KF2 Game Mechanics: Zed HP, Money, Armor, Afflictions (Patch 1.020)
This page translates and condenses a Russian-language reference to Killing Floor 2 mechanics as of patch 1.020 (15 December 2015). The original author called the guide unfinished and drew data from English forums and the wiki. The numbers belong to that version and changed in later patches, so treat them as a historical snapshot. For current figures see zeds in numbers.
Patch notes 1.013 - 1.020
- 1.020 (15.12.15): fixed Patriarch sounds after his death and a looping animation when opening a crate. The NVIDIA Flex issue remained, likely a driver problem.
- 1.019 (14.12.15): fixed zed spawning on Farmhouse, Patriarch effects, Trader Blood not being granted online (it worked solo), shotgun and SCAR skin descriptions, Flex on low graphics.
- 1.018 (09.12.15): fixed Farmhouse crashes, the Rack 'Em Up description and its bug with dual pistols, missing textures in Burning Paris, Evacuation Point geometry, and .500 Magnum damage falloff at range; owned cosmetics no longer show in the store.
- 1.017 (08.12.15): 1911 and third-person sounds, players leaving the playable area on Farmhouse, client crashes, Gunslinger bugs (damage not applying, max ammo), 1858 shown as 9mm, Commando bonuses applying with other perks' weapons.
- 1.015 and 1.014 (02-03.12.15): the big update. New boss Patriarch, maps Black Forest and Farmhouse, the Gunslinger perk, 1858 revolvers, M1911 and Desert Eagle pistols, .500 Magnum, nail bomb, Workshop support, Zedconomy and Trader Blood, new character Oisten Jaegerhorn. Perk tweaks: Berserker (health bonus 75% instead of 100%, Vampire 4 HP per kill instead of 3, Smash 25% instead of 100%), Demolitionist (larger blast radius), Medic (armor skill needs 25% effectiveness and gives 1%, Vaccination 2% instead of 4%). Hans gas and grenade damage reduced.
- 1.013 (14.09.15): sound tweaks, NVIDIA Flex optimization, many bug fixes. Hans XP changed: Normal 1291 (was 423), Hard 1694 (was 564), Suicidal 1790 (was 762), HoE 1843 (was 874).
Zed tables by difficulty
Columns: head HP, body HP, cash, XP. Values are for one player.
Normal
| Zed | Head | Body | Cash | XP |
|---|---|---|---|---|
| Cyst / Clot / Slasher | 15 | 75 | 8 | 8 |
| Stalker | 15 | 60 | 17 | 8 |
| Crawler | 15 | 25 | 8 | 8 |
| Gorefast | 15 | 150 | 13 | 11 |
| Bloat | 30 | 303 | 17 | 17 |
| Husk | 115 | 346 | 19 | 15 |
| Siren | 116 | 172 | 25 | 11 |
| Scrake | 510 | 935 | 83 | 34 |
| Fleshpound | 487 | 1125 | 220 | 35 |
| Hans Volter | - | 2975 | 550 | 1291 |
| Patriarch | - | 3750 | 550 | 1291 |
Hard
| Zed | Head | Body | Cash | XP |
|---|---|---|---|---|
| Cyst / Clot / Slasher | 20 | 100 | 7 | 11 |
| Stalker | 20 | 75 | 15 | 10 |
| Crawler | 15 | 30 | 10 | 10 |
| Gorefast | 20 | 200 | 12 | 14 |
| Bloat | 75 | 810 | 17 | 22 |
| Husk | 140 | 465 | 17 | 20 |
| Siren | 145 | 230 | 25 | 15 |
| Scrake | 600 | 1100 | 75 | 45 |
| Fleshpound | 650 | 1500 | 200 | 47 |
| Hans Volter | - | 3500 | 500 | 1694 |
| Patriarch | - | 3750 | 500 | 1694 |
Suicidal
| Zed | Head | Body | Cash | XP |
|---|---|---|---|---|
| Cyst / Clot / Slasher | 20 | 100 | 6 | 11 |
| Stalker | 20 | 75 | 13 | 10 |
| Crawler | 15 | 30 | 9 | 10 |
