E.D.A.R: Difference between revisions
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[[File: | [[Category:KF2]] | ||
[[File:Kf2 edar stats.jpg|right|frameless|600x600px|E.D.A.R variants]] | |||
The '''E.D.A.R''' (Elite Defense & Assault Robot) is an uncommon type of the enemies in Killing Floor 2 and the first enemy type to be completely robotic. E.D.A.Rs come with the three distinctive variants - Bombers that utilize shoulder-mounted rocket launchers, Blasters rapidly shooting fast moving medium damage projectiles out of the pair of blasters attached to their wrists and Trappers that unque for being able to catch and immobilize players for a short period of time within certain vicinity. E.D.A.R's visual appearance based on the playable D.A.R character. | The '''E.D.A.R''' (Elite Defense & Assault Robot) is an uncommon type of the enemies in [[Killing Floor 2]] and the first enemy type to be completely robotic. E.D.A.Rs come with the three distinctive variants - Bombers that utilize shoulder-mounted rocket launchers, Blasters rapidly shooting fast moving medium damage projectiles out of the pair of blasters attached to their wrists and Trappers that unque for being able to catch and immobilize players for a short period of time within certain vicinity. E.D.A.R's visual appearance based on the playable D.A.R character. | ||
E.D.A.R's head and torso protected by two pieces of armor that act like a second health pool. E.D.A.R's chest core is extremely vulnerable zone - not it only takes 250% more damage when shot at but as well causes EMP explosion damaging and incapacitating nearby ZEDs and killing E.D.A.R instantly should the player destroy all of its health. | E.D.A.R's head and torso protected by two pieces of armor that act like a second health pool. E.D.A.R's chest core is extremely vulnerable zone - not it only takes 250% more damage when shot at but as well causes EMP explosion damaging and incapacitating nearby ZEDs and killing E.D.A.R instantly should the player destroy all of its health. | ||
Every [[Husk (Killing Floor 2)|Husk]] OR [[Stalker (Killing Floor 2)|Stalker]] has a chance to spawn as either of E.D.A.R variants. Chance to spawn as E.D.A.R variant: Normal - | Every [[Husk (Killing Floor 2)|Husk]] OR [[Stalker (Killing Floor 2)|Stalker]] has a chance to spawn as either of E.D.A.R variants. Chance to spawn as E.D.A.R variant: Normal - 8%, Hard - 10%, Suicidal - 15% and HOE - 21%. | ||
== Base Statistics == | ==Base Statistics== | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! | ||
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|<small>150</small> | |<small>150</small> | ||
|<small>150</small> | |<small>150</small> | ||
|}E.D.A.R dies instantly upon depleting their chest core HP, however prior to that torso armor should be destroyed first as it absorbs all the damage dealt to torso. Shooting chest core ( | |}E.D.A.R dies instantly upon depleting their chest core HP, however prior to that torso armor should be destroyed first as it absorbs all the damage dealt to torso. Shooting chest core (but not the armor) provides major damage multiplier - x3.5. | ||
For kill reward calculations read [[Mechanics (Killing Floor 2)#Gameplay - Dosh|Dosh Mechanics]]. | For kill reward calculations read [[Mechanics (Killing Floor 2)#Gameplay - Dosh|Dosh Mechanics]]. | ||
=== Armor === | ===Armor=== | ||
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 [[Alpha Clot#Rioter Variant|Rioters]], E.D.A.R's spine and legs are always exposed. | 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 [[Alpha Clot#Rioter Variant|Rioters]], E.D.A.R's spine and legs are always exposed. | ||
{| class="wikitable" | {| class="wikitable" | ||
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|<small>HOE</small> | |<small>HOE</small> | ||
|- | |- | ||
|<small>450 / | |<small>450 / 39</small> | ||
|<small>600 / | |<small>600 / 52</small> | ||
|<small>600 / | |<small>600 / 52</small> | ||
|<small>780 / | |<small>780 / 67</small> | ||
|} | |} | ||
E.D.A.R | 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 on damage calculation read step 7 of [[Mechanics (Killing Floor 2)#ZEDs - Damage to take|ZEDs - Damage to take]] mechanic. | ||
