
Click here to join our community discord server.
Dismiss Notice
Don't forget to connect your Steam account to your forum profile. Click here to do this now or click your name in the righttop corner and choose 'External Accounts'.
Calculations of Defensive Buffs (BaBS)

Calculations of Defensive Buffs (BaBS V1.9)
Back to Main Guide Page
Back to Calculations of All Survivor Buffs Page
Go to Calculations of  OB  DB  AB  EB  UB  EAEB  MB
This page contains the following buffs that have calculations:
 Shaman Handler Buff
 Knight Handler Buff
 Morphine Injector Buff
 Counter Slap Buff
 Acid Protection Buff
 Hope on Sight Buff
 Group Morale Buff
 Infected Swarm Protection Buff
 Fentanyl Injector Buff
 General Tank Handler Buff
 Love is in the air Buff
 It wasn't that high Buff
 Mindset Change Buff
 Tenacity Buff
 Advanced Morphine Injector Buff
 Tank duelist Buff
 Unstoppable Buff
 Vital Spirit Buff
 Guardian Dispenser Buff
 Crush resistance Buff
Shaman Handler Buff
90% reduced damage from Shaman and Supreme Shaman Tanks is applied to the buff bonus in defense bonuses.
When you are damaged by Shaman Tank physically. (assuming normal conditions and it is a Shaman Tank)
[Dmg] 70>7 Att(+0% B:0% A:0) Def(+0% B:90% D:0)
How to get the maths
= 70 x 0.1 = 7
Knight Handler Buff <top>
90% reduced damage from knight and Supreme Knight Tanks is applied to the buff bonus in defense bonuses.
When you are damaged by Knight Tank physically. (assuming normal conditions and it is a Knight Tank)
[Dmg] 400>40 Att(+0% B:0% A:0) Def(+0% B:90% D:0)
How to get the maths
= 400 x 0.1 = 40
Morphine Injector Buff <top>
Heals +3HP every 5 seconds while not incapacitated, hanging from a ledge or poisoned. This healing is applied to your HP as permanent health gain.
When you heal 3 HP after 5 seconds have passed. (assume you have 100 HP)
[HP] 100>103 HP(+3) THP(+0) (103 HP) (0 THP)
How to do the maths
= 100 + 3 = 103
When you heal 6 HP after 10 seconds have passed. (assume you have 100 HP)
[HP] 100>106 HP(+6) THP(+0) (106 HP) (0 THP)
How to do the maths
= 100 + 6 = 106
When you heal 9 HP after 15 seconds have passed. (assume you have 100 HP)
[HP] 100>109 HP(+9) THP(+0) MaxHP(+0) (109 HP) (0 THP)
How to do the maths
= 100 + 9 = 109
When you heal 18 HP after 30 seconds have passed. (assume you have 100 HP)
[HP] 100>118 HP(+18) THP(+0) (118 HP) (0 THP)
How to do the maths
= 100 + 18 = 118
When you heal 27 HP after 45 seconds have passed. (assume you have 100 HP)
[HP] 100>127 HP(+27) THP(+0) (127 HP) (0 THP)
How to do the maths
= 100 + 27 = 127
When you heal 36 HP after 60 seconds have passed. (assume you have 100 HP)
[HP] 100>136 HP(+36) THP(+0) (136 HP) (0 THP)
How to do the maths
= 100 + 36 = 136
Counter Slap Buff <top>
Decreases the power of the bitchslap of any boomer by 2%, multiplied by the number of boomers killed during the round. This decrease is applied to the power of the bitch slap skill.
When you have killed 1 boomer and then get slapped. (assume you are slapped by normal boomer with the power of bitch slap skill at maximum)
[PWR] 280>274 PWRAtt(+0% B:0%) PWRDef(+0% B:2%)
How to do the maths
= 280 x 0.98 = 274.4
When you have killed 2 boomers and then get slapped. (assume you are slapped by normal boomer with the power of bitch slap skill at maximum)
[PWR] 280>268 PWRAtt(+0% B:0%) PWRDef(+0% B:4%)
How to do the maths
= 280 x 0.96 = 268.8
When you have killed 3 boomers and then get slapped. (assume you are slapped by normal boomer with the power of bitch slap skill at maximum)
[PWR] 280>263 PWRAtt(+0% B:0%) PWRDef(+0% B:6%)
How to do the maths
= 280 x 0.94 = 263.2
When you have killed 4 boomers and then get slapped. (assume you are slapped by normal boomer with the power of bitch slap skill at maximum)
[PWR] 280>257 PWRAtt(+0% B:0%) PWRDef(+0% B:8%)
How to do the maths
= 280 x 0.92 = 257.6
When you have killed 5 boomers and then get slapped. (assume you are slapped by normal boomer with the power of bitch slap skill at maximum)
[PWR] 280>252 PWRAtt(+0% B:0%) PWRDef(+0% B:10%)
How to do the maths
= 280 x 0.9 = 252
When you have killed 10 boomers and then get slapped. (assume you are slapped by normal boomer with the power of bitch slap skill at maximum)
[PWR] 280>224 PWRAtt(+0% B:0%) PWRDef(+0% B:20%)
How to do the maths
= 280 x 0.8 = 224
When you have killed 20 boomers and then get slapped. (assume you are slapped by normal boomer with the power of bitch slap skill at maximum) (this is the maximum that the Counter Slap Buff can go)
[PWR] 280>168 PWRAtt(+0% B:0%) PWRDef(+0% B:40%)
How to do the maths
= 280 x 0.6 = 168
Acid Protection Buff <top>
Decreases by 25% the slow effect and the damage received from acid. The movement speed slow effect decrease is applied to the amount of movement speed decreased. The decreased damage received is applied to the buff bonus in defensive bonuses.
