the final stand 2 best perks

This is best used with weapons with high base Crit Chance and high Firerate such as a, Don't target the same Enemy, try to hit as many different Enemies as possible by spraying across the Horde, Use Arm Breaker if you have a Tank or Melee to support, Only Use Weapon Hoarder if the Weapon's Base Weight Is Higher Than 3, Requires the Critical Aim and Lucky Shot Upgrades on the. Could be used to provide a lot of hp regen to provide for life link, however it is likely better to just not use it at all and instead simply use a weapon. Since infection is a type of zombie color, special zombies are not affected. Stopping Power originally had 5%/10%/15%/20% damage. Once per night, when your armour breaks, gain temporary health, and temporarily gain damage immunity and 50% bonus movement speed. 12,026. Only calculated for every individual weapon and not your total weight. Final Waring's Exotic weapon has two unique perks: All at Once = Holding down the trigger marks targets within range and loads multiple bullets, which fire in a burst with . Takes 58.4 kills on average to be equal to, Use this perk with weapons/equipments with DoT upgrades, such as. Useful with weapons that weigh 4 or below. Increases your resistance, health regen and armour regen per 10s for every locking perk equipped up to 4. This is a perk that is viable on 90% of all builds. It is sometimes seen with bait builds or tank builds that have a lot of perk slots. Leave a trail of flames while sprinting that will set enemies alight. 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 . Example: With lvl 3, you will get 3 gas cans and molotovs on 3 out of 4 nights instead of 2. 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. This damage cannot reduce you below 25% health. Healing effects include being healed/healing your allies via perks & consumables. Fully charged shots ignore armour. Increases the amount of non-lethal money you gain. Listed below is how much the pre-purchased upgrades improve your stats. Impact damage only applies to the zombie that are hit with the projectile. Chance resets on critical shots. Effect is reduced by 50% for critical chance. On nightmare and impossible difficulties, the amount of money from piggy will be the amount of debt, and there is a cap of 6 piggy banks that can be used on those difficulties as well. Low damage, fast-firing weapons receive the most benefit from this (i.e. Duration now also affects DoT hit money in a way that makes it so this no longer reduces the hit money gain per second. Blue perks that increases the player's damage resistance, health/armor regen, and survivability. Starts with a sell value of 0 until upgrades are bought. Due to this slowing zombies, you will deal with fewer zombies per minute if you are farther back, lowering your kills by a bit. With an ensemble cast starring Jennifer Aniston, Courteney Cox, Lisa Kudrow, Matt LeBlanc, Matthew Perry and David Schwimmer, the show revolves around six friends in their 20s and 30s who live in Manhattan, New York City. If you have multiple people using the refill variant of Heavy Sentry with this perk, it is quite powerful, but you will want someone to use. Due to this only working with the player that has it, it is a good idea to donate money to the player that has it if you want the ammo to be refilled or shop to be upgraded. The% Damage increase from this perk is shown in the hotbar. You cannot light gas cans without leaving stealth, as that would require you to shoot your gun. Perks are only active when equipped in a perk slot. Your explosive grenades and launchers have a chance to spawn extra explosives upon detonation, dealing 75% damage with 50% radius. It is a slightly stronger version of stopping power or bullet storm depending on your current heat. Once per night, before you take lethal damage, temporarily become immune from all damage and regenerate 15% max health/s. Shadow rounds does not deplete a shot from the magazine. Calculations are based off of your current movement speed. Does not increase how many grenades and rockets the launchers hold. If stealthed for at least 1.5 seconds, gain 100% critical chance after breaking stealth. Midnight Hunter is the only perk to be directly affected by the in-game time. Probably meant to be used with 3 locking yellow perks and money is power for a lot of perk value, but it actually ends up being pretty underwhelming. It requires you to hold onto a lot of money for it to be effective. Exceeding the Piggy Bank limit will disable function of subsequent Piggy Banks. Ineffective later on due to the amount of zombies present. Remaining untargeted upon killing grants stealth and a 25% speed boost. The cost of ammo that this can save can beat the money that. Super niche perk, usually only seen with the Freezethrower or M2 flamethrower supporting a