also because pyros would be comparably very low since his whole kit is based around damage over time in fact if i had to bet the highest i would say either the back scratcher of possibly one of the taunt kills... EXEPT HOLD THE FUCK UP THE THERMAL THRUSTER
This proves that the objectively best strategy in any match of TF2 is to run around trying to goombastomp people with the Mantreads. I'll do so right away in my next Highlander match.
I find it hilarious that the only use for the Steak and Warrior's Spirit is getting the Heavy wielding them to die as hard as possible for testing purposes.
So here's my theory. If fall damage has a random variance, then isn't it possible that each Soldier in the stack experiences that same variance? Which means the damage could vary by the variance between each Soldier as you go down the stack.
Oh. Oh dear. That would mean that the highest possible damage would be that equation +1.2^30, and the lower *0.8^30 That's a variance larger than the amount of atoms in our solar system.
Oh damn, I almost missed the shoutout there! Glad to know my script came of use! And this video actually made me look into your final calculation, and I can shed some light on the inconsistencies: For some reason, the console output for tf_debug_damage does not specify the actual damage for any Warrior's Spirit-modified damage. Try using "hurtme 10" with it and you'll see what I mean. It may just be that you're using the console command's output rather than the actual damage value. As for the Steak's damage, the Mantreads count as fall damage. Fall damage is ignored by the TF_COND_ENERGY_BUFF condition which the Buffalo Steak Sandvich provides. Hence, that can be taken out of the equation. (comment edited)
Someone just pointed out that the Candy Cane's vulnerability is JUST explosive. Pretty obvious in retrospect! But yeah, critical damage is counted separate so it's only multiplying the actual explosive damage itself. The Claidheamh Mòr, Powerjack, and Bushwacka's vulnerability is a general 15/20% which applies to any type of damage, including critical, which causes the max damage to be lower for those weps than the Candy Cane.
Also something to note about the battalions backup that is causing your math to not check out. The battalions backup is not a flat 35% reduction. It reduces damage by 35% of its base damage, so a rocket with a base damage of 90 will have 32 damage (tf2 rounds damage up) subtracted from it regardless of falloff or ramp up. At max falloff a rocket will deal 48 damage, with the battalions it is 16 since it is subtracting 35% of the base damage (48 - 32 = 16). That is a more than 65% reduction. Same thing happens with ramp up, it will reduce damage less than you would expect since it is only subtracting from the base damage and is not affecting the ramp up damage. Since this only comes in to play when the weapon has ramp up or falloff you won't notice this on things like pipes or sniper rifles. TL;DR: source spaget
I can’t explain why but the sudden cut at 8:00 where you see the kill feed fill up and the sound of all the Heavies dying has been the funniest thing I’ve seen all day EDIT: Seeing the ridiculously high number at 11:15 is now the funniest thing I’ve seen all day
The absolute power in this video is unmatched. I never expected a weapon to perform anything close to the Manntreads damage in a complicated but possible to perform in a real match scenario. Honestly it was staggering to hear that number read aloud. I remember someone tried to do this before but didn’t get it to work right, but seeing it now is just so cool. As for the inconsistent damage with things like the Bison, I suspect either a particle lag like with flame particles, or server refresh rates causing something screwy. Will the weapon ever not be buggy and weird?! Also thanks for allowing me to work with you on this! I always appreciate another great video from the best TF2 UA-camr around
Others may have mentioned this, but the reason the kamikaze taunt is so weird is that it doesn't work like other taunt kills with a box or a line as its hitbox. They instead took the rocket explosion, cranked the damage up, and rigged it to soldier's hand during the animation.
@@BlazingShadowSword the distance for damage falloff is calculated from the damage dealer's feet to the recipient's head. The location of the explosion is only used to determine the area of effect.
@@markhirsch6301 apparently deep in tf2 code, there is a file named "Coconut.jpg" it is a highly detailed picture of a coconut, and if you delete it, tf2 wont even boot up.
Using the rocket jumper is axtually better for getting zero damage, as if you rocket jump with it it will reset your conch regen to 1, meaning you technically are doing damage.
