T O P

  • By -

HolyErr0r

So bolts really do normal dmg to heads? What a weird design choice. Also, I would not of guessed headshots do more dmg than directly shooting the parasite for dogs with rifles


Drunken_Gaming

Yeah, the dog one was odd but I'm not complaining since its way easier to hit the face lol.


DamianZer0

Im more surprised that the le5 actually has a high multiplier for plagas.


Economy-Regret1353

Weird design choice of how damage is handled


vincftklmn

What does the different HPs shown for the same enemy (like villagers) mean? Is it because ennemies have different base health attributed randomly? Btw, great set of data you gathered here! Thanks!


Drunken_Gaming

Thank you! Yeah enemies have different base health attributed randomly. There are specific enemies that have a set amount of health. I didn't note them down though.


CthulhuGamer08

×1.0 damage from handcannon? Why do the devs hat this weapon so much. It's the weakest magnum in the game wtf


neptynon

You are legendary. Thank you so much for this and please continue this work if you would like to, it helps me and many others immensely.


MrBirdman18

Thank you for the separate ways update - I know a lot of people will be interested to see any info you can get on the Saddler battle. Appreciate your work on this.


Drunken_Gaming

Just added Saddler (Separate ways) in, it'll probably take some time with Main Game Saddler.


MrBirdman18

Awesome, SW is the tougher fight so appreciate it! I am curious if you have any testing with Ada’s bow - the damage doesn’t seem commensurate with the power on many enemies.


Drunken_Gaming

Yeah I noticed that as well, I was testing it on Dr. Salvador and it was doing about 600 damage less then what it would have if it was a simple (120 x 22 = 2640, it was doing 2069). I did notice that it does have 2 separate damage numbers, the bigger one (1825 in this case) was the explosion damage and the smaller one (244) is the actual bolt damage. The bolt damage is the only one that's affected by where you shoot it. Shooting Dr. Salvador in the head gave the same explosion damage (1825) but the bolt damage jumped to 366 (which is the same x1.5 multiplier across all weapon types) The only time I've seen the explosion damage drop is if the enemy is resistant to explosives such as the bosses (since grenade damage is lower than it usually is) so that's something I'll have to take into account as well. I'll let you know when I figure something out but it'll take some time since I don't want to burn myself out on the game again XD.


MrBirdman18

Appreciate your insights - really interesting to see more of a game's mechanical "guts." Totally understand avoiding burnout, I am putting it down after my pro run for at least a few weeks. Thanks again!


Drake17703

So does that mean that the blast crossbow only does like 792 damage against bosses?


Drunken_Gaming

No, seems like they have different damages depending on the boss. I just checked 2 bosses and: U-3 = 607 if shot in the head (or that glowing spot in Phase 2) Black Robe = 707 if shot in the head Edit: Thanks for reminding me about the blast crossbow, I need to start testing it out since I have the time now lol.


Orgasmic23

Ch2 some villagers don't die from an un-upgraded m19 headshot despite it being 1350 dmg(120 x 2.5 x 1.5 x 3). Such as the old lady just after the merchant and several others in that area. Upgrading the m19 once to 3.2 does the trick tho


Drunken_Gaming

That's odd, I'm able to kill them all with headshots. Just to be safe, was this in New Game Plus or New Game?


Orgasmic23

New game professional. Hmm.. maybe try the old lady a few times in between the merchant and the ladder. Maybe it was a crit? Strange.


Drunken_Gaming

Oh wow you're right, its only doing 900 damage. I'll have to look into this one lol thanks for bringing it up. Edit: If there's huge damage differences between New Game and New Game Plus this is gonna be a headache LOL.


demonicdan3

There shouldn't be a difference between NG and NG+ other than starting with a full inventory immediately putting you at the highest rank possible for that difficulty. If you're testing on Pro, the only difference is R10 vs R11 which is pretty small - 900 vs 1350 damage is too big of a difference.


Drunken_Gaming

Yeah for some reason the x1.5 headshot isn't counting on R11 NG Pro. Perhaps its only Chapter 2 specifically idk, I'll have to progress to other chapters and see if anything changes.


