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DMC3 Stun List Share

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100% found this document useful (1 vote)
2K views45 pages

DMC3 Stun List Share

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bucc
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Devil Arms

Weapon Stun Total DisplacemeTotal Type Additional notes

12 Rebellion
Combo I 12, 12, 12 36 0, 0, 12 12 Knockback
Combo II 12, 12 (x3) 60 0, 0 (x3), 1 12 Knockback
Helm Break12 (x2) 24 12 (x2) 24 KD/KB Made up of two hits. First hit will kn
Stinger 12 (x2) 24 0, 12 Knockback Multi-hit like Helm Breaker, first hit
High Time 12 12 Launcher
Million Sta 12 (x16), 1 204 0, 12 Knockback Stabs only deal stun, last hit deals
At rank 0, with the minimum numbe
At rank 4, with the minimum numbe
At rank 6, with the minimum numbe
At rank 7, with the minimum numbe
Drive 12 12 Launcher Sometimes records as 24 stun, pos
Reverse Ki 12 0
Prop Shredder Divided here into two attacks due to
Prop 12 (x3) 36 4 (x3) 12 Launcher
Shredder 12 (x16) 192 0 0 Possible attack length depends on
Shredder 12 (x31) 372 0 0 Alright (rank 4) increases number o
Shredder 12 (x32) 384 0 0 Sweet (rank 5) increases number o
Shredder 12 (x48) 576 0 0 Showtime (rank 6) increases numb
Shredder 12 (x48) 576 0 0 Stylish (rank 7) further increases Sh
Aerial Rav 12, 12, 12, 48 0, 0, 0, 12 12 Knockback
Sword Pier 12, 12 (x8) 108 12, 0 12 Knockback The sword throw itself deals stun a
SP Kick 12 12 Knockback
SP Divekic 12 0
Dance Macabre
Crazy Dance

12 Cerberus Cerberus is largely made up of mul


Combo I 12 (x2), 12 120 0, 0, 0, 0, 12 Knockback
Combo II 12 (x2), 12 120
Swing 12 0
Revolver 12 (x5) 60 12 Knockback Number of hits varies depending on
Windmill 12 (x4) 48 0 At rank 0, deals 4 hits on tap, 12 hi
At rank 3, deals 4 hits on tap, 12 hi
At rank 4, deals 4 hits on tap, 20 hi
At rank 5, deals 4 hits on tap, 20 hi
At rank 6, deals 4 hits on tap, 24 hi
At rank 7, deals 4 hits on tap, 24 hi
Satellite 12 (x3) 36 12 (x3) 36 Knockback This Crazy Combo always deals the
Flicker Appears to deal three hits of 24 stu
12 (x6) 72 0 Single input.
12 (x10) 120 0 At rank 0, when mashed, the attack
12 (x10) 120 0 At rank 2, attack speed increases.
12 (x14) 168 0 At rank 4, when mashed, the attack
12 (x22) 264 0 At rank 6, when mashed, the attack
Crystal 12 (x3) 36 12 (x3) 36 Launcher All three hits deal launch displacem
Million Car 12 12 Knockback
Ice Age 12 (x11) 132 0

16 Agni & Rudra Agni & Rudra, Like Cerberus, are la


Combo I 16 (x2), 16 112 0, 0, 0, 0, 16 Knocback This combo alternates between hits
Combo II 16 (x2), 16 96 0 All attacks are multi-hit between the
Combo III 16 (x2), 16 156 0, 0, 12 12 Knockback The first two inputs are the same as
Aerial Cros 16 16 16 16 Knockback
Jet-Stream 16 (x2) 32 0 Each slash deals 16 stun.
Jet-Stream:16 (x4) 64 0
Jet-Stream:16 (x5) 80 16 Knockback Same as before, but the final slash
Whirlwind 16 (x2) 32 12 Launcher Deals two hits. Curiously, second h
Whirlwind (16 (x3) 48 12 Launcher Holding the attack button to follow t
Million Slash Knockback Lots of hits. Some are dual. Help.
16, 32, 16, 16, 16, 16, 16, 16, 16 16 At rank 0, with the minimum presse
At rank 0, when mashed, Dante sw
Fuck

