Damage

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Damage is the main way of depleting Health Points, and there are multiple ways it can be boosted or resisted. All factors are multiplied with each other to calculate the final damage.

Damage Types

Some damage types currently only affect Dwarves (e.g. Suffocation). Some types are considered "Elemental Damage" and are resisted by specific perks, weapon upgrades, & armor upgrades.

Icon Damage Kinetic.png Kinetic

Kinetic damage includes most of the damage done by bullets and pellets, as well as most creature projectiles.

Icon Damage Melee.png Melee

Melee damage usually comes from attacks done at close range, such as bites, slashes and stabs. Some perks give bonuses based on that type, such as Vampire (gives Health to the Dwarf when a medium-sized or larger enemy is killed with Melee damage) and See You In Hell (increases Melee damage when the Dwarf is hit by Melee damage).

Icon Damage Explosive.png Explosive

Explosive damage includes most explosions and grenades, most sources of that damage type are also Area damage.

Icon Damage Electrical.png Electric

Elemental damage type. Most sources of Electric Damage can also apply the electrocution status effect.

  • Electric Damage and Electrocution Chance are two distinct stats, though Electric Damage usually comes as a byproduct of electrocution.

Fall

Fall is a special damage type which can only occur to Dwarves when they hit the ground after falling from a great height. It scales with fallling velocity, and can be mitigated by Upgrades, the Low Gravity Mission Anomaly, & by landing on certain surfaces (e.g. Deep Snow in Glacial Strata Biome, Sticky Goo in Fungus Bogs, and Plastcrete MKII). There are a few ways to completely negate fall damage: falling on top of a dwarf/enemy you can bounce off of (such as a Glyphid Praetorian), catching a zipline or pipeline, grabbing a terrain ledge, the perk Hover Boots, or using the Grappling Hook.

Status fire.png Fire

Elemental damage type. Sources of Fire Damage often apply Heat as well, which increases a target's temperature and may burn the target (see: On Fire). The Heat may cause Temperature Shock.

Status frozen.png Frost

Elemental damage type. Sources of Frost Damage often apply Cold, which lowers a target's temperature and may freeze the target (see: Frozen). The Cold may cause Temperature Shock.

Icon Damage Radiation.png Radiation

Elemental damage type. Usually caused by the Radiation status effect. The Radioactive variants of the Glyphid Exploder and Glyphid Praetorian will emit Radiation, with the Exploder on explosion and Praetorian during its Radiator attack or on death.

Status Oxygen.png Suffocation

Only present in the Low Oxygen Mission Mutator. Only affects Dwarves, and bypasses their Shield.

Icon Damage Poison.png Poison

Elemental damage type. Most sources usually cause Poison.

Icon Damage Corrosive.png Corrosive

Elemental damage type. Sources include the Corrosive Sludge Pump, the Corrosion status effect and Subata 120 with Acid-tipped Bullets Modification.

Icon Damage Piercing.png Piercing

Damage type for the Nishanka Boltshark X-80 and Tactical Leadburster. The Mactera Spawn, Mactera Goo Bomber and Glyphid Stingtail are weak to it, while the Glyphid Oppressor and Glyphid Praetorian resist it.

Icon Damage Rockpox Infection.png Rockpox Infection

Damage type dealt by the Rockpox creatures.

Thorn

Damage type for the Thorns perk. Deals set damage based on perk level.

Disintegrate

Damage type that changes death animations for killed creatures. This can prevent the triggered on-death effects of some enemies. For example, after being disintegrated, Glyphid Praetorians (including regional varieties and the Glyphid Oppressor) will not release their "Death Cloud" attack. Caused by Temperature Shock.

Internal

Damage type used for the Explosive Reload overclock on the Subata 120 and the Embedded Detonators overclock on the Zhukov NUK17.

Nanite

Damage type used for the Nanite Bombs used on the Tritilyte Crystal Machine Event.

Typeless

Damage type used when no other types are selected.


Damage Modifiers

Hazard level & Player count

Below is a table listing damage modifiers for each Hazard Level and player count. Please note: 3.5, 4.5, & 5.5 Hazard Levels are unique to Deep Dives & Elite Deep Dives.

