E.D.A.R: Difference between revisions
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The '''E.D.A.R''' (Elite Defense & Assault Robot) is an uncommon type of the enemies in Killing Floor 2 and the first enemy type to be completely robotic. E.D.A.Rs come with the three distinctive variants - Bombers that utilize shoulder-mounted rocket launchers, Blasters rapidly shooting fast moving medium damage projectiles out of the pair of blasters attached to their wrists and Trappers that unque for being able to catch and immobilize players for a short period of time within certain vicinity. E.D.A.R's visual appearance based on the playable D.A.R character. | The '''E.D.A.R''' (Elite Defense & Assault Robot) is an uncommon type of the enemies in Killing Floor 2 and the first enemy type to be completely robotic. E.D.A.Rs come with the three distinctive variants - Bombers that utilize shoulder-mounted rocket launchers, Blasters rapidly shooting fast moving medium damage projectiles out of the pair of blasters attached to their wrists and Trappers that unque for being able to catch and immobilize players for a short period of time within certain vicinity. E.D.A.R's visual appearance based on the playable D.A.R character. | ||
E.D.A.R's head and torso protected by two pieces of armor that act like a second health pool. | E.D.A.R's head and torso protected by two pieces of armor that act like a second health pool. E.D.A.R's chest core is exremely vulnerable zone - not it only takes 250% more damage when shot at but as well causes EMP explosion damaging and incapacitating nearby ZEDs and killing E.D.A.R instantly should the player destroy all of its health. | ||
Every [[Husk (Killing Floor 2)|Husk]] OR [[Stalker (Killing Floor 2)|Stalker]] has a chance to spawn as either of E.D.A.R variants. Chance to spawn as E.D.A.R variant: Normal - 0.08, Hard - 0.1, Suicidal - 0.15, HOE - 0.21. | Every [[Husk (Killing Floor 2)|Husk]] OR [[Stalker (Killing Floor 2)|Stalker]] has a chance to spawn as either of E.D.A.R variants. Chance to spawn as E.D.A.R variant: Normal - 0.08, Hard - 0.1, Suicidal - 0.15, HOE - 0.21. | ||
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|<small>350</small> | |<small>350</small> | ||
|<small>385</small> | |<small>385</small> | ||
|}For kill reward calculations read [[Mechanics (Killing Floor 2)#Gameplay - Dosh|Dosh Mechanics]]. | |- | ||
!<small>'''Chest core'''</small> | |||
|<small>150</small> | |||
|<small>150</small> | |||
|<small>150</small> | |||
|<small>150</small> | |||
|}E.D.A.R dies instantly upon depleting their chest core HP, however prior to that torso armor should be destroyed first as it absorbs all the damage dealt to torso. Shooting chest core (whether it exposed or hidden under the armor) provides major damage multiplier - x3.5. | |||
For kill reward calculations read [[Mechanics (Killing Floor 2)#Gameplay - Dosh|Dosh Mechanics]]. | |||
=== Armor === | === Armor === | ||
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| colspan="6" rowspan="1" |<small>Bomber (uninterrupted rocket salvo spawns up to 8 rockets. Animation lasts for 4.27s).</small> | | colspan="6" rowspan="1" |<small>Bomber (uninterrupted rocket salvo spawns up to 8 rockets. Animation lasts for 4.27s).</small> | ||
|- | |- | ||
| colspan="4" rowspan="1" |<small>Melee (base damage)</small> | | colspan="4" rowspan="1" |<small>Chest core explosion (damage / radius / falloff exponent)</small> | ||
| colspan="2" rowspan="1" |<small>10</small> | | colspan="2" rowspan="1" |<small>25 (EMP) / 500 / 0.5</small> | ||
|- | |||
| colspan="4" rowspan="1" |<small>Melee (base damage / range)</small> | |||
| colspan="2" rowspan="1" |<small>10 / 180</small> | |||
|- | |- | ||
| colspan="4" rowspan="1" |<small>Melee (damage multipliers vs. doors)</small> | | colspan="4" rowspan="1" |<small>Melee (damage multipliers vs. doors)</small> | ||
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| colspan="4" rowspan="1" |<small>Melee (damage multipliers vs. players)</small> | | colspan="4" rowspan="1" |<small>Melee (damage multipliers vs. players)</small> | ||
| colspan="2" rowspan="1" |<small>x1</small> | | colspan="2" rowspan="1" |<small>x1</small> | ||
|- | |- | ||
| colspan="6" rowspan="1" |<small>Trapper ("windup" time lasts for 1.12s).</small> | | colspan="6" rowspan="1" |<small>Trapper ("windup" time lasts for 1.12s).</small> | ||