When you get damaged by the acid and slowed down while having the buff effect on
[Mov] 220>262 Inc(+20%) FastInc(0%) FastDec(0%) Dec(1%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>260 Inc(+20%) FastInc(0%) FastDec(0%) Dec(2%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>258 Inc(+20%) FastInc(0%) FastDec(0%) Dec(3%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>256 Inc(+20%) FastInc(0%) FastDec(0%) Dec(4%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>254 Inc(+20%) FastInc(0%) FastDec(0%) Dec(5%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>252 Inc(+20%) FastInc(0%) FastDec(0%) Dec(6%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>250 Inc(+20%) FastInc(0%) FastDec(0%) Dec(7%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>248 Inc(+20%) FastInc(0%) FastDec(0%) Dec(8%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>246 Inc(+20%) FastInc(0%) FastDec(0%) Dec(9%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>244 Inc(+20%) FastInc(0%) FastDec(0%) Dec(10%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>242 Inc(+20%) FastInc(0%) FastDec(0%) Dec(11%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>240 Inc(+20%) FastInc(0%) FastDec(0%) Dec(12%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>238 Inc(+20%) FastInc(0%) FastDec(0%) Dec(13%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>236 Inc(+20%) FastInc(0%) FastDec(0%) Dec(14%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>234 Inc(+20%) FastInc(0%) FastDec(0%) Dec(15%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>232 Inc(+20%) FastInc(0%) FastDec(0%) Dec(16%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>230 Inc(+20%) FastInc(0%) FastDec(0%) Dec(17%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>228 Inc(+20%) FastInc(0%) FastDec(0%) Dec(18%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>226 Inc(+20%) FastInc(0%) FastDec(0%) Dec(19%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>224 Inc(+20%) FastInc(0%) FastDec(0%) Dec(20%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>222 Inc(+20%) FastInc(0%) FastDec(0%) Dec(21%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>220 Inc(+20%) FastInc(0%) FastDec(0%) Dec(22%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>218 Inc(+20%) FastInc(0%) FastDec(0%) Dec(23%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>216 Inc(+20%) FastInc(0%) FastDec(0%) Dec(24%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>214 Inc(+20%) FastInc(0%) FastDec(0%) Dec(25%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>212 Inc(+20%) FastInc(0%) FastDec(0%) Dec(26%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>210 Inc(+20%) FastInc(0%) FastDec(0%) Dec(27%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>208 Inc(+20%) FastInc(0%) FastDec(0%) Dec(28%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>206 Inc(+20%) FastInc(0%) FastDec(0%) Dec(29%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>204 Inc(+20%) FastInc(0%) FastDec(0%) Dec(30%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>222 Inc(+20%) FastInc(0%) FastDec(0%) Dec(31%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>200 Inc(+20%) FastInc(0%) FastDec(0%) Dec(32%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>198 Inc(+20%) FastInc(0%) FastDec(0%) Dec(33%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>196 Inc(+20%) FastInc(0%) FastDec(0%) Dec(34%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>194 Inc(+20%) FastInc(0%) FastDec(0%) Dec(35%) Slow Inc(0%) SlowDec(25%)
[Mov] 220>192 Inc(+20%) FastInc(0%) FastDec(0%) Dec(36%) Slow Inc(0%) SlowDec(25%)
How to do the maths
= 220 x 1.2 x 0.01 = 2.64
= 220 x 1.2  2.64 x 0.75 = 262.02
= 2.64 x 2 = 5.28
= 220 x 1.2  5.28 x 0.75 = 260.04
= 2.64 x 3 = 7.92
= 220 x 1.2  7.92 x 0.75 = 258.06
= 2.64 x 4 = 10.56
= 220 x 1.2  10.56 x 0.75 = 256.08
= 2.64 x 5 = 13.2
= 220 x 1.2  13.2 x 0.75 = 254.1
= 2.64 x 6 = 15.84
= 220 x 1.2  15.84 x 0.75 = 252.12
= 2.64 x 7 = 18.48
= 220 x 1.2  18.48 x 0.75 = 250.14
= 2.64 x 8 = 21.12
