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- Might have some mistakes (It's been like a year since I wrote this)
- All notes from Standard difficulty
- Sometimes I forgot to label damage as Instinct Damage. Can get confusing cuz some of these were hastily written and I can't remember why I wrote them.
- Ethan Movement Speed:
- 35 crouch 70%
- 45 crouch (walking shoes) 90%
- 50 walk 100%
- 65 walk (walking shoes) 130%
- 80 run 160%
- Base Damage:
- Knife 50 Thrust 70/80
- Handgun 100 Enhanced 300
- (b=broken) bHandgun 120 enhanced 360
- Albert 200 Enhanced 600 (does dynamic 250crawler/400molded after margurette fight?)
- Saw 300
- Shotgun 720 (8 pellets?) (damage always divisible by 8?)
- bShotgun 800 (8 pellets?)
- magnum 1200
- flamethrower - No Instinct Damage
- flame round - 600 Instinct Damage to molded
- neuro round - 600 Instinct Damage to molded
- Rank does not effect Instinct Damage?
- Some damage to Bosses not effected by Rank?
- Instinct Coin benefit? - 1 less bullet/2 less knife swings to bring down roaming jack.
- instinct damage not effected by dynamic difficulty? game difficulty?
- albert damage to molded increases after greenhouse? shotgun damage to molded increases?
- molded have less health after ship?
- Firing a grenade too close 10%
- lucus trap 35%
- Chainsaw Mia
- 2000hp (Invincible until she starts moving)
- 400 Instinct Threshold for Knockback (Headshot with Handgun - 100)
- Axe 100 (90 Head Instinct Damage)
- Handgun 120 (Headshot 240)
- Swipe 25%
- Thrust 30%
- Grab&Slash 45% (Used after being hit)(No Damage if Broken out Of)
- Charge 45% (No Damage if Blocked)
- Knockdown&Impale 60% (No Damage if Broken Out Of)
- Roaming Shovel Jack
- Swing 20%
- Thrust 20%
- Headbutt 20% (No Damage if Blocked)
- Knee 20% (No Damage if Blocked)
- Backhand 20%
- Overhead Slam & Knockdown 30%
- *If he cuts off your leg, the 'Strong' Medicine he gives will set Ethan's health to 50%.
- Garage Jack
- 2000hp (counts up) (vulnerable as soon as you get control) (unaffected by rank) (F*** You and the horse you rode in on)
- Knife 50 Thrust 80
- Pistol 100
- Albert 200
- Same Moves as Shovel Jack
- *2 Minute Timer Starts when the fight does (Nice Car Ethan)
- *Hit 3 Times with Car
- Part 2 (Not Effected by Coins)
- health is reset on every crash?
- vulnerable after turning lights on
- *1 min 45 sec crash car
- 4to6 shots pistol
- 2to4 shot albert
- 6to8 knifes?
- Any Hit with car 50%
- Part 3
- Infinite Health
- Grab 50%
- Roaming Paintroller Jack
- 2000hp (takes Instinct Damage)
- if he wakes back up from damage, heath resets right before he starts walking
- knife 50 thrust 70
- pistol 100 enhanced 300
- albert 200 enhanced 600
- same attacks as shovel jack, additionally has haymaker which does no damage, knocks ethan down, and jack teleports away
- *picking up shotgun permanently despawns jack
- Molded
- 3000hp
- LIMB/BODY/HEAD
- knife 30L/50 thrust 48L/70
- saw swipe 180L/300
- handgun 60L/100B/300H enhanced 180L/300B/900H
- albert 120L/200B/600H enhanced 360L/600B/1800H
- flame round 2650 (initial blast 30%) (afterburn cannot kill)
- neuro round kills if health less than 30% (850hp), otherwise hp drained to 1 over a few seconds
- magnum? (3600 headshot)
- shotgun 1224 AM? (1350headdamage) (1575 headshot)
- bshotgun? 1360 (2400headdamage) (2800 headshot)
- flamethrower ~20 per unit (takes 15 units before afterburn happens) (afterburn about 1300)
- head 600hp (takes Instinct Damage) (first couple have 300hp heads)
- knife 50 thrust 70
- saw swipe 300
- handgun 100 enhanced 300
- albert 200 enhanced 600
- standing Grab 23% If immediatly broken out of, 5% if blocked, up to 107.5% if not resisted at all
- Swipe/Bite/Jump 30%
- knockdown grab 20%,9% first combo,4.5% second combo
- Super Molded AKA Travis
- Cannot Grab; Head has 900hp
- Chainsaw Jack Part 1 (damage by ethan unaffected by rank)
- has 1 second of invincibility
- walking health 800hp 30% less effective if head targeted
- instinct damage amounts
- knife 50 thrust 80
- pistol 65 enhanced 195
