Specimen Mechanics
Head Health
When the head health of the specimen reaches 0, its head explodes and takes additional damage. The base damage of the decapitation bonus is given in the below forumla:
/** The last damage amount plus a quarter of the specimen's max hp */ Base Decap Bonus= LastDamageAmount + 0.25 * HealthMax
It receives all damage modifiers given by perk bonuses, head shot bonus, and weapon resistances/weaknesses and its damage type is the same as the decapitating weapon. Under most circumstances, decapitation will result in an instant death. However, if the bonus damage is not sufficient to kill, a bleed out timer is started and the specimen will aimlessly wander around until the timer reaches 0. The bleed out time varies amongst specimens [1].
Specimen | Bleed Out Time (s) |
Crawler, Stalker, Clot, Gorefast, Siren | 5 |
Bloat, Husk, Scrake | 6 |
Fleshpound | 7 |
Stunning
If a specimen is hit with an extremely powerful attack, it will instantly stop moving for several seconds and either bend backwards, or hang its head down. The blow must deal more than 2/3rd of the specimen's base health. In the case of the husk, if the weapon used is an ebr, lar, or crossbow, the damage threshold is lowered to 200 [2]. Any specimen not in the below table cannot be stunned.
Specimen | Stun Threshold |
Stalker | 67 |
Clot | 87 |
Gorefast | 167 |
Husk | 400 (200) |
Scrake | 667 |
Because stunning is based on damage per hit, weapons that deal multiple hits (e.g. shotgun pellets) cannot stun husks and scrakes.
Flinching
If the damage dealt is not enough to reach the stun threshold, it may instead trigger a flinch. While both stunning and flinching can prevent a specimen from attacking, a flinched specimen is still moving. To trigger a flinch, the attack must be from the front and 1) a non-melee attack must deal at least 1/2 of the specimen's base health or 2) a melee attack must deal at least 1/10th of the specimen's base health. In the case that all the conditions are false, the player will instead trigger a mini-flinch [3]. Both a flinch and mini-flinch can interrupt attacks but the mini-flinch effect lasts much shorter.
On Suicidal and Hell on Earth, scrakes and fleshpounds can only flinch once, preventing berserkers from flinch locking scrakes on higher difficulties. Additionally, if a scrake has already been flinched or stunned, he cannot be mini flinched.