Killing an enemy has 40% chance to increase your maximum health. Weapons handling and most reload perks do not affect laser weapons. (M79, RPG,etc). Those looking for a highly portable option will want to consider this. Does not increase accuracy as much as steady aim. This perk color was introduced in Patch 5.0. You will not benefit from this perk if you are standing still. Share 33% of the damage dealt to nearby allies. Increases your damage, reload speed, and firearm attack speed for every yellow perk equipped up to 4. Mainly used if you are spawnkilling with a launcher and have molotov and gas grenade on the side to make a bit of extra money during midgame. Originally a L4D2 mod by Ada Wong. 100% Wither is equal to the max hp of a pale common zombie. Toxic puddles on high difficulties can also boost the speed of zombies, as well as when a boss is alive. Restore the health, armour, stamina and ammo for all teammates on death. Offensive perks are somewhat questionable but I usually take HeadHunter since it stakes my damage up to 4 times so long as I am getting Headshots consistently. Almost completely useless, as the cooldown makes it so this can only be effective with weapons that only fire one bullet per shot with less than 200 fire rate. It is recommended to avoid this perk, as some zombies ignore or penetrate armour resistance, and instead get life leech, which is also useful for melee. Not recommended to have more than 1 person using this. Recommended for weapons with low accuracy and high recoil, like the. Killing an enemy has a chance for them to drop a supply package, providing a 40% speed boost as well as ammo, health, armour or money. Exceeding the Piggy Bank limit will disable function of subsequent Piggy Banks. The chances of any of the bonuses are evenly split. This was later changed to launchers only in patch 5.7.0. Unknown (New challenge may be added in the future update), Beat Underground on Nightmare. Stacks at 50% efficiency. Hip fire is firing without aiming down sights. Increases your damage with melee weapons. How to get the 9th perk slot the final stand 2 - YouTube Home Shorts Subscriptions Library History How to get the 9th perk slot the final stand 2 @butterball3653 Subscribe 31. At max weight you move 25% slower without this perk. The first way is buying them with ROBUX from the Product section of the store. Perk Builds | Final Stand 2 Wiki | Fandom in: Guides Perk Builds View source Various builds recommended by veterans from the game. The wither damage is usually enough to kill almost all uncommon and common zombies in the explosion. Does not work with Bear Traps, as those are snare instead of stun. The max decay allows the heat weapons to cool down faster similar to how reload speed would affect the laser weapons before the 5.4.0 update. Most useful for fast firing weapons with short range, as it is unlikely that far away zombies will have any DOT on them at all, and slow weapons will suffer from wasting damage on overkill. Halved effect for crit chance means that at level 4 it increases crit chance by 1.2x instead of 1.4x, May be beneficial if you run with multiple random chance perks such as. Due to this only being able to happen once every two nights and potentially getting your team killed with the burst of zombies spawning after it ends it is often better to just take a different perk. This perk is mainly used by midgame melee builds and tank builds that have a lot of perk slots and prestiges. Gain resistance for every point of weight your held weapon has. Useful with money alts, and tanks that are using locked down with a heavy amount of perk slots. Since infection is a type of zombie color, special zombies are not affected. Barricade's Barbed Wire and Shop Sniper are considered shop upgrades. Does not work on Compound Bow, Chainsaw, and M2 Flamethrower. Increases your explosive damage but decreases your total explosive radius. Therefore, a crit oriented loadout is strongly recommended. Has an additional 50% wither damage on the explosion. You are essentially letting other people tap into your max hp. Sometimes seen in bloodgod strats on support units using. Also I took the existing battle render from the base remake game. After not attacking or being targeted for 15s, enter stealth. It is instead much better to just take another perk to enhance your gun or gear build. Other players can also gain extra money when they kill a golden zombie. Overheating will trigger a fire nova, knocking back enemies and setting them alight. With the prestige version, you can reach the 200% damage bonus during wave 30 if you start using this on wave 6. The Final Stand 2: Hard And Nightmare Starter Builds AveryOST 247 subscribers 33K views 1 year ago Here is a video to help with what perks you should use before even THINKING about joining. They are interacted with in the perks menu, which is found on the right side of the main menu. This perk actually also increases the damage from wither unlike some of the other perks. At lvl 4, this perk