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RE2 Remake Weapon Damage Info

AgentIce Jan 31st, 2019 (edited) 9,764 Never
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  1. More up to date data can be found:
  2. https://www.reddit.com/r/residentevil/comments/anjas3/fact_finding_weapon_damage_part_2/
  3. We're all trying to figure this game out!
  4.  
  5. Dynamic Difficulty!
  6. The game has a dynamic difficulty that changes based on your actions;
  7. You'll do less damage and take more damage from enemies!
  8. It is based on a score system. and starts at 5,500 score / rank5
  9. 5,000 ~ 5,999 = Rank 5
  10. 6,000 ~ 6,999 = Rank 6
  11. 7,000 ~ 7,999 = Rank 7 and so on.
  12. Dying is -1,000, getting bitten is ~-300, etc.
  13. Shooting enemies, killing them, completing objectives, etc;
  14. Increases your score and the game gets more difficult once you hit the next rank.
  15.  
  16. Standard caps the score at 8,999 and thus has a max rank of 8
  17. Hardcore is always Ranks 8-9 and you start with 10,000 score.
  18. Hardcore Score will max at 12,999 but still be rank 9.
  19.  
  20. Weapon Damage multiplier
  21. Rank 5: x1.0 (base starting rank for standard)
  22. Rank 6: x0.9
  23. Rank 7: x0.8
  24. Rank 8: x0.7
  25. Rank 9: x0.65
  26.  
  27.  
  28. Weapon Damage Values!!!!
  29. Full aiming reticule shrink= boosts damage by 50%, with a few exceptions most notably claire's SLS which does 30% more.
  30. Gun Shots have a chance to crit doing x3 damage. (5% chance? dependant on weapon. needs testing)
  31. DoT damage ticks are tied to IGT (fps doesn't matter)
  32. Guns lose damage over distance. (Falloff starts at about a small room length)
  33. You lose damage on higher game difficulty.
  34. After all damage multipliers have been calculated, the game rounds UP any fraction.
  35. Most speed-runners will be at rank 8 by the time they return to the police station. (x.7 dmg)
  36. Zombie head splatter is based on damage threshold;
  37. When a weapon does enough damage in one shot it'll pop the head;
  38. So a pistol crit, a shotgun blast that most pellets hit, or a magnum shot.
  39. So that means the M19 has a better chance at higher ranks to head pop than the Matilda.
  40.  
  41. DoT damage ticks approximately every 288 ms (18 frames at 60 fps)
  42. Flame rounds do impact damage of the round hitting the target, then set the ground on fire, then set the target on fire. Sometimes the impacted target is not set on fire immediatly but instead only takes AoE damage until the burning status is afflicted.
  43. The target starts taking Burning status effect damage and other enemies in the flames take AoE damage. Burning status lasts for a minimum of 9 tics. Once the creature has been burning for more then 9 tics (3sec), burning status will end when the AoE flames end. Burning status triggers when the creature has taken a total of damage from aoe burning over a specific threshold.
  44.  
  45. The knife does damage every single frame. The knife takes 666ms to complete a swing. and the damage hitbox is active for about 100ms. every frame that the hitbox is in an enemy will trigger a tick of damage.
  46.  
  47. Weapon damage is listed as such.
  48. Gun Name = head shot (aimed damage) / body shot (aimed damage) / extra locations
  49.  
  50. ===============================================
  51. << Zombie >> (HP range wildly, 500-1200)
  52. ----- Leon
  53. Matilda (any) = 100 / 90
  54. Matilda (+Stock) = 110 / 99
  55. M19 = 140 / 126
  56. Magnum =
  57. Magnum (long) =
  58. Shotgun =
  59. ----- Claire
  60. SLS = 115(150) / 115(150) / 69 (lower leg)
  61. SLS (upgraded) = 115 / 105 / 65 (leg)
  62. SLS (mag) = kills / 391-920 / 469-508 (leg)
  63. SAA = 180(270) / 180(270) / 162 (upper leg)
  64. JMB = 150 / 150 / 135 (upper leg) / 90 (lower leg) / 31 (foot + lower arm)
  65. SMG = 50
  66. SMG (silencer) = 67
  67. Sparkshot = 20 impact / 13 dmg/tic (12 tics) [156 total] / Final charge blast 800+
  68. Acid = 200 (impact), 70dmg/tic (6tics total) [620 dmg total]
  69. Flame = 50 (impact), 75dmg/tic burning(15-23 tics), 3-25dmg/tic aoe (15-23 tics)
  70. ----- Both
  71. Knife = 40 Head / 36-40 body / 40 groin? / 24 lower limbs / 8 feet / 90-100 defense
  72. Samurai Edge 00 = 90 / 81
  73. LE 5 = 50 / 45 / 31 lower limbs
  74. ----- Notes:
