Abomination: Difference between revisions

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==Resistances==
==Resistances==


Abomination resists to every form of the damage except [[Berserker (Killing Floor 2)|melee attacks]], [[Freezethrower|Freeze]], EMP, Ballistic Shell impacts (such as direct hits from the [[RPG-7]] or [[M16_M203_Assault_Rifle|M203]] projectiles) and [[HRG Healthrower]] which it is neutral to. It does not take any damage from its own Fart attacks and Puke Mines. [[Mechanics (Killing Floor 2)#ZEDs - Damage to take|However]] it does take 25% damage of it in Solo games, where all ZEDs are more vulnerable to damage types that they resist naturally. It also takes significant damage from explosions of its own [[Abomination Spawn|spawns]] when it wears any armor and rather low damage from these explosions when all the armor is gone.
Abomination is vulnerable to attacks from [[HRG Arc Generator]] and explosions of [[Mine Reconstructor]]'s mines otherwise it resists to every form of the damage except [[Berserker (Killing Floor 2)|melee attacks]], [[Freezethrower|Freeze]], EMP, Ballistic Shell impacts (such as direct hits from the [[RPG-7]] or [[M16_M203_Assault_Rifle|M203]] projectiles) and [[HRG Healthrower]] which it is neutral to. It does not take any damage from its own Fart attacks and Puke Mines. [[Mechanics (Killing Floor 2)#ZEDs - Damage to take|However]] it does take 25% damage of it in Solo games, where all ZEDs are more vulnerable to damage types that they resist naturally. It also takes significant damage from explosions of its own [[Abomination Spawn|spawns]] when it wears any armor and rather low damage from these explosions when all the armor is gone.


Abomination has separate resistances and vulnerabilities between its armor and actual health.
Abomination has separate resistances and vulnerabilities between its armor and actual health.
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{| class="wikitable"
{| class="wikitable"
!
!
!<small>Ballistic (SMG, AR, Handgun,</br>Rifle), Piercing</small>
!<small>Ballistic (SMG, AR, Handgun,<br>Rifle), Piercing</small>
!<small>Ballistic (Shotgun), Explosives</small>
!<small>Ballistic (Shotgun), Explosives</small>
!<small>Slashing, Bludgeon,</br>Fire, [[Hemogoblin|Bleeding]]</small>
!<small>Slashing, Bludgeon,<br>Fire, [[Hemogoblin|Bleeding]]</small>
!<small>Toxic</small>
!<small>Toxic</small>
!<small>BloatKingFart</small>
!<small>BloatKingFart</small>
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!<small>Slashing, Bludgeon</small>
!<small>Slashing, Bludgeon</small>
!<small>Toxic</small>
!<small>Toxic</small>
!<small>MineReconstructor</small>
!<small>BloatKingFart</small>
!<small>BloatKingFart</small>
!<small>[[HRG Healthrower|HRGHealthrower]]</small>
!<small>[[HRG Healthrower|HRGHealthrower]]</small>
!<small>SubspawnExplosion</small>
!<small>SubspawnExplosion</small>
!<small>Fire</small>
!<small>Fire</small>
!<small>[[HRG Scorcher|HRGScorcherDoT]]</small>
!<small>Microwave</small>
!<small>Microwave</small>
!<small>[[HRG Teslauncher|HRGTeslauncher]]</small>
!<small>[[HRG Teslauncher|HRGTeslauncher]]</small>
!<small>Explosives</small>
!<small>Explosives</small>
!<small>Freeze, Shell, Bleeding, EMP</small>
!<small>Freeze, Shell, Bleeding, EMP</small>
!<small>[[HRG Arc Generator|ArcGenerator_Beam]], Zap</small>
!<small>ArcGeneratorSphereImpact</small>
|-
|-
!<small>Damage Multipler</small>
!<small>Damage Multipler</small>
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|<small>x1</small>
|<small>x1</small>
|<small>x0.05</small>
|<small>x0.05</small>
|<small>x1.2</small>
|<small>x0</small>
|<small>x0</small>
|<small>x1</small>
|<small>x1</small>
|<small>x0.75</small>
|<small>x0.75</small>
|<small>x0.5</small>
|<small>x0.5</small>
|<small>x0.4</small>
|<small>x0.9</small>
|<small>x0.9</small>
|<small>x0.6</small>
|<small>x0.6</small>
|<small>x0.4</small>
|<small>x0.4</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1.5</small>
|<small>x2</small>
|}
|}
It also has some weapon-spefic resistances on its health pool: [[Microwave Gun]] does only 70% damage to its health, [[9mm Pistol (Killing Floor 2)|9mm]] - 65% and [[AR-15 Varmint Rifle|AR-15]] - 40%.
It also has some weapon-spefic resistances on its health pool: [[Microwave Gun]] does only 70% damage to its health, [[9mm Pistol (Killing Floor 2)|9mm]] - 65% and [[AR-15 Varmint Rifle|AR-15]] - 40%.
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!<small>Sub-machine Gun</small>
!<small>Sub-machine Gun</small>
!<small>Assault Rifle</small>
!<small>Assault Rifle</small>
!<small>[[Minigun]]</small>
!<small>Shotgun</small>
!<small>Shotgun</small>
!<small>Handgun</small>
!<small>Handgun</small>
!<small>HRGScorcherLightingImpact</small>
!<small>Rifle</small>
!<small>Rifle</small>
|-
|-
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|<small>x0.5</small>
|<small>x0.5</small>
|<small>x0.5</small>
|<small>x0.5</small>
|<small>x0.6</small>
|<small>x0.4</small>
|<small>x0.4</small>
|<small>x0.5</small>
|<small>x0.5</small>
|<small>x0.4</small>
|<small>x0.5</small>
|<small>x0.5</small>
|}
|}

