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https://steamcommunity.com/sharedfiles/filedetails/?id=2966260398
So far we know pistol category critical multiply damage by 3x
Source
https://www.reddit.com/r/residentevil4/comments/12g981k/re4_remake_damage_system/
As for stagger, use Bolt Thrower or weapons with high wince stat x firepower.
Blacktail and Red9 actually have very minimal difference in stagger power (wince x firepower), but their ability to halt a ganado from its current action (stopping power x firepower) is much significant different than staggering.
You are gonna experience huge problem trying to headshot stagger a ganado with non exclusive upgraded SG09R and Sentinel Nine.
If you only wanted to halt a ganado from harming you, try shooting at their limbs.
I actually saw that just after I posted last night, it is an interesting chart, I'll have to look through it more and play with some weapons and situations before I feel like I'll actually understand it but yea. So I guess what I would call a stagger is tied to the wince stat? Then stopping power is I guess like a mini stagger?
As for my loadout, I'm an avid fanboy of the Red9 and I have been for quite some time. Also rocking the Riot Gun. Bolt Thrower I'm starting to use more now that I have it upgraded with higher ammo capacity and stuff.
But I guess if this is to be believed then Criticals in this game are exactly what they are in a normal rpg, just extra damage? Though not all criticals are created equal because the different weapon types have bigger or smaller crits? Idk it is a really odd concept for me to wrap my brain around currently. Original game was sooooo simple and this is.... well, not lol.
Worth nothing is the Crit Pistol and Magnum (killer 7) exclusives boost melee knife and prompt (roundhouse kicks) crit rate just like in the original game... which stack well with the two headgears for melee types of dmg and also stack for even more crit chance with the crit emblem for melee.
For example with melee you do 4x dmg on crit roundhouse kick and the wolf tail boosts it by 50%. Dmg scales as you progress in game so it keeps up with evolving enemy HP. Throw on emblem plus use a crit exclusive and you go from 25% crit on melee to around 70% with the 4x multiplier + 50% bonus dmg. In short, you almost always 1-shot entire groups with a roundhouse kick even on pro. Just swap to the crit weapon before the melee if you staggered using another weapon.
Just a heads up the Bolt Thrower doesn't perform to well once in Professional, especially later on, but I've seen testing showing in hardcore and lower its super consistent. In professional its kind of a joke and can easily take 4-6 bolts to turn the enemy around.
In the remake critical dmg multiplier depends on the weapon and is only 1.5x to 4x multiplier.
So in remake with exclusive crit you likely crit as often as in OG but even the critical hits likely will not kill full hp basic enemies.
So basically crit got nerfed.
However in the remake critical hits can also trigger on non head shots too like in other RE engine games.
So with 2 dmg pistol you hit a torso and roll a crit you will do 6 dmg.
Likely you can calculate average dmg of weapons.
Also just like OG having a critical exclusive weapon equpied also buffs critical chance of melee moves.
Stagger is caused by the weapons hidden stopping power value.
And stagger which alloves melee moves is caused by the weapons hidden vince value.
And there is a chart somewhere that list the hidden values of weapons.