@@SquimJimhey bro spys gun is likely hyper important if you wanna play decent and save yourself with good aim. So yeah 25% slower is a really big deal
From what I can tell, having run a modded mvm server for several years now. If an attack deals more than 32,768 damage, it will wrap around starting from 1 again, but this is ONLY visual. For example, an attack dealing 100,000 damage WILL do that damage, but for display this wraps around 3 times and will show as -1696. This also causes damage to not record to the scoreboard properly. Not sure why there's some sort of integer limit for this, but it's there. So, when you backstabbed the giant heavy for "21,220" damage, it added onto 32,768 once for a total of 53,988 (Not quite 54,000 as expected, but the heavy's health was flickering from the overheal so he was just under 4,500 at the moment of backstab.) Furthermore, since a backstab deals 6x the target's health, you could achieve maximum backstab damage at the 15-bit integer limit of 2,147,483,647, by simply spawning a robot in mvm with a health value of 357,913,941. If this bot is given any more health, the resulting damage becomes negative and won't do any damage at all. Hope this helps.
@@DarkShard5728 the thing is, is that you could just use the unsigned version of the bit variable and get double twice the limit, since you need to show negative damage.
Actually, I think that the Spy's sapper should be counted. The stock sapper deals 25 damage per second while on an enemy building, and the rescue ranger can repair buildings but doesn't remove sappers. Therefore, against a building that was being constantly repaired by an engineer using the Rescue Ranger, the sapper could deal constant damage until the server crashes - about 6 months according to Shounic, giving the sapper a maximum damage of ~388,800,000 (6*30*24*60*60*25)
@@mr.d00m37 according to the teirlist paramaters at the end, damage over time effects count towards the total highest damage a weapon can do. Also the argument could be made that spy only clicks once, and thus does this damage "in one hit"
The rescue ranger can't actually repair things that are sapped. However, at least formerly (I don't know if this still happens) you could have one side of the teleporter sapped, and the other side not sapped, which lets you repair the sapped side with your wrench by hitting the unsapped side, and it won't break the sapper. Thus, this would still work. (assuming the trick still exists.)
@@elkssr sapping a building in the middle of it's upgrade animation you can create a sapper that cant be destroyed by engineer, instead the building gets healed. not sure if it is just mid upgrade animation in general or if it had to be a lvl 2 or 3 building picked up and being placed back on the ground by the engi and middle of it being re-built. but yeah it is possible to heal buildings that are sapped also in mvm building upgrade canteen fixes buildings that are sapped. so does upgrading building health (and you can go between adding the upgrade, then removing the upgrade and adding it back again without leaving the upgrade station to fix the buildings without credit cost or ending up maxing the upgrade)
10:09 ironically if the plugin is updated to work with the 64 bit update theres a chance that cap is lifted considering 2147m is the biggest 32-bit int.
Something I just noticed while watching this video, TF2 Characters will have a worried expression on their face when on low HP, specifically the portion at which you get the low health warning (the flashing health cross to be clear).
9:17 so the reason why the number displays as 21220 is because the damage number actually overflowed. the maximum damage number the HUD can display is 32767 (max signed 16 bit integer value). you stabbed the heavy at 4499 HP, so it actually resulted in 53988 damage-- subtract this by 32768 and boom, 21220 on the HUD
Surely the spy can deal ludicrous amounts of damage, the backstab is really powerful. Yes, he can. And don't call me Shirley. (I know that joke is from Airplane and not the Naked Gun series, but I just couldn't resist.)
6:45 in addition, youd still get the normal knockback applied to yourself, so if you were airborne or otherwise above the spy who backstabs you, most commonly by having him be a friend and standing on his head, you could fly across the map.
The damage rounding might be happening on each step of the damage calculation. It does depend on the ordering though. If you assume that strength and minicrits happen last, the diamondback/ambassador formula is: 40 x 0.85 is 34 34 x 1.5 is 51 51 x 1.3 is 66.3 truncates to 66 66 x 2 is 132 132 x 1.35 is 178.2, truncates to 178.
I remember seeing a spy montage back in the day that used the Dead Ringer's backstab protection to fly into the air and get a stab on an enemy. That thing was broken.
