MK77

* Napalm

C1/A HC  **MK77**  V3-1  U-23  V3-0  FG-119

## MK77/M4 FIREBOMB

*“A simple yet effective incendiary bomb, this kerosine-based monster produces relentless fires. Watch out for collateral damage!”*

This is a type of Napalm weapon

Requires **RANK 30 T4 Shop Purchase**

**As Of Update 1.6.82 20/6/2023**

**The MK77 Napalm has had a update**

**Page Under Construction**

## Analysis

Napalm V3-0, C1/A, V3-1, MK77, U-23 and AGD burn & ENK phase 1

Significantly increased performance when multiple zombies are burning

Can now stack with \*\*anything\*\* in the game, including self and any
other napalm fire. (e.g. U23 + U23 + MK77 will all stack)

HUGE BURN AREA!

*Firing, drops a projectile that explodes on impact spreading fire and destruction. Enemies that walk through the fire are slowed and have damage over time effect applied to them.*

Note: The initial blast causes a small (10%?) level of damage to buildings, but the subsequent burn does not; could be useful for Frenzy.

**Slow Intensity:** Zombies **but not your** **troops** in the area of effect are slowed by the % stated. ie speed = (usual speed) - (usual speed x slow %)

With the wide and long-lasting burn area, the MK77 is ideal for busy missions where troops are in danger of getting pinned down by zombies from all sides. Use either as a barrier or a defensive ring of fire around your troops, you can then concentrate on the heavier targets.

**Note:** Both Napalm weapons (C1, Mk77) use a single algorithm which will apply the **last weapon used** to determine the burn / damage over time effect for the duration of that weapon's effect; longer lasting effects such as MK77 will then resume.

**MK77/M4 Armageddon** - August 2022 Weapon of the Month

MK77 AGD is a redesigned Napalm weapon to ensure total zombie obliteration! **ARMAGEDDON** ability: Dropped bombs generate a chain explosion (CE) in a large area, perfect for massive Zombie extermination.

CE:

(1) Has very similar mechanism to CTY which explains possible shared severe blue-on-blue (BOB) damage (fr FG: "BoB solution can be done without reducing the other efficiencies... will take some time before it's online regardless.").

\*BoB of AGD/CTY fixed during late Oct 2022 update.

(a) In addition, damage prediction & calculation should bear RKT theory of saturation & average effect in mind.

(b) CEs are not governed by damage effectiveness. E.g. pure napalm weapons inflict 137% of stated damage on all mission titan forms but a CE only inflict￼ 100% of calculated damage on all target types including structures. Perhaps, this is the reason why the ground team lost its BOB immunity.

(2) 3 x mini-CEs spawn randomly within radius of 3 from impact point & each has its AoE radius of 4.

(3) Each mini-CE causes additional 300% of stated damage, over 3s, as active zonal DoT; & then an additional 400% over 4s as residual burn. Residual burn is an effect which occurs when the zombie leaves the 3s zone or when the 3s zone expires.

(a) Therefore, a zombie subjected to full damage impact of an AGD round would suffer from (20% x stated damage ~ sd) + (1 x sd) + (7 x sd), provided its susceptibility to napalm is 100%.

(i) If susceptibility to napalm is 137% (e.g. wrecker), 3(a) = (20% x sd x 1.37) + (1 x sd x 1.37) + (7 x sd).

(b) Mini-CE can't self-stack nor stack with CE from another AGD.

(c) AGD napalm flame component is not stackable with all conventional pure napalm weapons (e.g. C1 etc.), flame component of another AGD or any (-%HP/t + slow/t) flame component of other weapons; & vice versa.

N.B. Useful to remember coding doesn't allow stacking of ( -%HP/t + slow/t) flame with another ( -%HP/t + slow/t) flame. In this instance, "most recently applied" rule will be executed.

(d) AGD is otherwise stackable with all other weapons including CTY.

(4) CE has no effect on slow intensity but can damage structures/defensive towers.

￼Unit Stats

 Lag before special effect

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves

## **Pre Update 1.6.82 On 19/6/2023**

Requires **RANK 28\***

\*Not yet available in common crates

**Analysis**

**HIGHLY RECOMMENDED**
HUGE BURN AREA!

*Firing, drops a projectile that explodes on impact spreading fire and destruction. Enemies that walk through the fire are slowed and have damage over time effect applied to them.*

Note: The initial blast causes a small (10%?) level of damage to buildings, but the subsequent burn does not; could be useful for Frenzy.

**Slow Intensity:** Zombies **but not your** **troops** in the area of effect are slowed by the % stated. ie speed = (usual speed) - (usual speed x slow %)

With the wide and long-lasting burn area, the M77 is ideal for busy missions where troops are in danger of getting pinned down by zombies from all sides. Use either as a barrier or a defensive ring of fire around your troops, you can then concentrate on the heavier targets.

**Note:** Both Napalm weapons (C1, Mk77) use a single algorithm which will apply the **last weapon used** to determine the burn / damage over time effect for the duration of that weapon's effect; longer lasting effects such as M77 will then resume.

**MK77/M4 Armageddon** - August 2022 Weapon of the Month

MK77 AGD is a redesigned Napalm weapon to ensure total zombie obliteration! **ARMAGEDDON** ability: Dropped bombs generate a chain explosion (CE) in a large area, perfect for massive Zombie extermination.

CE:

(1) Has very similar mechanism to CTY which explains possible shared severe blue-on-blue (BOB) damage (fr FG: "BoB solution can be done without reducing the other efficiencies... will take some time before it's online regardless.").

\*BoB of AGD/CTY fixed during late Oct 2022 update.

(a) In addition, damage prediction & calculation should bear RKT theory of saturation & average effect in mind.

(b) CEs are not governed by damage effectiveness. E.g. pure napalm weapons inflict 137% of stated damage on all mission titan forms but a CE only inflict￼ 100% of calculated damage on all target types including structures. Perhaps, this is the reason why the ground team lost its BOB immunity.

(2) 3 x mini-CEs spawn randomly within radius of 3 from impact point & each has its AoE radius of 4.

(3) Each mini-CE causes additional 300% of stated damage, over 3s, as active zonal DoT; & then an additional 400% over 4s as residual burn. Residual burn is an effect which occurs when the zombie leaves the 3s zone or when the 3s zone expires.

(a) Therefore, a zombie subjected to full damage impact of an AGD round would suffer from (20% x stated damage ~ sd) + (1 x sd) + (7 x sd), provided its susceptibility to napalm is 100%.

(i) If susceptibility to napalm is 137% (e.g. wrecker), 3(a) = (20% x sd x 1.37) + (1 x sd x 1.37) + (7 x sd).

(b) Mini-CE can't self-stack nor stack with CE from another AGD.

(c) AGD napalm flame component is not stackable with all conventional pure napalm weapons (e.g. C1 etc.), flame component of another AGD or any (-%HP/t + slow/t) flame component of other weapons; & vice versa.

N.B. Useful to remember coding doesn't allow stacking of ( -%HP/t + slow/t) flame with another ( -%HP/t + slow/t) flame. In this instance, "most recently applied" rule will be executed.

(d) AGD is otherwise stackable with all other weapons including CTY.

(4) CE has no effect on slow intensity but can damage structures/defensive towers.

￼Unit Stats

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves

Slow Factor ( % )

## Tips

* MK77 can call down unspeakable devastation against less durable foes; including hellhounds, impalers and shamblers.
* Effective against mission titans (hard) if damage is above 7000 & it traverses sufficiently within AoE to be killed.
* Thus, it can delete entire swarms effectively and guard ground units well.