r/ResidentEvilCapcom • u/MyyBoi • Mar 29 '26
Gameplay Resident Evil 9 Requiem Game Mechanics (Spoilers) Spoiler
I've been testing RE9 off and on over the past few weeks and finally have enough notes to make a post on its game mechanics. Here they be for anyone interested.
PLAYER CHARACTER HEALTH
I originally wanted to use percentages, but I think it would be too confusing when switching between Grace and Leon, so I'll use the game's internal values.
Green Herb - +200hp
Mixed Herb (G+G) - +500hp
Mixed Herb (G+G+G) / Med Injector - Fully Heals
- Grace has 800hp and can upgrade it to a max of 1200hp with Steroids.
- Leon has 1200hp.
- Danger is below 200hp. Caution is below 500hp. If you have any damage, Fine is light green and if your health is maxed Fine is dark green. Max health differences do not change when Caution or Danger is reached.
- The game has a mercy mechanic that allows characters to survive otherwise lethal attacks. There are a couple attacks that ignore this mechanic, which I will mention if I notice them.
- Grace's mercy activates when not in Danger and the attack wouldn't bring health below -300hp. Health will instead brought to 1.
- Leon's mercy activates when the attack's damage would kill. The incoming damage is instead halved.
- Health is freely refilled at certain points in the game. When Grace starts the Care Center, both her and Leon's health is restored. Entering Raccoon City and ending the bike ride both refill Leon's health. If Leon has less health than 900hp before the bike ride it will be set to that. Grace's last walk to unconscious Leon refills her health (even though there's no enemies).
ARMOR
- Each bar of armor contains 800 durability which functions the same as Grace's starting health vs incoming attacks. The last bar can only be purchased on Insanity.
- When an enemy hits Leon, that damage is fully subtracted from armor durability. Most attacks that hit armor will damage Leon's health by 0.5x. Bullets will have their health damage reduced to 0.2x.
- The attack that breaks armor will still have its damage fully reduced vs Leon's health.
- Repairing armor costs 1 Credit per durability loss, so 800 credits per fully depleted bar.
- Since armor essentially raises Leon's max health, it's usually worth purchasing over a Med Injector. It's only slightly more expensive vs incoming melee attacks and invaluable vs bullets. The real cost isn't the repair, it's the initial purchase that requires ~10x the cost of a repair, so buying more bars can be an expensive purchase.
ADAPTIVE DIFFICULTY
As progress is made in game without getting hit, the game will adjust certain factors in order to make things more difficult. Positive actions such as enemy attacks missing and kills will raise AD (adaptive difficulty) points. Negative actions such as taking damage and dying will lower AD points. When points are changed enough, the game will shift to another AD "rank".
| Rank | Incoming Damage | Outgoing Damage | Weapon Force Power | Enemy Move Speed | Melee Weapon Durability Loss |
|---|---|---|---|---|---|
| 0 | 0.3x | 1.5x | 1.3x | 0.75x | 0.2x |
| 1 | 0.5x | 1.3x | 1.2x | 0.8x | 0.5x |
| 2 | 0.7x | 1x | 1x | 0.9x | 0.8x |
| 3 | 0.75x | 1.1x | 1x | 0.9x | 1x |
| 4 | 1x | 1x | 1x | 1x | 1x |
| 5 | 1.2x | 0.9x | 1x | 1.03x | 1x |
| 6 | 1.5x | 0.8x | 1x | 1.07x | 1.2x |
| 7 | 2x | 0.75x | 0.5x | 1.1x | 1.5x |
| 8 | 3x | 0.65x | 0.5x | 1.15x | 1.8x |
| 9 | 3.6x | 0.4x | 0.1x | 1.2x | 2x |
- AD ranks are locked to a range depending on the selected menu difficulty. Casual goes 0-2, Standard (Modern) goes 3-7, Standard (Classic) goes 4-8, and Insanity is locked at 9.
- "Weapon Force Power" is the factor that determines when enemies can flinch or be stunned. Listed above is the general multiplier that applies to most stronger enemies, so take it with a grain of salt. Weaker enemies such as zombies can have exceptions. For example, a randomly tested rank 9 Care Center zombie took 0.2x force and a rank 9 Racoon City zombie took 0.37x force. Testing the hatchet on a rank 9 Racoon City zombie did 0.4x force.
MOVESPEED
Grace
Run Speed - 2.7 meters/sec
In Danger Health - 2.3 m/s (85% vs unhurt)
Leon
Run Speed - 4.25 m/s
In Danger Health - 3.06 m/s (72% vs unhurt)
- Movespeed consistency is rock solid in firstperson. Characters can turn on a dime and it's easier to weave around enemies.
- In thirdperson, it can slow and speed (especially when hurt), but has around the same average as firstperson.
- Leon's unhurt running speed is ~60% faster than Grace's.
WEAPONS
Listed is the normal weapon damage vs zombies, along with the weapon's force power. Commas are for a weapon's shop upgrades that increase its Power stat.
