The Mastermind
Virulent Bound: the numbers
The Mastermind can barrel forward, Infecting Survivors with the Uroboros virus or leaping over obstacles. Press and hold the Power button to charge a Bound attack. While charging, The Mastermind moves slightly slower as he prepares his strike. When charged, press the Attack button to Bound. If The Mastermind hits a Survivor, that Survivor becomes Infected (or furthers their Infection). Should The Mastermind crash into something during this Bound, he will slam the Survivor, causing damage; if not, the Survivor is thrown, losing a health state if they are thrown into any solid object. If Virulent Bound hits a window or dropped pallet, The Mastermind will special-vault the obstacle. SPECIAL EFFECT: UROBOROS INFECTION Upon being hit by Virulent Bound, Survivors become Infected. Infected builds over time, and when fully Infected, the Survivor suffers from a 4% Hindered status effect. If a Virulent Bound grabs and slams a Survivor while they are fully Infected, The Mastermind will automatically carry them. SPECIAL INTERACTION: FIRST AID SPRAY At the beginning of each trial, several Supply Crates spawn. Each contains a First Aid Spray. When Infected, a Survivor can use the First Aid Spray on themselves or another, removing the Infection. Each First Aid Spray has a set number of charges. After using a First Aid Spray, the Survivor's location is briefly revealed by Killer Instinct.
The power's tunables as the game stores them. Distances and speeds are converted from engine centimetres to metres; everything else is shown as stored.
| Tunable | Value | Note from the game data |
|---|---|---|
| Max walk speed | 4.6 m/s | |
| Carrying camper max walk speed percent | 0.8 | |
| Terror radius | 40 m | |
| --------rush | 0 | |
| Maximum rush charges | 2 | Times rushes can be used in one charge |
| Rush charge time | 1.5 | Amount of time it takes to charge the rush interaction |
| Rush duration | 0.5 | |
| Rush duration after first | 1 | Used when not at maximum rush charges |
| Rush capsule height | 65 | |
| Rush capsule radius | 20 | |
| Rush capsule height offset | 40 | |
| Rush floor search length | 150 | |
| Rush movement speed in cm per seconds | 1,400 | |
| Rush grab movement speed in cm per seconds | 1,400 | |
| Rush maximum step height | 40 | |
| Rush maximum step height downwards | -40 | |
| Rush steep floor horizontal evaluation distance | 0.5 m | When encountering a steep surface, we calculate the slope to check if it is a valid walkable angle. This is the horizontal threshold in which we trigger a slope evaluation. |
| Rush minimum distance | 1 m | If the rush would move the killer for less than this amount, the rush will not fire |
| Subsequent rush opportunity duration | 2.5 | |
| Rush duration while grabbing | 0.86 | |
| Rush bounce duration | 0.05 | |
| Rush charge recharging speed multiplier | 1 | Base for addons |
| Rush side step grace period | 0.1 | The time in seconds at the beginning of a rush where the killer is allowed to strafe |
| Rush side step distance | 1 m | |
| -----rush movement settings | 0 | |
| ---charging | 0 | |
| Charging yaw multiplier | 1 | |
| Charging yaw limit | -1 | |
| Charging pitch multiplier | 1 | |
| ---rushing | 0 | |
| Rushing yaw multiplier | 1 | |
| Rushing yaw limit | 140 | |
| Rushing pitch multiplier | 1 | |
| ---in between rushes | 0 | |
| In between rushes yaw multiplier | 1 | |
| In between rushes yaw limit | -1 | |
| In between rushes pitch multiplier | 1 | |
| ---grabbing survivor | 0 | |
| Grabbing survivor yaw multiplier | 0 | |
| Grabbing survivor yaw limit | 0 | |
| Grabbing survivor pitch multiplier | 0 | |
| ---interaction end | 0 | |
| Interaction end yaw multiplier | 1 | |
| Interaction end yaw limit | -1 | |
| Interaction end pitch multiplier | 1 | |
| ---into grabbing | 0 | |
| Into grabbing pitch multiplier | 0.3 | |
| Into grabbing yaw limit | 75 | |
| Into grabbing yaw multiplier | 0.3 | |
| --------infection | 0 | |
| Maximum infection levels | 100 | Maximum amount of infection, at maximum the survivor will enter Critical Infection |
| Infection gained while active per second | 0.8 | Amount of infection gained every second while infection is active |
