Demolitionist (Killing Floor 2): Difference between revisions

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=== Perk Overview ===
[[Category:KF2]]


The Demolitionist perk in Killing Floor 2 specialises in the use of explosives, with particular emphasis on destroying larger groups of weaker enemies alongside dealing substantial damage to fleshpounds. This perk spawns with a HX25 grenade pistol, 9mm pistol, Utility Knife and a 1/2 stick of dynamite. This perk receives bonus experience for killing fleshpounds with on-perk weapons.
{{KF2PerkInfo
| PerkName=Demolitionist
| PerkImage=UI_PerkIcon_Demolition.png
|
| XPObjective_0=Dealing Demolitionist weapon damage.
| XPObjective_1=Killing Fleshpounds with Demolitionist weapons.
|
| StartingLoadout_Weapon_Link=HX25 Grenade Pistol
| StartingLoadout_Weapon_Name=HX25 Grenade Pistol
| StartingLoadout_Weapon_Image=KF2_Weapon_HX25GrenadePistol_White.png
| StartingLoadout_Pistol_Link=9mm Pistol (Killing Floor 2)
| StartingLoadout_Pistol_Name=9mm Pistol
| StartingLoadout_Pistol_Image=KF2_Weapon_9mmPistol_White.png
| StartingLoadout_Knife_Link=Utility Knife
| StartingLoadout_Knife_Name=Utility Knife
| StartingLoadout_Knife_Image=KF2_Weapon_UtilityKnife_White.png
| StartingLoadout_Grenade_Link=1/2 Stick of Dynamite
| StartingLoadout_Grenade_Name=1/2 Stick of Dynamite
| StartingLoadout_Grenade_Image=KF2_Weapon_12StickofDynamite_White.png
|
| Role_0=Medium Range
| Role_1=Rear Rank
| Role_2=Destroying Groups of Zeds
| Role_3=Destroying Large Zeds
|
| Strength_0=Area of Effect Weapons
| Strength_1=High Damage Output
| Strength_3=Effective Against Fleshpounds
|
| Weakness_0=Minimum Range on Some Weapons
| Weakness_1=Limited Ammunition
| Weakness_2=Low Rate of Fire
|
| Cyst=medium
| AlphaClot=medium
| Slasher=medium
| Crawler=medium
| Stalker=low
| Bloat=low
| Gorefast=medium
| Siren=low
| Gorefiend=medium
| Husk=high
| QuarterPound=high
| Scrake=high
| Fleshpound=high
|
| Achievements=
  {{KF2VariousInfo_Achievement|55|Reach Level 5 Demolitions}}
  {{KF2VariousInfo_Achievement|56|Reach Level 10 Demolitions}}
  {{KF2VariousInfo_Achievement|57|Reach Level 15 Demolitions}}
  {{KF2VariousInfo_Achievement|58|Reach Level 20 Demolitions}}
  {{KF2VariousInfo_Achievement|59|Reach Level 25 Demolitions}}
  {{KF2VariousInfo_Achievement|85|Normal Demolitionist}}
  {{KF2VariousInfo_Achievement|86|Hard Demolitionist}}
  {{KF2VariousInfo_Achievement|87|Suicidal Demolitionist}}
  {{KF2VariousInfo_Achievement|88|Hellish Demolitionist}}
  {{KF2VariousInfo_Achievement|93|Perked Up}}
  {{KF2VariousInfo_Achievement|137|Mr. Perky 5}}
  {{KF2VariousInfo_Achievement|138|Mr. Perky 10}}
  {{KF2VariousInfo_Achievement|139|Mr. Perky 15}}
  {{KF2VariousInfo_Achievement|140|Mr. Perky 20}}
  {{KF2VariousInfo_Achievement|141|Mr. Perky 25}}
|
| Achievements_PS4=
  {{KF2VariousInfo_Achievement|PS4=true|25|Mr Perky 5|silver}}
  {{KF2VariousInfo_Achievement|PS4=true|26|Mr Perky 10|silver}}
  {{KF2VariousInfo_Achievement|PS4=true|27|Mr Perky 15|silver}}
  {{KF2VariousInfo_Achievement|PS4=true|28|Mr Perky 20|silver}}
  {{KF2VariousInfo_Achievement|PS4=true|29|Mr Perky 25|gold}}
  {{KF2VariousInfo_Achievement|PS4=true|0|Platinum|platinum}}
}}


=== Weapons List ===
The '''Demolitionist''' is the raging storm that destroys masses of Zeds with each stick of dynamite, grenade, or rocket. Armed with a variety of explosive devices, Demolitionists wield an immense amount of destructive potential and can quickly turn around an entire battle with a few well-placed shots. Demolitionists can supply your squad with additional grenades while in the field and add explosive traps to any welded door, allowing them to unleash explosive hell even when they are elsewhere.
<table class="wikitable" style="text-align:center">
<tr>
<th colspan="16">Weapon Name</th>
<th colspan="16">Icon</th>
</tr>
<tr>
<td colspan="16">[[Utility Knife]]</td>
<td colspan="16">[[File:UtilityKnife.png|150px]]</td>
</tr>
<tr>
<td colspan="16">[[9mm Pistol (Killing Floor 2)|9mm Pistol]]</td>
<td colspan="16">[[File:9mm.png|150px]]</td>
</tr>
<tr>
<td colspan="16">[[Dynamite (Killing Floor 2)|Dynamite]]</td>
<td colspan="16">[[File:Dynamite.png|150px]]</td>
</tr>
<tr>
<td colspan="16">[[HX25 Grenade Pistol]]</td>
<td colspan="16">[[File:HX25Pistol.png|150px]]</td>
</tr>
<tr>
<td colspan="16">[[C4]]</td>
<td colspan="16">[[File:C4.png|150px]]</td>
</tr>
<tr>
<td colspan="16">[[M79 Grenade Launcher]]</td>
<td colspan="16">[[File:KF2M79.png|150px]]</td>
</tr>
<tr>
<td colspan="16">[[RPG-7]]</td>
<td colspan="16">[[File:RPG.png|150px]]</td>
</tr>
</table>
=== Perk Stats ===


