《法外枭雄:滚石城》Crime Boss: Rockay City

《法外枭雄:滚石城》Crime Boss: Rockay City

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Rockay Rumble and its horrifying Values
由 Sergeant Panda 制作
A rundown on most of the attributes and aspects of Rockay Rumble or also known as Horde Mode. Based on U16.1 and U17 Information.
   
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The Van Choices and their Impact
During your run of Rumble you'll be picking up Upgrades but most certainly have no clue as to what the hell they actually do as some have hidden benefits or are more powerful than expected. Hence why I've created this table showcasing all the Values from each Tier (ignoring any meddling from Perks/Classes.)

The meaning of the asterisks (*) Is shown at the bottom of this section.

Upgrade Effects
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Tier 10
Notes
Melee Damage*
1.0x
1.2x
1.6x
2.2x
2.9x
3.7x
4.6x
5.6x
6.8x
8.2x
Stacks with Melee/Razor Focus.
Gun Damage*
1.0x
1.2x
1.6x
2.2x
3.0x
4.0x
5.3x
6.9x
8.8x
11.3x
Stacks with Gun Nut/Marksman.
Magazine Size**
120%
145%
185%
235%
335%
N/A
N/A
N/A
N/A
N/A
Multiplied by Fire Frenzy.
Extra Bullet**
+1 Bullet
+2 Bullets
+3 Bullets
+4 Bullets
+5 Bullets
N/A
N/A
N/A
N/A
N/A
Might be one less bullet depending on Mag Size & if you are playing on Windows.
Reserve Ammo**
+20 Bullets
+40 Bullets
+60 Bullets
+80 Bullets
+100 Bullets
N/A
N/A
N/A
N/A
N/A
Indirectly improves Ammo Pick up rate.
Reload Speed
1.2x
1.6x
2.2x
3.0x
4.0x
N/A
N/A
N/A
N/A
N/A
Stacks with Gun Nut.
Equipment Damage***
1.3x
1.8x
2.6x
3.6x
5.1x
N/A
N/A
N/A
N/A
N/A
Gun Damage values are also applied and stack up to 15.4x.
Equipment Recharge Rate***
2.0x
3.0x
4.0x
5.0x
6.0x
N/A
N/A
N/A
N/A
N/A
Stacks with Toolkit.
Health
1.8x
2.2x
2.8x
3.4x
5.4x
N/A
N/A
N/A
N/A
N/A
Full heal on pick up & Health/Rebound perks are multiplied by Upgrades.
Regen Delay
-0.4s
-1.0s
-1.8s
-2.8s
-3.8s
N/A
N/A
N/A
N/A
N/A
Base is 4 Seconds, plus 1 or 2 Seconds on Hard & Extreme.
Damage Received
0.9x
0.8x
0.7x
0.6x
0.4x
N/A
N/A
N/A
N/A
N/A
Stacks with Berserk Buff.
Explosive Damage Received****
0.5x
0x
-0.5x
-1.0x
-1.5x
N/A
N/A
N/A
N/A
N/A
You do not heal from explosions at Tier 3+. Doesn't apply to Gun Explosives.
Stun Duration****
0.8x
0.6x
0.4x
0.2x
0x
N/A
N/A
N/A
N/A
N/A
Screenshake still applies.
Movement Speed
1.1x
1.3x
1.7x
2.2x
2.9x
N/A
N/A
N/A
N/A
N/A
Swift Speed is multiplied by Upgrades.
Ally Spawn
1 Graves
2 Graves
3 Graves
4 Graves
5 Graves
N/A
N/A
N/A
N/A
N/A
Allies stay near the Van.

* Damage is part of the Weapon Damage Upgrade. ** Mag Size, Extra Bullet & Reserve Ammo are part of the Ammo Capacity Upgrade. *** Equipment Damage & Recharge Rate are part of Equipment Upgrade. **** Stun Duration & Explosive Damage Received are part of the Damage Resistance Upgrade.

Below is shown what your Boss has for stats on Normal difficulty.

