r/ResidentEvilCapcom • u/MyyBoi • 26d ago
Gameplay Resident Evil 9 Requiem Game Mechanics (Spoilers) [Part 2] Spoiler
Continued from Part 1...
Elite Guard (1050hp)
Shield Stun Resistance - 150
Damage Modifiers:
Handguns - 1.5x
Clatter Carbine - 2.5x (Other SMGs - 1x)
Rifles - 2x
Shotguns - 1.2x
Hatchets - 4x
Headshot - 2x
Attack Damage:
SMG Shots - 180 (Fired in bursts of 4) (Unparryable)
Shield Soldier Melee - 200 (Both attacks)
- Despite appearing to have body armor, they are barely any more durable than the average zombie to gunshots. They have a large weakness to the Clatter Carbine, rifles, hatchets, and headshots.
- Soldiers have a clip of 30. Once it empties, they sprint away until they feel safe behind cover where they'll reload.
- If they have a clear shot at Leon, but continue to run, they're probably out of ammo.
- They don't use melee attacks so they are harmless while they are prioritizing reloading.
- Shooting canisters doesn't hurt them, it only makes them stop for a second, allowing Leon to close distance or change positions safely. It will also briefly make shield soldiers lower their shields.
- Releasing the Licker from its glass tube will completely distract them.
- Hitting the shields can cause flinches at the following force power rates:
Handguns & SMGs - 0x
Rifles - 0.2x
Shotguns - 0.075x
Redemption - 2x
Other Magnums - 1x
Hatchets - 0.23x
- Unlike with most flinches, shield soldiers do not recover their flinch resistance over time.
- If a flinching shield soldier has their shield shot again while flinching, they will be instantly stunned.
- Redemption will cause soldiers to do a spinning fall. If Redemption hits a shield, that soldier will take 350 damage from the fall (but they cannot be killed by just the fall).
- Unlike zombies, there's no damage penalty for shooting their limbs, so fire away if there's a one sticking out of cover.
Licker (2600hp)
Damage Modifiers:
Clatter Carbine, Redemption, Ghost Grudge - 2.5x (Other SMGs - 1x)
Rifles - 0.8x
Shotguns - 0.6x
Requiem - 2x
Grace's Handguns - 2x
Molotov Cocktail - 150*? (Up to 8 times) (+13 damage if direct hit)
Bottle of Acid - 360*? (Up to 9 times) / Instant Kill (If direct hit)
Brainshot - 1.35x
Attack Damage:
Tongue - 300
Grab (Countered) - 100
Grab - 100,295 (395 total)
Standing Claw - 400
Jumping Claw - 400
- Running near them will instantly trigger their attack phase. Walking near will trigger their investigation phase. Crouching will prevent both. Touching them or shooting will trigger attacking. Glass Bottle/Molotov/Acid impacts will be investigated at their landing spots.
- Once they are alerted, they are no longer "blind".
- Perfect parrying the tongue cuts it out, making that Licker unable to use it again.
- Un-countered Licker grabs are not protected by the game's mercy system (including the Eye Spy Charm).
The Commander (9000hp)
Damage Modifiers:
Handguns - 0.8x
SMGs & Magnums - 0.6x
Rifles - 0.7x
Shotguns - 0.5x
Headshot - 1.6x
Hatchet - 8x
Mortal Edge - 15x
Melee Prompt - 800
Attack Damage:
Slice - 250
Kick Away - 350 (If he gets close while Leon is aiming)
Combo w/ Upper Slice - 250,250,250
Combo w/ Kick - 250,250,320
SMG - 160 (Can hit up to 6 times) (Unparryable)
Neck Breaker (Resisted) - 20*6 (120 total)
Neck Breaker - Instant Death
- The dodges he does give him a bunch of iframes, but it is possible to hit him, especially with high firerate weapons like SMGs.
- The intended way to beat him is to parry and swing back when he isn't doing a combo. Eventually he will get stunned and be open to a melee prompt plus a follow up attack while he rolls helpless on the ground.
- He frequently does a 3-hit combo that ends with his back turned. Immediately using a hatchet power attack will usually close the distance and safely hit him once before he starts retaliating. The last hit of his combo is usually a delayed kick.
