5 months ago #2
    G2 (24,000hp)
    Regions
    Back Eye: 195% Front Eye: 150% Head: 100% Body: 85%
    Weapon Damage
    Crane: 7,000
    MQ11: 46 (Suppressor 57)
    Samurai Edge (Jill): 52
    Samurai Edge (Chris): 59
    Matilda: 65 (Stock 72)
    Samurai Edge (Albert): 72
    SLS60 Handgun: 75
    M19: 91
    JMB HP3: 98
    Quickdraw Army: 117
    Magnums: 423 (Lightning Hawk w/Barrel 529)
    Shotgun: 468
    Hand Grenade: 845
    Acid Rounds: ~700
    Flame Rounds: ~2,000 (Range: +/- 500)
    Flamethrower: ~34 per fuel (~980 afterburn)
    Spark Shot: ~1,220
    Additional Notes
    Damage Needed for G2 Kneel:
    Above 16,500hp (~70%) = 2,860 damage
    Between = 3,650 damage
    Below 10,080hp (~40%) = 2,060 damage

    G3 (15,000hp)
    Regions
    Eye: 100% Head: 80% Body: 50%
    Weapon Damage
    MQ11: 39 (Suppressor 49)
    Samurai Edge (Jill): 52
    Samurai Edge (Chris): 59
    Matilda: 65 (Stock 72)
    Samurai Edge (Albert): 72
    SLS60 Handgun: 75
    M19: 91
    JMB HP3: 98
    Quickdraw Army: 117
    Magnums: 325 (Lightning Hawk w/Barrel 407)
    Shotgun: 263
    Hand Grenade: 845
    Acid Rounds: ~450 (causes stun)
    Flame Rounds ~425 (Range: +/- 100)
    Flamethrower: ~12 per fuel (~200 afterburn)
    Spark Shot: ~1,140 (Condenser ~1,360)
    Additional Notes
    Following a kneel and roar, when he begins walking, there is an hp check to reduce his health if he has too much.
    1st Kneel/Roar: Checks for any health remaining above 9,000 (60%), reduces it by 75%
    2nd Kneel/Roar: Checks for for any health remaining above 5,000 (33%), reduces it by 75%

    Super Tyrant
    Same as Standard. 3 minute 30 second timer. Each flinch makes it count down 66% faster. Max at 3 flinches where it will count down at triple the speed.

    G5 (20,000hp)
    Same as Standard. He takes increasing damage as he gets closer. The second to last light breaking is a cue that you need to use your best ammo. This means you have exactly 20 seconds left before his instant death attack. I waited a couple seconds before it was too late and the Antitank did 19,000 damage on hardcore.

    Standard Mode and Dynamic Difficulty Notes
    My older topic is here:
    https://gamefaqs.gamespot.com/boards/179835-resident-evil-2/77488226

    Note the things i've gotten wrong on the original posts are (in order):
    -The Spark Shot's condenser adds ~20% damage.
    -Licker's can be shot on the wall with flame rounds for full damage. Their ceiling fall reduces flame round damage to ~26%. The Spark Shot will do full damage to ceiling lickers if you follow them as they drop.
    -The note that Spark Shot only works on birkin when he kneels is only a safety suggestion for the average player as it does not stun on it's own. There may be strategies where the Spark Shot can see unrestrained use.
    -G2 must take 11,000 damage on Standard for the crane to defeat him in one hit. He needs 3 crane hits on Hardcore to be defeated if minimally damaged.
    -G3 is stunlocked by acid rounds. People use them to breeze the battle.

    Other Notes
    -As is already known, i'll confirm that all enemy hp is a static handpicked number for each enemy. It does not seem to change by difficulty or scenario. As a quick example, the sleeping sewer zombie that guards the blue herb always has 920hp.
    -AssassinZeroOne left a comment about alternating grenades on my last topic, and I can confirm that acid and flame do not overwrite each other's damage over time. Good tip for bosses.
    -I've found Acid rounds do not override themselves. The damage seems to stack as fast as you can fire. This along with their resistance-pierce makes them a stronger gunpowder candidate than I thought. For flame rounds, about half the damage is guaranteed before the next resets the DOT.

