[BO6ZM] Stats of Augments
Juggernog
Increase maximum health by 100 (150→250).
Major
- Probiotic: Increase maximum health by 50 (150→300).
- Turtle Shell: Armor acts as a shield on your back, completely absorbing damage to your back. No damage mitigation when hit from the front.
- Reactive Armor: When an armor plate breaks, normal enemies in 3m radius are stunned for 2.0s.
Minor
- Retaliation: Deal 15% bonus damage when below 50% health, up to 50% when below 15% health.
- Hardened Plates: Armor plates have more damage mitigation (see details)
- Durable Plates: Increase overall armor durability by 25%.
Details of Armour System of BO6ZM:
Mitigation = the damge armour takes.
The Armor Plate durability on the HUD is not accurate, but can be estimated from the damage.
Within Rd.15 (Normal Zombies DMG =30):
Lv.1 Armour = 150 default armour HP in total, 180 HP with Durable Plates; 13 default mitigation, 19 mitigation with Hardened Plates
Lv.2 Armour = 200 default armour HP in total, 250 HP with Durable Plates; 17 default mitigation, 21 mitigation with Hardened Plates
Lv.3 Armour = 600 default armour HP in total, 750 HP with Durable Plates; 19 default mitigation, 22.5(23) mitigation with Hardened Plates
Rd.15+ (Normal Zombies DMG =50):
Lv.3 Armour = 600 default armour HP in total, 39 default mitigation, 42.5(43) mitigation with Hardened Plates
Rd.50+ (Normal Zombies DMG =90):
Lv.3 Armour = 600 default armour HP in total, 68 default mitigation, 71.5(71) mitigation with Hardened Plates
Quick Revive
Reduces health regeneration delay to from 6s to 2.5s, reduces the time needed to revive teammates from 5s to 2.5s.
Major
- EMT: Reviving an ally allows them to keep all of the Perks on their bleed-out bar.
- Equivalant Exchange: Killing an enemy while downed will revive you and remove Quick Revive. This can be done up to three times (Max 3 times in one game).
- Dying Wish: On lethal damage, become immune to all damage and the health is locked to 1 HP for 2s. Quick Revive is removed on use (Max 3 times in one game).
Minor
- Swift Recovery: Reviving an ally increases both of your movement speeds by 100% for 5s.
- Karmic Return: Reviving an ally heals you to full health.
- Slow Death: Increase your time in last stand from 30s to 45s.
Speed Cola
Reduces the time needed to fully reload a weapon by 30%, reduces the time needed to replenish armor pieces by 50%.
Major
- Supercharged: Field Upgrades recharge 20% faster (kills charge the Field Upgrade).
- Classic Formula: Reload speed is even faster.(30%→45%)
- Phantom Reload: Unfired weapon magazines are refilled 25% for every 5s.(consumes stock ammo)
Minor
- Speedy Roulette: The Mystery Box settles much faster.(6s→3s)
- Quick Swap: Swap weapons 50% faster.
- Fast Pitcher: Deploy equipment 25% faster. (including drinking perk-a-cola, chewing gobblegums, deploy lethal and tac equipments)
Speed Cola
Increase player movement speed by 7%.
Major
- Free Faller: Become immune to fall damage.
- Dasher: Increase Tactical Sprint duration by 100%.
- Stalker: Walk 20% faster while aiming.
Minor
- Hard Target: While Tactical Sprinting, enemy projectile damage is reduced by 30%.
- Quarterback: Use equipment while sprinting.
- Hot Foot: Gain a 50% speed boost for 5s after your equipment kills an enemy.
PhD Flopper
Player is immune to player-generated explosive damage. Diving will cause explosions.(Full damage: Max 5m radius, Max 150% of Zombie health of current round=1 hit kills Armoured Zombies sometimes)
Major
- Gravity MD: Just falling from heights creates explosions.
- DR Ram: Tactical Sprint knocks down and damages 10% health of base zombies.
- PhD Slider: Sliding into enemies triggers explosions. (Full damage: Max 3m radius, Max 125% of Zombie health of current round, can not 1 hit kill Armoured Zombies)
Minor
- Environmentalist: Become immune to environmental and trap damage while sliding.
- EOD Technician: Reduce height and distance requirements by 15% (~1m) for explosions.
- Tribologist: Sliding distance and speed are increased by 100%.
Deadshot Daiquiri
Reduces hip-fire spread by 35% and completely eliminates weapon sway when ADS.
Increased weak spot critical damage by 10%.