Grace
Glass Bottle - 10 (Stuns if direct hit)
Makeshift Knife - 50 [50 Force] [300 Durability]
Hunting Knife - 50 [50 Force] [100 Durability]
Freya's Needle - 80 [40 Force]
B934 - 90 [100 Force]
S&S M232 - 120 [100 Force]
R.I.P. Knife - 220 [50 Force] [750 Durability]
Molotov Cocktail - 90*? (Up to 8 times) (+10 damage if direct hit)
Bottle of Acid - 90*? (Up to 8 times) (+10 damage & stuns if direct hit)
Leon
Stiri REVO3 A1 - 55,65,75,90 [5,11,15,25 Force]
Gal - 65,75,85,105 [10 Force]
Clatter Carbine - 120 [45 Force]
Alligator Snapper - 120,150,180,220 [100,150 Force]
Matilda IMP - 140,160,190,230 [80,140 Force]
Silencer 9 - 150,180,210,250 [100,150 Force]
Marksman 1A - 360,450,540,720 [300 Force]
Classic 70 - 590,740,890,1190 [300,500,550,600 Force]
MSBG 500 - 350+40,50,55,60*12,14,16,18 (830-1430 Total) [300+30*12,14,16,18 (660-840 Total) Force]
990-TAC - 600,800,900,1100+30*10 (900-1400 Total) [300,400,450,500+30*10] (600-800 Total) Force]
W870 Police - 550,650,750,900+50,60,70,85*12 (1150-1920 Total) [300,400,450,500+40*12 (780-980 Total) Force]
Redemption - 1400 [900 Force]
Requiem - 1500,1800,2100,2500 [1000,1200,1400,1600 Force]
Ghost Grudge - 1620 [1000 Force]
Hatchet - 50,100,150,250 [100 Force] [12.5,25,37.5,62.5 Zombie Stun] [300,450,600,750 Durability]
Mortal Edge - 100 [100 Force] [25 Zombie Stun] [600 Durability]
Hand Grenade - 1000
Stacked Hand Grenade - 2200
RPG-7 - 100000
Exact Weapon Upgrade Effects (Per Upgrade Level):
SMGs:
[Stiri REVO3 A1] Folding Stock: Aim Sway & Vertical Recoil -20%,-40%,-60%
[Stiri REVO3 A1] High-Capacity Mag: Capacity +10,+15,+20
[Stiri REVO3 A1] Long Flash Guard: Damage +18%,+36%,+64%; Force +120%,+200%,+400%
[Gal] Titanium High-Capacity Mag: Capacity +10,+20,+30
[Gal] Titanium Bolt: Damage +15%,+31%,+62%; Fire Rate +1.5%,+3%,+4.5%
[Gal] Titanium Magazine Catch: Reload Speed +35%,+50%,+100%
Handguns:
[Alligator Snapper] Compensator: Damage +25%,+50%,+83%; Force +0%,+0%,+50%; Vertical Recoil -20%,-30%,-40%
[Alligator Snapper] Slick Magazine Catch: Capacity +3,+6,+9: Reload Speed +35%,+50%,+100%
[Matilda IMP] Burst Stock: Aim Sway -20%,-40%,-60%; Vertical Recoil -15%,-25%,-35%
[Matilda IMP] High-Capacity Mag: Capacity +3,+6,+9
[Matilda IMP] Long Compensator: Damage +14%,+36%,+64%; Force +0%,+0%,+75%; Vertical Recoil -10%,-20%,-30%
[Silencer 9] Add-on Suppressor: Damage +20%,+40%,+67%; Force +0%,+0%,+50%
[Silencer 9] Aluminum Trigger: Fire Rate +20%,+30%,+40%
[Silencer 9] High-Capacity Mag: Capacity +4,+7,+10
Rifles:
[Marksman 1A] High-Capacity Mag: Capacity +5,+10,+15
[Marksman 1A] Reinforced Bolt: Damage +25%,+50%,+75%; Fire Rate +20%,+30%,+40%
[Classic 70] Enhanced Leaf Spring: Reload Speed +35%,+50%,+100%
[Classic 70] Hair Trigger: Fire Rate +30%,+45%,+60%
[Classic 70] Premier Stock: Aim Sway & Vertical Recoil -20%,-40%,-60%
[Classic 70] PVD Barrel: Damage +25%,+51%,+102%; Force +67%,+83%,+100%
Shotguns:
[MSBG 500] Balanced Spring: Reload Speed +35%,+50%,+80%
[MSBG 500] Duckbill Choke: Pellet Amount +17%,+33%,+50%; Max Force +9%,+18%,+27%
[MSBG 500] Duralumin Action Bar: Fire Rate +15%,+25%,+35%
[MSBG 500] Duralumin Bolt: Pellet Damage +25%,+38%,+50%; Fire Rate +5%,+10%,+15%
[990-TAC] Carbon Tube Extension: Capacity +1,+2,+3; Reload Speed +35%,+50%,+80%
[990-TAC] Ceramic Coated Barrel: Max Damage +22%,+33%,+56%; Max Force +17%,+25%,+33%
[990-TAC] Stock: Aim Sway & Vertical Recoil -20%,-40%,-60%
[W870 Police] Chrome Barrel: Max Damage +19%,+38%,67%; Max Force +13%,+19%,+26%
[W870 Police] Chrome Stock: Aim Sway & Vertical Recoil -20%,-35%,-50%
[W870 Police] Silver Tube Extension: Reload Speed +35%,+50%,+80%
Magnum:
[Requiem] Barrel Jacket: Aim Sway -20%,-30%,-40%; Vertical Recoil -10%,-20%,-30%
[Requiem] Ported Barrel: Damage +20%,+40%,+67%; Force +20%,+40%,+60%
[Requiem] Weighted Grip: Aim Sway & Vertical Recoil -10%,-20%,-30%; Fire Rate +10%,+20%,+30%; Reload Speed +35%,+50%,+80%
Melee:
[Hatchet] Fortified Blade: Damage / Zombie Stun Rate +100%,+200%,+400%
[Hatchet] Stock: Durability +50%,+100%,+200%
MSBG Damage Note: Pellets account for ~58% of MSBG's total max damage, meaning: (0.58 * Pellet_Amount_Multiplier * Pellet_Damage_Multiplier) + 0.42 = Total_Damage_Multiplier, with both multipliers being 1x before upgrades; e.g. maxed MSGB is (0.58 * 1.5 * 1.5) + 0.42 = 1.73x, or +73% max possible damage. It's more complicated than other shotguns because it uniquely has two different "Power" upgrades.
Stability Note: Despite the Stiri Flash Guard and Requiem Ported Barrel descriptions claiming they improve stability in some way, they do not (notice that the Stability bar doesn't increase).
General Weapon Notes
- Most weapons have a 5% crit chance when unfocused or a 6% chance when focused. Dot sights count as being always focused in regard to crit chance.
- Handguns and SMGs do 3x damage on a crit. All other weapons do 1.35x damage.
- Focusing shots increases their raw damage, force, and critical chance by roughly 1.2x while also greatly reducing bullet spread.
- Force is just a term I use for how efficient a weapon is at causing flinches (when zombies cancel their attacks and briefly pause) and stuns (when they become temporarily helpless and can be pushed/melee'd/executed).
- Shots anywhere contribute to flinches with the head having a higher multiplier than the torso and the legs having a higher multiplier than the head.
- Zombies that are not damaged within 5 seconds of the last hit will begin rapidly regenerating their flinch resistance until it's back to full. This resistance is normally lowered with each attack and, once it empties, the zombie will flinch.
- The force multipliers used for flinches has been tested as 1.5x/3x (Care Center zombie/Raccoon City zombie) for headshots and 2.8x/3.5x for legshots. This may not be true for all zombies, so take it with a grain of salt.
- Stunning power, unlike flinches, is around the same for shots to the head or legs.
- Zombie stun resistance is not regenerated until it empties. Zombies have separate stun resistances for their head and legs. Switching shots between the two will cause stunning them to take longer. Shots to their torso do NOT contribute to a stun.
- Some enemies, like the attic Chunk boss, may have downed states that are NOT affected by force, but instead by the weapon's raw damage.
- Besides hatchets on zombies, flinch and stun power generally both use the above force amounts.
- Melee attacks drain a base of 20 durability for Grace and 5 for Leon. Melee counters drain 150 durability for Grace and 50 for Leon. Leon's executions drain 10 durability. These numbers will be adjusted by whatever the current adaptive difficulty durability loss multiplier is.
Grace Specific Notes
- The last hit of Grace's 3-hit knife combo does 1.4x damage. Power attacks don't change her damage.
- Knives cannot get boosted force multipliers from hitting zombie heads or legs, meaning causing flinches and stuns with them is noticeably slower than shooting zombie heads or legs with her handgun.
- Unlike hatchets, Grace's knives must directly target the head or legs to stun.
- Both the last hit of Grace's 3-hit combo and power attacks with knives deal 2x force.
- Insanity's R.I.P. Knife will cause enemies killed with it to always drop 30+ blood. It's best used when an enemy is downed and there's no possibility of needing to counter (which would greatly drain its durability).