This perk receives passive bonuses as they level up. The bonuses are as follows:
<div class="toclimit-3">__TOC__</div>
<table class="wikitable" style="text-align:center">
<tr>
<th colspan="16">Passive Item</th>
<th colspan="16">Bonus Received</th>
</tr>
<tr>
<td colspan="16" align="left" valign="top">Perk Weapon Damage<br>Explosive Resistance (Base 10%)<br>Extra Explosive Ammo<br>
<td colspan="16" align="left" valign="top">+1% Per Level<br>+2% Per Level<br>+1 Per 5 Levels<br>
</tr>
</table>


=== Perk Skill Tree ===
==General Information==
{| class="wikitable"
|+ Demolitionist Skills
! Level
! Icon
! Description
|-
! Level 5
| [[File:GrenadeSupplier.png|65px]] || <b>Grenade Supplier:</b> They'll love you for it: team-mates can get an extra grenade from you, once per wave.
|-
! Level 5
| [[File:OnContact.png|65px]] || <b>On Contact:</b> In your face, pal: your dynamite sticks will blow up when they make contact with a zed.
|-
! Level 10
| [[File:ExpResist.png|65px]] || <b>Explosive Resistance:</b> Toughen up the team: Reduce damage taken by you by 30% - and your team-mates, if they are close enough!
|-
! Level 10
| [[File:ReactiveArmor.png|65px]] || <b>Reactive Armor:</b> Be the bomb: Once per wave, a blow that should kill causes an explosion, damaging Zeds around you and leaving you with just 5 health
|-
! Level 15
| [[File:DoorTraps.png|65px]] || <b>Door Traps:</b> Blow that door: You weld 30% slower, but doors you weld explode when broken down. The more you weld of the door, the bigger the explosion.
|-
! Level 15
| [[File:SirenResist.png|65px]] || <b>Siren Resistance:</b> Shut your mouth, Zed: your grenades have a 100% chance of getting past sonic damage and actually exploding.
|-
! Level 20
| [[File:OffPerk.png|65px]] || <b>Off Perk:</b> Off again: do 10% extra damage with any Off-perk weapon.
|-
! Level 20
| [[File:OnPerk.png|65px]] || <b>On Perk:</b> On again: Increase all reaction, stumble and knockdown power by 30% for Demo weapons
|-
|}


=== Skill utilisation ===
Armed with a variety of explosive devices, Demolitionists wield an immense amount of destructive potential and can quickly turn around an entire battle with a few well-placed shots. Demolitionists can supply your squad with additional grenades while in the field and add explosive traps to any welded door, allowing them to unleash explosive hell even when they are elsewhere.


Demolitionist benefits from a number of skills at they level up. Each skill conveys some kind of advantage to the player, some generally more practical than others.
Demolitionist skill choices let them focus on either taking down big lone targets like [[Scrake_(Killing_Floor_2)|Scrakes]] and [[Fleshpound_(Killing_Floor_2)|Fleshpounds]] by landing precise devastating blows or to unleash a hailstorm of explosives with improved AOE coverage and massive [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|crowd control]] intensity.


Level 5 grants a choice of Grenade Supplier or On Contact. Arguably, On Contact isn't especially beneficial - unless in a tight situation - until waves where fleshpounds arrive: wave 5 on medium length games, and wave 6 on long games. Therefore in a 6 player co-operative environment, supplying 5 other players with a grenade each wave (alternatively, purchased at the trader at the price of 40 dosh each) is generally considered to be the more economically sound and team-first option. Once reaching a wave where fleshpounds make their appearance, On Contact is - particularly in conjunction with the On Perk skill at level 20 - the most effective option for a Demolitionist.
==Weapon List==


