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Flammable and Conducting Liquids you throw at the target. This coats them in the liquid, it may have a small splash radius also. Then you try to hit them with something that has the compatible effect.
So when I take on Goons, I'll often throw a Flammable Liquid at it. After that I try to switch to a Burning Throwing Star, and usually 1-2 of those, maybe 3, and it is dead. It may be worth waiting a bit before throwing more than one star, because it seems it has an extended burning effect. The coating liquids effect window doesn't seem to last that long, maybe 10 seconds, and i think the triggering compatible strike must be done within that window to be magnified.
Like you, I've noticed that Molotovs don't seem to benefit much if at all from the Flammable Liquid. Maybe a bit. Also, it doesn't seem to help much if at all if you have them burning from something already and then throw the Flammable Liquid on the target that is burning.
So, I think it checks upon hit to see if the target is coated with the liquid, then magnifies per hit and burn effect (or shock DOT if conducting, like magnifying initial strike damage plus per damage tick) and it calculates this magnification when the initial strike is done.
It is possible then that maybe the DOT ticks aren't getting any bonus or less, dunno.
Also, like you, I note that Weapon strikes with a compatible effect (burn for flammable, shock for conducting) get a really nice boost. But then, you can't really count on when that weapon effect is going to trigger, as they aren't 100%.
My guess, and it is only a guess, is overall the following, from experience in DI and DL:
1) Damage multiplier is applied at time of compatible weapon strike.
2) The fluid will coat it for a certain period of time. Count on it being single target only, only there may be a small radius of effect.
3) In DL, molotovs were probably nerfed to not benefit much from flammable liquid coating. Goons are weird anyway, as they seem to be very resistant to shock damage, yet if you put conducting liquid on them and then shock them via a trap, they go down fairly quickly, same with a shock weapon. So, it is as if coating liquids reduce or effect the vulnerabililty rating or damage type resistance of a target. I also just saw a goon recently in a Fireman's Outfit. He was not as strong, but I bet he was more fire resistant. He also animated differently, with quicker but less powerful attacks, so hmm. I actually misjudged that and died to him, although a nearby explosion also happened. (But, I've noticed that their animation speeds and other things change a bit at different Survivor Levels, or else I'm crazy, he also reacted a bit differently to my drop kicks, quicker to recover, but come to think of it, so did maybe the last Regular Goon I attacked after him, and I had just Surv Leveled up to 14).
4) Molotovs I believe were patched for damage a few times, there might be a bug in there somewhere. It's also true that I tend to start with a Molotov, also it's an Area of Effect weapon, so maybe it's damage ticks are a different entry and are somehow not benefitting as much or at all because a different formula or entry is being used. The devs should look at this actually and sure if it is intended.
5) Not sure if explosives benefit, I'd guess not, from any coating.
6) The coating liquids should do the same as the environmental hazards, like water puddles for shock benefit, and oil or gas slicks for fire benefit -- but in DL they don't seem to be quite working exactly the same, I think it is separate code. It's been a while since I tested this much in Dead Island, since I'm not currently using a high level character, but I think the same was true in Dead Island. Meaning, although the effects are similar, I don't think they are the exact same code. I may be way off talking about Dead Island though, right now.
7) So, you know that almost nobody ever talks about those elemental throwing stars you can craft, nor much about any of those DIY types of Grenades or DIY kind of traps? Well, for me, they are very useful, and once you get enough supply of ingredients, they don't use many ingredients either. In fact, normally, you can make about as many Burning Throwing Stars as you can Regular Throwing Stars, provided you have enough of that one extra ingredient that the elemental throwing star needs. And, a Burning Throwing Star does around 256 base damage and burning, where a regular Throwing Star does about 80 base damage and no DOT, Explosive Throwing Star is around 210 base damage I think, but I don't think, as yet, it has a coating liquid that benefits it, but it does have an Area of Effect, but seems a very small one. Explosives probably bypass some or all armor though on a target, that's how it was seeming in Dead Island also with grenades.
8) Lastly, keep in mind that there is something like a Blast Throwing Weapon Skill, off to the far right in one of the Skill sets. That skill adds basically doubles the damage of a Throwable, which are the dedicated throwing weapons like Throwing Stars, Grenades and those types. So crafting the elemental throwing stars with that Skill and using the right coating liquid, that's a huge improvement and consideration. So for a Burning Throwing Star with Blast Skill, you are probably doing 512 damage on strike, plus a burning effect, and with the flammable liquid, you'll really be benefitting, since probably that double damage is going into the burning over time ticks also.