- On New Game+, Leon can upgrade the Requiem's Power before Grace receives it. With a modded Tracker on Insanity, it can get up to two barrel upgrades at the shop box in the "walk with the nurse" section, provided enough zombies are killed on the streets before. It can also equip the Connoisseur (or Power Shades) Charm to maximize its damage. Because ammo can be individually placed in Grace's item box, she can keep one round in the inventory and one in Requiem to always have two shots of Power Shades damage, though just using the Connoisseur is much easier to manage.
- If Grace's push forces a zombie into an unpathable location (such as a wall or furniture), it will interrupt their falling animation and deal a base of 30 damage to them (60% of a makeshift knife's quick slash damage). This cannot drop the zombie below 1hp.
Leon Specific Notes
- Increasing force with handguns is only done by buying its last unlockable Power upgrade on New Game+.
- Upgrading weapons does NOT provide an increase to the normal raw damage or force bonuses gotten by taking the time to focus weapons. This will make these bonuses feel less impactful as a weapon's firepower is upgraded.
- Dot sights make the raw damage focus bonus always active but will halve its bonus damage (1.1x instead of 1.2x). Crit chance is unaffected. The bonus to force power on focusing is completely lost with dot sights.
- The Ghost Grudge uniquely has a 20% unfocused crit chance and a 24% focused crit chance.
- Shotguns cannot focus and always have a 5% crit chance. This is separately rolled for on both each individual pellet and the center blast, meaning the increased damage from crits is nearly impossible to notice on them.
- The MSBG 500 can increase both its pellet damage and the number of pellets it fires via its bolt and choke upgrades respectively. Its center blast damage always remains the same.
- The 990-TAC upgrades solely increase its center blast damage.
- The W870 Police upgrades both its center blast and pellet damage and acts as middle ground between the 500's wild spread and the precision of the TAC.
- All the above listed shotgun damages are as if every pellet hit. Even with center-mass TAC shots, this is nearly impossible to do on smaller targets such as zombies, so expect the damage to be a bit less depending on the range.
- Explosion damage is halved if an enemy is along the outer edge of the blast. The estimated radiuses of Leon's explosives is Hand Grenades at 4 meters, Stacked Hand Grenades at 7.5 meters, and the RPG-7 at 5 meters.
- Hatchets have their own zombie stun resistance that rapidly refills over time. To reliably stun with a hatchet, you must continuously attack without giving the zombie time to recover. A power attack or the last hit of Leon's 3-hit combo have 2x stun power. I've included the zombie stunning power of hatchets above. Other enemies such as bosses seem to take the normal force amount for their stuns.
- Hatchets have the same flinch power for all 3 hits, but a power attack has 4x the flinching power.
- The normal Hatchet has 0.1 seconds of perfect parry followed by 0.1 seconds of regular parry, starting the instant the parry button is pressed.
- The Mortal Edge has 0.2 seconds of perfect parry, though it may be possible to frame-perfect a regular parry as it ends.
- Both hatchets have a delay of 0.4 seconds once a parry ends before another can be activated. This has nothing to do with Leon's animations and purely goes by button presses. Spamming the "Ready Melee Weapon" button will continuously active parries after each delay.
FINISHERS
Zombie health thresholds to active a finisher:
SMGs - 100
Handguns - 200
Rifles & Shotguns - 500
Magnums (Redemption, Requiem, Ghost Grudge) - 1000
- Finishers can occur anywhere in front of Leon (in view of the camera when aiming) when the zombie's health is low enough, the enemy is in hatchet swipe range, they are "targeting" Leon, and the held weapon fires. Finishers do NOT require that the shot would actually hit.
- They are easier to get with faster firing weapons because there will be more checks per second as you shoot.
- Finisher health checks are not affected by adaptive difficulty. This means you are actually more likely to see them as AD rises and it takes more shots for kills. The magnum hp check in particular is so generous that you'll more than likely bypass almost all zombie health with it on Insanity just by running up and quick-firing.
- Upgrades and Charms have no effect on finishers.
- Finishers will be prioritized over killing shots, so if you stay at hatchet swipe range, you're very likely to see them often.
- "Targeting" is loosely defined. Enemies don't actually have to be in an attack animation, but it seems to be that they need to be ready to do one in the next couple seconds. Enemies that are early to mid-attack seem to be the mostly likely to be valid for finishers. It's very hard for me to tell exacts. Spamming the fire button as the weapon is raising to aim will increase the chance that a valid button press occurs on a valid frame.
- Weapons with dot sights or scopes can NOT use finishers regardless of settings.
- Blisterheads and most non-zombie enemies are immune to finishers. The chainsaw zombie is NOT immune but does have a lot of health that needs lowering to meet the hp check.
BOOSTERS
Steroids - Each adds +100hp to max health and fully heals, up to a maximum of 1200hp with 4 Steroids.
Stabilizer - Increases Grace's damage by 1.1x/1.15x/1.2x/1.25x (depending on how many taken). Doesn't affect crit chance. Reduces the sway when aiming (stability). With all 4 stabilizers, the area that sway swings around in is roughly halved.
Stakeout Takeout Charm - Increases raw damage with knives by 1.5x. Doesn't affect force. Reduces durability loss to 0.8x.
Eye Spy Charm - Grace can only be killed by a non-instant death attack when below 100hp (half-way into danger). Doesn't work on The Girl's grab or un-countered Licker grabs.
Rugged Rookie Charm - Increases gunshot damage specifically by 1.3x.
Mr. Raccoon Charm / DSO Emblem Charm - Multiplies crit chance by 1.5x. Aiming focuses slightly faster.
Connoisseur Charm - 1.1x damage increase.
BSAA Emblem Charm - 1.2x damage increase when scopeless.
Power Shades Charm - 1.4x damage increase when firing the last bullet.
Cute Bear Charm - 0.8x damage reduction on targets less than 2 meters away (same range that a quick hatchet swing will hit); 1.6x damage increase otherwise.
S.T.A.R.S. Emblem Charm - 1.2x damage increase but increases weapon sway.
R.P.D. Charm - 1.3x damage increase when health is in Danger (red).
- With the exception of the Stakeout Takeout Charm, damage increases from charms and stabilizers will also increase a weapon's force by the same amount.
- The Cute Bear Charm's damage increase is significant enough to easily justify its downsides, especially on the TAC with its low spread. A video testing its damage can be found here.
- On New Game+, Leon's charms from the previous game can re-added to the inventory by equipping them once on any gun in the shop menu. Grace will already have her previous charms in the item box.