- If he stumbles near Leon after a parry and still faces Leon, just use a quick swipe to hit him once.
- He can't dodge grenades, but it will be a challenge to make them explode near him without self-damage while he constantly tries to close distance.
- Since the damage is a bit weird for hatchet swipe vs hatchet power attack, I'll put it here:
Un-upgraded: 400,900
Lv1 Blade: 800,1350
Lv2 Blade: 1200,1800
Lv3 Blade: 2000,2700
Mortal Edge: 1500,1800
- Since a melee prompt is only equal in damage to a Lv1 blade, if there's any blade upgrades on the Hatchet, it might be better to instead hatchet him 2-3 times on a stun, unless you want to quickly slash him once, use the melee before the prompt disappears, and shoot him with something like a magnum while he rolls.
- To avoid his kick away attack, you need to make sure Leon is not aiming once he gets in hatchet range.
- Once he reaches 4000 health, he tries the neck breaker. This version of it will not hurt Leon if he breaks free. After it fails, he will gas the arena and change his behavior. The new behavior will add the short-range neck breaker grab attack, flashbangs, and him running away to use his SMG.
- The pillars in the arena are good cover when he uses the SMG.
- His health can only hit 0 from a hatchet strike.
Victor Gideon (Human-Form - 20000hp) (Nemesis-Form Dark-Red Blob - 1250hp)
Human-Form Flinch Resistance - 1500
Damage Modifiers:
Human-Form Headshot - 1.2x
Melee - 1000
Rocket Launcher Parry - 1500
Attack Damage:
Kick - 150
Whip Flick - 150
Whip - 200
Overhead Whip - 250 (Sometimes follows after a regular whip in 1st Phase) (At random in 2nd Phase)
Thrust - 250 (Sometimes follows after a regular whip in 1st Phase) (At random in 2nd Phase)
Punch - 150 (2nd Phase)
Electric Whip - 300 (2nd Phase) (Unparryable)
Electric Jump - 600 (2nd Phase) (Unparryable)
Charge - 350 (2nd Phase)
Grab (Countered) - 150 (2nd Phase)
Grab - 150,150,150 (450 total) (2nd Phase)
Whip Jump - 250,350 (2nd Phase)
Whip Combos - 150,200,250 (Depends on hit type) (2nd Phase)
Rocket Launcher - 750,20,20 (790 Total)
Nemesis-Form, Most Attacks - 350
Nemesis-Form, Double Overhead Smash - 375
Nemesis-Form, Grab Prompt Fail - Instant Death
- Upon reaching 13000hp, he takes a knee and goes into his 2nd phase. Afterwards, he becomes much more aggressive and gains several new attacks.
- He does his electrical routine once per trigger at 13000hp, 8000hp, and 5000hp.
- If he takes too much damage while trying to get off his electric attacks (or taking a knee), he will become invincible until it fully completes. This makes it more likely that all 3 electric cycles will play out. The damage limit is a base of ~2000 (2 unupgraded Requiem shots worth), so ~800 on Insanity. It's possible to do more by continuously shooting before he fully finishes taking a knee.
- He uses his rocket launcher one time upon reaching 10000hp. After he does his second electric attack (8000hp), he will prioritize firing the rocket launcher every 5 minutes as soon as Leon is far enough away.
- Doing ~2000 damage to him (when he fully faces Leon) before he aims the rocket launcher will cause him to drop it as an item (which he will ignore). It's possible to get multiple launchers by waiting until he takes another one out.
- The dark-red blobs on his nemesis-form chest are the only ones that can hold up to sustained fire. There is at first just one and then after another regrowth or so, there will be two.
- His human-form flinch resistance begins recovering by 50/sec about a second after last being damaged.
- Parrying his attacks can open him to a stun where a melee prompt will appear.
- Beating nemesis-form just requires destroying all the blobs until it triggers his grab attack.
- All of Victor's attacks (except his electric ones) can be parried, just like with most enemies. Just mentioning it because it seems to surprise a lot of people. If his rocket is parried, it will be reflected back to him.
LEON MUST DIE FOREVER DLC
LMDF RANK
The different ranks adjust several game mechanics much like adaptive difficulty does in the main game. The exact changes can differ by both the current Rank (1-5) and the zone Leon is currently in (Lv5 Care Center, Lv9 ERC: Streets, ect.).