    Previous Versions
    5 months ago
    G2 (24,000hp)
    Regions
    Back Eye: 195% Front Eye: 150% Head: 100% Body: 85%
    Weapon Damage
    Crane: 7,000
    MQ11: 46 (Suppressor 57)
    Samurai Edge (Jill): 52
    Samurai Edge (Chris): 59
    Matilda: 65 (Stock 72)
    Samurai Edge (Albert): 72
    SLS60 Handgun: 75
    M19: 91
    JMB HP3: 98
    Quickdraw Army: 117
    Magnums: 423 (Lightning Hawk w/Barrel 529)
    Shotgun: 468
    Hand Grenade: 845
    Acid Rounds: ~700
    Flame Rounds: ~2,000 (Range: +/- 500)
    Flamethrower: ~34 per fuel (~980 afterburn)
    Spark Shot: ~1,220
    Additional Notes
    Damage Needed for G2 Kneel:
    Above 16,500hp (~70%) = 2,860 damage
    Between = 3,650 damage
    Below 10,080hp (~40%) = 2,060 damage

    G3 (15,000hp)
    Regions
    Eye: 100% Head: 80% Body: 50%
    Weapon Damage
    MQ11: 39 (Suppressor 49)
    Samurai Edge (Jill): 52
    Samurai Edge (Chris): 59
    Matilda: 65 (Stock 72)
    Samurai Edge (Albert): 72
    SLS60 Handgun: 75
    M19: 91
    JMB HP3: 98
    Quickdraw Army: 117
    Magnums: 325 (Lightning Hawk w/Barrel 407)
    Shotgun: 263
    Hand Grenade: 845
    Acid Rounds: ~450 (causes stun)
    Flame Rounds ~425 (Range: +/- 100)
    Flamethrower: ~12 per fuel (~200 afterburn)
    Spark Shot: ~1,140 (Condenser ~1,360)
    Additional Notes
    Following a kneel and roar, when he begins walking, there is an hp check to reduce his health if he has too much.
    1st Kneel/Roar: Checks for any health remaining above 9000 (60%), reduces it by 75%
    2nd Kneel/Roar: Checks for for any health remaining above 5000 (33%), reduces it by 75%

    Super Tyrant
    Same as Standard. 3 minute 30 second timer. Each flinch makes it count down 66% faster. Max at 3 flinches where it will count down at triple the speed.

    G5 (20,000hp)
    Same as Standard. He takes increasing damage as he gets closer. The second to last light breaking is a cue that you need to use your best ammo. This means you have exactly 20 seconds left before his instant death attack. I waited a couple seconds before it was too late and the Antitank did 19,000 damage on hardcore.

    Standard Mode and Difficulty Notes
    My older topic for Standard is here:
    https://gamefaqs.gamespot.com/boards/179835-resident-evil-2/77488226

    Note the things i've gotten wrong on the original posts are in order:
    -The Spark Shot's condenser adds ~20% damage.
    -Licker's can be shot on the wall with flame rounds for full damage. Their ceiling fall reduces flame round damage to ~26%. The Spark Shot will do full damage to ceiling lickers if you follow them as they drop.
    -The note that Spark Shot only works on birkin when he kneels is only a safety suggestion for the average player as it does not stun on it's own. There may be strategies where the Spark Shot can see unrestrained use.
    -G2 must take 11,000 damage on Standard for the crane to defeat him in one hit. He needs 3 crane hits on Hardcore to be defeated if minimally damaged.
    -G3 is stunlocked by acid rounds. People use them to breeze the battle.

