Zombie Mode Weapon Damage/Health/Data Guide (V2.0)

#1wilmer007Posted 6/14/2011 12:55:57 AMmessage detail
Please remove previous sticky and replace the sticky with this one since this one is the updated sticky.


Heres the data numbers on all the weapons, zombie health and number of zombies from my full guide that will be up within a few days. these are just numbers only. Credit goes to duckcall00/Den for providing the health and number of zombies data.


Zombie Health Per Round:

Zombies start with 150 health. With each round up to Round nine, they gain 100 health, ending up with 950.
Starting at round 10, the zombie health is multiplied by 1.1 with each round. At first, 1.1 isn't much, but it exponentially grows and becomes massive per round.


For the health of Dogs, Monkeys, Gas Crawlers and the Thief please look here:

http://img852.imageshack.us/img852/7910/picture1go.png


Round 01 = 150
Round 02 = 250
Round 03 = 350
Round 04 = 450
Round 05 = 550
Round 06 = 650
Round 07 = 750
Round 08 = 850
Round 09 = 950
Round 10 = 1045
Round 11 = 1150
Round 12 = 1264
Round 13 = 1391
Round 14 = 1530
Round 15 = 1683
Round 16 = 1851
Round 17 = 2036
Round 18 = 2240
Round 19 = 2464
Round 20 = 2710
Round 30 = 7030
Round 40 = 18234
Round 50 = 47295
Round 60 = 122673
Round 70 = 318183
Round 100 = 5552108 (5.5 million health)


Number of Zombies Per Round:

There can only be 24 zombies in the map at one time. Reserve zombies come in when existing ones are killed.

The maximum number of zombies is 24 for one player.
+6 for each extra player.

From Rounds 1 to 4, the number of zombies is limited by 0.2, 0.4, 0.6 and 0.8 multipliers.

Between rounds 5 and 9, there will be 24 (+6 per player) zombies.

At Round 10 and on, the zombie count increases exponentially with (Round Number * 0.15 = Multiplier)

Example of a two player game:
Round 16 * 0.15 = 2.4
2.4 * 30 = 72 zombies
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#2wilmer007(Topic Creator)Posted 6/14/2011 12:56:32 AMmessage detail
Weapon Damage Data:

~ means that it has instakill or infinite damage (depending on the weapon)

The first number is the Weapon's Max Base Damage (Base Damage x Max Ammo), the second number is the Weapon's Max Damage After Modifier (Max Base Damage x Max Modifier). To the right of the Weapon is the PaP'd version for quick camparisons of both it's Non PaP'd and Pap'd Versions.

So for example:

Weapon A (Max Base Damage, Max Damage after Modifier) vs PaP'd Version of Weapon A (Max Base Damage, Max Damage after Modifier)


Pistols:

CZ75 (23k,79k) vs Calamity (78k,273k)

Dual CZ75 (38k,126k) vs Calamity and Jane (108k,357k)

M1911 (2k,6k) vs Mustang and Sally (62k,310k)

Python (90k,135k) vs Cobra (108k,324k)


Sub Machine Guns:

AK-74u (22k,86k) vs AK-74fu2 (61k,304k)

MP5k (15k,60k) vs MP115 Kollider (34k,168k)

MP40 (22k,90k) vs The Afterburner (51k,256k)

MPL (14k,58k) vs MPL-LF (34k,168k)

PM63 (12k,48k) vs Tokyo and Rose (39k,175k)

Spectre (14k,54k) vs Phantom (35k,176k)


Assault Rifles:

AUG (42k,168k) vs AUG-50M3 (84k,489k)

Commando (45k,180k) vs Predator (84k,420k)

FAMAS (18k,72k) vs G16-GL35 (41k,203k)

FN FAL (32k,128k) vs EPC WN (94k,468k)

G11 (19k,77k) vs G115 Generator (50k,252k)

Galil (52k,210k) vs Lamentation (116k,578k)

M14 (11k,33k) vs Mnesia (42k,250k)

M16 (15k,60k) vs Skullcrusher (45k,225k)


Light Machine Guns:

HK21 (94k,281k) vs H115 Oscillator (189,567k)

RPK (65k,195k) vs R115 Resonator (113k,338k)


Sniper Rifles:

Dragunov (15k,150k) vs D115 Disassembler (90k,900k)

L96A1 (25k,250k) vs L115 Isolator (80k,800k)


Shotguns:

HS-10 (54k,54k) vs Typhoid and Mary (230k,230k)

Olympia (27k,27) vs Hades (149k,149k)

SPAS-12 (51k,51k) vs SPAZ-24 (230k,230k)

Stakeout (58k,58k) vs Raid (168k,168k)


Launchers:

China Lake (13k,13k) vs China Beach (45k,45k)

M72 LAW (42k,42k) vs M72 Anarchy(150k,150k)


Wonder Weapons:

Ray Gun (180,180k) vs Porter's X2 Ray Gun (400k,2.0m)

Scavenger (85k,85k) vs Hyena Infra-Dead (340k,340k)

Thunder Gun (~,~) vs Zeus Cannon (~,~)