makes you take 2x less ammo from the ammo box and interactions will be 2.6x faster. Wraiths, Frost Wraiths, Drench Wraiths, Destroyers, Lurkers, Berserkers, Swamp Giant, Spongers, and the Boss are considered special enemies. Zombies can only be stunned once from this perk. Because this is a locking perk and is unlikely to be a good perk for endgame, it is recommended to avoid this perk. A must have for shotgunners, as each shotgun pellet shot will also contribute to adding a vulnerability stack. Max kills per night increases overtime. Best use for this is to get money faster on career mode, since it's easier to spawnkill on that mode and the extra money will let you career reset sooner. Taking damage with a max charge releases the nova, freezing nearby enemies. Whenever you would take direct damage, dodge it in your current movement direction. You can outrun zombies in easy mode except for the crawlers. You must deal the killing blow for this perk to have a chance to activate. Put tank mods on pistol and hold it out for more resistance. Increases critical hit chance and attack speed with melee weapons. This build grants you a huge boost in performance overall (nearly double DPS, reload speed significantly faster) and will easily carry you on Hardmode, given you are using good weapons/strategies to support it. Low damage, fast-firing weapons receive the most benefit from this (i.e. Your character will be semi-transparent once this perk is active. Gain increased pistol damage for each zombie killed with pistols up to 200%. Every reset rewards a Respec Token along with 1 mod per $1,000,000 when resetting. Kill a zombie that is farther than 60 studs and any players within 40 studs of that zombie get the restores. Respec tokens can not remove and respec locked perks. They are essentially zombies with low speed, low hp, and low dmg. 84% chance if all 6 have lvl 4. A difficult perk to use, as it requires the player to go stealth, and does not show much use unless the player is in stealth for a while. The extra attack speed with Frost Generator, the extra range on Heavy Sentry and Sentry Gun, and the extra velocity on Mortar are usually unwanted. Limited to 20 zombies killed per night. This is despite its relatively small size that makes it ideal for taking with you on the go. Red Perks (Offensive) Red perks are perks that increases the player's damage output and combat effectiveness. Any launcher kill will be able to proc this. 4 to 6 (improvement with level 4), 6 to 8 . The perk itself counts towards the amount of yellow perks equipped. Does not work with frost generator and sentries. Below is a list of all perks in The Final Stand 2. This bag features: A durable ripstop nylon exterior. As with all crit conditional perks, dealing crits is required for this perk to be of use. The Final stand 2 Best Perks/Load outs Updated 2021! You need to be ~250 studs from the shop for this to activate. Due to the same damage per tick but more ticks per second, this perk will actually increase your damage per second with DoT effects, up to 66.67% more damage per second at lvl 4 from DoT effects. Guns that make a lot of hit money will often benefit from this. Launchers with a high innate damage benefit better. Using a gun without armour pierce makes this perk get countered by armour zombies. Getting current weight over max weight slows you to a crawl and reduces your damage by 75% (possible with Career Mode). This perk is only really useful for achievement runs like Pacifist. This is all around a very solid M82 build and will allow you to rack up hundreds of kills. . Effects is reduced by 60% for weapons that can't aim. Generally not a useful perk, as the slight gain to money that this might give over a red perk like. Increases your rate of fire with firearms. Normally without this perk you would briefly unequip your held weapon. Acarsd - acarsd is an ACARS decoder for a LINUX or Windows PC which attempts to decode ACARS transmissions in real-time using up. There is a small grace period after entering stealth before you can exit stealth, however it is so small that you are still likely to exit stealth the moment you enter it if you are using a weapon that does not fire slowly, making it even harder to use this. Being near the barricade at night will repair it, as long as it has not been recently damaged. You want this perk at lvl 2 or lower if using during blood god, otherwise you will waste it on sacrifices. Using smoke bombs and bait to compensate for mistakes is also recommended. You can make 400 max armour into 640 max armour. Gain full health, stamina, and armor after each escape attempt. Only builds up to 6 slots will be mentioned. Recommended to avoid this perk, especially since it is locking and will ruin you in the endgame. Prestiging also gives a permanent 5% XP boost per prestige, and the bonus is reduced by 50% for every 20 prestige levels (E.g. You will sprint slower while holding a weapon with this unless you have the lvl 4 version. If you are using Katana, use Pacifist instead of Juggernaut. Can be useful sometimes for the early and middle game. Recommended to use this perk with slow firing scoped rifles such as the AWM or the Luger (only if you have the scope). Both players gain damage immunity for 5 seconds. Weapons with long reload times/that have to reload frequently (e.g. Applies Napalm that burns over 3 seconds. Lose 50% of this extra health at the start of each night. No teammates from a 32 stud radius must be present for this perk to activate. 