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Attenuation

Pe2 aya attenuation

What happened to that base power of 270?!

By definition, it means the gradual loss of flux intensity while traveling through a medium. In this case, it's gunfire traveling to the target, thus the further Aya is from the target, the less damage she does, though this does not apply to all weapons.

Parasite Eve II appears to have 5 sets of values, ranging from the furthest away (literally the 'edge' of your damage range) up to point-blank range, equivalent of how close you must get to use a melee attack. If only one attenuation is displayed, that value is consistent for the full range of the weapon. Handguns and automatic weapons are the main users of the variable range. Most shotguns benefit from a close-quarters damage bonus. Weapons with attachments or secondary attacks (Like the Gunblade's melee swing) are subject to the same attenuation.

Also, a weapon marked as 0.9 or 0.8 is not a perfect % damage reduction; most values have an additional minor fraction added on to the penalty.

Penalty chart:

1.2 = 1.0 + 0.2 - 1/640
1.0 = 1.0
0.9 = 1.0 - 0.1 - 1/640
0.8 = 1.0 - 0.2 - 1/320
0.7 = 1.0 - 0.3 - 1/1280
0.6 = 1.0 - 0.4 - 3/1280
0.5 = 0.5
0.4 = 0.5 - 0.1 - 1/640
0.3 = 0.5 - 0.2 - 1/320

A few examples of minimum damage (not counting the % bonus you get per shot):

Buckshot (Power: 40) w/ attenuation of 0.8 = 31 dmg.
5.56 Rifle (Power: 22) w/ attenuation of 0.7 = 15 dmg.
Grenade (Power: 270) w/ attenuation of 0.7 = 188 dmg.

Weapons List

Name Rates (Furthest to closest)
P08, P08 S.Magazine, P229, Mongoose 0.8 0.8 0.9 1.0 1.0
M93R 0.5 0.6 0.7 0.8 1.0
M950, MP5A5 (Normal, +1 and +2) 0.4 0.5 0.6 0.7 0.7
PA3, SP12, AS12 0.8 0.8 0.8 1.2 1.2
Gunblade --- 0.8---
Grenade Pistol, MM1 --- 0.7---
M4A1 Rifle (Normal, +1 and +2), M4A1 Bayonet, M4A1 Javelin --- 0.7 ---
M4A1 Hammer, M4A1 Grenade, M4A1 Pyke --- 0.6 ---
M249 0.3 0.4 0.5 0.6 0.6
Tonfa Baton, Hypervelocity --- 1.0 ---

Critical Rate

Pe2 aya critical hit

Aya hitting a target for critical damage.

Several weapons have a chance to inflict 4x their normal damage per shot. Barring a couple exceptions, most of these weapons are slower-firing guns that get more damage out of a bullet due to lower attenuation penalties. When a target is hit by a such an attack, a yellow flash appears around the target, signifying they took a critical hit.

Instead of a fixed percentage or exploiting a weakness, the critical rate appears to be a random value out of 15 (4-bits), so the possible critical hit range for a gun is 0-15. How this is generated is based on the game's own internal random number generator.

Critical Rate % effectiveness will vary between enemy types: Some are extra vulnerable to critical hits, like Brutes where the chance is 200% higher, some are resistant, like the 1st No.9 Encounter where it is 50% as effective and some are unaffected, like Scorpions. For instance, if the player is using a Mongoose against No.9 during the first encounter, the critical rate will be 3/15, instead of the usual 6/15.

Weapons List

Only weapons with a critical rate greater than 0 will be listed:

P08, P08 S.Magazine 5
M93R 3, Single
1, Burst
P229 6
Mongoose * 6
Tonfa Baton 3 (2nd hit, only)
M4A1 Rifle ** (Normal, +1 and +2) 3, Single
1, Burst
M4A1 Bayonet ** 1, Burst
M9 (Attachment) 3
M4A1 Javelin ** 1, Burst
* The Mongoose appears to have in-game memory value of 3, but tests show this to be 6.
** The M4A1 series of guns appears to have 2 sets of attenuation/critical values. One batch gives the basic critical rate at 3/15 and the attenuation of 0.7. The other one has no critical rate and an attenuation rate of 0.6. Only the M4A1 variants with a critical rate are listed above.

Enemy List

The following enemies have a non-standard (as in not 100%) effectiveness with critical hits.