Revision as of 14:34, 2 September 2020

Abomination
Abomination

The Abomination is one of the five bosses faced at the end of a standard Killing Floor 2 survival game. It is a taller and stronger version of its normal counterpart equipped with two gigantic axes instead of meat cleavers. It wears armor, spawns walking bomb-a-like minions named Abomination Spawns and uses unique "Gorge" attack to bite players by pulling them toward its mouth.

Health and Shield

Just like the other bosses, Abomination has significant amount of the health which scales up with the additional players. At 6 man HOE server Abomination has total of 28350 HP and up to 29925 shield HP divided between 3 armor pieces.

Normal Hard Suicidal Hell on earth
Body HP (1 Player) 5850 7200 8100 9450
Body HP (2 Player) 8190 10080 11340 13230
Body HP (3 Player) 10530 12960 14580 17010
Body HP (4 Player) 12870 15840 17820 20790
Body HP (5 Player) 15210 18720 21060 24570
Body HP (6 Player) 17550 21600 24300 28350

Abomination wears 3 pieces of armor - on its head, torso and spine. Each armor piece has its own HP scale and absorbs ALL the damage dealt to respective body part. Whenever Abomination loses either of amor pieces it gets knocked down to the ground. Armor and health have separate damage resistances.

Head armor HP Normal Hard Suicidal Hell on earth
Health (1 player) 715 880 990 1155
Health (2 player) 1001 1232 1386 1617
Health (3 player) 1287 1584 1782 2079
Health (4 player) 1573 1936 2178 2541
Health (5 playes) 1859 2288 2574 3003
Health (6 player) 2145 2640 2970 3465
Torso armor HP Normal Hard Suicidal Hell on earth
Health (1 player) 3120 3840 4320 5040
Health (2 player) 4368 5376 6048 7056
Health (3 player) 5616 6912 7776 9072
Health (4 player) 6864 8448 9504 11088
Health (5 playes) 8112 9984 11232 13104
Health (6 player) 9360 11520 12960 15120
Spine armor HP Normal Hard Suicidal Hell on earth
Health (1 player) 2340 2880 3240 3780
Health (2 player) 3276 4032 4536 5292
Health (3 player) 4212 5184 5832 6804
Health (4 player) 5148 6336 7128 8316
Health (5 playes) 6084 7488 8424 9828
Health (6 player) 7020 8640 9720 11340

Hitzones

Abomination does not have head health and cannot be decapitated. Additionally, until destroyed, its armor absorbs all the damage dealt to the body parts it protects. AOE attacks (e.g. fire, explosives) have their damage split across all existing armor pieces for equal parts.