00 Free shipping or Best Offer SPONSORED New Wooden LACK Side Home Office Bedroom Decoration End Table Black 22x22 " $26. A portion of your excess healing is converted into temporary health. Players with debt can not reduce their money below the debt when donating and can not donate at all when below it. Adds a chance to fire an additional projectile each shot. Using it by itself is 40% less output than just using a standard red perk. Amount gained scales with your base critical hit chance. This perk does not affect healing that comes from other players, (If you have this perk and use a supply crate from someone else, this perk won't let you get overheal from it). You can control the range of this perk in the settings. (The crit chance gained from unlucky shot does not affect scaling.). Start the game with extra equipment which weighs 0. The tank will be able to get overhealed, by that Supply Crate. Self damage scales with the launcher's damage. Jan 21st, 2022. On impossible mode, some of the uncommons have more than 2x the hp of a pale common, so those uncommons will not die from this if they are near max hp. You cannot light gas cans without leaving stealth, as that would require you to shoot your gun. At level 4 with max stacks, you gain 32% damage and 32% resistance. Affects all sources of damage, except equipment and DOT. The gear has almost no impact endgame so even if it weighs 0 they might as well not exist. Once the player has prestiged, their level is reset back to 0, all of their perks are "respec'd", and they lose 50 perk points (which are specifically the perk points gained from leveling up) and the perk slots tied to their level. The max heat allows more heat before overheating, but does not affect the overall output per minute. Don't target the same Enemy, try to hit as many different Enemies as possible by spraying across the Horde. Start charging frost after not taking damage for 1 second. Specifically target these zombies when they appear. Pierces one target, next target only receives the% of the full damage and hit money. Kar98k Best Class Setups & Attachments Modern Warfare. Midnight Hunter is the only perk to be directly affected by the in-game time. You can use this while you are dead to regen armour, saving you from having to repair armour the next wave. If you have a good sniper who can kill Boomers and Toxics before it reaches tank, then replace Shockproof with Healthy Health (Shockproof is unnecessary if this is the case). Does not increase how many grenades and rockets the launchers hold. It is unlikely that the money this gives you will be worth the damage you lose. You can also hold more grenades. A teammate using charmer and/or using elusive on yourself is a good way to be able to get behind zombies without being targeted, although you will be putting yourself in danger of being killed by boomers and toxics. Can only be used with heat weapons like the M2 Flamethrower and most of the weapons from the mobile shop/secret shop. No policy in program terms, but points are transferable upon the death of the account holder; if the account has 50,000 points or more, the beneficiary must provide a .Wyndham's resort fees average 6.5% of overall room rates, making it the hotel brand with the highest resort fees of all those analyzed by NerdWallet. Disables your ability to aim down sights, but increases your accuracy and reload speed. game: https://www.roblox.com/games/133815151/The-Final-Stand-2-5-7-Difficulty-Update-PerksScript: The script is at the bottom of the commentsIf it does. Duration refreshes if activated during the duration. Recommended to use with money printing builds, like the. 0.3s Cooldown. Stacks up to 5 times. You lose 0.5 temporary health per second. Charge refills 2 nights. Due to this slowing zombies, you will deal with fewer zombies per minute if you are farther back, lowering your kills by a bit. Would require a fire going through the entire round for this perk to be worth it. This does not affect the cost of weapons or laser weapons. More upgrades become buyable as the perk is upgraded. Decreases your minimum weapon spread. Your weapons cool faster and can withstand more heat. Due to the high health of zombies on higher difficulties and higher waves, this perk tends to be a worse option for healing. Reload time% after bonuses follows the formula. This is good with the Cannon, Tesla Coil, and Floodlights, as those have infinite durability. Dying from self damage will display the death message, "[USERNAME] was killed by Danger Close". Since most of the damage with gas cans and molotovs is through the direct damage and not the napalm, this is often an underwhelming damage increase. This build for stunning zombies and protects tanks. 