Post: weapon damage/health/data guide
02-15-2011, 03:27 AM #1
Snickers-
You talkin to me?
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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.

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


Weapon Damage Data:

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)

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

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)

Grenades (3k,3k)

Sickle (~,~)

wilmer007's explanation to weapon damage- MP5k (15k,60k) vs MP115 Kollider (34k,168k) means that total damage the weapon will do once it completely runs out of ammo. MP5k does 100 damage per bullet so at round 30 zombies have 7,030 of health so you would need to put 71 bullets (7k worth of max base damage) or half your ammo/damage output just to kill one zombie.
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03-18-2011, 11:34 AM #47
Originally posted by wilmer007 View Post
i don't know how to answer that either. Go talk to den who i got that info from. Besides it's not like you need it to be right rounds 1-9.


lol i dont know who that is >_>

and ye, we dont need it for the early rounds (or really at all) but i think the whole things wrong as i said, theres no way theres 1666 zombies by round 30 on solo

might just be for online or something? either way the rest i cool Smile and very helpfull, thanks

(only reason i was looking, at round 33 it was taking so long to kill them (had a fricken steakout and no ammo drops for 3 rounds wtf? ><Winky Winky was trying to work out when the dam round would end..)
03-18-2011, 11:51 AM #48
wilmer007
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that's where you go to ask den.

Anyways if you just want to test out when a late round will end (example round 35) then all you have to do is take every single zombie over to a trap. Repeat for every respawning wave. Let's say you need 9 trips to the trap for one round. If 24 zombies (on solo) per respawn * 9 trips = 216 zombies. The next round you can slap on one or two additional trips as estimate. Either way if you are not using Thunder Gun or Traps after Round 25 the rounds will take very long as each round after Round 25-30 is about 15 mins on average for each round.
03-18-2011, 06:29 PM #49
ⒿⒺⒷⓇⓄ
At least I can fight
Now I know What guns to use
03-20-2011, 01:55 AM #50
Originally posted by wilmer007 View Post
^ You must login or register to view this content.

that's where you go to ask den.

Anyways if you just want to test out when a late round will end (example round 35) then all you have to do is take every single zombie over to a trap. Repeat for every respawning wave. Let's say you need 9 trips to the trap for one round. If 24 zombies (on solo) per respawn * 9 trips = 216 zombies. The next round you can slap on one or two additional trips as estimate. Either way if you are not using Thunder Gun or Traps after Round 25 the rounds will take very long as each round after Round 25-30 is about 15 mins on average for each round.


great tip.

but i was playing on five, (doing the run around on the middle floor) so no traps :(
03-20-2011, 03:25 AM #51
Epic?
Awe-Inspiring
I'm confused.....

So it says the MP5K does 60k with the multiplier:
MP5k (15k,60k) vs MP115 Kollider (34k,168k)

Thus meaning that the MP5K is a one hit kill until at least round 60, at which point the zombie health becomes more than 60k:
Round 60 = 122,673


I don't think that is this case.... TBH this whole thing is a bit confusing, anyone care to explain the data to a nub like me?

---------- Post added at 08:25 PM ---------- Previous post was at 07:27 PM ----------

Anyone wanna help me out? Or can it not be explained?
03-20-2011, 05:51 AM #52
wilmer007
Save Point
Originally posted by AsianInvasion View Post
I'm confused.....

So it says the MP5K does 60k with the multiplier:
MP5k (15k,60k) vs MP115 Kollider (34k,168k)

Thus meaning that the MP5K is a one hit kill until at least round 60, at which point the zombie health becomes more than 60k:
Round 60 = 122,673


I don't think that is this case.... TBH this whole thing is a bit confusing, anyone care to explain the data to a nub like me?

---------- Post added at 08:25 PM ---------- Previous post was at 07:27 PM ----------

Anyone wanna help me out? Or can it not be explained?


MP5k (15k,60k) vs MP115 Kollider (34k,168k) means that total damage the weapon will do once it completely runs out of ammo. MP5k does 100 damage per bullet so at round 30 zombies have 7,030 of health so you would need to put 71 bullets (7k worth of max base damage) or half your ammo/damage output just to kill one zombie.

The following user thanked wilmer007 for this useful post:

Snickers-
03-20-2011, 02:50 PM #53
Epic?
Awe-Inspiring
Originally posted by wilmer007 View Post
MP5k (15k,60k) vs MP115 Kollider (34k,168k) means that total damage the weapon will do once it completely runs out of ammo. MP5k does 100 damage per bullet so at round 30 zombies have 7,030 of health so you would need to put 71 bullets (7k worth of max base damage) or half your ammo/damage output just to kill one zombie.


Thanks! That actually makes sense....
03-24-2011, 02:53 AM #54
Snickers-
You talkin to me?
Originally posted by wilmer007 View Post
MP5k (15k,60k) vs MP115 Kollider (34k,168k) means that total damage the weapon will do once it completely runs out of ammo. MP5k does 100 damage per bullet so at round 30 zombies have 7,030 of health so you would need to put 71 bullets (7k worth of max base damage) or half your ammo/damage output just to kill one zombie.


thanks wilmer. btw keep n eye on this thread since people often become confused.
03-24-2011, 02:59 AM #55
badiban
YouTube.com/BadiBanHD/
Originally posted by maffia View Post
Nice post, but how did u get this information about their health and the dmg of the weapons..


It's online somewhere, I used this to make my Ultimate Zombies Guide.

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