tank. Increases your explosive damage, but enables 1.5% self damage. Increases your explosive damage but decreases your total explosive radius. Hip fire is firing without aiming down sights. Both players will be wiped of DoT debuffs and freeze debuffs on swap. A timer is located at the bottom right (on top of the ghost perk) indication how much time before the perk activates. Max temporary health is equal to your max hp. Can be used if someone else is tank oriented and can not use. Being near the shop at night will automatically refill the Ammo Box. The damage is calculated with =((50*X)+50)*(1+Y/200), with X being the current wave and Y being the HP increase from the difficulty (0 for normal, 50 for hard, 100 for nightmare, 200 for impossible) (Example: 150 damage over 3 seconds on wave 2 normal, 375 damage over 3 seconds on wave 4 nightmare. Each stack increases the damage the enemy takes by 1.5%. Additionally disables the ability to receive donations. Can be rather risky to trigger consistently without equipped tank perks. Those looking for a highly portable option will want to consider this. 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. Weight cannot be reduced below 1. Penalties are multiplicative with other perks. Below is a list of all perks in The Final Stand 2. Since shotguns work best while close and that it allows players for longer range shots, this is a good survivability perk. Best PSVR 2 Cases QYCHHJ Hard Carrying Case for PlayStation VR2. Original delay before stamina regens is 3 seconds, this can reduce it all the way down to 0.75 seconds. Accuracy bonus follows the same formula as. This will only refill the ammo of weapons that people are currently holding. 84% chance if all 6 have lvl 4. This can sometimes be useful if killing destroyers, as they will face towards the shop. 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. As a result, expect to be laughed at and/or votekicked by veterans of the game for using this perk as a safety net. Only builds up to 6 slots will be mentioned. Stacks up to 5 times. Very useful with single-shot weapons as the free shot effectively skips a reload. "Trust Me" (FNAF Sister Location Song) We're back at it At it again Here for the kill Not here to make friends Don't try Forfeit your life You're all alone No alibis Don't stand there Stay on the move You are the prey But you're not food Without a challenge It's no fun So it's not over Till we say you're done Feel the groove Feel the groove. Napalm, Bleed, and Poison are the only DoT effects. The max heat allows more heat before overheating, but does not affect the overall output per minute. Not dealing damage or getting targeted for 5s grants increased damage for 3s. Whenever you would take direct damage, dodge it in your current movement direction. Beat wave 30 on all maps on Nightmare and Impossible, respectively. Red Perks (Offensive) Red perks are perks that increases the player's damage output and combat effectiveness. 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. Duration scales based on the weapon's ammo reserve (e.g. Generally an extremely weak perk, since these zombies rarely spawn and this hurts endgame potential due to being locking. Increases your critical hit damage multiplier. If you have someone using something like a gear build or airburst build for endgame, you can have them buy the supply crate with the HP refill upgrade and have them use this perk and place the supply crate under the tank. Refilling at least 20% ammo gives you unlimited ammo for weapons with detachable magazines for a short duration. This perk is locking, which means you would be stuck with it on wave 30. Headshots give 1 stack. To unlock Rainbow Haki, you'll need to complete the Horned Man 's quest. The second way you can get them is from the one time claim of awards through normal gameplay, such as reaching level 30 and level 50, and surviving night 30 on certain difficulties. This can be used on Launchers since they don't often need to be very accurate. Using it by itself is 40% less output than just using a standard red perk. This perk is mainly used by midgame melee builds and tank builds that have a lot of perk slots and prestiges. Scoring a critical hit will unleash chain lightning, dealing 100% critical damage. Increases the potency of your healing effects and increases the use speed of consumables. Not as useful in late and endgame when the waves are much longer. Gain increased damage the longer you aim down sights with scoped weapons. Once you are past wave 9, consider getting rid of this perk. unfortunately it does nothing when I tried, and guns end up doing 0 dmg once you shoot past the magazine capacity. After the 5.4.0 update, this is the only perk to affect the reload speed of laser weapons, now known as heat weapons. Backup Weapon, Survival Pack, and Gym Membership are the only