | 0.42s / 0.48s | Time (put down) | 0.42s | Time (put down) | 0.42s / 0.48s | Time (put down) | 0.42s / 0.46s | Time (put down) | 0.67s / 0.77s | |||||||||||||||||
536 | Weight | 2 / 4 | Weight | 2 / 4 | Weight | 2 / 4 | Weight | 2 / 4 | Weight | 2 / 4 | Weight | 4 | Weight | 3 / 6 | Weight | 3 / 6 | Weight | 4 / 8 | |||||||||||||||||
537 | Misc | Damage type group: Ballistic_Handgun. | Damage type group: Ballistic_Handgun. | Upon impact with the target or a surface projectile spawns an explosion. | Damage type group: Ballistic_Handgun. | Even outside of the ZED Time this is not a hitscan weapon, it always fires projectiles. | Switches between firing modes, consumes 3 units of ammo in alt-fire. | Damage type group: Ballistic_Handgun. | Even outside of the ZED Time this is not a hitscan weapon, it always fires projectiles. | Damage type group: Ballistic_Handgun. | Explosion may cause obliteration. | ||||||||||||||||||||||||
538 | This weapon is a hitscan outside of the ZED Time. | To obliterate, damage required, at least | 160 | ||||||||||||||||||||||||||||||||
539 | Siren's scream destroys its projectiles. | 3 pieces of shrapnel spawn upon bullet impact with the surface. | Damage type group: Ballistic_Handgun. | Damage type group: Ballistic_Handgun. | To obliterate, ZED HP should become, at least | -80 | |||||||||||||||||||||||||||||
540 | Damage type group: Freeze. | Damage type group: Ballistic_Handgun, Piercing. | Damage type group: Explosive, Piercing. | ||||||||||||||||||||||||||||||||
541 | Perk | Data | Weapons (price) | Winchester 1894 (200) | SPX 464 Centerfire (650) | Crossbow (650) | M14 EBR (1100) | HRG Beluga Beat | HRG Head Hunter (1100) | Mosin Nagant (1100) | Rail Gun (1500) | FN FAL ACOG (1500) | Compound Bow (2000) | M99 AMR (2500) | Freeze Grenade (40) | ||||||||||||||||||||||
542 | Sharpshooter | Ammo | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 2 | Ammo (initial, spare mags) | 13 | Ammo (initial, spare mags) | 2 | Ammo (initial, spare mags) | 1 | Ammo (initial, spare mags) | 5 | Ammo (initial, spare mags) | 5 | Ammo (initial, spare mags) | 6 | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags) | 11 | Ammo (initial, spare mags) | 6 | Maximum | 5 | |||||||||
543 | Ammo (mag size) | 12 | Ammo (mag size) | 10 | Ammo (mag size) | 1 | Ammo (mag size) | 20 | Ammo (mag size) | 12 | Ammo (mag size) | 7 | Ammo (mag size) | 5 | Ammo (mag size) | 1 | Ammo (mag size) | 20 | Ammo (mag size) | 1 | Ammo (mag size) | 1 | Price, per grenade | 40 | |||||||||||
544 | Ammo (max, spare) | 84 | Ammo (max, spare) | 70 | Ammo (max, spare) | 34 | Ammo (max, spare) | 120 | Ammo (max, spare) | 96 | Ammo (max, spare) | 112 | Ammo (max, spare) | 60 | Ammo (max, spare) | 32 | Ammo (max, spare) | 160 | Ammo (max, spare) | 35 | Ammo (max, spare) | 20 | Start | 2 | |||||||||||
545 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x3 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x2 | Ammo pickup scale | x1 | Ammo pickup scale | x3 | Ammo pickup scale | x1 | Ammo pickup scale | x4 | Ammo pickup scale | x2 | |||||||||||||
546 | Price, per magazine | 32 | Price, per magazine | 55 | Price, per bolt | 11 | Price, per magazine | 53 | Price, per magazine | 65 | Price, per magazine | 40 | Price, per magazine | 42 | Price, per bullet | 20 | Price, per magazine | 47 | Price, per bolt | 16 | Price, per bullet | 50 | |||||||||||||
547 | Damage and ROF | Damage | 80 | Damage | 165 | Damage | 350 | Damage | 80 | Damage (charged) | 240 | Alt-fire (from 0 to 100% recharge time) | 3.5s | Damage | 250 | Damage | 560 | Damage | 70 | Cryo arrow explosion (damage / type) | 75 / Freeze | Damage | 850 | Damage | 25 | ||||||||||
548 | Damage type | Ballistic | Damage type | Ballistic | Damage type | Piercing | Damage type | Ballistic | Damage (uncharged) | 100 | Alt-fire (max stacks) | 3 | Damage type | Ballistic | Damage (lock-on mode) | 280 | Damage type | Ballistic | Cryo arrow explosion (falloff exponent) | 0.5 (exp) | Damage type | Ballistic | Damage type | Freeze | |||||||||||
549 | Fire interval, seconds | 0.4 | Fire interval, seconds | 0.4 | Rate of fire, per minute | 42 | Fire interval, seconds | 0.22 | Damage type | Ballistic | Alt-fire (wave damage, per stack) | 150 / 300 / 500 | Fire interval, seconds | 0.85 | Damage type | Ballistic | Fire interval (full-auto / semi-auto), seconds | 0.099 / 0.22 | Cryo arrow explosion (radius) | 250 | Fire interval, seconds | 0.2 | Explosion falloff exponent | 1 (linear) | |||||||||||
550 | Rate of fire, per minute | 150 | Rate of fire, per minute | 150 | Rate of fire, per minute (elite) | 60 | Rate of fire, per minute | 272 | Fire interval, seconds | 0.5 | Alt-fire (wave radius / time to reach the edge) | 150m / 2s | Rate of fire, per minute | 70 | Fire interval, seconds | 0.1 | Rate of fire, per minute (full-auto) | 606 | Cryo arrow impact (damage / type) | 50 / Piercing | Rate of fire, per minute | 22 | Fuze time | 0.15s | |||||||||||
551 | Rate of fire, per minute | 120 | Damage type (impact / wave) | Piercing / Ballistic | Rate of fire, per minute | 32 | Rate of fire, per minute (semi-auto) | 272 | Sharp arrow (damage / type) | 250 / Piercing | Rate of fire, per minute (elite) | 27 | Radius | 600 | |||||||||||||||||||||
552 | Uncharged shot applies x1.5 more damage to ZED's armored zones, charged shot has no specific multiplier against ZED's armor. | Fire interval, seconds | 0.25s | Rate of fire, per minute (elite) | 39 | Rate of fire is variable. Absolute fastest (without charging): normal = 69, elite = 78. Absolute fastest (fully charged): normal = 43, elite = 51. Values are approximate. | |||||||||||||||||||||||||||||
553 | Primary (impact damage) | 50 | Does 2 times less damage in lock-on (primary) mode. | ||||||||||||||||||||||||||||||||
554 | Low- to high-frequency transition takes 0.375s (duration of charge animation). This timer is not affected by Sharpshooter's Marksman skill. Maximum theoretical ROF for charged shots should be 60 / (0.375 + 0.5) = 68 RPM. | Rate of fire, per minute | 240 | ||||||||||||||||||||||||||||||||
555 | Alt-fire creates a wave (sphere) around the player. This wave reaches its edge, that is 150 meters away from the player's location, after 2 seconds. All ZEDs, damaged by primary attack (i.e. have some stacks on them), caught by the wave, take damage. | Gains an extra charge level within 0.2s intervals and is completely charged after 0.50664s (from 0 up to 2 charges). Gets more impact (but not explosive) damage and faster arrow speed for every charge level. Damage increment = 50% per level (x2 more damage when fully charged). Fire button must be on hold to keep charging the bow. | |||||||||||||||||||||||||||||||||
556 | |||||||||||||||||||||||||||||||||||
557 | |||||||||||||||||||||||||||||||||||
558 | Every hit with the primary attack adds 1 stack (up to 3). Stacks last for 10 seconds, every next hit resets this timer back to 10s. Stacks do not count down individually, but rather as a whole. It is either 1, 2 or 3 stacks for next 10s (and 0 after). When time runs out, all stacks are gone at the same time and ZED's head size is back to normal. | ||||||||||||||||||||||||||||||||||
559 | Only charges when player holds fire button. Upon releasing the button there will be slight delay (up to 0.2s) before the arrow will be fired. Player has no control over this delay, it constantly loops within 0.2s intervals which is the absolute worse player may encounter, however it may be less if button will be released by the time another loop is about to finish. Just clicking the fire button without charging the bow will result in 0.2s delay. After arrow is fired it takes 0.3s to initiate a reload animation. | ||||||||||||||||||||||||||||||||||
560 | |||||||||||||||||||||||||||||||||||
561 | |||||||||||||||||||||||||||||||||||
562 | When wave reaches ZED, this ZED takes wave damage to its body, but NOT to its head. It's head can only be damaged by the initial impact. When ZED's body health goes below 0, its head explodes. | ||||||||||||||||||||||||||||||||||
563 | |||||||||||||||||||||||||||||||||||
564 | |||||||||||||||||||||||||||||||||||
565 | Upgrade (price) | Upg1 (500): Base damage x1.6, Base weight + 1. | Upg1 (600): Base damage x1.15, Base weight + 1. | Upg1 (600): Base damage x1.2, Base weight + 1. | Upg1 (700): Base damage x1.15, Base weight + 1. | Upg1 (700): Base damage x1.1, Base weight + 1. | Upg1 (700): Base damage x1.15, Base weight + 1, Full recharge time x0.9. | Upg1 (700): Base damage x1.15, Base weight + 1. | Upg1 (1500): Base damage x1.25, Base weight + 1. | Upg1 (1500): Base damage x1.15, Base weight + 1. | Note on ROF and time to charge: actually the bow gets completely charged after only 0.4 seconds (despite nominal value of 0.50664s): charge time of (0.0-0.2)s = lvl 0, (0.2-0.4)s = lvl 1, (0.4+)s = lvl 2. The arrow can only be fired at the end of each 0.2s loop so the shortest time to release a fully charged arrow is 0.6 seconds. | ||||||||||||||||||||||||
566 | Upg2 (600): Base damage x1.9, Base weight + 2. | Upg2 (700): Base damage x1.3, Base weight + 2. | Upg2 (700): Base damage x1.4, Base weight + 2. | Upg2 (1500): Base damage x1.3, Base weight + 2. | Upg2 (1500): Base damage x1.2, Base weight + 2. | Upg2 (1500): Base damage x1.3, Base weight + 2. | |||||||||||||||||||||||||||||
567 | Upg3 (700): Base damage x2.3, Base weight + 3. | Upg3 (1500): Base damage x1.45, Base weight + 3. | Upg3 (1500): Base damage x1.6, Base weight + 3. | Upg2 (1500): Base damage x1.3, Base weight + 2, Full recharge time x0.8. | Upgrade as well affects bayonet's stab damage. | ||||||||||||||||||||||||||||||
568 | Upg4 (1500): Base damage x2.5, Base weight + 4. | ||||||||||||||||||||||||||||||||||
569 | Bullet ballistic | Bullet (speed) | 24000 | Bullet (speed) | 24000 | Bolt (speed) | 15000 | Bullet (speed) | 30000 | Projectile (speed, uncharged / charged) | 2000 / 12000 | Tube (speed) | 30000 | Bullet (speed) | 24000 | Bullet (speed) | 30000 | Bullet (speed) | 22500 | Arrow speed, per charge level: 4000 / 10000 / 15000 units / second. | Bullet (speed) | 30000 | Toss (extra z-axis velocity) | 250 | |||||||||||
570 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Bolt (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Projectile (spread modifier, ads) | 0.5 | Tube (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Arrow (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Toss (speed) | 2500 | |||||||||||
571 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Bolt (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Projectile (spread modifier, crouch) | 0.75 | Tube (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Arrow (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | |||||||||||||
572 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Bolt (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Projectile (spread modifier, move) | 1 | Tube (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Arrow (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | |||||||||||||
573 | Spread factor | 0.007 | Spread factor | 0.007 | Spread factor | 0.007 | Spread factor | 0.006 | Spread factor | 0.005 | Spread factor | 0.006 | Spread factor | 0.007 | Spread factor | 0.005 | Spread factor | 0.007 | Spread factor | 0.007 | Spread factor | 0.006 | |||||||||||||
574 | Weapon power | Gun hit power | 80 | Gun hit power | 80 | Gun hit power | 100 | Gun hit power | 80 | Gun hit power (uncharged / charged) | 30 / 120 | Big head power (primary impact) | 100 | Gun hit power (bullet) | 150 | Gun hit power | 300 | Gun hit power | 50 | Freeze power (cryo arrow explosion) | 100 | Gun hit power | 300 | Freeze power | up to 150 | ||||||||||
575 | Knockdown power | 20 | Knockdown power | 20 | Knockdown power | 20 | Knockdown power | 20 | Microwave power (uncharged / charged) | 50 / 0 | Stumble power (primary impact) | 30 | Knockdown power (bullet) | 30 | Knockdown power | 20 | Knockdown power | 20 | Gun hit power (cryo arrow explosion) | 100 | Knockdown power | 15 | Melee hit power | up to 100 | |||||||||||
576 | Penetration power | 1.5 | Penetration power | 1.5 | Melee hit power | 40 | Penetration power | 2 | Penetration power (uncharged / charged) | 4 / 2 | Stun power (wave damage) | 250 | Melee hit power (bayonet) | 150 | Melee hit power | 100 | Penetration power | 2 | Gun hit power (sharp arrow) | 100 | Melee hit power | 100 | |||||||||||||
577 | Stun power | 20 | Stun power | 25 | Penetration power | 4 | Stumble power | 5 | Stumble power (uncharged / charged) | 0 / 250 | Penetration power (bullet) | 3 | Penetration power | 10 | Stumble power | 18 | Penetration power (sharp arrow) | 5 | Penetration power | 5 | |||||||||||||||
578 | Stumble power | 85 | Stumble power | 250 | Stun power | 15 | Stumble power (bullet) | 50 | Stumble power | 600 | Stun power | 10 | Stumble power (sharp arrow) | 250 | Stumble power | 600 | |||||||||||||||||||
579 | Stun power | 101 | Stun power (bullet) | 40 | Stun power | 50 | Stun power (sharp arrow) | 101 | Stun power | 50 | |||||||||||||||||||||||||
580 | Recoil | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | ||||||||||||
581 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | |||||||||||||
582 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 2.33 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 3 | |||||||||||||
583 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | |||||||||||||
584 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | |||||||||||||
585 | Melee, Bash | Damage | 25 | Damage | 25 | Damage | 26 | Damage | 27 | Damage | 26 | Damage | 26 | Bayonet attack featuring slight pushback momentum. | Damage | 30 | Damage | 26 | Damage | 100 | Damage | 30 | |||||||||||||
586 | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Block (damage multiplier for incoming attack) | x0.6 | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Piercing | Damage type | Bludgeon | |||||||||||||
587 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Blockable damage types: Bludgeon / Slashing. | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | ||||||||||||||
588 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Damage | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | |||||||||||||
589 | Rate of fire, per minute | 55 | Rate of fire, per minute | 53 | Rate of fire, per minute | 52 | Rate of fire, per minute | 54 | Rate of fire, per minute | 56 | Rate of fire, per minute | 56 | Damage type | Piercing | Rate of fire, per minute | 54 | Rate of fire, per minute | 54 | Rate of fire, per minute | 53 | Rate of fire, per minute | 54 | |||||||||||||
590 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Maximum hit range | 250 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | |||||||||||||
591 | Parry (damage multiplier for incoming attack) | x0.5 | |||||||||||||||||||||||||||||||||
592 | Parry (duration) | 0.44s | |||||||||||||||||||||||||||||||||
593 | Parry strength | 4 | |||||||||||||||||||||||||||||||||
594 | Rate of fire, per minute (bayonet stab) | 74 | |||||||||||||||||||||||||||||||||
595 | Handling | Reload 1 (elite, if not empty, preparation draw) | 0.35s | Reload 1 (elite, if not empty, preparation draw) | 0.34s | Reload (elite, refire time + reload time) | 1.00s | Reload (elite, empty) | 1.70s | Reload (elite, empty) | 2.16s | Reload (elite, empty) | 1.32s | Reload (elite, empty) | 2.08s | Force reload (auto-reload delayed for) | 0.50s | Reload (elite, empty) | 2.03s | Charge time (fully charged after) | 0.50664s | Force reload (auto-reload delayed for) | 0.50s | ||||||||||||
596 | Reload 1 (if not empty, preparation draw) | 0.34s | Reload 1 (if not empty, preparation draw) | 0.38s | Reload (refire time + reload time) | 1.42s | Reload (elite, half) | 1.68s | Reload (elite, half) | 1.89s | Reload (elite, half) | 1.32s | Reload (elite, half) | 1.93s | Reload (elite, force reload time + reload time) | 1.51s | Reload (elite, half) | 2.19s | Charge time (to gain a charge level) | 0.2s | Reload (elite, force reload time + reload time) | 2.15s | |||||||||||||
597 | Reload 2 (elite, if empty, 1st bullet) | 0.86s | Reload 2 (elite, if empty, 1st bullet) | 0.76s | Time (equip) | 0.39s | Reload (empty) | 2.24s | Reload (empty) | 2.70s | Reload (empty) | 1.92s | Reload (empty) | 2.78s | Reload (force reload time + reload time) | 1.83s | Reload (empty) | 2.68s | Reload (elite, force reload time + reload time) | 0.3s + 0.27s | Reload (force reload time + reload time) | 2.63s | |||||||||||||
598 | Reload 2 (if empty, 1st bullet) | 1.04s | Reload 2 (if empty, 1st bullet) | 1.19s | Time (put down) | 0.46s | Reload (half) | 2.32s | Reload (half) | 2.49s | Reload (half) | 1.92s | Reload (half, when only 1 bullet left in magazine) | 2.33s | Time (equip) | 0.76s | Reload (half) | 3.01s | Reload (force reload time + reload time) | 0.3s + 0.47s | Time (equip) | 0.62s | |||||||||||||
599 | Reload 3 (each next bullet) | 0.45s | Reload 3 (each next bullet) | 0.46s | Weight | 6 | Time (equip) | 0.79s | Time (equip) | 0.80s | Time (equip) | 0.64s | Reload (half) | 2.38s | Time (put down) | 0.73s | Time (equip) | 0.45s | Time (equip) | 0.26s | Time (put down) | 0.74s | |||||||||||||
600 | Reload 3 (elite, each next bullet) | 0.26s | Reload 3 (elite, each next bullet) | 0.26s | Time (put down) | 0.77s | Time (put down) | 0.75s | Time (put down) | 0.49s | Reload delay (reload delayed for) | 0.50s | Weight | 9 | Time (put down) | 0.73s | Time (put down) | 0.40s | Weight | 12 | |||||||||||||||
601 | Time (equip) | 0.44s | Time (equip) | 0.38s | Weight | 7 | Weight | 7 | Weight | 7 | Time (equip) | 0.69s | Weight | 8 | Weight | 8 | |||||||||||||||||||
602 | Time (put down) | 0.42s | Time (put down) | 0.67s | Time (put down) | 0.73s | Time to get a charge level and time to fully charge the bow is also affected by the Sharpshooter's Marksman skill: 0.2 x 0.75 = 0.15s, 0.50664 x 0.75 = 0.37998s. Marksman also shortening pre-fire delay (loop) from 0.2 to 0.15 seconds AND reload time (time x 0.75) which can be further shortened by the Stability skill (time x 0.8) for a total reload time modifier of (time x 0.6). Neither of skills, however, affects pre-reload delay (0.3s), it always stays the same. | ||||||||||||||||||||||||||||
603 | Weight | 4 | Weight | 5 | Weight | 7 | |||||||||||||||||||||||||||||
604 | During tactical (non-empty) reload player inserts different amount of bullets from the clip into magazine depending on remaining loaded ammo count. However duration of all these animations is the same except for one particular case - when during the regular (non-elite) reload there is only one bullet remains loaded into magazine. | ||||||||||||||||||||||||||||||||||
605 | |||||||||||||||||||||||||||||||||||
606 | |||||||||||||||||||||||||||||||||||
607 | |||||||||||||||||||||||||||||||||||
608 | Misc | Damage type group: Ballistic_Rifle. | Damage type group: Ballistic_Rifle. | Projectile (life time) | 180s | Damage type group: Ballistic_Rifle. | Pushback momentum (uncharged / charged) | 100000 / 40000 | This weapon is a hitscan outside of the ZED Time. | Bayonet stab gets all the damage bonuses from Sharpshooter perk (however is not capable of triggering Rack 'Em Up stacks on its own). Bayonet stab gets no damage bonuses from Berserker perks. This weapon can trigger Berserker's Parry skill, yet again providing no extra damage at all. Stab (and bullet too) gets damage bonus from Survivalist's passive, but not from the Melee Expert skill. | Lock-on time | 0.35s | Damage type group: Ballistic_Rifle. | When player has no more arrows and picks some from the ground, the first arrow will be loaded slowly than it usually takes to reload the bow. The whole reload cycle cannot be interrupted by bash attack. | Damage type group: Ballistic_Rifle. | Damage type group: Freeze. | |||||||||||||||||||
609 | Projectile (pickup height, units) | 250 | Uncharged projectile has greatly increased pushback momentum. | Every primary hit increases ZED's head scale by 30% (90% max). | Lock-on time (PvP ZEDs and bosses) | 1.10s | |||||||||||||||||||||||||||||
610 | Projectile (pickup radius, units) | 250 | Uncharged attack does 50% more damage to ZED's armored zones. | Stack dissipation rate: 10% / second. After 10 seconds all stacks are gone at the same time. Only 1 stack (instead of 3) is allowed in Bobble Zed mode. Does NOT increase head size of the Matriarch. | Lock-on time (Scrake and Fleshpound) | 0.60s | |||||||||||||||||||||||||||||
611 | Damage type group: Piercing. | Projectile life span (uncharged / charged) | 1.3s / 10s | Rail Gun locks on ZED's vulnerable hitzones. Max lock range - 2000m. | The explosion radius of the Cryo arrow is affected by skill choices of both - Demolitionist and Survivalist. Explosion can hurt player. | ||||||||||||||||||||||||||||||
612 | Uncharged projectile has greatly increased collision box while charged projectile behave more like a normal bullet. | Damage type group: Ballistic_Rifle. | |||||||||||||||||||||||||||||||||
613 | Wave damage can be triggered through walls. No LOS required. | No perks and skills in game affect its bayonet attack speed. | Projectile (life time / pickup radius and radius) | 180s / 250 units | |||||||||||||||||||||||||||||||
614 | Damage type group: Ballistic_Rifle. | Damage type group: Piercing, Ballistic_Rifle. | Damage type group: Ballistic_Rifle, Piercing. | Damage type group: Piercing, Freeze. | |||||||||||||||||||||||||||||||
615 | Perk | Data | Weapons (price) | MP7 SMG (200) | MP5RAS SMG (650) | Tommy Gun (650) | HRG Nailgun (1100) | P90 SMG (1100) | Heckler & Koch UMP (1200) | HRG Stunner (1500) | Riot Shield & Glock 18 (1500) | Kriss SMG (1500) | HRG Bastion (2000) | Flashbang Grenade (40) | |||||||||||||||||||||||
616 | SWAT | Ammo | Ammo (initial, spare mags) | 6 | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 3 | Ammo (initial, spare mags) | 2 | Ammo (initial, spare mags) | 2 | Ammo (initial, spare mags) | 2 | Ammo (initial, spare mags) | 1 | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 4 | Ammo (initial, spare mags) | 2 | Maximum | 5 | |||||||||||
617 | Ammo (mag size) | 30 | Ammo (mag size) | 40 | Ammo (mag size) | 50 | Ammo (mag size) | 42 | Ammo (mag size) | 50 | Ammo (mag size) | 30 | Ammo (mag size) | 25 | Ammo (mag size) | 33 | Ammo (mag size) | 33 | Ammo (mag size) | 60 | Price, per grenade | 40 | |||||||||||||
618 | Ammo (max, spare) | 330 | Ammo (max, spare) | 320 | Ammo (max, spare) | 250 | Ammo (max, spare) | 336 | Ammo (max, spare) | 350 | Ammo (max, spare) | 290 | Ammo (max, spare) | 225 | Ammo (max, spare) | 462 | Ammo (max, spare) | 495 | Ammo (max, spare) | 540 | Start | 2 | |||||||||||||
619 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | Ammo pickup scale | x1 | |||||||||||||||
620 | Price, per magazine | 16 | Price, per magazine | 28 | Price, per magazine | 50 | Price, per magazine | 45 | Price, per magazine | 40 | Price, per magazine | 36 | Price, per magazine | 36 | Price, per magazine | 24 | Price, per magazine | 35 | Price, per magazine | 55 | |||||||||||||||
621 | Damage and ROF | Damage | 16 | Damage | 25 | Damage | 30 | Damage | 40 | Damage | 30 | Damage | 45 | Damage (impact, primary / alt-fire) | 60 / 20 | Damage | 28 | Damage | 33 | Damage | 33 | Damage | 125 | ||||||||||||
622 | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage type | Piercing | Damage type | Ballistic | Damage type | Ballistic | Damage type (explosion) | Explosive | Damage type | Ballistic | Damage type | Ballistic | Damage type | Ballistic | Damage type | Explosive | |||||||||||||
623 | Fire interval (full-auto / semi-auto), seconds | 0.063 / 0.063 | Fire interval (full-auto / burst), seconds | 0.067 / 0.067 | Fire interval (full-auto / semi-auto), seconds | 0.0833 / 0.0833 | Fire interval (primary / shotgun mode), seconds | 0.07 / 0.12 | Fire interval (full-auto / semi-auto), seconds | 0.07 / 0.1 | Fire interval (full-auto / burst), seconds | 0.1 / 0.1 | Damage type (primary and alt-fire impacts) | Ballistic | Fire interval (full-auto / semi-auto), seconds | 0.05455 / 0.175 | Fire interval (full-auto / semi-auto), seconds | 0.05 / 0.05 | Fire interval, seconds | 0.066 | Explosion falloff exponent | 2 (exp) | |||||||||||||
624 | Rate of fire, per minute | 952 | Rate of fire, per minute | 895 | Rate of fire, per minute | 720 | Pellets (shotgun mode) | 3 | Rate of fire, per minute | 857 | Rate of fire, per minute | 600 | Explosion (damage / radius / falloff) | 40 / 3m / 2 (exp) | Rate of fire, per minute | 1100 | Rate of fire, per minute | 1200 | Rate of fire, per minute | 909 | Fuze time | 0.25s | |||||||||||||
625 | Rate of fire, per minute (semi-auto) | 952 | Rate of fire, per minute (burst) | 895 | Rate of fire, per minute (semi-auto) | 720 | Rate of fire, per minute | 857 | Rate of fire, per minute (semi-auto) | 600 | Rate of fire, per minute (burst) | 600 | Fire interval (primary / alt-fire), seconds | 0.15 / 0.5 | Rate of fire, per minute (semi-auto) | 342 | Rate of fire, per minute (semi-auto) | 1200 | When active, shield consumes 3 units of power per second. When it is turned off it recharges energy at rate of 8 units / second. | Radius | 700 | ||||||||||||||
626 | Rate of fire, per minute (shotgun mode) | 500 | Rate of fire, per minute (primary / alt-fire) | 400 / 120 | |||||||||||||||||||||||||||||||
627 | Upgrade (price) | Upg1 (500): Base damage x1.4, Base weight + 1. | Upg1 (600): Base damage x1.2, Base weight + 1. | Upg1 (600): Base damage x1.2, Base weight + 1. | Upg1 (700): Base damage x1.15, Base weight + 1. | Upg1 (700): Base damage x1.14, Base weight + 1. | Upg1 (700): Base damage x1.13, Base weight + 1. | Upg1 (1500): Base damage x1.15, Base weight + 1. | Upg1 (1500): Base damage x1.2, Base weight + 1. | Upg1 (1500): Base damage x1.15, Base weight + 1. | Shield absorbs 70% of incoming damage in 180deg area in front of the player (unlike G18, no ADS required for it to block). When struck it loses power - 20% more than ZED's base damage (unaffected by difficulty, e.g. Scrake will be doing 30x1.2=36 damage to shield regardless of current difficulty). Once shield is destroyed or out of energy it goes on 3s cooldown before recharge. | ||||||||||||||||||||||||
628 | Upg2 (600): Base damage x1.8, Base weight + 2. | Upg2 (700): Base damage x1.4, Base weight + 2. | Upg2 (700): Base damage x1.4, Base weight + 2. | Upg2 (1500): Base damage x1.3, Base weight + 2. | Upg2 (1500): Base damage x1.28, Base weight + 2. | Upg2 (1500): Base damage x1.24, Base weight + 2. | Upgrade does not affect Bash / Impulse damage. Neither it affects Shield's block damage multiplier. | ||||||||||||||||||||||||||||
629 | Upg3 (700): Base damage x2.1, Base weight + 3. | Upg3 (1500): Base damage x1.6, Base weight + 3. | Upg3 (1500): Base damage x1.6, Base weight + 3. | ||||||||||||||||||||||||||||||||
630 | Upg4 (1500): Base damage x2.3, Base weight + 4. | ||||||||||||||||||||||||||||||||||
631 | |||||||||||||||||||||||||||||||||||
632 | Bullet ballistic | Bullet (speed) | 22500 | Bullet (speed) | 22500 | Bullet (speed) | 22500 | Projectile (bounces) | 1 | Bullet (speed) | 22500 | Bullet (speed) | 22500 | Projectile (speed, primary / alt-fire) | 7000 / 22500 | Bullet (speed) | 18000 | Bullet (speed) | 22500 | Bullet (speed) | 22500 | Toss (extra z-axis velocity) | 250 | ||||||||||||
633 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Projectile (speed) | 22500 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Projectile (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Bullet (spread modifier, ads) | 0.5 | Toss (speed) | 2500 | |||||||||||||
634 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Projectile (spread modifier, ads) | 0.5 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Projectile (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | Bullet (spread modifier, crouch) | 0.75 | |||||||||||||||
635 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Projectile (spread modifier, crouch) | 0.75 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Projectile (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | Bullet (spread modifier, move) | 1 | |||||||||||||||
636 | Spread factor (full-auto / semi) | 0.015 / 0.01 | Spread factor | 0.01 | Spread factor | 0.025 | Projectile (spread modifier, move) | 1 | Spread factor | 0.015 | Spread factor | 0.01 | Spread factor (primary / alt-fire) | 0.005 / 0.025 | Spread factor (full-auto) | 0.06 | Spread factor | 0.015 | Spread factor | 0.025 | |||||||||||||||
637 | Spread factor (primary / alt-fire) | 0.025 / 0.15 | This weapon always fires projectiles. | Spread factor (semi-auto) | 0.015 | ||||||||||||||||||||||||||||||
638 | Weapon power | Gun hit power | 10 | Gun hit power | 12 | Gun hit power | 24 | Gun hit power | 20 | Gun hit power | 15 | Gun hit power | 16 | Gun hit power (primary) | 25 | Gun hit power (bullet) | 12 | Gun hit power | 15 | Gun hit power | 20 | Stumble power | up to 200 | ||||||||||||
639 | Stumble power | 10 | Stumble power | 12 | Stumble power | 24 | Penetration power | 3 | Stumble power | 15 | Stumble power | 16 | Knockdown power (primary) | 25 | Melee hit power (bash) | 100 | Stumble power | 15 | Stumble power | 20 | Stun power | up to 400 | |||||||||||||
640 | Stumble power | 20 | Penetration power (primary) | 2 | Melee hit power (impulse) | 100 | |||||||||||||||||||||||||||||
641 | Stumble power (primary / explosion) | 35 / up to 40 | Stumble power (bullet) | 12 | |||||||||||||||||||||||||||||||
642 | Stun power (explosion) | up to 160 | Stumble power (impulse) | 350 | |||||||||||||||||||||||||||||||
643 | Recoil | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, alt-fire) | 3 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | ||||||||||||||
644 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | |||||||||||||||
645 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.4 | Recoil (modifier, falling) | 1.5 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, hip) | 1.5 | |||||||||||||||
646 | Recoil (modifier, jogging) | 1.2 | Recoil (modifier, jogging) | 1.2 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.2 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.2 | Recoil (modifier, hip) | 1.75 | Recoil (modifier, jogging) | 1.2 | Recoil (modifier, jogging) | 1.2 | Recoil (modifier, jogging) | 1.2 | |||||||||||||||
647 | Recoil (modifier, walking) | 1.1 | Recoil (modifier, walking) | 1.1 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, shotgun mode) | 2.5 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.1 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, walking) | 1.1 | Recoil (modifier, walking) | 1.1 | Recoil (modifier, walking) | 1.1 | |||||||||||||||
648 | Recoil (modifier, walking) | 1.1 | Recoil (modifier, walking) | 1.25 | |||||||||||||||||||||||||||||||
649 | Melee, Bash | Damage | 24 | Damage | 24 | Damage | 26 | Damage | 26 | Damage | 25 | Damage | 24 | Damage | 26 | Bash attack and Impulse featuring slight pushback momentum. | Damage | 26 | Damage | 26 | |||||||||||||||
650 | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Block (damage multiplier for incoming attack) | x0.4 | Damage type | Bludgeon | Damage type | Bludgeon | |||||||||||||||
651 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Block (effective angle in front on the player to block) | 170 deg | Maximum hit range | 175 | Maximum hit range | 175 | |||||||||||||||
652 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Damage (bash) | 35 | Melee hit power | 100 | Melee hit power | 100 | |||||||||||||||
653 | Rate of fire, per minute | 49 | Rate of fire, per minute | 53 | Rate of fire, per minute | 75 | Rate of fire, per minute | 50 | Rate of fire, per minute | 52 | Rate of fire, per minute | 53 | Rate of fire, per minute | 50 | Damage type (bash and impulse) | Bludgeon | Rate of fire, per minute | 54 | Rate of fire, per minute | 47 | |||||||||||||||
654 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Impulse (angle to apply, from player's perspective) | 100 | Stumble power | 200 | Stumble power | 200 | |||||||||||||||
655 | Impulse (damage falloff) | 0 (none) | Shield will mitigate 70% of the damage even if it will have only 1 unit on energy by the moment player gets hit. | ||||||||||||||||||||||||||||||||
656 | Impulse (damage) | 25 | |||||||||||||||||||||||||||||||||
657 | Impulse (radius) | 200 | |||||||||||||||||||||||||||||||||
658 | Maximum hit range | 175 | |||||||||||||||||||||||||||||||||
659 | Rate of fire, per minute | 74 | |||||||||||||||||||||||||||||||||
660 | When Shield connects with the target it creates an Impulse area of effect ("explosion") around this target. The area covers 100 degrees angle in front of the player. The initial target takes both - Bash damage and Impulse damage, all nearby targets only take Impulse damage. | ||||||||||||||||||||||||||||||||||
661 | |||||||||||||||||||||||||||||||||||
662 | |||||||||||||||||||||||||||||||||||
663 | |||||||||||||||||||||||||||||||||||
664 | Handling | Reload (elite, empty) | 1.41s | Reload (elite, empty) | 1.83s | Reload (elite, empty) | 2.31s | Reload (elite, empty) | 2.02s | Reload (elite, empty) | 1.98s | Reload (elite, empty) | 1.77s | Reload (elite, empty) | 2.10s | Reload (elite, empty) | 1.65s | Reload (elite, empty) | 1.80s | Reload (elite, empty) | 3.35s | ||||||||||||||
665 | Reload (elite, half) | 1.27s | Reload (elite, half) | 1.58s | Reload (elite, half) | 1.80s | Reload (elite, half) | 1.93s | Reload (elite, half) | 1.97s | Reload (elite, half) | 1.58s | Reload (elite, half) | 2.02s | Reload (elite, half) | 1.58s | Reload (elite, half) | 1.75s | Reload (elite, half-empty) | 3.29s | |||||||||||||||
666 | Reload (empty) | 2.04s | Reload (empty) | 2.56s | Reload (empty) | 2.96s | Reload (empty) | 2.75s | Reload (empty) | 2.57s | Reload (empty) | 2.56s | Reload (empty) | 2.97s | Reload (empty) | 2.10s | Reload (empty) | 2.36s | Reload (elite, half) | 3.23s | |||||||||||||||
667 | Reload (half) | 2.14s | Reload (half) | 2.00s | Reload (half) | 2.31s | Reload (half) | 2.61s | Reload (half) | 2.53s | Reload (half) | 2.00s | Reload (half) | 2.99s | Reload (half) | 1.96s | Reload (half) | 2.24s | Reload (empty) | 4.59s | |||||||||||||||
668 | Time (equip) | 0.40s | Time (equip) | 0.43s | Time (equip) | 0.60s | Time (equip) | 0.36s | Time (equip) | 0.41s | Time (equip) | 0.43s | Time (equip) | 0.52s | Time (equip) | 0.50s | Time (equip) | 0.40s | Reload (half-empty) | 5.15s | |||||||||||||||
669 | Time (put down) | 0.42s | Time (put down) | 0.56s | Time (put down) | 0.49s | Time (put down) | 0.46s | Time (put down) | 0.67s | Time (put down) | 0.56s | Time (put down) | 0.46s | Time (put down) | 0.43s | Time (put down) | 0.42s | Reload (half) | 4.58s | |||||||||||||||
670 | Weight | 4 | Weight | 4 | Weight | 6 | Weight | 5 | Weight | 5 | Weight | 5 | Weight | 7 | Weight | 8 | Weight | 6 | Time (equip) | 0.78s | |||||||||||||||
671 | Time (put down) | 0.73s | |||||||||||||||||||||||||||||||||
672 | Weight | 7 | |||||||||||||||||||||||||||||||||
673 | Misc | Damage type group: Ballistic_SMG. | Damage type group: Ballistic_SMG. | Damage type group: Ballistic_SMG. | Even outside of the ZED Time this is not a hitscan weapon, it always fires projectiles. | Damage type group: Ballistic_SMG. | Damage type group: Ballistic_SMG. | Consumes 5 units of ammo for one alt-fire shot. | Blockable damage types: Bludgeon, Slashing, Fire_HuskFireball, Fire_HuskFlamethrower, EvilDAR_Rocket, EvilDAR_Laser, DAR_EMPBlast, Ballistic_HansAK12, Ballistic_PatMinigun, Explosive_PatMissile, FleshpoundKing_ChestBeam, EMP_MatriarchTeslaBlast, EMP_MatriarchPlasmaCannon. | Damage type group: Ballistic_SMG. | Blockable damage types: Bludgeon, Slashing, Fire_HuskFireball, Fire_HuskFlamethrower, BloatPuke, EvilDAR_Rocket, EvilDAR_Laser, DAR_EMPBlast, Ballistic_PatMinigun, Explosive_PatMissile, Ballistic_HansAK12, MatriarchTeslaBlast, MatriarchPlasmaCannon, FleshpoundKing_ChestBeam. | Explosion may cause obliteration. | |||||||||||||||||||||||
674 | Support's Tight Choke skill affects its spread (although it is already small). Demolitionist's and Survivalist's skills to increase explosion radius do work with its explosion. | To obliterate, damage required, at least | 160 | ||||||||||||||||||||||||||||||||
675 | Damage type group: Piercing. | To obliterate, ZED HP should become, at least | -80 | ||||||||||||||||||||||||||||||||
676 | Instigator does not take damage. | ||||||||||||||||||||||||||||||||||
677 | Alt-fire projectile is classified as Ballistic_Explosive therefore can collide either with ZED's specific body part such as head, when hit is assured or with ZED's outer collision cylinder when it misses all body parts but passes closely. It can be destroyed by Siren's Scream. | Damage type group: Ballistic_Handgun, Bludgeon. | This weapon has 3 types of reload - half, when it has more than 13 bullets in the belt, half-empty, when it has 1-13 bullets left in the belt and dry, when it has no bullets left at all. | Damage type group: Explosive. | |||||||||||||||||||||||||||||||
678 | |||||||||||||||||||||||||||||||||||
679 | |||||||||||||||||||||||||||||||||||
680 | Damage type group: Ballistic_SMG, Explosive. | Damage type group: Ballistic_AssaultRifle. | |||||||||||||||||||||||||||||||||
681 | Perk | Data | Weapons (price) | Freezethrower (1100) | Reducto Ray (1200) | HRG Arc Generator (1500) | Killerwatt (2000) | ||||||||||||||||||||||||||||||
682 | Survivalist | Ammo | Alt-fire (ammo cost) | 10 | Ammo (initial, spare mags) | 1 | Alt-fire (ammo cost) | 15 | Ammo (initial, spare mags) | 1 | |||||||||||||||||||||||||
683 | Ammo (initial, spare mags) | 1 | Ammo (mag size) | 100 | Ammo (initial, spare mags) | 0 | Ammo (mag size) | 50 | |||||||||||||||||||||||||||
684 | Ammo (mag size) | 100 | Ammo (max, spare) | 600 | Ammo (mag size) | 90 | Ammo (max, spare) | 300 | |||||||||||||||||||||||||||
685 | Ammo (max, spare) | 500 | Ammo pickup scale | x1 | Ammo (max, spare) | 540 | Ammo pickup scale | x1 | |||||||||||||||||||||||||||
686 | Ammo pickup scale | x0.75 | Minimum ammo consumed, per attack | 3 | Ammo pickup scale | x0.5 | Price, per magazine | 84 | |||||||||||||||||||||||||||
687 | Minimum ammo consumed, per attack | 3 | Price, per magazine | 50 | Minimum ammo consumed, per attack | 2 | |||||||||||||||||||||||||||||
688 | Price, per fuel tank | 45 | Price, per magazine | 110 | |||||||||||||||||||||||||||||||
689 | Damage and ROF | Alt-fire mode (damage) | 35 | Approx beam length, m | 11 | Approx beam length, m | 8.1m | Beam (ammo consumption time per unit) | 0.12s (500 rpm) | ||||||||||||||||||||||||||
690 | Alt-fire mode (pellets) | 8 | Beam (damage) | 3 | Beam (impact damage, distance < 3m) | 21 | Beam (base damage) | 40 | |||||||||||||||||||||||||||
691 | Approx ice beam length, m | 11 | Damage type | EMP | Beam (impact damage, distance > 3m) | 21 | Beam (base duration / base charge level) | 0.25s / 0 | |||||||||||||||||||||||||||
692 | Damage type (alt-fire) | Ballistic | Fire interval, seconds | 0.08 | Beam Zap (chain damage) | 7 | Beam (charge build time / maximum changes) | 1s / 3 charges | |||||||||||||||||||||||||||
693 | Damage type (primary) | Freeze | Rate of fire, per minute | 750 | Beam Zap (maximum distance to be zapped) | 4.75m | Beam (damage rate per minute / interval) | 857 rpm / 0.07 | |||||||||||||||||||||||||||
694 | Fire interval (beam / alt-fire), seconds | 0.1 / 0.6 | This weapon kills in a different manner (see "Gameplay - Afflictions" at "Notes" Tab, "Shrink power" section for detailed explanation). With every hit it adds 100 of Shrink power. For every 100 of said power it adds +1 x ZED's Shrink Modifier to this ZED's "Current Effect" meter. When value of this meter hits 10, ZED dies regardless of its health (except bosses). | Beam Zap (maximum zapped ZEDs) | 4 | Beam (damage type) | Microwave | ||||||||||||||||||||||||||||
695 | Ground ice (damage / radius / damage interval) | 7 / 180 / 0.25s | Damage type | EMP | Beam (damage, added to base, per charge level) | +5 | |||||||||||||||||||||||||||||
696 | Ground ice (damage falloff) | 1 (linear) | Fire interval (beam / sphere), seconds | 0.1 / 1 | Beam (duration, added to base, per charge level) | +0.75s | |||||||||||||||||||||||||||||
697 | Ground ice (life time) | 2.5s | Rate of fire (beam / zap), per minute | 600 | Beam (rought estimation of length, min / max) | 5.5m / 10.5m | |||||||||||||||||||||||||||||
698 | Ground ice (spawn rate, 1 per every) | 0.1s | Rate of fire (sphere), per minute | 60 | Fire interval (rifle / beam), seconds | 0.0857 / 0.07 | |||||||||||||||||||||||||||||
699 | Ice beam (impact damage, distance < 3m) | 10 | ZED's Shrink Modifiers: all Clots / Crawler / Stalker - x2, Rioter / Gorefiend - x0.4, Bloat - x0.25, Gorefast - x0.6, Husk / E.D.A.R / Siren - x0.7, Scrake / Fleshpound - x0.1, Quarter Pound - x0.2, Bosses - x0.15 (bosses cannot be killed by shrinking). | Sphere (impact damage) | 220 | Primary (damage type) | Ballistic | ||||||||||||||||||||||||||||
700 | Ice beam (impact damage, distance > 3m) | 10 | Sphere Zap (chain damage) | 25 | Primary (damage) | 50 | |||||||||||||||||||||||||||||
701 | Ice beam (splash damage falloff) | 1 (linear) | Sphere Zap (maximum zapped ZEDs per zap) | 3 | Primary (ROF) | 700 | |||||||||||||||||||||||||||||
702 | Ice beam (splash damage radius) | 120 | Sphere Zap (zap interval) | 0.4s | Beam does not have splash damage, does not leave Ground Fire and does not set ZEDs on fire. | ||||||||||||||||||||||||||||||
703 | Ice beam (splash damage) | 5 | The smaller ZED become, the more damage it takes, up to x2 more when its "Current Effect" counter is at 10 (but again, non-bosses will die by that time). Damage increment is also affects Reducto Ray itself. | Sphere Zap (zap radius) | 2.5m | ||||||||||||||||||||||||||||||
704 | Rate of fire (alt-fire, per minute) | 100 | Just like the other projectiles capable of penetrating ZEDs, Sphere suffers from the damage reduction upon each next subsequent penetration. Zap damage stays the same. | Beam penetrates (passes through) multiple ZEDs without damage reduction. | |||||||||||||||||||||||||||||||
705 | Rate of fire (primary, per minute) | 600 | |||||||||||||||||||||||||||||||||
706 | Beam cannot hit the head or other specific body parts. | ||||||||||||||||||||||||||||||||||
707 | Upgrade (price) | Upg1 (700): Base damage: primary x1.4, alt-fire x1.15, Base weight + 1. | Upg1 (700): Base damage x1.35, Base weight + 1. | Upg1 (1500): Base damage: primary x1.15, alt-fire x1.15, Base weight + 1. Upgrade as well affects zap damage of the beam and sphere. | |||||||||||||||||||||||||||||||
708 | Upg2 (1500): Base damage x1.7, Base weight + 2. | ||||||||||||||||||||||||||||||||||
709 | Upg1 (700): Base damage: primary x1.8, alt-fire x1.3, Base weight + 2. | ||||||||||||||||||||||||||||||||||
710 | |||||||||||||||||||||||||||||||||||
711 | Bullet ballistic | Pellet (speed) | 7000 | Sphere (speed / life time) | 600 / 10s | Primary projectile (speed) | 22500 | ||||||||||||||||||||||||||||
712 | Spread factor (alt-fire) | 0.12 | Spread factor (primary) | 0.015 | |||||||||||||||||||||||||||||||
713 | Primary attack is a hitscan outside of the ZED Time. | ||||||||||||||||||||||||||||||||||
714 | Weapon power | Freeze power (ground ice) | 6.25 | Melee hit power | 20 | EMP power (beam impact) | 8 | EMP power (beam) | 10 | ||||||||||||||||||||||||||
715 | Freeze power (primary, per hit) | 12.5 | Shrink power | 100 | EMP power (beam zap) | 4 | EMP power (primary) | 8 | |||||||||||||||||||||||||||
716 | Melee hit power (primary, per hit) | 20 | EMP power (sphere impact) | 50 | Gun hit power (beam) | 150 | |||||||||||||||||||||||||||||
717 | Penetration power (pellet) | 4 | EMP power (sphere zap) | 8 | Stumble power (primary) | 15 | |||||||||||||||||||||||||||||
718 | Snare power (ground ice) | 20 | Gun hit power (beam impact) | 5 | |||||||||||||||||||||||||||||||
719 | Stumble power (pellet direct hit) | 25 | Gun hit power (beam zap) | 5 | |||||||||||||||||||||||||||||||
720 | Gun hit power (sphere impact) | 150 | |||||||||||||||||||||||||||||||||
721 | Gun hit power (sphere zap) | 5 | |||||||||||||||||||||||||||||||||
722 | Penetration power (sphere) | 40 | |||||||||||||||||||||||||||||||||
723 | Stumble power (beam impact) | 30 | |||||||||||||||||||||||||||||||||
724 | Stumble power (beam zap) | 15 | |||||||||||||||||||||||||||||||||
725 | Stumble power (sphere impact) | 300 | |||||||||||||||||||||||||||||||||
726 | Recoil | Recoil (modifier, alt-fire) | 6 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, crouched) | 0.75 | ||||||||||||||||||||||||||
727 | Recoil (modifier, crouched) | 0.75 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | Recoil (modifier, falling) | 1 | |||||||||||||||||||||||||||
728 | Recoil (modifier, falling) | 1 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, hip) | 1.5 | |||||||||||||||||||||||||||
729 | Recoil (modifier, hip) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, jogging) | 1.5 | |||||||||||||||||||||||||||
730 | Recoil (modifier, jogging) | 1.5 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | Recoil (modifier, walking) | 1.25 | |||||||||||||||||||||||||||
731 | Recoil (modifier, walking) | 1.25 | |||||||||||||||||||||||||||||||||
732 | Melee, Bash | Damage | 28 | Damage | 26 | Damage | 26 | Damage | 26 | ||||||||||||||||||||||||||
733 | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | Damage type | Bludgeon | |||||||||||||||||||||||||||
734 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | Maximum hit range | 175 | |||||||||||||||||||||||||||
735 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | Melee hit power | 100 | |||||||||||||||||||||||||||
736 | Rate of fire, per minute | 57 | Rate of fire, per minute | 55 | Rate of fire, per minute | 50 | Rate of fire, per minute | 50 | |||||||||||||||||||||||||||
737 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | Stumble power | 200 | |||||||||||||||||||||||||||
738 | Handling | Reload (elite, empty) | 2.63s | Reload (empty) | 2.66s | Reload (empty) | 2.84s | Reload (elite, empty) | 2.24s | ||||||||||||||||||||||||||
739 | Reload (elite, half) | 2.63s | Reload (half) | 2.66s | Reload (half) | 2.84s | Reload (elite, half) | 2.24s | |||||||||||||||||||||||||||
740 | Reload (empty) | 3.08s | Time (equip) | 0.56s | Time (equip) | 0.62s | Reload (empty) | 2.57s | |||||||||||||||||||||||||||
741 | Reload (half) | 3.08s | Time (put down) | 0.67s | Time (put down) | 0.52s | Reload (half) | 2.57s | |||||||||||||||||||||||||||
742 | Time (equip) | 0.68s | Weight | 5 | Weight | 9 | Time (equip) | 0.80s | |||||||||||||||||||||||||||
743 | Time (put down) | 0.56s | Time (put down) | 0.73s | |||||||||||||||||||||||||||||||
744 | Weight | 7 | Weight | 8 | |||||||||||||||||||||||||||||||
745 | Misc | Splash damage scale to instigator | x0.35 | Beam has post-shooting life time where it does damage without consuming ammo (duration - 0.35s), which results in a total of 7 hits for 3 units of ammo, given that player fires at short bursts. Amount of hits depends on player-ZED proximity and game FPS, 7 hits is a best case scenario (can be less on practice). | Primary attack fires beam that damages player's initial target and applies chain (zap) damage to up to 4 additional ZEDs around this target within short range. Alt-fire spawns slow moving sphere with great penetration power, this sphere inflicts (only once) impact damage to whatever ZED it touches and also constantly emmits zap beams that damages ZEDs around it. | Approximate length of the beam where it does full damage is about 5.4-5.6 meters. While fully charged - about 10-10.5 meters. Note that these are the rough values. | |||||||||||||||||||||||||||||
746 | Freezethrower DOES NOT have any form of DOT. | ||||||||||||||||||||||||||||||||||
747 | Freezethrower can create a ground ice. | ||||||||||||||||||||||||||||||||||
748 | Ground ice does not damage players. | Beam inaccuracy (rotation) grows with the every charge level. | |||||||||||||||||||||||||||||||||
749 | Ice beam impact has splash damage. | This weapon has miniscule splash damage values, however the actual damage is reduced to 0 due to rounding. This weapon is also considered to be a "DOT-based" (without actual DOT values), therefore cannot trigger ZED Time. | Beam starts with 0 charges. Beam may cause obliteration. | ||||||||||||||||||||||||||||||||
750 | Ice beam has post-shooting life time where it does damage without consuming ammo (duration - 0.35s). | HRG Arc Generator DOES NOT have any form of DOT. | Does not consume ammo when fully charged. | ||||||||||||||||||||||||||||||||
751 | Beam impact has NO splash damage. | Player moves 25% slower while firing the beam (speed x0.75). | |||||||||||||||||||||||||||||||||
752 | Damage type group: Freeze, Ballistic_Shotgun. | Damage type group: EMP. | Beam has post-shooting life time where it does damage without consuming ammo (duration - 0.35s). | Damage type group: Ballistic_AssaultRifle (primary), Microwave. | |||||||||||||||||||||||||||||||
753 | |||||||||||||||||||||||||||||||||||
754 | Damage type group: EMP. | ||||||||||||||||||||||||||||||||||
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | AM | AN | AO | AP | AQ | AR | AS | AT | AU | AV | AW | AX | AY | AZ | BA | BB | BC | BD | BE | BF | BG | BH | BI | BJ | BK | BL | BM | BN | BO | BP | BQ | BR | BS | BT | BU | BV | BW | BX | BY | BZ | CA | CB | CC | CD | CE | CF | CG | CH | CI | CJ | CK | CL | CM | CN | CO | CP | CQ | CR | CS | CT | CU | CV | CW | CX | CY | CZ | DA | DB | DC | DD | DE | DF | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Data | ZED | Cyst | Alpha Clot / Rioter | Slasher | Bloat | Crawler | Gorefast (-fiend) | Stalker | Husk | E.D.A.R variants | Siren | Scrake | Quarter Pound | Fleshpound | Hans Volter (boss) | Patriarch (boss) | King Fleshpound (boss) | Abomination (boss) | Matriarch (boss) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Health | Health: Body / Head | 100 / 20 | Alpha Clot - 100 / 20, Rioter - 300 / 125 | 100 / 20 | 405 / 75 | 55 / 20 | Gorefast - 200 / 50, Gorefiend - 400 / 150 | 75 / 20 | 462 / 200 | 775 / 350, chest core health - 150 (armor needs to be destroyed first) | 230 / 155 | 1100 / 600 | 750 / 650 | 1500 / 650 | Body - 7420 | 3750 | 8750 | 9000 | 7000 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Headless bleedout time | 5s | 5s | 5s | 6s | 5s | 5s | 5s | 5s | Head destroyed with the head armor, does not bleed. Explodes on destroying chest core. | 5s | 6s | 7s | 7s | Cannot be decapitated. | Cannot be decapitated. | Cannot be decapitated. | Cannot be decapitated. | Cannot be decapitated. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Difficulty | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Rioter | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Gorefiend | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Backpack HP | Normal | Hard | Suicidal | HOE | Armor (head / torso) | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Shield HP | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Base Shield HP | Normal | Hard | Suicidal | HOE | Base Armor HP | Normal | Hard | Suicidal | HOE | Base Shield HP | Base Armor HP | |||||||||||||||||||||||||||||
5 | 1 player - Body / Head | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | Health: Normal - 225 / 93. Hard, Suicidal, HOE - 300 / 125 | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 303 / 56 | 405 / 75 | 486 / 78 | 526 / 82 | 41 / 15 | 55 / 20 | 55 / 20 | 55 / 20 | 150 / 37 | 200 / 50 | 200 / 50 | 200 / 50 | Normal - 300 / 112 | 56 / 15 | 75 / 20 | 75 / 20 | 75 / 20 | 346 / 150 | 462 / 200 | 462 / 200 | 600 / 220 | Normal - 56 | 581 / 262 | 775 / 350 | 775 / 350 | 1007 / 385 | E.D.A.R's head and torso protected by two pieces of armor that act like a second health pool. | 230 / 155 | 230 / 155 | 230 / 155 | 230 / 155 | 935 / 510 | 1100 / 600 | 1210 / 630 | 1210 / 660 | 375 / 325 | 562 / 487 | 825 / 682 | 862 / 702 | 1125 / 487 | 1500 / 650 | 1650 / 682 | 1800 / 715 | 5268 | 6084 | 6307 | 8013 | Amount of shield HP depends from the current battle phase and amount the players. Actual values under the Notes section. | 2812 | 3750 | 4237 | 5212 | 5512 | 7262 | 8750 | 10500 | Normal - 1800 | 5850 | 7200 | 8100 | 9450 | Head - 1100 | 4900 | 6300 | 7000 | 8400 | Normal - 2000 | Head dome - 1750 | |||||||||||||||||||||||||||||
6 | 2 players - Body / Head | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 303 / 56 | 405 / 75 | 486 / 78 | 526 / 82 | 41 / 15 | 55 / 20 | 55 / 20 | 55 / 20 | 150 / 37 | 200 / 50 | 200 / 50 | 200 / 50 | Hard - 400 / 150 | 56 / 15 | 75 / 20 | 75 / 20 | 75 / 20 | 346 / 150 | 462 / 200 | 462 / 200 | 600 / 220 | Hard - 75 | 581 / 262 | 775 / 350 | 775 / 350 | 1007 / 385 | 230 / 155 | 230 / 155 | 230 / 155 | 230 / 155 | 1299 / 652 | 1529 / 768 | 1681 / 806 | 1681 / 844 | 450 / 373 | 674 / 560 | 990 / 784 | 1034 / 807 | 1563 / 623 | 2085 / 832 | 2293 / 872 | 2502 / 915 | 9219 | 10647 | 11037 | 14022 | 4218 | 5625 | 6355 | 7818 | 7661 | 10094 | 12162 | 14595 | Hard - 2700 | 8190 | 10080 | 11340 | 13230 | Torso - 4800 | 7350 | 9450 | 10500 | 12600 | Hard - 3000 | Left arm (cannon) - 1750 | ||||||||||||||||||||||||||||||||
7 | 3 players - Body / Head | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 303 / 56 | 405 / 75 | 486 / 78 | 526 / 82 | 41 / 15 | 55 / 20 | 55 / 20 | 55 / 20 | 150 / 37 | 200 / 50 | 200 / 50 | 200 / 50 | Suicidal - 400 / 150 | 56 / 15 | 75 / 20 | 75 / 20 | 75 / 20 | 346 / 150 | 462 / 200 | 462 / 200 | 600 / 220 | Suicidal - 75 | 581 / 262 | 775 / 350 | 775 / 350 | 1007 / 385 | 230 / 155 | 230 / 155 | 230 / 155 | 230 / 155 | 1664 / 795 | 1958 / 936 | 2153 / 982 | 2153 / 1029 | 525 / 422 | 786 / 633 | 1155 / 886 | 1206 / 912 | 2002 / 759 | 2670 / 1014 | 2937 / 1063 | 3204 / 1115 | 13170 | 15210 | 15767 | 20032 | 5624 | 7500 | 8474 | 10424 | 9811 | 12926 | 15575 | 18690 | Suicidal - 4000 | 10530 | 12960 | 14580 | 17010 | Spine - 3600 | 9800 | 12600 | 14000 | 16800 | Suicidal - 4500 | Armor absorbs all the damage. Actual values under the Notes section. | ||||||||||||||||||||||||||||||||
8 | 4 players - Body / Head | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | Armor (head / torso): Normal - 337 / 375. Hard, Suicidal, HOE - 450 / 500. | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 303 / 56 | 405 / 75 | 486 / 78 | 526 / 82 | 41 / 15 | 55 / 20 | 55 / 20 | 55 / 20 | 150 / 37 | 200 / 50 | 200 / 50 | 200 / 50 | HOE - 400 / 150 | 56 / 15 | 75 / 20 | 75 / 20 | 75 / 20 | 346 / 150 | 462 / 200 | 462 / 200 | 600 / 220 | HOE - 82 | 581 / 262 | 775 / 350 | 775 / 350 | 1007 / 385 | Base - 600 / 52. Actual values under the Notes section. Chest core - 150. | 230 / 155 | 230 / 155 | 230 / 155 | 230 / 155 | 2028 / 938 | 2387 / 1104 | 2625 / 1159 | 2625 / 1214 | 600 / 471 | 899 / 706 | 1320 / 988 | 1379 / 1017 | 2441 / 896 | 3355 / 1196 | 3580 / 1254 | 3906 / 1315 | 17121 | 19773 | 20497 | 26042 | 7030 | 9375 | 10592 | 13030 | 11961 | 15758 | 18987 | 22785 | HOE - 5000 | 12870 | 15840 | 17820 | 20790 | Armor absorbs all damage. | 12250 | 15750 | 17500 | 21000 | HOE - 5600 | |||||||||||||||||||||||||||||||
9 | 5 players - Body / Head | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 303 / 56 | 405 / 75 | 486 / 78 | 526 / 82 | 41 / 15 | 55 / 20 | 55 / 20 | 55 / 20 | 150 / 37 | 200 / 50 | 200 / 50 | 200 / 50 | 56 / 15 | 75 / 20 | 75 / 20 | 75 / 20 | 346 / 150 | 462 / 200 | 462 / 200 | 600 / 220 | 581 / 262 | 775 / 350 | 775 / 350 | 1007 / 385 | 230 / 155 | 230 / 155 | 230 / 155 | 230 / 155 | 2393 / 1081 | 2816 / 1272 | 3097 / 1335 | 3097 / 1399 | 675 / 520 | 1011 / 779 | 1485 / 1091 | 1551 / 1123 | 2880 / 1032 | 3840 / 1378 | 4224 / 1445 | 4608 / 1515 | 21072 | 24336 | 25228 | 32052 | 8436 | 11250 | 12711 | 15636 | 14110 | 18590 | 22400 | 26880 | Actual values under the Notes section. | 15210 | 18720 | 21060 | 24570 | Actual values under the Notes section. | 14700 | 18900 | 21000 | 25200 | If shield is active it absorbs all the damage. | |||||||||||||||||||||||||||||||||||
10 | 6 players - Body / Head | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 75 / 15 | 100 / 20 | 100 / 20 | 100 / 20 | 303 / 56 | 405 / 75 | 486 / 78 | 526 / 82 | 41 / 15 | 55 / 20 | 55 / 20 | 55 / 20 | 150 / 37 | 200 / 50 | 200 / 50 | 200 / 50 | 56 / 15 | 75 / 20 | 75 / 20 | 75 / 20 | 346 / 150 | 462 / 200 | 462 / 200 | 600 / 220 | 581 / 262 | 775 / 350 | 775 / 350 | 1007 / 385 | 230 / 155 | 230 / 155 | 230 / 155 | 230 / 155 | 2758 / 1224 | 3245 / 1440 | 3569 / 1512 | 3569 / 1584 | 750 / 568 | 1124 / 852 | 1650 / 1193 | 1724 / 1228 | 3318 / 1168 | 4425 / 1560 | 4867 / 1636 | 5310 / 1716 | 25023 | 28899 | 29958 | 38061 | 9842 | 13125 | 14829 | 18242 | 16260 | 21422 | 25812 | 30975 | 17550 | 21600 | 24300 | 28350 | 17150 | 22050 | 24500 | 29400 | ||||||||||||||||||||||||||||||||||||||
11 | Hitzones | Hit zone - damage scale | Head - x1.1 / All other - x1. | Head - x1.1 / All other - x1. | Head - x1.1 / All other - x1. | Head - x1.0001 / Cleavers - x0.2 / All other - x1. | Head - x1.1 / All other - x1. | Head - x1.1 / Blade - x0.1 (for Gorefiend - x0.2) / All other - x1. | Head - x1.1 / All other - x1. | Head - x1.001 / Backpack - x1.5 / Husk cannon - x0.5 / All other - x1. | Head - x1.001 / Chest core - x3.5 (only exposed and have such multiplier when torso armor destroyed) / All other - x1. | Head - x1.1 / Neck - x1.1 / Chest - x0.5 / Hips - x0.5 / All other - x1. Note: there is no extra hitzones between chest and hips (e.g. abdomen), pretty much the entire body of the siren is resistant to damage. | Head - x1.1 / Chainsaw - x0.2 / All other - x1. | Head - x1.1 / Chest core - x1.1 / Gauntlets - x0.2 / All other - x1. | Head - x1.1 / Chest core - x1.1 / Gauntlets - x0.2 / All other - x1. | Head - x1.2 / Chest core - x1.05 / Backpack core - x1.05 / Shoulders - x1 / Forearms and hands - x0.2 / Legs - x1 / Exo suit (backpack) - x0.8 / All other - x1. Note: exo suit hitzone is only present on backpack, metal parts along the joints are purely visual (see legs and arms). | Head - x1 / Body - x0.8 / Tentacle (if used) - x1.3 / Abdomen, hips - x1 / Left arm, weapon - x0.1 / Right upper arm - x1.3 / Right forearm - x1 / Right hand - x0.5 / Left leg - x0.1 / Right leg - x0.8 / Right foot - x1. | Head - x1.1 / Chest core - x1.1 / Gauntlets - x0.2 / All other - x1. | Head - x1.2 / Torso - x1.2 / Back - x1.2 / Axes - x0.2 / All other - x1. | Head - x1.3 (once the armor is destroyed) / Tesla device over the head - x1 / Headlights over the head - x0.25 / Spine - x0.25 / Right shoulder - x0.25 / Right upper arm - x0.5 / Right (metal) claw - x0.25 / Left shoulder - x1 / Left upper arm - x0.5 / Left lower arm - x1 (once the armor is destroyed) / the claw (once the armor is destroyed) - x1.3 / Chest - x0.25 / Groin - x0.5 / Legs - x0.25. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
13 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
14 | Weaknesses and resistances | Vulnerable to: | Ballistic_Submachinegun - x1.5, Ballistic_AssaultRifle - x1.5, Ballistic_Handgun - x1.01. | Ballistic_Submachinegun - x1.5, Ballistic_Handgun - x1.01. Rioter only: Fire - x3, EMP_ArcGenerator_Beam - x3.5, EMP_ArcGeneratorSphereImpact - x1.2, ArcGenerator_DefaultFiremodeZapDamage - x3.5, EMP_ArcGenerator_AltFiremodeZapDamage - x3.5. | Ballistic_Submachinegun - x1.5, Ballistic_Handgun - x1.01. | --- | Ballistic_Submachinegun - x1.5, Ballistic_AssaultRifle - x1.5. | Ballistic_AssaultRifle - x1.2, Ballistic_Shotgun - x1.6, Ballistic_Rifle - x1.25. | Ballistic_AssaultRifle - x1.5. | Microwave - x1.15. | Ballistic_Submachinegun - x1.05, Ballistic_AssaultRifle - 1.05, Ballistic_Shotgun - x1.2, Slashing - x1.25, Bludgeon - x1.25, Fire - x1.5, Microwave - x3.25, Explosive - x2.5, EMP_ArcGenerator_Beam - x3.5, EMP_ArcGeneratorSphereImpact - x2, EMP_ArcGenerator_DefaultFiremodeZapDamage - x3.5, EMP_ArcGenerator_AltFiremodeZapDamage - x3.5. | --- | Microwave - x1.1 (Ballistic_HRGTeslauncher - x0.6), Ballistic_RPG7Impact - x4. | --- | Explosive - x1.5. | Fire - x1.1 (Fire_Ground_DragonsBreath - x0.9, Fire_HRGScorcherDoT - x0.9), Toxic_MineReconstructorExplosion - x1.2, EMP_ArcGenerator_Beam - x1.5, EMP_ArcGeneratorSphereImpact - x2, EMP_ArcGenerator_DefaultFiremodeZapDamage - x1.5, EMP_ArcGenerator_AltFiremodeZapDamage - x1.5, Shrink_ShrinkRayGun - x3. | EMP_ArcGenerator_Beam - x1.5, EMP_ArcGeneratorSphereImpact - x2, EMP_ArcGenerator_DefaultFiremodeZapDamage - x1.5, EMP_ArcGenerator_AltFiremodeZapDamage - x1.5, Shrink_ShrinkRayGun - x3. | EMP_ArcGenerator_Beam - x1.5, EMP_ArcGeneratorSphereImpact - x2, EMP_ArcGenerator_DefaultFiremodeZapDamage - x1.5, EMP_ArcGenerator_AltFiremodeZapDamage - x1.5, Shrink_ShrinkRayGun - x3. | Toxic_MineReconstructorExplosion - x1.2, EMP_ArcGenerator_Beam - x1.5, EMP_ArcGeneratorSphereImpact - x2, EMP_ArcGenerator_DefaultFiremodeZapDamage - x1.5, ArcGenerator_AltFiremodeZapDamage - x1.5, Shrink_ShrinkRayGun - x3. | HRG_CranialPopper - x2, EMP_ArcGenerator_Beam - x1.5, EMP_ArcGeneratorSphereImpact - x2, EMP_ArcGenerator_DefaultFiremodeZapDamage - x1.5, EMP_ArcGenerator_AltFiremodeZapDamage - x1.5, Shrink_ShrinkRayGun - x3. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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17 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
18 | Neutral to: | Ballistic_Shotgun - x1, Ballistic_Rifle - x1, Fire - x1, Explosive - x1, Piercing - x1, Toxic - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Ballistic_AssaultRifle - x1, Ballistic_Shotgun - x1, Ballistic_Rifle - x1, Fire - x1, Explosive - x1, Piercing - x1, Toxic - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Ballistic_AssaultRifle - x1, Ballistic_Shotgun - x1, Ballistic_Rifle - x1, Fire - x1, Explosive - x1, Piercing - x1, Toxic - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Fire - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Ballistic_Shotgun - x1, Ballistic_Handgun - x1, Ballistic_Rifle - x1, Slashing - x1, Explosive - x1, Piercing - x1, Toxic - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Ballistic_Submachinegun - x1, Ballistic_Handgun - x1, Explosive - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Ballistic_Shotgun - x1, Ballistic_Handgun - x1, Slashing - x1, Bludgeon - x1, Piercing - x1, Toxic - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Ballistic_Shotgun - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Ballistic_Handgun - x1, Ballistic_Rifle - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Ballistic_Submachinegun - x1, Ballistic_AssaultRifle - x1, Ballistic_Shotgun - x1 (Ballistic_DBShotgun - x1.1), Ballistic_Handgun - x1, Ballistic_Rifle - x1, Slashing - x1, Bludgeon - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Ballistic_Submachinegun - x1, Ballistic_AssaultRifle - x1, Ballistic_Rifle - x1 (Ballistic_Hemogoblin - x0.75), Slashing - x1, Bludgeon - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Microwave - x1 (Ballistic_MicrowaveRifle - x0.8, Ballistic_HRGTeslauncher - x0.5), Explosive - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Microwave - x1 (Ballistic_MicrowaveRifle - x0.8, Ballistic_HRGTeslauncher - x0.5), Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Slashing - x1, Bludgeon - x1, Microwave - x1 (Ballistic_HRGTeslauncher - x0.7), Explosive - x1 (Explosive_RPG7 - x1.2), Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Slashing - x1, Bludgeon - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Ballistic_Shell - x1, Freeze - x1, EMP - x1. | Slashing - x1, Bludgeon - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1, Toxic_HRGHealthrower - x1. | Slashing - x1, Bludgeon - x1, Ballistic_Shell - x1, Freeze - x1, EMP - x1. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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20 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
21 | Resistant to: | Slashing - x0.85 (Slashing_Knife - x1), Bludgeon - x0.9, Microwave - x0.25. | Slashing - x0.85 (for Alpha Clot - Slashing_Knife - x1), Bludgeon - x0.9, Microwave - x0.25. | Slashing - x0.85 (Slashing_Knife - x1), Bludgeon - x0.9, Microwave - x0.25. | Ballistic_Submachinegun - x0.35, Ballistic_AssaultRifle - x0.35 (Ballistic_AR15 - x0.4), Ballistic_Shotgun - x0.25, Ballistic_Handgun - x0.35 (Ballistic_9mm - x0.65), Ballistic_Rifle - x0.3, Slashing - x0.3, Bludgeon - x0.3, Microwave - x0.8 (Ballistic_HRGTeslauncher - x0.58), Explosive - x0.5, Piercing - x0.25, Toxic - x0.25. | Bludgeon - x0.9, Fire - x0.9, Microwave - x0.2. | Slashing - x0.8, Bludgeon - x0.9, Fire - x0.85, Microwave - x0.85, Piercing - x0.75, Toxic - x0.75. | Ballistic_Submachinegun - x0.9, Ballistic_Rifle - x0.85, Fire - x0.85, Microwave - x0.2, Explosive - x0.75. | Ballistic_Submachinegun - x0.75, Ballistic_AssaultRifle - x0.6, Ballistic_Handgun - x0.85 (Ballistic_9mm - x1, Ballistic_Rem1858 - x1), Ballistic_Rifle - x0.7, Slashing - x0.75, Bludgeon - x0.85, Fire - x0.5, Explosive - x0.75, Piercing - x0.5, Toxic - x0.25. | Piercing - x0.85, Toxic - x0.05 (Toxic_HRGHealthrower - x1.2, Toxic_MineReconstructorExplosion - x1.8). | Fire - x0.5, Microwave - x0.85, Explosive - x0.85, Piercing - x0.5, Toxic - x0.25. | Ballistic_Shotgun - x0.9, Ballistic_Handgun - x0.8, Fire - x0.3 (Fire_HRGTeslauncherDoT - x0.6), Explosive - x0.4, Piercing - x0.75, Toxic - x0.25. | Ballistic_Submachinegun - x0.62, Ballistic_AssaultRifle - x0.62, Ballistic_Shotgun - x0.75, Ballistic_Handgun - x0.75, Ballistic_Rifle - x0.75, Slashing - x0.62, Bludgeon - x0.62, Fire - x0.37 (Fire_HRGTeslauncherDoT - x0.5), Piercing - x0.75, Toxic - x0.31, Other - x0.5. | Ballistic_Submachinegun - x0.5, Ballistic_AssaultRifle - x0.5, Ballistic_Shotgun - x0.75, Ballistic_Handgun - x0.75, Ballistic_Rifle - x0.75, Slashing - x0.5, Bludgeon - x0.6, Fire - x0.3 (Fire_HRGTeslauncherDoT - x0.5), Piercing - x0.75, Toxic - x0.25. | Ballistic_Submachinegun - x0.8, Ballistic_AssaultRifle - x0.8 (Ballistic_Minigun - x0.7), Ballistic_Shotgun - x0.8, Ballistic_Handgun - x0.8 (Ballistic_HRGScorcherLightingImpact - x0.6), Ballistic_Rifle - x0.9 (Ballistic_RailGun - x0.9), Piercing - x0.8, Toxic - x0.1 (Toxic_HRGHealthrower - x0.9), HRG_Vampire_BloodBallImpact - x0.4, HRG_Vampire_BloodSuck - x0.7. | Ballistic_Submachinegun - x0.5, Ballistic_AssaultRifle - x0.5 (Ballistic_Minigun - x0.65), Ballistic_Shotgun - x0.4, Ballistic_Handgun - x0.5 (Ballistic_HRGScorcherLightingImpact - x0.4), Ballistic_Rifle - x0.5, Fire - x0.5 (Fire_HRGScorcherDoT - x0.4), Microwave - x0.9 (Ballistic_MicrowaveRifle - x0.7, Ballistic_HRGTeslauncher - x0.6), Explosive - x0.4, Piercing - x0.5 (HRG_Vampire_CrystalSpike - x0.3), Toxic - x0.05 (Toxic_HRGHealthrower - x0.5, Toxic_MineReconstructorExplosion - x0.6), HRG_Vampire_BloodBallImpact - x0.4, HRG_Vampire_BloodSuck - x0.7. | Ballistic_Submachinegun - x0.5, Ballistic_AssaultRifle - x0.5 (Ballistic_Minigun - x0.6), Ballistic_Shotgun - x0.75, Ballistic_Handgun - x0.75 (Ballistic_HRGScorcherLightingImpact - x0.6), Ballistic_Rifle - x0.75, Slashing - x0.5, Bludgeon - x0.6, Fire - x0.3 (Fire_HRGScorcherDoT - x0.4), Microwave - x0.9 (Ballistic_HRGTeslauncher - x0.7), Explosive - x0.8, Piercing - x0.75 (HRG_Vampire_CrystalSpike - x0.5), Toxic - x0.25 (Toxic_HRGHealthrower - x0.6, Toxic_MineReconstructorExplosion - x0.6), HRG_Vampire_BloodBallImpact - x0.4, HRG_Vampire_BloodSuck - x0.7. | Ballistic_Submachinegun - x0.5, Ballistic_AssaultRifle - x0.5 (Ballistic_AR15 - x0.4, Ballistic_Minigun - x0.6), Ballistic_Shotgun - x0.4, Ballistic_Handgun - x0.5 (Ballistic_9mm - x0.65, Ballistic_HRGScorcherLightingImpact - x0.4), Ballistic_Rifle - x0.5, Fire - x0.5 (Fire_HRGScorcherDoT - x0.4), Microwave - x0.9 (Ballistic_MicrowaveRifle - x0.7, Ballistic_HRGTeslauncher - x0.6), Explosive - x0.4, Piercing - x0.5 (HRG_Vampire_CrystalSpike - x0.3), Toxic - x0.05, Toxic_BloatKingPukeMine - x0, Toxic_BloatKingSubspawnExplosion - x0.75, HRG_Vampire_BloodBallImpact - x0.4, HRG_Vampire_BloodSuck - x0.7. | Ballistic_Submachinegun - x0.5, Ballistic_AssaultRifle - x0.5 (Ballistic_Minigun - x0.75), Ballistic_Shotgun - x0.4, Ballistic_Handgun - x0.5 (allistic_HRGScorcherLightingImpact - x0.4), Ballistic_Rifle - x0.5, Fire - x0.5 (Fire_HRGScorcherDoT - x0.4), Microwave - x0.9 (Ballistic_MicrowaveRifle - x0.7, Ballistic_HRGTeslauncher - x0.7), Explosive - x0.4, Piercing - x0.5 (HRG_Vampire_CrystalSpike - x0.5), Toxic - x0.05 (Toxic_HRGHealthrower - x0.5, Toxic_MineReconstructorExplosion - x0.6), HRG_Vampire_BloodBallImpact - x0.4, HRG_Vampire_BloodSuck - x0.7. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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27 | Armor modifiers (non-listed modifiers are neutral): | --- | Ballistic_Submachinegun - x1.5, Ballistic_AssaultRifle - x1, Ballistic_Shotgun - x1, Ballistic_Handgun - x1.01, Ballistic_Rifle - x1, Slashing - x0.85, Bludgeon - x0.9, Fire - x3, Microwave - x0.25, Explosive - x1, Piercing - x1, Toxic -x1, Bleeding_Hemogoblin - x5. | --- | --- | --- | --- | --- | --- | Ballistic_Submachinegun - x1.05, Ballistic_AssaultRifle - x1.05, Ballistic_Shotgun - x1.2, Ballistic_Handgun - x1, Ballistic_Rifle - x1, Slashing - x1.25, Bludgeon - x1.25, Fire -x1.5, Microwave - x3.25, Explosive - x2.5, Piercing - x0.85, Toxic - x0.05, Bleeding_Hemogoblin -x5. | --- | --- | --- | --- | --- | --- | --- | Ballistic_Submachinegun - x0.5, Ballistic_AssaultRifle - x0.5, Ballistic_Shotgun - x0.4, Ballistic_Handgun - x0.5, Ballistic_Rifle - x0.5, Slashing - x1, Bludgeon - x1, Fire - x1, Microwave - x0.9, Explosive - x0.4, Piercing - x0.5, Toxic - x0.05, Toxic_BloatKingFart - x0, Toxic_BloatKingPukeMine - x0, Toxic_BloatKingSubspawnExplosion - x25, Toxic_HRGHealthrower - x1.2, Bleeding_Hemogoblin - x1, Shrink_ShrinkRayGun - x5. | Ballistic_Submachinegun - x0.5, Ballistic_AssaultRifle - x0.5, Ballistic_Shotgun - x0.4, Ballistic_Handgun - x0.5, Ballistic_Rifle - x0.5, Slashing - x1, Bludgeon - x1, Fire - x0.5, Microwave - x0.9 (Ballistic_MicrowaveRifle - x0.7), Explosive - x0.4, Piercing - x0.5, Toxic - x0.05 (Toxic_HRGHealthrower - x0.5), Piercing_HRG_CranialPopper - x2, Shrink_ShrinkRayGun - x5. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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31 | Afflictions | Affliction: | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Stun (per phase) | Knockdown (per phase) | Stumble (per phase) | Gun hit (per phase) | Melee hit (per phase) | Snare (per phase) | |
