Left 4 Dead 2

Left 4 Dead 2

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RWA 2.0 Damage information
By XxEeNnXxEeIi
   
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Hitzone & Weakpoint
Hitzone
* Hitzone damage multiplier is stick to the original.

Weakpoint
For special infected

Head = extra headshot damage & extra chance to stagger.
Leg = extra chance stagger by ((damge x 200) / health left of them))
Arm (for charger) = extra chance stagger by ((damge x 100) / health left of them))
(stagger can break-free when special locked survivor)

* Example if the damage total is 60 and special infected health left is 300.

the chance to stagger will be ((60 x 200) / 300) = 40%
(this chance is not stack, it work with other stagger chance)
Fire & Explosive & Vomitjar
Fire damage
* Disable original fire damage that count the time for special and tank, sample tank on fire will died after 75 sec, now it disable and we set the real damage on time instead.

* Fire damage
- Special = (0 to 2 damage) + (enemy health left * 0.01) every 0.1 second.
- Tank = (1 to 3 damage) + (enemy health left * 0.01) every 0.1 second.
- Witch = (0 to 1 damage) + (enemy health left * 0.01) every 0.1 second.
Target can extinguish themself by 2%, 3% chance of every 0.1 second.
Slow down target by 50%.

Explosive & Incendiary damage
* RE = Relative effectiveness factor (RE factor)

*Explosive mix
* Chance to ignite = 0%
* Chance to stumble = every 2 damage = 1% for special & tank & witch

Black Powder (0.55 RE) : 1g = 2301J
TNT (1.00 RE) : 1g = 4184J
COMB (RDX 60%, TNT 40%) : 1g = 5690J
A-IX-2 or Hexal (RDX 73%, aluminium powder 23%, Phlegmatized 4%) : 1g = 5154.38J
RDX, Phlegmatized (1.60 RE) : 1g = 6694J
PETN (1.66 RE) : 1g = 6945J

*Incendiary mix
* Chance to ignite = every 2 damage = 1% for all
* Chance to stumble = every 1 damage = 1% for all

Magnesium : 1g = 523J
Napalm (1.6 RE) : 1g = 6694J
White Phosphorus : 1g = ???
Thermobaric : 1g = 24000J

Calculate to damage formala
Energy J ÷ 300 = Damage
Kill damage radius = Total damage
Casualty damage radius = Total damage x 2
Stumble radius = total damage x 2

Sample
1). If the damage is 230, the radius of full damage is 230 (damage loss 1 per 1 cm.)
* If you far from explode position about 115 cm. it mean you get only 115 damage.
(damage is apply to only infected not for survivor)

2). Casualty & Stumble radius is 460 (total damage x 2 instance is 230 x 2)
* The damage of casualty range is divive 4, If you far about 360 cm. you will get damage by
(460 - 360 = 100 > 100 ÷ 4 = 25 damage)

* The percentage chance of stumble is 100% at 0 cm. / 0% at 460 cm.
* If you far about 230 cm. you will only get 50% chance to stumble.

Boomer Vomitjar
Vomitjar damage : 15% of health left + 15-60 for special, 30-120 for tank.
Stumble target + Slow down target by 25-50%
Chainsaw
Damage per hit (0.01s per hit) and chance to stumble.
- Infected = 8 - 16, 100% chance of stumble per hit.
- Special & Tank = 8 - 16, 24% chance of stumble per hit.
- Witch = 8 - 16, 18% chance of stumble per hit.
Bullet
How bullet calculated damage

* Energy joules calculated to damage
* Barrel length affect damage
* Damage each round is for first target and for further target
* Damage loss calculate from muzzle energy loss
* Damage loss with range is for every 1 meter
* Use typical wound profile to compare damage & penetrate amount
* Simple energy joules calculated to damage
Joules / 30 = Damage ( 1,800 Joules ÷ 30 = 60 Damage)

Bullet effect

* Bullet effect type *Newest UPDATE

- Stumble : target will be stumble backward and numb 2-4 sec.
- Knockback : target will backward and numb 1-3 sec.
- Cavity shock (bonus damage) : extra bonus damage by x1.0 - x2.0
- Hydrostatic shock (double damage) : extra bonus damage by x1.5 - x2.5
- Brain hemorrhaging (triple damage) : extra bonus damage by x1.5 - x3.0
- Skull casher (greatly damage) : massive bonus stumble headshot + extra damage by x2.0 - x4.0
- Head injury (stunt bullet) : extra headshot damage by x1.125 - x1.25
- Mesencephalon pierced (kill bullet) : up to 100% headshot will instantly kill.