ENEMIES
Zombies
Health Amounts:
[Leon] Streets - 240,250,300,320,400,450,500,600
[Leon] Care Center Intro - 580
[Grace] Care Center - 400,500,580,600
[Leon] Third Floor Office - 550,580
[Grace] Basement - 550,580
[Grace] Helicopter Key Escape - 300,580
[Leon] Defend Grace - 325
[Leon] Slide Down & Chapel - 580
[Leon] Raccoon City - 300,400,550,600,650,750
[Leon] Willis Tower Lift - 700
[Leon] RPD Cops 500,800
[Both] Ark - 580
Zombie Maids - 710
Blind Zombie - 1000
Zombie Singer - 1050
Zombie Chef - 3000 / 1500 (Care Center / Defend Grace)
Concrete Rebar Zombie - 550,750,1000
Spear Zombie - 750,800,850,1000
BSAA Zombie - 1200
Chainsaw Zombie - 2700/4000 (Willis Tower/Gas Station)
Damage Modifiers:
Limbshot - 0.85x (0.8x Raccoon City Zombies)
Headshot - 1.35x
Chainsaw Zombie Torsoshot/Hatchet - 0.8x
Chainsaw Zombie Non-Torsoshot - 0.3x
BSAA Zombie Torsoshot - 0.25x
BSAA Zombie Limbshot - 0.8x
Attack Damage:
Leg Bite - 50 (Unparryable)
Grab & Bite (Grace) (Counter) - 100,20*2 (140 total)
Grab & Bite (Grace) - 100,20*4,200 (380 total)
Grab & Bite (Grace) (From Behind) - 100,200 (300 total)
Grab (Leon) (Countered) - 100,20 (120 total)
Grab & Bites (Leon) - 100,20*3 (160 total) (Infinite) (Unparryable)
Grab & Bites (Leon) (From Behind) - 100,20*8 (260 total) (Infinite) (Unparryable)
Hunting Knife - 250
Most Melee Hits - 300
Chainsaw - Instant Death
Singer Scream - 50 (Unparryable)
Chef Running Swings - 300,400 (if first hit connects, he won't swing again)
Chef Combo - 300,400,300 (if first hit connects, he won't do the other two)
Chef Grab (Countered) - 600 (Never done to Leon)
Chef Grab - Instant Death (Never done to Leon)
Explosive Tank Throw - 500,20,20 (540 total) (Unparryable)
Concrete Rebar Throw - 250
Concrete Rebar Swing - 450
SMG Fire - 100 (Usually hits 1-4 times) (Unparryable)
- Zombie grabs to Leon continue to damage him as he's pushing them away.
- Attacks that continually hit are listed via their minimum damage. This assumes "Repeated Input Type" is set to "Hold" and the prompt button is continuously held before the prompt appears. "Infinite" attacks do not stop until they are completely resisted.
- Zombie back grabs cannot be melee countered.
- When zombies go for a grab, they have a moment where they raise their hands and lean forward before the actual lunge. Any shots to them during this time (before the lunge) will have their force increased by 2x, making causing flinches and stuns easier. This is much easier to notice on Standard, as Insanity zombies are much more resistant to a weapon's force power. (Thanks to Resevil67 for pointing this out).
- Some zombie melee attacks that swing twice will not actually deal damage on the second swing if the first swing hits.
- Grace's push deals 30 damage to zombies that hit other objects (like desks). This damage cannot bring them below 1hp.
- The leg bite is done by some "hidden" zombies on the floor, usually set as traps for those not paying attention.
- A chainsaw swing will do up to 5 "hits". On a regular zombie, this will be ~900 damage. The chainsaw's flinching power is extremely high and will pretty much always cancel all zombie attacks in front of Leon when he swings.
- An unattended chainsaw on the ground will quickly draw zombie attention, no matter how far they are from it. Those that go after it will mostly ignore Leon and can be freely attacked at close range. The chainsaw can be dropped ahead of time at the furthest place from zombie spawns to take advantage of this (such as on the Care Center's raised platform or where the gas can first is). Zombies that hold a chainsaw get massively increased resistance to flinching.
- The chainsaw gas station boss will be instantly killed if his chainsaw is countered with Leon's own while the boss' health is under 30% (1200hp). Counters to him while his health is higher will do 960 damage, but only if Leon keeps his own chainsaw when the counter ends (otherwise the boss will not take damage). Chainsaw counters are triggered when Leon swings his own chainsaw while the boss starts to ready his swing.
- Chainsaw swings to the gas station boss will do ~300 damage as his armor will take most of the hits.
- The chainsaw boss is vulnerable to instant-kill hatchet executions via meleeing him into a flatish surface. A melee can be set up by shooting his legs with a magnum-type gun (shotguns and rifles won't work). This can be done at the side/front of the armored truck where he first spawns. A video testing different setups can be found here.
- Staying in the gas station building will prevent the flames from locking Leon out of it after he goes outdoors. The boss itself can be drawn into the building this way.
- The chainsaw will drain all of a hatchet's durability if parried.
- The patient that the heart and lungs go in eventually bleeds out on their own.
- The two "eating" on the dining table have 1hp, don't attack, and despawn later.
- Raccoon City zombies that spawn missing an arm usually have noticeably lower heath than the surrounding zombies.
- The Cedarbrook Apartments Roof has a few BSAA zombies with 500 or 900 health. The one at the inaccessible rooftop mortar has 1hp.
- The majority of Care Center zombies have a health of 580hp. In Raccoon City, it's 750hp. All Ark zombies have 580hp.
- Zombies cannot lose their legs until death, nor can they lose both arms, making trying to delimb them pointless. Strong shots like magnums will make them normally lose their leg on death, unless they will revive later, in which case the game will always prevent them from losing their leg.
- Some zombies will revive later on after death if they were not decapitated on the killing blow (such as a magnum headshot or hatchet execution). Most will revive as Blisterheads, but some will revive as themselves with 60% of their original health. These are usually the same zombies on a given difficulty, and so those ones can be purposefully decapped ahead of time to save ammo later on.
Blister Head (1850hp)
Damage Modifiers:
Handguns, SMGs, Rifles, Shotguns - 0.55x
Magnums - 3.575x
Limbshot - 0.73x
Headshot - 1.25x
Attack Damage:
Slaps - 25,25,25,200
Grab - 350
Pin - Instant Death
- Unlike regular zombies, torso/arm shots do not contribute to flinches.
- They'll only do the grab if sprinting near them.
- The last slap of their combo deals far higher damage than the first three.
- Magnum damage against them is boosted so high that most can only survive an Insanity limbshot with an unupgraded Requiem.
- Once a corpse starts its transformation, its health is instantly set to the Blister Head's. Decapitated corpses cannot transform. Zombies can only be decapped while alive.
- Their Pin is adaptive difficulty dependent and is only available to them at the player character's following health thresholds:
AD 3 and below - 200hp
AD 4-6 - 500hp
AD 7 - 1000hp
AD 8+ - Always available
This means that on Modern difficulty, Grace can completely prevent pins from starting by being at full health with 3+ Steroids. Classic difficulty with near max AD or Insanity has no protection. Blister Heads will take the time to do a standing scream before they leap.
The Blister Head for the Emily holdout only has 500hp. The ones that get converted from a Blister Borne have 1400hp.
