If you are using Katana, use Pacifist instead of Juggernaut. Does not increase your current health if it procs. The gun owned by the second sniper is an assault rifle of unknown variant (possibly AR-15). The average gain per kill from this perk at lvl 4 is 24 cash, 6 hp, 6 armour, and 0.6% ammo or 1.5 ammo. 200% Wither is equal to 2x the hp of a pale common zombie. Walk over a scavenger package to pick it up. GamesNando. This is the first Strand weapon in Destiny 2 revealed. Ikea is the name in most simple to assemble furniture. On higher difficulties, it is very difficult to keep zombies off the barricade. Those looking for a highly portable option will want to consider this. Perks are permanent stat bonuses that may be obtained through repeated playing in The Final Stand 2. [2] 10 Position your character in front of the wall that takes you back to the storage room. Most useful for fast firing weapons with short range, as it is unlikely that far away zombies will have any DOT on them at all, and slow weapons will suffer from wasting damage on overkill. Self damage is treated as direct damage and will scale with armour & resistances. Upgrading a perk to Level 2 uses 2 perk points and upgrading to Level 3 uses 3 perk points. Examples of DoT (Damage over Time) effects include burn, bleed, and poison. While most snipers don't benefit from the range and accuracy bonus, the extra damage bonus compared to, You generally will not take damage while on the roof, meaning that, Launchers that would benefit from more range would like this perk, as it is a mix of damage and range unlike the. Killing an enemy grants unlimited stamina for a few seconds. Zoom even affects weapons without a scope, increasing zoom while aiming down sights. The only weapon that can really use this well is the Minigun, and usually a Minigun would rather have another damage output perk. After the 5.7.2 update, if you join the game and the zombie slayer leaderboard shows you as #1 of the previous week, you will gain the 9th perk slot permanently. Once per night, swap places with a nearby teammate who is about to die. Regenerate 22.5%/45%/67.5%/90% of your max health by the time. Using this with Ghost means not firing for roughly 18 seconds before getting up to 24 seconds of crit duration, so you will want around three people using this to have a 100% somewhat consistent uptime. Regenerate health through damage over time effects. Decimal numbers will round, 4.49 would round to 4 and 4.5 would round to 5, The opposite of lightning charge. Increases the amount of money you gain from critical hits. The third way is to do a Career Reset for $10,000,000 in Career Mode. But these aren't the only useful perks in Modern Warfare 2. Provides +2.8%/+5.6%/+8.4%/+11.2% critical chance at 16 movement speed. Mortar and Frost generator are affected by the 4x reduction to ammo restoration. Kills add bonus wither damage to your next melee knife, up to 400%. Multiplicative with the weapon's base pierce. Increases the damage of your shots against special enemies. Instead of taking all damage instantly, take a percentage of it over 8s instead. Charge resets each shot. As with all crit conditional perks, dealing crits is required for this perk to be of use. Perk counter indicate how many escape attempts remaining. The Cannon will attack more often and the pellets will travel farther and faster. Perks cost 1 perk point to unlock at Level 1. With 400 max armour and 200 max hp and then adding level 4. This is probably the most underrated perk when it comes to crit builds as the damage amplifier is very strong but it's by chance. Can be used if someone else is tank oriented and can not use. Recommended to avoid as this is mostly useless for early and mid game, and for endgame it usually a bad idea to have someone that far away from shop. Can be used with shadow strike to get up to 16 seconds of crit chance every roughly 30 seconds, but usually just better to use replace the 2 perk slots with normal red perks or to use ghost instead. When below 50% heat, you gain only the attack speed. Usually low impact, so avoid using this perk. Not a member of Pastebin yet? Increases gas can attack speed, meaning more direct attacks per second. This can be very dangerous for your team, especially on maps where zombies can spawn near the shop. Each point of movement speed over 12 will increase your critical hit chance. A difficult perk to use, as it requires the player to go stealth, and does not show much use unless the player is in stealth for a while. Midnight Hunter is the only perk to be directly affected by the in-game time. Increases the amount of money you gain at the end of each night. There is a small grace period after entering stealth before you can exit stealth, however it is so small that you are still likely to exit stealth the moment you enter it if you are using a weapon that does not fire slowly, making it even harder to use this. You can make 400 max armour into 640 max armour. Increases the slowing power of damage over time effects. Increases bullet damage, resistance, movement speed and income. If you have a good sniper who can kill Boomers and Toxics before it reaches tank, then replace Shockproof