= 220 x 1.2  21.12 x 0.75 = 248.16
= 2.64 x 9 = 23.76
= 220 x 1.2  23.76 x 0.75 = 246.18
= 2.64 x 10 = 26.4
= 220 x 1.2  26.4 x 0.75 = 244.2
= 2.64 x 11 = 29.04
= 220 x 1.2  29.04 x 0.75 = 242.22
= 2.64 x 12 = 31.68
= 220 x 1.2  31.68 x 0.75 = 240.24
= 2.64 x 13 = 34.32
= 220 x 1.2  34.32 x 0.75 = 238.26
= 2.64 x 14 = 36.96
= 220 x 1.2  36.96 x 0.75 = 236.28
= 2.64 x 15 = 39.6
= 220 x 1.2  39.6 x 0.75 = 234.3
= 2.64 x 16 = 42.24
= 220 x 1.2  42.24 x 0.75 = 232.32
= 2.64 x 17 = 44.88
= 220 x 1.2  44.88 x 0.75 = 230.34
= 2.64 x 18 = 47.52
= 220 x 1.2  47.52 x 0.75 = 228.36
= 2.64 x 19 = 50.16
= 220 x 1.2  50.16 x 0.75 = 226.38
= 2.64 x 20 = 52.8
= 220 x 1.2  52.8 x 0.75 = 224.4
= 2.64 x 21 = 55.44
= 220 x 1.2  55.44 x 0.75 = 222.42
= 2.64 x 22 = 58.08
= 220 x 1.2  58.08 x 0.75 = 220.44
= 2.64 x 23 = 60.72
= 220 x 1.2  60.72 x 0.75 = 218.46
= 2.64 x 24 = 63.36
= 220 x 1.2  63.36 x 0.75 = 216.48
= 2.64 x 25 = 66
= 220 x 1.2  66 x 0.75 = 214.5
= 2.64 x 26 = 68.64
= 220 x 1.2  68.64 x 0.75 = 212.52
= 2.64 x 27 = 71.28
= 220 x 1.2  71.28 x 0.75 = 210.54
= 2.64 x 28 = 73.92
= 220 x 1.2  73.92 x 0.75 = 208.56
= 2.64 x 29 = 76.56
= 220 x 1.2  76.56 x 0.75 = 206.58
= 2.64 x 30 = 79.2
= 220 x 1.2  79.2 x 0.75 = 204.6
= 2.64 x 31 = 81.84
= 220 x 1.2  81.84 x 0.75 = 202.62
= 2.64 x 32 = 84.48
= 220 x 1.2  84.48 x 0.75 = 200.64
= 2.64 x 33 = 87.12
= 220 x 1.2  87.12 x 0.75 = 198.66
= 2.64 x 34 = 89.76
= 220 x 1.2  89.76 x 0.75 = 196.68
= 2.64 x 35 = 92.4
= 220 x 1.2  92.4 x 0.75 = 194.7
= 2.64 x 36 = 95.04
= 220 x 1.2  95.04 x 0.75 = 192.72
When you get damaged by the acid while having the buff effect on
[Dmg] 1>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 2>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 2>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 3>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 3>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 3>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 4>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 4>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 4>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 4>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 5>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 5>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 5>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 5>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 5>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 6>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 6>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 6>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 6>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 6>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 6>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 5>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 5>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 5>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 5>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 5>2 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 4>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 4>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 4>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 4>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 3>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 3>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 3>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 2>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 2>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
[Dmg] 1>1 Att(+0% B:0% A:0) Def(+40% B:25% D:0)
How to do the maths
= 1 x 0.60 x 0.75 = 0.45
= 2 x 0.60 x 0.75 = 0.9
= 3 x 0.60 x 0.75 = 1.35
= 4 x 0.60 x 0.75 = 1.8
= 5 x 0.60 x 0.75 = 2.25
= 6 x 0.60 x 0.75 = 2.7
Hope on Sight Buff <top>
50% decrease in bleedout rate is applied to the amount of bleedout rate decreased. The amount of damage reduction is applied to the buff bonus in defensive bonuses.
When you are incapacitated and are bleeding out.
