Hunter
- Health
-
- 1000 - Difficulty scales the defence
- Effective Attack
-
- Attack Notes
-
++++ Changes to the original game |
* Reworked the Hunter's grapple attack, making it easier to evade but much more difficult to parry. This includes the version at the Carnival part of Mission 01.
* Re-timed the evade tutorial on the Hunter's grapple to match the new timing of the grapple attack.
* Reworked the number of grapple shots the Hunter fires from the rollercoaster. 4 shots every 4 seconds on H/DH/N; 5 shots every 3 seconds on SOS; 6 shots every 2 seconds on DMD.
* Increased the base damage that the Dante receives while in the Hunter's grapple cage to 200.0 (up from 60.0). This is scaled by difficulty.
* Reworked the Hunter's special attack selection, randomising the initial choice, but then rotating the three attacks (applies to all difficulties).
* Rebalanced all of the Hunter's attack damage. Special attack damage increase substantially.
* Normal attacks reduced slightly.
* Hunter human mode global balance is now 0.5x Devil Hunter mode balance (down from 0.8x)
* Hunter SOS mode global balance is now 3.0x Devil Hunter mode balance (up from 2.0x)
* Hunter DMD mode global balance is now 5.0x Devil Hunter mode balance (up from 3.0x)
* Hunter now only performs the charge attack twice on H/DH/N modes; charges 3 times on SOS; charges 4 times on DMD.
* Reworked the Hunter's stun thresholds.
* Reworked the Hunter's KO thresholds.
* Reworked the amount of time Hunter remains in KO for (both from a special attack and a melee
* attack).
* Reworked the Hunter's attack windows, making him attack a lot more frequently towards the end
* of the fight, especially on DMD.
* Reduced the damage of the Hunter's stab attacks relative to his standard strikes.
* Hunter now has lock-outs on all of his attacks meaning he can't repeat them as often. This especially fixes the overhead stab attack that was being repeated infinitely if you were a certain distance from the Hunter.
* Fixed several bugs that were stopping the Hunter from correctly entering and exiting states.
* Fixed a bug that would cause the Hunter to get stuck in various states if the charge attack timed out.
* The player now gains 1.5x the amount of Style Points for hitting the head (up from 1.25x)
* Fixed bug where you could exploit weak points with DT, Demon Evade and certain weapons (e.g. with Kablooey) for massive damage.
++++\\
Succubus
- Health
-
- 1000 ×3 - Difficulty scales the defence
- Effective Attack
- Overdrive
- Quick Trinity Smash
- Attack Notes
-
++++ Changes to the original game |
* Significantly increased the time before the first spike appears in Succubus' spike attack.
* Made the spikes track Dante accurately (no longer spawned in a scattered way).
* Reduced Succubus' health by ~20% on all difficulties.
* Fixed a bug where Demon Evade / Devil Trigger was multiplying up when damaging the weak-points, making Succubus too easy to kill.
* Changed the number of spikes that spawn so that it's scaled by difficulty. Succubus spawns 4 on Human, 6 on Devil Hunter, 8 on Nephilim, 16 on SOS and 24 on DMD.
* Succubus can now overlap the spike attack with other attack on higher difficulties.
* Increased the animation speed of the spikes during the spike attack.
* Tweaked the damage window on the spikes during the spike attack.
* Succubus is now vulnerable during most of the spike attack animation.
* Reduced the number of unique spike waves to one (down from three) but increased the number of spikes to eight.
* Fixed a bug where Dante took double damage when falling off of the edge on DMD difficulty.
* Significantly dropped the amount of damage Dante takes when falling off of the edge.
* Tweaked the damage timing on the roar attack, moving it back 0.1 seconds to match the point in the animation when Succubus yells.
* Delayed the start of the roar's particle effects into the damage impact point and reduced the amount of time they remain on screen for.
* Succubus's global attack scaling is now 0.5/1.0/1/5 on H/DH/N.
* Succubus's global attack scaling is now 3.0 on SOS.
* Succubus's global attack scaling is now 5.0 on DMD.
* Reworked Succubus's attack rate on all difficulties to make her less passive, especially on the later waves, especially on the higher difficulties.
* Slightly reduced Succubus's stun time on DMD difficulty after Dante slams her head into the platform with Demon Pull.
* Tweaked the amount of time Succubus remains in her KO states.