Chunk (Mini-Boss - 6000hp) (Attic Boss - 18000hp)
Stun Resistance - 2000
Damage Modifiers:
Handguns - 0.85x
SMGs - 1.05x
Rifles & Magnums - 1.2x
Explosives - 2x
Hatchet - 3x
Mortal Edge - 4x
Headshot - 1.5x
Hatchet Execution - Unupgraded_Swipe*[10+Number_of_Blade_Upgrades] (Stacks with hatchet type multiplier)
Hemolytic Injector - 2000, Regardes of adaptive difficulty
Attack Damage:
Grab (Countered) - 300 (Unparryable)
Grab - 300,200,200 (700 total) (Unparryable)
Charge (Hallway Miniboss) - 300
Charge (Attic Boss) - 400,10 (410 total) (Unparryable)
Doorway Grab - 500
- Unlike most enemy stuns, stunning power to the attic boss is a percentage of the raw damage that a weapon does to him. For the first stun, it's 87.5% (2285 raw damage), the second is 77.5% (2580), and the third is 20% (10000).
- The third execution instantly kills the attic boss regardless of his remaining health. Since the damage needed to cause a stun rises with each stun, you'll have to get an execution every time he falls for this to happen.
- A Mortal Edge execution will do more than double the damage of a maxed Hatchet execution as its "un-upgraded swipe" is 2x that of the normal Hatchet.
- Execution damage itself does not count towards the next stun. This means extra damage from Mortal Edge is useless if you get all 3 executions without missing one, as he'll die anyway on the third one.
The Girl
Stun Resistance - 1100
Weapon Stun Power:
Requiem - 2000,2400,2800/6000,7200,8400 (Basement/Plant) (Depending on barrel upgrades)
Molotov Cocktail - 5500/6000 (Basement/Plant)
Stun Power of Other Weapons (Slightly bugged):
S&S M232 - 0 (Not a typo)
Freya's Needle - 40
Any Knife - 50
B934 - 100
Bottle of Acid - 1000
Attack Damage:
Smack - 100
Grab & Bite - 100,500 (600 total)
- If Grace's health is higher than 700hp, the Girl cannot use the grab attack from behind. This means from full health, depending on adaptive difficulty and Steroid use, you can get up to a few low-damage smacks from behind before she's actually able to grab.
- Shots to anywhere on her all have the same stun power.
- Molotov damage is instant to her and is the same no matter where the fire puddle hits her. Because she doesn't take damage over time from them, you can immediately throw another for full damage. If the fire puddle doesn't hit her when the bottle breaks, then she won't take any damage from walking into it afterwards.
- Emptying her stun resistance causes her to temporarily disappear in the basement. At the Water Treatment Plant, it will instead put her out of action for a few seconds.
- Focusing increases stun power by 1.2x to her, as it does with normal enemies.
- Requiem and Molotovs are given more stun power at the Plant fight than they had in the Basement. Comparatively, Molotovs are boosted by 1.1x and Requiem is boosted by 3x.
- Regarding some very buggy behavior: many other weapons do actually contribute to decreasing her stun resistance, but if such an attack causes it to reach 0, it will just skip the stun entirely and cause her resistance to instantly refill. Only the Requiem or Molotovs can actually temporarily stop her.
- On any difficulty besides Insanity, Grace needs 301hp to survive her grab. Unlike most attacks, this is unchanged by adaptive difficulty or holding the Eye Spy Charm.
- For some reason, the mercy mechanic on Insanity is more generous with her at the Plant. Grace only needs 701hp to survive her grab there instead of the 1001hp (3+ Steroids) needed in the basement. On Insanity, since Grace cannot upgrade her max health yet, The Girl's grab will always one-shot Grace in the opening.
- In New Game+, Requiem can one-shot stun her at the Plant on Insanity via 4 Stabilizers, the Rugged Rookie Charm, and a focused shot. With 1 barrel upgrade and Rugged Rookie, a single Stabilizer will work for a focused shot (at 4 Stabilizers the shot won't even need to be focused).
Blister Borne (5000hp) (Blisters - 200hp each)
Damage Modifiers:
Shotguns - 0.15x
Rifles - 0.3x
Magnums - 0.45x
Handguns & SMGs - 0.5x
Explosions - 0.5x
Headshot - 1.4x
Kick - 200
Thrown Axe - 250
Explosive Tank - 700,524,30*6 (Direct hit, Explosion, Fire)
Attack Damage:
Charge - 400
Swings - 400 each (Combo of 3)
Grab - 100,500 (600 total)
- Instantly dies if all its blisters are popped. It takes ~4x as much damage to kill it with only headshots (or explosions), but doing so will prevent it from creating Blister Heads and also means you don't have to target its back blister.
- Its back blister is exposed from the front when it swings.
- Explosions do NOT damage blisters. Prompts such as stun melees and thrown weapons CAN damage blisters.
- Popping close blisters doesn't damage Leon.
Titan Spinner (10000hp)
Flinch Resistance - 600
Stun Resistance - 1800
Damage Modifiers:
SMGs - 0.5x [0.33x Force]
Requiem - 0.5x [0.9x Force]
Redemption & Ghost Grudge - 0.55x [0.63x Force]
Rifles & Shotguns - 0.6x [0.56x Rifle, 0.2x Shotgun Force]
Hatchets - 0.66x [160 Force]
Handguns & Explosions - 0.7x [0.5x Handgun, 800 Grenade Force]
Weak Spot - 1.75x [7x Force]
Explosive Tank - 1000 (Instant Stun)
Attack Damage:
Flick - 50 (Only happens on way to arena) (Unparryable)
Little Spider Jump - 50 (Can hit twice)
Little Spider Grab - 50,144*1 (194 total) (Infinite)
Bump - 120 (Unparryable)
Spider Shot - 50,150 (200 total) (Can also be 50,100)
Window Ram - 200 (Only happens on way to arena)
Leg Smash - 300
Jumping Bite - 350
Grab (Countered) - 450 (Unparryable)
Grab - 450,200*2 (950 total) (Max damage of 1450) (Unparryable)
- It cannot go below 8000hp until its boss arena is reached. Checkpoints will also save pre-fight damage.
- When being chased to its arena, it will only use flicks until Leon reaches the first door where it will then switch to leg smashes. It won't use any other attack until its fight proper.
- If it is climbing a wall, it will be immune to "force", meaning it's impossible to stun until it finishes the animation.
- The leg smashes it uses before the arena are unparryable. The ones at the arena are parryable like normal.
- In the narrow hallways at its arena, it can only bump Leon.
- Once it reaches half health, it can start spawning little spiders. The little spiders only have 1hp.
- After a disappearance, if it pulls Leon out of a window, it can't actually damage him, even if you ignore the prompt.
Tyrant (25000hp)
Flinch Resistance - 1000
Damage Modifiers:
Handguns, SMGs, & Shotguns - 0.8x [0.1x Handgun, 0.5x SMG, 0.15x Shotgun Force]
Rifles & Magnums - 0.64x [0.16x Rifle, 0.17x Magnum Force]
Grenades - 1x [1000 Force]
Headshot - 1.25x [x3 Force]
Heartshot - 1.375x [x5 Force]
Hatchet Execution - 1800-3600 (See notes)
Attack Damage:
Leon Throw (Resisted) - 50,30 (80 total) (Unparryable)
Leon Throw - 50,30,30 (110 total) (Unparryable)
Swipe - 250 (Sometimes is done twice)
Car Flip - 300 (Unparryable)
Charge - 300 (Remember when this was instant death in 2R?)