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. | |||
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. | 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. | ||
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On torso armor loss: cannot sprint, stop sprinting, cannot evade attacks. | On torso armor loss: cannot sprint, stop sprinting, cannot evade attacks. | ||
=== Attacks === | ===Attacks=== | ||
{| class="wikitable" | {| class="wikitable" | ||
| colspan="4" rowspan="1" |<small>Blaster (explosion damage type)</small> | | colspan="4" rowspan="1" |<small>Blaster (explosion damage type)</small> | ||
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|- | |- | ||
| colspan="4" rowspan="1" |<small>Blaster (speed)</small> | | colspan="4" rowspan="1" |<small>Blaster (speed)</small> | ||
| colspan="2" rowspan="1" |<small> | | colspan="2" rowspan="1" |<small>38 m/s</small> | ||
|- | |- | ||
| colspan="6" rowspan="1" |<small>Blaster (uninterrupted laser salvo spawns up to 13 beams. Animation lasts for 3.93s).</small> | | colspan="6" rowspan="1" |<small>Blaster (uninterrupted laser salvo spawns up to 13 beams. Animation lasts for 3.93s).</small> | ||
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|- | |- | ||
| colspan="4" rowspan="1" |<small>Bomber (speed)</small> | | colspan="4" rowspan="1" |<small>Bomber (speed)</small> | ||
| colspan="2" rowspan="1" |<small> | | colspan="2" rowspan="1" |<small>18 m/s</small> | ||
|- | |- | ||
| colspan="6" rowspan="1" |<small>Bomber (uninterrupted rocket salvo spawns up to 8 rockets. Animation lasts for 4.27s).</small> | | colspan="6" rowspan="1" |<small>Bomber (uninterrupted rocket salvo spawns up to 8 rockets. Animation lasts for 4.27s).</small> | ||
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| colspan="2" rowspan="1" |<small>x1</small> | | colspan="2" rowspan="1" |<small>x1</small> | ||
|- | |- | ||
| colspan=" | | colspan="4" rowspan="1" |<small>Trapper (beam goes live, once grapple animation started)</small> | ||
| colspan="2" rowspan="1" |<small>after 1.12s</small> | |||
|- | |- | ||
| colspan="4" rowspan="1" |<small>Trapper (damage)</small> | | colspan="4" rowspan="1" |<small>Trapper (damage)</small> | ||
| colspan="2" rowspan="1" |<small>10</small> | | colspan="2" rowspan="1" |<small>10</small> | ||
|- | |- | ||
| colspan="4" rowspan="1" |<small>Trapper (grapple | | colspan="4" rowspan="1" |<small>Trapper (grapple duration)</small> | ||
| colspan="2" rowspan="1" |<small>2.5s</small> | | colspan="2" rowspan="1" |<small>2.5s</small> | ||
|- | |||
| colspan="4" rowspan="1" |<small>Trapper (minimum / maximum distance to initiate grapple)</small> | |||
| colspan="2" rowspan="1" |<small>2.5m / 5.5m</small> | |||
|- | |- | ||
| colspan="4" rowspan="1" |<small>Trapper (maximum beam length)</small> | | colspan="4" rowspan="1" |<small>Trapper (maximum beam length)</small> | ||
| colspan="2" rowspan="1" |<small> | | colspan="2" rowspan="1" |<small>25 meters</small> | ||
|} | |} | ||
The base damage value further modified by the difficulty-specific [[Mechanics (Killing Floor 2)#ZEDs - Damage multipliers|multipliers]]. | The base damage value further modified by the difficulty-specific [[Mechanics (Killing Floor 2)#ZEDs - Damage multipliers|multipliers]]. | ||
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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. | 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. | ||
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 (Killing Floor 2)|Demolitionist]]'s passive explosive resistance bonus. | Bomber E.D.A.R's rocket attack is capable of destroying closed unwelded doors in one hit. It has Explosive damage type hence it is countered by [[Demolitionist (Killing Floor 2)|Demolitionist]]'s passive explosive resistance bonus / / [[Survivalist]]'s ''Make Things go Boom'' skill. | ||
=== Base Attack Intervals === | ===Base Attack Intervals=== | ||
{| class="wikitable" | {| class="wikitable" | ||
! colspan="2" rowspan="1" |<small>E.D.A.R type / attack interval</small> | ! colspan="2" rowspan="1" |<small>E.D.A.R type / attack interval</small> | ||
