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==Statistics== All grenade types can be thrown 2.7 times per second at once. Making their potential toss delay around 0.35-0.36 second. Wielding some weapons with missing raise and holster animations affect the potential grenade toss speed in a positive way. ===Frag Variant=== {{Weapon values by level |col1_name = <small>Support<br />damage</small> |style = float: left |col1_func = floor |col1_base = 300 |col1_inc0 = 0 |col1_inc1 = 5 |col1_inc2 = 10 |col1_inc3 = 20 |col1_inc4 = 30 |col1_inc5 = 40 |col1_inc6 = 50 |col2_name = <small>Demolition<br />damage</small> |col2_base = 300 |col2_inc0 = 5 |col2_inc1 = 10 |col2_inc2 = 20 |col2_inc3 = 30 |col2_inc4 = 40 |col2_inc5 = 50 |col2_inc6 = 60 |col3_name = <small>Carry<br />capacity</small> |col3_base = 5 |col3_inc0 = 0 |col3_inc1 = 20 |col3_inc2 = 40 |col3_inc3 = 60 |col3_inc4 = 80 |col3_inc5 = 100 |col3_inc6 = 120 }} '''Notes:''' * The damage bonuses for the [[Support specialist]] and [[Demolition]]s expert are different, but their carry capacities are equal. * Frag grenade has a base damage of 300, Support Specialist and Demolition get up to 50% and 60% damage bonus to grenades. * Besides [[Field medic]] and [[Firebug]], each perk possess frag grenade variant. * Initial explosion radius of frag grenade is 420 units sphere. None of the perks get a modifier for it. * Frag grenades have a damage fall off from blast center. Figures on the table considers specimen stumbled upon the grenade as it explodes. * Specimen will react to grenades on the ground and will try to move around it to minimize the damage. * Frag grenades are susceptible to any kind of splash damage from other explosions or incendiary to set off early with chain explosions. * Small amount of shrapnel projectiles spread at a larger distance randomly with the blast and ricochet off from surfaces to fizzle quickly. These small shrapnel projectiles can't pierce. * Grenades that set off by splash damage sprays slightly more shrapnels. * [[Fleshpound]] takes double damage from frag grenades. Especially from their shrapnels. <br /> <br /> <br /> ===Medic Variant=== {{Weapon values by level |col1_name = <small>Medic gas<br />heal per second</small> |style = float: right |col1_func = floor |col1_base = 10 |col1_inc0 = 10 |col1_inc1 = 25 |col1_inc2 = 25 |col1_inc3 = 50 |col1_inc4 = 50 |col1_inc5 = 50 |col1_inc6 = 75 |col2_name = <small>Medic gas<br />damage per second</small> |col2_func = floor |col2_base = 50 |col2_inc0 = 10 |col2_inc1 = 10 |col2_inc2 = 25 |col2_inc3 = 25 |col2_inc4 = 50 |col2_inc5 = 50 |col2_inc6 = 75 }} '''Notes:''' * Base heal amount of gas is 10, but no other perk have access to this grenade as off perk so it's irrelevant. * The Medic Nade's heal/damage is actually triggered once per second up to a total of 9 heal/damage. * Heal gas deals no damage on any of human players, only heals them. * Heal gas spreads in a 175 unit radius circle and lingers for 5 seconds. * Heal gas damage per second equals to Medic's solo healing amount per self [[Medical syringe]] appliance. * Heal gas grenades have no damage fall off against specimen, nor its healing effects wear off over time. * Healing speed delayed to 1 health per 0.1 seconds by default, standing in the gas can be a constant effect. * [[Fleshpound]] takes double damage from lingering gas effect. * Specimen don't get alerted by the presence of medic gas grenade and don't try to get away from it. <br/> <br/> ===Incendiary Variant=== {{Weapon values by level |style = float: left |col1_name = <small>Incendiary impact<br />min damage</small> |col1_func = floor |col1_base = 83 |col1_inc0 = 57.5 |col1_inc1 = 65 |col1_inc2 = 80 |col1_inc3 = 95 |col1_inc4 = 110 |col1_inc5 = 125 |col1_inc6 = 140 |col2_name = <small>Incendiary impact<br />max damage</small> |col2_func = floor |col2_base = 84 |col2_inc0 = 57.5 |col2_inc1 = 65 |col2_inc2 = 80 |col2_inc3 = 95 |col2_inc4 = 110 |col2_inc5 = 125 |col2_inc6 = 140 }} '''Notes:''' * [[Firebug]] only have access to incendiary grenades at perk level 3, before that level bonuses are irrelevant. * Firebug at level 0 to level 2, have explosive frag grenades like rest of the perks. * Firebug that reach perk level 5 and 6, is immune to self damage from incendiary grenades. * Specimen will react to incendiary grenades on the ground and will try to move around it to minimize the damage. * Initial explosion radius or incendiary is 420 units, it sprays flame waves in all directions clockwise and crosswise. * Incendiary grenade base damage without perk bonuses is 80, however no other perk have access to incendiary grenades. * Minimum tick damage is 3 and maximum tick damage is 4, interchanging between intervals randomly. * Self burn duration is 7.5 seconds default. Damage dealt in half second ticks then halved again. Healing reduces afterburn duration. * Afterburn duration is 10 seconds default for specimen. Can cause [[Glossary#crisped|crisped]] state on durable specimen. * Incendiary grenade has a damage fall off from the blast center, numbers are taken into account that specimen collide with the grenade on explosion. * Specimen take 50% more damage from direct hit incendiary projectiles, this also apply to incendiary grenades. * [[Fleshpound]]s are highly resistant to afterburn and takes half damage from incendiary impacts. * [[Husk]]s are between 75% and 87% resistant to incendiary grenades depends on difficulty level. [[Bloat]]s are 50% weaker to direct incendiary blasts.
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