9) To repeat, my recall in Dead Island, was that each type of damage had it's beneficial situations. Explosive effect was great against armored foes. I forget the name of the item at moment, but I think it was called a Deo-Bomb, this was the first type of craftable grenade, maybe the only one in Dead Island. Well, a Deo-Bomb was explosive and those could (probably needed more than 1) kill a Ram, from any angle, where otherwise you almost had to hit the Ram in the weakspot in the center of his back to do damage. So, unless there is an explosives coating liquid, which I doubt, explosives are probably armor piercing or a different resistance category, so probably they don't benefit from coating liquids. As you say, a Molotov should benefit from flammable liquid, but I'm getting the sense and the memory that in neither DI or DL do they benefit. Maybe the burning DOT (damage over time ticks) do benefit, but Goons and probably the other higher level special zombies, do not seem to have much vulnerability to the Molotov.
10) Sorry long post. I'd use the coating liquids only on Goons and above. See them as a way to get rid of the special zombie's increased resistance to a damage type. Virals, regular walkers, and probably their night variants are not going to need preparation with a coating liquid. Also, I think there are varieties of Goons, and not just mutated versus normal. So my guess is there are varieties of special zombies -- whether or not this is said that it is. If not, well it sure plays like it at times. At any rate, elemental throwing stars and coating liquids or using elementally modded weapons, are a good combo.
11) If you think about it, the propane tanks, the red fuel tanks, the Gas Tank zombies red gas tanks on their backs, all of these produce fire BUT they are mostly Explosives. Those environmental hazards plus the Molotovs may be coded to meet a special resistance in zombies of class Goon and higher.
Mostly guesswork, but anyway, I notice the same patterns as you.
-----
You might be the old Mytheos I recall from other games. Good talking to you again if so. You know there might be enough information in the patch notes, if you want to take an hour going through them. I'm afraid I'm not certain of the actual mechanics. But I do recall when I reviewed them a while back that they made several adjustments to Molotovs, at least I keep thinking they did. (EDIT IN -- At least on the Wikia, there is nothing of interest in their versions of the Patch Notes)
But I think in Dead Island if you threw a Molotov at a Thug, which is similar to the DL Goon, it also was not immensely effective. But , I believe that fire modded melee weapons did have some bonus, I also think there were flammable liquids in Dead Island and I saw the same pattern we both mentioned.
You know, I have an old character who is starting a new game plus, let me check her inventory and see if she has any, or maybe in her stash, but not sure I'm near any stash for her at moment. I'll post my findings in a bit.
EDIT IN:
You may find it helpful to read the various entries on weapons, mods, molotovs, and weapon effects on:
deadlsland.wikia.com
as that site describes in considerable detail the damage effects and the mechanics of how they work. Whether or not Dying Light uses the exact same mechanics or whether or not the Wikia is totally accurate, I'm not sure. However, the deadlsland.wikia.com seems more accurate than say the Dying Light Wikia , more professional rather than jury-rigged by fans (it also has the advantage of time in existence).
I've been reviewing its info and I think it mostly agrees with my working theory. Basically, all throwables that have an elemental effect, include a first strike blast of both concussion and elemental effect. The result is that is magnified by the coating fluid. Goons tend not to stay in the fire much, and DI Wikia suggests that the longer you stay in a Molotov's AoE the more is added to the burning damage's tick damage, so that you DOT's value increases per tick. However, non-Molotovs, like a Burning Throwing Star have high Burning Damage as the first strike, which will be heavily magnified by the coating liquid, and also apply a DOT probably -- at any rate the games of the series do delineate between those damages, basically considering a first strike, then a continuing DOT effect, plus a critical hit, and a critical physics hit. So, anyway, who knows.
These were of particular interest:
http://deadisland.wikia.com/wiki/Mods#Heavy_Mod
http://deadisland.wikia.com/wiki/Weapon_Parameters_and_Modification#Weapon_Effects
http://deadisland.wikia.com/wiki/Mods/Thrown_Mods
There may be more info in a GameFaq, but my recollection looking through those years ago, and a quick skim about a month ago, is that there was no real info on actual formulae. I did not do a full internet search though.
By the way, that deadisland.wikia.com seems much better than the other wiki's on Dead Island, plus covers Riptide and other DI spin-offs. Gamefaqs has some good walkthrus for DI also.
a good shot in the head and case is closed.
-- I agree that coating liquids end up mostly a waste of time and slots.