My guess (prewatching) for highest damage: Backstabbing the Heavy while the Heavy is under the effects of the King power up + full Dalokohs Bar/FishCake + Max normal Overheal; (Heavy’s base max hp of 300 + 100 from the King Powerup from mannpower +100 from the full use of the Dalokohs Bar/FishCake + max normal overheal) * 6 = 3,600 damage I FORGOT ABOUT THE DAMN KNOCKOUT POWER UP!
What I find funny about the knife taunt kill is you can do the same job but quicker, easier, more consistent, and just generally better by just backstabbing people normally.
I mean that's kinda true for _every_ taunt kill, isn't it? Except maybe Sniper's Skewer, due to the stun from the first half and how quick it is in general And I guess Heavy's Showdown too due to its ridiculous range and having an option to somewhat reliably set it up via the Holiday Punch
Do as best you can to avoid getting dry sockets! I got them and food got stuck up in them, which will be far more painful than your teeth hurting even on opioids!
With custom MvM missions, which only require writing a text file, you can give robots custom attributes and health, so there's a lot you can play around with there
If I had a nickel for every tf2 related UA-camr had a manscaped sponser in a video today. I’d have 2 nickels. Which isn’t a lot but it’s weird it happened twice
I’ve got an idea. What if you made a video trying to beat Solider’s record by progressively cheating more and more, using commands that couldn’t occur in game, completely impossible situations, maybe even community game modes
For backstabbing the giant heavy; Hitnumbers are a signed 16 bit integer and cap at 32,767 and roll over. Negative values are only used for healing, otherwise it is treated like a 15-bit number and carries over. Not sure where the last 12 damage went though
honestly i really like the modern enforcer, specifically the resistance peircing. specifically because spy is an influtration class who can already kill high health targets at the risk of revealing their squishy self. and having resistances makes players particularly cocky. and with buffs often being area based or at least making them an ancour it's harder to backstab. change i would say is instead of a weird damage boost on disguise making the downside nothing, move the damage buff to when the resistance peircing activates, maybe even extend it to any buff or if you're feeling nasty any status effect so it can maintain those damage highs but make it a bit more interactive than just the first shot, cause right now it can 2 tap light classes like the other guns. i genuinly don't get why people call this weapon bad you can solo a wrangled sentry from outside of the nest with a single clip.
I don't know if you talked about it but in 100 player servers, soldier can do infinite damage. Like at a certain point the game literally stops counting and just puts inf.
it seems like backstab damage is a short internally, which means values are limited to the range -32768 to 32767. when shorts are uncapped, any numbers higher than the max will overflow and any numbers lower will underflow. accounting for this, the 21220 damage + 32768 is 53988, just about perfectly on the mark for the 54000 it should be. not sure where the extra 12-13 went, likely some intermediate step in the calculations.
Related to your enforcer tangent: I think it should be able to pierce sapper armour (I think it’s technically not a resistance but a damage penalty to the revolver but still) I think I could secure a nice niche as a building buster since it pierces wrangler shield as well
considering there used to be a thing where running a tf2 server on either a linux or windows would determine whether engineer got 40 or 41 metal from small ammo packs, i wonder if that also applies to damage rounding
there is another way to get a higher organic backstab without cheats, but it's not easily done, and likely hard to track. Mann Vs Machine has the overheal mastery upgrade, which would let the medic increase the max overheal to 150% bonus health, bringing the heavy to 750 max health. With fists of steel swapped to after, that should theoretically do 9000 on a backstab. the tricky part would be to actually test this.
An idea about the dead ringer You said that on a backstab against a spy using it the damage goes up to 187, killing the spy regardless. And overheal would not be able to save the spy since it caps out at 185. EXCEPT if you're using the kunai. A spy using the kunai and being healed by a medic would maintain the kunai's overheal, since while mediguns can't overheal past their limit they can still maintain overheal (this is most apparent with a stock medigun and the quick fix). So if a kunai spy that is being healed by a medic gets a backstab AND THEN gets backstabbed while holding the deadringer out, that spy would IN THEORY be able to live through a backstab.
Probably good to mention why I mentioned having a medic at all. It's just to keep the overheal at 210 without it diminishing, which would make achieving this more manageable.
Honestly would be neat to see this series with MvM upgrades factored in. You can't stack them with Mannpower powerups in the vanilla game, but it'd be cool to see Demo swords kicking ass with their damage upgrades (because yes, Demo's swords have damage upgrades in MvM! Demoknight can be viable).
