Killing Floor 2

Killing Floor 2

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Tamari's KF2 Survival Handbook - Afflictions
By Tamari
An appendix explaining the importance of Afflictions in KF2, with relevant statistics and a full breakdown of the related vocabulary and concepts.
   
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Introduction
Topic:
Afflictions

Category:
Appendices

View the entire Handbook here:
https://steamproxy.net/sharedfiles/filedetails/?id=1633641281
Welcome to Tamari's KF2 Survival Handbook - a consolidated resource for tips, tricks, and tactics for Killing Floor 2 that aims to help you become a better player and learn a bit more about the game while you're at it.


This guide is focused on: Afflictions

Afflictions are states in which a Zed's normal behavior is impacted for a short period in some way. Afflictions range from complete incapacitations and stuns to more subtle movement speed reductions. The best way to think of them are as an equivalent to debuffs.

This guide will first explain the relevant terminology/vocabulary and concepts to understanding how Afflictions work, and will then delve into specifics, including numerical statistics and video examples.

A fair warning:
These Appendix guides are a lot more technical and fleshed out than the normal guides in the Handbook. They aim to serve as a reference resource and a complete breakdown and analysis of the topic they revolve around.

There's a lot of reading ahead, but if you stick with it through to the end, you will learn a great deal about Afflictions and the way they work.

Enjoy!


How Afflictions Work
As mentioned above, Afflictions are states where normal Zed behavior is temporarily impaired. You've most likely interacted with this mechanic several times, even if you are a new player, but you may not have fully understood what it was or how it worked. This guide aims to help you with that.

Figure 1 - A Scrake affected by several Afflictions. In order from left to right: Stun, Freeze, Burn, Bleed


There are many perk skills, weapons, and attacks that can apply Afflictions to Zeds. We measure the effectiveness of a specific weapon's/skill's ability to apply an Affliction to a Zed as Affliction Power. The amount of Affliction Power it takes to afflict a Zed is known as the Zed's Affliction Threshold.

Zeds possess natural resistances to the varying types of Afflictions, with Large Zeds having some of the highest resistances next to Bosses. We'll discuss this in more detail a bit later.

So here's the basic idea:
When being attacked by a player, if the incoming attack/ability/skill has a greater Affliction Power than the Zed's Affliction Threshold, then the Affliction will be applied.

Even if the Affliction is not applied immediately after the first attack, the Affliction Power is still added to a running total, which slowly bleeds off over time. The rate (per second) at which Affliction Power decays from a Zed is known as the Affliction Dissipation Rate. If you continue to attack a Zed with a specific Affliction before it fully dissipates, you can stack the power high enough that the Affliction will eventually be applied.

To properly explain this, consider the M14 EBR and the Crossbow. On a per-shot basis, the M14 and Crossbow have Stun Powers of 15 and 100 respectively, independent of any modifiers. When using these weapons against a Scrake, which has a Stun Threshold of 100, the M14 takes several consecutive shots to stun, whereas the Crossbow can usually stun in one shot.


Vocabulary Recap
Before you move on to the next section(s), here's a quick recap of the vocabulary introduced in this section:

Affliction Power
The effectiveness of a weapon/skill/ability at applying a specific Affliction to a Zed. Repeated applications of a specific Affliction Power will stack on a Zed until the Affliction is triggered. Weapons/skills/abilities with more Affliction Power will trigger the Affliction faster.

Affliction Dissipation Rate
The rate at which a specific Affliction Power decays from the Zed. Measured in units/time, usually Affliction Power per second.

Affliction Threshold
The amount of Affliction Power required to trigger the Affliction on the Zed. Higher Affliction Thresholds require more applications to reach, making the Zed more resistant to the Affliction.