* Added functionality to allow ost cutscenes to be skippable.
++++\\
Bob Barbas
- Health
-
- 1000 ×3 - Difficulty scales the defence
- Effective Attack
-
- Attack Notes
-
++++ Changes to the original game |
* Bob's attacks no longer parry-able - [[youtube>watch?v=UDwGK-Uc2_Y|Doesn't make sense and could be exploited]]
* Reworked Bob's main button logic. Bob can light any number of the 6 buttons and only lights the ones that the player needs to stomp to disable him (previously he always lit three, even if you only needed to hit one).
* On H/DH/N difficulties Bob will now light one (phase 1), two (phase 2) and three (phase 3) buttons.
* On SOS difficulty, Bob will now light two (phase 1), three (phase 2) and four (phase 3) buttons.
* On DMD difficulty, Bob will now light two (phase 1), four (phase 2) and all six (phase 3) buttons.
* Bob now lights different buttons depending on Dante's position in the arena and is no longer simply flip-flopping between the two configurations he used to have.
* Bob is no longer immediately interrupted when you Stomp a button and his attacks will now continue (unless that is the final button required to KO him).
* Wall attack has been reworked so player can more accurately predict window positioning.
* Wall attack now scales with difficulty. On H/DH/N difficulties he performs a maximum of 1/2/3 (phase 1/2/3) in sequence. On SOS difficulty he performs 2/3/4 and on DMD difficulty he performs 3/4/6.
* Bob cancels the wall attack if the player gets hit by any one wall segment.
* Bob no longer taunts during the middle of his attack sections.
* Bob will now disable all buttons after a time, taunt the player then re-activate all buttons.
* Bob's global attack scaling is now 0.5/1.0/1.5/3/5 on H/DH/N/SOS/DMD
* Bob's explosion attacks (when he's in his vulnerable state) now utilise damage scaling. This matches his global damage scaling.
* Significantly increased the base damage of the explosion attacks.
* Normalised all of the damage on Bob's standard attacks.
++++\\
Mundus' Spawn
- Health
-
- 1000 ×2 - Difficulty scales the defence
- Effective Attack
- Spawn's Eye: Aerial Rave
- Lilith: Judgement
- Attack Notes
-
++++ Changes to the original game |
* Optimised logic for performance.
* Reworked Mundus' Spawn's fight structure. It now has three main phases (1/2/3) and a fourth repeating recovery phase (3a). Lilith has a single health bar which she regenerates between Mundus' Spawn's phases.
* Lilith now recovers at the end of phase 1 and 2 if her health drops below 10% before she times out. This causes Mundus' Spawn to recover. It is not possible to kill Lilith until phase 3.
* If Mundus' Spawn recovers (because the player failed to kill Lilith in time) from the KO sequence at the end of the phase 3, Mundus' Spawn regenerates 25% of it's maximum health and enters phase 3a.
* If Mundus' Spawn enters phase 3a, Lilith loses 20% of her maximum health. This happens every time the player fails to kill Lilith during the KO sequence after phase 3. The minimum health Lilith can ever have is 100HP (all difficulties).
* The music and background now transition when Lilith/Mundus' Spawn recover from a KO.
* Mundus' Spawn will no longer recover from a KO if Lilith has not been pulled out of the main body.
* Fixed many multiple logic bugs causing, for example, lift points to light up when they shouldn't during KO phases etc.
* Fixed multiple damage exploit bugs caused by Devil Trigger and Demon Evade.
* Mundus' Spawn's global attack scaling is now 0.5/1.0/1.5/3/5 on H/DH/N/SOS/DMD
* The arm weakpoint is now permanently exposed during phase 1 on H/DH/N difficulties.
* Mundus' Spawn now only allows you to pull the arm weakpoint open during the end of one of its attack sequences.
* When the player successfully pulls the arm weakpoint open, Mundus' Spawn correctly staggers 100% of the time.
* When the player successfully pulls the arm weakpoint open, Mundus' Spawn now cancels its current attack. It also stops attack for ~ 2 seconds.
* The arm weakpoint has been rebalanced to take 150% of normal damage.
* The arm weakpoint has been rebalanced to award 125% of style points (up from 100%).
* Dealing a significant amount of damage to the arm weakpoint breaks open the eye. Failing to hit the eye (whether it's because you don't make contact or the eye closes) in three seconds resets the threshold.