Crossed S 16 16 Knockback
Sky Dance 16 (x2), 16 (x2), 16 (x2) 16 (x2) First two inputs deal two swings. Th
Crawler
Twister
Tempest
Ultimate Tempest

12 Nevan Each bat deals 12


Tune-up 12
Combo I
Combo II
Jam Session
Combo III
Air Play
Reverb Shock
Bat Rift
Air Raid
Thunder Bolt
Vortex
Slash 12 (x2) 24 0 Two slashes
Air Slash 12 0 One slash
Feedback
Crazy Roll
Distortion

20 Beowulf
Combo I 20, 20, 20, 60 0, 0, 20 20 Launcher
Combo II
Killer Bee 20 0
Straight Knockback
Beast Uppercut Launcer
Rising Dragon Launcher
Hyper Fist Knockback
Zodiac
The Hammer Knockdown
Volcano
Real Impac120 (x3) 360 120 (x3) 360 Launcher
Tornado Knockback
Weapons generally follow a rule where their attacks ouput a specific number of stun/displacement.
Some attacks are multi-hit per input (Rebellion Combo II deals three hits on the second input), and attacks deal stun per hit (so

of two hits. First hit will knock an enemy down on the ground or in the air, second hit will knock an enemy away on the ground only, attack c
ke Helm Breaker, first hit deals stun, second deals stun and knockback. Attack can be cancelled early with a Crazy Combo (Million Stab, W

y deal stun, last hit deals knockback and stun. When performed from Stinger, the initial Stinger hit will always land at the start of the Crazy C
with the minimum number of 6 presses, the attack deals 3 stabs, with the maximum number of presses, it deals 16 stabs
with the minimum number of 6 presses, the attack deals 3 stabs, with the maximum number of presses, it deals 31 stabs, with increased sp
with the minimum number of 6 presses, the attack deals 3 stabs, with the maximum number of presses, it deals 38 stabs, further increasing
with the minimum number of 6 presses, the attack deals 3 stabs, with the maximum number of presses, it deals 38 stabs, increasing speed
es records as 24 stun, possible multi-hit properties

ere into two attacks due to calculations/special properties

attack length depends on stylish rank. At no rank (0) until Blast (rank 3) Shredder outputs 16 hits
nk 4) increases number of hits to 31
nk 5) increases number of hits to 32 and increases Shredder speed
(rank 6) increases number of hits to 48 and further increases Shredder speed
nk 7) further increases Shredder speed (?)

d throw itself deals stun and knockback, additional hits from the planted sword deal 12 stun to skewered enemies. After piercing, the attack

is largely made up of multi-hit attacks per input (for example, a single tap of melee will output one swing, then another, with each one follow

f hits varies depending on a number of factors, such as position relative to enemy, whether the enemy is knocked down and the attack pas
deals 4 hits on tap, 12 hits when mashed
deals 4 hits on tap, 12 hits when mashed, speed increases
deals 4 hits on tap, 20 hits when mashed
deals 4 hits on tap, 20 hits when mashed, speed increases
deals 4 hits on tap, 24 hits when mashed
deals 4 hits on tap, 24 hits when mashed, speed increases
y Combo always deals the same number of hits regardless of stylish rank or inputs (the hitbox actually revolves around Dante, dealing one
o deal three hits of 24 stun each (five when mashed), but it actually deals six hits of 12 each (ten when mashed), with two paired extremely

when mashed, the attack deals 10 hits.


attack speed increases.
when mashed, the attack deals 14 hits.
when mashed, the attack deals 22 hits.
hits deal launch displacement.
udra, Like Cerberus, are largely multi-hit weapons (one hit per sword) and each one deals 16 stun in most cases.
bo alternates between hits where both swords attack and only one sword attacks at a time. The last two inputs of the combo join both sword
s are multi-hit between the two swords. EZPZ.
wo inputs are the same as before, so straight forward. The last input has some weirdness going on. The swords are swung one time each,

h deals 16 stun.