  75. Body generaly takes 90% damage. limbs seem to behave oddly with damage.
  76. Foot, lower leg, upper leg, lower arm, and upper arm all have seperate hitboxes and sub-hp values to breaking.
  77. Perhaps when a limb is broken it's sub-hp runs out and that limits the damage the shot would have done to the zoms overall HP.
  78. Feet take 1-3 shots, lower leg takes 2-5, and upper leg takes 3-7 depending on over all zombie HP and gun.
  79. if you go for feet, you need to remove both to prevent zombie from walking.
  80. Removing one foot lowers a zombies turn speed.
  81. JMB frequenly crits? and all shots are considered *aimed*
  82. SLS (mag) data is from another, will personlly test when I can
  83. Claires SLS in general performed oddly. Body shots would do both 105 and 115
  84. Acid will frequently remove limbs while doing DoT to zombie.
  85.  
  86. ===============================================
  87. << Licker >> (1500 HP)
  88. -----Leon
  89. Matilda (any) = 96 / 80
  90. Matilda (+Stock) = 106 / 88
  91. M19 = 135 / 112
  92. Magnum =  780 / 650
  93. Magnum (long) = 975 / 813
  94. Shotgun = 513, 520 / 450, 450, 436
  95. -----Claire
  96. SLS = 111(144) / 92(120)
  97. SAA =
  98. JMB = 144 / 120
  99. Acid = 200 (Impact),  200 dmg/tick, 6 tics [1400 total dmg]
  100. Flame = 200 (Impact), 46 dmg/tic Burn status (15-23 tics) (86 dmg/tic if the floor is on fire too), aoe 8-40 dmg/tic (15-23 tics) (total potential damage = 1440-2178)
  101. -----Both
  102. Knife = 87 head, 72 body, 100 defense
  103. Grenade = 1300 (point blank)
  104. Samurai Edge 00 = 87 / 72
  105. LE 5 = 84 / 70
  106. ----- Notes:
  107. Samurai Edge specificly has a damage nerf vs Lickers.
  108. Lickers in general are strong vs pistols.
  109. Lickers are very weak to the knife.
  110. If you hit a licker with a flame round on a ceiling, the floor likely won't get lit on fire and only the burn status will get set on the licker for a limited amount of ticks. (about 414 dmg total)
  111. Use acid vs ceiling lickers. Flame vs ground. and always do some extra damage with guns.
  112.  
  113. ===============================================
  114. << Dogs >> (200-350 hp)
  115. ----- Leon
  116. Matilda
  117. M19
  118. ----- Both
  119. Samurai 95 / 90
  120. LE5 70
  121. ----- Notes:
  122. Dogs are super weak to everything. just shoot them/dodge them.
  123. Headshots may do a little bit more damage
  124.  
  125.  
  126. ===============================================
  127. << Mr X (Tyrant) >> (1500 HP)
  128. ----- Leon
  129. Matilda (any) = 150
  130. Matilda (+Stock) = 165 (3round burst doesn't affect dmg)
  131. M19 = 210
  132. Magnum = 650
  133. Magnum (long) = 813
  134. Shotgun = did damage between 185 and 680 (needs more testing! does about 30 per pellet. about 22-25 pellets per shot.)