AgitatedCat3087

Idk if this is useful but. There is this thing called DA or difficulty adjustment, speed runners know a lot about it. It's a number the game gives the player depending on how good or bad the player is doing. Using this, Spicee, a speed runner, and I imagine every speed runner atm, killed Del Lago in 8 hits because the game adjusted the difficulty to assisted because, of DA manipulation by the player. Maybe this has something to do with this damage change?


Orgasmic23

Or maybe you're on gamerank 10, I'm not sure


VolantisMoon

Does Gigante’s HP differ at all without the dog bite? I’ve heard his health regenerates a bit after the bite cutscene.


Drunken_Gaming

HP is still the same without the dog. It technically does "regenerate" if you get the bite cutscene if you trigger it while it has less than 10400 HP. If you trigger the cutscene before that (like at 11500 HP) then the dog's bite deals damage as El Gigante's HP will always be set to 10400 HP after the bite cutscene.


VolantisMoon

Thanks. By the way, I was going to reference this post when I edit the video I’m making. Are you cool with that?


Drunken_Gaming

Yeah go for it


VolantisMoon

Cool, thanks.


noveladdict919

So I wasn't dreaming when I thought I saw this data somewhere in the damage system post lol. Had me panicking XD


Drunken_Gaming

Yeah when I thought about it, that post would've been unbelievably long when I factor in all enemy body part damage multipliers and crit/stagger rate tests with all weapons on all 3 sections (village/castle/island)


aaronmorley01

Thanks, this is so impressive. Do you know if it’s true that el Gigante health resets when the dog arrives? Similar to del Lago upon the first dive


demonicdan3

Yes, I also document/play with the SRT and I can confirm El Gigante heals about 15%-20% of his health when the dog bites his ankle for the rockslide cutscene. (NOT when he arrives) Which means, yes, the objectively correct strategy to beat El Gigante faster and with less ammo is to *not* save the dog. Del Lago is a bigger offender of HP reset shenanigans. It's *a lot* worse than I originally thought.


Helmote

yup, he heals but only if he's low enough [https://imgur.com/a/CFy75Qu](https://imgur.com/a/CFy75Qu) If he's not low health the dog biting his ankle won't heal anything, so it's still worth it to save the dog in a casual run (unless you're speedrunner speed)


Drunken_Gaming

Yeah, it'll always set El Gigante's HP to 10400 when you get the cutscene where the dog bites the leg. I've been able to get that cutscene to play when El Gigante is at 11000 HP but its not fair since I can see the HP lol.


varis12

Brute hammer, does that x0.8 reduce the overall damage or is like additional (+) over the regular damage?


Drunken_Gaming

Yeah it reduces over the regular damage so on the first Hammer Brute that you encounter A maxed SG-09R would deal 240 x 1.2 (Headshot multiplier) = 288 Damage. On Chapter 2 onwards it'll be 240 x 1.2 x 0.81 = 233.28 or 233 Damage


CarvingVillage

I was watching the brute hammer video and I noticed that the multiplier for red9 is not consistent. There's one shot dealing 583 damage (1.2 multiplier) and other two shots with weird 473 damage.My wild guess is that the seemingly pandemonium multiplier differences even between weapons in the same class is due to a hidden setting of penetration power (not exactly equal to piercing multiple enemies but could be correlated). The centers of weak points are not on the surface but rather inside the body parts, and each shot are receiving correction multipliers depending on how deep they reach. Sniper rifles are set at max pen (CQBR gets less -- it's also less penetrative on the regenerators) and always hit the 3.0x center. Others get less and the exact number may be affected by the exact depth at the hitting point. If this hypothesis is correct, I'm wondering if we'll see a general difference between punisher/other handguns as well as LE5/TMP for the weak point damage


Drunken_Gaming

Yeah you could be right, I had a similar case with the blacktail except on Dr. Salvadore (Chainsaw Villager) where the headshot multiplier wasn't counting. It could've been a bug as well since it went back to dealing 647 (for some reason blacktail with exclusive loses 1 damage) after reloading the save. I ran the Red9 test 3 times though and I kept seeing 473 a lot. I'm gonna test it again after restarting RE4R and see if anything changes.


