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''Wounds'' are temporary status effects, which affect the contestant in a negative way. Their intensity and duration widely differ, and can even be manipulated with certain [[perks]]. Wounds of the same type cannot be stacked, but they can be reapplied.
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''Wounds'' are temporary status effects, which affect the contestant in a negative way. Their intensity and duration widely differ. Wounds of the same type cannot be stacked, but they can be reapplied.
   
== <font color="b30000">Wound Intensity</font> ==
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== Wound Intensity ==
The intensity of the [[weapons|weapon]] shows how powerful the wound is. There are 3 tiers for wound intensity<ref>Cripple has a special **** tier that is only applied by explosives and taking fall damage.</ref>, which are represented by stars or asterisks.
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The intensity of the [[weapons|weapon]] shows how powerful the wound is. There are 3 tiers for wound intensity<ref>Cripple has a special **** tier that is only applied by taking fall damage.</ref>, which are represented by stars or asterisks.
   
== <font color="b30000">List of Wounds</font> ==
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== List of Wounds ==
   
=== <font color="#b30000" size="4">Bleed</font> ===
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===== <font size="3">Bleed</font> =====
By default bleed wounds last 10 seconds, but the perk [[perks|Bloodbath]] increases this duration.
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By default bleed wounds last 10 seconds.
* Wound intensity * = 1 damage per 1.6 seconds (6 total damage with no perk modifier).
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* Wound intensity * = 0.6 damage per second (6 total damage).
* Wound intensity ** = 1 damage per 1 second (10 total damage with no perk modifier).
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* Wound intensity ** = 1 damage per second (10 total damage).
* Wound intensity *** = 1 damage per 0.7 seconds (14 total damage with no perk modifier).
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* Wound intensity *** = 1.4 damage per second (14 total damage).
   
=== <font color="#b30000" size="4">Cripple</font> ===
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===== <font size="3">Cripple</font> =====
 
Cripple works by setting an enemies running speed to a certain percentage of his normal running speed. This means that it does not matter how many movement perks and buffs someone has when they get crippled.
 
Cripple works by setting an enemies running speed to a certain percentage of his normal running speed. This means that it does not matter how many movement perks and buffs someone has when they get crippled.
   
By default, cripple wounds last 5 seconds, except for tier 4, which lasts 10 seconds.
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By default cripple wounds last 5 seconds.
* Wound intensity * = 95% of base movement speed for 10 seconds
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* Wound intensity * = 95% of base movement speed
* Wound intensity ** = 90% of base movement speed for 7.5 seconds
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* Wound intensity ** = 90% of base movement speed
* Wound intensity *** = 80% of base movement speed for 5 seconds
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* Wound intensity *** = 80% of base movement speed
* Wound intensity **** = 70% of base movement speed for 10 seconds (only applied by explosives and fall damage)
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* Wound intensity **** = 70% of base movement speed for 10 seconds (only applied by fall damage)
   
=== <font color="#b30000" size="4">Expose</font> ===
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===== <font size="3">Expose</font> =====
By default expose wounds last 20 seconds.
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By default expose wounds last 6 seconds.
* Wound intensity * = ''increases damage of next attack made against the expose target by 10%''
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* Wound intensity * = increases damage of next attack made against the expose target by 10%
* Wound intensity ** = ''increases damage of next attack made against the expose target by 15%''
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* Wound intensity ** = increases damage of next attack made against the expose target by 20%
* Wound intensity *** = ''increases damage of next attack made against the expose target by 20%''
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* Wound intensity *** = increases damage of next attack made against the expose target by 30%
   
=== <font color="#b30000" size="4">Pierce</font> ===
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===== <font size="3">Pierce</font> =====
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Pierce causes the damage that would normally be dealt to [[armor]] be increased. For example, a trident deals 10 damage, and [[Body Armor|body armor]] would normally absorb 5 of that damage. But since the trident has tier *** pierce, it now deals 10 damage to [[armor]], which is twice of the normal amount: 5. This effect is for wound intensity ***, and is slightly decreased for intensities ** and *.
As of the Lightning Update on July 27th, the pierce wounds have been changed to no longer bypass armor, but instead provides significant bonus damage against armor. In other words, it destroys armor much faster, but does not deal extra damage to your opponent's health when they have armor
 
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*Wound intensity * = Damage armor would normally take is multiplied by 1.67
 
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*Wound intensity ** = Damage armor would normally take is multiplied by 1.8
=== <font color="#b30000" size="4">Sickness</font> ===
 
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*Wound intensity *** = Damage armor would normally take is multiplied by 2
 
===== <font size="3">Sickness</font> =====
 
Contestants with a sickness wound will have a blurry, discolored screen and will vomit once during the wound duration. Sickness wounds are inflicted by either shooting someone with a[[ Blowgun]] or by walking over [[Punji Sticks]].
 