Your Boss







Boss
Base
Sprint Speed
5.94
Run Speed
3.30
Walk Speed
1.20
Crouch Speed
2.31
Health
264
Health Regen Delay
4 seconds
HP/S Regen
40
Melee Damage
1.0x
Gun Damage
1.0x
Equipment Damage
1.0x

Note 1: Difficulty lowers your Health by 15% on Hard and 25% on Extreme. Note 2: Healing rate during Regen is reduced by 20% on Hard and 35% on Extreme. Note 3: Speed values are in Meters per Second (m/s) format and cap out at 7.00m/s.
Graves and their capabilities
As you may have noticed there's an upgrade which adds Allies (The Graves from Roguelite) to the Waves. These lovely men will scale alongside the Waves in HP & Damage Output while also having a small arsenal of decent guns which are as follows,
  • BU-RP R
  • PDW H
  • SMG 9mm ERG
  • SMG 9mm EGHC
  • Urban Striker
  • SPX
  • Vintovka U EH
  • Sturm GWR
  • TIMM 4 ERCG
  • SLR HG Elite
  • SLR EOG Elite
  • STGW 51
If they die fear not they will respawn upon the start of the next Wave. Additionally you can have up to 20 Graves if you so choose if everyone ends up with all 5 Ally upgrades in a 4 Man Co-op run.

Below is a table showing the base values of Graves in Rumble.
Graves







Graves
Horde (Tier 3)
Run Speed
2.80
Sprint Speed
4.90
Injured Speed
1.80
Health
231
Melee Damage
3.90x~
Gun Damage
1.62x

Speed values are in Meters per Second (m/s) format and cap out at 7.00m/s.
The Gallery of Arms and You
As you progress through your Weapon Tiers you might notice the given Weaponry improves overtime. Well, it's simply categorized on a per Tier/Rarity Type list internally which results in lower rarity not showing up at higher Tiers and vice versa.

For the sake of fitting the whole list on screen properly the rarity names have been substituted for just their first two letters. Refer to the list below to see the full name.
  • Common -> Co
  • Uncommon -> Un
  • Rare -> Ra
  • Epic -> Ep
  • Legendary -> Le
Additionally any Tier marked with ~ uses the same rarities as the one before it.

Weapon Type
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Tier 10
Melee
Co/Un
Un
~
~
~
Un/Ra
~
Ra/Ep
Ep/Le
~
Pistols
Co/Un
Un
Ra
~
Ep/Le
~
~
~
~
~
SMGs
Co/Un
Un
Ra
~
~
Ep
~
~
Ep/Le
~
Shotguns
Co/Un
Un
Ra
~
~
Ep
~
~
Ep/Le
~
AR/LMG
Co/Un
Un
Ra
~
~
Ep
~
~
Ep/Le
~
S.Rifle/DMR
Co/Un
Un
Ra
~
~
Ep
Ep/Le
~
Le
~

Beware, there seems to be some internal weighting system that can result in you not getting a specific upgrade for a while if at all.
Damage done via Grenade ammo (e.g SPX G, DBGL) benefits from the Equipment Damage multiplier.
New Guns don't come with full ammo.

The Blacklist
Not the Rockport kind unfortunately. However, several pieces of weaponry are blacklisted in Rockay Rumble and such cannot be rolled. Such as:
At the start of the run, if there's any Hielo onwards Character Pack owners in the Rumble Lobby the DLC weapons will be added to the drop pool for everyone to obtain.

Thankfully the Equipment is way simpler in what shows up and where! Which is like this:

Tier
Equipment
Tier 1
Shuriken
Tier 2
Silenced Stun Grenade
Tier 3
Frag Grenade OR Sentry Turret
Tier 4
Proximity Mine OR Remote Explosive
Tier 5
Cluster Grenade OR RPG-7

As you can see the last 3 tiers feature 2 options which is random on what is shown to you to take but can reroll if it shows up at a later date.