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|<small>8s</small> | |<small>8s</small> | ||
|} | |} | ||
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. | 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. 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. | ||
Time penalty between ranged attacks, on "head" armor loss: +2 seconds. | Time penalty between ranged attacks, on "head" armor loss: +2 seconds. | ||
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Aim error factor - 0.03, after "head" armor loss - 0.09 (0.01 / 0.03 for E.D.A.R Blaster). | Aim error factor - 0.03, after "head" armor loss - 0.09 (0.01 / 0.03 for E.D.A.R Blaster). | ||
===[[Perks (Killing Floor 2)|XP]] Notes=== | ===[[Perks (Killing Floor 2)|XP]] Notes=== | ||
*Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to. | *Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to. | ||
*Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks. | *Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks. | ||
*Assist kills grants full XP. | *Assist kills grants full XP. | ||
== Speed == | ==Speed== | ||
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty. | Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty. | ||
{| class="wikitable" | {| class="wikitable" | ||
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For 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. | For 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. | ||
=== Sprint Conditions === | ===Sprint Conditions=== | ||
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 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. | ||
== Resistances and Weaknesses == | ==Resistances and Weaknesses== | ||
[[ | All E.D.A.R variants have separate resistances and vulnerabilities between their armor and actual health. | ||
===Armor resistances:=== | |||
E.D.A.R's armor is notably vulnerable to Hemogoblin's [[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|DOT]] (but not to the initial impact which they are neutral to) and toxic damage of Field Medic's [[HRG Healthrower]]. | |||
{| class="wikitable" | |||
! | |||
!<small>Ballistic (SMG, AR)</small> | |||
!<small>Ballistic (Shotgun)</small> | |||
!<small>Ballistic (Handgun, Rifle)</small> | |||
!<small>Slashing, Bludgeon</small> | |||
!<small>Explosive</small> | |||
!<small>Fire</small> | |||
!<small>Microwave</small> | |||
!<small>Piercing</small> | |||
!<small>Toxic</small> | |||
!<small>Toxic_HRGHealthrower</small> | |||
!<small>Bleeding ([[Hemogoblin]])</small> | |||
!<small>Freeze, [[Mechanics (Killing Floor 2)#Weapons - Ballistic-explosive tracing|Shells]], EMP</small> | |||
|- | |||
!<small>Damage Multipler</small> | |||
|<small>x1.05</small> | |||
|<small>x1.2</small> | |||
|<small>x1</small> | |||
|<small>x1.25</small> | |||
|<small>x2.5</small> | |||
|<small>x1.5</small> | |||
|<small>x3.25</small> | |||
|<small>x0.85</small> | |||
|<small>x0.05</small> | |||
|<small>x1.2</small> | |||
|<small>x5</small> | |||
|<small>x1</small> | |||
|} | |||
===Health resistances:=== | |||
=== Damage Resistance === | ====Damage Resistance==== | ||
E.D.A.Rs notorious for being extremely vulnerable to [[Firebug (Killing Floor 2)|Firebug]]'s [[Microwave Gun]] and [[Demolitionist (Killing Floor 2)|Demolitionist]]'s explosives. | E.D.A.Rs notorious for being extremely vulnerable to [[Firebug (Killing Floor 2)|Firebug]]'s [[Microwave Gun]], [[Survivalist]]'s [[HRG Arc Generator]] and [[Demolitionist (Killing Floor 2)|Demolitionist]]'s explosives. | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! | ||
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!<small>Bludgeon</small> | !<small>Bludgeon</small> | ||
!<small>Toxic</small> | !<small>Toxic</small> | ||
!<small>Toxic_HRGHealthrower</small> | |||
!<small>Fire</small> | !<small>Fire</small> | ||
!<small>Microwave</small> | !<small>Microwave</small> | ||
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!<small>Freeze</small> | !<small>Freeze</small> | ||