Contestants with a sickness wound will have a blurry, discolored screen and will vomit once during the wound duration. Sickness wounds are inflicted by either shooting someone with a[[ Blowgun]] or by walking over [[Punji Sticks]].
   
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===== <font size="3">Snare</font> =====
(Note: with the perk [[Perks|Blowhard]], sickness lasts twice as long and causes the contestants to vomit twice. This can only be done with a blowgun)
 
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Contestants with a snare wound aren't able to move or turn until they free themselves or take damage (other than gas). Snare wounds are inflicted by [[Crafted Snare|Crafted Snares]] and [[Steel Snare|Steel Snares]].
   
=== <font color="#b30000" size="4">Snare</font> ===
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===== <font size="4">Blindness</font> =====
Contestants with a snare wound aren't able to move or turn until they free themselves or take damage (other than gas). Snare wounds are inflicted by [[Crafted Snare|Crafted Snares]] and [[Steel Snare|Steel Snares]].
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Contestants with a blindness wound are completely blind for 2 seconds, then continue to have very limited and blurry vision over the next 4 seconds until their vision clears up. Items that inflict blindness wounds are[[Smoke Bomb| Smoke Bombs]] and [[Pepper Spray]].
   
=== <font color="#b30000" size="4">Blindness</font> ===
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===== <font size="4">Weakness</font> =====
Contestants with a blindness wound are completely blind for 5 seconds, then continue to have very limited and blurry vision over the next 5 seconds until their vision clears up. Items that inflict blindness wounds are[[Smoke Bomb| Smoke Bombs]] and [[Pepper Spray]].
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Contestants with a weakness wound have reduced damage dealt by 50% and reduced block effectiveness by 50% for 3 seconds. Players who have the weakness wound cannot apply it to others. Weakness wounds are inflicted by hitting blocking player.
   
 
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Latest revision as of 10:10, 18 January 2017

Wounds are temporary status effects, which affect the contestant in a negative way. Their intensity and duration widely differ. Wounds of the same type cannot be stacked, but they can be reapplied.

Wound Intensity

The intensity of the weapon shows how powerful the wound is. There are 3 tiers for wound intensity[1], which are represented by stars or asterisks.

List of Wounds

Bleed

By default bleed wounds last 10 seconds.

  • Wound intensity * = 0.6 damage per second (6 total damage).
  • Wound intensity ** = 1 damage per second (10 total damage).
  • Wound intensity *** = 1.4 damage per second (14 total damage).
Cripple

Cripple works by setting an enemies running speed to a certain percentage of his normal running speed. This means that it does not matter how many movement perks and buffs someone has when they get crippled.

By default cripple wounds last 5 seconds.

  • Wound intensity * = 95% of base movement speed
  • Wound intensity ** = 90% of base movement speed
  • Wound intensity *** = 80% of base movement speed
  • Wound intensity **** = 70% of base movement speed for 10 seconds (only applied by fall damage)
Expose

By default expose wounds last 6 seconds.

  • Wound intensity * = increases damage of next attack made against the expose target by 10%
  • Wound intensity ** = increases damage of next attack made against the expose target by 20%
  • Wound intensity *** = increases damage of next attack made against the expose target by 30%
Pierce

Pierce causes the damage that would normally be dealt to armor be increased. For example, a trident deals 10 damage, and body armor would normally absorb 5 of that damage. But since the trident has tier *** pierce, it now deals 10 damage to armor, which is twice of the normal amount: 5. This effect is for wound intensity ***, and is slightly decreased for intensities ** and *.

  • Wound intensity * = Damage armor would normally take is multiplied by 1.67
  • Wound intensity ** = Damage armor would normally take is multiplied by 1.8
  • Wound intensity *** = Damage armor would normally take is multiplied by 2
Sickness

Contestants with a sickness wound will have a blurry, discolored screen and will vomit once during the wound duration. Sickness wounds are inflicted by either shooting someone with aBlowgun or by walking over Punji Sticks.

Snare

Contestants with a snare wound aren't able to move or turn until they free themselves or take damage (other than gas). Snare wounds are inflicted by Crafted Snares and Steel Snares.

Blindness

Contestants with a blindness wound are completely blind for 2 seconds, then continue to have very limited and blurry vision over the next 4 seconds until their vision clears up. Items that inflict blindness wounds are Smoke Bombs and Pepper Spray.

Weakness

Contestants with a weakness wound have reduced damage dealt by 50% and reduced block effectiveness by 50% for 3 seconds. Players who have the weakness wound cannot apply it to others. Weakness wounds are inflicted by hitting blocking player.


  1. Cripple has a special **** tier that is only applied by taking fall damage.