before, but the final slash uses both swords at once, but counts as one hit, dealing 16 stun, and 16 knockback.
hits. Curiously, second hit deals 12 lauching displacement on a 16 stun attack.
he attack button to follow through with the launcher causes Dante to swing the swords again, dealing 16 stun on any enemy hit.
s. Some are dual. Help.
with the minimum presses, Dante swings both swords 6 times together (including the last hit). The attack actually does 9 individual hits of e
when mashed, Dante swings 18 times.

nputs deal two swings. Third input starts the downward attack, the somersault part deals 16 stun and displacement per hit, but is a moving
ttacks deal stun per hit (so that input alone deals 12x3 stun, not counting the rest of the combo). This is especially important to consider wit

the ground only, attack can be jump cancelled to control which if any hits land
y Combo (Million Stab, Wildstomp) to deal no stun/knockback from the second hit.

at the start of the Crazy Combo, dealing stun, it will deal knockback unless the second hit of Stinger is cancelled by Million Stab quickly en

1 stabs, with increased speed


8 stabs, further increasing speed
8 stabs, increasing speed even further

After piercing, the attack deals 8 hits consistently, but the timing between hits varies (sometimes when the sword lands, the first pierce hit w

other, with each one following the 12 stun rule. If both hits land, then 24 stun total was dealt).

down and the attack passes over him (which deals an additional hit), direction relative to enemy, in which case some hits will whiff, or eleva

ound Dante, dealing one hit each time, and it revolves 2 times. Practically, this attack will hit an enemy three times if it is standing in front o
with two paired extremely closely together on each swing. It is possible to cancel the attack to stop one of the pairs of hits from connecting,
he combo join both swords to attack together, but they deal the stun of one (16), so they are treated as one attack. The last input is like this

re swung one time each, then Dante kicks. The first swing deals 32 stun for some reason. The following three deal 16 each as expected. D

ny enemy hit.

does 9 individual hits of each sword. The first hit is one sword. The next hit is either both swords counted as one hitbox of 32, or individuall

nt per hit, but is a moving hitbox depending on height like Helmbreaker. The landing slash deals one hit of 16 stun and displacement.
important to consider with Cerberus and Agni & Rudra because the majority of their actions are built on multi-hit attacks.

by Million Stab quickly enough. When performed from Combo II, it has to be input before the animation of the last hit of the combo begins, i

lands, the first pierce hit will instantly come out after the skewering itself, meaning 24 stun and 12 knockback have been dealt). The sword

ome hits will whiff, or elevation/distance to the floor, which changes the number of swings the attack outputs. On neutral elevation, against a

s if it is standing in front of Dante because the hitbox is infront of him at the start and end of the attack).
s of hits from connecting, but it requires exact timing. Attack outputs a minimum of six hits. Can be cancelled by anything after two swings,
k. The last input is like this but swings twice, so it's 32 anyway (no idea how unique elemental afflictions are handled by this).

l 16 each as expected. Dante's kick deals 12 stun and knockback. Seems to be reused from the Sword Pierce Kick.

hitbox of 32, or individually 16 spaced very closely together. The remaining swings are all each sword dealing 16, one closely after the othe

and displacement.
hit of the combo begins, it will always cancel the combo during the second attack animation. The last hit (which deals knockback) can be ca

e been dealt). The sword returning also deals 12 stun per hit to any enemy caught in its path.

eutral elevation, against a standing target, the attack deals 5 hits, last hit deals knockback.

nything after two swings, useful to keep in mind.


one closely after the other, except the final swing, which is both swords dealing 16 as one hitbox.
eals knockback) can be cancelled, even by another Stinger to Million Stab.
Guns
Weapon Stun Total DisplacemeTotal Type Additional notes

Ebony & Ivory


Normal Sho 1 0 Per bullet.
Twosome T 6 0 Per bullet. Both guns count towards
Wildstomp 12 12 Knockback Bullets fired during the attack have
Rainstorm 6 Per bullet. One input fires four bulle
Additional info: Performing the attac
Even more info: Repeating the sam
Charge Sho 12 0 Per bullet.
Rapid Shot 2 0 Per bullet. Rapid Shot bullets begin