@@KopperNeoman Well, it's more how the source engine registers rocket jumps, if you look at the mannpower mode, one of the powerups removes self damage with explosive weapons, and you can't jump with them, like at all. What is happening with the rocket jumper is that it deals the rocket launcher's base damage times 0 so that you get the knockback, but not the damage.
I'm no scientist but I'm pretty sure if you deal over a quadrillion damage concentrated onto a pinpointed target, you might have created a black hole if such a scenario were to happen in real life.
Before the video even starts I'm going to place a 10 key bet that he's going to disqualify the mantreads early because... holy shit the multiplying of stacked soldiers is insane
Passive vulnerabilities ignore crits and minicrits (pain train, candy cane, etc.) Vulnerabilities that are active when the weapon is active do not ignore crits and minicrits (claidheamh mohr, powerjack, bushwacka, etc.) No idea why this is the case, but it is what it is.
12:47 Dang. The Disciplinary Action comes within a _hair_ of OHKO-ing a full-health Heavy in a single hit, given specific circumstances. *whipping sounds intensify*
I believe the weird candy cane damage interactions work like this: Pipes have 100 base damage and 25% of 100 is 25, but since it's a crit it triples it to 300, but since 25% of 100 base damage is 25, it adds 25. Hence 325.
@@cactusgamingyt9960 nah, ubered players are just immune to damage, so unless they can only be killed with an "insta kill", aka trains, and falling into pits.
171 quadrillion damage should have an equivalent amount of energy in joules or something. I'm fairly certain that amount of energy is enough to create a black hole and/or destroy the earth.
"These American boots just stomped you through the earth". "These American boots just kicked your ass to nonexistence". American Boot is the strongest character in the St_Black_ST cinematic universe, as proven by Professor Heavy.
To put these hundreds of quadrillions of damage into perspective Crit rockets do lots of damage. But if you were to hit an entire 32-person server with a crit rocket every second, it would still take *hundreds of thousands of years* to do the sane total damage.
So something I find quite interesting (1:20) is that you took over 150 in self damage which I think means that Strength doubles the self damage as well. I know that self damage is calculated differently if you hit an enemy and yourself but considering we all know the soldier who just shoots their feet gets a crit and kills everyone whilst being relatively unharmed it's pretty safe to say that Stength was the outside factor it makes sense but then again this is TF2 where almost nothing works how you expect.
Once I messed up with damage multiplying codes in the game and headshotting an enemy with the Ambassador also kills you due the impossible level of damage
I'd like to see you try the soldier tower trick with every soldier in the chain having the strength power up, since it increased your damage for a single drop so each soldier should be able to apply the multiplier
12:40 Btw it's worth noting that the Market Gardener w/ the strength powerup still gets *2 damage from the crit if you land an actual market garden w/out a crit boost, so it should do 780 if you market garden a FOS heavy w/ the strength powerup.
@@SquimJim A little late but yeh, here's a demonstration. ua-cam.com/video/YUzLkKY_3bg/v-deo.html . I have no idea why. I didn't test on a FOS heavy, but I'm sure it would increase the damage further to 780.
Theoretically, it would deal ≈78786413000000000000000000000000000000000000000000 damage with 100 player cap. That's 42 ZEROS in this number! After that, of course, game will crash because of overflow
out of nowhere I recognized a piece of background music. 10:51, that's the theme for Infinity Mijinion's stage from Megaman X6. That's not where I knew it from though - instead I recognized it from a pistol-start run of E3L6 from the Doom WAD Headless Chicken, specifically by DoomTuber Decino.
The Candy Cane effect applies only to *explosive damage*, therefore, the crits and all other factor are excluded. The 25% is only on what the damage would normally be without being influenced by any add-ons.
Theoretically, Pyro can do the same amount of max damage as Soldier, as boosting into a resupply cabinet with the Thermal Thruster while equipping a different secondary will cause the game to give you the stomp effect until you die.
Pyro has lower max HP, and fall damage is percentage based. Because stomping transfers your fall damage's raw HP value to the target (give or take a multiplier) Pyro can't stomp as hard as Jane Doe can.