  135. ----- Claire
  136. SLS = 173
  137. SAA =
  138. JMB = 225
  139. SMG = 70(105)
  140. Acid =200 impact (40 to body) / 70 dmg/tic (12 tics) [880-1040 total dmg]
  141. Flame = 200 impact (40 to body) / 25 dmg/tic (15-23 tics)/ 5 aoe dmg/tic (15-23 tics)[520-730 total dmg]
  142. ----- Both
  143. Grenade = (Point blank) 1300 / (~6 feet away) 650
  144. Samurai Edge 00 = 135
  145. LE 5 = 70
  146. ----- Notes:
  147. Mr X just seems to take 50% more damage from pistols to the head. Also only 20-30% damage to body
  148.  
  149. ===============================================
  150. << G-Adult >> (2,000-2,300 HP)
  151. -----Leon
  152. Matilda =
  153. M19 =
  154. Mag =
  155. Mag Long =
  156. Shotgun =
  157. -----Claire
  158. SLS =
  159. SAA =
  160. SMG =
  161. JMB =
  162. Acid = 193 impact eye (49 body) / 192 dmg/tic (5 tics) [1009 total dmg]
  163. Flame = 193 impact eye / 60 dmg/tic burning (~20 tics)/ 48 dmg/tic aoe [1145 total dmg]
  164. Sparkshot (vs exposed tentacle) = 12 impact / 4 dmg/tic (12 tics) / Final blast 480
  165. Sparkshot (vs eye) = 40 impact / 16 dmg/tic (12 tics) [192 total] / Final charge blast 1900+
  166. -----Both
  167. Grenade =
  168. Samurai =
  169. LE 5 = 78 (eye exposed) / 13 (body) / 39 (tentacle exposed) / 20 (tentacle closed) / 33 (left arm)
  170. ----- Notes:
  171. No damage done to creature when shooting unexposed eye hump, it can have two layers, a layer of shit and then a layer of ... bubbley shit? Both layers have their own HP and do no damage to G-adult. Acid can break the protective layer but the creature will be long dead before it's fully broken. Shooting the hump directly with acid will do the impact damage to the protection but the entire creature will start taking acid tick damage.
  172. Sparkshot to the protective shell performed the same. no damage. Either use the sparkshot or another weapon to break the shell. Sparkshot breaks the shell on it's own.
  173. The shell seems to have over 1,000 hp.
  174. Do enough damage to the exposed tentacle when he's spitting larva and it'll stun them.
  175.  
  176. ===============================================
  177. << G1 (Birkin 1) >> (5000 HP)
  178. -----Leon
  179. Matilda = 100 / 80
  180. M19 = 140 / 112
  181. Mag = 650 / 520
  182. Mag (Long) = 813 / 650
  183. Shotgun = 220 / 176 (max body shot) (aim for body, not eye or head)
  184. -----Claire
  185. SLS = 115(150) / 92(120) / 58 (arms)
  186. SAA =
  187. SMG =
  188. Acid = 655dmg [205 impact , 75 dmg/tic for 6 ticks]
  189. Flame = 430-615dmg  [ 200 impact , 18 dmg/tic burning (15-23 tics), 3 aoe dmg/tic]
  190. -----Both
  191. Grenade = 800 (point blank)
  192. Samurai = 90 / 72
  193. LE 5 = 70 / 56
  194. ----- Notes:
  195. Head/Eye take 100% damage. Body takes 80% damage. Arms take 50%.
  196. That means GL impacts will often be 160, not the listed 200.
  197. Shotgun stucks for this fight. same with GL.
  198. If you use the shotgun and aim for the head, a bunch of pellets will miss.
  199. If you aim for the eye, a bunch of pellets will hit the arm doing 50% dmg.
  200. This fight is just designed to waste ammo.
  201.  
  202. ===============================================
  203. << G2 (Birkin 2) >> (24,000 HP)
  204. -----Leon
  205. Matilda =
  206. M19 =
  207. Mag =
  208. Mag Long =
  209. Shotgun =
  210. -----Claire
  211. SLS = 224 back eye / 173 arm eye / 115 new head / 98 body
  212. SLS (mag) = 1267(1520) back eye / 975(1170) arm eye / 937 head / 553(796) Body / 664 Arm
  213. SAA = 324 Arm eye / 184 Head+body
  214. SMG = 146 back eye / 105 arm eye / 60 body
  215. SMG (silenced) = 171 back eye / 132 arm eye / 75 body
  216. JMB = 292 back eye / 225 arm eye / 128 body
  217. Acid = ~1010 total
  218. Flame = ~2420-2700 total
  219. Sparkshot = 3276 arm eye / 1865 body / 4400 back eye
  220. -----Both
  221. Grenade = 1300 point blank / 1300 defense
  222. Samurai =
  223. LE 5 =  136 back eye / 105 arm eye / 70 new head / 61 body / 60 birkin head / 60 arm
  224. ----- Notes:
  225. On Standard:
  226. crane does 13,000 damage at any rank.