List of Afflictions
Here is a list of all the Afflictions in KF2, as well as a description of their effects and application sources. Includes video examples:


Knockdown
An Affliction that causes a Zed to fall to the ground in a ragdoll state, completely incapacitated for a few moments. Brought about by explosives, ballistic damage, and certain mechanics like Goomba Stomping (see Section 1.2 of the Handbook if you don't know what this is).
https://youtu.be/mt8hFDOEy2c

Stun
An Affliction that immobilizes a Zed, preventing any further actions for a short time. Brought about by some weapons with high burst damage (such as the Rail Gun or M99 AMR), some grenades (Flashbangs and Nail Bombs), and some perk skills (such as the Firebug's Level 15 skill Zed Shrapnel).
https://youtu.be/XD5xAcFrRes

Stumble
An Affliction that causes a Zed to stagger and lose balance, momentarily pausing AI. Brought about by most grenades/explosives and ballistic damage. Certain perk skills like the Commando's Level 10 skill, Impact Rounds, or the Support's Level 20 skill Concussion Rounds amplify the Stumble capabilities of those perk's weapon sets.
https://youtu.be/mI1e1kGiSEc

Melee Hit
An Affliction that causes a Zed to flinch, and sometimes stagger, momentarily pausing AI. Inflicted by damage from Melee weapons and certain mechanics such as Bash Cancelling (see Section 1.2 of the Handbook if you don't know what this is).
https://youtu.be/UWw6tDzIe6Y

Gun Hit
Same as Melee Hit, but from bullets.

Snare
An Affliction that reduces a Zed's movement speed for a brief period. Brought about primarily by Freeze damage, though some perk skills, such as the SWAT's Level 20 skill, Cripple, can also facilitate this effect.
https://youtu.be/MtIp6mU4qI0

Freeze
Similar to Stun. Caused by the Survivalist's Freezethrower and Sharpshooter's Freeze Grenades.
https://youtu.be/HRkK4Kdw5Zs

Bleed
A special debuff, causing Zeds to become more susceptible to the Affliction Power of other Afflictions, as well as attack 25% slower, move 30% slower, and deal 30% less damage. As of now, the only way to afflict a Zed with Bleed is to use the Field Medic's Hemogoblin.
https://youtu.be/yYAGAX1Xafo

Panic
An Affliction that causes a Zed to enter a frantic state, rapidly moving around in random directions. Panicked Zeds can still move, but will not pursue any targets or attack. Brought about by Burning, Electric, Poison, and Microwave damage.
https://youtu.be/nFZNdHD0cNk

Certain environmental traps as well as the Berserker's EMP Grenade and the Killerwatt inflict Electric damage, which also has a calming effect on enraged Zeds.



Affliction Precedence
This is the order that the game uses for applying Afflictions in the case that multiple are stacked on a Zed at the same time:

[Highest Priority]
Knockdown
Stun
Stumble
Freeze
Snare
Melee Hit
Gun Hit
Electric
Burn
Poison
Microwave
Bleed

[Lowest Priority]

Note that Electric, Burn, Poison, and Microwave are collectively known as Panic.
Knockdown takes the highest priority, with Bleed taking the lowest priority.


Affliction Immunity
Once a Zed has been afflicted, applying additional Affliction Power will not trigger the Affliction again until a short period of time has passed. This period of time is known as Affliction Cooldown, and is an example of a scenario where a Zed becomes temporarily immune to a specific type/range of Affliction.

Basically, a Zed cannot be afflicted again while they're on Affliction Cooldown - unless an Affliction with higher priority is applied.

Consider an example in which a Scrake is on fire. Burning damage causes Zeds to panic, moving around wildly in random directions. If you were to throw a Freeze Grenade, it would Freeze the Scrake even though it is technically still panicking and on Panic Cooldown. This is because Freeze is a higher order (has more priority) Affliction than Panic. Otherwise, in order to Panic the Zed again with fire, you would have to wait until the cooldown period ends.

If you're confused, see the Affliction Precedence subsection above for a full reference of how the game prioritizes the differing Afflictions.

The length of a specific Affliction Cooldown varies slightly depending on which Affliction was applied, and what Zed the Affliction was applied to. Also note that a Zed's Affliction Cooldown applies to ALL players regardless of who originally applied the Affliction. There is no way to shorten a Zed's Affliction Cooldown.

In other words, your attacks/abilities can be subject to Affliction Cooldown even if you weren't the one who originally applied the Affliction in the first place.

Affliction Cooldown explains why you cannot repeatedly Stun Scrakes or Fleshpounds with the SWAT's Flashbang in a short period of time, or why you cannot repeatedly Stumble a Zed back with the Firebug's Level 20 perk skill, Heat Wave, without waiting a short bit in between.