I wonder what would happen if you had the strange part of damage dealt equipped to the mantreads that did the damage to the heavy at the bottom of the soldier stack
171432932425072640 Damage from boots?! That's 18 ZEROS!!! I'm surprised there wasn't a nuclear explosion/crater after all that, let alone a fractured/destroyed planet.
someone remember to let Man of Jazz know that 269784320000000000 is also the amount of times i’ve done his mom also, it looks like it’s the perfect time for another existential crisis, i’m back to not knowing whether or not i truly am Vinegar
My guess got that happened with the math, floating point. We're talking about huge enough numbers that tiny changes due to floating point precision can turn into huge discrepancies.
the extra damage from crits and mini crits is it's own damage type separate from the regular damage of the weapon, so it isn't affected by the explosive vulnerability
"highest damage? Well I'm guessing something with the equalizer's tau-"
Squim: "B O O T S"
AMERICAN B O O T S
@@serioussponge6416 Not funny, numnumnum (eat gold II)
When he landed on 32 soldiers a tiktok ad played
@@serioussponge6416 and since we used a heavy as a target, "this american boot just kicked your ass back to russia"
Das right
That heavy's bloodline was erased from history.
Soldier’s girlfriend just got thanos snapped.
Boggers dude
What the hell is your PFP?
@@combineshowcases simpleflips with a boggers face
@@shipy490 Still terrifying af
The reason why there wont be a pyro damage video in a while is because it's hard to measure psychological damage
Oof
Ez, to measure phylogical damage just use the scorch shot and pin a mic on the opposing players shirt
Mmph Mmph!
also because pyros would be comparably very low since his whole kit is based around damage over time
in fact if i had to bet the highest i would say either the back scratcher
of possibly one of the taunt kills...
EXEPT HOLD THE FUCK UP
THE THERMAL THRUSTER
@@simonsoupshark8009 your on to something
This proved to me that The Righteous Bison is more RNG oriented than a Random Crit
That thing is more rng then csgo cases
So the bison is the new best weapon
@@unfunnyserbian more rng than getting the same world twice in minecraft
@@WarSaw3653 *thrise
I thought Bullet Spread was just flat out physics drugs
And I was fucking correct
This proves that the objectively best strategy in any match of TF2 is to run around trying to goombastomp people with the Mantreads. I'll do so right away in my next Highlander match.
Distressingly based.
@@Ozionian *distressingly correct
Old Godzilla was hopping around
Nice pfp. Gotta represent the good ol days
@@dona2985 tokyo city like a big playground
I find it hilarious that the only use for the Steak and Warrior's Spirit is getting the Heavy wielding them to die as hard as possible for testing purposes.
LOL
thats their only purpose.
A pair of shoes can deal more damage than the bison, a freaking alien gun, bruh
That's a damn good pair of shoes, i'd say!
Drip shoes
You know what they say. . . You can't beat the power of the drip
They're American-made.
You're that guy who makes the tf2 animations
So here's my theory. If fall damage has a random variance, then isn't it possible that each Soldier in the stack experiences that same variance? Which means the damage could vary by the variance between each Soldier as you go down the stack.
Oh. Oh dear. That would mean that the highest possible damage would be that equation +1.2^30, and the lower *0.8^30
That's a variance larger than the amount of atoms in our solar system.
potentially terrifying theory
@@JagEterCoola oh no
which ALSO means that if every soldier in that stack had a strength powerup it would've multiplied by 2 31 times
It lucks more like a integer overflow.
In classic tf2 fashion the strongest weapon isn't even a weapon.
why are you everywhere?
I see you everywhere, im gonna watch your content now lol
My small futa co ck friend speaking straight facts
@@mce1159 thats weird but ok
The true strongest weapon... is the game's Source-spaghetti
Oh damn, I almost missed the shoutout there! Glad to know my script came of use! And this video actually made me look into your final calculation, and I can shed some light on the inconsistencies:
For some reason, the console output for tf_debug_damage does not specify the actual damage for any Warrior's Spirit-modified damage. Try using "hurtme 10" with it and you'll see what I mean. It may just be that you're using the console command's output rather than the actual damage value.
As for the Steak's damage, the Mantreads count as fall damage. Fall damage is ignored by the TF_COND_ENERGY_BUFF condition which the Buffalo Steak Sandvich provides. Hence, that can be taken out of the equation.
(comment edited)
bless this mans and his codeing
Thank you for your wisdom.