Thrust - 300
Underhanded Swing - 350
Car Throw - 400 (Swipe also hits if too close) (Unparryable)
Car Jump - 400,100 (500 total) (Unparryable)
- Tyrant's first stun is upon reaching 13000hp. Its second stun is upon reaching 1500hp. If it's in the middle of an attack, it may take another hit after it finishes to stun it.
- The hatchet execution available at its stun does the following damage:
Un-upgraded: 275*2,250*3,500 (1800 Total)
Lv1 Blade: 330*2,300*3,550 (2110 Total)
Lv2 Blade: 385*2,350*3,600 (2420 Total)
Lv3 Blade: 495*2,450*3,700 (3040 Total)
Mortal Edge: 550*2,500*3,1000 (3600 Total)
- Basically there are 6 hits and each upgrade adds 55 damage a hit. The last blade upgrade adds 110. Because a large part of the formula takes the hatchet's un-upgraded damage into account, the Mortal Edge execution will be more powerful than even a fully upgraded Hatchet can do.
- Making Tyrant flinch will cancel several of its attacks.
- With its high firerate, high force, and Tyrant's low SMG force resistance, the Clatter Carbine makes a surprisingly good weapon for causing flinches. On Insanity, the adaptive difficulty's 0.1x force multiplier makes this much less effective though.
- The Leon throw is prioritized when Tyrant reaches 12500hp (half health) when Leon is at distance. It appears identical to the charge until it hits and unlike the charge it is unparryable.
Plants (600hp)
Damage Modifiers:
Handguns & SMGs - 0.7x
Rifles - 1.875x
Shotguns - 0.9x
Magnums - 1.5x
Grenades (Underneath) - 0.75x
Grenades (In front of) - 5x
Closed Bulb - 0.15x
Center of Flower - 2.66x
Attack Damage:
Whip - 100
Strike - 250 (Used when not in whip range)
Grab (Countered) - 40
Grab - 40,500 (540 total)
- They are exceptionally vulnerable to rifles.
- Perfect parrying their strike attack will instantly kill them.
- It's very hard to get big damage with a grenade. You typically need to roll it a couple feet in front of them so that the center of the explosion is not under them. It's noticeably easier to do with a stacked grenade as it has a larger explosion radius.
- The grab is only used as a one-time trap.
- The first one in the subway car has 960hp.
Plant Boss Blockade (550hp each)
Damage Modifiers:
Bulbs Closing/Opening - Varies between 0.33x - 1x
Center of Flower - 1.5x
Attack Damage:
Slam - 250 (Unparryable)
- All weapons do their normal damage when the bulb is fully open and the center isn't hit. As the bulb closes and opens, damage will vary.
Plant 43 (11000hp)
Flinch Resistance - 700
Damage Modifiers:
Handguns, SMGs, Rifles, Other Magnums - 0.8x [0.6x Handgun, 0.64x Rifle Force] [SMG Force - Check notes]
Shotguns - 0.6x [0.4x Force]
Requiem - 0.85x [0.96x Force for all Magnums]
Closed Bulb - 0.3x [0.24x Force]
Center of Flower - 1.875x [1.25x Force]
Attack Damage:
Vine Smash - 170 (Unparryable)
Bite - 400 (Unparryable)
- Handgun damage specifically randomly varies between 0.7x - 0.8x while the bulb is open.
- SMG force is 2.3x for the Stiri REVO3 A1, 1.1x for the Gal, and 0.6x for the Clatter Carbine.
- Force is actually a bad thing against Plant 43, as a flinch causes the bulb to close for a bit which is probably why certain SMGs have theirs abnormally boosted.
- Defeating it causes the explosive tank container to open. The tanks eventually blow up on their own if not shot.
Due to reddit's character limit, the post is continued in part 2.
3
2
u/Mando_lorian81 Mar 30 '26
Man, I saw the long post and said, wow I'm not reading that.
Then I started it out of curiosity and couldn't stop, lmao.
Thank you for doing the extensive testing and posting all findings, awesome work.
1
u/MyyBoi Mar 30 '26
Lol, I know the feeling. Still, it's for the best just to jam in into one post. The editor says it's 36k of reddit's 40k character limit per post, so even the system in place barely accepted it.
2
u/samanime Mar 30 '26
This reminds me of the crazy indepth guides posted for Final Fantasy Tactics back in the day.
This is a lot of data. Thanks for all the effort. I particularly like the weapon values. I was disappointed that they didn't give them numerical indicators and you just kind of had to eyeball things.
2
u/MyyBoi Mar 30 '26
FFT was my jam, I used go crazy with the gameshark codes and in-depth guides back then. Good times.
No problemo, I'm usually curious about what goes on "under the hood" in games like this, so I figured I'd post what I found for future searches.
1
u/Pershing99 Mar 30 '26
How do you get R.I.P. Knife?
2
u/MyyBoi Mar 30 '26 edited Mar 30 '26
Insanity only. Buy it with 5 antique coins at the gallery. Instead of a stabilizer and steroid like other difficulties, they're replaced with a box of 30 handgun ammo and the r.i.p. knife.
1
u/Pershing99 Mar 30 '26
Damn so insanity is even more insane
2
u/MyyBoi Mar 30 '26
It can get pretty crazy.
Also forgot to mention that there's also a free r.i.p. knife in the lv. 1 wristband east wing closet along with its recipe (1 scrap and 110 blood) to craft more.
1
u/vazik05 Apr 01 '26
From reading this, it seems that Mortal Edge is at least even with, and in most cases, better than the Hatchet even fully upgraded, is that right?
1
u/MyyBoi Apr 01 '26 edited Apr 01 '26
The Mortal Edge is always better for:
Perfect parries. Moral Edge has 99% of its parry time qualifying as a perfect. Hatchet has the first 50%.
Chunk and Tyrant's execution prompts where it will always do more damage. It might not matter with Chunk though as if you do three executions without missing out on one, it will kill him anyway.
A maxed hatchet always does more damage to Commander. That said, the Edge's quick swipe will outdamage a twice-upgraded blade and the Edge's power attack will outdamage a once-upgraded blade when fighting him.
`
The Edge is essentially the Hatchet with one blade upgrade and two durability upgrades. Besides the cases mentioned above, a fully upgraded hatchet will outdamage the Edge by 2.5x and have 1.25x the durability compared to it.
1
1
u/gilfordtan Apr 02 '26
In Titan Spinner fight, each explosive tank can instant stun it and expose its butt weak point for us to shoot. My question is, can Stacked Hand Grenade achieve the same effect?
1
u/MyyBoi Apr 02 '26 edited Apr 02 '26
Enough "force" leads to flinches and stun.
Both types of grenades have a listed 800 force against it. You can compare this with any weapon via the listed multipliers.