Aim assist lockdown moves from torso to weakspot (head for most Zombies). (ONLY on hip-firing when using controllers)
Major
- Dead Head: Further increase critical damage by 5.5%. (115.5% crit dmg for final)
- Dead First: Deal 200% critical damage if an enemy is at full health. (200% crit dmg for final, NOT 210%)(For shotguns and PaPed-SVD, ONLY 1 pellet deals 200% crit dmg)
- Dead Again: Pellet weak spot critical hits have a chance of 12.5% adding 1 bullet to your magazine. (the more pellets single shot has, the more it triggers)
Minor
- Dead Break: Increase damage to enemy armour by 30%. (THIS IS AFTER PATCH, 3% was an out-dated data)
- Dead Draw: Reduce hip-fire spread by extra 15%. (35%→50%)
- Dead Set: Reduced weapon motion while jumping, sliding, and diving. (same to Dexterity in MP)
Elemental Pop
Weapon hit applies a Random Alternative Ammo Mod effect (with the same chance as the ammo mod triggering, and with the effect of equipped augment)
Major
- Citrus Focus: If a weapon has an Ammo Mod applied, Elemental Pop will only activate that one. (If there is no, then still be random)
- Imperial Peach: Enemies that hit you have a chance to trigger a random Ammo Mod. (with the same chance as the ammo mod triggering)
- Electric Cherry: Reloading creates an electric damage discharge that damages and stuns nearby normal enemies. With a cooldown of 2s; the damage increases with fewer bullets left in the magazine, up to a maximum of 200; the stun lasts longer with fewer bullets left in the magazine, up to a maximum of 5s.
Minor
- Vulnera Bean: Increase enemy elemental weakness damage by 15%. (50%→65%)
- Pineapple Blast: Equipment can also trigger a random Ammo Mod when causing damage. (with the same chance as the ammo mod triggering)
- Chill Berry: Slightly reduce all Ammo Mod cooldowns by 20%
Melee Macchiato
Changes the player's weapon butt melee and fist melee to punch (the damage is the health of normal zombies in the current round, up to rd.20 ), and increases all melee damage by 300%, 400% melee damage in final; punching can one hit crack one piece of armor of normal and special enemies.
Melee attacks includes: Punch & Dedicated melee weapon attack (Melee weapon like Baseball Bat, also Wonder Weapons like Bastard Swords)
Major
- Expresso: All melee attacks are 50% faster.
- Vampiric Extraction: Each melee hit heals 25 health.
- Triple Shot: Punching will damage up to 3 enemies within a 2-meter range in front of you. If there is only 1 enemy, the target will take 300% damage.
Minor
- Stick 'n Move: Melee attack hits increases backward movement speed by 50% for 2s.
- Strength Training: The round-based damage is increased to rd.25.
- Hidden Impact: Each melee kill restores 10% ammo to the previous held weapon magazine (minimum 1 bullet, appliable on Wonder Weapons) (If Slot 1 = XM4, Slot 2 = SVD, dedicated melee= Knife, switch from XM4 to SVD then switch to Knife, melee kills restore ammo to SVD; switch from XM4 to Knife, melee kills restore ammo to XM4; Punch kills restore ammo to the current held weapon)
Virture Aid
Each kill has a 20% chance of dropping a small amount of ammunition to replenish the currently held weapon (about 32% of the weapon's default magazine size, 10% for Wonder Weapons) or a 20% chance of dropping essence (10 essences); 8 items each catagory every 10s. Each kill has a 33% chance of dropping equipments
Major
- Fetid Upgr-aid: On death, zombies have a 5% chance to create a gas cloud that charges your Field Upgrade by 1.0% every 0.5s for 15s, cooldown for 30s.
- Smell of Death: On death, zombies have a 5% chance to create a gas cloud that conceals you for 5s, cooldown for 30s.
- Parting Gift: Vulture Aid ammo drops give more ammo to Wonder Weapons. (about 80% of the weapon's magazine)
Minor
- Condor's Reach: Auto-pickup loot from 3.5m radius. Allow manual-pickup loot from 5m radius. (This is an overall bonus on pickup distance)
- Carrion Luggage: Critical kills have a 30% chance to drop extra 50 Salvage.
- Picky Eater: On death, zombies have a extra 50%(75% for final) chance of dropping your current lethal/tac equipment. (this doesn't mean zombies drops your current lethal/tac equipment, but when it drops equipment, it is more likely to be your current euipments. It won't change the drop rate of purple equipments like Monkey Bomb or LT53 Kazimir)