* The eye weakpoint has been rebalanced to take 200% of normal damage.
* The eye weakpoint has been rebalanced to award 175% of style points (up from 100%).
* Mundus' Spawn no longer plays specific reactions when the eye is open.
* Mundus' Spawn now continues to attack when the eye is open.
* Tweaked the collision surrounding Lilith so that attacking her is slightly less glitchy.
* Removed the invulnerability overrides on baby's shockwave attacks.
* Sped up Mundus' Spawn's shockwave explosions by approximately 40%.
* Slightly tweaked the damage on the shockwave attacks.
* Rebalanced Mundus' Spawn's attacks across all difficulties, mainly increasing aggression on DMD.
++++\\
Mundus
- Health
-
- 1000 ×3 - Difficulty scales the defence
- Effective Attack
-
- Attack Notes
-
++++ Changes to the original game |
* Reworked the camera system completely, using only the Mundus specific chase camera for the entire fight.
* Mundus SOS mode global balance is now 3.0x Devil Hunter mode balance (up from 2.0x)
* Mundus DMD mode global balance is now 5.0x Devil Hunter mode balance (up from 3.0x)
* Reworked the two-handed slam attack, normalising the damage (max damage is now 900 damage, whereas this could kill you occasionally on DMD mode) and making the two explosions mutually exclusive.
* Mundus now has a lot more health across the board, on both arms and the final stage. This is scaled correctly by difficulty.
* Dante is now able to evade the two-handed slam attack.
* Removed the damage from the left-arm fireball explosion.
* Made the damage from the fireball scalable by difficulty.
* Increased the damage of the fireball significantly (600 damage on DMD).
* Significantly increased speed of Mundus's fireballs.
* Doubled the damage from successfully parrying a fireball.
* Moved the Angel Lift point activation to much earlier in the goop sweep attacks (allowing the player to leave the roof as soon as they realise he's performing that attack).
* Completely reworked Mundus's targeting system making it more accurate but also more forgiving.
* Completely redesigned the way Mundus targets with the triple slam attack.
* Rebalanced the triple slam attack to deal less damage globally. It's also more forgiving allowing you to avoid subsequent hits if you're hit with the first/second strike.
* Rebalanced the timing of the left/right slam attacks, making them more forgiving.
* Fixed various issues where evades weren't valid and/or the i-frames from being hit were being ignored by follow up attacks.
* Changed the targeting system so that Mundus is guaranteed to return to his original position at the end of an attack (stops bugs involving Mundus being out of position).
* Reworked the end sequence so that Mundus fires a single fireball, then two, then three and so on (between exposing his mouth). On Human/Devil Hunter the maximum number of fireballs is 1. On Nephilim it's 2. On SOS it's 3. On DMD it's 6.
++++\\
Vergil
- Health
-
- 1000 - Difficulty scales the defence
- Effective Attack
-
- Attack Notes
-
++++ Changes to the original game |
* Vergil now has the ability to parry aerial attacks.
* Vergil now has a ground response which sees him pull off the 3-hit yamato combo after performing a ground parry.
* Vergil now has the ability to chain together helm breaker attacks (the number of attacks varies depending on difficulty and the stage of the fight).
* Vergil now has the ability to chain together Killer bee attacks (the number of attacks varies depending on difficulty and the stage of the fight).
* Reworked the setup of the fight, changing from using multiple phases to a single phase with multiple states (Stage1 through to Stage6)
* Completely reworked the end of the fight. Once Vergil activates Doppelganger, the player must simply defeat Vergil. Vergil does not ever enter a recovery state
* Removed the need for Dante to be in Devil Trigger in order to defeat Vergil.
* Removed Vergil's health regeneration while in Devil Trigger form.
* Removed Vergil's damage output boost while in Devil Trigger form.
* Removed Vergil's additional armour while in Devil Trigger form.
* Reduced the amount of purple (Devil Trigger) orbs that the Doppelganger gives you when hit by around 80%
* Massively increased Vergil's health across all difficulty levels (to compensate for the player being able to hit him a lot more frequently).
* Completely redesigned Vergil's defenses so that he can only block E&I shots and Revenant.
* Dante can now hit and directly damage Vergil with any other attack.
* Completely redesigned the Doppelganger's defenses so that he can only block E&I shots and Revenant. Dante can now hit the Doppelganger with any other attack.