32 | Torso vulnerability: | x2 | x1 | x1.3 | x2 | x2 | x10 | x2 | x1 | x1.3 | x2.5 | x2 | x10 | x2 | x1 | x1.3 | x2.5 | x2 | x10 | x0.5 | x1 | x0.4 | x0.35 | x2 | x1 | x2 | x2 | x2 | x2.5 | x2 | x10 | x2 | x1 | x1 | x1.75 | x2 | x10 | x2 | x1.5 | x1 | x0.75 | x2 | x10 | x0.5 | x0.4 | x0.4 | x0.5 | x1 | x1 | x0.5 | x1 | x1 | x0.9 | x1 | x1 | x0.5 | x1 | x1 | x0.9 | x1 | x1 | x0.5 | x0.4 | x0.3 | x0.2 | x1 | x1 | x0.5 | x0.25 | x0.37 | x0 | x1 | x1 | x0.5 | x0.25 | x0.2 | x0 | x1 | x1 | x0.1 | x0.1 | x0.1 | x0.1 | x0.5 | x1 | x0.1 | x0.1 | x0.1 | x0.1 | x0.5 | x1 | x0.07 | x0.07 | x0.07 | x0.07 | x0.07 | x0.75 | x0.1 | x0.1 | x0.1 | x0.1 | x0.1 | x1 | x0/x0/x0.1/x0.1 | x0/x0/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x1/x1/x1/x1 | ||
33 | Head vulnerability: | x2 | x1 | x1.3 | x2 | x2 | x10 | x2 | x1 | x1.3 | x2.5 | x2 | x10 | x2 | x1 | x1.3 | x2.5 | x2 | x10 | x1 | x1 | x0.4 | x0.35 | x2 | x2 | x2 | x2 | x2 | x2.5 | x2 | x10 | x2 | x1 | x1 | x1.75 | x2 | x10 | x2 | x1.5 | x1 | x0.75 | x2 | x10 | x2 | x0.4 | x0.4 | x0.5 | x1 | x2 | x2 | x1 | x1 | x0.9 | x1 | x1 | x2 | x1 | x1 | x0.9 | x1 | x2 | x1 | x0.4 | x0.3 | x0.2 | x1 | x2 | x0.55 | x0.25 | x0.46 | x0 | x1 | x2 | x0.55 | x0.25 | x0.25 | x0 | x1 | x2 | x0.55 | x0.4 | x0.3 | x0.1 | x0.95 | x2 | x0.55 | x0.4 | x0.3 | x0.1 | x0.95 | x2 | x0.41 | x0.3 | x0.22 | x0.07 | x0.71 | x1.5 | x0.55 | x0.4 | x0.3 | x0.1 | x0.95 | x2 | x0/x0/x0.55/x0.55 | x0/x0/x0.4/x0.4 | x0/x0.3/x0.3/x0.3 | x0/x0.1/x0.1/x0.1 | x0/x0.95/x0.95/x0.95 | x2/x2/x2/x2 | ||
34 | Legs vulnerability: | x1 | x1 | x1.3 | x2 | x2 | x10 | x1 | x1 | x1.3 | x2.5 | x2 | x10 | x1 | x1 | x1.3 | x2.5 | x2 | x10 | x0.5 | x1 | x0.4 | x0.35 | x2 | x1 | x1 | x2 | x2 | x2.5 | x2 | x10 | x1 | x1 | x1 | x1.75 | x2 | x10 | x1 | x1.5 | x1 | x0.75 | x2 | x10 | x0.5 | x0.4 | x0.4 | x0.2 | x1 | x1 | x0.5 | x1 | x1 | x0.9 | x1 | x2 | x0.5 | x1 | x1 | x0.9 | x1 | x1 | x0.5 | x0.5 | x0.3 | x0.2 | x1 | x1 | x0.5 | x0.5 | x0.46 | x0 | x1 | x1 | x0.5 | x0.5 | x0.25 | x0 | x1 | x1 | x0.1 | x0.1 | x0.1 | x0.1 | x0.5 | x1 | x0.1 | x0.1 | x0.1 | x0.1 | x0.5 | x1 | x0.07 | x0.07 | x0.07 | x0.07 | x0.07 | x0.75 | x0.1 | x0.1 | x0.1 | x0.1 | x0.1 | x1 | x0/x0/x0.1/x0.1 | x0/x0/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x1/x1/x1/x1 | ||
35 | Arms vulnerability: | x1 | x1 | x1.3 | x2 | x2 | x10 | x1 | x1 | x1.3 | x2.5 | x2 | x10 | x2 | x1 | x1.3 | x2.5 | x2 | x10 | x0.5 | x1 | x0.4 | x0.35 | x2 | x1 | x1 | x2 | x2 | x2.5 | x2 | x10 | x1 | x1 | x1 | x1.75 | x2 | x10 | x1 | x1.5 | x1 | x0.75 | x2 | x10 | x0.5 | x0.4 | x0.4 | x0.2 | x1 | x1 | x0.5 | x1 | x1 | x0.9 | x1 | x1 | x0.5 | x1 | x1 | x0.9 | x1 | x1 | x0.5 | x0.4 | x0.3 | x0.2 | x1 | x1 | x0 | x0.25 | x0.15 | x0 | x1 | x1 | x0 | x0.25 | x0 | x0 | x1 | x1 | x0.1 | x0.1 | x0.1 | x0.1 | x0.5 | x1 | x0.1 | x0.1 | x0.1 | x0.1 | x0.5 | x1 | x0.07 | x0.07 | x0.07 | x0.07 | x0.07 | x0.75 | x0.1 | x0.1 | x0.1 | x0.1 | x0.1 | x1 | x0/x0/x0.1/x0.1 | x0/x0/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x1/x1/x1/x1 | ||
36 | Special zone vulnerability: | x1 | x1 | x1.3 | x2 | x2 | x10 | x1 | x1 | x1.3 | x2.5 | x2 | x10 | x1 | x1 | x1.3 | x2.5 | x2 | x10 | x0.5 | x1 | x0.4 | x0.35 | x2 | x1 | x1 | x2 | x2 | x2.5 | x2 | x10 | x1 | x1 | x1 | x1.75 | x2 | x10 | x1 | x1.5 | x1 | x0.75 | x2 | x10 | x2 | x0.4 | x0.4 | x0.5 | x1 | x2 | x2 | x1 | x1 | x0.9 | x1 | x1 | x2 | x1 | x1 | x0.9 | x1 | x2 | x0.5 | x0.4 | x0.3 | x0.2 | x1 | x1 | x0.55 | x0.4 | x0.75 | x0.5 | x1 | x2 | x0.55 | x0.4 | x0.4 | x0.5 | x1 | x2 | x0.55 | x0.25 | x0.4 | x0.5 | x0.75 | x2 | x0.55 | x0.25 | x0.4 | x0.5 | x0.75 | x2 | x0.41 | x0.18 | x0.3 | x0.5 | x0.56 | x1.5 | x0.55 | x0.25 | x0.4 | x0.05 | x0.75 | x2 | x0/x0/x0.55/x0.55 | x0/x0/x0.25/x0.25 | x0/x0.4/x0.4/x0.4 | x0/x0.5/x0.5/x0.5 | x0/x0.75/x0.75/x0.75 | x2/x2/x2/x2 | ||
37 | - Incap cooldown | 3s | 1s | 0.2s | 0.2s | 0s | 5.5s | 3s | 1s | 0.3s / 0.2s | 0.2s | 0s | 5.5s | 3s | 1s | 0.2s | 0.2s | 0s | 5.5s | 1.5s | 1s | 1s | 0.1s | 0.3s | 5.5s | 5s | 1s | 0.2s | 0.2s | 0s | 5.5s | 5s | 1s | 0.5s | 0s | 0.3s | 5.5s | 5s | 1s | 0.5s | 0s | 0s | 5.5s | 5s | 3s | 1s | 0.2s | 0.75s | 5.5s | 5s | 1s | 1s | 0.2s | 0s | 5.5s | 5s | 1s | 1s | 0.2s | 0s | 5.5s | 5s | 10s | 3.5s | 1.7s | 1.35s | 5.5s | 10s | 10s | 3.5s | 1.7s | 2s | 8.5s | 10s | 10s | 5s | 1.7s | 1.2s | 8.5s | 17s | 20s | 10s | 1.7s | 2s | 10.5s | 17s | 20s | 10s | 1.7s | 2s | 10.5s | 17s | 20s | 10s | 1.7s | 2s | 10.5s | 17s | 20s | 10s | 1.7s | 2.0s | 10.5s | 17s | 20s | 10s | 2s | 2s | 10.5s | ||
38 | - Incap duration | 3s | --- | --- | --- | --- | 4s | 3s | --- | --- | --- | --- | 4s | 3s | --- | --- | --- | --- | 4s | 1.5s | --- | --- | --- | --- | 3s | 2.5s | --- | --- | --- | --- | 4s | 2.5s | --- | --- | --- | --- | 4s | 3s | --- | --- | --- | --- | 4s | 1.5s | --- | --- | --- | --- | 3s | 1.5s | --- | --- | --- | --- | 3s | 1.5s | --- | --- | --- | --- | 3s | 1.55s | --- | --- | --- | --- | 3s | 1.55s | --- | --- | --- | --- | 5s | 1.55s | --- | --- | --- | --- | 5s | 1.25s | --- | --- | --- | --- | 3s | 1.25s | --- | --- | --- | --- | 3s | 1.25s | --- | --- | --- | --- | 3s | 1.25s | --- | --- | --- | --- | 3s | 1.25s | --- | --- | --- | --- | 3s | ||
39 | - Dissipation rate | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | ||
40 | - Incap threshold | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 for all incaps. Husk's special zone is a backpack. | 100 for all incaps. E.D.A.R's special zone is a chest core. | 100 for all incaps. Siren's special zone is a neck. | 100 | 100 for all incaps. Quarter Pound's special zone is a chest core. | 100 for all incaps. Fleshpound's special zone is a chest core. | 100 for all incaps. Hans Volter's special zone is a chest / backpack core. | 100 for all incaps. Patriarch's special zone is a chest tentacle (only exposed during the grab). | 100 for all incaps. King Fleshpound's special zone is a chest core. | 100 | 100 for all incaps. Matriarch's special zone is a small moving device ("box") over her head that she uses for Lightning Storm and Warning Siren attacks. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
41 | Affliction: | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Poison (per phase) | Microwave (per phase) | Fire panic (per phase) | EMP (per phase) | Freeze (per phase) | Bleed (per phase) | ||
42 | - Vulnerability | x5 | x0.5 | x1.5 | x2.5 | x2.5 | x2 | x3 | x0.5 | x1.5 | x2.5 | x2.5 | x2 | x1 | x0.5 | x0.7 | x2.5 | x2.5 | x2 | x0.15 | x4 | x1 | x2.5 | x1 | x1 | x0.15 | x0.5 | x3 | x2.5 | x2.5 | x2 | x10 | x2 | x0.75 | x2.5 | x2 | x2 | x10 | x0.5 | x3 | x2.5 | x2.5 | x2 | x0.15 | x3 | x0 | x2.5 | x1 | x1 | x0.05 | x3 | x0.5 | x2.5 | x0.9 | x0.01 | x0.15 | x3 | x0.9 | x2.5 | x1 | x1 | x0.15 | x0.5 | x0.4 | x0.98 | x0.98 | x0.75 | x0.15 | x0.55 | x0.45 | x0.95 | x0.95 | x0.75 | x0.15 | x0.5 | x0.4 | x0.95 | x0.95 | x0.75 | x0 | x0.08 | x0.65 | x0.95 | x0.5 | x0.2 | x0 | x0.08 | x0.65 | x0.95 | x0.5 | x0.15 | x0 | x0.06 | x0.48 | x0.71 | x0.37 | x0.2 | x0 | x0.08 | x0.65 | x0.5 | x0.3 | x0.15 | x0/x0/x0/x0 | x0.08/x0.08/x0.08/x0.08 | x0/x0/x0.65/x0.65 | x1/x1/x1/x1 | x0/x0.65/x0.65/x0.65 | x0.15/x0.15/x0.15/x0.15 | ||
43 | - Incap cooldown | 6s | 8s | 7s | 5s | 1.5s | --- | 6s | 10s | 7s | 5s | 1.5s | --- | 5s | 5s | 7s | 5s | 1.5s | --- | 20.5s | 5s | 5s | 5s | 3s | --- | 20.5s | 7.5s | 7s | 5s | 1.5s | --- | 10s | 6s | 6s | 5s | 1.5s | --- | 7.5s | 20.5s | 3s | 5s | 1.5s | --- | 20.5s | 8.5s | 5s | 5s | 1.5s | --- | 20.5s | 6.5s | 6s | 5s | 1s | --- | 20.5s | 6.5s | 6s | 5s | 1.5s | --- | 20.5s | 10s | 7s | 10s | 6s | --- | 20.5s | 17s | 10s | 10s | 10.5s | --- | 20.5s | 17s | 10s | 10s | 10.5s | --- | --- | 10s | 15s | 10s | 10s | 10s | --- | 10s | 15s | 10s | 10s | 10s | --- | 10s | 15s | 10s | 10s | 10s | --- | 10s | 15s | 10s | 15s | 10s | --- | 10s | 15s | 10s | 10s | 10s | ||
44 | - Incap duration | 4.5s | 4.5s | 5s | 5s | 5s | --- | 3s | 2s | 5s | 5s | 4s | --- | 4.5s | 2s | 5s | 5s | 4s | --- | 5s | 8s | 3.7s | 3s | 2s | --- | 5s | 3s | 5s | 5s | 4.5s | --- | 3.5s | 3.5s | 3.5s | 5s | 4s | --- | 5.5s | 5s | 4s | 5s | 4s | --- | 5s | 4s | 2s | 3s | 1s | --- | 5s | 4s | 5s | 5s | 4.2s | --- | 5s | 4s | 5s | 5s | 4.2s | --- | 5s | 2.5s | 3.5s | 2.2s | 1s | --- | 5s | 2.5s | 3.5s | 2.2s | 1s | --- | 5s | 2.5s | 3.5s | 2.2s | 1s | --- | --- | 3s | 1.2s | 2.5s | 1s | --- | --- | 3s | 1.2s | 2.2s | 1s | --- | --- | 3s | 1.2s | 2.2s | 1s | --- | --- | 3s | 1.2s | 2.2s | 1s | --- | --- | 3s | 1.2s | 2.5s | 1s | --- | ||
45 | - Dissipation rate | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | --- | -20/s | -10/s | -50/s | -20/s | -20/s | --- | -20/s | -10/s | -50/s | -20/s | -20/s | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s | ||
46 | - Incap threshold | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | 100 (EMP Disrupt - 25, Bleed - 65) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
47 | Shrink modifier / can be killed? | x2 / yes | x2 / yes, for Rioter - x0.4 / yes | x2 / yes | x0.25 / yes | x2 / yes | x0.6 / yes, for Gorefiend - x0.4 / yes | x2 / yes | x0.7 / yes | x0.7 / yes | x0.7 / yes | x0.1 / yes | x0.2 / yes | x0.1 / yes | x0.15 / no | x0.15 / no | x0.15 / no | x0.15 / no | x0.15 / no | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
48 | Affliction durations | Knockdown (getup duration) | 2.47s | 2s | 1.4s | 3.87s | 1.56s | 2.5s, for Gorefiend - 2.67s | 1.33s | 1.87s | 2s to getup from back to feet, from chest - 1.78s | 2s | 1.39s | 1.87s | 1.87s | 1.53s | 1.87s | 1.87s | 3.87s, for Abomination Spawn - 1.97s | From the back - 3.25s, from the front - 3.73s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
49 | Stun (time + wakeup duration) | 3s + 1.47s | 3s + 1.33s, for PvP ZEDs - 1.5s + 1.33s | 3s + 1.53s, for PvP ZEDs - 2s + 1.53s | 1.5s + 2.2s, for PvP ZEDs - 1.5s + 2.2s | 2.5s + 1.53s, for PvP ZEDs - 2s + 1.53s | 2.5s + 1.53s, for Gorefiend - 2.5s + 1.13s, for PvP ZEDs - 1.5s + 1.53s | 3s + 1.2s, for PvP ZEDs - 2s + 1.2s | 1.5s + 1.87s, for PvP ZEDs - 2s + 1.87s | 1.5s + 1.37s | 1.5s + 1.33s, for PvP ZEDs - 2s + 1.33s | 1.55s + 1.2s, for PvP ZEDs - 1.5s + 1.2s | 1.55s + 1.7s | 1.55s + 1.67s, for PvP ZEDs - 1.5s + 1.67s | 1.25s + 1.04s | 1.25s + 1s, for PvP ZEDs - 1s + 1s | 1.25s + 1.67s | 1.25s + 2.2s, for Abomination Spawn - 2.5s + 1.47s | 1.25s + 1s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
50 | Freeze (time + thaw duration) | 5s + 1.47s | 4s + 1.33s, for PvP ZEDs - 0.5s + 1.33s | 4s + 1.53s, for PvP ZEDs - 2s + 1.53s | 2s + 2.2s, for PvP ZEDs - 0.5s + 2.2s | 4.5s + 1.53s, for PvP ZEDs - 2s + 1.53s | 4s + 1.53s, for Gorefiend - 4s + 1.13s, for PvP ZEDs - 0.5s + 1.53s | 4s + 1.2s, for PvP ZEDs - 2s + 1.2s | 1s + 1.87s, for PvP ZEDs - 2s + 1.87s | 4.2s + 1.37s | 4.2s + 1.33s, for PvP ZEDs - 2s + 1.33s | 1s + 1.2s, for PvP ZEDs - 0.5s + 1.2s | 1s + 1.67s | 1s + 1.67s, for PvP ZEDs - 0.5s + 1.67s | 1s + 1.04s | 1s + 1s, for PvP ZEDs - 1s + 1s | 1s + 1.67s | 1s + 2.2s, for Abomination Spawn - 4.5s + 1.47s | 1s + 1s, for PvP ZEDs - 1s + 1s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
51 | Stumble (duration) | Between (1.06-2)s | Between (0.87-1.53)s | Between (0.87-1.33)s | Between (1.27-1.8)s | Between (1-1.53)s | Between (0.87-1.40)s, for Gorefiend - between (1.67-3.27)s | Between (0.87-1.33)s | Between (0.87-1.4)s | Between (0.87-1.33)s | Between (0.87-1.4)s | Between (1.09-1.4)s | Between (1-2.67)s | Between (1-2.67)s | Between (1-2)s | Between (1.33-2)s | Between (1-2.67)s | Between (1-2.67)s, for Abomination Spawn - between (0.89-1.67)s | Between (1.33-2.17)s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
52 | Parry (duration) | Between (1.06-1.33)s | Between (0.87-1)s | Between (0.87-1)s | Between (1.33-1.53)s | Between (1-1.2)s | 0.87s, for Gorefiend - between (2.4-2.87)s | Between (0.93-1.2)s | Between (0.87-1)s | Between (0.87-1)s | Between (0.87-1)s | Between (0.8-1.3)s | Between (0.85-2.67)s | Between (0.85-2.67)s | Between (1-1.8)s | Between (1.2-1.8)s | Between (0.85-2.67)s | Between (0.85-2.67)s, for Abomination Spawn - between (0.89-1.11)s | 1.33s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
53 | Misc | Penetration resistance | 1 | 1 | 1 | 3 | 0.5 | 1.5 | 0.5 | 2 | 1 | 1 | 4 | 5 | 5 | 4 | 4 | 5 | 10 | 4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
54 | Parry resistance | 0 | 0 | 0 | 3 | 1 | 2 | 1 | 2 | 1 | 1 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
55 | AI pause, on gun hit | 1s | 1s | 1s | 1s | 1s | 1s | 1s | 1s | 1s | 1s | 0.75s | 0.85s | 0.85s | 0.85s | 0.85s | 0.85s | 1s | 0.85s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
56 | AI pause, on gun / melee hit | 0.85s | 0.75s | 0.65s | 0.85s | 0.75s | 0.85s | 0.65s | 0.75s | 1s | 0.2s | 0.85s | 0.85s | 0.85s | 0.70s | 0.65s | 0.85s | 0.85s | 0.65s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
57 | Difficulty | Rally (boost capability) | Normal - No, Hard - No, Suicidal - Yes, HOE - Yes. | Normal - No, Hard - No, Suicidal - Yes, HOE - Yes. | Normal - No, Hard - No, Suicidal - Yes, HOE - Yes. | Normal - No, Hard - No, Suicidal - Yes, HOE - Yes. | Normal - No, Hard - No, Suicidal - Yes, HOE - Yes. | Normal - No, Hard - No, Suicidal - Yes (no sprint), HOE - Yes. | Normal - No, Hard - No, Suicidal - Yes (no sprint), HOE - Yes. | Normal - No, Hard - No, Suicidal - Yes (no sprint), HOE - Yes. | Normal - No, Hard - No, Suicidal - Yes (no sprint), HOE - Yes (no sprint). | Normal - No, Hard - No, Suicidal - Yes (no sprint), HOE - Yes. | Normal - No, Hard - No, Suicidal - Yes (no sprint), HOE - Yes (no sprint). | Normal - No, Hard - No, Suicidal - Yes (no sprint), HOE - Yes (no sprint). | Normal - No, Hard - No, Suicidal - Yes (no sprint), HOE - Yes (no sprint). | No | No | No | No | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
58 | Rally (ZED damage multiplier) | Suicidal - x2, HOE - x2. | Suicidal - x2, HOE - x2. | Suicidal - x2, HOE - x2. | Suicidal - x1.5, HOE - x1.5. | Suicidal - x1.2, HOE - x1.2. | Suicidal - x1.2, HOE - x1.2. | Suicidal - x1.2, HOE - x1.2. | Suicidal - x1.2, HOE - x1.2. | Suicidal - x1.2, HOE - x1.2. | Suicidal - x1.2, HOE - x1.2. | Suicidal - x1.2, HOE - x1.2. | Suicidal - x1.2, HOE - x1.2. | Suicidal - x1.2, HOE - x1.2. | --- | --- | --- | --- | --- | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
59 | Notes: | (PvP) Rally boost: forces AI Cysts to sprint. | Chance to spawn as Rioter: Normal - 0, Hard - 0, Suicidal - 0.25, HOE - 0.35. | Chance to evade after taking damage: Normal - 0.1, Hard - 0.4, Suicidal - 1, HOE - 1. Health loss percentage to trigger evade: all difficulties - 0.01. | Chance to block after taking damage: Normal - 0, Hard - 0.1, Suicidal - 0.65, HOE - 0.85. Health loss percentage to trigger block: all difficulties - 0.1. Block chains (max): Hard - 4, Suicidal - 5, HOE - 8. Block duration - 1.25s, cooldown - 3.5s. | Chance to evade after taking damage: Normal - 0.1, Hard - 0.4, Suicidal - 1, HOE - 1. Health loss percentage to trigger evade: all difficulties - 0.01. | Chance to spawn as Gorefiend: Normal - 0.1, Hard - 0.25, Suicidal - 0.35, HOE - 0.45. | Chance to evade after taking damage: Normal - 0.1, Hard - 0.4, Suicidal - 1, HOE - 1. Health loss percentage to trigger evade: all difficulties - 0.01. | Fireball attack spawns the Ground Fire: Normal - No, Hard - No, Suicidal - Yes, HOE - Yes. In PvP games AI Husks do not spawn ground fire. | Chance to evade after taking damage: Normal - 0.1, Hard - 0.4, Suicidal - 1, HOE - 1. Health loss percentage to trigger evade: all difficulties - 0.01. | (PvP) Rally boost: forces AI Sirens to sprint, players do x1.2 more damage. | Chance to block after taking damage: Normal - 0.05, Hard - 0.1, Suicidal - 0.4, HOE - 0.5. Health loss percentage to trigger block: all difficulties - 0.05. Block chains (max): Normal - 3, Hard - 4, Suicidal - 5, HOE - 6. Block duration - 1.25s, cooldown - 5s. | Chance to block after taking damage: Normal - 0, Hard - 0.01, Suicidal - 0.2, HOE - 0.3. Health loss percentage to trigger block: all difficulties - 0.05. Block chains (max): Hard - 3, Suicidal - 4, HOE - 5. Block duration - 1.25s, cooldown - 6.5s. | Chance to block after taking damage: Normal - 0, Hard - 0.01, Suicidal - 0.2, HOE - 0.3. Health loss percentage to trigger block: all difficulties - 0.05. Block chains (max): Hard - 3, Suicidal - 4, HOE - 5. Block duration - 1.25s, cooldown - 6.5s. | Chance to block after taking damage: Suicidal, HOE - 0.3. Health loss percentage to trigger block - 0.1. Block chains (max): Suicidal - 5, HOE - 6. Block duration - 1.25s, cooldown - 7s (Suicidal), 6.5s (HOE). Affliction multiplier - x0.2. Damage multiplier (melee, firearms) - x0.7. | Chance to block after taking damage: Suicidal, HOE - 0.85. Health loss percentage to trigger block - 0.1. Block chains (max): Suicidal - 5, HOE - 6. Block duration - 1.25s, cooldown - 3.5s. Affliction multiplier - x0.2. Damage multiplier (melee, firearms) - x0.9. | Chance to block after taking damage: Normal - 0, Hard - 0.01, Suicidal - 0.2, HOE - 0.3. Health loss percentage to trigger block: all difficulties - 0.05. Block chains (max): Hard - 3, Suicidal - 4, HOE - 5. Block duration - 1.25s, cooldown - 6.5s. | Chance to block after taking damage: Normal - 0, Hard - 0.1, Suicidal - 0.85, HOE - 0.85. Health loss percentage to trigger block: all difficulties - 0.1. Block chains (max): Hard - 4, Suicidal - 5, HOE - 8. Block duration - 1.25s, cooldown - 3.5s. | Matriarch is protected by shield. As long as it is active it will be absorbing all incoming damage. Shield takes full damage: hitzone modifiers, damage resistance and player's perks and bonuses do not affect the damage it takes at all - it always takes damage equal to weapon's default damage value. Her head and left claw (cannon) are also protected by armor which is the second to take damage (once shield is disabled or destroyed). Armor does have weaknesses and / or resistances. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
60 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
61 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
62 | --- | Rally chance: Suicidal - 0.7, HOE - 0.8. Rally cooldown: Suicidal - 15s, HOE - 15s. Self damage dealt multiplier: Suicidal, HOE - x2.5. To activate a Rally there should be at least 4 nearby ZEDs (including Rioter itself) within 10m radius. | Resistance to ZED Time, in PvP game: AI Slashers - 25%, player-controlled Slashers - 75%. | Amount of the puke mines to spawn on death: Normal - 0, Hard - 1, Suicidal - 3, HOE - 3. In PvP games AI Bloats does not spawn puke mines, player-controlled Bloats spawn 3 of them. | Chance to spawn as Elite Crawler: Normal - 0, Hard - 0.01, Suicidal - 0.15, HOE - 0.2. Elite Crawler does not explode if shot in the head. Damage from multiple gas clouds does not stack. | Chance to block after taking damage: Normal - 0.2, Hard - 0.5, Suicidal - 0.75, HOE - 0.85, Gorefiend - 0.2 / 0.5 / 0.6 / 0.6. Health loss percentage to trigger block: all difficulties - 0.1. Block chains (max): Normal, Hard, Suicidal - 4, HOE - 5. Block duration - 1s, cooldown - 1s. | (PvP) Rally boost: forces AI Stalkers to sprint, players do x1.2 more damage. | Fireball pushback force: Normal - 50000, Hard - 55000, Suicidal - 60000, HOE - 65000. In PvP games AI Husks have fireball pushback force of 50000. | Every Husk OR Stalker has a chance to spawn as either of E.D.A.R variants. Chance to spawn as E.D.A.R variant: Normal - 0.08, Hard - 0.1, Suicidal - 0.15, HOE - 0.21. | --- | When blocking. Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9 (10% resistance). Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Normal, Hard - x0.1, Suicidal - x0.2, HOE - x0.3. | When blocking. Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9 (10% resistance). Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Hard - x0.1, Suicidal, HOE - x0.2. | When blocking. Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9 (10% resistance). Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Hard - x0.1, Suicidal, HOE - x0.2. | Chance to evade after taking damage: Normal - 0.05, Hard - 0.1, Suicidal - 0.1, HOE - 0.1. Health loss percentage to trigger evade: all difficulties - 0.01. | Only allowed to block when not cloaked. | When blocking. Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9 (10% resistance). Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Hard - x0.1, Suicidal, HOE - x0.2. | Abomination wears 3 pieces of armor - on its head, torso and spine. Each armor piece has its own health that absorbs ALL the damage dealt to respective body part. AOE attacks (e.g. fire, explosives) have their damage split across all existing armor pieces for equal parts. | Within 8-10 second intervals Matriarch re-evaluates and changes enemies: whoever had caused the highest amount of the damage to her during the last evaluation period is likely to become her new target. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
63 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
64 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
65 | --- | (PvP) Rally boost: forces AI Alpha Clots to sprint, players do x1.5 damage. | (PvP) Rally boost: forces AI Slashers to sprint, players do x1.2 more damage. | (PvP) Rally boost: forces AI Bloats to sprint, players do x1.2 more damage. | (PvP) Rally boost: forces AI Crawlers to sprint, players do x1.2 more damage. | (PvP) Rally boost: forces AI Gorefasts to sprint, players do x1.2 more damage. | --- | (PvP) Rally boost: forces AI Husks to sprint, players do x1.2 more damage. | (PvP) Rally boost: forces AI E.D.A.Rs to sprint. | --- | (PvP) Rally boost: players do x1.2 more damage. | --- | (PvP) Rally boost: players do x1.2 more damage. | Only allowed to block while in melee phase and not in Hunt and Heal mode. | --- | Rage spin / pounce attacks cannot be interrupted by stun, stumble, knockdown or freeze. | Abomination has an ability to destroy closed unwelded doors just by running into them. | Health thresholds to change battle phase: 75% / 50% / 25%. Duration of battle phase transition animation - 3.17s. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
66 | Movement | Walking speed (per difficulty) | (171 - 209) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (189 - 231) / (162 - 198) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (270 - 330) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.2 / 1.3) | (135 - 165) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (360 - 440) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4) | (216 - 264) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (360 - 440) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4) | (153 - 187) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (153 - 187) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.1 / 1.2) | (180 - 220) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (153 - 187) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (234 - 286) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (257 - 313) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (234 - 286) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (310 - 380) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (270 - 300) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
67 | Running speed (per difficulty) | (360 - 440) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (450 - 550) / (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.2 / 1.3) | (189 - 231) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4) | (405 - 495) / (481 - 588) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4) | (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (540 - 660) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.1 / 1.2) | (248 - 303) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (540 - 660) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (585 - 715) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (540 - 660) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (608 - 754) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (585 - 715) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1), x1.25 more speed when fleeing | (724 - 886) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1), x1.5 more when rage-sprinting | (585 - 715) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
68 | Hidden speed | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
69 | Sprint chance | Normal - 0 / Hard - 0 / Suicidal - 0.5 / HOE - 0.85 | Normal - 0 / Hard - 0 / Suicidal - 0.5 / HOE - 0.85 | Normal - 0 / Hard - 0 / Suicidal - 0.85 / HOE - 0.95 | Normal - 0 / Hard - 0 / Suicidal - 0.1 / HOE - 0.3 | Normal - 0 / Hard - 0 / Suicidal - 0.85 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 0 / Hard - 0 / Suicidal - 0.6 / HOE - 0.75 | Rage spin / pounce attacks cannotbe interrupted by stun, stumble, knockdown or freeze. | Normal - 0 / Hard - 0 / Suicidal - 0.85 / HOE - 0.75 | Normal - 0 / Hard - 0 / Suicidal - 0 / HOE - 0 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
70 | Sprint chance (when damaged) | Normal - 0 / Hard - 0.7 / Suicidal - 1 / HOE - 1 | Normal - 0 / Hard - 0.7 / Suicidal - 1 / HOE - 1 | Normal - 0 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 0 / Hard - 0 / Suicidal - 0.1 / HOE - 0.5 | Normal - 0 / Hard - 0.01 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 0 / Hard - 0.05 / Suicidal - 1 / HOE - 1 | cannot sprint normally (if suicidal - 1) | Normal - 0 / Hard - 0 / Suicidal - 0.5 / HOE - 1 | Normal - 0 / Hard - 0 / Suicidal - 0.65 / HOE - 0.85 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
71 | Teleportation | Frustration delay | Random (2.5-5)s | Random (2.5-5)s | Random (2.5-5)s | Random (2.5-5)s | Random (2.5-5)s | Random (2.5-5)s | Random (2.5-5)s | Random (2.5-5)s | Random (2.5-5)s | Random (2.5-5)s | None | None | None | None | None | None | None | None | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
72 | Disabled, when total AI remains | 12 | 12 | 12 | 12 | 12 | 12 | 0 | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
73 | Cooldown | 7s | 7s | 7s | cannot teleport | 7s | 7s | 5s | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
74 | When hidden, can use after | 5s | 5s | 5s | cannot teleport | 5s | 5s | 5s | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
75 | When spawned, can use after | 10s | 10s | 10s | cannot teleport | 10s | 10s | 10s | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | cannot teleport | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
76 | Attacks | Base attacks and damage multipliers | Grab attack (odds, instead of regular attack) | 0.8 | Grab attack (odds, instead of regular attack) | 0.33 | Grab attack (odds, instead of regular attack) | 0.38 | Body explosion (damage) | 12 | Explosion on death (explosion damage) | 4 | Melee (base damage) | 10 | Melee (base damage) | 9 | Fireball (explosion damage) | 25 | Blaster (explosion damage type) | Ballistic | Melee (base damage) | 13 | Melee ("gutbuster" attack intervals) | 0.4s | Melee (base damage) | 49 | Melee ("drill" attack intervals) | 0.4s | Damage type group (per attack type) | Ballistic, Explosive, Slashing, Toxic. | Bump damage (when fleeing) | 10 | Beam (cannot be used when ZED is enraged) | yes | Abomination Spawn (explosion stumble power) | 1000 | Claw sweep (damage scale of melee attack / maximum distance to initiate) | x1 / 100 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
77 | Melee (base damage) | 6 | Melee (base damage, Alpha Clot) | 6 | Melee (damage multipliers vs. doors) | 1/4 | Body explosion (radius) | 500 | Explosion on death (explosion duration) | 10s | Melee (damage multipliers vs. doors, Gorefast) | 3/4 | Melee (damage multipliers vs. doors) | 1/3 | Fireball (explosion falloff exponent) | 1 (linear) | Blaster (explosion damage) | 7 | Melee (damage multipliers vs. doors) | 3 | Melee (base damage) | 30 | Melee (damage multipliers vs. doors) | 3/4/5 | Melee (base damage) | 55 | Explosive grenade (damage) | 95 | Damage type group (per attack type) | Ballistic / Bludgeon / Explosive | Beam (damage interval) | 0.1s | Every Fart attack spawns the Abomination Spawn | yes | Lightning storm (damage / explosion radius / falloff exponent / EMP power) | 65 / 800 / 0 (none) / 40 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
78 | Melee (damage multipliers vs. doors) | 3/6/8 | Melee (base damage, Rioter) | 8 | Melee (damage multipliers vs. players) | 0.2/0.4/0.5/1 | Melee (base damage) | 14 | Explosion on death (explosion falloff exponent) | 0 (none) | Melee (damage multipliers vs. doors, Gorefiend) | 5/7 | Melee (damage multipliers vs. players) | 0.5/0.75/1 | Fireball (explosion radius) | 300 | Blaster (explosion falloff exponent) | 1 (linear) | Melee (damage multipliers vs. players) | 1 | Melee (damage multipliers vs. doors) | 3/4 | Melee (damage multipliers vs. players) | 0.08/0.2/0.23/0.25/0.34/0.5/0.55/1 | Melee (damage multipliers vs. doors) | 3/4/5 | Explosive grenade (fuze time) | 3s | Melee (base damage) | 55 | Beam (damage / damage type) | 12 / EMP | Fart (cloud duration / damage interval) | 5s / 1s | Lightning storm (minimum interval between attacks) | 8s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
79 | Melee (damage multipliers vs. players) | 0.2/0.4/0.5/0.6/1 | Melee (damage multipliers vs. doors) | 3/6 | Melee (damage) | 6 | Melee (damage multipliers vs. doors) | 8/10 | Explosion on death (explosion interval) | 1s | Melee (damage multipliers vs. players, Gorefast) | 0.2/0.3/0.4/0.5/0.75/1 | Melee (range) | 180 | Fireball (speed) | 1800 | Blaster (explosion radius) | 75 | Melee (range) | 180 | Melee (damage multipliers vs. players) | 1 | Melee (damage multipliers vs. players) | 0.08/0.2/0.23/0.25/0.34/0.5/0.55/1 | Explosive grenade (radius / falloff exponent) | 800 / 2 (exp) | Melee (damage multipliers vs. doors) | 14 | Beam (maximum length) | 3000 (30 meters) | Fart / Abomination Spawn (damage falloff exponent) | 0 (none) | Lightning storm (wind-up time / wind-down time / max distance to initiate) | 1.6s / 1s / 400 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
80 | Melee (range) | 172 | Melee (damage multipliers vs. players) | 0.2/0.4/0.5/0.6/0.7/1 | Melee (range) | 172 | Melee (damage multipliers vs. players) | 0.4/0.5/0.75/1 | Explosion on death (explosion radius) | 450 | Melee (damage multipliers vs. players, Gorefiend) | 1 | Fireball burn (DOT duration) | 5s | Blaster (projectile speed) | 3800 | Scream (cooldown) | 4s | Melee (range) | 200 | Melee (range) | 250 | Melee (range) | 250 | Gas grenade (damage) normal / AOE | 7 / 70 | Melee (damage multipliers vs. players) | 0.25/0.5/0.75/1 (most of attacks - 1) | Final ground pound explosion (damage / damage type) | 55 / Explosive | Fart / Abomination Spawn (damage type) | Toxic | Melee (base damage) | 55 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
81 | Melee (range) | 172 | Melee (range) | 250 | Melee (base damage) | 7 | Melee (range, Gorefast) | 192 | Fireball burn (DOT interval) | 1s | Blaster (uninterrupted laser salvo spawns up to 13 beams. Animation lasts for 3.93s). | Scream (damage type) | Sonic | Gas grenade (explosion falloff) normal / AOE | 0 (none) / 1 (linear) | Melee (range) | 375 | Final ground pound explosion (explosion falloff exponent) | 2 (exp) | Fart / Abomination Spawn (explosion damage) | 5 / 12 | Melee (damage multipliers vs. doors) | 20 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
82 | Puke Mine (damage) | 15 | Melee (damage multipliers vs. doors) | 1/5 | Melee (range, Gorefiend) | 210 | Fireball burn (DOT scale, of base damage) | x0.2 | Bomber (explosion damage type) | Explosive | Scream (explosion damage) | 15 | Gas grenade (fuze time) | 1s | Minigun (damage) | 8 | Final ground pound explosion (radius) | 900 | Fart / Abomination Spawn (explosion radius) | 450 / 350 | Melee (damage multipliers vs. players) | 0.5/0.75/1 (most of heavy attacks - x1, in combo - x0.5) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
83 | Puke Mine (falloff exponent) | 0 (none) | Melee (damage multipliers vs. players) | 0.5/1 | Flamethrower (damage) | 4-1 (scales over distance) | Bomber (explosion damage) | 10 | Scream (explosion falloff exponent) | 1 (linear) | Gas grenade (radius) | 450 | Minigun (rate of fire) | 1000 | Ground pound explosion (damage / damage type) | 44 / Explosive | Gorge attack (damage, per difficulty) | 30 / 40 / 50 / 50 | Melee (range) | 375 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
84 | Puke Mine (health) | 50 | Melee (range) | 180 | Flamethrower (range to take minimum damage) | 900 | Bomber (explosion falloff exponent) | 1 (linear) | Scream (explosion frequency) | 0.5s | Gas grenade cloud (damage interval) | 1s | Missile (amount of rockets) | 3 | Ground pound explosion (explosion falloff exponent) | 2 (exp) | Gorge attack (maximum check / pull range), players / ZEDS | 6.71m / 7m | Plasma cannon (damage / damage interval / damage type / Burn power) | 7 / 0.1s (600 RPM) / Fire / 11 per tick | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
85 | Puke Mine (lifetime) | 300s | On-death explosion does the same damage at all difficulties | yes | Flamethrower (rate of fire) | 857 | Bomber (explosion radius) | 300 | Scream (explosion radius) | 600 | Gas grenade cloud (does full damage) | yes | Missile (explosion damage) | 70 | Ground pound explosion (radius) | 900 | Gorge attack kills ZEDs and turns them into Abomination Spawns. | Plasma cannon (minimum interval between attacks) | 7s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
86 | Puke Mine (radius) | 200 | Flamethrower burn (DOT duration) | 5s | Bomber (projectile speed) | 1800 | Scream (explosion repeats for X, times) | 4 | Gas grenade cloud (duration) | 8s | Missile (explosion falloff exponent) | 2 (exp) | Melee ("drill" attack intervals) | 0.4s | Melee (base damage) | 55 | Plasma cannon (wind-up time / maximum distance to initiate) | 1.21s / 2500 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
87 | Puke Mine does the same damage at all difficulties | yes | Flamethrower burn (DOT interval) | 1s | Bomber (uninterrupted rocket salvo spawns up to 8 rockets. Animation lasts for 4.27s). | Scream (maximum distance from player to start) | 900 | Grenades do the same damage on all game difficulties. | Missile (explosion radius) | 650 | Melee (base damage) | 75 | Melee (damage multipliers vs. doors) | 8/10 | Tentacle grab (maximum distance to initiate) | 1500 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
88 | Vomit (damage) | 12 | Flamethrower burn (DOT scale, of base damage) | x0.5 | Chest core explosion (damage / radius / falloff exponent) | 25 (EMP) / 500 / 0.5 | Scream (minimum distance from player to start) | 130.38 | Melee (base damage) | 70 | Missile (impact damage) | 200 | Melee (damage multipliers vs. doors) | 3/4/5 | Melee (damage multipliers vs. players) | 0.4/0.5/0.75/1 | Tentacle grab (minimum interval between attacks) | 12s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
89 | Vomit (range) | 350 | Melee (base damage) | 15 | Melee (base damage / range) | 10 / 180 | Melee (damage multipliers vs. doors) | 2/5/12 | Missile (speed, units per second) | 2000 | Melee (damage multipliers vs. players) | 0.08/0.2/0.23/0.25/0.34/0.5/0.55/1 | Melee (range) | 375 | Tesla blast (damage / distance from initial target to get hit by chained damage) | 65 / 6.5 meters | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
90 | Vomit poison (DOT duration) | 12s | Melee (damage multipliers vs. doors) | 1/2 | Melee (damage multipliers vs. doors) | x3 | Melee (damage multipliers vs. players) | 0.15/0.2/0.25/0.3/0.33/0.34/0.35/0.5/0.6/0.7 | Mortar (amount of rockets per barrage, max) | 5 | Puke Mine (damage / radius) | 18 / 200 | Tesla blast (knockdown / Melee hit / EMP powers) | 50 / 50 / 50 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
91 | Vomit poison (DOT interval) | 1s | Melee (damage multipliers vs. players) | 1/2 | Melee (damage multipliers vs. players) | x1 | Melee (range) | 275 | Mortar (explosion damage) | 70 | Melee (range) | 250 | Puke Mine (falloff exponent) | 0 (none) | Tesla blast (minimum interval between attacks) | 5s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
92 | Vomit poison (DOT scale, of base damage) | x0.083 | Melee (range) | 180 | Trapper (beam goes live, once grapple animation started) | after 1.12s | MKb42 (damage) | 10 | Mortar (explosion falloff exponent) | 2 (exp) | Shield shatter explosion (damage / damage type) | 30 / Explosive | Puke Mine (health / lifetime / overall max at once) | 50 / 300s / 24 | Tesla blast (wind-up time / maximum distance to initiate) | 1.52s / 2500 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
93 | Suicide (animation duration) | 1.54s | Trapper (damage on grab / grapple duration) | 10 / 2.5s | MKb42 (rate of fire) | 1200 | Mortar (explosion radius) | 620 | Puke Mine (projectile speed) | 1500 (15 m/s) | Warning siren (damage / interval / amount / explosion radius / falloff exponent | 35 / 0.5s / 4 / 1000 / 0.5 (exp) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
94 | Suicide or Backpack explosion (explosion damage) | 190 | Trapper (maximum beam length) | 2500 (25 meters) | MKb42 (spread) | 0.145 | Mortar (instant hit damage) | 200 | Vomit (damage / range) | 20 / 440 | Warning siren (minimum interval between attacks) | 10s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
95 | Suicide or Backpack explosion (radius / falloff exponent) | 500 / 0.5 (exp) | Trapper (min / max distance to initiate grapple) | 2.5m / 5.5m | Smoke grenade (duration) | 8s | Tentacle (instant grab damage) | 10 | Vomit poison (DOT duration / interval / DOT scale) | 12s / 1s / x0.083 | Warning siren (wind-up time / maximum distance to initiate) | 1.33s / 300 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
96 | Reward | Dosh reward | 7 | 7 | 7 | 17 | 10 | 12 | 15 | 17 | 17 | 25 | 75 | 75 | 200 | 500 | 500 | 2500 | 500 | 500 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
97 | XP reward | Normal - 8, Hard - 11, Suicidal - 11, HOE - 11 | Normal - 8, Hard - 11, Suicidal - 11, HOE - 11 | Normal - 8, Hard - 11, Suicidal - 11, HOE - 11 | Normal - 17, Hard - 22, Suicidal - 30, HOE - 34 | Normal - 8, Hard - 10, Suicidal - 10, HOE - 10 | Normal - 11, Hard - 14, Suicidal - 14, HOE - 14 | Normal - 8, Hard - 10, Suicidal - 10, HOE - 10 | Normal - 15, Hard - 20, Suicidal - 27, HOE - 31 | Normal - 15, Hard - 20, Suicidal - 27, HOE - 31 | Normal - 11, Hard - 15, Suicidal - 15, HOE - 15 | Normal - 34, Hard - 45, Suicidal - 60, HOE - 69 | Normal - 17, Hard - 22, Suicidal - 30, HOE - 34 | Normal - 35, Hard - 47, Suicidal - 63, HOE - 72 | Normal - 1291, Hard - 1694, Suicidal - 1790, HOE - 1843 | Normal - 1291, Hard - 1694, Suicidal - 1790, HOE - 1843 | Normal - 1291, Hard - 1694, Suicidal - 1790, HOE - 1843 | Normal - 1291, Hard - 1694, Suicidal - 1790, HOE - 1843 | Normal - 1291, Hard - 1694, Suicidal - 1790, HOE - 1843 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
98 | Various info | Various information | Distance to perform grab, units | 188 | Rioter cannot sprint while wearing the armor and will enrage upon loosing either of pieces. | Distance to perform grab, units | 188 | Bloat can strike through the other ZEDs. | Damage to doors | 7 / 35 | Damage to doors (Gorefast) | 30 / 40 | Stalker can cloak as long as not hit in the head. | Fireball attack intervals can be deviated by up to -1s / +1s. | E.D.A.R type / attack interval | Normal | Hard | Suicidal | HOE | Siren will not initiate a new scream if player get closer than 130.38 units. | Rage (sprint) begin when HP (of either body or head) at: Normal - 50%, Hard - 75%, Suicidal - 75%, HOE - 90%. | Quarter Pound shares the same AI as normal Fleshpound. | Rage begins when Fleshpound takes 276 points of accumulative damage. | Hans Volter will flee away after pulling out its shield. Flee duration is random (5-6) seconds, maximum distance to travel - 30 meters. After that it will enter Hunt and Heal mode. Breaking the shield cancels Hans Volter's Flee / Hunt and Heal mode and knocks it down. | Flee begin when HP at | 35% | Rage begins when King FP takes 276 points of accumulative damage. | Minions (Cysts, Slashers and Alpha Clots) constantly spawn during the boss wave. | Shield HP | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
99 | Maximum grab range, units | 210 | Maximum grab range, units | 210 | Unlike normal vomit attack, vomit damage of the body explosion does not scale with the game difficulty. It is always 12 points of damage. | ZED mass | 50 | Damage to doors (Gorefiend) | 50 / 70 | When shot Stalker will re-cloak, after | 0.35s | Fireball attack intervals Normal - 5s / Hard - 4.5s / Suicidal - 4s / HOE - 3.5s. | Trapper | 10s | 9s | 8s | 7s | Scream attack can be interrupted. | Rage begins when Quarter Pound takes 276 points of accumulative damage. | Chance to spawn already enraged: Normal - 0%, Hard - 0%, Suicidal - 20%, HOE - 33%. | ZED summoning begin when HP at | 42.5% | Frustration time, random, between | 10-14s | Sprint delay, on loosing the LOS to players | 5s | Players / Difficulty | Normal | Hard | Suicidal | HOE | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
100 | Mimimum interval between grab attacks | 5s | Rioter wears 2 pieces of armor - on its head and chest. Each armor piece has its own health that absorbs ALL the damage dealt to respective body part. AOE attacks (e.g. fire, explosives) have their damage split across all existing armor pieces for equal parts. Rioter's spine and legs are always exposed. | Mimimum interval between grab attacks | 5s | Maximum falling velocity, units / second | 4000 | ZED mass (Gorefast) | 65 | - if weapon featuring Melee hit power, after | 1s | Stumble power (Fireball explosion) | 150 | Blaster | 7s | 6s | 5s | 4s | Visual effect of scream attack, duration | 6s | When enraged Scrake gains ability to sprint. | Chance to spawn already enraged: Normal - 0%, Hard - 0%, Suicidal - 20%, HOE - 33%. | Frustration time, random, between | 10-14s | ZED summoning lasts for the duration of Patriarch flee phase (but no longer than 30 seconds) and for 4 seconds after it. | Enraged King Fleshpound will calm down as soon as it land a hit. LOS and hits performed during the King Fleshpound's calm phase have no effect on the next rage starting time. | Upon reaching 80% / 60% / 40% or 20% HP thresholds, Abomination become enraged for a total of 9s. Destroying either of armor pieces knocks Abomination down. | 1 player | 1400 | 2700 | 4500 | 6720 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
101 | Grab attack can be interrupted. | Grab attack can be interrupted. | Visual effect of bloat bile, duration | 10s | ZED mass (Gorefiend) | 100 | Damage to doors | 9 / 27 | Flame has splash radius (300 units) where it does 1 point of damage (no falloff). | Bomber | 11s | 10s | 9s | 8s | Damage to doors | 39 | Once enraged Scrake will retain this condition for the rest of its life. | Frustration time, random, between | 10-14s | Enraged Fleshpound will calm down as soon as it land a hit. LOS and hits performed during the Fleshpound's calm phase have no effect on the next rage starting time. | Shield shatter explosion: Damage - 30 (scales with difficulty), Radius - 500, Falloff - 1 (linear). | 2 players | 2100 | 4050 | 6750 | 10080 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
102 | Damage to doors | 18 / 36 / 48 | Damage to doors | 6 / 24 | - wearing armor prevents player from having the "pulse" effect. | Maximum falling velocity, units / second | 4000 | ZED mass | 50 | Flamethrower damage scales from the maximum to the minimum over the range of attack. | Ranged attack intervals deviated by up to -1s / +1s. Minimum attack range - 3m, maximum - 40m. For E.D.A.R Trapper: minimum attack range - 2.5m, maximum - 5.5m. | ZED mass | 50 | Damage to doors | 450 | Enraged Quarter Pound will calm down as soon as it land a hit. LOS and hits performed during the Quarter Pound's calm phase have no effect on the next rage starting time. | Hans will not drain anymore of player's health if it at this amount: Normal - 70%, Hard - 45%, Suicidal - 35%, HOE - 25% (of the max health). Health drain happens in 0.25s intervals. | Flee has maximum duration of 25 seconds and never shorter than 6 seconds. Maximum distance to travel while fleeing is 20000 + Random (5000) units (i.e. up to 250 meters). | Basing on the current HP percentage, King Fleshpound will be changing its battle phases. | Time between two Abomination Spawn spawns (if there are some in the pending list) - 2s. | 3 players | 2800 | 5400 | 9000 | 13440 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
103 | ZED mass | 65 | ZED mass | 65 | Damage to doors | 112 / 140 | Maximum falling velocity, units / second | 4000 | Husk will attempt to suicide when its HP will be at 15% of the base value. | Maximum falling velocity, units / second | 4000 | ZED mass | 130 | Damage to doors | 120 / 160 / 200 / 680 | HP % to change phase: phase 0 - 100%, phase 1 - 75%, phase 2 - 60%, phase 3 - 30%. | Nearly all non-melee attacks spawn the puke mines along the regular bloat bile. | 4 players | 3500 | 6750 | 11250 | 16800 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
104 | Maximum falling velocity, units / second | 4000 | Evaluation of Rally possibility happens within 0.5s intervals. Rally chance (evaluated within each interval): Suicidal - 70%, HOE - 80%. Minimum ZEDs nearby (10m radius) required for Rally - 3 (4 including Rioter). | Maximum falling velocity, units / second | 4000 | Maximum active puke mines, at time | 24 | Husk will suicide when it will be at least 280 units away from the player location. | Time penalty between ranged attacks, on "head" armor loss | +2s to base timer | Maximum falling velocity, units / second | 4000 | Damage to doors | 120 / 160 / 200 / 680 | ZED mass | 200 | While in Hunt and Heal mode, Hans Volter does not take any incap powers at all. | HP to restore, of max health (Normal): phase1 = 75%, phase2 = 65%, phase3 = 55%. | At phase 1 (HP is at 75% or below) King FP will start causing a series (3+1) of explosions upon rage taunting. | Maximum distance from player to initiate the Gorge attack and maximum Gorge range - 6.71m, for ZEDs - 7m. Pull speed - 300 units / second. Animation duration - 3.25s. | 5 players | 4200 | 8100 | 13500 | 20160 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
105 | ZED mass | 130 | Husk will use its flamethrower if player get closer than 500 units (Suicidal and HOE only). | Aim error factor - 0.03, after "head" armor loss - 0.09 (0.01 / 0.03 for E.D.A.R Blaster). | ZED mass | 200 | Maximum falling velocity, units / second | 4000 | Cooldown after Health Drain attack and mimimum interval between grab attacks - 2.5s. | HP to restore, of max health (Hard): phase1 = 85%, phase2 = 75%, phase3 = 65%. | 6 players | 4900 | 9450 | 15750 | 23520 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
106 | Maximum falling velocity, units / second | 4000 | Minimum time between Flamethrower attacks | 5s | Stumble power taken, on armor loss (either of pieces) - 100. | Maximum falling velocity, units / second | 4000 | Evaluation of grab attack possibility does not happen if Hans' victim is falling / airborne. | HP to restore, of max health (Suicidal): phase1 = 95%, phase2 = 85%, phase3 = 75%. | At phase 2 (HP is at 60% or below) King FP will gain an ability to use a chest beam attack. | Gorge Attack Cooldown (per difficulty, changes linearly from Y=100% HP to X=0% HP): (X=8.0,Y=11.0) / (X=8.0,Y=11.0) / (X=7.0,Y=10.0) / (X=6.0,Y=9.0). Minimum interval - 5s. | Each time Matriarch takes damage she evaluates a possibility to change her battle phase. Matriarch begin with the Phase 1 and once her shield is destroyed she will automatically change her battle phase to Phase 2. If both of her armor pieces are destroyed she will automatically change the battle phase to Phase 3. Regadless of aforementioned actions she will be changing battle phases depending on her current health percentange: Phase 2 - 75%, Phase 3 - 50%, Phase 4 - 25%. Upon reaching Phase 3 (or further) Matriarch's armor (both - head and claw) will automatically break, regardless of the remaining amount. The minions are being summoned upon changing the battle phase. Her shield is only active during the Phase 1 and does not operate past that phase. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
107 | Distance to perform grab, units - 188, Maximum grab range - 210. | Fireball and Flamethrower attacks can be interrupted. | On torso armor loss: cannot sprint, stop sprinting, cannot evade attacks. | Maximum grab distance - 3.5m. Grab attack cannot be blocked or interrupted. | HP to restore, of max health (HOE): phase1 = 99%, phase2 = 95%, phase3 = 85%. | At phase 3 (HP is at 30% or below) King FP will pull out its shield. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
108 | Mimimum interval between grab attacks - 5s. Grab attack can be interrupted. | Acceptable distance from the player to use Fireball attack: minimum - 3m, maximum - 40m. | Laser: Stumble power = 10. Rocket: Knockdown power = 225, Stumble power = 400. | Variety of ZEDs to spawn during the Hunt and Heal mode changes with the game difficulty. | Amount of HP to restore vary by +/- 5%. Healing animation durations (duration + taunt): phase 1 = 2.6s + 0.73s, phase 2 = 4.17s + 1.5s, phase 3 = 6.17s + 2.5s. | Beam cooldown: Normal - 10s, Hard - 9s, Suicidal - 7s, HOE - 6s plus FRAND (0-1). Beam attack powers: Knockdown - 50, Melee hit - 50, EMP - 50. Cannot use beam when enraged. | Gorge Attack does not affect other bosses and Abomination Spawns. Canceled by knockdown. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
109 | Damage to doors | 18 / 36 | Damage to doors | 30 | E.D.A.R's chest core protected by armor which needs to be destroyed first in order to destroy the core. While core itself does have great damage multiplier, the armor it is being protected by - does not. For detailed information read step 7 of "ZEDs - Damage to take" mechanic. | When running Hans can do bump damage to other ZEDs. | Damage to doors | 440 / 550 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
110 | ZED mass | 65 | ZED mass | 65 | Damage to doors | 300 / 1500 | Damage to doors | 770 | Damage to doors | 120 / 160 / 200 / 680 | ZED mass | 400 | For the duration of either of Matriarch's attacks she temporary disables her shield or cloak. When her shield or either of armor pieces is getting destroyed she gets stumbled. She also gets stumbled each time she changes battle phase. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
111 | Maximum falling velocity, units / second | 4000 | Maximum falling velocity, units / second | 4000 | ZED mass | 175 | ZED mass = 400, maximum falling velocity = 4000. | ZED mass = 200, maximum falling velocity = 4000. | Maximum falling velocity, units / second | 4000 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
112 | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
113 | Notes | Various information | Sprint conditions: | Sprint conditions: | Sprint conditions: | Sprint conditions: | Sprint conditions: | Sprint conditions: | EMP Panic prevent following: Cloak. | EMP Disrupt prevents following: StandAndShotAttack, HoseWeaponAttack. | EMP Disrupt prevents following: RangedAttack (EMP, Laser, Rocket). | EMP Disrupt prevents following: SonicAttack. | EMP Disrupt prevents following: Sprint. | EMP Disrupt prevents following: Taunt, Rage. | EMP Disrupt prevents following: Taunt, Rage. | In fleeing / healing phases, Hans Volter does not build up its affliction meter. | EMP Disrupt prevents following: Charge Attack (reset its conditions), Cloak. | EMP Disrupt prevents following: Taunt, Rage. | Sprint conditions: | EMP Disrupt prevents following: Cloak. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
114 | Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated. | Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated. Rioter cannot sprint while wearing the armor and will sprint upon loosing it. | Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated. | Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value) AND if distance to player laying between 5.2 and 12 meters (520 units < distance < 1200 units). Should sprint when frustrated. | Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated. | Should sprint when damaged OR should sprint whenever get closer than 8 meters (800 units) to player AND should not stop sprinting afterwards. Should sprint when frustrated. Should not sprint when has no LOS on enemy. | Sprint conditions: | Sprint conditions: | Sprint conditions: | Sprint conditions: | Sprint conditions: | Sprint conditions: | Sprint conditions: | Battle Phases | Battle Phases | Sprint conditions: | Should sprint when enraged (either at 80% / 60% / 40% or 20% HP mark). Also sprint within range of 5-25 meters from players starting from only 5m at the full health and ending up with the sprint range of 25m when it almost dead (i.e. range increases linearly). | Sprint conditions (Phase 1 only, otherwise she is free to sprint): | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
115 | Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value) AND if distance to player laying between 6 and 12 meters (600 units < distance < 1200 units). Should sprint when frustrated. | Should sprint whenever attempting to suicide. Should sprint when frustrated. | Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value) AND if distance to player laying between 5 and 50 meters (500 units < distance < 5000 units). Should sprint when frustrated. Cannot sprint after torso armor loss. | Should sprint if can sprint when damaged AND damaged (i.e. if sprint chance met its value) AND if distance to player laying between 6 and 12 meters (600 units < distance < 1200 units). Should sprint when frustrated. The sprint speed is equal to the walking speed. | Should sprint if health percentage < rage threshold AND should not stop sprinting afterwards. | Should sprint when enraged. | Should sprint when enraged. | Phase 1: Can do "frenzy" melee attacks - no, Sprinting behaviour - no, Global grenade toss cooldown - 25s, Can toss nerve gas - yes (cooldown - 10s), Can toss nerve gas barrage - no, Can use guns - yes (max duration to use - 9999s), Can toss HE grenade - no, Can toss HE grenade barrage - no. Can move while tossing grenades (Normal / Hard / Suicidal / HOE) - No / No / No / No. | Phase 1: Sprint Cooldown Time - 3s, Can Tentacle Grab - false, Can Use Missiles - true, Missile Attack Cooldown Time - 10s, Can Use Mortar - false, Can Charge Attack - true, Charge Attack Cooldown Time - 14s, Minigun Attack Cooldown Time - 2.25s, Heal Amount (Normal / Hard / Suicidal / HOE) - 0.75 / 1.0 / 1.0 / 1.0. Can move while using minigun (Normal / Hard / Suicidal / HOE) - No / No / No / No. | Should sprint when enraged. | Should sprint if distance to player laying between 15 and 10000000 meters (1500 units < distance < 1000000000 units). Evaluation of sprint capabilities happens each time Matriarch plays either of her attacks meaning that she can still sprint within distances closer than 15m from players but cannot start sprinting until sufficient distance achieved (e.g. right after melee attack). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
116 | Cyst cannot grab the player for 1 second after grenade throw. Cyst cannot grab the player for 0.5 seconds after shooting the healing dart. | Slasher cannot grab the player for 1 second after grenade throw. Cyst cannot grab the player for 0.5 seconds after shooting the healing dart. | This ZED can be knocked down when jumped on. | Explosion triggered by shooting Husk's backpack does the same amount of the damage, has the same radius and falloff as its Suicide explosion attack. However it does not damage to players. | When enraged, Quarter Pound takes only 25% of all incoming weapon powers towards its affliction meter. Rage resistance works like an additional multiplier of x0.25. Final Power Value = Base Weapon Power x Bodypart Resistance x Rage Resistance. | When enraged, Fleshpound takes only 25% of all incoming weapon powers towards its affliction meter. Rage resistance works like an additional multiplier of x0.25. Final Power Value = Base Weapon Power x Bodypart Resistance x Rage Resistance. | When enraged, King Fleshpound takes only 25% of all incoming weapon powers towards its affliction meter. Rage resistance works like an additional multiplier of x0.25. Final Power Value = Base Weapon Power x Bodypart Resistance x Rage Resistance. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
117 | Any direct damage, equal or greater than 125 (after taking perk bonuses and Rioter's armor resistances on account) will obliterate and nullify Rioter's head armor completely - head armor will be instantly destroyed like it never existed (will take damage equal to its maximum health). And, due to calculation specifics (step 7 of "ZEDs - Damage to take" mechanic), all the damage will instead be done to Rioter's body. For example, off-perk .500 Magnum Revolver (160 damage) will destroy Rioter's head armor completely (450 points) and will do 160 x 1.01 x 1.1 = 177, 177 + 300 x 0.25 = 252, 252 x 1.01 x 1.1 = 279, 279 + 177 = 456 points of damage to its body health killing it instantly. Its head health, however, will remain untouched. | Bloat Bile has Poison power of 0. | Crawler has a chance to evade upon taking damage. Crawler has a chance to evade certain damage sources. Crawler will attempt to evade when in danger of being run over by big ZEDs. | Unlike other ZEDs, headless attacks of Gorefast apply only 50% (x0.5) of the base melee damage to players. | Scrake has a chance to block upon taking damage or when being aimed at. Scrake has a chance to evade certain damage sources. Scrake cannot block when enraged. | Abomination has a chance to block upon taking damage or when being aimed at. Abomination has a chance to block or evade certain damage sources. When blocking. Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9 (10% resistance). Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Hard - x0.1, Suicidal and HOE - x1. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
118 | Cyst has a chance to evade certain damage sources. Cyst will attempt to evade when in danger of being run over by big ZEDs. | Slasher has a chance to evade upon taking damage. Slasher has a chance to evade certain damage sources. Alpha Clot will attempt to evade when in danger of being run over by big ZEDs. | Bloat has a chance to block upon taking damage or when being aimed at. Bloat has a chance to block or evade certain damage sources. | Once hit in the head (at least 1 piece of skull chunk lost) Stalker will lose its ability to cloak. | Explosion of the Suicide attack may cause obliteration of ZEDs whose health is low enough to die in this explosion (to obliterate, damage required = 160, ZED health should become at least = -80). Explosion has Knockdown power of 39 and Stumble power or 59. | Head / Torso armor | Normal | Hard | Suicidal | HOE | Scream attack considered as an explosion with the "Sonic" damage type. | Battle Phases | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
119 | Gorefast has a chance to block upon taking damage or when being aimed at. Gorefast has a chance to evade certain damage sources. Gorefast will attempt to evade when in danger of being run over by big ZEDs. | 450 / 39 | 600 / 52 | 600 / 52 | 780 / 67 | Each scream attack is a group of 4 sub-attacks performed in waves. | Running Scrake is a threat to small ZEDs, they will attempt to evade it. | Rage will end as soon as Quarter Pound land a hit or 30 seconds will pass without seeing players. After 30 seconds without seeing players Quarter Pound will not be able to enrage, in that case to trigger its new frustration timer it will need to have players within its LOS. Note: After landing a hit the enraged Quarter Pound will update its "last enemy seeing" timer and will immediately trigger a new frustration timer. To make sure that Quarter Pound will not enrage anymore players should let it calm on its own. | Rage will end as soon as Fleshpound land a hit or 30 seconds will pass without seeing players. After 30 seconds without seeing players Fleshound will not be able to enrage, in that case to trigger its new frustration timer it will need to have players within its LOS. Note: After landing a hit the enraged Fleshpound will update its "last enemy seeing" timer and will immediately trigger a new frustration timer. To make sure that Fleshpound will not enrage anymore players should let it calm on its own. | Phase 1: Hunt and Heal threshold (Normal / Hard / Suicidal / HOE) - 60% / 60% / 60% / 60%. Health restored, of max health (Normal / Hard / Suicidal / HOE) - 32.5% / 32.5% / 32.5% / 32.5%. ZED summoning begin when HP at (Normal / Hard / Suicidal / HOE) - 78% / 78% / 78% / 78%. | Phase 2: Sprint Cooldown Time - 2.5s, Can Tentacle Grab - true, Tentacle Grab Cooldown Time - 10s, Tentacle Damage - 10, Can Use Missiles - true, Missile Attack Cooldown Time - 8s, Can Use Mortar - true, Mortar Attack Cooldown Time - 10s, Can Charge Attack - true, Charge Attack Cooldown Time - 10s, Minigun Attack Cooldown Time - 2.0s, Heal Amount - 0.65 / 1.0 / 1.0 / 1.0f, Max Rage Attacks - 4, Can Summon Minions - true. Can move while using minigun (Normal / Hard / Suicidal / HOE) - No / No / No / Yes. | Rage will end as soon as King Fleshpound land a hit or 30 seconds will pass without seeing players. After 30 seconds without seeing players King Fleshpound will not be able to enrage, in that case to trigger its new frustration timer it will need to have players within its LOS. Note: After landing a hit the enraged King Fleshpound will update its "last enemy seeing" timer and will immediately trigger a new frustration timer. To make sure that King Fleshpound will not enrage anymore players should let it calm on its own. King Fleshpound spawns enraged. | Phase 1 (100% HP): Can use sweeping claw - yes, Can use tesla blast - yes, Can use plasma cannon - yes, Can use lightning storm - yes, Can use warning siren - no, Melee damage scale = 1, Walk speed scale = 1, Sprint speed scale = 1, Can cloak - no, Alternative sprint animation - no. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
120 | When blocking. Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9 (10% resistance). Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Hard, Suicidal - x0.1, HOE - x0.2. | Stalker has a chance to evade upon taking damage. Stalker has a chance to evade certain damage sources. Stalker will attempt to evade when in danger of being run over by big ZEDs. | Upon destroying torso armor and depleting their's chest core HP (150 points on all difficulties), E.D.A.R should explode damaging nearby ZEDs. Explosion damage = 25, Radius = 500, Falloff exponent = 0.5, Damage type = EMP, EMP power = 100. | Each sub-attack creates an anti-projectile shield that lasts for 2.2 seconds. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
121 | In PvP games Slashers are resistant to ZED Time slow-mo effect by the certain percentage. | Husk's flame based attacks have Burn power of 2.5. | Scream cooldown timer begin with the first wave of each scream attack. | Abomination spawn does not evade damage sources or upon taking damage. It has immunity to all forms of toxic damage such as healing grenades, puke bile or Abomination farts. | Phase 2 (75% HP): Can use sweeping claw - yes, Can use tesla blast - yes, Can use plasma cannon - yes, Can use lightning storm - yes, Can use warning siren - no, Melee damage scale = 1, Walk speed scale = 1.5, Sprint speed scale = 1, Can cloak - no, Alternative sprint animation - no, Should taunt - yes. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
122 | When blocking. Damage resistance: Melee attacks - x0.8, Gun attacks - x0.8 (20% resistance). Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Normal - x0.2, Hard - x0.3, Suicidal, HOE - x0.3. | On Suicidal and HOE difficulties Husk's Fireball attack spawn the Ground Fire: Damage - 3, Radius - 1.5m, Falloff - 0 (none), Duration - 4s, Damage interval - 0.5s. | Scream attack completely ignore the armor and does damage to the actual health. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
123 | Puke mines only spawns if Bloat's body has exploded on death. | Stalker has a chance to spawn as either of E.D.A.R variants instead: Normal - 0.08, Hard - 0.1, Suicidal - 0.15, HOE - 0.21. | Blaster E.D.A.R's laser is technically an explosive projectile. It has radius of 75 units where it does 7 points of damage with linear falloff. It has Ballistic damage type hence countered by Gunslinger and SWAT's passive bullet resistance bonuses. | Enraged Fleshpound will attempt to play its taunt animation. Fleshpound can skip this animation completely if at the moment of enragement it will be doing melee attack or any other special move. In such case Fleshpound will be enraged without losing momentum. | Phase 2: Can do "frenzy" melee attacks - no, Sprinting behaviour - yes, Global grenade toss cooldown - 25s, Can toss nerve gas - yes (cooldown - 20s), Can toss nerve gas barrage - no, Can use guns - yes (max duration to use - 10s, cooldown - 20s), Can toss HE grenade - yes (cooldown - 20s), Can toss HE grenade barrage - no. Can move while tossing grenades (Normal / Hard / Suicidal / HOE) - no / no / no / yes. | Unlike Fart attack, the explosion of Abomination Spawn does not create toxic cloud. | Phase 3 (50% HP): Can use sweeping claw - yes, Can use tesla blast - no, Can use plasma cannon - no, Can use lightning storm - yes, Can use warning siren - yes, Melee damage scale = 1, Walk speed scale = 2.25, Sprint speed scale = 1.05, Can cloak - no, Alternative sprint animation - yes, Should taunt - yes. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