10s Cooldown. You must land a kill for this perk to activate. The weapon must have at least 3 mag size in order to work. GamesNando. CQB Mods can lower the range of your launchers to allow you to stun zombies much closer to the shop. Lose 1 stack after not killing for 2s. If you cannot spawn kill zombies, then you probably should not use this perk in the first place, as you would get almost the same exact money by using. Players are given an option to permanently "prestige" a perk to level 4 once the player is level 50. They will lose 6.66 hp and you will lose 3.33 hp. If you are unable to reach zombies then this may give you the range to do so. Landed shots other than the head reduces 1 stack while missed shots drain all stacks. From top to bottom; M82, Minigun, M79 Airburst, Tank, and Melee. Your weapon must have an attached scope for this perk to work. Very useful with single-shot weapons as the free shot effectively skips a reload. Can make it rather difficult to gauge/know if you're taking lethal damage. You must have armor for this perk to activate. A Minigun on wave 30 on nightmare can actually get more out of. By itself it effectively reduces reload time by 9.09%/16.6%/23.08%/28.57%. Only consider using this with weapons with a favorable crit chance (at least 33%). This can be a useful perk for some gear builds, mainly for the Heavy Sentry, Sentry Guns, and Mortar. Launchers and flamethrowers benefit, but melee weapons do not. Affects money gained from beating a wave as well. Adds a chance to not consume equipment. Sometimes seen during blood god strat during early game for a tiny bit of delay. Yellow perks are very situational, but not horrible to be looked down on. This means without perks it will only be as good as. Stacks with other players using Defense Contractor but at 75% efficiency. Damage bonus is additive with other perks. Regenerate 22.5%/45%/67.5%/90% of your max health by the time. Increases the maximum amount of equipment you can place and hold. 30s Cooldown. Sniper is the only shop upgrade who is an actual human. Money is Power stands out from the rest of yellow perks for the following characteristics: It is the only yellow perk that doesn't affect player's monetary gain in any way. Dodging with the cooldown above 0 seconds but below 3 seconds will reset it to 3 seconds. the ignore ammo does not work. You have to be somewhat close to the shop for this to be working. The gear provided is bad for early game compared to other strategies, so if you want the charge speed you can just use other strategies and then later put on lightning charge instead of this perk if you are going for a gear build. Escape to the shop after taking lethal damage. However, you could spend that 100k on weapons and gear and use it to make 30k a wave, which makes this perk mostly irrelevant. Does not apply to projectiles or swung melee weapons. With 400 max armour and 200 max hp and then adding level 4. Weight cannot be reduced below 1. Mortar and Frost generator are affected by the 4x reduction to ammo restoration. It is best to treat this similar to end mods, where you only use it in the endgame due to the reduced kills and hit money you would have if you used it during midgame. Walk over a scavenger package to pick it up. Higher level perks provide stronger bonuses. After Alderin assassins murdered the royal Syren family, a young Princess Aelis was forced into hiding. The clones have a bonus 16 lure radius so that you can be near them and not get targeted. Gain increased critical chance, reload speed and armour regen while far away from the Shop. Might be able to make bait builds viable on higher difficulties, but it would require a lot of teamwork and is likely to not work due to some of the uncommons countering bait builds very strongly. Barricade can not be repaired if its torn down. Can be stacked with other players with no efficiency penalty. Can generate a lot of early-game money when starting with a melee build. If the critical multiplier is 5.5x, then the super critical multiplier is 30.25x.). The Portapack H1 for the Hack Rf one, a quick look, lets. Might be useful if your teammates die often in the early game, or if you're using the Blood God strat. The charge speed is additive with lightning charge. Put tank mods on pistol and hold it out for more resistance. Respec Tokens can be obtains in three ways. Blue Perks (Defensive) Blue perks that increases the player's damage resistance, health/ armor regen, and survivability. Any of your kills will count for this perk. Perks cost 1 perk point to unlock at Level 1. This can be really helpful if you get tired of using a strategy and want to use a new one with different perks. On higher difficulties, it is difficult to keep the zombies pushed back enough to keep the barricade from breaking. Very good