    Other Notes
    -As is already known, i'll confirm that all enemy hp is a static handpicked number for each enemy. It does not seem to change by difficulty or scenario. As a quick example, the sleeping sewer zombie that guards the blue herb always has 920hp.
    -AssassinZeroOne left a comment about alternating grenades on my last topic, and I can confirm that acid and flame do not overwrite each other's damage over time. Good tip for bosses.
    -I've found Acid rounds do not override themselves. The damage seems to stack as fast as you can fire. This along with their resistance-pierce makes them a stronger gunpowder candidate than I thought. For flame rounds, about half the damage is guaranteed before the next resets the DOT.
    5 months ago
    G2 (24,000hp)
    Regions
    Back Eye: 195% Front Eye: 150% Head: 100% Body: 85%
    Weapon Damage
    Crane: 7,000
    MQ11: 46 (Suppressor 57)
    Samurai Edge (Jill): 52
    Samurai Edge (Chris): 59
    Matilda: 65 (Stock 72)
    Samurai Edge (Albert): 72
    SLS60 Handgun: 75
    M19: 91
    JMB HP3: 98
    Quickdraw Army: 117
    Magnums: 423 (Lightning Hawk w/Barrel 529)
    Shotgun: 468
    Hand Grenade: 845
    Acid Rounds: ~700
    Flame Rounds: ~2,000 (Range: +/- 500)
    Flamethrower: ~34 per fuel (~980 afterburn)
    Spark Shot: ~1,220
    Additional Notes
    Damage Needed for G2 Kneel:
    Above 16,500hp (~70%) = 2,860 damage
    Between = 3,650 damage
    Below 10,080hp (~40%) = 2,060 damage

    G3 (15,000hp)
    Regions
    Eye: 100% Head: 80% Body: 50%
    Weapon Damage
    MQ11: 39 (Suppressor 49)
    Samurai Edge (Jill): 52
    Samurai Edge (Chris): 59
    Matilda: 65 (Stock 72)
    Samurai Edge (Albert): 72
    SLS60 Handgun: 75
    M19: 91
    JMB HP3: 98
    Quickdraw Army: 117
    Magnums: 325 (Lightning Hawk w/Barrel 407)
    Shotgun: 263
    Hand Grenade: 845
    Acid Rounds: ~450 (causes stun)
    Flame Rounds ~425 (Range: +/- 100)
    Flamethrower: ~12 per fuel (~200 afterburn)
    Spark Shot: ~1,140 (Condenser ~1,360)
    Additional Notes
    Following a kneel and roar, when he begins walking, there is an hp check to reduce his health if he has too much.
    1st Kneel/Roar: Checks for any health remaining above 9000 (60%), reduces it by 75%
    2nd Kneel/Roar: Checks for for any health remaining above 5000 (33%), reduces it by 75%

    Super Tyrant
    Same as Standard. 3 minute 30 second timer. Each flinch makes it count down 66% faster. Max at 3 flinches where it will count down at triple the speed.

    G5 (20,000hp)
    Same as Standard. He takes increasing damage as he gets closer. The second to last light breaking is a cue that you need to use your best ammo. This means you have exactly 20 seconds left before his instant death attack. I waited a couple seconds before it was too late and the Antitank did 19,000 damage on hardcore.

    Standard Mode and Dynamic Difficulty Notes
    My older topic is here:
    https://gamefaqs.gamespot.com/boards/179835-resident-evil-2/77488226

    Note the things i've gotten wrong on the original posts are in order:
    -The Spark Shot's condenser adds ~20% damage.
    -Licker's can be shot on the wall with flame rounds for full damage. Their ceiling fall reduces flame round damage to ~26%. The Spark Shot will do full damage to ceiling lickers if you follow them as they drop.
    -The note that Spark Shot only works on birkin when he kneels is only a safety suggestion for the average player as it does not stun on it's own. There may be strategies where the Spark Shot can see unrestrained use.
    -G2 must take 11,000 damage on Standard for the crane to defeat him in one hit. He needs 3 crane hits on Hardcore to be defeated if minimally damaged.
    -G3 is stunlocked by acid rounds. People use them to breeze the battle.