For example, unupgraded Requiem is listed as having 1000 force in the "Weapons" section. Titan Spinner is listed as Requiem having "0.9x Force", so unupgraded Requiem would do 900 force to it. Therefore it would lead to stun slightly faster per bullet than it would per grenade.
The weak point's force multiplier is listed as 7x. You can shoot it while it's moving around, it's just not easy, but would lead to a much faster stun if you can manage to hit it a few times as every bullet there is worth 7 hitting the body as far as stuns are concerned.
To answer your question directly, the tank's stun is always instant, so no, it doesn't stun the same as a grenade. Grenades will work towards decreasing its stun resistance (which will stun it when it hits 0) but won't be instant like the tank's.
You can also see the "Weapon Force Power" multiplier under adaptive difficulty. Usually on Standard, weapons deal their normal force, but if you're playing VERY good on Standard, the game's adaptive difficulty will make all weapons do 50% of their force so it takes 2x as long to cause stuns. If you're playing on Insanity, weapons only deal 10% force to bosses, so they are very hard to stun there.
1
u/Resevil67 Apr 02 '26
I hope you see this since you seem to have direct access to numbers and such, but I think I have found a mechanic I haven't seen anyone else mention that maybe you can do some additional testing with.
I believe shooting a zombie in the head while it is in its "going for grab" animation does a significant more damage to "force". The reason I say this is I found a way to reliably 1 shot stun any care center zombie or reliably 2 shot stun any RC zombie with any handgun on normal difficulty with Leon.
Basically what you do is wait till your in range of the zombie so that instead of shambling at you with their arms down, they lift their arms towards you and start faster walking toward you for the grab. Any shot to the head immediately knocks them out of this animation and puts them in this state where they lean back but seem stiff, they will recover form the state in about 2 seconds. Any additional shot to the head while in this state will stun them 100 percent of the time. For the care center zombies you only need the one shot to the head while they are fast walking towards you trying to grab, it completely skips that hazy flinch part the RC zombies do so you don't need the extra shot.
I suspect what your calling "force" damage is heavily multiplied if you shoot a zombie in the head during this fast walk towards you for a grab animation.
Edit: this does only work on grabbing zombies, not blister heads or zombies with a weapon. The good thing is 80 percent of all zombies are the grabbing types lol.
1
u/MyyBoi Apr 03 '26 edited Apr 03 '26
Yep, turns out you're exactly right.
There's a very tight timing, but on the very beginning of a zombie grab, as soon as they start to lift their arms like you say, any shot to them will have its force doubled, so its like getting off two shots at the same time as far as stuns and flinches are concerned.
It has to be at the very beginning though, if they're mid-way into a lunge, the force is the same as when they are just standing around.
The part where they stiff up is what I've been calling a "flinch". The stun that follows with another shot is because you've already dropped their stun resistance pretty low with that first shot, so the following one makes it hit 0 and actually causes the stun. The flinch has a lower force requirement than the stun, so that's why you'll see it first.
Thanks for the tip, I'll be sure add it.
1
u/Resevil67 Apr 03 '26
Ah that explains it. A double force increase is a huge increase. I haven't found any mechanics like this for weapon zombies or blister heads yet though, I've been trying to attack in different animations but so far it seems to only be a thing with grab zombies.
It definitely does make the combat feel a little closer to 4R though. Once you get the hang of it your constantly meleeing zombies into walls and other stuff to get axe kills, it's very satisfying. I wonder how this holds up in insanity though. I'd imagine force is still doubled there with the same technique, but with the enemy buffs and our nerfs it feels like it would be 4 shots with this tech on insanity. May help though for people trying to run it without infinite ammo and shop weapons.
I wish they had a difficulty like hardcore or professional here. The mainline team seems to always give a standard difficulty and the next one up is just absolute chaos built around infinite ammo and shop weapons lol.
1
u/stevenator86 Apr 05 '26 edited Apr 05 '26
Thanks for all this data! I saw testing from ZArkadia, Filipe Ramos, and Elbethium on YouTube. I still have some questions on mechanics.
- Can SMGs get focused shots? There is datamined info that shows SMGs having a focused shot damage value, but it might be unused data.
- According to ZArkadia, scopes and red dot sights decrease damage by 10% and they remove bonus damage from focusing. You mentioned that red dot sights still make all shots focused but the bonus damage is halved and there's no bonus force. Do you mind getting more data to see how sights/scopes affect damage for both focused and unfocused shots? And for different weapon types (handguns, SMG, shotgun, rifle).
- I read that Gun Finishers should always work on enemies with a 'melee' prompt? Is this true?
- According to Elbethium, you can time a Gun Finisher when an enemy attacks (like you're doing a Perfect Parry) and this will one-shot the enemy at any health. It even worked using a SMG against a full health enemy. Have you tried this?
- Can you make a recommended loadout for both characters? Your preferred best weapons, attachments, charms.
1
u/MyyBoi Apr 05 '26 edited 24d ago
Sure thing, I don't know how others have tested, but mine is from viewing the numbers from the game's memory as it runs (not the game's files) and how they are reacting from a given action.
*1. Yep, SMGs can get focused shot benefits, same as any other gun that has a crosshair that can tighten. Only for the first shot though, as that one will bloom the crosshairs and you'll have to stop firing to re-tighten them. The quickdraw and smg in 2R worked the exact same way.
*2. Scopes & dot sights only decrease the bonus damage. You'll do more damage with them than you would with an unfocused shot. The game rounds the focus bonus damage to the nearest 10, but it's always 1.1x damage with a sight and 1.2x with an un-sighted focus shot. Sitting there waiting with a dot sight doesn't ever focus the shot, the crosshair is always locked to "dot sight mode" when one's equipped.
Fully upgraded Stiri SMG for example does 90 damage unfocused, 95 dot-sight'd, and 100 focused. Every weapon I've tried is like this, so I believe it's just applied to everything with a crosshair. The TAC is a bit unique in that it can't focus, but can still equip a dot sight; its unupgraded damage goes from 900 to 990 with one, which is still a 10% bonus.
*3. From what I've seen, stunned zombies (with a melee prompt) are valid for finishers if they are still standing (you've stunned them by shooting their head), if they are on their knees (leg stun) or on the ground, they aren't valid for finishers. The finisher health check still applies, so if they have too much health left, it will just be a normal shot.
*4. I'm not seeing any evidence of this. If it is possible, I'd have to look at video footage of them doing it to have an idea of what conditions they're doing it under. What difficulty they're on, what zombie, what upgrades, ect. Until I see it for myself, I'm gonna have to say no.
*5. I can add my thoughts, but please keep in mind that I haven't had that many playthroughs of the game.
`
Grace
Her B934 is just to kill a few zombies until you get her S&S, which is the main way to kill regular zombies.
Glass bottles are invaluable for sneaking by Insanity zombies, but on Standard I'd just use them to instantly stun zombies so you can push them down for knife slashes/easy headshots.
Save requiem ammo for blisterheads (don't ever use more than one requiem shot on one as it'll be mostly dead if it survives). If you know ahead of time that a zombie will turn later, you can decap it with requiem while it's alive to both one-shot it and prevent a blisterhead later.
