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Post by pauldiazberrio on Jun 12, 2015 4:59:43 GMT 10
I'd like to help amateur data analysts like myself get along by creating this list of weapon damage and health stats. I'm currently using Wilsonso's trainer and the results are very handy. So far, I have determined the following. The monsters of the following hex addresses can be looked up on this forum and I'm sure veteran ones will know them by heart. These findings were learned from experiments conducted in the Mercenaries, using the Urban Chaos and Steel Beast Stages. Please, feel free to edit or add any data to this list.
Monster Health
The Mercenaries
Em1200=500*/700 Em1200 (with mutated arm)=360 Em2100=1000 Em2210=1000 Em2300=1000 em3000= 2500 Em3200=2000/6000 ** em5050=1000 sm5051=1000 em5181=700 em5191=800 em5200=400*/700 em5210=600 mercs? em5420=1000***/1200/1500 Em5500 1200 em5600=3000 em5700= 120
* Default health in No Mercy
** Urban Chaos
*** Mining the Depths
Campaign
Em5500=5000 em56900=3000/4000/5000 Em5000=600/1000 Em5171=1000
Weapon damage*
Mutated hand
Single discharge: 400
Charged discharge:
Damage multipliers
Head shot damage: x1.5
Leg shot damage: x0.8
Arm shot: x0.8
Damage modifiers
Napad
Armor: x0.6
Flesh/head: x1.2
Weak point on back: x1.8
Arms/Legs: x0.3
Grenade: x1.2
Bloodshot
Heart: x3
Flash Grenade: x2 (damage done to regular enemies=1)
Shrieker
Throat: x4
Whopper
Body: x0.5 (damage done to body is reduced by 50%)
Arms: x0.5
Legs: x0.5
Head: x0.6 (damage done by the standard head shot modifier of x1.5 is reduced by 80%)
Remote Bomb: x1.2
Melee Damage (Leon)
Running Slide kick= 40
Running Shoulder ram: 375
Thrust Kick: 150
Roundhouse Kick: 150
Spinning heel kick: 300 (Critical hit possible)
Shotgun uppercut: 180
Shotgun butt thrust: 180
Shotgun counter: 400
Ducking spinning backthrust kick (counter): 600
Descending Shotgun butt thrust to body: 400
Stomp to body: 400
Kick to zombie dog: 100
Chris
Back Elbow Strike: 150
Left Hook: 150
Pistol whip / Knife hilt strike: 150
Spinning backfist: 300
Assault Rifle Butt uppercut: 180
Assault Rifle Butt smash: 180
Assault Rifle counter attack: 600
Knife counterattack: 550
Critical enemy weaknesses
Napad looses the armor on its back when that area has sustained 600 damage.
Napad looses the armor on its shoulders when that area has sustained 1200 damage.
Environmental objects
Barrel explosion: 2400 (whopper) 600 Napad (without shoulder armor)
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Post by archon on Jun 20, 2015 13:36:51 GMT 10
I'm curious to see what stats will show what for each character;s melee attacks. I'm wagering Chris has the most damaging attacks, second maybe only to Jake.
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Posts: 37
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Post by pauldiazberrio on Jun 20, 2015 21:43:30 GMT 10
I'm curious to see what stats will show what for each character;s melee attacks. I'm wagering Chris has the most damaging attacks, second maybe only to Jake. I would, too. I always suspected the Whopper took less damage from shots. Actually, in the RE6 official guide from Brady Games, the health stats of the monsters in Campaign mode and the Mercenaries were not disclosed. I can verfify this because I have the kindle guide. There are health stats for the enemies in Agent Hunt Mode. Perhaps they are the ones of the Campaign too, but they're certainly not consistent with the stats in the Mercenaries. The Napad for example has 2000 health in the Mercenaries, but 5000 in Agent Hunt Mode. The Bloodshots in Urban Chaos have 1200 or 1500 health, whereas in Agent Hunt they have 3000-6000. I don't know why Capcom didn't disclose the information I've written in this thread. They did for RE5, but not for RE6.
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Post by pauldiazberrio on Jul 20, 2015 7:18:27 GMT 10
Boy oh, boy, I just spent two sessions with RE6. I'm beginning to realize now why Capcom didn't disclose detailed information about the structure and design of this game. The health of the monsters is very variable and changes from one circumstance to another. I am adding another post so that the first does not become too large. It'll look as long as the distance between New York and Los Angeles, for example. Next time I play, I will try to ascertain damage statistics, but it will be hard, as Leon and Ada shoot at Deborah and Ustanak comes under assault by Leon, Sherry and Jake.