Level 10 presents a question of preference: Explosive Resistance or Reactive Armor. Explosive Resistance, on the surface, doesn't appear to be particularly helpful for Demolitionist perks. However, there are a few instances where Explosive Resistance is a boon to the team. Firstly, once a Husk reaches 15% of their total HP, they will rush towards the targeted player and attempt to use their ranged weapon in a suicide attack. This attack's damage is quite high: enough to kill a player outright. If a Demolitionist is the targeted player, or close enough to the targeted player to share their Explosive Resistance, it is more likely that they will survive the attack with an additional 30% resistance to explosives. Similarly, Hans and the Patriarch have explosive attacks that are effective and lethal; this resistance can be a lifesaver. Lastly, Explosive Resistance is extremely beneficial when applied to your own explosive attacks. It is a frequent occurrence for a Demolitionist perk to take damage from their own grenades, C4 and other explosives. Reactive Armor, on the other hand, has a poor output of damage: dealing less base damage in a smaller radius than an M79 grenade launcher's explosive attack does. It can be used only once per wave, and leaves the player vulnerable with only 5 HP. Although Reactive Armor can stun enemies, its overall benefit to the player is situational - and arguably only delaying the inevitable - requiring only 5 HP in damage before death, assuming no intervention from other players or a Field Medic.
{{KF2WeaponList
| WeaponPricing_0=300
| WeaponWeight_0=4
| WeaponLink_0=HX25 Grenade Pistol
| WeaponName_0=HX25 Grenade Pistol
| WeaponImage_0=KF2_Weapon_HX25GrenadePistol_Black.png
| PerkImage_0=KF2_Perk_Demolitionist_Black.png
| PerkLink_0=Demolitionist (Killing Floor 2)
|
| WeaponPricing_1=650
| WeaponWeight_1=3
| WeaponLink_1=C4 Explosives
| WeaponName_1=C4 Explosives
| WeaponImage_1=KF2_Weapon_C4Explosives_Black.png
| PerkImage_1=KF2_Perk_Demolitionist_Black.png
| PerkLink_1=Demolitionist (Killing Floor 2)
|
| WeaponPricing_2=650
| WeaponWeight_2=6
| WeaponLink_2=M79 Grenade Launcher
| WeaponName_2=M79 Grenade Launcher
| WeaponImage_2=KF2_Weapon_M79GrenadeLauncher_Black.png
| PerkImage_2=KF2_Perk_Demolitionist_Black.png
| PerkLink_2=Demolitionist (Killing Floor 2)
|
| WeaponPricing_3=1500
| WeaponWeight_3=9
| WeaponLink_3=RPG-7
| WeaponName_3=RPG-7
| WeaponImage_3=KF2_Weapon_RPG7_Black.png
| PerkImage_3=KF2_Perk_Demolitionist_Black.png
| PerkLink_3=Demolitionist (Killing Floor 2)
|
| WeaponPricing_4=1500
| WeaponWeight_4=9
| WeaponLink_4=Seeker Six
| WeaponName_4=Seeker Six
| WeaponImage_4=KF2_Weapon_SeekerSix_Black.png
| PerkImage_4=KF2_Perk_Demolitionist_Black.png
| PerkLink_4=Demolitionist (Killing Floor 2)
|
| WeaponPricing_5=1200
| WeaponWeight_5=6
| WeaponLink_5=M16 M203 Assault Rifle
| WeaponName_5=M16 M203 Assault Rifle
| WeaponImage_5=KF2_Weapon_M16M203AssaultRifle_Black.png
| PerkImage_5=KF2_Perk_Demolitionist_Black.png
| PerkLink_5=Demolitionist (Killing Floor 2)
|
| WeaponPricing_6=1200
| WeaponWeight_6=6
| WeaponLink_6=Pulverizer
| WeaponName_6=Pulverizer
| WeaponImage_6=KF2_Weapon_Pulverizer_Black.png
| PerkImage_6=KF2_Perk_Berserker_Black.png
| PerkLink_6=Berserker (Killing Floor 2)
|
| WeaponPricing_16=---
| WeaponWeight_16=---
| WeaponLink_16=9mm Pistol
| WeaponName_16=9mm Pistol
| WeaponImage_16=KF2_Weapon_9mmPistol_Black.png
|
| WeaponPricing_17=150
| WeaponWeight_17=2
| WeaponLink_17=Dual 9mm Pistols
| WeaponName_17=Dual 9mm Pistols
| WeaponImage_17=KF2_Weapon_Dual9mmPistols_Black.png
|
| WeaponPricing_18=---
| WeaponWeight_18=---
| WeaponLink_18=Utility Knife
| WeaponName_18=Utility Knife
| WeaponImage_18=KF2_Weapon_UtilityKnife_Black.png
| PerkImage_18=KF2_Perk_Demolitionist_Black.png
| PerkLink_18=Demolitionist (Killing Floor 2)
|
| WeaponPricing_19=40
| WeaponWeight_19=---
| WeaponLink_19=1/2 Stick of Dynamite
| WeaponName_19=1/2 Stick of Dynamite
| WeaponImage_19=KF2_Weapon_12StickofDynamite_Black.png
| PerkImage_19=KF2_Perk_Demolitionist_Black.png
| PerkLink_19=Demolitionist (Killing Floor 2)
}}


At level 15, the choices are Siren Resistance and Door Traps. Siren Resistance allows all explosives to ignore her sonic attacks. This skill is arguably essential, particularly since most fleshpounds that spawn in-game will be accompanied by at least one siren. Demolitionist munitions are fairly limited in number, making every explosive lost to a siren a costly result, both economically and to the team's continued survival. Door Traps has an inherent limitation in that once destroyed, a door cannot be repaired: this ensures the finite utility of Door Traps in all maps, base damage, range and stun power notwithstanding.
==Bonus Experience==


Level 20 provides a similar style of choice to level 5. Demolitionists that opt for an RPG-7/C4 loadout will have two units of weight spare for an off-perk weapon. Statistically the most effective weapon for 2 units of weight is the Desert Eagle. It can deal fairly high levels of damage and is a reliable, advantageous weapon to have as a sidearm in the earlier waves. For this reason, it is beneficial in these waves to run Off Perk and be granted a bonus of 10% to the damage for all off-perk weapons; the onset of fleshpounds will ensure the viability of On Perk. In the case of not running an off-perk weapon in the earlier waves, On Perk would be the sound decision from the outset. It is worth noting that the Desert Eagle does 91 base damage, meaning that a 10% increase in its damage enables this perk to 1-shot clot variants to the body, and 2-shot gorefasts to the body also with the Desert Eagle. Given the 2 units of weight spare with either the RPG/C4 loadout, or the M79/C4/HX25 loadout, the Desert Eagle fits snugly into either loadout, ready to be an effective trash cleaner without requiring quite the same degree of accuracy as other perks.
Demolitionists receive bonus XP for killing Fleshpounds with on-perk weapons.