In fact, here is a quick example video showcasing exactly what I mean:
https://youtu.be/527MmnxTdh0

Notice how I have to wait a short bit in between Flashbang stuns. Even when I spam them at the Scrake, the game will only allow me to Stun him periodically.

Now wait a second. I know what you're thinking..
"Tamari, how are you so sure you can't re-stun the Scrake because of Affliction Cooldown only? What if it only takes multiple Flashbangs because a single Flashbang by itself doesn't inflict enough Stun?"

Well you inquisitive soul, allow me to explain.

Flashbangs can apply up to 400 Stun Power (remember, explosives apply Affliction Power based on proximity) when they detonate at a Zed's feet. The Scrake has a Stun Threshold of 100, which is much less than the amount of Stun Power a single Flashbang can deliver. So the issue here is not that a single Flashbang "isn't enough".

What's actually going on here is that the Scrake has a Stun Cooldown of 5 seconds. This means that once the Scrake is stunned (by the first Flashbang), he cannot be re-stunned again for 5 whole seconds.
In fact, no other lower order Affliction could be applied during this Cooldown either (again, see the precedence list above if you are unsure what I mean by this). The only Affliction I could apply during the Stun Cooldown would be Knockdown, since it has a higher priority.

If you still aren't convinced after all that, count the time between stuns in the example video! You can see that I throw the second Flashbang well before the 5 seconds is up, which is why the Scrake doesn't get stunned again.

So there you go. Proof that Affliction Cooldown is a thing.

It's important to realize that this mechanic is in play, because it is possible to waste resources that apply Afflictions, like grenades, if you try to use them too quickly.

Also, you might think that this only applies to ME, the person who threw the Flashbang... but remember, Affliction Cooldown applies to ALL players while it is in effect. Because of this, it would not matter if another player had thrown their Flashbang first. The moment their Flashbang stunned the Scrake, the Cooldown would activate, preventing my own Flashbang from stunning the Scrake again.

This is not just limited to Flashbangs either. If the other player had stunned the Scrake with a headshot from the Rail Gun instead, I STILL would not be able to stun him afterward for 5 seconds. Affliction Cooldown is completely independent of what weapons you use to either apply or re-apply the Affliction.


Other Special Immunity Scenarios
Aside from Affliction Cooldown, there are a few other special scenarios where a Zed gains temporary immunity to specific Afflictions. They are as follows:
  • Zeds afflicted with any of the four Panic Afflictions (Burning, Electric, Poison, Microwave) gain immunity to Stumble, Melee Hit, and Gun Hit.
  • Zeds that are Blocking gain immunity to Knockdown, Stun, Stumble, and Freeze (all other Afflictions have their effectiveness reduced by 80% as well).

A Zed Blocking refers to situations where the Zed holds up its weapon to cover its face/head. The Zeds that can Block attacks are:
  • Gorefasts
  • Gorefiends
  • Bloats
  • Scrakes
  • Quarter Pounds
  • Fleshpounds
  • Bosses

Figure 2 - Zeds performing a Block

On higher difficulties, Zeds block more aggressively, making it harder to apply Afflictions to them. It's not always possible to judge when a Zed will block, but in general, Blocking is one of the first actions they'll perform upon taking any sort of damage.

So if you know you cant afflict the Zed with the first shot or grenade, try to "bait" out the block by shooting the Zed with small arms first. After the Zed lowers it's guard, you can safely attack with the afflicting grenade or weapon. Gorefiends and Gorefasts are a common example of two Zeds where you may need to do this, as they both have a tendency to block very often.

This further applies to Large Zeds. Because of the danger these Zeds pose to you and your team, it's important to bait out the block so that you don't waste your Flashbangs or Freeze Grenades, as those grenades become very valuable on higher difficulties. If you see teammates about to fire at a Large Zed, wait for a moment before throwing your grenade, so that they don't trigger the Zed to block while you are throwing your grenade, which would ultimately waste the grenade's effect.



Affliction Vulnerability
Affliction Vulnerability is essentially a multiplier that scales an incoming Affliction Power up or down. Vulnerability is completely dependent both on hit zones and the type of Zed being attacked. In other words, different Zeds and their body parts have varying vulnerabilities to specific Afflictions.

In general, a Zed's weakpoint has the highest vulnerability to Afflictions. A Zed's weakpoint is usually, but not always, the head.

