====== General Information ======
[[dmc5:start|Devil May Cry 5]] has no balance changes changes from Vanilla to Special Edition. However, the game's performance is significantly better because Special Edition is specifically made for PS5/Xbox Series console:
* The load times are much faster than the original game. Original game loads are case by case for each Hardware.
* Contains all DLC (Excluding currency and blue orb) and Vergil as playable character.
* Turbo mode and Legendary Dark Knight difficulty are exclusive to Special Edition.
* University Skip on Mission 3 is patched.
* 120 FPS on Consoles for the first time ever.
* Ray-traced reflections.
===== Impact on Stylish Ranks =====
DMC5 uses Stylish Point to rank up from 7 stages: [(DMC5 Official Complete Game Guide (2019): Tankobon Hardcover. System Explanation, Missions; p. 20.)]
* Style Point increases when attacking an enemy, but for a certain period of time it will not increase with the same attack.
* If multiple enemies are attacked at the same time, the amount of Style Point increases less after the second enemy.
* Style Point decreases when enemies is not attacked at a certain period.
* When a certain amount of Style Point is accumulated, the Stylish Rank increases by one level.
* Taking damage from the enemies will reduce the current Style rank by 2.
How combo ranks change
Rank |
Style Point Amount |
None |
400 |
|
500 |
|
600 |
|
800 |
|
1000 |
|
1000 |
|
1000 |
|
1000 |
Action excluding attack that are related to Style Point
Action |
Style Point |
DT gain |
Enemy Step |
150 |
350 |
Just Dodge |
150 ~ 300 |
350 ~ 700 |
Parry |
300 ~ 500 |
500 ~ 1000 |
Enemy bounce |
400 |
1000 |
Guard Break |
500 |
800 |
===== Difficulty differences =====
The differences starts from Son of Sparda where:
* Enemy attack power, attack frequency, and reaction speed are increased. All of them are compensated according to the difficulty and reach the upper limit in MUST DIE.
* The types of enemies that appear change, and in DEVIL HUNTER, enemies that first appear in the latter half of the game appear earlier.
* Enemies use new attacks that are dedicated to high difficulty content.
* In MUST DIE, a cornered enemy activates the DT, which increases their abilities.
* Damage delt to the enemies changes Son of Sparda = x0.75 | MUST DIE = x0.5 [(DMC5 Official Complete Game Guide (2019): Tankobon Hardcover. Mission Strategy, DANTE MUST DIE; p. 232.)]
===== Mission Revival =====
DMC5 introduces two types of resurrection: Gold Orb and Red Orbs [(DMC5 Official Complete Game Guide (2019): Tankobon Hardcover. System Explanation, Missions; p. 22.)]
* Gold Orbs - The standard DMC full revive
* Red Orbs - New mechanic, the amount will be based on the cost of Red Orbs selected which is changed depending on difficulty and number of times revived
There are 4 types of resurrection methods
Type |
Effect |
Red Orb 1 |
HP and DT gauge goes to 3 bars, 1 Devil Breakers is replenished |
Red Orb 2 |
HP goes to 10 bars, DT gauge goes 3 bars, 3 Devil Breakers are replenished |
Red Orb 3 |
Full restore to HP and DT gauges are restored. Full Devil Breakers replenish. Surrounding enemies' HP is halved. |
Gold Orb |
Full restore to HP and DT gauges are restored. Full Devil Breakers replenish. |
==== Changes in Red Orbs and Gold Orbs based on difficulty ====
Human / Devil Hunter
Red Orb state |
Type 1 |
Type 2 |
Type 3 |
1st Buy |
1,500 |
7,500 |
13,500 |
2nd Buy |
3,000 |
15,000 |
27,000 |
3rd Buy |
7,500 |
37,500 |
67,500 |
1st purchase 1,000. Increases by 1,000 each time but only up to 5,000. Up to 3 purchases |
Son of Sparda
Red Orb state |
Type 1 |
Type 2 |
Type 3 |
1st Buy |
3,500 |
17,500 |
31,500 |
2nd Buy |
7,000 |
35,000 |
63,000 |
3rd Buy |
22,500 |
112,500 |
202,500 |
After 5,000 increases 1,500, but only up to 20,000. Can purchase 5 times. |
MUST DIE
Red Orb state |
Type 1 |
Type 2 |
Type 3 |
1st Buy |
10,000 |
50,000 |
90,000 |
2nd Buy |
20,000 |
100,000 |
180,000 |
3rd Buy |
65,000 |
325,000 |
585,000 |
After 20,000 increases 2,500, but only up to 50,000. No purchase limit. |
===== Devil Trigger =====
Like every DMC games, DT is an essential part of characters arsenal, mostly because it's a universal part of their abilities. You can use it at anytime, and DT enhancements are unique for each characters. Damage is reduced drastically during in DT mode, and enemy attacks that cause a Regular hit stun no longer affect the characters in DT mode. Although, the DT drain varies. [(DMC5 Official Complete Game Guide (2019): Tankobon Hardcover. Skill Explanation, Skills and Action; p. 33.)]