You could also try doing Minimum / Maximum in MvM! Such as Katana demos being 1 tapped by Zatoichi (They have 750 health), or hell, backstabs on steel gauntlets which 1 tap them too
I've played this game for almost 9 years now and I've never realized spy technically doesn't have a primary weapon, I never even noticed it saying secondary instead of primary in the revolver menu
The different damage values could be because windows handles numbers differently. For example on windows servers mini ammo packs will give you 41 Metal instead of 40 (like on the usually Linux running server)
I wonder if now with the last scream fortress update adding the mvm upgrades into casual (granted on one map and halloween exclusive) we could get a video recounting some of the more notible weapons with some upgrades that would increase max damage or with resistances to lower minimum damage. maybe some weapons that had a higher minimum would go down to 0 or close to it
It could be interesting to see how Saxton Hale's Damage Values looks. Highest and lowest wise. Would be a shame to see the series end on Spy with a severe lack of weapons lol
Could also hypothetically do a bonus video after the zombies for misc environmental damage sources like saw blades and NPCs (if the damage isn't fixed values)
I once got like, over 600 base hp as medic in mannpower with a powerup, I don't know how that happened, but it would probably make the backstab do more damage
Wait, theres a Halloween map that has some gimmick where you turn into a giant with a ton of health. Can the Spy backstab them and do even more legitimate damage?
My guess before watching the video (parentheses are for if Mannpower counts) Highest is Spy (with Strength powerup) backstabbing a Heavy (with Knockout powerup) with the Fists of Steel active, Lowest is getting just the first hit of his taunt kill (on someone with Resistance powerup) edit: pretty close on the first one, forgot that overhealing increases backstab damage and didn't know about that Knockout glitch. For some reason I thought Spy's taunt kill did one damage on the first two hits, don't know why.
hey i recognize that value, thats an integer limit, wouldn't be shocked if spy's damage would cap there too with a player with that health, even if it should go higher, or it'll be a Ghandi in civilization situation and wrap back around to something rather low (iirc the genocidal Ghandi glitch in the civ games was cause -1 wasn't a value the computers could lower to for their peace so it wraps around to 255, the 8 bit integer limit) I wonder if that wrapping around is why those other damages seem lower than they should
The Enforcer is also useful for taking down buildings... kind of. When you sap a building, damage from Spy's revolver is strongly reduced (by ~33%). However, the Enforcer overrides this, meaning you can accelerate the damage done to a building if you sap it and proceed to unload rounds on it. Yet thanks to Source Spaghetti, this does not work on Sentry Guns, as they retain their 33% resistance to revolver shots. It _does_ manage to pierce the Wrangler's damage resistance, which means that Ubering a Spy with an Enforcer is technically a viable strategy. Come to think of it, perhaps you should do a video regarding minimum and maximum damage for and against buildings?
Get 20% OFF + Free International Shipping @Manscaped with code SQUIMJIM or visit www.manscaped.com/squimjim #manscapedpartner
Heavy can use dalakos bar then get power up while being overhealed?
@deirasjankauskas3381 The Dalokohs Bar has never effected Heavy's max overheal, unforunately.
Mannscaped
8====D sponsor
@@SquimJimhey bro spys gun is likely hyper important if you wanna play decent and save yourself with good aim. So yeah 25% slower is a really big deal
Spy's maximum damage existed during Jungle Inferno, when Heavy could have infinite health.
Buh?
Elaborate
@@Jack-rb1ml there used to be a bug where heavy could repeatedly eat the dalokohs bar and get infinite hp gain
@@ocksie heavy constantly eating to make himself invincible is a very funny thought
@@titicaca.
An Uber charge in a form of a chocolate bar. Nice.
My guess, his max damage is going to be high, and his lowest is going to be low
Who told you!?
Mind blowing
My guess, his max damage is going to be low, and his lowest is going to be high
Dude, no spoilers
Early access
From what I can tell, having run a modded mvm server for several years now.