It is still a integeroverflow.
It isn't. Damage values are stored as floats, not integers.
@@ProfessorHeavy1 then floatoverflow.
Someone just pointed out that the Candy Cane's vulnerability is JUST explosive. Pretty obvious in retrospect!
But yeah, critical damage is counted separate so it's only multiplying the actual explosive damage itself. The Claidheamh Mòr, Powerjack, and Bushwacka's vulnerability is a general 15/20% which applies to any type of damage, including critical, which causes the max damage to be lower for those weps than the Candy Cane.
Also something to note about the battalions backup that is causing your math to not check out. The battalions backup is not a flat 35% reduction. It reduces damage by 35% of its base damage, so a rocket with a base damage of 90 will have 32 damage (tf2 rounds damage up) subtracted from it regardless of falloff or ramp up. At max falloff a rocket will deal 48 damage, with the battalions it is 16 since it is subtracting 35% of the base damage (48 - 32 = 16). That is a more than 65% reduction.
Same thing happens with ramp up, it will reduce damage less than you would expect since it is only subtracting from the base damage and is not affecting the ramp up damage. Since this only comes in to play when the weapon has ramp up or falloff you won't notice this on things like pipes or sniper rifles.
TL;DR: source spaget
Why isn't the playlist for these called "Mercenary Min-Maxing"?
I can’t explain why but the sudden cut at 8:00 where you see the kill feed fill up and the sound of all the Heavies dying has been the funniest thing I’ve seen all day
EDIT: Seeing the ridiculously high number at 11:15 is now the funniest thing I’ve seen all day
POV: your that tryhard troilder
Lmao
What if ALL the soldiers had the strength power up?
Exactly my thoughts
Ooh
@@X_mezo_X it's you :D
@@no_maidens_user That's right.
Wait.. Who am i?
@@X_mezo_X **Proceeds to question reality**
This is one of those videos where you think 16 minutes is too long over a simple topic- but it turns out to be interesting all the way through
10:26 This... is to go... even further... BEYOND
The absolute power in this video is unmatched. I never expected a weapon to perform anything close to the Manntreads damage in a complicated but possible to perform in a real match scenario. Honestly it was staggering to hear that number read aloud. I remember someone tried to do this before but didn’t get it to work right, but seeing it now is just so cool.
As for the inconsistent damage with things like the Bison, I suspect either a particle lag like with flame particles, or server refresh rates causing something screwy. Will the weapon ever not be buggy and weird?!
Also thanks for allowing me to work with you on this! I always appreciate another great video from the best TF2 UA-camr around
Hi, Jakob
Yo dawg, keep up the banging work yo
@@LagomorphVinnie Hello :3
@@toxic_shr00m Thanks :3
well well well look who it is
Others may have mentioned this, but the reason the kamikaze taunt is so weird is that it doesn't work like other taunt kills with a box or a line as its hitbox. They instead took the rocket explosion, cranked the damage up, and rigged it to soldier's hand during the animation.
And yet if someone is standing on him, right next to his hand, they take less damage than if they're kissing his boots.
@@BlazingShadowSword the distance for damage falloff is calculated from the damage dealer's feet to the recipient's head. The location of the explosion is only used to determine the area of effect.
@@Something_Disgusting After learning how Doom's explosions work, this just seems like the norm for video games to do weird things with explosions.
This is the closest thing we'll get for a TF2 game theory.
Well there is the pyro one
We don't talk about it
@@wheel4155 yes
Lets hope we wander no closer to such dark lands.
Well there IS one but uh
We don't talk about the fact that pyro is gay
What we expected: a taunt
What we got: New Super Soldier Brothers
11:14 I like to think that when Saxton Hale lands on someone, he does this much damage naturally. Because ITS SAXTON HALE.
When it's my time, I want SAXTON HALE to land on me. It would be less painful than suffering through anything the world can throw at me.
When I click on this video I did not expect for him to be talkin about quadrillions
The righteous bison's *Half reverted* form feels like the zapinator from Terraria. "It Can one shot a heavy....if it feels like it"
ikr, it's so shit. At least the zapinator can shoot faster.