!<small>[[Mechanics (Killing Floor 2)#Weapons - Ballistic-explosive tracing|Shells]]</small> | !<small>[[Mechanics (Killing Floor 2)#Weapons - Ballistic-explosive tracing|Shells]]</small> | ||
!<small>[[Hemogoblin|Bleeding]]</small> | |||
!<small>EMP</small> | |||
!<small>ArcGenerator_Beam, Zap</small> | |||
!<small>ArcGeneratorSphereImpact</small> | |||
|- | |- | ||
!<small>Damage Multipler</small> | !<small>Damage Multipler</small> | ||
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|<small>x1.25</small> | |<small>x1.25</small> | ||
|<small>x1.25</small> | |<small>x1.25</small> | ||
|<small>x0. | |<small>x0.05</small> | ||
|<small>x1.2</small> | |||
|<small>x1.5</small> | |<small>x1.5</small> | ||
|<small>x3.25</small> | |<small>x3.25</small> | ||
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|<small>x1</small> | |<small>x1</small> | ||
|<small>x1</small> | |<small>x1</small> | ||
|<small>x1</small> | |||
|<small>x1</small> | |||
|<small>x3.5</small> | |||
|<small>x2</small> | |||
|} | |} | ||
=== Ballistic Resistance === | ====Ballistic Resistance==== | ||
E.D.A.Rs are almost completely neutral to ballistic weaponry, they most notably weak against [[Support (Killing Floor 2)|shotguns]]. | E.D.A.Rs are almost completely neutral to ballistic weaponry, they most notably weak against [[Support (Killing Floor 2)|shotguns]]. | ||
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
=== Hitzones === | ===Hitzones=== | ||
Unlike most of the other enemies in the game, E.D.A.R's most vulnerable hitzone appears to be their chest core. | Unlike most of the other enemies in the game, E.D.A.R's most vulnerable hitzone appears to be their chest core. | ||
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, [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|Falloff]] exponent = 0.5, Damage type = EMP, EMP power = 100. | 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, [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|Falloff]] exponent = 0.5, Damage type = EMP, EMP power = 100. | ||
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!'''<small>All other</small>''' | !'''<small>All other</small>''' | ||
|<small>x1</small> | |<small>x1</small> | ||
|} | |}The chest core is only exposed when torso armor is gone. | ||
=== [[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Incapacitation]] Resistance === | ===[[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Incapacitation]] Resistance=== | ||
{| class="wikitable" | {| class="wikitable" | ||
!<small>Affliction:</small> | !<small>Affliction:</small> | ||
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|- | |- | ||
|<small>- Incap threshold</small> | |<small>- Incap threshold</small> | ||
| colspan="6" rowspan="1" |<small>100</small> | | colspan="6" rowspan="1" |<small>100 for all incaps. E.D.A.R's special zone is a chest core.</small> | ||
|- | |- | ||
|<small>Affliction:</small> | |<small>Affliction:</small> | ||
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|} | |} | ||
== Behavior == | ==Behavior== | ||
E.D.A.Rs are one of the few enemies in game capable of attacking players from the distance. They use their projectile attacks at the distance and melee attacks in close combat. E.D.A.Rs are rather evasive and will attempt to dodge players attacks upon taking damage. | E.D.A.Rs are one of the few enemies in game capable of attacking players from the distance. They use their projectile attacks at the distance and melee attacks in close combat. E.D.A.Rs are rather evasive and will attempt to dodge players attacks upon taking damage. | ||
== Miscellaneous Information == | ==Miscellaneous Information== | ||
Teleportation: | [[Mechanics (Killing Floor 2)#ZEDs - Teleportation|Teleportation]]: | ||
{| class="wikitable" | {| class="wikitable" | ||
|<small>Frustration delay</small> | |<small>Frustration delay</small> | ||
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Miscellaneous: | Miscellaneous: | ||
{| class="wikitable" | {| class="wikitable" | ||
|<small>Penetration resistance</small> | |<small>[[Mechanics (Killing Floor 2)#Weapons - Penetration power|Penetration]] resistance</small> | ||
| colspan="6" rowspan="1" |<small>1</small> | | colspan="6" rowspan="1" |<small>1</small> | ||