If an attack deals more than 32,768 damage, it will wrap around starting from 1 again, but this is ONLY visual. For example, an attack dealing 100,000 damage WILL do that damage, but for display this wraps around 3 times and will show as -1696. This also causes damage to not record to the scoreboard properly. Not sure why there's some sort of integer limit for this, but it's there. So, when you backstabbed the giant heavy for "21,220" damage, it added onto 32,768 once for a total of 53,988 (Not quite 54,000 as expected, but the heavy's health was flickering from the overheal so he was just under 4,500 at the moment of backstab.)
Furthermore, since a backstab deals 6x the target's health, you could achieve maximum backstab damage at the 15-bit integer limit of 2,147,483,647, by simply spawning a robot in mvm with a health value of 357,913,941. If this bot is given any more health, the resulting damage becomes negative and won't do any damage at all.
Hope this helps.
Non-giant robot, I take it?
Correct, the robot needs to be non-giant.
there is an integer limit because every number in a computer has a limit no matter how obscenely high it may be, it's not like you have infinite bits
This specific integer limit gives me risk of rain 2 ptsd
@@DarkShard5728 the thing is, is that you could just use the unsigned version of the bit variable and get double twice the limit, since you need to show negative damage.
Man, I can't wait for the Red Tape Recorder part of this video!
The Red Tape Recorder:
Red Tape Recorder? I hardly know her!
@@SquimJim nice
@SquimJim my Friend will draw the red tape recorder as anime girl. Congrats
@@Cashbans How's the project going?
@TheLastPiecePizza-Alex- it's not me who is drawing is my Friend
They called Asexmedic so ask them
Actually, I think that the Spy's sapper should be counted. The stock sapper deals 25 damage per second while on an enemy building, and the rescue ranger can repair buildings but doesn't remove sappers. Therefore, against a building that was being constantly repaired by an engineer using the Rescue Ranger, the sapper could deal constant damage until the server crashes - about 6 months according to Shounic, giving the sapper a maximum damage of ~388,800,000 (6*30*24*60*60*25)
Not in a single hit
I'm pretty sure you can't repair a sapped building no matter what
@@mr.d00m37 according to the teirlist paramaters at the end, damage over time effects count towards the total highest damage a weapon can do. Also the argument could be made that spy only clicks once, and thus does this damage "in one hit"
The rescue ranger can't actually repair things that are sapped.
However, at least formerly (I don't know if this still happens) you could have one side of the teleporter sapped, and the other side not sapped, which lets you repair the sapped side with your wrench by hitting the unsapped side, and it won't break the sapper. Thus, this would still work. (assuming the trick still exists.)
@@elkssr sapping a building in the middle of it's upgrade animation you can create a sapper that cant be destroyed by engineer, instead the building gets healed. not sure if it is just mid upgrade animation in general or if it had to be a lvl 2 or 3 building picked up and being placed back on the ground by the engi and middle of it being re-built. but yeah it is possible to heal buildings that are sapped
also in mvm building upgrade canteen fixes buildings that are sapped. so does upgrading building health (and you can go between adding the upgrade, then removing the upgrade and adding it back again without leaving the upgrade station to fix the buildings without credit cost or ending up maxing the upgrade)
I somehow immediately recognized the thumbnail as a reference to The Naked Gun, despite never watching the movie.
cultural osmosis
I realy encourege you to watch them then!
Tntina's glider in fortnite lol
10:09 ironically if the plugin is updated to work with the 64 bit update theres a chance that cap is lifted considering 2147m is the biggest 32-bit int.
The fact that this series has been ongoing for over 3 years is so surreal to think about for me.
Still finished before Lazy Purple finished How it Feels to Play Medic. :(
@@arcshadowstormhe’s really living up to the name!
>reduced dead ringer resistance makes backstabs deal 187.5 damage
So would a buffed Kunai spy with the Dead Ringer be able to survuve a backstab then?
No, because it factors in overheal. So the initial backstab damage would also be higher.
@@SquimJim ah damn I'm an idiot then lol
Used to tho
@@SquimJimwhat about deadringer plus a mannpower power-up? Or do they not stack?
Something I just noticed while watching this video, TF2 Characters will have a worried expression on their face when on low HP, specifically the portion at which you get the low health warning (the flashing health cross to be clear).
