Mekarazium

DMC5 Damage values

Apr 11th, 2019
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  1. DMC5 Nero Damage Testing
  2.  
  3. Notes on difficulty/damage modifiers:
  4. (difficulty/% dmg taken by enemies/effective hp)
  5. DMD 50%/2x hp
  6. SoS 75%/1.33x hp
  7. HaH same as SoS
  8. DH 100%/1x hp, testing difficulty
  9. Human 150%/0.66x hp
  10. HoH 1000 dmg per hit
  11.  
  12. Misc:
  13. behemoth takes 41.4% damage to armored points, 200% damage to mouth while armor is off
  14. nobody(gold mask) takes 80% damage
  15.  
  16. ALL ON DEVIL HUNTER
  17.  
  18. RQ A 80/60/40/100: 280 dmg
  19. ex 96/72/48/120: 336 dmg(+20%)
  20.  
  21. RQ B 80/100/28x8/100/140: 644 dmg
  22. ex 96/120/33.6x8/120/168: 772 dmg(+20%)
  23.  
  24. RQ C 80/60/40x2/60/40/100: 420 dmg
  25. ex 96/72/48x2/72/48/120: 504 dmg(+20%)
  26.  
  27. RQ D 80/60/40/270: 450 dmg
  28. ex 96/72/48/324: 540 dmg(+20%)
  29.  
  30. Air 100/80/120: 300 dmg
  31. ex 120/96/144: 360 dmg(+20%)
  32.  
  33. Roulette 100/80/90x3: 450 dmg
  34. ex 120/96/108x3: 540 dmg(+20%)
  35.  
  36. High Roller 90 dmg
  37. ex1 108 dmg(+20%)
  38. ex2 56/108: 164 dmg(+82%)
  39. ex3 56/56/114: 226 dmg(+151%)
  40. (High Roller has identical damage when grounded and leaving the ground)
  41.  
  42. Streak 120 dmg
  43. ex1 144 dmg(+20%)
  44. ex2 72/144x2: 360 dmg(+200%)
  45. ex3 72/72/144x2: 432 dmg(+260%)
  46. (Most damaging way to spend 3 exceed stocks against an average sized enemy)
  47.  
  48. Split 40/15xN/60: 115 dmg
  49. ex1 48/18xN/72: 138 dmg(+20%)
  50. ex2 72/27xN/108: 207 dmg(+80%)
  51. ex3 100/38xN/150: 288 dmg(+150%)
  52. (Split EX hits more often vs normal Split, max height normal Split hits 3x, but all EX Split versions will hit 5x from max height, the total damage values were calculated off of only 1 hit on the way down. Also, big damage when high up against bosses due to multi-hit)
  53.  
  54. Calibur 120 dmg
  55. ex1 144 dmg(+20%)
  56. ex2 216 dmg(+80%)
  57. ex3 300 dmg(+150%)
  58. (Aerial distance covered increases with each EX level)
  59.  
  60. Shuffle 120 dmg
  61. ex1 24/120: 144 dmg(+20%)
  62. ex2 24/12x2/168: 216 dmg(+80%)
  63. ex3 24/8/24/8/24/212: 300 dmg(+150%)
  64. (EX Shuffle has an insane number of hit frames, very good parrying tool as Nero)
  65.  
  66. Payline 100 dmg
  67. ex1 40xN/50: 130 dmg(+30%)
  68. ex1(air) 40xN: 120 dmg(+20%)
  69. ex2 60xN/75: 195 dmg(+95%)
  70. ex2(air) 60xN: 180 dmg(+80%)
  71. ex3 85xN/105: 275 dmg(+175%)
  72. ex3(air) 85xN: 255 dmg(+155%)
  73. (Payline EX is multi-hit, does more damage against an average size enemy if they are on the ground because of the landing hit, and massive damage the higher you are against large-body enemies/bosses in the air, similar to Split)
  74.  
  75. Hard Way 50/150: 200 dmg
  76. ex 75/225: 300 dmg(+50%)
  77. (Most damaging/efficient use of a single Exceed stock)
  78.  
  79. Blue Rose:
  80. Normal Shot 18x2: 36 dmg
  81. Color Up 3/High Shot 35/10/35/10x7: 150 dmg
  82. Charge Shot 40/10x8/130: 250 dmg(+67%)
  83. 2 80/10x8/190: 350 dmg(+133%)
  84. 3 80/10x8/190/300: 650 dmg(+333%)
  85.  
  86. DT activation 100 dmg
  87. (Only procs with no input on the movement stick)
  88.  
  89. Summon Sword 15 dmg
  90. (Charge Shot summons 2 Swords, Charge Shot 2 summons 4 Swords, and Charge Shot 3 summons 6 Swords like DMC4)
  91.  
  92. Bringer Claw adds 50% of the base damage of the Red Queen attack in an extra swing, no more or less, which sometimes hits early/has multi-hit properties. Exceed will not increase the damage of Bringer Claw.
  93.  
  94. Bringer Knuckle 30 dmg
  95. Doubled 30x2: 60 dmg
  96.  
  97. Bringer Claw and Knuckle cannot always both proc on a Red Queen swing. Knuckle comes from Nero's right, so swings from Nero's right will only ever have Claw or Knuckle, not both. The exceptions are double Claws(2x hits of 25% base damage) like those on Streak, Payline, Calibur or Roulette, Knuckle on those will subtract one Claw, resulting in Claw only dealing an extra 25% damage. Also, Holding an enemy will prevent Claw from activating, similar to Knuckle, but only on Nero's right. Double Hold will completely disable Bringer Claw and Knuckle.
  98.  
