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== Health == The base statistics for a specimen are its statistics on Normal difficulty. The difficulty multipliers for health are x0.5 for beginner, x1.0 for normal, x1.35 for hard, x1.55 for suicidal and x1.75 for hell on earth. The bottom line of table; "Increase per player", refers to the amount of health added per additional player, before difficulty multipliers are applied. For example, to find an enemy's 6 player health, add 5 times the increase per player value shown on the table to their Normal difficulty base solo health then multiply the result with the intended difficulty's health multiplier; or multiply the health difficulty multiplier times the additional players and add that to the base specimen health shown on the table according the difficulty. Alternatively, just visit the specimen's individual page for more information. Trash specimen keep their head and body health when new players join, medium and higher grade specimen only gain body health and high grade threats gain both body and head health per player alive. Specimen that are able to do so, only scale up maximum health based on the alive players. New middle of the wave joiners or any sort of dead players will not contribute to the health pool of specimen. When a player dies, remaining specimen will not have their health scaled down but new batch of 32 specimen will spawn with their health scaled down to reflect the alive player count. Trash specimen only get affected by current health multiplier of the difficulty, and their maximum total health remains constant along the match just like their head health. === Total health === Maximum total health of specimen scales up by current [[difficulty]]'s health multiplier and for some specimen total health scales with current alive player count and specimen health multiplier of current difficulty. Only medium to high grade specimen scales up their total health with every alive player and difficulty multiplier. For ranged threats such as [[Siren]] and [[Husk]] this number is 10% gain per alive player, meat shield specimen such as [[Gorefast]] get 15%, [[Bloat]] and hulking specimen like [[Fleshpound]] get 25%, [[Scrake]] gets 50% and finally [[Patriarch]] gets 75% increase per alive player. {| style="border: 1px solid silver; border-collapse: collapse; text-align: center; background: #F9F9F9;" cellpadding=1 cellspacing=1 border=1 |- style=background-color:#f2f2f2 !width=85px| Difficulty ![[File:Clot icon 64.png|32px|link=Clot]] ![[File:Crawler icon 64.png|32px|link=Crawler]] ![[File:Gore icon 64.png|32px|link=Gorefast]] ![[File:Stalker icon 64.png|32px|link=Stalker]] ![[File:Bloat icon 64.png|32px|link=Bloat]] ![[File:Husk icon 64.png|32px|link=Husk]] ![[File:Siren icon 64.png|32px|link=Siren]] ![[File:Scrake icon 64.png|32px|link=Scrake]] ![[File:Pound icon 64.png|32px|link=Fleshpound]] ![[File:Patriarch icon 64.png|32px|link=Patriarch]] |- {{Specimens health chart line|0.5|Beginner}} |- {{Specimens health chart line|1|Normal}} |- {{Specimens health chart line|1.35|Hard}} |- {{Specimens health chart line|1.55|Suicidal}} |- {{Specimens health chart line|1.75|Hell on Earth}} |- |colspan=11| |- |align=right| Increase per player |0 |0 |<span class="explain" title="37.5">38</span> |0 |<span class="explain" title="131.25">131</span> |60 |30 |500 |375 |3000 |} === Head health === Maximum head health of specimen scales up by current [[difficulty]]'s health multiplier for base solo play health and head health of specimen increases per alive player depending on their threat grade. Only high grade specimen scales up their head health with every alive player; for ranged threats this number is 10% gain per alive player and big specimen gets 30% increase per alive player. Weak specimen won't have their head health scale with alive players. Only specimen to not have a separate head health pool is [[Patriarch]] which is the boss specimen and head health is always lower than total health. Landing a [[Glossary#headshot|headshot]] on a specimen will calculate the damage after adding headshot multiplier with the exception of [[Buzzsaw]], [[M99]] and [[Crossbow]] which adds headshot multiplier on themselves to check for target resistance later. After specimen confirmed to get head damage, multipliers will be added and resulting damage will retracted from its head health and body health together. While separated head health pool is part of the total health and always smaller than the total health of specimen. When a specimen's head health is exhausted, it will be [[Glossary#decapitation|decapitated]]. Upon decapitation specimen will incur extra decapitation damage to their body health depending on the power of weapon that last hit them. If last hit damage they incur is strong enough to wipe them out, they will die on the point of decapitation. Decap damage bonus is expressed as [(Last Damage Amount + (0.25 * Max Health of Specimen)) * (Resistance and Damage Multipliers)]; quarter of specimen maximum health added to the last damage they incur and this value multiplied by any headshot, incendiary direct and resistance or vulnerability multipliers depending on hit location of the specimen. As head health is lower than the specimen's body health just whittling away its head health down to 0 with a weak weapon, will cause it to bleed away on decapitation. After a soft decapitation occurs that doesn't kill them, specimen will get the value ''Braindead'', applied physics for ragdoll and slowly bleed out in a few seconds until they finally drop. Softly decapitating them with weak weapons will leave their bodies capable only of simple attacks, get headshot damage on body and wobble while walking slower for three to seven seconds aimlessly before they die. The ranged ones and other bulky specimen can stand headless for 5 seconds, [[Fleshpound]] is the only capable specimen to have bleed duration of 7 second upon a soft decapitation. Rest of the specimen only stays barely alive for 3 seconds when left to bleed out. Head position on dedicated servers are not rendered server side on certain animations, so server has to use an approximation when trying to locate the head position on any pawn/target. When jumping, crouching or swimming animations, server places the head at the middle center of the said animations. {| style="border: 1px solid silver; border-collapse: collapse; text-align: center; background: #F9F9F9;" cellpadding=1 cellspacing=1 border=1 |- style=background-color:#f2f2f2 !width=85px| Difficulty ![[File:Clot icon 64.png|32px|link=Clot]] ![[File:Crawler icon 64.png|32px|link=Crawler]] ![[File:Gore icon 64.png|32px|link=Gorefast]] ![[File:Stalker icon 64.png|32px|link=Stalker]] ![[File:Bloat icon 64.png|32px|link=Bloat]] ![[File:Husk icon 64.png|32px|link=Husk]] ![[File:Siren icon 64.png|32px|link=Siren]] ![[File:Scrake icon 64.png|32px|link=Scrake]] ![[File:Pound icon 64.png|32px|link=Fleshpound]] ![[File:Patriarch icon 64.png|32px|link=Patriarch]] |- {{Specimens health chart line|0.5|Beginner|25|200|650|700}} |- {{Specimens health chart line|1|Normal|25|200|650|700}} |- {{Specimens health chart line|1.35|Hard|25|200|650|700}} |- {{Specimens health chart line|1.55|Suicidal|25|200|650|700}} |- {{Specimens health chart line|1.75|Hell on Earth|25|200|650|700}} |- |colspan=11| |- |align=right| Increase per player |0 |0 |0 |0 |0 |10 |10 |195 |210 |3000* |} * Patriarch doesn't have a separate health pool for its head and can't be dismembered or decapitated unless dead.
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