with Healthy Health (Shockproof is unnecessary if this is the case). Perk points can be spent in the perks menu to unlock or upgrade perks. It is instead much better to just take another perk to enhance your gun or gear build. Increases the amount of equipment you get per night. Duration refreshes if a teammate dies before Avenger lapses. Only consider using this with weapons with a favorable crit chance (at least 33%). Your equipment also recharges faster. This does work with gear, but is generally underwhelming. Being near the shop at night will automatically refill the Ammo Box. Also works with throwable equipment as well as DoT effects. Flamethrowers benefit, but launchers and melee do not. Shockproof had 125%/250%/375%/500% indirect resistance instead of 200%/300%/400%/500%. The clones have a bonus 16 lure radius so that you can be near them and not get targeted. The gear provided is bad for early game compared to other strategies, so if you want the charge speed you can just use other strategies and then later put on lightning charge instead of this perk if you are going for a gear build. If you have 6 heavy sentries on your team with the upgrade that allows for refilling then you can have one person use this perk to allow for faster refilling on the heavy sentries as well as using less ammo from ammo box to refill them. You must land a kill for this perk to activate. Specializing in equipment is recommended. walkspeed goes up to 24 but it tp's you back so very annoying. Missing the head will drain stacks. Tanks do not earn much EXP as they don't deal much damage and also heavily benefits from Tank mods on the. Does not apply to projectiles or swung melee weapons. Launchers with a high innate damage benefit better. Once per night, when your armour breaks, gain temporary health, and temporarily gain damage immunity and 50% bonus movement speed. Critical hits will slow enemies for 1.5s. Since infection is a type of zombie color, special zombies are not affected. The gear has almost no impact endgame so even if it weighs 0 they might as well not exist. Be careful when choosing these builds. Decreases your minimum weapon spread. More upgrades become buyable as the perk is upgraded. Due to the reasons above, it is recommended to avoid spending perk points on this perk. 40% of each of the perks: stopping power, juggernaut, lightweight, and profiteer. Useful if you have a lot of weapons in your inventory to lower their weight, however having more than 1 weapon is generally not a good idea, as your output is almost the same but you miss out on gear and the weapons also cost a lot. This cap increases by 2 for each additional night. At level 3, they will cut the reload time to 5.77s (2.88s w/ max Fast Hands) and increase the minimum accuracy to 31%. Unknown (New challenge may be added in the future update), Beat Underground on Nightmare. Red perks are perks that increases the player's damage output and combat effectiveness. If you are unable to reach zombies then this may give you the range to do so. Can be used to deal a lot of damage to the swamp giant. Useful with money alts, and tanks that are using locked down with a heavy amount of perk slots. Often extremely underwhelming, especially when. The max decay allows the heat weapons to cool down faster similar to how reload speed would affect the laser weapons before the 5.4.0 update. Weapons with long reload times/that have to reload frequently (e.g. Blue Perks (Defensive) Blue perks that increases the player's damage resistance, health/ armor regen, and survivability. They are interacted with in the perks menu, which is found on the right side of the main menu. Unless if you're using a niche build or you seriously know what you are doing with builds. Max kills per night increases overtime. Useful for mid game and beyond when your team will be stuck behind the barricade. Mainly for the early game, as it can refill lots of ammo for your teammates. Effect is reduced by 50% for critical chance. Exceeding the Piggy Bank limit will disable function of subsequent Piggy Banks. It will often not be worth it to go for the packages, as it takes away from your attention and will likely get you killed as you walk towards a horde of zombies. Weight cannot be reduced below 1. Each stack increases the damage the enemy takes by 1.5%. Reduces the effectiveness of movement speed penalties. A berserker has 50% resistance penetration making 40% resistance turn into 20% resistance. Make sure to put Golden Blades before you start knifing. Escape to the shop after taking lethal damage. Only increases bullet damage. This does not change the duration or damage of gas cans, molotovs, gas grenades, caltrops, etc. The critical gain per miss scales multiplicatively based on your weapon's current critical chance. Wraiths, Frost Wraiths, Drench Wraiths, Destroyers, Lurkers, Berserkers, Swamp Giant, Spongers, and the Boss are considered special enemies. Sniper is the only shop upgrade who is an actual human. Does not work on Compound Bow, Chainsaw, and M2 Flamethrower. Very underwhelming considering it wastes a perk slot for the whole game. They will lose 6.66 hp and you will lose 3.33 hp. Without bonuses, launchers with 