- saw 150
- chainsaw swipe 150
- albert 200 enhanced 600
- shotgun 288 (point-blank)
- *1 min 45sec breaks axe
- same attacks; loses haymaker; knee and headbutt do 1% more damage and flash screen red
- part 2 thats not groovy
- begins opening the grate to thats not groovy invincibility
- 4500hp
- knife 50 thrust 70
- pistol 100 enhanced 300
- albert 200 enhanced 600
- saw 300
- chainsaw swipe 500, hold up to 1540
- shotgun 720
- Heavy Swipe 20%
- Scissor 20% (Instant Death if Ethans not holding a chainsaw)
- Triple Swipe Combo 10% Each
- breaks piller at 2250hp (half)
- even though ethan blocks with chainsaw still takes same damage
- large wasp
- 150hp
- 300 pistol
- sting thrust 10% (ethan is not moving)
- quick sting 1% (ethan is moving)
- *when ethan is standing still, ai will attempt to place them in ethan's view before stinging
- insect nest (affected by dynamic difficulty)
- only one swarm per nest can exist at a time
- 2400hp (dormant) ("she's upstairs" room) - spawns when attacked sometimes, spawns when existing swarm destroyed, leave the area dormant swarm may despawn
- 1700hp (active) (fireplace room, blocking fireplace) spawns swarm sometimes giant wasp every 10 sec
- 2800hp (triggered) (fireplace room, in middle / bridge) - behaves like dormant until both pieces of flamethrower are combined, then behaves like active
- 2400hp (frenzied) (kitchen after marguarete shows up) - immediatly spawns swarm when present one is destroyed, occasionally spawns wasps
- 1500hp (margeret) - behaves same as frenzied
- <70% <30% lose layers
- weapons do base damage
- flamethrower ~40 per unit, 5 units of fuel for afterburn, afterburn ~620 (afterburn cannot kill by itself)
- flame/neuro rounds - instant kill
- insect swarm (affected by dynamic difficulty)
- 800hp (bullets pass through swarms)
- knife 25 thrust 40
- handgun 50 enhanced 150
- bhandgun 60 enhanced 180
- albert 100 enhanced 300
- saw 150
- flamethrower ~150 per unit of fuel + ~280 afterburn over a couple seconds (afterburn cannot kill by itself)
- shotgun 576
- bShotgun 640
- magnum 600
- flame/neuro rounds - instant kill
- health gets lower less insects
- sting triple combo 3%,1.5%,1.5% = 6% total (Guarding does not reduce damage)
- spiders
- jump 1.5% first hit, .75% every hit after
- patroling margeret (affected by dynamic difficulty)
- 1500hp
- same as swarm
- shotgun 360
- bshotgun 400
- flamethrower exactly 10 per unit of fuel (immune to flamethrower afterburn)
- flame rounds 400 + 100 afterburn
- neuro round 400
- *headshots do no extra damage
- *upon defeating her, if ethan is close, she'll run up and throw him down for no damage. If she's further away she'll run around a corner. Either way, she despawns until her hole fight.
- hole margeret (affected by dynamic difficulty)
- 1500hp
- base damage
- shotgun up to 450
- bshotgun 800 (just possible to do)
- flamethrower ~10 per unit of fuel + 200 afterburn
- flame round - 800 + 450 afterburn
- neuro round - 800
- *If not defeated after 5 minutes, she falls in the hole anyway
- *headshots do no extra damage
- *when her goop appears it does 0.5% damage every red flash
- greenhouse margeret (affected by dynamic difficulty)
- 15000hp
- body takes 100%, head takes 110%, hive 120% damage
- knife 40V/50B/55H thrust 64V/80B/88H
- flame rounds 960 + ~600 Afterburn
- neuro rounds 960
- flamethrower 20 per unit of fuel + ~280 afterburn
- starting window grab 1%
- hits 20%
- tackle and bite 1% + 45% (blocking will prevent bite damage)
- ceiling jump (rko) 60%
- ceiling pull 1% + (If not broken out of) 60% (blocking will prevent bite damage)
- ---check for difference
- crawling molded
- headdamage = damage to the head's health
- 1400hp head 160hp (900hp second one after snake key)
- knife 50 (headshot 75) thrust 80 (headshot 120)
- saw base
- handgun base
- bhandgun base
- albert 250 (200headdamage) (headshot 300?) enhanced 750 (600 headdamage) (headshot 900)
- magnum 1500 (1200headdamage) (headshot 1800)
- flamerounds 1200 + 300 afterburn/1375?
- neurorounds 1200/2200?