It is important to note that Affliction Vulnerability does NOT affect the damage of a specific weapon/skill/ability. It ONLY affects the amount of Affliction Power applied by the attack. This is a very important distinction to make!

Actual weapon/ability damage IS scaled similarly, but not by this mechanic.


A Working Example
To better understand how Affliction Vulnerability works, consider the Bloat as an example:

Bloats have 40% Stumble Vulnerability on all body parts, which means that any applications of Stumble to those body parts will only be 40% as effective as usual. Conversely, you can think of this as an 60% reduction in effectiveness if that makes it easier to understand.

Next, consider the M16 M203 Assault Rifle, which has a Stumble Power of 10.
A Stumble Power of 10 means that the M16 is capable of adding 10 Stumble Power toward a Zed's Stumble Threshold with each shot.

However, if you shoot the Bloat with the M16, it turns out that only 4 Stumble Power would actually be applied. This is because the Bloat has 40% Stumble Vulnerability.

From a mathematical perspective, 4 Stumble Power was applied because 40% of 10 is equivalent to 4.

On the other hand, if you shoot a Crawler with the M16, the result would be significantly different.
Crawlers have 200% Stumble Vulnerability on all body parts, which means that applications of Stumble Power to those areas are actually doubly as effective as usual.

In this case, the Crawler would actually receive 20 Stumble Power instead of the usual 10 (the Crawler would also be dead.. but its just an example so bear with me).

Here is a handy formula for calculating the raw amount of Affliction Power you can deal to a Zed:



Skill and Ability Modifiers
One thing to note is that perk skills can also affect the amount of Affliction Power applied to a Zed. An example of this is the Commando's Level 10 skill, Impact Rounds:


Using this skill would mean that the M16 would now have an initial Stumble Power of 25 per bullet (150% of 10 is 15, and 10 + 15 = 25). Modifiers from skills like this are applied BEFORE being adjusted by the Zed's Affliction Vulnerability.

Also, Zeds can reduce the amount of Affliction Power they receive through Blocking. Blocking reduces the effectiveness of most Affliction Powers by 80%, applied AFTER all initial calculations/adjustments (from the above formula or from skills) are made.


The Takeaway
By reducing or amplifying the amount of Affliction Power being applied, the Zed's Affliction Threshold can be reached either slower or faster. Recall from earlier that a Zed's Affliction Threshold is the amount of Affliction Power that has to be applied before the Affliction takes effect.

This essentially means that Affliction Vulnerability acts as a Zed's form of resistance against / weakness to Afflictions.

If a Zed has a high Vulnerability to a specific Affliction, then it will take less work to get them over the threshold, and vice versa.

Bosses and Large Zeds have some of the lowest Affliction Vulnerabilities in the game. When combined with their high Affliction Cooldown times, it makes them extremely resistant to Afflictions overall. It takes a lot of work to afflict a Large Zed or Boss, and once you actually do, you must wait for a significant amount of time before you can afflict them again.



Statistics by Zed
This section will give you detailed statistics about the capabilities of Afflictions against each individual Zed. The following values are base values, meaning they are the natural values without any special modifiers, for example from perk skills, abilities, or resistance zones.

Note:
These values are consistent with KF2 v1081 (Back and Kickin' Brass)

Since there are so many combinations of perk skills, weapons, and Zed mechanics, it would be nearly impossible to compile a full list of each individual scenario. If anything, this section simply serves as a reference.


Vocabulary Recap
Here is another quick recap of all the vocabulary I've introduced so far. This will help you interpret the data in the following diagrams:

Affliction Threshold
The amount of Affliction Power required to trigger the Affliction on the Zed. Together with Affliction Vulnerability and Affliction Cooldown, forms a Zed's natural resistance to a specific Affliction.

Affliction Dissipation Rate
The rate at which a specific Affliction Power decays from the Zed. Measured in units/time, usually Affliction Power per second.

Affliction Cooldown
The period of time after an Affliction is applied during which a Zed gains immunity to Afflictions of the same type or lower precedence. If an incoming Affliction has a higher precedence than the current Affliction and surpasses the threshold, the new Affliction takes effect instantly, regardless of the cooldown status. After the cooldown ends, the original Affliction can be re-applied to the Zed if desired. The effects of a Zed's Affliction Cooldown apply to ALL players for the time it is in effect, not just the original player. Together with Affliction Threshold and Affliction Vulnerability, forms a Zed's natural resistance to a specific Affliction.