  99. Showdown (150+120)x5/350+120/700: 2520 dmg
  100. non DT 150x5/350/700: 1800 dmg
  101. (Because of how Bringer Claw works, it is a damage loss to Knuckle during DT Showdown. However, it is a damage increase to spam Knuckle during a non-DT Showdown, because Bringer Claw is not present. Hold/Double Hold also reduce Showdown's damage. Summoned Swords do not affect Showdown's damage.)
  102.  
  103. Maximum Bet 50/300: 350 dmg
  104. charge2 100/80xN/100: 1000 max dmg(10 hits)
  105. charge3 100/80xN/100: 1880 max dmg(21 hits)
  106. (Max Bet's first hit is a melee swing, you'll miss it if the enemy is not close enough. Max Bet's projectile hits more times the more space you have, so the last hit is rarely possible in actual gameplay unless you have a very large arena/are lined up properly)
  107.  
  108. DEVIL BREAKERS
  109.  
  110. Break Away 100 dmg
  111.  
  112. Overture:
  113. Battery 280 dmg
  114. Up 350 dmg
  115. Down 350 dmg
  116. ??? 35x2/280: 350 dmg
  117. Exploder 80/650: 730 dmg
  118. (Spamming Battery will reduce consequent Battery damage heavily, takes about 3-4 seconds to reset. The unique 3 hit Battery animation apparently only plays if the target isn't knocked back by a neutral Battery hit, not 100% clear conditions)
  119.  
  120. Gerbera:
  121. Jocky 50 dmg
  122. Stamen Ray 50x21/400: 1450 dmg
  123. Petal Ray 90 dmg x 8 beams: 630-720 dmg with no walls
  124. (Petal Ray will hit enemies more times in smaller rooms due to ricochet/beam lifetime, can do upwards of 2000+ damage, massively more with multiple enemies)
  125.  
  126. Punch Line:
  127. Jet Gadget hit 12x16: 192 dmg
  128. ride > melee(pop shoveit) 25/50/15: 90 dmg
  129. ride > hold melee(mctwist) 25/50: 75 dmg
  130. ride > breaker(ollie) 50 dmg
  131. ride > gun(spin) 100 dmg
  132. ride > breaker > forward + melee(method flip) 25 dmg
  133. ride > breaker > left + melee(method spin) 25 dmg
  134. ride > breaker > right + melee(indy spin) 25 dmg
  135. Boost Knuckle 910/390/200: 1500 dmg
  136. Boost Knuckle(air) 910/390/200: 1500 dmg
  137. detonation/break away during flight 200 dmg
  138. (During ride, the tail end of Punch Line will do 10 damage while its close to/in contact with enemies, this can result in lots of free extra damage in big groups)
  139.  
  140. HelterSkelter:
  141. Drill Rig 10x6/12x8/15x10/100: 406 dmg
  142. Drill Master 30x10/200: 500 dmg
  143. (Drill Rig can be canceled during the first or second stage by ceasing to press Breaker. Drill Master will miss hits the further away you are from the enemy)
  144.  
  145. Tomboy:
  146. One Night Stand/Rendezvous activation 50 dmg
  147. Ex Shot 80 dmg
  148. EX Charge Shot 250 dmg(+212%)
  149. RQ combo ex 120x15/240: 1800 dmg
  150. RQ air ex 150/20xN/200: 370 dmg
  151. Bloody Queen 250x4/300: 1300 dmg(5 hit manual chain like RQ combo B)
  152. Bloody Queen air 20xN/200: 220 dmg
  153. (RQ air EX and Bloody Queen air have multi-hit properties similar to Split and Payline EX. Tomboy active during a Hell Caina buster makes the damage go crazy, even more so with Bringer/Gun mashing during the Buster and/or DT)
  154.  
  155. Rawhide:
  156. Snatch 15x4 dmg max range, 15x1 dmg min range
  157.  
  158. Side Winder(3 hit combo):
  159. 8x5(first hit)
  160. 8x8(second hit)
  161. 8x11/10(third hit)
  162. 202 dmg(if no hits are canceled early)
  163.  
  164. Side Winder(1st hit, delay):
  165. 8x5(first hit)
  166. 10x3(first loop)
  167. 10x2(can repeat 3-7x)
  168. 60(final hit)
  169. 170 dmg(3 loops)
  170.  
  171. Side Winder(2nd hit, delay):
  172. 8x5(first hit)
  173. 8x8(second hit)
  174. 20x3(first loop)
  175. 20x2(can repeat 3-7x)
  176. 60(final hit)
  177. 304 dmg(3 loops)
  178.  
  179. Side Winder(2 hit air combo):
  180. 15x4(first hit)
  181. 15x4/30(second hit)
  182. 150 dmg
  183.  
  184. Side Winder(1st air hit, delay):
  185. 15x4(first hit)
  186. 20x2(can repeat 3-7x)
  187. 20x3/60(final hit)
  188. 300 dmg(3 loops)
  189.  
  190. Loop The Loop 10x6/70x2/250/120: 570 dmg
  191. air 10x11/70x2/250/120: 620 dmg
  192.  
  193. Rawhide can stun enemies with repeated hits, indicated with a visual effect and stars around their heads, enemies take 20% extra damage from all sources in this state. Rawhide's melee attacks can cancel each other, it's very easy to miss out on hits unless you time the swings perfectly without performing the delay loops. The Break Age does 50 more damage in the air, mysteriously
  194.  
  195. Ragtime:
  196. n/a
  197.  
  198. BUSTERS
  199.  
  200. Research done by u/JenJenneration on DMD difficulty(50% dmg mod):
  201.  
  202. https://www.reddit.com/r/DevilMayCry/comments/b1wvpz/all_enemy_damage_from_neros_busters_spoilers/
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