![]() ![]() Skill (Acidic Rounds): DOT is caused by Field Medic's on-perk damage types, grenades do not count - instead they cause their own poisoning.This allows to recharge syringe up to 3 times faster. Passive (Syringe recharge rate): With each next level amount of the time it takes to fully recharge Medical Syringe or Healing Darts decreased by 8% (base recharge time / 1.08, base recharge time / 1.16 etc.), up to 200% at level 25 (on top of the base 100% recharge rate).Passive (Bloat bile resistance): Unlike Berserker (with Resistance skill) which resists to all forms of toxic damage, Field Medic's resistance applied exclusively on Bloat's puke attacks.Zedative skill affecting all toxic damage causers. Damage modification (skill): Battle Surgeon skill affecting on-perk weapons (including Knife).Symbiotic Health (self-healing amount, of max health) Resilience (damage diminution, add, per 1 HP loss) You release a healing gas During ZED Time, healing teammates close by.ĭuring Zed time your perk weapons damage is increased 30%, and your kills generates a toxic explosion that damage Zeds and heal players.Īctual Stats Acidic Rounds (DOT damage type)Īcidic Rounds (DOT scale, of weapon damage)Īcidic Rounds (poison power, add, per hit / DOT tick)Īdrenaline Shot (extra movement speed, add)Īdrenaline Shot (extra movement speed, max)Īirborne Agent (explosion falloff exponent)Ĭoagulant Booster (damage diminution, add)Ĭoagulant Booster (damage diminution, max)Ĭombatant Doctor (extra mag ammo, of base value) ![]() This table represents the passive stat bonuses the Field Medic receives. A Field Medic can build up its healing meter from multiple teammates there are not individual meters for each teammate. ![]() For example, a player who had 7 points on the healing meter and then added +15 points with the HMTech-101 Pistol's healing dart will get XP twice because two cycles will be completed: cycle 1 completed after adding 3 more points starting cycle 2 with 15-(10-7) = 12 points, 12 > 10 so cycle 2 also completed, and the next cycle begins with (12-10) = 2 points on the healing meter. The meter does not become zero, but instead begins with the leftover heal amount from the previous healing cycle. has 10 points on it), it resets and the player receives an additional XP reward. Every time a Medic heals a friendly player, the meter increases by healer's heal amount (heal amount depends on the weapon and level, from +15 points for HMTech-101 Pistol at level 0 up to +30 points for the Medical Syringe at level 25). Additional XP reward given for building up every 10 points of the healing meter.Įach Field Medic has its own "healing" meter. Be warned though, there is no prioritization between picking a teammate with 95 HP or 5 HP if they are close enough.įield Medics receive bonus XP for healing teammates. If a teammate is injured, then any of your medic guns will make a small sound, indicating that your dart will home in on them. There are very few situations you're uncomfortable of fighting in even fighting alone can't slow you down, thanks to the faster syringe recharge, but large ZEDs will more often than not send you fleeing if you don't have backup. Your high armor and high capacity weapons makes you a perfect fit for the front lines. Learn the rough amount of darts each gun shoots so you don't run out at a critical time. Your weapons, while modest to most other classes, allow you to deal with most ZEDs in a surprisingly efficient manner thanks to the higher-than-average capacity of your HMTech guns.Įach gun requires a differing amount of dart ammo and time to fully recharge its healing, with each tier lowering the ammo and time required. Not only do you rapidly provide health, but you also fill a strong supporting role in thinning the horde or watching the flanks. ![]()
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