with a crit Energy Rifle build, however a lot of perk slots and prestiges are recommended. It is recommended to avoid this perk for the reasons above. Beserker had 15%/30%/45%/60% max damage instead of 20%/40%/60%/80%. Some zombies have resistance penetration. Perks are bound to the player and are not lost by leaving or game over. (Example: If the critical multiplier is x3, then the super critical multiplier is x9. One shot kill weapons that get a lot of headshot kills benefit the best, especially if they have piercing capabilities. It is instead usually better to just change your playstyle to avoid getting in range of those zombies and avoid using Shockproof. Using this with Ghost means not firing for roughly 18 seconds before getting up to 24 seconds of crit duration, so you will want around three people using this to have a 100% somewhat consistent uptime. The benefit of this perk is so little that almost every red perk in the game would make you more money than this one. Increases the range, zoom and velocity of firearms. Good for beating nightmare mode and impossible mode. Once per night, before you take lethal damage, temporarily become immune from all damage and regenerate 15% max health/s. Some zombies have resistance penetration, meaning that armour is much less effective against them. Used by a sniper behind allies or when there's a tank/player equipping. From the depths of this betrayal, she formed The Rebellion. When below 50% heat, you gain only the attack speed. While most snipers don't benefit from the range and accuracy bonus, the extra damage bonus compared to, You generally will not take damage while on the roof, meaning that, Launchers that would benefit from more range would like this perk, as it is a mix of damage and range unlike the. Increases the damage dealt by shop upgrades. Only increases bullet damage. Due to how small the output increase is from the max decay bonus, it is recommended to avoid using this perk and instead use other red perks if using heat weapons, even with nine perk slots. Increases the damage and accuracy of your shots but also reduces your total rate of fire by 15% and increases recoil by 30%. r/thefinalstand2: This is all about the roblox game The final stand 2, including questions about perks, cool things u did, whatever. Cartons up to 20" x 14" x 10" are also available, but must be shipped using variable pricing.Extra-Large Moving Box 24" x 18" x 24" As Low As $2.87 1517 reviews Selected Recommended Items Heavy Duty Packing Tape $3.95 Moving Labels $2.95 FREE In Store Pick Up Same-Day Delivery Tape Gun Dispenser $9.95 FREE In Store Pick Up Same-Day Delivery . Additionally disables the ability to receive donations. Helmet zombies will counter this if you do not have armour pierce (or a way to headshot on other parts of body). Discover short videos related to best kar98 class in modern warfare on TikTok. Damage dealt is not reduced. Additionally reduces stamina consumption by 15%. Can only activate once per zombie per shot. Gain increased movement speed and regenerate a percentage of your max health each second during stealth. Welcome to the Final Stand 2 Wiki! If you are able to keep zombies off the barricade on high difficulties, then this perk would not be helping you win because you would already be winning. Almost all of these are locking perks. Duration refreshes if a teammate dies before Avenger lapses. See up to date game codes for The Final Stand 2 [6.0] Underground Map!, updates and features, and the past Month's ratings. Requires many Prestiges to be viable on Nightmare and Above. Gear is also very good for grinding EXP and kills. Often used with gear builds, as those do not suffer the damage penalty. Can be used decently well on nightmare and below to upgrade the ammo box and shop sniper along with refilling the ammo box, especially with alternate accounts. By the time you have you have 7/8 perkslots, you probably have a firm understanding of the game and can create builds yourself. Heat weapons will keep cooling and energy weapons will keep charging while unequipped. Propanes, Tesla coils, Shurikens, Kunais, Zombie bait, Pipe Bomb, Cannons, along with some others do not benefit from this. Useful if you have a lot of weapons in your inventory to lower their weight, however having more than 1 weapon is generally not a good idea, as your output is almost the same but you miss out on gear and the weapons also cost a lot. Recommended to avoid this perk unless you know what you are doing. In addition, if you're on the roof, the weakness doesn't even matter usually. Cooldown is disabled while a shadow clone is active. Can be useful for the Pacifist challenge, as you are required to max the shop hp as well as the barricade hp before wave 10 and cannot kill zombies for money. This bonus is halved for fuel based weapons. Specializing in equipment is recommended. By itself, effectively reduces damage by 10.71%/19.35%/26.47%/32.43%. The high impact effects are listed to the right. Max temporary health is