Abomination have three weak spots, which pretty much cover its entire body - head, torso and its back. Its arms / axes deflect attacks.

Damage Multiplier
Head x1.2
Torso x1.2
Back x1.2
Axes x0.2
All other x1

Resistances

Abomination is vulnerable to attacks from HRG Arc Generator and explosions of Mine Reconstructor's mines otherwise it resists to every form of the damage except melee attacks, Freeze, EMP, Ballistic Shell impacts (such as direct hits from the RPG-7 or M203 projectiles) and HRG Healthrower which it is neutral to. It does not take any damage from its own Fart attacks and Puke Mines. However it does take 25% damage of it in Solo games, where all ZEDs are more vulnerable to damage types that they resist naturally. It also takes significant damage from explosions of its own spawns when it wears any armor and rather low damage from these explosions when all the armor is gone.

Abomination has separate resistances and vulnerabilities between its armor and actual health.

Armor resistances:

Ballistic (SMG, AR, Handgun,
Rifle), Piercing
Ballistic (Shotgun), Explosives Slashing, Bludgeon,
Fire, Bleeding
Toxic BloatKingFart HRGHealthrower SubspawnExplosion Microwave Freeze, Shell, EMP
Damage Multipler x0.5 x0.4 x1 x0.05 x0 x1.2 x25 x0.9 x1

Health resistances:

Piercing Slashing, Bludgeon Toxic MineReconstructor BloatKingFart HRGHealthrower SubspawnExplosion Fire HRGScorcherDoT Microwave HRGTeslauncher Explosives Freeze, Shell, Bleeding, EMP ArcGenerator_Beam, Zap ArcGeneratorSphereImpact
Damage Multipler x0.5 x1 x0.05 x1.2 x0 x1 x0.75 x0.5 x0.4 x0.9 x0.6 x0.4 x1 x1.5 x2

It also has some weapon-spefic resistances on its health pool: Microwave Gun does only 70% damage to its health, 9mm - 65% and AR-15 - 40%.

Abomination has no weaknesses to ballistic weaponry.

Sub-machine Gun Assault Rifle Minigun Shotgun Handgun HRGScorcherLightingImpact Rifle
Damage Multiplier x0.5 x0.5 x0.6 x0.4 x0.5 x0.4 x0.5

Incapacitation Resistance

Affliction: Stun Knockdown Stumble Gun hit Melee hit Snare
Torso vulnerability: x0.1 0.1 0.1 0.1 0.1 x1
Head vulnerability: x0.55 x0.4 x0.3 x0.1 x0.95 x2
Legs vulnerability: x0.1 0.1 0.1 0.1 0.1 x1
Arms vulnerability: x0.1 0.1 0.1 0.1 0.1 x1
Special zone vulnerability: x0.55 x0.25 x0.4 x0.05 x0.75 x2
- Incap cooldown 17s 20s 10s 1.7s 2.0s 10.5s
- Incap duration 1.25s --- --- --- --- 3s
- Dissipation rate -20/s -20/s -20/s -20/s -20/s -20/s
- Incap threshold 100
Affliction: Poison Microwave Fire panic EMP Freeze Bleed
- Vulnerability x0 x0.08 x0.32 x0.5 x0.25 x0.15
- Incap cooldown --- 10s 15s 10s 10s 10s
- Incap duration --- 3s 1.2s 2.2s 1s ---
- Dissipation rate --- -20/s -10/s -50/s -20/s -20/s
- Incap threshold 100 (EMP Disrupt - 25, Bleed - 65)
Knockdown (getup duration) 3.87s, for Abomination Spawn - 1.97s
Stun (time + wakeup duration) 1.25s + 2.2s, for Abomination Spawn - 2.5s + 1.47s
Freeze (time + thaw duration) 1s + 2.2s, for Abomination Spawn - 4.5s + 1.47s
Stumble (duration) Between (1-2.67)s, for Abomination Spawn - between (0.89-1.67)s
Parry (duration) Between (0.85-2.67)s, for Abomination Spawn - between (0.89-1.11)s