Shotgun The Shotgun has a unique property


Normal Sho 26.00002 26 Knockback Possible value range: 26, 1.4
Fireworks 20 (x5) 100 20 (x5) 100 Knockback The attack area covers a 360° arc,
Possible value range (per hit): 20, 4
Charge Sho 50 50 Knockback Possible value range: 50, 2
Rapid Shot
Gunstinger 12, 60-12 (see notes) 0, 30 Knockback Similar to Stinger, the attack is mad
Possible results (Stun/Displacemen
Point Blank

Artemis
Normal Sho 12 0
Multi-lock 12 (x10) 120 0 Number of bullets fired depends on
Sphere 12 (x5) 60 0
Acid Rain 12 The number of shots fired can be u
At rank 0, with the minimum numbe
At rank 4, with the minimum numbe
At rank 5, with the minimum numbe
At rank 6, with the minimum numbe
At rank 6, with the minimum numbe

Spiral
Normal Sho 20 20 Knockback
Trick Shot 2 (x8) 16 1 (x8) 8 Knockback The bullet hits 8 times or 9 times (u
Sniper 60 60 Knockback
Reflector 3 (x8) 24 1.6 (x8) 12.8 Knockback The number of times the bullet hits

Kalina Ann
Normal Sho0, 50 0, 50 Knockback The attack is made up of two hits, o
Hysteric 12, 12 (x10142/120 4 (x10) 40 Planting the gun in the ground anim
Grapple 12, 12 24 0, 12 12 KB (towardFiring the bayonet deals stun
LV3 LV1 Shotgun knockback glitch
Shotgun At lv3, 14.0 and above is where it works normally, 13.9 (re
Normal Sho 26.00002 20.40001
At lv1, 8.5 and above is where it works normally, 8.4 and b
. Both guns count towards the number fired (firing both at one target means double the hits for that target, as opposed to firing in different d
ed during the attack have no effect, stun/displacement dealt on kick
. One input fires four bullets. Firing rate changes between Stylish Rank (with two additional bullets fired at the start on the highest rank), but
info: Performing the attack from taller heights shows more bullets firing at lower ranks, but less at higher ranks. Further testing by stinger ju
e info: Repeating the same test at various workrates and timing each descent from the start of the attack shows a consistent time discrepan

. Rapid Shot bullets begin firing after three Normal Shot bullets are fired.

gun has a unique property in which stun/displacement output scales inversely with distance, i.e. the farther you are from the enemy, the less
value range: 26, 1.4
k area covers a 360° arc, it isn't possible to land all hits, so instead of considering it a 100 stun dealer, consider it a 20 stun dealer per hit fro
value range (per hit): 20, 4
value range: 50, 2

Stinger, the attack is made up of two hits, the first deals stun, the second deals stun and displacement. Since the first hit is Dante hitting th
esults (Stun/Displacement): 70/30, 60/30, 54/30, 50/30, 46/30, 42/30, 38/30, 30/30, 40/0, 30/0, 24/0, 16/0, 12/0, 8/0, 4/0

f bullets fired depends on how long style is held, with 1 being the minimum, and 10 being the maximum. Each bullet deals 12 stun for a pos

ber of shots fired can be used to count the number of rain waves. The number of rain waves possible depend on styilsh rank, and the numb
with the minimum number of 6 presses, 2 rain waves will be fired, while mashing, a maximum of 7 can be fired.
with the minimum number of 6 presses, 2 rain waves will be fired, while mashing, a maximum of 12 can be fired (while in DT, a maximum o
with the minimum number of 6 presses, 3 rain waves will be fired, while mashing, a maximum of 12 can be fired (while in DT, a minimum o
with the minimum number of 6 presses, 3 rain waves will be fired, while mashing, a maximum of 15 can be fired (while in DT, a minimum o
with the minimum number of 6 presses, 3 rain waves will be fired, while mashing, a maximum of 15 can be fired (while in DT, a minimum o

hits 8 times or 9 times (usually 8), it isn't consistent, and there doesn't seem to be a way to control which number it chooses. It occasionall

ber of times the bullet hits the enemy is wildly inconsistent and dependant on their size and position (since the attack targets and ricochets o