|- | |- | ||
|<small>Parry resistance</small> | |<small>Parry resistance</small> | ||
| colspan="6" rowspan="1" |<small> | | colspan="6" rowspan="1" |<small>1</small> | ||
|- | |- | ||
|<small>AI pause, on gun / melee hit</small> | |<small>AI pause, on gun / melee hit</small> | ||
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|} | |} | ||
Various information: | Various information: | ||
== Extermination Tactics == | *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. | ||
*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 - 0.1, Hard - 0.12, Suicidal - 0.18, HOE - 0.25. | |||
*(PvP) Rally boost: forces AI E.D.A.Rs to sprint. | |||
*Penetration resistance = 1. | |||
*Parry resistance = 1. | |||
*Dosh reward = 17. | |||
*XP Reward: Normal - 15, Hard - 20, Suicidal - 27, HOE - 31. | |||
==Extermination Tactics== | |||
Firebugs are quite effective against E.D.A.Rs due to their weakness to fire and [[Microwave Gun|microwave]]. | Firebugs are quite effective against E.D.A.Rs due to their weakness to fire and [[Microwave Gun|microwave]]. | ||
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[[Demolitionist (Killing Floor 2)|Demolitionist]] and [[Field Medic (Killing Floor 2)|Field Medic]] might have trouble taking them down due to how explosive weapons distribute their damage between armor pieces / low damage output. | [[Demolitionist (Killing Floor 2)|Demolitionist]] and [[Field Medic (Killing Floor 2)|Field Medic]] might have trouble taking them down due to how explosive weapons distribute their damage between armor pieces / low damage output. | ||
== Gallery == | ==Gallery== | ||
<gallery> | <gallery mode="packed" heights="275"> | ||
File:Edar.jpg|E.D.A.R variants, left-to-right: Bomber, Blaster, Trapper | |||
File:BioLabs-EDAR.jpg|As seen in [[Biotics Lab (Killing Floor 2)|Biotics Lab]] | |||
File:Monsterball-EDAR.jpg|Halloween Horrors event variant | |||
File:KF2 edar summer.jpg|Summer Sideshow E.D.A.Rs (right side) | File:KF2 edar summer.jpg|Summer Sideshow E.D.A.Rs (right side) | ||
</gallery>{{KF2NavBox}} | </gallery>{{KF2NavBox}} |
Latest revision as of 00:15, 15 October 2023
The E.D.A.R (Elite Defense & Assault Robot) is an uncommon type of the enemies in Killing Floor 2 and the first enemy type to be completely robotic. E.D.A.Rs come with the three distinctive variants - Bombers that utilize shoulder-mounted rocket launchers, Blasters rapidly shooting fast moving medium damage projectiles out of the pair of blasters attached to their wrists and Trappers that unque for being able to catch and immobilize players for a short period of time within certain vicinity. E.D.A.R's visual appearance based on the playable D.A.R character.
E.D.A.R's head and torso protected by two pieces of armor that act like a second health pool. E.D.A.R's chest core is extremely vulnerable zone - not it only takes 250% more damage when shot at but as well causes EMP explosion damaging and incapacitating nearby ZEDs and killing E.D.A.R instantly should the player destroy all of its health.
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 - 8%, Hard - 10%, Suicidal - 15% and HOE - 21%.
Base Statistics
Normal | Hard | Suicidal | Hell on earth | |
---|---|---|---|---|
Kill Reward | 17 | 17 | 17 | 17 |
XP | 15 | 20 | 27 | 31 |
Health (body) | 581 | 775 | 775 | 1007 |
Health (head) | 262 | 350 | 350 | 385 |
Chest core | 150 | 150 | 150 | 150 |
E.D.A.R dies instantly upon depleting their chest core HP, however prior to that torso armor should be destroyed first as it absorbs all the damage dealt to torso. Shooting chest core (but not the armor) provides major damage multiplier - x3.5.
For kill reward calculations read Dosh Mechanics.
Armor
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.
Head / Torso armor | Normal | Hard | Suicidal | HOE | |
---|---|---|---|---|---|
450 / 39 | 600 / 52 | 600 / 52 | 780 / 67 |
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 on damage calculation read step 7 of ZEDs - Damage to take mechanic.
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.
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.