124 | Husk's Flamethrower attack spawn the Ground Fire: Damage - 6, Radius - 2m, Falloff - 1 (linear), Duration - 2.5s, Damage interval - 0.25s. DOT (Fireball and Flamethrower Ground Fire): Scale - x0.5, Duration - 5s, Interval - 1s. | Enraged Quarter Pound will attempt to play its taunt animation. Quarter Pound can skip this animation completely if at the moment of enragement it will be doing melee attack or any other special move. In such case Quarter Pound will be enraged without losing momentum. | Phase 3: Sprint Cooldown Time - 2s, Can Tentacle Grab - true, Tentacle Grab Cooldown Time - 9s, Tentacle Damage - 10, Can Use Missiles - true, Missile Attack Cooldown Time - 7s, Can Use Mortar - true, Mortar Attack Cooldown Time - 9s, Can Do Mortar Barrage - true, Can Charge Attack - true, Charge Attack Cooldown Time - 9s, Minigun Attack Cooldown Time - 1.75s, Heal Amount - 0.6 / 0.8 / 0.8 / 0.9, MaxRageAttacks - 5, Can Summon Minions - true. Can move while using minigun (Normal / Hard / Suicidal / HOE) - No / No / Yes / Yes. | Enraged King Fleshpound will attempt to play its taunt animation. King Fleshpound can skip this animation completely if at the moment of enragement it will be doing melee attack or any other special move. In such case King Fleshpound will be enraged without losing momentum. | Head armor HP | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
125 | Alpha Clot cannot grab the player for 1 second after grenade throw. Alpha Clot cannot grab the player for 0.5 seconds after shooting the healing dart. | Players / Difficulty | Normal | Hard | Suicidal | HOE | Phase 4 (25% HP): Can use sweeping claw - yes, Can use tesla blast - no, Can use plasma cannon - no, Can use lightning storm - no, Can use warning siren - yes, Melee damage scale = 1.2, Walk speed scale = 2.5, Sprint speed scale = 1.15, Can cloak - yes, Alternative sprint animation - yes, Should taunt - yes. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
126 | Bomber E.D.A.R's rocket attack is capable of destroying closed unwelded doors in one hit. It has Explosive damage type hence countered by Demolitionist's passive explosive resistance bonus. | Enraged or sprinting Fleshpound can do bump damage to ZEDs just by touching them (although ZEDs on its path will likely attempt to evade the threat). Base amount of the damage is 270, multiplied by x2 if Fleshpound is sprinting and also multiplied by Fleshpound's difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZED will be having less body health than incoming bump damage, this ZED will knocked down if it would manage to survive (Rioter, for example, as it armor will absorb the damage). Otherwise, if ZED will be having enough health to survive the bump, instead it will stumble. ZEDs damaged in this manner will NOT be considering their bumper as an enemy. | 1 player | 715 | 880 | 990 | 1155 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
127 | Alpha Clot has a chance to spawn as Rioter. Rioter capable of Rally boosting nearby ZEDs. Rally evaluation happens when Clot sees the player. Interval to check for Rally probability: When Clot sees the player a 2s + random (0-3s) timer starts, then for the duration of Clot-to-player LOS visibility evaluation happens within 1.5s intervals. | Husk's Fireball attack is capable of destroying closed unwelded doors in one hit. | Quarter Pound has a chance to block upon taking damage or when being aimed at. Quarter Pound has a chance to evade certain damage sources. Quarter Pound cannot block when enraged. | Phase 2: Hunt and Heal threshold (Normal / Hard / Suicidal / HOE) - 41% / 41% / 41% / 41%. Health restored, of max health (Normal / Hard / Suicidal / HOE) - 27.5% / 27.5% / 27.5% / 27.5%. ZED summoning begin when HP at (Normal / Hard / Suicidal / HOE) - 59% / 59% / 59% / 59%. | King Fleshpound has a chance to block upon taking damage or when being aimed at. King Fleshpound has a chance to evade certain damage sources. King Fleshpound cannot block when enraged. | 2 players | 1001 | 1232 | 1386 | 1617 | Head armor HP | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
128 | Husk has a chance to spawn as either of E.D.A.R variants instead: Normal - 0.08, Hard - 0.1, Suicidal - 0.15, HOE - 0.21. | 3 players | 1287 | 1584 | 1782 | 2079 | Players / Difficulty | Normal | Hard | Suicidal | HOE | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
129 | While the range of Trapper's grapple attack is limited to 5.5 meters, the beam itself has maximum length of 25 meters hence can catch fast moving players from afar. | Phase 4: Sprint Cooldown Time - 1.5s, Can Tentacle Grab - true, Tentacle Grab Cooldown Time - 7s, Tentacle Damage - 10, Can Use Missiles - true, Missile Attack Cooldown Time - 5s, Can Use Mortar - true, Mortar Attack Cooldown Time - 7s, Can Do Mortar Barrage - true, Can Charge Attack - true, Charge Attack Cooldown Time - 7s, Minigun Attack Cooldown Time - 1.25s, Heal Amount - 0.6 / 0.8 / 0.8 / 0.9, Max Rage Attacks - 6, Can Summon Minions - true. Can move while using minigun (Normal / Hard / Suicidal / HOE) - No / Yes / Yes / Yes. | 4 players | 1573 | 1936 | 2178 | 2541 | 1 player | 1225 | 1575 | 1750 | 2100 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
130 | Enraged or sprinting Quarter Pound can do bump damage to ZEDs just by touching them (although ZEDs on its path will likely attempt to evade the threat). Base amount of the damage is 270, multiplied by x2 if Quarter Pound is sprinting and also multiplied by Quarter Pound's difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZED will be having less body health than incoming bump damage, this ZED will knocked down if it would manage to survive (Rioter, for example, as it armor will absorb the damage). Otherwise, if ZED will be having enough health to survive the bump, instead it will stumble. ZEDs damaged in this manner will NOT be considering their bumper as an enemy. | Shield HP | 5 players | 1859 | 2288 | 2574 | 3003 | 2 players | 1837 | 2362 | 2625 | 3150 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
131 | Alpha Clot has a chance to evade certain damage sources. Alpha Clot will attempt to evade when in danger of being run over by big ZEDs. | Every E.D.A.R variant wears 2 pieces of armor - on its head and chest. Each armor piece has its own health that absorbs ALL the damage dealt to respective body part. AOE attacks (e.g. fire, explosives) have their damage split across all existing armor pieces for equal parts. Much like with Rioters, E.D.A.R's spine and legs are always exposed. | Phase 3: Can do "frenzy" melee attacks - yes, Sprinting behaviour - yes, Global grenade toss cooldown - 20s, Can toss nerve gas - no, Can toss nerve gas barrage - yes (cooldown - 20s), Can use guns - yes (max duration to use - 5s, cooldown - 20s), Can toss HE grenade - yes (cooldown - 10s), Can toss HE grenade barrage - no. Can move while tossing grenades (Normal / Hard / Suicidal / HOE) - no / no / yes / yes. | Players / Difficulty | Normal | Hard | Suicidal | HOE | 6 players | 2145 | 2640 | 2970 | 3465 | 3 players | 2450 | 3150 | 3500 | 4200 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
132 | Fleshpound has a chance to block upon taking damage or when being aimed at. Fleshpound has a chance to evade certain damage sources. Fleshpound cannot block when enraged. | 1 player | 1134 | 2241 | 4000 | 6000 | Torso armor HP | 4 players | 3062 | 3937 | 4375 | 5250 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
133 | 2 players | 1576 | 3114 | 5560 | 8340 | Players / Difficulty | Normal | Hard | Suicidal | HOE | 5 players | 3675 | 4725 | 5250 | 6300 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
134 | Running Fleshpound is a threat to small ZEDs, they will attempt to evade it. | Patriarch will cancel its fleeing and will automatically heal after bumping into the players for the few (at least 3) times. | 3 players | 2018 | 3988 | 7120 | 10680 | 1 player | 3120 | 3840 | 4320 | 5040 | 6 players | 4287 | 5512 | 6125 | 7350 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
135 | E.D.A.R's actual head is covered with the armor however it is impossible to destroy one without destroying the other. The moment E.D.A.R runs out of the head armor its actual head getting taken off as well (its HP turns from 350 to 0). E.D.A.Rs do not bleed to death upon loosing head. | Phase 3: Hunt and Heal threshold (Normal / Hard / Suicidal / HOE) - 25% / 25% / 25% / 25%. Health restored, of max health (Normal / Hard / Suicidal / HOE) - 12.5% / 12.5% / 12.5% / 12.5%. ZED summoning begin when HP at (Normal / Hard / Suicidal / HOE) - 43% / 43% / 43% / 43%. | 4 players | 2460 | 4862 | 8680 | 13020 | 2 players | 4368 | 5376 | 6048 | 7056 | Cannon armor HP | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
136 | Patriach might become aggressive to the visible player who has killed one of its childs. Rage lasts up to 16 seconds. Maximum range to initiate a rage on this player is 1200 units. Amount of the maximum Rage Attacks is a sum of Max Rage Attacks (per current phase) + Max (0, Game Difficulty Index (0 or 1 or 2 or 3) - 1). Rage can only happen once per battle phase. | 5 players | 2903 | 5736 | 10240 | 15360 | 3 players | 5616 | 6912 | 7776 | 9072 | Players / Difficulty | Normal | Hard | Suicidal | HOE | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
137 | Running Quarter Pound is a threat to small ZEDs, they will attempt to evade it. | 6 players | 3345 | 6610 | 11800 | 17700 | 4 players | 6864 | 8448 | 9504 | 11088 | 1 player | 1225 | 1575 | 1750 | 2100 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
138 | Each time King Fleshpound changes its battle phase (including phase 0, when it appears on the map) it spawns a set of Quarter Pounds, which are the smaller versions of the normal Fleshpounds. Quarter Pounds have less health and are slightly more vulnerable against various damage types than normal Fleshpounds. Amount of the Quarter Pounds to spawn laying between (1-12) depending on how many players currently on the server. | 5 players | 8112 | 9984 | 11232 | 13104 | 2 players | 1837 | 2362 | 2625 | 3150 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
139 | Upon loosing its head armor (getting decapitated visually), E.D.A.R's accuracy (aim error) factor being increased by 3 times resulting in less accurate shoots, its base time between each two ranged attacks is also increased by 2 seconds. When its chest armor destroyed, E.D.A.R become unable to sprint and dodge attacks. | Phase 4: Can do "frenzy" attacks - yes, Sprinting behaviour - yes, Global grenade toss cooldown - 10s, Can toss nerve gas - no, Can toss nerve gas barrage - no, Can use guns - yes (max duration to use - 4s, cooldown - 30s), Can toss HE grenade - no, Can toss HE grenade barrage - yes (cooldown - 20s). Can move while tossing grenades (Normal / Hard / Suicidal / HOE) - no / no / yes / yes. | Along the various factors including proximity, visibility, FOV, gun-to-target clearance, last time this enemy has been seen / attacked, Patriarch evaluates and rates its new enemies (tentacle grab, minigun, mortar, charge attacks) depending on the amount of taken damage. Hidden players build their aggro meters slightly faster than enemies currently seeing by Patriarch. | 6 players | 9360 | 11520 | 12960 | 15120 | 3 players | 2450 | 3150 | 3500 | 4200 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
140 | Spine armor HP | 4 players | 3062 | 3937 | 4375 | 5250 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
141 | Players / Difficulty | Normal | Hard | Suicidal | HOE | 5 players | 3675 | 4725 | 5250 | 6300 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
142 | King Fleshpound has an ability to destroy closed unwelded doors just by running (bumping) into them. Sprinting required. | 1 player | 2340 | 2880 | 3240 | 3780 | 6 players | 4287 | 5512 | 6125 | 7350 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
143 | Shield HP (phase 1) | Minimum distance to use minigun attack, units | 400 | 2 players | 3276 | 4032 | 4536 | 5292 | Should player destroy her Cannon, the Matriarch will become unable to execute Plasma Cannon and Tesla Blast attacks but will, instead, get an ability to grab players with her tentacle (Scorpion Whip attack). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
144 | Players / Difficulty | Normal | Hard | Suicidal | HOE | Minimum distance to use charge attack, units | 900 | Enraged or sprinting King Fleshpound can do bump damage to ZEDs just by touching them (although ZEDs on its path will likely attempt to evade the threat). Base amount of the damage is 270, multiplied by x2 if King Fleshpound is sprinting and also multiplied by King Fleshpound's difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZED will be having less body health than incoming bump damage, this ZED will knocked down if it would manage to survive (Rioter, for example, as it armor will absorb the damage). Otherwise, if ZED will be having enough health to survive the bump, instead it will stumble. ZEDs damaged in this manner will NOT be considering their bumper as an enemy. | 3 players | 4212 | 5184 | 5832 | 6804 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
145 | 1 player | 487 | 803 | 1190 | 1965 | Minimum distance to use tentacle attack, units | 300 | 4 players | 5148 | 6336 | 7128 | 8316 | After performing corresponding attack Matriarch will be having global cooldown on all of her attacks. The value is random between X and Y: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
146 | 2 players | 852 | 1405 | 2082 | 3438 | Tentacle maximum grab range, units | 650 | 5 players | 6084 | 7488 | 8424 | 9828 | GlobalCooldownTimeRange_Melee=(X=0.0, Y=0.0) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
147 | 3 players | 1217 | 2007 | 2975 | 4912 | Minimum distance to use missile attack, units | 600 | 6 players | 7020 | 8640 | 9720 | 11340 | GlobalCooldownTimeRange_LightningStorm=(X=2.5, Y=2.5) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
148 | 4 players | 1582 | 2609 | 3867 | 6386 | Minimum distance to use mortar attack, units | 400 | Fart attack time is the random value that depends from the game difficulty and Abomination's health percentage, it also have some variance. This value and its variance changes lenearly from Y (when at 100% HP) to X (when at 0% HP). | GlobalCooldownTimeRange_WarningSiren=(X=2.5, Y=2.5) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
149 | 5 players | 1948 | 3212 | 4760 | 7860 | Mortar attack cannot be performed if the ceiling is not high enough. | GlobalCooldownTimeRange_TeslaBlast=(X=2.5, Y=2.5) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
150 | 6 players | 2313 | 3814 | 5652 | 9333 | Maximum distance for rage attack, units | 1200 | GlobalCooldownTimeRange_PlasmaCannon=(X=2.5, Y=2.5) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
151 | Shield HP (phase 2) | Maximum flee duration = 25 seconds, Maximum flee distance = 20000 + rand (5000) units. | Running King Fleshpound is a threat to small ZEDs, they will attempt to evade it. | Fart Attack Timers (Normal) = (X=4.0,Y=7.0), Variance = (X=2.5,Y=3.5). | GlobalCooldownTimeRange_ScorpionWhip=(X=0.0, Y=0.0) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
152 | Players / Difficulty | Normal | Hard | Suicidal | HOE | In fleeing / sprinting mode Patriarch can do bump damage to ZEDs just by touching them (although ZEDs on its path will likely attempt to evade the threat). Base amount of the damage is 270 multiplied by Patriarch's difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZED will be having less body health than incoming bump damage, there will be 40% chance for this ZED to die (get obliterated) and 60% chance to get knocked down without taking any damage. Otherwise, if ZED will be having enough health to survive the bump, instead it will stumble. ZEDs damaged in this manner will NOT be considering their bumper as an enemy. For players: base amount of the bump damage - 10 points. | Fart Attack Timers (Hard) = (X=3.5,Y=6.0), Variance = (X=2.0,Y=3.0). | ZED Squads to spawn during the Matriarch wave | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
153 | 1 player | 610 | 1004 | 1487 | 2457 | Fart Attack Timers (Suicidal) = (X=3.0,Y=5.5), Variance = (X=1.5,Y=2.5). | Normal | Hard | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
154 | 2 players | 1067 | 1757 | 2602 | 4299 | Fart Attack Timers (HOE) = (X=3.0,Y=5.0), Variance = (X=1.5,Y=2.5). | phase 1 | Blaster1 | phase 1 | Blaster1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
155 | 3 players | 1525 | 2510 | 3717 | 6142 | Rage Fart Attack Timers (Normal) = (X=1.5,Y=2.25), Variance = (X=1.65,Y=2.1). | phase 2 | Bomber1 | phase 2 | Bomber1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
156 | 4 players | 1982 | 3263 | 4832 | 7985 | Rage Fart Attack Timers (Hard) = (X=1.0,Y=1.75), Variance = (X=1.15,Y=1.6). | phase 3 | Blaster1_Bomber1 | phase 3 | Blaster1_Bomber1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
157 | 5 players | 2440 | 4016 | 5948 | 9828 | Rage Fart Attack Timers (Suicidal) = (X=0.5,Y=1.25), Variance = (X=0.65,Y=1.1). | Suicidal | HOE | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
158 | 6 players | 2897 | 4769 | 7063 | 11670 | Rage Fart Attack Timers (HOE) = (X=0.5,Y=1.25), Variance = (X=0.65,Y=1.1). | phase 1 | Blaster1 | phase 1 | Blaster2_Trapper1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
159 | Shield HP (phase 3) | In multiplayer game, when only one player alive for every minute spent Patriarch will be getting additional +20% movement speed, up to +30% movement speed total. | For every rage fart Abominations spawns one puke mine. It also adds one Abomination Spawn into the spawn pending list so they keep spawning after rage (interval - 1.5s). | phase 2 | Bomber1 | phase 2 | Bomber2_Trapper1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
160 | Players / Difficulty | Normal | Hard | Suicidal | HOE | phase 3 | Blaster1_Bomber1 | phase 3 | Blaster1_Bomber1_Trapper1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
161 | 1 player | 731 | 1205 | 1785 | 2948 | Patriarch has an ability to destroy closed unwelded doors just by running (bumping) into them. Sprinting required. | Abomination Spawn | When moving Matriarch can do bump damage to ZEDs just by touching them (although ZEDs on her path will likely attempt to evade the threat). Base amount of the damage is 270, multiplied by x2 if Matriarch is sprinting and also multiplied by Matriarch's difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZED will be having less body health than incoming bump damage, this ZED will knocked down if it would manage to survive (Rioter, for example, as it armor will absorb the damage). Otherwise, if ZED will be having enough health to survive the bump, instead it will stumble. ZEDs damaged in this manner will NOT be considering their bumper as an enemy. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
162 | 2 players | 1279 | 2108 | 3123 | 5159 | Health, base - 150 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
163 | 3 players | 1827 | 3012 | 4462 | 7370 | Running Patriarch is a threat to small ZEDs, they will attempt to evade it. | Players / Difficulty | Normal | Hard | Suicidal | HOE | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
164 | 4 players | 2375 | 3916 | 5801 | 9581 | 1 player | 52 | 142 | 150 | 150 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
165 | 5 players | 2924 | 4820 | 7140 | 11792 | 2 players | 52 | 142 | 150 | 150 | Matriarch might as well swap her enemy with whatever human player she will bump into during the movement to her current target. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
166 | 6 players | 3472 | 5723 | 8478 | 14003 | 3 players | 52 | 142 | 150 | 150 | In multiplayer game, when only one player alive for every minute spent Matriarch will be getting additional +20% movement speed, up to +30% movement speed total. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
167 | Hans Volter will cancel its Hunt and Heal mode and will heal off of the players after bumping into them for the few (at least 1) times. When Hans Volter performs its grab attack all nearby ZEDs are getting knocked off of the way. | 4 players | 52 | 142 | 150 | 150 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
168 | 5 players | 52 | 142 | 150 | 150 | Matriarch has parry resistance of 4 however quite a lot of her melee attacks cannot be interrupted by design. Blocking and parrying her attacks will mitigate the damage but will not cause her to stumble. Tentacle grab attack can always be interrupted by parrying with a weapon that has sufficient parry strength. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
169 | 6 players | 52 | 142 | 150 | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
170 | ZED summoning lasts for 30 seconds after reaching listed health percentage and can be also ended earlier if Hans Volter has healed. ZEDs spawned during the Hans Volter's wave are always frustrated. | Head damage scale - x1.1. Head health - 20hp. Abomination Spawn cannot be decapitated (lives with negative HP value) but calculation of extra damage on decapitation still happens. | Tesla blast spreads electricity to nearby players. Maximum distance from initial target to get hit - 6.5m. Players hit by chained damage will spread it even further. ZEDs are also affected by chain reaction. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
171 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
172 | Walk speed - 4.5m/s, Sprint speed - 5.5 m/s. AI pause: gun hit - 1s, melee hit - 0.75s. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
173 | Shield health color: >75% - green, between 75-50% - yellow, less than 50% - red. | Movement mod: Normal - x1, Hard - x1.1, Suicidal - x1.25, HOE - x1.25. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
174 | Grenade attacks, up to: Normal toss - 2 grenades, half-barrage - 5 grenades, barrage - 7 grenades. Grenade damage is NOT affected by the game difficulty modifiers. | Incap Settings | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
175 | Stun = (Vulnerability = (2.0), Cooldown=5.0, Duration=2.5) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
176 | In Hunt And Heal / melee mode Hans Volter can do bump damage to ZEDs just by touching them. Base amount of the damage is 270 multiplied by Hans Volter's difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZED will be having less body health than incoming bump damage, there will be 40% chance for this ZED to die (get obliterated) and 60% chance to get knocked down without taking any damage. Otherwise, if ZED will be having enough health to survive the bump, instead it will stumble. ZEDs damaged in this manner will NOT be considering their bumper as an enemy. | Knockdown = (Vulnerability = (3.0), Cooldown=0.0) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
177 | Stumble = (Vulnerability = (2.0), Cooldown=0.2) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
178 | GunHit = (Vulnerability = (2.5), Cooldown=0.2) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
179 | MeleeHit = (Vulnerability = (2.0), Cooldown=0.0) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
180 | Poison = (Vulnerability = (0.0)) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
181 | Microwave = (Vulnerability = (0.5), Cooldown=7.5, Duration=3.0) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
182 | Hans Volter cannot hurt itself with its own HE and Nerve Gas grenades. | FirePanic = (Vulnerability = (3.0), Cooldown=7.0, Duration=5.0) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
183 | Hans not allowed to throw grenades for the next 5 seconds after equipping the guns. Hans not allowed to shoot for 1 second after equipping the guns. | EMP= (Vulnerability = (2.5), Cooldown=5.0, Duration=5.0) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
184 | Freeze = (Vulnerability = (2.5), Cooldown=1.5, Duration=4.5) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
185 | Amount of the bullets per MKb42 burst is random between (3-8). Mimimum time between bursts - 0.5s. Minimum distance from the target player to start shooting - 3 meters , maximum distance - 40 meters (30 when there only one player alive in the multiplayer game). | Snare = (Vulnerability = (10.0, Cooldown=5.5, Duration=4.0) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
186 | Bleed = (Vulnerability = (2.0)) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
187 | Penetration Resistance - 0.1. XP value: 8 / 10 / 10 / 10. Dosh reward - 10. Damage type modifiers: Bludgeon - x0.9, Fire - x0.9, Microwave - x0.2, HRG_Vampire_BloodSuck - x2, Toxic - x0, All other - x1. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
188 | In multiplayer game, when only one player alive for every minute spent Hans Volter will be getting additional +20% movement speed, up to +30% movement speed total. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
189 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
190 | Hans Volter has an ability to destroy closed unwelded doors just by running (bumping) into them. Sprinting required. | Damage | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
191 | Explosion damage - 12, radius - 4.5m, falloff - 0 (none), animation duration - 0.67s. Explosion does the same damage at all difficulties. Unlike Fart, does not create toxic cloud. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
192 | Sprint conditions: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
193 | Should NOT sprint while holding guns AND when enemy within (3-40 (3-30 when there is only one player alive) meters range) OR while holding guns in phase 0. Otherwise should sprint. | Abomination Spawn will explode when it will be at least 250 units away from the player. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
194 | Abomination Spawn spawns knocked down, its getup animation lasts for 1.97s. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
195 | Every consumed ZED turns into Abomination Spawn. Spawn interval - 1.5 seconds. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Berserker | Commando | Support | Field Medic | Demolitionist | Firebug | Gunslinger | Sharpshooter | SWAT | Survivalist | ||||||||||
2 | Clots cannot grab the player (passive skill) | yes | Damage (extra damage, add, per level) | +1% | Ammo (extra ammo, add, per level) | +1% | Armor (add, per level) | +2 | Damage (extra damage, add, per level) | +1% | Damage (extra, add, per level) | +0.8% | Ballistic resistance (add, per level) | +1% | Headshot damage (extra, add, per level) | +1% | Ballistic resistance (add, per level) | +1% | Armor (add, per level) | +1 |
3 | Damage (extra damage, add, per level) | +1% | Damage (extra damage, max) | +25% | Ammo (extra ammo, max) | +25% | Armor (max) | 150 | Damage (extra damage, max) | +25% | Damage (extra, max) | +20% | Ballistic resistance (max) | 30% | Headshot damage (extra, max) | +25% | Ballistic resistance (max) | 30% | Armor (armor absorption percentage) | 100% |
4 | Damage (extra damage, max) | 25% | Display healthbars (range, add, per level, meters) | +2m | Damage (extra damage, add, per level) | +1% | Less distractive camera vfx for toxic damage (perk feature) | yes | Door Traps (amount of weld required to activate) | 500 | Fire resistance (add, per level) | +2% | Ballistic resistance (start) | 5% | Recoil (diminution of current multiplier, add per level) | -1% | Ballistic resistance (start) | 5% | Armor (max) | 25 |
5 | Damage resistance (damage diminution, max) | -10% | Display healthbars (range, max, meters) | 60m | Damage (extra damage, max) | +25% | Movement speed (add, per level) | +0.4% | Door Traps (explosion damage) | 200 | Fire resistance (max) | 80% | Damage (extra damage, add, per level) | +1% | Recoil (diminution of current multiplier, max) | -25% | Damage (extra damage, add, per level) | +1% | Damage (extra damage, add, per level) | +0.6% |
6 | Damage resistance (damage diminution, per 5 levels) | -2% | Display healthbars (range, start, meters) | 10m | Player can restore broken doors (passive skill) | yes | Movement speed (max) | 110% | Door Traps (explosion falloff exponent) | 1 (linear) | Fire resistance (start) | 30% | Damage (extra damage, max) | +25% | Weapon switch (switch time, diminution, max) | -50% | Damage (extra damage, max) | +25% | Damage (extra damage, max) | +15% |
7 | Duration of all DOTs (perk feature) | -20% | Nightvision (passive skill) | yes | Shotgun penetration (add, per level) | +0.2 | Resistance to bloat bile damage (add, per level) | +2% | Door Traps (explosion radius) | 5m | Molotovs spawn the light source (perk-specific feature) | yes | Movement speed (add, per level) | +0.8% | Weapon switch (switch time, diminution, per level) | -2% | Magazine size (extra, add, per level) | +4% | Damage resistance (damage diminution, max) | -25% |
8 | Nightvision (passive skill) | yes | Recoil reduction (diminution of current multiplier, add per level) | -2% | Shotgun penetration (max, on top of the base) | +5 | Resistance to bloat bile damage (max) | 50% | Door Traps (knockdown power) | 300 | Reload duration (diminution, max) | -20% | Movement speed (max) | 120% | Magazine size (extra, max) | 100% | Damage resistance (damage diminution, per level) | -1% | ||
9 | Recoil reduction (diminution of current multiplier, max) | -50% | Strength (carrying capacity, add, per 5 levels) | +1 | Syringe potency (add, per level) | +2% | Door Traps (stumble power) | 500 | Reload duration (diminution, per level) | -0.8% | Recoil reduction (diminution of current multiplier, add per level) | -1% | Weapon switch (switch time, diminution, max) | -25% | Reload (diminution of duration, in ZED Time, max) | -75% | ||||
10 | Reload speed (diminution, max) | -10% | Teammates can resupply the ammo (passive skill) | yes | Syringe potency (max) | +50% | Explosive ammo (extra projectiles, add, per 5 levels) | +1 | Residual flame duration (perk-specific feature) | x2 | Recoil reduction (diminution of current multiplier, max) | -25% | Weapon switch (switch time, diminution, per level) | -1% | Reload (diminution of duration, in ZED Time, per level) | -3% | ||||
11 | Reload speed (diminution, per 5 levels) | -2% | Welding proficiency (add, per level) | +3% | Syringe recharge rate (add, per level) | +8% | Explosive ammo (extra projectiles, max) | +5 | Resistance to own fire (add, per level) | +3% | ZED Time reload (diminution of duration, add, per level) | -3% | Weapon switch (switch time, diminution) | -35% | ||||||
12 | Reveal cloaked ZEDs (range, add, per level, meters) | +2m | Welding proficiency (max, on top of the base) | +75% | Syringe recharge rate (max) | +200% | Explosive resistance (add, per level) | +2% | Resistance to own fire (max) | 100% | ZED Time reload (diminution of duration, max) | -75% | Upon starting the game, in perk menu, the Survivalist can choose any primary tier 1 weapon to use. Upon starting and between the waves the Survivalist can also choose one of the following grenades to use: HE Grenade, Frag Grenade, Nail Bomb, FlashBang, Medic Grenade (only if Medic Training selected), Molotov (only if Weapon Harness selected). | |||||||
13 | Reveal cloaked ZEDs (range, max, meters) | 60m | Explosive resistance (max) | 60% | Resistance to own fire (start) | 25% | ||||||||||||||
14 | Reveal cloaked ZEDs (range, start, meters) | 10m | Explosive resistance (start) | 10% | Starting ammo (add, per 5 levels) | +10% | ||||||||||||||
15 | Teammates can see cloaked ZEDs (passive skill) | yes | Reactive Armor (explosion damage) | 200 | Starting ammo (max) | +50% | ||||||||||||||
16 | ZED time extension (add, per 5 levels) | +1 | Reactive Armor (explosion falloff exponent) | 1 (linear) | ||||||||||||||||
17 | ZED time extension (max) | 6 | Reactive Armor (explosion radius) | 500 | ||||||||||||||||
18 | Reactive Armor (knockdown power) | 20 | ||||||||||||||||||
19 | Reactive Armor (stun power) | 21 | ||||||||||||||||||
20 | Teammates can resupply the grenades (passive skill) | yes | ||||||||||||||||||
21 | Skills | Skills | Skills | Skills | Skills | Skills | Skills | Skills | Skills | Skills | ||||||||||
22 | Berserker Rage (health added, per ZED time chain) | +50% | Eat Lead (extra mag ammo, of base value) | 100% | Armor Piercing Shot (extra penetration power) | +4 | Acidic Rounds (DOT damage type) | toxic | Armor Piercing Rounds (extra damage, on crit zone) | 50% | Barbecue (DOT duration multiplier) | x2.5 | Bone Breaker (extra damage, on limb shots) | 30% | Always Prepared (extra grenades) | 25% | Ammo Vest (extra maximum spare ammo) | 30% | Ammo Vest (extra maximum spare ammo) | 15% |
23 | Berserker Rage (nearby ZEDs have their AI paused) | yes | Fallback (extra damage, 9mm(s) / knife) | 85% | Barrage (resistance to slow-mo, on firing) | 90% | Acidic Rounds (DOT duration) | 5s | Bombardier (extra damage) | 25% | Bring the Heat (extra damage) | 35% | Bone Breaker (extra damage) | 20% | Always Prepared (extra maximum spare ammo) | 25% | Assault Armor (armor on respawn, add, points) | 50 | Ammo Vest (player can choose Healing Grenades) | yes |
24 | Butcher (extra damage) | 20% | Fallback (weapon switch time, diminution) | -50% | Concussion Rounds (stumble power multiplier) | x2.5 | Acidic Rounds (DOT interval) | 1s | Concusive Rounds (gun / melee hit power multiplier) | x1.5 | Firestorm (extensive flame / beam model) | yes | Fanfire (resistance to slow-mo, on firing) | 100% | Assassin (extra damage, only on headshots) | 35% | Assault Armor (extra armor points) | +50 | Heavy Weapons Training (faster reloading) | yes |
25 | Butcher (melee duration, diminution) | -20% | High Capacity Mags (extra mag ammo, of base value) | 50% | Fortitude (player HP multiplier) | x1.5 | Acidic Rounds (DOT scale, of weapon damage) | x1.3 | Concusive Rounds (knockdown power multiplier) | x1.5 | Ground Fire (damage multiplier) | x2 | Fanfire (weapon reloads resistant to slow-mo) | yes | Assassin (ZED Time chance, on each shot in the head) | 5% | Battering Ram (bump cooldown) | 0.1s | Lockdown (snare power, add, per hit) | 20 |
26 | Dreadnaught (player HP multiplier) | x2 | Hollow Point Rounds (extra damage) | 30% | High Capacity Mags (extra mag ammo, of base value) | 75% | Acidic Rounds (poison power, add, per hit / DOT tick) | 200 | Concusive Rounds (stumble power multiplier) | x1.5 | Ground Fire (snare power, add, per hit / DOT tick) | 100 | Knock 'em Down (knockdown power multiplier, all weapons) | x5.1 | Ballistic Shock (stun power multiplier) | x2 | Battering Ram (bump damage) | 450 | Lockdown (stun power of the weapon, become) | 10000 |
27 | Massacre (extra damage, light attacks) | 30% | Impact Rounds (stumble power multiplier) | x2.5 | Penetrator (extra penetration power) | +30 | Adrenaline Shot (duration) | 5s | Concusive Rounds (stun power multiplier) | x1.5 | Heat Wave (effective radius) | 3m | Knock 'em Down (shots in FP's chest core cause stumble) | yes | Combat Ready (faster reloading) | yes | Battering Ram (damage type) | bludgeon | Madman (resistance to slow-mo, on firing) | 50% |
28 | Masscare (melee duration, diminution, light attacks) | -5% | Machine Gunner (extra damage) | 3% | Penetrator (no damage reduction on penetration) | yes | Adrenaline Shot (extra movement speed, add) | +10% | Destroyer of Worlds (DOT damage type) | toxic | Heat Wave (stumble power multiplier) | x1001 | Knock 'em Down (stumble power multiplier, all weapons) | x5.1 | Dead Eye (extra damage, while ADS, on head shots) | 10% | Battering Ram (player knocks ZEDs down, on bump) | yes | Make Things go Boom (explosion radius multiplier) | x1.5 |
29 | Parry (damage reduction, all sources, when active) | -30% | Machine Gunner (resistance to slow-mo, on firing) | 50% | Resupply Pack (extra spare ammo, for skill owner) | 20% | Adrenaline Shot (extra movement speed, max) | +30% | Destroyer of Worlds (DOT duration of radiation cloud) | 5s | Heat Wave (works with all on-perk damage types) | yes | Knock 'em Down (to knockdown ZED have to sprint) | yes | Dead Eye (weapon recoil multiplier) | x0.9 | Battering Ram (player movement resistant to slow-mo) | yes | Make Things go Boom (explosive resistance, adds) | 50% |
30 | Parry (duration) | 8s | Prepared (extra maximum spare ammo) | 20% | Resupply Pack (multiplier of ammo given to teammates) | x1.3 | Airborne Agent (explosion damage) | 50 | Destroyer of Worlds (DOT interval of radiation cloud) | 0.3s | High Capacity Fuel Tank (extra mag ammo) | 100% | Line 'em Up (no damage reduction on penetration) | yes | Marksman (player speed multiplier) | x1.1 | Battering Ram (speed scale, in ZED Time) | x1.25 | Medic Training (diminution of healer recharge time) | -50% |
31 | Parry (extra damage) | 35% | Tactical Reload (faster reloading) | yes | Resupply Pack (teammates recieve armor, up to) | 20% | Airborne Agent (explosion falloff exponent) | 0 (none) | Destroyer of Worlds (DOT scale of radiation cloud) | x1 | Inferno (extra damage) | 50% | Line 'em Up (penetration power, add) | +10 | Marksman (weapon fire interval diminution) | -25% | Close Combat Training (extra damage, 9mm(s) / knife) | 100% | Medic Training (heal amount multiplier) | x1.3 |
32 | Parry (melee duration, diminution) | -5% | Tactician (resistance to slow-mo, on swap, adds) | +30% | Salvo (extra damage) | 30% | Airborne Agent (explosion radius) | 350 | Destroyer of Worlds (instant explosion always has a radius of) | 3m | Inferno (radius to check around the ZED, to spread DOT) | 8m | Quick Draw (equip / putdown, times faster) | x2 | Rack 'em Up (countdown timer) | 2s | Close Combat Training (extra damage, all "bludgeon" damage) | 100% | Melee Expert (extra damage, for melee weapons) | 75% |
33 | Resistance (additional diminution for sonic and toxic damage) | -15% | Tactician (weapon reloads resistant to slow-mo) | yes | Tactical Reload (faster reloading) | yes | Airborne Agent (heal amount) | 5 | Destroyer of Worlds (instant explosion damage multiplier) | x1.5 | Inferno (snare power, add, per hit / DOT tick) | 100 | Quick Draw (extra movement speed) | +5% | Rack 'em Up (extra damage) | 10% | Close Combat Training (player spawn with dual 9mms) | yes | Melee Expert (melee duration, diminution) | -20% |
34 | Resistance (damage diminution) | -15% | Tenacious (HP and armor amount multiplier) | x1.25 | Tight Choke (spread multiplier) | x0.5 | Airborne Agent (heal duration) | 8s | Destroyer of Worlds (instant explosion damage type) | Explosive | Napalm (burning ZEDs spread fire) | yes | Quick Draw (multiplier to current recoil, while hip-firing) | x0.5 | Rack 'em Up (maximum headshot combo) | 5 | Cripple (snare power, add, per hit) | 15 | Melee Expert (speed multiplier, with melee weapons) | x1.25 |
35 | Resistance (less distractive camera vfx for toxic damage) | yes | Airborne Agent (heal interval) | 1s | Destroyer of Worlds (poison power of radiation cloud) | 1000 | Napalm (DOT duration multiplier) | x2.5 | Rack 'em Up (countdown timer) | 2s | Ranger (multiplier DOES NOT stack with Ballistic Shock) | yes | Cripple (ZED's movement speed multiplier) | x0.7 | Spontaneous Zed-plosion (chance) | 30% | ||||
36 | Resistance (strength of sonic damage camera vfx) | -20% | Battle Surgeon (extra damage) | 20% | Destroyer of Worlds (projectile explodes at any range) | yes | Napalm (DOT duration) | 5s x2.5 | Rack 'em Up (extra damage) | 10% | Ranger (multiplier overrides effect of Ballistic Shock) | yes | Heavy Armor Training (armor absorption percentage) | 100% | Spontaneous Zed-plosion (explosion damage) | 50 | ||||
37 | Skirmisher (HP restoring, at portions of) | 1 | Coagulant Booster (damage diminution, add) | -10% | Destroyer of Worlds (radiation cloud damage interval) | 1s | Napalm (DOT interval) | 1s | Rack 'em Up (maximum headshot combo) | 5 | Ranger (stun power of weapon, become, on shot in the head) | 10000 | Heavy Armor Training (armor on respawn, add, points) | 50 | Spontaneous Zed-plosion (explosion falloff exponent) | 1 (linear) | ||||
38 | Skirmisher (interval to restore HP) | 1s | Coagulant Booster (damage diminution, max) | -30% | Destroyer of Worlds (radiation cloud damage) | 20 | Napalm (DOT scale) | x0.4 | Skullcracker (snare power, add, per hit, only on headshots) | 100 | Ranger (ZED Time chance, on each shot in the head) | 5% | Heavy Armor Training (Clots cannot grab the player) | yes | Spontaneous Zed-plosion (explosion radius) | 250 | ||||
39 | Skirmisher (sprint speed multiplier) | x1.25 | Coagulant Booster (duration) | 5s | Destroyer of Worlds (radiation cloud duration) | 8s | Napalm (initial damage) | 7 | Speed-loader (faster reloading) | yes | Sniper (extra damage, while stationary) | 25% | Heavy Armor Training (incoming damage multiplier) | x0.65 | Spontaneous Zed-plosion (melee hit power) | 500 | ||||
40 | Skirmisher (walk speed multiplier) | x1.2 | Combatant Doctor (extra mag ammo, of base value) | 50% | Destroyer of Worlds (radiation cloud falloff exponent) | 0 (none) | Pyromaniac (resistance to slow-mo, on firing) | 90% | Steady (ADS bob damping factor) | x1.11 | Stability (extra damage, while crouching) | 30% | Rapid Assault (resistance to slow-mo, on firing) | 51% | Spontaneous Zed-plosion (stumble power) | 500 | ||||
41 | Smash (extra damage, heavy attacks) | 50% | Combatant Doctor (extra movement speed) | +10% | Destroyer of Worlds (radiation cloud radius) | 3m | Pyromaniac (weapon does not consume ammo) | yes | Steady (ADS move speed, times faster) | x2 | Stability (crouch move speed, times faster) | x1.5 | Rapid Assault (stumble power multiplier) | x2 | Spontaneous Zed-plosion (stun power) | 500 | ||||
42 | Smash (extra damage, only on headshots, on-perk weapons) | 25% | Focus Injection (duration) | 5s | Extra Rounds (extra rounds, per on-perk weapon) | +10 | ZED Shrapnel (chance) | 30% | Steady (extra damage, only while ADS) | 7.5% | Stability (reload duration while crouching, diminution) | -20% | Rapid Assault (weapon does not consume ammo) | yes | Tactical Reload (faster reloading) | yes | ||||
43 | Smash (stumble power multiplier, on-perk weapons) | x3 | Focus Injection (extra damage, add) | +5% | Fragmentation Rounds (explosion radius multiplier) | x1.5 | ZED Shrapnel (explosion damage) | 50 | Whirlwind of Lead (weapon does not consume ammo) | yes | Suppression Rounds (stumble power multiplier) | x3 | Weapon Harness (extra carrying capacity, blocks) | +5 | ||||||
44 | Spartan (player attacks resistant to slow-mo) | yes | Focus Injection (extra damage, max) | +20% | High Impact Rounds (extra damage, ballistic_shell part) | 25% | ZED Shrapnel (explosion falloff exponent) | 1 (linear) | Tactical Movement (ADS / crouch move speed, times faster) | x2.5 | Weapon Harness (player can choose Molotov Grenades) | yes | ||||||||
45 | Spartan (player movement resistant to slow-mo) | yes | Resilience (damage diminution, add, per 1 HP loss) | -1% | Mad Bomber (explosion radius multiplier) | x1.25 | ZED Shrapnel (explosion radius) | 250 | Tactical Movement (ADS bob damping factor) | x1.11 | ||||||||||
46 | Vampire (HP added, per kill) | +3 | Resilience (damage diminution, max) | -60% | Mad Bomber (projectile explodes at any range) | yes | ZED Shrapnel (melee hit power) | 500 | Tactical Movement (speed multiplier, with on-perk weapons) | x1.2 | ||||||||||
47 | Vampire (melee duration, diminution) | -20% | Symbiotic Health (player HP multiplier) | x1.25 | Mad Bomber (resistance to slow-mo, on firing) | 90% | ZED Shrapnel (stumble power) | 500 | Tactical Reload (faster reloading) | yes | ||||||||||
48 | Symbiotic Health (self-healing amount, of max health) | 6% | Shock Trooper (faster reloading) | yes | ZED Shrapnel (stun power) | 500 | ||||||||||||||
49 | Zedative (damage to ZEDs) | 150 | Shock Trooper (knockdown power multiplier) | x1.1 | ||||||||||||||||
50 | Zedative (explosion radius) | 400 | Sonic Resistant Rounds (projectiles immune to sonic) | yes | ||||||||||||||||
51 | Zedative (extra damage) | 30% | ||||||||||||||||||
52 | Zedative (heal amount) | 15 | ||||||||||||||||||
53 | Zedative (snare power, add, per hit) | 100 | ||||||||||||||||||
54 | On-perk weapons | On-perk weapons | On-perk weapons | On-perk weapons | On-perk weapons | On-perk weapons | On-perk weapons | On-perk weapons | On-perk weapons | On-perk weapons | ||||||||||
55 | AssaultRifle_HRGTeslauncher, Proj_Grenade_HRGTeslauncher | AssaultRifle_AK12 | AssaultRifle_FAMAS | AssaultRifle_Medic | AssaultRifle_M16M203 (bullet damage is NOT affected by the skills) | AssaultRifle_HRGIncendiaryRifle | GrenadeLauncher_HX25 | AssaultRifle_FNFal | AssaultRifle_Thompson | All weapons | ||||||||||
56 | Blunt_ChainBat | AssaultRifle_AR15 | FragGrenade | AssaultRifle_MedicRifleGrenadeLauncher | Blunt_Pulverizer (both - melee and explosion DO get the bonuses) | AssaultRifle_Microwave | HRG_Energy | Bow_CompoundBow | FlashBangGrenade | AssaultRifle_LazerCutter (child of FlameBase) | ||||||||||
57 | Blunt_Crovel | AssaultRifle_Bullpup | HRG_BlastBrawlers | Blunt_MedicBat | DynamiteGrenade | Beam_Microwave | Knife_Gunslinger | Bow_Crossbow | HRG_BarrierRifle | HRG_EMP_ArcGenerator | ||||||||||
58 | Blunt_MaceAndShield | AssaultRifle_FAMAS | HRG_Revolver_Buckshot, HRG_Revolver_DualBuckshot | HRG_Healthrower | GravityImploder | Flame_CaulkBurn | NailBombGrenade | FreezeGrenade | HRG_Nailgun | Ice_FreezeThrower | ||||||||||
59 | Blunt_MedicBat | AssaultRifle_FNFal | Knife_Support | HRG_Vampire, Proj_BloodBall_HRG_Vampire, Proj_CrystalSpike_HRG_Vampire | GrenadeLauncher_HX25 | Flame_Flamethrower | Pistol_9mm, Pistol_Dual9mm | HRG_CranialPopper | HRG_Stunner | Knife_Survivalist | ||||||||||
60 | Blunt_PowerGloves | AssaultRifle_M16M203 | Pistol_Blunderbuss | GrenadeLauncher_M32 | HuskCannon | Pistol_AF2011, Pistol_DualAF2011 | HRG_SonicGun, Proj_SonicBlastUncharged_HRG_SonicGun, Proj_SonicBlastFullyCharged_HRG_SonicGun | Knife_SWAT | ShrinkRayGun | |||||||||||
61 | Blunt_Pulverizer | AssaultRifle_Medic | Rifle_FrostShotgunAxe, Proj_Bullet_Frost_Shotgun_Axe | Knife_FieldMedic | GrenadeLauncher_M79 | Knife_Firebug | Pistol_Bladed, Pistol_DualBladed | SMG_G18 | ||||||||||||
62 | Edged_AbominationAxe | AssaultRifle_MedicRifleGrenadeLauncher | Shotgun_AA12 | MedicGrenade | HRG_Boomy | MolotovGrenade | Pistol_ChiappaRhino, Pistol_ChiappaRhinoDual | Knife_Sharpshooter | SMG_HK_UMP | |||||||||||
63 | Edged_FireAxe | AssaultRifle_MKB42 | Shotgun_DoubleBarrel | MedicGrenade_Mini (projectile) | HRG_Crossboom | MolotovSplash | Pistol_Colt1911, Pistol_DualColt1911 | Pistol_9mm, Pistol_Dual9mm | SMG_Kriss | |||||||||||
64 | Edged_IonThruster | AssaultRifle_SCAR | Shotgun_DragonsBreath | Mine_Reconstructor | HuskCannon | Pistol_Flare, Pistol_DualFlare | Pistol_Deagle, Pistol_DualDeagle | Pistol_Flare | SMG_Mac10 | |||||||||||
65 | Edged_Katana | AssaultRifle_Thompson | Shotgun_ElephantGun | Pistol_Medic | Knife_Demolitionist | Pistol_HRGScorcher, Proj_BrokenFlare_HRGScorcher, Proj_BrokenFlare_HRGScorcherSplash | Pistol_Flare, Pistol_DualFlare | Revolver_Rem1858 | SMG_Medic | |||||||||||
66 | Edged_Zweihander | AutoTurret | Shotgun_HZ12 | Rifle_Hemogoblin | Pistol_Blunderbuss | Pistol_G18C, Pistol_DualG18 | Revolver_SW500 | SMG_MP5RAS | ||||||||||||
67 | EMPGrenade | Edged_Knife | Shotgun_M4 | Rifle_HRGIncision | RocketLauncher_RPG7 | RocketLauncher_ThermiteBore, Proj_ThermiteSplash | Pistol_HRGWinterbite, Pistol_DualHRGWinterbite | Rifle_CenterfireMB464 | SMG_MP7 | |||||||||||
68 | Eviscerator | HEGrenade | Shotgun_MB500 | Rifle_ParasiteImplanter | RocketLauncher_SealSqueal | Shotgun_DragonsBreath | Pistol_Medic | Rifle_M14EBR | SMG_P90 | |||||||||||
69 | Knife_Berserker | Knife_Commando | Shotgun_Medic | Shotgun_Medic | RocketLauncher_Seeker6 | SMG_Mac10 | Revolver_Rem1858, Revolver_DualRem1858 | Rifle_M99 | ||||||||||||
70 | Pistol_Bladed, Pistol_DualBladed | LMG_Stoner63A | Shotgun_Nailgun | SMG_Medic | Shotgun_HRG_Kaboomstick | Revolver_SW500, Revolver_DualSW500 | Rifle_MosinNagant | |||||||||||||
71 | Rifle_FrostShotgunAxe | Minigun | Thrown_C4 | Rifle_CenterfireMB464 | Rifle_ParasiteImplanter | |||||||||||||||
72 | Shotgun_Nailgun | Rifle_Winchester1894 | Rifle_RailGun | |||||||||||||||||
73 | Rifle_Winchester1894 | |||||||||||||||||||
74 | On-perk damage types | On-perk damage types | On-perk damage types | On-perk damage types | On-perk damage types | On-perk damage types | On-perk damage types | On-perk damage types | On-perk damage types | On-perk damage types | ||||||||||
75 | Ballistic_Frost_Shotgun_Axe, Slashing_Frost_Shotgun_Axe | Ballistic_AK12 | Ballistic_BlunderbussShards (child of Piercing) | Ballistic_Assault_Medic | Ballistic_BlunderbussImpact, Ballistic_BlunderbussShards (child of Piercing), Explosive_Blunderbuss | Ballistic_DragonsBreath | Ballistic_9mm | Ballistic_9mm | Ballistic_G18, Bludgeon_G18Shield, Bludgeon_G18Shield_Impulse | All damage types | ||||||||||
76 | Ballistic_HRGTeslauncher (child of Microwave), Ballistic_HRGTeslauncherGrenadeImpact (child of Ballistic_Shell), Fire_HRGTeslauncherDoT | Ballistic_AR15 | Ballistic_FAMAS_Rifle | Ballistic_Hemogoblin | Ballistic_HRGIncendiaryRifle, Ballistic_HRGIncendiaryRifleGrenadeImpact (child of Ballistic_Shell), Explosive_HRGIncendiaryRifle (child of Fire), Fire_Ground_HRGIncendiaryRifle, Fire_HRGIncendiaryRifleBulletDoT, Fire_HRGIncendiaryRifleGrenadeDoT | Ballistic_AF2011 | Ballistic_CenterfireMB464 | Ballistic_HK_UMP | Ballistic_LazerCutter | |||||||||||
77 | Ballistic_Assault_Medic | Ballistic_Frost_Shotgun_Axe | Ballistic_HRGIncisionHeal (child of Toxic), Ballistic_HRGIncisionHurt (child of Rifle) | Ballistic_GravityImploderImpact, Ballistic_GravityImploderImpactAlt, Explosive_GravityImploder, Explosive_GravityImploderWave | Ballistic_CenterfireMB464 | Ballistic_FNFal | Ballistic_HRG_BarrierRifle (child of Ballistic_AssaultRifle) | Bludgeon_HRG_SonicGun | ||||||||||||
78 | Ballistic_AutoTurret, Explosive_AutoTurret | Ballistic_NailShotgun | Ballistic_ChiappaRhino, Piercing_ChiappaShrapnel | Ballistic_M14EBR | Ballistic_HRG_Stunner, Ballistic_HRG_Stunner_Alt, Explosive_HRG_Stunner | EMP_ArcGenerator_AltFiremodeZapDamage, EMP_ArcGenerator_Beam, EMP_ArcGenerator_DefaultFiremodeZapDamage, EMP_ArcGeneratorSphereImpact | ||||||||||||||
79 | Ballistic_NailShotgun | Ballistic_Bullpup | Ballistic_Shotgun | Ballistic_HRG_Vampire_BloodBallImpact, Ballistic_HRG_Vampire_BloodBallHeavyImpact (both are childs of Ballistic_Shell), Bleeding_HRG_Vampire_BloodSuck, Bludgeon_HRG_Vampire, Piercing_HRG_Vampire_CrystalSpike, Toxic_HRG_Vampire_BloodBall | Ballistic_HRG_Boomy, Explosive_HRG_Boomy | Ballistic_Colt1911 | Ballistic_M99 | Ballistic_HRGNailgun (child of Piercing) | ||||||||||||
80 | Bludgeon_BladedPistol, Slashing_BladedPistol | Ballistic_FAMAS_Rifle | Bludgeon_BlastBrawlersBash, Bludgeon_BlastBrawlersHeavy | Ballistic_HRG_Kaboomstick, Explosive_HRG_Kaboomstick, Proj_Explosive_HRG_Kaboomstick | Ballistic_HRGScorcherBrokenImpact, Ballistic_HRGScorcherLightingImpact | Ballistic_Deagle | Ballistic_MosinNagant, Piercing_MosinNagant | Ballistic_Kriss | ||||||||||||
81 | Bludgeon_ChainBat | Ballistic_FNFal | Piercing_NadeFragment | Ballistic_MicrowaveRifle (child of Microwave) | Ballistic_G18C | Ballistic_ParasiteImplanter, Ballistic_ParasiteImplanterAlt, Toxic_ParasiteSeedExplosion | Ballistic_MP5RAS | Freeze_FreezeThrower | ||||||||||||
82 | Bludgeon_Crovel, Slashing_Crovel | Ballistic_M16M203 | Ballistic_HX25SubmunitionImpact, ExplosiveSubmunition_HX25 | Ballistic_ThermiteBoreImpact (child of Ballistic_Shell), Explosive_Thermite (child of Fire) | Ballistic_HRG_Energy_Primary, Ballistic_HRG_Energy_Secondary | Ballistic_MP7 | LazerCutter_Beam | |||||||||||||
83 | Bludgeon_MaceAndShield, Bludgeon_MaceAndShield_Bash, Bludgeon_MaceAndShield_MaceHeavy, MaceAndShield_ShieldHeavy, MaceAndShield_ShieldLight | Ballistic_MedicRifleGrenadeLauncher | Ballistic_MedicRifleGrenadeLauncher (child of Ballistic_AssaultRifle), Ballistic_MedicRifleGrenadeLauncherImpact (child of Ballistic_Shell) | Ballistic_M16M203, Ballistic_M203Impact, Explosive_M16M203 | Ballistic_HX25Impact, Ballistic_HX25SubmunitionImpact | Ballistic_RailGun | Ballistic_P90 | Piercing_KnifeStab_Survivalist, Slashing_Knife_Survivalist, Slashing_KnifeHeavy_Survivalist | ||||||||||||
84 | Ballistic_Minigun | Ballistic_M32Impact, Explosive_M32 | Explosive_HuskCannon, HuskCannonDot (child of Fire), Explosive_HuskCannonImpact (child of Ballistic_Shell) | Ballistic_Pistol_Medic | Ballistic_Rem1858 | Ballistic_SMG_Medic | ||||||||||||||
85 | Ballistic_MKB42 | Ballistic_ParasiteImplanter, Ballistic_ParasiteImplanterAlt, Toxic_ParasiteSeedExplosion | Ballistic_M79Impact, Explosive_M79 | Ballistic_Rem1858, Rem1858_Dual | Ballistic_SW500 | Ballistic_Thompson | Shrink_ShrinkRayGun (child of EMP) | |||||||||||||
86 | Bludgeon_MedicBatLight, Bludgeon_MedicBatBash, Bludgeon_MedicBatHeavy, Toxic_MedicBatGas | Ballistic_SCAR | Ballistic_MedicRifleGrenadeLauncherImpact (child of Ballistic_Shell) | Explosive_Shrapnel | Ballistic_SW500, SW500_Dual | Ballistic_Winchester | Bludgeon_G18Shield, Bludgeon_G18Shield_Impulse | |||||||||||||
87 | Ballistic_Stoner63A | Ballistic_Pistol_Medic | Ballistic_RPG7Impact, Explosive_RPG7, Explosive_RPG7BackBlast | Fire_FlareGun, Fire_FlareGun_Dual (child of Ballistic_Handgun), Fire_Ground_FlareGun | Ballistic_Winchester | Blast_HRG_CranialPopper (child of Ballistic_Rifle), Piercing_HRG_CranialPopper | Explosive_FlashBangGrenade | |||||||||||||
88 | Bludgeon_PowerGloves, Bludgeon_PowerGlovesBash, Bludgeon_PowerGlovesHeavy | Ballistic_Thompson | Ballistic_Shotgun_Medic | Ballistic_SealSquealImpact, Explosive_SealSqueal | Bludgeon_BladedPistol, Slashing_BladedPistol | Fire_Mac10 (child of Ballistic_SMG) | ||||||||||||||
89 | Ballistic_SMG_Medic | Ballistic_Seeker6Impact, Explosive_Seeker6 | Fire_Mac10 (child of Ballistic_SMG), Fire_Mac10DoT | Bludgeon_FlareGun | Bludgeon_FlareGun | Piercing_KnifeStab_SWAT, Slashing_Knife_SWAT, Slashing_KnifeHeavy_SWAT | ||||||||||||||
90 | Bludgeon_Pulverizer, Bludgeon_PulverizerBash, Bludgeon_PulverizerHeavy, Explosive_Pulverizer | Bludgeon_MedicBatLight, Bludgeon_MedicBatBash, Bludgeon_MedicBatHeavy, Toxic_MedicBatDoT, Toxic_MedicBatGas | Bludgeon_Pulverizer, Bludgeon_PulverizerBash, Bludgeon_PulverizerHeavy, Explosive_Pulverizer | Fire, FireTrap | Bludgeon_HRGWinterbite, Explosive_HRGWinterbite (child of Freeze), Freeze_HRGWinterbiteImpact, Freeze_DualHRGWinterbiteImpact | Bludgeon_HRGWinterbite | SWATBatteringRam (child of Bludgeon) | |||||||||||||
91 | Microwave_Beam, Microwave_Blast | Fire_FlareGun (child of Ballistic_Handgun), Fire_Ground_FlareGun (child of Fire) | ||||||||||||||||||
92 | Bludgeon_RifleButt | Mine_Reconstructor_BileExplosionDoT, Toxic_MineReconstructorExplosion, Toxic_MineReconstructorImpact (child of Ballistic_Shell), Toxic_MineReconstructorImpactHeavy (child of Ballistic_Shell) | Explosive_C4 | Explosive_NailBombGrenade | ||||||||||||||||
93 | Slashing_AbominationAxe, Slashing_AbominationAxeHeavy, Piercing_AbominationAxeStab | Explosive_DoorTrap | Fire_FlareGun, Fire_FlareGun_Dual (child of Ballistic_Handgun), Fire_Ground_FlareGun | Ballistic_HRG_SonicGun_SonicBlastUncharged, HRG_SonicGun_SonicBlastFullyCharged (both child classes of Ballistic_Rifle) | ||||||||||||||||
94 | Explosive_DynamiteGrenade | |||||||||||||||||||
95 | Slashing_Eviscerator, Slashing_EvisceratorProj | Piercing_KnifeStab_FieldMedic | Explosive_HRG_Crossboom, Explosive_HRG_CrossboomAlt, Piercing_HRG_Crossboom | Piercing_NailFragment | Piercing_CompoundBowCryoImpact, Piercing_CompoundBowSharpImpact, Freeze_CompoundBowCryExplosion | |||||||||||||||
96 | Slashing_FireAxe, Slashing_FireAxeHeavy, Bludgeon_FireAxeBash | Toxic_HRGHealthrower | ||||||||||||||||||
97 | Slashing_IonThruster, Slashing_IonThrusterHeavy, Slashing_IonThrusterSpecial, Piercing_IonThrusterStab | Toxic_MedicGrenade | Explosive_HuskCannon, HuskCannonDot (child of Fire), Explosive_HuskCannonImpact (child of Ballistic_Shell) | Piercing_Crossbow | ||||||||||||||||
98 | Toxic_MedicGrenadeLauncher | |||||||||||||||||||
99 | Slashing_Katana, Slashing_KatanaHeavy, Piercing_KatanaStab | Toxic_ZedativeCloud | Explosive_Sacrifice | |||||||||||||||||
100 | Slashing_Knife_Berserker, Piercing_KnifeStab_Berserker | Toxic_DemoNuke | ||||||||||||||||||
101 | Slashing_Zweihander, Slashing_ZweihanderHeavy, Piercing_ZweihanderStab | |||||||||||||||||||
102 | ||||||||||||||||||||
103 | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | Notes | ||||||||||
104 | Damage modification (passive + skills): Passive damage bonus, Butcher, Parry, and Smash's headshot bonus affect all on-perk weapons (including Knife), on-perk damage types and the damage of buttstock bash of all weapons. Massacre and Smash skills affect light and heavy attacks of on-perk melee weapons respectively. Damage ROUNDED. | Damage modification (passive + skills): Passive bonus and Machine Gunner skill affect on-perk weapons (including Knife AND 9mm Pistol(s)) or on-perk damage types. Fallback skill affect damage of the 9mm Pistol(s) and all knives. Hollow Point Rounds skill affect on-perk weapons (including Knife, excluding 9mm Pistol(s)). Damage ROUNDED UP. | Damage modification (passive + skills): Passive damage bonus and Salvo skill affect on-perk weapons or damage types (including Knife, excluding Frag Grenade explosion) and shard damage. Damage ROUNDED. | Damage modification (skill): Battle Surgeon and Zedative skills affect on-perk weapons (including Knife). Damage ROUNDED. | Damage modification (passive + skills): Passive damage bonus, Door Traps, Bombardier, High Impact Rounds and Armor Piercing Rounds skills affect damage of all on-perk weapons (including Knife) or on-perk damage types. Damage ROUNDED. | Damage modification (passive + skills): Passive damage bonus, Bring the Heat skill and Inferno skill affect damage of all on-perk weapons (including Knife) or on-perk damage types. Damage ROUNDED. | Damage modification (passive + skills): Passive damage bonus, Steady, Rack 'em Up and Bone Breaker skills affect damage of all on-perk weapons (including Knife) or on-perk damage types. Damage ROUNDED UP. | Damage modification (passive + skills): Passive damage bonus, Sniper, Stability, Rack 'em Up and Dead Eye skills affect damage of all on-perk weapons (including Knife) or on-perk damage types. Passive damage bonus and Dead Eye skill work only on headshots and act like a normal bonuses - both provide more damage to body AND head health. All damage bonuses as well affect DOT damage of the Spitfire revolver. Damage ROUNDED UP. | Damage modification (passive): Passive damage bonus affect damage of all on-perk weapons (including Knife) or on-perk damage types. Bonus DOES NOT affect Mac 10's DOT damage. Damage ROUNDED. | Damage modification (passive + skills): Passive damage bonus affect damage of all weapons. Melee Expert skill further increases damage of all melee weapons. Damage ROUNDED. Just like with the other perks, damage bonuses are additive, meaning that there will be 15% more damage from the passive (of default damage value) plus 25% more damage of default weapon value if this weapon is a melee. | ||||||||||
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106 | Passive (Bloat bile resistance): Unlike Berserker (with Resistance skill) which resists to all forms of toxic damage, Field Medic's resistance applied exclusively on Bloat's puke attacks. | |||||||||||||||||||
107 | Shotgun penetration modification (passive + skills): Passive bonus adds up to +5 points on top of the base penetration power of the weapon. Armor Piercing Shot skill adds 4 more points. For the duration of ZED Time Penetrator skill replaces effect of Armor Piercing Shot and adds 30 more penetration power points to the weapon's base penetration power (for up to +35 points at level 25). Additionally for the duration of ZED Time, when Penetrator skill active, weapons will not suffer from the damage reduction on each subsequent penetration. All these bonuses as well affect all of FAMAS Masterkey attacks. | Skill (Barbecue): Barbecue increases DOT duration by x2.5 times. This skill stack with the Napalm skill for a total of x5 longer DOT duration. | ZED Time reload (passive + skill): For the duration of ZED Time with each level it takes 3% less time to play the weapon reload animation, up to 75% less time (i.e. 1/0.25 = 4 times faster) at level 25. Fanfire skill instead makes weapon reloading completely immune to slow-mo and overrides passive ZED Time reload effect. | Passive (Bullet resistance): Player takes up to 30% less damage from all weapons that use "Ballistic" damage type. Damage ROUNDED. | ||||||||||||||||
108 | Damage resistance (passive + skills): Damage resistance bonuses are additive: e.g. -10% from the passive and -30% from the Parry skill will give total resistance of 40%. Any DOT on this perk lasts for 20% less time. | Passive (Nightvision): Nightvision drains battery as fast as flashlight. | Skill (Armor Piercing Rounds): Any hit zone with damage scale multiplier greater than 1 is considered to be "critical". Due to their nature, explosives do damage only to the body health and do not trace hit zones so this skill will apply additional damage only through ballistic impact. Skill also increases Shrapnel damage of the Blunderbuss, HRG Tommy Boom's and blunt damage of the Pulverizer when hitting "critical" zones. | |||||||||||||||||
109 | Passive (Reveal cloaked ZEDs): Technically the whole process of revealing cloaked ZEDs is focused around each of these ZEDs individually, not around Commando. Having line of sights is important for exposing cloaked ZEDs - if ZED is being rendered (viewed by) for Commando it will be visible to other players, otherwise it will be not even if that ZED is within Commando's reveal range and / or viewed by the other players but not by Commando themself. After breaking LOS the cloaked ZED will be visible for at least 2 seconds. | Passive (Syringe recharge rate): With each next level amount of the time it takes to fully recharge Medical Syringe or Healing Darts decreased by 8% (base recharge time / 1.08, base recharge time / 1.16 etc.), up to 200% at level 25 (on top of the base 100% recharge rate). This allows to recharge syringe up to 3 times faster. | Skill (Firestorm): Caulk n' Burn, Flamethrower and Microwave Gun change their flame / beam model to another model that is approximately x1.4 times extensive. | Passive (Weapon switch): Bonus decreases time that it takes to equip and putdown the weapon by up to 50% making weapon swaps x2 faster at level 25. Bonus works with all weapons. | Passive (Weapon switch): Bonus decreases time that it takes to equip and putdown the weapon by up to 25% making weapon swaps x1.33 faster at level 25. Bonus works with all weapons. | Passive (Weapon switch): Bonus decreases time that it takes to equip and putdown the weapon by 35% making weapon swaps approximately x1.54 times faster. Bonus works with all weapons. | ||||||||||||||
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111 | Attack speed modification (skills): All melee attack speed bonuses do not affect speed directly but rather change the duration of melee animation, the duration gets shorter by skill value hence speed gets faster by (1 / ( 1 - 1 x skill value)) times. The bonuses are additive, each next bonus decreases the duration of animation by its value multiplied with the weapon's default duration variable. For example: Butcher, Parry and Massacre together will reduce the duration of melee animation to 1 - 1 x 0.2 - 1 x 0.05 - 1 x 0.05 = 0.7 which will increase attack speed by 1 / 0.7 = 1.43 times. | Passive (Bullet resistance): Player takes up to 30% less damage from all weapons that use "Ballistic" damage type. Damage to take is ROUNDED. | ||||||||||||||||||
112 | Skill (Ground Fire): Skill works with both - Ground Fire and Residual Flames. Calculation specifics: skill mutiplies default GF / RF damage value by 2 and adds this value to perk-modified GF / RF damage value. Example: Bloat (neutral to fire) vs lvl 25 + Ground Fire. Bring the Heat OFF: Damage = (10x1.2) + (10x2) = 32. Bring the Heat ON: Damage = (10x1.55) + (10x2) = 36. | Passive (Recoil): Current recoil multiplier of the weapon is being decreased by up to 25%. Firstly game calculates current recoil multiplier of the weapon (check Notes Tab, "Weapons - Recoil and spread" mechanics) and then decreases it by up to 25%. Sharpshooter's passive recoil bonus works only with on-perk weapons. Recoil reduction is multiplicative with the Dead Eye skill: Recoil Mod = 1 x 0.75 x 0.9 = 0.675. | Skill (Assault Armor, Heavy Armor Training): Amount of the armor given from both skill stack. Heavy Armor Training skill prevents players from being grabbed by Clots even when they do not wear / have any armor at all. Heavy Armor Training skill has 100% damage absorption rate (acting like a second health pool), furthermore it decreases all incoming damage towards it by 35% (x0.65 damage multiplier to armor). More information on armor mechanics at Notes Tab, "Gameplay - Armor" section. | ZED Time reload (passive): For the duration of ZED Time with each level it takes 3% less time to play the weapon reload animation, up to 75% less time (i.e. 1/0.25 = 4 times faster) at level 25. | ||||||||||||||||
113 | Passive (Ammo Backup): Amount of given magazines per interaction is a maximum out of two possible integer values - (Initial Spare Magazines / 1.5) OR 1, for secondary ammo to give - (Ammo Pickup Scale x Magazine Size) OR 1. Additionally Resupply Pack skill multiplies these values by x1.3. | Skill (Acidic Rounds): DOT is caused by Field Medic's on-perk weapons, grenades do not count - instead they cause their own poisoning which cannot co-exist with the Acidic Round's DOT (best DOT in terms of total damage "wins"). Damage type - toxic. DOT damage ROUNDED UP. It should be noted that even without this skill, the healing darts and grenades are still capable of applying poison power on ZEDs - Acidic Rounds applies DOT (hence also poison power) with bullets / projectiles and healing darts and grenades apply posion power with every dart impact / grenade tick. | Skill (Concusive Rounds): Skill increases knockdown / stun / stumble / gun hit / melee hit power for all on-perk damage types. Knockdown power multiplier of this skill stack with the Shock Trooper as a sum, total multiplier = 1 + 0.5 + 0.1 = 1.6. | Passive (Recoil): Current recoil multiplier of the weapon gets lowered by up to 25%. Order: 1. Calculate current recoil multiplier (check Notes Tab, "Weapons - Recoil and spread" mechanics). 2. Decrease it by up to 25%. 3. Apply it on weapon. Skill applied on on-perk weapons only. | ||||||||||||||||
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115 | Passive (ZED Time extension): ZED Time cannot be extended by certain amount of time but instead it resets back to 3 seconds. | Skill (Heavy Weapons Training, Tactical Reload): Actual reloading time numbers can be found at Weapons Tab, "Handling" sections. Only Heavy Weapons Training skill affects Survivalist's on-perk weapons. | ||||||||||||||||||