@@spiceforspice3461 *The Orange Zapinator would like to know your location*
remember the zap has a myriad of many other beneficial options so RNG: the gun is less dependent than the bison
Rest in peace Rick.
This video shows how powerful the class that you voiced is.
Howd you escape the barn
@YeetUsStillAnimates I thought you died.
@YeetUsStillAnimates who's the punk you've heard about, then
fun fact:
if the soldier could destroy an atom for each point of damage, he would destroy a quarter of the atoms in the universe
He is indeed a god
@kinas45y5 10^20 vs 10^80.
20 is a fourth of 80, but it obviously doesn't scale like that as exponenets.
@kinas45y5 10 to the power of 80 is more than 10 to the power of 20
This entire video's math issues can be answered with 2 words _S o U r C e S p A g H e T t I_
These lights are SATAN!
Man, you really don't see the spaghetti code until you either use SFM, or you do detailed analysis of how mechanics work
@@markhirsch6301 or you look for the coconut
@@TheScorch191 please explain
@@markhirsch6301 apparently deep in tf2 code, there is a file named "Coconut.jpg" it is a highly detailed picture of a coconut, and if you delete it, tf2 wont even boot up.
10:36 bruh, I wanted to see it in the scoreboard :(
I don’t think the scoreboard physically can hold a damage that high.
@@nonyabusiness5186 yes but it would be interesting to see what the scoreboard would show
@@dounet361 it will only show the soldiers health, it doesn't go past it
Using the rocket jumper is axtually better for getting zero damage, as if you rocket jump with it it will reset your conch regen to 1, meaning you technically are doing damage.
It's probably hardcoded to do that. Source spaghetti says that the Rocket Jumper always resets regen.
@@KopperNeoman Well, it's more how the source engine registers rocket jumps, if you look at the mannpower mode, one of the powerups removes self damage with explosive weapons, and you can't jump with them, like at all. What is happening with the rocket jumper is that it deals the rocket launcher's base damage times 0 so that you get the knockback, but not the damage.
I was half right! Haha!
I'm no scientist but I'm pretty sure if you deal over a quadrillion damage concentrated onto a pinpointed target, you might have created a black hole if such a scenario were to happen in real life.
There’s no such thing as damage there is no 1dmg dipshit
We did it boys, we found a way to give Saxton Hale a barely noticeable bruise 11:00
Before the video even starts I'm going to place a 10 key bet that he's going to disqualify the mantreads early because... holy shit the multiplying of stacked soldiers is insane
*Well well well*
*Hand it over*
*gib key*
My key, good sir
my key
"And scout highest damage is, No i won't be spoilt it, in case you didn't watch it"
*literally puts it on the thumbnail of the scout video*
Next update: Due to testing, we have found the Mantreads are a bit strong so we have now nerfed it, it now heals enemies you land on
That highest number blew my mind the same way heavys was blown when he toke 167 quadrillion damage to the old dome piece.
Passive vulnerabilities ignore crits and minicrits (pain train, candy cane, etc.)
Vulnerabilities that are active when the weapon is active do not ignore crits and minicrits (claidheamh mohr, powerjack, bushwacka, etc.)
No idea why this is the case, but it is what it is.
Just tf2 spaghetti code things
12:47 Dang. The Disciplinary Action comes within a _hair_ of OHKO-ing a full-health Heavy in a single hit, given specific circumstances.
*whipping sounds intensify*
11:25 you should update this now that 100 player servers are possible
Breaks the planet
I believe the weird candy cane damage interactions work like this:
Pipes have 100 base damage and 25% of 100 is 25, but since it's a crit it triples it to 300, but since 25% of 100 base damage is 25, it adds 25. Hence 325.
Hold up, is that Scout for the demonstrations supposed to look like Invincible? Lmao
everyone talk about how the scorch shot is broken but god damn the manntreads are god man
And now we have 100 player servers. Time to do the man treads test with 99 soldiers and one heavy
All other classes: can do damage ranging from the thousands to 0 with weapons
Soldier: *can do Quintillions without a weapon*
To survive the mantreads stomp Transfer you’d have to be
I N V I C I B L E
probably would still kill an ubered player since I think they just gave the ubered players like 99999999 hp with very fast overhead decay.