On torso armor loss: cannot sprint, stop sprinting, cannot evade attacks.
Attacks
Blaster (explosion damage type) | Ballistic | ||||
Blaster (explosion damage) | 7 | ||||
Blaster (explosion falloff exponent) | 1 (linear) | ||||
Blaster (explosion radius) | 75 | ||||
Blaster (speed) | 38 m/s | ||||
Blaster (uninterrupted laser salvo spawns up to 13 beams. Animation lasts for 3.93s). | |||||
Bomber (explosion damage type) | Explosive | ||||
Bomber (explosion damage) | 10 | ||||
Bomber (explosion falloff exponent) | 1 (linear) | ||||
Bomber (explosion radius) | 300 | ||||
Bomber (speed) | 18 m/s | ||||
Bomber (uninterrupted rocket salvo spawns up to 8 rockets. Animation lasts for 4.27s). | |||||
Chest core explosion (damage / radius / falloff exponent) | 25 (EMP) / 500 / 0.5 | ||||
Melee (base damage / range) | 10 / 180 | ||||
Melee (damage multipliers vs. doors) | x3 | ||||
Melee (damage multipliers vs. players) | x1 | ||||
Trapper (beam goes live, once grapple animation started) | after 1.12s | ||||
Trapper (damage) | 10 | ||||
Trapper (grapple duration) | 2.5s | ||||
Trapper (minimum / maximum distance to initiate grapple) | 2.5m / 5.5m | ||||
Trapper (maximum beam length) | 25 meters |
The base damage value further modified by the difficulty-specific multipliers.
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.
Bomber E.D.A.R's rocket attack is capable of destroying closed unwelded doors in one hit. It has Explosive damage type hence it is countered by Demolitionist's passive explosive resistance bonus / / Survivalist's Make Things go Boom skill.
Base Attack Intervals
E.D.A.R type / attack interval | Normal | Hard | Suicidal | HOE | |
---|---|---|---|---|---|
Trapper | 10s | 9s | 8s | 7s | |
Blaster | 7s | 6s | 5s | 4s | |
Bomber | 11s | 10s | 9s | 8s |
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. 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. Time penalty between ranged attacks, on "head" armor loss: +2 seconds.
Attack powers: Laser: Stumble power = 10. Rocket: Knockdown power = 225, Stumble power = 400.
Aim error factor - 0.03, after "head" armor loss - 0.09 (0.01 / 0.03 for E.D.A.R Blaster).
XP Notes
- Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
- Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.
- Assist kills grants full XP.
Speed
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.
Walking speed (per difficulty) | (270 - 330) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.2 / 1.3) | |||||
Running speed (per difficulty) | (450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.2 / 1.3) | |||||
Hidden speed | 600 | |||||
Sprint chance | Normal - 0 / Hard - 0 / Suicidal - 0.85 / HOE - 0.95 | |||||
Sprint chance (when damaged) | Normal - 0 / Hard - 1 / Suicidal - 1 / HOE - 1 |
1 unit = 1 centimeter.
For 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.
Sprint Conditions
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.
Resistances and Weaknesses
All E.D.A.R variants have separate resistances and vulnerabilities between their armor and actual health.
Armor resistances:
E.D.A.R's armor is notably vulnerable to Hemogoblin's DOT (but not to the initial impact which they are neutral to) and toxic damage of Field Medic's HRG Healthrower.
Ballistic (SMG, AR) | Ballistic (Shotgun) | Ballistic (Handgun, Rifle) | Slashing, Bludgeon | Explosive | Fire | Microwave | Piercing | Toxic | Toxic_HRGHealthrower | Bleeding (Hemogoblin) | Freeze, Shells, EMP | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Damage Multipler | x1.05 | x1.2 | x1 | x1.25 | x2.5 | x1.5 | x3.25 | x0.85 | x0.05 | x1.2 | x5 | x1 |
Health resistances:
Damage Resistance
E.D.A.Rs notorious for being extremely vulnerable to Firebug's Microwave Gun, Survivalist's HRG Arc Generator and Demolitionist's explosives.