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=== Damage Resistance === | === Damage Resistance === | ||
E.D.A.Rs notorious for being extremely vulnerable to [[Firebug (Killing Floor 2)|Firebug]]'s [[Microwave Gun]]. | E.D.A.Rs notorious for being extremely vulnerable to [[Firebug (Killing Floor 2)|Firebug]]'s [[Microwave Gun]] and [[Demolitionist (Killing Floor 2)|Demolitionist]]'s explosives. | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! | ||
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|<small>x1.5</small> | |<small>x1.5</small> | ||
|<small>x3.25</small> | |<small>x3.25</small> | ||
|<small> | |<small>x2.5</small> | ||
|<small>x1</small> | |<small>x1</small> | ||
|<small>x1</small> | |<small>x1</small> | ||
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=== Ballistic Resistance === | === Ballistic Resistance === | ||
E.D.A.Rs are almost completely neutral to ballistic weaponry. | E.D.A.Rs are almost completely neutral to ballistic weaponry, they most notably weak against [[Support (Killing Floor 2)|shotguns]]. | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! | ||
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|<small>x1.05</small> | |<small>x1.05</small> | ||
|<small>x1.05</small> | |<small>x1.05</small> | ||
|<small>x1</small> | |<small>x1.2</small> | ||
|<small>x1</small> | |<small>x1</small> | ||
|<small>x1</small> | |<small>x1</small> | ||
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E.D.A.R's chest core (area between its "chest" and "abdomen") is almost completely exposed for attacks even when it still wears its armor. However it still counts as damage to chest armor (with much greater multiplier) as long as E.D.A.R wears some of it. | E.D.A.R's chest core (area between its "chest" and "abdomen") is almost completely exposed for attacks even when it still wears its armor. However it still counts as damage to chest armor (with much greater multiplier) as long as E.D.A.R wears some of it. | ||
Upon destroying torso armor and depleting their's chest core HP (150 points on all difficulties), E.D.A.R should explode damaging nearby ZEDs. Explosion damage = 25, Radius = 500, [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|Falloff]] exponent = 0.5, Damage type = EMP, EMP power = 100. | |||
{| class="wikitable" | {| class="wikitable" | ||
! | ! |
Revision as of 17:03, 5 July 2018
The E.D.A.R (Elite Defense & Assault Robot) is an uncommon type of the enemies in Killing Floor 2 and the first enemy type to be completely robotic. E.D.A.Rs come with the three distinctive variants - Bombers that utilize shoulder-mounted rocket launchers, Blasters rapidly shooting fast moving medium damage projectiles out of the pair of blasters attached to their wrists and Trappers that unque for being able to catch and immobilize players for a short period of time within certain vicinity. E.D.A.R's visual appearance based on the playable D.A.R character.
E.D.A.R's head and torso protected by two pieces of armor that act like a second health pool. E.D.A.R's chest core is exremely vulnerable zone - not it only takes 250% more damage when shot at but as well causes EMP explosion damaging and incapacitating nearby ZEDs and killing E.D.A.R instantly should the player destroy all of its health.
Every Husk OR Stalker has a chance to spawn as either of E.D.A.R variants. Chance to spawn as E.D.A.R variant: Normal - 0.08, Hard - 0.1, Suicidal - 0.15, HOE - 0.21.
Base Statistics
Normal | Hard | Suicidal | Hell on earth | |
---|---|---|---|---|
Kill Reward | 17 | 17 | 17 | 17 |
XP | 15 | 20 | 27 | 31 |
Health (body) | 581 | 775 | 775 | 1007 |
Health (head) | 262 | 350 | 350 | 385 |
Chest core | 150 | 150 | 150 | 150 |
E.D.A.R dies instantly upon depleting their chest core HP, however prior to that torso armor should be destroyed first as it absorbs all the damage dealt to torso. Shooting chest core (whether it exposed or hidden under the armor) provides major damage multiplier - x3.5.
For kill reward calculations read Dosh Mechanics.
Armor
Every E.D.A.R variant wears 2 pieces of armor - on its head and chest. Each armor piece has its own health that absorbs ALL the damage dealt to respective body part. AOE attacks (e.g. fire, explosives) have their damage split across all existing armor pieces for equal parts. Much like with Rioters, E.D.A.R's spine and legs are always exposed.