-- However, this is because firearms are a bit too easy to use. (At least during daytime):
a) On normal, a single headshot is possible with a German Pistol (which can be found on level one) even on a Toad from outside his spit range causing immediate Toad expiration. Such a pistol may be accessed at level 1.
b) Pistol fire also doesn't really attract any Virals on Normal so far; more actually come when I fight Gas Mask dudes. That's a balancing issue. (I laugh when people said that Dead Island had terrible firearms, as the same was possible with those, even under human enemy fire. So Dying Light has easier to use firearms by a bit, same thing. In both ammo is plentiful enough once it starts becoming available). <So far Rifle fire doesn't do that much either, only Shotgun discharges>
-- Dropkicks and other special attacks become almost as effective on Goons later on, also. A series of 3-4 drop kicks at Surv Lvl 14 on Normal, plus a few melee swings afterwards and buh-bye goon.
-- There are also a ton of environmental hazards that explode, which will take a Goon out soon enough. Fuel tanks in one hit sometimes, other smaller tanks in a few tries.
-- Throwing Stars and Grenades are faster and require only 1 slot, so why carry the coating liquids as well
But, the question asked about mechanics. I also wanted to explain my reasoning.
Lastly the original poster seemed to not want to use kicks or any variety of the special actions, perhaps I guessed because he finds it too complicated or doesn't enjoy that style of play.
Truth is, that once you master the dropkick, various sky drops, the tackle, the slide to some degree, and so on, that basically is how you handle everything. At the beginning, a dropkick was basically not moving the Goon enough for me, nor causing much damage, but by now it provides enoughh staggering time on him, so that I can even take a couple of melee swings. In addition, I've now tried an Oar, and I'm sure that will be able to tag him once before he can do much about it. Originally I thru rebars at him and other throwing weapons to save on gear and equipment, but it no longer is required.
Remember, newer players are probably going to try to conserve some firearms ammo for Volatiles, even if that may be stupid. Likewise with any explosives.
As you level, it becomes unnecessary.
So, yeah, one doesn't need to waste time on coating fluids, but what if you decide you want to play a Throwing character who is like Logan and self-impose that restriction upon your play. Etc. Since the coating liquids sell for virtually nothing, might as well pull them out of inventory occasionally and use them to practice the method. Maybe one day we will see an online challenge to use them, or see a nerf on Firearms.
Conducting Liquid or Water 2.0 makes you easier to proc chain lightening effect on your eletric-weapons or arrows without having to wait for a rainy day to see their full potential.
In hard difficulty, I personelly don't find much use of flammable liquid because even normal biters have so much health that they can survive molotove+flammable liquid combo
Harran has a horrible waste management problem...well, had one anyway.
Hello again, yes same Mytheos from other forums, *waves*
Thanks for the info I'll take a look and see if I cant figure something more out.
After first trying them, I didnt either.
However after seeing how the game expects me to randomly kill Demolishers to save survivors...I started looking for a more efficient way.
Still testing it out a bit, dont have much time until Tuesday however to play...but so far it worked really well.
Just tossing the liquids on the demolishers and a few strikes later they are dead on Hard with a random 1k machete +angel sword upgrade...hitting them with the liquid even interrupts their attacks.
Just wish I 100% understood how they worked.
1 arrow in head (Maybe a bit more if your character isn't well enough trained and developed in skill-trees), that's all it takes to kill them. That's how it always been for me as long as I can remember.
Well without upgrades in the legendary tree, on hard, goons take 3 arrows to the head.
Demolishers...after 20 or so you start trying to figure out something that works better...
Currently I have +80% bow damage and just a normal bow...and arrows dont work all that well.
The garbage auto-aim they force on you doesnt make it easy to use at a distance either...
So far only thing that seems to work is a clip to the face from a good rifle, or a few swings from a matching elemental weapon and a flammable/conducting liquid.
Use either Bozak or Ranger bow, there won't be any aiming issues with these. I stopped using default bow long ago. Level up your Legend skill-tree, it should be very easy to get it up at least 60-80 ranks.
Yeah I read about that, I'll get around to getting a better bow eventually...seemed overly OP from what I read about the bozak bow.
I really have no desire to grind legendary ranks, they will come as they do...
In either case you spend a ton of time as a new player without the ability to 1-shot demolishers...so I need something reliable for now...and the liquids work, but would like to understand fully how, so I can take the most advantage.
As others mentioned, it's simple, I doubt anyone will tell you the exact amount of x damage multipliers, but from my best understanding, each liquid works for certain elementally upgraded weapons. For example water will make electric weapons work better. As you can notice, your electric weapons will proc so much more often during rain and etc.
But, you don't need to 'grind' Legend ranks, simply focus on it more, enough to get your desired skills, for example get at least 20/25 in Bows, afterwards leave it. I personally got to around 100-140 rank by grinding, afterwards I stopped focusing on it.
I can't recall now, but I think at around 60-80 rank you should be able to max out two skills, either at 20/25 or 25/25. That should be perfectly enough.
If you need assistance with Bozak Horde, add and then contact me I'll help you finish it so you can craft the bow.