Weapon & Specimen Stats (PDF)

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Phada

FNG / Fresh Meat
Aug 24, 2010
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phada.2ya.com
Yes, I've made a mistake and forgot to also modify the pickup class of my gun, so after dropping then picking up again, I got the normal gun full charged instead of the modified one ^^

Anyways the mp5m is properly fixed, with current charge saved.
WTF about the two others not being fixed? lol
 

ElSneakyPete

FNG / Fresh Meat
Jun 13, 2012
70
0
0
The weapon damage table at kf-wiki (http://kf-wiki.com/wiki/Weapon_damage_table) includes DPS and "DPS after reload" values for weapons. Does anyone know how accurate these are? I noticed your document does not have DPS values in it, maybe they could be added? This is a great document by the way. Thank you for taking the time to put it together and keep it updated.
 

Phada

FNG / Fresh Meat
Aug 24, 2010
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phada.2ya.com
@ElSneakyPete
I removed the dps page in v1.4 because I don't know the formula to calculate the "dps after reload" for guns (I only puts math, not random in game numbers) and this wasn't accurate. Only the melee dps left because you can attack non-stop, moved in the melee weapon stats page.
About kf-wiki (these biatches copied my old background xD) I have no idea, there is no formula shown.
So you must ask them directly if you don't trust them :p

Also consider that explosives weapons never do the max damage. I should re-add the note about this from the dps page v1.3.
And the flame dot dps isn't calculable because this is randomized + incremental. This is explained in the dot page.


@poosh
Good job! But this is just the base values, you missed that everything is scaled by the number of players and by difficulty. Look at KFGameType.SetupWave() line 3355.
I've put that in the to do list last year, but there are so many tables to add, that I got bored in the end ^^

Imagines the specimens heath table, instead of specimens name you put every wave by short/normal/long as you've done (21 columns instead of 10), and instead of 2 body parts, you put every single zed (10lines instead of 2, for each number of player for every difficulty). This will be HUGE lol.
 

Aze

Grizzled Veteran
Mar 19, 2010
1,423
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Phada, just a suggestion:

How about adding the burn damages of the Husk Cannon and Incendiary Grenades too? :)
 

Phada

FNG / Fresh Meat
Aug 24, 2010
190
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phada.2ya.com
There we go, v1.5 is out!
Updated for all the new stuff, including the medic nade.

Feedback is appreciated to correct things and keep the doc quality highly accurate.


EDIT: re-uploaded because I forgot to update the m99 damage.


@Aze
The incremental dot damage is always the same for all the burning zed whatever the weapon used.
Formulla is available at the flamethrower & mac10 dot page.
It would be complicated to do a table for every fire based weapon, especialy for the charging husk launcher.
 
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poosh

Grizzled Veteran
Jan 6, 2011
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Great job, as usually!

What do you think about adding this PDF to a Steam workshop? Put it inside Help folder and create a new workshop item. Easiest way to distribute between players imo.

Some remarks:
  • Medic nade heals actually 9 times, not 8 - HealOrHurt() is called from BlowUp() function, then 8 times from Tick().
  • Husk has no resistance not only from MAC10, but also Trenchgun and Flare Pistol - both initial damage and DoT; Husk Gun - non-resistant initial burn damage only, but has resistance against DoT. Non-resistant from impact damage of Husk Gun or Flares.
  • Scrake stops his rage-run after the burn ends and moves at default speed until he doesn't receive another damage.
  • Firebug doesn't receive damage bonus for Trenchgun - not for initial damage, neither for DoT.
  • Firebug receives impact damage bonus for Flare Pistols and Husk Gun.
  • [BUG] Husk Gun's impact damage is scaled not 100~750, but 0~750. You need to hold fire button for 0.4s to deliver 100 impact damage (consumes 2 ammo). Immediately releasing the fire button delivers 10-30 damage points only. (HuskGunFire.uc, SpawnProjectile()).
 

poosh

Grizzled Veteran
Jan 6, 2011
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This is worded a bit awkwardly.

So if a raging Scrake is lit and does his panic dance, he will exit his panic dance status/animation and move at normal speed until he's damaged again?

Yes, that's right. Gorefast does the same.
Another huge bug I just found - after Scrake does his first attack, his melee damage resets to default one, ignoring difficulty multiplier! I.e. his base melee damage (on Normal difficulty) is 20, sawing loop - 12dp. HoE has x1.75 multiplier, that is 35dp. But after the first stike, instead of doing 21dp in sawing loop (12*1.75) he'll do only 12.
 

Phada

FNG / Fresh Meat
Aug 24, 2010
190
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phada.2ya.com
Thank you poosh!
I think you're right for the medic nade.
I'll modify/add many notes because of you.
And probably add a page for the husk launcher + flare gun mecanism as Aze's suggestion.

About the husk gun impact, that weird indeed, look in HuskGunFire:
Code:
HuskGunProjectile(p).Damage *= (1.0 + (HoldTime/MaxChargeTime));// up to double damage
Even with 0 hold time, this should always be x1 damage minimum: (1 + (0/3)) = 1.
There are 2 proj subclass weak and strong, none modify the damage, only the visual effect.