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117 | Skill (Eat Lead, High Capacity Mags): Skills do not increase magazine size of the Sentinel drone. | Skill (Concussion Rounds): Skill works only with on-perk weapons. | Skill (Destroyer of Worlds): Initial explosion does x1.5 more damage than base value (and also supposed to have x1.35 wider radius, although this part does not work due to replacement of explosion-responsible actor class). For the duration of radiation cloud its damage drops down to 20 points of toxic damage (affected by perk's damage bonuses). The initial explosion and radiation cloud both have radius of 3 meters, cloud does damage for a total of 8 seconds within 1 second intervals. Additionally ZED start suffering from the toxic DOT: duration - 5 seconds, interval - 0.3 seconds, damage scale of radiation cloud - x1. Minimal interval between two Nukes - 0.25s (for multi-pellet weapons). Nuke explosion and its radiation cloud passes through closed doors, damaging ZEDs. | Skill (Heat Wave): Skill forces ZEDs to stumble as long as they are not in cooldown and can do such move. | Skill (Bone Breaker): 30% extra damage to limbs stack with flat +20% damage bonus for total +50% damage when ZED getting hit in the limbs - arms or legs. | Skill (Assassin, Ranger): Each time player scores a headshot (not necessary lethal) with on-perk weapons there is a 5% chance for ZED Time to appear. Like with the other ZED Time probabilities, odds grow over time if no ZED Time events has occured recently. The same shot that triggers ZED Time also gets bonuses from either of level 25 skills (more damage or stun power). ZED Time can also be triggered by either of player's knife attacks on the ZED's head. Often (but not always), especially when attacking small ZEDs, the same shot that triggers ZED Time might also kill ZED which will be treated as if player has extended ZED Time right away. | ||||||||||||||
118 | Passive (Nightvision): Nightvision drains battery as fast as flashlight. | Skill (High Capacity Mags): Skill does not work with Double-barrel Boomstick, Doomstick and HRG Buckshot(s). | Skill (Battering Ram): During the ZED Time player speed up by 25%. Every ZED touched by player takes bump damage and gets knocked down unless the limit of already knocked ZEDs is reached (see "Gameplay - Afflictions"). Bump has cooldown of 0.1s (in ZED Time it is slowed along the world). ZED that cannot be knocked down due to the knockdown limit will instead be stumbled but will still take bump damage. Headless ZEDs die instantly (on bump they take damage equal to their maximum health). | Skill (Lockdown): During the ZED Time stun power of the weapon become 10000, even if it does not have any stun power on it normally. | ||||||||||||||||
119 | Perk (Berserker Rage): Effective radius - 10 meters, AI pause duration - 5 seconds. | Skill (Fallback): Extra damage affect all knives and 9mm Pistol(s). Weapon swap speed bonus affect equip and putdown times of all weapons making it happen 2 times faster. Extra damage example: 9mm Pistol (25 points of damage) with Fallback skill does Roundup (25 + 25x0.85) = 47 points of damage. When it comes to calculation of knife damage, this skill DOES work along the passive damage bonus and Hollow Point Rounds skill. Skill as well affects bash damage of the 9mm Pistol(s). | Skill (Adrenaline Shot, Coagulant Booster, Focus Injection): Buffs apply at player's patient even at full health, buffs also apply at the player themself when self-healing. Furthermore, player with the Symbiotic Health skill buffs themself each time when healing teammate that lacks some of the health (healing teammate that has full HP will buff that teammate but not the player). Buff timer is being reset when player is healed again. | Skill (Inferno): During the ZED Time, when player damages ZED with an on-perk weapon capable of causing Fire DOT (specifically, excluding Napalm damage), this ZED takes DOT in a normal fashion. At the same time around this ZED there happening an AOE check (radius is slightly above 8 meters) and all nearby ZEDs catch the same DOT type. However, amount of the damage they take is calculated once again implying that DOT damage of the player's first target is a BASE VALUE (which itself is calculated from the weapon's base damage). For example, player attacks ZED with a Spitfire which inflicts 40x0.8=32 DOT per tick. For all nearby ZEDs the base value is now 32 (first ZED's DOT) and not 40 (Spitfire damage). Spitfire's DOT Scale is x0.8 so these nearby ZEDs will only take 32x0.8=26 damage. If by the time these ZEDs take DOT an another ZED will enter their vicinity (i.e. will be within their 8m check radius), that last ZED will take even less damage (26x0.8=21) and so on. Every ZED damaged by DOT become able to check for nearby ZEDs itself and spread DOT even further (at a reduced damage, since for all DOT weapons DOT scale is < 1). Due to the fact that only one DOT of the same time can exist on the ZED - the one that is most effective in terms of total damage - ZEDs might constantly re-catch new DOTs (with an updated duration) form each other, implying that these new DOTs would cause more overall damage. | ||||||||||||||||
120 | Skill (Resupply Pack): Skill multiplies amount of ammo given to teammates by x1.3 (see Ammo Backup). Total amount of ammo given is an integer value of INT(Initial Spare Mags / 1.5) x Mag Size x 1.3, for secondary ammo (e.g. M203 grenades) - Ammo Pickup Scale x Magazine Size x 1.3. Skill allows to replenish ammo and armor separately. Skill icons: red - player can resupply both - armor and ammo, yellow - player can resupply either ammo OR armor (depending on what has been taken earlier), grey - skill inactive. Skill resets at the end of each wave. | Skill (Knock 'em Down): Skill works with all weapons (even off-perk) and only by shooting at ZED's torso and arm bodyparts (and also at Fleshpound's chest core) (for stumble) or by shooting ZED's legs bodyparts (for knockdown). Knockdown multiplier works only when ZED is sprinting. | Skill (Make Things go Boom): This skill increases radius of ballistic-explosive projectiles (HX25, M79, HRG Tommy Boom, HRG Kaboomstick, Seal Squeal, M203 / incendiary M203, RPG-7, Seeker Six, Husk Cannon, Blunderbuss, M32), C4, HRG Crossboom, Pulverizer, Gravity Imploder, Thermite Bore, Hemoclobber, HRG Vampire, Mine Reconstructor and Compound Bow's cryo arrow. Skills adds 50% resistance to explosive damage types, this bonus is additive to passive resistance making level 25 Survivalist take only 25% damage from explosive damage types. Skill does not increase radius of either of Survivalist's grenades. | |||||||||||||||||
121 | Perk (Butcher): Extra damage applied on all on-perk weapons or damage types. Melee speed applied on all melee weapons. | |||||||||||||||||||
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123 | Perk (Dreadnaught): At full health with just few points of passive damage resistance it is possible to survive after falling from any height. | |||||||||||||||||||
124 | Skill (Adrenaline Shot): Speed bonus is a multiplier towards player's current speed - either x1.1, x1.2 or x1.3. | Skill (Quick Draw): Recoil reduction is multiplicative with the passive bonus: Recoil Mod = 1x0.75x0.5 = 0.375. Skill decreases time that it takes to equip and putdown the weapon by 50% making weapon swaps x2 faster. | Skill (Dead Eye): On-perk weapons only. Extra damage works only on shots in the head. Recoil reduction is multiplicative with passive bonus. | Skill (Close Combat Training): Extra damage affects all knives, 9mm Pistol(s) and ALL "bludgeon" damage types (be it buttstock bash with any weapon or melee weapon such as Pulverizer) except Battering Ram bump and Doshinegun shot. Extra damage example: 9mm Pistol (25 points of damage) with Close Combat Training skill does Roundup (25 + 25x1.0) = 50 points of damage. Unlike Commando's counterpart, this skill DOES NOT work along the passive damage bonus when it comes to calculation of knife damage. It is either bonus from passive (without this skill) OR bonus from the skill itself. Unlike Commando's counterpart, this skill DOES increase damage of the Flashbang grenade when it is thrown while holding either 9mm(s) or a Knife. | ||||||||||||||||
125 | Perk (Massacre): For this skill's damage calculation order refer to step 5 of "ZEDs - Damage To Take" mechanic (Notes Tab). 30% extra damage applied on light attacks of all melee weapons (excluding Pulverizer's explosion and HRG Blast Brawlers). | Skill (Impact Rounds): Skill works only with on-perk weapons. | ||||||||||||||||||
126 | Skill (Tactical reload): Actual reloading time numbers can be found at Weapons Tab, "Handling" sections. Passive reload bonus works only with on-perk weapons. | Skill (Tactical reload): Actual reloading time numbers can be found at Weapons Tab, "Handling" sections. | Skill (Airborne Agent): Essentially explosion emitted from the player location resembles the explosion of the Healing Grenade. | Skills (Destroyer of Worlds, Mad Bomber): Player takes no self damage from explosives when utilizing either of skills AND while ZED Time is still active. Mad Bomber's explosion radius modifier is additive to Fragmentation Rounds: 1.5 + 0.25 = 1.75. Projectile gets its arm distance set to 0 when it spawns while ZED Time is still active, arm distance is only set once and does not change when ZED Time is over. | Skill (Marksman): Skill decreases re-firing interval of the weapon by 25% which effectively increases ROF by 33.3%. | |||||||||||||||
127 | Skill (Rack 'em Up): Skill become active with the first ever shot in the head. Each time player scores headshot, skill takes 10% of the current weapon's damage, multiplies it by amount of the scored headshots and adds it to the base weapon damage. Every 2 seconds headshot combo meter goes down by 1, each headshot during this time increases the meter by 1 and resets 2 seconds timer. Damage bonus as well affects knife and grenade damage. | Skill (Medic Training): Skill modifies recharge rate and heal amount of the Medical Syringe and all Field Medic's weapons. With this skill it takes 50% less time to recharge the healers which effectively increases recharge speed by 100% (twice as fast). | ||||||||||||||||||
128 | Damage type: Damage type "Ballistic_Shotgun" includes all the damage types used by Support's on-perk shotguns. | Skill (Coagulant Booster): Damage resistance bonus is a multiplayer towards the all incoming damage - either x0.9, x0.8 or x0.7. | Skill (Rack 'em Up): Skill become active with the first ever shot in the head. Each time player scores headshot, skill takes 10% of the current weapon's damage, multiplies it by amount of the scored headshots and adds it to the base weapon damage. Every 2 seconds headshot combo meter goes down by 1, each headshot during this time increases the meter by 1 and resets 2 seconds timer. Damage bonus as well affects knife and grenade damage. | |||||||||||||||||
129 | Perk (Parry): Extra damage applied on all on-perk weapons or damage types. Melee speed applied on all melee weapons. Damage resistance is also applied at the same attack that triggers Parry. | Skill (Tactician): Skill adds +30% resistance to slow-mo to weapons on top of the base 35% resistance. This makes weapon swapping ((1-0.2)x(0.35+0.3)) / ((1-0.2)x0.3) = ~2.17 times faster. | ||||||||||||||||||
130 | Skill (Focus Injection): Bonus is a multiplayer towards the damage dealt by player - either x1.05, x1.1, x1.15 or x1.2. Works with all weapons. | |||||||||||||||||||
131 | Skill (Extra Rounds): C4 Explosives and Dynamite Grenades do not recieve additional ammunition. | Skill (Melee Expert): Extra movement speed active only while holding melee weapons. This skill as well increases damage of all of the Eviscerator's and Frost Fang's attacks (as these count as melee, however Melee Expert does not increase their projectile attack speed, it only affects their bash / stab speed). Melee Expert increases damage and melee attack speed (hence shotgun rate of fire) of HRG Blast Brawlers. For Pulverizer and Hemoclobber this skill affects both - melee and explosive damage. This skill does not affect Piranha Pistol(s). | ||||||||||||||||||
132 | Perk (Resistance): Better (cleaner) camera effects when taking damage from Bloat's bile or Siren's scream attacks. | Skill (Symbiotic Health): Player heal themself for 6% of their maximum health (7.5, rounded down to 7) every time when healing other players. Healing yourself will not grant that bonus. Amount of health provided via either of options is also affected by perk's Syringe Potency bonus, making it x1.5 more at level 25. | Skill (Speed-loader): Actual reloading time numbers can be found at Weapons Tab, "Handling" sections. | Skill (Cripple): Skill works only with on-perk damage types. | ||||||||||||||||
133 | Skill (Fragmentation Rounds): Explosion radius multiplier of this skill stack with the Mad Bomber as a sum, total multiplier is 1.5 + 0.25 = 1.75. This skill affects perk's own grenade and off-perk weapons too. It increases radius of ballistic-explosive projectiles (HX25, M79, HRG Tommy Boom, HRG Kaboomstick, Seal Squeal, M203 / incendiary M203, RPG-7, Seeker Six, Husk Cannon, Blunderbuss, M32), C4, HRG Crossboom, Pulverizer, Gravity Imploder, Hemoclobber, HRG Vampire, Mine Reconstructor and Compound Bow's cryo arrow. | Skill (Napalm): Initial damage - 7, DOT duration - 5s x2.5 (boosted by the skill itself), DOT interval - 1s, DOT damage scale, of initial damage - x0.4. When ZED is being attacked by player with a flame-spraying weapon (Caulk 'n Burn, Flamethrower, Microwave Gun) or takes Ground Fire damage, around this ZED there happening an AOE check (check radius is twice as wider (x2) than ZED's collision cylinder). All the other ZEDs within this radius take Napalm damage and become "napalm infected" for the duration of Napalm DOT. "Infected" status prevents them from taking / spreading Napalm damage to other ZEDs. When this status is worn off it is become possible to cause another AOE check by attacking these ZEDs. Unlike surrounding ZEDs, the initial target is almost never gets marked as "infected" (weaker Napalm DOT is overridden by stronger DOT of the weapon, which clears out "infected" status) hence takes Napalm damage at the same rate as it takes damage from said spray weapons. ZEDs also spread Napalm upon bumping into each other. | Skill (Ranger): During the ZED Time stun power of the on-perk weapon become 10000, even if it does not have any stun power on it normally. But only if player scores a shot in the head. | Skill (Rapid Assault, Suppression Rounds): Due to calculation specifics both skills give total stumble power multiplier of 4. Suppression Rounds skill works only with on-perk weapons, while the Rapid Assault skill works with all weapons (even off-perk). Resistance to slow-mo and unlimited ammo in ZED Time also works with the 9mm Pistol(s). | ||||||||||||||||
134 | Perk (Skirmisher): Movement speed modified while holding on-perk weapons. Technically HP regeneration is not a healing so it does not affect damage and duration of the fire DOT. | |||||||||||||||||||
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136 | Skill (Zedative): For the duration of the ZED Time this skill increased damage of on-perk weapons by 30%. Every ZED killed emmits an explosion that damages nearby ZEDs and heals players. Every ZED killed by an explosion emmits exact same explosion allowing to perform explosion chains. There is 0.15s delay between explosion animation and application of damage on nearby ZEDs. While ZED Time active this skill also allows to apply Snare power with every weapon hit. Amount of healing from explosion is affected by Field Medic's passive bonus. Like Healing Cloud of Medic Grenade, the explosion passes through closed doors, damaging ZEDs and healing players. | Skill (Stability): Skill decreases time that it takes to play reload animation by 20% making reload speed 1/0.8 = 25% faster. | ||||||||||||||||||
137 | Perk (Smash): 25% extra headshot damage applied on all attacks of all on-perk weapons or damage types. 50% extra damage applied on heavy attacks of all melee weapons (excluding Pulverizer's explosion and HRG Blast Brawlers). Stumble power multiplier applied on all on-perk weapons. For heavy attack damage calculation refer to step 5 of "ZEDs - Damage To Take" mechanic (Notes Tab). | Skill (Tactical Movement): Player walks and sprints 20% faster with on-perk weapons or 9mm Pistol(s). | Skill (Spontaneous Zed-plosion): This skill is identical to Firebug's ZED Shrapnel counterpart. | |||||||||||||||||
138 | Skill (Tactical reload): Actual reloading time numbers can be found at Weapons Tab, "Handling" sections. | |||||||||||||||||||
139 | Skill (High Impact Rounds): Only Ballistic_Shell projectiles do additional damage. HRG Kaboomstick's pellets and HRG Crossboom's arrows are affected (impact only). HX25 Grenade Pistol's pellets, Shrapnel of the Blunderbuss and HRG Tommy Boom are not affected. Skill as well affects blunt damage of the Pulverizer and piercing damage of the HRG Crossboom. | |||||||||||||||||||
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142 | Damage type: Berserker gets damage bonuses for "Bludgeon_RifleButt" damage type which is used when bashing with all non-melee weapons. | |||||||||||||||||||
143 | Skill (Shock Trooper): Actual reloading time numbers can be found at Weapons Tab, "Handling" sections. | |||||||||||||||||||
144 | Skill (Napalm and Barbecue interaction): Due to calculation specifics either of skills, when selected alone, provides total DOT duration multiplier of x2.5. However when both skills used together at the same time the final DOT duration multiplier only become x4, not x5 as would expected. | |||||||||||||||||||
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147 | Skill (ZED Shrapnel): Explosion can be activated by all on-perk weapons or on-perk damage types. | |||||||||||||||||||
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149 | Damage type: Damage type "Fire" implies all fire-based damage types. | |||||||||||||||||||
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | AM | AN | AO | AP | AQ | |
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1 | Health | ZED Time | Dropped items | ZED AI player targeting | Penetration resistance and mass | Weapon drop on death | Daily Objectives | PowerUps | |||||||||||||||||||||||||||||||||||
2 | Healers restore HP at rate of 1HP / 0.1s (10HP / second). | ZED Time slows the world to 20% of its normal speed (i.e. by 5 times). | Weapons dropped by players keep exist for 300 seconds (5 minutes). | ZED will not change its current enemy if: | All players have penetration resistance of 1 and mass of 65 weight units. | Upon death players will drop their current held weapon. If current weapon cannot be dropped (9mm Pistol, Knife, Syringe or a Welder), instead the best weapon in terms of "priority" attribute will be thrown away. Best weapon is the highest "priority" weapon chosen in Primary - Secondary - Melee order. If two of the weapons within one group will be having same priority, the first to come in the inventory will be considered as the best one. | Deal damage | Hellish Rage | |||||||||||||||||||||||||||||||||||
3 | Healers decrease damage and duration of Fire DOT by half. | ZED Time duration | 3s | Dosh dropped by player keep exist for 120 seconds (2 minutes). | Not enough time passed since the last enemy change time (min - 5s). | Grenade toss rate | Weapon | Required | Weapon | Required | Health cost = 20 HP (will never kill its user, instead HP will be set to 1). Duration = 20 seconds. By any means during the time this PowerUp is active the player cannot be healed. | ||||||||||||||||||||||||||||||||
4 | Heal amount applied instantly but regeneration takes time. Amount of given health will never be more than (Max Health - Current Health). | ZED Time is a timer (float value 3.0000). It constantly goes down to 0. | Sawblades and bolts keep exist for 180 seconds (3 minutes). | New potential enemy already targeted by at least 3 other ZEDs. | Players throw grenades at rate of 1 grenade per 0.6s (100 grenades per minute). After that time (0.6s) player is allowed to shoot again. | knife | 2500 | deagle | 10000 | ||||||||||||||||||||||||||||||||||
5 | ZED Time cannot be extended by a certain amount of the seconds. Instead it resets back to 3.0000. Non-commando perk can reset it once. At level 25 Commando can reset it up to 6 times (for every 5 levels this perk gets 1 extra reset). | Re-pick up and drop items again will reset the timer. | ZED is currently doing melee attack. | 9mm(s) | 4000 | sw500 | 10000 | ||||||||||||||||||||||||||||||||||||
6 | Player's damage resistance have incoming damage ROUNDED. | Current enemy is within ZED's strike range. | Dosh Vault | Weapon | Priority | Weapon | Priority | mp7 | 5000 | af2011-a1 | 10000 | Effects: Global extra damage bonus (multiplicative) = 50% (see step 3 of "ZEDs - Damage to take" mechanic). Extra movement speed = 25%. Every attack on the ZED applies Fire DOT of 50 points / tick, scale of x1, duration of 3 seconds, interval of 0.5 seconds and Burn power of 35 (to clarify - it does not do instant fire damage to ZED but rather sets it on fire). DOT itself is not affected by global damage bonus. | |||||||||||||||||||||||||||||||
7 | Armor | Falling damage | ZED's AI paused. | Each Dosh pile represents 1000000 of Dosh earned by player. Dosh Vault has 5 tiers, each tear expands Dosh Vault space making it bigger. Tier requirements: T1 (front) - 0 piles, T2 - 30 piles, T3 - 70 piles, T4 - 100 piles, T5 - 130 piles. Total amount of the dosh piles in the Vault is 310. | AssaultRifle_AK12 | 75 | Pistol_ChiappaRhinoDual | 42 | mp5 | 7000 | hrg disrupter | 10000 | |||||||||||||||||||||||||||||||
8 | Depending on integrity armor absorbs different amount of the damage. | ZED Time has greater chances to appear in time. For next 30 seconds since the last ZED Time - normal chances (x1), between 30-60s - twice better (x2), if 60s passed without ZED Time - four times better (x4). | Game simulates Free Fall and Acceleration of Gravity. Normal in-game gravity acceleration = 11.5 m/s^2. Maximum falling velocity = 40 m/s. | ZED has LOS on its current enemy and that enemy is also closer to ZED than its new potential enemy. | AssaultRifle_AR15 | 25 | Pistol_Colt1911 | 20 | thompson | 7000 | winchester | 5000 | |||||||||||||||||||||||||||||||
9 | Integrity | High | Medium | Low | AssaultRifle_Bullpup | 50 | Pistol_Deagle | 25 | hrg nailgun | 10000 | railgun | 5000 | |||||||||||||||||||||||||||||||
10 | When it has | >= 75 points | >= 50 points | <50 points | To take falling damage player should have velocity greater than 13.25 m/s, such velocity can be achieved by falling from at least H = (13.25)^2/(2x11.5) = 7.634 meters. | If ZED can see current enemy and can not see its new potential enemy. | AssaultRifle_Doshinegun | 50 | ShrinkRayGun | 100 | p90 | 10000 | m99 | 5000 | |||||||||||||||||||||||||||||
11 | Absorption % | 75% | 65% | 55% | Minimum interval between 2 ZED Times | 10s | ZED might change its current enemy if: | After action report | AssaultRifle_FAMAS | 80 | Pistol_Dual9mm | 20 | hrg stunner | 10000 | crossbow | 7000 | ZEDs and Weapons To Parry Their Attacks | ||||||||||||||||||||||||||
12 | SWAT's Heavy Armor Training skill allows to absorb 100% of damage and also decreases all incoming damage to armor by 35% (damage x0.65). | Cooldown begin at the very beginning of each ZED Time. | ZED does not have LOS on its current enemy. | Team Awards (displayed per-game, reset on each next after action report). | AssaultRifle_HRGIncendiaryRifle | 50 | Pistol_DualAF2011 | 45 | ump | 10000 | hrg head hunter | 7000 | Minimum required weapon to parry a certain ZED (to make it stumble backwards). Damage mitigation happens regardless of Resistance and Strength. | ||||||||||||||||||||||||||||||
13 | DOT-based damage types (e.g. fire) do NOT trigger ZED Time events. | Damage taken calculated by formula: Falling Damage = Rounddown ((100 x (Player's Velocity - 13.25)) / 13.25). | Distance to current enemy is 20% greater than distance to the new potential enemy. | Medicine Master | Player healed other players for the highest amount of points. | AssaultRifle_HRGTeslauncher | 100 | Pistol_DualBladed | 45 | hrg barrierrifle | 10000 | hrg beluga | 7000 | ||||||||||||||||||||||||||||||
14 | Damage resistance as well affects amount of the damage to armor. | ZED Time chances | Zed Slayer | Player killed the highest amount of ZEDs. | AssaultRifle_LazerCutter | 125 | Pistol_DualColt1911 | 40 | kriss | 10000 | centerfire | 7000 | ZED | its Resistance | Parried by | its Strength | |||||||||||||||||||||||||||
15 | Survivalist's armor absorb 100% of damage. Passive resistance implied. | If player kills ZED (distance < 3m) | 5% | Minimum velocity to take falling damage | 13.25 m/s | Path to current enemy is blocked by the new potential enemy that has also scored damage that is at least 10% of ZED's maximum health. | Enforcer | Player performed the highest amount of assists for killing ZEDs. | AssaultRifle_M16M203 | 50 | Pistol_DualDeagle | 45 | ar15 | 5000 | m14 | 9000 | Clot variants (Cyst, Alpha, Slasher, Rioter) | 0 | Knives (all) | 1 | |||||||||||||||||||||||
16 | Movement speed | else if player kills ZED (distance > 3m) | 2.5% | - can be achieved after falling for | 1.15s | Destroyer | Player dealt the highest amount of the damage to ZEDs. | AssaultRifle_Medic | 100 | Pistol_DualFlare | 35 | bullpup | 7000 | fn fal | 10000 | ||||||||||||||||||||||||||||
17 | Walk speed (aka jogging), units/s | 383 (3.83 m/s) | If ZED is killed with a headshot (distance < 25m) | 3% | Minimum height to take falling damage | 7.634 meters | If ZED seeing its new potential enemy, new potential enemy is targeted by less than 3 other ZEDs and "ZEDs targeting current enemy / ZEDs targeting new potential enemy" ratio > 0.5 (evaluation of this event begin when ZED get closer than 15m to players, radius to check how many other ZEDs are targeting players - 10m around each player). | Giant Slayer | Player killed the highest amount of Scrakes, Fleshpounds and bosses. | AssaultRifle_MedicRifleGrenade | 125 | Rifle_ParasiteImplanter | 100 | ak12 | 10000 | freezethrower | 7000 | Crawler | 1 | ||||||||||||||||||||||||
18 | Sprint speed, units/s | 460 (4.60 m/s) | else if ZED is killed with a headshot (distance > 25m) | 5% | Velocity to die when player has 100HP | 26.5 m/s | Money Bags | Player earned the highest amount of Dosh. | AssaultRifle_Microwave | 125 | Pistol_DualHRGWinterbite | 35 | scar | 10000 | killerwatt | 7000 | E.D.A.R variants | ||||||||||||||||||||||||||
19 | ADS-walking / crouch-walking / both-at-the-same-time slows down the movement by 60% (x0.4 of the default walking speed, i.e. unaffected by health loss and weight carried). | If player kills 4 or more ZEDs with an explosion | 5% | - can be achieved after falling for | 2.3s | Head Popper | Player scored the highest amount of the shots in the head (lethal or not). | AssaultRifle_MKB42 | 75 | Pistol_Flare | 15 | mkb42 | 10000 | hrg arc generator | 9000 | Stalker | |||||||||||||||||||||||||||
20 | else if player kill 2-3 ZEDs with an explosion | 3% | Maximum height to take falling damage and not die | 30.532 meters | Dominator | Player killed a boss. | AssaultRifle_SCAR | 100 | Pistol_G18C | 75 | stoner | 10000 | Siren | ||||||||||||||||||||||||||||||
21 | ZED kill player | 5% | Maximum possible damage from falling = ((100x(40-13.25))/13.25) = 203 (after rounding). | Carnage | ZED Player dealt the highest amount of damage to humans. | AssaultRifle_Thompson | 50 | Pistol_HRGScorcher | 75 | mb500 | 5000 | Gorefast | 2 | Crovel | 3 | ||||||||||||||||||||||||||||
22 | Current movement speed depends from 3 factors: Low Health Speed Penalty, Weight Mod and Weapon Speed Mod. | Commando extension (reset) | 100% | ZED AI frustration | Closer | ZED Player killed the highest amount of humans. | AutoTurret | 11 | Pistol_HRGWinterbite | 15 | doublebarrel | 7000 | Gorefiend | ||||||||||||||||||||||||||||||
23 | Boss dies (duration - 6 seconds) | 100% | Depending on the view angle, knockback effects of the Double-barrel Boomstick and Doomstick both can add up to +/- 5 meters per second towards falling player's velocity in the opposite direction to where player is currently aimed at. | Whenever only 5 ZEDs remain during the wave time, following ZEDs will enter frustration mode (will be forced to sprint). | Combo Maker | ZED Player performed the highest amount of assists for killing humans. | Beam_Microwave | 100 | Pistol_Medic | 25 | hrg buckshot | 10000 | Husk | Piranha (single) | |||||||||||||||||||||||||||||
24 | Actual Speed = Base Speed x (1- Low Health Speed Penalty) x (1- Weight Mod) x Weapon Speed Mod | Sharpshooter player scores a headshot (not necessary lethal) while having either of level 25 skills | 5% | Grabby Pants | ZED Player performed the highest amount of human grabs (Alpha Clot's grab, Patriarch's tentacle grab, Siren's vortex grab). | Blunt_ChainBat | 50 | Revolver_DualRem1858 | 35 | hz12 | 10000 | Bloat | 3 | ||||||||||||||||||||||||||||||
25 | It takes them random (2.5-5) seconds to enter such mode. Scrakes, Fleshpounds and bosses cannot get frustrated. | Blunt_Crovel | 25 | Revolver_DualSW500 | 50 | m4 | 10000 | Abomination | 4 | Road Redeemer | 4 | ||||||||||||||||||||||||||||||||
26 | Minimum Low Health Speed Penalty (at 100+ HP) | 0 | ZED Support | ZED Player dealt the highest amount of supportive damage (undirect or AOE), e.g. Crawler's gas or Gorefast's spin. Fire and scream excluded. | Blunt_MaceAndShield | 110 | Revolver_Rem1858 | 15 | aa12 | 10000 | Fire Axe | ||||||||||||||||||||||||||||||||
27 | Maximum Low Health Speed Penalty (0 HP) | 0.15 (-15%) | Doors (default settings) | Note: Unlike players, ZEDs do not take damage from falling. | ZEDs spawned during the boss wave are always frustrated. | Blunt_MedicBat | 75 | Revolver_SW500 | 30 | doomstick | 10000 | Fleshpound variants | Katana | ||||||||||||||||||||||||||||||
28 | Low Health Speed Penalty increases linearly upon loosing health, -0.15% per 1 hp loss. For example at 75HP it will be 0.0375 (-3.75%), at 50HP it will be 0.075 (-7.5%), at 1HP it will be almost 0.15 (-15%). | Doors have 2 types of the health. | Zednnihilation | ZED Player killed the highest amount of humans during the single wave. | Blunt_PowerGloves | 110 | Rifle_CenterfireMB464 | 50 | hrg blastbrawlers | 10000 | Blast Brawlers | ||||||||||||||||||||||||||||||||
29 | Max Health / Max Weld Integrity HP (base values) | 4000 / 1500 | Sell price modifiers | Collision cylinders | Personal Bests (player's current life-time bests). | Blunt_Pulverizer | 75 | Rifle_FrostShotgunAxe | 80 | medic pistol | 5000 | Hans Volter | Piranha (dual) | ||||||||||||||||||||||||||||||
30 | Max Health cannot be restored, Weld Integrity restored by Welder. Door will break when either - Max Health or Weld Integrity become zero. | Purchased weapons sold at 75% of their original price. | Object | Radius, uu | Height, uu | Knife Kills | Highest score on amount of ZEDs killed with Knife. | Bow_CompoundBow | 125 | Rifle_Hemogoblin | 75 | hrg incision | 5000 | Frost Fang | |||||||||||||||||||||||||||||
31 | Weight Mod increases linearly from 0 (when empty) to 0.08 (-8%) (when fully loaded). Each block of weight increases Weight Mod by approximately 0.005 (by 0.004 for perks with 20 blocks of weight). | Starting and ground weapons sold at 50% of their original price. | Bloat, SC, FP, bosses | 55 | 86 | Pistol Kills | Highest best score on amount of ZEDs killed with 9mm Pistol. | Bow_Crossbow | 50 | Rifle_HRGIncision | 100 | medic smg | 7000 | Matriarch | Mosin Nagant | ||||||||||||||||||||||||||||
32 | Welder can restore or erase Weld Integrity HP. | Sell prices for upgrades weapons are all set manually, usually they do follow 75% cashback rule with the exception to Gunslinger's pistols which have much cheaper sell price. | Clots, Stalker, Husk, Siren, E.D.A.R | 36 | 86 | Head Shots | Highest score on amount of ZEDs killed with headshots. | Edged_AbominationAxe | 125 | Rifle_M14EBR | 75 | medic shotgun | 9000 | Hemoclobber | 5 | ||||||||||||||||||||||||||||
33 | HP restored / erased, per attack interval | +68 / -110 | Crawler, Abomination Spawn | 47 | 40 | Healing | Highest score on amount of health given to other players. | Edged_FireAxe | 50 | Rifle_M99 | 125 | hrg healthrower | 9000 | Patriarch | Static Strikers | ||||||||||||||||||||||||||||
34 | Weapon Speed Mod is set to 1 for nearly all weapons (except Minigun). | Welding interval | 0.2s (5 hits/s) | Door trigger (default) | 200 | 50 | Kills | Highest score on amount of kills. | Edged_IonThruster | 125 | Rifle_MosinNagant | 75 | hemogoblin | 9000 | Pulverizer | ||||||||||||||||||||||||||||
35 | Survivalist's speed bonus works only with melee weapons. Other perks with respective skills have their speed bonuses all the time. | Support's passive skill increases Door HP to restore / erase per Welder's attack interval by up to x1.75 (+119 / -192). | Dropped items | 75 | 40 | Assists | Highest score on amount of assists. | Edged_Katana | 50 | Rifle_RailGun | 100 | medic ar | 9000 | Scrake | Battleaxe | ||||||||||||||||||||||||||||
36 | Camera effect durations | Eviscerator / Crossbow projectiles | 250 | 250 | Large Zed Kill | Highest score on amount of killed Scrakes, Fleshpounds and bosses. | Edged_Zweihander | 75 | Rifle_Winchester1894 | 25 | hrg vampire | 9000 | Ion Thruster | ||||||||||||||||||||||||||||||
37 | Skill effects: Gunslinger's Steady: ADS-walking speed x2, SWAT's Tactical Movement: ADS- / crouch-walking speed x2.5, Sharpshooter's Stability: walk / sprint speed x1.5 (only when crouching, hence x0.4 as well). | Doors under attack restored at the slower rate - per single Welder tick it only restores 60% (x0.6) of the regular HP / tick value. | Blood - 1.5s, EMP - 5s, Fire - 1.5s, Puke / Light Puke - 10s, Scream - 6s, Heal - 1.5s, Flashbang - 3s. | Gorefast (-fiend) | 48 | 86 | Dosh | Highest score on amount of earned Dosh. | Eviscerator | 100 | RocketLauncher_RPG7 | 100 | hmtech-501 | 10000 | Zweihander | ||||||||||||||||||||||||||||
38 | Interactive skills (ex. Supplier) | 200 | 100 | Door Welding | Highest score on amount of door Weld Integrity HP restored. | Flame_CaulkBurn | 25 | RocketLauncher_SealSqueal | 75 | c4 | 2500 | Eviscerator | |||||||||||||||||||||||||||||||
39 | Support can repair doors at rate of 7 points / welder attack. Door will be restored upon accumulating a total of 255 points. | Item / Ammo pickups | 100 | 50 | Flame_Flamethrower | 75 | RocketLauncher_Seeker6 | 100 | hx25 | 5000 | Kill ZEDs | Bone Crusher | 6 | ||||||||||||||||||||||||||||||
40 | 9mm Pistol, Knife, Medical Syringe and Welder have no weight at all. | Trader Voice acting | Player | 40 | 86 | "Killed By" messages | FN FAL ACOG | 100 | RocketLauncher_ThermiteBore | 100 | m79 | 7000 | Clot_Alpha | 20 | |||||||||||||||||||||||||||||
41 | Trader might play their "good wave start" dialog when amount of ZEDs killed during the current wave will be at 20% out of maximum ZED amount. | Puke Mines | 10 | 10 | ZED | String | GravityImploder | 125 | Shotgun_AA12 | 100 | hrg crossboom | 7000 | AlphaKing | 5 | |||||||||||||||||||||||||||||
42 | Character Voice acting and auto-dialogs | Trader pods have a different effective (usable) radius. | Alpha Clot | "was grabbed inappropriately" | GrenadeLauncher_HX25 | 25 | Shotgun_DoubleBarrel | 50 | hrg tommy boom | 7000 | Clot_Cyst | 30 | |||||||||||||||||||||||||||||||
43 | Characters might talk with each other - asking about health and ammo status, giving advices and heads-ups or having trivial conversations. | Bloat | "has drowned in bodily fluids" | GrenadeLauncher_M32 | 125 | Shotgun_DragonsBreath | 50 | rpg7 | 7500 | Clot_Slasher | 25 | ||||||||||||||||||||||||||||||||
44 | Character might start claiming that certain door is about to break when its weld integrity will be at 60 HP or less. | Trader might play their "wave nearly done" dialog when amount of ZEDs killed during the current wave will be at 80% out of maximum ZED amount. | Idle gun check animations | Crawler | "ankles have been chewed off" | GrenadeLauncher_M79 | 75 | Shotgun_ElephantGun | 110 | seeker6 | 7500 | Crawler | 30 | ||||||||||||||||||||||||||||||
45 | After getting healed character might start claiming that they need more if their current health will not be restored to at least 75% of the maximum HP. | When weapon is drawn for the first time it starts idling. It takes random (1-10) seconds for the weapon to evaluate the possibility of performing a gun check animation. | Cyst | "has suffered an underwhelming death" | HRG_BarrierRifle | 125 | Shotgun_HRG_Kaboomstick | 75 | sealsqueal | 7500 | CrawlerKing | 5 | |||||||||||||||||||||||||||||||
46 | When given 50 Dosh, the character might respond gratefully and even more gratefully when given more than 250 Dosh within 0.75s interval. | E.D.A.R Blaster | "was blasted into bits" | HRG_BlastBrawlers | 110 | Shotgun_HZ12 | 55 | hrg kaboomstick | 9000 | Stalker | 10 | ||||||||||||||||||||||||||||||||
47 | When reloading the weapon within 2m from ZED(s), the character might tell than they need to hurry up their reloading process. | Trader might play their "you need a heal" dialog if amount of player's health will be less than 50% of the base value. | E.D.A.R Bomber | "was rocketed out of commission" | HRG_Boomy | 50 | Shotgun_MB500 | 25 | m16 | 9000 | Bloat | 5 | |||||||||||||||||||||||||||||||
48 | Characters might tell that they are low on ammo when amount of their spare ammo (of the current weapon) will be less than 15% of the base value. | Gun check animation will not happen if: | E.D.A.R Trapper | "was shocked to find they were trapped" | HRG_CranialPopper | 75 | Shotgun_Medic | 75 | m32 | 10000 | Siren | 5 | |||||||||||||||||||||||||||||||
49 | After killing 6 ZEDs or more without taking damage, the character might play their "rampage" dialog. | Trader might play their "teammate need a heal" dialog if amount of the teammate's health will be less than 50% of the base value. | - Firearms do not have any ammo loaded. | Gorefast | "was skinned alive" | HRG_Crossboom | 70 | Shotgun_Nailgun | 50 | caulknburn | 5000 | Husk | 3 | ||||||||||||||||||||||||||||||
50 | Character might play their "close call" dialog if after getting hit by ZED their HP will drop to 30% or less of the base value. | - Firearms are in ADS mode. | Hans Volter | "body has been removed for further experimentation" | HRG_EMP_ArcGenerator | 100 | SMG_G18 | 100 | flaregun | 7000 | Gorefast | 20 | |||||||||||||||||||||||||||||||
51 | After killing more than 9 ZEDs under 30s within 25m radius from where the first killed ZED is, the character might play their "rampage" dialog. | Trader might play their "you are poor" dialog if player will be having less than 200 Dosh. | - Time passed since the last gun check animation is less than 20s. | Husk | "has been charred to death" | HRG_Energy | 125 | SMG_HK_UMP | 90 | dragonsbreath | 7000 | Gorefiend | 8 | ||||||||||||||||||||||||||||||
52 | After hitting ZED corpse for 3 times within 1s intervals between each of two hits, the character might play their "rampage" dialog. | - Time passed since the last time player took damage is less than 10s. | King FP, King Bloat, Poop | "was eaten alive" | HRG_Healthrower | 75 | SMG_Kriss | 100 | mac10 | 9000 | Scrake | 1 | |||||||||||||||||||||||||||||||
53 | Afer hitting ZEDs for 3s with 0.75s intervals between each two of the hits, the character might play their "rampage" dialog. | Trader might play their "you are rich" dialog if player will be having more than 2000 Dosh. | - Time passed since the last shot by this weapon is less than 10s. | HRG_Nailgun | 75 | SMG_Mac10 | 60 | flamethrower | 9000 | Fleshpound | 1 | ||||||||||||||||||||||||||||||||
54 | Character might play their "nearly dead" sound when their HP will be at 20% or less of the base value. | Each time weapon fails to meet the proper requirements it re-rolls these possibilities after next 20 seconds. Note that 20s timers start AFTER last gun check animation. | Matriarch | "was killed for the greater good" | HRG_Revolver_Buckshot | 75 | SMG_Medic | 50 | hrg incendiary | 9000 | Quarterpound | 2 | |||||||||||||||||||||||||||||||
55 | Character might play their "scream" sound if they will lose more than 25% of the maximum health from damage given by ZED(s) within 1s interval. | Trader might play their "you are too far" dialog if player will be at least 500 meters away from the trader pod. | Patriarch | "can't hurt Kevin's children anymore" | HRG_Revolver_DualBuckshot | 75 | SMG_MP5RAS | 60 | hrg scorcher | 9000 | DAR Trapper | 5 | |||||||||||||||||||||||||||||||
56 | Whenever character "idling" (not taking damage), they might give a heads-up about spotting a ZED or a group of ZEDs. | Quarter Pound, Fleshpound | "has been ground to a pulp" | HRG_SonicGun | 75 | SMG_MP7 | 50 | microwave | 10000 | DAR Blaster | 5 | ||||||||||||||||||||||||||||||||
57 | Character might start claiming that certain ZED is nearly dead when amount of the health of this ZED will be less than 30% of the base value. | Based on the player's performance trader might play various dialogs related to achieved milestones - ZED kills, deaths, streaks (or more than 3 of these), amount of the damage taken (no damage, 50% damage, 100% damage, 300% damage taken), amount of the given health (more than 200 points), amount of the earned Dosh, post wave team status (all survived, some survived, only one survived), best teammate (best teammate status given once per wave, it is the player with the highest (integer) value of ZEDs killed + Dosh earned). | Player can force the idle animation to play by pressing the "Reload" button. Animations are choosen randomly. Different weapons have different amount of the gun check animations. | HRG_Stunner | 100 | SMG_P90 | 80 | husk cannon | 10000 | DAR Bomber | 5 | ||||||||||||||||||||||||||||||||
58 | After sprinting towards ZEDs for 1.5s, character might play their "arggghh" dialog. | Scrake | "was cut down in their prime" | HRG_Vampire | 100 | Thrown_C4 | 11 | helios rifle | 10000 | Perk XP | |||||||||||||||||||||||||||||||||
59 | "Idling" characters might give situational reports within 7s intervals. | Siren | "ears have blown out - fatally" | HuskCannon | 75 | crovel | 5000 | Berserker | 1500 | ||||||||||||||||||||||||||||||||||
60 | Character might tell that they need more Dosh if amount of the Dosh they have is 350 or less. | Slasher | "no longer likes slasher flicks" | Ice_FreezeThrower | 75 | nailgun | 7000 | Commando | 1500 | ||||||||||||||||||||||||||||||||||
61 | Character might tell that they have a lot of Dosh if amount of the Dosh they have is 3500 or more. | Emote animations | Stalker | "didn't see it coming" | LMG_Stoner63A | 100 | katana | 7000 | Demolitionist | 1500 | |||||||||||||||||||||||||||||||||
62 | Character might play their "panting" sound after sprinting for more than 3 seconds. | Have cooldown of 6 seconds. Do not interact with ZEDs in any way. | Suicide | "just gave up on life..." | Mine_Reconstructor | 80 | fire axe | 7000 | FieldMedic | 1500 | |||||||||||||||||||||||||||||||||
63 | Minigun | 130 | pulverizer | 10000 | Firebug | 1500 | |||||||||||||||||||||||||||||||||||||
64 | Character favorite weapons | Pistol_AF2011 | 25 | medicbat | 10000 | Gunslinger | 1500 | ||||||||||||||||||||||||||||||||||||
65 | Classic Masterson (aka Alan) - DualSW500, DualDeagle, DoubleBarrel, Nailgun, P90, FlameThrower, Katana, Pulverizer. | Reverend Alberts (aka Alberts) - SW500, Winchester1894, Crossbow, Pistol_Medic, SMG_Medic, Shotgun_Medic, AssaultRifle_Medic, Rem1858. | Ana Larive (aka Ana) - CaulkBurn, C4, M79, HX25, RPG7, DragonsBreath, FlameThrower, MicrowaveGun. | Badass Santa (aka BadSanta) - Freezethrower, DualAF2011, ElephantGun, M16M203, Stoner63A, PowerGloves, AbominationAxe, M99 | PC Rob Briar (aka Briar) - DualDeagle, DoubleBarrel, DualColt1911, M4, Bullpup, MP7, MP5RAS, Winchester1894. | Pistol_Bladed | 25 | eviscerator | 10000 | Sharpshooter | 1500 | ||||||||||||||||||||||||||||||||
66 | Pistol_Blunderbuss | 100 | bonecrusher | 10000 | Support | 1500 | |||||||||||||||||||||||||||||||||||||
67 | Donovan Neal (aka Coleman) - AA12, SCAR, M4, Deagle, Nailgun, AK12, SW500, Pulverizer. | DAR (aka DAR) - AK12, AA12, M14EBR, M4, Deagle, DoubleBarrel, P90, Kriss. | DJ Scully (aka DJSkully) - P90, RailGun, SCAR, Deagle, Kriss, CaulkBurn, Eviscerator. | Oisten Jagerhorn (aka Jagerhorn) - SW500, FlameThrower, RPG7, AK12, DualSW500, Pulverizer, DualDeagle. | Tom Banner (aka Knight) - M4, Crossbow, MicrowaveGun, Zweihander, Katana, Pulverizer. | Pistol_ChiappaRhino | 22 | power gloves | 10000 | Survivalist | 1500 | ||||||||||||||||||||||||||||||||
68 | hrg teslauncher | 10000 | SWAT | 1500 | |||||||||||||||||||||||||||||||||||||||
69 | Classic Briar (aka Mark) - DualDeagle, DoubleBarrel, DualColt1911, M4, Bullpup, MP7, MP5RAS, Winchester1894. | Lt. Bill Masterson (aka Masterson) - FlameThrower, RPG7, AK12, C4, Crovel, M14EBR, Bullpup, DualColt1911. | Mr. Foster (aka MrFoster) - AK12, AA12, M14EBR, M4, Deagle, DoubleBarrel, P90, Kriss. | Mrs. Foster (aka MrsFoster) - AK12, AA12, M14EBR, M4, Deagle, DoubleBarrel, P90, Kriss. | Anton Strasser (aka Strasser) - M14EBR, Winchester1894, C4, M79, MP5RAS, P90. | abomination axe | 10000 | Map completion | |||||||||||||||||||||||||||||||||||
70 | rem1858 | 5000 | Complete X map on Y difficulty | ||||||||||||||||||||||||||||||||||||||||
71 | Rae Higgins (aka Rockabilly) - RailGun, SMG_Medic, Shotgun_Medic, AssaultRifle_Medic, Microwave, MP5RAS, P90, Kriss. | Hayato Tanaka (aka Tanaka) - Katana, DragonsBreath, Eviscerator, Pulverizer. | colt1911 | 7000 | Character game completion | ||||||||||||||||||||||||||||||||||||||
72 | hrg winterbite | 7000 | Complete game as X character | ||||||||||||||||||||||||||||||||||||||||
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Common modifiers | Dosh on respawn | Maximum amount of items that can exist at same time | ZED Squads to spawn during the wave time | |||||||||||||||||||||||||
2 | Base Modifier / Difficulty | Normal | Hard | Suicidal | HOE | Minimum respawn Dosh given to player on spawning: | A group of items (weapons / armors / ammo boxes) will be spawned upon starting the game. Locations for these items are randomized (chosen from all possible pre-set locations). Items will not change their content or location until the next wave. Each time the item is being picked up, the countdown for the new item begin (countdown based on amount of the living players, check "Items and Ammo respawn time" section). Items (weapons or armors) will be replaced by items, ammo boxes will be replaced by ammo boxes. | During the wave time ZEDs spawn in squads. Each set of squads forms a spawn cycle. Within each spawn cycle all possible (normal) squads are guaranteed to spawn as long as the wave keep going. All squads will be deployed only once per cycle, when there will be no spare squads to spawn game will recycle them all over again (i.e. will initiate new spawn cycle). Spawning order is random within each spawn cycle. There are two types of squads to spawn - Normal and Special. Normal squads can be recycled by the game on any difficulty. Special squads mostly contain "big" ZEDs, on Normal and Hard difficulties game can utilize these squads only once per wave, on Suicidal and HOE difficulties Special squads will be recycled just like Normal squads (however they tend to spawn only during the odd cycles - #1, #3 etc.). Special squad is guaranteed to spawn within spawn cycle, if there are few possible Special squads to pickup, game will randomly choose one of them. | |||||||||||||||||||||
3 | Wave Size modifier | x0.85 | x1 | x1.3 | x1.7 | Dosh = Respawn Dosh x (Wave Number / (Max Wave Number - 1)) | |||||||||||||||||||||||
4 | - ZEDs, (1 player) | 21 | 25 | 32 | 42 | ||||||||||||||||||||||||
5 | - ZEDs, (2 players) | 42 | 50 | 65 | 85 | where Respawn Dosh is | |||||||||||||||||||||||
6 | - ZEDs, (3 players) | 58 | 68 | 89 | 116 | Normal | 1750 | Squad spawn intensity depends from the wave number, game difficulty, amount of the living players and whether this wave is "early" or not ("early" waves: Long = waves 1-4, Normal = waves 1-3, Short = 1 wave). Generally - the more players alive and the higher difficulty is - the faster ZED squads will be spawning. On "early" waves spawn intensity will be increased, on "late" waves - decreased. When playing solo spawn intensity will be decreased. Additional information of ZED Spawning can be found at Notes Tab, "ZEDs - Spawn intensity" section. | |||||||||||||||||||||
7 | - ZEDs, (4 players) | 74 | 87 | 113 | 148 | Hard | 1550 | All (default) possible items - Armor, AR-15 Varmint Rifle, SG 500 Pump-Action, Crovel Survival Tool, 9mm Pistol, 1858 Revolver, Winchester 1894, HMTech-101 Pistol and MP7 SMG - have equal chances to appear upon spawning. This list is a subject to change according to map maker's choice. | |||||||||||||||||||||
8 | - ZEDs, (5 players) | 85 | 100 | 130 | 170 | Suicidal | 1700 | ||||||||||||||||||||||
9 | - ZEDs, (6 players) | 95 | 112 | 146 | 191 | HOE | 1550 | Each string is a set of ZEDs within this squad. Numbers after ZED type specify the quantity. UClot = Cyst, AClot = Alpha, SClot = Slasher, GF - Gorefast, QP - Quarter Pound, Scrk - Scrake, Fl - Fleshpound. | |||||||||||||||||||||
10 | Trader time | 75s | 60s | 60s | 60s | Minimum respawn Dosh given to player joined mid-game: | Amount of the ammo given for certain weapon depends on the weapon's ammo pickup scale. | Length: | Long Game | Normal Game | Short Game | ||||||||||||||||||
11 | Base damage modifier (see below) | x0.5 | x1 | x1.25 | x1.75 | Short game: wave1 - 700, wave2 - 850, wave3 - 1650, wave4 - 2200. | Amount of the item / ammo pickups depends from the current wave. With each next wave amount of the possible item / ammo pickups multiplied by the (Wave Number / Max Wave Number) value and rounded down. At least one ammo box will be active from the beginning of the game and at least one item pickup will be active from the wave 2 (any length) and further. During the boss wave there will be maximum possible amount of the ammo pickups (technically, maximum possible ammo pickups - 1). | Difficulty: | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | |||||||||
12 | Weak attack chance | 1 | 1 | 1 | 1 | Wave - 1 | |||||||||||||||||||||||
13 | Medium attack chance | 0 | 0 | 1 | 1 | Medium game: wave1 - 600, wave2 - 800, wave3 - 1000, wave4 - 1100, wave5 - 1500, wave6 - 2000, wave7 - 2200. | Normal squads | UClot4 | UClot4 | UClot4 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | ||||||||||
14 | Hard attack chance | 0 | 0 | 0.5 | 1 | ||||||||||||||||||||||||
15 | Speed mod (used by Game Conductor) | x0.9 | x0.95 | x0.95 | x0.95 | UClot4_Bloat1 | UClot4_Bloat1 | UClot4_Bloat1 | SClot6 | UClot4 | UClot4 | UClot4 | SClot6 | UClot4 | UClot4 | UClot4 | SClot6 | ||||||||||||
16 | Dosh kill mod | x1.2 | x1 | x1 | x0.9 | Long game: wave1 - 600, wave2 - 700, wave3 - 1000, wave4 - 1300, wave5 - 1650, wave6 - 1800, wave7 - 2000, wave8 - 2200, wave9 - 2400, wave10 - 2400. | Important note: Unless set by mapper, the active item spawn point is become disabled (inactive for the rest of the game) when its item taken, limiting availability of free weapons on the map to 1 per spawn point. Ammo boxes instead go to "sleeping" state and will respawn after sometime on any other spawn point. Both pickup types can be set by mapper to respawn on timer regardless. | ||||||||||||||||||||||
17 | Start Dosh | 300 | 250 | 250 | 200 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | SClot2 | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | SClot2 | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | ||||||||||||
18 | Respawn Dosh | 300 | 300 | 250 | 200 | ||||||||||||||||||||||||
19 | Ammo spawn mod | x0.4 | x0.3 | x0.4 | x0.25 | Maximum respawn Dosh calculated by formula: | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | AClot3_Bloat1 | UClot4_Bloat1 | UClot4_Bloat1 | UClot4_Bloat1 | AClot3_Bloat1 | UClot4_Bloat1 | UClot4_Bloat1 | UClot4_Bloat1 | UClot4_Bloat1 | |||||||||||
20 | Item spawn mod | x0.45 | x0.35 | x0.25 | x0.1 | Dosh = Dosh Player Had Before Dying x (1 - Difficulty Dosh Mod) | Maximum theoretical amount of the item / ammo pickups | ||||||||||||||||||||||
21 | Self-inflicted damage mod | x0.1 | x0.2 | x0.2 | x0.5 | Map / Difficulty | Normal | Hard | Suicidal | HOE | Special squads | SClot6 | SClot6 | SClot6 | SClot6 | SClot6 | SClot6 | SClot6 | SClot6 | SClot6 | SClot6 | SClot6 | SClot6 | ||||||
22 | Global spawn rate modifier | x0.8 | x0.8 | x0.7 | x0.68 | where Difficulty Dosh Mod is | Airship | 5 / 6 | 4 / 4 | 3 / 6 | 1 / 4 | ||||||||||||||||||
23 | Nomal | 0.05 (-5%) | Ashwood Asylum | 7 / 8 | 5 / 6 | 4 / 8 | 1 / 5 | Wave - 2 | |||||||||||||||||||||
24 | ZED health modifiers | Hard | 0.1 (-10%) | Biolapse | All 32 ammo spawns are always active, no item pickups, respawn time - 45s. | Difficulty: | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | |||||||||||
25 | ZED / Difficulty | Normal | Hard | Suicidal | HOE | Suicidal | 0.2 (-20%) | Biotics Lab | 7 / 8 | 5 / 6 | 4 / 8 | 1 / 5 | Normal squads | UClot3_AClot1 | UClot3_AClot1 | UClot3_AClot1 | AClot2_Gorefast2 | UClot3_AClot1 | UClot3_AClot1 | UClot3_AClot1 | AClot2_Gorefast1 | UClot3_AClot1 | UClot3_AClot1 | UClot3_AClot1 | UClot3_AClot1 | ||||
26 | Abomination health mod | x0.65 | x0.8 | x0.9 | x1.05 | HOE | 0.25 (-25%) | Black Forest | 7 / 6 | 5 / 5 | 4 / 6 | 1 / 4 | |||||||||||||||||
27 | Bloat body health mod | x0.75 | x1 | x1.2 | x1.3 | By the next respawn player will get highest amount of Dosh out of two possible values - Minimum and Maximum respawn Dosh. | Burning Paris | 7 / 8 | 5 / 6 | 4 / 8 | 1 / 5 | UClot3_SClot1_Bloat1 | UClot3_SClot1_Bloat1 | UClot3_SClot1_Bloat1 | UClot3_SClot1_Bloat1 | UClot3_SClot1_Bloat1 | UClot3_SClot1_Bloat1 | UClot3_SClot1_Bloat1 | UClot3_SClot1_Bloat1 | Crawler2 | Crawler2 | Crawler2 | Crawler2 | ||||||
28 | Bloat head health mod | x0.75 | x1 | x1.05 | x1.1 | Carillon Hamlet | 6 / 5 | 4 / 3 | 3 / 5 | 1 / 3 | |||||||||||||||||||
29 | Clots / Crawler / Gorefast (-fiend) / Stalker body and head health mod | x0.75 | x1 | x1 | x1 | Catacombs | 7 / 8 | 5 / 6 | 4 / 8 | 1 / 5 | Crawler2 | Crawler2 | Crawler2 | Crawler2 | Crawler2 | Crawler2 | Crawler2 | Crawler2 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | |||||||
30 | Containment Station | 4 / 4 | 3 / 3 | 2 / 4 | 1 / 2 | ||||||||||||||||||||||||
31 | DAR Blaster body health mod | x0.75 | x1 | x1 | x1.3 | Dosh scale per game length | Crawler4 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | AClot3_Bloat1 | AClot3_Bloat1 | AClot3_Bloat1 | AClot3_Bloat1 | |||||||||||
32 | DAR Blaster head health mod | x0.75 | x1 | x1 | x1.1 | Depending on the game length players have their Dosh income adjusted by listed value: | Desolation | 6 / 9 | 5 / 6 | 3 / 9 | 1 / 5 | ||||||||||||||||||
33 | DAR Bomber body health mod | x0.75 | x1 | x1 | x1.3 | DieSector | All 6 weapon / 10 ammo boxes are always active, respawn time - 90s / 160s. | Stalker2 | Stalker2 | Stalker2 | Stalker2 | Stalker2 | Stalker2 | Stalker2 | Stalker2 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | ||||||||||
34 | DAR Bomber head health mod | x0.75 | x1 | x1 | x1.1 | Short game | x1.75 | Dystopia 2029 | 10 / 14 | 8 / 10 | 5 / 14 | 2 / 8 | |||||||||||||||||
35 | DAR Trapper body health mod | x0.75 | x1 | x1 | x1.3 | Medium game | x1 | Elysium | 10 / 31 | 8 / 23 | 6 / 31 | 2 / 19 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | |||||
36 | DAR Trapper head health mod | x0.75 | x1 | x1 | x1.1 | Long game | x0.8 | Evacuation point | 7 / 8 | 5 / 6 | 4 / 8 | 1 / 5 | |||||||||||||||||
37 | Fleshpound body health mod | x0.75 | x1 | x1.1 | x1.2 | Farmhouse | 1 / 3 | 1 / 2 | 1 / 3 | 1 / 2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | SClot2_Gorefast2 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | |||||||
38 | Fleshpound head health mod | x0.75 | x1 | x1.05 | x1.1 | ZEDs gain HP per extra player, body / head | Hellmark Station | 9 / 8 (45s resp) | 7 / 6 (45s resp) | 5 / 8 (45s resp) | 2 / 5 (45s resp) | ||||||||||||||||||
39 | Hans Volter health mod | x0.71 | x0.82 | x0.85 | x0.91 | Scrake | +39% / +28% | Hostile Grounds | 6 / 6 | 5 / 4 | 3 / 6 | 1 / 4 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | SClot2_Gorefast2 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | SClot2_Crawler3_Gorefast1 | Stalker4 | Stalker4 | Stalker4 | Stalker4 | |||||
40 | Husk backpack health mod | x0.75 | x1 | x1 | x1.1 | Quarter Pound | +20% / +15% | Infernal Realm | 6 / 7 | 5 / 5 | 3 / 7 | 1 / 4 | |||||||||||||||||
41 | Husk body health mod | x0.75 | x1 | x1 | x1.3 | Fleshpound | +39% / +28% | Krampus Lair | All 10 weapon / 19 ammo spawns are always active, respawn time - 150s. | UClot4 | UClot4 | UClot4 | UClot3_AClot1_Gorefast1 | UClot4 | UClot4 | UClot4 | Husk1 | Gorefast4 | Gorefast4 | Gorefast4 | Gorefast4 | ||||||||
42 | Husk head health mod | x0.75 | x1 | x1 | x1.1 | Hans Volter | +75% | Lockdown | 4 / 10 | 3 / 7 | 2 / 10 | 1 / 6 | |||||||||||||||||
43 | King Fleshpound health mod | x0.63 | x0.83 | x1 | x1 | Patriarch | +50% | Nightmare | All 17 ammo spawns are always active, no item pickups, respawn time - 45s. | Husk1 | Husk1 | Husk1 | SClot3_Crawler1 | Husk1 | Husk1 | Husk1 | --- | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | ||||||||
44 | Matrirach health mod | x0.7 | x0.9 | x1 | x1.2 | King Fleshpound | +39% | Moonbase | 11 / 15 | 9 / 11 | 6 / 15 | 2 / 9 | |||||||||||||||||
45 | Patriarch health mod | x0.75 | x1 | x1.13 | x1.39 | Abomination | +40% | Ammo boxes on this map have respawn time - 60s. | --- | --- | --- | Husk1 | --- | --- | --- | --- | Husk1 | Husk1 | Husk1 | Husk1 | |||||||||
46 | Quarter Pound body health mod | x0.5 | x0.75 | x1.1 | x1.15 | Matriarch | +50% | Netherhold | 5 / 5 | 4 / 3 | 3 / 5 | 1 / 3 | |||||||||||||||||
47 | Quarter Pound head health mod | x0.5 | x0.75 | x1.05 | x1.08 | The amount of HP will also be multiplied by the difficulty modifier (check ZEDs Tab for exact HP numbers). | Nuked | 6 / 7 | 5 / 5 | 3 / 7 | 1 / 4 | Special squads (random) | SClot6_Crawler6 | SClot6_Crawler6 | GF9 | GF9 | SClot6_Crawler6 | SClot6_Crawler6 | QP2 | Scrake1 | Crawlers8 | Crawlers8 | QP2 | Scrake1 | |||||
48 | Scrake body health mod | x0.85 | x1 | x1.1 | x1.1 | Outpost | 7 / 6 | 5 / 5 | 4 / 6 | 1 / 4 | |||||||||||||||||||
49 | Scrake head health mod | x0.85 | x1 | x1.05 | x1.1 | Amount of health / head health of each next spawned ZED depends from amount of the living players. Dead players and spectators do not contribute towards ZED's health. | Monster Ball | 8 / 8 | 6 / 6 | 4 / 8 | 1 / 5 | Crawler10 | Crawler10 | GF9 | GF9 | GF10 | GF10 | ||||||||||||
50 | Siren body health mod | x1 | x1 | x1 | x1 | Power Core | All 25 ammo spawns are always active, respawn time - 45s. Weapon pickups, per difficulty: 4 / 3 / 2 / 1. Weapon pickups follow the "normal" rules. | ||||||||||||||||||||||
51 | Siren head health mod | x1 | x1 | x1 | x1 | Stalker8 | Stalker8 | Crawler10 | QP2 | Husk5 | Husk5 | ||||||||||||||||||
52 | Prison | 6 / 7 | 5 / 5 | 3 / 7 | 1 / 4 | ||||||||||||||||||||||||
53 | Damage modifiers for specific ZEDs (multiple players) | ZED Hidden Speed modifier | Rig | 9 / 24 | 7 / 18 | 5 / 24 | 2 / 15 | Bloat3 | Bloat3 | Stalker8 | Stalker8 | Bloat5 | Bloat5 | ||||||||||||||||
54 | ZED / Difficulty | Normal | Hard | Suicidal | HOE | When not observed by the players, ZEDs tend to move at hidden (super) speed, however in most cases they (except Bloat, Husk, Siren, Scrake, Quarter Pound, Fleshpound and bosses) prefer to teleport instead. | Sanitarium | 6 / 13 | 5 / 10 | 3 / 13 | 1 / 8 | ||||||||||||||||||
55 | Abomination | x0.7 | x0.85 | x1.15 | x1.2 | Santa's Workshop | All 10 weapon / 21 ammo spawns are always active, respawn time - 150s. | Husk3 | Husk3 | Bloat3 | Bloat3 | Crawler10 | QP2 | ||||||||||||||||
56 | Bloat | x0.4 | x0.75 | x1.25 | x1.5 | Shopping Spree | 9 / 8 | 7 / 6 | 5 / 8 | 2 / 5 | |||||||||||||||||||
57 | Clots | x0.5 | x1 | x1.25 | x1.75 | Spillway | 7 / 6 | 5 / 5 | 3 / 7 | 1 / 4 | --- | --- | Husk3 | Husk3 | Slasher10 | Slasher10 | |||||||||||||
58 | Crawler | x0.5 | x0.75 | x1.25 | x1.75 | 1-3 players | x1 | Steam Fortress | 8 / 7 | 6 / 5 | 4 / 7 | 1 / 4 | |||||||||||||||||
59 | DAR Blaster | x0.35 | x1 | x1.25 | x1.5 | 4-5 players | x1.3 | The Descent | All 23 ammo spawns are always active, no item pickups, respawn time - 45s. | Wave - 3 | |||||||||||||||||||
60 | DAR Bomber | x0.35 | x1 | x1.25 | x1.5 | 6 players | x1.65 | The Tragic Kingdom | 7 / 8 | 5 / 6 | 4 / 8 | 1 / 5 | Difficulty: | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | ||||
61 | DAR Trapper | x0.35 | x1 | x1.25 | x1.5 | Normal squads | UClot3_AClot1 | UClot3_AClot1 | UClot3_AClot1 | AClot3_Gorefast1_Siren1 | UClot3_AClot1 | UClot3_AClot1 | UClot3_AClot1 | Crawler4 | UClot4 | UClot4 | UClot4 | UClot4 | |||||||||||
62 | Fleshpound | x0.31 | x0.65 | x1.125 | x1.25 | Items and Ammo respawn time | Volter Manor | 7 / 6 | 5 / 5 | 4 / 6 | 1 / 4 | ||||||||||||||||||
63 | Gorefast | x0.4 | x0.75 | x1.25 | x1.75 | Respawn time depending on amount of the living players. | ZED Landing | 7 / 6 | 5 / 4 | 4 / 6 | 1 / 4 | Crawler2 | Crawler2 | Crawler2 | Crawler2 | Crawler2 | Crawler2 | Crawler2 | AClot3_Bloat1 | Crawler2 | Crawler2 | Crawler4 | Crawler2 | ||||||
64 | Gorefiend | x0.4 | x0.75 | x1.25 | x1.75 | 1 player | 30s | --- | --- | --- | --- | --- | |||||||||||||||||
65 | Hans Volter | x0.54 | x0.73 | x1.15 | x1.25 | 2 players | 15s | --- | --- | --- | --- | --- | Crawler4 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | SClot2_Crawler3_Gorefast1 | Crawler4 | Crawler4 | AClot3_Bloat1 | Crawler4 | |||||
66 | Husk | x0.35 | x1 | x1.25 | x1.5 | 3 players | 10s | --- | --- | --- | --- | --- | |||||||||||||||||
67 | King Fleshpound | x0.51 | x0.75 | x1 | x1.2 | 4 players | 7.5s | --- | --- | --- | --- | --- | AClot3_Bloat1 | AClot3_Bloat1 | AClot3_Bloat1 | AClot3_Bloat1 | AClot3_Bloat1 | AClot3_Bloat1 | AClot3_Bloat1 | SClot1_Gorefast3 | AClot3_Bloat1 | AClot3_Bloat1 | AClot2_Gorefast2 | AClot3_Bloat1 | |||||
68 | Matriarch | x0.6 | x0.75 | x1.15 | x1.45 | 5 players | 6s | --- | --- | --- | --- | --- | |||||||||||||||||
69 | Patriarch | x0.67 | x0.81 | x1.47 | x1.45 | 6 players | 5s | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | UClot3_Gorefast1_Siren1 | Stalker2 | Stalker2 | SClot1_Gorefast3 | Stalker2 | ||||||||||
70 | Quarter Pound | x0.31 | x0.65 | x1 | x1.05 | Amount of ZEDs to spawn during the boss wave | |||||||||||||||||||||||
71 | Scrake | x0.425 | x0.7 | x1.25 | x1.25 | Maximum boss minions at time | Amount of ZEDs to spawn depending on how many players present of the server. It is a value of Base Amount x Per-Player Mod. Base Amount LERPs from minimum to maximum according to how many playere are there. Base Amount values: Hans = 1-18, Patriarch = 6-10, King FP = 1-6, Abomination: (min-max, depending on # of players) Normal = 5-30, Hard = 6-36, Suicidal = 6-36, HOE = 8-48, Matriarch = 3-5. Amount of ZEDs to spawn will never exceed the Maximum ZEDs At Time value. | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | Stalker4 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot3_Gorefast1_Siren1 | AClot2_Gorefast2 | ||||||||||
72 | Siren | x0.25 | x1 | x1 | x1 | Maximum amount of the ZEDs to spawn at the same time during the boss wave calculated as: | |||||||||||||||||||||||
73 | Stalker | x0.5 | x0.75 | x1.25 | x1.75 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | AClot3_SClot1 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | Gorefast4 | SClot1_Gorefast3 | SClot1_Gorefast3 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | SClot1_Gorefast3 | ||||||||||||
74 | Damage modifiers for specific ZEDs (solo, either offline or online with only 1 player) | Minions At Time = Base Amount x Per Player Scale | |||||||||||||||||||||||||||
75 | These multipliers will only work when there is only one player at the beginning and will not work for last man alive. | Base Amount (min - max): | Stalker4 | Stalker4 | Stalker4 | Stalker4 | Stalker4 | Stalker4 | Stalker4 | Crawler2_Gorefast2_Stalker2_Siren1 | Gorefast1_Siren1 | Gorefast1_Siren1 | UClot3_AClot1_Gorefast1 | AClot3_Gorefast1_Siren1 | |||||||||||||||
76 | ZED / Difficulty | Normal | Hard | Suicidal | HOE | Hans: 1 - 18 | Per-Player Mod values: 1p - 1, 2p - 1.5, 3p - 1.5, 4p - 1.875, 5p - 1.875, 6p - 2. | ||||||||||||||||||||||
77 | Abomination | x0.245 | x0.3825 | x0.4715 | x0.624 | Patriarch: 6 - 10 | NOTE: Amount of ZEDs To Spawn will never be higher than Maximum ZEDs At Time value. | Gorefast4 | Gorefast4 | Gorefast4 | Gorefast4 | Gorefast4 | Gorefast4 | Gorefast4 | Husk1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | Gorefast4 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | ||||||||||
78 | Bloat | x0.12 | x0.5625 | x0.9375 | x1.125 | King Fleshpound: 1 - 6 | |||||||||||||||||||||||
79 | Clots | x0.5 | x1 | x1.25 | x1.75 | Abomination: | ZED Squads to spawn during the Hans wave | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | --- | Stalker2 | Stalker2 | Crawler6 | Stalker2 | ||||||||||
80 | Crawler | x0.5 | x0.75 | x1.25 | x1.75 | - normal: 5 - 30 | Normal difficulty | ||||||||||||||||||||||
81 | DAR Blaster | x0.1225 | x0.75 | x0.9375 | x1.125 | - hard: 6 - 36 | Phase 1 | UClot4 | Husk1 | Husk1 | Husk1 | Husk1 | Husk1 | Husk1 | Husk1 | --- | AClot2_Scrake1 | AClot2_Scrake1 | SClot2_Crawler2_Gorefast2_Siren2 | AClot2_Scrake1 | |||||||||
82 | DAR Bomber | x0.1225 | x0.75 | x0.9375 | x1.125 | - suicidal: 6 - 36 | UClot4 | ||||||||||||||||||||||
83 | DAR Trapper | x0.1225 | x0.75 | x0.9375 | x1.125 | - hoe: 8 - 48 | Phase 2 | UClot3_AClot1 | --- | --- | --- | --- | --- | --- | --- | --- | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | AClot2_Gorefast1_Husk1 | UClot3_AClot1_Gorefast1 | |||||||||
84 | Fleshpound | x0.0961 | x0.325 | x0.5625 | x0.8125 | Matriarch: 3 - 5 | SClot3_Crawler1 | ||||||||||||||||||||||
85 | Gorefast | x0.16 | x0.6 | x0.8125 | x1.1375 | Base Amount scales linearly from min to max according to the CURRENT PLAYERS / MAX PLAYERS ratio. For example, Base Amount of the Hans' minions for one player in a game with the maximum player capacity of 6 will be Lerp (1, 18, 1 / 6) = 1 + (18 - 1) x 1 / 6 = ~3.833 = 3. | AClot3_Stalker1_Crawler1 | --- | --- | --- | --- | --- | --- | --- | --- | Gorefast4 | Gorefast4 | --- | Gorefast4 | ||||||||||
86 | Gorefiend | x0.16 | x0.6 | x0.8125 | x1.1375 | Phase 3 | UClot4 | ||||||||||||||||||||||
87 | Hans Volter | x0.216 | x0.365 | x0.46 | x0.7625 | Crawler4 | --- | --- | --- | --- | --- | --- | --- | --- | Crawler6 | Crawler6 | --- | Crawler6 | |||||||||||
88 | Husk | x0.1225 | x0.75 | x0.9375 | x1.125 | SClot2 | |||||||||||||||||||||||
89 | King Fleshpound | x0.255 | x0.375 | x0.5 | x0.78 | Per Player Scale: 1p = 1, 2p = 1.5, 3p = 1.5, 4p = 1.875, 5p = 1.875, 6p = 2. | AClot3_Stalker1_Crawler1 | --- | --- | --- | --- | --- | --- | --- | --- | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | --- | SClot2_Crawler2_Gorefast2_Siren2 | ||||||||||
90 | Matriarch | x0.222 | x0.3375 | x0.46 | x0.725 | Hard difficulty | |||||||||||||||||||||||
91 | Patriarch | x0.2345 | x0.3402 | x0.6027 | x0.754 | Minions At Time value will never be higher than Maximum ZEDs At Time value. If it is then Minions At Time = Maximum ZEDs At Time. | Phase 1 | UClot4 | --- | --- | --- | --- | --- | --- | --- | --- | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | --- | AClot2_Gorefast1_Husk1 | |||||||||
92 | Quarter Pound | x0.0961 | x0.325 | x0.5 | x0.6825 | AClot4 | |||||||||||||||||||||||
93 | Scrake | x0.180625 | x0.35 | x0.625 | x0.8125 | Crawler2 | Special squads (random) | SClot6_Crawler6 | SClot6_Crawler6 | QP2 | Scrake1 | Crawlers8 | Crawlers8 | Scrake1 | Scrake1 | Fleshpound1 | Fleshpound1 | Fl1 | Fl1_QP2 | ||||||||||