Affliction Vulnerability
A multiplier used to increase or decrease the amount of Affliction Power applied to a Zed. Vulnerabilities are dependent on hit zones. In general, a Zed's weakpoint has the most Affliction Vulnerability. Bosses and Large Zeds have the lowest Affliction Vulnerability overall, making it more difficult to debuff them. Together with Affliction Threshold and Affliction Cooldown, forms a Zed's natural resistance to a specific Affliction.


Common Stats Between All Zeds and Bosses
Affliction Threshold
Electric: 25
Bleed: 65
All others: 100

Affliction Dissipation Rate
Electric: 50 per second
Poison, Burning: 10 per second
All others: 20 per second

Note that Bosses have full and permanent immunity to Poison-based Panic. Not the Poison damage itself, just the Panic effect.


Normal Zeds
Cyst / Alpha Clot / Slasher / Rioter



Bloat



Crawler / Elite Crawler



Gorefast / Gorefiend



Stalker



Husk



E.D.A.R.



Siren





Large Zeds
Scrake



Fleshpound / Quarter Pound





Bosses
Dr. Hans Volter / The Patriarch



King Fleshpound



Abomination / Krampus






Statistics by Weapon
This section will give you detailed statistics about weapons and their abilities to apply Afflictions to Zeds. The following values are base values, meaning they are the natural values without any special modifiers, for example from perk skills, abilities, or resistance zones.

Note:
These values are consistent with KF2 v1081 (Back and Kickin' Brass)

Vocabulary Recap
Here is another quick recap of the vocabulary needed to interpret the data in the following diagrams:

Affliction Power
The effectiveness of a weapon/skill/ability at applying a specific Affliction to a Zed. Repeated applications of a specific Affliction Power will stack on a Zed until the Affliction is triggered. Weapons/skills/abilities with more Affliction Power will apply the Affliction faster.


Interpreting the Information
Weapons are organized by type (Assault Rifles, Shotguns, etc). For weapons with different firing modes and attacks, you will see small notes in Parentheses next to the Affliction Power values indicating what source/attack the power is applied by.

For example, consider the M16 M203 Assault Rifle:

M16 M203 Assault Rifle

As you can see, the M16 inflicts 10 Stumble Power to Zeds with each bullet, 400 Stumble Power with direct grenade launcher impacts, and 1 to 400 (based on proximity) Stumble Power from the grenade launcher Explosion.

Note:
For Pistols, the values shown apply to both Single and Akimbo variants.

This should help you understand and interpret the data more easily.

If you forget what a specific Affliction is or how it works, check the List of Afflictions subsection above for a full reference.



Pistols
9mm Pistol
HMTech-101 Pistol
1858 Revolver
M1911 Pistol
.50 Desert Eagle
AF2011-A1
.500 Magnum Revolver


Shotguns
SG 500 Pump-Action
VLAD-1000 Nailgun
Double-barreled Boomstick
HZ12 Multi-Action
HMTech-301 Shotgun
Dragonsbreath
M4 Combat Shotgun
AA-12 Auto Shotgun
Doomstick


Submachine Guns
MP7 SMG
MP5RAS SMG
Tommy Gun
HMTech-201 SMG
Mac 10
P90 SMG
Heckler and Koch UMP
Kriss SMG


Assault Rifles
AR-15 Varmint Rifle
SA80 L85A2 Bullpup
Mkb.42 (H) Carbine Rifle
M16 M203 Assault Rifle
Kalashnikov AK-12
Hemogoblin
SCAR-H Assault Rifle
Stoner 63A LMG
HMTech-401 Assault Rifle
HMTech-501 Grenade Rifle
FN FAL ACOG


Rifles
Winchester 1894
SPX 464 Centerfire
Crossbow
M14 EBR
Rail Gun
M99 AMR


Explosives
HX25 Grenade Pistol
C4 Explosives
M79 Grenade Launcher
Seal Squeal
Seeker Six
RPG-7
M32 Grenade Launcher