9:17 so the reason why the number displays as 21220 is because the damage number actually overflowed. the maximum damage number the HUD can display is 32767 (max signed 16 bit integer value). you stabbed the heavy at 4499 HP, so it actually resulted in 53988 damage-- subtract this by 32768 and boom, 21220 on the HUD
4:20 THE CHAT 💀😭
.... He is kind of a twink though
they're not wrong
9:05 full use of Dalokohs Bar/FishCake
12:38 if you haven't already, you could try to see the highest and lowest damage saxton hale could do, I think that would be a fun video idea
Surely the spy can deal ludicrous amounts of damage, the backstab is really powerful.
Yes, he can. And don't call me Shirley.
(I know that joke is from Airplane and not the Naked Gun series, but I just couldn't resist.)
I like how there always seems to be a blue spy hiding as a box whenever he's in the tutorial warehouse
Small colorful frogs in the wild be packing that max damage "just in case" of 200 giant heavies
6:45 in addition, youd still get the normal knockback applied to yourself, so if you were airborne or otherwise above the spy who backstabs you, most commonly by having him be a friend and standing on his head, you could fly across the map.
Love The Naked Gun thumbnail. One of my favorite movies.
Love the thumbnail that’s hilarious - the naked gun reference is sick
12:04 Hoovies screams and explodes instantly
*AAAAAAAAAA* -Heavy tf2
The damage rounding might be happening on each step of the damage calculation. It does depend on the ordering though. If you assume that strength and minicrits happen last, the diamondback/ambassador formula is:
40 x 0.85 is 34
34 x 1.5 is 51
51 x 1.3 is 66.3 truncates to 66
66 x 2 is 132
132 x 1.35 is 178.2, truncates to 178.
What if instead of Team Fortress 2 it was Freak Fortress 2? And instead of the spy doing backstabs he did backshots?
Backshots are Scout’s thing tho.
@@tangerinepaint3643 technically also pyro's.
Freak Fortress 2 being an actual mod makes this really funny
@@Roddy-g2d It’s more like Backspraying but I get your point.
@@kalerug Imagine if the freaks in FF2 were extra freaky
I remember seeing a spy montage back in the day that used the Dead Ringer's backstab protection to fly into the air and get a stab on an enemy. That thing was broken.
My guess (prewatching) for highest damage: Backstabbing the Heavy while the Heavy is under the effects of the King power up + full Dalokohs Bar/FishCake + Max normal Overheal; (Heavy’s base max hp of 300 + 100 from the King Powerup from mannpower +100 from the full use of the Dalokohs Bar/FishCake + max normal overheal) * 6 = 3,600 damage
I FORGOT ABOUT THE DAMN KNOCKOUT POWER UP!
What I find funny about the knife taunt kill is you can do the same job but quicker, easier, more consistent, and just generally better by just backstabbing people normally.
but not as humiliating
I mean that's kinda true for _every_ taunt kill, isn't it?
Except maybe Sniper's Skewer, due to the stun from the first half and how quick it is in general
And I guess Heavy's Showdown too due to its ridiculous range and having an option to somewhat reliably set it up via the Holiday Punch
4:13 sophisticated conversation in chat
Quite so
Also I agree, I'd let Scout bonk me anytime too
4:24 what the hell are they talking about
Love the Naked Gun thumbnail
5:09 ironic considering it’s literally on their back
This is the greatest thumbnail I’ve ever seen, in my entire life.
The naked gun spy in the front is amazing
My wisdom teeth got removed and my teeth hurt
hit your tooth with the fan o war
How can they hurt if they got removed?
@@SquimJim my back molars got pushed around by my wisdom teeth and now their moving back into place so that’s why
@SquimJim his teeth are ghosts that want revenge
Do as best you can to avoid getting dry sockets! I got them and food got stuck up in them, which will be far more painful than your teeth hurting even on opioids!
glad to have been here throughout this series, good luck with with whatever project/series you do next!
Why you have so much weapons I don’t have enough weapons… I want weapons
2:41 from what i have heard, it rounds down at every multiplier calculation.
Awesome series, really enjoyed it :))) Thank you for all the effort Squim!
With custom MvM missions, which only require writing a text file, you can give robots custom attributes and health, so there's a lot you can play around with there
If I had a nickel for every tf2 related UA-camr had a manscaped sponser in a video today. I’d have 2 nickels. Which isn’t a lot but it’s weird it happened twice
We are so back spybros
13:11 I saw sheshells in casual, played like a menace.