And remember, your Equipment has a vastly increased recharge rate in Rumble so get out there and spam away!
Wave Pick Ups
During the course of Rumble you'll be collecting many Pick Ups whether it's to give yourself an edge in combat or to progress further through the upgrades.

The following monetary values are as follows:

Money Value
Solo
Duo
Trio
Quad
Cash
$150
$110
$80
$65
Gold Bar
$450
$330
$240
$195
Red Star
$1.800
$1.320
$960
$780

The value is based on the amount of ALIVE Players.
Rainmaker increases the value of monetary pick ups.



The following Special pick ups are:
  • Double Drops: Doubles monetary drops for 20 Seconds. (e.g 5 Red Stars -> 10 Red Stars)
  • Berserk Syringe: Grants the Berserk Effects for 12 Seconds.
  • Magnet: Pulls all currently dropped monetary drops to the player who picked it up.








Keep in mind, Melee only enemies & Shock Troopers can not spawn with a Double Drops or Berserk effect.
Additionally, Allies killing enemies trigger the Double Drops & Berserk effects for everyone.
Enemies killed via the Revive Nuke or end of round one will only drop one cash pick up & their buff from kill won't apply.

Enemies with a Syringe or 2x Drops will emit one of 6 sinister laughters periodically ↴
https://youtu.be/63miLQ8qUk0
Requires having enabled Youtube/Viemo Cookies on Steam to see Embed.

Picking up loot is not a concern at the end of Special Waves (5,10,15) as the game automatically applies a magnet effect after 5 seconds.
Nightmare City
A hopefully comprehensive enough look over what kind of enemies show up during boss waves, what the waves themselves entail and how the Possessed and Graves get beefed up during your run of Rockay Rumble on Nightmare City.

Bosses in Waves:
Wave 05: Shock Troopers
Wave 10: Chico Captains and Sicario Butchers
Wave 15: Heavies and Kittygunners

Waves
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Boss Wave
X
~
~
~
X
~
~
~
X
~
~
~
Wave Length (Seconds)*
60
~
~
~
30
75
~
~
~
45
80
~
~
~
30
Break Length (Seconds)
25
~
~
35
30
25
~
~
35
30
25
~
~
35
25
Melee Faction
Chico
~
~
~
~
Sicario
~
~
~
~
Scudo
~
~
~
~
Ranged Faction
Rider
~
~
~
~
Soviet
~
~
~
~
SWAT**
~
~
~
~
Melee Enemy Cap
10
12
14
17
12
14
~
~
~
10
8
~
9
10
4
Ranged Enemy Cap
0
3
~
~
~
4
5
6
7
8
10
~
~
~
~
Max Shock Trooper Cap
0
~
1
2
0
3
~
4
~
0
5
6
7
8
~
Max Shield Cap
0
1
~
0
~
1
~
2
3
0
1
~
~
~
4
Melee Spawn Time (Seconds)
0.2
~
~
~
0.8
0.5
~
~
~
0.8
1
~
~
~
~
Ranged Spawn Time (Seconds)
5
6
5
~
4
~
~
3
~
3.5
2
~
~
~
~
Shock Trooper Spawn Time (Seconds)
10
~
~
~
16
8
~
~
~
16
6
~
~
~
4
Shield Spawn Time (Seconds)
10
20
10
~
~
~
~
~
~
20
10
~
~
~
5

* Wave Length during Boss Waves dictates how long until non Boss enemies stop spawning. ** SWAT Faction includes the Robot enemies. Anything marked with ~ is the same value as before. Anything marked with ? is unknown to me.