Bosses
No.9(1st time) 50%
No.9(2nd time) 0%
Proto Generator 0% with life support on
Sea Diver 200%
Beta Generator 0% with life support on
Puppet Stinger 200%
Brahman Core 200%
GOLEMs
Pawn GOLEM 50%
Rook GOLEM 0%, 50% with damaged backpack
Fatties
Brute 200%
Mossback 200%
Slouch 200%
Sucklers
Bone Suckler 0%
Blood Suckler 0%
NMCs
Bat 0%
Beetle 0%
Green Amoeba 0%
Moth 0%
Red Amoeba 0%
Scorpion 0%

Spell Damage

Applies to all offensive spells and combat items. Unlike weapons, spells and combat items do not suffer from an attenuation penalty:

The formula for spell damage appears to be:

FLOOR( FLOOR( FLOOR( Base Damage x Ofuda x Bonus ) x Weakness|Resistance ) x Difficulty )
  • FLOOR refers to rounding a fraction down to the nearest value, regardless if the value is .001 or .999
  • The spell value is rounded down three times to calculate the final damage.
Base Damage The 'literal' base damage of the spell/item that is listed when inspecting its data.
Ofuda When attached to an armor, the spell/item damage increases by 50%. The value for this will be 1 or 1.5
Bonus The bonus damage range is 0% - 9%, in increments of 1%, meaning that final damage is one of 10 possible values: 1.00, 1.01, 1.02, 1.03, ... 1.09.
Weakness/Resistance Enemies have different levels of tolerance to certain spells. For instance, Brutes take 200% fire damage while Brain Stingers take 50%. Mechanical enemies like Watchers and Derangement Speakers take none.
Difficulty At higher difficulties, the player does less damage.
  • 100% (1.0) for Normal/Replay
  • 75% (0.75) for Bounty/Scavenger
  • 60% (0.6) for Nightmare.

Weapon Damage

Applies to all guns, attachments and melee attacks.

The formula for weapon damage is a bit complicated and appears to be:

FLOOR( FLOOR( FLOOR( Base Damage x Bonus x Attenuation x Critical x Berserker ) x Skull Crystal x Energyshot x Weakness|Resistance ) x Difficulty )
Base Damage The 'literal' base damage of the spell/item that is listed when inspecting its data.
Bonus The bonus damage range is 0% - 19%, in increments of 1%, meaning that final damage is one of 10 possible values: 1.00, 1.01, 1.02, 1.03, ... 1.10 ... 1.19.
Attenuation See below for more details.
Critical See above for more details. The value will be 1.0 or 4.0.
Berserker If Aya has been inflicted with BERSERKER status, the player will do 50% more damage. The value will be 1.0 or 1.5.
Skull Crystal When attached to an armor, the weapon damage increases by 20%. The value for this will be 1.0 or 1.2
Energyshot When cast, Aya's base damages increases. Depending on if it is active, the values can be: 1.0, 1.3, 1.4, 1.5 or 1.6
Weakness/Resistance Enemies have different levels of tolerance to certain ammo. For instance, GOLEMs take 200% damage from R. Slugs while the 1st No.9 Encounter takes 75% from Grenades.
Difficulty At higher difficulties, the player does less damage.
  • 100% (1.0) for Normal/Replay
  • 75% (0.75) for Bounty/Scavenger
  • 60% (0.6) for Nightmare.


v · e · d
Characters
Aya Brea - Eve Brea - Kyle Madigan
Rupert Broderick - Eric Baldwin - Gary Douglas - Flint - Pierce Carradine - No. 9 GOLEM - Jodie Bouquet
Neo-Mitochondrial Creatures
Bass - Bat - Black Beetle - Worms (Caterpillar, Maggot) - Amoeba (Green Amoeba, Red Amoeba) - Moth - Rat - Scorpion
Artificial Neo-Mitochondrial Creatures
Stranger (Grinning Stranger, Boss Stranger, Odd Stranger, Lesser Stranger, Creeping Stranger, Horned Stranger) - Stalker (Zebra Stalker, Gray Stalker, Ivory Stalker, Skull Stalker) - Suckler (Blood Suckler, Bone Suckler, Mind Suckler, Sucklerceph) - Scavenger - Chaser (Desert Chaser, Blizzard Chaser, Mad Chaser) - Fatties (Brute, Mossback, Slouch) - Diver (Bog Diver, Sea Diver) - Stinger (Brain Stinger, Puppet Stinger) - GOLEM (Pawn GOLEM, Rook GOLEM, Knight GOLEM, Bishop GOLEM)
Machines
Watcher - Derangement Speaker
Unique Neo-Mitochondrial Creatures
Boss Stranger - No. 9 GOLEM - Gray Stalker - Burner - Blizzard Chaser - Ivory Stalker - Glutton - Generator (Proto Generator, Beta Generator) - Sea Diver - Puppet Stinger - Brahman - Eve
Locations
Abandoned Mine - Akropolis Tower - Dryfield - M.I.S.T. Headquarters ( Shooting gallery ) - Neo Ark - Shelter
Archives
Ammunition - Armor - Bounty Points - Items - Gameplay - Modes - Rankings - Shops - Soundtrack - Weapons
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