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.


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.
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.


== Base Statistics ==
== Base Statistics ==

Revision as of 16:43, 12 June 2018

E.D.A.R variants

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.

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

Health (torso / head)

Normal Hard Suicidal HOE
581 / 262 775 / 350 775 / 350 1007 / 385
581 / 262 775 / 350 775 / 350 1007 / 385
581 / 262 775 / 350 775 / 350 1007 / 385
581 / 262 775 / 350 775 / 350 1007 / 385
581 / 262 775 / 350 775 / 350 1007 / 385
581 / 262 775 / 350 775 / 350 1007 / 385

E.D.A.R's head and torso protected by two pieces of armor that act like a second health pool.

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.

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.

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.

Damage multipliers

Head - x1.001 / Chest core - x3.5 (exposed with or without armor, counts as damage to chest armor first, when chest armor gone - as damage to the actual health) / All other - x1.

Resistances and Vulnerabilities

E.D.A.Rs notorious for being extremely vulnerable to Firebug's Microwave Gun.

Vulnerable to

Ballistic_Submachinegun - x1.05, Ballistic_AssaultRifle - 1.05, Slashing - x1.25, Bludgeon - x1.25, Fire - x1.5, Microwave - x3.25.

Neutral to

Ballistic_Shotgun - x1, Ballistic_Handgun - x1, Ballistic_Rifle - x1, Explosive - x1.

Resistant to

Piercing - x0.85, Toxic - x0.5.

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).
Melee (base damage) 10
Melee (damage multipliers vs. doors) x3
Melee (damage multipliers vs. players) x1
Melee (range) 180
Trapper ("windup" time lasts for 1.12s).
Trapper (damage) 10
Trapper (grapple time) 2.5s
Trapper (maximum beam length) 2500

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).

Speed

Walking speed (per difficulty): (153 - 187 units / second) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.1 / 1.2).

Sprinting speed (per difficulty): (540 - 660 units / second) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.1 / 1.2).

1 unit = 1 centimeter.

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.

Incap Settings

Affliction: Stun Knockdown Stumble Gun hit Melee hit Snare
Torso vulnerability: x2 x1 x1.3 x2 x2 x10
Head vulnerability: x2 x1 x1.3 x2 x2 x10
Legs vulnerability: x1 x1 x1.3 x2 x2 x10
Arms vulnerability: x1 x1 x1.3 x2 x2 x10
Special zone vulnerability: x1 x1 x1.3 x2 x2 x10
- Incap cooldown 3s 1s 0.2s 0.2s 0s 5.5s
- Incap duration 3s --- --- --- --- 4s
- 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 x5 x0.5 x1.5 x2.5 x2.5 x2
- Incap cooldown 6s 8s 7s 5s 1.5s ---
- Incap duration 4.5s 4.5s 5s 5s 5s ---
- Dissipation rate -10/s -20/s -10/s -50/s -20/s -20/s
- Incap threshold 100 (EMP Disrupt - 25, Bleed - 65)

Affliction durations

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

Miscellaneous 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.