Level 25 grants Nuke and Concussive Force. Whilst Nuke arguably contains benefits to the team, it has some drawbacks. Scrakes have a threshold of HP that, once they reach, enrages them: they will continue to rage indefinitely until death. On lower difficulties, Nuke can be extremely beneficial, however as the difficulty level increases, the scrakes' rage threshold becomes more and more tenuous. On Hell on Earth difficulty, a scrake need only take 10% of its total HP in damage before it will enrage, making Nuke detonations equally as dangerous to a team as it is helpful. The selection of Concussive Force is often a case of weighing up the positives and negatives of Nuke's potential to rage enemies that might prove difficult to kill once enraged, rather than any perceived benefit from actual knockdowns.
{{KF2Table
| th_0_1=Normal
| th_0_2=Hard
| th_0_3=Suicidal
| th_0_4=Hell on Earth
|
| th_1_0=Bonus Experience
| td_1_1=10
| td_1_2=17
| td_1_3=21
| td_1_4=30
}}


=== Weapons and team strategy ===
==Perk Bonuses==


When looking at the perk's role, it's important to note that their secondary XP objective is "killing fleshpounds with Demolitionist weapons". Considering that this enemy doesn't materialise in-game until the second half (wave 6 of 10), this prompts questions about what the Demolitionist's role is prior to this stage. First of all it's important to look at the weapons of this perk, the limitations of the munitions, off-perk weapons as backup and how best to apply these to the team.
This table represents the passive stat bonuses the Demolitionist receives.


C4 is a highly effective weapon and without doubt the most powerful tier-2 weapon in the game, either as a Demolitionist, or off-perk. As such, this weapon forms the cornerstone of all effective fleshpound kills; a C4 detonation, followed by a 1/2 stick of dynamite, an RPG followed up by another C4, even at level 0 Demolitionist, is enough to kill a 6 player normal difficulty fleshpound outright. The importance of spacing the C4 detonations is as follows - any detonation of C4 by a player, that is followed by another C4 detonation by any player within three seconds, will result in 50% less damage output for the second detonation. This 50% reduction continues for every subsequent C4 detonation. For example, assuming base damage of 820 for any C4, then the next detonation of C4 within 3 seconds of the last would output only 410 damage, and within three seconds again, would output only 205 damage. This means that proper spacing of C4 detonations, particularly in regard to attacking fleshpounds, is extremely important to get the most damage value out of the C4.
{{KF2PerkPassives
| PassiveTitle_0=Perk Weapon Damage
| PassiveDescription_0=Perk weapon damage increased by 1% per level
| PassiveMax_0=25%
|
| PassiveTitle_1=Explosive Resistance
| PassiveDescription_1=Increase explosive resistance by 2% per level plus 10% base
| PassiveMax_1=50%
|
| PassiveTitle_2=Extra Explosive Ammo
| PassiveDescription_2=Increase amount of explosive ammo per weapon by 1 per 5 levels
| PassiveMax_2=+5
|
| PassiveTitle_3=+Grenade Supplier
| PassiveDescription_3=Provide grenades to teammates
| PassiveMax_3=
|
| PassiveTitle_4=+Door Traps
| PassiveDescription_4=Setup explosive traps
| PassiveMax_4=
|
| PassiveTitle_5=+Reactive Armor
| PassiveDescription_5=Once per wave escape the death by emitting explosion around you
| PassiveMax_5=
}}


The RPG-7 is an extremely effective weapon, although in truth - against fleshpounds - it does slightly less damage than C4. This is because the impact damage of an RPG-7 is 150 - and subject to the fleshpound's general 50% reduction in damage received from most sources - and the 750 explosive base damage is multiplied by 1.5 to reflect the fleshpound's weakness to explosives. This equation sums to 1,200 damage ((750*1.5)+(150*0.5)). By comparison, C4 does 820 base damage, the entirety of this figure is multiplied by 1.5 to reflect the same weakness (1,230). This trend remains the same as the Demolitionist levels, meaning that C4 is as integral to the success of the Demolitionist against fleshpounds at level 25, as it is at level 0.
==Perk Skills==


However, studious examination of fleshpound HP levels as player numbers and difficulty levels increase will reveal that it becomes increasingly difficult for the Demolitionist to deal with fleshpounds alone. This point emphasises the importance of Demolitionist synchronisation with other perks, in particular, the Berserker. Even on Hell on Earth, 6 players, the Demolitionist's C4/dynamite/RPG/C4 combination - in conjunction with a Berserker's Pulverizer attacks - can neutralise a fleshpound in seconds. Despite this, the Demolitionist struggles from a fundamental issue at higher difficulties: munitions quantity.
This table represents the active abilities the Demolitionist has access to. You have the option of choosing one per tier.