Stats% per Wave
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Speed
43%
47
51
55
59
63
67
71
75
85
95
105
115
125
135
Health
50%
70
90
110
130
170
210
250
290
330
420
510
600
690
780
Melee Damage
50%
55
60
65
70
90
110
120
130
140
150
180
230
270
310
Gun Damage
100%
~
~
~
~
~
~
~
~
~
~
~
~
~
~
Boss Speed
75%
~
~
~
90
100
~
~
~
~
~
~
~
~
~
Boss Health
100%
~
~
~
200
~
~
~
~
330
~
~
~
~
800
Boss Melee
100%
~
~
~
150
~
~
~
~
500
400
~
~
~
900
Boss Gun
100%
~
~
~
160
~
~
~
~
250
~
~
~
~
200
Ally Health
100%
180
260
340
420
500
580
660
740
820
900
980
1060
1140
1220
Ally Damage
100%
120
140
160
180
200
220
240
260
280
300
320
340
360
380

Additionally the game scales various Enemy values up depending on the amount of alive Players. There's also an increased spawn amount of regular enemies and Bosses based on the amount of players still alive.

Player Scaling
Duo
Trio
Quad
Speed
1.1x
1.2x
1.25x
Health
1.1x
1.2x
1.25x
Melee Damage
1.1x
1.2x
1.25x
Gun Damage
1.0x
1.1x
1.2x

For example, the speed of a generic enemy on Wave 1 in a full squad would be 53%. 0.43 × 1.25 = 0.53≈ (Actually 0.5375 but this game seems to ALWAYS round down seemingly.)
Trial of the Snake
A hopefully comprehensive enough look over what kind of enemies show up during boss waves, what the waves themselves entail and how the Possessed and Graves get beefed up during your run of Rockay Rumble on Trial of the Snake.

Bosses in Waves:
Wave 05: Heavies
Wave 10: Chico Captain's and Kittygunners
Wave 15: Detectives

Waves
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Boss Wave
X
~
~
~
X
~
~
~
X
~
~
~
Wave Length (Seconds)*
45
50
60
~
30
75
~
~
~
45
80
~
~
90
30
Break Length (Seconds)
25
~
~
35
30
25
~
~
35
30
25
~
~
35
25
Melee Faction
Chico
~
~
~
~
Sicario
~
~
~
~
Rider
~
~
~
~
Ranged Faction
Scudo
~
~
~
SWAT**
~
~
~
~
~
~
~
~
~
~
Melee Enemy Cap
11
10
~
~
~
~
~
11
~
10
8
~
9
10
4
Ranged Enemy Cap
0
3
~
5
4
5
6
7
8
10
~
~
~
~
~
Max Shock Trooper Cap
0
~
1
2
0
3
~
4
~
0
5
6
7
8
~
Max Shield Cap
0
1
~
0
0
1
~
2
3
0
1
~
~
~
4
Melee Spawn Time (Seconds)
0.2
~
~
~
0.8
0.5
~
~
~
0.8
1
~
~
~
~
Ranged Spawn Time (Seconds)
2
~
~
~
~
1
~
~
~
~
2
~
~
~
~
Shock Trooper Spawn Time (Seconds)
10
~
~
~
16
8
~
~
~
16
6
~
~
~
4
Shield Spawn Time (Seconds)
10
20
10
~
~
~
~
~
~
20
10
~
~
~
5

* Wave Length during Boss Waves dictates how long until non Boss enemies stop spawning. ** SWAT Faction includes the Robot enemies. Anything marked with ~ is the same value as before. Anything marked with ? is unknown to me.

Stats% per Wave
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Speed
67%
71
75
85
87
89
91
92
93
95
105
115
125
135
139
Health
50%
70
90
110
130
170
210
250
290
330
420
510
600
690
780
Melee Damage
50%
55
60
65
70
90
110
120
130
140
150
180
230
270
310
Gun Damage
40%
50
55
~
60
~
70
~
75
~
100
110
120
130
140
Boss Speed
75%
~
~
~
90
100
~
~
~
~
~
~
~
~
200
Boss Health
100%
~
~
~
140
200
~
~
~
330
~
~
~
~
1100
Boss Melee
100%
~
~
~
150
100
~
~
~
150
400
~
~
~
100
Boss Gun
100%
~
~
~
140
160
~
~
~
250
~
~
~
~
~
Ally Health
100%
180
260
340
420
500
580
660
740
820
900
980
1060
1140
1220
Ally Damage
100%
120
140
160
180
200
220
240
260
280
300
320
340
360
380

Additionally the game scales various Enemy values up depending on the amount of alive Players. There's also an increased spawn amount of regular enemies and Bosses based on the amount of players still alive.