[Bld] 24>12 Inc(+0) Dec(12)
How to do the maths
= 24  12 = 12
When you take damage while incapacitated from any infected
[Dmg] 100>95 Att(+0% B:0% A:0) Def(+0% B:5% D:0)
How to do the maths
= 100 x 0.95 = 95
When you take damage while incapacitated from any infected and have 1 nearby survivor
[Dmg] 100>94 Att(+0% B:0% A:0) Def(+0% B:6% D:0)
How to do the maths
= 100 x 0.94 = 94
When you take damage while incapacitated from any infected and have 2 nearby survivors
[Dmg] 100>93 Att(+0% B:0% A:0) Def(+0% B:7% D:0)
How to do the maths
= 100 x 0.93 = 93
When you take damage while incapacitated from any infected and have 3 nearby survivors
[Dmg] 100>92 Att(+0% B:0% A:0) Def(+0% B:8% D:0)
How to do the maths
= 100 x 0.92 = 92
When you take damage while incapacitated from any infected and have 4 nearby survivors
[Dmg] 100>91 Att(+0% B:0% A:0) Def(+0% B:9% D:0)
How to do the maths
= 100 x 0.91 = 91
When you take damage while incapacitated from any infected and have 5 nearby survivors
[Dmg] 100>90 Att(+0% B:0% A:0) Def(+0% B:10% D:0)
How to do the maths
= 100 x 0.9 = 90
When you take damage while incapacitated from any infected and have 10 nearby survivors
[Dmg] 100>85 Att(+0% B:0% A:0) Def(+0% B:15% D:0)
How to do the maths
= 100 x 0.85 = 85
Group Morale Buff <top>
1% less damage taken from all sources (except for a few) is applied to the buff bonus in defensive bonuses.
When you have 1 other survivor alive and take damage from any infected
[Dmg] 100>99 Att(+0% B:0% A:0) Def(+0% B:1% D:0)
How to do the maths
= 100 x 0.99 = 99
When you have 2 other survivors alive and take damage from any infected
[Dmg] 100>98 Att(+0% B:0% A:0) Def(+0% B:2% D:0)
How to do the maths
= 100 x 0.98 = 98
When you have 3 other survivors alive and take damage from any infected
[Dmg] 100>97 Att(+0% B:0% A:0) Def(+0% B:3% D:0)
How to do the maths
= 100 x 0.97 = 97
When you have 4 other survivors alive and take damage from any infected
[Dmg] 100>96 Att(+0% B:0% A:0) Def(+0% B:4% D:0)
How to do the maths
= 100 x 0.96 = 96
When you have 5 other survivors alive and take damage from any infected
[Dmg] 100>95 Att(+0% B:0% A:0) Def(+0% B:5% D:0)
How to do the maths
= 100 x 0.95 = 95
When you have 10 other survivors alive and take damage from any infected
[Dmg] 100>90 Att(+0% B:0% A:0) Def(+0% B:10% D:0)
How to do the maths
= 100 x 0.90 = 90
When you have 15 other survivors alive and take damage from any infected
[Dmg] 100>85 Att(+0% B:0% A:0) Def(+0% B:15% D:0)
How to do the maths
= 100 x 0.85 = 85
Infected Swarm Protection Buff <top>
3% damage blocked from common infected attacks, applied to buff bonus in defensive bonuses.
When you take damage from 1 common infected within range (assume it is a normal common infected and the difficulty is expert mode)
[Dmg] 25>24 Att(+0% B:0% A:0) Def(+0% B:3% D:0)
How to do the maths
= 25 x 0.97 = 24.25
When you take damage from 2 common infected within range (assume it is a normal common infected and the difficulty is expert mode)
[Dmg] 25>23 Att(+0% B:0% A:0) Def(+0% B:6% D:0)
How to do the maths
= 25 x 0.94 = 23.5
When you take damage from 3 common infected within range (assume it is a normal common infected and the difficulty is expert mode)
[Dmg] 25>22 Att(+0% B:0% A:0) Def(+0% B:9% D:0)
How to do the maths
= 25 x 0.91 = 22.75
When you take damage from 4 common infected within range (assume it is a normal common infected and the difficulty is expert mode)
[Dmg] 25>22 Att(+0% B:0% A:0) Def(+0% B:12% D:0)
How to do the maths
= 25 x 0.88 = 22
When you take damage from 5 common infected within range (assume it is a normal common infected and the difficulty is expert mode)
[Dmg] 25>21 Att(+0% B:0% A:0) Def(+0% B:15% D:0)
How to do the maths
= 25 x 0.85 = 21.25
When you take damage from 10 common infected within range (assume it is a normal common infected and the difficulty is expert mode)
[Dmg] 25>17 Att(+0% B:0% A:0) Def(+0% B:30% D:0)
How to do the maths
= 25 x 0.7 = 17.5
When you take damage from 15 common infected within range (assume it is a normal common infected and the difficulty is expert mode)
[Dmg] 25>13 Att(+0% B:0% A:0) Def(+0% B:45% D:0)
How to do the maths
= 25 x 0.55 = 13.75
When you take damage from 20 common infected within range (assume it is a normal common infected and the difficulty is expert mode)
[Dmg] 25>10 Att(+0% B:0% A:0) Def(+0% B:60% D:0)
How to do the maths
= 25 x 0.40 = 10
When you take damage from 30 common infected within range (assume it is a normal common infected and the difficulty is expert mode) (the highest the defense can go)
[Dmg] 25>2 Att(+0% B:0% A:0) Def(+0% B:90% D:0)
How to do the maths
= 25 x 0.1 = 2.5
Fentanyl Injector Buff <top>
You heal for 3HP/s until you reach full HP after having taken damage from tanks. This healing is applied to your HP as permanent health gain.