It is possible for a Demolitionist to run a different loadout than RPG/C4, assist a team with crowd control, and still be highly effective against fleshpounds. An example of such a loadout is M79/C4/HX25/Desert Eagle. The much maligned HX25 grenade pistol is surprisingly effective against small groups of weaker enemies, and is capable of killing a siren outright. The similarly despised M79 grenade launcher is effective against both small and medium-sized groups of enemies. These weapons - in conjunction with the Desert Eagle for backup purposes - can perform a reasonable crowd control function in any team, the M79's munitions count being modestly higher than the RPG-7's, with the added benefit of the HX25 as another option for backup. A variant of the same C4 combination can be used against fleshpounds - C4/dynamite/M79/HX25/C4 - without compromising too much on damage output, at any difficulty level with 6 players. This affords the Demolitionist the option of being able to more liberally use their M79 munitions for crowd control, alongside the HX25 for shorter range encounters, rather than having to use RPGs in a generally sparing fashion. This solution to the munitions problem answers the question of what this perk's role is during the first half of the game: crowd control without having to restrict the player's munitions usage.
{{KF2PerkSkills
| Level_5_Category_Name=Technique
|
| Level_5_Skill_Left_Name=Bombardier
| Level_5_Skill_Left_Description=Increase damage of explosive perk weapons by 25%.
| Level_5_Skill_Left_Image=UI_Talents_Demolition_GrenadeSupplier.png
|
| Level_5_Skill_Right_Name=Shock Trooper
| Level_5_Skill_Right_Image=UI_Talents_Demolition_Speed.png
| Level_5_Skill_Right_Description=Reload perk weapons faster and increase their knockdown and stumble power by 25%.
|
|
| Level_10_Category_Name=Explosives
|
| Level_10_Skill_Left_Name=High Impact Rounds
| Level_10_Skill_Left_Description=Increase direct hit damage with explosive weapons by 25%.
| Level_10_Skill_Left_Image=UI_Talents_Demolition_ExplosiveResistance.png
|
| Level_10_Skill_Right_Name=Extra Rounds
| Level_10_Skill_Right_Image=UI_Talents_Demolition_Ammo.png
| Level_10_Skill_Right_Description=Increase the maximum ammo for explosive perk weapons by 5.
|
|
| Level_15_Category_Name=Advanced Techniques
|
| Level_15_Skill_Left_Name=Sonic Resistant Rounds
| Level_15_Skill_Left_Description=Your explosives are immune to the siren's scream and will always explode.
| Level_15_Skill_Left_Image=UI_Talents_Demolition_SirenResistance.png
|
| Level_15_Skill_Right_Name=Fragmentation Rounds
| Level_15_Skill_Right_Image=UI_Talents_Demolition_AoE.png
| Level_15_Skill_Right_Description=Increase area of effect of explosive perk weapons by 50%, but decrease damage by 30%.
|
| Level_20_Category_Name=Weapon Techniques
|
| Level_20_Skill_Left_Name=Armor Piercing Rounds
| Level_20_Skill_Left_Description=Increase damage of direct hits to critical areas with perk weapons by 50%.
| Level_20_Skill_Left_Image=UI_Talents_Demolition_Crit.png
|
| Level_20_Skill_Right_Name=Concussive Rounds
| Level_20_Skill_Right_Image=UI_Talents_Demolition_ConcussiveForce.png
| Level_20_Skill_Right_Description=Increase reaction, stun, stumble, and knockdown power of perk weapons by 50%.
|
|
| Level_25_Category_Name=Advanced Explosives
|
| Level_25_Skill_Left_Name=ZED TIME - Destroyer of Worlds
| Level_25_Skill_Left_Description=During ZED Time, your explosives dish out massive radiation damage, poisoning ZEDs, and explosive rounds will explode at any range.
| Level_25_Skill_Left_Image=UI_Talents_Demolition_Nuke.png
|
| Level_25_Skill_Right_Name=ZED TIME - Mad Bomber
| Level_25_Skill_Right_Image=UI_Talents_Demolition_Professional.png
| Level_25_Skill_Right_Description=During ZED Time, you shoot and reload in near real-time, the area of effect of perk weapons increases by 25%, and explosive rounds will explode at any range.
}}


It must also be mentioned that the RPG-7 has a unique ability against scrakes. The impact from a fired RPG does 4x the damage that the rocket itself would normally do. This means that at a base damage of 150, even as a level 0 Demolitionist, an RPG impact can cause substantial levels of damage to a scrake. However, given that attacks to a scrake's body will not affect its head HP, preceding or following up any headshot damage to a scrake with body damage will have no positive effect on a decapitation, and as such, should be avoided at all costs. RPG decapitations have a small margin for error, and often have disastrous results for a team if the Demolitionist dies, both exposing the team to fleshpounds, and having a substantial negative impact on the game's economy in the event that numerous items need to be repurchased.
===Actual Stats===


It is no secret that the Demolitionist has the most challenges presented to it as a perk. However, with smart usage of munitions, good understanding and application of game mechanics, the Demolitionist is a force to be reckoned with both against fleshpounds, and the more numerous, weaker enemies.
[[File:Kf2_demolitionist_perk_stats.png]]
 
===Perk Notes===
 
* Damage modification (passive + skills): Passive damage bonus, Door Traps, Bombardier, High Impact Rounds and Armor Piercing Rounds skills affecting damage of all on-perk weapons (including Knife) or on-perk damage types. Damage ROUNDED.
* Skill (Armor Piercing Rounds): Any hit zone that has damage scale multiplier higher than 1 is "critical". Due to their nature, explosions do damage only to the body health and does not trace hit zones so this skill will apply additional damage only through the ballistic impact.
* Skill (Concusive Rounds): Skill increases knockdown / stun / stumble / gun hit / melee hit power for all on-perk damage types. Knockdown power multiplier of this skill stack with the ''Shock Trooper'' as a sum, total multiplier = 1 + 0.5 + 0.1 = 1.6.
* Skill (Destroyer of Worlds): Initial explosion does x1.5 more damage than base value (and also supposed to have x1.35 wider radius, although this part does not work due to replacement of explosion-responsible actor class). For the duration of radiation cloud its damage drops down to 20 points of toxic damage. Initial explosion and radiation cloud have radius of 3 meters, cloud does damage for total of 8 seconds within 1 second intervals. Additionally ZED start suffering from the toxic DOT: duration - 5 seconds, interval - 0.3 seconds, damage scale of radiation cloud - x1.
* Skills (Destroyer of Worlds, Mad Bomber): Players take no self damage when utilize either of skills.
* Skill (Extra Rounds): C4 Explosives and Dynamite Grenades does not recieve additional ammunition.
* Skill (Fragmentation Rounds): Explosion radius multiplier of this skill stack with the ''Mad Bomber'' as a sum, total multiplier = 1.5 + 0.25 = 1.75. This skill decreases not only explosive damage but also ballistic (impact) damage of the projectile. Damage penalty of this skill also affects blunt (melee) part of the [[Pulverizer]].
* Skill (High Impact Rounds): Only ballistic part of the projectile does additional damage.
 