Head / Torso armor | Normal | Hard | Suicidal | HOE | |
---|---|---|---|---|---|
450 / 168 | 600 / 225 | 600 / 225 | 780 / 292 |
E.D.A.R is unique that when its head armor destroyed it does look like it has been decapitated. But in fact its head is still present on the body with the full health pool. Exposed head's hitbox is much bigger than visual neck stump. E.D.A.Rs do not bleed to death after depleting their actual head's health, however extra damage on decapitation does happen.
Upon loosing its head armor (getting decapitated visually), E.D.A.R's accuracy (aim error) factor being increased by 3 times resulting in less accurate shoots, its base time between each two ranged attacks is also increased by 2 seconds. When its chest armor destroyed, E.D.A.R become unable to sprint and dodge attacks.
On torso armor loss: cannot sprint, stop sprinting, cannot evade attacks.
Attacks
Blaster (explosion damage type) | Ballistic | ||||
Blaster (explosion damage) | 7 | ||||
Blaster (explosion falloff exponent) | 1 (linear) | ||||
Blaster (explosion radius) | 75 | ||||
Blaster (speed) | 3800 | ||||
Blaster (uninterrupted laser salvo spawns up to 13 beams. Animation lasts for 3.93s). | |||||
Bomber (explosion damage type) | Explosive | ||||
Bomber (explosion damage) | 10 | ||||
Bomber (explosion falloff exponent) | 1 (linear) | ||||
Bomber (explosion radius) | 300 | ||||
Bomber (speed) | 1800 | ||||
Bomber (uninterrupted rocket salvo spawns up to 8 rockets. Animation lasts for 4.27s). | |||||
Chest core explosion (damage / radius / falloff exponent) | 25 (EMP) / 500 / 0.5 | ||||
Melee (base damage / range) | 10 / 180 | ||||
Melee (damage multipliers vs. doors) | x3 | ||||
Melee (damage multipliers vs. players) | x1 | ||||
Trapper ("windup" time lasts for 1.12s). | |||||
Trapper (damage) | 10 | ||||
Trapper (grapple time) | 2.5s | ||||
Trapper (maximum beam length) | 2500 |
The base damage value further modified by the difficulty-specific multipliers.
Blaster E.D.A.R's laser is technically an explosive projectile. It has radius of 75 units where it does 7 points of damage with linear falloff. It has Ballistic damage type hence countered by Gunslinger and SWAT's passive bullet resistance bonuses.
Bomber E.D.A.R's rocket attack is capable of destroying closed unwelded doors in one hit. It has Explosive damage type hence countered by Demolitionist's passive explosive resistance bonus.
Base Attack Intervals
E.D.A.R type / attack interval | Normal | Hard | Suicidal | HOE | |
---|---|---|---|---|---|
Trapper | 10s | 9s | 8s | 7s | |
Blaster | 7s | 6s | 5s | 4s | |
Bomber | 11s | 10s | 9s | 8s |
Ranged attack intervals deviated by up to -1s / +1s. Minimum attack range - 3m, maximum - 40m. For E.D.A.R Trapper: minimum attack range - 2.5m, maximum - 5.5m. Time penalty between ranged attacks, on "head" armor loss: +2 seconds.
Attack powers: Laser: Stumble power = 10. Rocket: Knockdown power = 225, Stumble power = 400.
Aim error factor - 0.03, after "head" armor loss - 0.09 (0.01 / 0.03 for E.D.A.R Blaster).
XP Notes
- Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
- Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.
- Assist kills grants full XP.
Speed
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.
Walking speed (per difficulty) | (270 - 330) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.2 / 1.3) | |||||
Running speed (per difficulty) | (450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.2 / 1.3) | |||||
Hidden speed | 600 | |||||
Sprint chance | Normal - 0 / Hard - 0 / Suicidal - 0.85 / HOE - 0.95 | |||||
Sprint chance (when damaged) | Normal - 0 / Hard - 1 / Suicidal - 1 / HOE - 1 |
1 unit = 1 centimeter.
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.
Sprint Conditions
Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value) AND if distance to player laying between 5 and 50 meters (500 units < distance < 5000 units). Should sprint when frustrated. Cannot sprint after torso armor loss.
Resistances and Weaknesses
Damage Resistance
E.D.A.Rs notorious for being extremely vulnerable to Firebug's Microwave Gun and Demolitionist's explosives.
