Survivalist: Invisible Strain

Survivalist: Invisible Strain

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Weapon Guide
By Red riding hood the third
Weapon stats and stats description
   
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Melee Weapons Stats
Sharp
Sharp
Hunting Knife
Axe
Pickaxe
Crowbar
Spiked plank
Cleaver
Spiked baseballbat
Machete
Katana
Damage
0.2
0.3
0.3
0.3
0.3
0.4
0.5
0.6
1
Damage+/lvl
0.04
0.06
0.06
0.06
0.06
0.08
0.1
0.12
0.2
Range
1.5
2
2
2.25
2.25
1.75
2.25
2
2.5

Blunt
Blunt
Toolbox
Frying Pan
Tire Iron
Baton
Shovel
Baseball Bat
Wrench
Pipe
Golf Club
Damage
0.1
0.15
0.2
0.2
0.3
0.3
0.4
0.4
0.5
Damage+/lvl
0.02
0.03
0.04
0.04
0.06
0.06
0.08
0.08
0.1
Range
1.5
1.5
1.75
2
2.25
2.25
1.75
2
2.5
Throwable Weapons Stats
Throwable
Throwable
Molotov Cocktail
Pipebomb
Glass Bottle
Radio
Damage
1
20
0.2
0.05
Damage+/lvl
0
0
0.04
0.01
Range
16
16
16
16
Range+/lvl
2
2
2
2
Accurate Range
3
3
3
3
Accurate Range+/lvl
1
1
1
0
Aim Time at lvl0
2
2
2
0
Aim Time at lvl5
0.125
0.125
0.125
0
Aim Penalty when moving
0.5
0.5
0.5
0.5
Min Time between firing
2
2
2
2
Molotov Fuel
25
Ranged Weapons Stats
Guns
Guns
Pistol
Shotgun
Assault Rifle
Sniper Rifle
Damage
0.2
0.15(x8)
0.3
1.5
Damage+/lvl
0.04
0.03
0.06
0.3
Range
20
16
20
24
Range+/lvl
0
0
0
0
Sound Radius
32
32
32
32
Accurate Range
4
4
4
4
Accurate Range+/lvl
2
2
2
4
Aim Time at lvl0
0.5
1
1
2
Aim Time at lvl5
0.125
0.125
0.125
0.25
Head Aim Time at lvl2
1
1.5
1.75
3
Head Aim Time at lvl5
0.5
0.5
0.5
1
Legs Aim Time at lvl1
0.75
1.25
1.35
2.5
Legs Aim Time at lvl5
0.25
0.25
0.25
0.5
Recoil
0.125
1
0.25
2
Aim Penalty when moving
0.125
0.25
0.25
1
Min Time between firing
0.5
0.75
0.1
1
Ammo type
Pistol Ammo
Shotgun Shells
Assault Rifle Ammo
Sniper Rifle Ammo
Ammo Clip
7
8
30
4
Num pellets per shot
1
8
1
1

Misc.
Misc.
Bow
Damage
0.2
Damage+/lvl
0.1
Range
16
Range+/lvl
2
Sound Radius
16
Accurate Range
4
Accurate Range+/lvl
2
Aim Time at lvl0
1
Aim Time at lvl5
0.125
Head Aim Time at lvl2
2
Head Aim Time at lvl5
0.5
Legs Aim Time at lvl1
1.5
Legs Aim Time at lvl5
0.25
Recoil
2
Aim Penalty when moving
0.5
Min Time between firing
1.5
Ammo type
Arrows
Ammo Clip
1
Num pellets per shot
1
Zombie health for reference
Zombies
(0.1 damage equals 10 hp / 1.0 damage equals 100 hp)
Zombies
Green Zombie
Blue Zombie
Red Zombie
White Zombie
Invisible Strain Zombie
Health
100 HP
200 HP
400 HP
570 HP
670 HP
Health regen every 9 seconds
1 HP
2 HP
4 HP
5.7 HP
6.7 HP
Legs until crippled
1 HP
20 HP
80 HP
120 HP
670 HP
Damage Multiplier for editor
x1
x0.5
x0.25
x0.175
x0.15
Human health for reference
Humans
(0.1 damage equals 10 hp / 1.0 damage equals 100 hp)
Humans
Strength level 0
Strength level 1
Strength level 2
Strength level 3
Strength level 4
Strength level 5
Health
100 HP
- HP
- HP
- HP
- HP
200 HP
Health loss per wound per second
- HP/sec
- HP/sec
- HP/sec
- HP/sec
- HP/sec
- HP/sec
Legs until crippled
- HP
- HP
- HP
- HP
- HP
- HP
Damage Multiplier for editor
x1
x0.5
How damage applies to health
Health Explanation
  • Living entities health start at the 0.0 variable and once it reaches 1.0 it dies.
  • Humans have a natural bleeding process where they slowly reach 1.0.
  • Zombies have a natural healing process where they slowly reach 0.0.
  • Green Zombies have no resistance to damage.
  • As example, pistols do 0.2 damage. If green zombies get hit by a pistol they receive 0.2 damage.
  • Blue Zombies have 50% resistance so they receive half damage from pistols. And so on.
  • Instead i switched it over to hp numbers to showcase how many shots a zombie could survive.
Damage Explanation
  • Attacks to chest deal the standart damage.
  • Attacks to head deal double damage
  • Attacks to legs deal halve damage
  • Damage needed to cripple doesnt seem to follow any rules and are set damage instead.
  • Chest armour negates Bullets but is useless against melee.
  • Chest armour can take damage too and get destroyed through gunfire.
  • Same applies to Helmets.
  • Armour seems to copy the hp of their wearer and multiply that by 2-3 for their own durabiltiy.
If you instead want to see how health works in detail visit the health guide.
Melee Weapons Stats Indepht
  • Melee weapons make use of your hand to hand skill
  • There exist two types of melee weapons, blunt and sharp
  • All weapons have no sound radius in stats, something else attracts attention when used
  • Melee stats dont make use of the aim time stat, unlike guns
  • Hand to hand skill only adds bonus damage per skill level