equal to your max hp. Generally not as common in gear builds due to having no effect on output per night. Trailblazer and Supernova are only two perks that can directly damage zombies. A teammate must be present within a 32 stud radius for this to activate. This perk is mainly used for the Energy Rifle, as that weapon does not have a headshot multiplier so your shots do not need to be incredibly accurate. The range bonus affects flamethrowers, but only half as much. Final Stand 2 Perks While I love this game alongside Super Bomb Survival I can't help but realize that some of these perks in this game are either super useless or just kinda Generic when you equip them. Gain 100% critical hit chance whenever a teammate dies. Avoid using. Useful for an early money boost when using the Blood God strat. Players can equip up to twelve perks, given that they have all of the perk slots unlocked, though some perk slots only allow one perk color. Listed below is how much the pre-purchased upgrades improve your stats. Losing a life only counts as 1 night when recharging. Final Warning works like Titanfall's smart Stage 2 Haki - 4,000 XP. The QYCHHJ Hard Carrying Case for PSVR 2 successfully holds the headset, controllers, and full cable length. Can be useful for AA-12, Laser Shotgun, and USAS-12 if you are constantly being targeted by zombies. Close range combat with launchers is not recommended. Here are the attachments to use for the best Kar98k loadout in Call of Duty: Warzone Season 6. Stopping Power originally had 5%/10%/15%/20% damage. The only potential use is with shadow strike. Self damage is treated as direct damage and will scale with armour & resistances. Backup Weapon, Survival Pack, and Gym Membership are the only three perks that provide free weapons/upgrades at the start of the game. Order all the Chick-fil-A classics online today. Isn't really a significant buff total damage wise, especially since this cannot be used with airburst, as airburst does not work with direct hits. Deal 25% less damage, but gain increased resistance. 62 Gorenko 54 Round Mags Ammunition: Lengthened Rear Grip: Polymer Grip Perk 1: Fleet Perk 2: Quick Secondary: Kar98k And here's the best perks and lethal and tactical equipment:. Swamp giant does not give hit money, and killing it is nearly impossible outside of normal mode on wave 11-15, so this perk would be even worse on the swamp map. For those wondering, yes we are still getting kicked offline every 2-3 declines. Penalties are multiplicative with other perks. Below is a list of all perks in The Final Stand 2. Critical hit will reduce direct enemy damage for 3s. Your max health resets every beginning and end of a night. It has a wither upgrade, but note that the damage from wither is not affected by damage and crit perks. It is highly recommended to fully upgrade perks to maximize their value in perk slots. Leave a trail of flames while sprinting that will set enemies alight. Gain critical hit chance for weapons, every point over 3 weight reduces the chance by, 33.3%. Would not recommend it even for the Pacifist challenge. Make sure to buy the scope so you get the full bonus. This was later changed in Patch 6.0 to 4%/8%/12%/16%. It will often not be worth it to go for the packages, as it takes away from your attention and will likely get you killed as you walk towards a horde of zombies. The third way is to do a Career Reset for $10,000,000 in Career Mode. This works with melee, making this sometimes a better version of, If you are solo on wave 1 then you may have a low max zombie alive count, making this potentially worse than. This does terrible damage against strong zombies, as wither is based on the max hp of a pale common zombie and things like berserker and boss have drastically more hp than a pale common. Critical hits deal thrice as much damage normally. Not a member of Pastebin yet? It shoots strand projectiles, as shown in the picture below. The main use for this is to pop it on if you are going to leave a server, allowing you to get more money back for all your guns and equipment. Instead of taking all damage instantly, take a percentage of it over 8s instead. Try not to take #1 again so other people can get permanent 9th slot. This perk is essentially a combination of Speedload, Lightweight, and Bullet Storm, as the perspective of the zombies is that the players have moved around a bunch, shot a bunch, and reloaded a bunch in a split moment. Can be used with shadow strike to get up to 16 seconds of crit chance every roughly 30 seconds, but usually just better to use replace the 2 perk slots with normal red perks or to use ghost instead. At the end of each night, you and your team's money will gain interest. Not really good because you should only use one weapon. If your weapon is at 1 or 2 pierce, it is recommended to add a pierce mod to make it 1.01 or 2.02 pierce so that you can hit an extra zombie. This works for Heavy Sentry, Sentry Gun, Deployable Ammo, Frost Generator, Mortar, Supply Crate, and Combat Drone.