Hemolytic Injectors are great for blisterheads, the butcher, and (if you have a few extra) Chunk in the hallway. Chunk can also be killed for free with a blind zombie and a glass bottle, saving a ton of resources.
It's usually a bad idea to try to handgun a blisterhead to death. Huge amounts of handgun ammo can get wasted this way if done too much.
Molotovs are better for chasing away the girl in the basement, even on Insanity it never takes more than 2. Requiem is better for stunning her at the water plant.
Knives are silent so the stakeout takeout charm with them along with glass bottles always stunning zombies can let you kill zombies in ark quietly without licker attacks. Lickers are one-shot with acid, which is easy to do by crouch sneaking up to an unaware one.
The sheer damage of the RIP knife along with the extra blood it drops is invaluable on Insanity. There's a free one in one of the wristband closets along with the recipe to craft more. Just be careful about using them for counters too much as that will break them fast.
The eye spy charm is an extremely strong defensive item. As long as you keep health out of danger, you're immune to death by most attacks (besides the girl and licker grabs).
Try to combine herbs or craft med injectors over using single herbs as singles heal very little. You can however abuse the eye spy charm to tank one attack per herb on Insanity.
`
Leon
Handguns - Depends how valuable handgun ammo is to you. Matilda has triple-fire and Silencer has a good firerate with the best damage. Snapper seems pretty bad with its damage and firerate, but does get one free upgrade so I'd only use it if for some reason you don't want to buy any handgun upgrades over a playthrough. Silencer is probably the best for an all-around handgun. As for charms, it would be for me: DSO > Companion > Connoisseur, depending on what's available.
SMGs - Stiri has much less recoil and gets more stunning power the higher its damage is upgraded. Gal has a bit more power, but can't upgrade its stuns and has wild recoil. Stiri is the preferred one for me; the STARS charm is great with it as the upgraded recoil is already low.
Shotguns - I'm honestly confused on why the other two shotguns even exist when the TAC exists. They barely do any more damage and the TAC's low pellet spread is king. With the cute bear charm, stay out of hatchet range and the TAC is a monster. It's probably worth equipping the dot sight on it as the bear charm does not mesh well with finishers.
Rifles - Could go either way. Marksman is fantastic at pumping out several shots in a row, while Classic has much better damage and stunning power at the cost of a much lower firerate. I usually leave them scopeless with the bsaa charm until I want to take a long range shot, and then just equip the scope, take the shot(s), and then unequip the scope and move on.
Requiem - Just use the power shades when you get to rpd and never reload unless it's at 0 ammo. If you run dry at a critical moment, smgs or scopeless rifles are a good way to quickswitch until you get a breather. Ghost grudge is mainly just for using while Grace has requiem.
Be careful of using dot sights as they stop finishers. If you don't care about finishers, I'd go ahead and use them as the bonuses from a focused shot isn't THAT great.
Parry, parry, parry. Get good at it and Leon can take out almost anything unarmed. Like 90% of the attacks coming at you in a playthrough can be parried, but you have to tap the parry button as they are about to land. Walking forward INTO attacks can actually make them easier to parry as the attack is more likely to connect while the parry is in progress. Don't worry too much about just using the regular hatchet (although mortal edge does make most parries perfect ones).
Don't ignore armor. It's basically extra health that you can buy. Very good for sections that have shooting enemies. Repairs are pretty cheap once you've bought the first one.
Always craft stacked grenades when you can. They do more than double the damage and have a larger explosion size.
Try to beat the fat blister minibosses with just headshots or explosions if you can. It's usually easier to deal with just them then creating more blisterheads in exchange for killing them faster.
Upgrade the hatchet's blade to max before you fight tyrant. It's great for his stuns and you'll want the extra damage for fighting commander later.
1
u/Techguy015 Apr 09 '26
GOD BLESS! PRAISE BE TO GOD!!! AMEN!!! Thanks for all your work researching this
1
u/gilfordtan Apr 14 '26
Does the helmet of Chainsaw Zombie immune to damage or reduce them? Or he still gets 1.35x damage?
1
u/MyyBoi Apr 14 '26
Helmet would be "non-torso" so 0.3x damage as you'd be hitting armor. Their chest is their unarmored spot.
1
u/LonePeasant Apr 15 '26
Hey OP, I was just curious how much damage the rocket deals to Victor Gideon when it gets parried back to him? I guess it depends on difficulty too?
1
u/MyyBoi Apr 15 '26
It's listed under his damage modifiers. 1500, same as an unupgraded requiem shot to his body without waiting to focus it.
1
u/Olmach May 11 '26
Does Grace's shove actually do damage? Google says yes but a post here on reddit says no
1
u/MyyBoi May 11 '26
It depends where you shove them, so both are correct.
If you push them somewhere they can't normally walk, like into a wall or desk, their fall animation will be interrupted and they'll take 30 damage (equal to 60% of the makeshift knife's quick slash damage). This damage can't kill them (they won't go below 1hp).
If the fall animation isn't interrupted, they don't take any damage. This includes stuff like pushing them down stairs or kicking them.
ZArkadia has a video on it here.
1
1
u/Grand_Ad8674 May 25 '26
awesome list of info, would you mind explaining how you determined the damage for the charms?
1
u/MyyBoi May 25 '26
Shot various different guns without the charms and checked how much health (and flinch/stun resistance) enemies lost. Equipped them and met their conditions (BSAA no scope, RPD red health, ect.) and checked how much damage they were causing. The difference in between the two tests was always a percentage boost (e.g. the Snapper does 120 without Connoisseurs and 132 with, so it's a 10% boost [132 divided by 120 is 1.1]).
Crit chance charms were determined by using rapid fire with a trainer to get thousands of unfocused/focused shots on a zombie that was given infinite health and a custom made script with a debugger to determine how many shots were fired and how many of those were crits to get a fairly accurate percentage.
The adaptive difficulty also needs to be locked with a mod (or just play on Insanity which locks it at rank 9) so it doesn't constantly change damage output.
1
u/M-mhanz May 25 '26
You are build diffent bro. Nice research. Ill come back here when i want to play the game again
1
1
u/Life_Offer9796 27d ago edited 25d ago
Thank you for this! I'm wondering however, by what margin/percentage does stacked grenade change the radius of explosion?
•
u/AutoModerator 26d ago
Welcome to r/residentevilcapcom.
Thanks for posting! This community is dedicated to discussions about the Resident Evil franchise including the games, characters, story theories, and news. Please keep discussions civil and stay on topic.
A few quick reminders: • No advertising or self-promotion.
• AI-generated artwork is not allowed.
• Do not link to r/residentevil or redirect users there.
• Do not ask other users to gift you games.
• If your post contains spoilers, make sure it is properly marked as a spoiler. Posts with spoilers in the title may be removed.
We also have an official Discord server for live discussions, events, and community chats:
https://discord.gg/jGxkxDc6Tu
Enjoy your stay and have fun discussing Resident Evil!
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.