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RE7 Damage Notes

Feb 14th, 2020
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  1. Might have some mistakes (It's been like a year since I wrote this)
  2. All notes from Standard difficulty
  3. 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.
  4.  
  5. Ethan Movement Speed:
  6. 35 crouch 70%
  7. 45 crouch (walking shoes) 90%
  8. 50 walk 100%
  9. 65 walk (walking shoes) 130%
  10. 80 run 160%
  11.  
  12. Base Damage:
  13. Knife 50 Thrust 70/80
  14. Handgun 100 Enhanced 300
  15. (b=broken) bHandgun 120 enhanced 360
  16. Albert 200 Enhanced 600 (does dynamic 250crawler/400molded after margurette fight?)
  17. Saw 300
  18. Shotgun 720 (8 pellets?) (damage always divisible by 8?)
  19. bShotgun 800 (8 pellets?)
  20. magnum 1200
  21. flamethrower - No Instinct Damage
  22. flame round - 600 Instinct Damage to molded
  23. neuro round - 600 Instinct Damage to molded
  24. Rank does not effect Instinct Damage?
  25. Some damage to Bosses not effected by Rank?
  26.  
  27. Instinct Coin benefit? - 1 less bullet/2 less knife swings to bring down roaming jack.
  28. instinct damage not effected by dynamic difficulty? game difficulty?
  29. albert damage to molded increases after greenhouse? shotgun damage to molded increases?
  30. molded have less health after ship?
  31.  
  32. Firing a grenade too close 10%
  33. lucus trap 35%
  34.  
  35. Chainsaw Mia
  36. 2000hp (Invincible until she starts moving)
  37. 400 Instinct Threshold for Knockback (Headshot with Handgun - 100)
  38. Axe 100 (90 Head Instinct Damage)
  39. Handgun 120 (Headshot 240)
  40. Swipe 25%
  41. Thrust 30%
  42. Grab&Slash 45% (Used after being hit)(No Damage if Broken out Of)
  43. Charge 45% (No Damage if Blocked)
  44. Knockdown&Impale 60% (No Damage if Broken Out Of)
  45.  
  46. Roaming Shovel Jack
  47. Swing 20%
  48. Thrust 20%
  49. Headbutt 20% (No Damage if Blocked)
  50. Knee 20% (No Damage if Blocked)
  51. Backhand 20%
  52. Overhead Slam & Knockdown 30%
  53. *If he cuts off your leg, the 'Strong' Medicine he gives will set Ethan's health to 50%.
  54.  
  55. Garage Jack
  56. 2000hp (counts up) (vulnerable as soon as you get control) (unaffected by rank) (F*** You and the horse you rode in on)
  57. Knife 50 Thrust 80
  58. Pistol 100
  59. Albert 200
  60. Same Moves as Shovel Jack
  61. *2 Minute Timer Starts when the fight does (Nice Car Ethan)
  62. *Hit 3 Times with Car
  63.  
  64. Part 2 (Not Effected by Coins)
  65. health is reset on every crash?
  66. vulnerable after turning lights on
  67. *1 min 45 sec crash car
  68. 4to6 shots pistol
  69. 2to4 shot albert
  70. 6to8 knifes?
  71. Any Hit with car 50%
  72.  
  73. Part 3
  74. Infinite Health
  75. Grab 50%
  76.  
  77. Roaming Paintroller Jack
  78. 2000hp (takes Instinct Damage)
  79. if he wakes back up from damage, heath resets right before he starts walking
  80. knife 50 thrust 70
  81. pistol 100 enhanced 300
  82. albert 200 enhanced 600
  83. same attacks as shovel jack, additionally has haymaker which does no damage, knocks ethan down, and jack teleports away
  84. *picking up shotgun permanently despawns jack
  85.  
