Resident Evil 6

Resident Evil 6

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ΔDale Oct 17, 2022 @ 4:15am
Do damage perks stack multiplicatively or additively?
As title. Can't find a source on this.
i.e. if you have Firepower 3 (50% damage) and Zombie Killer 2 (50% damage) equipped, are you doing 200% damage or 225% damage (1.5 x 1.5)?

This significantly affects how good it is to stack damage increasing perks; would be good to know!
Originally posted by Overseer:
I mod the game to test values. RE6 is complex with all its numbers and modifiers. I don't think anybody ever found the actual flow of calculations and they should be somewhere hardcoded in the exe.
If i set the HP of a specific zombie to 271 and shoot it in the chest with Leons Wing Shooter once on Normal difficulty the zombie is still alive with Firearms 3 and Zombie Hunter 2 equipped. However it dies with 270 HP. This implies the flow is 120 x 1.0 x 1.0 x 1.5 x 1.5 so each modifier seems to be one instance.
If i remove Zombie Hunter 2 but go for a headshot instead the result is the same. It survives at 271 HP, but dies at 270 HP. Because this time the flow is 120 x 1.0 x 1.5 x 1.5.
However if i change the difficulty to Professional it will survive a body shot at 270 HP even with Zombie Hunter 2, but dies to headshots. Because the flow would be 120 x 0.8 x 1.0 x 1.5 x 1.5 or as headshot 120 x 0.8 x 1.5 x 1.5 x 1.5.

If Firearms 3 with Zombie Hunter 2 and Magnum Master would deal 3600 damage, a 5400 HP zombie should survive one body shot. It does not. But it survives one shot at 5401 HP.
This again implies 1200 x 1.0 x 1.0 x 1.5 x 1.5 x 2.0.
Needless to say it dies to a headshot.
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Chauve-souris Oct 17, 2022 @ 12:38pm 
Only thing I have found is a 9year old post on gamefaqs (which does not have any source either) :

Depends on your definition of stacking. AFAIK all the damage mods are calculated from base damage separatley and added up:

take for example:

Magnum Master (100% Extra damage for Magnums)
Firepower L3 (50% Extra Damage)
Zombie Killer L3 (50% Extra Damage)

And take the Lighning Hawk (1200 Base damage)

1200 extra for Magnum Master
600 extra for firepower L3
600 extra for zombie killer L3

thus 3600 total damage. This is most likely how it is calculated in RE6
HelenaEX2 Oct 17, 2022 @ 4:43pm 
If you had
Firearms lvl3 (+50%)
Magnum Master(+250)
You had 300% extra attack.

Example.
Triple Shot Deals 160 pts per shot. If you use Firearms lvl 3 the triple shot now deals 320 pts.

If you use the triple shot with firearms lvl 3 and Hangun master your damage goes up to 750 (And this is bc the game cap the damage on certain enemies or certain areas)

If you had Firearms lvl 3 (+50%) and Handgun Master (+150%) and Dying Breath (+300%) you literally kill ANYTHING with one shot from Triple Shot (Of course even that his sounds crazy Dying Breath is only active while you´re dying.

The game dosent have damage cap so the game mode "Onlaught" you had to build your extra attack power. Back in 2015 i did this test with the triple shot having my attack power on onlsaugth close to 300% (I had to lose a 30% to put myself into dying state) + the 3 skills i already mentioned. I was killing everyone with one shot. Inclusing bosses like strelarts, Whopper, Ubvistvo and Napads.


Keep on mind this. Your base damage is always 100% (Unless you use something like "martial arts master" or "target master", in that case you can get a 70% damage base depending which one you are currently using, only the AI is capable to had a base damage of 10% up to 100% by using "Team-Up" skill and somehow if you play on 60 FPS only the AI will use more often the magnum or sniper rifle).

So skills like Dying Breath and "X" weapon master that increase the damage by 150% is on adition NOT multiplicative (You can use Martial arts master + Firearms + handgun and get a 170% attack power with the handgun and the rest of weapons a 20% extra damage).


