Creature Armor

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This page is up to date for Season 05: Drilling Deeper
Updated for S5


Most creatures on Hoxxes IV possess some degree of armor, reducing the damage dealt by dwarven weapons. It can typically be destroyed by shooting it, or avoided by shooting weakpoints or unarmored body parts. However, some armor is indestructible, requiring the dwarves to take advantage of vulnerable body parts.

Attacks Affected by Armor

  • Armor affects any attack with direct damage, no matter the damage type.
  • Armor does not reduce the damage dealt by area attacks, but these attacks can still break it. There must be a line of sight to the armor, and only 1 plate will receive 100% of the damage (including Armor Break increase and damage reduction from range), while up to 3 other plates will receive 25% of the damage, with other plates unaffected. (The maximum number of affected plates may vary for some creatures).
  • Damage over time (On Fire DoT, Electrocution, etc.) completely ignores armor and can’t damage or break it, with the exception of Corrosion.

Special cases

  • The CRSPR Flamethrower and the Cryo Cannon are not affected by armor but can’t damage it either.
  • The Corrosive Sludge Pump inflicts special Corrosion damage when directly hitting an enemy with its projectiles. The armor plate that was directly hit will rapidly take damage over time, and several other random armor plates will take damage over time at a slower rate.
  • The Breach Cutter isn’t affected by armor but can still damage and break armor plates.
  • With an armor-breaking modification equipped on a weapon, any shot that is successful in breaking off an enemy's armor plate will deal full direct damage to the enemy, regardless of the armor's damage reduction. Without such modifications, the shot that breaks an armor plate will still be affected by the armor's damage reduction.

Types of Armor

Creatures posses varying types of armor. A creature's specific armor type determines the general level of damage resistance it provides. Note that although different creatures may share the same type of armor, there is variation in how resistant the armor is to breaking. For instance, the Glyphid Grunt and Glyphid Septic Spreader both have light armor (reducing damage by 20%), but the Septic Spreader's armor has a lower chance to break when hit compared to the Grunt.

Light Armor

Light armor reduces incoming damage by 20%. Each shot has a chance to break it.
Glyphid Grunts, Grunt Slashers, Grunt Guards (on their back and legs), Web Spitters, Septic Spreaders, Stalkers, and Acid Spitters all possess light armor.

Medium Armor

Medium armor is an upgraded form of light armor that reduces incoming damage even more.
For the Q'ronar Youngling, the medium armor reduces incoming damage by 50%. Every shot has a chance to break it.
For the Glyphid Crassus Detonator, the medium armor reduces damage taken by 60%. Unlike all other light and medium armor, the Crassus Detonator's armor cannot be broken.

Heavy Armor

Heavy armor completely negates incoming damage. Depending on the creature, each armor plate may either have a chance to break when hit or a set amount of health required to break it that scales with hazard level. Glyphid Grunt Guards (front legs), Glyphid Praetorians, Glyphid Wardens, Glyphid Menaces, Glyphid Dreadnought Twins, Glyphid Stingtails, Q'ronar Shellbacks, Core Spawn Crawlers, and Mactera Brundles possess heavy armor.

Unbreakable Armor

Unbreakable armor completely negates incoming damage like heavy armor, but it is also impossible to break, even with Armor Break Rounds (Hardened Rounds, Tungsten Coated Buckshot).
Direct attacks are useless against it, and area damage is only effective if the area reaches vulnerable parts of the creature's body.
Glyphid Oppressors, Glyphid Dreadnoughts, and Glyphid Dreadnought Hiveguards possess unbreakable armor.
The core of the Korlok Tyrant-Weed is protected by a shell of special unbreakable armor. Unlike other types of unbreakable armor, the Tyrant-Weed's armor will even negate area damage and damage from weapons that otherwise ignore armor (such as the CRSPR Flamethrower and Breach Cutter), making it completely impenetrable.