k is made up of two hits, one where the bullet contacts the enemies, and the other where it detonates. The detonation is what deals stun/dis
he gun in the ground animation deals initial stun on contact. The attack actually fires 20 missiles with individual explosions and hit sound eff
bayonet deals stun
t works normally, 13.9 (recurring) and below makes the glitch happen

works normally, 8.4 and below makes the glitch happen


osed to firing in different directions)

t on the highest rank), but number of bullets fired overall remains the same somehow.
urther testing by stinger jumping from Chamber of Echoes 2F and performing Rainstorm to the ground consistently results in 33 bullets fired
consistent time discrepancy between rank 0 Rainstorm and rank 7 Rainstorm, suggesting that the higher the rank, the more quickly rainsto

e from the enemy, the less it deals. It also seems to have a spread function with which some of the bullets can actually miss at various angl

a 20 stun dealer per hit from close range.

first hit is Dante hitting the enemy with his charge, it has to physically connect, and won't land if he's too far away. The second hit is the sho

et deals 12 stun for a possible 120 stun total.

tyilsh rank, and the number of inputs mashed in to trigger the combo.

while in DT, a maximum of 11 can be fired).


while in DT, a minimum of 2 will be fired, and a maximum of 11 can be fired).
while in DT, a minimum of 2 will be fired, and a maximum of 14 can be fired).
while in DT, a minimum of 2 will be fired, and a maximum of 14 can be fired).

it chooses. It occasionally hits 7, 6, 5, or 4 times, and happens more often on downed enemies, or in corners.

ck targets and ricochets off of their collision box repeatedly, unlike Trick Shot which primarily targets and ricochets off of different walls to th

tion is what deals stun/displacement.


plosions and hit sound effects, but the counter only registers 10 hits. Whether this is because the attack is only 10 hits with a misleading an
y results in 33 bullets fired at rank 0, but 31 bullets fired at rank 7 (despite rank 7 having two additional bullets at the start). It seems the ani
k, the more quickly rainstorm descends. The difference is incredibly subtle, as even with two floors of falling space, and the workrate turned

ually miss at various angles and distances. These will make it very difficult to get reliable numbers out of this weapon. Both of these are sup

The second hit is the shot itself which acts like any bullet. Similarly to the rest of the Shotgun, this part is a headache. The values are cons

s off of different walls to then bounce the bullet off of the enemy). Number of hits can be 9, 8, 7, 6, with 8 being the most common occurrenc

hits with a misleading animation, or whether 20 hits are stacking two hits each at the same exact time, or some function of attacks landing
he start). It seems the animation "steals" two bullets from the overall attack to output early on.
, and the workrate turned to 0.025, the time difference was four seconds. This difference would explain why the highest rank outputs less bu

pon. Both of these are supported by the Raising the Devil Databook, where Shotgun level is said to dictate the number of bullets fired, and s

ache. The values are consistent for the first hit, but wildly inconsistent with the second, sometimes dealing 46 stun, sometimes dealing 42, s

e most common occurrence.

unction of attacks landing at the exact same time leads to them cancelling each other's output out is unclear.
ghest rank outputs less bullets over longer distances.

mber of bullets fired, and spread (6 at level 1, 8 at level 2, 10 at level 3), and all attack damage and style values have "close" written in brac

, sometimes dealing 42, sometimes dealing 30 stun even from as close a range as possible without hitting with the first hit, sometimes deali
ave "close" written in brackets next to them (except for fireworks), suggesting a distance multiplier for damage/style, and as enemy calculati

e first hit, sometimes dealing 16 stun when slightly farther away, dealing 12 stun and 0 displacement when even farther. Distance from the e
e, and as enemy calculations show, multipliers affect damage, stylish points, and stun/displacement values universally (1.4 is the smallest p

arther. Distance from the enemy as well as angle of the hit, the direction the enemy faces, and even the enemy's displacement state probab
sally (1.4 is the smallest possible value for a fully upgraded Shotgun Normal Shot, stepping any further from the enemy will pass the minim

isplacement state probably affect this. Displacement output is 100% consistent, it either deals 30 displacement, or none at all, the factor se
nemy will pass the minimum shot distance for hits to land).