Certain skills dosent work or they get overrided by other skills like

Firearms disables skills like:
Shooting Wild
Last Shot
Critical hit (Idk why this one gets disabled and is one of the most common combination people does)

Shooting Wild and Last Shot increases the damage by 50% so that explains why one overrides the other, on Critical Hit i have no idea why gets disabled with firearms lvl 3

The rest of skills (Including extra modes) are stackeable Even the disabled skills (Like Quick Reload and "Gunslinger" insanly increase the reload speed).
AnyaMelvuisa28 Oct 18, 2022 @ 5:13pm 
Wow, so much info. thanks guys :MisakiSmile:
Overseer Oct 18, 2022 @ 8:21pm 
Its more than that because you have an additional difficulty multiplier and a zone multiplier, combined with a flat crit chance. So the game has two types of critical hits that can stack. One coming from an enemy being hit, and one coming from a weapon being fired. If you land a hit on a critical zone the multiplier will probably be 1.5 or even higher. While a critical hit from your weapon landing on a critical zone will just kill the enemy and ignore the HP value.
So your base damage is only on normal difficulty at 1.0 and a critical hit can make it look more devastating than it actually is.
ΔDale Oct 19, 2022 @ 10:24pm 
This is some good info; many thanks!

It's sounding like it's additive, based on the above.

It's interesting to hear that Firepower 3 disables Shooting Wild; I was thinking of stacking them, good to know that they apparently don't stack! (Also, good to hear about Critical Hit getting disabled! Going to have to find another perk to pair with Firepower and Zombie/J'Avo killer while I get enough kills for the Master skills...)

HelenaEX2, you sure the $WEAPONTYPE Master skills increase damage by 150%? That's also good info if so; other places I've googled think it's 100%, but it sounds like you've done testing?

I'm honestly curious what methods people are using to do damage testing, while I'm thinking about it.
The author of this thread has indicated that this post answers the original topic.
Overseer Oct 20, 2022 @ 9:48am 
I mod the game to test values. RE6 is complex with all its numbers and modifiers. I don't think anybody ever found the actual flow of calculations and they should be somewhere hardcoded in the exe.
If i set the HP of a specific zombie to 271 and shoot it in the chest with Leons Wing Shooter once on Normal difficulty the zombie is still alive with Firearms 3 and Zombie Hunter 2 equipped. However it dies with 270 HP. This implies the flow is 120 x 1.0 x 1.0 x 1.5 x 1.5 so each modifier seems to be one instance.
If i remove Zombie Hunter 2 but go for a headshot instead the result is the same. It survives at 271 HP, but dies at 270 HP. Because this time the flow is 120 x 1.0 x 1.5 x 1.5.
However if i change the difficulty to Professional it will survive a body shot at 270 HP even with Zombie Hunter 2, but dies to headshots. Because the flow would be 120 x 0.8 x 1.0 x 1.5 x 1.5 or as headshot 120 x 0.8 x 1.5 x 1.5 x 1.5.

If Firearms 3 with Zombie Hunter 2 and Magnum Master would deal 3600 damage, a 5400 HP zombie should survive one body shot. It does not. But it survives one shot at 5401 HP.
This again implies 1200 x 1.0 x 1.0 x 1.5 x 1.5 x 2.0.
Needless to say it dies to a headshot.
ΔDale Oct 23, 2022 @ 1:22am 
That sounds like the damage is multiplicative; many thanks!

Shame that it sounds like Firearms disables Shooting Wild; I'd love to stack Firearms + Zombie Killer + Shooting Wild for the 1.5 x 1.5 x 1.5 until I get the Master skills and just tape a small red dot to my screen or something, but it sounds like that doesn't work.
HelenaEX2 Oct 23, 2022 @ 9:42am 
Originally posted by ΔDale:
That sounds like the damage is multiplicative; many thanks!

Shame that it sounds like Firearms disables Shooting Wild; I'd love to stack Firearms + Zombie Killer + Shooting Wild for the 1.5 x 1.5 x 1.5 until I get the Master skills and just tape a small red dot to my screen or something, but it sounds like that doesn't work.
Zombie Hunter+ Firearms lvl 3 and master of "x" weapon are stackeable (Firearms lvl3 + "x" master weapon allows you to kill any boss in seconds).
Nothing. Mar 26, 2023 @ 3:24pm 
Resurrecting this old thread..

So, this is really true that Firearms 3 cancels out a skill like Shooting Wild and Critical HIt?

That's crazy, and it's strange that the game doesn't even really give you a good idea what's happening under the hood. But it's still intriguing.

By the way, is there any other potentially unlisted side effect of certain skills or skills affecting things you wouldn't expect? I'm kind of curious if certain skills that increase damage like Shooting Wild might also affect melee weapons, or melee attacks. Or perhaps whether the critical hit skill might actually also affect the critical hit ratio of melee weapons or melee attacks.
Last edited by Nothing.; Mar 26, 2023 @ 3:24pm
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Date Posted: Oct 17, 2022 @ 4:15am
Posts: 9