Bullet type

* Bullet type

1.Normal : just normal bullet.
- Usage : for pistol, magnum, smg such as 9mm, .45ACP up to .50AE

2.Magnum : big bore bullet with heavy grain that deal massive energy and get unique skull casher effect when headshot that deal bonus greatly extra damage.
- Usage : for heavy handcannon or big bore rifle or shotgun slug such as .500 S&W, .50 Beowulf, .375 H&H Magnum, .600 Nitro Express, .577 Tyrannosaur.

3.Buckshot : this bullet have more pellet, once pellet hit target will make bigger cavity than usally and get unique cavity shock effect that deal bonus extra damage.
- Usage : for any bullet that have pellet same as shotgun buckshot.

4.Rifle non-explode : this bullet travel fast, bottle-nect designed, sharp and penetrate more target with fast speed cause blood loss, with better penetrate power will get effective more stumble percentage if shoot special infected or tank that thicker than usally.
- Usage : for 7.62x39, 5.45x39, 6.5 Grendel, .300 Blkout or any rifle bullet that not explode.

5.Rifle explode : this bullet travel extremly fast, designed to have hydrostatic shock effect on liquid target that cause big permanent cavity and affect to brain hemorrhaging effect.
- Usage : for 5.56x45, 6.8 SPC, .308, .300, .338, up to .408 Cheytac

6.Armor piercing : this bullet use tungsten projectile as core cause maximum penetrator that have unique mesencephalon pierced effect because this kind of bullet make sure projectile core can penetrate your head and damage the mid brain and lead to instanly dead even on witch or special infected, only 1 bullet doesn't care damage will get chance up to 100% head shot will instant kill.
- Usage : for any bullet that have tungsten core.

7.Anti-materiel : extremly powerful bullet that can cause "body-torn" effect.
- Usage : .50 BMG, 12.7x108, 14.5x114, 20x82, .950 JDJ, 20x102.



* This picture compare cavity that even buckshot have a little more of energy j. than 5.56 but the total permanent wound have bigger than 5.56, so we decide to make cavity shock effect that get bonus damage to take this advantage.



* You can see demonstrates for what different of rifle non-explode and rifle explode type,
5.56x45mm that explode inside target make a bigger cavity but 7.62x39mm not explode but it can penetrate further.

* This picture show how each bullet penetrate the target and leave a wound inside, 5.56x45mm explode inside and make much more permanent cavity compared with 7.62x39mm that have more energy, that why we have 2 kind of rifle bullet as non-explode and explode, and explode bullet will get unique effect as hydrostatic shock and brain hemorrhaging.

* 7.62x39 have small cavity than 5.56x45 even more energy joules, but 7.62x39 can penetrate further than 5.56, so we decide to add amount of penetration from 2 to 3 (only 2 for 5.56) and calculate damage of 7.62x39 by Damage x 2 ÷ 3,
( Damage = 75, (75 x 2) ÷ 3 = 45 damage for 3 target )

Bullet type effective
* Random chance effect from each hit
* Out of range effect will not work

All type bullet

1).Head injury (only shoot at head) / stumble target
Special = every 2 damage = 1%
Witch = every 4 damage = 1%

Uniqure

* Range less than 6 meter.
1).Stumble
Infected = 9% + every 2 damage = 1%
Special = 6% + every 3 damage = 1%
Tank = every 3 damage = 1%

Buckshot

* Range less than 500 cm + damage * 2.
1). Knockback
Infected = 100%
Special = 6% (% per pellet)
Tank = 3% (% per pellet)

2). Cavity shock / Bonus x1.0 - x2.0
Infected = 50% (% per pellet)
Special = 25% (% per pellet)

Magnum

* Effective range = Total damage done x 8
1). Stumble
Infected = 100%
Special = every 2.5 damage = 1%
Tank = every 4 damage = 1%

*Range less than 8 meter.
1). Skull casher (only shoot at head) / extra damage x1.0 - x2.0 + stumble chance
Special = every 2 damage = 1%
Witch = every 2 damage = 1%

Rifle non-explode

* Range less than 18 meter.
1). Stumble
Infected = 2% + every 2 damage = 1%
Special = 4% + every 2 damage = 1%
Tank = 6% + every 2 damage = 1%

Rifle explode

* Range less than 18 meter.
1). Stumble
Infected = 2% + every 3 damage = 1%
Special = 3% + every 3 damage = 1%
Tank = 4% + every 3 damage = 1%