  86. Molded
  87. 3000hp
  88. LIMB/BODY/HEAD
  89. knife 30L/50 thrust 48L/70
  90. saw swipe 180L/300
  91. handgun 60L/100B/300H enhanced 180L/300B/900H
  92. albert 120L/200B/600H enhanced 360L/600B/1800H
  93. flame round 2650 (initial blast 30%) (afterburn cannot kill)
  94. neuro round kills if health less than 30% (850hp), otherwise hp drained to 1 over a few seconds
  95. magnum? (3600 headshot)
  96. shotgun 1224 AM? (1350headdamage) (1575 headshot)
  97. bshotgun? 1360 (2400headdamage) (2800 headshot)
  98. flamethrower ~20 per unit (takes 15 units before afterburn happens) (afterburn about 1300)
  99.  
  100. head 600hp (takes Instinct Damage) (first couple have 300hp heads)
  101. knife 50 thrust 70
  102. saw swipe 300
  103. handgun 100 enhanced 300
  104. albert 200 enhanced 600
  105.  
  106. standing Grab 23% If immediatly broken out of, 5% if blocked, up to 107.5% if not resisted at all
  107. Swipe/Bite/Jump 30%
  108. knockdown grab 20%,9% first combo,4.5% second combo
  109.  
  110. Super Molded AKA Travis
  111. Cannot Grab; Head has 900hp
  112.  
  113. Chainsaw Jack Part 1 (damage by ethan unaffected by rank)
  114. has 1 second of invincibility
  115. walking health 800hp 30% less effective if head targeted
  116. instinct damage amounts
  117. knife 50 thrust 80
  118. pistol 65 enhanced 195
  119. saw 150
  120. chainsaw swipe 150
  121. albert 200 enhanced 600
  122. shotgun 288 (point-blank)
  123. *1 min 45sec breaks axe
  124. same attacks; loses haymaker; knee and headbutt do 1% more damage and flash screen red
  125.  
  126. part 2 thats not groovy
  127. begins opening the grate to thats not groovy invincibility
  128. 4500hp
  129. knife 50 thrust 70
  130. pistol 100 enhanced 300
  131. albert 200 enhanced 600
  132. saw 300
  133. chainsaw swipe 500, hold up to 1540
  134. shotgun 720
  135.  
  136. Heavy Swipe 20%
  137. Scissor 20% (Instant Death if Ethans not holding a chainsaw)
  138. Triple Swipe Combo 10% Each
  139. breaks piller at 2250hp (half)
  140. even though ethan blocks with chainsaw still takes same damage
  141.  
  142. large wasp
  143. 150hp
  144. 300 pistol
  145. sting thrust 10% (ethan is not moving)
  146. quick sting 1% (ethan is moving)
  147. *when ethan is standing still, ai will attempt to place them in ethan's view before stinging
  148.  
  149. insect nest (affected by dynamic difficulty)
  150. only one swarm per nest can exist at a time
  151. 2400hp (dormant) ("she's upstairs" room) - spawns when attacked sometimes, spawns when existing swarm destroyed, leave the area dormant swarm may despawn
  152. 1700hp (active) (fireplace room, blocking fireplace) spawns swarm sometimes giant wasp every 10 sec
  153. 2800hp (triggered) (fireplace room, in middle / bridge) - behaves like dormant until both pieces of flamethrower are combined, then behaves like active
  154. 2400hp (frenzied) (kitchen after marguarete shows up) - immediatly spawns swarm when present one is destroyed, occasionally spawns wasps
  155. 1500hp (margeret) - behaves same as frenzied
  156. <70% <30% lose layers
  157. weapons do base damage
  158. flamethrower ~40 per unit, 5 units of fuel for afterburn, afterburn ~620 (afterburn cannot kill by itself)
  159. flame/neuro rounds - instant kill
  160.  
  161. insect swarm (affected by dynamic difficulty)
  162. 800hp (bullets pass through swarms)
  163. knife 25 thrust 40
  164. handgun 50 enhanced 150
  165. bhandgun 60 enhanced 180
  166. albert 100 enhanced 300
  167. saw 150
  168. flamethrower ~150 per unit of fuel + ~280 afterburn over a couple seconds (afterburn cannot kill by itself)
  169. shotgun 576
  170. bShotgun 640
  171. magnum 600
  172. flame/neuro rounds - instant kill
  173. health gets lower less insects
  174. sting triple combo 3%,1.5%,1.5% = 6% total (Guarding does not reduce damage)
  175.  
