No More Room in Hell

No More Room in Hell

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Weapons Guide And Everything You Need To Know
By methylenedioxymethylamphetamine
Weapons guide and information.
I will update as soon as possible if I notice something is wrong or find new information that is important
   
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Melee damages
Zombies have 500 health on normal, and 1,000 in nightmare, so for charging weapons is twice as long;
The max charge power is 3.5, and you gain 0.571 per second, you can charge for 6.13 seconds
def charge(_dmg): _time = 500 / ( _dmg * 0.571 ) return _time if _time <= 6.13 else False
Weapon damage list
(the max carrying mass is 10 kg)
weapon
damage (head)
damage
charge to kill (casual)
mass
bat
225
80
3.9 seconds
1.8 kg
fire axe
400
95
2.1 seconds
4 kg
cleaver
200
75
4.4 seconds
0.8 kg
crowbar
320
80
2.7 second
2.2 kg
e-tool
230
80
3.8 seconds
2 kg
fist
50
25
inf
0
fubar
680
110
1.3
4.5 kg
hatchet
280
70
3.1 seconds
0.9 kg
kit-knife
140
60
inf
0.5 kg
machete
350
80
2.5 seconds
1.2 kg
pickaxe
500
90
1.7
3.8 kg
pipe lead
320
90
2.7 second
2.15 kg
shovel
270
80
3.2 seconds
3.5 kg
sledge
600
100
1.5
4 kg
wrench
190
70
4.6 seconds
0.8 kg
hammer
210
70
4.2 seconds
0.8 kg
Firearm Damage
Firearm
Damage
Damage (head)
.22
25
300
9mm
35
300
.45
75
600
.556
100
500
.357
125
600
.762
150
600
.308
200
800
12 guag
250
2,000
Damages and health
Important and useful information
  • Bleeding does 1 dmg
  • 5% chance of bleeding from injury
  • 15% chance of bleeding from injury when below 45 health
  • bandages stop bleeding and give an additional 15 health
  • medkits give 30 health and stop bleeding if you are
  • Screen turns gray at 35 health (I'm 99% sure)
  • Fire does 1 dmg/unit
  • Molotov fire does 3 dmg/unit
  • Electrocution does 25 dmg/unit (or 100 in some cases)
  • Barricades have 150 health
  • Infection takes 120 seconds to kill
  • Pills stave off the infection for 200 seconds
  • Gene therapy has a 10% chance of blinding you for 60 seconds
  • Zombies can't survive longer than 10 seconds on fire
  • Flare guns do 50 damage, and molotovs do 30 damage
  • Gas cans do 8 damage
  • Zombies can reach 44 inches (3.7 ft [about 1 meter])
  • Molotov damage radius is 96 inches (8 ft [2.4 m])
  • Molotov burn frequency is 0.5 seconds
  • Molotov damage duration is 20 seconds
  • Grenade blast radius is 256 inches (21.3 ft [6.5 m])
  • TNT blast radius is 512 inches (42.7 ft [13 m])
  • TNT shake screen radius is 2048 inches (170.7 ft [52 m])
  • Probability of zombie dropping loot 10%

List of zombie damages
  • Bites always do 15
  • Hits always do 15 from regular zombies
  • Runners do 20 and 40 damage for 1 and 2 hands respectively
  • Kids do 8 and 16 damage for 1 and 2 hands respectively

Here is health fraction of zombies
Runner
Kid
Crawler
0.7
0.2
Always 50 hp

Mathematics
Probability of getting infected

fₘ = infection chance modifier (0.975 on casual and 0.14 on nightmare)
fₕ = health as a fraction
(You are twice as likely to get infected in survival mode)

P = (1 - (fₕ ⋅ fₘ))²

Fall damage

My calculator (theoretical)[xyzpw.github.io]

My theory is fall damage is (25/55) ⋅ (V - 480)

Because half-life has the same formula, but the multiplication factor is different, and it matches up with maximum fall velocity to 100 dmg and minimum 0; which, g = 20 m/s^2
Stamina
I've messed around with crouching and it never seems to increase stamina regain, so that's most likely a myth.

Stamina cost list
  • Stamina cost is 2-fold when bleeding
  • Shove cost 20
  • Jump cost 20
  • 12 per second when sprinting
  • Not moving regain rate 12
  • Regain rate crouch 9
  • Regain rate moving 6
  • Light breathing plays at 80 stamina
  • Medium breathing plays at 60 stamina
  • Heavy breathing plays at 40 stamina
  • Maximum stamina is 130
2 Comments
Slander 6 May @ 4:06pm 
thx this was helpful :steamhappy:
de ordine 17 May, 2023 @ 9:13am 
Instant like! Gamer guide!