![]() 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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