  176. spiders
  177. jump 1.5% first hit, .75% every hit after
  178.  
  179. patroling margeret (affected by dynamic difficulty)
  180. 1500hp
  181. same as swarm
  182. shotgun 360
  183. bshotgun 400
  184. flamethrower exactly 10 per unit of fuel (immune to flamethrower afterburn)
  185. flame rounds 400 + 100 afterburn
  186. neuro round 400
  187. *headshots do no extra damage
  188. *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.
  189.  
  190. hole margeret (affected by dynamic difficulty)
  191. 1500hp
  192. base damage
  193. shotgun up to 450
  194. bshotgun 800 (just possible to do)
  195. flamethrower ~10 per unit of fuel + 200 afterburn
  196. flame round - 800 + 450 afterburn
  197. neuro round - 800
  198. *If not defeated after 5 minutes, she falls in the hole anyway
  199. *headshots do no extra damage
  200. *when her goop appears it does 0.5% damage every red flash
  201.  
  202. greenhouse margeret (affected by dynamic difficulty)
  203. 15000hp
  204. body takes 100%, head takes 110%, hive 120% damage
  205. knife 40V/50B/55H thrust 64V/80B/88H
  206. flame rounds 960 + ~600 Afterburn
  207. neuro rounds 960
  208. flamethrower 20 per unit of fuel + ~280 afterburn
  209.  
  210. starting window grab 1%
  211. hits 20%
  212. tackle and bite 1% + 45% (blocking will prevent bite damage)
  213. ceiling jump (rko) 60%
  214. ceiling pull 1% + (If not broken out of) 60% (blocking will prevent bite damage)
  215.  
  216. ---check for difference
  217. crawling molded
  218. headdamage = damage to the head's health
  219. 1400hp head 160hp (900hp second one after snake key)
  220. knife 50 (headshot 75) thrust 80 (headshot 120)
  221. saw base
  222. handgun base
  223. bhandgun base
  224. albert 250 (200headdamage) (headshot 300?) enhanced 750 (600 headdamage) (headshot 900)
  225. magnum 1500 (1200headdamage) (headshot 1800)
  226. flamerounds 1200 + 300 afterburn/1375?
  227. neurorounds 1200/2200?
  228. shotgun 900 (720headdamage) (headshot 1080)
  229. bshotgun 1000 (800headdammage) (headshot 1200)
  230. flamethrower ~20 per unit (25 units for afterburn) (afterburn hp to 1)
  231.  
  232. floor swipe 20%
  233. jump swipe 25% (if blocked 17.5%)
  234. wall jump 10% if this hits, rarely the molded will follow up with a grabbing stab that does another 40%
  235.  
  236. NOT A HERO
  237. mama molded 50,000hp
  238.  
  239. ramrod (4x damage)
  240. head 2,975 (+~46%)
  241. body 2,040
  242.  
  243. regular pistol
  244. head 743.75 (+~46%)
  245. body 510
  246.  
  247. shotgun (233% power)
  248. head 1,700 (+~43%)
  249. body 1,190
  250.  
  251. hand grenade (333% power)
  252. direct 1,700
  253. edge 1,275 (75%)
  254.  
  255. stun grenade (83% power)
  256. 425
  257.  
  258. END OF ZOE
  259. tested on normal molded
  260. molded 2000hp
  261. head 500hp
  262.  
  263. -Renaming Instinct Damage to Impact Damage in honor of JBP DLC cuz I think it sounds better
  264. Spirit Blade (Swipe only deals 20% Impact Damage; heavy swing deals 1x Impact Damage)
  265. swipe:100 heavy swing:150
  266. Heals Joe by 10% and 15% respectivly.
  267. Melee detection is a little wonky so it's sometimes possible to hit twice with a single swing.
  268.  