These videos are always a treat i love your style and energy makes me watch your old videos after a while
I love the naked gun parody of the thumbnail
What about using the chocolate bar or the buffalo steak for more backstab damage?
2:01 SPONSORED GARBAGE POLICE
I’ve got an idea. What if you made a video trying to beat Solider’s record by progressively cheating more and more, using commands that couldn’t occur in game, completely impossible situations, maybe even community game modes
For backstabbing the giant heavy; Hitnumbers are a signed 16 bit integer and cap at 32,767 and roll over. Negative values are only used for healing, otherwise it is treated like a 15-bit number and carries over. Not sure where the last 12 damage went though
honestly i really like the modern enforcer, specifically the resistance peircing. specifically because spy is an influtration class who can already kill high health targets at the risk of revealing their squishy self. and having resistances makes players particularly cocky. and with buffs often being area based or at least making them an ancour it's harder to backstab.
change i would say is instead of a weird damage boost on disguise making the downside nothing, move the damage buff to when the resistance peircing activates, maybe even extend it to any buff or if you're feeling nasty any status effect so it can maintain those damage highs but make it a bit more interactive than just the first shot, cause right now it can 2 tap light classes like the other guns. i genuinly don't get why people call this weapon bad you can solo a wrangled sentry from outside of the nest with a single clip.
I can't wait for The Spy Guns 33 and 1/3
Weird you could somehow survive a backstab.
I don't know if you talked about it but in 100 player servers, soldier can do infinite damage. Like at a certain point the game literally stops counting and just puts inf.
Can’t wait for min and max Halloween damage sources, where you go over pumpkin bombs, bosses, zombies, and SPELLS.
What are the maximum and minimum damages that the world/ maps can deal
9:24 oh god they've gained sentience
it seems like backstab damage is a short internally, which means values are limited to the range -32768 to 32767. when shorts are uncapped, any numbers higher than the max will overflow and any numbers lower will underflow. accounting for this, the 21220 damage + 32768 is 53988, just about perfectly on the mark for the 54000 it should be. not sure where the extra 12-13 went, likely some intermediate step in the calculations.
After all this year.
Finally, I have them all
I think the game rounds the damage *before* some of the multipliers are applied…
4:10 you done it, burnt my braincell stan with enforcer in online discourse
Its finaly here!
Related to your enforcer tangent: I think it should be able to pierce sapper armour (I think it’s technically not a resistance but a damage penalty to the revolver but still) I think I could secure a nice niche as a building buster since it pierces wrangler shield as well
That thumbnail is legendary.
considering there used to be a thing where running a tf2 server on either a linux or windows would determine whether engineer got 40 or 41 metal from small ammo packs, i wonder if that also applies to damage rounding
there is another way to get a higher organic backstab without cheats, but it's not easily done, and likely hard to track.
Mann Vs Machine has the overheal mastery upgrade, which would let the medic increase the max overheal to 150% bonus health, bringing the heavy to 750 max health. With fists of steel swapped to after, that should theoretically do 9000 on a backstab. the tricky part would be to actually test this.
did you not realize that the buffalo steak increases damage taken when you eat it all this time?
The steaks vulnerability is ignored if the attack is a crit. For some reason. It was covered in the earlier vids.
To this day, Soldier’s Goomba stomp remains the highest damage dealer in all of TF2
An idea about the dead ringer
You said that on a backstab against a spy using it the damage goes up to 187, killing the spy regardless. And overheal would not be able to save the spy since it caps out at 185.
EXCEPT if you're using the kunai. A spy using the kunai and being healed by a medic would maintain the kunai's overheal, since while mediguns can't overheal past their limit they can still maintain overheal (this is most apparent with a stock medigun and the quick fix).
So if a kunai spy that is being healed by a medic gets a backstab AND THEN gets backstabbed while holding the deadringer out, that spy would IN THEORY be able to live through a backstab.
Probably good to mention why I mentioned having a medic at all. It's just to keep the overheal at 210 without it diminishing, which would make achieving this more manageable.
Except the overheal would also increase the backstab's damage.
The TF2 Medic Vs. TFC Medic would be really funny to just say "TFC Medic stomps, the end."
Honestly would be neat to see this series with MvM upgrades factored in. You can't stack them with Mannpower powerups in the vanilla game, but it'd be cool to see Demo swords kicking ass with their damage upgrades (because yes, Demo's swords have damage upgrades in MvM! Demoknight can be viable).