94 | Siren | x0.075 | x0.65 | x0.65 | x0.75 | Crawler2 | |||||||||||||||||||||||
95 | Stalker | x0.25 | x0.75 | x1.25 | x1.75 | Wave Length modifier | Crawler2 | GF9 | GF9 | GF10 | GF10 | QP3 | Fl1_Bloat5 | Fl1_Bloat5 | |||||||||||||||
96 | 1 player | x1 | SClot2 | ||||||||||||||||||||||||||
97 | Amount of ZEDs per wave | 2 players | x2 | Phase 2 | AClot3_SClot1 | Crawler10 | Crawler10 | Husk5 | Husk5 | --- | Fl1_Crawler6 | Fl1_Crawler6 | |||||||||||||||||
98 | Amount of ZEDs to spawn during the wave time calculated as Amount of ZEDs = Base Amount x Wave Size modifier x Wave Length modifier. ZEDs spawn in squads, min time between squads - 1s. | 3 players | x2.75 | Crawler4 | |||||||||||||||||||||||||
99 | 4 players | x3.5 | Crawler4 | Stalker8 | Stalker8 | Bloat5 | Bloat5 | --- | Scrake1_Stalker6 | Scrake1_Stalker6 | |||||||||||||||||||
100 | Wave number | Base Amount of ZEDs ( Normal / Hard / Suicidal / HOE) | 5 players | x4 | AClot3_Stalker1_Crawler1 | ||||||||||||||||||||||||
101 | Short game | 6 players | x4.5 | Phase 3 | Crawler4 | Bloat3 | Bloat3 | Slasher10 | QP2 | --- | Scrake1_Siren5 | Scrake1_QP2 | |||||||||||||||||
102 | Wave - 1 | 25 / 25 / 25 / 25 | For more than 6 players games: Wave Length modifier increases linearly from x4.5 to x10 (which is the cap) with the interpolation amount of (Num Living Players - 6 / 32 - 6), meaning that x10 cap can be achieved upon having at least 32 players on the server. | Crawler4 | |||||||||||||||||||||||||
103 | Wave - 2 | 32 / 32 / 32 / 32 | SClot2 | Husk3 | Husk3 | QP2 | Slasher10 | --- | QP2 | --- | |||||||||||||||||||
104 | Wave - 3 | 35 / 35 / 35 / 35 | SClot2 | ||||||||||||||||||||||||||
105 | Wave - 4 | 42 / 42 / 42 / 42 | Stalker2 | --- | --- | --- | --- | --- | QP3 | --- | |||||||||||||||||||
106 | Normal game | Lerp (4.5, 10, LerpRate). Output is 4.5 + LerpRate * 5.5. LerpRate calculated as (NumLivingPlayers - 6) / (32 - 6). For example for 7p it is 4.5+0.0384*5.5 = 4.7115, for 15p it is 4.5+0.346*5.5 = 6.4038, for 32p it is 4.5+1*5.5 = 10. | SClot2_Gorefast2 | ||||||||||||||||||||||||||
107 | Wave - 1 | 25 / 25 / 25 / 25 | Suicidal difficulty | Wave - 4 | |||||||||||||||||||||||||
108 | Wave - 2 | 28 / 28 / 28 / 28 | Phase 1 | Gorefast4 | Difficulty: | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | ||||||||||||
109 | Wave - 3 | 32 / 32 / 32 / 32 | Crawler2 | Normal squads | UClot3_AClot1 | UClot3_AClot1 | UClot3_AClot1 | AClot4 | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | UClot3_AClot1 | UClot3_AClot1 | UClot3_AClot1 | Crawler4 | |||||||||||||
110 | Wave - 4 | 32 / 32 / 32 / 32 | AClot4 | ||||||||||||||||||||||||||
111 | Wave - 5 | 35 / 35 / 35 / 35 | Wave Size modifier | Stalker4 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | Crawler2 | Crawler2 | Crawler2 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | SClot6 | |||||||||||||
112 | Wave - 6 | 40 / 40 / 40 / 40 | Normal | x0.85 | SClot3_Crawler1 | ||||||||||||||||||||||||
113 | Wave - 7 | 42 / 42 / 42 / 42 | Hard | x1 | SClot3_Crawler1 | UClot3_Bloat1 | UClot3_Bloat1 | UClot3_Bloat1 | UClot3_Bloat1 | Crawler4 | Crawler4 | Crawler4 | AClot2_Gorefast2 | UClot3_Bloat1 | UClot3_Bloat1 | UClot3_Bloat1 | SClot1_AClot2_Gorefast1 | ||||||||||||
114 | Long game | Suicidal | x1.3 | Phase 2 | Gorefast4 | ||||||||||||||||||||||||
115 | Wave - 1 | 25 / 25 / 25 / 25 | HOE | x1.7 | Gorefast4 | Stalker2 | Stalker2 | Stalker2 | Stalker2 | UClot3_Bloat1 | UClot3_Bloat1 | UClot3_Bloat1 | SClot1_Gorefast3 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | AClot2_Gorefast2 | ||||||||||||
116 | Wave - 2 | 28 / 28 / 28 / 28 | Crawler2 | ||||||||||||||||||||||||||
117 | Wave - 3 | 32 / 32 / 32 / 32 | Maximum ZEDs At Time | AClot3_Stalker1_Crawler1 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | Stalker2 | Stalker2 | Stalker2 | UClot3_Gorefast1_Siren1 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | SClot2_Crawler3_Gorefast1 | |||||||||||||
118 | Wave - 4 | 32 / 32 / 32 / 32 | Maximum amount of ZEDs that can exist on the map at the same time depends on the game difficulty and how many players are currently alive. | Stalker2_Husk1_Bloat1 | |||||||||||||||||||||||||
119 | Wave - 5 | 35 / 35 / 35 / 35 | Phase 3 | Gorefast2 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | |||||||||||||
120 | Wave - 6 | 35 / 35 / 35 / 35 | Husk1 | ||||||||||||||||||||||||||
121 | Wave - 7 | 35 / 35 / 35 / 35 | Normal: 1p - 10, 2p - 14, 3p or more - 32 | Gorefast2 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | AClot3_Gorefast1_Siren1 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | Stalker4 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | SClot2_GF3_Scrk1 | |||||||||||||
122 | Wave - 8 | 40 / 40 / 40 / 40 | Hard: 1p - 11, 2p - 18, 3p or more - 32 | Crawler6 | |||||||||||||||||||||||||
123 | Wave - 9 | 42 / 42 / 42 / 42 | Suicidal: 1p - 12, 2p - 18, 3p or more - 32 | Gorefast2 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | Gorefast4 | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | Crawler2_Stalker2_Bloat1_Siren2 | |||||||||||||
124 | Wave - 10 | 42 / 42 / 42 / 42 | HOE: 1p - 12, 2p - 18, 3p or more - 32 | Husk1 | |||||||||||||||||||||||||
125 | Gorefast2 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | Gorefast4 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | Crawler6 | Crawler2_Stalker2_Bloat1_Siren2 | Crawler2_Stalker2_Bloat1_Siren2 | Crawler2_Stalker2_Bloat1_Siren2 | QP2 | ||||||||||||||||
126 | Game Conductor | HOE difficulty | |||||||||||||||||||||||||||
127 | Game Conductor is a system that dynamically adjusts difficulty of the game based on how well player's team doing. | Phase 1 | Gorefast4 | Gorefast4 | Gorefast4 | Gorefast4 | Crawler6 | Stalker4 | Stalker4 | Stalker4 | Crawler2_Gorefast2_Stalker2_Siren1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | Stalker8 | ||||||||||||||
128 | Difficulty management (change of values) happens within 1 second intervals. | Crawler2 | |||||||||||||||||||||||||||
129 | Game Conductor is a quite complicated mechanism. Various factors have impact on it - average level of the team, average accuracy on body- / headshots, ZED lifespan. Evaluation happening within 1s intervals. Overall weights of criteria: Average Perk level - 0.25, Average Accuracy - 0.25, ZEDs Lifespan - 0.5. | AClot4 | Crawler6 | Crawler6 | Crawler6 | Crawler2_Gorefast2_Stalker2_Siren1 | Gorefast4 | Gorefast4 | Gorefast4 | AClot2_Gorefast1_Husk1 | UClot4 | UClot4 | UClot4 | Gorefast4 | |||||||||||||||
130 | Stalker4 | ||||||||||||||||||||||||||||
131 | Note: | Game Conductor will stop its actions completely and all the values will be automatically lowered down to the minimum if average health of the team will become less than 50% or for the next 15s after one of the players had been killed or simply when it is turned off (in vanilla game it is alway active). In such case overall performance of the team will be considered as 0. | SClot3_Crawler1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Husk1 | Crawler6 | Crawler6 | Crawler6 | --- | Stalker4 | Stalker4 | Stalker4 | Crawler6 | ||||||||||||||
132 | SClot3_Crawler1 | ||||||||||||||||||||||||||||
133 | Phase 2 | Gorefast4 | Husk1 | Husk1 | Husk1 | --- | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | --- | Gorefast4 | Gorefast4 | Gorefast4 | SClot2_Crawler2_Gorefast2_Siren2 | |||||||||||||||
134 | Game Conductor has impact on following difficulty adjustments: | Gorefast4 | |||||||||||||||||||||||||||
135 | 1. Spawn Rate Intensity (PvE only) | Depending on how well human team doing spawn intensity will be increased or decreased: | QP2 | --- | --- | --- | --- | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | --- | Crawler6 | Crawler6 | Crawler6 | Husk3 | ||||||||||||||
136 | Normal difficulty: Current spawning interval can be slowed down by up to x1.25 or raised up by up to x0.75. | AClot3_Stalker1_Crawler1 | |||||||||||||||||||||||||||
137 | Hard difficulty: Current spawning interval can be slowed down by up to x1.25 or raised up by up to x0.75. | Stalker2_Husk1_Bloat1 | --- | --- | --- | --- | --- | --- | --- | --- | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | --- | |||||||||||||||
138 | Suicidal difficulty: Current spawning interval can be slowed down by up to x1.25 or raised up by up to x0.5. | Phase 3 | Gorefast2 | ||||||||||||||||||||||||||
139 | HOE difficulty: Current spawning interval can only be raised up by up to x0.75. | Husk1 | --- | --- | --- | --- | --- | --- | --- | --- | Husk2 | Husk2 | Husk2 | --- | |||||||||||||||
140 | Additionally current spawning interval of the ZEDs depends from various factors (more info on Notes Tab, "ZEDs - Spawn intensity" mechanics). | Stalker8 | |||||||||||||||||||||||||||
141 | Crawler6 | Special squads (random) | Crawlers8 | Crawlers8 | Scrake1 | Scrake1 | Crawler2_Gorefast2_Stalker1_Scrake1 | Crawler2_Gorefast2_Stalker1_Scrake1 | Fl1_Bloat5 | Fl1_Bloat5 | Bloat1_Siren1_Fleshpound2 | Bloat1_Siren1_Fleshpound2 | Fl2_Scrake1 | Fl2_Scrake1 | |||||||||||||||
142 | 2. AI Movement Speed (PvE only) | AI movement speed on the current difficulty will never be higher than the movement speed on the next higher difficulty. | Gorefast2 | ||||||||||||||||||||||||||
143 | Normal difficulty: up to -2.5% / +2.5% to the base speed mod of the Normal difficulty. (±50% of Normal-to-Hard diff). | Husk1 | QP1 | QP2 | Crawler6 | Crawler6 | QP5 | Fl1_Scrake3 | Fl2_Scrake2 | ||||||||||||||||||||
144 | Hard difficulty: does not go down / does not go up. (±50% of Suicidal-to-Hard diff, since there is no difference). | Scrake1_QP2 | |||||||||||||||||||||||||||
145 | Suicidal difficulty: does not go down / does not go up. (-50/+65% of HOE-to-Suicidal diff, since there is no difference). | ZED Squads to spawn during the Patriarch wave | Crawler10 | Crawler10 | Bloat6 | Bloat6 | --- | Fl3 | Fl1_Scrake3 | ||||||||||||||||||||
146 | HOE: does not go down / does not go up. | Normal difficulty | |||||||||||||||||||||||||||
147 | Additionally current movement speed of the ZEDs randomized within -10% / +10% range. (more info on Notes Tab, "ZEDs - Movement speed" mechanics). | Phase 1 | UClot4 | Stalker8 | Stalker8 | Husk4_GF3 | Husk4_GF3 | --- | Scrake2_Stalker4 | Fl3 | |||||||||||||||||||
148 | UClot4 | ||||||||||||||||||||||||||||
149 | 3. ZED Attack Intensity (PvE only) | When overall performance of the team become "0", ZEDs will enter low attack intensity mode where they will start using pre-set cooldowns between their attacks and will often be taunting players instead of attacking giving some time to retreat. On HOE game or at any boss wave ZEDs will not enter this mode. Mode duration: Normal - 10s, Hard - 8s, Suicidal - 6s, HOE - 5s, Cooldowns - 12s / 14s / 16s / 18s. This mode might as well occur in a solo game when player with less than 95% HP is being surrounded by at least 2 ZEDs within 2.5m, in this case duration of effect - 10s. | Phase 2 | UClot3_AClot1 | Bloat3 | Bloat3 | Fl1_Stalker6 | Fl1_Stalker6 | --- | QP5 | Scrake2_QP4 | ||||||||||||||||||
150 | SClot3_Crawler1 | ||||||||||||||||||||||||||||
151 | AClot3_Stalker1_Crawler1 | Husk3 | Husk3 | Stalker4_GF3 | QP3 | --- | QP4 | Fl2_QP6 | |||||||||||||||||||||
152 | Phase 3 | UClot4 | |||||||||||||||||||||||||||
153 | Overall attack cooldowns: Clots / Crawler / Stalker - 2s, Bloat / Gorefast - 3s, Husk - 2s for melee, +25% time between fireball and flamethrower attacks (note - these attacks already have different cooldowns depending on the difficulty and are also randomized by up to -1s / +1s), Siren - 7s, Scrake - 5s, Quarter Pound / Fleshpound - 5s. | Crawler4 | --- | --- | QP2 | --- | --- | --- | QP6 | ||||||||||||||||||||
154 | SClot2 | ||||||||||||||||||||||||||||
155 | AClot3_Stalker1_Crawler1 | --- | --- | QP2 | --- | --- | --- | --- | |||||||||||||||||||||
156 | 4. ZED Health Mod (PvP only, only player-controlled ZEDs) | Based on average level of the team (where all 0s is minimum and all 25s is maximum) ZEDs in PvP games have their health adjusted in the range of (0.85 - 2). | Hard difficulty | ||||||||||||||||||||||||||
157 | Phase 1 | UClot4 | Wave - 5 | ||||||||||||||||||||||||||
158 | 5. ZED Damage Mod (PvP only, only player-controlled ZEDs) | Based on average level of the team (where all 0s is minimum and all 25s is maximum) ZEDs in PvP games have their damage adjusted in the range of (0.7 - 1.131). | AClot4 | Difficulty: | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | |||||||||||||
159 | Crawler2 | Normal squads | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | UClot4 | UClot4 | UClot4 | Crawler4 | --- | --- | --- | --- | |||||||||||||||
160 | Crawler2 | ||||||||||||||||||||||||||||
161 | PvP ZEDs health / damage scale | Crawler2 | Crawler2 | Crawler2 | Crawler2 | Crawler6 | Crawler2 | Crawler2 | Crawler4 | AClot3_Bloat1 | --- | --- | --- | --- | |||||||||||||||
162 | In PvP games player-controlled ZEDs have their HP and Damage multipliers scaled based on the Average Level of the human team. | SClot2 | |||||||||||||||||||||||||||
163 | Phase 2 | AClot3_SClot1 | Crawler4 | Crawler4 | Crawler4 | Crawler6 | Crawler4 | Crawler4 | AClot3_Bloat1 | Stalker9_Siren1_Husk1 | --- | --- | --- | --- | |||||||||||||||
164 | Average Level of the human team | ZED HP scale | ZED dmg scale | Crawler4 | |||||||||||||||||||||||||
165 | 0 | 0,85 | 0,7 | Crawler4 | UClot3_Bloat1 | UClot3_Bloat1 | UClot3_Bloat1 | UClot3_Bloat1 | AClot3_Bloat1 | AClot3_Bloat1 | AClot2_Gorefast2 | SClot1_Gorefast3 | --- | --- | --- | --- | |||||||||||||
166 | 12 | 1.425 | 0,9155 | AClot3_Stalker1_Crawler1 | |||||||||||||||||||||||||
167 | 24 | 2 | 1,131 | Phase 3 | Crawler4 | Stalker2 | Stalker2 | Stalker2 | Stalker2 | Stalker2 | Stalker2 | SClot1_Gorefast3 | AClot3_Gorefast1_Siren1 | --- | --- | --- | --- | ||||||||||||
168 | Crawler4 | ||||||||||||||||||||||||||||
169 | SClot2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot3_Gorefast1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | --- | --- | --- | --- | ||||||||||||||||
170 | SClot2 | ||||||||||||||||||||||||||||
171 | Stalker2 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | SClot1_Gorefast3 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | AClot2_Scrake1 | --- | --- | --- | --- | ||||||||||||||||
172 | SClot2_Gorefast2 | ||||||||||||||||||||||||||||
173 | Suicidal difficulty | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | UClot3_Gorefast1_Siren1 | AClot3_Gorefast1_Siren1 | AClot3_Gorefast1_Siren1 | UClot3_AClot1_Gorefast1 | Gorefast4 | --- | --- | --- | --- | ||||||||||||||||
174 | Phase 1 | AClot4 | |||||||||||||||||||||||||||
175 | Crawler4 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | Gorefast4 | Crawler6 | --- | --- | --- | --- | ||||||||||||||||
176 | SClot2 | ||||||||||||||||||||||||||||
177 | SClot2 | Stalker4 | Stalker4 | Stalker4 | Stalker4 | AClot2_Scrake1 | AClot2_Scrake1 | Crawler6 | SClot2_Crawler2_Gorefast2_Siren2 | --- | --- | --- | --- | ||||||||||||||||
178 | SClot2 | ||||||||||||||||||||||||||||
179 | Stalker2 | Gorefast4 | Gorefast4 | Gorefast4 | Gorefast4 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | SClot2_Crawler2_Gorefast2_Siren2 | UClot3_AClot1_Gorefast1 | --- | --- | --- | --- | ||||||||||||||||
180 | Map-specific spawn periods (base spawn timers) | Phase 2 | Crawler4 | ||||||||||||||||||||||||||
181 | Each map has its own specific value (Wave Spawn Period) which sets the base interval between ZEDs spawns. The lower value meaning faster spawning. The values below are NOT exact times between spawns, they are a subject of change via "ZEDs - Spawn intensity" mechanic. | SClot3_Crawler1 | Crawler6 | Crawler6 | Crawler6 | Crawler6 | Gorefast4 | Gorefast4 | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | --- | --- | --- | --- | |||||||||||||||
182 | SClot2 | ||||||||||||||||||||||||||||
183 | Stalker2 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler6 | Crawler6 | --- | --- | --- | --- | --- | --- | ||||||||||||||||
184 | Airship | 2.5 | Moonbase | 0.02 | SClot2_Gorefast2 | ||||||||||||||||||||||||
185 | Ashwood Asylum | 1.8 | Netherhold | 0.16 | Phase 3 | SClot1_AClot2_Gorefast1 | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | --- | --- | --- | --- | --- | --- | |||||||||||
186 | Biolapse | 2 | Nightmare | 4.5 | Crawler2 | ||||||||||||||||||||||||
187 | Biotics Lab | 3 | Nuked | 4.5 | AClot3_Bloat1 | --- | --- | --- | --- | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | --- | --- | --- | --- | --- | --- | ||||||||||||
188 | Black Forest | 5 | Outpost | 4.5 | Stalker2 | ||||||||||||||||||||||||
189 | Burning Paris | 4 | Powercore | 3.7 | Stalker2 | Special squads (random) | Crawler2_Gorefast2_Stalker1_Scrake1 | Crawler2_Gorefast2_Stalker1_Scrake1 | Fl1 | Fl1 | Fleshpound1 | Fleshpound1 | Fl1 | QP3 | --- | --- | --- | --- | |||||||||||
190 | Carillon Hamlet | 2 | Prison | 5 | HOE difficulty | ||||||||||||||||||||||||
191 | Catacombs | 4.5 | Rig | 1.02 | Phase 1 | AClot4 | Fl1_Bloat5 | Fl1_Bloat5 | QP3 | Fl1_Bloat5 | Fl1_Bloat5 | --- | --- | --- | --- | ||||||||||||||
192 | Containment Station | 2 | Sanitarium | 2.6 | Crawler2 | ||||||||||||||||||||||||
193 | Desolation | 1.1 | Santas Workshop | 4 | Stalker2 | Bloat3_Husk3 | Bloat3_Husk3 | --- | Bloat3_Husk3 | Bloat3_Husk3 | --- | --- | --- | --- | |||||||||||||||
194 | DieSector | 5 | Shopping Spree | 1.9 | Stalker2 | ||||||||||||||||||||||||
195 | Dystopia 2029 | 1.4 | Spillway | 2.5 | Stalker2 | Fl1_Crawler6 | Scrake1_QP2 | --- | Fl1_Crawler6 | Fl1_Crawler6 | --- | --- | --- | --- | |||||||||||||||
196 | Elysium | 1.8 | Steam Fortress | 3 | SClot2_Gorefast2 | ||||||||||||||||||||||||
197 | Evacuation point | 3.75 | The Descent | 3 | Phase 2 | AClot3_Bloat1 | Scrake1_Stalker6 | Scrake1_Stalker6 | --- | Scrake1_Stalker6 | Scrake1_Stalker6 | --- | --- | --- | --- | ||||||||||||||
198 | Farmhouse | 2 | The Tragic Kingdom | 2.2 | Crawler2 | ||||||||||||||||||||||||
199 | Hellmark Station | 1.18 | Volter Manor | 4 | SClot2_Crawler3_Gorefast1 | Scrake1_Siren5 | Scrake1_Siren5 | --- | Scrake1_Siren5 | Scrake1_Siren5 | --- | --- | --- | --- | |||||||||||||||
200 | Hostile Grounds | 3 | ZED Landing | 3.5 | Crawler2_Gorefast2_Stalker2_Siren1 | ||||||||||||||||||||||||
201 | Infernal Realm | 4 | Phase 3 | Crawler2 | QP3 | --- | --- | QP3 | --- | --- | --- | --- | --- | ||||||||||||||||
202 | Krampus Lair | 4 | SClot2 | ||||||||||||||||||||||||||
203 | Lockdown | 3 | Crawler2_Gorefast2_Stalker2_Siren1 | --- | --- | --- | QP3 | --- | --- | --- | --- | --- | |||||||||||||||||
204 | Monster Ball | 4.75 | Crawler2_Stalker2_Bloat1_Siren2 | ||||||||||||||||||||||||||
205 | Husk1 | Wave - 6 | |||||||||||||||||||||||||||
206 | ZED Squads to spawn during the King Fleshpound wave | Difficulty: | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | |||||||||||||||
207 | All phases | Only Quarter Pounds spawn during the King FP wave. | Normal squads | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | SClot1 | AClot3_SClot1 | --- | --- | --- | --- | ||||||||||||||
208 | |||||||||||||||||||||||||||||
209 | ZED Squads to spawn during the Abomination wave | UClot3_SClot1_Bloat1 | UClot3_SClot1_Bloat1 | UClot3_SClot1_Bloat1 | Crawler9 | UClot3_SClot1_Bloat1 | UClot3_SClot1_Bloat1 | UClot3_SClot1_Bloat1 | Bloat3 | --- | --- | --- | --- | ||||||||||||||||
210 | All phases | Cysts, Slashers and Alpha Clots (UClot6_SClot3_AClot2). ZEDs spawn constantly (starting after the first timer cycle, e.g. after 70s of the boss wave on Normal), within intervals: Normal - 70s, Hard and Suicidal - 65s, HOE - 60s. Amount of ZEDs to spawn within loop calculated above. Details on the Notes Tab, "ZEDs - Spawning" section. | |||||||||||||||||||||||||||
211 | Crawler2 | Crawler2 | Crawler2 | Crawler6 | Crawler2 | Crawler2 | Crawler4 | Crawler4 | --- | --- | --- | --- | |||||||||||||||||
212 | |||||||||||||||||||||||||||||
213 | Crawler4 | Crawler4 | Crawler4 | Stalker2 | Crawler4 | Crawler4 | SClot1_AClot2_Gorefast1 | Stalker9_Siren1_Husk1 | --- | --- | --- | --- | |||||||||||||||||
214 | ZED Squads to spawn during the Matriarch wave | ||||||||||||||||||||||||||||
215 | All phases | Only EDAR variants spawn during the Matriarch wave. For detailed information see "ZEDs" Tab - "Matriarch (boss)" - "ZED Squads to spawn during the Matriarch wave". | Stalker2 | Stalker2 | Stalker2 | AClot2_Gorefast1 | Stalker2 | Stalker2 | AClot2_Gorefast2 | SClot1_AClot2_Gorefast1 | --- | --- | --- | --- | |||||||||||||||
216 | |||||||||||||||||||||||||||||
217 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | Gorefast3 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | --- | --- | --- | --- | |||||||||||||||||
218 | |||||||||||||||||||||||||||||
219 | AI Evade / Block capabilities | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | Crawler3_Gorefast1 | AClot2_Gorefast2 | AClot2_Gorefast2 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | --- | --- | --- | --- | ||||||||||||||||
220 | ZED | Damage source | Cooldown (per difficulty) | Evade/Block chance (per difficulty) | Solo chance mod | Reaction delay range (randomized, X = min, Y = max, per difficulty) | |||||||||||||||||||||||
221 | Cyst | KFProj_Bullet_Pellet | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | UClot3_AClot1_Gorefast1 | AClot2_Scrake1 | --- | --- | --- | --- | |||||||||||
222 | KFProj_Nail_Nailgun | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
223 | KFProj_Bullet_DragonsBreath | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | AClot2_Scrake1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | Stalker4 | Stalker8 | --- | --- | --- | --- | ||||||||||||
224 | KFProj_HighExplosive_M79 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
225 | KFProj_HighExplosive_M32 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | AClot2_Scrake1 | AClot2_Scrake1 | AClot2_Scrake1 | Stalker4 | AClot2_Scrake1 | AClot2_Scrake1 | Gorefast4 | Gorefast4 | --- | --- | --- | --- | ||||||||||||
226 | KFProj_Rocket_RPG7 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
227 | KFProj_CaulkNBurn_GroundFire | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | Gorefast4 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | Crawler6 | Crawler6 | --- | --- | --- | --- | ||||||||||||
228 | KFProj_FlameThrower_GroundFire | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
229 | KFWeap_Flame_CaulkBurn | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | UClot4 | UClot4 | UClot4 | Crawler6 | UClot4 | UClot4 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | --- | --- | --- | --- | ||||||||||||
230 | KFWeap_Flame_Flamethrower | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
231 | KFWeap_Beam_Microwave | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | Stalker4 | Stalker4 | Stalker4 | Crawler2_Gorefast2_Stalker2_Siren1 | Stalker4 | Stalker4 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | --- | --- | --- | --- | ||||||||||||
232 | KFProj_FragGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
233 | KFProj_MolotovGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Gorefast4 | Gorefast4 | Gorefast4 | SClot2_Crawler2_Gorefast2_Siren2 | Gorefast4 | Gorefast4 | AClot2_Gorefast1_Husk1 | Husk3 | --- | --- | --- | --- | ||||||||||||
234 | KFProj_DynamiteGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
235 | KFProj_NailBombGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Crawler6 | Crawler6 | Crawler6 | Husk1 | Crawler6 | Crawler6 | --- | QP1 | --- | --- | --- | --- | ||||||||||||
236 | KFProj_HEGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
237 | KFProj_Flame_HRGIncendiaryRifle | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | AClot2_Gorefast1_Husk1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | --- | --- | --- | --- | --- | --- | ||||||||||||
238 | Clot | KFProj_Bullet_Pellet | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | |||||||||||||||||||||||
239 | KFProj_Nail_Nailgun | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | --- | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | --- | --- | --- | --- | --- | --- | ||||||||||||
240 | KFProj_Bullet_DragonsBreath | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
241 | KFProj_HighExplosive_M79 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Husk1 | Husk1 | Husk1 | --- | Husk1 | Husk1 | --- | --- | --- | --- | --- | --- | ||||||||||||
242 | KFProj_HighExplosive_M32 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
243 | KFProj_Rocket_RPG7 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | --- | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | --- | --- | --- | --- | --- | --- | ||||||||||||
244 | KFProj_CaulkNBurn_GroundFire | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
245 | KFProj_FlameThrower_GroundFire | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | Special squads (random) | Bloat1_Siren1_Fleshpound1 | Bloat1_Siren1_Fleshpound1 | Fl1 | QP3 | Bloat1_Siren1_Fleshpound1 | Bloat1_Siren1_Fleshpound1 | Fl1_Scrake1 | Fl1_Scrake1 | --- | --- | --- | --- | |||||||||||
246 | KFWeap_Flame_CaulkBurn | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
247 | KFWeap_Flame_Flamethrower | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | QP3 | Fl1_Bloat5 | Fl1_Bloat5 | QP4 | Scrake2 | Scrake1_QP2 | --- | --- | --- | --- | ||||||||||||||
248 | KFWeap_Beam_Microwave | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
249 | KFProj_FragGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | --- | Bloat3_Husk3 | Bloat3_Husk3 | --- | Scrake2_Husk2_Bloat2 | Scrake2_Husk2_Bloat2 | --- | --- | --- | --- | ||||||||||||||
250 | KFProj_MolotovGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
251 | KFProj_DynamiteGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | --- | Fl1_Crawler6 | Fl1_Crawler6 | --- | Scrake1_Stalker6 | Scrake1_Stalker6 | --- | --- | --- | --- | ||||||||||||||
252 | KFProj_NailBombGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
253 | KFProj_HEGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | --- | Scrake1_Stalker6 | Scrake1_Stalker6 | --- | Fl1_Crawler5 | QP4 | --- | --- | --- | --- | ||||||||||||||
254 | KFProj_Flame_HRGIncendiaryRifle | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
255 | Slasher | KFProj_Bullet_Pellet | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | --- | Scrake1_Siren5 | Scrake1_Siren5 | --- | Fl1_Bloat5 | Fl1_Bloat5 | --- | --- | --- | --- | |||||||||||||
256 | KFProj_Nail_Nailgun | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
257 | KFProj_Bullet_DragonsBreath | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | --- | QP3 | --- | --- | QP3 | --- | --- | --- | --- | --- | ||||||||||||||
258 | KFProj_HighExplosive_M79 | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
259 | KFProj_HighExplosive_M32 | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | --- | --- | --- | --- | QP4 | --- | --- | --- | --- | --- | ||||||||||||||
260 | KFProj_Rocket_RPG7 | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
261 | KFDT_Explosive_M16M203 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Wave - 7 | |||||||||||||||||||||||
262 | KFDT_Explosive_HRGIncendiaryRifle | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Difficulty: | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | |||||||||||
263 | KFProj_CaulkNBurn_GroundFire | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | Normal squads | UClot3_AClot1 | UClot3_AClot1 | UClot3_AClot1 | AClot4 | UClot3_AClot1 | UClot3_AClot1 | UClot3_AClot1 | Crawler4 | --- | --- | --- | --- | |||||||||||
264 | KFProj_FlameThrower_GroundFire | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
265 | KFWeap_Flame_CaulkBurn | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | Crawler4 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | Crawler4 | SClot6 | --- | --- | --- | --- | ||||||||||||
266 | KFWeap_Flame_Flamethrower | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
267 | KFWeap_Beam_Microwave | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | UClot3_Bloat1 | UClot3_Bloat1 | UClot3_Bloat1 | SClot1_AClot2_Gorefast1 | UClot3_Bloat1 | UClot3_Bloat1 | UClot3_Bloat1 | UClot3_Bloat1 | --- | --- | --- | --- | ||||||||||||
268 | KFWeap_Bow_Crossbow | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | ||||||||||||||||||||||||
269 | KFWeap_Rifle_M14EBR | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | AClot2_Gorefast1 | AClot2_Gorefast1 | AClot2_Gorefast1 | AClot2_Gorefast2 | AClot2_Gorefast1 | AClot2_Gorefast1 | AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | --- | --- | --- | --- | ||||||||||||
270 | KFWeap_Rifle_Winchester1894 | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | ||||||||||||||||||||||||
271 | KFWeap_Rifle_RailGun | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | SClot2_Crawler3_Gorefast1 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | --- | --- | --- | --- | ||||||||||||
272 | KFProj_FragGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
273 | KFProj_MolotovGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | --- | --- | --- | --- | ||||||||||||
274 | KFProj_DynamiteGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
275 | KFProj_NailBombGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | SClot2_GF3_Scrk1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | --- | --- | --- | --- | ||||||||||||
276 | KFProj_HEGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
277 | KFProj_Flame_HRGIncendiaryRifle | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | Crawler2_Stalker2_Bloat1_Siren2 | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | --- | --- | --- | --- | ||||||||||||
278 | Bloat | KFProj_CaulkNBurn_GroundFire | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | |||||||||||||||||||||||
279 | KFProj_FlameThrower_GroundFire | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | Crawler2_Stalker2_Bloat1_Siren2 | Crawler2_Stalker2_Bloat1_Siren2 | Crawler2_Stalker2_Bloat1_Siren2 | UClot3_AClot1_Gorefast1 | Crawler2_Stalker2_Bloat1_Siren2 | Crawler2_Stalker2_Bloat1_Siren2 | Crawler2_Stalker2_Bloat1_Siren2 | Crawler2_Stalker2_Bloat1_Siren2 | --- | --- | --- | --- | ||||||||||||
280 | KFWeap_Flame_CaulkBurn | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
281 | KFWeap_Flame_Flamethrower | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | SClot3_Crawler1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | --- | --- | --- | --- | ||||||||||||
282 | KFWeap_Beam_Microwave | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
283 | KFProj_Flame_HRGIncendiaryRifle | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | UClot4 | UClot4 | UClot4 | Stalker4 | UClot4 | UClot4 | UClot4 | QP2 | --- | --- | --- | --- | ||||||||||||
284 | KFWeap_Rifle_Winchester1894 | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
285 | KFWeap_Bow_Crossbow | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | Stalker4 | Stalker4 | Stalker4 | Gorefast4 | Stalker4 | Stalker4 | Stalker4 | Stalker8 | --- | --- | --- | --- | |||||||||||||
286 | KFWeap_Rifle_M14EBR | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
287 | KFWeap_Rifle_RailGun | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | Gorefast4 | Gorefast4 | Gorefast4 | Crawler6 | Gorefast4 | Gorefast4 | Gorefast4 | Gorefast4 | --- | --- | --- | --- | |||||||||||||
288 | KFWeap_Bow_CompoundBow | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
289 | Crawler | KFProj_Bullet_Pellet | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | Crawler6 | Crawler6 | Crawler6 | SClot2_Crawler2_Gorefast2_Siren2 | Crawler6 | Crawler6 | Crawler6 | Crawler6 | --- | --- | --- | --- | |||||||||||
290 | KFProj_Nail_Nailgun | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
291 | KFProj_Bullet_DragonsBreath | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | Husk2 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | --- | --- | --- | --- | ||||||||||||
292 | KFProj_HighExplosive_M79 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
293 | KFProj_HighExplosive_M32 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | Husk2 | Husk2 | Husk2 | --- | Husk2 | Husk2 | Husk2 | Husk3 | --- | --- | --- | --- | ||||||||||||
294 | KFProj_Rocket_RPG7 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
295 | KFDT_Explosive_M16M203 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | Special squads (random) | Bloat1_Siren1_Fleshpound2 | Bloat1_Siren1_Fleshpound1 | Fl2_Scrake1 | Fl2_Scrake1 | Bloat1_Siren1_Fleshpound2 | Bloat1_Siren1_Fleshpound2 | Fl2_Scrake1 | Fl2_Scrake1 | --- | --- | --- | --- | |||||||||||
296 | KFDT_Explosive_HRGIncendiaryRifle | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
297 | KFProj_CaulkNBurn_GroundFire | Cooldowns=(3.0, 0.3, 0.1, 0.0) | EvadeChances=(0.0, 1.0, 1.0, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | QP4 | Fl2_Scrake2 | QP6 | QP5 | Fl2_Scrake2 | Fl2_QP6 | --- | --- | --- | --- | ||||||||||||||
298 | KFProj_FlameThrower_GroundFire | Cooldowns=(3.0, 0.3, 0.1, 0.0) | EvadeChances=(0.0, 1.0, 1.0, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
299 | KFWeap_Flame_CaulkBurn | Cooldowns=(3.0, 0.3, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 1.0, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | --- | Fl1_Scrake3 | Fl1_Scrake3 | --- | Fl1_Scrake3 | Fl1_Scrake3 | --- | --- | --- | --- | ||||||||||||||
300 | KFWeap_Flame_Flamethrower | Cooldowns=(3.0, 0.3, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 1.0, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
301 | KFWeap_Beam_Microwave | Cooldowns=(3.0, 3.0, 2.5, 1.5) | EvadeChances=(0.0, 0.3, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | --- | Fl3 | Scrake1_QP2 | --- | Fl3 | Fl3 | --- | --- | --- | --- | ||||||||||||||
302 | KFWeap_Bow_Crossbow | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | ||||||||||||||||||||||||
303 | KFWeap_Rifle_M14EBR | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | --- | Scrake2_Stalker4 | Scrake2_Stalker4 | --- | Scrake2_Stalker4 | Scrake2_QP4 | --- | --- | --- | --- | ||||||||||||||
304 | KFWeap_Rifle_Winchester1894 | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | ||||||||||||||||||||||||
305 | KFWeap_Rifle_RailGun | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | --- | Fl2_Scrake3 | Fl2_Scrake3 | --- | Fl2_Scrake3 | Fl2_Scrake3 | --- | --- | --- | --- | ||||||||||||||
306 | KFProj_FragGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
307 | KFProj_MolotovGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | --- | QP3 | --- | --- | QP4 | --- | --- | --- | --- | --- | ||||||||||||||
308 | KFProj_DynamiteGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
309 | KFProj_NailBombGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | --- | --- | --- | --- | QP5 | --- | --- | --- | --- | --- | ||||||||||||||
310 | KFProj_HEGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
311 | KFProj_HighExplosive_M16M203 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Wave - 8 | |||||||||||||||||||||||
312 | KFProj_Grenade_HRGIncendiaryRifle | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Difficulty: | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | |||||||||||
313 | KFFlashlightAttachment | Cooldowns=(3.0, 1.0, 0.75, 0.5) | EvadeChances=(0.0, 0.5, 0.8, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.5), (X=0.0, Y=0.5), (X=0.0, Y=0.5) | Normal squads | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||
314 | Gorefast | KFProj_FragGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | |||||||||||||||||||||||
315 | KFProj_MolotovGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | UClot4_Bloat1 | UClot4_Bloat1 | UClot4_Bloat1 | Crawler4 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
316 | KFProj_DynamiteGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
317 | KFProj_NailBombGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Crawler2 | Crawler2 | Crawler2 | Stalker2 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
318 | KFProj_HEGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
319 | KFWeap_Beam_Microwave | Cooldowns=(3.0, 3.0, 2.5, 1.5) | EvadeChances=(0.0, 0.3, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | Crawler4 | Crawler4 | Crawler4 | SClot1_AClot2_Gorefast1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
320 | KFProj_Flame_HRGIncendiaryRifle | Cooldowns=(3.0, 0.3, 0.1, 0.0) | EvadeChances=(0.0, 1.0, 1.0, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
321 | Stalker | KFProj_Bullet_Pellet | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | Stalker2 | Stalker2 | Stalker2 | AClot2_Gorefast2 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||
322 | KFProj_Nail_Nailgun | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
323 | KFProj_Bullet_DragonsBreath | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot2_Crawler3_Gorefast1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
324 | KFProj_HighExplosive_M79 | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
325 | KFProj_HighExplosive_M32 | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
326 | KFProj_Rocket_RPG7 | Cooldowns=(3.0, 1.0, 0.5, 0.1) | EvadeChances=(0.1, 0.4, 0.75, 0.9) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
327 | KFDT_Explosive_M16M203 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | AClot2_Scrake1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
328 | KFDT_Explosive_HRGIncendiaryRifle | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
329 | KFProj_CaulkNBurn_GroundFire | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | SClot2_GF3_Scrk1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
330 | KFProj_FlameThrower_GroundFire | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
331 | KFWeap_Flame_CaulkBurn | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | AClot2_Scrake1 | AClot2_Scrake1 | AClot2_Scrake1 | Stalker4 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
332 | KFWeap_Flame_Flamethrower | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.0, 0.5, 0.9, 1.0) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
333 | KFWeap_Beam_Microwave | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | Gorefast4 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
334 | KFWeap_Bow_Crossbow | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | ||||||||||||||||||||||||
335 | KFWeap_Rifle_M14EBR | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | UClot4 | UClot4 | UClot4 | Crawler6 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
336 | KFWeap_Rifle_Winchester1894 | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | ||||||||||||||||||||||||
337 | KFWeap_Rifle_RailGun | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | Stalker4 | Stalker4 | Stalker4 | Crawler2_Gorefast2_Stalker2_Siren1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
338 | KFProj_FragGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
339 | KFProj_MolotovGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Gorefast4 | Gorefast4 | Gorefast4 | SClot2_Crawler2_Gorefast2_Siren2 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
340 | KFProj_DynamiteGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
341 | KFProj_NailBombGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Crawler6 | Crawler6 | Crawler6 | AClot4 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
342 | KFProj_HEGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
343 | KFProj_Flame_HRGIncendiaryRifle | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | AClot2_Gorefast1_Husk1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
344 | E.D.A.R variants | KFProj_Bullet_Pellet | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.3, 0.5, 0.7) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | |||||||||||||||||||||||
345 | KFProj_Nail_Nailgun | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.3, 0.5, 0.7) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | --- | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
346 | KFProj_Bullet_DragonsBreath | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.3, 0.5, 0.7) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
347 | KFProj_HighExplosive_M79 | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.3, 0.5, 0.7) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Husk1 | Husk1 | Husk1 | --- | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
348 | KFProj_HighExplosive_M32 | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.3, 0.5, 0.7) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
349 | KFProj_Rocket_RPG7 | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.3, 0.5, 0.7) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | AClot2_Gorefast1_Husk1 | --- | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
350 | KFDT_Explosive_M16M203 | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.3, 0.5, 0.7) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
351 | KFDT_Explosive_HRGIncendiaryRifle | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.3, 0.5, 0.7) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Special squads (random) | Bloat1_Siren1_Fleshpound1 | Bloat1_Siren1_Fleshpound2 | Fl2_Scrake1 | Fl2_Scrake1 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||
352 | KFProj_CaulkNBurn_GroundFire | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.1, 0.3, 0.5, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
353 | KFProj_FlameThrower_GroundFire | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | QP5 | Fl2_Scrake2 | Fl2_QP6 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
354 | KFWeap_Flame_CaulkBurn | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
355 | KFWeap_Flame_Flamethrower | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | X1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | --- | Fl1_Scrake3 | Fl1_Scrake3 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
356 | KFWeap_Beam_Microwave | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.4, 0.5, 0.6, 0.7) | X1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
357 | KFWeap_Bow_Crossbow | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | X1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | --- | Fl3 | Fl3 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
358 | KFWeap_Rifle_M14EBR | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | X1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | ||||||||||||||||||||||||
359 | KFWeap_Rifle_Winchester1894 | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | X1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | --- | Scrake2_Stalker4 | Scrake2_QP4 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
360 | KFWeap_Rifle_RailGun | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | X1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | ||||||||||||||||||||||||
361 | KFProj_FragGrenade | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | X1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | --- | Fl2_Scrake3 | Fl2_Scrake3 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
362 | KFProj_MolotovGrenade | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | X1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
363 | KFProj_DynamiteGrenade | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | X1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | --- | QP4 | --- | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
364 | KFProj_NailBombGrenade | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | X1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
365 | KFProj_HEGrenade | Cooldowns=(3.0, 2.0, 1.0, 0.75) | EvadeChances=(0.1, 0.2, 0.5, 0.8) | X1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Wave - 9 | |||||||||||||||||||||||
366 | KFProj_Flame_HRGIncendiaryRifle | Cooldowns=(3.0, 2.0, 1.5, 1.0) | EvadeChances=(0.1, 0.3, 0.5, 0.7) | X1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | Difficulty: | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | |||||||||||
367 | Scrake | KFWeap_Rifle_Winchester1894 | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | Normal squads | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | Crawler4 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||
368 | KFWeap_Bow_Crossbow | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
369 | KFWeap_Rifle_M14EBR | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | UClot4_Bloat1 | UClot4_Bloat1 | UClot4_Bloat1 | SClot6 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
370 | KFWeap_Rifle_RailGun | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
371 | KFWeap_Bow_CompoundBow | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | Crawler2 | Crawler2 | Crawler2 | SClot1_AClot2_Gorefast1 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
372 | Quarter Pound / Fleshpound | KFWeap_Rifle_Winchester1894 | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | ||||||||||||||||||||||||
373 | KFWeap_Bow_Crossbow | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | Crawler4 | Crawler4 | Crawler4 | AClot2_Gorefast2 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
374 | KFWeap_Rifle_M14EBR | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
375 | KFWeap_Rifle_RailGun | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | Stalker2 | Stalker2 | Stalker2 | SClot2_Crawler3_Gorefast1 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
376 | KFWeap_Bow_CompoundBow | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
377 | Hans Volter | KFProj_Bullet_Pellet | Cooldowns=(4.0, 3.0, 2.0, 1.0) | EvadeChances=(0.1, 0.3, 0.85, 0.95) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||
378 | KFProj_Nail_Nailgun | Cooldowns=(4.0, 3.0, 2.0, 1.0) | EvadeChances=(0.1, 0.3, 0.85, 0.95) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
379 | KFProj_Bullet_DragonsBreath | Cooldowns=(4.0, 3.0, 2.0, 1.0) | EvadeChances=(0.1, 0.3, 0.85, 0.95) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Scrake1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
380 | KFProj_HighExplosive_M79 | Cooldowns=(4.0, 3.0, 2.0, 1.0) | EvadeChances=(0.1, 0.3, 0.5, 0.6) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
381 | KFProj_HighExplosive_M32 | Cooldowns=(4.0, 3.0, 2.0, 1.0) | EvadeChances=(0.1, 0.3, 0.5, 0.6) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_GF3_Scrk1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
382 | KFProj_Rocket_RPG7 | Cooldowns=(4.0, 3.0, 2.0, 1.0) | EvadeChances=(0.1, 0.3, 0.5, 0.6) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
383 | KFDT_Explosive_M16M203 | Cooldowns=(4.0, 3.0, 2.0, 1.0) | EvadeChances=(0.1, 0.3, 0.5, 0.6) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | QP2 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
384 | KFDT_Explosive_HRGIncendiaryRifle | Cooldowns=(4.0, 3.0, 2.0, 1.0) | EvadeChances=(0.1, 0.3, 0.5, 0.6) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
385 | KFProj_CaulkNBurn_GroundFire | Cooldowns=(3.0, 3.0, 2.5, 1.5) | EvadeChances=(0.0, 0.3, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | AClot2_Scrake1 | AClot2_Scrake1 | AClot2_Scrake1 | Stalker8 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
386 | KFProj_FlameThrower_GroundFire | Cooldowns=(3.0, 3.0, 2.5, 1.5) | EvadeChances=(0.1, 0.3, 0.5, 0.6) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
387 | KFWeap_Flame_CaulkBurn | Cooldowns=(3.0, 3.0, 2.5, 1.5) | EvadeChances=(0.0, 0.3, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | Gorefast4 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
388 | KFWeap_Flame_Flamethrower | Cooldowns=(3.0, 3.0, 2.5, 1.5) | EvadeChances=(0.0, 0.3, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
389 | KFWeap_Beam_Microwave | Cooldowns=(3.0, 3.0, 2.5, 1.5) | EvadeChances=(0.0, 0.3, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | UClot4 | UClot4 | UClot4 | Crawler6 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
390 | KFProj_Flame_HRGIncendiaryRifle | Cooldowns=(3.0, 3.0, 2.5, 1.5) | EvadeChances=(0.0, 0.3, 0.5, 0.8) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
391 | KFWeap_Bow_Crossbow | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | Stalker4 | Stalker4 | Stalker4 | SClot2_Crawler2_Gorefast2_Siren2 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
392 | KFWeap_Bow_CompoundBow | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | ||||||||||||||||||||||||
393 | KFWeap_Rifle_M14EBR | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | Gorefast4 | Gorefast4 | Gorefast4 | Bloat3_Husk3 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
394 | KFWeap_Rifle_Winchester1894 | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | ||||||||||||||||||||||||
395 | KFWeap_Rifle_RailGun | Cooldowns=(2.3, 2.3, 2.3, 1.3) | EvadeChances=(0.08, 0.1, 0.2, 0.35) | x1 | (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15) | Crawler6 | Crawler6 | Crawler6 | --- | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
396 | KFProj_FragGrenade | Cooldowns=(6.0, 5.0, 3.0, 2.5) | EvadeChances=(0.1, 0.3, 0.5, 0.6) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
397 | KFProj_MolotovGrenade | Cooldowns=(6.0, 5.0, 3.0, 2.5) | EvadeChances=(0.1, 0.3, 0.5, 0.6) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | Crawler2_Gorefast2_Stalker2_Siren1 | --- | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
398 | KFProj_DynamiteGrenade | Cooldowns=(6.0, 5.0, 3.0, 2.5) | EvadeChances=(0.1, 0.3, 0.5, 0.6) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
399 | KFProj_NailBombGrenade | Cooldowns=(6.0, 5.0, 3.0, 2.5) | EvadeChances=(0.1, 0.3, 0.5, 0.6) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | --- | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
400 | KFProj_HEGrenade | Cooldowns=(6.0, 5.0, 3.0, 2.5) | EvadeChances=(0.1, 0.3, 0.5, 0.6) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
401 | KFWeap_Rifle_Winchester1894 | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | Husk2 | Husk2 | Husk2 | --- | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
402 | KFWeap_Bow_Crossbow | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
403 | KFWeap_Rifle_M14EBR | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | Special squads (random) | Bloat1_Siren2_Scrake1_Fleshpound1 | Bloat1_Siren2_Scrake1_Fleshpound1 | Fl2_Scrake1 | Fl2_Scrake1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
404 | KFWeap_Rifle_RailGun | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
405 | KFWeap_Bow_CompoundBow | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | QP5 | Fl2_Scrake2 | Fl2_QP6 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||||
406 | Patriarch | KFWeap_Rifle_Winchester1894 | Cooldowns=(0.0, 0.0, 0.3, 0.2) | BlockChances=(0.0, 0.0, 1.0, 1.0) | --- | ||||||||||||||||||||||||
407 | KFWeap_Bow_Crossbow | Cooldowns=(0.0, 0.0, 0.3, 0.2) | BlockChances=(0.0, 0.0, 1.0, 1.0) | --- | --- | Fl1_Scrake3 | Fl1_Scrake3 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||||
408 | KFWeap_Rifle_M14EBR | Cooldowns=(0.0, 0.0, 0.3, 0.2) | BlockChances=(0.0, 0.0, 1.0, 1.0) | --- | |||||||||||||||||||||||||
409 | KFWeap_Rifle_RailGun | Cooldowns=(0.0, 0.0, 0.3, 0.2) | BlockChances=(0.0, 0.0, 1.0, 1.0) | --- | --- | Fl3 | Fl3 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||||
410 | KFWeap_Bow_CompoundBow | Cooldowns=(0.0, 0.0, 0.3, 0.2) | BlockChances=(0.0, 0.0, 1.0, 1.0) | --- | |||||||||||||||||||||||||
411 | King Fleshpound | KFWeap_Rifle_Winchester1894 | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | --- | Scrake2_Stalker4 | Scrake2_QP4 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
412 | KFWeap_Bow_Crossbow | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
413 | KFWeap_Rifle_M14EBR | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | --- | Fl2_Scrake3 | Fl2_Scrake3 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||||
414 | KFWeap_Rifle_RailGun | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
415 | Abomination | KFProj_CaulkNBurn_GroundFire | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | --- | QP4 | --- | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
416 | KFProj_FlameThrower_GroundFire | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
417 | KFWeap_Flame_CaulkBurn | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | --- | QP3 | --- | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
418 | KFWeap_Flame_Flamethrower | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
419 | KFWeap_Beam_Microwave | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | Wave - 10 | |||||||||||||||||||||||
420 | KFWeap_Rifle_Winchester1894 | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | Difficulty: | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | ||||||||||||
421 | KFWeap_Bow_Crossbow | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | Normal squads | AClot3_SClot1 | AClot3_SClot1 | AClot3_SClot1 | AClot4 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
422 | KFWeap_Rifle_M14EBR | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | |||||||||||||||||||||||||
423 | KFWeap_Rifle_RailGun | Cooldowns=(0.5, 0.4, 0.3, 0.2) | BlockChances=(0.1, 0.2, 0.7, 0.85) | --- | Crawler4 | Crawler4 | Crawler4 | SClot6 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||
424 | Abomination spawn | KFProj_Bullet_Pellet | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | |||||||||||||||||||||||
425 | KFProj_Nail_Nailgun | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | UClot3_Bloat1 | UClot3_Bloat1 | UClot3_Bloat1 | AClot2_Gorefast2 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
426 | KFProj_Bullet_DragonsBreath | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00) | ||||||||||||||||||||||||
427 | KFProj_HighExplosive_M79 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot1_AClot2_Gorefast1 | SClot2_Crawler3_Gorefast1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
428 | KFProj_HighExplosive_M32 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
429 | KFProj_Rocket_RPG7 | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.6, 0.5, 0.3, 0.2) | x1 | (X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | AClot2_Gorefast2 | AClot2_Gorefast2 | AClot2_Gorefast2 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
430 | KFProj_CaulkNBurn_GroundFire | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
431 | KFProj_FlameThrower_GroundFire | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | SClot2_Crawler3_Gorefast1 | AClot2_Scrake1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
432 | KFWeap_Flame_CaulkBurn | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
433 | KFWeap_Flame_Flamethrower | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | SClot2_GF3_Scrk1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
434 | KFWeap_Beam_Microwave | Cooldowns=(2.5, 2.5, 2.5, 2.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
435 | KFProj_FragGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | AClot2_Scrake1 | AClot2_Scrake1 | AClot2_Scrake1 | Crawler2_Stalker2_Bloat1_Siren2 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
436 | KFProj_MolotovGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
437 | KFProj_DynamiteGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | SClot2_GF3_Scrk1 | QP3 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
438 | KFProj_NailBombGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | ||||||||||||||||||||||||
439 | KFProj_HEGrenade | Cooldowns=(3.0, 1.0, 0.1, 0.0) | EvadeChances=(0.2, 0.4, 0.6, 0.8) | x1 | (X=0.0, Y=0.5), (X=0.0, Y=0.3), (X=0.0, Y=0.15), (X=0.0, Y=0.05) | Crawler2_Stalker2_Bloat1_Siren2 | Crawler2_Stalker2_Bloat1_Siren2 | Crawler2_Stalker2_Bloat1_Siren2 | Stalker8 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||
440 | KFProj_Flame_HRGIncendiaryRifle | Cooldowns=(3.0, 1.0, 1.0, 1.0) | EvadeChances=(0.2, 0.2, 0.3, 0.4) | x1 | (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5) | ||||||||||||||||||||||||
441 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | UClot3_AClot1_Gorefast1 | Crawler6 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||
442 | |||||||||||||||||||||||||||||
443 | UClot4 | UClot4 | UClot4 | SClot2_Crawler2_Gorefast2_Siren2 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||
444 | |||||||||||||||||||||||||||||
445 | Stalker4 | Stalker4 | Stalker4 | Husk2 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||
446 | |||||||||||||||||||||||||||||
447 | Gorefast4 | Gorefast4 | Gorefast4 | --- | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||
448 | |||||||||||||||||||||||||||||
449 | Crawler6 | Crawler6 | Crawler6 | --- | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||
450 | |||||||||||||||||||||||||||||
451 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | --- | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||
452 | |||||||||||||||||||||||||||||
453 | Husk1 | Husk1 | Husk1 | --- | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||
454 | |||||||||||||||||||||||||||||
455 | Husk2 | Husk2 | Husk2 | --- | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||
456 | |||||||||||||||||||||||||||||
457 | Special squads (random) | Bloat1_Siren2_Scrake1_Fleshpound2 | Bloat1_Siren2_Scrake1_Fleshpound2 | Fl2_Scrake1 | Fl2_Scrake1 | --- | --- | --- | --- | --- | --- | --- | --- | ||||||||||||||||
458 | |||||||||||||||||||||||||||||
459 | Fl2_Scrake2 | Fl2_QP6 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||||
460 | |||||||||||||||||||||||||||||
461 | Fl1_Scrake3 | Fl1_Scrake3 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||||
462 | |||||||||||||||||||||||||||||
463 | Fl3 | Fl3 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||||
464 | |||||||||||||||||||||||||||||
465 | Scrake2_Stalker4 | Scrake2_QP4 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||||
466 | |||||||||||||||||||||||||||||
467 | Fl2_Scrake3 | Fl2_Scrake3 | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||||
468 | |||||||||||||||||||||||||||||
469 | QP4 | --- | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||||
470 | |||||||||||||||||||||||||||||
471 | QP5 | --- | --- | --- | --- | --- | --- | --- | --- | --- | |||||||||||||||||||
472 | |||||||||||||||||||||||||||||
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Data | ZED | Alpha Clot | Slasher | Bloat | Crawler | Gorefast | Stalker | Husk | Siren | Scrake | Fleshpound | Patriarch (boss) | ||||||||||||||||||||||
2 | Health (body / head) | Base: Body - 350, Head - 85. | Base: Body - 150, Head - 85. | Base: Body - 700, Head - 350. | Base: Body - 250, Head - 100. | Base: Body - 500, Head - 100. | Base: Body - 130, Head - 100. | Base: Body - 600, Head - 200, Backpack - 75. | Base: Body - 300, Head - 155 | Base: Body - 1600, Head - 600. | Base: Body - 2281, Head - 650. | Base: 1680 | ||||||||||||||||||||||
3 | Note: Values vary between (x0.85 - x2) based on average level of the human team. | Note: Values vary between (x0.85 - x2) based on average level of the human team. | Note: Values vary between (x0.85 - x2) based on average level of the human team. | Note: Values vary between (x0.85 - x2) based on average level of the human team. | Note: Values vary between (x0.85 - x2) based on average level of the human team. | Note: Values vary between (x0.85 - x2) based on average level of the human team. | Note: Values vary between (x0.85 - x2) based on average level of the human team. | Values vary between (x0.7 - x1.18) based on average level of the human team. | Note: Values vary between (x0.85 - x2) based on average level of the human team. | Note: Values vary between (x0.85 - x2) based on average level of the human team. | Note: Values vary between (x0.85 - x2) based on average level of the human team. | |||||||||||||||||||||||
4 | - 1 player | 350 / 85 | 150 / 85 | 700 / 350 | 250 / 100 | 500 / 100 | 130 / 100 | 600 / 200 / 75 | 300 / 155 | 1600 / 600 | 2281 / 650 | 1680 | ||||||||||||||||||||||
5 | - 2 players | 350 / 85 | 150 / 85 | 700 / 350 | 250 / 100 | 500 / 100 | 130 / 100 | 600 / 200 / 75 | 300 / 155 | 1600 / 600 | 2281 / 650 | 2520 | ||||||||||||||||||||||
6 | - 3 players | 350 / 85 | 150 / 85 | 700 / 350 | 250 / 100 | 500 / 100 | 130 / 100 | 600 / 200 / 75 | 300 / 155 | 1600 / 600 | 2281 / 650 | 3360 | ||||||||||||||||||||||
7 | - 4 players | 350 / 85 | 150 / 85 | 700 / 350 | 250 / 100 | 500 / 100 | 130 / 100 | 600 / 200 / 75 | 300 / 155 | 1600 / 600 | 2281 / 650 | 4200 | ||||||||||||||||||||||
8 | - 5 players | 350 / 85 | 150 / 85 | 700 / 350 | 250 / 100 | 500 / 100 | 130 / 100 | 600 / 200 / 75 | 300 / 155 | 1600 / 600 | 2281 / 650 | 5040 | ||||||||||||||||||||||
9 | - 6 players | 350 / 85 | 150 / 85 | 700 / 350 | 250 / 100 | 500 / 100 | 130 / 100 | 600 / 200 / 75 | 300 / 155 | 1600 / 600 | 2281 / 650 | 5880 | ||||||||||||||||||||||
10 | Hitzones | Head - x1.01 / All other - x1. | Head - x1.001 / All other - x1. | Head - x1.001 / All other - x1. | Head - x1.001 / All other - x1. | Head - x1.001 / Blade - x0.5 / All other - x1. | Head - x1.001 / All other - x1. | Head - x1.001 / Backpack - x1.1 / Husk cannon - x0.5 / All other - x1. | Head - x1.01 / Neck - x1.1 / Chest - x0.5 / Hips - x0.5 / All other - x1. | Head - x1.1 / Chainsaw - x0.5 / All other - x1. | Head - x1.1 / Chest core - x1.1 / Gauntlets - x0.5 / All other - x1. | Head - x1 / Body - x0.8 / Tentacle (if used) - x1.3 / Abdomen, hips - x1 / Left arm, weapon - x0.1 / Right upper arm - x1.3 / Right forearm - x1 / Right hand - x0.5 / Left leg - x0.1 / Right leg - x0.8 / Right foot - x1. | ||||||||||||||||||||||
11 | ||||||||||||||||||||||||||||||||||
12 | Resistances and weaknesses | Common damage multipliers: | Common damage multipliers: | Common damage multipliers: | Common damage multipliers: | Common damage multipliers: | Common damage multipliers: | Common damage multipliers: | Common damage multipliers: | Common damage multipliers: | Common damage multipliers: | Common damage multipliers: | ||||||||||||||||||||||
13 | Ballistic_Submachinegun - x0.8, Ballistic_AssaultRifle - x0.7, Ballistic_Shotgun - x0.5, Ballistic_Handgun - x0.4, Ballistic_Rifle - x0.5, Slashing - x0.8, Bludgeon - x0.8, Fire - x1, Microwave - x0.35, Explosive - x0.35, Piercing - x0.4, Toxic - x0.5. | Ballistic_Submachinegun - x0.8, Ballistic_AssaultRifle - x0.5, Ballistic_Shotgun - x0.4, Ballistic_Handgun - x0.4, Ballistic_Rifle - x0.5, Slashing - x0.8, Bludgeon - x0.8, Fire - x0.8, Microwave - x0.35, Explosive - x0.35, Piercing - x0.4, Toxic - x1. | Ballistic_Submachinegun - x0.8, Ballistic_AssaultRifle - x0.75, Ballistic_Shotgun - x0.3, Ballistic_Handgun - x0.6, Ballistic_Rifle - x0.65, Slashing - x0.9, Bludgeon - x0.9, Fire - x1, Microwave - x1.5, Explosive - x0.5, Piercing - x0.4, Toxic - x0.2. | Ballistic_Submachinegun - x1.3, Ballistic_AssaultRifle - x0.8, Ballistic_Shotgun - x0.3, Ballistic_Handgun - x0.4, Ballistic_Rifle - x0.5, Slashing - x0.8, Bludgeon - x0.8, Fire - x1, Microwave - x0.35, Explosive - x0.35, Piercing - x0.4, Toxic - x1. | Ballistic_Submachinegun - x0.8, Ballistic_AssaultRifle - x0.7, Ballistic_Shotgun - x0.6, Ballistic_Handgun - x0.55, Ballistic_Rifle - x0.7, Slashing - x0.85, Bludgeon - x0.85, Fire - x0.8, Microwave - x0.75, Explosive - x0.5, Piercing - x0.6, Toxic - x0.5. | Ballistic_Submachinegun - x1.1, Ballistic_AssaultRifle - x0.7, Ballistic_Shotgun - x0.3, Ballistic_Handgun - x0.4, Ballistic_Rifle - x0.4, Slashing - x0.75, Bludgeon - x0.75, Fire - x0.8, Microwave - x0.35, Explosive - x0.2, Piercing - x0.4, Toxic - x1. | Ballistic_Submachinegun - x0.8, Ballistic_AssaultRifle - x0.7, Ballistic_Shotgun - x0.5, Ballistic_Handgun - x0.6, Ballistic_Rifle - x0.65, Slashing - x0.8, Bludgeon - x0.8, Fire - x0.5, Microwave - x1, Explosive - x0.5, Piercing - x0.4, Toxic - x0.3. | Ballistic_Submachinegun - x0.8, Ballistic_AssaultRifle - x0.7, Ballistic_Shotgun - x0.5, Ballistic_Handgun - x0.6, Ballistic_Rifle - x0.75, Slashing - x0.8, Bludgeon - x0.8, Fire - x0.8, Microwave - x0.75, Explosive - x0.5, Piercing - x0.6, Toxic - x0.3. | Ballistic_Submachinegun - x0.5, Ballistic_AssaultRifle - x0.7, Ballistic_Shotgun - x0.8, Ballistic_Handgun - x0.8, Ballistic_Rifle - x1, Slashing - x0.6, Bludgeon - x0.5, Fire - x0.3, Microwave - x1, Explosive - x0.4, Piercing - x0.75, Toxic - x0.25, HRGTeslauncher (proj and DOT) - x0.6. | Ballistic_Submachinegun - x0.5, Ballistic_AssaultRifle - x0.5, Ballistic_Shotgun - x0.75, Ballistic_Handgun - x0.75, Ballistic_Rifle - x0.75, Slashing - x0.3, Bludgeon - x0.4, Fire - x0.5, Microwave - x1.5, Explosive - x0.75, Piercing - x0.75, Toxic - x0.25, HRGTeslauncher (proj and DOT) - x0.5. | Ballistic_Submachinegun - x0.5, Ballistic_AssaultRifle - x0.5, Ballistic_Shotgun - x0.4, Ballistic_Handgun - x0.5, Ballistic_Rifle - x0.5, Slashing - x1, Bludgeon - x1, Fire - x0.5, Microwave - x0.9, Explosive - x0.4, Piercing - x0.5, Toxic - x0.05. | |||||||||||||||||||||||
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16 | Weapon-specific damage multipliers (overwrite common): | Weapon-specific damage multipliers (overwrite common): | Weapon-specific damage multipliers (overwrite common): | Weapon-specific damage multipliers (overwrite common): | Weapon-specific damage multipliers (overwrite common): | Weapon-specific damage multipliers (overwrite common): | Weapon-specific damage multipliers (overwrite common): | Weapon-specific damage multipliers (overwrite common): | Weapon-specific damage multipliers (overwrite common): | Weapon-specific damage multipliers (overwrite common): | Weapon-specific damage multipliers (overwrite common): | |||||||||||||||||||||||
17 | Ballistic_AR15 - x1, Ballistic_MB500 - x1, Ballistic_Rem1858 - x0.75, Ballistic_Colt1911 - x0.65, Ballistic_9mm - x1.6, Ballistic_Pistol_Medic - x1.5, Ballistic_Winchester - x0.6, Fire_CaulkBurn - x2, ExplosiveSubmunition_HX25 - x0.6, Slashing_EvisceratorProj - x0.3, Slashing_Eviscerator - x0.3, Bludgeon_Crovel - x1.2. | Ballistic_AR15 - x1, Ballistic_MB500 - x1, Ballistic_Rem1858 - x0.75, Ballistic_Colt1911 - x0.65, Ballistic_9mm - x1.6, Ballistic_Pistol_Medic - x1.5, Ballistic_Winchester - x0.7, Fire_CaulkBurn - x1.7, ExplosiveSubmunition_HX25 - x0.6, Slashing_EvisceratorProj - x0.3, Slashing_Eviscerator - x0.3, Bludgeon_Crovel - x1.2. | Ballistic_AR15 - x1.1, Ballistic_MB500 - x0.7, Ballistic_DBShotgun - x0.5, Ballistic_Rem1858 - x1.5, Ballistic_Colt1911 - x0.7, Ballistic_9mm - x1.4, Ballistic_Pistol_Medic - x1.4, Ballistic_Winchester - x0.85, Fire_CaulkBurn - x2, ExplosiveSubmunition_HX25 - x0.6, Slashing_EvisceratorProj - x0.3, Slashing_Eviscerator - x0.7, Ballistic_DragonsBreath - x1, Bludgeon_Crovel - x1.2, Ballistic_HRGTeslauncher - x0.5. | Ballistic_AR15 - x1.2, Ballistic_MB500 - x0.5, Ballistic_Rem1858 - x0.75, Ballistic_Colt1911 - x0.65, Ballistic_9mm - x1.6, Ballistic_Pistol_Medic - x1.5, Ballistic_Winchester - x0.7, Fire_CaulkBurn - x2, ExplosiveSubmunition_HX25 - x0.6, Slashing_EvisceratorProj - x0.3, Slashing_Eviscerator - x0.3, Bludgeon_Crovel - x1.2. | Ballistic_AR15 - x1, Ballistic_MB500 - x1.2, Ballistic_Rem1858 - x0.9, Ballistic_Colt1911 - x0.8, Ballistic_9mm - x1.6, Ballistic_Pistol_Medic - x1.5, Ballistic_Winchester - x0.9, Fire_CaulkBurn - x1.7, ExplosiveSubmunition_HX25 - x0.6, Slashing_EvisceratorProj - x0.3, Slashing_Eviscerator - x0.3, Ballistic_DragonsBreath - x1.3, Bludgeon_Crovel - x1.2. | Ballistic_AR15 - x1.2, Ballistic_MB500 - x0.5, Ballistic_Rem1858 - x0.75, Ballistic_Colt1911 - x0.65, Ballistic_9mm - x1.6, Ballistic_Pistol_Medic - x1.5, Ballistic_Winchester - x0.6, Fire_CaulkBurn - x1.5, ExplosiveSubmunition_HX25 - x0.5, Slashing_EvisceratorProj - x0.3, Slashing_Eviscerator - x0.3, Bludgeon_Crovel - x1.2. | Ballistic_AR15 - x1, Ballistic_MB500 - x1.1, Ballistic_Rem1858 - x0.85, Ballistic_Colt1911 - x0.75, Ballistic_9mm - x1.6, Ballistic_Pistol_Medic - x1.5, Ballistic_Winchester - x0.75, Fire_CaulkBurn - x0.7, ExplosiveSubmunition_HX25 - x0.6, Slashing_EvisceratorProj - x0.4, Slashing_Eviscerator - x0.3, Ballistic_DragonsBreath - x1.1, Bludgeon_Crovel - x1.2. | Ballistic_AR15 - x1, Ballistic_MB500 - x1.1, Ballistic_Rem1858 - x0.85, Ballistic_Colt1911 - x0.75, Ballistic_9mm - x1.6, Ballistic_Pistol_Medic - x1.5, Ballistic_Winchester - x0.75, Fire_CaulkBurn - x1.5, ExplosiveSubmunition_HX25 - x0.6, Slashing_EvisceratorProj - x0.4, Slashing_Eviscerator - x0.3, Ballistic_DragonsBreath - x1.1, Bludgeon_Crovel - x1.2. | Ballistic_RPG7Impact - x4, Ballistic_Hemogoblin - x0.75, Fire_HRGTeslauncherDoT - x0.6, Ballistic_HRGTeslauncher - x0.6. | Explosive_RPG7 - x1.5. | Toxic_HRGHealthrower - x0.5, Ballistic_MicrowaveRifle - x0.7, Ballistic_HRGTeslauncher - x0.6. | |||||||||||||||||||||||
