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Revision as of 20:37, 12 May 2022
Formerly known as Rachel Clamely, a Patriarch's daughter, the Matriarch is one of the five bosses faced at the end of a standard Killing Floor 2 survival game. Completely legless, oversized and heavily mutated she is embedded into a mech powersuit bearing wide variety of weapons for her disposal on a board.
During the combat she is heavily relying on her mech-suit devices and abilities including armor, shield, cloaking tech, ranged attacks emitted through her arm cannon. Once sufficient damage is dealt to Matriarch she will swap some of her tools with the others which will gradually change the pace of the combat from long range engagements to close range encounters.
She is also unique to change her targets depending on amount of the damage dealt to her.
Background
Name: Rachel Clamely
Previous Last Sighting: (Believed deceased) The London Underground
(Former) Occupation: Horzine Science Division
Current Mental Status: Insane
Known Relatives: Kevin Clamely (AKA: The Patriarch)
Mercs,
We have some good news! We are not sure how, but the “good” Dr. survived the incident in the London Underground, however that is about the end of the jovial news here. Much as the literary case of Dr. Jekyll and Mr. Hyde, the doctor we once knew has changed, and not for the better!
What little intel we have managed to gather so far suggests that, much like her father, she began to dabble in human modification to better battle the threat of the Patriarch and his clone army. Her results seemed to have fared about as well in the mental stability department, so good luck trying to reason with her.
It appears our “Matriarch” here is behind the recent E.D.A.R incursion and has been seen commanding them out in the field. And it looks like she is on the hunt mercs, so get ready for this engagement. If you can’t run, come loaded for Mech Suit.
Updated Target Biography
Name: Matriarch
Known Relations: Patriarch (Deep hatred)
Known Tools: Enhanced Mech Suit and E.D.A.R assistants
Mercs, keep an eye out for the capabilities of this suit, it is not to be underestimated. Reported functionality:
- Electromagnetic shielding (Get blasting)
- Mechanical Claw - a powerful grappling arm (Rated to crush a tank)
- Plasma cannon (Official notes just say: Ouch!!)
- Multiple electric capabilities (both regional and arcing from target to target at range) from the device mounted on the back. (The lab coats are calling these the lighting storm and tesla blast)
- And cloaking technology built-in as well (this has been reported to not be functional while shielding is still active)
And we wouldn’t be surprised if she has some other secrets lurking. We would wish you luck mercs, but we fear that won’t be enough.
Base Statistics
Normal | Hard | Suicidal | Hell on earth | |
---|---|---|---|---|
Kill Reward | 500 | 500 | 500 | 500 |
XP | 1291 | 1694 | 1790 | 1843 |
Base Health (body) | 4900 | 6300 | 7000 | 8400 |
For kill reward calculations read Dosh Mechanics. The Matriarch does not have head health as she cannot be decapitated. Under normal circumstances it is impossible to do anything with the bounty earned from killing her other than to throw it around in post-victory idle time.
Health
The Matriarch has her health value scaled accordingly to the number of players in the game. The increase in health value is 50% per player. Her base health value is 4900 on Normal, 6300 on Hard, 7000 on Suicidal, and 8400 on Hell on Earth. The value is determined by the number of players that are alive when the Matriarch spawns.
Health | ||||
---|---|---|---|---|
Players / Difficulty | Normal | Hard | Suicidal | Hell on earth |
1 player | 4900 | 6300 | 7000 | 8400 |
2 players | 7350 | 9450 | 10500 | 12600 |
3 players | 9800 | 12600 | 14000 | 16800 |
4 players | 12250 | 15750 | 17500 | 21000 |
5 players | 14700 | 18900 | 21000 | 25200 |
6 players | 17150 | 22050 | 24500 | 29400 |
Shield and Armor
Matriarch is protected by shield. As long as it is active it will be absorbing all incoming damage. Shield takes full damage: hitzone modifiers, damage resistance and player's perks and bonuses do not affect the damage it takes at all - it always takes damage equal to weapon's default damage value. Her head and left claw (cannon) are also protected by armor which is the second to take damage (once shield is disabled or destroyed). Armor does have weaknesses and / or resistances.