[title card appears]
[blood splatters]
I wanna see this against an ubered target
@@cactusgamingyt9960 could be that they put the 32 bit integer limit instead
@@cactusgamingyt9960 nah, ubered players are just immune to damage, so unless they can only be killed with an "insta kill", aka trains, and falling into pits.
171 quadrillion damage should have an equivalent amount of energy in joules or something. I'm fairly certain that amount of energy is enough to create a black hole and/or destroy the earth.
Literally at the exact moment when you landed in the soldier tower, UA-cam gave me an ad
"These American boots just stomped you through the earth".
"These American boots just kicked your ass to nonexistence".
American Boot is the strongest character in the St_Black_ST cinematic universe, as proven by Professor Heavy.
"My best damage is 1.7k, how about you?" "It's complicated."
now that tf2 allows 100 player servers, you need to do the mantreads test with 100 people now
Scout highest damage: 1.7k
Soldier highest damage: bigger than observable universe
Lmao
What?
almost a quarter of the number of atoms in the universe
"10^80"
@@amhirpaladin666 doesnt make any Sense comparing damage numbers to the fcking scale of the universe
Telefrag is infinite
@@ivansanchez143 nope it does 10k base always
13:12 me seeing before how OP was the wrangler by uncle dane's review:
*ultra panic and fear noises*
Man I hate when 32 man tread soldiers end up on my head, and then one falls from the very top of higher tower causing me to take 4 quadrillion damage
The first gigastomp did so much damage that it broke reality and turned the world into an ad for kfc
To put these hundreds of quadrillions of damage into perspective
Crit rockets do lots of damage. But if you were to hit an entire 32-person server with a crit rocket every second, it would still take *hundreds of thousands of years* to do the sane total damage.
"taunt kills does the most damage"
*Laughs in boots*
ah yes, the Large Soldier Collider
designed to split heavies into their constituent particles
8:00 *Calls the Rigeous Bison disappointing*
8:01 *Performs one of the most satisfying kills*
So something I find quite interesting (1:20) is that you took over 150 in self damage which I think means that Strength doubles the self damage as well.
I know that self damage is calculated differently if you hit an enemy and yourself but considering we all know the soldier who just shoots their feet gets a crit and kills everyone whilst being relatively unharmed it's pretty safe to say that Stength was the outside factor it makes sense but then again this is TF2 where almost nothing works how you expect.
156 🤓
i love how the other thumbnails have actual numbers, but soldier's damage just goes off the image
“Alright, let’s jump”
Ad: *I’m gonna stop you right there*
I’m just gonna say again that this man has the best intro
now that there is a 100 players limit that number would probably break servers
i would want this man to be my math teacher
"Today we're going to do the math of how much damage Soldier's boots can do."
Once I messed up with damage multiplying codes in the game and headshotting an enemy with the Ambassador also kills you due the impossible level of damage
I'd like to see you try the soldier tower trick with every soldier in the chain having the strength power up, since it increased your damage for a single drop so each soldier should be able to apply the multiplier
12:40 Btw it's worth noting that the Market Gardener w/ the strength powerup still gets *2 damage from the crit if you land an actual market garden w/out a crit boost, so it should do 780 if you market garden a FOS heavy w/ the strength powerup.
Wait. It does?
@@SquimJim A little late but yeh, here's a demonstration. ua-cam.com/video/YUzLkKY_3bg/v-deo.html . I have no idea why. I didn't test on a FOS heavy, but I'm sure it would increase the damage further to 780.
Oh god. With the 100 player cap now, versus the 32 cap you had when you made this, you could totally more than double that max damage.
Theoretically, it would deal ≈78786413000000000000000000000000000000000000000000 damage with 100 player cap. That's 42 ZEROS in this number! After that, of course, game will crash because of overflow
Fun Fact: If this max damage was distributed to everyone on Earth (approximately 8 billion on 2023), each person would receive 20941966.33 damage
Imagine playing spy and did 1 damage from back stabbing someone
5 is the minimum, because 1 x 5 is 5.
I was surprised that the force that heavy was stomped with would create a black hole and crash the steam
THIS JUST IN: 33 random americans wearing odd footwear, able to destroy planets.
out of nowhere I recognized a piece of background music.