* Range between 3 - 15 meter.
1). Brain hemorrhaging / Bonus x1.5 - x3.0 + stumble
Infected = every 8 damage = 1%
Special = every 10 damage = 1%

2). Hydrostatic shock / Bonus x1.5 - x2.0 + stumble
Infected = every 4 damage = 1%
Special = every 6 damage = 1%
Tank = every 8 damage = 1%

Armor piercing

1). Mesencephalon explode / Chance to Instant-kill (only shoot at head)
Special = every 4 damage = 1%
Witch = every 6 damage = 1%
Melee
Note: melee damage is work different on each kind of infected,
- for infected it deals damage per tick.
- for special it deals damage per swing.

What is per tick meaning?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=412007318

Melee damage type

1). Blunt

* Damage chart
Note: damage per tick is for infected, damage per swing is for all other
- infected = 2 damage, 4 damage for head hit.
- witch = 5-15 damage, 10-30 damage for head hit
- special = 5-15 damage, 10-30 damage for head hit
- tank = 10-40 damage

* Stumble to target
- infected = 100%
- special = 36%, 72% for head hit
- witch = 24%, 48% for head hit
- tank = 12%

* Counterattack by stumble attacker
- infected = 4%
- special = 16%
- charger & boomer = 24%
- tank = 24%
- witch = 24%

2). Slash

* Damage chart
Note: damage per tick is for infected, damage per swing is for all other
- infected = 4 damage, 8 damage for head hit.
- witch = 10-30 damage, 30-50 damage for head hit
- special = 10-30 damage, 30-50 damage for head hit
- tank = 25-75 damage

* Stumble to target
- infected = 100%
- witch = 18%, 36 for head hit
- special = 12%, 24 for head hit
- tank = 6%

* Counterattack by stumble attacker and take damage by 1-4
- infected = 8%
- special = 32%
- charger & boomer = 48%
- tank = 48%
- witch = 48%

3). Shove

* No damage same as original

* Stumble to player if player shove target
- infected = 2%
- special = 32%

4). Shield

* Damage chart
- 0 damage for all
- note: you can use shove or right click to deal damage while left click for push infected way.

* Stumble to target
- infected = 100%
- smoker, hunter, jockey, spitter, boomer = 50%
- charger = 0%
- tank = 0%

* Counterattack by stumble attacker
- infected = 0%
- smoker, hunter, jockey, spitter = 24%
- charger, boomer = 50%
- witch = 50%
- tank = 100%


5). Electric

* Damage chart
- infected = instant-kill any part

* Counterattack by stumble attacker
- infected = 0%
- special = 16%
- witch = 24%
- tank = 30%
Electric Shock (Developing)
Electric shock damage is from DLC weapon addon such as electric baton (one-hand weapon) and electric hammer (two-hand weapon) also defibrillator!

* Electric weapon need energy or battery to work
* Electric damage work as additonal damage that combine with blunt type melee damage

Electric damage = 50-100 (one-hand) / 100-200 (two-hand)
* on head hit damage x 8
* Battery left affect the damage and stumble chance
* Electric damage can stumble target by 50-100%
* Example
- for one-hand = every 1 battery left is 1 damage output (25% = 25 damage)
- for two-hand = every 1 battery left is 2 damage output (25% = 50 damage)

*Example 2
every 1 battery left = 2% of chance (50% = 100% stumble chance)

* one-hand consume battery for each hit is 2
* two-hand consume battery for each hit is 4

* Recharge battery 1% every 2 second
* Defibrillator can help to recharge battery 2% every 2 second if play active it.

* For active the recharge from defib by holding press Reload key and always carry defib on slot.

Defibrillator
can use as a melee weapon which deal electric shock damage.
* Damage = every 1 battery left is 0.5 damage output (50% = 25 damage)
* Stumble chance = every 1 battery left is 0.5%
* Each hit consume battery for 4
* Recharge battery 1% every 1 second

* Pick up new defib will not change battery left.
Physical Injury (Discontinue)
* Physical injury is the damage from infected, special, tank and witch which affect health of survivor, That also call the "Long-term injury", And when it happen it can't completely healed in the short time, So that injury affect the max health of survivor.

* Each damage for infected will decrease max health by random amount
Common Infected = 0 - 2
Boomer, Charger, Hunter = 0 - 4 (jockey, smoker, spitter not include)
Tank & witch = 0 - 8

* Max health of survivor can't go below 50
* Firstaid pack can recovery max health by maxhealth left ÷ 4