18 | ||||||||||||||||||||||||||||||||||
19 | ||||||||||||||||||||||||||||||||||
20 | Movement | Walk - 3.25 m/s, Sprint - 5.75 m/s, Strafe sprint - 3.25 m/s. | Walk - 5 m/s, Sprint - 6.5 m/s, Strafe sprint - 4.5 m/s. | Walk - 2.7 m/s, Sprint - 4.1 m/s, Strafe sprint - 3 m/s. | Walk - 6 m/s, Sprint - 7 m/s, Strafe sprint - 5 m/s. | Walk - 3.5 m/s, Sprint - 5.5 m/s, Strafe sprint - 3.5 m/s. | Walk - 5 m/s, Sprint - 7 m/s, Strafe sprint - 4.25 m/s. | Walk - 2.5 m/s, Sprint - 5.5 m/s, Strafe sprint - 4.25 m/s. | Walk - 2 m/s, Sprint - 4.3 m/s, Strafe sprint - 3 m/s. | Walk - 2.2 m/s, Sprint - 5.3 m/s (when enraged - 6.5 m/s), Strafe sprint - 3.5 m/s. | Walk - 2.75 m/s, Sprint - 5.5 m/s (when enraged - 7 m/s), Strafe sprint - 4.5 m/s. | Walk - 2.6 m/s, Sprint - 7 m/s, Strafe sprint - 4 m/s. | ||||||||||||||||||||||
21 | Attacks and moves | Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | ||||||||||||||||||||||
22 | Grab. Maximum grab range - 2.1m. No cooldown. Note: Grab move featuring slight movement towards an enemy. | Heavy attack. Damage - 15. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 1s. | Block. Damage multiplier (firearms) - x0.3, Damage multiplier (melee) - x0.3. Cooldown - 0.5s. | Heavy attack. Damage - 15. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 1s. | AoE attack. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 1.27s. | Heavy attack. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 1s. | Fireball. Damage - 23. Radius - 6.5m. Falloff - 1 (linear). Cooldown - 0.95s. Upon holding the charge button, Fireball strength (damage and radius) is being increased within (x0.5 - x1.3) range at rate of +0.4 per second (i.e. it will have the maximum damage / range after charging the cannon for roughly 3 seconds). Explosion radius depends from the current strength and has additional multiplier of x0.7 - actual explosion radius laying between 2.27 and 5.91 meters. Fireball leaves a ground fire (duration - 4s, burn interval - 0.25s, damage - 1, radius - 150, linear falloff). | Melee. Damage - 13. Maximum hit range - 1.8m. Vs doors - x5 more. No cooldown. | Block. Damage multiplier (firearms) - x0.25, Damage multiplier (melee) - x0.25. Cooldown - 0.2s. | Heavy attack. Damage - 30. Maximum hit range - 2.5m. Vs doors - x5 more. Cooldown - 1.5s. | Melee. Damage - 25. Maximum hit range - 3.75m. Cooldown - 0.5s. | |||||||||||||||||||||||
23 | Melee. Damage - 10. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 0.18s. | Light attack. Damage - 15. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 0.25s. | Melee. Damage - 20. Maximum hit range - 2.5m. Cooldown - 0.5s. | Light attack. Damage - 15. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.65s. | Block. Damage multiplier (firearms) - x0.01, Damage multiplier (melee) - x0.25. Cooldown - 0.2s. | Light attacks. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.25s. | Normal scream. Damage - 15. Radius - 8m. Falloff - 1 (linear). Frequency - 0.5s. Cooldown - 2.5s. | Heavy attack. Damage - 15. Maximum hit range - 2m. Vs doors - x5 more. Cooldown - 1.5s. | Light attack. Damage - 30. Maximum hit range - 2.5m. Vs doors - x5 more. Cooldown - 0.75s. | Minigun. Damage - 10. ROF - 1000. Cooldown - 4s. | ||||||||||||||||||||||||
24 | Shout. Allow neaby ZEDs to sprint / get frustrated and increase their damage by 20% (x1.2, by 50% on self boost). Radius - 10m. Cooldown - 1.5s. | Mine. Damage - 15. Radius - 4.5m. No falloff. Health - 100. Explodes after 300s. Cooldown - 1.55s. | Suicide. Damage - 10. Radius - 4.5m. No falloff. Duration - 10s. Interval - 1s. | Heavy attack. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 0.52s. | Vortex scream. Maximum grab range - 12.5m. Duration - up to 5s. Cooldown - 12s. Grabbed player takes 4 damage / s. | Light attack. Damage - 15. Maximum hit range - 2m. Vs doors - x5 more. Cooldown - 0.5s. | Rage. Cooldown - 10.5s. | Missile. Damage - 70 (direct hit - 200). Radius - 6.5m. Falloff - 2 (exp). Cooldown - 5s. | ||||||||||||||||||||||||||
25 | Vomit. Damage - 20. Maximum hit range - 3.5m. Cooldown - 1.25s. | Light attacks. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 0.25s. | Whirlwind attack. Damage - 15. Maximum hit range - 2m. Vs doors - x5 more. Cooldown - 2.5s. | Block. Damage multiplier (firearms) - x0.7, Damage multiplier (melee) - x0.7. Cooldown - 0.2s. | Mortar. Damage - 70 (direct hit - 200). Radius - 6.2m. Falloff - 2 (exp). Cooldown - 2.35s. | |||||||||||||||||||||||||||||
26 | Note: Maximum mines allowed - 30. | Flamethrower. Damage: Max - 10, Min - 3 (scales linearly over 9m). ROF - 120. Cooldown - 2s. | Note: Rage (sprint) thresholds: Normal / Hard / Suicidal - 0.75, HOE - 0.9. When enraged Scrake can do bump damage to human players (damage - 2, radius - 2.4m, this type of the damage is radial, i.e. scales over distance). | Note: When enraged Fleshpound can do bump damage to human players (damage - 2, radius - 2.4m, this type of the damage is radial, i.e. scales over distance). | Tentacle grab. Damage - 10. Maximum grab range - 6.5m. Cooldown - 5s. | |||||||||||||||||||||||||||||
27 | Melee. Damage - 15. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.1s. | |||||||||||||||||||||||||||||||||
28 | Suicide (or Backpack explosion). Damage - 125. Radius - 6m. Falloff - 0.5 (exp). | |||||||||||||||||||||||||||||||||
29 | Damage scale | Grab attack. There is 3 types of grab attack animation: type 1 (5 hits) - x2.3 / x1 / x1 / x1 / x1, type 2 (4 hits) - x2.3 / x1.3 / x1 / x1, type 3 (7 hits) - x2.2 / x1 / x1 / x1 / x1 / x1 / x1. | Heavy attack (running / jump attack) - x1.5. | Melee attack (jumping) - x1. | Heavy attack (running) - x1 (2 hits per attack). | AoE attack: stationary - x0.7 (14 hits per attack) / sprinting - x1 (5 hits per attack). | Heavy attack (running) - x0.5 (2 hits per attack). | Flamethrower (animation) - 5.05s (full), can be canceled after 1.24s, flame spraying starts / ends at 0.40s / 4.50s. | Melee - x1 (up to 2 hits). | All melee attacks except for the "Gutbuster" attack (rapid chainsaw stabs) do full damage to the players - x1 and only vary by the possible amount of the hits. | Heavy attack (enraged): walking - x1.1 (5 hits per attack), running - x1.1, when moving backwards - x0.5, x0.5, x1. | All melee attacks except for the Claw attack (right handed melee attack) do full damage to the players - x1 and only vary by the possible amount of the hits. Claw attack does x0.5 damage. | ||||||||||||||||||||||
30 | Heavy attack (walking / stationary) - x2.5. | Melee attack (running) - x0.6. | Heavy attack (walking / stationary) - x1 (1 hit per attack). | Heavy attack (running) - total of 12 hits: 9 of x0.3 and 3 of x1 (across all directions). | Heavy attack (walking / stationary) - x0.75 (2 hits per attack). | Melee - x1 (3 hits per attack). | Heavy attack (sprinting) - x0.5 then x0.7. | |||||||||||||||||||||||||||
31 | Light attack (jumping) - x1.75 (1 hit per attack). | Light attack (running) - x0.4 (5 hits per attack). | Melee attack (walking / stationary) - x1. | Jump attack - x1.25 / x1 (2 hits per attack). | Heavy attack (walking) - x1 (1 hit per attack). | Light attack (running) - x0.75 (7 hits per attack). | Melee (headless) - x1 (1 hit per attack). | "Gutbuster" attack - x0.5. | Heavy attack (walking / stationary) - x1 (5 hits per attack), when moving backwards - x0.5 (interval - 0.4s). | |||||||||||||||||||||||||
32 | Light attack (running) - x1.6 (type 1 - 1 hit per attack) OR x1.2 (type 2 - 2 hits per attack). | Light attack (walking / stationary) - x0.4 (2 hits per attack). | Vomit attack perform multiple hits: normal puke and lunge puke - 2 hits per attack, 360 puke (while moving backward) - 4 hits per attack. | Light attack (running) - x1 (3 hits per attack). | Jump attack - x1 (1 hit per attack). | Light attack (walking / stationary) - x0.75 (2 hits per attack). | Suicide (animation duration) - 1.54s. | Light attack (enraged): walking - x0.55 (6 hits per attack), running - x0.8 (7 hits per attack). | ||||||||||||||||||||||||||
33 | Light attack (waking / stationary) - x1 (2 hits per attack). | Light attack (walking / stationary) - x1 (2 hits per attack). | Light attack (running) - x1 / x0.7 / x1 / x0.7 / x0.7 / x0.7 / x0.7 (7 hits per attack across all directions). | Light attack and heavy attack (jumping) - x1. | Light attack (sprinting) - x0.34 (12 hits per attack). | |||||||||||||||||||||||||||||
34 | Light attack (walking / stationary) - x0.8, type 1 - 10 hits per attack (across all directions), type 2 - 2 hits per attack. | Jump attack - x1 (1 hit per attack). | Light attack (walking / stationary) - x0.3 (19 hits per attack), when moving backwards - x1 (1 hit per attack). | |||||||||||||||||||||||||||||||
35 | Incaps | Vulnerability mask = (Torso, Head, Legs, Arms, Special). | Vulnerability mask = (Torso, Head, Legs, Arms, Special). | Vulnerability mask = (Torso, Head, Legs, Arms, Special). | Vulnerability mask = (Torso, Head, Legs, Arms, Special). | Vulnerability mask = (Torso, Head, Legs, Arms, Special). | Vulnerability mask = (Torso, Head, Legs, Arms, Special). | Vulnerability mask = (Torso, Head, Legs, Arms, Special). | Vulnerability mask = (Torso, Head, Legs, Arms, Special). | Vulnerability mask = (Torso, Head, Legs, Arms, Special). | Vulnerability mask = (Torso, Head, Legs, Arms, Special). | Vulnerability mask = (Torso, Head, Legs, Arms, Special). | ||||||||||||||||||||||
36 | Stun = (Vulnerability= (0.2, 0.7, 0.2, 0.2, 0.2)), Cooldown=10.0, Duration=1.5) | Stun = (Vulnerability= (0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0) | Stun = (Vulnerability = (0.2, 0.7, 0.2, 0.2, 0.2), Cooldown=10.0, Duration=1.5) | Stun = (Vulnerability = (0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0) | Stun = (Vulnerability = (0.2, 0.7, 0.2, 0.2, 0.2), Cooldown=10.0, Duration=1.5) | Stun = (Vulnerability = (0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0) | Stun = (Vulnerability = (0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0) | Stun = (Vulnerability = (0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0) | Stun = (Vulnerability = (0.2, 0.7, 0.2, 0.2, 0.2), Cooldown=10.0, Duration=1.5) | Stun = (Vulnerability = (0.2, 0.25, 0.2, 0.0, 0.25), Cooldown=10.0, Duration=1.5) | Stun = (Vulnerability = (0.1, 0.55, 0.1, 0.1, 0.55), Cooldown=17.0, Duration=1.0) | |||||||||||||||||||||||
37 | Knockdown = (Vulnerability= (0.2), Cooldown=10.0) | Knockdown = (Vulnerability= (0.5), Cooldown=3.0) | Knockdown = (Vulnerability = (0.2), Cooldown=10.0) | Knockdown = (Vulnerability = (0.5), Cooldown=3.0) | Knockdown = (Vulnerability = (0.2), Cooldown=10.0) | Knockdown = (Vulnerability = (0.5), Cooldown=3.0) | Knockdown = (Vulnerability = (0.3), Cooldown=10.0) | Knockdown = (Vulnerability = (0.3), Cooldown=10.0) | Knockdown = (Vulnerability = (0.2), Cooldown=10) | Knockdown = (Vulnerability = (0.25, 0.25, 0.25, 0.25, 0.4), Cooldown=10.0) | Knockdown = (Vulnerability = (0.1, 0.4, 0.1, 0.1, 0.25), Cooldown=20.0) | |||||||||||||||||||||||
38 | Stumble = (Vulnerability= (0.1), Cooldown=5.0) | Stumble = (Vulnerability= (0.1), Cooldown=3.0) | Stumble = (Vulnerability = (0.1), Cooldown=5.0) | Stumble = (Vulnerability = (0.1), Cooldown=3.0) | Stumble = (Vulnerability = (0.1), Cooldown=5.0) | Stumble = (Vulnerability = (0.1), Cooldown=3.0) | Stumble = (Vulnerability = (0.2), Cooldown=3.0) | Stumble = (Vulnerability = (0.2), Cooldown=3.0) | Stumble = (Vulnerability = (0.1), Cooldown=5) | Stumble = (Vulnerability = (0.2, 0.25, 0.25, 0.0, 0.4), Cooldown=7.0) | Stumble = (Vulnerability = (0.1, 0.3, 0.1, 0.1, 0.4), Cooldown=8.0) | |||||||||||||||||||||||
39 | GunHit = (Vulnerability= (0.2), Cooldown=1.7) | GunHit = (Vulnerability = (1.0), Cooldown=0.75) | GunHit = (Vulnerability = (0.2), Cooldown=1.7) | GunHit = (Vulnerability = (1.0), Cooldown=0.75) | GunHit = (Vulnerability = (0.2), Cooldown=1.7) | GunHit = (Vulnerability = (1.0), Cooldown=0.75) | GunHit = (Vulnerability = (1.0), Cooldown=0.75) | GunHit = (Vulnerability = (1.0), Cooldown=0.75) | GunHit = (Vulnerability = (0.2), Cooldown=1.7) | GunHit = (Vulnerability = (0.0, 0.0, 0.0, 0.0, 0.5), Cooldown=1.7) | GunHit = (Vulnerability = (0.1, 0.1, 0.1, 0.1, 0.5), Cooldown=1.7) | |||||||||||||||||||||||
40 | MeleeHit = (Vulnerability= (0.5), Cooldown=1.35) | MeleeHit = (Vulnerability = (1.0), Cooldown=0.5) | MeleeHit = (Vulnerability = (0.5), Cooldown=1.35) | MeleeHit = (Vulnerability = (1.0), Cooldown=0.5) | MeleeHit = (Vulnerability = (0.5), Cooldown=1.35) | MeleeHit = (Vulnerability = (1.0), Cooldown=0.5) | MeleeHit = (Vulnerability = (1.0), Cooldown=0.5) | MeleeHit = (Vulnerability = (1.0), Cooldown=0.5) | MeleeHit = (Vulnerability = (0.5), Cooldown=1.35) | MeleeHit = (Vulnerability = (1.0), Cooldown=1.2) | MeleeHit = (Vulnerability = (0.1, 0.95, 0.1, 0.1, 0.75), Cooldown=2.0) | |||||||||||||||||||||||
41 | Poison = (Vulnerability= (0.6), Cooldown=20.0, Duration=1.5) | Poison = (Vulnerability= (1), Cooldown=5.0, Duration=2.0) | Poison = (Vulnerability = (0.6), Cooldown=20.0, Duration=1.3) | Poison = (Vulnerability = (1), Cooldown=5.0, Duration=2.0) | Poison = (Vulnerability = (0.6), Cooldown=20.0, Duration=1.5) | Poison = (Vulnerability = (1), Cooldown=5.0, Duration=2.0) | Poison = (Vulnerability = (1), Cooldown=5.0, Duration=2.0) | Poison = (Vulnerability = (1), Cooldown=5.0, Duration=2.0) | Poison = (Vulnerability = (0.6), Cooldown=20.0, Duration=1.5) | Poison = (Vulnerability = (0.6), Cooldown=20.0, Duration=1.5) | Poison = (Vulnerability = (0)) | |||||||||||||||||||||||
42 | Microwave = (Vulnerability= (0.25), Cooldown=10.0, Duration=2.5) | Microwave = (Vulnerability= (0.25), Cooldown=5.0, Duration=2.0) | Microwave = (Vulnerability = (0.5), Cooldown=10.0, Duration=2.5) | Microwave = (Vulnerability = (0.25), Cooldown=5.0, Duration=2.0) | Microwave = (Vulnerability = (0.5), Cooldown=10.0, Duration=2.5) | Microwave = (Vulnerability = (0.25), Cooldown=5.0, Duration=2.0) | Microwave = (Vulnerability = (1.0), Cooldown=5.0, Duration=2.0) | Microwave = (Vulnerability = (0.5), Cooldown=5.0, Duration=2.0) | Microwave = (Vulnerability = (0.5), Cooldown=10.0, Duration=2.5) | Microwave = (Vulnerability = (0.5), Cooldown=17.0, Duration=2.5) | Microwave = (Vulnerability = (0.08), Cooldown=10.0, Duration=3.0) | |||||||||||||||||||||||
43 | FirePanic = (Vulnerability= (0.9), Cooldown=5.0, Duration=3) | FirePanic = (Vulnerability = (0.5), Cooldown=7.0, Duration=3) | FirePanic = (Vulnerability = (0.9), Cooldown=5.0, Duration=3) | FirePanic = (Vulnerability = (0.5), Cooldown=7.0, Duration=3) | FirePanic = (Vulnerability = (0.9), Cooldown=5.0, Duration=3) | FirePanic = (Vulnerability = (0.5), Cooldown=7.0, Duration=3) | FirePanic = (Vulnerability = (0.1), Cooldown=8.0, Duration=3) | FirePanic = (Vulnerability = (1.0), Cooldown=8.0, Duration=3) | FirePanic = (Vulnerability = (0.9), Cooldown=5.0, Duration=3.0) | FirePanic = (Vulnerability = (0.7), Cooldown=12.0, Duration=3.5) | FirePanic = (Vulnerability = (0.65), Cooldown=15.0, Duration=1.2) | |||||||||||||||||||||||
44 | EMP = (Vulnerability= (2.5), Cooldown=10.0, Duration=2.2) | EMP = (Vulnerability= (2.5), Cooldown=5.0, Duration=3.0) | EMP = (Vulnerability = (2.5), Cooldown=10.0, Duration=2.2) | EMP = (Vulnerability = (2.5), Cooldown=5.0, Duration=3.0) | EMP = (Vulnerability = (2), Cooldown=10.0, Duration=2.2) | EMP = (Vulnerability = (2.5), Cooldown=5.0, Duration=3.0) | EMP = (Vulnerability = (2.5), Cooldown=5.0, Duration=3.0) | EMP = (Vulnerability = (2.5), Cooldown=5.0, Duration=3.0) | EMP = (Vulnerability = (0.98), Cooldown=10.0, Duration=2.2) | EMP = (Vulnerability = (0.3), Cooldown=10.0, Duration=2.2) | EMP= (Vulnerability = (0.95), Cooldown=10.0, Duration=2.2) | |||||||||||||||||||||||
45 | Freeze = (Vulnerability= (0.5), Cooldown=1.5, Duration=0.5) | Freeze = (Vulnerability = (1.0), Cooldown=1.5, Duration=2.0) | Freeze = (Vulnerability = (0.5), Cooldown=1.5, Duration=0.5) | Freeze = (Vulnerability = (1.0), Cooldown=1.5, Duration=2.0) | Freeze = (Vulnerability = (0.5), Cooldown=1.5, Duration=0.5) | Freeze = (Vulnerability = (1.0), Cooldown=1.5, Duration=2.0) | Freeze = (Vulnerability = (0.6), Cooldown=1.5, Duration=2.0) | Freeze = (Vulnerability = (1.0), Cooldown=1.5, Duration=2.0) | Freeze = (Vulnerability = (0.5), Cooldown=1.5, Duration=0.5) | Freeze = (Vulnerability = (0.5), Cooldown=1.5, Duration=0.5) | Freeze = (Vulnerability = (0.95), Cooldown=10.0, Duration=1.0) | |||||||||||||||||||||||
46 | Snare = (Vulnerability = (0.7, 0.7, 1.0, 0.7), Cooldown=8.5, Duration=1.5) | Snare = (Vulnerability = (0.7, 0.7, 1.0, 0.7), Cooldown=8.5, Duration=1.5) | Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | |||||||||||||||||||||||
47 | Bleed = (Vulnerability = (0.25)) | Bleed = (Vulnerability = (0.25)) | Bleed = (Vulnerability = (0.25)) | Bleed = (Vulnerability = (0.25)) | Bleed = (Vulnerability = (0.25)) | Bleed = (Vulnerability = (0.25)) | Bleed = (Vulnerability = (1)) | Bleed = (Vulnerability = (0.25)) | Bleed = (Vulnerability = (0.25)) | Bleed = (Vulnerability = (0.25)) | Bleed = (Vulnerability = (0.08)) | |||||||||||||||||||||||
48 | Dosh reward | 20 | 20 | 25 | 25 | 28 | 30 | 20 | 25 | 260 | 300 | 500 | ||||||||||||||||||||||
49 | XP reward | 32 | 32 | 40 | 32 | 44 | 32 | 30 | 22 | 102 | 105 | 2500 | ||||||||||||||||||||||
50 | Other | Jump cooldown - 1s. | Upon exceeding the walk speed by 10% Slasher can do damage to players just by bumping into them. | Jump cooldown - 1.5s. Mine explosion triggers: radius - 60 units, height - 22 units. | Upon exceeding the walk speed by 10% Crawler can do damage to players just by bumping into them. | Jump cooldown - 1s. | Jump cooldown - 1s. JumpZ - 1100. Dodge cooldown - 0.35s. | Jump cooldown - 1s. | Jump cooldown - 1.5s. | Jump cooldown - 1.25s. | Rage animation duration - 1.64s | Heal threshould - 50%. Autoheal threshold - 25%. Cloack charge - 60s (when auto-healed - 45s). HP to restore, of max health: phase1 - 100%, phase2 - 100%, phase3 - 90%. | ||||||||||||||||||||||
51 | Slasher resistant to ZED Time by 75%. | Puke mine travel speed = 1000 units per second. | Crawler's jump attacks featuring momentum push on players. | Fireball speed - 4200 units per second. | Most of Fleshpound's attacks cannot be interrupted by parrying (damage mitigation still happening). | |||||||||||||||||||||||||||||
52 | Jump cooldown - 1s. JumpZ - 1250. Roll cooldown - 0.2s. | Jump cooldown - 0.85s. JumpZ - 1000. | Jump cooldown - 1.25s. | Player-controlled Patriarch is able to destroy unwelded closed doors by running (bumping) through it. | ||||||||||||||||||||||||||||||
53 | ||||||||||||||||||||||||||||||||||
54 | ZED Spawning | Team score | ||||||||||||||||||||||||||||||||
55 | ZEDs spawn in squads. Human players and AIs have separate squads to posses. Normally Human players are fitted into Squad #1, at rare occasion - at Squad #2. Initially there is 10% chance for spawning a Special Squad, with each next non-special squad deployment, the chance to spawn a Special Squad is being increased by another 10%. At some point during the wave Special Squad will be forced to deploy. | At "early" waves (wave 1 and wave 2) AI spawn intensity will be slowed down regardless from amount of the human players. Spawn Time modifier - x2.1. At the "late" waves (wave 3 and wave 4) AI spawn intensity will be increased / decreased depending on amount of the players: 1p - x1.8, 2p - x1.7, 3p - x1.6, 4p - x1.5, 5p - x1.17, 6p - x1. | Each Team gains score in Versus game. Highest score grants the victory. | |||||||||||||||||||||||||||||||
56 | For every wave completion Team gains 1000 points. If Team has been wiped during the wave it grants (AI ZEDs Remaining / Total AI ZEDs) x 1000, i.e. scales score with percentage of wave completion. | |||||||||||||||||||||||||||||||||
57 | ||||||||||||||||||||||||||||||||||
58 | Maximum amount of the human Special Squads that can be deployed (wave 3 / wave 4) is 1 / 2. | Maximum human-controlled Scrakes allowed, per cycle AND / OR active at once - 2. | ||||||||||||||||||||||||||||||||
59 | Time between spawning human squads: wave 1 - 20s, wave 2 - 27s, wave 3 - 30s, wave 4 - 35s. | Maximum human-controlled Fleshpounds allowed, per cycle AND / OR active at once - 2. | For every human player death Team loses 100 points. | |||||||||||||||||||||||||||||||
60 | Time between spawning human squads (boss wave) - 40 seconds. | For boss kill team gains up to 10000 points. This score being decreased by amount of the damage taken by survivors (dealt by boss). | ||||||||||||||||||||||||||||||||
61 | Time before spawning human squads after wave starts: wave 1 - 15 seconds, wave 2-4 - 10 seconds. | |||||||||||||||||||||||||||||||||
62 | ||||||||||||||||||||||||||||||||||
63 | Wave - 1 | Wave - 2 | Wave - 3 | Wave - 4 | ||||||||||||||||||||||||||||||
64 | AI squads (total AI - 25) | AI squads (total AI - 32) | AI squads (total AI - 35) | AI squads (total AI - 42) | ||||||||||||||||||||||||||||||
65 | Normal squads | UClot3_AClot1_Gorefast1 | Normal squads | UClot3_AClot1 | Normal squads | UClot4 | Normal squads | UClot3_AClot1 | ||||||||||||||||||||||||||
66 | UClot4 | Crawler2 | Crawler2 | Crawler4 | ||||||||||||||||||||||||||||||
67 | AClot3_SClot1 | Crawler4 | Crawler4 | UClot3_Bloat1 | ||||||||||||||||||||||||||||||
68 | UClot4_Bloat1 | AClot3_Bloat1 | AClot3_Bloat1 | SClot1_AClot2_Gorefast1 | ||||||||||||||||||||||||||||||
69 | Special squad | SClot6 | SClot2_Crawler3_Gorefast1 | Stalker2 | AClot2_Gorefast2 | |||||||||||||||||||||||||||||
70 | Player squads | SClot1_Gorefast3 | AClot2_Gorefast2 | SClot2_Crawler3_Gorefast1 | ||||||||||||||||||||||||||||||
71 | Squad #1 (deployed all the time): | UClot3_Gorefast1_Siren1 | SClot1_Gorefast3 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | ||||||||||||||||||||||||||||||
72 | Alpha Clot - 3 | Stalker4 | AClot3_Gorefast1_Siren1 | AClot2_Gorefast2 | ||||||||||||||||||||||||||||||
73 | Slasher - 4 | Gorefast4 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | Crawler2_Stalker2_Bloat1_Siren2 | ||||||||||||||||||||||||||||||
74 | Crawler - 3 | Crawler2_Gorefast2_Stalker2_Siren1 | Stalker2 | UClot3_AClot1_Gorefast1 | ||||||||||||||||||||||||||||||
75 | Husk1 | AClot3_SClot1 | UClot4 | |||||||||||||||||||||||||||||||
76 | Special squad | Crawlers8 | UClot3_AClot1_Gorefast1 | Stalker4 | ||||||||||||||||||||||||||||||
77 | Player squads | Gorefast4 | Gorefast4 | |||||||||||||||||||||||||||||||
78 | Squad #1 (deployed all the time): | Crawler6 | Crawler6 | |||||||||||||||||||||||||||||||
79 | Alpha Clot - 2 | SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | |||||||||||||||||||||||||||||||
80 | Slasher - 3 | AClot2_Gorefast1_Husk1 | Husk2 | |||||||||||||||||||||||||||||||
81 | Crawler - 3 | Special squad | Stalker2_Husk1_Bloat1 | Special squad | Crawler2_Stalker2_Bloat1_Siren2 | |||||||||||||||||||||||||||||
82 | Gorefast - 2 | Player squads | Player squads | |||||||||||||||||||||||||||||||
83 | Stalker - 2 | Squad #1 (deployed most of the time): | Squad #2 (deployed very rare): | Special squad (deployed very rare): | Squad #1 (deployed most of the time): | Squad #2 (deployed very rare): | Special squad (deployed very rare): | |||||||||||||||||||||||||||
84 | Bloat - 2 | Alpha Clot - 1 | Alpha Clot - 1 | Alpha Clot - 1 | Alpha Clot - 1 | Alpha Clot - 1 | Alpha Clot - 1 | |||||||||||||||||||||||||||
85 | Siren - 1 | Slasher - 1 | Slasher - 1 | Gorefast - 4 | Slasher - 1 | Slasher - 1 | Gorefast - 4 | |||||||||||||||||||||||||||
86 | Husk - 2 | Crawler - 2 | Gorefast - 4 | Bloat - 3 | Crawler - 2 | Gorefast - 4 | Bloat - 3 | |||||||||||||||||||||||||||
87 | Gorefast - 4 | Stalker - 2 | Siren - 1 | Gorefast - 4 | Stalker - 2 | Siren - 1 | ||||||||||||||||||||||||||||
88 | Common difficulty modifiers | Stalker - 3 | Siren - 1 | Husk - 3 | Stalker - 2 | Bloat - 3 | Husk - 3 | |||||||||||||||||||||||||||
89 | Attribute | Value | Bloat - 3 | Husk - 1 | Slasher - 1 | Bloat - 3 | Siren - 1 | Crawler - 2 | ||||||||||||||||||||||||||
90 | Global health mod | x1 | Siren - 1 | Crawler - 2 | Crawler - 2 | Siren - 1 | Husk - 1 | Stalker - 2 | ||||||||||||||||||||||||||
91 | Global speed mod | x1 | Husk - 3 | Scrake - 1 | Stalker - 2 | Husk - 3 | Crawler - 2 | Fleshpound - 1 | ||||||||||||||||||||||||||
92 | Wave size mod | x0.53 | Scrake - 2 | Scrake - 1 | Scrake - 1 | |||||||||||||||||||||||||||||
93 | Dosh kill mod | x1.2 | ||||||||||||||||||||||||||||||||
94 | Start / spawn Dosh | 500 / 500 | ||||||||||||||||||||||||||||||||
95 | Pickup mod | Ammo - x0.65 / Items - x0.45 | ||||||||||||||||||||||||||||||||
96 | Self-inflicted damage | x0.1 | ||||||||||||||||||||||||||||||||
97 | Max respawn Dosh | 1950 | ||||||||||||||||||||||||||||||||
98 | Dosh penalty, on death | -3% | ||||||||||||||||||||||||||||||||
99 | Per-player modifiers | |||||||||||||||||||||||||||||||||
100 | Wave Length modifier | 1p - x1, 2p - x2, 3p - x2.75, 4p - x3.5, 5p - x4, 6p - x4.5. | ||||||||||||||||||||||||||||||||
101 | AI Hidden speed | 1p - x1, 2p - x1, 3p - x1, 4p - x1.3, 5p - x1.3, 6p - x1.65. | ||||||||||||||||||||||||||||||||
102 | Item Respawn time | 1p - 30s, 2p - 15s, 3p - 10s, 4p - 7.5s, 5p - 6s, 6p - 5s. | ||||||||||||||||||||||||||||||||
103 | Ammo Respawn time | 1p - 30s, 2p - 15s, 3p - 10s, 4p - 7.5s, 5p - 6s, 6p - 5s. | ||||||||||||||||||||||||||||||||
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AK | AL | AM | AN | AO | AP | AQ | AR | AS | AT | AU | AV | AW | AX | AY | AZ | BA | BB | BC | BD | BE | BF | BG | BH | BI | BJ | BK | BL | BM | BN | BO | BP | BQ | BR | BS | BT | BU | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Weekly Outbreaks | Summer 2017: The Summer Sideshow | Winter 2020: Christmas Crackdown | Objective Mode | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Weekly Outbreak mode 1 - "Boom" | Weekly Outbreak mode 5 - "Poundemonium" | Weekly Outbreak mode 8 - "Beefcake" | Weekly Outbreak mode 12 - "Scavenger" | The Tragic Kingdome | Elysium | Common difficulty modifiers | Biotics Lab | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5 | Modifier / Difficulty | Normal | Hard | Suicidal | HOE | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6 | Difficulty - Hard, Waves - 7. | Difficulty - Suicidal, Waves - 7. | Difficulty - Suicidal, Waves - 7. | Difficulty - Hard, Waves - 7. | The generator lasts for 300 seconds (5 minutes). Every 10 seconds it can be reset back to its 5 minutes timer. | Collect 3 roses in the Forest arena and place them into 3 vases in Central arena to unlock Botanica arena. | Attack chance (hard / med / weak) | 0 / 0 / 1 | 0 / 0 / 1 | 0.5 / 1 / 1 | 1 / 1 / 1 | Story takes place in the underground science facility, involving mercenaries helping Dr. Ogada Buyu to shut down Horzine's Clot Mother - organic biomass that produces ZED clones. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
7 | Explosive ZEDs: ZEDs explode on death. | Boss replacement: Fight against King Fleshpound. King Fleshpound is capable of performing special "whirlwind", "ground pound explosion" and "beam" attacks. When King Fleshpound changes its battle phase it spawns a set on mini Fleshpounds (Quarter Pounds). Quarter Pounds also have a chance to replace a ZEDs. | ZEDs get stronger: Each time ZED scores the damage to player, being rally boosted, is within AOE of Siren's scream attack or takes poison damage leaved by killed Elite Crawler, it's health and size are being increased by the listed value. | No trader mode: Players have to scavenge for weapons. Only grenades and armor is available for purchase in trader pod. Weapon pickups vary depending on the current wave. | Merry-go-round / carousel does 7 points of damage within 1s intervals and always knocks down ZEDs. Carousel does NOT block weapon bullets / projectiles. It takes 4 seconds to complete a circle (90 deg / s). | Collect 4 tomes and place them on pedestals next to the one of the Central arena's walls and then press the lever to unlock Lore Master Sanctum. | Dosh kill mod (most "Endless" waves provide on 50% Dosh per kill) | 1.2 | 1 | 1 | 0.9 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
8 | Global spawn rate modifier | 0.8 | 0.8 | 0.7 | 0.68 | Wave № | Story | Details | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9 | Explosion (regular): Damage - 35, Radius - 4.5m, Falloff exponent - 2. Explosion (Bloat, Scrake, Fleshpound, bosses): Damage - 35, Radius - 5.5m, Falloff exponent - 2. Damage type - Explosion. | Type of data | King Fleshpound | Life time of dropped items - 20 seconds, multiplier for dosh on kill = x0.2. | Siren's Tunnel Of Love / cave has two electric traps that do 1 point of EMP damage within 1s interval (100 EMP power per hit). These traps do not damage players. | In the Forest arena between houses there is death body on the straw brick. Ignite it with fire weapon (50 damage required) to activate Burning Souls trap (3 of them) in the Central arena. This burning pyre will then be doing 10 fire damage / s in area as well as some DOT damage. Burning Souls damage is 7 / s plus DOT. | Movement speed mod | 0.9 | 0.95 | 0.95 | 1 | 1. DEFEND THE AREA | Right after entering the lab Dr. Ogada Buyu warns players that Horzine is aware of their presence and already have sent ZED forces. Mercs should stand their ground. | Hold time = 90s. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 4, 3p - 4, 4p - 4, 5p - 4, 6p - 4. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
10 | Health | Health: Body / Head | 8750 | Stats increment happens for every ZED individually. | Two times more weapon pickups than usual and 20% less ammo pickups. | Self-inflicted damage mod | x0.1 | x0.2 | x0.2 | x0.5 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
11 | Each wave contains only 40% of the base wave AI amount. | Headless bleedout time | cannot be decapitated | Health increment affects both - ZED's max health and ZED's current health. Maximum health increased according to the listed %, if by the moment of health growth ZED will be missing some HP, its current HP value will be increased by (DEFAULT HP x % INCREMENT) amount of the points, but will never be more than its new max health value. In other words ZED will be healed by the given %. | The amount of weapon pickups is set to maximum from the start (opposite to normal survival mode where possible quantity of the items on the ground increased with every next wave linearly). Ammo pickups still scale from x0.5 at the start to x0.9 at the end. | Dr. Infernum's Pyrotechnic Emporium / middle area has two cage traps that do 20 points of fire damage within 3s intervals. It takes 1.5s for them to complete the descend / ascend animation. | Spawn mod, ammo / items | x0.4 / x0.45 | x0.3 / x0.35 | x0.4 / x0.25 | x0.25 / x0.1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
12 | ZEDs do not take any damage from the explosions. Fleshpounds spawn already enraged. | Difficulty | Normal | Hard | Suicidal | HOE | Base Shield HP | Visit Void arena to decorate Central arena with 3 Void Sphere traps (do 10 Freeze damage within 2s intervals). | Trader time | 75s | 60s | 60s | 60s | |||||||||||||||||||||||||||||||||||||||||||||||||||||
13 | 1 player | 5512 | 7262 | 8750 | 10500 | Normal - 1800 | Backdoor cage trap has 2s delay before it starts to descend. It takes 5.5s to complete the descend / ascend animation and approximately 9.5s to retain its position. | Visit Fallout arena to decorate Central arena with 3 Pillar traps (do 5 Toxic damage / s plus DOT). | Wave count mod | 0.8 | 1 | 1.3 | 1.7 | 2. TRANSPORT | There are 3 datapads that contain important information about neurotoxin produced in facility. Players are tasked to locate and bring them to the terminal located at the upper level of the structure. | 3 Datapads have to be collected and there are 3 possible spawn points for these. Initial delay before first datapad appears = 10s, each next = 5s. Datapad damage = 100 (bludgeon), ROF = 107, Stumble / Melee Hit powers = 200, Parry Strength = 4, Parry damage multiplier = x0.5, Block damage multiplier = x0.6. Once dropped, time until it resets back to random spawn point = 20s. | ||||||||||||||||||||||||||||||||||||||||||||||||||
14 | Weekly Outbreak mode 2 - "Cranium Cracker" | 2 players | 7661 | 10094 | 12162 | 14595 | Hard - 2700 | Ammo respawn time (click me) | Weapon respawn time (click me) | Central area of the Fallout arena is dangerous to stay in. It does 5 Toxic damage / s plus DOT. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15 | 3 players | 9811 | 12926 | 15575 | 18690 | Suicidal - 4000 | Unlike body, ZED's head does not scale up. Its HP and size remain the same. | wave 1 items (click me) | wave 2 items (click me) | wave 3 items (click me) | Rollercoaster trap does 14 points of damage within 1s intervals, knocks down ZEDs and has a lot of push force. It takes 0.75s to play move animation and 4s for Rollercoaster to return back to its original location. | Steam Fortress | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
16 | Difficulty - Hard, Waves - 7. | 4 players | 11961 | 15758 | 18987 | 22785 | HOE - 5000 | Each wave contains only 75% of the base wave AI amount. | wave 4 items (click me) | wave 5 items (click me) | wave 6 items (click me) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
17 | Headshots only: ZEDs take damage only when being hit in the head. | 5 players | 14110 | 18590 | 22400 | 26880 | Actual values below | ZED / Action | Body size increment, when ZED is under effect of: | Max increment | wave 7 items (click me) | wave 8 items (click me) | Summer 2021: Interstellar Insanity | Story involving mercenaries assisting Lockheart, captain of the HMS Queen Victoria, to launch the space rocket to prevent ZEDs from invading the Moon. | 3. EXTERMINATION | Another outbreak begins while Buyu tries to shut it down by analyzing data from the pads. Mercs have no other options but exterminate the threat. | ZED Replacement: All ZEDs are replaced by Alpha Clots (Sirens and Quarter Pounds - by Cysts). All Clot variants are forced to sprint. Wave size = x1.4 (compare to Survival). | |||||||||||||||||||||||||||||||||||||||||||||||||
18 | 6 players | 16260 | 21422 | 25812 | 30975 | Does damage | Rally boosted | Siren scream | Poison cloud | Note: as of current version DLC weapons are temporary removed from the spawn lists. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
19 | Abomination health scale - x0.6, shield scale - x0.75 (Abomination Spawn health scale - x0.25). | Hitzones | Hit zone - damage scale | Head - x1.1 / Chest core - x1.1 / Gauntlets - x0.2 / All other - x1. | Abomination | 1% | 1% | 1% | 1% | x1.25 | Winter 2017: Twisted Christmas | Wave № | Story | Details | ||||||||||||||||||||||||||||||||||||||||||||||||||||
20 | E.D.A.R variants health scale - x0.05. | Resistances | Resistant to: | see "ZEDs" Tab, "King Fleshpound (boss)" | Alpha | 5% | 5% | 2% | 2% | x1.5 | Weekly Outbreak mode 13 - "Wild West London" | Moonbase | 1. ESCORT | Mercs tasked to accompany Lockhear's drone, Rover, on its way to his tower. Unfortunately ZEDs are already here and causing some damage. | Drone max speed = 1 m/s, 2 meters when players nearby. Drone does not move when ZEDs are close. Speed decreases as the health of the drone goes down. Health = 400. Drone spawns with 100 HP and can be fixed. Health to restore by one welder tick is a % of 68 (119 for Support) / cart's Max Weld Integrity, which is 1p = 1500, 2p = 2000, 3p = 2500, 4p = 3000, 5p = 3500 and 6p = 4000. | |||||||||||||||||||||||||||||||||||||||||||||||||||
21 | Hans health scale - x0.4, shield scale - x0.75. | AlphaKing | 5% | 5% | 2% | 2% | x1.5 | 4. OPERATE AND CONTROL | The cloning outbreak is stopped (the decrypted password was l1ttlekevinlives) and thanks to intel from the pads it is now being revealed that it is possible to sabotage the whole cloning process. The first step is to lower system's temperature. Survivors have to withstand the ground while operating control panel. | Activations required = 5. Initial delay before first activation = 25s. Each next takes 22s to recharge. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 14, 2p - 14, 3p - 12, 4p - 12, 5p - 10, 6p - 10. ZED Replacement: 15% chance for Bloat to be replaced by Scrake and Husk by Fleshpound. Every activation applies a short burst of freeze damage on ZEDs: damage - 1, interval - 0.5s, duration - 7s, 12.5 Freeze power / tick. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
22 | Husk has a 100% chance to be replaced by Bloat. | Bloat | 5% | 10% | 2% | 2% | x1.25 | Difficulty - Suicidal, Waves - 7. | The Krampus' Lair | This map has reduced gravity: -720 (opposite to normal value of -1150). Further for players it is multiplied by 0.402, for ZEDs - by 0.928. Boomstick and Doomstick jumps do not work on this map. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
23 | King Fleshpound health scale - x0.75, shield scale - x0.5. | Afflictions | Affliction: | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Crawler | 10% | 5% | 2% | 2% | x1.5 | Cowboy mode: Only Gunslinger and Sharpshooter perks allowed. Reduced selection of weapons available. Fan Fire skill granted to every player. Players receive more dosh than usual. Players healed after killing ZEDs with a headshot. Deep immersion: custom sepia filter, ZEDs and players wearing cowboy hats. | ||||||||||||||||||||||||||||||||||||||||||||||||||
24 | Matriarch has a 100% chance to be replaced by Patriarch. | Torso vulnerability: | x0.07 | x0.07 | x0.07 | x0.07 | x0.07 | x0.75 | CrawlerKing | 1% | 5% | 2% | 2% | x1.5 | Hold Out style map with 5 main locations. Entrance (wave 1), Courtyard (Short - wave 2, Normal - wave 2-3, Long - wave 2-4), Prison (Short - wave 3, Normal - wave 4-5, Long - wave 5-7), Coal Mine (Short - wave 4, Normal - wave 6-7, Long - wave 8-10) and Krampus Lair (boss wave). | There are 11 EMP traps on this map that do 10 damage per seconds to players and x3 times more to ZEDs with one particular in the "meeting" room doing x5.5 more. Traps last for 10 seconds and then have 50 seconds cooldowns. | 2. WELD AND REPAIR | To open the rocket hatch players have to fix 4 fuse boxes. | Fuse box weld integrity = 2000 points. 4 boxes need to be fixed. Initial delay before objective starts = 20s, each next box takes 10s to appear. | |||||||||||||||||||||||||||||||||||||||||||||||
25 | Note that shield HP also depends from the actual health scale. | Head vulnerability: | x0.41 | x0.3 | x0.22 | x0.07 | x0.71 | x1.5 | Cyst | 5% | 5% | 2% | 2% | x1.5 | 5. ESCORT | Buyu have a plan to use Horzine's neurotoxin against the Clot Mother. In order to do so mercenaries have to guard and safely escort drone loaded with chemicals to feed-processing machine. | Drone max speed = 1 m/s, 2 meters when players nearby. Drone does not move when ZEDs are close. Speed decreases as the health of the drone goes down. Health = 400. Health to restore by one welder tick is a % of 68 (119 for Support) / cart's Max Weld Integrity, which is 1p = 1500, 2p = 2000, 3p = 2500, 4p = 3000, 5p = 3500 and 6p = 4000. ZED Replacement: 25% chance for Fleshpound to be replaced by Bloat and Scrake by Husk. | |||||||||||||||||||||||||||||||||||||||||||||||||
26 | Patriarch health scale - x0.5. | Legs vulnerability: | x0.07 | x0.07 | x0.07 | x0.07 | x0.07 | x0.75 | DAR Blaster | 5% | 10% | 2% | 2% | x1.25 | Global Dosh kill modifier = x.1.4. No item pickups. ZEDs spawn slower (Spawn Rate Multiplier = x0.75). | |||||||||||||||||||||||||||||||||||||||||||||||||||
27 | Quarter Pound health scale - x0.9. | Arms vulnerability: | x0.07 | x0.07 | x0.07 | x0.07 | x0.07 | x0.75 | DAR Bomber | 5% | 10% | 2% | 2% | x1.25 | Ammo pickup modifier (per wave) = 0.125, 0.175, 0.35, 0.525, 0.7, 0.875, 0.75, 0.99, 0.99. | Starting from the wave 2 there is a 35% chance for an optional "Stand Your Ground" objective to appear. Upon receiving such objective players will be tasked to make their way into the designated area of the map. In this area players will have to kill ZEDs in exchange of extra Dosh, Vosh and XP. The reward counter starts with 0 and gets filled completely when 75% of all wave's ZEDs are killed when players are inside this area. Rewards given on objective deactivation, either after completing it (full reward) or by the end of the wave (rewards depend on the % of the ZEDs killed compare to 75% of the wave's total ZEDs). It does not matter what type of ZEDs players kill - they all increase counter by exact same amount: Reward Per ZED = Promised Dosh / (0.75 x Wave Total AI). | ||||||||||||||||||||||||||||||||||||||||||||||||||
28 | Stalker has a 100% chance to be replaced by Alpha Clot. | Special zone vulnerability: | x0.41 | x0.18 | x0.3 | x0.5 | x0.56 | x1.5 | DAR Trapper | 5% | 10% | 2% | 2% | x1.25 | ZED Count Scale (per wave, of base value) = 0.75, 0.7, 0.7, 0.65, 0.65, 0.6. | 3. TRANSPORT | Some of the rocket parts are actually missing so players have to locate and deliver these to control room. | 3 Gears have to be collected and there are 3 possible spawn points for these. Initial delay before first Gear appears = 10s, each next = 5s. Gear damage = 100 (bludgeon), ROF = 107, Stumble / Melee Hit powers = 200, Parry Strength = 4, Parry damage multiplier = x0.5, Block damage multiplier = x0.6. Once dropped, time until it resets back to random spawn point = 20s. | ||||||||||||||||||||||||||||||||||||||||||||||||
29 | - Incap cooldown | 17s | 20s | 10s | 1.7s | 2s | 10.5s | Fleshpound | 5% | 20% | 2% | 2% | x1.25 | 50% chance for Fleshpounds to be replaced by Scrakes and for Quarterpounds - by Gorefiends. | 6. WELD AND REPAIR | The drone is safely delivered poisoning the feed but the system's firewall will not allow it to be distributed. Sirvivors have to manually override each of the firewall bots. | Bot weld integrity = 750 points. 9 bots need to be fixed. Initial delay before objective starts = 14s. Each next bot takes 5s to appear. | |||||||||||||||||||||||||||||||||||||||||||||||||
30 | Weekly Outbreak mode 3 - "Tiny Terrors" | - Incap duration | 1.25s | --- | --- | --- | --- | 3s | Gorefast | 5% | 5% | 2% | 2% | x1.5 | ZED | HP on kill | HP / Dmg scale | ZED | HP on kill | HP / Dmg scale | ||||||||||||||||||||||||||||||||||||||||||||||
31 | - Dissipation rate | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | Gorefiend | 5% | 5% | 2% | 2% | x1.5 | Abomination | --- | x0.8 / x0.7 | Gorefiend | 5 | --- | |||||||||||||||||||||||||||||||||||||||||||||||
32 | Difficulty - Suicidal, Waves - 7. | - Incap threshold | 100 for all incaps. King Fleshpound's special zone is a chest core. | Hans | 1% | 1% | 1% | 1% | x1.25 | Alpha | 1 | --- | Hans | --- | x0.8 / x0.7 | 4. OPERATE AND CONTROL | Gears are in place and rocket is almost ready to be launched. Survivors have to operate its control panel, to lift it up from the silo. | Activations required = 4. Initial delay before first activation can be performed = 30s. Each next activation takes 31s to recharge. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 4, 5p - 3, 6p - 3. | ||||||||||||||||||||||||||||||||||||||||||||||||
33 | Shrinking ZEDs / players: ZEDs and players have their size scaled based on their health percentage. | Affliction: | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Husk | 5% | 10% | 2% | 2% | x1.25 | AlphaKing | 5 | --- | Husk | 10 | --- | Note that all the values for SYG objectives are zone- and map-specific and are a subject of change. | 7. DEFEND THE AREA | It just takes a couple more minutes to prepare the posion. A new wave of ZEDs heading towards the players. | Hold time = 120s. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 4, 3p - 4, 4p - 4, 5p - 3, 6p - 3. | ||||||||||||||||||||||||||||||||||||||||||
34 | - Vulnerability | x0 | x0.06 | x0.48 | x0.71 | x0.37 | x0.20 | King FP | 1% | 1% | 1% | 1% | x1.25 | Bloat | 10 | --- | King FP | --- | x0.8 / x0.7 | Trader lines related to objective depend from the Dosh saved: Good - 85%, Normal - 50%, Below 25% - Bad. | ||||||||||||||||||||||||||||||||||||||||||||||
35 | Size scale at 100% HP - x1. | - Incap cooldown | --- | 10s | 15s | 10s | 10s | 10s | Matriarch | 1% | 1% | 1% | 1% | x1.25 | Crawler | 1 | --- | Matriarch | --- | x0.8 / x0.7 | Chipper pit trap (push mechanism) does 5 points of damage within 0.1s intervals, knocks down ZEDs and has a lot of push force. It takes 2s to play movement animation and 2 seconds for trap to return back to its original location. Pit (blades) itself does 1000 points of damage within 1s intervals. | |||||||||||||||||||||||||||||||||||||||||||||
36 | Size scale at 0% HP - x0.5. | - Incap duration | --- | 3s | 1.2s | 2.2s | 1s | --- | Patriarch | 1% | 1% | 1% | 1% | x1.25 | CrawlerKing | 5 | --- | Patriarch | --- | x0.8 / x0.7 | 5. ESCORT | Once again Lockhear wants mercs to protect his drone on its way to airship to deliver essential information - rocket launching codes. | see Wave 1 notes. | |||||||||||||||||||||||||||||||||||||||||||
37 | - Dissipation rate | --- | -20/s | -10/s | -50/s | -20/s | -5/s | Quarter FP | 5% | 20% | 2% | 2% | x1.25 | Cyst | 1 | --- | PoopSpawn | 2 | 8. EXTERMINATION | Patriarch himself makes an appearance to deal with mercs, too late for him the Clot Mother, a giant ZED-producing biomass, is already poisoned by neurotoxin. Now all it takes is to survive the boss wave. | Patriarch has 100% chance to become end-game boss. | |||||||||||||||||||||||||||||||||||||||||||||
38 | Weekly Outbreak mode 4 - "Bobble Zed" | - Incap threshold | 100 (EMP Disrupt - 25, Bleed - 65). Shrink modifier - x0.15, cannot be killed by shrinking. | Scrake | 5% | 20% | 2% | 2% | x1.25 | DAR Blaster | 5 | --- | Quarter FP | 20 | x0.8 / x0.7 | Fireplace in the house of the Entrance area does 20 points of the fire damage within 1s intervals. | ||||||||||||||||||||||||||||||||||||||||||||||||||
39 | Misc | Penetration resistance | 5 | Siren | 5% | 5% | 2% | 2% | x1.5 | DAR Bomber | 5 | --- | Scrake | 20 | --- | Doors in the Prison area are all welded shut from the start. They have Max Weld Integrity of 700. | ||||||||||||||||||||||||||||||||||||||||||||||||||
40 | Difficulty - Suicidal, Waves - 7. | Parry resistance | 4 | Slasher | 5% | 5% | 2% | 2% | x1.5 | DAR Trapper | 5 | --- | Siren | 10 | --- | 6. TRANSPORT | Steam boiler that generates electricity goes down due to damage caused by ZEDs. Mercs are ordered to restore the power by replacing its Gears. | 3 Gears have to be collected and there are 3 possible spawn points for these (different from Wave 3). Initial delay before first Gear appears = 20s, each next = 5s. Gear damage = 100 (bludgeon), ROF = 107, Stumble / Melee Hit powers = 200, Parry Strength = 4, Parry damage multiplier = x0.5, Block damage multiplier = x0.6. Once dropped, time until it resets back to random spawn point = 20s. | ||||||||||||||||||||||||||||||||||||||||||||||||
41 | Enlarged head size: ZEDs and players have bigger heads. ZEDs have more health and only die when their body health is depleted. | AI pause, on gun hit | 0.85s | Stalker | 5% | 5% | 2% | 2% | x1.5 | Fleshpound | 20 | x0.8 / x0.7 | Slasher | 1 | --- | |||||||||||||||||||||||||||||||||||||||||||||||||||
42 | AI pause, on melee hit | 0.85s | ZED / Action | Health increment, when ZED is under effect of: | Max increment | Gorefast | 5 | --- | Stalker | 2 | --- | Spring 2018: Infinite Onslaught | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
43 | ZEDs head size scale - x2.7, Players head size scale - x2. | Difficulty | Rally (boost capability) | Normal - No, Hard - No, Suicidal - Yes (no sprint), HOE - Yes (no sprint). | Does damage | Rally boosted | Siren scream | Poison cloud | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
44 | No head dismemberment allowed. ZEDs cannot be killed by taking off their head health. | Rally (ZED damage multiplier) | Suicidal - x1.2, HOE - x1.2. | Abomination | 0% | 0% | 0% | 0% | x1 | Weekly Outbreak mode 14 - "Abandon All Hope" | 7. DEFEND THE AREA | Steam boiler is working again but it takes some time to generate enough steam to power up the rocket. Survivors have to hold the area while it is working. | Hold time = 120s. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 5, 5p - 4, 6p - 4. | |||||||||||||||||||||||||||||||||||||||||||||||||||||
45 | It should be noted that ZEDs still take extra damage to body health upon draining their head HP. The other side affects might occur, such as upon taking sufficient damage to the head Quarter Pounds and Fleshpounds become unable to enrage due to having a negative head HP value. | Notes: | Chance to block after taking damage: Normal - 0, Hard - 0.01, Suicidal - 0.2, HOE - 0.3. Health loss percentage to trigger block: all difficulties - 0.05. Block chains (max): Hard - 3, Suicidal - 4, HOE - 5. Block duration - 1.25s, cooldown - 6.5s. | Alpha | 90% | 50% | 50% | 50% | x4.5 | DieSector | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
46 | AlphaKing | 90% | 50% | 50% | 50% | x4.5 | Difficulty - HOE, Waves - 7. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
47 | Bloat | 20% | 20% | 20% | 20% | x3 | Harder than Hell On Earth: More and stronger ZEDs to spawn, ZEDs spawn and move faster, Quarterpounds spawn enraged. Bosses have 75% more health than usual. Ammo boxes spawn more frequently. | There is 3 fire / flamethrower traps on the map - one at the lower level and two near the map center at the upper floor. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
48 | ZEDs spawn faster (x2.5 spawn rate multiplier). Each wave contains only 70% of the base wave AI amount. All ammo has 50% discount. Matriarch has a 100% chance to be replaced by Hans. | When blocking. Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9 (10% resistance). Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Hard - x0.1, Suicidal, HOE - x0.2. | Crawler | 90% | 50% | 50% | 50% | x3.5 | 8. WELD AND REPAIR | Once again players have to weld the fuse boxes to power up the main turbine. | Fuse box weld integrity = 3000 points. 3 boxes need to be fixed. Initial delay before objective starts = 25s, each next box takes 25s to appear. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
49 | CrawlerKing | 90% | 50% | 50% | 50% | x4.5 | ZED Count Scale (per wave, of base value) = 1.3, 1.3, 1.3, 1.3, 1.3, 1.3. | Each trap costs 50 dosh to activate, lasts for 13.2 seconds and can be reactivated after 30 seconds. Trap does 40 points of "fire" damage within 1s intervals. It does not affect player, however, at the same time and place there appear another damage inflicting area that does 4 points of damage to both - players and ZEDs. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
50 | ZEDs have their health and headhealth adjusted by following multipliers: | Cyst | 90% | 50% | 50% | 50% | x4.5 | Ammo pickup modifier (per wave) = 0.125, 0.15, 0.3, 0.45, 0.6, 0.75, 0.9, 0.99, 0.99. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
51 | ZED: | Health scale: | Head health scale: | Movement | Speed (walking) | Random, between (310 - 380) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | DAR Blaster | 20% | 20% | 20% | 20% | x2 | Faster ZED's spawn: Spawn Rate Multiplier = x3. | Ammo respawn time (click me) | ||||||||||||||||||||||||||||||||||||||||||||||||||||
52 | Abomination | x1.5 | --- | Speed (running) | Random, between (724 - 886) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | DAR Bomber | 20% | 20% | 20% | 20% | x2 | Bosses have 75% more health (x1.75) and move 25% (x1.25) faster. All other ZEDs move 20% (x1.2) faster. Quarterpounds spawn enraged. | Environmental flame traps do 4 points of damage to both - players and ZEDs. | 9. OPERATE AND CONTROL | Last preparation step: activating hydrogen fuel cells. | Activations required = 4. Initial delay before first activation can be performed = 25s. Each next activation takes 45s to recharge. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 4, 5p - 3, 6p - 3. | ||||||||||||||||||||||||||||||||||||||||||||||||||
53 | Alpha | x3 | x4.5 | Damage mods | Non-solo games | Normal - x0.51, Hard - x0.75, Suicidal - x1, HOE - x1.2. | DAR Trapper | 20% | 20% | 20% | 20% | x2 | Barriers do 10 points of "EMP" damage within 2s intervals to both - players and ZEDs. | |||||||||||||||||||||||||||||||||||||||||||||||||||||
54 | AlphaKing | x3 | x3 | Solo games | Normal - x0.255, Hard - x0.375, Suicidal - x0.5, HOE - x0.78. | Fleshpound | 0% | 0% | 0% | 0% | x1 | 15% replacement chance for: Cyst by Alpha, Alpha by AlphaKing, Gorefast by Gorefiend and Crawler by CrawlerKing. 5% replacement chance for: Bloat by Scrake. 20% replacement chance for: Quarterpound by Fleshpound. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
55 | Bloat | x1.5 | x1.5 | Attacks | Base attacks and damage multipliers. | Beam (damage interval) | 0.1s | Gorefast | 90% | 50% | 50% | 50% | x3 | Power Core | ||||||||||||||||||||||||||||||||||||||||||||||||||||
56 | Crawler | x3 | x5 | Beam (damage / damage type) | 12 / EMP | Gorefiend | 20% | 20% | 20% | 20% | x2 | 10. EXTERMINATION | The rocket is airborne, on its way to the Moon. But unfortunately one of the bosses made it on board. Once the boss is defeated the cutscene shows rocket in the outer space, heading towards the Moon. | Random boss encounter. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
57 | CrawlerKing | x3 | x5 | Beam (maximum length) | 3000 (30 meters) | Hans | 0% | 0% | 0% | 0% | x1 | All traps on the map do 30 points of damage (to ZEDs only) and at same time 5 points of damage to both - players and ZEDs within 0.2 second intervals. Traps vary by the damage type - slashing, bludgeoning, fire, microwave, EMP and toxic. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
58 | Cyst | x3 | x4.5 | Final ground pound explosion (damage) | 55 | Husk | 20% | 20% | 20% | 20% | x2.5 | Weekly Outbreak mode 15 - "Boss Rush" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
59 | Fleshpound | x2 | x1.5 | Final ground pound explosion (explosion falloff exponent) | 2 (exp) | King FP | 0% | 0% | 0% | 0% | x1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
60 | Gorefast | x3 | x2 | Final ground pound explosion (radius) | 900 | Matriarch | 0% | 0% | 0% | 0% | x1 | Difficulty - Suicidal, Waves - 4 (all 4 waves and final one are the boss waves). | Every trap lasts for 6 seconds and can be reactivated after 8 seconds when it ends. | Outpost | ||||||||||||||||||||||||||||||||||||||||||||||||||||
61 | Gorefiend | x3 | x2 | Ground pound explosion (damage) | 44 | Patriarch | 0% | 0% | 0% | 0% | x1 | Boss waves: All waves are the Boss waves. For every next wave ZEDs and bosses get more health, shield health, become faster and do more damage. Ammo boxes and item pickups are frequent. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
62 | Hans | x1 | --- | Ground pound explosion (explosion falloff exponent) | 2 (exp) | Quarter FP | 0% | 0% | 0% | 0% | x1 | Story involving mercenaries assisting Dr. Ogada Buyu, a Horzine employee, in retrieving server data from the abandoned Horzine base before destroying all traces of it to eliminate the ZED threat. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
63 | Husk | x2 | x2.5 | Ground pound explosion (radius) | 900 | Scrake | 0% | 0% | 0% | 0% | x1 | Data per wave | wave 1 | wave 2 | wave 3 | wave 4 | wave 5 | Summer 2018: Treacherous Skies | ||||||||||||||||||||||||||||||||||||||||||||||||
64 | King FP | x2 | --- | Melee ("drill" attack intervals) | 0.4s | Siren | 50% | 50% | 50% | 50% | x3 | ZED replacement | click me | click me | click me | click me | click me | Wave № | Story | Details | ||||||||||||||||||||||||||||||||||||||||||||||
65 | Matriarch | x1 | --- | Melee (base damage) | 75 | Slasher | 90% | 50% | 50% | 50% | x4.5 | Dosh reward | 1700 | 2000 | 2300 | 3000 | --- | 1 . WELD AND REPAIR | First things first, the trader pods are offline and players have to use their welders to establish the supply line. | Trader pod weld integrity = 1600 points. 4 pods need to be fixed. Initial delay before objective starts = 20s. Each next pod takes 5s to appear. | ||||||||||||||||||||||||||||||||||||||||||||||
66 | Patriarch | x1 | --- | Melee (damage multipliers vs. doors) | 3/4/5 | Stalker | 90% | 50% | 50% | 50% | x3 | Abomination | click me | click me | click me | click me | click me | Airship | ||||||||||||||||||||||||||||||||||||||||||||||||
67 | Quarter FP | x1.5 | x1.1 | Melee (damage multipliers vs. players) | 0.08/0.2/0.23/0.25/0.34/0.5/0.55/1 | AlphaKing | click me | click me | click me | click me | click me | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
68 | Scrake | x3 | x3 | Melee (range) | 250 | Weekly Outbreak mode 9 - "Blood Thirst" | Bloat | click me | click me | click me | click me | click me | OPERATE AND CONTROL objective under the Dome area: Players have to keep ZEDs off of the designated area for 20s to be able to (re-)activate the lever. Activations required to complete the objective fully, per player: 1p - 2, 2p - 3, 3p - 3, 4p - 4, 5p - 4, 6p - 5. Each activation adds % of the promised Dosh / XP / Vault Dosh. | |||||||||||||||||||||||||||||||||||||||||||||||||||||
69 | Siren | x3 | x3 | Shield explosion (damage) | 30 | DAR Blaster | click me | click me | click me | click me | click me | 2. OPERATE AND CONTROL | Important Horzine data stored on the main facility's servers. Buyu wants you to extract it and overload servers in a process. Survivors make their way to server's control panel and keep the ZEDs out of the area. | Activations required = 4. Initial delay before first activation can be performed = 25s. Each next activation takes 20s to recharge. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 4, 3p - 4, 4p - 4, 5p - 3, 6p - 3. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
70 | Slasher | x3 | x4.5 | Reward | Dosh reward | 2500 | Difficulty - Hard, Waves - 7. | DAR Bomber | click me | click me | click me | click me | click me | |||||||||||||||||||||||||||||||||||||||||||||||||||||
71 | Stalker | x3 | x2.5 | XP reward | Normal - 1291, Hard - 1694, Suicidal - 1790, HOE - 1843 | Health drain: A health drain debuff constantly harms all players during the waves, unless there are less than 5 ZEDs alive. Killing enemies or making assists regenerates a portion of the player’s health. Other healing methods are deactivated. Killing Scrakes and Fleshpounds grants "Hellish Rage" PowerUp (cost no health). | DAR Trapper | click me | click me | click me | click me | click me | Level activation triggers (2.5s delay) water flush sequence - for next 3.5s on each of the area entrances the stream of water knocks down all ZEDs it touches and does 7 points of damage within 1s intervals to them. Recharge time - 22s. | |||||||||||||||||||||||||||||||||||||||||||||||||||||
72 | Various info | Various information | Rage begins when King FP takes 276 points of accumulative damage. | Gorefiend | click me | click me | click me | click me | click me | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
73 | Weekly Outbreak mode 6 - "Up, Up, and Decay" | Frustration time, random, between | 10-14s | Hans | click me | click me | click me | click me | click me | 3. ESCORT | Survivors are tasked to accompany and protect security drone needed for hacking the data terminal. | Drone max speed = 1 m/s, 2 meters when players nearby. Drone does not move when ZEDs are close. Speed decreases as the health of the drone goes down. Health = 400. Health to restore by one welder tick is a % of 68 (119 for Support) / cart's Max Weld Integrity, which is 1p = 1500, 2p = 2000, 3p = 2500, 4p = 3000, 5p = 3500 and 6p = 4000. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
74 | Enraged King Fleshpound will calm down as soon as it land a hit. LOS and hits performed during the King Fleshpound's calm phase has no effect on the next rage starting time. | Players constantly lose health: 6 hp per every 2 seconds. Delay to apply damage - 10s after wave begin. Damage type to take is "falling". Perk's damage resistance mitigates portion of this damage. Damage goes to actual health and is not stopped by armor. | Husk | click me | click me | click me | click me | click me | WELD AND REPAIR objective requires players to weld the designated objects scattered across the map. Players have to weld each of them in order to complete the task for 100%. Objectives required, per player: 1p - 2, 2p - 3, 3p - 3, 4p - 4, 5p - 4, 6p - 5. Every welded object adds % of the promised Dosh / XP / Vault Dosh. The next objective to weld appear on the map after next 17s from completion of the previous one. It takes 1600 points of the weld intergrity to finish the weld. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
75 | Difficulty - Hard, Waves - 7. | King FP | click me | click me | click me | click me | click me | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
76 | ZEDs regenerate HP and head HP: ZEDs enlarging upon taking damage and at the same time constantly regenerate their health / deflate. Killed ZEDs have custom gravity scale and also explode shortly, acting like a balloons. | Damage to doors | 120 / 160 / 200 / 680 | Matriarch | click me | click me | click me | click me | click me | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
77 | ZED mass | 200 | Health does not drop down during the trader time. Players are completely healed at the beginning of trader time. Health does not drop down during the boss wave. | Patriarch | click me | click me | click me | click me | click me | 4. TRANSPORT | Drone is by the terminal and now Dr. Ogada Buyu wants to to collect Datapads containing "sensitive" information. In a meantime weather gets worse and outside it become harder to see. | 3 Datapads have to be collected and there are 6 possible spawn points for these. Initial delay before first datapad appears = 30s, each next = 5s. Datapad damage = 100 (bludgeon), ROF = 107, Stumble / Melee Hit powers = 200, Parry Strength = 4, Parry damage multiplier = x0.5, Block damage multiplier = x0.6. Once dropped, time until it resets back to random spawn point = 20s. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
78 | Maximum falling velocity, units / second | 4000 | PoopSpawn | click me | click me | click me | click me | click me | Lightning battery contains up to 3 charges, it takes 181s to power up one of them. Currently powered lever of the "Electricity Dome" machine causes EMP discharge that covers wide area. It does 1 point of EMP damage. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
79 | Note: In this mode ZEDs do not die to headshots: regardless of where the shot lands ZED takes health and headhealth damage at the SAME TIME. Damage dealt to headhealth is a % of how much damage ZED took compare to its maximum body health. | Running King Fleshpound is a threat to small ZEDs, they will attempt to evade it. | ZEDs spawn much faster: spawn rate multiplier = x6. | Quarter FP | click me | click me | click me | click me | click me | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
80 | Basing on the current HP percentage, King Fleshpound will be changing its battle phases. | ZED | HP on kill | HP on assist | Ground speed | Health scale | Damage dealt by | Steam Traps do 5 points of damage and knock ZEDs off of the Airship. Their recharge time randomized within (20-40)s intervals. Traps operate individually, on their own. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
81 | HP % to change battle phase: phase 0 - 100%, phase 1 - 75%, phase 2 - 60%, phase 3 - 30%. | Alpha | 5 | 3 | x1.2 | --- | --- | Weekly Outbreak mode 16 - "Shrunken Heads" | 3. ESCORT | The data recieved and drone is on its way to communication tower. And so are survivors. | see Wave 3 notes. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
82 | For example: Slasher (200 health, 50 headhealth) vs. off-perk SCAR-H (55 points of damage): | At phase 1 (HP is at 75% or below) King FP will start causing a series (3+1) of explosions upon rage taunting. | AlphaKing | 10 | 7 | x1.2 | --- | --- | Boiler Traps do 7 point of fire damage within 1s intervals, Traps have warmup and duration time of approx 8s. Coal Wheel Trap does 7 points of damage and knocks down ZEDs. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
83 | 1. Slasher gets hit in body once, its health become 145 and its headhealth at the same time become (145 / 200) x 50 = 36. | At phase 2 (HP is at 60% or below) King FP will gain an ability to use chest beam attack. | Bloat | 16 | 11 | x1.2 | --- | --- | Difficulty - Suicidal, Waves - 7. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
84 | At phase 3 (HP is at 30% or below) King FP will pull out its shield. | Crawler | 5 | 3 | x1.2 | --- | --- | Small heads: Player's and ZED's head size is reduced. ZEDs do not take any damage to heads at all. New weak spots for ZEDs. | Dosh Hold objectives on this map follow standard rules. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
85 | 2. Slasher gets hit in head once. Since the incoming damage is greater than Slasher's headhealth, the Extra Damage On Decapitation mechanic kicks in (see Notes Tab, "ZEDs - Damage to take"). Slasher takes Rounddown (55x1.1) + (Rounddown (55x1.1) + 200 x 0.25) x1.1 = 189 points of damage to its health and is left with (11 / 200) x 50 = 4 points of headhealth. | Beam cooldown: Normal - 10 / Hard - 9 / Suicidal - 7 / HOE - 6 plus FRAND (0-1) seconds. | CrawlerKing | 10 | 7 | x1.2 | --- | --- | 6. OPERATE AND CONTROL | Buyu gets what she needs and tasks mercenaries to overload the com tower's power relay in order to destroy the facility. Players once again operate the control panel while holding the area clean of the ZEDs. | Activations required = 5. Initial delay before first activation can be performed = 30s. Each next activation takes 20s to recharge. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 4, 3p - 4, 4p - 4, 5p - 3, 6p - 3. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
86 | Beam attack powers: Knockdown - 50, Melee hit - 50, EMP - 50. | Cyst | 5 | 3 | x1.2 | --- | --- | Technically each shot to head only does 1 point of damage. ZEDs do not wonder headless. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
87 | Notes | DAR Blaster | 10 | 7 | x1.2 | --- | --- | Wave size = x0.8 (of base value), Faster ZED's spawn: Spawn Rate Multiplier = x1.5, Dosh mod = x1.2. | Autumn 2018: Monster Masquerade | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
88 | Notes | Various information | EMP Disrupt prevents following: Taunt, Rage. | DAR Bomber | 10 | 7 | x1.2 | --- | --- | Boss replacement (click me) | ZED replacement (click me) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
89 | Maximum ZED size scale - x3 (achieved on death), size change interval - x0.1. | Sprint conditions: | DAR Trapper | 10 | 7 | x1.2 | --- | --- | ZED | Health scale | Damage scale | Weak zone mod | Bone names | 7. EXTERMINATION | Patriarch himself makes and appearance to stop the survivors. | Patriarch has 100% chance to become a boss. | ||||||||||||||||||||||||||||||||||||||||||||||||||
90 | Custom gravity factor for inflated killed ZEDs = -0.57 (for comparison, the default gravity factor is "1"). | Should sprint when enraged. | Fleshpound | 60 | 42 | x1.2 | --- | --- | Abomination | x1.4 | x1.0 | Arms - x1.5 | click me | Monster Ball | ||||||||||||||||||||||||||||||||||||||||||||||||||||
