Character Stats


#1

I’m going to populate this thread with current, detailed stats for each character. The hope is that the community will gather these, post them on a site somewhere and update them when patches come out. I’d love to do it myself but don’t have the time. I think the community can do a better job than we can. @The_Mastermind has already been doing extensive work here, so hopefully our contribution will make his job easier, faster and more accurate.

If you have questions btw, maybe something I missed in the stats but is important, let me know.

Personal Shields

Currently shared by all Assault characters
10 Shield Duration
30 Cooldown
1600 Max damage absorbed by shield

Markov

Assault Rifle
48 Clip size
480 rounds per minute
2.25 Duration in seconds of the reload
1.1 Minimum Spread
4 Maximum Spread
21 Damage Per Bullet

Lightning Gun
100 Clip size
1 The number of seconds after firing before the weapon will start to recharge
1 The number of seconds before recharge after running out of ammo
7.5 The number of seconds to fully recharge weapon from empty
10 The amount of ammo required before the weapon will be allowed to shoot
0.05 How much time it takes to spend 1 ammo when firing the weapon.
22.5 Maximum Range of the Lightning beam
18 Minimum angle to target required before the beam will fire
28 Maximum angle to target allowed before the weapon will stop firing.
10 The Maximum range of child lightning beams (chain lightning)
2 The maximum number of child beams
0.2 Rate of damage ticks
150 Damage per second
5 child #1 damage per tick
5 child #2 damage per tick

Arc Mines
80 How quickly claymores can be dropped
7 Max distance, in meters, that the claymores can be thrown
600 Damage dealt within the min_radius. Damage falls off to max_radius
5.2 The closes another plantible item can be placed to the mines.
4.9 This is the radius where 100% damage will be dealt
4.9 This is the radius where damage ramps down to zero.
10 Physical force applied by the knockdown
50 Direction override for the physical force applied by the knockdown
10 Physical force applied by the knockdown
50 Direction override for the physical force applied by the knockdown
4.9 The radius at which an enemy will trigger the explosion.
5 Delay in seconds before a claymore is armed and ready to detonate.
25 How much damage claymores take before being destroyed

Blitz Markov

Assault Rifle
25 Clip size
540 rounds per minute
2 Duration in seconds of the reload
1.1 Minimum Spread
4 Maximum Spread
19 Damage Per Bullet

Tesla Gun
100 Clip size
1 The number of seconds after firing before the weapon will start to recharge
1 The number of seconds before recharge after running out of ammo
6 The number of seconds to fully recharge weapon from empty
10 The amount of ammo required before the weapon will be allowed to shoot
0.065 How much time it takes to spend 1 ammo when firing the weapon.
25 Maximum Range of the Lightning beam
18 Minimum angle to target required before the beam will fire
28 Maximum angle to target allowed before the weapon will stop firing.
0.2 Rate of damage ticks
1.5 The amount of time to switch to the second beam
1.5 The amount of time to switch to the third beam
1.5 The amount of time to switch to the fourth beam
75 first dps value
150 second dps value
225 third dps value
300 fourth dps value

Arc Mine
80 How quickly claymores can be dropped
1.11 Reload duration animation override
7 Max distance, in meters, that the claymores can be thrown
5.2 The closes another plantible item can be placed to the mines.
4.9 This is the radius where 100% damage will be dealt
4.9 This is the radius where damage ramps down to zero.
10 Physical force applied by the knockdown
50 Direction override for the physical force applied by the knockdown
4.9 The radius at which an enemy will trigger the explosion.
4 Delay in seconds before a claymore is armed and ready to detonate.
4 After this time, the mine switches to the next damage stage.
4 After this time, the mine switches to the next damage stage.
4 After this time, the mine switches to the next damage stage.
25 How much damage claymores take before being destroyed
350 Damage dealt within the min_radius.
550 Damage dealt within the min_radius.
750 Damage dealt within the min_radius.
950 Damage dealt within the min_radius.