Piercing | Slashing | Bludgeon | Toxic | Fire | Microwave | Explosives | Freeze | Shells | |
---|---|---|---|---|---|---|---|---|---|
Damage Multipler | x0.85 | x1.25 | x1.25 | x0.5 | x1.5 | x3.25 | x2.5 | x1 | x1 |
Ballistic Resistance
E.D.A.Rs are almost completely neutral to ballistic weaponry, they most notably weak against shotguns.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Ballistic Multiplier | x1.05 | x1.05 | x1.2 | x1 | x1 |
Hitzones
Unlike most of the other enemies in the game, E.D.A.R's most vulnerable hitzone appears to be their chest core.
E.D.A.R's chest core (area between its "chest" and "abdomen") is almost completely exposed for attacks even when it still wears its armor. However it still counts as damage to chest armor (with much greater multiplier) as long as E.D.A.R wears some of it.
Upon destroying torso armor and depleting their's chest core HP (150 points on all difficulties), E.D.A.R should explode damaging nearby ZEDs. Explosion damage = 25, Radius = 500, Falloff exponent = 0.5, Damage type = EMP, EMP power = 100.
Damage Multiplier | |
---|---|
Head | x1.001 |
Chest core | x3.5 |
All other | x1 |
Chest core is exposed with or without armor, counts as damage to chest armor first when chest armor gone - as damage to the actual health.
Incapacitation Resistance
Affliction: | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare |
---|---|---|---|---|---|---|
Torso vulnerability: | x0.5 | x1 | x1 | x0.9 | x1 | x1 |
Head vulnerability: | x2 | x1 | x1 | x0.9 | x1 | x1 |
Legs vulnerability: | x0.5 | x1 | x1 | x0.9 | x1 | x2 |
Arms vulnerability: | x0.5 | x1 | x1 | x0.9 | x1 | x1 |
Special zone vulnerability: | x2 | x1 | x1 | x0.9 | x1 | x1 |
- Incap cooldown | 5s | 1s | 1s | 0.2s | 0s | 5.5s |
- Incap duration | 1.5s | --- | --- | --- | --- | 3s |
- 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 | x0.05 | x3 | x0.5 | x2.5 | x0.9 | x0.01 |
- Incap cooldown | 20.5s | 6.5s | 6s | 5s | 1s | --- |
- Incap duration | 5s | 4s | 5s | 5s | 4.2s | --- |
- 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) | 2s to getup from back to feet, from chest - 1.78s | |||||
Stun (time + wakeup duration) | 1.5s + 1.37s | |||||
Freeze (time + thaw duration) | 4.2s + 1.37s | |||||
Stumble (duration) | Between (0.87-1.33)s | |||||
Parry (duration) | Between (0.87-1)s |
Behavior
E.D.A.Rs are one of the few enemies in game capable of attacking players from the distance. They use their projectile attacks at the distance and melee attacks in close combat. E.D.A.Rs are rather evasive and will attempt to dodge players attacks upon taking damage.
Miscellaneous Information
Teleportation:
Frustration delay | Random (2.5-5)s | |||||
Disabled, when total AI remains | 12 | |||||
Cooldown | 7s | |||||
When hidden, can use after | 5s | |||||
When spawned, can use after | 10s |
Miscellaneous:
Penetration resistance | 1 | |||||
Parry resistance | 0 | |||||
AI pause, on gun / melee hit | 1s |
Various information:
- Chance to evade after taking damage: Normal - 0.1, Hard - 0.4, Suicidal - 1, HOE - 1. Health loss percentage to trigger evade: all difficulties - 0.01.
- Every Husk OR Stalker has a chance to spawn as either of E.D.A.R variants. Chance to spawn as E.D.A.R variant: Normal - 0.1, Hard - 0.12, Suicidal - 0.18, HOE - 0.25.
- (PvP) Rally boost: forces AI E.D.A.Rs to sprint.
- Penetration resistance = 1.
- Parry resistance = 1.
- Dosh reward = 17.
- XP Reward: Normal - 15, Hard - 20, Suicidal - 27, HOE - 31.
Extermination Tactics
Firebugs are quite effective against E.D.A.Rs due to their weakness to fire and microwave.
For players with the firearms as a weapons of choice it is recomended to aim for the chest core as it has high damage multiplier and is always explosed, even when they still wear their armor.
Demolitionist and Field Medic might have trouble taking them down due to how explosive weapons distribute their damage between armor pieces / low damage output.
Gallery
-
Summer Sideshow E.D.A.Rs (right side)