Damage Points?

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trooper714

FNG / Fresh Meat
May 20, 2009
44
29
0
How Many Damage Points Does Each Weapon Do?

Is There An Existing Thread That Says How Many Damage Points Each Weapon does?? also the stats for the specimens ;and alt fire for the weopons like katana,chainsaw
 

Monolithos

FNG / Fresh Meat
Jun 15, 2009
254
3
0
Take the information with a grain of salt though ;)

Take fleshpounds as a quick example.

Site still claim that crossbow have a 7.8 headshot multiplier (it is 6.0), that fleshpounds take 50% damage from crossbow headshots (it is 75%), players are instantly killed by one hit on suicidal (with 100/100 you always survive one hit) and that fp will enrage if he take approximately 360 damage over 3-5 seconds (it is 360 damage over 2 seconds).


Site also lack a lot of information, such as:

That fleshpounds take double damage(!) from LAW+hand grenades (edit: and Pipe bombs), a quarter extra damage from grenade launchers, 75% head shot damage from crossbow, shotgun, winchester and m14ebr - and half(!) from everything else.

Fleshpound will pick a new target if his original target dies or leave line of sight.

Fleshpound will stop enrage after he hit his target one time (so if you continue to shoot at the fleshpound while he is leaving range he will enrage again and kill his target before he have a chance to get away).

Good site for some initial information, but as i said; Don't believe every word ;)


(does the site list weapon damage, didn't find it at a fist glance).
 
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outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
Take the information with a grain of salt though ;)

Take fleshpounds as a quick example.


Fleshpound will stop enrage after he hit his target one time (so if you continue to shoot at the fleshpound while he is leaving range he will enrage again and kill his target before he have a chance to get away).

Good site for some initial information, but as i said; Don't believe every word ;)


Facing Fleshpouns you should stay out of his sight as long as you can unless you are taking him down. He will NEVER rage if he cant "see" you continously for more than ... 10-15 seconds may be? If you keep going in and out of the tunnel on west london, they wont rage.

For a raging Fleshpound, he can be clam down by let him punch something. It can be players, welded doors, other zeds, etc. OR, stay out of his sight for enough among of time. Take kf-farm for example, if you rage a Fleshpound across the map and fail to find a building to get in, the Fleshpound will always get you. But if you are far enough and get in a building in time so that he cannot see you, he will clam down. It seems the required time for "staying out of his sight" is shorter on lower difficulties.

And one funny thing about Fleshpound (in fact it also happens on gorefast and scrakes who will charge, but why not patty?:p) is they have a chance of heart attack. They have a chance to die suddenly at full health when they are charging you. And for Fleshpound, if you successfully stay out of their sight to clam them down, sometimes their red light is still on. But they are just walking, not charging.


P.S. And I cant find damage points of weapons except the xbow on that site.
 
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Evilsod

FNG / Fresh Meat
May 20, 2009
883
137
0
Ylivieska, Finland
That fleshpounds take double damage(!) from LAW+hand grenades, a quarter extra damage from grenade launchers, 75% head shot damage from crossbow, shotgun, winchester and m14ebr - and half(!) from everything else.

Still not sure i'm with you on the grenade launchers bit. They definatly seemed to take double damage from the grenade and half damage from the impact.
 

Olivier

Grizzled Veteran
Jan 19, 2010
3,651
1,071
113
FP have a 50% reduction from LAW dmg (period)




Shouldn't it be 300 as a non-ss? Fp rages when hitting him with 320+ dmg in 2 seconds but non-ss will not rage the fp with body shot of xbow.
Sorry we posted at the same time =L

''if a Fleshpound receives more than approximately 320 damage within a 3 to 5 second period it will rage''

It is 400 dmg even if sometimes it wont rage. Take the Scrake for example, sometimes you will shoot him with a strong weapon (M14 especially) and he will never charge you when his HP is low.
 
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outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
But still kf wiki dont give damage points of all weapons. I can only see some of them listing the damage list.
 

Monolithos

FNG / Fresh Meat
Jun 15, 2009
254
3
0
P.S. And I cant find damage points of weapons except the xbow on that site.
http://kf-wiki.com/wiki/Weapon_damage_table

(but all values are not correct)

The xbow is 400 dmg points
300

Still not sure i'm with you on the grenade launchers bit.
Yes, something fishy - but fleshpounds DO have code to take 125% damage from M32 and M79 (but there might be more code somewhere else that boost this even further - as our testings suggest). Still have not found (or searched) the code for that though.

Also remember that M32 is one of the few AoE weapons that seem to be able to score head shots (probably an oversight). Maybe this cause M32 AoE to hit BOTH the body hit box AND the head shot hit box with one attack (thus giving the impression it cause [more than] double damage).

FP have a 50% reduction from LAW dmg (period)
Not according to the TakeDamage() procedure of the ZombieFleshPound.uc file.

''if a Fleshpound receives more than approximately 320 damage within a 3 to 5 second period it will rage''

It is 400 dmg even if sometimes it wont rage.
It always rage if he take more than 320 damage over two seconds. Remember that an attack that normally deal 400 probably only deal 200 on fleshpounds because they take half damage from most sources of damage.

Take the Scrake for example
Scrake does not have any code that suggest it should rage if being hit by enough damage per two seconds. Scrake, however, actually have code that make him stand still and enjoy pain if it is big enough damage per hit...

Well i've seen the 400 dmg point on the Wiki, maybe someone removed it for fun.
Which brings me back to my original statement that a lot of the information on the Wiki is not correct in the first place ;)
 
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outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
That fleshpounds take double damage(!) from LAW+hand grenades, a quarter extra damage from grenade launchers, 75% head shot damage from crossbow, shotgun, winchester and m14ebr - and half(!) from everything else.

What about pipebombs? I see pipe bomb do 1500 dmg somewhere on the internet but a solo-suicidual fleshpound has 26XX health and one pipebomb from a non-demo can bring his health down to 10%. If pipe bomb do 125% dmg to fleshpounds like nade launchers, it should have 1875, if it do double dmg, it should instan-kill the fleshpound which never happen to me facing a full health fleshpound.
 

Evilsod

FNG / Fresh Meat
May 20, 2009
883
137
0
Ylivieska, Finland
Yes, something fishy - but fleshpounds DO have code to take 125% damage from M32 and M79 (but there might be more code somewhere else that boost this even further - as our testings suggest). Still have not found (or searched) the code for that though.

Also remember that M32 is one of the few AoE weapons that seem to be able to score head shots (probably an oversight). Maybe this cause M32 AoE to hit BOTH the body hit box AND the head shot hit box with one attack (thus giving the impression it cause [more than] double damage).

Well this was using the M79 you spawn with so it couldn't be that :p

Double for pipe bombs as well (but pipe bomb only deal full damage at point blank range - it decrease with distance from the impact).

Indeed but you're still looking at usually 3500+ damage including the Demo bonus, easily high enough to say that 2 Pipes will instantly kill a FP more or less guaranteed if it walks near it.