| Initial infection levels | 20 | Infection levels gained on fist infection (when first grabbed) |
| Infection levels added on grab | 20 | When already infected |
| Infection incubation threshold | 20 | |
| Infection removal item killer instinct duration | 4 | |
| Infection removal item max charges | 2 | Each use removes a charge, at 0 it is discarded |
| Infection removal item use time | 5 | |
| Infection healing multiplier | 1 | Base for addons |
| --------cooldown | 0 | These duration are just indicators, we adhere to the animation time |
| Rush charge cancel cooldown duration | 1.5 | |
| Rush complete no survivor cooldown duration | 2.7 | |
| Rush complete survivor hit cooldown duration | 2.7 | |
| Rush complete survivor throw cooldown duration | 5 | |
| Rush subsequent dash timer timeout movement speed reduction duration | 2.7 | |
| Rush vault cooldown duration | 1.5 | |
| Rush vault duration | 1 | |
| Rush breakable cooldown duration | 2 | |
| Ledge drop cooldown duration | 2.7 | |
| ---rush survivor detection | 0 | |
| Rush survivor detection horizontal angle | 15 | Multiply by two for maximum range |
| Rush survivor detection vertical angle | 20 | Multiply by two for maximum range |
| Rush survivor detection length | 100 | |
| Rush survivor detection height offset | 0 | |
| Max rear rush pallet vault progress threshold | 0.5 | Max threshold on survivor pallet vault progress (0-1) where a killer rushing from behind can still land a hit. |
| Min front rush pallet vault progress threshold | 0 | Min threshold on survivor pallet vault progress (0-1) where a killer rushing from the front can land a hit. |
| ------throw | 0 | |
| Throw duration | 0.6 | |
| Throw movement speed in cm per seconds | 1,400 | |
| Throw minimum distance | 0.75 m | If there is collision within this distance, instantly deal damage and don't move |
| Throw movement block duration at end of throw | 1.9 | Time after the throw that the survivor can not walk yet |
| ------hindered status effect | 0 | |
| Maximum movement speed multiplier reduction | -0.04 | |
| Minimum movement speed multiplier reduction | -0.05 | |
| ------misc | 0 | |
| No duration length | -1 | |
| Minimum wall collision distance while carrying survivor | 100 | |
| Into grabbing state duration | 0.1 | |
| Into throwing state duration | 0.367 | |
| Smash out duration | 1.936 | |
| Survivor revealed to other survivors on instant pickup duration | 4 | |
| Reduced cooldown per active infection in seconds | 0.5 | |
| Carry animation time | 3.133 | |
| Pallet drop time threshold | 0.35 | |
| Pallet drop distance threshold | 300 | |
| Rush acceleration multiplier | 15 | |
| Throw acceleration multiplier | 15 | |
| Throw ledge drop distance | 1 m | |
| Throw ledge drop time | 0.1 | |
| Is removing velocity at survivor grab rush | 0 | 0 = off, 1 = on |
| Rush max walkable angle | 45 | Also used for throw |
| ------supply crate | 0 | |
| Open supply crate seconds to charge | 4 | |
| Crate self closing time | 15 | timer of the crate self closing if no one pikcup the item in it |
| Crate auto close animation time | 1.05 | CrateAutoCloseAnimationTime to be set equal or a bit longer than the animation |
| ------post vault | 0 | |
| Post vault hit detection offset x | 130 | The offset in front of the killer to do the hit detection post vault |
| Post vault hit detection offset y | 0 | |
| Post vault hit detection offset z | 0 | |
| Post vault hit detection half extent x | 90 | The half extent of the box in front of the killer to do the hit detection post vault |
| Post vault hit detection half extent y | 50 | |
| Post vault hit detection half extent z | 10 |
Teachable perks 3
Add-ons 20
Jewel Beetle Common
Green Herb Very Rare
Unicorn Medallion Common
R.P.D. Shoulder Walkie Common
Loose Crank Uncommon
Leather Gloves Uncommon
Lion Medallion Uncommon
Chalice (Gold) Uncommon
Bullhorn Uncommon
Portable Safe Rare
Red Herb Rare
Maiden Medallion Rare
Video Conference Device Rare
Egg (Gold) Rare
Dark Sunglasses Very Rare
Helicopter Stick Very Rare
Uroboros Tendril Common
Uroboros Virus Very Rare
Lab Photo Visceral
Iridescent Uroboros Vial Visceral
Overview
- Power
- Virulent Bound
- Difficulty
- Intermediate
- Chapter
- Orion