![]() Enraged Fleshpound will attempt to play its taunt animation.The EMP disrupt will as well end its range instantly, resetting timer. Note that after landing a hit the enraged Fleshpound will update its "last enemy seeing" timer and will immediately trigger its new frustration timer, so staying outside of its LOS is the only way to prevent enragement. If 30s passed without seeing players, it will not be able to enrage to trigger its new frustration timer it will need to get players within its LOS. The rage will end as soon as Fleshpound land a hit on a player or a ZED (excluding bump damage) or 30s will pass without seeing players.LOS and hits performed during the Fleshpound's calm phase has no effect on the next rage starting time. Enraged Fleshpound will calm down as soon as it land a hit.Final Power Value = Base Weapon Power x Bodypart Resistance x Rage Resistance. Rage resistance works like an additional multiplier of x0.25. When enraged, Fleshpound takes only 25% of all incoming weapon powers towards its affliction meter.Chance to spawn already enraged: Normal - 0%, Hard - 0%, Suicidal - 25%, HOE - 33%.Rage begins when Fleshpound takes 276 points of accumulative damage.ZED mass = 200, Maximum falling velocity, units / second = 4000.Damage to doors = 120 / 160 / 200 / 680 (multiple hits performed during the animation with following damage values assigned to them).Fleshpound cannot teleport nor get frustrated when it is one of the few remaining ZEDs in the wave.Fleshpound's special zone is a chest core.ġ.55s + 1.67s, for PvP ZEDs - 1.5s + 1.67s Consider aiming for their heads when they're running towards you, as firing at the arm grinders will deal only 20% of the weapon damage.ġ00 for all incaps. When enraged, Fleshpounds uses their arm grinders as a shield, making it harder for the players to aim for their glowing chest plates. Resistances and Weaknesses Damage Resistanceįleshpounds boast an impressive array of resistances, and are only weak to Explosive damage.įleshpounds are resistant to every type of ballistic weaponry, though more vulnerable to some.įleshpounds have 2 weak spots, which are the head and the glowing plate on their chest. Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1įor comparison, by default a healthy player character with the minimal weight walks at speed of 383 units/s, and sprints at speed of 460 units/s. Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty. Once enraged, Fleshpound will not stop raging until it successfully land an attack on a player, or 30 seconds after it have lost sight of players. After Fleshpound has taken 276 points of damage.This means that two different players can indefinitely "juggle" a calm Fleshpound as long as they keep him switching his attention by proximity. However, it is worth noting that this timer will reset whenever the Fleshpound switches its target to a different player. Getting hit by a Fleshpound while it is docile will not reset this timer, neither breaking line of sights. After 10-14 seconds once Fleshpound has gotten player in its sight.It has specific conditions that have to be met before they enrage: Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.įleshpound moves slowly when docile, and sprint when enraged.Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.The base damage value further modified by the difficulty-specific multipliers. For kill reward calculations read Dosh Mechanics.įleshpounds have their base health value scaled accordingly to the number of players in the game.
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