Player Scaling
Duo
Trio
Quad
Speed
1.1x
1.2x
1.25x
Health
1.1x
1.2x
1.25x
Melee Damage
1.1x
1.2x
1.25x
Gun Damage
1.0x
1.1x
1.2x

For example, the speed of a generic enemy on Wave 1 in a full squad would be 83%. 0.67 × 1.25 = 0.83≈ (Actually 0.8375 but this game seems to ALWAYS round down seemingly.)
The Possessed and their feats
Wondered what the base values of the enemies in Rumble are? Well here they are in a slightly jank format!

Speed values are in Meters per Second (m/s) format and cap out at 7.00m/s. The ~ Symbol indicates when a value is the same as the one before it. Tiers are dependent on Difficulty. (Tier 1 = Normal for example, with Tier 3 using a mix of Special and Tier 3.) Enemy melee damage is reduced by 10% on Hard and 20% on Extreme. (Keep in mind difficulty adjustments are applied at the end of the calculation.)

Chicos







Chico
Tier 1
Tier 2
Tier 3
Chico Captain
Tier 1
Tier 2
Tier 3
Run Speed
2.80
~
~
Run Speed
3.08
~
~
Sprint Speed
4.90
~
~
Sprint Speed
5.39
~
~
Injured Speed
1.80
~
~
Injured Speed
1.80
~
~
Health
300
375
450
Health
2550
3000
4050
Melee Damage
1.0x
~
~
Melee Damage
1.0x
1.1x
1.2x
Gun Damage
1.0x
1.15x
1.3x
Gun Damage
1.2x
1.3x
1.4x

Chico Captains automatically revive after 30s (Tier 1), 25s (Tier 2) or 20 seconds (Tier 3).

Sicarios







Sicario
Tier 1
Tier 2
Tier 3
Sicario Butcher
Tier 1
Tier 2
Tier 3
Run Speed
2.80
~
~
Run Speed
1.70
~
~
Sprint Speed
4.90
~
~
Sprint Speed
9.00
~
~
Injured Speed
1.80
~
~
Injured Speed
1.19
~
~
Health
300
375
450
Health
4200
4500
5100
Melee Damage
1.0x
~
~
Melee Damage
1.0x
~
1.05x
Gun Damage
1.0x
1.15x
1.3x
Gun Damage
1.0x
1.1x
1.15x

Riders







Rider
Tier 1
Tier 2
Tier 3
Kittygunner
Tier 1
Tier 2
Tier 3
Run Speed
3.08
~
~
Run Speed
2.09
~
~
Sprint Speed
5.39
~
~
Sprint Speed
7.00
~
~
Injured Speed
1.80
~
~
Injured Speed
1.46
~
~
Health
300
375
450
Health
3150
3600
4350
Melee Damage
1.35x
~
~
Melee Damage
2.025x
~
~
Gun Damage
1.0x
1.15x
1.3x
Gun Damage
1.0x
~
1.05x

Scudos







Scudo
Tier 1
Tier 2
Tier 3
Run Speed
2.80
~
~
Sprint Speed
4.90
~
~
Injured Speed
1.80
~
~
Health
375
510
750
Melee Damage
1.0x
~
~
Gun Damage
1.0x
1.15x
1.2x

RCPD







SWAT
Tier 1
Tier 2
Tier 3
Robot
Special
Run Speed
2.80
~
2.94
Run Speed
1.30
Sprint Speed
4.90
~
5.14
Sprint Speed
4.00
Injured Speed
1.80
~
~
Injured Speed
0.91
Health
350
385
420
Health
1000
Melee Damage
1.0x
~
~
Melee Damage
2.5x
Gun Damage
1.0x
1.1x
1.2x
Gun Damage
1.0x