Hyde

Minigun
80 Clip size
400 rounds per minute
2.93 Reload duration
1 Minimum spread
6 Maximum Spread
25 Damage Per Bullet

Flamethrower
100 Clip size
32 damage per tick
3.3 Reload time
15 Max range
1 Radius of damage
0.2 Rate that damage is done
0.1 Rate that ammo is consumed

Toxic Grenades
12 Number of seconds between uses
8 Proximity detonation radius
10 Radius in meters of effect
135 Damage per second while in the effect
6 How long the effect lasts

Parnell

Multifire Rocket Launcher
5 Clip size
100 Fire rate
2.45 Reload duration
1 min spread
2 max spread
90 Damage per rocket
4 Radius of 100% damage
7 Radius of 0% damage

Combat Shotgun
10 Clip size
170 rounds per minute
2.75 Reload duration
8 number of pellets fired with each shot
10 The minimum spread for each pellet
10 The maximum spread for each pellet
14 Damage Per Pellet

Super Soldier
13.5 Duration of the Super Solider effect
30 Cooldown
135 Instant damage applied to self when used
0.8 increased fire rate percentage
0.4 increased reload rate percentage
0.3 increased sprint speed multiplier
3 Jump Height Modifier

Torvald

Mortar Cannon
300 rounds per minute
5 Clip Size
6 Reload duration
8 Minimum fire range of targeting reticle
60 Max range of targeting reticle
5 spread radius on mortars
-13 Gravity
4 Radius of 100% damage
8 Radius of 0% damage
180 Damage at min_radius
10 Arm distance

Autofire Shotgun
8 Clip Size
400 rounds per minute
2 Reload duration
6 number of pellets fired with each shot
7 Minimum Spread
7 Maximum Spread
11 Damage Per pellet

Shrapnel Grenades
1.11 Reload duration
19 Travel speed in meters per second
7 100% damage radius
8 0% damage radius
20 Damage taken by mine blast
1.5 How much bonus damage the targets do
15 How long the targets last.
10 How many weak spot targets are applied
0.5 How large the weak spot targets are
2 Minimum number of weak spot targets that will be spawned
10 Max number of weak spot targets that will be spawned
5 Shrapnel spread

Lennox

Plasma Lance
10 Maximum Range
0.4 duration of initial swing animation
0.2 duration of hit animation
0.6 duration of recovery animation after hit
0.2 duration of recovery animation after miss
3 duration of combat hit window
100 Damage from the first lance strike
200 Damage from the second lance strike
300 Damage from the third lance strike
400 Damage from the fourth lance strike

Autocannon
100 Clip size
300 rounds per minute
4 Reload duration
1 Minimum Spread
6 Maximum Spread
45 Damage Per Bullet

Thunderstrike
18 recharge time
50 default takeoff angle
-30 fall speed
24 launch speed
6.5 damage radius
600 damage

Emet

Emet Heal Burst
15 Radius of healing field burst
12 time before recharge
225 heal amount applied to incapped teammates
262 Amount of health given to standing teammates, also heals self

Respawn Beacon
1.5 How long it takes to plant the beacon
75 Cooldown between uses
2 How long before the beam turns on
30 How long before the dropship is called
300 How much health the beacon has

Healing Buoy
2 How long before the totem will work
15 Radius of healing effect
60 Healing normally applied to incapped players every second
30 Healing normally applied to standing players every second
25 Health of totems
450 Heals on incaps on a burst
375 Heals on standing player on a burst
550 Heals self on a burst

Replay Cannon
8 The number of rounds in the clip
120 rounds per minute of the tracker shot
140 rounds per minute of the remote cannon
2 Reload duration
1 Minimum radius of tracker shot explosion
1 Maximum radius of tracker shot explosion
65 Damage of the tracker shot
30 Speed of Homing shot
10 Max turn speed of the homing shot
2 Minimum radius of homing shot explosion
4 Maximum radius of homing shot explosion
49 Damage of Homing shot


Let's Figure Out How to Fix Bucket
Where can I find current numbers on all characters?
Who else thinks Emet (healing) is going to be nerfed?
Update 2.08 - Discussion Thread
Emet Discussion Thread
Does damage not reset Lennox's plasma lance stacks anymore?!
Some concrete buffs to our favorite or 2nd favorite Robot (Bucket)
The Greatest Show on Shear: A detailed guide to the mechanics of Evolve
#2

Oh Macman, Emet has Arc mine on his list :sweat_smile:

Edit: Can’t wait to use him though!!