r none at all, the factor seems to be distance, but the others mentioned could be a part of it.
Vergil
Weapon Stun Total DisplacemeTotal Type Additional notes

Yamato
Yamato C 12, 12, 16 40 0, 0, 12 12 Knockback
Aerial Rave
Rapid Slash
Upper Slas16, 16 32 12, 12 24 LA/KB First hit launches, second hit knock
Judgement Cut
Judgement Cut: level 2

Beowulf
Beowulf C 20, 20, 20 (x2) 0, 0, 20 20 Knockback
Starfall 20 0
Lunar Phase
Rising Sun

Force Edge
Force Edge Combo
Helm Break16 (x2) 32 16 (x2) 32 KD/KB Made up of two hits. First hit will kn
Stinger 16 (x2) 32 0, 12 Knockback Multi-hit like Helm Breaker, first hit
High Time 16 16 Launcher
Round Trip12 (x10) 120 0 At rank 0, deals 10 hits
12 (x11) 132 0 At rank 5, deals 11 hits, increases a
At rank 6, further increases attack s
Reverse Ki 12 0

Summoned Swords
Summoned 6
Spiral Swords
Sword Storm
Blistering Swords
unches, second hit knocks back

of two hits. First hit will knock an enemy down on the ground or in the air, second hit will knock an enemy away on the ground only, attack c
ke Helm Breaker, first hit deals stun, second deals stun and knockback.

deals 10 hits
deals 11 hits, increases attack speed
further increases attack speed
the ground only, attack can be jump cancelled to control which if any hits land
Actions
Weapon Stun Total DisplacemeTotal Type Additional notes

Free Ride 12 12 Dealt on dismount

DT Explosion
0 Rune 0 0
1 Rune 12 0
2 Runes 12 0
3 Runes 12 12
4 Runes 60 60
5 Runes 60 60
6 Runes 120 120
7 Runes 120 120
Enemy Stun Displacement DT Stun DT Displacement Weapon Multiplier
Devil Arms Guns
7 Hells
Pride 6 6 30 30 1 1
Envy 12 60 60 300 1 1
Wrath 20000 20000 100000 100000 0 5

Sloth 12 12 60 60 1 1
Greed 20000 20000 100000 100000 0.66 0.66
Gluttony 4 12 20 60
Lust 12 12 60 60 1 1

Abyss 12 12 60 60 1 1
Hell Vangu 60 2000 300 10000 1 1
Enigma 12 22 60 110 1.5 1

Elite Enig 16 22 80 110 1.5 1


Gigapede
Blood-Goyle (Small)
Blood-Goyle (Large)

Arachne 80 200 400 1000 1.1 0.6

Queen Ara 160 200 800 1000 1.1 0.3

Dullahan
Soul Eater
The Fallen

Damned Chessmen
Pawn 100 100 1 1
Knight 100 100 1 1
Bishop
Rook
Queen
King
Elemental AAdditional notes

An enemy's stun/displacement armour doesn't actually change or increase numerically when they DT, the amount
N/A Elemental afflictions/elemental resistances affect stun and displacement. The multipliers are the same as the dama
N/A
N/A Surprisingly/Unsurprisingly, carries a weapon multiplier. Since obviously only guns can be tested, assume that mel
Further testing by setting stun/displacement values low to break the counter shows that the Wrath actually has hits
Ok, turns out melee weapon stun/displacement can kind of be measured, but not really. Using Cerberus' Crystal an
N/A
N/A Another stun sponge like the Wrath, with a high enough count that the enemy could not possibly display stun/displa
N/A
N/A

Cerberus (x1.05), Agni & Rudra (x0.95)


Beowulf (x The Hell Vanguard has a lot of behaviour tied to the stun counter. Breaking it (putting him into stun) leaves him vuln
N/A Enigmas are weird… instead of the existing weapon value calculation applying to them like they do the comboable
Guns seem to follow the standard formula, as they deal the same values as they would normally on Hells (Spiral N
Enigma arrows breaking on contact with the player also lower values for some reason (e.g. a player hit by enough
N/A The variant of the red arrow-firing Enigma that first appears on the hard difficulty. Turns out the ones on Very Hard

