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Testing Information
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Recording Info: Played on PC, 144hz, ~100FPS, Casual Difficulty. Used Melee Attack > Took Screeenshot > Measured Pixels in Photoshop and compared.
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Location: 4-4, Crystal Viper boss fight. (EMP to Stun, then I attacked)
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Note: Sometimes there were "red-ish" pixels, making it hard to know if to count them or not. But I decided to keep it simple and exclude those from the final count.
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Damage Rankings
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You can release the Charge on Shotgun and Laser Cannon at multiple varying moments, but that is way to excessive to even try to test. Same goes for Assault Rifle with all stopping points of the punches.
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Even if the Damage is different, just because the damage is low doesn't mean it cannot be useful! You don't always have time to setup a fully charged Shotgun attack. Also the startup speed all vary, so that's also something to take into account.
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Melee AttackDamageDamage RateWhen Useful
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Shotgun & Laser Cannon (Fully Charged)2071.80Idle / Spawning Enemies
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Assasult Rifle (All Punches)1911.66Idle / Spawning Enemies
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Boost Kick [Baseline]1151.00Strongest Instant Attack
Bonus: You can still use AR Mode in the air (Overheat only starts when landing!)
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Sniper910.79-
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Rocket Launcher & Boost Machine Gun810.70-
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Lock-on Laser & LFE Gun690.60-
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Shotgun & Laser Cannon (Uncharged)570.49-
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Assault Rifle (1 Press / 2 Punches)450.39-
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Disk Launcher220.19-
Note: Disc Launcher duration on bosses is much shorter (thus way less damaging) than on normal enemies. So it might still be good, just not on bosses!
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Heavy Machine Gun & Anti-Armor Pistol150.13Launching Enemies / AR Mode
Bonus: You can still use AR Mode in the air (Overheat only starts when landing!)
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