Piercing | Slashing | Bludgeon | Toxic | Toxic_HRGHealthrower | Fire | Microwave | Explosives | Freeze | Shells | Bleeding | EMP | ArcGenerator_Beam, Zap | ArcGeneratorSphereImpact | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Damage Multipler | x0.85 | x1.25 | x1.25 | x0.05 | x1.2 | x1.5 | x3.25 | x2.5 | x1 | x1 | x1 | x1 | x3.5 | x2 |
Ballistic Resistance
E.D.A.Rs are almost completely neutral to ballistic weaponry, they most notably weak against shotguns.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Ballistic Multiplier | x1.05 | x1.05 | x1.2 | x1 | x1 |
Hitzones
Unlike most of the other enemies in the game, E.D.A.R's most vulnerable hitzone appears to be their chest core.
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.
Damage Multiplier | |
---|---|
Head | x1.001 |
Chest core | x3.5 |
All other | x1 |
The chest core is only exposed when torso armor is gone.
Incapacitation Resistance
Affliction: | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare |
---|---|---|---|---|---|---|
Torso vulnerability: | x0.5 | x1 | x1 | x0.9 | x1 | x1 |
Head vulnerability: | x2 | x1 | x1 | x0.9 | x1 | x1 |
Legs vulnerability: | x0.5 | x1 | x1 | x0.9 | x1 | x2 |
Arms vulnerability: | x0.5 | x1 | x1 | x0.9 | x1 | x1 |
Special zone vulnerability: | x2 | x1 | x1 | x0.9 | x1 | x1 |
- Incap cooldown | 5s | 1s | 1s | 0.2s | 0s | 5.5s |
- Incap duration | 1.5s | --- | --- | --- | --- | 3s |
- Dissipation rate | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s |
- Incap threshold | 100 for all incaps. E.D.A.R's special zone is a chest core. | |||||
Affliction: | Poison | Microwave | Fire panic | EMP | Freeze | Bleed |
- Vulnerability | x0.05 | x3 | x0.5 | x2.5 | x0.9 | x0.01 |
- Incap cooldown | 20.5s | 6.5s | 6s | 5s | 1s | --- |
- Incap duration | 5s | 4s | 5s | 5s | 4.2s | --- |
- Dissipation rate | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s |
- Incap threshold | 100 (EMP Disrupt - 25, Bleed - 65) | |||||
Knockdown (getup duration) | 2s to getup from back to feet, from chest - 1.78s | |||||
Stun (time + wakeup duration) | 1.5s + 1.37s | |||||
Freeze (time + thaw duration) | 4.2s + 1.37s | |||||
Stumble (duration) | Between (0.87-1.33)s | |||||
Parry (duration) | Between (0.87-1)s |
Behavior
E.D.A.Rs are one of the few enemies in game capable of attacking players from the distance. They use their projectile attacks at the distance and melee attacks in close combat. E.D.A.Rs are rather evasive and will attempt to dodge players attacks upon taking damage.
Miscellaneous Information
Frustration delay | Random (2.5-5)s | |||||
Disabled, when total AI remains | 12 | |||||
Cooldown | 7s | |||||
When hidden, can use after | 5s | |||||
When spawned, can use after | 10s |
Miscellaneous:
Penetration resistance | 1 | |||||
Parry resistance | 1 | |||||
AI pause, on gun / melee hit | 1s |
Various information:
- 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.
- 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 - 0.1, Hard - 0.12, Suicidal - 0.18, HOE - 0.25.
- (PvP) Rally boost: forces AI E.D.A.Rs to sprint.
- Penetration resistance = 1.
- Parry resistance = 1.
- Dosh reward = 17.
- XP Reward: Normal - 15, Hard - 20, Suicidal - 27, HOE - 31.
Extermination Tactics
Firebugs are quite effective against E.D.A.Rs due to their weakness to fire and microwave.
For players with the firearms as a weapons of choice it is recomended to aim for the chest core as it has high damage multiplier and is always explosed, even when they still wear their armor.
Demolitionist and Field Medic might have trouble taking them down due to how explosive weapons distribute their damage between armor pieces / low damage output.
Gallery
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E.D.A.R variants, left-to-right: Bomber, Blaster, Trapper
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As seen in Biotics Lab
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Halloween Horrors event variant
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Summer Sideshow E.D.A.Rs (right side)