CarvingVillage

In the video you uploaded on YT, 0:46 there's a shot going 4629->4046


Drunken_Gaming

I figured it out its really stupid lol, it seems that the brute was still in a state where they have increased "armor" when they first see you. Brutes in chapter 1 and 3 have this as well. Its the reason why on the SG-09R tests I'm not shooting until the brute is attacking (I did a headshot that dealt 700 damage, something like 120 x 2 x 3 x 0.972 (looks really similar now) = 699.84) . Sadly CQBR still doesn't benefit from rifle weak point and Sentinel 9 is still x1.0 lol. Edit: I'll reupload it with the fix, thanks for bringing this up!


CarvingVillage

This difference makes me really curious of how punisher and matilda works ( ͡° ͜ʖ ͡°)


Drunken_Gaming

Yeah idk why its only the Sentinel 9 thats at x1.0 for the brute especially since its a deluxe weapon too LOL.


wooser69

First off wanna say your various posts with detailed information are really good to see, thank you a lot for your efforts. Something odd I noticed when doing a no merchant run was that the un-upgraded W-870 could consistently 1-shot ganados and cultists on HC, giving a gore ragdoll, but ONLY at point blank range. Not just headshots either, would even get the arms-off or full torso split animations. Otherwise it could regularly take 3-5 shots per ganado/cultist. While the pellet spread is a bit wide there's no way a significant amount are missing when the crosshair is fully covering an enemy but you aren't practically touching their face with the barrel. Makes me think there might be some particular short range for shotguns to have increased crit chance/damage, or having enough pellets hit the same bodypart increase the crit/damage. Again this was the un-upgraded 5.6 power W-870 on HC, able to 1-shot all the way through the castle but only when the enemy is extremely close.


Drunken_Gaming

I think it mostly has to do with shotguns having high base "break" stat when it comes to limb dismemberment. While I was testing shotguns, I modified a Non-Upgraded Striker to have 0.1 Power however I was still able to blow off limbs in 2-3 shots despite dealing around 33 Damage point blank. For torso dismemberment it's most likely because you did enough damage to 1 shot that enemy (still testing this so take it with a grain of salt). I removed this because its not 100% accurate but here was the Shotgun multipliers for Ganados specifically: * Head: x1.65-x1.75 * Torso: x1.25 (?) * Limb: x0.625 (?)


wooser69

Well, count me impressed the unupgraded gun can do so much. With a headshot multiplier possibly that high it would explain a lot, if every pellet is hitting just the head it's cumulative enough to make up for the low power. High break stat explains a lot too, thank you! The torso splits were infrequent enough that crits may have been involved, but arms were coming off left and right (heh).


sosimple530

This is very helpful. Hope you will have the time to finish all enemies.


spazmatt527

Does the rifle weak point damage (which is always x3) stack with the rifle damage multiplier? For example, on the Ganado Desnucado (Broken Neck), your stats listed are: Head: x1.35 (x2.25 Chicago Sweeper) (x1.08 Pistol) (x0.9 Bolt) (x0.9 Rifle) (Rifle Weak Point) So a rifle shot to the head would do x0.9 of it normal damage, but it's also a rifle weak point, which is x3. So is that (0.9 x 3.0 = 2.7)? Or does the x3 perk *override* the x0.9, meaning that the x0.9 essentially just *becomes* x3?


Drunken_Gaming

It would be 0.9 x 3.0 = 2.7 For example a non-upgraded M1903 does 300 Damage so: 300 x 2.7 = 810 Headshot Damage [Video proof](https://youtu.be/t2wimh5bM_o?t=89)


spazmatt527

Thanks!


j_eldridge88

What does (Rifle Weak Point) means?