| Gorefast | 20 | 200 | 10 | 14 |
| Bloat | 40 | 405 | 14 | 30 |
| Husk | 177 | 623 | 14 | 27 |
| Siren | 178 | 310 | 21 | 15 |
| Scrake | 690 | 1485 | 64 | 60 |
| Fleshpound | 747 | 1875 | 170 | 63 |
| Hans Volter | - | 4725 | 425 | 1790 |
| Patriarch | - | 5250 | 425 | 1790 |
Hell on Earth
| Zed | Head | Body | Cash | XP |
|---|---|---|---|---|
| Cyst / Clot / Slasher | 20 | 100 | 5 | 11 |
| Stalker | 20 | 75 | 10 | 10 |
| Crawler | 15 | 30 | 7 | 10 |
| Gorefast | 20 | 200 | 8 | 14 |
| Bloat | 40 | 405 | 11 | 34 |
| Husk | 192 | 716 | 11 | 31 |
| Siren | 193 | 356 | 16 | 15 |
| Scrake | 750 | 1705 | 49 | 69 |
| Fleshpound | 812 | 2325 | 130 | 72 |
| Hans Volter | - | 5424 | 325 | 1843 |
| Patriarch | - | 5812 | 325 | 1843 |
Debuffs and weaknesses
A zed can be stopped by two kinds of effects: instant and accumulating.
- Instant, in priority order: knockdown, stun, leg stagger, stagger, hit reaction, gunshot reaction. Whether an effect lands depends on weapon power and the zed's resistance. Only 5 zeds can be knocked down at once. A normal knockdown lasts 1.5 s excluding getting up; a zed that falls from 7.5 m dies. Stun lasts 2-4 s plus 1.5 s to wake. As a zed loses health it gains a resistance bonus, rising linearly from 0 to 10.
- Accumulating: EMP panic, fire panic, toxic panic, microwave panic and EMP disruption. Each hit adds stacks, while the zed has a threshold and a decay rate; when the threshold is reached the zed suffers the effect.
Armor
Armor has three protection tiers: high (75 or more) blocks 75% of damage, medium (50 or more) blocks 65%, low (under 50) blocks 55%. The tier is chosen from the current armor value. If damage exceeds armor, all armor is lost and the remainder hits health. During zed time, players within 10 m of a Support with Barrage get high-tier protection regardless of their actual armor.
Damage over time (DOT)
Weapons and some zeds apply DOT, computed from a DOT multiplier, duration and interval. If a player is healed, fire DOT hits half as hard and lasts half as long. A Berserker with the bile resist skill active, and a player under Medic's Vaccination, take 40% shorter bile DOT.
Doors
Doors have two kinds of durability: the weld (repairable by Support) and max health (not repairable). Zed damage to doors does not depend on difficulty.
Money
Money per kill depends on the base reward, the difficulty multiplier, a player-count modifier and your share of the damage.
- Base rewards: Clot 7, Crawler 7, Bloat 17, Gorefast 12, Stalker 15, Husk 17, Siren 25, Scrake 75, Fleshpound 200, Hans Volter 500.
- Difficulty multiplier: Normal 1.1, Hard 1, Suicidal 0.85, Hell on Earth 0.65.
- Wave-length modifier: 1 player 1, 2 players 2, 3 players 2.75, 4 players 3.5, 5 players 4, 6 players 4.5.
- Formula: money = damage share x (base x difficulty multiplier x (player count / modifier)).
- At the end of a wave the bonus is split among living players.
Respawn cash: minimum = starting value x (wave number / (max waves - 1)), where the starting value is Normal 1750, Hard 1550, Suicidal 1550, Hell on Earth 1000. Maximum = cash you had at death x difficulty modifier (Normal 0.05, Hard 0.1, Suicidal 0.2, HoE 0.25). You receive the larger of the two.