Armor Breaking

Armor Damage

Any shot that hits a creature's armor will either deal damage to the armor plate hit (for health-based armor) or have a chance to break the armor plate (for chance-based armor). The exact damage dealt or the chance to break is determined by the amount of damage done and the weapon's armor break modifier.

Armor damage is the combination of theses two stats: ArmorDamage=DamageDoneArmorBreakModifier

Armor Break Modifier

Each weapon posses an armor break modifier, which modifies the damage it deals to armor. If a weapon's armor break modifier is not specified in its stats, it is typically 100% (x1).

Most weapons have modifications that increase their armor-breaking potential, and equipping them will allow the weapons to break through armor much more easily. However, these modifications will not increase the direct damage dealt to creatures' health. The Glyphid Dreadnought's shell will also not take increased damage from these modifications, as the shell is treated as an extra layer of health, not armor.

When a weapon's armor break modifier is greater then 100%, any shot that is successful in breaking off an enemy's armor plate will deal full direct damage to the enemy, regardless of the armor's damage reduction. If the weapon's armor break modifier is less than or equal to 100%, shots that break armor will still have their damage reduced by the armor.

Health-Based Armor

Most creatures with heavy armor have health-based armor, namely the Glyphid Grunt Guard (front legs only), Glyphid Praetorian (and its variants), Q'ronar Shellback, Glyphid Dreadnought Twins, Mactera Brundle, Glyphid Stingtail, and Core Spawn Crawler.
For these creatures, each armor plate has its own hidden health pool that scales with Hazard Level, using the normal difficulty scaling (same as Glyphid Grunts).
These armor plates will be destroyed after suffering enough damage (though each type of creature has a different amount of armor health per plate). Armor plates do not recover health over time, so they can be destroyed in one go by a powerful attack or by multiple weaker attacks.

Armor Plate Effective Health Scaling
Creature Armor Plate Effective HP
Glyphid Grunt Guard (Front legs only)
Effective

Health Scaling

Hazard Level
Normal Mission Icons Difficulty ToughEnemies.png DD EDD
1 2 3 4 5 TE 1

TE 2

3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png to Dwarfcount4.png 42 60 66 72 72 72 95.76 66 66 72 72 72
Glyphid Praetorian
Glyphid Dreadnought Twins
Effective

Health Scaling

Hazard Level
Normal Mission Icons Difficulty ToughEnemies.png DD EDD
1 2 3 4 5 TE 1

TE 2

3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png to Dwarfcount4.png 70 100 110 120 120 120 159.6 110 110 120 120 120
Q'ronar Shellback (Body and Tail)
Effective

Health Scaling

Hazard Level
Normal Mission Icons Difficulty ToughEnemies.png DD EDD
1 2 3 4 5 TE 1

TE 2

3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png to Dwarfcount4.png 21 30 33 36 36 36 47.88 33 33 36 36 36
Q'ronar Shellback (Neck and Head)
Effective

Health Scaling

Hazard Level
Normal Mission Icons Difficulty ToughEnemies.png DD EDD
1 2 3 4 5 TE 1

TE 2

3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png to Dwarfcount4.png 49 70 77 84 84 84 111.72 77 77 84 84 84
Mactera Brundle
Effective

Health Scaling

Hazard Level
Normal Mission Icons Difficulty ToughEnemies.png DD EDD
1 2 3 4 5 TE 1

TE 2

3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png to Dwarfcount4.png 56 80 88 96 96 96 127.68 88 88 96 96 96
Glyphid Stingtail
Effective

Health Scaling

Hazard Level
Normal Mission Icons Difficulty ToughEnemies.png DD EDD
1 2 3 4 5 TE 1

TE 2

3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png to Dwarfcount4.png 35 50 55 60 60 60 79.8 55 55 60 60 60
Core Spawn Crawler
Effective

Health Scaling

Hazard Level
Normal Mission Icons Difficulty ToughEnemies.png DD EDD
1 2 3 4 5 TE 1

TE 2

3 3.5 4.5 5 5.5
Player Count Dwarfcount1.png to Dwarfcount4.png 24.5 35 38.5 42 42 42 55.86 38.5 38.5 42 42 42

Armor Strength

All other creatures use armor strength to determine the chance to break an armor plate. The chance for a shot to break an armor plate will depend on the creature's armor strength and the armor damage dealt to it. Unlike health-based armor, the chance to break strength-based armor is constant for each shot fired.
All creatures with light and medium armor, as well as some creatures with heavy armor (Glyphid Wardens and Glyphid Menaces) use this type of armor.