  227. If he has less then 13k HP, the crane will put him at 1 HP. Shoot him once to stagger again.
  228. If he has less then 11k HP, the crane will kill him.
  229. On Hardcore crane did about 6k (need to retest)
  230. About 3,500-4,000 damage downs him
  231. Knife does shitton of damage vs downed G2
  232. 1,000 damage causes him to stop the ceiling attack and move to break door.
  233.  
  234. ===============================================
  235. << G3 (Birkin 3) >> (15,000 HP)
  236. -----Leon
  237. Matilda =
  238. M19 =
  239. Mag =
  240. Mag Long =
  241. Shotgun =
  242. -----Claire
  243. SLS = 115(150) leg,arm,back eye / 92 body / 115 chest eyes
  244. SLS mag = 500(600) eyes /  250(300) body
  245. SAA =
  246. JMB = 150 eyes / 75 body
  247. SMG = 60 eyes / 30 body
  248. SMG silenced = 75 eyes / 38 body [does 4,000 hp full mag to stunned eye]
  249. Acid = 780 dmg
  250. Flame = ~2209 dmg
  251. Sparkshot = 2089 to eye
  252. -----Both
  253. Knife = 36 body / 72 eye
  254. Grenade = 1300 point blank
  255. Samurai =
  256. LE 5 =
  257. ----- Notes:
  258. Eye HP: Leg = 250 / Back = 250 / Arm = 500
  259. Eye HP doubles after the first time they're popped
  260. Popping all 3 eyes will stun the boss and expose a chest eye
  261. attacking the chest eye will unstun the boss in less then 5 seconds.
  262. If you instead attack anywhere else, he'll stay stunned for 10 seconds.
  263. If you get behind him and slice from between the arms, you can do over 4,000 damage with a knife at 60fps
  264. At under 5K hp, birkin will get up if currently stunned, roar, turn red, then move to a side and rip the wall off. While in the wall ripping animation he will take damage but can not be reduced beyond 1 HP. as soon as the animation is over, he can be killed normally.
  265. DoT can NOT kill G3
  266.  
  267. ===============================================
  268.  
  269. << G4 (Birkin 4) (Claire boss) >> (X HP)
  270. -----Leon
  271. XXXXXXXX
  272. -----Claire
  273. SLS = Crap
  274. SAA = Crap
  275. SMG = Does good
  276. Acid = Crap
  277. Flame = Crap
  278. Minigun = Does good
  279. -----Both
  280. Grenade = LULZ
  281. Samurai = Crap
  282. LE 5 = Crap
  283. ----- Notes:
  284. The fight is entirely based on number of eyes destroyed.
  285. GL sucks. Defense grenades pop his entire face at once, 6 'nades to finish the fight.
  286.  
  287. ===============================================
  288.  
  289. << Super Tyrant (Leon boss) >> (x HP)
  290. -----Leon
  291. Matilda =
  292. M19 =
  293. Mag =
  294. Mag Long =
  295. Shotgun =
  296. -----Claire
  297. XXXXXXXX
  298. -----Both
  299. Grenade =
  300. Samurai =
  301. LE 5 =
  302. ----- Notes:
  303. The fight is on a timer which gets reduced faster based on damage done.
  304.  
  305.  
  306. ===============================================
  307. Data collection done with help from:
  308. Agentice - data collection/weapon testing
  309. 5inned - data collection/weapon testing
  310. Squirrelies - for his awesome SRT displaying enemy health and game rank
  311. the SRT - https://github.com/Squirrelies/RE2REmakeSRT/blob/master/CHANGELOG.md
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