#3

Silly Emet.

Don’t take other people’s stuff!


#4

Huh? Explain?

You did not mention the lightning gun’s capacity.

So you can deplete ammo before you deal damage? Why are there two different numbers here?

What does this mean exactly?

So for a capacity that is about half of the original, he deals slightly less than 2% more dps and reloads 11.25% faster? K.

You didn’t mention the capacity here either.

If the first radius Is the radius in which max damage is dealt in and the second is the radius where it starts dealing less damage, what is the radius in which it stops dealing damage?

How does ammo work for the replay cannon? Can I fire the tracker shot for as long as I still have any of the 8 rockets? Does the “tracker shot” remove ammo from the pool of ammo for the heatseeking rockets?


#5

These variables are all stored in some sort of property files, aren’t they? Isn’t there some way to just export them (semi-)automatically?

Of course the property keys would be some internal names for the values but I guess the community can figure out what is what. :slight_smile:


#6

#7

The lightning gun chains to multiple targets. The chains are referred to as children. The children do five damage per tick (not per second -> updated the list.)

Beam weapons are 100% when full so it doesn’t really have a clip size like other weapons.

They are just numbers that we adjust when tuning the weapon spread. They are affected by a bunch of other numbers.

For explosions, damage will be 100% at the min radius and 0% at the max radius. If they are set to the same radius then there will be no falloff. You either get hit for 100% damage or it misses.

Yes to both. They consume the same ammo pool.


#8

Was that the intention or is it just a side effect of the implementation?

I guess it makes sense because it increases the skill reward. If you hit your first tracker shot, you’ll have more missiles than if you need multiple tracker shots.


#10

I meant like, how long can you spend firing before depleting the battery? That is information people would want to know.

I was trying to figure out what type of spread it actually means. Like after traveling 100 meters there will be at minimum 1.1 meters of spread and 4 maximum meters of spread? I have no idea what 1.1 and what 4 mean. Gimme context.

You should double check your edit. They say 5 children do 1 and 2 per tick still.

@FengShuiEngine
Check his answer to my comment, he answered me.


#12

Thanks for starting this @MacMan much appreciated. will definately help in progress of various things @Takran tagging you for you know.

basically theres 100ammo (in referance to 100%). okay? you get this:

so its simply 100 * 0.05 = 5sec duration (which seems odd to me considering my testing gave 7sec duration. and also means it deals 750 damage per base clip)

this was previously known through my testing information in my blitzkov database.


#13

I was under the impression that blitz markov and regular markov could spend about the same amount of time firing but if you go by the numbers listed here, blitz markov can spend 30% more time firing the tesla gun than regular markov can spend firing the lightning gun. And he should still straight up post the maximum time you can spend firing so people don’t have to extrapolate the number.

K.


#15

I was thinking it would be cool if Emmet could dedicate himself to damage and instead of swapping from the gun to let the rockets drain the remaining ammo, that he could fire alongside the rockets to deal impressive damage. But, nah. They ain’t having that shit.


#16

Intended, largely because we didn’t want to have a new weapon with two different ammo pools.


#17

O.K. So I added the clip size being 100. That’s what it is technically, but it does work differently than other weapons. You can do the math to figure out the firing duration. For Markov. it takes 0.05 seconds to use one ammo. If you have 100 ammo, then if I did the math right, you can fire for five seconds total (0.05 x 100 = 5).


#18

I don’t know either! I don’t know what the measurement is technically. I just know that 0 is dead accurate and as the number gets larger, the spread increases.


#19

Seems like you still aren’t quite getting it. You said they dealt 5 damage per tick. If that is so, I would rephrase it to the following:

or if you want the number to be on the left side:


#20

I’ll let Mastermind worry about the formatting on the site they are putting together. All I am doing is trying to output the data that I have access to.


#22

lol. was about to intervene here.

@AscendedOne

This page was primarily intended for me and a few others but was publicly posted so that the community can observe too. i actually understood the original wording of it.

“5 child 1 damage per tick”


#23

Hows the support stuff coming along? Almost done them?


#24

ah, yes you were gone again. i’ll msg you