When you have regenerated for 1 second.
[HP] 100>103 HP(+3) THP(+0) (103 HP) (0 THP)
How to do the maths
= 100 + 3 = 103
When you have regenerated for 2 seconds.
[HP] 100>106 HP(+6) THP(+0) (106 HP) (0 THP)
How to do the maths
= 100 + 6 = 106
When you have regenerated for 3 seconds.
[HP] 100>109 HP(+9) THP(+0) (109 HP) (0 THP)
How to do the maths
= 100 + 9 = 109
When you have regenerated for 4 seconds.
[HP] 100>112 HP(+12) THP(+0) (112 HP) (0 THP)
How to do the maths
= 100 + 12 = 112
When you have regenerated for 5 seconds.
[HP] 100>115 HP(+15) THP(+0) (115 HP) (0 THP)
How to do the maths
= 100 + 15 = 115
When you have regenerated for 10 seconds.
[HP] 100>130 HP(+30) THP(+0) (130 HP) (0 THP)
How to do the maths
= 100 + 30 = 130
When you have regenerated for 15 seconds.
[HP] 100>145 HP(+45) THP(+0) (145 HP) (0 THP)
How to do the maths
= 100 + 45 = 145
When you have regenerated for 20 seconds.
[HP] 100>160 HP(+60) THP(+0) (160 HP) (0 THP)
How to do the maths
= 100 + 60 = 160
When you have regenerated for 30 seconds.
[HP] 100>190 HP(+90) THP(+0) (190 HP) (0 THP)
How to do the maths
= 100 + 90 = 190
When you have regenerated for 45 seconds.
[HP] 100>235 HP(+135) THP(+0) (235 HP) (0 THP)
How to do the maths
= 100 + 135 = 235
When you have regenerated for 60 seconds.
[HP] 100>280 HP(+180) THP(+0) (280 HP) (0 THP)
How to do the maths
= 100 + 180 = 280
General Tank Handler Buff <top>
0.12% reduced damage from all types of tanks, multiplied by your current level. This is applied to buff bonus in defensive bonuses.
When you are damaged by any tank while you are level 10 (assume that the hidden defense resistance of 70% applies)
[Dmg] 100>29 Att(+0% B:0% A:0) Def(+0% B:1% D:0)
How to do the maths
= 100 x 0.30 x 0.988 = 29.64
How to do the maths (0.988) (first number always equal to 0.12, second number equal to current level)
= 0.12 x 10 = 1.2
= 1.00  0.012 = 0.988
When you are damaged by any tank while you are level 50 (assume that the hidden defense resistance of 70% applies)
[Dmg] 100>28 Att(+0% B:0% A:0) Def(+0% B:6% D:0)
How to do the maths
= 100 x 0.30 x 0.94 = 28.2
How to do the maths (0.94) (first number always equal to 0.12, second number equal to current level)
= 0.12 x 50 = 6
= 1.00  0.06 = 0.94
When you are damaged by any tank while you are level 100 (assume that the hidden defense resistance of 26.25% applies)
[Dmg] 100>64 Att(+0% B:0% A:0) Def(+0% B:12% D:0)
How to do the maths
= 100 x 0.7375 x 0.88 = 64.9
How to do the maths (0.88) (first number always equal to 0.12, second number equal to current level)
= 0.12 x 100 = 12
= 1.00  0.12 = 0.88
When you are damaged by any tank while you are level 130
[Dmg] 100>84 Att(+0% B:0% A:0) Def(+0% B:15% D:0)
How to do the maths
= 100 x 0.844 = 84.4
How to do the maths (0.844) (first number always equal to 0.12, second number equal to current level)
= 0.12 x 130 = 15.6
= 1.00  0.156 = 0.844
When you are damaged by any tank while you are level 150
[Dmg] 100>84 Att(+0% B:0% A:0) Def(+0% B:18% D:0)
How to do the maths
= 100 x 0.82 = 82
How to do the maths (0.82) (first number always equal to 0.12, second number equal to current level)
= 0.12 x 150 = 18
= 1.00  0.18 = 0.82
When you are damaged by any tank while you are level 200
[Dmg] 100>76 Att(+0% B:0% A:0) Def(+0% B:24% D:0)
How to do the maths
= 100 x 0.76 = 76
How to do the maths (0.76) (first number always equal to 0.12, second number equal to current level)
= 0.12 x 200 = 24
= 1.00  0.24 = 0.76
When you are damaged by any tank while you are level 230
[Dmg] 100>72 Att(+0% B:0% A:0) Def(+0% B:27% D:0)
How to do the maths
= 100 x 0.724 = 72.4
How to do the maths (0.724) (first number always equal to 0.12, second number equal to current level)
= 0.12 x 230 = 27.6
= 1.00  0.276 = 0.724
Love is in the air Buff <top>
Teammate that you favourite takes 25% reduced damage from all sources (except for fall damage) but you take 1HP every time they get hit. This is applied to buff bonus in defensive bonuses.