Stats description
  • Injury type (Either sharp for bleeding or blunt for cripple bonus)
  • Damage (The Base damage on each hit)
  • Damage bonus per skill level (Adds additional damage per hand to hand skill)
  • Range (Melee range for melee weapons)
Throwable Weapons Stats Indepht
  • Throwable weapons make use of your firearms skill
  • There exist four types of throwable weapons, blunt, sharp, fire and explosive.
  • All weapons have no sound radius in stats, something else attracts attention when used
  • Throwable weapons stats make use of the aim time stat, like guns
  • Firearms skill adds bonus damage, accuracy and range

Stats description
  • Injury type (Molotov fuel for overtime fire damage and explosive for explosions)
  • Damage (The Base damage on each hit)
  • Damage bonus per skill level (Adds additional damage per firearms skill)
  • Range (Max range for throwable weapons)
  • Range bonus per skill (Additional max range per firearms skill)
  • Accurate range (Max range for 100% accuracy)
  • Accurate range bonus per skill level (Adds additional max range for 100% accuracy per firearms skill)
  • Aim time at skill 5 (Time needed to achieve best possible accuracy at firearms level 5)
  • Aim time at skill 0 (Time needed to achieve best possible accuracy at firearms level 0)
  • Aim penalty when moving (Slows down aim time)
  • Min time between firing (Cooldown until next possible throw)
  • Molotov fuel (Exclusive for molotovs, affects how long firedamage persists)
Ranged Weapons Stats Indepht
  • Ranged weapons make use of your firearms skill
  • There exist two type of ranged weapons, bullet and arrow
  • All weapons have sound radius in stats, bow is no exception
  • Firearms skill adds base damage, accuracy and aim time
  • There exist two assault rifles. The second one has +4 (24) max range but is otherwise identical
  • I'll only include the +4 (24) one in the guide to avoid confusion
  • In case you wanna know the stats from the ak looking assault rifle, its range 20

Stats description
  • Injury Type (Either bullet or arrow, both cause bleeding)
  • Damage (The Base damage on each hit)
  • Damage bonus per skill level (Adds additional damage per firearms skill)
  • Range (Max possible range)
  • Range bonus per skill (Additional max range, only applies to the bow)
  • Sound Radius (Attracts attention up to this range)
  • Accurate Range (Max Range for 100% accuracy)
  • Accurate Range bonus per skill level (Additional max range for 100% accuracy)
  • Aim time at skill level 0 (Time needed for best possible aim at level 0)
  • Aim time at skill level 5 (Time needed for best possible aim at level 5)
  • Head aim time at skill level 0 (Time needed for best possible aim at level 0 towards head)
  • Head aim time at skill level 5 (Time needed for best possible aim at level 5 towards head)
  • Legs aim time at skill level 0 (Time needed for best possible aim at level 0 towards legs)
  • Legs aim time at skill level 5 (Time needed for best possible aim at level 5 towards legs)
  • Recoil (Disrupts aim to this extend per shot)
  • Aim penalty when moving (Slows aiming time when moving)
  • Min time between firing (Affects shots per second)
  • Ammo type (Ammunition)
  • Ammo clip (Magazine)
  • Num pellets per shot (How many projectiles per shot)
Author Notes
All the stats have been taken from the editor equipment section.
After finishing my health guide i converted all damage into hp points for easier overview.
0.1 damage equals 10 hp and for better understanding green zombies have 100 hp.
If you want to have the theoretical equation used to calculate zombie hp and damage then visit the health guide but i advise against it.
As of now i'll leave out the human section. I'd need to make a medic guide where i investigate bandages and rather then making a new guide i'll go complete some guides i left out.
Will update in the future.
4 Comments
Kidney Airline 20 Jan, 2024 @ 4:48pm 
How do the weapon attachments work?
Lord Farquad 14 Nov, 2023 @ 9:09pm 
anime=cringe
ColdBlade 18 May, 2023 @ 1:21am 
Very useful, thanks.
Anny 21 Jan, 2023 @ 12:54am 
lamo what is that anime pf