Bonus and Penalty Multipliers
Characters |
DT drain rate |
DT drain rate [Trigger Heart] |
Nero |
13.5 |
7.5 |
Dante |
8.5 |
5.5 |
V |
2 |
1.2 |
Vergil |
- |
- |
> Super-Costumes offers some changes in gameplay not just the usual the 0-vitality recovery, infinite DT and apperances. It also adds character ability of recovering DT-Gauge while in human which no other game did that. Each character also receives their own unique ability upgrade.
* **Super Nero** – Maximum Bet | Showdown still consumes and Showdown consume the gauge as normal. Red Queen is in a permanent state of maximum Exceed and Blue Rose is automatically Colored Up on reload.
* **Super Dante** – Rush attacks Stinger etc. and Cav Combo A in DT, RG and SDT Accumulate consume the gauge as normal. SDT gauge behaves as normal. RG automatically refills over time. Swords Formation and Balrog's Ignition stay on infinitely. Cav is always in Overtop Gear
* **Super V** – DT isn't depleted by summoning Nightmare and using its attacks or by activating Griffon and Shadow's DT, however, using Royal Fork and getting hit during Promotion consume the gauge as normal. Orb drop rate from Green Gainer and White Gainer is decreased.
* **Super Vergil** – Summoned Swords abilities and SDT Accumulate consume the gauge as normal. SDT doesn't recover vitality, otherwise the SDT gauge behaves as normal. Concentration is depleted as normal, but quickly refills automatically.
===== Bloody Palace =====
Bloody Palace is similar to DMC4 which has a count down timer during the battle. If the timer reaches zero, the game is over. [[dmc5:enemy|Defeating enemies]] adds a small amount of time to the timer. Timer bonuses are also gained for clearing a stage while suffering no damage and by killing enemies when the Stylish rank is high. Bosses appear in Stages 20, 40, 60, 80, and 100. Stage 101 is a battle against [[dmc5:enemy#Vergil|Vergil]].
* It's possible to stop current progress by selecting "SUSPEND" from the pause menu when there are no enemies.
* There is a bonus of red orbs for every 10 stages.
* In [[dmc5:nero_dante_v:|Nero's]] case, the Devil Breaker can be replenished after the start and at Stage 10.
=== Red Orb Bonuses ===
Stage |
Red Orb |
10 |
5,000 |
20 |
50,000 |
30 |
10,000 |
40 |
60,000 |
50 |
20,000 |
Stage |
Red Orb |
60 |
80,000 |
70 |
30,000 |
80 |
90,000 |
90 |
100,000 |
100 |
110,000 |
> Bloody Palace has a floor practice feature which is known as "WARMING UP" It should be noted that you cannot gain any Red Orbs while that feature is enabled. That feature also allows usage of Dr. Faust without losing any Red Orbs. [(DMC5 Official Complete Game Guide (2019): Tankobon Hardcover. System Explanation, Bloody Palace; p. 27.)]
Other timer bonus
Condition |
Addition Time |
Normal Stage Clear 1~19 Floor 21 and onward |
1.5s 10s |
Boss Stage Clear |
60s |
Bloody Palace starts |
120s |
Boss Floor starts |
180s |
Final Floor starts |
300s |
===== References =====
~~REFNOTES /2 ~~
~~REFNOTES~~