Shield HP | |||||
---|---|---|---|---|---|
Players / Difficulty | Normal | Hard | Suicidal | Hell on earth | |
1 player | 1400 | 2700 | 4500 | 6720 | |
2 players | 2100 | 4050 | 6750 | 10080 | |
3 players | 2800 | 5400 | 9000 | 13440 | |
4 players | 3500 | 6750 | 11250 | 16800 | |
5 players | 4200 | 8100 | 13500 | 20160 | |
6 players | 4900 | 9450 | 15750 | 23520 |
Matriarch's head and left claw are her vulnerable spots, initially both of these zones are protected by armor. Players may destroy each of them should the sufficient damage be applied. However it is should be noted that as the battle continues each of these armor pieces will be automatically broken once Matriarch is at Battle Phase 3 (below 50% health). Destroying both of the armor pieces prematurely will automatically trigger her Battle Phase 3, regardless of current health percentage.
Should the player destroy her Cannon Matriarch will become unable to execute Plasma Cannon and Tesla Blast attacks but will, instead, get an ability to grab players with her tentacle (Scorpion Whip attack).
Head armor HP | |||||
---|---|---|---|---|---|
Players / Difficulty | Normal | Hard | Suicidal | Hell on earth | |
1 player | 1225 | 1575 | 1750 | 2100 | |
2 players | 1837 | 2362 | 2625 | 3150 | |
3 players | 2450 | 3150 | 3500 | 4200 | |
4 players | 3062 | 3937 | 4375 | 5250 | |
5 players | 3675 | 4725 | 5250 | 6300 | |
6 players | 4287 | 5512 | 6125 | 7350 | |
Cannon armor HP | |||||
Players / Difficulty | Normal | Hard | Suicidal | Hell on earth | |
1 player | 1225 | 1575 | 1750 | 2100 | |
2 players | 1837 | 2362 | 2625 | 3150 | |
3 players | 2450 | 3150 | 3500 | 4200 | |
4 players | 3062 | 3937 | 4375 | 5250 | |
5 players | 3675 | 4725 | 5250 | 6300 | |
6 players | 4287 | 5512 | 6125 | 7350 |
Hitzones
Matriarch is a real tank - most of her body parts are extremely resistant to damage. The only weak spots she has are her head and the left lower arm (claw). But these are covered with the armor which needs to be taken care of first (note that her left arm armor is in fact a cannon, once it is broken she will not be able to execute her Plasma Cannon and Tesla Blast attacks). Her other weak spots are the moving device over her head that she uses for Lightning Storm and Warning Siren attacks and, for some reason, rather small, barely notable and counter-intuitive - a left shoulder pad (but not the right one), shooting either of these zones causes no damage reduction.
Her armored zones do not have specific damage multipliers, they do in fact share the same hit boxes as the body parts they cover. For details on calculation of damage to ZED's armor refer to step 7 of "ZEDs - Damage to take" mechanic.
Hitzone | Damage Multiplier |
---|---|
Head (once the armor is destroyed) | x1.3 |
Tesla device over the head | x1 |
Headlights over the head | x0.25 |
Spine | x0.25 |
Right shoulder | x0.25 |
Right upper arm | x0.5 |
Right (metal) claw | x0.25 |
Left shoulder | x1 |
Left upper arm | x0.5 |
Left lower arm (once the armor is destroyed) | x1 |
The claw (once the armor is destroyed) | x1.3 |
Chest | x0.25 |
Groin | x0.5 |
Legs | x0.25 |
Battle Phases
Each time Matriarch takes damage she evaluates a possibility to change her battle phase. Matriarch begin with the Phase 1 and once her shield is destroyed she will automatically change her battle phase to Phase 2. If both of her armor pieces are destroyed she will automatically change the battle phase to Phase 3. Regadless of aforementioned actions she will be changing battle phases depending on her current health percentange: Phase 2 - 75%, Phase 3 - 50%, Phase 4 - 25%. Upon reaching Phase 3 (or further) Matriarch's armor (both - head and claw) will automatically break, regardless of the remaining amount. Her signature minions - E.D.A.Rs - are being summoned upon changing the battle phase. Her shield is only active during the Phase 1 and does not operate past that phase.
- Phase 1 (100% HP): Can use sweeping claw - yes, Can use tesla blast - yes, Can use plasma cannon - yes, Can use lightning storm - yes, Can use warning siren - no, Melee damage scale = 1, Walk speed scale = 1, Sprint speed scale = 1, Can cloak - no, Alternative sprint animation - no.