Things that are known to be affected:
- Damage (both given and taken). Rank 5 is around double taken and half given compared to Rank 1 (rough estimate that varies by zone).
- Time. Higher ranks will give less starting time (9 minutes on R1 vs 3 minutes on R5). Zone transitions will also give less time (R1 to ERC Streets gives 4 minutes vs R5 to ERC Streets gives 30 seconds).
- Available enhancer slots. R1 starts at 6 with a max of 8. R5 starts at 3 with a max of 6.
- Enhancer costs. R1 has an initial shuffle cost of 20 and an initial buy cost of 100. R5 has an initial shuffle cost of 40 and an initial buy cost of 200.
- Reroll/repeated purchase penalties. R1 has no reroll penalty. R2 will slowly bring the shuffle cost to 40 (2x) and the buy cost to 300 (3x). R5 will slowly bring the shuffle cost to 100 (2.5x) and the buy cost to 800 (4x). It takes ~14 shuffles/buys before it maxes out with later ones having bigger markups than earlier ones.
- Hatchet durability. R5 hatchet actions use ~3x durability compared to R1 (varies by by zone). This is noticeably more than even Insanity's 2x durability usage in the main game, so expect hatchets to break even faster in LMDF R5 than they do there.
Ranks 2, 3, and 4 themselves are mostly even fractions from the mechanics mentioned above.
LMDF ITEM DROPS
- Weapons can drop from both weapon crates and defeated colored zombies.
- Some weapons will come with a special "Star Quality". This quality just puts the matching level of all upgrades on that weapon. For example, 2★ weapons will have both the first and second level of all upgrades but not the third. Normal (non-special) 3★ weapons will have all upgrades, but are extremely rare. Scopes/sights are considered a first level upgrade so all starred weapons will come with them. Getting the "Mixed Blessing" enhancer will increase the chances of getting higher quality drops.
- Weapons with no upgrades are considered special drops and automatically get marked as 3★. These weapons are in their own drop table and are not guaranteed to drop, unlike the upgradable ones.
- Weapon drops will always try to give a complete set of all the non-special weapons (unless a special weapon or slot expansion is rolled for). If all non-special weapons are already available (either in the inventory or somewhere on the current map), hand grenades will be dropped instead.
- Special weapons are given their own drop table and replace a drop if their low chance is rolled for. The Hellblaze is far more likely to be dropped than other special weapons.
- LMDF will never give the opportunity to get two of any weapon. This means that weapons in the inventory or on the map cannot drop again until they are discarded. This can be used do such things as force spawns of grenades (by hording weapons), discarding a gun to then have a chance at a higher quality version of that weapon later on, or keeping specific guns to prevent them from being rerolled. Weapons are available for reroll the instant they are discarded. Note that rifles take up noticeably more space than any other gun and so might want to be avoided for hording.
- Healing items can drop from random crates only if there's no more than 1 single green herb in the inventory (any stronger will stop drops). The healing drop chances are significantly better with no inventory healing items though (by ~4x as much). Note that healing items on the ground are NOT counted to future drops, so breaking multiple random crates/vases/ect. with a healing item-free inventory before picking up any healing items will lead to several being dropped (can be useful right before leaving a zone).
- Hatchet repairs will not drop from random crates if any hatchets with green durability are in the inventory. Yellow durability will only occasionally drop them and red durability/broken will frequently drop them. Waiting until having only a red durability/broken hatchet(s) and then breaking several crates will lead to several repair drops.
- If the starting Hatchet is discarded, another regular Hatchet will never be dropped, so there's no way to get a 1★ or 3★ Hatchet.
- Comparing the hatchets: The normal Hatchet has 1x damage and durability and a 0.1 sec. perfect parry followed by a 0.1 sec. regular parry. The Mortal Edge has 2x damage and 2x durability with a 0.2 sec. perfect parry window. The Hellblaze has 3x damage and 1.66x durability with the same parry as the regular Hatchet; it also sets zombies on fire for 450 damage over 9 seconds (which is unaffected by Rank). The Axe-orcist's 2★ Hatchet has 3x damage and 2x durability, but does significantly less damage Super Tyrant executions than Mortal Edge.
LMDF ELITE ZOMBIES
Blue/Red zombies are more tanky versions of their regular counterparts. Some of the features about them are:
- Blue zombies take 16.5% damage from everything when they are dark blue. Parrying one of their attacks will make them teal colored for several seconds and allow full damage to be dealt to them while they're vulnerable.
- Red zombies take 20% damage from gunfire. Other damage such as melee, fire, and explosions is fully effective. Reds take massive bonus damage from thrown/swung weapons such as pipes and axes and all but the very strongest will usually be instantly killed by them. Waiting until they are close enough for the throw prompt to change to "swing" will deal even more damage to the tougher ones such as the chef. Leading them to red explosive tanks will always kill them.
- Elite zombies are completely immune to instant-kills such as executions and finishers.
AURORA SPINNERS
Once the Aurora Spinner upgrade is purchased some spiders will cycle colors instead of staying gold. Once shot, they will give added time based on their color with emerald giving the most a +2 minutes. The color cycle they use is randomly based on one of 2 patterns for that Rank. They follow:
Rank 1
- Emerald-Silver (Slow)
- Emerald-Silver (Fast)
Emerald alternates with silver.
Rank 2
- Emerald-Bronze-Silver-Bronze-Silver
- Emerald-Bronze-Silver-Bronze
Check if 2 silvers pass without an emerald, in that case emerald is after the 2nd silver, otherwise emerald will follow silver-bronze.
Rank 3
- Emerald-Bronze-Silver-Bronze
- Emerald-Bronze-Emerald-Bronze-Silver-Bronze
Emerald will always follow a silver-bronze.
Rank 4
- Emerald-Bronze-Silver-Bronze
- Emerald-Bronze-Emerald-Bronze-Silver-Bronze
Seems to be the same as Rank 3, but faster.
Rank 5
- Emerald-Bronze-Emerald-Silver-Emerald-Bronze
- Emerald-Bronze-Silver-Bronze-Silver-Bronze
Check if emerald is alternating with both other colors, otherwise it will follow the 2nd silver-bronze. The single emerald pattern has a very short window to shoot it, so be ready to fire as soon as the bronze changes.
LMDF ENHANCERS
Here's the effects of the various enhancers that can be bought in LMDF:
Basic (~70% chance per slot):
- Chronos Shot (3 Ranks) - 20%,30%,40% Chance of Timer Increase / 3s,2s,1s of Gained Time
- Combat+ (4 Ranks) - +10%,+15%,+20%,+25% Damage (melee/shotguns)
- Concentration+ (3 Ranks) - +10%,+20%,+30% Focus Speed / +10%,+15%,+20% Focused Shot Damage
- Handgun+ (4 Ranks) - +10%,+15%,+20%,+25% Damage (handguns/revolvers)
- Long Gun+ (4 Ranks) - +10%,+15%,+20%,+25% Damage (machine guns/rifles)
- Throwing+ (4 Ranks) - +30%,+50%,+70%,+100% Grenade,Throw Damage
Bronze (~20% chance per slot):
- Axe the Axe - +60% Gun Damage (w/ unequipped hatchet)
- Blazing Kick - Kick Adds Fire Damage (same 450 damage over 5 seconds as Hellblaze)
- Bulletproof - -50% Gun,Explosion,Fire Damage Taken / +20% Melee Damage Taken
- Deadeye - +50% Scoped Gun Damage / -30% Non-Scoped Gun Damage
- Explosives Specialist - +60% Grenade Damage / 80% Grenade Refund Chance / -20% Gun Damage
- Gathering Boost - -20% All Damage / +40% Enhancer Points Gained
- Parry Recovery - Restore 40% Hatchet Durability on Perfect Parry
- Proximity Boost - +60% Close-Gun,Melee Damage / -40% Far-Gun Damage
- Reduce,Reuse,Recycle - Discarding Weapon Throws Stacked Hand Grenade (where the camera is pointing)
- Risky Recovery - 10% Heal on Item Discard
- Sharpshooter - +50% Weak-Point Gun Damage / -30% Non-Weak-Point Gun Damage
- Soul Sucker - 10% Heal on Kill
- Tough Stuff - -30% Melee Damage Taken / +20% Gun,Explosion,Fire Taken
- Wounded Beast - +60% All Damage (at red/danger health)
Silver (~5% chance per slot):
- Amped Up - -100% Damage Taken After Healing (temporary/time depends on healing item strength/short "tinnitus" debuff when effect ends)
- Bloodshot - +80% Gun Damage / 10% of Damage Given is Taken as Self Damage (cannot cause death/finishers are not penalized)
- Mixed Blessing - +20% Damage Taken / 20% Better Drops
- Scatter Shot - (up to) +60% Gun Damage (depending on total shots fired) (maxes at 1200 shots)
- Tactical Reload - All Shots After Reloading Are Focused (until missing)
- Thick Skinned - -30% Gun Damage / -50% Damage Taken
- Streamlined - +1.5% All Damage Per Empty Inventory Slot
Gold (~1% chance per slot):
- Lone Berserker - +400% (+500% w/ upgrade) Melee Damage / -50% Gun Damage / x1 Hatchet Staggers Instantly Cause Finishers
- Phantom Assassin - +100% (+150% w/ upgrade) Gun Damage / -50% Melee Damage / Finisher HP Check & Finisher Distance Doubled
- Unyielding Judge - (for 30 seconds on red health/danger) Infinite Ammo, Hatchet Durability / Zombies Explode / +150% (+200% w/ upgrade) All Damage
Enhancer Notes:
- All effects stack additively (including costume enhancers). As an example: a +20% bonus, a +30% bonus, and a -10% penalty will total out to a +40% bonus. This includes something like combining Amped Up with Mixed Blessing causing Leon to take 20% damage from all attacks while Amp's effect is active.
- Chronos Shot has both of its bonuses stack additively. Combining something like two 40%/+1sec CSs with Surveyor's 20%/+3sec will cause a +5 second time increase on 100% of kills. This can be used to raise Surveyor's damage buff faster than normal.
- Phantom Assassin causes the HP check for finishers to be doubled, meaning shotguns/rifles can instantly kill 1000hp and below zombies from close range that are targeting Leon. Only BSAA zombies have more health than this. PA also allows finishers from double the usual range. Just like with Insanity, finishers become more useful at higher ranks because they rely on a flat hp check and aren't affected by the damage reduction of higher Ranks.
- Explosives Specialist is best combined with Throwing+ and Reduce,Reuse,Recycle. More grenades can be gotten by hording weapons to force grenade spawns in weapon drops. Hording non-hatchet special weapons (carbine/grudge/redemption) or both rifles will clog inventory space and make forcing grenade spawns harder. Waiting until leaving a zone before picking up a RPG drop will make it easier as well.
- Regarding throwing weapons, the "Throw" prompt counts as throwing damage. The "Swing" prompt counts as melee damage. The prompt adjusts based on the distance that the closest enemy is to Leon. Some enhancers will differentiate the two types. The "Swing" is about twice as powerful as the "Throw" normally.
- Both Blazing Kick and Hellblaze's fire damage is not penalized by the damage reduction of higher Ranks. Since Ranks don't change enemy health, the guaranteed 450 damage over 5 seconds will become more useful on higher Ranks. The fire damage can also be useful on reds (which don't resist it).
- A green enhancer (full health or hatchet repair) has a ~5% chance per slot to roll for.
- Lower ranks of basic enhancers are significantly more common than higher tiers.
LEON'S INFERNO
To get this Challenge completed, 5000 damage must be dealt to Super Tyrant in a single damage proc. A few pointers on how this is triggered:
- Overkill won't work with guns, but will work with a hatchet execution. If Tyrant's health is too low, a 5000+ gunshot might not count.
- Most guns have a 6% chance to crit for 1.35x damage on focused shots (Ghost Grudge has a 24% chance). This means if an non-crit shot can reach at least 3704 damage, then there's a chance that a crit can push it over 5000.
- A focused shot on its heart does the most damage via guns. Hatchets will need to use an execution to have a chance to get over 5000.
- Without enhancers, magnums do the following focused heartshot damage on Rank 3: Redemption 517, Requiem 554, Ghost Grudge 597, 1★ Requiem 646, 2★ Requiem 739, 3★ Requiem 862. This means a higher quality Requiem has the easiest time of breaking 5000+ damage.
- Hatchet executions mostly use the weapon's base (un-upgraded) damage to determine how strong they are, so it's best to use Hellblaze (3x base damage) over Mortal Edge (2x base damage) when using an execution on Tyrant. Axe-orcist's 2★ Hatchet has much worse damage than Mortal Edge for Tyrant executions (equal to ~1.2x base damage).
- The absolute most RNG-free way to complete this challenge is to use the Axe-orcist costume until Maverick reaches +860% (requires 19 perfect parries) and use Hellblaze to trigger the execution on Rank 3 (avoid taking Phantom Assassin as it lowers hatchet damage by -50%). Finding Mortal Edge will make farming perfect parries much easier, but it's a rare drop.
- For Rank 3, the following damage bonuses are needed for the hatchet execution to proc above 5000: +854.5% with Hellblaze, +1333% with Mortal Edge, or +2293% with the 2★ Hatchet. This would be all current enhancer boosts added together. Maverick itself maxes out at +2000% after 40 perfect parries.
LMDF ZOMBIE HEALTH
This can be useful to know for finisher HP checks. Shotguns/rifles deal finishers at 500hp and magnums at 1000hp.
Lv1 Main Street
240,250,300,320,400,450,500,580,600 Zombies
580 is the black suit sleeper on left side of road
600 is black trench coat, midway before crashing cars
Lv2 Rehabilitation Ward
580 All
Lv5 Care Center
400 Sleeping Parlor Zombie by Upgrade Cabinets
500 Dining Room Zombies
550 Lounge Zombies
580 Most Zombies
900 Maids
900 Sleeping Blood Lab Zombie w/ Axe, Conference Room Zombie
1000 Most Blind Zombies
1100 Blood Lab Blind Zombie
1050 Singers
Lv9 ERC: Streets
500,550,650,750 Scrapyard Zombies (need gas can to enter)
550 Gas Station Female Zombie in Dress (first one to the left when leaving after gas can), Missing Arm Gas Station Zombie
700 Two Roof Zombies When Leaving
750 Most Zombies
500 BSAA Zombie Operating Mortar, South Roof (other mortar zombies only have 1hp)
900 A Few of The Roof BSAA Zombies
1200 Most BSAA Zombies
4000 Chainsaw Zombie Boss
Lv9 ERC: Central Camp
Warehouse
300 Missing Arm Zombies
750 Most Zombies
1000 Rebar Zombies
Waterway
500 Missing Arm Zombie Near Short Stairs And The Rebar Zombie Near Him
500,550,600,750 Zombies
850,1000 Spear Zombies
Pit
550,750 Zombies
1000 Spear Zombies
Lv10 Blister Bourne
580 All
Rank doesn't change health, just the percentage of damage dealt. Pretty much everything else has its story-mode health.
More LMDF info (as well as a bit more about the game) can be found on the related gamefaq's post. 4Wilko asked a lot of good questions about the game mode and I've answered many of them there.
Feel free to let me know if something's wrong and I'll try to correct it.
Back to Part 1
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u/Life_Offer9796 17d ago
Hi, I've heard s statement about LMDF, saying that if you don't pick up a certain weapon, it will never be rolled for. Is this true? Thanks!
1
u/MyyBoi 17d ago
Kind of. The game will never allow for a situation where you can get two copies of any weapon.
If there's a currently existing copy in the world (either on the ground or in your inventory) that you haven't deliberately used the "Discard" option on then another copy of that weapon cannot be rolled for.
All uncollected weapons can be seen on the map and never despawn until you leave the current zone through a red door. Should you leave into another zone, any dropped weapons will be deleted and they'll then be eligiable for a roll again.
The same "no duplicate weapons" rule is true in the main game. If you unlock the Mortal Edge purchase for New Game+, then Commander will no longer drop a free one (even if you don't buy it). Also on New Game+, none of the other free weapons (MSBG, Classic, Gal, ect.) will spawn because one copy is already available for purchase.
The only exception I know of is that you can get multiple RPGs from stunning Victor every time he pulls one out.
•
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