===On-perk Weapons===
 
Following weapons and damage types are associated with the Demolitionist. They are getting damage bonuses and buffs to their attributes from the respective skills:
 
AssaultRifle_M16M203 (bullet damage is NOT affected by skills)<br/>
Blunt_Pulverizer (both - melee and explosion DO get the bonuses)<br/>
DynamiteGrenade<br/>
GrenadeLauncher_HX25<br/>
GrenadeLauncher_M79<br/>
HuskCannon<br/>
Knife_Demolitionist<br/>
RocketLauncher_RPG7<br/>
RocketLauncher_Seeker6<br/>
Thrown_C4<br/>
----
Ballistic_HX25Impact, Ballistic_HX25SubmunitionImpact, Explosive_HX25, ExplosiveSubmunition_HX25<br/>
Ballistic_M16M203, Ballistic_M203Impact, Explosive_M16M203<br/>
Ballistic_M79Impact, Explosive_M79<br/>
Ballistic_RPG7Impact, Explosive_RPG7, Explosive_RPG7BackBlast<br/>
Ballistic_Seeker6Impact, Explosive_Seeker6<br/>
Bludgeon_Pulverizer, Bludgeon_PulverizerBash, Bludgeon_PulverizerHeavy, Explosive_Pulverizer<br/>
Explosive_C4<br/>
Explosive_DoorTrap<br/>
Explosive_DynamiteGrenade<br/>
Explosive_Sacrifice, Toxic_DemoNuke<br/>
HuskCannonDot (child of Fire)<br/>
 
==Strategy==
 
Keep your eyes on the small ZEDs like [[Crawler_(Killing_Floor_2)|Crawlers]] and [[Stalker_(Killing_Floor_2)|Stalkers]] - as a "big ZED hunter" you are quite vulnerable to sudden close range attacks. Getting [[M16_M203_Assault_Rifle|M16]] for self-defense purposes is a wise choice.
 
Don't forget that Scrake resists to explosive damage but extremely vulnerable to ballistic impact of the [[RPG-7]] rocket.
 
Boost the [[1/2_Stick_of_Dynamite|Dynamite]]'s stun power by picking up ''Concussive Rounds''. This will let you stun Scrakes and unraged Fleshpounds for a safer kills.
 
Work together - combine the passive ability to set up [[Mechanics_(Killing_Floor_2)#Gameplay_-_Doors|door]] traps with [[Support_(Killing_Floor_2)|Support]]'s ability to repair destroyed doors. For better effect don't forget to keep the door "alive" until it would have enough ZEDs behind it.
 
Despite the fact that ''Fragmentation Rounds'' skill actually decreases the damage done by explosives it still improves the lethal (kill) radius of the projectile if you use it against small ZEDs like Clots, Crawlers and Stalkers. On the other hand these [[Siren_(Killing_Floor_2)|Sirens]] could be a real problem without ''Sonic Resistant Rounds''.
 
As a ''Nuke'' Demolitionist if you are being surrounded by ZEDs and [[Mechanics_(Killing_Floor_2)#Gameplay_-_ZED_Time|ZED Time]] occurs, shoot under your feet - not it just kill and poison all nearby ZEDs but also will not harm you whatsoever. But don't try it with the ''Mad Bomber'', it will hurt you badly.
 
==Trivia==
 
* According to the [[Characters_(Killing_Floor_2)|character]]'s favourite weapon lines, Anton Strasser, Ana Larive and Lt. Bill Masterson and Hayato Tanaka are the Demolitionist of the team. Although Ana Larive is the only character that has 4 explosive weapons among her favourites.
* Oddly enough the Demolitionist gains no damage bonuses towards the M16's bullets at all. For the reference the HX25's pellet impacts (which counted as "ballistic shotgun") are actually being affected by passive bonus and by ''Bombardier'', ''High Impact Rounds'' and ''Armor Piercing Rounds'' skills.


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Latest revision as of 21:46, 21 July 2018


Killing Floor 2 perk
Demolitionist
General Information
XP Objectives
• Dealing Demolitionist weapon damage.
• Killing Fleshpounds with Demolitionist weapons.
Starting Loadout
HX25 Grenade Pistol 9mm Pistol
Utility Knife 1/2 Stick of Dynamite
Perk Information
Role
• Medium Range
• Rear Rank
• Destroying Groups of Zeds
• Destroying Large Zeds
• {{{Role_4}}}
Strength
• Area of Effect Weapons
• High Damage Output
• {{{Strength_2}}}
• Effective Against Fleshpounds
• {{{Strength_4}}}
Weakness
• Minimum Range on Some Weapons
• Limited Ammunition
• Low Rate of Fire
• {{{Weakness_3}}}
• {{{Weakness_4}}}
Target Priority
HIGH
MEDIUM
LOW
SURVIVALIST EFFECTIVENESS AGAINST ZEDS IS DETERMINED BY THEIR SKILL AND WEAPON CHOICES
Technical Information
Related Achievements
PS4 Trophies


The Demolitionist is the raging storm that destroys masses of Zeds with each stick of dynamite, grenade, or rocket. Armed with a variety of explosive devices, Demolitionists wield an immense amount of destructive potential and can quickly turn around an entire battle with a few well-placed shots. Demolitionists can supply your squad with additional grenades while in the field and add explosive traps to any welded door, allowing them to unleash explosive hell even when they are elsewhere.