three perks that provide free weapons/upgrades at the start of the game. The stun duration is doubled for equipment. At level 3, they will cut the reload time to 5.77s (2.88s w/ max Fast Hands) and increase the minimum accuracy to 31%. Respec tokens can not remove and respec locked perks. After reaching 50 stacks, your next headshot kill will freeze time. When above 50% heat, you gain only the damage. Escape to the shop after taking lethal damage. Shockproof had 125%/250%/375%/500% indirect resistance instead of 200%/300%/400%/500%. Does not work with deployables. Propanes, Tesla coils, Shurikens, Kunais, Zombie bait, Pipe Bomb, Cannons, along with some others do not benefit from this. Affects all "grenade" type gear, including molotov and gas grenade and shurikens and zombie bait. If multiple people are attempting to use this perk, the closest life link user is the one that gets linked, the other will not be linked until all the closer ones are below 25% hp or get farther away. Additionally reduces stamina consumption by 15%. Will not save you from DoT debuffs unless you heal. It takes 6 perk points total to get a perk to level 3. Due to almost no endgame weapons being able to use this well on nightmare and below and with it being a locking perk, it is recommended to avoid this perk completely. Specializing in equipment is recommended. 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. This perk is extremely niche and is only seen as a run saver in impossible Blood God strats against Berserkers. RPG, Gas cans, molotovs, barb wire, M203, and RG6 are the most likely to be used to help provide DOT throughout the entire round. By itself it effectively reduces reload time by 9.09%/16.6%/23.08%/28.57%. This is able to also affect things like bear trap arm speed but those effects are usually very low impact. This was later changed to launchers only in patch 5.7.0. The average gain per kill from this perk at lvl 4 is 24 cash, 6 hp, 6 armour, and 0.6% ammo or 1.5 ammo. Ammo restoration is reduced by 75% for your explosives. 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. Without bonuses, launchers with 5,000 damage will have the potential to instantly kill you. Gear is also very good for grinding money, EXP and kills. Has 50% wither damage. You can outrun zombies in easy mode except for the crawlers. The 3 seconds of increased damage begins after hitting a target after not firing for more than 5 seconds. Critical hit will reduce direct enemy damage for 3s. Recommended to avoid this perk unless if you seriously know what you are doing. Jan 21st, 2022. Due to bait builds being weaker on higher difficulties, this perk is mostly used when trying to beat the pacifist or brawn over brain challenge on normal mode. Getting current weight over max weight slows you to a crawl and reduces your damage by 75% (possible with Career Mode). The cooldown will not count down if any shadow clone is on the map. Manage all your favorite fandoms in one place! This perk tends to be low impact on gameplay, so it is recommended to avoid it. Some zombies have resistance penetration, meaning that armour is much less effective against them. Beserker had 15%/30%/45%/60% max damage instead of 20%/40%/60%/80%. C96 upgrades can be found in the same display case as pistols and throwables. Investor: Probably the Weakest Profiteer perk in the game cause by default that 2% interest at the end of a wave is barely helpful at later waves. Increases the speed in which your equipment recharges. After taking lethal damage you can keep fighting for a short time with unlimited ammo. Decreases the weight of your weapons. You want this perk at lvl 2 or lower if using during blood god, otherwise you will waste it on sacrifices. 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 more healing from it), (Needs to be tested if it also affects carpenters repair to barricade, as that could possibly cause you to get a double increase to the self heal from carpenter), If you have someone using something like a gear build or airburst build for endgame, you can have them buy the Supply Crate with the HP refill upgrade and have them use this perk combined with. Allows you to store more gear on the ground as well as more gear in your inventory. Obtained in "The Final Strand" Exotic Quest. Will also refill the roof ammo box while refilling the normal one, but the roof ammo box refills 4x slower, resulting in 48 ammo for the lower box and 16 ammo for the top box per 10 seconds with the prestige version. 