If you are standing near your teammate, you regenerate 1HP every 5 seconds. This healing is applied to your HP as permanent health gain.
When your teammate takes damage from any infected. (assuming you are not favourited)
[Dmg] 100>75 Att(+0% B:0% A:0) Def(+0% B:25% D:0)
However... you take 1 HP damage
[TrueDmg] 1
When your teammate takes damage from any infected. (assuming you are favourited by the player who took damage)
[Dmg] 100>75 Att(+0% B:0% A:0) Def(+0% B:25% D:0)
You won't suffer the 1 HP damage.
When you are standing near your favourited teammate and heal for 5 seconds.
[HP] 100>101 HP(+1) THP(+0) (101 HP) (0 THP)
How to do the maths
= 100 + 1 = 101
When you are standing near your favourited teammate and heal for 10 seconds.
[HP] 100>102 HP(+2) THP(+0) (102 HP) (0 THP)
How to do the maths
= 100 + 2 = 102
When you are standing near your favourited teammate and heal for 15 seconds.
[HP] 100>103 HP(+3) THP(+0) (103 HP) (0 THP)
How to do the maths
= 100 + 3 = 103
When you are standing near your favourited teammate and heal for 30 seconds.
[HP] 100>106 HP(+6) THP(+0) (106 HP) (0 THP)
How to do the maths
= 100 + 6 = 106
When you are standing near your favourited teammate and heal for 60 seconds.
[HP] 100>112 HP(+12) THP(+0) (112 HP) (0 THP)
How to do the maths
= 100 + 12 = 112
It wasn't that high Buff
Decreases fall damage caused by infected by 10%. This is applied to buff bonus in defensive bonuses.
When you take fall damage caused by being slapped by a boomer.
[Dmg] 100>90 Att(+0% B:0% A:0) Def(+0% B:10% D:0)
Mindset Change Buff <top>
You can be incapacitated an unlimited number of times, but each time it happens your maximum incapacitation health will be 90% of its previous value. This is applied to your maximum incapacitation health.
When you are incapacitated once.
[MaxIncapHP] 1200>1080 Inc(+0) Dec(10%)
How to do the maths
= 1200 x 0.90 = 1080
When you are incapacitated twice.
[MaxIncapHP] 1080>972 Inc(+0) Dec(10%)
How to do the maths
= 1080 x 0.90 = 972
When you are incapacitated 3 times.
[MaxIncapHP] 972>874 Inc(+0) Dec(10%)
How to do the maths
= 972 x 0.90 = 874.8
When you are incapacitated 5 times.
[MaxIncapHP] 787>708 Inc(+0) Dec(10%)
How to do the maths
= 787.32 x 0.90 = 708.588
When you are incapacitated 10 times.
[MaxIncapHP] 464>418 Inc(+0) Dec(10%)
How to do the maths
= 464.9045868 x 0.90 = 418.4141281
When you are incapacitated 20 times.
[MaxIncapHP] 162>145 Inc(+0) Dec(10%)
How to do the maths
= 162.1022061 x 0.90 = 145.8919855
When you are incapacitated 30 times.
[MaxIncapHP] 56>50 Inc(+0) Dec(10%)
How to do the maths
= 56.52154437 x 0.90 = 50.86938993
When you are incapacitated 40 times.
[MaxIncapHP] 19>17 Inc(+0) Dec(10%)
How to do the maths
= 19.70784392 x 0.90 = 17.73705953
When you are incapacitated 50 times.
[MaxIncapHP] 6>6 Inc(+0) Dec(10%)
How to do the maths
= 6.871700276 x 0.90 = 6.184530249
Tenacity Buff <top>
Grants you 2000 + (200 every level above level 201) increased maximum HP. This is applied to your maximum HP.