Statistics by Weapon (continued)
Misc Weapons
Freezethrower
Killerwatt

Flame Weapons
Caulk n' Burn
Flamethrower
Microwave Gun
Husk Cannon
Helios Rifle


Melee Weapons
Crovel Survival Tool
Katana
Fire Axe
Road Redeemer
Pulverizer
Hemoclobber
Eviscerator
Static Strikers
Zweihander
Bone Crusher
Battleaxe


Knives
Scalpel
KF-BAR
Machete
Kukri
Lawn Mower Blade
Gore Shiv
Utility Knife
Fireman's Knife
Bowie Knife


Hand Grenades
HE Grenade
Frag Grenade
Flashbang
Medic Grenade
Molotov Cocktail
1/2 Stick of Dynamite
Nail Bomb
Freeze Grenade
EMP Grenade


Tamari's KF2 Servers


Tamari's KF2 is a KF2 community of over 800 Members that I operate alongside Forrest Mark X that aims to bring a modded experience to KF2 that enhances the game through quality-of-life features and changes, new gamemodes, and a chill and close-knit environment. We're a multi-continental KF2 community supporting the NA and EU regions, and now also Southeast Asia / Australia as well!

Our objective is primarily to introduce people to the Controlled Difficulty mod, but we have something fun for players of basically all skill levels and preferences.
We don't like drama and try our best to maintain a stress-free environment that feels more like a small gaming family than a group of friends playing games together.

These are not your typical modded servers. The mods in use aim to enhance the vanilla experience as opposed to drastically changing it. As such, you can expect to find features that remedy some of the more clunky aspects of vanilla KF2 gameplay as well as features that allow players to customize their experience(s). We also have lots of customized content that builds on the original game, such as 25 additional Prestige Levels (with unique badges), 187 custom Server Achievements, and custom gamemodes like Arms Race, True Endless, and ZED Wars.

Come hang out with us!
All types of players are welcome!
http://discord.gg/tamari
Conclusion
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I hope this guide has helped you to learn a few new things to give you that edge out on the Killing Floor. If you have any questions, leave a comment below! I will be updating this from time to time as more things are discovered.

Please give this guide a thumbs up if you liked it so others can see it, and so I know to make more!




Be sure check out the rest of the Handbook, where you can learn a bunch of other odds and ends about KF2 to help you improve your gameplay:
https://steamproxy.net/sharedfiles/filedetails/?id=1633641281


Thanks for reading!
- Tamari


20 Comments
Tamari  [author] 25 Sep, 2021 @ 11:39am 
If they were using the Fire Axe, then that would explain it. That's the only melee weapon I know of that has Stun capability.
Shiro 25 Sep, 2021 @ 1:10am 
huh weird, I thought I saw scrake being stunned after good melee hit on head
Tamari  [author] 1 Jun, 2019 @ 10:30pm 
Update 6/1/19 - Added the Hemoclobber and Seal Squeal to the 'Statistics by Weapon' catalog.
Tamari  [author] 14 Apr, 2019 @ 7:10pm 
I think that goes back to RPG games of the past, where Snare colloquially meant "anything that slows you down". Under that definition, the Trapper's beam slows you down to 0% movement speed, which is itself a snare.

Other than that, I'm not sure. The (semi) official documentation/spreadsheets/Wiki all refer to it as Snare.
Markus_13 14 Apr, 2019 @ 9:40am 
Cool guide, much respect for deep mechanics explanation and keeping it structured. But i wonder - why "Snare"? This term way more applicable to ability of EDAR-Trapper imo. In THIS context term "Slow" should be much more suitable. Am i missing something?)
Tamari  [author] 9 Apr, 2019 @ 7:41pm 
Hmm.. they should be showing up. Might have been a problem with Steam :o
krazykat 8 Apr, 2019 @ 1:14pm 
Great guide! For me some of the melee weapons stats aren't showing up, are they just not there yet or am I missing something?
Mr. Owen Voss 28 Mar, 2019 @ 8:10am 
Awesome
NouH 25 Mar, 2019 @ 12:37am 
Very informative guide. Thanks for this.
iCameHereForTheMusic 19 Mar, 2019 @ 9:34am 
I always knew medic was the best melee class but seriously what is with the scalpel's stats. That's ridiculous.:steamhappy: