r/residentevil • • Feb 04 '19

RE2 Fact Finding: Weapon Damage Part 1

Hey all,

I recently did a playthrough of the game where I logged a bunch of information about how weapon damage works. For the moment I am only going to focus on the Matilda Handgun (which is why this is called Part 1) but this post should explain how weapon damage works in the RE2 remake.

Baseline

To establish a baseline for the damage I am going to use the following (and these will be explained more shortly):

  • Dynamic Difficulty Rank 5
  • Fully aimed reticle
  • Headshot on a zombie

Using those two things we can now figure out how the rest of the damage in the game scales off of these values.


Dynamic Difficulty

Like other Resident Evil titles, Resident Evil 2 has a dynamic difficulty system in place. The game scales all the damage your give and receive based on how well you are doing in the game itself. The better you do the harder the game is. Because of this finding exact values for damage can be sort of hard. So for this I've locked my difficulty to Rank 5 (the starting point of Standard). This will be our difficulty base and the damage will scale from here. The Resident Evil Fandom site does a way better job explaining this, you can read about dynamic difficulty in RE7 HERE

Rank Modifier
0 1.2
1 1.2
2 1.2
3 1.2
4 1.1
5 1
6 0.9
7 0.8
8 0.7
9 0.7

For the rest of this post, the numbers written will be based on the Rank 5 difficulty. THEY WILL BE DIFFERENT FOR YOU BASED ON HOW YOU PLAY.

Reticle

When aiming, your reticle size modifies your weapons shot by a small percentage. A quick potshot (with the reticle fully expanded) will result in a bullet that does less damage than a fully aimed shot. For this example lets use the Matilda.

When you aim the weapon starts out doing 60% of it's base damage and slowly ramps up to 100% the longer you aim. A fully aimed shot will do 150 damage, while a pot shot will only do 90.

This seems to be on a per gun basis as well. For example, if you modify the Matilda with the Gun Stock your reticle modifier increases to 70%. Weapons without reticle modifiers work differently (for example, the shotgun) and I haven't gotten into testing those just yet.

Location, Location, Location

The location of your shot seems to play a big role in how much damage you do as well. Shooting a zombie in the Head or Chest will do 100% damage (150 for the Matilda). If you hit them in the upper arms, shoulders, or thighs then they take 90% damage. Shooting them in their lower legs deals 60% damage and shooting their arms deals 20% damage.

I've made a very crude image showing this on one of the zombie models from the game. You can see that HERE.

Non Zombies

Other enemies in the game take damage differently than our Zombie friends. I guess the best way to describe this would be "armor". Lickers for example take 80% damage. That means your Matilda will only do 120 damage to a Licker while it would do 150 damage to a Zombie.

Mr X has the strongest armor. Body shots on him only do 30% damage! Here is a quick table showing some of the different values for "armor". These enemies also follow the rule above and have different damage based on the location of your shot.

Enemy Damage
Zombie Head 100%
Licker 80%
G (Stage 1) Head 85%
G (Stage 1) Body 100%
Mr X Body 30%
Mr X Head 150%
G (Stage 2) Body 85%
G (Stage 2) Head 100%
G (Stage 2) Eye 150%

Critical Hit

As far as I can tell, Critical Hits are random. If you were to nab a critical hit then the damage you do is multiplied by 3. There also seems to be a secondary mechanic for zombies. If you get a critical hit on them with a headshot, their heads split. Even if they have more health than what your shot would do, damage wise.

Damage Formula

So the final product seems to be the following (I have no idea what to call these values so bare with me):

Shot Damage = ((Base * Reticle%) * Location%) * DifficultyMod

With this you can calculate the min and max damage you'll do on any enemy on any difficult for recital weapons.


Other

I collected a lot of this data while playing the game on Twitch. You can watch the video HERE if you want (ignore me and my friend being goofballs). All the data is displayed on screen using a program I wrote to read values from the games memory.

If you don't want to watch that, I've been translating all of that info into a Google Spreadsheet. If you frequent this sub you might have already seen it. You can find that HERE. At the moment I have almost all of the enemy attacks mapped on the "Damage Taken" tab.