The chance for an armor plate to break is given by using the following formula to get the X value: x=ArmorDamage/ArmorStrength And then reading on the Y axis the armor plate break chance on the following graph:

Armor Break Chance vs Armor Damage / Armor Strength

Armor Strength for each Creature
Creature Armor Type Armor Strength
Glyphid Grunt Light Light armor: -20% damage taken. 15 Strength
Glyphid Grunt Slasher Light Light armor: -20% damage taken. 15 Strength
Glyphid Grunt Guard (Legs and Back) Light Light armor: -20% damage taken. 15 Strength
Glyphid Warden Heavy Heavy armor: Block all damage until broken. 15 Strength
Glyphid Web Spitter Light Light armor: -20% damage taken. 10 Strength
Glyphid Acid Spitter Light Light armor: -20% damage taken. 10 Strength
Glyphid Menace (Back Plates) Heavy Heavy armor: Block all damage until broken. 1 Strength
Glyphid Menace (Chest Plates) Heavy Heavy armor: Block all damage until broken. 10 Strength
Q'ronar Youngling Medium Medium armor: -50% damage taken 5 Strength
Glyphid Septic Spreader Light Light armor: -20% damage taken. 20 Strength
Armor Damage needed vs Armor Break Chance – Quick Reference
Creatures Armor Strength Armor Damage needed for x% Chance
30% 50% 75% 90% 100%
Glyphid Septic Spreader 20 Strength 12 20 40 64 80
Glyphid Grunt
Glyphid Grunt Slasher
Glyphid Grunt Guard (Legs and Back)
Glyphid Warden
15 Strength 9 15 30 48 60
Glyphid Web Spitter
Glyphid Acid Spitter
Glyphid Menace (Chest Plates)
10 Strength 6 10 20 32 40
Q'ronar Youngling 5 Strength 3 5 10 16 20
Glyphid Menace (Back Plates) 1 Strength 0.6 1 2 3.2 4

Resistances

All resistances and weaknesses of the creatures will apply to its armor plates as well. Both health-based and strength-based armor are affected by resistances and weaknesses.

Calculating the Armor Break Chance

If 0ArmorDamageArmorStrength1Then ArmorBreakChance=ArmorDamageArmorStrength0.5If 1ArmorDamageArmorStrength2Then ArmorBreakChance=ArmorDamageArmorStrength0.25+0.25If 2ArmorDamageArmorStrength4Then ArmorBreakChance=ArmorDamageArmorStrength0.125+0.5If 4ArmorDamageArmorStrengthThen ArmorBreakChance=1 (100%)

Example with ArmorDamageArmorStrength=4
ArmorBreakChance=ArmorDamageArmorStrength0.125+0.5ArmorBreakChance=60150.125+0.5ArmorBreakChance=40.125+0.5ArmorBreakChance=0.5+0.5ArmorBreakChance=1 (100%)

Calculating the Armor Damage

If 0%ArmorBreakChance50%Then ArmorDamage=ArmorStrength2ArmorBreakChanceIf 50%ArmorBreakChance75%Then ArmorDamage=ArmorStrength(4ArmorBreakChance1)If 75%ArmorBreakChance100%Then ArmorDamage=ArmorStrength(8ArmorBreakChance4)

Example with Armor Break Chance = 80% against an Acid Spitter.
Then ArmorDamage=ArmorStrength(8ArmorBreakChance4)Then ArmorDamage=10(80.84)Then ArmorDamage=10(6.44)Then ArmorDamage=102.4Then ArmorDamage=24

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