General Information

Armed with a variety of explosive devices, Demolitionists wield an immense amount of destructive potential and can quickly turn around an entire battle with a few well-placed shots. Demolitionists can supply your squad with additional grenades while in the field and add explosive traps to any welded door, allowing them to unleash explosive hell even when they are elsewhere.

Demolitionist skill choices let them focus on either taking down big lone targets like Scrakes and Fleshpounds by landing precise devastating blows or to unleash a hailstorm of explosives with improved AOE coverage and massive crowd control intensity.

Weapon List

300
4
HX25 Grenade Pistol
650
3
C4 Explosives
650
6
M79 Grenade Launcher
1500
9
RPG-7
1500
9
Seeker Six
1200
6
M16 M203 Assault Rifle
1200
6
Pulverizer
{{{WeaponPricing_7}}}
{{{WeaponWeight_7}}}
[[{{{WeaponLink_7}}}|{{{WeaponName_7}}}]] link={{{WeaponLink_7}}}
{{{WeaponPricing_8}}}
{{{WeaponWeight_8}}}
[[{{{WeaponLink_8}}}|{{{WeaponName_8}}}]] link={{{WeaponLink_8}}}
{{{WeaponPricing_9}}}
{{{WeaponWeight_9}}}
[[{{{WeaponLink_9}}}|{{{WeaponName_9}}}]] link={{{WeaponLink_9}}}
{{{WeaponPricing_10}}}
{{{WeaponWeight_10}}}
[[{{{WeaponLink_10}}}|{{{WeaponName_10}}}]] link={{{WeaponLink_10}}}
{{{WeaponPricing_11}}}
{{{WeaponWeight_11}}}
[[{{{WeaponLink_11}}}|{{{WeaponName_11}}}]] link={{{WeaponLink_11}}}
{{{WeaponPricing_12}}}
{{{WeaponWeight_12}}}
[[{{{WeaponLink_12}}}|{{{WeaponName_12}}}]] link={{{WeaponLink_12}}}
{{{WeaponPricing_13}}}
{{{WeaponWeight_13}}}
[[{{{WeaponLink_13}}}|{{{WeaponName_13}}}]] link={{{WeaponLink_13}}}
{{{WeaponPricing_14}}}
{{{WeaponWeight_14}}}
[[{{{WeaponLink_14}}}|{{{WeaponName_14}}}]] link={{{WeaponLink_14}}}
{{{WeaponPricing_15}}}
{{{WeaponWeight_15}}}
[[{{{WeaponLink_15}}}|{{{WeaponName_15}}}]] link={{{WeaponLink_15}}}
---
---
9mm Pistol
150
2
Dual 9mm Pistols
---
---
Utility Knife
40
---
1/2 Stick of Dynamite


Bonus Experience

Demolitionists receive bonus XP for killing Fleshpounds with on-perk weapons.

Normal
Hard
Suicidal
Hell on Earth
{{{th_0_5}}}
{{{th_0_6}}}
{{{th_0_7}}}
{{{th_0_8}}}
{{{th_0_9}}}
Bonus Experience
10
17
21
30
{{{th_2_0}}}
{{{th_3_0}}}
{{{th_4_0}}}
{{{th_5_0}}}
{{{th_6_0}}}
{{{th_7_0}}}
{{{th_8_0}}}
{{{th_9_0}}}
{{{th_10_0}}}
{{{th_11_0}}}
{{{th_12_0}}}
{{{th_13_0}}}
{{{th_14_0}}}
{{{th_15_0}}}
{{{th_16_0}}}
{{{th_17_0}}}
{{{th_18_0}}}
{{{th_19_0}}}
{{{th_20_0}}}
{{{th_21_0}}}
{{{th_22_0}}}
{{{th_23_0}}}
{{{th_24_0}}}
{{{th_25_0}}}


Perk Bonuses

This table represents the passive stat bonuses the Demolitionist receives.

Perk Weapon Damage
max. 25%
( Perk weapon damage increased by 1% per level )
Explosive Resistance
max. 50%
( Increase explosive resistance by 2% per level plus 10% base )
Extra Explosive Ammo
max. +5
( Increase amount of explosive ammo per weapon by 1 per 5 levels )
+Grenade Supplier
( Provide grenades to teammates )
+Door Traps
( Setup explosive traps )
+Reactive Armor
( Once per wave escape the death by emitting explosion around you )


Perk Skills

This table represents the active abilities the Demolitionist has access to. You have the option of choosing one per tier.