12:20 pyro can use powerjack to increase the damage to 630
LOVED THIS SERIES!
The thumbnail is incredible… I wish more people knew about naked gun…
You could also try doing Minimum / Maximum in MvM! Such as Katana demos being 1 tapped by Zatoichi (They have 750 health), or hell, backstabs on steel gauntlets which 1 tap them too
No way he actually forgot spy's emotional damage wth
OMG! The dr.enforcicle make a cameo. GREAT VID FOR THAT 100%
have you factored all the other min max videos with 100 players in mind though?
I've played this game for almost 9 years now and I've never realized spy technically doesn't have a primary weapon, I never even noticed it saying secondary instead of primary in the revolver menu
The different damage values could be because windows handles numbers differently. For example on windows servers mini ammo packs will give you 41 Metal instead of 40 (like on the usually Linux running server)
The best part of the Enforcer is that it shreds through the Wrangler's shield's damage resistance.
I wonder if now with the last scream fortress update adding the mvm upgrades into casual (granted on one map and halloween exclusive) we could get a video recounting some of the more notible weapons with some upgrades that would increase max damage or with resistances to lower minimum damage. maybe some weapons that had a higher minimum would go down to 0 or close to it
Huh. That taunt kill on buildings could prove useful. I'll have to remember that.
You could do what's the fastest and slowest each class can go
I feel like there was a missed opportunity to include backstab damage from a now-official vs Saxton Hale mode.
It could be interesting to see how Saxton Hale's Damage Values looks. Highest and lowest wise.
Would be a shame to see the series end on Spy with a severe lack of weapons lol
Another idea would be min/max damage in MvM for each class and their various upgrades
Love the thumbnail, nice reference lol
Could also hypothetically do a bonus video after the zombies for misc environmental damage sources like saw blades and NPCs (if the damage isn't fixed values)
I once got like, over 600 base hp as medic in mannpower with a powerup, I don't know how that happened, but it would probably make the backstab do more damage
Wait, theres a Halloween map that has some gimmick where you turn into a giant with a ton of health. Can the Spy backstab them and do even more legitimate damage?
My guess before watching the video (parentheses are for if Mannpower counts)
Highest is Spy (with Strength powerup) backstabbing a Heavy (with Knockout powerup) with the Fists of Steel active, Lowest is getting just the first hit of his taunt kill (on someone with Resistance powerup)
edit: pretty close on the first one, forgot that overhealing increases backstab damage and didn't know about that Knockout glitch. For some reason I thought Spy's taunt kill did one damage on the first two hits, don't know why.
Did not expect a Naked Gun reference in the thumbnail
I find the naked gun thumbnail mildly humorous
If you want to continue this serie, maybe an episode on Halloween bosses and spells could be neato
hey i recognize that value, thats an integer limit, wouldn't be shocked if spy's damage would cap there too with a player with that health, even if it should go higher, or it'll be a Ghandi in civilization situation and wrap back around to something rather low (iirc the genocidal Ghandi glitch in the civ games was cause -1 wasn't a value the computers could lower to for their peace so it wraps around to 255, the 8 bit integer limit)
I wonder if that wrapping around is why those other damages seem lower than they should
You can get sourcemod plugins to work if you run the 32 bit executable
Never underestimate random crit from a revolver going from mere 25-30 to **Almost one-shot killing a scout across a map**
You know it’s a good day when squim Jim uploads
the highest damage a spy can do is the direct damage he can cause to my mental state after frontstabbing me for the 15th time
The Enforcer is also useful for taking down buildings... kind of.
When you sap a building, damage from Spy's revolver is strongly reduced (by ~33%). However, the Enforcer overrides this, meaning you can accelerate the damage done to a building if you sap it and proceed to unload rounds on it. Yet thanks to Source Spaghetti, this does not work on Sentry Guns, as they retain their 33% resistance to revolver shots.
It _does_ manage to pierce the Wrangler's damage resistance, which means that Ubering a Spy with an Enforcer is technically a viable strategy.
Come to think of it, perhaps you should do a video regarding minimum and maximum damage for and against buildings?
Feels so good seeing this series comes to its conclusion :') loved every single one