Experience
The guide includes a level table for a perk up to level 25 (level 1 needs 2640 XP, with growing steps such as 2917 for level 2 and 28993 for level 25) and XP per zed by difficulty (see the XP column above).
Damage types
- Ballistic: all firearms.
- Slashing: shovel, knives, buzzsaw.
- Blunt: hammer (Pulverizer), rifle butt.
- Toxic: medical grenade, syringe.
- Explosive: grenades and the hammer's alternate strike.
- Piercing: grenade shrapnel, Claymore stab.
- Fire: Molotov and fire itself.
- Microwave: only the Microwave Gun.
- EMP: only the EMP grenade.
Scrake
Body / head health by player count:
| Players | Normal | Hard | Suicidal | HoE |
|---|---|---|---|---|
| 1 | 935 / 510 | 1100 / 600 | 1485 / 690 | 1705 / 750 |
| 2 | 1402 / 663 | 1650 / 780 | 2227 / 896 | 2557 / 975 |
| 3 | 1870 / 816 | 2200 / 960 | 2970 / 1104 | 3410 / 1150 |
| 4 | 2337 / 969 | 2750 / 1140 | 3712 / 1311 | 4262 / 1425 |
| 5 | 2805 / 1122 | 3300 / 1320 | 4455 / 1518 | 5115 / 1650 |
| 6 | 3272 / 1275 | 3850 / 1500 | 5197 / 1725 | 5967 / 1875 |
Damage multipliers: head x1.1, chainsaw x0.5, everything else x1. Resistance to slashing and explosive is 0.5. Panic thresholds: EMP 2, fire 12, toxic 7, microwave 7.5. Weak to RPG-7 gunshot hits (x4) and microwaves (x2). Knockdown lasts 2.5 s (cooldown 17 s), stun 2-4 s + 1.5 s (3 s). Damage: 30 per hit, range 200. A 0.75 chance to dodge a grenade. He rages when health drops to 50% (Normal), 75% (Hard and Suicidal) or 90% (HoE); an EMP grenade prevents raging while active.
RPG-7 example: the explosion deals 750 damage and the point-blank thump 150; with the 0.5 explosive resistance the blast does 375, while the thump with the x4 weakness does 600.
Fleshpound
Body / head health for one player: 1125 / 487 (Normal), 1500 / 650 (Hard), 1875 / 747 (Suicidal), 2325 / 812 (HoE); with six players up to 3937 / 1218, 5250 / 1625, 6562 / 1868 and 8137 / 2031. Multipliers: head and body x1.1, gauntlets x0.5. Resistance of 0.5 to all damage types (except three), weak to explosive and piercing (x1.5). Damage 55 per hit, range 250. A 0.6 chance to dodge a grenade, rages after taking 276 damage, calms down after striking the ground or a player's face, and if he does not see a player for 30 s he cools off. While charging he can kill or knock down other zeds. He ignores bleed and burn damage.
Hans Volter
Head health equals body health. For one player: 2975 (Normal), 3500 (Hard), 4725 (Suicidal), 5425 (HoE); for six players up to 14131, 16625, 22443 and 25768. The Patriarch section of the original was never finished.
FAQ
- How does armor work in KF2?
- There are three protection tiers by remaining armor: high (75 or more) blocks 75% of damage, medium (50 or more) blocks 65%, low (under 50) blocks 55%. If damage exceeds armor, all armor is lost and the rest hits health.
- How much health does a Scrake have?
- For one player: 935 body and 510 head on Normal, 1100 and 600 on Hard, 1485 and 690 on Suicidal, 1705 and 750 on Hell on Earth.
- What determines the money you earn per kill?
- The zed's base reward, the difficulty multiplier (1.1 / 1 / 0.85 / 0.65), a player-count modifier and your share of the damage dealt to the zed.