    Other Notes
    -As is already known, i'll confirm that all enemy hp is a static handpicked number for each enemy. It does not seem to change by difficulty or scenario. As a quick example, the sleeping sewer zombie that guards the blue herb always has 920hp.
    -AssassinZeroOne left a comment about alternating grenades on my last topic, and I can confirm that acid and flame do not overwrite each other's damage over time. Good tip for bosses.
    -I've found Acid rounds do not override themselves. The damage seems to stack as fast as you can fire. This along with their resistance-pierce makes them a stronger gunpowder candidate than I thought. For flame rounds, about half the damage is guaranteed before the next resets the DOT.
    5 months ago
    G2 (24,000hp)
    Regions
    Back Eye: 195% Front Eye: 150% Head: 100% Body: 85%
    Weapon Damage
    Crane: 7,000
    MQ11: 46 (Suppressor 57)
    Samurai Edge (Jill): 52
    Samurai Edge (Chris): 59
    Matilda: 65 (Stock 72)
    Samurai Edge (Albert): 72
    SLS60 Handgun: 75
    M19: 91
    JMB HP3: 98
    Quickdraw Army: 117
    Magnums: 423 (Lightning Hawk w/Barrel 529)
    Shotgun: 468
    Hand Grenade: 845
    Acid Rounds: ~700
    Flame Rounds: ~2,000 (Range: +/- 500)
    Flamethrower: ~34 per fuel (~980 afterburn)
    Spark Shot: ~1,220
    Additional Notes
    Damage Needed for G2 Kneel:
    Above 16,500hp (~70%) = 2,860 damage
    Between = 3,650 damage
    Below 10,080hp (~40%) = 2,060 damage

    G3 (15,000hp)
    Regions
    Eye: 100% Head: 80% Body: 50%
    Weapon Damage
    MQ11: 39 (Suppressor 49)
    Samurai Edge (Jill): 52
    Samurai Edge (Chris): 59
    Matilda: 65 (Stock 72)
    Samurai Edge (Albert): 72
    SLS60 Handgun: 75
    M19: 91
    JMB HP3: 98
    Quickdraw Army: 117
    Magnums: 325 (Lightning Hawk w/Barrel 407)
    Shotgun: 263
    Hand Grenade: 845
    Acid Rounds: ~450 (causes stun)
    Flame Rounds ~425 (Range: +/- 100)
    Flamethrower: ~12 per fuel (~200 afterburn)
    Spark Shot: ~1,140 (Condenser ~1,360)
    Additional Notes
    Following a kneel and roar, when he begins walking, there is an hp check to reduce his health if he has too much.
    1st Kneel/Roar: Checks for any health remaining above 9000 (60%), reduces it by 75%
    2nd Kneel/Roar: Checks for for any health remaining above 5000 (33%), reduces it by 75%

    Super Tyrant
    Same as Standard. 3 minute 30 second timer. Each flinch makes it count down 66% faster. Max at 3 flinches where it will count down at triple the speed.

    G5 (20,000hp)
    Same as Standard. He takes increasing damage as he gets closer. The second to last light breaking is a cue that you need to use your best ammo. This means you have exactly 20 seconds left before his instant death attack. I waited a couple seconds before it was too late and the Antitank did 19,000 damage on hardcore.

    Standard Mode and Dynamic Difficulty Notes
    My older topic is here:
    https://gamefaqs.gamespot.com/boards/179835-resident-evil-2/77488226

    Note the things i've gotten wrong on the original posts are (in order):
    -The Spark Shot's condenser adds ~20% damage.
    -Licker's can be shot on the wall with flame rounds for full damage. Their ceiling fall reduces flame round damage to ~26%. The Spark Shot will do full damage to ceiling lickers if you follow them as they drop.
    -The note that Spark Shot only works on birkin when he kneels is only a safety suggestion for the average player as it does not stun on it's own. There may be strategies where the Spark Shot can see unrestrained use.
    -G2 must take 11,000 damage on Standard for the crane to defeat him in one hit. He needs 3 crane hits on Hardcore to be defeated if minimally damaged.
    -G3 is stunlocked by acid rounds. People use them to breeze the battle.

    Other Notes
    -As is already known, i'll confirm that all enemy hp is a static handpicked number for each enemy. It does not seem to change by difficulty or scenario. As a quick example, the sleeping sewer zombie that guards the blue herb always has 920hp.
    -AssassinZeroOne left a comment about alternating grenades on my last topic, and I can confirm that acid and flame do not overwrite each other's damage over time. Good tip for bosses.
    -I've found Acid rounds do not override themselves. The damage seems to stack as fast as you can fire. This along with their resistance-pierce makes them a stronger gunpowder candidate than I thought. For flame rounds, about half the damage is guaranteed before the next resets the DOT.