91 | When enraged, King Fleshpound takes only 25% of all incoming weapon powers towards its affliction threshold. | Gorefast | 7 | 5 | x1.2 | --- | --- | AlphaKing | x1.5 | x1.0 | Right leg - x3 | click me | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
92 | Explosion is purely visual and does not damage to players. | Rage will end as soon as King Fleshpound land a hit or 30 seconds will pass without seeing players. After 30 seconds without seeing players King Fleshpound will not be able to enrage, in that case to trigger its new frustration timer it will need to have players within its LOS. Note: After landing a hit the enraged King Fleshpound will update its "last enemy seeing" timer and will immediately trigger a new frustration timer. To make sure that King Fleshpound will not enrage anymore players should let it calm on its own. | Gorefiend | 10 | 7 | x1.2 | --- | --- | Bloat | x1.0 | x1.0 | Right and left arms - x4 | click me | Entrance door opens after 8 seconds. Blood rain starts at waves: Short - 3, Normal - 5, Long - 7. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
93 | Inflation explosion timer - 1.7 seconds. | Husk | 12 | 8 | x1.2 | --- | --- | Fleshpound | x1.0 | x1.0 | Chest core - x3 | click me | Both Fire traps (one under the bridge with 4 archs under it, located on the left side of the map and the other located in the main structure emitted from the skull with Hans' portrait above it) do 30 points of "fire" damage to ZEDs (only) and at same time and place as well do 4 points of "fire damage' to both - ZEDs and players. Damage interval - 1 second. DOT: Damage scale = x1.5 of trap damage, Duration = 5s, interval = 1s, Burn power per hit / DOT tick = 15.5. ZEDs will NOT attempt to evade these traps. Trap lasts for about 7 seconds. Reactivation delay - 15 seconds. | 8. DEFEND THE AREA | Buyu sends a helicopter to extract survivors. While it arrives players have to defend the area. Once the last of the ZEDs are killed, the cutscene shows players leaving the area.The facility then explodes wiping out all tracks of the Horzine activity. | Hold time = 120s. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 4, 3p - 4, 4p - 4, 5p - 3, 6p - 3. | ||||||||||||||||||||||||||||||||||||||||||||||||||
94 | Each wave contains only 70% of the base wave AI amount. | Quarter FP | 36 | 25 | x1.2 | --- | --- | Gorefiend | x1.3 | x1.0 | Left leg - x3 | click me | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
95 | ZEDs have their health and headhealth adjusted by following multipliers: | Scrake | 50 | 35 | x1.2 | --- | --- | Hans | x1.2 | x1.0 | Entire body (armor) - x1.3 | click me | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
96 | ZED: | Health scale: | Head health scale: | Regeneration | Enraged King Fleshpound will attempt to play its taunt animation. King Fleshpound can skip this animation completely if at the moment of enragement it will be doing melee attack or any other special move. In such case King Fleshpound will be enraged without losing momentum. | Siren | 12 | 8 | x1.2 | --- | --- | Husk | x1.0 | x1.0 | Right forearm - x3 | click me | ||||||||||||||||||||||||||||||||||||||||||||||||||
97 | Abomination | x0.5 | --- | 1%/s | Slasher | 5 | 3 | x1.2 | --- | --- | King FP | x1.2 | x1.0 | Chest core - x1.3 | click me | ZED Landing | ||||||||||||||||||||||||||||||||||||||||||||||||||
98 | Alpha | x2 | x2.5 | 10%/s | Stalker | 7 | 5 | x1.2 | --- | --- | Patriarch | x1.2 | x1.0 | Right leg - x1.3 | click me | Two Bell traps (on the left side of the map, not far from where the DJ's stand is) do 10 points of damage and knock down ZEDs. The damage goes to the player's actual health. Traps lasts for about 9 seconds. Reactivation delay - 25 seconds. | ||||||||||||||||||||||||||||||||||||||||||||||||||
99 | AlphaKing | x1 | x1.2 | 10%/s | King Fleshpound has a chance to block upon taking damage or when being aimed at. King Fleshpound has a chance to evade certain damage sources. King Fleshpound cannot block when enraged. | Abomination | --- | --- | --- | x1 | x0.75 | Quarter FP | x1.0 | x1.0 | Chest core - x3 | click me | Story involving mercenaries assisting Dr. Ogada Buyu, a Horzine employee, to uncover the events of the Horzine plane crash and locate important information for her before Horzine gets their hands on it. | |||||||||||||||||||||||||||||||||||||||||||||||||
100 | Bloat | x0.4 | x1.5 | 10%/s | Hans | --- | --- | --- | x1 | x0.75 | Scrake | x1.0 | x1.0 | Right forearm - x3 | click me | |||||||||||||||||||||||||||||||||||||||||||||||||||
101 | Crawler | x3 | x6 | 10%/s | Shield HP | King FP | --- | --- | --- | x1 | x0.75 | Siren | x1.0 | x1.0 | Legs - x3 | click me | Bridge EMP trap under the waterfall does 2 points of damage within 1 second intervals. EMP power per hit = 100, trap lasts for 17 seconds. Reactivation delay - 15 seconds. | Wave № | Story | Details | ||||||||||||||||||||||||||||||||||||||||||||||
102 | CrawlerKing | x3 | x6 | 10%/s | Players / Difficulty | Normal | Hard | Suicidal | HOE | Matriarch | --- | --- | --- | x1 | x0.75 | 1 . WELD AND REPAIR | The plane was carrying trader pods but these got damage during the crash. Players use their welders to repair them. | Trader pod weld integrity = 1600 points. 4 pods need to be fixed. Initial delay before objective starts = 10s. Each next pod takes 1s to appear. | ||||||||||||||||||||||||||||||||||||||||||||||||
103 | Cyst | x2 | x2.5 | 10%/s | 1 player | 1134 | 2241 | 4000 | 6000 | Patriarch | --- | --- | --- | x1 | x0.75 | Weekly Outbreak mode 17 - "Arsenal Ascent" | Movable Cage trap at the right end of the map lasts for about 10 second. Reactivation delay - 15 seconds. | |||||||||||||||||||||||||||||||||||||||||||||||||
104 | Fleshpound | x0.35 | x2 | 10%/s | 2 players | 1576 | 3114 | 5560 | 8340 | PoopSpawn | 7 | 5 | --- | --- | --- | Floor trap next to the EMP trap lasts for 4.5 seconds and has reactivation delay of 20 seconds. Piercing trap under it does 3 points of "piercing" damage within 1 seconds intervals. | ||||||||||||||||||||||||||||||||||||||||||||||||||
105 | Gorefast | x1 | x3 | 10%/s | 3 players | 2018 | 3988 | 7120 | 10680 | Difficulty - Suicidal, Waves - 7. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
106 | Gorefiend | x0.75 | x1 | 10%/s | 4 players | 2460 | 4862 | 8680 | 13020 | Weekly Outbreak mode 10 - "Coliseum" | Gun game: No trader pods, all players are Survivalists. Players start only with a knife and earn weapon points by killing to obtain better weapons. | 2. EXTERMINATION | It appears that Crawlers have escaped during the crash. Players tasked to eliminate them. | All ZEDs are replaced with Crawlers. All Crawlers are forced to sprint. Wave size = x2 (compare to Survival). | ||||||||||||||||||||||||||||||||||||||||||||||||||||
107 | Hans | x1 (shield - x1.25) | --- | 0.5-1%/s | 5 players | 2903 | 5736 | 10240 | 15360 | Halloween ZEDs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
108 | Husk | x1 | x1 | 10%/s | 6 players | 3345 | 6610 | 11800 | 17700 | Difficulty - HOE, Waves - 7. | Last wave (7th) repeats until first player in the team reaches tier 24. Then comes boss wave. | Husk: Right arm (mace) and the entire chest area (when closed) have damage multiplier of x0.5. Backback and the exposed chest core are both critical zones identical to regular model's backpack. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
109 | King FP | x0.75 | --- | 1%/s | Each time King Fleshpound changes its battle phase (including phase 0, when it appears on the map) it spawns a set of Quarter Pounds, which are the smaller versions of the normal Fleshpound. Quarter Pounds have less health and are slightly more vulnerable against various damage types than normal Fleshpounds. Amount of the Quarter Pounds to spawn laying between (1-12) depending on how many players currently on the server. | Melee mode: Only Berserkers using melee weapons allowed. ZED Time rate increased and Battering Ram skill granted to every player. Custom ZED spawn composition, with more Gorefasts and Quarterpounds than usual. | Player cannot throw weapon or dosh. Only ammo and armor pickups allowed. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
110 | Matriarch | x0.5 | --- | 1%/s | Tier | Score required | Available weapons (to pick one randomly) | 3. ESCORT | The on-board drone has extracted black box details and now it needs to be extracted. Luckily for the mission there is a terminal in a cave nearby. Mercs assisting the drone to make its wave into the cave. | Drone max speed = 1m/s, 2 meters when players nearby. Drone does not move when ZEDs are close. Speed decreases as the health of the drone goes down. Health = 400. Drone spawns half-damaged and can be fixed. Health to restore by one welder tick is a % of 68 (119 for Support) / cart's Max Weld Integrity, which is 1p = 1500, 2p = 2000, 3p = 2500, 4p = 3000, 5p = 3500 and 6p = 4000. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
111 | Patriarch | x1.1 | --- | 1%/s | Both of the Berserker's level 25 skills are disabled, instead players granted SWAT's Battering Ram skill. Kills made via Battering Ram do not trigger Vampire skill, neither Battering Ram damage gets boosted by any other Berserker skills. | 1 | 50 | 9mm | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
112 | Quarter FP | x0.7 | x0.75 | 10%/s | Type of data | Quarter Pound | 2 | 100 | 9mmDual, MedicPistol, Crovel | Winter 2018: Season’s Beatings | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
113 | Scrake | x0.5 | x1 | 10%/s | Body health | Health: Body / Head | 750 / 650 | 3 | 200 | HX25, FlareGun, HRGWinterbite | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
114 | Siren | x1 | x1 | 10%/s | Headless bleedout time | 7s | Per-wave AI count (of base scale): 0.75, 0.7, 0.65, 0.6, 0.55, 0.5. Dosh on kill (global modifier) - x0.7. | 4 | 300 | AR15, CaulkBurn, MP7 | 4. TRANSPORT | Something went wrong and data cannot be extracted right away. The backup plan is to locate and deliver 3 Datapads scattered around the island. | 3 Datapads have to be collected and there are 6 possible spawn points for these. Initial delay before first datapad appears = 30s, each next = 5s. Datapad damage = 100 (bludgeon), ROF = 107, Stumble / Melee Hit powers = 200, Parry Strength = 4, Parry damage multiplier = x0.5, Block damage multiplier = x0.6. Once dropped, time until it resets back to random spawn point = 20s. | |||||||||||||||||||||||||||||||||||||||||||||||||||||
115 | Slasher | x2 | x2.5 | 10%/s | Difficulty | Normal | Hard | Suicidal | HOE | ZEDs spawn faster: x2 spawn rate modifier. | 5 | 400 | Remington1858Dual, Winchester1894, MB500 | Santa's Workshop | ||||||||||||||||||||||||||||||||||||||||||||||||||||
116 | Stalker | x3.5 | x5 | 10%/s | 1 player | 375 | 562 | 825 | 862 | ZED Time chance on near kill (3 meters or closer) = 60%. | 6 | 500 | FireAxe, MedicSMG, SW500_HRG | |||||||||||||||||||||||||||||||||||||||||||||||||||||
117 | Hans Volter's HP % regeneration rate increases linearly from 0.5% to 1%/s according to the CURRENT PLAYERS / MAX PLAYERS ratio. | 2 players | 450 | 674 | 990 | 1034 | ZED | Chance to be replaced by | Replace chance | Health scale | Damage dealt by | 7 | 600 | M79, Crossbow, Colt1911Dual | There are 3 ESCORT objectives on the map which require players to deliver the cart into designated area through a set of checkpoints. At stage one ZEDs do not attack cart, at stage 2 they do attack it but cart cannot be destroyed and at stage 3 ZEDs can attack the cart and it can be destroyed which would result in game loss. At stage 1 and 2 cart has 450 maximum health, at stage 3 - 600. Health to restore by one welder tick is a % of 68 (119 for Support) / cart's Max Weld Integrity (which is 1p = 3000, 2p = 4000, 3p = 5000, 4p = 6000, 5p = 7000 and 6p = 8000, e.g. in solo game stage 2 Support player restores 450 x (119 / 3000) = 17 HP / tick) . Cart moves at speed of 100 units / second, two times faster if there are players within 2 meters of it and does not move at all when ZEDs are nearby. Cart moves at full speed when it has 100% HP, at 50% speed when its HP below 50%, at 20% when it is below 20% health and does not move at all when it has no health. Movement speed adjustement only implies loss of health - in order to increase its speed players have to set their health back to the said thresholds, e.g. upon loosing health: 100-50% HP = 100% speed, 50-20% HP = 50% speed, below 20% HP = 20% speed, 0% HP = 0% speed. Upon restoring its health with welder: 0-20% HP = 0% speed, 20%-50% HP - 20% speed, 50-99% HP = 50% speed and 100% HP = full speed again. | |||||||||||||||||||||||||||||||||||||||||||||||||||
118 | 3 players | 525 | 786 | 1155 | 1206 | Abomination | --- | --- | x0.75 | x0.6 | 8 | 750 | MP5RAS, Thompson, HRG_Boomy, Bullpup | 5. DEFEND THE AREA | The plan worked and data extraction begins. Now players have to protect the terminal from the ZEDs. | Hold time = 120s. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 4, 3p - 4, 4p - 4, 5p - 3, 6p - 3. | ||||||||||||||||||||||||||||||||||||||||||||||||||
119 | 4 players | 600 | 899 | 1320 | 1379 | Alpha | Gorefast | 10% | x1 | x0.75 | 9 | 900 | FlareGunDual, HRGWinterbiteDual, Katana, CenterfireMB464 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
120 | Weekly Outbreak mode 7 - "ZED Time" | 5 players | 675 | 1011 | 1485 | 1551 | AlphaKing | --- | --- | x1 | x0.75 | 10 | 1050 | Nailgun, DoubleBarrel, HZ12, DragonsBreath | ||||||||||||||||||||||||||||||||||||||||||||||||||||
121 | 6 players | 750 | 1124 | 1650 | 1724 | Bloat | Quarter FP | 50% | x1 | x0.75 | 11 | 1200 | Healthrower_HRG, Mac10, HRG_Crossboom, HRGScorcher | |||||||||||||||||||||||||||||||||||||||||||||||||||||
122 | Difficulty - HOE, Waves - 4. | Head health | Difficulty | Normal | Hard | Suicidal | HOE | Crawler | Gorefast | 10% | --- | --- | 12 | 1350 | SealSqueal, HRG_CranialPopper, HRG_SonicGun, Hemogoblin | 6. ESCORT | The data extracted and it reveals the the crash was not an accident. Buyu orders players to deliver the drone to extraction point where helicopter shall arrive any time soon. | see Wave 3 notes. | ||||||||||||||||||||||||||||||||||||||||||||||||
123 | Permanent ZED Time: ZED Time is always ON, players may leave ZED Time into the partial ZED Time when being at the certain distance from ZEDs. ZEDs have increased spawn rate. Lvl 25 perks are OFF. | 1 player | 325 | 487 | 682 | 702 | Cyst | --- | --- | x1 | x0.75 | 13 | 1500 | AK12, MKB42, FlameThrower, FreezeThrower | ||||||||||||||||||||||||||||||||||||||||||||||||||||
124 | 2 players | 373 | 560 | 784 | 807 | Fleshpound | --- | --- | x0.75 | x0.6 | 14 | 1650 | Pulverizer, MedicBat, Nailgun_HRG, Nailgun_HRG, P90 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
125 | 3 players | 422 | 633 | 886 | 912 | Gorefast | Gorefiend | 30% | x1 | x0.75 | 15 | 1800 | DeagleDual, HRG_Energy, _AF2011Dual, HRG_Vampire | |||||||||||||||||||||||||||||||||||||||||||||||||||||
126 | ZED Time slomo scale - x0.5. | 4 players | 471 | 706 | 988 | 1017 | Gorefiend | --- | --- | x1 | x0.75 | 16 | 2000 | HRG_Kaboomstick, MedicShotgun, M4, SW500Dual_HRG | 7. OPERATE AND CONTROL | The volcanic eruption, which Buyu thinks was caused by Horzine authorities, unleashes huge cloud of white ash. The pilot cannot locate LZ so the mercs have to operate flare launching device. | Activations required = 5. Initial delay before first activation can be performed = 25s. Each next activation takes 20s to recharge. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 4, 5p - 3, 6p - 3. | |||||||||||||||||||||||||||||||||||||||||||||||||
127 | Distance to ZEDs to enter ZED Time - 14.5 meters. | 5 players | 520 | 779 | 1091 | 1123 | Hans | --- | --- | x0.75 | x0.6 | 17 | 2200 | HK_UMP, HRGIncendiaryRifle, M16M203, M14EBR | OPERATE AND CONTROL objectives require players to pull the lever for 3 / 4 / 5 times (objective-specific). Player thresholds to maintain zones secured: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 4, 5p - 3, 6p - 3. Initial delay before starting the objective - 25s. Lever recharge time - 22s. | |||||||||||||||||||||||||||||||||||||||||||||||||||
128 | Distance to boss to enter ZED Time - 20.48 meters. | 6 players | 568 | 852 | 1193 | 1228 | Husk | Scrake | 100% | --- | --- | 18 | 2400 | PowerGloves, HRG_BlastBrawlers, HRGTeslauncher, MaceAndShield | ||||||||||||||||||||||||||||||||||||||||||||||||||||
129 | Height to enter / leave ZED Time, when within ZEDs vicinity - 5.12 meters. | Hitzones | Hit zone - damage scale | Head - x1.1 / Chest core - x1.1 / Gauntlets - x0.2 / All other - x1. | King FP | --- | --- | x0.75 | x0.6 | 19 | 2600 | MedicRifle, HRG_BarrierRifle, HRG_Stunner, SCAR | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
130 | ZEDs spawn much faster (x15 spawn rate multiplier). Spawn points have no de-rate time (are always "good" to spawn). | Resistances | Damage modifiers: | see "ZEDs" Tab, "Quarter Pound" | Matriarch | --- | --- | x0.75 | x0.6 | 20 | 2800 | HuskCannon, AA12, FNFal, HRGIncision | Fuse box WELD AND REPAIR objectives have 22s activation delay. Door repairing objectives - 13s. | 8. EXTERMINATION | Suddenly it reveals that crashed cargo was carrying King Fleshpound and the extraction cannot continue with him running around. Players fight the boss. Once it defeated cutscene shows survivors successfully escaping the island. | King Fleshpound has 100% chance to become end-game boss. | ||||||||||||||||||||||||||||||||||||||||||||||||||
131 | Patriarch | --- | --- | x0.75 | x0.6 | 21 | 3000 | Stoner63A, ElephantGun, Seeker6, Eviscerator | Normal spawning rules do not apply on this map. Nearly all of the map objectives use endless ZED spawning, player-specific spawn time modifiers and ZED replacements - Clots, Crawlers and Stalkers there are likely to be replaced by E.D.A.R variants, Bloats by Scrakes, Husks and Sirens by Quarter Pounds and so on. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
132 | ZEDs have their health and damage adjusted by folling multipliers: | Quarter FP | --- | --- | x0.75 | x0.6 | 22 | 3300 | AbominationAxe, RailGun, MicrowaveGun, SW500Dual | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
133 | ZED: | Health scale: | Damage scale: | Afflictions | Affliction: | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare | Scrake | Fleshpound | 50% | x0.75 | x0.6 | 23 | 3600 | MedicRifleGrenadeLauncher, Kriss, RPG7, M99 | |||||||||||||||||||||||||||||||||||||||||||||||
134 | Abomination | x0.8 | x0.85 | Torso vulnerability: | x0.5 | x0.25 | x0.37 | x0 | x1 | x1 | Siren | Quarter FP | 50% | x1 | x0.75 | 24 | 4000 | M32, LazerCutter, MicrowaveRifle, HRG_EMP_ArcGenerator | "Endless" waves provide only 50% of dosh per ZED kill. Krampus (Abomination Spawn) has 100% spawn rate. | Nuked | ||||||||||||||||||||||||||||||||||||||||||||||
135 | Alpha | --- | x0.6 | Head vulnerability: | x0.55 | x0.25 | x0.46 | x0 | x1 | x2 | Slasher | Gorefast | 10% | x1 | x0.75 | Clot_AlphaKing: kill score = 30, assistance score = 5 | ||||||||||||||||||||||||||||||||||||||||||||||||||
136 | AlphaKing | --- | x0.6 | Legs vulnerability: | x0.5 | x0.5 | x0.46 | x0 | x1 | x1 | Stalker | Gorefast | 10% | --- | --- | Clot_Slasher: kill score = 10, assistance score = 2 | Story involving mercenaries helping Dr. Ogada Buyu to secure the VIP - Kevin Jr., Patriarch's son, who is trapped in the Texas Embassy while Horzine authorities planning massive nuclear strike on the city. | |||||||||||||||||||||||||||||||||||||||||||||||||
137 | Bloat | --- | x0.6 | Arms vulnerability: | x0 | x0.25 | x0.15 | x0 | x1 | x1 | Siren: kill score = 30, assistance score = 5 | Winter 2019: Yuletide Horror | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
138 | Crawler | --- | x0.6 | Special zone vulnerability: | x0.55 | x0.4 | x0.75 | x0.5 | x1 | x2 | Weekly Outbreak mode 11 - "Arachnophobia" | Stalker: kill score = 10, assistance score = 2 | Wave № | Story | Details | |||||||||||||||||||||||||||||||||||||||||||||||||||
139 | CrawlerKing | --- | x0.6 | - Incap cooldown | 10s | 10s | 3.5s | 1.7s | 2s | 8.5s | Crawler: kill score = 10, assistance score = 2 | 1 . EXTERMINATION | As the first wave starts players find themselves trapped in the building with the deadly gas outside. A pack of Crawlers heading towards players leaving them no choice but fight back. | ZED Replacement: Slashers and Alpha Clots replaced with Crawlers. Cysts, Bloats and Gorefasts replaced with Elite Crawlers. Gas outside: Damage to ZEDs = 10 points per 10s intervals (Bloats and Crawlers do not take damage), Damage to players (only) = 4 points per 2s intervals. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
140 | Cyst | --- | x0.6 | - Incap duration | 1.55s | --- | --- | --- | --- | 5s | Difficulty - Suicidal, Waves - 7. | CrawlerKing: kill score = 20, assistance score = 4 | Sanitarium | |||||||||||||||||||||||||||||||||||||||||||||||||||||
141 | FP / QP | --- | x0.6 | - Dissipation rate | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s | Goomba stomping: Custom ZED spawn composition, more Crawlers with more health than usual. Subsequent stomping increases its damage. Players are healed after killing Crawlers (either by weapons or stomping). Player's jump height is increased slightly. | Gorefast: kill score = 20, assistance score = 4 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
142 | Gorefast | --- | x0.6 | - Incap threshold | 100 for all incaps. Quarter Pound's special zone is a chest core. | GorefastDualBlade: kill score = 30, assistance score = 4 | Storm starts after 30s once this wave has started: Normal - 3, Medium - 4, Long - 5, Endless - after 5 min. Cthulhu appears at this wave: Normal - 4, Medium - 6, Long - 9, Endless - after 20 min. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
143 | Gorefiend | --- | x0.6 | Affliction: | Poison | Microwave | Fire panic | EMP | Freeze | Bleed | Bloat: kill score = 30, assistance score = 5 | 2. WELD AND REPAIR | The power is off-line and players have to move to the basement in order to fix few spider bots - a small devices attached to fuse boxes which can jump-start the electricity. | Alpha Clots replaced with Abomination Spawns. Spider bot weld integrity = 1600 points. 4 bots need to be fixed. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
144 | Hans | x0.7 | x0.7 | - Vulnerability | x0.15 | x0.55 | x0.45 | x0.95 | x0.95 | x0.75 | Stomp damage (base) = 550. Every subsequent stomp increases it by 10%, up to 50% more damage. Streak resets when player lands on the floor. | Husk: kill score = 30, assistance score = 5 | Suction Trap: Damage = 40 (5 to players) points, damage interval = 0.2s, Duration = 8 seconds (pre-activation takes 4 seconds). Damage type = Toxic (for players), no specific damage type against ZEDs - they all take full damage of it. Trap re-activation delay = 45s. | |||||||||||||||||||||||||||||||||||||||||||||||||||||
145 | Husk | --- | x0.6 | - Incap cooldown | 20.5s | 17s | 10s | 10s | 10.5s | --- | DAR_EMP: kill score = 20, assistance score = 4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
146 | King FP | x0.8 | x0.85 | - Incap duration | 5s | 2.5s | 3.5s | 2.2s | 1s | --- | ZEDs spawn slower: spawn rate multiplier = x0.75. Per-wave AI count (of base scale) = x0.6. | DAR_Laser: kill score = 20, assistance score = 4 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
147 | Matriarch | x0.8 | x0.85 | - Dissipation rate | -10/s | -20/s | -10/s | -50/s | -20/s | -5/s | Custom jump height for players = 700 (for comparison normal is 650). | DAR_Rocket: kill score = 20, assistance score = 4 | Tentacle Whip: Damage = 100 (10 to players). Knocks ZEDs down. Re-activation delay = 10s. It is possible to avoid getting hit by this trap by crouching. | 3. OPERATE AND CONTROL | The power restored but the gas is pouring in. To avoid poisoning, the survivors have to operate ventilation control panel. In a meantime, Dr. Ogada Buyu gets informed that massive nuclear strike is planned and asks players to hurry up. | Alpha Clots replaced with Abomination Spawns. Activations required = 4. Initial delay before first activation can be performed = 25s. Each next activation takes 25s to recharge. | ||||||||||||||||||||||||||||||||||||||||||||||||||
148 | Patriarch | x0.8 | x0.85 | - Incap threshold | 100 (EMP Disrupt - 25, Bleed - 65). Shrink modifier - x0.3, can be killed by shrinking. | Elite (King) Crawlers do not explode into toxic cloud when killed. | Scrake: kill score = 50, assistance score = 10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
149 | Scrake | --- | x0.6 | Misc | Penetration resistance | 5 | ZED | Chance to be replaced by Crawler | Head / body HP | Speed / damage | Kill / stomp | Fleshpound: kill score = 50, assistance score = 10 | Trap Floor: Duration = 4.75s, Re-activation delay = 20s. The area underneath this trap allows players to mitigate 40% of all incoming damage (from falling and ZED attacks too), this rule applies on ZEDs as well. | |||||||||||||||||||||||||||||||||||||||||||||||||||||
150 | Siren | --- | x0.6 | Parry resistance | 4 | Alpha | 60% | --- | --- | --- | FleshpoundMini: kill score = 40, assistance score = 8 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
151 | Slasher | --- | x0.6 | AI pause, on gun hit | 0.85s | AlphaKing | 60% | --- | --- | --- | BloatKingSubspawn: kill score = 0, assistance score = 0 | Incinerator Trap: Damage = 4, Interval = 1s, Duration = 7s (once doors are closed) . DOT: Scale - x1.5, Duration - 5s, Interval - 1s. Re-activation delay = 15s. | 4. TRANSPORT | Ventilation systems are operational and gas is no longer a threat, however Buyu finds it suspicious that the gas was actually coming from the inside of the Embassy. The next task is to collect Datapads that contain vital information on Kevin Jr. biometrics. Devices scattered outside of the building and survivors move for it. | Alpha Clots replaced with Abomination Spawns. 3 Datapads have to be collected and there are 6 possible spawn points for these. Initial delay before first datapad appears = 17s, each next = 5s. Datapad damage = 100 (bludgeon), ROF = 107, Stumble / Melee Hit powers = 200, Parry Strength = 4, Parry damage multiplier = x0.5, Block damage multiplier = x0.6. Once dropped, time until it resets back to random spawn point = 20s. | |||||||||||||||||||||||||||||||||||||||||||||||||||
152 | Stalker | --- | x0.6 | AI pause, on melee hit | 0.85s | Bloat | 60% | --- | --- | --- | Weapon tier to give when player starts mid-game or when respawns | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
153 | Stalker has a 7% chance to be replaced by Scrake. No such replacement allowed during the boss wave. | Notes: | Chance to block after taking damage: Normal - 0, Hard - 0.01, Suicidal - 0.2, HOE - 0.3. Health loss percentage to trigger block: all difficulties - 0.05. Block chains (max): Hard - 3, Suicidal - 4, HOE - 5. Block duration - 1.25s, cooldown - 6.5s. | Crawler (+king) | 100% | x20 / x10 | x0.7 / x0.7 | +10HP | wave 1 - tier 3, wave 2 - tier 7, wave 3 - tier 10, wave 4 - tier 12, wave 5 - tier 14, wave 6 - tier 16, wave 7 - tier 18, wave 8 - tier 19. Note that wave number updates only after beginning of the new wave, e.g. player spawned after first wave will be given random tier 3 weapon. | Cage Trap lasts for 9s and has re-activation delay of 15s. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
154 | Cyst | 60% | --- | --- | --- | Shock Trap is only available once storm has started. Does 2 points of EMP damage / second. Lasts for 15s and has re-activation delay of 17s. EMP power / tick = 100. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
155 | ZED Time goes off when there is only 6 AIs remain during the wave time. | DAR Blaster | 60% | --- | --- | --- | 5. ESCORT | Buyu sends out drone to clear out the gas. Survivors are ordered to protect it from ZEDs. | Alpha Clots replaced with Abomination Spawns. Drone max speed = 1 m/s, 2 meters when players nearby. Drone does not move when ZEDs are close. Speed decreases as the health of the drone goes down. Health = 400. Health to restore by one welder tick is a % of 68 (119 for Support) / cart's Max Weld Integrity, which is 1p = 1500, 2p = 2000, 3p = 2500, 4p = 3000, 5p = 3500 and 6p = 4000. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
156 | Each wave contains only 50% of the base wave AI amount. | When blocking. Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9 (10% resistance). Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Hard - x0.1, Suicidal, HOE - x0.2. | DAR Bomber | 60% | --- | --- | --- | Bloat Trap: Damage = 4 within 1s intervals. Lasts for 2s making it 3 ticks total. Does have DOT (scale = x0.1, duration = 10s, interval = 1s), however due to integer rounding does not apply in on ZEDs unless they have significant vulnerability to Toxic damage type. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
157 | Level 25 skills are inactive in this mode. | DAR Trapper | 60% | --- | --- | --- | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
158 | Fleshpound | 70% | --- | --- | --- | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
159 | Movement | Speed (walking) | Random, between (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | Gorefast | 60% | --- | --- | --- | Gravity scale of the "Weird" (upside down) room and Blacksun circle area is -700 (standard gravity being -1150). | 6. DEFEND THE AREA | Drone is half-way done, but requires recharge. For a few minutes players have to protect it. | Hold time = 120s. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3.
ZEDs thresholds: 1p - 8, 2p - 7, 3p - 7, 4p - 7, 5p - 6, 6p - 6. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
160 | Speed (running) | Random, between (585 - 715) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | Gorefiend | 60% | --- | --- | --- | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
161 | Damage mods | Non-solo games | Normal - x0.31, Hard - x0.65, Suicidal - x1, HOE - x1.05. | Husk | 60% | --- | --- | --- | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
162 | Solo games | Normal - x0.0961, Hard - x0.325, Suicidal - x0.5, HOE - x0.6825. | Quarter FP | 70% | --- | --- | --- | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
163 | Attacks | Base attacks and damage multipliers. | Melee (base damage) | 49 | Scrake | 70% | --- | --- | --- | 7. ESCORT | Drone is charged and on its way to finish the cleaning. And so are players. | see Wave 5 notes. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
164 | Melee (damage multipliers vs. doors) | 3/4/5 | Siren | 60% | --- | --- | --- | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
165 | Melee (damage multipliers vs. players) | 0.08/0.2/0.23/0.25/0.34/0.5/0.55/1 | Slasher | 60% | --- | --- | --- | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
166 | Melee (range) | 250 | Stalker | 60% | --- | --- | --- | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
167 | Reward | Dosh reward | 75 | 8. EXTERMINATION | As it appears, Kevin Jr. was never here - it was a trap master minded by Dr. Hans Volter. Once the boss is defeated the cutscene shows players escaping in APC while the nuclear strike commence. | Alpha Clots replaced with Abomination Spawns. Dr. Hans Volter has 100% chance to become end-game boss. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
168 | XP reward | Normal - 17, Hard - 22, Suicidal - 30, HOE - 34 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
169 | ZED to be replaced by Quarter Pound - Odds: AlphaClot - 5%, Slasher - 10%, GoreFast - 10%, Crawler - 5%, Stalker - 5%, Bloat - 65%. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
170 | Scrake has 90% chance to be replaced by Fleshpound (normal variant). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
171 | Each wave contains only 55% of the base wave AI amount. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
172 | King Fleshpound always spawn enraged. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Endless Mode | Common difficulty modifiers | ||||||||||||||||||||||||
2 | "Battle waves of AI controlled ZEDs until death" | |||||||||||||||||||||||||
3 | Every 5 rounds, after the boss wave there happening difficulty increment. Initial difficulty has impact on ZED's special abilities for the first waves, but eventually they will get all of them. | Independently from the actual game difficulty, every game split into 5 difficulty sections, starting from the "normal" and ending up with "hoe plus". | ||||||||||||||||||||||||
4 | Difficulty | Waves 1 - 5 | Waves 6 - 10 | Waves 11 - 15 | Waves 16 - 20 | Wave 21+ | Increment for every 5 waves from wave 26 | |||||||||||||||||||
5 | Starting from wave 26 (HOE+), for every 5 waves current "common difficulty modifiers" (i.e. modifiers for wave 21+) getting increased by the respective values from "increment for every 5 waves from wave 26" column. | Normal | Trader Time = 75 | Trader Time = 75 | Trader Time = 75 | Trader Time = 75 | Trader Time = 75 | Trader Time = 0 | ||||||||||||||||||
6 | Spawn Rate Modifier = 0.8 | RespawnDosh = 300 | Wave Count Mod = 0.9 | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Global Health Mod = 0.0 | ||||||||||||||||||||
7 | Movement Speed Mod = 0.9 | Spawn Rate Modifier = 0.8 | Spawn Rate Modifier = 0.7 | Spawn Rate Modifier = 0.68 | Spawn Rate Modifier = 0.68 | Movement Speed Mod = 0.0 | ||||||||||||||||||||
8 | Starting from wave 21 (HOE+) every spawned ZED getting a chance to become upgraded (replaced) into another ZED type. Chances grow as the game goes. See "ZED upgrades (from one type to another)" table. | Wave Count Mod = 0.75 | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Wave Count Mod = 0.95 | Wave Count Mod = 1.0 | Wave Count Mod = 0.1 | |||||||||||||||||||
9 | Dosh Kill Mod = 1.1 | Wave Count Mod = 0.8 | Dosh Kill Mod = 1 | Dosh Kill Mod = 1 | Dosh Kill Mod = 1 | Spawn Rate Modifier = -0.3 | ||||||||||||||||||||
10 | Starting Dosh = 300 | Dosh Kill Mod = 1.0 | Ammo Pickups Mod = 0.4 | Starting Dosh = 250 | Starting Dosh = 250 | Dosh Kill Mod = -0.01 | ||||||||||||||||||||
11 | For health / damage calculation details see "Health / Damage calculation" table. | Ammo Pickups Mod = 0.4 | Ammo Pickups Mod = 0.3 | Item Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Starting Dosh = 0 | |||||||||||||||||||
12 | Starting from the wave 6 and further each wave getting a chance to turn into either "Outbreak" or "Special" wave. This evaluation does not happen during the boss wave and next wave after it. "Outbreak" possibility (RNG roll) is always checked first and is separated from the "Special" wave evaluation, for example wave 21+ has 50% chance of either of waves to occur which means that every wave there will be having 50% chance to turn into "Outbreak" and 0.5x0.5 = 25% chance to become "Special". | Item Pickups Mod = 0.45 | Item Pickups Mod = 0.35 | Medium Attack Chance = 1.0 | Item Pickups Mod = 0.1 | Item Pickups Mod = 0.1 | RespawnDosh = 0 | |||||||||||||||||||
13 | Self Inflicted Damage= 0.1 | Self Inflicted Damage= 0.1 | Hard Attack Chance = 0.5 | Medium Attack Chance = 1.0 | Medium Attack Chance = 1.0 | Ammo Pickups Mod = 0.2 | ||||||||||||||||||||
14 | --- | --- | Self Inflicted Damage= 0.1 | Hard Attack Chance = 1.0 | Hard Attack Chance = 1.0 | Item Pickups Mod = 0.2 | ||||||||||||||||||||
15 | --- | Self Inflicted Damage= 0.1 | Self Inflicted Damage= 0.1 | WeakAttackChance = 0.0 | ||||||||||||||||||||||
16 | --- | --- | Medium Attack Chance = 0.0 | |||||||||||||||||||||||
17 | Special wave contains ZEDs of the same type, Outbreak wave is one from either "Boom", "Tiny Terrors", "Bobble ZED", "Poundemonium", "Up, Up, and Decay" or "Beefcake". | Hard Attack Chance = 0.0 | ||||||||||||||||||||||||
18 | Self Inflicted Damage= 0.0 | |||||||||||||||||||||||||
19 | Every players earns the same amount of dosh for killing bosses, equal to their kill rewards. | Hard | Trader Time = 60 | Trader Time = 60 | Trader Time = 60 | Trader Time = 60 | Trader Time = 60 | Trader Time = 0 | ||||||||||||||||||
20 | RespawnDosh = 300 | Wave Count Mod = 0.8 | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Global Health Mod = 0.0 | ||||||||||||||||||||
21 | Amount of ZEDs per wave | Spawn Rate Modifier = 0.8 | Spawn Rate Modifier = 0.7 | Spawn Rate Modifier = 0.68 | Spawn Rate Modifier = 0.65 | Spawn Rate Modifier = 0.6 | Movement Speed Mod = 0.0 | |||||||||||||||||||
22 | Base amount of ZEDs to spawn during the wave depending from the current Wave Count Mod and scales up with the extra players. | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Wave Count Mod = 0.85 | Wave Count Mod = 0.9 | Wave Count Mod = 0.95 | Wave Count Mod = 0.1 | |||||||||||||||||||
23 | Wave Count Mod = 0.75 | Dosh Kill Mod = 1 | Dosh Kill Mod = 1 | Dosh Kill Mod = 1.0 | Dosh Kill Mod = 1.0 | Spawn Rate Modifier = -0.3 | ||||||||||||||||||||
24 | ZEDs To Spawn = Base Amount x Wave Count Mod x Wave Length modifier | Dosh Kill Mod = 1.1 | Ammo Pickups Mod = 0.4 | Starting Dosh = 250 | Starting Dosh = 250 | Starting Dosh = 250 | Dosh Kill Mod = -0.01 | |||||||||||||||||||
25 | Wave № | Base Amount of ZEDs ( Normal / Hard / Suicidal / HOE) | Ammo Pickups Mod = 0.3 | Item Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Starting Dosh = 0 | ||||||||||||||||||
26 | Wave 1 | 25 | Item Pickups Mod = 0.35 | Medium Attack Chance = 1.0 | Item Pickups Mod = 0.1 | Item Pickups Mod = 0.1 | Item Pickups Mod = 0.1 | RespawnDosh = 0 | ||||||||||||||||||
27 | Wave 2 | 28 | Self Inflicted Damage= 0.2 | Hard Attack Chance = 0.5 | Medium Attack Chance = 1.0 | Medium Attack Chance = 1.0 | Medium Attack Chance = 1.0 | Ammo Pickups Mod = 0.2 | ||||||||||||||||||
28 | Wave 3 | 32 | --- | Self Inflicted Damage= 0.2 | Hard Attack Chance = 1.0 | Hard Attack Chance = 1.0 | Hard Attack Chance = 1.0 | Item Pickups Mod = 0.2 | ||||||||||||||||||
29 | Wave 4 | 32 | --- | Self Inflicted Damage= 0.2 | Self Inflicted Damage= 0.2 | Self Inflicted Damage= 0.2 | WeakAttackChance = 0.0 | |||||||||||||||||||
30 | Wave 5 | boss wave | --- | --- | --- | Medium Attack Chance = 0.0 | ||||||||||||||||||||
31 | Wave 6 | 35 | Hard Attack Chance = 0.0 | |||||||||||||||||||||||
32 | Wave 7 | 35 | Self Inflicted Damage= 0.0 | |||||||||||||||||||||||
33 | Wave 8 | 35 | Suicidal | Trader Time = 60 | Trader Time = 60 | Trader Time = 60 | Trader Time = 60 | Trader Time = 60 | Trader Time = 0 | |||||||||||||||||
34 | Wave 9 | 40 | Wave Count Mod = 0.75 | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Global Health Mod = 0.0 | ||||||||||||||||||
35 | Wave 10 | boss wave | Spawn Rate Modifier = 0.7 | Spawn Rate Modifier = 0.68 | Spawn Rate Modifier = 0.65 | Spawn Rate Modifier = 0.6 | Spawn Rate Modifier = 0.55 | Movement Speed Mod = 0.0 | ||||||||||||||||||
36 | Wave 11 | 42 | Movement Speed Mod = 0.95 | Wave Count Mod = 0.8 | Wave Count Mod = 0.9 | Wave Count Mod = 0.95 | Wave Count Mod = 1.0 | Wave Count Mod = 0.1 | ||||||||||||||||||
37 | Wave 12-14 | 42 | Dosh Kill Mod = 1.1 | Dosh Kill Mod = 1.0 | Dosh Kill Mod = 1.0 | Dosh Kill Mod = 1.0 | Dosh Kill Mod = 1.0 | Spawn Rate Modifier = -0.3 | ||||||||||||||||||
38 | Wave 15 | boss wave | Ammo Pickups Mod = 0.4 | Starting Dosh = 250 | Starting Dosh = 250 | Starting Dosh = 250 | Starting Dosh = 250 | Dosh Kill Mod = -0.01 | ||||||||||||||||||
39 | Wave 16-19 | 42 | Item Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Starting Dosh = 0 | ||||||||||||||||||
40 | Wave 20 | boss wave | Medium Attack Chance = 1.0 | Item Pickups Mod = 0.1 | Item Pickups Mod = 0.1 | Item Pickups Mod = 0.1 | Item Pickups Mod = 0.1 | RespawnDosh = 0 | ||||||||||||||||||
41 | Wave 21-25 | 42 | Hard Attack Chance = 0.5 | Medium Attack Chance = 1.0 | Medium Attack Chance = 1.0 | Medium Attack Chance = 1.0 | Medium Attack Chance = 1.0 | Ammo Pickups Mod = 0.2 | ||||||||||||||||||
42 | Wave Length modifier (per player) | Self Inflicted Damage= 0.2 | Hard Attack Chance = 1.0 | Hard Attack Chance = 1.0 | Hard Attack Chance = 1.0 | Hard Attack Chance = 1.0 | Item Pickups Mod = 0.2 | |||||||||||||||||||
43 | 1 player | x1 | --- | Self Inflicted Damage= 0.2 | Self Inflicted Damage= 0.2 | Self Inflicted Damage= 0.2 | Self Inflicted Damage= 0.2 | WeakAttackChance = 0.0 | ||||||||||||||||||
44 | 2 players | x2 | --- | --- | --- | --- | Medium Attack Chance = 0.0 | |||||||||||||||||||
45 | 3 players | x2.75 | Hard Attack Chance = 0.0 | |||||||||||||||||||||||
46 | 4 players | x3.5 | Self Inflicted Damage= 0.0 | |||||||||||||||||||||||
47 | 5 players | x4 | HOE | Trader Time = 60 | Trader Time = 60 | Trader Time = 60 | Trader Time = 60 | Trader Time = 60 | Trader Time = 0 | |||||||||||||||||
48 | 6 players | x4.5 | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Movement Speed Mod = 0.95 | Global Health Mod = 0.0 | ||||||||||||||||||
49 | For more than 6 players games: Wave Length modifier increases linearly from x4.5 to x10 (which is the cap) with the interpolation amount of (Num Living Players - 6 / 32 - 6), meaning that x10 cap can be achieved upon having at least 32 players on the server. | Spawn Rate Modifier = 0.5 | Spawn Rate Modifier = 0.5 | Spawn Rate Modifier = 0.65 | Spawn Rate Modifier = 0.6 | Spawn Rate Modifier = 0.55 | Movement Speed Mod = 0.0 | |||||||||||||||||||
50 | Wave Count Mod = 0.85 | Wave Count Mod = 0.9 | Wave Count Mod = 0.95 | Wave Count Mod = 1.0 | Wave Count Mod = 1.05 | Wave Count Mod = 0.1 | ||||||||||||||||||||
51 | Dosh Kill Mod = 1.1 | Dosh Kill Mod = 1.0 | Dosh Kill Mod = 1.0 | Dosh Kill Mod = 1.0 | Dosh Kill Mod = 1.0 | Spawn Rate Modifier = -0.3 | ||||||||||||||||||||
52 | Starting Dosh = 250 | Starting Dosh = 250 | Starting Dosh = 250 | Starting Dosh = 250 | Starting Dosh = 250 | Dosh Kill Mod = -0.01 | ||||||||||||||||||||
53 | Ammo Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Ammo Pickups Mod = 0.25 | Starting Dosh = 0 | ||||||||||||||||||||
54 | Item Pickups Mod = 0.1 | Item Pickups Mod = 0.1 | Item Pickups Mod = 0.1 | Item Pickups Mod = 0.1 | Item Pickups Mod = 0.1 | RespawnDosh = 0 | ||||||||||||||||||||
55 | Medium Attack Chance = 1.0 | Medium Attack Chance = 1.0 | Medium Attack Chance = 1.0 | Medium Attack Chance = 1.0 | Medium Attack Chance = 1.0 | Ammo Pickups Mod = 0.2 | ||||||||||||||||||||
56 | Hard Attack Chance = 1.0 | Hard Attack Chance = 1.0 | Hard Attack Chance = 1.0 | Hard Attack Chance = 1.0 | Hard Attack Chance = 1.0 | Item Pickups Mod = 0.2 | ||||||||||||||||||||
57 | Self Inflicted Damage= 0.5 | Self Inflicted Damage= 0.5 | Self Inflicted Damage= 0.5 | Self Inflicted Damage= 0.5 | Self Inflicted Damage= 0.5 | WeakAttackChance = 0.0 | ||||||||||||||||||||
58 | --- | --- | --- | --- | --- | Medium Attack Chance = 0.0 | ||||||||||||||||||||
59 | Hard Attack Chance = 0.0 | |||||||||||||||||||||||||
60 | Self Inflicted Damage= 0.0 | |||||||||||||||||||||||||
61 | ||||||||||||||||||||||||||
62 | Health / Damage calculation | |||||||||||||||||||||||||
63 | ||||||||||||||||||||||||||
64 | Two of the tables below ("ZED modifiers by difficulty" and "ZED adjustments by difficulty") are used for calculation of ZED's health and damage values. | |||||||||||||||||||||||||
65 | Health calculation: Final health value = ZED's default HP x HealthMod x (1 + (Num Players - 1) x Per Player Mod) x Health Scale. ZED's default HP values: Clots - 100, Rioter (aka Alpha King) - 300, Bloat - 405, Crawler - 55, Gorefast - 200, Gorefiend - 400, Stalker - 75, Husk - 462, E.D.A.Rs - 775, Siren - 230, Scrake - 1100, Quarter Pound - 750, Fleshpound - 1500, Hans Volter - 7420, Patriarch - 3750, King Fleshpound - 8750, Abomination - 9000. | |||||||||||||||||||||||||
66 | ||||||||||||||||||||||||||
67 | Per Player Mod: Ignore this value for all other ZEDs but further mentioned OR when there is only 1 player on server, in such case (1 + (Num Players - 1) x Per Player Mod) = 1. Otherwise for 2 or more players: Scrake - 0.39, Quarter Pound - 0.2, Fleshpound - 0.39, Hans Volter - 0.75, Patriarch - 0.5, King Fleshpound - 0.39, Abomination - 0.4. | |||||||||||||||||||||||||
68 | Ignore Health Scale if it is not in "ZED adjustments by difficulty" table. | |||||||||||||||||||||||||
69 | ZED head HP values are not the subject of Endless difficulty change, essentially they are the same as in normal Survival games. Formula above works with them as well, default head HP values are at ZEDs tab (Health: Body / Head row), HeadHealthMod and Per Player Mod values are at Difficulty Tab (in ZED health modifiers and ZED gains HP per extra player, body / head tables respectively). | |||||||||||||||||||||||||
70 | ||||||||||||||||||||||||||
71 | Shield HP multiplier: Shield has the same HP multiplier as health, however starting from wave 26 within 5 wave intervals it is being constantly increased by +1. | |||||||||||||||||||||||||
72 | Note: as of current version of the game, the health calculation is somehow bugged - in the formula above it multiplies Health Scale twice. | |||||||||||||||||||||||||
73 | Damage calculation: Default damage value (see ZEDs Tab, Attacks rows) multiplied by the DamageMod variable, then by SoloDamageMod (in solo games only) and then by DamageDealtScale variable (only for ZEDs from "ZED adjustments by difficulty table"). Note that every melee attack of every ZED also have its specific damage multiplier - some attacks do full damage while other - only half of it. (see ZEDs Tab, Attack rows, Melee (damage multipliers vs. players), for worst case scenario consider PerMeleeAttackMod = 1). | |||||||||||||||||||||||||
74 | ||||||||||||||||||||||||||
75 | Final damage = Base Damage x DamageMod x SoloDamageMod x DamageDealtScale x PerMeleeAttackMod. | |||||||||||||||||||||||||
76 | Dosh reward (DoshGiven value) is a subject of change, see Gameplay - Dosh mechanics at Notes Tab. | |||||||||||||||||||||||||
77 | ZED modifiers by difficulty | |||||||||||||||||||||||||
78 | ||||||||||||||||||||||||||
79 | Normal | Hard | Suicidal | HOE | ||||||||||||||||||||||
80 | Waves 1 - 5 | Waves 1 - 5 | Waves 1 - 5 | Waves 1 - 5 | ||||||||||||||||||||||
81 | Bloat: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.3, | Bloat: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.75 | Bloat: HealthMod = 1.2, DamageMod = 1, SoloDamageMod = 0.75 | Bloat: HealthMod = 1.3, DamageMod = 1.5, SoloDamageMod = 0.75 | ||||||||||||||||||||||
82 | BloatKing Spawn: HealthMod = 0.35, DamageMod = 0.2 | BloatKing Spawn: HealthMod = 0.95, DamageMod = 0.75 | BloatKing Spawn: HealthMod = 1, DamageMod = 1 | BloatKing Spawn: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
83 | BloatKing: HealthMod = 0.65, DamageMod = 0.7, SoloDamageMod = 0.35 | BloatKing: HealthMod = 0.8, DamageMod = 0.85 | BloatKing: HealthMod = 0.9, DamageMod = 1.15, SoloDamageMod = 0.41 | BloatKing: HealthMod = 1.05, DamageMod = 1.2, SoloDamageMod = 0.52 | ||||||||||||||||||||||
84 | Clot_Alpha: HealthMod = 0.75, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
85 | Clot_AlphaKing: HealthMod = 0.75, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
86 | Clot_Cyst: HealthMod = 0.75, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
87 | Clot_Slasher: HealthMod = 0.75, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
88 | Crawler: HealthMod = 0.75, DamageMod = 1 | Crawler: HealthMod = 1, DamageMod = 0.75 | Crawler: HealthMod = 1, DamageMod = 1 | Crawler: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
89 | CrawlerKing: HealthMod = 0.75, DamageMod = 1 | CrawlerKing: HealthMod = 1, DamageMod = 0.75 | CrawlerKing: HealthMod = 1, DamageMod = 1 | CrawlerKing: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
90 | Fleshpound: HealthMod = 0.75, DamageMod = 0.31, SoloDamageMod = 0.31 | Fleshpound: HealthMod = 1, DamageMod = 0.65, SoloDamageMod = 0.5 | Fleshpound: HealthMod = 1.1, DamageMod = 1.125, SoloDamageMod = 0.5 | Fleshpound: HealthMod = 1.2, DamageMod = 1.25, SoloDamageMod = 0.65 | ||||||||||||||||||||||
91 | FleshpoundKing: HealthMod = 0.63, DamageMod = 0.51, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 0.83, DamageMod = 0.75, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 1.2, DamageMod = 1.2, SoloDamageMod = 0.65 | ||||||||||||||||||||||
92 | FleshpoundMini: HealthMod = 0.5, DamageMod = 0.31, SoloDamageMod = 0.31 | FleshpoundMini: HealthMod = 0.75, DamageMod = 0.65, SoloDamageMod = 0.5 | FleshpoundMini: HealthMod = 1.1, DamageMod = 1, SoloDamageMod = 0.5 | FleshpoundMini: HealthMod = 1.15, DamageMod = 1.05,SoloDamageMod = 0.65 | ||||||||||||||||||||||
93 | Gorefast: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.4, | Gorefast: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.8 | Gorefast: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | Gorefast: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | ||||||||||||||||||||||
94 | GorefastDualBlade: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.4 | GorefastDualBlade: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.8 | GorefastDualBlade: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | GorefastDualBlade: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | ||||||||||||||||||||||
95 | Hans: HealthMod = 0.71, DamageMod = 0.54, SoloDamageMod = 0.4 | Hans: HealthMod = 0.82, DamageMod = 0.73, SoloDamageMod = 0.5 | Hans: HealthMod = 0.85, DamageMod = 1.15, SoloDamageMod = 0.4 | Hans: HealthMod = 0.91, DamageMod = 1.18, SoloDamageMod = 0.51 | ||||||||||||||||||||||
96 | Husk: HealthMod = 0.75, DamageMod = 0.35, SoloDamageMod = 0.35 | Husk: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.75 | Husk: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.75 | Husk: HealthMod = 1.3, DamageMod = 1.5, SoloDamageMod = 0.75 | ||||||||||||||||||||||
97 | Matriarch: HealthMod = 0.7, DamageMod = 0.6, SoloDamageMod = 0.37 | Matriarch: HealthMod = 0.95, DamageMod = 0.75, SoloDamageMod = 0.45 | Matriarch: HealthMod =1, DamageMod = 1.15, SoloDamageMod = 0.4 | Matriarch: HealthMod = 1.2, DamageMod = 1.45, SoloDamageMod = 0.5 | ||||||||||||||||||||||
98 | Patriarch: HealthMod = 0.75, DamageMod = 0.67, SoloDamageMod = 0.35 | Patriarch: HealthMod = 1, DamageMod = 0.81, SoloDamageMod = 0.42 | Patriarch: HealthMod = 1.13, DamageMod = 1.47, SoloDamageMod = 0.41 | Patriarch: HealthMod = 1.39, DamageMod = 1.45, SoloDamageMod = 0.52 | ||||||||||||||||||||||
99 | Scrake: HealthMod = 0.85, DamageMod = 0.425, SoloDamageMod = 0.425 | Scrake: HealthMod = 1, DamageMod = 0.7, SoloDamageMod = 0.5 | Scrake: HealthMod = 1.1, DamageMod = 1, SoloDamageMod = 0.5 | Scrake: HealthMod = 1.1, DamageMod = 1.25, SoloDamageMod = 0.65 | ||||||||||||||||||||||
100 | Siren: HealthMod = 1, DamageMod = 0.25, SoloDamageMod = 0.3 | Siren: HealthMod = 1, DamageMod = 0.85, SoloDamageMod = 0.65 | Siren: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | Siren: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.75 | ||||||||||||||||||||||
101 | Stalker: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.5 | Stalker: HealthMod = 1, DamageMod = 0.75 | Stalker: HealthMod = 1, DamageMod = 1 | Stalker: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
102 | Waves 6 - 10 | Waves 6 - 10 | Waves 6 - 10 | Waves 6 - 10 | ||||||||||||||||||||||
103 | Bloat: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.3 | Bloat: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.75 | Bloat: HealthMod = 1.2, DamageMod = 1, SoloDamageMod = 0.75 | Bloat: HealthMod = 1.3, DamageMod = 1.5, SoloDamageMod = 0.75 | ||||||||||||||||||||||
104 | BloatKing Spawn: HealthMod = 0.35, DamageMod = 0.2 | BloatKing Spawn: HealthMod = 0.95, DamageMod = 0.75 | BloatKing Spawn: HealthMod = 1, DamageMod = 1 | BloatKing Spawn: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
105 | BloatKing: HealthMod = 0.65, DamageMod = 0.7, SoloDamageMod = 0.35 | BloatKing: HealthMod = 0.8, DamageMod = 0.85 | BloatKing: HealthMod = 0.9, DamageMod = 1.15, SoloDamageMod = 0.41 | BloatKing: HealthMod = 1.05, DamageMod = 1.2, SoloDamageMod = 0.52 | ||||||||||||||||||||||
106 | Clot_Alpha: HealthMod = 0.75, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
107 | Clot_AlphaKing: HealthMod = 0.75, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
108 | Clot_Cyst: HealthMod = 0.75, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
109 | Clot_Slasher: HealthMod = 0.75, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
110 | Crawler: HealthMod = 0.75, DamageMod = 1 | Crawler: HealthMod = 1, DamageMod = 0.75 | Crawler: HealthMod = 1, DamageMod = 1 | Crawler: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
111 | CrawlerKing: HealthMod = 0.75, DamageMod = 1 | CrawlerKing: HealthMod = 1, DamageMod = 0.75 | CrawlerKing: HealthMod = 1, DamageMod = 1 | CrawlerKing: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
112 | Fleshpound: HealthMod = 0.75, DamageMod = 0.31, SoloDamageMod = 0.31 | Fleshpound: HealthMod = 1, DamageMod = 0.65, SoloDamageMod = 0.5 | Fleshpound: HealthMod = 1.1, DamageMod = 1.125, SoloDamageMod = 0.5 | Fleshpound: HealthMod = 1.2, DamageMod = 1.25, SoloDamageMod = 0.65 | ||||||||||||||||||||||
113 | FleshpoundKing: HealthMod = 0.63, DamageMod = 0.51, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 0.83, DamageMod = 0.75, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 1.2, DamageMod = 1.2, SoloDamageMod = 0.65 | ||||||||||||||||||||||
114 | FleshpoundMini: HealthMod = 0.5, DamageMod = 0.31, SoloDamageMod = 0.31 | FleshpoundMini: HealthMod = 0.75, DamageMod = 0.65, SoloDamageMod = 0.5 | FleshpoundMini: HealthMod = 1.1, DamageMod = 1, SoloDamageMod = 0.5 | FleshpoundMini: HealthMod = 1.15, DamageMod = 1.05,SoloDamageMod = 0.65 | ||||||||||||||||||||||
115 | Gorefast: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.4 | Gorefast: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.8 | Gorefast: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | Gorefast: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | ||||||||||||||||||||||
116 | GorefastDualBlade: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.4 | GorefastDualBlade: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.8 | GorefastDualBlade: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | GorefastDualBlade: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | ||||||||||||||||||||||
117 | Hans: HealthMod = 0.71, DamageMod = 0.54, SoloDamageMod = 0.4 | Hans: HealthMod = 0.82, DamageMod = 0.73, SoloDamageMod = 0.5 | Hans: HealthMod = 0.85, DamageMod = 1.15, SoloDamageMod = 0.4 | Hans: HealthMod = 0.91, DamageMod = 1.18, SoloDamageMod = 0.51 | ||||||||||||||||||||||
118 | Husk: HealthMod = 0.75, DamageMod = 0.35, SoloDamageMod = 0.35 | Husk: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.75 | Husk: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.75 | Husk: HealthMod = 1.3, DamageMod = 1.5, SoloDamageMod = 0.75 | ||||||||||||||||||||||
119 | Matriarch: HealthMod = 0.7, DamageMod = 0.6, SoloDamageMod = 0.37 | Matriarch: HealthMod = 0.95, DamageMod = 0.75, SoloDamageMod = 0.45 | Matriarch: HealthMod =1, DamageMod = 1.15, SoloDamageMod = 0.4 | Matriarch: HealthMod = 1.2, DamageMod = 1.45, SoloDamageMod = 0.5 | ||||||||||||||||||||||
120 | Patriarch: HealthMod = 0.75, DamageMod = 0.67, SoloDamageMod = 0.35 | Patriarch: HealthMod = 1, DamageMod = 0.81, SoloDamageMod = 0.42 | Patriarch: HealthMod = 1.13, DamageMod = 1.47, SoloDamageMod = 0.41 | Patriarch: HealthMod = 1.39, DamageMod = 1.45, SoloDamageMod = 0.52 | ||||||||||||||||||||||
121 | Scrake: HealthMod = 0.85, DamageMod = 0.425, SoloDamageMod = 0.425 | Scrake: HealthMod = 1, DamageMod = 0.7, SoloDamageMod = 0.5 | Scrake: HealthMod = 1.1, DamageMod = 1, SoloDamageMod = 0.5 | Scrake: HealthMod = 1.1, DamageMod = 1.25, SoloDamageMod = 0.65 | ||||||||||||||||||||||
122 | Siren: HealthMod = 1, DamageMod = 0.25, SoloDamageMod = 0.3 | Siren: HealthMod = 1, DamageMod = 0.85, SoloDamageMod = 0.65 | Siren: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | Siren: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.75 | ||||||||||||||||||||||
123 | Stalker: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.5 | Stalker: HealthMod = 1, DamageMod = 0.75 | Stalker: HealthMod = 1, DamageMod = 1 | Stalker: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
124 | Waves 11 - 15 | Waves 11 - 15 | Waves 11 - 15 | Waves 11 - 15 | ||||||||||||||||||||||
125 | Bloat: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.3 | Bloat: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.75 | Bloat: HealthMod = 1.2, DamageMod = 1, SoloDamageMod = 0.75 | Bloat: HealthMod = 1.3, DamageMod = 1.5, SoloDamageMod = 0.75 | ||||||||||||||||||||||
126 | BloatKing Spawn: HealthMod = 0.35, DamageMod = 0.2 | BloatKing Spawn: HealthMod = 0.95, DamageMod = 0.75 | BloatKing Spawn: HealthMod = 1, DamageMod = 1 | BloatKing Spawn: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
127 | BloatKing: HealthMod = 0.65, DamageMod = 0.7, SoloDamageMod = 0.35 | BloatKing: HealthMod = 0.8, DamageMod = 0.85 | BloatKing: HealthMod = 0.9, DamageMod = 1.15, SoloDamageMod = 0.41 | BloatKing: HealthMod = 1.05, DamageMod = 1.2, SoloDamageMod = 0.52 | ||||||||||||||||||||||
128 | Clot_Alpha: HealthMod = 0.75, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
129 | Clot_AlphaKing: HealthMod = 0.75, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
130 | Clot_Cyst: HealthMod = 0.75, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
131 | Clot_Slasher: HealthMod = 0.75, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
132 | Crawler: HealthMod = 0.75, DamageMod = 1 | Crawler: HealthMod = 1, DamageMod = 0.75 | Crawler: HealthMod = 1, DamageMod = 1 | Crawler: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
133 | CrawlerKing: HealthMod = 0.75, DamageMod = 1 | CrawlerKing: HealthMod = 1, DamageMod = 0.75 | CrawlerKing: HealthMod = 1, DamageMod = 1 | CrawlerKing: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
134 | Fleshpound: HealthMod = 0.75, DamageMod = 0.31, SoloDamageMod = 0.31 | Fleshpound: HealthMod = 1, DamageMod = 0.65, SoloDamageMod = 0.5 | Fleshpound: HealthMod = 1.1, DamageMod = 1.125, SoloDamageMod = 0.5 | Fleshpound: HealthMod = 1.2, DamageMod = 1.25, SoloDamageMod = 0.65 | ||||||||||||||||||||||
135 | FleshpoundKing: HealthMod = 0.63, DamageMod = 0.51, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 0.83, DamageMod = 0.75, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 1.2, DamageMod = 1.2, SoloDamageMod = 0.65 | ||||||||||||||||||||||
136 | FleshpoundMini: HealthMod = 0.5, DamageMod = 0.31, SoloDamageMod = 0.31 | FleshpoundMini: HealthMod = 0.75, DamageMod = 0.65, SoloDamageMod = 0.5 | FleshpoundMini: HealthMod = 1.1, DamageMod = 1, SoloDamageMod = 0.5 | FleshpoundMini: HealthMod = 1.15, DamageMod = 1.05,SoloDamageMod = 0.65 | ||||||||||||||||||||||
137 | Gorefast: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.4 | Gorefast: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.8 | Gorefast: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | Gorefast: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | ||||||||||||||||||||||
138 | GorefastDualBlade: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.4 | GorefastDualBlade: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.8 | GorefastDualBlade: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | GorefastDualBlade: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | ||||||||||||||||||||||
139 | Hans: HealthMod = 0.71, DamageMod = 0.54, SoloDamageMod = 0.4 | Hans: HealthMod = 0.82, DamageMod = 0.73, SoloDamageMod = 0.5 | Hans: HealthMod = 0.85, DamageMod = 1.15, SoloDamageMod = 0.4 | Hans: HealthMod = 0.91, DamageMod = 1.18, SoloDamageMod = 0.51 | ||||||||||||||||||||||
140 | Husk: HealthMod = 0.75, DamageMod = 0.35, SoloDamageMod = 0.35 | Husk: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.75 | Husk: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.75 | Husk: HealthMod = 1.3, DamageMod = 1.5, SoloDamageMod = 0.75 | ||||||||||||||||||||||
141 | Matriarch: HealthMod = 0.7, DamageMod = 0.6, SoloDamageMod = 0.37 | Matriarch: HealthMod = 0.95, DamageMod = 0.75, SoloDamageMod = 0.45 | Matriarch: HealthMod =1, DamageMod = 1.15, SoloDamageMod = 0.4 | Matriarch: HealthMod = 1.2, DamageMod = 1.45, SoloDamageMod = 0.5 | ||||||||||||||||||||||
142 | Patriarch: HealthMod = 0.75, DamageMod = 0.67, SoloDamageMod = 0.35 | Patriarch: HealthMod = 1, DamageMod = 0.81, SoloDamageMod = 0.42 | Patriarch: HealthMod = 1.13, DamageMod = 1.47, SoloDamageMod = 0.41 | Patriarch: HealthMod = 1.39, DamageMod = 1.45, SoloDamageMod = 0.52 | ||||||||||||||||||||||
143 | Scrake: HealthMod = 0.85, DamageMod = 0.425, SoloDamageMod = 0.425 | Scrake: HealthMod = 1, DamageMod = 0.7, SoloDamageMod = 0.5 | Scrake: HealthMod = 1.1, DamageMod = 1, SoloDamageMod = 0.5 | Scrake: HealthMod = 1.1, DamageMod = 1.25, SoloDamageMod = 0.65 | ||||||||||||||||||||||
144 | Siren: HealthMod = 1, DamageMod = 0.25, SoloDamageMod = 0.3 | Siren: HealthMod = 1, DamageMod = 0.85, SoloDamageMod = 0.65 | Siren: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | Siren: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.75 | ||||||||||||||||||||||
145 | Stalker: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.5 | Stalker: HealthMod = 1, DamageMod = 0.75 | Stalker: HealthMod = 1, DamageMod = 1 | Stalker: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
146 | Waves 16 - 20 | Waves 16 - 20 | Waves 16 - 20 | Waves 16 - 20 | ||||||||||||||||||||||
147 | Bloat: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.3 | Bloat: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.75 | Bloat: HealthMod = 1.2, DamageMod = 1, SoloDamageMod = 0.75 | Bloat: HealthMod = 1.3, DamageMod = 1.5, SoloDamageMod = 0.75 | ||||||||||||||||||||||
148 | BloatKing Spawn: HealthMod = 0.35, DamageMod = 0.2 | BloatKing Spawn: HealthMod = 0.95, DamageMod = 0.75 | BloatKing Spawn: HealthMod = 1, DamageMod = 1 | BloatKing Spawn: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
149 | BloatKing: HealthMod = 0.65, DamageMod = 0.7, SoloDamageMod = 0.35 | BloatKing: HealthMod = 0.8, DamageMod = 0.85 | BloatKing: HealthMod = 0.9, DamageMod = 1.15, SoloDamageMod = 0.41 | BloatKing: HealthMod = 1.05, DamageMod = 1.2, SoloDamageMod = 0.52 | ||||||||||||||||||||||
150 | Clot_Alpha: HealthMod = 0.75, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
151 | Clot_AlphaKing: HealthMod = 0.75, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
152 | Clot_Cyst: HealthMod = 0.75, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
153 | Clot_Slasher: HealthMod = 0.75, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
154 | Crawler: HealthMod = 0.75, DamageMod = 1 | Crawler: HealthMod = 1, DamageMod = 0.75 | Crawler: HealthMod = 1, DamageMod = 1 | Crawler: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
155 | CrawlerKing: HealthMod = 0.75, DamageMod = 1 | CrawlerKing: HealthMod = 1, DamageMod = 0.75 | CrawlerKing: HealthMod = 1, DamageMod = 1 | CrawlerKing: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
156 | Fleshpound: HealthMod = 0.75, DamageMod = 0.31, SoloDamageMod = 0.31 | Fleshpound: HealthMod = 1, DamageMod = 0.65, SoloDamageMod = 0.5 | Fleshpound: HealthMod = 1.1, DamageMod = 1.125, SoloDamageMod = 0.5 | Fleshpound: HealthMod = 1.2, DamageMod = 1.25, SoloDamageMod = 0.65 | ||||||||||||||||||||||
157 | FleshpoundKing: HealthMod = 0.63, DamageMod = 0.51, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 0.83, DamageMod = 0.75, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 1.2, DamageMod = 1.2, SoloDamageMod = 0.65 | ||||||||||||||||||||||
158 | FleshpoundMini: HealthMod = 0.5, DamageMod = 0.31, SoloDamageMod = 0.31 | FleshpoundMini: HealthMod = 0.75, DamageMod = 0.65, SoloDamageMod = 0.5 | FleshpoundMini: HealthMod = 1.1, DamageMod = 1, SoloDamageMod = 0.5 | FleshpoundMini: HealthMod = 1.15, DamageMod = 1.05,SoloDamageMod = 0.65 | ||||||||||||||||||||||
159 | Gorefast: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.4 | Gorefast: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.8 | Gorefast: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | Gorefast: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | ||||||||||||||||||||||
160 | GorefastDualBlade: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.4 | GorefastDualBlade: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.8 | GorefastDualBlade: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | GorefastDualBlade: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | ||||||||||||||||||||||
161 | Hans: HealthMod = 0.71, DamageMod = 0.54, SoloDamageMod = 0.4 | Hans: HealthMod = 0.82, DamageMod = 0.73, SoloDamageMod = 0.5 | Hans: HealthMod = 0.85, DamageMod = 1.15, SoloDamageMod = 0.4 | Hans: HealthMod = 0.91, DamageMod = 1.18, SoloDamageMod = 0.51 | ||||||||||||||||||||||
162 | Husk: HealthMod = 0.75, DamageMod = 0.35, SoloDamageMod = 0.35 | Husk: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.75 | Husk: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.75 | Husk: HealthMod = 1.3, DamageMod = 1.5, SoloDamageMod = 0.75 | ||||||||||||||||||||||
163 | Matriarch: HealthMod = 0.7, DamageMod = 0.6, SoloDamageMod = 0.37 | Matriarch: HealthMod = 0.95, DamageMod = 0.75, SoloDamageMod = 0.45 | Matriarch: HealthMod =1, DamageMod = 1.15, SoloDamageMod = 0.4 | Matriarch: HealthMod = 1.2, DamageMod = 1.45, SoloDamageMod = 0.5 | ||||||||||||||||||||||
164 | Patriarch: HealthMod = 0.75, DamageMod = 0.67, SoloDamageMod = 0.35 | Patriarch: HealthMod = 1, DamageMod = 0.81, SoloDamageMod = 0.42 | Patriarch: HealthMod = 1.13, DamageMod = 1.47, SoloDamageMod = 0.41 | Patriarch: HealthMod = 1.39, DamageMod = 1.45, SoloDamageMod = 0.52 | ||||||||||||||||||||||
165 | Scrake: HealthMod = 0.85, DamageMod = 0.425, SoloDamageMod = 0.425 | Scrake: HealthMod = 1, DamageMod = 0.7, SoloDamageMod = 0.5 | Scrake: HealthMod = 1.1, DamageMod = 1, SoloDamageMod = 0.5 | Scrake: HealthMod = 1.1, DamageMod = 1.25, SoloDamageMod = 0.65 | ||||||||||||||||||||||
166 | Siren: HealthMod = 1, DamageMod = 0.25, SoloDamageMod = 0.3 | Siren: HealthMod = 1, DamageMod = 0.85, SoloDamageMod = 0.65 | Siren: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | Siren: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.75 | ||||||||||||||||||||||
167 | Stalker: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.5 | Stalker: HealthMod = 1, DamageMod = 0.75 | Stalker: HealthMod = 1, DamageMod = 1 | Stalker: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
168 | Wave 21+ | Wave 21+ | Wave 21+ | Wave 21+ | ||||||||||||||||||||||
169 | Bloat: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.3 | Bloat: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.75 | Bloat: HealthMod = 1.2, DamageMod = 1, SoloDamageMod = 0.75 | Bloat: HealthMod = 1.3, DamageMod = 1.5, SoloDamageMod = 0.75 | ||||||||||||||||||||||
170 | BloatKing Spawn: HealthMod = 0.35, DamageMod = 0.2 | BloatKing Spawn: HealthMod = 0.95, DamageMod = 0.75 | BloatKing Spawn: HealthMod = 1, DamageMod = 1 | BloatKing Spawn: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
171 | BloatKing: HealthMod = 0.65, DamageMod = 0.7, SoloDamageMod = 0.35 | BloatKing: HealthMod = 0.8, DamageMod = 0.85 | BloatKing: HealthMod = 0.9, DamageMod = 1.15, SoloDamageMod = 0.41 | BloatKing: HealthMod = 1.05, DamageMod = 1.2, SoloDamageMod = 0.52 | ||||||||||||||||||||||
172 | Clot_Alpha: HealthMod = 0.75, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | Clot_Alpha: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
173 | Clot_AlphaKing: HealthMod = 0.75, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | Clot_AlphaKing: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
174 | Clot_Cyst: HealthMod = 0.75, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | Clot_Cyst: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
175 | Clot_Slasher: HealthMod = 0.75, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | Clot_Slasher: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
176 | Crawler: HealthMod = 0.75, DamageMod = 1 | Crawler: HealthMod = 1, DamageMod = 0.75 | Crawler: HealthMod = 1, DamageMod = 1 | Crawler: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