Agni (Not Rudra, Fire only) (x1.15), Nevan (x1.10)


Nevan (x1.10)

Agni & RudLike the Enigmas, Arachnes have a unique multiplier for weapon values, in addition to following a unique set of rule
Rebellion attacks that would deal 12 instead deal 13.2, Beowulf attacks that would deal 20 deal 22, the multiplier is
The multiplier is x0.6 for guns, Ebony & Ivory Normal Shots would deal 1 point of stun normally, but deal 0.6 on this
Agni & RudSame as the standard Arachne, except for a few differences: 1) it has 800 points of stun instead of 400, 2) The stu

lol nah

Agni & Rudra (x0.95), Beowulf (x1.05)


hen they DT, the amount of stun/displacement dealt from the weapon itself does (it is divided by 5, e.g. Hell Prides always have 30 points o
are the same as the damage multipliers (for example, Agni & Rudra attacks which should deal values of 17.6 instead deal 18.48 exactly, wh

e tested, assume that melee weapons have no values set. Ebony & Ivory Normal Shots that would deal only 1 point of stun deal 5. Artemis
he Wrath actually has hitstun and discplacement animations, and he doesn't guard any attacks during them, so you can actually attack with
Using Cerberus' Crystal and Beowulf's Zodiac registers their values correctly according to the x5 multiplier, but similar to the Grapple on an E

ossibly display stun/displacement behaviour without dying in the normal game. So naturally, I tested out what would happen once his stun/d

into stun) leaves him vulnerable for several frames of the stun animation, afterwhich his stun won't be affected by any attacks for the rest o
ke they do the comboable Hells, Enigma's have a slightly different formula. It's the same effect on the surface, but it makes them unpredicta
ormally on Hells (Spiral Normal Shot deals 20 on an Enigma, Kalina Ann Normal Shot deals 50). Following this, guns don't need a formula t
g. a player hit by enough arrows can launch an Enigma with one hit in a situation where they would otherwise need more hits).
ut the ones on Very Hard and DMD have a higher stun value for their threshold, but all other multipliers work the same.

owing a unique set of rules. First of all, there are multiple moments depending on the Arachne's behaviour in which the stun and displacem
0 deal 22, the multiplier is x1.1. Agni & Rudra attacks that are normally 16 would be 17.6, if not for the Arachne's 1.05 elemental affliction to
rmally, but deal 0.6 on this enemy, Spiral Normal Shots would deal 20 points of stun and displacement normally, but instead both deal 12 fo
nstead of 400, 2) The stun reset behaviour does not set the counters to 50, instead it sets them both to 1000. This is unorthodox for the stu
s always have 30 points of stun/displacement, one Ebony & Ivory bullet will deal 5 points of stun on a normal Pride, but deal 1 point of stun
ad deal 18.48 exactly, which is consistent with the 1.05 multiplier for Arachnes receiving damage from the weapon. Similarly, Agni & Rudra

nt of stun deal 5. Artemis Normal Shots that deal 12 deal 60. Spiral Normal Shots that deal 20 deal 100. Kalina Ann Normal Shots that deal
u can actually attack with melee weapons. They do no stun/displacement though, so it seems the previous assumption was correct, and the
ilar to the Grapple on an Enigma being an example of a firearm performing a melee attack, this is likely just the result of those actions being

uld happen once his stun/displacement threshold was forced to be broken. He stopped moving, attacking, or summoning enemies entirely a

any attacks for the rest of the animation, and has moments in his normal attacks where he's invulnerable to stun, and of course during his
it makes them unpredictable to apply the standard theory this document follows on because attacks deal completely different stun/displace
uns don't need a formula to convert their values for this enemy. As a note, Grapple deals 18 displacement instead of 12 on an Enigma, sugg
d more hits).