- Phase 2 (75% HP): Can use sweeping claw - yes, Can use tesla blast - yes, Can use plasma cannon - yes, Can use lightning storm - yes, Can use warning siren - no, Melee damage scale = 1, Walk speed scale = 1.5, Sprint speed scale = 1, Can cloak - no, Alternative sprint animation - no, Should taunt - yes.
- Phase 3 (50% HP): Can use sweeping claw - yes, Can use tesla blast - no, Can use plasma cannon - no, Can use lightning storm - yes, Can use warning siren - yes, Melee damage scale = 1, Walk speed scale = 2.25, Sprint speed scale = 1.05, Can cloak - no, Alternative sprint animation - yes, Should taunt - yes.
- Phase 4 (25% HP): Can use sweeping claw - yes, Can use tesla blast - no, Can use plasma cannon - no, Can use lightning storm - no, Can use warning siren - yes, Melee damage scale = 1.2, Walk speed scale = 2.5, Sprint speed scale = 1.15, Can cloak - yes, Alternative sprint animation - yes, Should taunt - yes.
Minions
Amount of E.D.A.Rs to spawn depends on how many players present of the server. It is a value of Base Amount x Per-Player Mod, where Base Amount is 3-5 (depending on player count) and Per-Player Mod is 1p - 1, 2p - 1.5, 3p - 1.5, 4p - 1.875, 5p - 1.875, 6p - 2.
ZED Squads to spawn during the Matriarch wave | |||||
---|---|---|---|---|---|
Normal | Hard | ||||
phase 1 | Blaster1 | phase 1 | Blaster1 | ||
phase 2 | Bomber1 | phase 2 | Bomber1 | ||
phase 3 | Blaster1_Bomber1 | phase 3 | Blaster1_Bomber1 | ||
Suicidal | HOE | ||||
phase 1 | Blaster1 | phase 1 | Blaster2_Trapper1 | ||
phase 2 | Bomber1 | phase 2 | Bomber2_Trapper1 | ||
phase 3 | Blaster1_Bomber1 | phase 3 | Blaster1_Bomber1_Trapper1 |
Number next to E.D.A.R type specifies quantity.
Attacks
The variety of attacks for Matriarch's disposal depends on her current Battle Phase and most importantly on the distance between her and her target. At Battle Phase 1 and 2 she heavily relies on ranged attacks with her Plasma Cannon and Tesla Blast both emitted from her left arm cannon which also acts like an armor. Once she is down to Phase 3 the cannon is no longer operational and she changes her tactic to close range engagements. Following attacks available to her, besides regular melee strikes:
- Claw Sweep - powerful melee attack that covers 360 degrees area.
- Lightning Storm - Matriarch cease movement, exposes device located over her head and emits an electrical explosion shortly after.
- Plasma Cannon - a long range beam that causes moderate Fire damage to players within short intervals.
- Tesla Blast - powerful ranged shot of electricity. The electricity is chained to nearby players should they be close to initial target. Players hit by chained damage will spread it even further.
- Scorpion Whip (grab) - Matriarch pulls player towards her. Does no damage on its own but melee attack that comes next might be fatal. This attack will only be available to her once her left hand armor (which is the cannon) is destroyed.
- Warning Siren - available to her at late phases. Similar to Siren's scream but with greatly amplified damage and range.
For the duration of either of Matriarch's attacks she temporary disables her shield or cloak.