* Completely redesigned the Doppelganger's patterns to match the timings of Vergil's new attacks.
* Changed the Doppelganger's response to Vergil parrying Dante's attack so that he leads the next attack.
* Reworked Vergil's global damage table to match all of the other bosses.
* Removed Vergil's ability to teleport as a response to one of Dante's melee attacks. He must now parry an attack before teleporting away.
* Changed the timing on the summoned sword attack so that Vergil fires the sword much quicker.
* Added a requirement to the summoned sword attack so that Vergil must be 11 metres or more away from Dante before performing the attack.
* Added a lock-out to Vergil so that he cannot perform any other attack after choosing to attack with a summoned sword.
* Tweaked the damage of the summoned sword attack to match the new global damage table.
* Changed the timing of the blistering sword attack so that Vergil fires the volley of sword much quicker.
* Reduced the amount of time between each sword being fired when performing the blistering sword attack.
* Added a requirement to the blistering sword attack so that Vergil must be 11 metres or more away from Dante before performing the attack.
* Added a lock-out to Vergil so that he cannot perform any other attack after choosing to attack with the blistering swords.
* Tweaked the damage of the blistering swords attack to match the new global damage table.
* Tweaked the recovery on the helmbreaker attack so that Vergil can chain them together more effectively.
* Turned the strike on earlier in the helmbreaker attack so that Vergil isn't so exposed from the top.
* Changed the reaction animation on helmbreaker to fix a glitch when Dante takes damage from the downward strike.
* Added a camera tweak to the helmbreaker to better frame it on screen.
* Tweaked the damage on the helmbreaker to make it a bit more powerful (and matched it to the global damage table).
* Tweaked the damage of aerial flush to make it a bit stronger (and matched it to the global damage table).
* Tweaked the damage of flush slightly (and matched it to the global damage table).
* Retimed the explosions that trail behind flyby so that Dante doesn't land on them when attacking Vergil from behind.
* Tweaked the damage of Flyby (and matched it to the global damage table).
* Removed Vergil's ability to teleport out of the way of attacks randomly. He must now parry an attack before responding to it.
* Added a new blocking volume around the boss fight arena to stop Dante, Vergil and the Doppelganger getting stuck on the outside geometry.
* Moved the electrical pole (including the wires) to the outside of the arena so it doesn't get in the way of combat.
* Fixed 'safe spot' exploit, where standing in a particular position during the fight would make it impossible for Vergil to hit you.
* When a boss authors an attack via the phase manager, we now clear out any facts regarding how many times they've been hit recently (this helps to significantly reduce an issue where Vergil would immediately parry after performing a combo).
++++\\
Hollow Vergil
- Health
-
- 1000 - Difficulty scales the defence
- Effective Attack
-
- Attack Notes
-
++++ Changes to the original game |
* Hollow Vergil now has the ability to parry aerial attacks.
* Massively increased Hollow Vergil's health across all difficulty levels (to compensate for the player being able to hit him a lot more frequently).
* Completely redesigned Hollow Vergil's shield so that he can only block sword illusions (he can no longer block Vergil's standard attacks by default).
* Reworked Hollow Vergil's response table.
* Hollow Vergil can no longer teleport away from Vergil's attacks - he must always parry the attack first.
* Reworked Hollow Vergil's global damage table to match all of the other bosses.
* Rebalanced all of Hollow Vergil's attacks to match the new global damage table.
* Made Blistering swords available to Hollow Vergil across the entire fight (not just phase #3).
* Made Blistering swords a response to Vergil being 11 or more metres away from Hollow Vergil.
* Re-timed Blistering swords to match the main game Vergil boss's version.
* Reworked the shockwaves on Hollow Vergil's flyby attack so that Vergil isn't hit by them if he evades through the primary strike.
* Completely reworked both of the ranged phases of the fight.
* During the ranged phase of the fight, Hollow Vergil no longer uses the slower version of the Storm Swords, and uses the phase 2 version instead (we now change the pace of the spawns, not the speed of the attack).
* Reworked the meteor sword attack so that the swords now consistently spawn and go off a fixed duration later (previously, the would all spawn together but go off at different times leaving the player with no clue as to which one would go off first).
* Completely reworked the meteor sword spawn pattern (instead of 4 swords in a diamond shape, the swords spawn one after the other and alternate spawn locations). The number of swords that spawns increases with difficulty.
++++\\