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. Reduces the cost of purchasing weapons that cost the same or less than your most expensive one. [2] 10 Position your character in front of the wall that takes you back to the storage room. The tank will be able to get overhealed, by that Supply Crate. Might be valuable to snipers during the early mid-game if no other perks are necessary. Originally a L4D2 mod by Ada Wong. Best Western Rewards. You can only knockback each zombie 4 times with this. Certain perks are locking perks, meaning that once you leave spawn with them equipped, or if you equip them after leaving spawn, they can not be unequipped until the current game ends. Majority of perks that give an increase in stats are additive to themselves. Locking, so it ruins your potential in the endgame since you can't replace it with a red perk. Also works with throwable equipment as well as DoT effects. Recommended to avoid this perk unless you know what you are doing. Share 33% of the damage dealt to nearby allies. Killing the zombies that are far away instead of the ones that took some time to get near you is likely to make the game harder, so it is recommended to avoid this perk, at least for endgame. Increases the damage you take by 100%, but also increases the damage you deal. While you have temporary health, gain increased action speed. Does not work with frost generator and sentries. Action Speed includes Refilling, Reloading, Melee Attack Speed. Minimum shift keying gives you a total of 2. Increases the chance for random effects to occur. With the level three version, you can reach 176.4% damage during wave 30 if you start using this on wave 1. Jack of Trades used to be a green perk, but it was later changed to purple. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Affects all sources of damage, except equipment and DOT. Each point of weight will increase your damage with melee weapons. Increases gas can attack speed, meaning more direct attacks per second. Increases the slowing power of damage over time effects. Does not increase accuracy as much as steady aim. Increases the range, zoom and velocity of firearms. Wraiths, Frost wraiths, Drench Wraiths, Destroyers, Lurkers, Berserkers, Swamp Giant, Spongers, and the Boss are considered special enemies. Being near the barricade at night will repair it, as long as it has not been recently damaged. Mainly used for crit Energy Rifle/crit Laser Minigun (Prestiged). Builds with the label [U] Are unchaperoned and are NOT niche and don't require team coordination for them to function, although they can be built to have team coordination with the right perks. This might be useful on Minigun to conserve ammo or Revolver to 1 shot for 1 more wave. You can attempt to purposely activate this at specific times (such as boss spawning). Weapons that burn through their reserves quickly such as the. Only the player with the perk will have the discount (is not server-wide). Decreases the radius zombies will target you. 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:. With 400 max armour and 200 max hp and then adding level 4. Killing a zombie gives you a stack towards Freeze Frame. This perk does not actually change your damage per second with DoT effects, since the increase in damage is countered by the fewer ticks of damage a second, Gas cans and molotovs and gas grenades, etc have 2 different types of damage, their direct damage which is affected by perks like. 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. 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. Repair stacks with other players, but at 50% efficiency. 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. Might be useful if your teammates die often in the early game, or if you're using the Blood God strat. If you only apply the DoT once, then this perk will not actually increase your output, as the same damage is done over time, it just happens faster. Melee kills increase your resistance, health regen, and movement speed. Good builds make Hardmode and beyond way easier, and are also mandatory in Nightmare and Impossible mode. Using smoke bombs and bait to compensate for mistakes is also recommended. You can get 1 Respec Token for 75 ROBUX, and alternatively more can be bought simultaneously for a better value. 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. Increases your damage and resistance for every enemy that targets you within 80 studs. Example: With lvl 4, you can get 3 gas cans and molotovs every night instead of 2. Scoring a critical hit will make you regenerate health over 4s. This setup still grants you a huge DPS boost like the. Here are the best Modern Warfare 2 perks to choose for most loadouts: Overkill. Especially. Increases your damage, accuracy and range while on the roof. Max 8 targets. Prestiging also gives a permanent 5% XP boost per prestige, and the bonus is reduced by 50% for every 20 prestige levels (E.g. However, you could spend that 100k on weapons and gear and use it to make 30k a wave, which makes this perk mostly irrelevant. Fellow travelers say good things about the nearby shopping and comfortable guestrooms. It shoots strand projectiles, as shown in the picture below.