When you have increased maximum HP while you are level 201. (assume that you have maximum immortal blood upgrade)
[MaxHP] 1000>2000 Inc(+1000) Dec(0)
How to do the maths
= 1000 + 1000 = 2000
When you have increased maximum HP while you are level 202. (assume that you have maximum immortal blood upgrade)
[MaxHP] 1000>2200 Inc(+1200) Dec(0)
How to do the maths
= 1000 + 1200 = 2200
When you have increased maximum HP while you are level 203. (assume that you have maximum immortal blood upgrade)
[MaxHP] 1000>2400 Inc(+1400) Dec(0)
How to do the maths
= 1000 + 1400 = 2400
When you have increased maximum HP while you are level 204. (assume that you have maximum immortal blood upgrade)
[MaxHP] 1000>2600 Inc(+1600) Dec(0)
How to do the maths
= 1000 + 1600 = 2600
When you have increased maximum HP while you are level 205. (assume that you have maximum immortal blood upgrade)
[MaxHP] 1000>2800 Inc(+1800) Dec(0)
How to do the maths
= 1000 + 1800 = 2800
When you have increased maximum HP while you are level 210. (assume that you have maximum immortal blood upgrade)
[MaxHP] 1000>3800 Inc(+2800) Dec(0)
How to do the maths
= 1000 + 2800 = 3800
When you have increased maximum HP while you are level 215. (assume that you have maximum immortal blood upgrade)
[MaxHP] 1000>4800 Inc(+3800) Dec(0)
How to do the maths
= 1000 + 3800 = 4800
When you have increased maximum HP while you are level 220. (assume that you have maximum immortal blood upgrade)
[MaxHP] 1000>5800 Inc(+4800) Dec(0)
How to do the maths
= 1000 + 4800 = 5800
When you have increased maximum HP while you are level 230. (assume that you have maximum immortal blood upgrade)
[MaxHP] 1000>7800 Inc(+6800) Dec(0)
How to do the maths
= 1000 + 6800 = 7800
Advanced Morphine Injector Buff <top>
Heals 1% of your missing HP while every 5 seconds. This healing is applied to your HP as permanent health gain.
When you heal for 5 seconds. (assume that at the start you have 1 HP, are at max level and have the tenacity buff equipped)
[HP] 1>78 HP(+77) THP(+0) (101 HP) (0 THP)
How to do the maths
= 7800  1 = 7799
= 7799 x 0.01 = 77.99
= 1 + 77.99 = 78.99
When you heal for 10 seconds. (assume that at the start you have 1 HP, are at max level and have the tenacity buff equipped)
[HP] 78>155 HP(+77) THP(+0) (101 HP) (0 THP)
How to do the maths
= 7800  78 = 7722
= 7722 x 0.01 = 77.22
= 78 + 77.22 = 155.22
When you heal for 15 seconds. (assume that at the start you have 1 HP, are at max level and have the tenacity buff equipped)
[HP] 155>231 HP(+76) THP(+0) (101 HP) (0 THP)
How to do the maths
= 7800  155 = 7645
= 7645 x 0.01 = 76.45
= 155 + 76.45 = 231.45
When you heal for 30 seconds. (assume that at the start you have 1 HP, are at max level and have the tenacity buff equipped)
[HP] 380>454 HP(+74) THP(+0) (101 HP) (0 THP)
How to do the maths
= 7800  380 = 7420
= 7420 x 0.01 = 74.2
= 380 + 74.2 = 454.2
When you heal for 45 seconds. (assume that at the start you have 1 HP, are at max level and have the tenacity buff equipped)
[HP] 599>671 HP(+72) THP(+0) (101 HP) (0 THP)
How to do the maths
= 7800  599 = 7201
= 7201 x 0.01 = 72.01
= 599 + 72.01 = 671.01
When you heal for 60 seconds. (assume that at the start you have 1 HP, are at max level and have the tenacity buff equipped)
[HP] 812>881 HP(+69) THP(+0) (101 HP) (0 THP)
How to do the maths
= 7800  812 = 6988
= 6988 x 0.01 = 69.88
= 812 + 69.88 = 881.88
Tank duelist Buff
20% reduced damage taken from tanks but increases their aggro to you by 300%. The reduced damage taken is applied to buff bonus in defensive bonuses.
[Dmg] 100>80 Att(+0% B:0% A:0) Def(+0% B:20% D:0)
How to do the maths
= 100 x 0.80 = 80
Unstoppable Buff <top>
Gives you a chance to block CC attacks from infected, based on your current HP. This is applied to your chance.
When your current HP as a percentage is 100%
[LUCK] 100>100 HP(100/100 = 100%)
How to do the maths
= 100 / 100 x 100 = 100
When your current HP as a percentage is 90%
[LUCK] 100>90 HP(90/100 = 90%)
How to do the maths
= 90 / 100 x 100 = 90
When your current HP as a percentage is 75%
[LUCK] 100>75 HP(75/100 = 75%)
How to do the maths
= 75 / 100 x 100 = 75
When your current HP as a percentage is 50%
[LUCK] 100>50 HP(50/100 = 50%)
How to do the maths
= 50 / 100 x 100 = 50
When your current HP as a percentage is 25%
[LUCK] 100>25 HP(25/100 = 25%)
How to do the maths
= 25 / 100 x 100 = 25
When your current HP as a percentage is 10%
[LUCK] 100>10 HP(10/100 = 10%)
How to do the maths
= 10 / 100 x 100 = 10
Vital Spirit Buff
25% of the temporary health you would receive after being revived becomes permanent HP instead. This is applied to your HP as permanent HP.