I'll post here the health stats for the bosses.
Deborah (em4500)
Post Mutation (when she straddles Helena): 5000
Chamber Fight: 30,000
Encounter in mining tunnel: 8000
Fight on the mine cart: 5000
Last Encounter: 3000
Ustanak (em7400)
Chapter 2 Leon 1st encounter: 8000
Chapter 2 Leon 2nd encounter: 6000
Chapter 2 Leon 3rd encounter: 10,000
C-Shark (em4200)
1st encounter: 150,000
Tunnel encounter: 32,700
Lepotista (em4100)
Cockpit: 10,000
Cargo hold: 5000 (Cannot be killed; health does not deplete)
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Post by pauldiazberrio on Feb 16, 2019 7:55:52 GMT 10
Hello everyone,
I have been away from this forum for a very long time, for many reasons, but I'm back and I will continue the work I began on this thread. I'm in the process of compiling the information about the RE6 monsters for the final version of my guide and I can tell you before it comes out that the stats for the entities in this particular game are very complex. Almost all enemies are assigned specific HP, they're classified as different entities and the numbers are random. Some categories share the same HP values, but they differ on the whole. Here is a sample of my work in progress, to whet your appetite.
EM5600 , 2F_Whooper : 8000
EM5610, Bus_Whooper: 4500
EM5600, 3F_wave_def_Whooper: 5000
EM5600: 2F_Bigboy_Zdoor: 10000
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Deleted
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Post by Deleted on Apr 14, 2019 11:40:08 GMT 10
Been doing a bit myself. It seems universal ground melee damage, for stomp and two handed weapon smashes, are 400. Universal damage for contextual melee attacks (Chris backhand, everyone else's roundhouse) does 300. Universal two handed counters seem to do 600. Slides do about 40 regardless of character. Could be hitting the legs on zombies and getting reduced damage though. Maybe does 50 at most. Hits from the standard string of two handed weapons does a flat 180 damage. Tested for rifles, grenade launchers, etc. Characters and their standard attacks do a universal 150 damage each. Helena and Ada's double kick has the damage divided up between both kicks. First hit does 50, second does 100. The female dash kick does a universal 300 damage. I did some testing on Sherry, and her one handed counter does 400 damage, but the hitbox is very low, and tends to get reduced damage on zombies. Wanna collaborate? pauldiazberrio
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Post by Deleted on Apr 14, 2019 13:01:58 GMT 10
Some more things.
Slide actually does 50. Managed to hit a J'avo properly with it. Zombies were reducing damage to the legs. Can confirm the universal damages above. Male tackle damage is a universal 375. Agent has a god tier one handed counter with a base 600 damage. With Power Counter, you should be one shotting everything. Knife ground melee does 560 damage. Stun rod ground damage does 500 total. If you set zombies on fire, from the stun rod, the continuous tick damage does 20 per tick. I got stun rod ground melee damage from a J'avo I jumped onto while he was climbing a ladder. Apparently there's no enemy fall damage.
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Post by Deleted on Apr 14, 2019 13:53:25 GMT 10
So after messing around with one handed counters for the cast, there are some significant differences.
So first, J'avo take 400 damage from one handed counters. This is universal. Second, zombies take 600 damage from most one handed counters. This excludes two characters: Leon and Sherry. For whatever reason, Leon and Sherry's counters do NOT receive the extra 1.5 damage. In fact, the counters are so bad, they're really inconsistent, too. I mentioned a low hitbox earlier. Both tend to hit zombie legs, and have their damage cut from 400 down to 320. Lastly, Ada and Carla's counters hit low, but are wholly unaffected by the damage reduction to the legs. They are consistent in damage like the rest of the cast.
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Post by Deleted on Apr 15, 2019 10:50:42 GMT 10
Some corrections and additional info:
Knife stab actually does 700 for full damage. Tested on J'avo. Stun rod ground melee does two hits. An initial hit of 500, followed by a second hit that often criticals, but that hitbox does 100 damage. Stun rod full charge, if all hits connect to torso, can deal as much as 736 to a J'avo.
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Post by Deleted on Apr 15, 2019 12:00:42 GMT 10
Alright, so after some painstaking pain in the ass testing, I can confirm some important things.
First, any melee damage tested on a zombie IS NOT ACCURATE. Test on J'avo ONLY. I found the reason why zombies were taking more damage from most counters. They have an inherent weakness to melee attacks. The bonus is the equivalent to a headshot: 1.5x the amount.