Claw sweep (damage scale of melee attack / maximum distance to initiate) | x1 / 100 | ||||
Lightning storm (damage / explosion radius / falloff exponent / EMP power) | 65 / 800 / 0 (none) / 40 | ||||
Lightning storm (minimum interval between attacks) | 8s | ||||
Lightning storm (wind-up time / wind-down time / maximum distance to initiate) | 1.6s / 1s / 400 | ||||
Melee (base damage) | 55 | ||||
Melee (damage multipliers vs. doors) | 20 | ||||
Melee (damage multipliers vs. players) | 0.5/0.75/1 (most of heavy attacks - x1, in combo - x0.5) | ||||
Melee (range) | 375 | ||||
Plasma cannon (damage / damage interval / damage type / Burn power) | 7 / 0.1s (600 RPM) / Fire / 11 per tick | ||||
Plasma cannon (minimum interval between attacks) | 7s | ||||
Plasma cannon (wind-up time / maximum distance to initiate) | 1.21s / 2500 | ||||
Tentacle grab (maximum distance to initiate) | 1500 | ||||
Tentacle grab (minimum interval between attacks) | 12s | ||||
Tesla blast (damage / distance from initial target to get hit by chained damage) | 65 / 6.5 meters | ||||
Tesla blast (knockdown / Melee hit / EMP powers) | 50 / 50 / 50 | ||||
Tesla blast (minimum interval between attacks) | 5s | ||||
Tesla blast (wind-up time / maximum distance to initiate) | 1.52s / 2500 | ||||
Warning siren (damage / interval / amount / explosion radius / falloff exponent | 35 / 0.5s / 4 / 1000 / 0.5 (exp) | ||||
Warning siren (minimum interval between attacks) | 10s | ||||
Warning siren (wind-up time / maximum distance to initiate) | 1.33s / 300 |
Resistances and Weaknesses
Health Resistances
Matriarch not only has extremely resistant body parts, but also resists most common forms of the damage. She is most vulnerable to Survivalist's HRG Arc Generator and melee attacks.
Damage Resistance (part 1):
Piercing | Slashing | Bludgeon | Toxic | HRGHealthrower | Fire | HRGScorcherDoT | Microwave | MicrowaveRifle | HRGTeslauncher | Explosives | Freeze | Shells | Bleeding | EMP | ArcGenerator_Beam, Zap | ArcGeneratorSphereImpact | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Damage Multipler | x0.5 | x1 | x1 | x0.05 | x0.5 | x0.5 | x0.4 | x0.9 | x0.7 | x0.7 | x0.4 | x1 | x1 | x1 | x1 | x1.5 | x2 |
Damage Resistance (part 2):
HRG_Vampire_BloodBallImpact | HRG_Vampire_CrystalSpike | HRG_Vampire_BloodSuck | HRG_CranialPopper | Shrink_ShrinkRayGun | |
---|---|---|---|---|---|
Damage Multipler | x0.4 | x0.3 | x0.7 | x2 | x3 |
Ballistic Resistance:
Submachine Gun | Assault Rifle | Minigun | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|---|
Damage Multiplier | x0.5 | x0.5 | x075 | x0.4 | x0.5 | x0.5 |
Armor Resistances
Her armor shares the same resistance traits as her body.
Ballistic (SMG, AR, Handgun, Rifle), Piercing, Fire | HRGScorcherLightingImpact | Ballistic (Shotgun), Explosives | Slashing, Bludgeon, Bleeding | Toxic | MineReconstructorExplosion | Toxic (HRGHealthrower) | Microwave | Freeze, Shell, EMP | |
---|---|---|---|---|---|---|---|---|---|
Damage Multipler | x0.5 | x0.4 | x0.4 | x1 | x0.05 | x0.6 | x0.5 | x0.9 | x1 |
Incapacitation Resistance
Affliction: | Stun (per phase) | Knockdown (per phase) | Stumble (per phase) | Gun hit (per phase) | Melee hit (per phase) | Snare (per phase) |
---|---|---|---|---|---|---|
Torso vulnerability: | x0/x0/x0.1/x0.1 | x0/x0/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x1/x1/x1/x1 |
Head vulnerability: | x0/x0/x0.55/x0.55 | x0/x0/x0.4/x0.4 | x0/x0.3/x0.3/x0.3 | x0/x0.1/x0.1/x0.1 | x0/x0.95/x0.95/x0.95 | x2/x2/x2/x2 |
Legs vulnerability: | x0/x0/x0.1/x0.1 | x0/x0/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x1/x1/x1/x1 |
Arms vulnerability: | x0/x0/x0.1/x0.1 | x0/x0/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x0/x0.1/x0.1/x0.1 | x1/x1/x1/x1 |
Special zone vulnerability: | x0/x0/x0.55/x0.55 | x0/x0/x0.25/x0.25 | x0/x0.4/x0.4/x0.4 | x0/x0.5/x0.5/x0.5 | x0/x0.75/x0.75/x0.75 | x2/x2/x2/x2 |
- Incap cooldown | 17s | 20s | 10s | 2s | 2s | 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 (per phase) | Microwave (per phase) | Fire panic (per phase) | EMP (per phase) | Freeze (per phase) | Bleed (per phase) |
- Vulnerability | x0/x0/x0/x0 | x0.08/x0.08/x0.08/x0.08 | x0/x0/x0.65/x0.65 | x1/x1/x1/x1 | x0/x0.65/x0.65/x0.65 | x0.15/x0.15/x0.15/x0.15 |
- Incap cooldown | --- | 10s | 15s | 10s | 10s | 10s |
- Incap duration | --- | 3s | 1.2s | 2.5s | 1s | --- |
- 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) | From the back - 3.25s, from the front - 3.73s | |||||
Stun (time + wakeup duration) | 1.25s + 1s | |||||
Freeze (time + thaw duration) | 1s + 1s, for PvP ZEDs - 1s + 1s | |||||
Stumble (duration) | Between (1.33-2.17)s | |||||
Parry (duration) | 1.33s |
Matriarch's special zone is a small moving sonar-like device ("box") over her head that she uses for Lightning Storm and Warning Siren attacks.