1 Player (Solo) / 2 Players / 3 Players / 4 Players
Hazard Level Enemy Damage Friendly
Fire*
Environmental
Damage
Normal
Enemy Resistance
Large
Enemy Resistance
Extra Large
Enemy Resistance
Extra Large 2
Enemy Resistance
1 — Low Risk 0.50 / 0.50 / 0.50 / 0.50 0.10 0.75 0.70 0.45 / 0.55 / 0.70 / 0.85 0.20 / 0.40 / 0.60 / 0.80 0.20 / 0.40 / 0.60 / 0.80
2 — Challenging 0.70 / 0.80 / 0.90 / 1.00 0.20 1.00 1.00 0.65 / 0.75 / 0.90 / 1.00 0.30 / 0.40 / 0.70 / 1.00 0.30 / 0.40 / 0.70 / 1.00
3 — Dangerous 1.20 / 1.30 / 1.40 / 1.50 0.30 1.00 1.10 0.80 / 0.90 / 1.00 / 1.10 0.50 / 0.55 / 0.90 / 1.20 0.50 / 0.50 / 0.90 / 1.10
4 — Extreme 2.00 / 2.15 / 2.30 / 2.50 0.40 1.33 1.20 1.00 / 1.00 / 1.20 / 1.30 0.70 / 0.75 / 1.00 / 1.60 0.70 / 0.70 / 1.00 / 1.30
5 — Lethal 2.80 / 3.00 / 3.20 / 3.40 0.70 2.00 1.20 1.20 / 1.20 / 1.40 / 1.50 0.75 / 0.80 / 1.20 / 1.70 0.70 / 0.70 / 1.00 / 1.30
1 Player (Solo) / 2 Players / 3 Players / 4 Players
Hazard Level Enemy Damage Friendly
Fire*
Environmental
Damage
Normal
Enemy Resistance
Large
Enemy Resistance
Extra Large
Enemy Resistance
3.5 — DD Hazard 1.50 / 1.60 / 1.70 / 1.80 0.30 1.15 1.10 0.85 / 0.95 / 1.10 / 1.20 0.60 / 0.65 / 0.95 / 1.40
4.5 — DD Hazard 2.30 / 2.45 / 2.60 / 2.80 0.55 1.66 1.20 1.10 / 1.10 / 1.30 / 1.40 0.70 / 0.75 / 1.10 / 1.60
5.5 — DD Hazard 3.00 / 3.20 / 3.40 / 3.60 0.70 2.20 1.20 1.30 / 1.30 / 1.50 / 1.60 0.75 / 0.80 / 1.20 / 1.70

*Explosive friendly fire is reduced by a further 50%

Weakspots

Weakspots (or Weakpoints) are special spots on creature that increase damage depending on the creature, and the damage source's weakspot damage bonus. Refer to the creature page to learn more about a given enemy's weakspot(s). Area Damage, Damage over Time and Spray Damage (including Cryo Cannon and CRSPR Flamethrower) are not boosted by weakspots (mostly).

Bonuses to Weakpoint Damage (e.g. Hollow-Point Bullets) are multiplicative. For example:

  • With the Hollow-Point Bullets upgrade, the Subata 120 has a +75% Weakpoint damage bonus (totalling +100% Weakpoint damage) and does 12 kinetic damage per bullet. A Mactera Spawn has Weakspot that multiplies damage by 3x. 12*3*2 totals to 72 damage.

Damage Category/Class & Timing

The method of applying a Damage type can fall into one or more of these categories, and is applied either Instantly or over time. These categories describe how damage behaves, but not necessarily what the damage will and will not interact with when damaging an enemy.

Area of Effect

There are three major groups for Area of Effect damage.

  • Radial: See Area Damage to see how Radial Damage behaves.
  • Cleaving: Cleaving projectiles simply penetrate creatures and sometimes even surfaces that they hit and continue to travel in a line. Weapons such as the Coil Gun or those using a Blowthrough mod show this type of behavior.
  • Ray Tracing: This sort of behavior denotes when a damage source will draw a ray between itself and creatures within its area of effect to deal damage. So long as a part of the creature is exposed then a ray may be drawn to it. The rays drawn will not penetrate through creatures, and as such it is possible for a creature that is behind the body of another creature to escape damage.

Single Target

Usually kinetic. Hits one target and is used by many weapons. Most creature attacks fall under this too.

Damage over Time

Damage is applied in multiple "Ticks" over an interval. Usually related to a status effect.

Each form of Damage Over Time has a minimum and maximum tick rate that determines how often damage is applied. Damage is applied instantly when a Damage Over Time effect is activated and then some period of time between the minimum and maximum tick rate there will be another instance of damage, and this cycle will repeat for as long as the Damage Over Time is active.

Instant

Damage is applied in a single tick when conditions are met. Includes most explosive and kinetic damage.


Material Flags

Every enemy hitbox is made up of different materials under the hood. These Materials are what describe how different sources of damage will interact with the enemy and will modify damage that has the appropriate Flags.

Enemy Material Types

  • Flesh: 1x damage taken
  • Armor: see Creature Armor page
  • Weakpoint: Weakpoints are special spots on creature that increase damage depending on the creature, and the damage source's weakspot damage bonus
  • Frozen: +200% damage taken (Dreadnoughts have 16.7% resistance to it, which results in +166.6% damage bonus)

If a creature is under the effects of the Frozen status effect then all of its bodies materials are replaced with the Frozen material.

Damage Flags

  • Armor
  • Weakpoint
  • Frozen

If damage hits a material without the matching flag, then the damage will simply treat that material as Flesh.

For example, the Breach Cutter deals damage in an Area of Effect and only posesses the Weakpoint material flag. As a result the Breach Cutter will treat both Armor and Frozen materials as flesh deal normal damage against them effectively ignoring armor and the Frozen status, but it will deal bonus damage against Weakpoints because it has the matching material flag.