Technique
Bombardier
5
Shock Trooper
Increase damage of explosive perk weapons by 25%. Reload perk weapons faster and increase their knockdown and stumble power by 25%.
Explosives
High Impact Rounds
10
Extra Rounds
Increase direct hit damage with explosive weapons by 25%. Increase the maximum ammo for explosive perk weapons by 5.
Advanced Techniques
Sonic Resistant Rounds
15
Fragmentation Rounds
Your explosives are immune to the siren's scream and will always explode. Increase area of effect of explosive perk weapons by 50%, but decrease damage by 30%.
Weapon Techniques
Armor Piercing Rounds
20
Concussive Rounds
Increase damage of direct hits to critical areas with perk weapons by 50%. Increase reaction, stun, stumble, and knockdown power of perk weapons by 50%.
Advanced Explosives
ZED TIME - Destroyer of Worlds
25
ZED TIME - Mad Bomber
During ZED Time, your explosives dish out massive radiation damage, poisoning ZEDs, and explosive rounds will explode at any range. During ZED Time, you shoot and reload in near real-time, the area of effect of perk weapons increases by 25%, and explosive rounds will explode at any range.


Actual Stats

Perk Notes

  • Damage modification (passive + skills): Passive damage bonus, Door Traps, Bombardier, High Impact Rounds and Armor Piercing Rounds skills affecting damage of all on-perk weapons (including Knife) or on-perk damage types. Damage ROUNDED.
  • Skill (Armor Piercing Rounds): Any hit zone that has damage scale multiplier higher than 1 is "critical". Due to their nature, explosions do damage only to the body health and does not trace hit zones so this skill will apply additional damage only through the ballistic impact.
  • Skill (Concusive Rounds): Skill increases knockdown / stun / stumble / gun hit / melee hit power for all on-perk damage types. Knockdown power multiplier of this skill stack with the Shock Trooper as a sum, total multiplier = 1 + 0.5 + 0.1 = 1.6.
  • Skill (Destroyer of Worlds): Initial explosion does x1.5 more damage than base value (and also supposed to have x1.35 wider radius, although this part does not work due to replacement of explosion-responsible actor class). For the duration of radiation cloud its damage drops down to 20 points of toxic damage. Initial explosion and radiation cloud have radius of 3 meters, cloud does damage for total of 8 seconds within 1 second intervals. Additionally ZED start suffering from the toxic DOT: duration - 5 seconds, interval - 0.3 seconds, damage scale of radiation cloud - x1.
  • Skills (Destroyer of Worlds, Mad Bomber): Players take no self damage when utilize either of skills.
  • Skill (Extra Rounds): C4 Explosives and Dynamite Grenades does not recieve additional ammunition.
  • Skill (Fragmentation Rounds): Explosion radius multiplier of this skill stack with the Mad Bomber as a sum, total multiplier = 1.5 + 0.25 = 1.75. This skill decreases not only explosive damage but also ballistic (impact) damage of the projectile. Damage penalty of this skill also affects blunt (melee) part of the Pulverizer.
  • Skill (High Impact Rounds): Only ballistic part of the projectile does additional damage.

On-perk Weapons

Following weapons and damage types are associated with the Demolitionist. They are getting damage bonuses and buffs to their attributes from the respective skills:

AssaultRifle_M16M203 (bullet damage is NOT affected by skills)
Blunt_Pulverizer (both - melee and explosion DO get the bonuses)
DynamiteGrenade
GrenadeLauncher_HX25
GrenadeLauncher_M79
HuskCannon
Knife_Demolitionist
RocketLauncher_RPG7
RocketLauncher_Seeker6
Thrown_C4


Ballistic_HX25Impact, Ballistic_HX25SubmunitionImpact, Explosive_HX25, ExplosiveSubmunition_HX25
Ballistic_M16M203, Ballistic_M203Impact, Explosive_M16M203
Ballistic_M79Impact, Explosive_M79
Ballistic_RPG7Impact, Explosive_RPG7, Explosive_RPG7BackBlast
Ballistic_Seeker6Impact, Explosive_Seeker6
Bludgeon_Pulverizer, Bludgeon_PulverizerBash, Bludgeon_PulverizerHeavy, Explosive_Pulverizer
Explosive_C4
Explosive_DoorTrap
Explosive_DynamiteGrenade
Explosive_Sacrifice, Toxic_DemoNuke
HuskCannonDot (child of Fire)

Strategy

Keep your eyes on the small ZEDs like Crawlers and Stalkers - as a "big ZED hunter" you are quite vulnerable to sudden close range attacks. Getting M16 for self-defense purposes is a wise choice.

Don't forget that Scrake resists to explosive damage but extremely vulnerable to ballistic impact of the RPG-7 rocket.

Boost the Dynamite's stun power by picking up Concussive Rounds. This will let you stun Scrakes and unraged Fleshpounds for a safer kills.

Work together - combine the passive ability to set up door traps with Support's ability to repair destroyed doors. For better effect don't forget to keep the door "alive" until it would have enough ZEDs behind it.

Despite the fact that Fragmentation Rounds skill actually decreases the damage done by explosives it still improves the lethal (kill) radius of the projectile if you use it against small ZEDs like Clots, Crawlers and Stalkers. On the other hand these Sirens could be a real problem without Sonic Resistant Rounds.

As a Nuke Demolitionist if you are being surrounded by ZEDs and ZED Time occurs, shoot under your feet - not it just kill and poison all nearby ZEDs but also will not harm you whatsoever. But don't try it with the Mad Bomber, it will hurt you badly.

Trivia

  • According to the character's favourite weapon lines, Anton Strasser, Ana Larive and Lt. Bill Masterson and Hayato Tanaka are the Demolitionist of the team. Although Ana Larive is the only character that has 4 explosive weapons among her favourites.
  • Oddly enough the Demolitionist gains no damage bonuses towards the M16's bullets at all. For the reference the HX25's pellet impacts (which counted as "ballistic shotgun") are actually being affected by passive bonus and by Bombardier, High Impact Rounds and Armor Piercing Rounds skills.