Attacks

Abomination mostly uses the same attacks as a normal Bloat as well as some new, unique ones - within constant intervals it perfoms an AOE Fart attacks which have nearly the same effect as an on-death explosion of the Elite Crawler.

Every fart attack also spawns an Abomination Spawn, the generic "poop"-looking monster that moves toward players at medium-to-high speed and explodes into the shower of toxic acid within certain vicinity. Unlike Fart attack which creates toxic cloud that lasts for a few seconds, the explosion of its Spawn is instantaneous and does not leave any AOE behind.

Abomination also tries to bite players by pulling them towards its mouth, this attack called "Gorge" - the dragged player is being partially immobilized (but unlike Vortex Attack of the PvP Siren this attack does not prevent players from looking around and using weapons), slowly moves towards Abomination and then takes rather huge bite damage. Gorge attack is also capable on instantly killing every kind of the ZED on its way. Gorge Attack does not affect other bosses and Abomination Spawns. Can be canceled by knockdown.

On top of than nearly all non-melee attacks of the Abomination spawn the puke mines along the regular bloat bile. Puke Mines are the small surface-laying bombs that explode when stepped on.

Abomination Spawn (explosion stumble power) 1000
Every Fart attack spawns the Abomination Spawn yes
Fart (cloud duration / damage interval) 5s / 1s
Fart / Abomination Spawn (damage falloff exponent) 0 (none)
Fart / Abomination Spawn (damage type) Toxic
Fart / Abomination Spawn (explosion damage) 5 / 15
Fart / Abomination Spawn (explosion radius) 450 / 350
Gorge attack (damage, per difficulty) 30 / 40 / 50 / 50
Gorge attack (kills ZEDs, turns them into Abomination Spawns) yes
Gorge attack (maximum check / pull range), players / ZEDS 6.71m / 7m
Melee (base damage) 55
Melee (damage multipliers vs. doors) 8/10
Melee (damage multipliers vs. players) 0.4/0.5/0.75/1
Melee (range) 375
Puke Mine (damage) 18
Puke Mine (falloff exponent) 0 (none)
Puke Mine (health / lifetime / overall max at once) 50 / 300s / 24
Puke Mine (radius) 200
Vomit (damage / range) 20 / 400
Vomit poison (DOT duration / interval / DOT scale) 12s / 1s / x0.083

Fart attack time is the random value that depend on the game difficulty and Abomination's health percentage, it also have some variance. This value and its variance changes lenearly from Y (when at 100% HP) to X (when at 0% HP).

Fart Attack Timers (Normal) = (X=5.0,Y=9.0), Variance = (X=3.0,Y=4.0).
Fart Attack Timers (Hard) = (X=4.5,Y=8.5), Variance = (X=2.5,Y=3.5).
Fart Attack Timers (Suicidal) = (X=4.0,Y=8.0), Variance = (X=2.0,Y=3.0).
Fart Attack Timers (HOE) = (X=4.0,Y=7.0), Variance = (X=2.0,Y=3.0).
Rage Fart Attack Timers (Normal) = (X=1.75,Y=2.5), Variance = (X=1.65,Y=2.1).
Rage Fart Attack Timers (Hard) = (X=1.25,Y=2.0), Variance = (X=1.15,Y=1.6).
Rage Fart Attack Timers (Suicidal) = (X=0.75,Y=1.5), Variance = (X=0.65,Y=1.1).
Rage Fart Attack Timers (HOE) = (X=0.75,Y=1.5), Variance = (X=0.65,Y=1.1).

