Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty. Once enraged, Fleshpound will not stop raging until it successfully land an attack on a player, or 30 seconds after it have lost sight of players. After Fleshpound has taken 276 points of damage.This means that two different players can indefinitely "juggle" a calm Fleshpound as long as they keep him switching his attention by proximity. However, it is worth noting that this timer will reset whenever the Fleshpound switches its target to a different player. Getting hit by a Fleshpound while it is docile will not reset this timer, neither breaking line of sights. After 10-14 seconds once Fleshpound has gotten player in its sight.It has specific conditions that have to be met before they enrage: Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.įleshpound moves slowly when docile, and sprint when enraged.Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.The base damage value further modified by the difficulty-specific multipliers. For kill reward calculations read Dosh Mechanics.įleshpounds have their base health value scaled accordingly to the number of players in the game.
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