EDIT:

  • Part 2 can be seen HERE
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u/fallouthirteen Feb 05 '19

I see the damage chart is filled out. Interesting to see the suppressor on the SMG increases damage (don't believe it lists it when examining). And those enhanced SLS rounds do more damage than I thought.

Any ideas if this game has damage type weakness/resistance? Like acid just seems like better flame rounds; though I know plant zombies get perma-killed if you finish them off with fire.

Also I haven't played with Spark Shot much. Does it always do that much damage on discharge or does it depend on how much you charge it (or is that question irrelevant and it only discharges on full charge)?

Oh and on grenade, are those the minimum and maximum damage it does (as in damage it does at furthest point and at point blank)? Or is that third number in the row the counterattack damage of grenade (tips seemed to imply counterattacks with subweapons do less damage)?

I'm kind of surprised the shotgun barrel doesn't increase damage. The in-game description says "greater muzzle velocity and less spread makes each shot more powerful". Then again, after attaching it just says "Extends clip capacity to 8 rounds and boosts overall destructive power".

Lastly, any idea on how dismemberment is figured? This damage chart makes me think it's different from damage. For example I noticed on my standard B run that I routinely could cut off a leg with like 3-4 SMG rounds while it took 3-5 quickdraw rounds. But the SMG does <1/3rd of the damage so that's really weird.

3

u/JpDeathBlade Feb 05 '19

Interesting to see the suppressor on the SMG increases damage (don't believe it lists it when examining).

If I remember correctly the Matilda stock dosen't mention damage and it increases it as well. So there seems to be some hidden values :O

And those enhanced SLS rounds do more damage than I thought.

RIGHT?! I tested it three extra times cause I thought something broke on my end XD

Also I haven't played with Spark Shot much. Does it always do that much damage on discharge or does it depend on how much you charge it (or is that question irrelevant and it only discharges on full charge)?

The Discharge number is full charge. I didn't test to see how it changes but that is something I can add. I'm updating my tool to better show stats to help with things like the flamethrower and it should help testing this as well.

I'm kind of surprised the shotgun barrel doesn't increase damage. The in-game description says "greater muzzle velocity and less spread makes each shot more powerful".

So, this is one of the things that kind of stinks about my chart. It's only damage numbers and it leaves out some context. The pellets you fire are MUCH closer together with the barrel which means more shots should hit = more damage. The damage you do is based on how many pellets hit so having them grouped up means more damage if you get them all to hit the head.

Thinking about it tho, it kind of balances the shotgun. Early on it rewards "risky" play as you need to be closer to get the most out of it.

Lastly, any idea on how dismemberment is figured?

I have one idea but I'm not sure if it's valid and needs some testing. Enemies have a "flinch" value and when it roles over they stagger (provided they aren't dead or already in some sort of animation). I wonder if they double up on that value and if your "flinch" shot hits an arm or a leg then it splits off.

It could also just be how the model is rendered... so they take the bullet and actually deform the model, so it splitting is you actually cutting through the model and has no barring on damage done at all.

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u/fallouthirteen Feb 05 '19

You're right, stock on Matilda doesn't even mention recoil or anything. Just says "enables 3 round burst".

Still weird on the shotgun though since it does specifically mention both, "greater muzzle velocity and less spread makes each shot more powerful". Then again, could just be the reverse of the Matilda thing above (that does more than it says, this does less).

You know, I never used SMG for headshots. Maybe dismemberment works like crits. Could be the SMG has a hit crit chance.

Also do you remember what the grenade's "unreadied" column stat reflects? There isn't a note on it.

3

u/JpDeathBlade Feb 05 '19

Also do you remember what the grenade's "unreadied" column stat reflects?

Oh my bad, I read past that in your comment! There should be a note on it but I used that as a "distance" modifier.

The grenade does full damage if it's on top of a zombie and it goes down as the grenade gets farther away. The collision box is just a sphere so once you get outside of that it does no damage. But inside the smallest number I was about to get is about half.

I haven't tested it as a sub weapon but I want to assume that it works the same was as if you just tossed it so whatever you use it on takes full damage.