V-R11 (0,0) vs V-R11 Lazarus (0,0)

Winter's Howl (~,~) vs Winter's Fury (~,~)


Miscellaneous:

Ballistic Knife (3k,3k) vs The Krause Refibrillator (27k,27k)

Crossbow (200,200) vs Awful Lawton (750,750)

M67 Grenade/Semtex (3k,3k)

Bowie Knife/Sickle (~,~)
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#3wilmer007(Topic Creator)Posted 6/14/2011 12:57:07 AMmessage detail
Best Wall Weapons Data:



***** Note: Numbers in parenthesis is the PaP version of the weapon.*****



Best Wall Weapons for Damage Only (when points is not your concern):



Stakeout(Raid) : Highly Recommended

Max Base Damage: 58k(168k)
Cost of Ammo: 12.5(64.28) points per shell or 1.56(6.42) per bullet
Reach Difficulty: Normal / Very Hard (CotD)


AK-74u(AK-74fu2): Recommended

Max Base Damage: 22k(61k)
Cost of Ammo: 3.33(14.06) points per bullet
Reach Difficulty: Normal / Hard (Five)


MP40(The Afterburner): Recommended

Max Base Damage: 22k(51k)
Cost of Ammo: 2.23(17.58) points per bullet
Reach Difficulty: Normal



Best Wall Weapons For Mix (when you want/need a mix of damage with points)



Stakeout(Raid) : Highly Recommended

Max Base Damage: 58k(168k)
Cost of Ammo: 12.5(64.28) points per shell or 1.56(6.42) per bullet
Reach Difficulty: Normal / Very Hard (CotD)


MP40(The Afterburner): Recommended

Max Base Damage: 22k(51k)
Cost of Ammo: 2.23(17.58) points per bullet
Reach Difficulty: Normal


AK-74u(AK-74fu2): Recommended

Max Base Damage: 22k(61k)
Cost of Ammo: 3.33(14.06) points per bullet
Reach Difficulty: Normal / Hard (Five)



Best Wall Weapon for Points (when you need to farm max points with no damage):


***** Note: When farming for points do not PaP these ******



MP40: Highly Recommended

Max Base Damage: 22k
Cost of Ammo: 2.23 points per bullet
Reach Difficulty: Normal


MP5k: Recommended


Max Base Damage : 15k
Cost of Ammo: 3.33 points per bullet
Reach Difficulty: Normal (Ascension and CotD) / Hard (Kino and Five)


MPL: Recommended

Max Base Damage : 14k
Cost of Ammo: 3.47 points per bullet
Reach Difficulty: Normal



Best Wall Weapons for General Purpose Use:


AK-74u(AK-74fu2): Highly Recommended

Max Base Damage: 22k(61k)
Cost of Ammo: 3.33(14.06) points per bullet
Reach Difficulty: Normal


MP40(The Afterburner): Recommended

Max Base Damage: 22k(51k)
Cost of Ammo: 2.23(17.58) points per bullet
Reach Difficulty: Normal


Stakeout (Raid) : Recommended

Max Base Damage: 58k(168k)
Cost of Ammo: 12.5(64.28) points per shell or 1.56(6.42) per bullet
Reach Difficulty: Normal

So as you can now all see the AK-74u is clearly the best wall weapon in
Zombies when you need it as a general purpose wall weapon. So you can use
it for damage and points and also use combine it with an MP5k/MPL to negate
the high cost of points per bullet when you PaP it so you can essentially have
infinite ammo and infinite points. So basically if you combine an AK-74fu2 with
an MP5k/MPL your cost per bullet would be around 8.70 points per bullet
(14.06 + 3.33 / 2 = 8.70) with a damage output of 61k(304k). So you would still
be making a little over 1 point per bullet while always having ammo and dealing
a constant 304k of Max Damage (headshots only). The Afterburner and Raid are
not a bad second choice either. But you have to stay clear away from the M16
as it is one of the worst Wall Weapons in Zombies.

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#4Char13Posted 6/14/2011 3:01:27 AMmessage detail
Requested a sticky.
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#5DresdenDilPosted 6/14/2011 3:14:08 AMmessage detail
Sticky'd
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#6ingo4Posted 6/14/2011 3:15:38 AMmessage detail
Should include information on Romero if possible.
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#7wilmer007(Topic Creator)Posted 6/14/2011 3:21:08 AMmessage detail
ingo4 posted...
Should include information on Romero if possible.

George has half a million points of health in solo, 666,666 points of health with 2 players, 833.333 points of health with 3 players and 1 million points of health with 4 players.


I will put it in a future update.
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#8wilmer007(Topic Creator)Posted 6/14/2011 3:21:20 AMmessage detail
[This message was deleted at the request of the original poster]
#9Scoter81Posted 6/14/2011 11:32:13 PMmessage detail
What is meant by 'Max Modifier?'

Great info btw.
#10upija1Posted 6/15/2011 2:34:34 AMmessage detail
Good job wilmer.
Max modifier is headshots, but neck does more for papd raygun and m1911.
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