For the scrake bug I posted it in bug report forums.
If this happen for other reason than being in sawing loop state, im still pretty sure this is related to the same issue.
 

poosh

Grizzled Veteran
Jan 6, 2011
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Husk Gun Projectile's Damage variable indicates a burn damage value, which is scaled from (25 to 50) * 1.5 * (firebug bonus). No bug here.
I'm talking about ImpactDamage:
Code:
HuskGunProjectile(p).ImpactDamage *= HoldTime * 2.5;
 

Phada

FNG / Fresh Meat
Aug 24, 2010
190
62
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phada.2ya.com
Damn yes, that is it. (my bad after explaination on Aze thread, lol)
So this isn't a bug but clearly intended I guess, or they would have put similar calculation as the 2 next lines.

I should fix the damage to 0~750, but after some in game debugging with quick fire without any charging, I always do something around 10 damage off-perk, not 0. And I don't know why.

I can't find anywhere when the HoldTime is set, just a comment in WeaponFire:
Code:
var() bool  bFireOnRelease;    // if true, shot will be fired when button is released, HoldTime will be the time the button was held for
I am missing something or this is native.
Maybe the game cannot consider a holdtime to be "instant", even with a quick fast click.
"Holding" 0.05sec will return 12.5 with the formula (truncated 12 ig), seems right referring to my test.

For now I should put 1~750 instead of 0~750 because of that.


EDIT:
Wow, go for 0~750 then, I will put a note about the fact its almost impossible to do 0 damage.

Trenchgun's dot table done, cumulated damage are quite similar to the mac10 despite the additionnal fire bonus to zeds 1.5x.
That's why the trenchgun have halfved damage and 2 times more pellets than a basic shotgun. Otherwise the dot will do too much damage.

EDIT2:
Current flamethrower dot tables contains 2 small errors (min tick 9 and 10).
Working on the next big update, with all fire dot tables for every fire weapons.
 
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poosh

Grizzled Veteran
Jan 6, 2011
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It seems like Holdtime its set inside a native code. Theoretically damage can be 0, if playing in solo mode and having FPS > 250, i.e. tick time < 0.004, * 100 * 2.5 < 1.
 

Aze

Grizzled Veteran
Mar 19, 2010
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Bump v1.60, pretty big update!
These fire dot tables was a headhache, I hope everything is correct.
Dude, really impressive work! I greatly appreciate all the effort you put into this file! :)
 
Jun 30, 2012
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It's great to have a reliable information about the game mechanics and stats in one pdf. Thank you for creating it and keeping it updated, Phada.

Edit: I noticed MK23 has lower penetration than HC and magnum, is this a recent change or it's always been this way?
 
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poosh

Grizzled Veteran
Jan 6, 2011
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One more interesting, but not so important note:
Shooting specimen with fire weapons into the balls does more DoT than shooting into the head/upper body. This is true for Flamethrower, Flame nades, Husk Gun and Flare Revolver. Each of those projectiles make an explosion (HurtRadius), and the closer zed is to it the more fire damage he receives. Zed's location point is somewhere around his balls, so hitting them makes highest damage (it should hurt :D ).
If course it is stupid to shoot the balls with Husk Gun or Flare Revolver, because you are loosing x1.5 headshot multiplier, but it's good when using a flamer. Not a big deal, but you'll gain a couple of extra damage points per tick. Additionally it will hurt nearby enemies more. So remember - flaming balls is a good technique ;)
 

Phada

FNG / Fresh Meat
Aug 24, 2010
190
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France
phada.2ya.com
@becoming-insane
AFAIK the mk23's penetration never changed, I just checked right now and all seems ok.

@poosh
I thought you were joking until you talk about the zed's location point :p
That's probably right, however for the damage calculation, the nade / flamenade / huskgun / flaregun (and maybe few other, I didnt check) all remove the zed's collision radius while scaling the damage by the distance.
This is not perfect but much better than nothing: real collision it's a cylinder, with this calculation it's like a sphere inside that cylinder.
The impact point's difference shouldn't be very noticeable in the damage because of that, I think.
 

meteors

FNG / Fresh Meat
Jun 17, 2012
19
1
0
Hi, Phada. I'm a big fan of your work on killing floor stats. So as scaryghost and poosh's. Because of you guy's hard work on researching the codes, we know so much useful information about the game.

Now I have a question longing to know what the answer is, the patriarch's kneel down animation, I know he may trigger this action due to his health under than 80%,50%,31.25% or taking too much damage in a small period of time. But how much amount of damage is it exactly? Sometimes he just died because of this. He continuously knelt down while players keeping shooting at him, not even had a chance to heal. I really want to know why he became so weak.

Another question, the patriarch's impale attack seems like an attack with straight line with narrow range that can be easily dodged by berserker or medic, but the claw attack one seems has a widely effective range. Sometimes you almost jump to the side of patriarch, still got hit. So the claw attack is like an arc with wide range? What would you suggest to dodge this?
Thanks for your responding in advance. :)

btw, I found a typo "impale" in the table about patriarch attack.
Big thanks!