  269. Fists (1x Impact Damage)
  270. body:100 head:200
  271. RLRL
  272. body: 100,100,150,300
  273. head: 200,200,300,600
  274. LRR
  275. body: 100,100,[30,30,60]
  276. head: 200,200,[60,60,120]
  277. The hitboxes for the head seem to be large but touchy, any swing at the upper chest/neck may or may not be counted)
  278.  
  279. AMG-78a (Deals 2x Impact Damage)
  280. Left:600 Right: 100body/200head
  281. Charge - half: 1200 full: 2000
  282. RLRL
  283. body: 100,600,150,1800
  284. head: 200,600,300,1800
  285. LRR
  286. body: 600,100,[30,30,60]
  287. head: 600,200,[60,60,120]
  288.  
  289. AMG-78 (Deals 3x Impact Damage)
  290. Left: 300 Right: 100body/200head
  291. Charge - half: 700 full: 2000
  292. RLRL
  293. body: 100,150,150,450
  294. head: 200,150,200,150
  295. LRR
  296. body: 300,100,[30,30,60]
  297. head: 300,200,[60,60,120]
  298.  
  299. AMG-Dual (Deals 6x Impact Damage)
  300. Left/Right:300
  301. Charge - half: 700 full: 2000
  302. RLRL
  303. 300,300,300,500
  304. LRR
  305. 300,300,[100,100,500]
  306.  
  307. Joe's Shotgun
  308. body: 1360
  309. head: 2800
  310.  
  311. Throwing Spear
  312. Body: 1200
  313. Head: 3500 (1000 instinct)
  314.  
  315. EOZ boat jack
  316. stake bomb 2000
  317. thrown spear 700
  318. body slam 2500
  319. LRR - 320
  320. RLRL - 650
  321.  
  322. impact damage to activate
  323. 1000-knockback
  324. 3000-body slam
  325.  
  326. JBP Bonuses
  327. Infinite Ammo - Infinite Ammo/Increases Reload Speed by 50% (not noted) [Decreases Attack & Kill Time Bonus by 40%]
  328. Health Regen - Recover 3% base health/sec when standing still
  329. Masochist - 3% of Damage Recieved converted to Time Bonus (about 30sec per base health bar fully emptied)
  330. Brawler - Bonus +600% damage to Melee Attacks [Increases Damage Taken by 100%]
  331. Vengeance - Bonus +300% damage when in Critical Health (Mia icon sweating)
  332. Narrow Escape - Move 50% faster when in Critical Health (Mia icon sweating)
  333. Toughness 1 - Increase Max Health by 25%
  334. Toughness 2 - Increase Max Health by 50% [Decreases Attack Power by 20%]
  335. Firepower 1 - Increase Attack Power by 25%
  336. Firepower 2 - Increases Attack Power by 50% [Decreases Reload Speed by 25%]
  337. Quick Reload - Increases Reload Speed by 50%
  338. Guard Up - Take 60% less damage from guarded attacks (compared to no Guard Up)
  339. Time Bonus a 1 - Increase Time Bonus by 10% on Attacks
  340. Time Bonus a 2 - Increase Time Bonus by 30% on Attacks [Move 25% slower]
  341. Time Bonus b 1 - Increase Time Bonus by 10% on Kills
  342. Time Bonus b 2 - Increase Time Bonus by 30% on Kills [Move 25% slower]
  343. Speed Up 1 - Move 10% faster
  344. Speed Up 2 - Move 25% faster [Increases Damage Taken by 100%]
  345. Defense 1 - Decreases Damage Taken by 20%
  346. Defense 2 - Decreases Damage Taken by 40% [Reduces Knockback/Limb Damage by 20%]
  347. Impact 1 - Increases Knockback/Limb Damage by 25%
  348. Impact 2 - Increases Knockback/Limb Damage by 50% [Decreases Max Health by 30%]
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