- shotgun 900 (720headdamage) (headshot 1080)
- bshotgun 1000 (800headdammage) (headshot 1200)
- flamethrower ~20 per unit (25 units for afterburn) (afterburn hp to 1)
- floor swipe 20%
- jump swipe 25% (if blocked 17.5%)
- wall jump 10% if this hits, rarely the molded will follow up with a grabbing stab that does another 40%
- NOT A HERO
- mama molded 50,000hp
- ramrod (4x damage)
- head 2,975 (+~46%)
- body 2,040
- regular pistol
- head 743.75 (+~46%)
- body 510
- shotgun (233% power)
- head 1,700 (+~43%)
- body 1,190
- hand grenade (333% power)
- direct 1,700
- edge 1,275 (75%)
- stun grenade (83% power)
- 425
- END OF ZOE
- tested on normal molded
- molded 2000hp
- head 500hp
- -Renaming Instinct Damage to Impact Damage in honor of JBP DLC cuz I think it sounds better
- Spirit Blade (Swipe only deals 20% Impact Damage; heavy swing deals 1x Impact Damage)
- swipe:100 heavy swing:150
- Heals Joe by 10% and 15% respectivly.
- Melee detection is a little wonky so it's sometimes possible to hit twice with a single swing.
- Fists (1x Impact Damage)
- body:100 head:200
- RLRL
- body: 100,100,150,300
- head: 200,200,300,600
- LRR
- body: 100,100,[30,30,60]
- head: 200,200,[60,60,120]
- The hitboxes for the head seem to be large but touchy, any swing at the upper chest/neck may or may not be counted)
- AMG-78a (Deals 2x Impact Damage)
- Left:600 Right: 100body/200head
- Charge - half: 1200 full: 2000
- RLRL
- body: 100,600,150,1800
- head: 200,600,300,1800
- LRR
- body: 600,100,[30,30,60]
- head: 600,200,[60,60,120]
- AMG-78 (Deals 3x Impact Damage)
- Left: 300 Right: 100body/200head
- Charge - half: 700 full: 2000
- RLRL
- body: 100,150,150,450
- head: 200,150,200,150
- LRR
- body: 300,100,[30,30,60]
- head: 300,200,[60,60,120]
- AMG-Dual (Deals 6x Impact Damage)
- Left/Right:300
- Charge - half: 700 full: 2000
- RLRL
- 300,300,300,500
- LRR
- 300,300,[100,100,500]
- Joe's Shotgun
- body: 1360
- head: 2800
- Throwing Spear
- Body: 1200
- Head: 3500 (1000 instinct)
- EOZ boat jack
- stake bomb 2000
- thrown spear 700
- body slam 2500
- LRR - 320
- RLRL - 650
- impact damage to activate
- 1000-knockback
- 3000-body slam
- JBP Bonuses
- Infinite Ammo - Infinite Ammo/Increases Reload Speed by 50% (not noted) [Decreases Attack & Kill Time Bonus by 40%]
- Health Regen - Recover 3% base health/sec when standing still
- Masochist - 3% of Damage Recieved converted to Time Bonus (about 30sec per base health bar fully emptied)
- Brawler - Bonus +600% damage to Melee Attacks [Increases Damage Taken by 100%]
- Vengeance - Bonus +300% damage when in Critical Health (Mia icon sweating)
- Narrow Escape - Move 50% faster when in Critical Health (Mia icon sweating)
- Toughness 1 - Increase Max Health by 25%
- Toughness 2 - Increase Max Health by 50% [Decreases Attack Power by 20%]
- Firepower 1 - Increase Attack Power by 25%
- Firepower 2 - Increases Attack Power by 50% [Decreases Reload Speed by 25%]
- Quick Reload - Increases Reload Speed by 50%
- Guard Up - Take 60% less damage from guarded attacks (compared to no Guard Up)
- Time Bonus a 1 - Increase Time Bonus by 10% on Attacks
- Time Bonus a 2 - Increase Time Bonus by 30% on Attacks [Move 25% slower]
- Time Bonus b 1 - Increase Time Bonus by 10% on Kills
- Time Bonus b 2 - Increase Time Bonus by 30% on Kills [Move 25% slower]
- Speed Up 1 - Move 10% faster
- Speed Up 2 - Move 25% faster [Increases Damage Taken by 100%]
- Defense 1 - Decreases Damage Taken by 20%
- Defense 2 - Decreases Damage Taken by 40% [Reduces Knockback/Limb Damage by 20%]
- Impact 1 - Increases Knockback/Limb Damage by 25%
- Impact 2 - Increases Knockback/Limb Damage by 50% [Decreases Max Health by 30%]
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