After performing corresponding attack Matriarch will be having global cooldown on all of her attacks. The value is random between X and Y:
- GlobalCooldownTimeRange_Melee=(X=0.0, Y=0.0)
- GlobalCooldownTimeRange_LightningStorm=(X=2.5, Y=2.5)
- GlobalCooldownTimeRange_WarningSiren=(X=2.5, Y=2.5)
- GlobalCooldownTimeRange_TeslaBlast=(X=2.5, Y=2.5)
- GlobalCooldownTimeRange_PlasmaCannon=(X=2.5, Y=2.5)
- GlobalCooldownTimeRange_ScorpionWhip=(X=0.0, Y=0.0)
Speed
Matriarch gradually gains speed boost as she changes her Battle Phases. Starting from Phase 3 she gets new sprinting animation replacing bipedal movement with the fast quadrupedal sprint.
For her first battle phase the sprinting condition is:
Should sprint if distance to player laying between 15 and 10000000 meters (1500 units < distance < 1000000000 units). Evaluation of sprint capabilities happens each time Matriarch plays either of her attacks meaning that she can still sprint within distances closer than 15m from players but cannot start sprinting until sufficient distance achieved (e.g. right after melee attack).
Otherwise, past first phase she is free to sprint.
Walking speed (per difficulty) | (270 - 300) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | |||||
Running speed (per difficulty) | (585 - 715) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | |||||
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 |
In multiplayer (when there is more than 1 player at server) The Matriarch will gain 20% bonus movement speed every minute if only one player is left alive, up to a cap of 30%. She will also gain the ability to break down unwelded doors by running into them.
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.
Miscellaneous Information
Penetration resistance | 4 | |||||
Parry resistance | 4 | |||||
AI pause, on gun / melee hit | 0.65s |
- When her shield or either of armor pieces is getting destroyed she gets stumbled. She also gets stumbled each time she changes battle phase.
- Within 8-10 second intervals Matriarch re-evaluates and changes enemies: whoever had caused the highest amount of damage to her during the last evaluation period is likely to become her new target.
- Matriarch might as well swap her enemy with whatever human player she will bump into during the movement to her current target.
- Should the player destroy her Cannon Matriarch will become unable to execute Plasma Cannon and Tesla Blast attacks but will, instead, get an ability to grab players with her tentacle (Scorpion Whip attack).
- Matriarch has parry resistance of 4 however quite a lot of her melee attacks cannot be interrupted by design. Blocking and parrying her attacks will mitigate the damage but will not cause her to stumble. Tentacle grab attack can always be interrupted by parrying with a weapon that has sufficient parry strength.
- When moving Matriarch can do bump damage to ZEDs just by touching them (although ZEDs on her path will likely attempt to evade the threat). Base amount of the damage is 270, multiplied by x2 if Matriarch is sprinting and also multiplied by Matriarch's difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZED will be having less body health than incoming bump damage, this ZED will knocked down if it would manage to survive (Rioter, for example, as it armor will absorb the damage). Otherwise, if ZED will be having enough health to survive the bump, instead it will stumble. ZEDs damaged in this manner will NOT be considering their bumper as an enemy.
- Matriarch cannot teleport nor get frustrated. Damage to doors = 1100. ZED mass = 200.
- Tesla blast spreads electricity to nearby players. Maximum distance from initial target to get hit - 6.5m. Players hit by chained damage will spread it even further. ZEDs are also affected by chain reaction.
Gallery
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Twisted Christmas variant
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Halloween skin