Heavy
Tier 1
Tier 2
Tier 3
Special
Shock Trooper
Tier 1
Tier 2
Tier 3/Special
Run Speed
1.17
~
~
~
Run Speed
3.22
~
~
Sprint Speed
4.41
~
~
~
Sprint Speed
5.63
~
~
Injured Speed
0.82
~
~
~
Injured Speed
1.80
~
~
Health
4900
5250
5950
~
Health
1085
1155
1225
Melee Damage
1.0x
~
~
2.0x
Melee Damage
1.0x
1.1x
~
Gun Damage
1.3x
~
~
~
Gun Damage
1.0x
1.1x
~

Shield
Tier 1
Tier 2
Tier 3/Special
Run Speed
1.40
~
~
Sprint Speed
4.00
~
~
Injured Speed
0.90
~
~
Health
595
648
700
Melee Damage
1.0
~
~
Gun Damage
1.1x
~
~

Soviets







Soviet
Tier 1
Tier 2
Tier 3
Run Speed
3.50
~
~
Sprint Speed
6.00
~
~
Injured Speed
1.80
~
~
Health
375
510
750
Melee Damage
1.0x
~
~
Gun Damage
1.0x
1.15x
1.2x
The Possessed Detectives and their feats
Due to the amount of characters needed in the previous section, the Detectives have been put into their own extra section.

Speed values are in Meters per Second (m/s) format and cap out at 7.00m/s. Enemy melee damage is reduced by 10% on Hard and 20% on Extreme. (Keep in mind difficulty adjustments are applied at the end of the calculation.)

Detectives







Detective
Brown
Dolph
Donny
Gonzales
Jacobs
Krueger
Mark
Patrick
Phips
Rico
Run Speed
3.39
4.16
3.54
2.62
3.08
3.70
4.00
2.46
3.54
2.77
Sprint Speed
5.93
7.00
6.20
4.58
5.39
6.47
7.00
4.31
6.20
4.85
Injured Speed
1.80
1.80
1.80
1.80
1.80
1.80
1.80
1.72
1.80
1.80
Health
3840
2400
2880
3840
3200
3200
2560
2880
3520
4480
Melee Damage
1.5x
1.5x
1.5x
1.5x
1.5x
1.5x
2.25x
1.5x
1.5x
1.5x
Gun Damage
1.2x
1.8x
1.2x
1.5x
1.2x
1.2x
1.32x
1.2x
1.2x
1.38x
Self-Revive Timer
15-20s
10-15s
18-23s
18-23s
12-14s
5-8s
8-12s
5-8s
18-23s
18-23s
Special thanks
A special thanks to special folks.
  • Michael Madsen for his portrayal of Travis Baker (1957 - 2025)
  • SevenWithTheT for his advice on how to structure the guide and helping with testing the duo values of pick ups among other things
  • braidy08 for supplying a way for me to test various aspects and values of Rockay Rumble
  • B Dawg for supplying a file that let me obtain the Graves gang logo for the Graves section
  • My sanity ever since I started this guide on May 6th
Horrifying adventures await buddy.
3 条留言
Sergeant Panda  [作者] 8 月 16 日 下午 2:45 
Thanks for the correction on Wave 10, regarding the Chico captains it's kind of a toss up honestly since internally the regular ones are just considered "Detectives" while the footballers are "Boosters" and IGS didnt give them an official name I believe. Similiar scenario with the stunners, one place its shock troopers,another its scout and in one spot they get called stunners so I mean, what am I meant to call them? But I suppose I can swap it to a more obvious term since scout is vague for most probably.
Mister Sir XXIII Esq. 8 月 16 日 下午 2:32 
The nightmare city wave 10 bosses are not chico captains and heavies , it's chico captains and sicario buzz-saw captains. Also I think you should specify that it's chico heavy armor captains not chico football captains, but that one's not wrong just non specific.

Also I thought they were called stunners not scouts since that's what you handler calls them in operation cold strike.
Sergeant Panda  [作者] 8 月 15 日 上午 12:03 
I can't wait for U17 to immediately outdate this lol.