For every rage fart Abominations spawns one puke mine. It also adds one Abomination Spawn into the spawn pending list so they keep spawning after rage (interval - 2s).

Gorge Attack Cooldown (per difficulty, changes linearly from Y=100% HP to X=0% HP): (X=8.0,Y=11.0) / (X=8.0,Y=11.0) / (X=7.0,Y=10.0) / (X=6.0,Y=9.0).

Gorge attack animation lasts for 3.25s and has effective radius of about 7 meters.

Movement

Walking speed (per difficulty) (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)
Running speed (per difficulty) (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1), x1.3 more when rage-sprinting
Hidden speed 600
Sprint chance Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1
Sprint chance (when damaged) Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1

Abomination moves x1.3 times faster when enraged.

Sprint Condition

Should sprint when enraged (either at 80% / 60% / 40% or 20% HP mark). Also sprint within range of 5-25 meters from players starting from only 5m at the full health and ending up with the sprint range of 25m when it almost dead (i.e. range increases linearly).

Battle Phases

Abomination does not really have any battle phases, however it become more aggressive as it loses health - the less health it has the more frequently it fasts and uses Gorge attack as well as it start sprinting from the greater distances from players.

Additionally upon reaching 80% / 60% / 40% and 20% health marks, Abomination will become enraged for total of 9 seconds. Enraged Abomination charges at players at high speed and has extemely short time intervals between fart attacks / minion spawns.

Miscellaneous Information

Miscellaneous:

Penetration resistance 10
Parry resistance 4
AI pause, on gun / melee hit 0.85s
  • Minions (Cysts, Slashers and Alpha Clots) constantly spawn during the boss wave.
  • Sprint delay, on loosing the LOS to players - 5s.
  • Upon reaching 80% / 60% / 40% and 20% HP marks, Abomination become enraged for a total of 9s. Armor has same resistances as body. Time between two Abomination Spawn spawns (if there are some in the pending list) - 2s.
  • Nearly all non-melee attacks spawn the puke mines along the regular bloat bile.
  • Maximum distance from player to initiate the Gorge attack and maximum Gorge range - 6.71m, for ZEDs - 7m. Pull speed - 300 units / second. Animation duration - 3.25s.
  • Gorge Attack Cooldown (per difficulty, changes linearly from Y=100% HP to X=0% HP): (X=8.0,Y=11.0) / (X=8.0,Y=11.0) / (X=7.0,Y=10.0) / (X=6.0,Y=9.0). Minimum interval - 5s.
  • Gorge Attack does not affect other bosses and Abomination Spawns.
  • Unlike Fart attack, the explosion of Abomination Spawn does not create toxic cloud.
  • Damage to doors = 440 / 550.
  • ZED mass = 400, Maximum falling velocity, units / second = 4000.
  • Abomination has a chance to block upon taking damage or when being aimed at. Abomination has a chance to block or evade certain damage sources. When blocking. Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9. Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Hard - x0.1, Suicidal and HOE - x1.
  • Abomination Spawn evade chances, per difficulty - 0.1 / 0.4 / 1 / 1. Health loss percentage to trigger block: all difficulties - 0.01.
  • Abomination spawn does not evade damage sources or upon taking damage. It has immunity to all forms of toxic damage such as healing grenades, puke bile or Abomination farts.
  • Chance to block after taking damage: Normal - 0, Hard - 0.1, Suicidal - 0.85, HOE - 0.85. Health loss percentage to trigger block: all difficulties - 0.1. Block chains (max): Hard - 4, Suicidal - 5, HOE - 8. Block duration - 1.25s, cooldown - 3.5s.
  • Abomination wears 3 pieces of armor - on its head, torso and spine. 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. Should it lose either of pieces it will be knocked down immediately
  • Abomination (much like other bosses) has an ability to destroy closed unwelded doors just by running into them.

Gallery