Quarter Pound: Difference between revisions

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==Resistances==
==Resistances==


Quarter Pounds are resistant to nearly all forms of the damage, however in a lesser amount than normal Fleshpounds. Quarter Pounds are neutral to Microwave and Explosive damage types.
Quarter Pounds are resistant to nearly all forms of the damage, however in a lesser amount than normal Fleshpounds. Quarter Pounds are neutral to the [[Demolitionist (Killing Floor 2)|Explosive]] and Microwave damage types (with the exception of [[Helios Rifle]] which they are slightly resistant to).
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!<small>Fire</small>
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!<small>Microwave</small>
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!<small>Explosives</small>
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|<small>x0.37</small>
|<small>x0.37</small>
|<small>x1</small>
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|<small>x0.8</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>

Revision as of 19:53, 12 March 2019

The Quarter Pounds are the smaller versions of the normal Fleshpounds that have less health and are slightly more vulnerable against various damage types. Originally made their first appearance in the Poundemonium weekly outbreak mode as a minions of King Fleshpound boss they were latter added into spawning pool of the normal Survival games.

Health

Quarter Pounds have significantly less health than any other Fleshpound variants, however their head-to-body HP ratio is rather huge. In 6 players Hell on Earth game their head health is 71% of their body health while for regular Fleshpound this value is only 32%.

Normal Hard Suicidal Hell on earth
Body / Head HP (1 Player) 375 / 325 562 / 487 825 / 682 862 / 702
Body / Head HP (2 Player) 450 / 373 674 / 560 990 / 784 1034 / 807
Body / Head HP (3 Player) 525 / 422 786 / 633 1155 / 886 1206 / 912
Body / Head HP (4 Player) 600 / 471 899 / 706 1320 / 988 1379 / 1017
Body / Head HP (5 Player) 675 / 520 1011 / 779 1485 / 1091 1551 / 1123
Body / Head HP (6 Player) 750 / 568 1124 / 852 1650 / 1193 1724 / 1228

Hitzones

Quarter Pounds have 2 weak spots, which are the head and the glowing plate on their chest. Their arm grinders deflect attacks.

Damage Multiplier
Head x1.1
Chest Plate x1.1
Arm Grinders x0.2
All other x1

Resistances

Quarter Pounds are resistant to nearly all forms of the damage, however in a lesser amount than normal Fleshpounds. Quarter Pounds are neutral to the Explosive and Microwave damage types (with the exception of Helios Rifle which they are slightly resistant to).

Piercing Slashing Bludgeon Toxic Fire Microwave Ballistic_MicrowaveRifle Explosives Freeze Shells EMP
Damage Multipler x0.75 x0.62 x0.62 x0.31 x0.37 x1 x0.8 x1 x1 x1 x1
Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x0.62 x0.62 x0.75 x0.75 x0.75

Incapacitation Resistance

Affliction: Stun Knockdown Stumble Gun hit Melee hit Snare
Torso vulnerability: x0.5 x0.25 x0.37 x0 x1 x1
Head vulnerability: x0.55 x0.25 x0.46 x0 x1 x1
Legs vulnerability: x0.5 x0.5 x0.46 x0 x1 x3
Arms vulnerability: x0 x0.25 x0.15 x0 x1 x1
Special zone vulnerability: x0.55 x0.4 x0.75 x0.5 x1 x1
- Incap cooldown 10s 10s 3.5s 1.7s 2s 8.5s
- Incap duration 1.55s --- --- --- --- 5s
- 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 x0.15 x0.55 x0.45 x0.95 x0.95 x0.75
- Incap cooldown 20.5s 17s 10s 10s 10.5s ---
- Incap duration 5s 2.5s 3.5s 2.2s 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) 1.87s
Stun (time + wakeup duration) 1.55s + 1.7s
Freeze (time + thaw duration) 1s + 1.67s
Stumble (duration) Between (1-2.67)s
Parry (duration) Between (0.85-2.67)s

Attacks

Quater Pounds using same set of attacks as a normal Fleshpound, however they do less base damage - 49 opposite to 55.

Melee (base damage) 49
Melee (damage multipliers vs. doors) 3/4/5
Melee (damage multipliers vs. players) 0.08/0.2/0.23/0.25/0.34/0.5/0.55/1
Melee (range) 250

Movement

Quarter Pounds are notably fast ZEDs capable of catching the players when both walks. Unlike other Fleshpound variants, Quater Pounds do not cover their heads with the gauntlets when sprint. In fact they do not have metallic spikes on their hands at all.

Walking speed (per difficulty) (405 - 495) 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

Gallery