177 | CrawlerKing: HealthMod = 0.75, DamageMod = 1 | CrawlerKing: HealthMod = 1, DamageMod = 0.75 | CrawlerKing: HealthMod = 1, DamageMod = 1 | CrawlerKing: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
178 | Fleshpound: HealthMod = 0.75, DamageMod = 0.31, SoloDamageMod = 0.31 | Fleshpound: HealthMod = 1, DamageMod = 0.65, SoloDamageMod = 0.5 | Fleshpound: HealthMod = 1.1, DamageMod = 1.125, SoloDamageMod = 0.5 | Fleshpound: HealthMod = 1.2, DamageMod = 1.25, SoloDamageMod = 0.65 | ||||||||||||||||||||||
179 | FleshpoundKing: HealthMod = 0.63, DamageMod = 0.51, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 0.83, DamageMod = 0.75, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.5 | FleshpoundKing: HealthMod = 1.2, DamageMod = 1.2, SoloDamageMod = 0.65 | ||||||||||||||||||||||
180 | FleshpoundMini: HealthMod = 0.5, DamageMod = 0.31, SoloDamageMod = 0.31 | FleshpoundMini: HealthMod = 0.75, DamageMod = 0.65, SoloDamageMod = 0.5 | FleshpoundMini: HealthMod = 1.1, DamageMod = 1, SoloDamageMod = 0.5 | FleshpoundMini: HealthMod = 1.15, DamageMod = 1.05,SoloDamageMod = 0.65 | ||||||||||||||||||||||
181 | Gorefast: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.4 | Gorefast: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.8 | Gorefast: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | Gorefast: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | ||||||||||||||||||||||
182 | GorefastDualBlade: HealthMod = 0.75, DamageMod = 0.4, SoloDamageMod = 0.4 | GorefastDualBlade: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.8 | GorefastDualBlade: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | GorefastDualBlade: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | ||||||||||||||||||||||
183 | Hans: HealthMod = 0.71, DamageMod = 0.54, SoloDamageMod = 0.4 | Hans: HealthMod = 0.82, DamageMod = 0.73, SoloDamageMod = 0.5 | Hans: HealthMod = 0.85, DamageMod = 1.15, SoloDamageMod = 0.4 | Hans: HealthMod = 0.91, DamageMod = 1.18, SoloDamageMod = 0.51 | ||||||||||||||||||||||
184 | Husk: HealthMod = 0.75, DamageMod = 0.35, SoloDamageMod = 0.35 | Husk: HealthMod = 1, DamageMod = 0.75, SoloDamageMod = 0.75 | Husk: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.75 | Husk: HealthMod = 1.3, DamageMod = 1.5, SoloDamageMod = 0.75 | ||||||||||||||||||||||
185 | Matriarch: HealthMod = 0.7, DamageMod = 0.6, SoloDamageMod = 0.37 | Matriarch: HealthMod = 0.95, DamageMod = 0.75, SoloDamageMod = 0.45 | Matriarch: HealthMod =1, DamageMod = 1.15, SoloDamageMod = 0.4 | Matriarch: HealthMod = 1.2, DamageMod = 1.45, SoloDamageMod = 0.5 | ||||||||||||||||||||||
186 | Patriarch: HealthMod = 0.75, DamageMod = 0.67, SoloDamageMod = 0.35 | Patriarch: HealthMod = 1, DamageMod = 0.81, SoloDamageMod = 0.42 | Patriarch: HealthMod = 1.13, DamageMod = 1.47, SoloDamageMod = 0.41 | Patriarch: HealthMod = 1.39, DamageMod = 1.45, SoloDamageMod = 0.52 | ||||||||||||||||||||||
187 | Scrake: HealthMod = 0.85, DamageMod = 0.425, SoloDamageMod = 0.425 | Scrake: HealthMod = 1, DamageMod = 0.7, SoloDamageMod = 0.5 | Scrake: HealthMod = 1.1, DamageMod = 1, SoloDamageMod = 0.5 | Scrake: HealthMod = 1.1, DamageMod = 1.25, SoloDamageMod = 0.65 | ||||||||||||||||||||||
188 | Siren: HealthMod = 1, DamageMod = 0.25, SoloDamageMod = 0.3 | Siren: HealthMod = 1, DamageMod = 0.85, SoloDamageMod = 0.65 | Siren: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.65 | Siren: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.75 | ||||||||||||||||||||||
189 | Stalker: HealthMod = 1, DamageMod = 1, SoloDamageMod = 0.5 | Stalker: HealthMod = 1, DamageMod = 0.75 | Stalker: HealthMod = 1, DamageMod = 1 | Stalker: HealthMod = 1, DamageMod = 1 | ||||||||||||||||||||||
190 | ZED adjustments by difficulty | |||||||||||||||||||||||||
191 | ||||||||||||||||||||||||||
192 | Normal | Hard | Suicidal | HOE | ||||||||||||||||||||||
193 | Waves 1 - 5 | Waves 1 - 5 | Waves 1 - 5 | Waves 1 - 5 | ||||||||||||||||||||||
194 | Abomination Spawn: HealthScale = 0.5, DamageDealtScale = 0.85, DoshGiven = 5 | Abomination Spawn: HealthScale = 0.5, DamageDealtScale = 0.85, DoshGiven = 5 | Abomination Spawn: HealthScale = 0.5, DamageDealtScale = 0.85, DoshGiven = 5 | Abomination Spawn: HealthScale = 0.5, DamageDealtScale = 1, DoshGiven = 5 | ||||||||||||||||||||||
195 | Bloat King: HealthScale = 0.62, DamageDealtScale = 0.75, DoshGiven = 250 | Bloat King: HealthScale = 0.62, DamageDealtScale = 0.75, DoshGiven = 250 | Bloat King: HealthScale = 0.62, DamageDealtScale = 0.75, DoshGiven = 250 | Bloat King: HealthScale = 0.62, DamageDealtScale = 1, DoshGiven = 250 | ||||||||||||||||||||||
196 | Fleshpound King: HealthScale = 0.42, DamageDealtScale = 0.75, DoshGiven = 250 | Fleshpound King: HealthScale = 0.42, DamageDealtScale = 0.75, DoshGiven = 250 | Fleshpound King: HealthScale = 0.42, DamageDealtScale = 0.75, DoshGiven = 250 | Fleshpound King: HealthScale = 0.42, DamageDealtScale = 1, DoshGiven = 250 | ||||||||||||||||||||||
197 | Fleshpound Mini: HealthScale = 0.42, DamageDealtScale = 0.75, DoshGiven = 11 | Fleshpound Mini: HealthScale = 0.42, DamageDealtScale = 0.75, DoshGiven = 11 | Fleshpound Mini: HealthScale = 0.42, DamageDealtScale = 0.75, DoshGiven = 11 | Fleshpound Mini: HealthScale = 0.42, DamageDealtScale = 1, DoshGiven = 11 | ||||||||||||||||||||||
198 | Hans: HealthScale = 0.45, DamageDealtScale = 0.75, DoshGiven = 250 | Hans: HealthScale = 0.45, DamageDealtScale = 0.75, DoshGiven = 250 | Hans: HealthScale = 0.45, DamageDealtScale = 0.75, DoshGiven = 250 | Hans: HealthScale = 0.45, DamageDealtScale = 1, DoshGiven = 250 | ||||||||||||||||||||||
199 | Matriarch: HealthScale = 0.55, DamageDealtScale = 0.75, DoshGiven = 250 | Matriarch: HealthScale = 0.55, DamageDealtScale = 0.75, DoshGiven = 250 | Matriarch: HealthScale = 0.55, DamageDealtScale = 0.75, DoshGiven = 250 | Matriarch: HealthScale = 0.55, DamageDealtScale = 1, DoshGiven = 250 | ||||||||||||||||||||||
200 | Patriarch: HealthScale = 0.65, DamageDealtScale = 0.75, DoshGiven = 250 | Patriarch: HealthScale = 0.65, DamageDealtScale = 0.75, DoshGiven = 250 | Patriarch: HealthScale = 0.65, DamageDealtScale = 0.75, DoshGiven = 250 | Patriarch: HealthScale = 0.65, DamageDealtScale = 1, DoshGiven = 250 | ||||||||||||||||||||||
201 | Waves 6 - 10 | Waves 6 - 10 | Waves 6 - 10 | Waves 6 - 10 | ||||||||||||||||||||||
202 | Abomination Spawn: HealthScale = 0.85, DamageDealtScale = 0.85, DoshGiven = 5 | Abomination Spawn: HealthScale = 0.85, DamageDealtScale = 0.85, DoshGiven = 5 | Abomination Spawn: HealthScale = 0.85, DamageDealtScale = 0.85, DoshGiven = 5 | Abomination Spawn: HealthScale = 0.85, DamageDealtScale = 1, DoshGiven = 5 | ||||||||||||||||||||||
203 | Bloat King: HealthScale = 0.85, DamageDealtScale = 0.85, DoshGiven = 500 | Bloat King: HealthScale = 0.85, DamageDealtScale = 0.85, DoshGiven = 500 | Bloat King: HealthScale = 0.85, DamageDealtScale = 0.85, DoshGiven = 500 | Bloat King: HealthScale = 0.85, DamageDealtScale = 1, DoshGiven = 500 | ||||||||||||||||||||||
204 | Fleshpound King: HealthScale = 0.84, DamageDealtScale = 0.85, DoshGiven = 500 | Fleshpound King: HealthScale = 0.84, DamageDealtScale = 0.85, DoshGiven = 500 | Fleshpound King: HealthScale = 0.84, DamageDealtScale = 0.85, DoshGiven = 500 | Fleshpound King: HealthScale = 0.84, DamageDealtScale = 1, DoshGiven = 500 | ||||||||||||||||||||||
205 | Fleshpound Mini: HealthScale = 0.84, DamageDealtScale = 0.85, DoshGiven = 11 | Fleshpound Mini: HealthScale = 0.84, DamageDealtScale = 0.85, DoshGiven = 11 | Fleshpound Mini: HealthScale = 0.84, DamageDealtScale = 0.85, DoshGiven = 11 | Fleshpound Mini: HealthScale = 0.84, DamageDealtScale = 1, DoshGiven = 11 | ||||||||||||||||||||||
206 | Hans: HealthScale = 0.85, DamageDealtScale = 0.85, DoshGiven = 500 | Hans: HealthScale = 0.85, DamageDealtScale = 0.85, DoshGiven = 500 | Hans: HealthScale = 0.85, DamageDealtScale = 0.85, DoshGiven = 500 | Hans: HealthScale = 0.85, DamageDealtScale = 1, DoshGiven = 500 | ||||||||||||||||||||||
207 | Matriarch: HealthScale = 0.75, DamageDealtScale = 0.85, DoshGiven = 500 | Matriarch: HealthScale = 0.75, DamageDealtScale = 0.85, DoshGiven = 500 | Matriarch: HealthScale = 0.75, DamageDealtScale = 0.85, DoshGiven = 500 | Matriarch: HealthScale = 0.75, DamageDealtScale = 1, DoshGiven = 500 | ||||||||||||||||||||||
208 | Patriarch: HealthScale = 0.9, DamageDealtScale = 0.85, DoshGiven = 500 | Patriarch: HealthScale = 0.9, DamageDealtScale = 0.85, DoshGiven = 500 | Patriarch: HealthScale = 0.9, DamageDealtScale = 0.85, DoshGiven = 500 | Patriarch: HealthScale = 0.9, DamageDealtScale = 1, DoshGiven = 500 | ||||||||||||||||||||||
209 | Waves 11 - 15 | Waves 11 - 15 | Waves 11 - 15 | Waves 11 - 15 | ||||||||||||||||||||||
210 | Abomination Spawn: HealthScale = 1.0, DamageDealtScale = 0.85, DoshGiven = 5 | Abomination Spawn: HealthScale = 1.0, DamageDealtScale = 0.85, DoshGiven = 5 | Abomination Spawn: HealthScale = 1.0, DamageDealtScale = 0.85, DoshGiven = 5 | Abomination Spawn: HealthScale = 1.0, DamageDealtScale = 1, DoshGiven = 5 | ||||||||||||||||||||||
211 | Bloat King: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Bloat King: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Bloat King: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Bloat King: HealthScale = 0.95, DamageDealtScale = 1, DoshGiven = 800 | ||||||||||||||||||||||
212 | Fleshpound King: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Fleshpound King: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Fleshpound King: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Fleshpound King: HealthScale = 0.95, DamageDealtScale = 1, DoshGiven = 800 | ||||||||||||||||||||||
213 | Fleshpound Mini: HealthScale = 1.0, DamageDealtScale = 0.85, DoshGiven = 11 | Fleshpound Mini: HealthScale = 1.0, DamageDealtScale = 0.85, DoshGiven = 11 | Fleshpound Mini: HealthScale = 1.0, DamageDealtScale = 0.85, DoshGiven = 11 | Fleshpound Mini: HealthScale = 1.0, DamageDealtScale = 1, DoshGiven = 11 | ||||||||||||||||||||||
214 | Hans: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Hans: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Hans: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Hans: HealthScale = 0.95, DamageDealtScale = 1, DoshGiven = 800 | ||||||||||||||||||||||
215 | Matriarch: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Matriarch: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Matriarch: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Matriarch: HealthScale = 0.95, DamageDealtScale = 1, DoshGiven = 800 | ||||||||||||||||||||||
216 | Patriarch: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Patriarch: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Patriarch: HealthScale = 0.95, DamageDealtScale = 0.95, DoshGiven = 800 | Patriarch: HealthScale = 0.95, DamageDealtScale = 1, DoshGiven = 800 | ||||||||||||||||||||||
217 | Waves 16 - 20 | Waves 16 - 20 | Waves 16 - 20 | Waves 16 - 20 | ||||||||||||||||||||||
218 | Bloat King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Bloat King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Bloat King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Bloat King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | ||||||||||||||||||||||
219 | Fleshpound King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Fleshpound King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Fleshpound King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Fleshpound King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | ||||||||||||||||||||||
220 | Hans: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Hans: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Hans: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Hans: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | ||||||||||||||||||||||
221 | Matriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Matriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Matriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Matriarch: HealthScale = 1, DamageDealtScale = 1, DoshGiven = 1000 | ||||||||||||||||||||||
222 | Patriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Patriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Patriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Patriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | ||||||||||||||||||||||
223 | Wave 21+ | Wave 21+ | Wave 21+ | Wave 21+ | ||||||||||||||||||||||
224 | Bloat King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Bloat King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Bloat King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Bloat King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | ||||||||||||||||||||||
225 | Fleshpound King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Fleshpound King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Fleshpound King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Fleshpound King: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | ||||||||||||||||||||||
226 | Hans: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Hans: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Hans: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Hans: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | ||||||||||||||||||||||
227 | Matriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Matriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Matriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Matriarch: HealthScale = 1, DamageDealtScale = 1, DoshGiven = 1000 | ||||||||||||||||||||||
228 | Patriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Patriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Patriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | Patriarch: HealthScale = 1.0, DamageDealtScale = 1.0, DoshGiven = 1000 | ||||||||||||||||||||||
229 | ||||||||||||||||||||||||||
230 | Chances for next wave to be an "Outbreak" wave (Weekly) | Chances for next wave to be a "Special" wave (one ZED type) | ||||||||||||||||||||||||
231 | ||||||||||||||||||||||||||
232 | Normal | Hard | Suicidal | HOE | Normal | Hard | Suicidal | HOE | ||||||||||||||||||
233 | Waves 1-5 | Waves 1-5 | Waves 1-5 | Waves 1-5 | Waves 1-5 | Waves 1-5 | Waves 1-5 | Waves 1-5 | ||||||||||||||||||
234 | Outbreak wave chances = 0.0 | Outbreak wave chances = 0.0 | Outbreak wave chances = 0.0 | Outbreak wave chances = 0.0 | Special wave chance = 0.1 | Special wave chance = 0.1 | Special wave chance = 0.1 | Special wave chance = 0.1 | ||||||||||||||||||
235 | Waves 6-10 | Waves 6-10 | Waves 6-10 | Waves 6-10 | Waves 6-10 | Waves 6-10 | Waves 6-10 | Waves 6-10 | ||||||||||||||||||
236 | Outbreak wave chances = 0.2 | Outbreak wave chances = 0.2 | Outbreak wave chances = 0.2 | Outbreak wave chances = 0.2 | Special wave chances = 0.25 | Special wave chances = 0.25 | Special wave chances = 0.25 | Special wave chances = 0.25 | ||||||||||||||||||
237 | Waves 11-15 | Waves 11-15 | Waves 11-15 | Waves 11-15 | Waves 11-15 | Waves 11-15 | Waves 11-15 | Waves 11-15 | ||||||||||||||||||
238 | Outbreak wave chances = 0.3 | Outbreak wave chances = 0.3 | Outbreak wave chances = 0.3 | Outbreak wave chances = 0.3 | Special wave chances = 0.35 | Special wave chances = 0.35 | Special wave chances = 0.35 | Special wave chances = 0.35 | ||||||||||||||||||
239 | Waves 16-20 | Waves 16-20 | Waves 16-20 | Waves 16-20 | Waves 16-20 | Waves 16-20 | Waves 16-20 | Waves 16-20 | ||||||||||||||||||
240 | Outbreak wave chances = 0.4 | Outbreak wave chances = 0.4 | Outbreak wave chances = 0.4 | Outbreak wave chances = 0.4 | Special wave chances = 0.45 | Special wave chances = 0.45 | Special wave chances = 0.45 | Special wave chances = 0.45 | ||||||||||||||||||
241 | Wave 21+ | Wave 21+ | Wave 21+ | Wave 21+ | Wave 21+ | Wave 21+ | Wave 21+ | Wave 21+ | ||||||||||||||||||
242 | Outbreak wave chances = 0.5 | Outbreak wave chances = 0.5 | Outbreak wave chances = 0.5 | Outbreak wave chances = 0.5 | Special wave chances = 0.5 | Special wave chances = 0.5 | Special wave chances = 0.5 | Special wave chances = 0.5 | ||||||||||||||||||
243 | ||||||||||||||||||||||||||
244 | Squads to deploy during the wave time (NAMES) | Chances of one type of ZEDs waves | ||||||||||||||||||||||||
245 | ||||||||||||||||||||||||||
246 | Normal difficulty | Hard difficulty | Suicidal difficulty | HOE difficulty | Whether this wave will contain ZEDs of only one type or not depends from two random variables. First one rolls the dice at the beginning of each wave (odds above in "Chances for next wave to be a "Special" wave" table). If first value matches the RNG, there happening another, more complicated evaluation. | |||||||||||||||||||||
247 | Waves 1 - 5 | |||||||||||||||||||||||||
248 | ZED_Wave1_Endless_Norm | ZED_Wave1_Endless_Norm | ZED_Wave1_Endless_Norm | ZED_Wave2_Endless_HOE | Firstly game picks proper list (see below) of the ZEDs that can be deployed during this particular wave. Then it discards all the ZEDs that have no chances to appear (i.e. Chance = 0), note that list below already has these ZEDs discarded and only contains ZEDs that have a chance to spawn. From this point game starts using RNG to determine if it is valid to deploy certain ZED class. For every unsuccessful RNG attempt game increases odds of picking next ZED type in the list by its Chance value. If it somehow fails to pick ZED type from the list the random ZED type will be deployed. | |||||||||||||||||||||
249 | ZED_Wave2_Endless_Norm | ZED_Wave2_Endless_Norm | ZED_Wave2_Endless_Norm | ZED_Wave3_Endless_HOE | ||||||||||||||||||||||
250 | ZED_Wave3_Endless_Norm | ZED_Wave3_Endless_Norm | ZED_Wave3_Endless_Norm | ZED_Wave4_Endless_HOE | ||||||||||||||||||||||
251 | ZED_Wave4_Endless_Norm | ZED_Wave4_Endless_Norm | ZED_Wave4_Endless_Norm | ZED_Wave5_Endless_HOE | List order in every segment goes top-down. For example, waves 16 - 20 of Suicidal have following odds of ZEDs to spawn (listed in order): Husk - 25%, Scrake - 50%, Gorefast - 75%, Bloat - 100%. | |||||||||||||||||||||
252 | ZED_Boss_Endless_Norm | ZED_Boss_Endless_Norm | ZED_Boss_Endless_Norm | ZED_Boss_Endless_HOE | Normal | Hard | Suicidal | HOE | ||||||||||||||||||
253 | Waves 6 - 10 | Waves 1 - 5 | Waves 1 - 5 | Waves 1 - 5 | Waves 1 - 5 | |||||||||||||||||||||
254 | ZED_Wave5_Endless_Hard | ZED_Wave5_Endless_Hard | ZED_Wave5_Endless_Hard | ZED_Wave6_Endless_HOE | Cyst, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Cyst, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Cyst, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Cyst, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | ||||||||||||||||||
255 | ZED_Wave6_Endless_Hard | ZED_Wave6_Endless_Hard | ZED_Wave6_Endless_Hard | ZED_Wave7_Endless_HOE | ||||||||||||||||||||||
256 | ZED_Wave7_Endless_Hard | ZED_Wave7_Endless_Hard | ZED_Wave7_Endless_Hard | ZED_Wave8_Endless_HOE | Slasher, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Slasher, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Slasher, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Slasher, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | ||||||||||||||||||
257 | ZED_Wave8_Endless_Hard | ZED_Wave8_Endless_Hard | ZED_Wave8_Endless_Hard | ZED_Wave9_Endless_HOE | ||||||||||||||||||||||
258 | ZED_Boss_Endless_Hard | ZED_Boss_Endless_Hard | ZED_Boss_Endless_Hard | ZED_Boss_Endless_HOE | Crawler, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Crawler, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Crawler, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Crawler, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | ||||||||||||||||||
259 | Waves 11 - 15 | |||||||||||||||||||||||||
260 | ZED_Wave9_Endless_SUI | ZED_Wave9_Endless_SUI | ZED_Wave9_Endless_SUI | ZED_Wave10_Endless_HOE | AlphaClot, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | AlphaClot, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | AlphaClot, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | AlphaClot, Chance=0.25, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | ||||||||||||||||||
261 | ZED_Wave10_Endless_SUI | ZED_Wave10_Endless_SUI | ZED_Wave10_Endless_SUI | ZED_Wave10_Endless_HOE | ||||||||||||||||||||||
262 | ZED_Wave10_Endless_SUI | ZED_Wave10_Endless_SUI | ZED_Wave10_Endless_SUI | ZED_Wave10_Endless_HOE | Waves 6 - 10 | Waves 6 - 10 | Waves 6 - 10 | Waves 6 - 10 | ||||||||||||||||||
263 | ZED_Wave10_Endless_SUI | ZED_Wave10_Endless_SUI | ZED_Wave10_Endless_SUI | ZED_Wave10_Endless_HOE | Slasher, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Slasher, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Slasher, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Slasher, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | ||||||||||||||||||
264 | ZED_Boss_Endless_SUI | ZED_Boss_Endless_SUI | ZED_Boss_Endless_SUI | ZED_Boss_Endless_HOE | ||||||||||||||||||||||
265 | Waves 16 - 20 | Crawler, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Crawler, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Crawler, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Crawler, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | |||||||||||||||||||||
266 | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ||||||||||||||||||||||
267 | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | Stalker, Chance=0.2, WaveScale=1, SpawnRateMultiplier=3 | Stalker, Chance=0.2, WaveScale=1, SpawnRateMultiplier=3 | Stalker, Chance=0.2, WaveScale=1, SpawnRateMultiplier=3 | Stalker, Chance=0.2, WaveScale=1, SpawnRateMultiplier=3 | ||||||||||||||||||
268 | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ||||||||||||||||||||||
269 | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | AlphaClot, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | AlphaClot, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | AlphaClot, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | AlphaClot, Chance=0.2, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | ||||||||||||||||||
270 | ZED_Boss_Endless_HOE | ZED_Boss_Endless_HOE | ZED_Boss_Endless_HOE | ZED_Boss_Endless_HOE | ||||||||||||||||||||||
271 | Wave 21+ | Bloat, Chance=0.2, WaveScale=0.5, SpawnRateMultiplier=1.5 | Bloat, Chance=0.2, WaveScale=0.5, SpawnRateMultiplier=1.5 | Bloat, Chance=0.2, WaveScale=0.5, SpawnRateMultiplier=1.5 | Bloat, Chance=0.2, WaveScale=0.5, SpawnRateMultiplier=1.5 | |||||||||||||||||||||
272 | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ||||||||||||||||||||||
273 | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | Waves 11 - 15 | Waves 11 - 15 | Waves 11 - 15 | Waves 11 - 15 | ||||||||||||||||||
274 | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | Slasher, Chance=0.17, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Slasher, Chance=0.17, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Slasher, Chance=0.17, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | Slasher, Chance=0.17, WaveScale=2, SpawnRateMultiplier=10, SpawnEnraged=true | ||||||||||||||||||
275 | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ZED_Wave10_Endless_HOE | ||||||||||||||||||||||
276 | ZED_Boss_Endless_HOE | ZED_Boss_Endless_HOE | ZED_Boss_Endless_HOE | ZED_Boss_Endless_HOE | Siren, Chance=0.17, WaveScale=0.5, SpawnRateMultiplier=2 | Siren, Chance=0.17, WaveScale=0.5, SpawnRateMultiplier=2 | Siren, Chance=0.17, WaveScale=0.5, SpawnRateMultiplier=2 | Siren, Chance=0.17, WaveScale=0.5, SpawnRateMultiplier=2 | ||||||||||||||||||
277 | Squads to deploy during the wave time (CONTENT) | |||||||||||||||||||||||||
278 | Husk, Chance=0.17, WaveScale=0.75, SpawnRateMultiplier=1 | Husk, Chance=0.17, WaveScale=0.75, SpawnRateMultiplier=1 | Husk, Chance=0.17, WaveScale=0.75, SpawnRateMultiplier=1 | Husk, Chance=0.17, WaveScale=0.75, SpawnRateMultiplier=1 | ||||||||||||||||||||||
279 | Wave name | Normal squads | Special squads | |||||||||||||||||||||||
280 | Wave1_Endless_Norm | UClot4, UClot4_Bloat1, UClot3_AClot1_Gorefast1, UClot3_AClot1_Gorefast1, AClot3_SClot1 | SClot6 | Scrake, Chance=0.17, WaveScale=0.2, SpawnRateMultiplier=0.25 | Scrake, Chance=0.17, WaveScale=0.2, SpawnRateMultiplier=0.25 | Scrake, Chance=0.17, WaveScale=0.2, SpawnRateMultiplier=0.25 | Scrake, Chance=0.17, WaveScale=0.2, SpawnRateMultiplier=0.25 | |||||||||||||||||||
281 | Wave2_Endless_Norm | UClot3_AClot1, UClot3_SClot1_Bloat1, Crawler2, Crawler4, Stalker2, SClot1_AClot2_Gorefast1, AClot2_Gorefast2, UClot3_AClot1_Gorefast1, UClot4, Husk1 | Clot6_Crawler6 | |||||||||||||||||||||||
282 | Gorefast, Chance=0.17, WaveScale=0.75, SpawnRateMultiplier=1.5 | Gorefast, Chance=0.17, WaveScale=0.75, SpawnRateMultiplier=1.5 | Gorefast, Chance=0.17, WaveScale=0.75, SpawnRateMultiplier=1.5 | Gorefast, Chance=0.17, WaveScale=0.75, SpawnRateMultiplier=1.5 | ||||||||||||||||||||||
283 | Wave3_Endless_Norm | UClot3_AClot1, Crawler2, Crawler4, AClot3_Bloat1, SClot2_Crawler3_Gorefast1, SClot1_Gorefast3, UClot3_Gorefast1_Siren1, Stalker4, Gorefast4, Crawler2_Gorefast2_Stalker2_Siren1, Husk1 | Clot6_Crawler6 | |||||||||||||||||||||||
284 | Bloat, Chance=0.17, WaveScale=0.5, SpawnRateMultiplier=1.5 | Bloat, Chance=0.17, WaveScale=0.5, SpawnRateMultiplier=1.5 | Bloat, Chance=0.17, WaveScale=0.5, SpawnRateMultiplier=1.5 | Bloat, Chance=0.17, WaveScale=0.5, SpawnRateMultiplier=1.5 | ||||||||||||||||||||||
285 | Wave4_Endless_Norm | UClot3_AClot1, Crawler4, UClot3_Bloat1, Stalker2, AClot2_Gorefast2, SClot1_Gorefast3, UClot3_Gorefast1_Siren1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, Gorefast4, Crawler6, Crawler2_Gorefast2_Stalker2_Siren1, Husk1 | Crawlers8 | |||||||||||||||||||||||
286 | Waves 16 - 20 | Waves 16 - 20 | Waves 16 - 20 | Waves 16 - 20 | ||||||||||||||||||||||
287 | Wave5_Endless_Hard | AClot3_SClot1, Crawler2, Crawler4, Stalker2, AClot2_Gorefast2, SClot1_Gorefast3, UClot3_Gorefast1_Siren1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, Stalker4, Gorefast4, Crawler6, Crawler2_Gorefast2_Stalker2_Siren1, AClot2_Gorefast1_Husk1 | Crawler2_Gorefast2_Stalker1_Scrake1 | Husk, Chance=0.25, WaveScale=0.75, SpawnRateMultiplier=1 | Husk, Chance=0.25, WaveScale=0.75, SpawnRateMultiplier=1 | Husk, Chance=0.25, WaveScale=0.75, SpawnRateMultiplier=1 | Husk, Chance=0.25, WaveScale=0.75, SpawnRateMultiplier=1 | |||||||||||||||||||
288 | ||||||||||||||||||||||||||
289 | Wave6_Endless_Hard | AClot3_SClot1, UClot3_SClot1_Bloat1, Crawler2, Crawler4, Stalker2, SClot1_AClot2_Gorefast1, SClot1_Gorefast3, SClot2_Crawler3_Gorefast1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, AClot2_Scrake1, UClot3_AClot1_Gorefast1, UClot4, Stalker4, Gorefast4, Crawler6, Crawler2_Gorefast2_Stalker2_Siren1, SClot2_Crawler2_Gorefast2_Siren2, Husk1, AClot2_Gorefast1_Husk1 | Bloat1_Siren1_Fleshpound1, QP3 | Scrake, Chance=0.25, WaveScale=0.2, SpawnRateMultiplier=0.25 | Scrake, Chance=0.25, WaveScale=0.2, SpawnRateMultiplier=0.25 | Scrake, Chance=0.25, WaveScale=0.2, SpawnRateMultiplier=0.25 | Scrake, Chance=0.25, WaveScale=0.2, SpawnRateMultiplier=0.25 | |||||||||||||||||||
290 | ||||||||||||||||||||||||||
291 | Wave7_Endless_Hard | UClot3_AClot1, Crawler4, UClot3_Bloat1, SClot1_AClot2_Gorefast1, AClot2_Gorefast2, SClot2_Crawler3_Gorefast1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, SClot2_GF3_Scrk1, Crawler2_Stalker2_Bloat1_Siren2, UClot3_AClot1_Gorefast1, UClot4, Stalker4, Gorefast4, Crawler6, SClot2_Crawler2_Gorefast2_Siren2, Husk2 | Bloat1_Siren1_Fleshpound1, QP4 | Gorefast, Chance=0.25, WaveScale=0.75, SpawnRateMultiplier=1.5, SpawnEnraged=true | Gorefast, Chance=0.25, WaveScale=0.75, SpawnRateMultiplier=1.5, SpawnEnraged=true | Gorefast, Chance=0.25, WaveScale=0.75, SpawnRateMultiplier=1.5, SpawnEnraged=true | Gorefast, Chance=0.25, WaveScale=0.75, SpawnRateMultiplier=1.5, SpawnEnraged=true | |||||||||||||||||||
292 | ||||||||||||||||||||||||||
293 | Wave8_Endless_Hard | AClot3_SClot1, UClot4_Bloat1, Crawler2, Crawler4, Stalker2, SClot1_AClot2_Gorefast1, AClot2_Gorefast2, SClot2_Crawler3_Gorefast1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, AClot2_Scrake1, SClot2_GF3_Scrk1, UClot4, Stalker4, Gorefast4, Crawler6, Crawler2_Gorefast2_Stalker2_Siren1, SClot2_Crawler2_Gorefast2_Siren2, Husk1, AClot2_Gorefast1_Husk1 | Bloat1_Siren1_Fleshpound2, QP5 | Bloat, Chance=0.25, WaveScale=0.5, SpawnRateMultiplier=1.5 | Bloat, Chance=0.25, WaveScale=0.5, SpawnRateMultiplier=1.5 | Bloat, Chance=0.25, WaveScale=0.5, SpawnRateMultiplier=1.5 | Bloat, Chance=0.25, WaveScale=0.5, SpawnRateMultiplier=1.5 | |||||||||||||||||||
294 | ||||||||||||||||||||||||||
295 | Wave9_Endless_SUI | AClot3_SClot1, UClot4_Bloat1, Crawler2, Crawler4, Stalker2, SClot1_AClot2_Gorefast1, AClot2_Gorefast2, SClot2_Crawler3_Gorefast1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, AClot2_Scrake1, SClot2_GF3_Scrk1, UClot4, Stalker4, Gorefast4, Crawler6, Crawler2_Gorefast2_Stalker2_Siren1, SClot2_Crawler2_Gorefast2_Siren2, Husk2 | Fl2_Scrake1, Fl2_Scrake2, Fl1_Scrake3, Fl3, Scrake2_Stalker4, Fl2_Scrake3, QP4, QP3 | Wave 21+ | Wave 21+ | Wave 21+ | Wave 21+ | |||||||||||||||||||
296 | Scrake, Chance=1, WaveScale=0.2, SpawnRateMultiplier=0.25 | Scrake, Chance=1, WaveScale=0.2, SpawnRateMultiplier=0.25 | Scrake, Chance=1, WaveScale=0.2, SpawnRateMultiplier=0.25 | Scrake, Chance=1, WaveScale=0.2, SpawnRateMultiplier=0.25 | ||||||||||||||||||||||
297 | Wave10_Endless_SUI | AClot3_SClot1, Crawler4, UClot3_Bloat1, SClot1_AClot2_Gorefast1, AClot2_Gorefast2, SClot2_Crawler3_Gorefast1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, AClot2_Scrake1, SClot2_GF3_Scrk1, Crawler2_Stalker2_Bloat1_Siren2, UClot3_AClot1_Gorefast1, UClot4, Stalker4, Gorefast4, Crawler6, SClot2_Crawler2_Gorefast2_Siren2, Husk1, Husk2 | Fl2_Scrake1, Fl2_Scrake2, Fl1_Scrake3, Fl3, Scrake2_Stalker4, Fl2_Scrake3, QP4, QP5 | |||||||||||||||||||||||
298 | Fleshpound, Chance=0.0, WaveScale=0.2, SpawnRateMultiplier=0.15 | Fleshpound, Chance=0.0, WaveScale=0.2, SpawnRateMultiplier=0.15 | Fleshpound, Chance=0.0, WaveScale=0.2, SpawnRateMultiplier=0.15 | Fleshpound, Chance=0.0, WaveScale=0.2, SpawnRateMultiplier=0.25 | ||||||||||||||||||||||
299 | Wave10_Endless_HOE | AClot3_SClot1, Crawler4, UClot3_Bloat1, SClot1_AClot2_Gorefast1, AClot2_Gorefast2, SClot2_Crawler3_Gorefast1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, AClot2_Scrake1, SClot2_GF3_Scrk1, Crawler2_Stalker2_Bloat1_Siren2, UClot3_AClot1_Gorefast1, UClot4, Stalker4, Gorefast4, Crawler6, SClot2_Crawler2_Gorefast2_Siren2, Husk1, Husk2 | Fl2_Scrake1, Fl2_QP6, Fl1_Scrake3, Fl3, Scrake2_QP4, Fl2_Scrake3 | |||||||||||||||||||||||
300 | ZED upgrades (from one type to another) | |||||||||||||||||||||||||
301 | ZED_Wave2_Endless_HOE | AClot2_Gorefast2, UClot3_SClot1_Bloat1, Crawler2, Crawler4, Stalker2, SClot1_AClot2_Gorefast1, AClot2_Gorefast2, UClot3_AClot1_Gorefast1, SClot3_Crawler1, Husk1 | GF9, Crawler10, Stalker8, Bloat3, Husk3 | |||||||||||||||||||||||
302 | Starting from wave 21 (HOE+) every spawned ZED getting a chance to be upgraded into another ZED type (i.e. to become replaced with the stronger ZED type). ZED can be upgraded "normally" or "fully", either means that on the spawn this ZED will be replaced with another ZED type. | |||||||||||||||||||||||||
303 | ZED_Wave3_Endless_HOE | AClot3_Gorefast1_Siren1, Crawler2, Crawler4, AClot3_Bloat1, SClot2_Crawler3_Gorefast1, SClot1_Gorefast3, AClot3_SClot1, Stalker4, Gorefast4, Crawler2_Gorefast2_Stalker2_Siren1, Husk1 | GF9, Crawler10, Stalker8, Bloat3, Husk3 | |||||||||||||||||||||||
304 | Starting values (as of wave 21), for all ZEDs: "normal" upgrade chance = 1%, "full" upgrade chance = 0.1%. With every next wave these values getting increased by +1% for "normal" and +0.1% for "full" - 2% / 0.2% at wave 22, 3% / 0.3% at wave 23 etc. Upgrade chance values have no limit, eventually they will become 100% (although "full" update will not have its full effect due to Endless limit of 254 waves). | |||||||||||||||||||||||||
305 | ZED_Wave4_Endless_HOE | AClot4, Crawler4, UClot3_Bloat1, Stalker2, AClot2_Gorefast2, SClot1_Gorefast3, AClot3_Gorefast1_Siren1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, Gorefast4, Crawler6, Crawler2_Gorefast2_Stalker2_Siren1, Husk1 | Scrake1, QP2, Crawler10, Stalker8, Bloat3, Husk3 | |||||||||||||||||||||||
306 | ||||||||||||||||||||||||||
307 | ZED_Wave5_Endless_HOE | AClot3_SClot1, Crawler6, Crawler6, UClot3_Bloat1, Stalker2, AClot2_Gorefast2, SClot1_Gorefast3, UClot3_Gorefast1_Siren1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, Stalker4, Gorefast4, Crawler6, Crawler2_Gorefast2_Stalker2_Siren1, AClot2_Gorefast1_Husk1 | Fl1, Fl1_Bloat5, Bloat3_Husk3, Scrake1_QP2, Scrake1_Stalker6, Scrake1_Siren5 | When it comes to upgrade evaluation, game firstly checks for the "full" update capabilities and then for "normal" upgrades. Dice rolled for every spawned ZED individually. | ||||||||||||||||||||||
308 | ZEDs to be replaced with upgraded types | |||||||||||||||||||||||||
309 | ZED_Wave6_Endless_HOE | AClot3_SClot1, Crawler9, Crawler6, Stalker2, SClot1_AClot2_Gorefast1, SClot1_Gorefast3, SClot2_Crawler3_Gorefast1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, AClot2_Scrake1, Stalker4, Gorefast4, Crawler6, Crawler2_Gorefast2_Stalker2_Siren1, SClot2_Crawler2_Gorefast2_Siren2, Husk1, AClot2_Gorefast1_Husk1 | QP3, Fl1_Bloat5, Bloat3_Husk3, Fl1_Crawler6, Scrake1_Stalker6, Scrake1_Siren5 | Full upgrade (0.1% starting from wave 21 + 0.1% for every next wave) | Normal upgrade (1% starting from wave 21 + 1% for every next wave) | |||||||||||||||||||||
310 | SlasherClot | to | Scrake | Clot | to | AlphaClot | ||||||||||||||||||||
311 | ZED_Wave7_Endless_HOE | UClot3_AClot1, Crawler4, SClot1_AClot2_Gorefast1, AClot2_Gorefast2, SClot2_Crawler3_Gorefast1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, SClot2_GF3_Scrk1, Crawler2_Stalker2_Bloat1_Siren2, UClot3_AClot1_Gorefast1, SClot3_Crawler1, Stalker4, Gorefast4, Crawler6, SClot2_Crawler2_Gorefast2_Siren2, Husk2 | Fl2_Scrake1, QP6, Fl1_Scrake3, Scrake1_QP2, Scrake2_Stalker4, Fl2_Scrake3 | Crawler | SlasherClot | to | Stalker | |||||||||||||||||||
312 | Stalker | AlphaClot | to | GoreFast | ||||||||||||||||||||||
313 | ZED_Wave8_Endless_HOE | AClot3_SClot1, Crawler4, Stalker2, SClot1_AClot2_Gorefast1, AClot2_Gorefast2, SClot2_Crawler3_Gorefast1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, AClot2_Scrake1, SClot2_GF3_Scrk1, Stalker4, Gorefast4, Crawler6, Crawler2_Gorefast2_Stalker2_Siren1, SClot2_Crawler2_Gorefast2_Siren2, AClot4, AClot2_Gorefast1_Husk1 | Fl2_Scrake1, Fl2_QP6, Fl1_Scrake3, Fl3, Scrake2_QP4, Fl2_Scrake3 | Siren | Crawler | to | SlasherClot | |||||||||||||||||||
314 | Husk | GoreFast | to | Bloat | ||||||||||||||||||||||
315 | ZED_Wave9_Endless_HOE | Crawler4, Clot6, SClot1_AClot2_Gorefast1, AClot2_Gorefast2, SClot2_Crawler3_Gorefast1, UClot3_Crawler1_Stalker2_Bloat1_Siren1, AClot2_Scrake1, SClot2_GF3_Scrk1, QP2, Stalker8, Gorefast4, Crawler6, SClot2_Crawler2_Gorefast2_Siren2, Bloat3_Husk3 | Fl2_Scrake1, Fl2_QP6, Fl1_Scrake3, Fl3, Scrake2_QP4, Fl2_Scrake3 | Scrake | Stalker | to | Siren | |||||||||||||||||||
316 | Clot | to | Fleshpound | Bloat | to | FleshpoundMini | ||||||||||||||||||||
317 | AlphaClot | Siren | to | Husk | ||||||||||||||||||||||
318 | GoreFast | Husk | to | Scrake | ||||||||||||||||||||||
319 | Bloat | FleshpoundMini | to | Fleshpound | ||||||||||||||||||||||
320 | FleshpoundMini | Scrakes do not upgrade | ||||||||||||||||||||||||
321 | FleshPound | Fleshpounds do not upgrade | ||||||||||||||||||||||||
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | XP requirement | Prestige XP multipliers: p1 - x1.3, p2 - x1.35, p3 - x1.4, p4 - x1.45 and p5 - x1.5. XP values are integers but the game DOES count decimal leftovers. Applied on primary and secondary XP objectives. | Cross perk / Off-perk XP gain | ||||||||||||||||||||||||
2 | Level | XP required | Increased by | Total | Progress | Common XP rewards | Perk-specific XP actions | Killing ZED with on-perk weapon gives XP to the player's current perk. This implies cross-perk weapons as they are on-perk for all perks they belong to. | |||||||||||||||||||
3 | 1 | 795 | --- | 795 | 0,28% | ZED / Difficulty | Normal | Hard | Suicidal | HOE | Perk-specific XP actions give additional XP reward on top of the base XP reward. | ||||||||||||||||
4 | 2 | 940 | 145 | 1735 | 0,61% | Clots (all) | 8 | 11 | 11 | 11 | Berserker | Getting additional XP reward for killing ZEDs which are within 2 meters (200uu) from the teammates. | Killing ZED with off-perk weapon gives XP to the weapon's perk. If this is cross-perk weapon then it will give XP to the first perk in weapon's associated list which is typically weapon's "native" perk. | ||||||||||||||
5 | 3 | 1112 | 172 | 2847 | 1,00% | Bloat | 17 | 22 | 30 | 34 | Commando | Getting common XP reward for assisting in Stalker kills by revealing them with passive Call Out ability. | |||||||||||||||
6 | 4 | 1315 | 203 | 4162 | 1,46% | Crawler | 8 | 10 | 10 | 10 | Getting additional XP reward for killing Stalkers with the weapons that use on-perk damage types. | ||||||||||||||||
7 | 5 | 1556 | 241 | 5718 | 2,00% | Gorefast | 11 | 14 | 14 | 14 | Support | Getting additional XP reward for building up 510 points on the welding meter. | Secondary XP rewards related to killing specific ZEDs give XP to the perks these ZEDs are associated with. | ||||||||||||||
8 | 6 | 1841 | 285 | 7559 | 2,65% | Stalker | 8 | 10 | 10 | 10 | Note: Each Support has its own "welding" meter. When welding the door (un-welding does not count) with each Welder's attack this meter is getting increased by the Welder's weld rate value (from +68 points at the level 0 up to +102 points at the level 25). When meter is filled, i.e. has 510 points on it, it resets and player receives additional XP reward. The meter does not reset to zero but instead begins with a leftover weld amount from the previous welding cycle. For example, the player who have had 500 points on the welding meter and then added +102 more points from the single Welder's attack will get XP and initiate new cycle with 102-(510-500) = 92 points on the welding meter. Support can build up its welding meter from the multiple doors, the meter assigned to perk not to the certain door. | ||||||||||||||||
9 | 7 | 2178 | 337 | 9737 | 3,41% | Husk | 15 | 20 | 27 | 31 | Healing gives XP to Medic, welding - to Support. Shots in the head give XP bo both - Gunslinger and Sharpshooter if the weapon is cross-perk between them. | ||||||||||||||||
10 | 8 | 2576 | 398 | 12313 | 4,32% | E.D.A.R | 15 | 20 | 27 | 31 | |||||||||||||||||
11 | 9 | 3047 | 471 | 15360 | 5,39% | Siren | 11 | 15 | 15 | 15 | |||||||||||||||||
12 | 10 | 3604 | 557 | 18964 | 6,65% | Scrake | 34 | 45 | 60 | 69 | Objective rewards | ||||||||||||||||
13 | 11 | 4263 | 659 | 23227 | 8,14% | Quarter FP | 17 | 22 | 30 | 34 | Default objective activation chance (starting from wave 2, excluding boss wave) - 35% (Dosh Hold objectives on certain maps such as Airship have 100% chance). | ||||||||||||||||
14 | 12 | 5043 | 780 | 28270 | 9,91% | Fleshpound | 35 | 47 | 63 | 72 | Also getting additional XP reward for restoring broken doors. | ||||||||||||||||
15 | 13 | 5965 | 922 | 34235 | 12,00% | Hans Volter | 1291 | 1694 | 1790 | 1843 | Field Medic | Getting additional XP reward for building 10 points on the healing meter. | Rewards scale with the game difficulty and how many ZEDs were killed within the area. Rewards based on % of ZEDs killed compare to the wave's 70% of all ZEDs. | ||||||||||||||
16 | 14 | 7056 | 1091 | 41291 | 14,48% | Patriarch | 1291 | 1694 | 1790 | 1843 | Note: Each Field Medic has its own "healing" meter. When healing teammates (self-healing does not count) each time the heal is applied on friendly player the meter is getting increased by healer's heal amount value (heal amount depends from the weapon and level, from +4 points of Mine Reconstructor at level 0 up to +90 points of HRG Vampire at level 25). When meter is filled, i.e. has 10 points on it, it resets and player receives additional XP reward. The meter does not reset to zero but instead begins with a leftover heal amount from the previous healing cycle. For example, the player who have had 7 points on the healing meter and then added +15 more points from the HMTech-101 Pistol's healing dart will get XP twice because two cycles will be completed: cycle 1 completed after adding 3 more points starting cycle 2 with 15-(10-7) = 12 points, 12 > 10 so cycle 2 is also completed, next cycle begins with (12-10) = 2 points on the healing meter. Field Medic can build up its healing meter from the multiple teammates, the meter assigned to perk not to the certain friendly player. | ||||||||||||||||
17 | 15 | 8347 | 1291 | 49638 | 17,40% | King FP | 1291 | 1694 | 1790 | 1843 | Reward % = Min (Reward Per ZED x ZEDs Killed, Promised Dosh), where Reward Per ZED = Promised Dosh / (0.7 x Wave Total AI). | ||||||||||||||||
18 | 16 | 9874 | 1527 | 59512 | 20,86% | Abomination | 1291 | 1694 | 1790 | 1843 | |||||||||||||||||
19 | 17 | 11680 | 1806 | 71192 | 24,96% | - minions | 8 | 10 | 10 | 10 | Additionally, Promised Dosh, XP and Vosh values are all depend on the difficulty. | ||||||||||||||||
20 | 18 | 13816 | 2136 | 85008 | 29,80% | Matriarch | 1291 | 1694 | 1790 | 1843 | Dosh Scalar: Normal - x1, Hard - x1.1, Suicidal - x1.2, HOE - x1.3. | ||||||||||||||||
21 | 19 | 16343 | 2527 | 101351 | 35,53% | Additional XP rewards | XP Scalar: Normal - x1, Hard - x1.1, Suicidal - x1.2, HOE - x1.3. | ||||||||||||||||||||
22 | 20 | 19332 | 2989 | 120683 | 42,31% | Perk / Difficulty | Normal | Hard | Suicidal | HOE | Vosh Scalar: Normal - x1, Hard - x1.1, Suicidal - x1.2, HOE - x1.3. | ||||||||||||||||
23 | 21 | 22868 | 3536 | 143551 | 50,33% | Berserker | 6 | 8 | 10 | 14 | Rewards | ||||||||||||||||
24 | 22 | 27051 | 4183 | 170602 | 59,81% | Commando | 3 | 5 | 6 | 9 | Demolitionist | Getting additional XP reward for killing Quarter Pounds, Fleshpounds and King Fleshpounds with the weapons that use on-perk damage types. | Wave № | Promised Dosh | Promised XP | Promised Vosh | |||||||||||
25 | 23 | 31999 | 4948 | 202601 | 71,03% | Support (weld) | 8 | 8 | 8 | 8 | 2 | 150 | 50 | 2000 | |||||||||||||
26 | 24 | 37852 | 5853 | 240453 | 84,30% | Support (door) | 18 | 24 | 30 | 42 | Firebug | Getting additional XP reward for killing Bloats (including Abomination and Krampus) and Crawlers with the weapons that use on-perk damage types. | 3 | 200 | 100 | 2500 | |||||||||||
27 | 25 | 44775 | 6923 | 285228 | 100,00% | Field Medic | 4 | 4 | 4 | 4 | 4 | 250 | 150 | 2500 | |||||||||||||
28 | Demolitionist | 10 | 17 | 21 | 30 | Gunslinger | Getting additional XP reward for scoring head shots with on-perk damage types. It is not necessary to kill ZEDs - XP given for every shot in the head, lethal or not. | 5 | 300 | 200 | 3000 | ||||||||||||||||
29 | Distribution of XP between perks | Firebug | 2 | 3 | 3 | 5 | 6 | 350 | 250 | 3000 | |||||||||||||||||
30 | Each ZED has its own "damage history" attribute. It records all the perks whose weapons player used to cause damage to this ZED. Upon killing this ZED its XP reward will be split (and rounded up) between all perks listed in ZED's "damage history" for equal parts. Survivalist is an exception - it gets all the XP (without sharing it with other perks) by using any weapons. | Gunslinger | 1 | 1 | 1 | 1 | Sharpshooter | Getting additional XP reward for scoring head shots with on-perk damage types. It is not necessary to kill ZEDs - XP given for every shot in the head, lethal or not. | 7 | 400 | 300 | 3500 | |||||||||||||||
31 | Sharpshooter | 1 | 1 | 1 | 1 | 8 | 400 | 350 | 3500 | ||||||||||||||||||
32 | Survivalist | Clots / Near: Normal - 2 / 6, Hard - 3 / 8, Suicidal - 4 / 10, HOE - 7 /14 | Survivalist | Copies XP objectives of Berserker and SWAT perks. Killing Clots and ZEDs that are near teammates. | 9 | 400 | 350 | 4000 | |||||||||||||||||||
33 | SWAT | 2 | 3 | 4 | 7 | SWAT | Getting additional XP reward for killing Clots with the weapons that use on-perk damage types. | 10 | 400 | 350 | 5000 | ||||||||||||||||
| A | B | C | D | E | |
|---|---|---|---|---|---|
1 | Change log: | ||||
2 | - 14.06.22. Spreadsheet is up-to-date. Current version is 1.128. | ||||
3 | - 29.05.22. Minor corrections for ZED's incap values. For certain ZEDs added info of what their special zones are ("Afflictions" section). | ||||
4 | - 24.05.22. Updated with v1.127 changes, minor corrections and additions of missing info for some perks. | ||||
5 | - 13.05.22. Spreadsheet, reload-canceling table and weapon skin list are all updated. Current version is 1.126 (Tidal Terror beta 1). | ||||
6 | - 29.03.22. Spreadsheet is up-to-date. Current version is 1.125. | ||||
7 | == 2022 == | ||||
8 | - 09.12.21. Spreadsheet is up-to-date. Current version is 1.124. | ||||
9 | - 30.11.21. Updated with v1.123 changes. | ||||
10 | - 25.11.21. Corrected Hans's and King FP's shield hp values. | ||||
11 | - 18.11.21. Corrected Matriarch's armor values (head armor was incorrectly displaying values of her shield health). | ||||
12 | - 17.11.21. Spreadsheet, reload-canceling table and weapon skin list are all updated. Current version is 1.122 (Chop Til' You Drop beta 1). | ||||
13 | - 02.10.21. New table "ZEDs and Weapons To Parry Their Attacks" at Players Tab (far right), to store list on ZEDs and weapons to parry them in one place. | ||||
14 | - 21.09.21. Updated with v1.120 changes and added missing Parry Time of Dual Piranha Pistols. | ||||
15 | - 03.09.21. Spreadsheet, reload-canceling table and weapon skin list are all updated. Current version is 1.119 (Day of the Zed beta 1). | ||||
16 | - 09.08.21. For weapons added Fire Interval values (time between two shots) under "Damage and ROF" sections. | ||||
17 | - 22.07.21. New entry added to Notes Tab: "Gameplay - Trader" to tell how game chooses next trader point. | ||||
18 | - 08.07.21. Updated with v1.117 changes. | ||||
19 | - 27.06.21. Added note on boss spawn chances (Notes Tab, "ZEDs - Spawning"). | ||||
20 | - 22.06.21. Spreadsheet is up-to-date. Current version is 1.116. | ||||
21 | - 10.06.21. Updated with v1.115 changes. A note on what is the difference between Ground Fire and Residual Flame ("Weapons - Fire / flame weapons"). | ||||
22 | - 04.06.21. Minor fixes and additions, such as info on new Moonbase map (Gamemodes Tab). | ||||
23 | - 03.06.21. Spreadsheet, reload-canceling table and weapon skin list are all updated Current version is 1.114 (Interstellar Insanity beta 1). | ||||
24 | - 02.06.21. Added info on v1.114 weapons (Weapons Tab). | ||||
25 | - 30.03.21. Fixed G18c reload time, updated notes on Demolitionist's Fragmentation Rounds and Survivalist's Make Things Go Boom by including affected weapons. | ||||
26 | - 23.03.21. Spreadsheet is up-to-date. Current version is 1.112. | ||||
27 | - 11.03.21. Updated with Dystopian Devastation beta 2 changes (v1.111). | ||||
28 | - 03.03.21. For every weapon capable of damaging ZEDs through closed door added a specific note. Other minor edits (these occur frequently, without log entries). | ||||
29 | - 26.02.21. Spreadsheet, reload-canceling table and weapon skin list are all up-to-date. Current version is 1.110 (Dystopian Devastation beta 1). | ||||
30 | - 07.02.21. Added info on ZED Time blending out time (Notes Tab, "Gameplay - ZED Time") and expanded Demolitionist's Destroyer of Worlds / Mad Bomber note. | ||||
31 | == 2021 == | ||||
32 | - 17.11.20. Updated with v1.107 changes. | ||||
33 | - 16.11.20. More all-talk info added on Game Conductor mechanic (Notes Tab, "Gameplay - Game Conductor"). | ||||
34 | - 07.11.20. Added points-of-interest info on Elysium map (Gamemodes Tab). | ||||
35 | - 06.11.20. Spreadsheet, reload-canceling table and weapon skin list are all up-to-date. Current version is 1.106 (Christmas Crackdown beta 1). | ||||
36 | - 31.10.20. Updated "ZEDs - Damage to take" mechanic (Notes Tab) to include correct order of damage calculation (previously few steps were out of order). | ||||
37 | - 29.09.20. Spreadsheet is up-to-date. Current version is 1.105 (Infernal Insurrection update). | ||||
38 | - 16.09.20. Updated with Infernal Insurrection beta 2 changes (v1.104). | ||||
39 | - 02.09.20. Spreadsheet, reload-canceling table and weapon skin list are all up-to-date. Current version is 1.103 (Infernal Insurrection beta 1). | ||||
40 | - 08.06.20. Spreadsheet is up-to-date. Current version is 1.096. | ||||
41 | - 28.05.20. Updated with v1.095 changes. | ||||
42 | - 15.05.20. Spreadsheet, reload-canceling table and skin list / guide are all updated with the Perilous Plunder beta 1 changes (v1.094). | ||||
43 | - 20.04.20. Renamed "Gameplay - Death prevention" to "Gameplay - Damage reduction", updated it to contain all the steps game takes to reduce damage to player. | ||||
44 | - 11.04.20. Added missing note on Matriarch's Tesla Blast attack. | ||||
45 | - 24.03.20. Updated with changes from Neon Nightmares final release (v1.093). | ||||
46 | - 12.03.20. Updated with Neon Nightmares beta 2 changes. | ||||
47 | - 04.03.20. Spreadsheet, reload-canceling table and skin list / guide are all updated with the Neon Nightmares beta 1 changes (v1.091). | ||||
48 | - 22.02.20. Added note on Commando's ability to reveal cloaked ZED (Perks Tab), fixed info on Survivalist's secondary xp objective (XP Tab). | ||||
49 | == 2020 == | ||||
50 | - 12.12.19. Couple more notes on what bonuses work with Mosin Nagant and Eviscerator (Weapons Tab, Misc section of each weapon). | ||||
51 | - 08.12.19. Fixed incorrect damage types associated with perks (Perks Tab). | ||||
52 | - 02.12.19. Minor tweak: moved some blocks in Players Tab and added missing killing messages. | ||||
53 | - 20.11.19. Christmas beta 2 changed added. Updated step 2 of "ZEDs - Damage to take" and info on radial damage of "Gameplay - Afflictions" mechanics (Notes Tab). | ||||
54 | - 09.11.19. Added info on two new maps (Gamemodes Tab). Spreadsheet updated to version 1.088. | ||||
55 | - 08.11.19. Info on Matriarch added (ZEDs Tab), updated guide on how to preview weapon skins. | ||||
56 | - 07.11.19. Added stats for v1.088 weapons, updated "Effectiveness of reload canceling" spreadheet. | ||||
57 | - 25.09.19. Revisited "ZEDs - Decapitation" mechanic (Notes Tab) to expand it slightly. | ||||
58 | - 19.09.19. Spreadsheet updated with Halloween Beta 2 changes (v1.085). | ||||
59 | - 18.09.19. Updated "ZEDs - Damage to take" to reflect recent changes. TWI change logs threads are deleted as they were redundant and exhausting to maintain. | ||||
60 | - 10.09.19. Added details for maps in Objective Mode (Gamemodes Tab). Spreadsheet updated to v1.084. | ||||
61 | - 07.09.19. Spreadsheet and skin preview guide updated with the Halloween 2019 beta 1 changes, including Abomination and weapon rebalancing. | ||||
62 | - 06.09.19. Added info of Halloween 2019 weapons. Updated "Effectiveness of reload canceling" spreadheet. | ||||
63 | - 16.08.19. Updated "Weapons - Bullets / projectiles / hitscans / shards" mechanic by including information on how long projectiles should live. | ||||
64 | - 10.07.19. New entry added at Notes Tab - "Weapons - 9mm, knife and grenades". | ||||
65 | - 23.05.19. Added missing note on how head health works in Up, Up, and Decay outbreak (Gamemodes Tab). | ||||
66 | - 22.05.19. Spreadsheet, reload-canceling table and skin list / guide are all updated with the Summer Sideshow beta 1 changes (v1.079). | ||||
67 | - 12.03.19. Cyberpunk beta 2 changes added. | ||||
68 | - 01.03.19. Spreadsheet updated with v1.076 changes and additions. | ||||
69 | - 06.02.19. For all ZEDs added EMP resistance value (which they all are neutral to). | ||||
70 | - 01.02.19. Weapons Tab, moved Freezethrower to a dedicated row (under SWAT) to support upcoming Survivalist weapon(s). | ||||
71 | == 2019 == | ||||
72 | - 27.11.18. Updated with v1.074 changes. | ||||
73 | - 16.11.18. New mechanics added to Notes Tab, "Weapons - Upgrades". | ||||
74 | - 10.11.18. Added info of Santa's Workshop objective map (Gamemodes Tab). | ||||
75 | - 09.11.18. Spreadsheet, reload-canceling table and skin list / guide are all updated with the Christmass beta changes (v1.073). New map info TBA. | ||||
76 | - 02.10.18. Data verified, spreadsheet version in now 1.071. | ||||
77 | - 18.09.18. Halloween beta 2 changes added. Table version is now 1.070. | ||||
78 | - 07.09.18. Spreadsheet, reload-canceling table and skin list / guide are all updated with the Halloween beta changes (v1.069). | ||||
79 | - 01.08.18. For tube-fed shotguns / LARs added timer values that defy the duration of preparation animation. As soon as these timers go off the actual reload begins. | ||||
80 | - 20.07.18. Updated reload canceling table with dry reloads. It now contains both - tactical and dry reload timers for standard and elite reload animations. | ||||
81 | - 19.07.18. Updated maximum hit range values of the melee weapons (Weapons Tab, Melee, Bash rows). | ||||
82 | - 05.07.18. Updated E.D.A.R stats and linked reload canceling spreadsheet back. Spreadsheet updated to v1.068. | ||||
83 | - 12.06.18. Spreadsheet updated to v1.067. | ||||
84 | - 01.06.18. Updated weapon and E.D.A.R's values. Unlinked reload canceling table. Spreadsheet updated to v1.066. | ||||
85 | - 31.05.18. Updated "Gameplay - Damage over time (DOT)" and "Weapons - Flame tracing / post-firing" mechanics. More notes for E.D.A.R enemies added. | ||||
86 | - 23.05.18. Spreadsheet updated to v1.065. | ||||
87 | - 22.05.18. Remaining info on E.D.A.R enemies and weapons added. Updated list of ZEDs to spawn during HOE Endless. | ||||
88 | - 21.05.18. Updated list of ZEDs to spawn (Difficulty Tab, "ZED Squads to spawn during the wave time" table) and ZED's difficulty information. | ||||
89 | - 20.05.18. Added info on weapon / upgrade prices. Added E.D.A.R stats. | ||||
90 | - 19.05.18. Updates stats of all weapons. Added upgrade info. More info on new weapons TBA. | ||||
91 | - 19.04.18. Added missed Endless mechanic: "ZED upgrades" (Endless Tab, bottom of the page). | ||||
92 | - 30.03.18. Updated Endless page with information of how health and damage calculated. | ||||
93 | - 29.03.18. Added info on how incaps interact with each other (Notes Tab, "Gameplay - Afflictions"), fixed DOT and falloff values of Firebug weapons. | ||||
94 | - 27.03.18. Updated stats of v1.062 Gunslinger's 1858 Revolver(s). | ||||
95 | - 24.03.18. Fixed ZED's incap duration values, they are now correct. | ||||
96 | - 12.03.18. Added new mechanics "ZEDs - Heavy bump". Values now updated to match v1.061 changes. | ||||
97 | - 03.03.18. Info on new (possibly upcoming) outbreak added into Gamemodes Tab. Various data edits performed to match actual values / mechanics. | ||||
98 | - 02.03.18. Added information on how game picks "special" waves in Endless Mode (Endless Tab, "Chances of one type of ZEDs waves" table). | ||||
99 | - 01.03.18. Reload canceling values for new weapons and v1.060 skins added into the linked guides. | ||||
100 | - 28.02.18. Spreadsheet now updated to v1.060. New "Endless" Tab added to contain information on this game mode. | ||||
101 | == 2018 == | ||||
102 | - 22.12.17. More info added into "Weapons - Explosive tracing" and "ZEDs - Attacks and strikes" mechanics. | ||||
103 | - 14.12.17. Updated "ZEDs - Spawning" mechanic to clarify how many ZEDs are allowed during the boss waves. | ||||
104 | - 13.12.17. New mechanics added to Notes Tab, "Gameplay - Death prevention". | ||||
105 | - 12.12.17. Updated "ZEDs - Movement Speed" mechanics (Notes Tab) with additional clarification. | ||||
106 | - 08.12.17. Spreadsheet updated to v1.058 - v1.059. | ||||
107 | - 07.12.17. Verified difficulty changes, added Krampus Lair map info (Gamemodes Tab). | ||||
108 | - 06.12.17. Added info on v1.058 weapons (UMP, Freezethrower) and new Abomination boss and its minions. | ||||
109 | - 01.12.17. Headers and grouped info in the spreadsheet now colored in order to become more reader-friendly (hopefully). | ||||
110 | - 03.11.17. Information on how many DOT ticks every weapon might have added into Notes Tab, "Gameplay - Damage over time (DOT)" mechanics. | ||||
111 | - 01.11.17. Added Ballistic_Shell damage type to ZED's "neutral-to" row. This damage type used by Demolitionist's ballistic-explosive weapons such as M79 or RPG-7. | ||||
112 | - 18.10.17. Updated with the rest of v1.056 changes (bleeding mechanics, difficulty, spawn squads, spawn times, daily challenges). | ||||
113 | - 17.10.17. Added information on v1.056 weapons and updated difficulty settings. | ||||
114 | - 26.08.17. Copied King Fleshpound and Quarter Pound data into ZEDs / Difficulty Tabs. | ||||
115 | - 02.08.17. Added ammo prices for weapons (Weapons Tab, Ammo section). | ||||
116 | - 22.06.17. Updated table with v1.054 changes. | ||||
117 | - 18.06.17. Added info Summer Sideshow 2017 even map (Gamemodes Tab). | ||||
118 | - 16.06.17. Added info on weekly outbreak mode 8 (Gamemodes Tab). | ||||
119 | - 15.06.17. Added info on presumably upcoming bleeding mechanics (Notes Tab, "Gameplay - Afflictions" mechanics). | ||||
120 | - 14.06.17. New page "Gamemodes" added. Page contains all custom gamemodes (Weekly Outbreaks) as for v1.053. Verified all files, spreadsheet now up-to-date. | ||||
121 | - 13.06.17. Added stats for v1.053 weapons. | ||||
122 | - 07.06.17. Fixed some incorrect ROFs of the weapons, verified "force reload" values and added more info into "Weapons - Reloading" mechanic. | ||||
123 | - 05.05.17. Added "Weapon drop on death" mechanics (Players Tab). | ||||
124 | - 26.04.17. Added additional info on Gunslinger's and Sharpshooter's recoil bonuses (Perks Tab, Notes section). | ||||
125 | - 22.03.17. Data verified. Spreadsheet now up-to-date (version 1.051). | ||||
126 | - 21.03.17. Added stats of 1.051 weapons - Stoner 63A LMG and Spitfire Revolver (Weapons Tab). | ||||
127 | - 20.03.17. Updated HP and damage values of bosses from the live update that has been released at unknown period of time. | ||||
128 | - 30.01.17. Added information on how game calculates ZED HP when playing with more than 6 player at time (Notes Tab, ZEDs - Health section). | ||||
129 | - 19.01.17. Spreadsheet updated to match the version 1.050. | ||||
130 | - 09.01.17. Updated HP values for bosses to match the 09.01.17 live update. | ||||
131 | - 04.01.17. Removed information on damage reduction from special Clot's rally boost (confirmed as "work as intended"). | ||||
132 | == 2017 == | ||||
133 | - 30.12.16. Added specification on to which damage type group weapons belong (Weapons Tab, Misc section). | ||||
134 | - 22.12.16. Updated character's favorite weapon lines (Players Tab). | ||||
135 | - 16.12.16. Added info on Bone Crusher weapon, special Gorefast and weapon changes from v1.049. Pending SDK update to verify any unlisted details. | ||||
136 | - 03.12.16. Added "ZEDs - Stuck possibility" mechanic (Notes Tab). Updated boss HP values with recent Live update. | ||||
137 | - 28.11.16. Added new mechanic to clarify how fire weapons work - "Weapons - Fire weapons" (Notes Tab). | ||||
138 | - 27.11.16. Corrected information on ZED chain blocking (Notes Tab, "ZEDs - Evade / blocking" mechanics). Various fixes in perk notes. | ||||
139 | - 18.11.16. Spreadsheet now up-to-date (version 1.048). Killing Floor 2 is out of EA. | ||||
140 | - 13.11.16. Added info on Survivalist perk, added map-specific spawn rate modifiers (Difficulty Tab). Updated with v1.046 balance changes. | ||||
141 | - 25.08.16. Updated Weapons and ZEDs Tabs with changes from 1.043. | ||||
142 | - 18.08.16. Updated with changes from 1.042. Added "Gameplay - ZED Time resistance" mechanic (Notes Tab). | ||||
143 | - 17.08.16. Spreadsheet now up-to-date (version 1.041). | ||||
144 | - 14.08.16. Added info on SWAT weapons, updated weapon data up to v1.041 (Weapons Tab). | ||||
145 | - 13.08.16. Updated Perks tab with changes from v1.041. | ||||
146 | - 21.07.16. Updated with changes from v1.039. | ||||
147 | - 09.07.16. Updated with changes from v1.037-1.038. | ||||
148 | - 17.06.16. Updated remaining tabs. Spreadsheet now up-to-date (v1.036). | ||||
149 | - 14.06.16. Updated Player, Difficulty and XP Tabs with changes from v1.035. | ||||
150 | - 12.06.16. Updated Perks and Weapons Tabs with changes from beta v1.034. | ||||
151 | - 11.06.16. Updated ZEDs Tab with changes from beta v1.034. | ||||
152 | - 10.05.16. Updated information on weapon ammunition with changes from v1.033. | ||||
153 | - 03.05.16. Updated PvP ZED's health and damage scale graph with recent Live update. | ||||
154 | - 28.04.16. Updated with changes from v.1.032. | ||||
155 | - 23.04.16. Updated info on ZED squads in first wave of PvP game (PvP Tab, ZED squads section). Spreadsheet version now 1.031. | ||||
156 | - 16.04.16. Updated PvP data with recent Live update changes. Added visual graph on Game Conductor's PvP HP / damage scale (Difficulty Tab). | ||||
157 | - 12.04.16. Added "Gameplay - PvP mode (anti-griefing)" mechanic. Added shotgun-related note to "ZEDs - Damage to take" mechanic. | ||||
158 | - 09.04.16. Added info on PvP ZEDs (PvP Tab), updated info on PvP Game Conductor (Difficulty Tab, Game Conductor section), updated PvE ZED stats. | ||||
159 | - 08.04.16. Added info on Game Conductor (Difficulty Tab, Game Conductor section) and updated weapon equip / putdown times with changes from v1.027. | ||||
160 | - 11.03.16. New Tab added - PvP. Upcoming PvP information will be stored there. | ||||
161 | - 03.03.16. Updated damage modifiers for Hans Volter on Hard difficulty (Difficulty Tab, Damage modifiers for specific ZEDs / ZEDs (Solo) section). | ||||
162 | - 01.03.16. Updated skill descriptions for better understanding (Perks Tab). | ||||
163 | - 25.02.16. Updated with changes from v.1.024. | ||||
164 | - 12.02.16. Added info on possibly upcoming Game Conductor system (Difficulty Tab, Game Conductor (not in-game) section). | ||||
165 | - 11.02.16. Updated with changes from v.1.023. | ||||
166 | - 29.01.16. Added proper ZED Time numbers related to long range kills (Player Tab, ZED Time section). | ||||
167 | - 06.01.16. Updated character's favorite weapons section for better reading (Player Tab). Added note on Husk's suicide explosion. | ||||
168 | == 2016 == | ||||
169 | - 23.12.15. Updated info on ZED movement speed for better understanding that it changes with difficulty. Updated Patriarch's hitzones (Zeds Tab). | ||||
170 | - 16.12.15. Updated data on Low Health Speed Penalty (Player Tab), added note on Field Medic's heal amount modifications (Perks Tab, Notes section). | ||||
171 | - 13.12.15. Updated "Gameplay - Parrying" mechanic (Notes Tab). Updated linked threads (Notes Tab, External links section). | ||||
172 | - 08.12.15. Updated spreadsheet with changes from v.1017. | ||||
173 | - 06.12.15. Updated spreadsheet with changes from v.1015 and v1016. Spreadsheet now up-to-date (v1.016). | ||||
174 | - 03.10.15. Added "ZEDs - Spawn intensity" mechanic (Notes Tab). Updated "Gameplay - Afflictions" mechanic. | ||||
175 | - 01.10.15. Added "Gameplay - Crashing / falling damage" mechanic (Notes Tab). Added ZED mass and maximum falling velocity info (ZED Tab, Misc section). | ||||
176 | - 29.09.15. Added "Collision cylinders" info (Player's Tab). | ||||
177 | - 20.09.15. Added damage modification notes for all remaining perks (Perks Tab, Notes section). | ||||
178 | - 19.09.15. Added damage modification notes for Commando (Perks Tab, Notes section). Added weapon firing states (Weapons Tab, Misc rows). | ||||
179 | - 15.09.15. Added information on how ballistic-explosive projectiles trace hit zones (Notes Tab, "Weapons - Ballistic-explosive tracing" gameplay mechanic). | ||||
180 | - 14.09.15. Updated XP reward for Hans Volter (XP Tab). Added missing Armor note (Notes Tab). | ||||
181 | - 11.09.15. Added additional information on how certain weapons trace hit zones (Notes Tab, Gameplay mechanics section). | ||||
182 | - 10.09.15. Added info on ZED strikes (ZEDs Tab, Strikes rows), after action report and gun check animation conditions (Player Tab). | ||||
183 | - 09.09.15. Added info on on-perk weapons and on-perk damage types (Perks Tab). | ||||
184 | - 04.09.15. Spreadsheet now up-to-date (v1.012). | ||||
185 | - 03.09.15. Updated difficulty info with changes from 1.009 (Difficulty Tab). Notes tab reworked to incude gameplay mechanics. Old threads un-linked. | ||||
186 | - 02.09.15. Updated ZED info with changes from 1.009, added aditional info on hitzones and afflictions. Weapons/ZEDs/Perks/Player/XP Tabs now up-to-date. | ||||
187 | - 01.09.15. Updated perk and weapon info with changes from 1.009, added XP info for new perks (XP Tab). | ||||
188 | - 31.08.15. Updated perk info with changes from v.1.009 (Perks Tab). Updated numbers on instant/stacking afflictions (ZEDs Tab, Resistance/Weakness rows). | ||||
189 | - 30.08.15. Updated weapon info with changes from v.1.009 (Weapons Tab). | ||||
190 | - 10.08.15. Added rate of fire for attacks with weapon buttstock (Weapons Tab, Melee, Bash rows). | ||||
191 | - 26.07.15. Removed ZED solo health mods due to misleading - they not exist. Added "Killed By" messages (Player Tab). Reduced spreadsheet file size. | ||||
192 | - 14.07.15. Updated weapon ROF and reloading times by including proper Rate Scale of animation. Added separate mods for ZED dmg vs. players and doors. | ||||
193 | - 06.07.15. Added info on Katana and Flamethrower (Weapons Tab, All rows). | ||||
194 | - 29.06.15. New thread added - "Killing Floor 2 - ZED uninterruptible attacks". | ||||
195 | - 27.06.15. Security update for "damage calculator" sheet, added info on Hans' phases (Hans' Notes section), added info on perk-specific XP actions (XP Tab). | ||||
196 | - 22.06.15. Updated "Killing Floor 2 damage calculator" spreadsheet. | ||||
197 | - 19.06.15. New spreadsheet added - "Killing Floor 2 damage calculator" (WIP). Link on top of this page. // No longer actual, removed. | ||||
198 | - 14.06.15. Added information on possible ZED Squads to spawn during the game (Difficulty Tab). Updated threads linked on this page. | ||||
199 | - 13.06.15. Updated ZED's Incap info (ZEDs Tab, Weakness rows). Updated "Killing Floor 2 - Incap mechanics" thread with more precise details. | ||||
200 | - 07.06.15. Added specification of which weapons getting damage bonuses for each perk (Perks Tab, Notes columns), added Auto Speech info (Player Tab). | ||||
201 | - 27.05.15. Updated with changes from v.1.008. | ||||
202 | - 25.05.15. Added more Notes on how Damage, Resistance and Attack Speed calculated for perks (Perks Tab, Notes columns). | ||||
203 | - 22.05.15. Added info on Falling Damage (Player Tab) and Special Moves for ZEDs (ZEDs Tab, Notes rows). | ||||
204 | - 12.05.15. Added numbers on ZED teleportation (ZEDs Tab, Teleport rows), added various missing numbers. | ||||
205 | - 08.05.15. Added damage mods for specific ZEDs (Difficulty Tab), updated ZED Movement speed, added Dosh respawn formula (Difficulty Tab). | ||||
206 | - 03.05.15. Added information about Doors. Added ZED damage multipliers (read Notes, ZED Damage). | ||||
207 | - 01.05.15. Added additional info on Hans' attacks, ROF single/burst modes and and penetration (read Notes, Penetration). | ||||
208 | - 29.04.15. Added reload times for weapons (read Notes, Reloading). Added ZED Time info. | ||||
209 | - 28.04.15. Added Player Tab that contains player specific information. | ||||
210 | - 27.04.15. Added ZED incap data. | ||||
211 | - 26.04.15. Added ZED head health. | ||||
212 | - 25.04.15. Added ZED health and difficulty modifiers. | ||||
213 | - 24.04.15. Reworked Weapons Tab by adding data types. Added stumble data (read Notes, Stumble and Hit). | ||||
214 | - 22.04.15. Day zero - added XP, Perks, Weapons, ZEDs Tabs. | ||||
215 | == 2015 == | ||||
216 | "Dollar for a dance? Dollar for a dance!". If you like what i'm doing and want to support me, i accept dosh: 4274320065656483 (Visa) | ||||