5,000 damage will have the potential to instantly kill you. This perk is mainly used for the Energy Rifle, as that weapon does not have a headshot multiplier so your shots do not need to be incredibly accurate. Due to hit money being disabled while using this, it is generally not advised to use on fast firing weapons unless money is not a concern. Only the player with the perk will have the discount (is not server-wide). Increases the resistance of the barricade. You will still refill heavy sentries by the same amount from your weapon, but since you got the ammo into your weapon while taking less ammo from the ammo box, it makes refilling heavy sentries much less punishing to the ammo box. Aelis, now known as The Queen of Nothing, rules her loyal rebels with unwavering - and often merciless - strength and cunning. Only builds up to 6 slots will be mentioned. Gear is also very good for grinding EXP and kills. This perk does not actually change your damage per second with DoT effects, since the increase in damage is countered by the fewer ticks of damage a second, Gas cans and molotovs and gas grenades, etc have 2 different types of damage, their direct damage which is affected by perks like. The True Heart title is earned by getting Snow White; The Bringer of Doom title is earned by getting Pure Red; The Realm Creator. It can be useful with the Barbed Wire to help with getting more hit money and killing zombies early to midgame. Generally an underwhelming perk, recommended to avoid unless you know what you are doing. Not recommended to have more than 1 person using this. Sometimes seen in bloodgod strats on support units using. Useful with weapons that weigh 4 or below. Can be used to grind XP and perk points/prestiges. Not really good because you should only use one weapon. With the prestige version, you can reach the 200% damage bonus during wave 30 if you start using this on wave 6. Increases the radius zombies will target you. Pierces one target, next target only receives the% of the full damage and hit money. This means without perks it will only be as good as. It is recommended to avoid this perk for the reasons above. The direct damage from flamers is not counted, only the napalm effect they apply is affected. This bonus is reduced by 33% for weapons without detachable magazines. Once you are below 25% hp, you are no longer linked, and will link back up once you are above 25%. Increases the range, zoom and velocity of firearms. If you cannot spawn kill zombies, then you probably should not use this perk in the first place, as you would get almost the same exact money by using. You must have armor for this perk to activate. This does not work with most types of things that refill armour like, This does work with the armour regen from. Manage all your favorite fandoms in one place! Sometimes seen during blood god strat during early game for a tiny bit of delay. Order all the Chick-fil-A classics online today. Losing a life only counts as 1 night when recharging. Your armour is converted into health and armour regen is converted into health regen. Caltrops, Bear Traps, Sentries and Mortar can also be used more before being broken. This build for stunning zombies and protects tanks. Only have one minigunner or the ammobox will die. Using it by itself is 40% less output than just using a standard red perk. "Trust Me" (FNAF Sister Location Song) We're back at it At it again Here for the kill Not here to make friends Don't try Forfeit your life You're all alone No alibis Don't stand there Stay on the move You are the prey But you're not food Without a challenge It's no fun So it's not over Till we say you're done Feel the groove Feel the groove. Usually used with the Knife/Bat on wave 1, then a Bat/Katana on wave 2, then Katana on wave 3 and 4. Being in overheat will likely get you killed. This perk is essentially a combination of Speedload, Lightweight, and Bullet Storm, as the perspective of the zombies is that the players have moved around a bunch, shot a bunch, and reloaded a bunch in a split moment. the ignore ammo does not work. Can be used decently well on nightmare and below to upgrade the ammo box and shop sniper along with refilling the ammo box, especially with alternate accounts. Once the player has prestiged, their level is reset back to 0, all of their perks are "respec'd", and they lose 50 perk points (which are specifically the perk points gained from leveling up) and the perk slots tied to their level. Critical headshots have a chance to crit twice. Upgrades that decrease weapon weight will negatively impact the perk effect. If you use. This perk is extremely niche and is only seen as a run saver in impossible Blood God strats against Berserkers. Giao nhanh 1h, em nhiu mu chn. It has a wither upgrade, but note that the damage from wither is not affected by damage and crit perks. It is recommended to avoid this perk, as some zombies ignore or penetrate armour resistance, and instead get life leech, which is also useful for melee. Mostly seen during blood god strat, as it refills the ammo and hp of the blood god as well as the supporters. Does not apply to special zombies. 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