10:51, that's the theme for Infinity Mijinion's stage from Megaman X6.
That's not where I knew it from though - instead I recognized it from a pistol-start run of E3L6 from the Doom WAD Headless Chicken, specifically by DoomTuber Decino.
Now imagine what it would be with 99 soldiers.
Breaks the planet
Great video as always man. And jakobs thumbnail for the video looks awesome!
Imagine being a Hoovy and having stacked soldiers on you, then suddenly you take quadrillions Damage from a random soldier
So much damage that Heavy is erased as a playable class
The Candy Cane effect applies only to *explosive damage*, therefore, the crits and all other factor are excluded. The 25% is only on what the damage would normally be without being influenced by any add-ons.
Theoretically, Pyro can do the same amount of max damage as Soldier, as boosting into a resupply cabinet with the Thermal Thruster while equipping a different secondary will cause the game to give you the stomp effect until you die.
Pyro has lower max HP, and fall damage is percentage based.
Because stomping transfers your fall damage's raw HP value to the target (give or take a multiplier) Pyro can't stomp as hard as Jane Doe can.
@@KopperNeoman Oh yeah, I forgot about that.
Fun fact: the equalizer and escape plan taunt kills can kill through spawn doors if you cal for medic before it explodes
I wonder what would happen if you had the strange part of damage dealt equipped to the mantreads that did the damage to the heavy at the bottom of the soldier stack
the bison uses flame particles, so when they changed fire in jungle inferno it got super fucked
Causally doing enough damage to kill every single character to ever exist in a TF2 match, at once
I got an ad just as he fell on the tower of 30 soldiers. That's soldiers highest possible damage. Advertisements.
will Squim ever acknowledge the bot crisis? find out next time, on the After Breakfast Show ™️
and rip may 🪦
Will Squib ever acknowledge his 514 subscribers and make a 2nd video!?!
Why should he acknowledge it?
Bruh
@@leonardo9259 i’m foreshadowing’
@@SquibGourmand I hadn't noticed
171432932425072640 Damage from boots?!
That's 18 ZEROS!!!
I'm surprised there wasn't a nuclear explosion/crater after all that, let alone a fractured/destroyed planet.
someone remember to let Man of Jazz know that 269784320000000000 is also the amount of times i’ve done his mom
also, it looks like it’s the perfect time for another existential crisis, i’m back to not knowing whether or not i truly am Vinegar
Hi, Vinegar
Goodbye, not vinegar.
Wine
10:11
Cave Johnson vibes, I love it
This game has more spaghetti code than my first factorio factory
This is honestly such a kickass idea for a series.
13:49
Medic: Have mercy pls
Fun fact the thermal thrusters on pyro have a pseudo mantreads effect. Perhaps this could be utilized when you decide to make the pyro damage video
Somebody do the Mantreads thing, but with a strange part for damage dealt on it. I want to see that number on record.
lmao
imagine seeing a f2p get 17k damage from a soldier stomping them lmao
I like how soldier's most powerful weapon, nay the most powerful weapon in TF2, is *a pair of old boots.*
Myes.
He did so much damage I’m pretty sure the heavy is wiped from existence
Now, with the limit of players increased to 100, you have to retry the manthreads damage
take a moment to appreciate that he did enough damage in one hit to kill *every single life of every single player who has ever played tf2*
My guess got that happened with the math, floating point. We're talking about huge enough numbers that tiny changes due to floating point precision can turn into huge discrepancies.
Note: Critical hits deal 200% extra damage in the form of "Critical damage".
It is *not* explosion damage.
Same goes for minicrits (35%)
Crits are 3x damage.
Quickscoped bodyshots to the base damage of 50, while headshots deal 150.
11:43 "which uh, when you think about it it's actually kind of a big difference" had me laughing my ass off lmfao
Wait, SquimJim, does the Strength power-up stack when used on soldiers in the soldier stack? Or am I a brainlet and did you do that and I missed it?
Probably yes, but that wouldn't normally be possible in any real game since there would only be 1 strength power up available at a time.
the extra damage from crits and mini crits is it's own damage type separate from the regular damage of the weapon, so it isn't affected by the explosive vulnerability
How would this be with 100 people