[HP] 200>200 HP(+0) THP(+0) (50 HP) (0 THP)
Guardian Dispenser Buff <top>
Before you take lethal damage a mini health dispenser will trigger while attached to your body. It will heal nearby survivors for 5HP + 0.3% max health per second. This is applied to your HP as permanent health gain.
When you heal after 1 second have passed. (assume you have 1 HP with a maximum of 7800 HP)
[HP] 1>28 HP(+27) THP(+0) (28 HP) (0 THP)
How to do the maths
= 7800 x 0.003 = 23.4
= 1 + 5 + 23.4 = 28.4
When you heal after 2 seconds have passed. (assume you have 1 HP with a maximum of 7800 HP)
[HP] 1>57 HP(+56) THP(+0) (57 HP) (0 THP)
How to do the maths
= 7800 x 0.003 = 23.4
= 1 + (5 x 2) + (23.4 x 2) = 57.8
When you heal after 3 seconds have passed. (assume you have 1 HP with a maximum of 7800 HP)
[HP] 1>86 HP(+85) THP(+0) (86 HP) (0 THP)
How to do the maths
= 7800 x 0.003 = 23.4
= 1 + (5 x 3) + (23.4 x 3) = 86.2
When you heal after 5 seconds have passed. (assume you have 1 HP with a maximum of 7800 HP)
[HP] 1>143 HP(+142) THP(+0) (143 HP) (0 THP)
How to do the maths
= 7800 x 0.003 = 23.4
= 1 + (5 x 5) + (23.4 x 5) = 143
When you heal after 10 seconds have passed. (assume you have 1 HP with a maximum of 7800 HP)
[HP] 1>285 HP(+284) THP(+0) (285 HP) (0 THP)
How to do the maths
= 7800 x 0.003 = 23.4
= 1 + (5 x 10) + (23.4 x 10) = 285
When you heal after 14 seconds have passed. (assume you have 1 HP with a maximum of 7800 HP) (this is the maximum amount of time you can heal for with 1 use)
[HP] 1>398 HP(+397) THP(+0) (398 HP) (0 THP)
How to do the maths
= 7800 x 0.003 = 23.4
= 1 + (5 x 14) + (23.4 x 14) = 398.6
Crush resistance Buff <top>
You take 1 to 50% less damage from tanks while incapacitated depending on your current health. This is applied to your buff bonus in defensive bonuses.
When you take damage while incapacitated from a normal tank in VS (given 2 seconds before tank pounded you)
[Dmg] 150>75 Att(+150% B:0% A:0) Def(+0% B:49% D:0)
How to do the maths
= 1200  12 = 1188
= 1188 / 1200 = 0.99
= 0.99 x 100 = 99
= 99 x 0.5 = 49.5
= 1.00  0.495 = 0.505
= 150 x 0.505 = 75.75
When you take damage while incapacitated from a normal tank in VS (given 4 seconds before tank pounded you)
[Dmg] 150>81 Att(+150% B:0% A:0) Def(+0% B:45% D:0)
How to do the maths
= 1188  75 = 1113
= 1113  12 = 1101
= 1101 / 1200 = 0.9175
= 0.9175 x 100 = 91.75
= 91.75 x 0.5 = 45.875
= 1.00  0.45875 = 0.54125
= 150 x 0.54125 = 81.1875
When you take damage while incapacitated from a normal tank in VS (given 6 seconds before tank pounded you)
[Dmg] 150>87 Att(+150% B:0% A:0) Def(+0% B:42% D:0)
How to do the maths
= 1101  81 = 1020
= 1020  12 = 1008
= 1008 / 1200 = 0.84
= 0.84 x 100 = 84
= 84 x 0.5 = 42
= 1.00  0.42 = 0.58
= 150 x 0.58 = 87
When you take damage while incapacitated from a normal tank in VS (given 8 seconds before tank pounded you)
[Dmg] 150>93 Att(+150% B:0% A:0) Def(+0% B:37% D:0)
How to do the maths
= 1008  87 = 921
= 921  12 = 909
= 909 / 1200 = 0.7575
= 0.7575 x 100 = 75.75
= 75.75 x 0.5 = 37.875
= 1.00  0.37875 = 0.62125
= 150 x 0.62125 = 93.1875
When you take damage while incapacitated from a normal tank in VS (given 10 seconds before tank pounded you)
[Dmg] 150>99 Att(+150% B:0% A:0) Def(+0% B:33% D:0)
How to do the maths
= 909  93 = 816
= 816  12 = 804
= 804 / 1200 = 0.67
= 0.67 x 100 = 67
= 67 x 0.5 = 33.5
= 1.00  0.335 = 0.665
= 150 x 0.665 = 99.75
XenCarta PRO
© Jason Axelrod from 8WAYRUN.COM