I tested the Assault Rifle RN's melee damages. 400 for both the front and back light attacks, and the ground melee does 700. The standard, noncontextual melees do 120 for the weapon butt, then 200 for the slash. This concludes all other melee attack changes to your standard melees.
Chris' combat knife is actually the strongest counter in the game (that isn't an instant kill like from jumping dogs, zombies, and Bloodshots), but it does have two problems: it is unaffected by Power Counter, and the extra damage off of melees on zombies. So it quickly gets left behind in damage if playing a zombie map, or looking for multi kills.
Also the universal damages are the same, but reduce what we've tested by half so far.
All standard counters have 400 base damage. This includes one handed and two handed. There are no exceptions to this. However, Leon and Sherry's one handed counters do NOT get the extra damage on zombies for whatever reason, and even hit their legs often reducing damage further to 320. Most counters do 600 to zombies.
All light melee attacks (the contextual one after getting an enemy into light stun) do a base 200 damage. They do 300 to zombies.
The standard, two hit non-contextual melees do a standard 100 each hit. However, they do 150 to zombies.
Knife ground melee does 700. Stomp does 400 (this is unchanged on zombies, too). Stun rod does 500, then another hit of 100, for a total of 600. These melees do not increase damage on zombies.
If a zombie is on fire, the extra tick damage is 20 per tick of damage.
The fully charged stun rod attack can deal up to 736 damage all hits. If an enemy survives after, you can do a CDG after.
Enemies CAN sustain fall damage if the fall is too high. So far I've only recorded up to 100 damage.
Melee dash for females is 200, males do 250. This is the only difference in melee damage between the two sexes I can find.
Male back elbow does 150. Is affected by the extra damage taken on zombies.
Slide does 50 damage.
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Post by Deleted on Apr 15, 2019 12:26:39 GMT 10
Weapon butt slams with two handed weapons do 500 damage.
With a two handed weapon, standard non-contextual melees do 120 damage.
Female back kick does 200. The only other damage difference between the sexes I could find.
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Post by pauldiazberrio on Sept 1, 2019 6:44:35 GMT 10
Yes, I sure do. Sorry for the delayed reply. I have looked at your findings and I must thank you for your input. Indeed, together we could work very well. You have already made a lot of time for this. I must make mine, too. I am uploading findings from my studies that prove that in specific parts of RE6, enemies are actually programmed with set levels of health. These are called waves, according to the files that are used to load the entities into the game. Some may vary, or a fixed number of them will have the same health, but unlike RE2 or RE3, they do not have random HP. For example, ... SN70_wave1 1500 SN70_wave1 1000x5 SN70_wave1 300 / 600 SN70_wave1 1000x2 SN70_wave2 600x4 SN70_wave3 1000x7 The zombies in the streets of Tall Oaks behind the fences that the player characters cannot access are actually programmed with 0 health and die from one shot from any weapon to any part of their bodies. Thanks again for reaching out to me. I appreciate your information and I will add it to what I have written. May we come up with more results together. So, do the monsters take less damage per hit in Veteran, Professional and No Hope?
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Post by pauldiazberrio on Sept 1, 2019 23:08:41 GMT 10
I can now tell you that handguns do no extra damage when quick fired. It will do 160 whether they are aimed or not, the only difference being the J'avo or the zombie will stumble and be ready to be set up for a melee attack when hit by a quick fire bullet.
All second melee attacks cause zombies and J'avo to stumble to make enemies ready to perform the final third attack, with the exception of the Whopper and the Shrieker.
The rocket launcher's missile has its own data file and a direct impact plus the explosion does 30,000 damage. The splash damage to enemies caught in the explosion is set at 2000. All player characters suffer 900 damage from a direct hit by a rocket from a J'avo rocket launcher or 100 splash damage if caught in its blast.
For now, I present the damage done by the bosses or larger entities in the game, namely Deborah and the Whopper.
Whopper
Crouch Punch 150
Punch 300
Run 300
Stomp 300
Foot Attack 50
Deborah
Damage & Attack 100
Spin Kick 150
Jump Attack 300
Hammer 150
Down Impact 50
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Posts: 37
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Post by pauldiazberrio on Sept 6, 2019 7:39:08 GMT 10
New additions for enemy damage... zombies.
Zombie (unarmed)
Punch: 150
Throw Blow: 300
Axe: 50
Grab jump near floor: 100
Upper: 150
Weak Punch: 100
Axe Zombie
Swing: 150
Throw: 150
Player uses axe: 600
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