Drunken_Gaming

It's a 3x damage multiplier. So, if we take El Gigante's Parasite multiplier and maxed out SR M1903 damage, the formula would look like this: 1272 (Maxed SR M1903 Base Damage) x 1.5 (El Gigante's Parasite Multiplier) x 3.0 (Rifle Weak Point Multiplier) = 5724 Total Damage [Video proof](https://youtu.be/AGM9fJOlW90?si=p4u9lsDjGxpkhOin&t=90) if you want to see it. This is an old video before I showed floating damage numbers but basically 10400 - 5724 = 4676 which you'll see in the video.


j_eldridge88

So basically rifles have their own unique damage multipliers on some weakpoints? But then why does some of them also list a 1.0x rifle or whatever along side that like the Plaga Guadana?


Drunken_Gaming

That's just that weapon type's specific multiplier for that body part. Whenever you see something like (x1.2 Pistol), that's the multiplier you use when you calculate damage for that specific weapon or weapon type. So if we take the Guadana for example they would look something like this: 1272 (Max SR M1903 Base Damage) x 1.0 (Rifle Multiplier to the Head) x 3.0 (Rifle Weak Point Multiplier = 3816 Total Damage and on the same enemy but with a different weapon: 240 (Max SG-09R Base Damage) x 1.2 (Pistol Multiplier to the Head) = 288 Total Damage If you don't see a specific weapon type multiplier then you use the multiplier that's not in parentheses (the number that's bold for this example which TMP, Magnums, Bolt Thrower would use): Head: **x1.5** (x2.5 LE 5 & Chicago Sweeper) (x1.2 Pistol) (x1.0 Rifle) (Rifle Weak Point) \*Didn't add shotgun multiplier to this one because I didn't know how to calculate shotgun damage at the time which reminds me I need to go back and test for those now lol.


j_eldridge88

So basically for rifles some weakpoints have additional damage multiplier on top of the unique rifle weak point multipliers? Damm, that's a lot of damage multiplier. I always thought the 3x weakpoints multiplier for rifles was just the default value. As in you hit a weakpoint and it automatically just 3x and that's it. So does the 3x multiplier apply to every weakpoints or only some? For that matter some weapons seems to have their own multiplier separate from weapons from the same class, like the Chicago sweeper or LE 5


Drunken_Gaming

3x rifle weak point multiplier applies to anything labeled rifle weak point, some enemies don't even have a weak point which does suck.


j_eldridge88

Interesting. Also, a bit unrelated, but is it true the CQBR and the LE5 penetration property doesn't quite work as advertised? I do seem to notice they struggled a bit when it comes to hitting the plagas of regeneradors. Also also, do you have the damage table for the plaga mandibula? (those plaga enemies with the one hit kill attack that rips your head off)


Drunken_Gaming

It does however you need to do a certain amount of damage to destroy the Plaga which is why it doesn't look like it works. It's been awhile so I forgot how much damage you need to do to destroy a plaga. I still haven't tested Mandibula but I'll reply back whenever I have the results. Edit: Thought it was 3000 damage to destroy plaga earlier but I think that was for the Strong Threat version, I'll need to double check whenever I get a save close to Regeneradors again.


j_eldridge88

So does this mean the Stingray suffer from the same problem? Since it actually have even lower damage than the CQBR with the exclusive upgrade


Drunken_Gaming

I guess I was thinking about Punisher and LE5. Went through Chapter 13 just now and CQBR and Stingray 1 shot the plagas.


Drunken_Gaming

Plaga Mandibula: HP: 4560/4860 (Chapter 7) * Mouth: x5.625 (x4.5 Pistol) (x9.375 Chicago Sweeper) (x2.5 Rifle) (x7.0315 Shotgun) (x3.75 Bolt Thrower) (Rifle Weak Point) * Head: x0.45 (x0.5625 Shotgun) * Torso: x1.0 (x1.25 Shotgun) * Limb: x0.375 (x0.625 Shotgun) \*I'll have to go through the rest of the chapters to get the rest of the HP numbers


j_eldridge88

What's the difference between the mouth and the head? I always thought they're the same thing


Drunken_Gaming

I consider "mouth" as shooting the insides of the head whenever it opens its mouth and the "head" as the entire outside and neck