Shadowslasher Incorporated Applied Sciences and Experiments

From OutbreakWiki

The following are experiments and data collected by our team. Any data not from our team is properly labelled and sourced.



Contents

DEMONS

Demons are stupid. They work by appearing in the portals and spreading throughout the city. They congregate at a building if a large number of mercenaries is inside, and congregate faster if the mercs are outside. If you attack a demon, nearby demons may come. Demons have been known to attack each other, and in some cases, kill each other.


Demon Health

Ghoul: 5

Grunt: 15

Imp: 25

Gatekeeper: 50

Lost Soul: 75

Hell Knights: 100

Be sure to kill demons from weakest to strongest, as the little guys massed do more damage. Demon health levels taken from experiments done on the forum* and not by the official SI team.


Demon damage***

Under Construction.

Ghoul: 1 - 10 damage per attack

Grunt: 5 - 20 damage per attack

Imp: 5 - 20 damage per attack

Gatekeeper: 10 - 15 damage per attack

Lost Soul: 10 - 30 damage per attack


Gateways

Gateways are assumed to spawn every 15 minutes. Radios do not work properly at gateways. For instance, the message "backup requested at 8,3 -deviltry" is changed to "----up requ--ted--t 8,3 - dev-----"


If attempting to minimize damage taken, a quick comparison of the average Damage to HP ratio ("DHP") shows that ghouls are a reasonable first target (DHP = 1.1), followed by grunts (.83), imps (.5), lost souls (.26), and finally gatekeepers (.25). That seems to stand to reason, since gatekeepers are notably weak fighters, and otherwise the priority list runs from smallest to greatest demon. It just goes to show you, quantity matters.





  • Original source lost
    • Unless otherwise stated, all data is gathered by the Shadowslasher Incorporated Experiment and Reconnaissance Team.
      • [Original source], although a less extensive experiment on the same level was done by our Agents.



Credits

Credits are gained at a rate of 1 credit for every damage done.


Supply Depots

Prices: Armor Fragment - 0.50 Credit

Bullet - 0.50 Credit

Shell - 1.00 Credit

Fuel Can - 0.50 Credit

Medkit - 5.00 Credits

Resurrection Serum - 10.00 Credits

In the future, supply depots will sell class 4-1 helipass tickets. This is confirmed.

Search Statistics

Note, these statistics are not recent and do not account flashlights.


Forts Versus PDs


The Marquette Police Station at 020°S, 020°E


Out of 453 searches:

223 nothings

16 semiauto pistols

62 bullet finds (23 of <10 bullets, 39 >10 bullets)

53 shell finds (32 of <10 shells, 21 >10 shells)

55 armor finds (28 of <10 armor, 27 of >10)

44 radios

Nothing= 49% (49.23%)

Pistol= 4% (3.53%)

Bullets= 14% (13.69%)

Shells= 12% (11.69%)

Armor= 12% (12.14%)

Radio= 10% (9.71%)


Probability of finding more than 10 bullets in one click: 9% (8.61%)

Probability of finding less than 10 bullets in one click: 5% (5.1%)


Probability of finding more than 10 shells in one click: 4% (4.34%)

Probability of finding less than 10 shells in one click: 7% (7.06%)


Probability of finding more than 10 armor fragments in one click: 6% (5.59%)

Probability of finding less than 10 armor fragments in one click: 6%(5.80%)



Fort Scott at 017°S, 015°E

Out of 334 searches:

205 nothings

8 Pump Shotguns

34 bullet finds (11 of <10 bullets, 23 >10 bullets)

42 shell finds (19 of <10 shells, 23 >10 shells)

45 armor finds (13 of <10 armor, 32 of >10)


Nothing= 61% (61.38%)

Shotgun= 2% (2.40%)

Bullets= 10% (10.18%)

Shells= 13% (12.57%)

Armor= 13% (13.47%)


Probability of finding more than 10 bullets in one click: 7% (6.48%)

Probability of finding less than 10 bullets in one click: 3% (3.29%)


Probability of finding more than 10 shells in one click: 7% (6.48%)

Probability of finding less than 10 shells in one click: 6% (5.69%)


Probability of finding more than 10 armor fragments in one click: 10% (9.58%)

Probability of finding less than 10 armor fragments in one click: 4%(3.89%)



In conclusion, Forts and PDs are very similar, but PDs have more bullets and Forts have more Shells and Armor, per time searching. An added bonus of a Fort is not having to throw out radios, but if you keep your inventory full then you can circumvent unwanted radios.


Hospital

Nothing: 685 / 1000 70%

Medkit: 251 / 1000 25%

Ress Syringe: 64/1000 5%


Residence

Nothing: 417 / 500 85%

Combat Knife: 31/500 5%

Spray Paint: 52/500 10%


Commercial

Nothing: 393 / 500 80%

Combat Knives: 55 / 500 10%

GPS Units: 52 / 500 10%


Restaurant

Nothing: 89 / 100 90%

Food (Pear, Apple, Chicken, Beef): 11 / 100 10%



Past the asterik were done by Tomaidrian




Weapons Statistics


A player has researched to some degree of satisfaction light weapons (shotgun and pistol), combat knife, and barehanded combat. His conclusions:


Pistol/Shotgun


Pistol/Shotgun (Untrained): 35% (140/400)

Pistol/Shotgun (Basic): 42% (45% estimate) (379/900)

Pistol/Shotgun (Advanced Light Weapons): 65% (1158/1800)


The pump shotgun deals 4 – 8 damage per hit.

The semiauto pistol deals 3 – 5 damage per hit.

Note: The large number of observed data is combined from experiments with the idea that demons have differing to-hit percentages, as well as shotgun and pistol accuracy differing. At least 100 trials with each demon using shotgun and pistol were calculated, and there seemed to be no significant difference between any of them.


Combat Knife

(Untrained): Combat knife 30% (89/300)

Combat Knife (Basic): 50% (149/300)

Combat Knife (Expert): 85% (169/200)

The combat knife deals 1 – 2 damage per hit.

Bare Hands


Bare Hands (Untrained): 30% (90/300)

Bare Hands (White Belt): 40% (79/200)

Bare Hands (Yellow Belt): 50% (51/100)

Bare Hands (Orange Belt): 70% (139/200)

Bare Hands (Green Belt): 70% (176/250)

Bare Hands (Blue Belt): 72% (216/300)

Bare hands deal 1 – 2 damage per hit.

Note: A very strange trend occurred in Orange, Green, and Blue Belt levels. It seemed as though the to-hit rates no longer increased. Large sample sizes provided no clearer picture.



Corpses


1-24: Grim Sight

25-49: Gruesome Pile

50-74: Large Pile

75-99: Huge Pile

100-154: Graveyard

155-??: Killing Field

200-249: Huge Graveyard

250+: Killing Field



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