![]() ![]() |
![]() ![]() « Citoyen » Membre 1555580400000
| 0 | ||
Defense As a main feature of a survival game and needed core to lower the incoming damage. The important of having some defense is required to play and take advantage on the game. What we are going to see here is all the data I've gathered during the release. Index
Resistance This feature of the game lowers your damage in a raw damage that scale like an exponential function when you start to have more resistance. There is no clue on where is the limit and maybe it doesn't have since the required value is very higher. Types All the resistances aren't the same because they have their main purposes but after all they work the same since they works as one with the unique formula. General resistance This type of resistance is the most important of the game, it contains the other subtypes of resistance (physical and elemental) which is something to take care of. Physical resistance Physical resistance will lower infected hits that are mainly the type. Toxic resistance Toxic resistance is one common resistance as the same time is the second common damage of the game. This can prevent you fron enviroment damage as toxic floor, medics and antibacterial toxic damage or another toxic damage. This can also prevents to lower explosions from toxic+fire. Fire resistance Fire resistance will lower fire from bosses like catapult boss, firefigther boss and the combo of toxic+fire and flammable+fire. This can also prevents to lower explosions from toxic+fire. Electric resistance Electric resistance will lower for example electrician hits and the wet+electric combo in bosses or ground. Cold resistance Cold resistance will lower the combo of wet+cold damage. Formula There isn't an official resistance formula but the most accurate one at the moment is this 1 y = ceil(n - (5x * n / 4x + 425)) Resilience One important way to take less damage, it's an scalating reduction when you start to have less life. This can be very usefull on higher threat level with resistance. The main issue of this method is that there is a fixed cap of 75% resilience. Formula The formula confirmed by developers. 1 y = ceil(n * ( 1 - ( x / 100 * (1 - m / 100)))) Damage reduction The result of mixing the behaviour of resistance and resilience and their formulas. This formula is very usefull when trying to take a guess on building tank sets. Formula The most important formula of the game since everything starts here. 1 y = ceil(ceil(n - (5x * d / 4x + 425)) * (1 - (r / 100 * (1 - m /100)))) Dodge Probably one interesting method based on not taking damage on hit. Where your received hit has a chance of fail. The cap is 75%. Blind Method based on making the zombie hit failed when it's triggered, there is no cap for and it's hard to keep it. Blind theory This proves two things, blinds goes before dodge and the mix of both could be powerfull. 1 2 3 If Blind 75% -> 25% hit then Shield One best source of fixed and plain reduction but requires better shields. This is not recommended for higher threat levels. Dernière modification le 1576236360000 |
![]() ![]() « Citoyen » Membre 1555587960000
| 0 | |||
Battle Varied system of damage classes, there is several ways of dealing damage in effective ways for any kind of purposes. The point is on the view when you're going to play on certain situation. Or just do interesting damage. Index
Damage First and general multiplier that will affect any output damage. Specific damage Specific bonus damage are different multiplier that doesn't add up to general damage. Physical Usefull for vampiric and critical sets. Toxic To increase toxic mines damage. Fire To increase fire mines damage and torch. Electric To increase electric kit damage or electrician set bonus. Cold To increase cold damage from swimsuit. Piercing To increase spear, combat knife or certain ranged weapons damage like bow. Piercing damage Ranged weapons and spear/combat knife have this damage. This damage ignores the resistance of the infected which is good for tank ones like catapult, crawler, puker or swat zombies. Cold stuff Cold features which are interesting to know. Slow aura Cold applies small slow effect to infecteds which works for slow damage. Stun When the infected is in cold status by floor/attack or wet you can stun him for 4s if you apply the opposite effect.
Electric stuff Electric damage has two interesting features that the other damages doesn't. Electrified When getting/dealing electric damage you will leave an electrified status for 2 seconds. Area spread Electric damage has 50% chance to go in area, but not only that any other elemental damage or effect that has been done while the electric attack was done will be transferred in the area spread. Stun When the infected is in electrified status by floor/attack or wet you can stun him for 4s if you apply the opposite effect.
Fire stuff Fire damage has some combos. Burning When getting/dealing fire damage you will get burn status, this formula based on time passed returns the damage: damage = 48 / (2 ^ time) Reset fire You can reset fire status and increase his damage by using flammable from ground or jerrycan.
Explosions You can deal explosions with toxic floor/toxic mine or whatever deals toxic. The damage of the explosion is supposed to be the higher of the two triggers (toxic and fire).
Crowd control External multipliers added when the infected has certain cc. Slow damage Multiplier for infecteds that are slow or rooted.
Stun damage Multiplier for zombies that are stunned or frozen.
If infected is slowled or rooted and stunned or frozen it will only apply the higher bonus, the stun damage. Freeze / Critical The last barrier of multipliers before Effectiveness, both usefull and powerfull but the use of one implies the deny of the other. Freeze Freeze is a combo based on mixing water and cold like when you use swimsuit and cold kits. It will stun the enemy for 4 seconds.
When the enemy is frozen, the damage received is increased by 50%. But that damage dealt can't be critical. Critical Only weapon of any damage can be critical, vampiric and heals. The base bonus is 200% and the critical limit is 75%
If the enemy is frozen damage won't be critical. Randomizer Weapons have randomizer effect, this will either remove or add extra damage and it's the final multiplier. The randomizer value will be picked randomly from a minimal value to a maximal value.
Dernière modification le 1738613940000 |
![]() ![]() « Citoyen » Membre 1575473760000
| 0 | ||
Other Other stuff whose information is good enough that doesn't fit the categories above. This stuff is rather important in order to use certain kits or just do a mentally successful timing. Index
Regeneration Property of recovering life out of and in combat, whose value can be increased by his proper booster but the base regenerations are affected by hunger current percentage. 1 y = ceil((x * 20) / 100) Stamina Ability to perform certain combos, dash or sprint. Number of stamina All the players have 100 stamina, which can be increased or decreased by food buffs for example. Stamina regeneration Time to recover all the stamina bar, which is 10 stamina per second. Dernière modification le 1739210880000 |