ch the stun and displacement counters are hard set to 50 from whatever value they are on. These moments include during certain attacks, w
1.05 elemental affliction to the Devil Arm, leaving the value as 18.48.
ut instead both deal 12 for this enemy, Kalina Ann Normal Shots would deal 50 stun and displacement normally, but deal 30 here.
s is unorthodox for the stun counter which is 800 by default, but a standard reset for the displacement counter. 3) The multiplier for guns ha
e, but deal 1 point of stun on a DT Pride). This means weapons aren't the independent variable in value calculation/deciding on units
n. Similarly, Agni & Rudra will deal stun/displacement with a 0.95 multiplier to Abysses, reflecting the damage resistance to fire and wind, a

n Normal Shots that deal 50 deal 250.


ption was correct, and the enemy has a x0 multiplier set for melee weapons. On the bright side, Wildstomp and Free Ride can be performe
sult of those actions being labelled as projectile attacks.

moning enemies entirely and just watched Dante. It broke him. I felt bad, and mercy killed him to release him from this mortal coil. The next

and of course during his teleports and teleport dash attacks. Falling back to the teleport attack gets triggered often by taking a lot of stun d
ely different stun/displacement, Rebellion attacks that would deal 12 deal 18, Beowulf attacks that would deal 20 deal 30 (a x1.5 multiplier).
of 12 on an Enigma, suggesting that it "counts" as a melee attack.

e during certain attacks, when they climb on walls, when they jump around the area, and whenever they enter a stun state. Arachnes rema

but deal 30 here.


The multiplier for guns has been halved to x0.3, Ebony & Ivory Normal Shots deal 0.3 stun, Spiral Normal Shots deal 6 points of stun and d
ulation/deciding on units, enemies are (this becomes an important point later). For the sake of convenience, the weapon values are all re
stance to fire and wind, and Cerberus' 1.05 multiplier to them applies).

ree Ride can be performed on the downed Wrath.

this mortal coil. The next floor of Bloody Palace I entered, the game crashed.

n by taking a lot of stun damage, regardless of whether the counter breaks. Setting the displacement counter low enough where any displa
deal 30 (a x1.5 multiplier). There does seem to be a simple formula that can be used to derive the weapon attacks as they apply to this enem

tun state. Arachnes remain in this state for a very short period, afterwhich the counters reset to their original values, unless they are attacke

eal 6 points of stun and displacement, Kalina Ann Normal Shots deal 15 stun and displacement.
weapon values are all recorded with units based on DT Hells with weapon value multipliers of x1 (Pride, Envy, Sloth, Gluttony, Lust), since

enough where any displacement attack will break it reveals some other minor things, the Vanguard is put into the same stun animation whe
as they apply to this enemy; weapon output x 1.5 = enigma input. The division by 5 from normal to DT happens to weapons as usual, so fo

s, unless they are attacked enough to set the counters from 50 to 0, in which case they get stunned/displaced as applicable. These rules a
oth, Gluttony, Lust), since those are the combos that require maths to be applied, and because those are the most common combo fodder

same stun animation when discplaced via knockback or knockdown attacks, but has no notable reaction to launchers.
o weapons as usual, so for normal mode calculations, the formula would be weapon output x 7.5 = enigma input.

applicable. These rules apply to the enemy regardless of whether they are or aren't in DT, but they make it much harder to ever displace a
t common combo fodder of the game, in addition to sharing the most common and consistent multipliers for calculation among all enemies.

harder to ever displace a DT Arachne because it enters the stun state often when interrupted from its own attacks, which means its counter
ation among all enemies. The figures listed for DT enemies are the technically correct ones which match the raw data in the game, the norm

, which means its counters reset constantly, in addition to the other examples.
data in the game, the normal enemy figures were all divided by 5 from what they actually are for the sake of player understanding when app
r understanding when applying weapon values to enemy values, and understanding the transition from normal enemy stun to DT enemy stu
emy stun to DT enemy stun mechanics.
Additional notes
Version DMC3SE: Ubisoft PC port (2006/2007)
Enemy values for stun/displacement are always Float type values
Addresses for stun values and displacement values are consistently close together in memory, with displacement a
mory, with displacement appearing four spaces to the left of stun in the browser, so once one is found, it's relatively easy to find the other. S
ly easy to find the other. Stun and displacement values for Hells, for example, consistently end in F4 and F0 respectively, Enigmas' end in C
ectively, Enigmas' end in CC and C8 respectively, and Arachnes' end in 40 and 3C respectively.

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