Difficulty Scaling

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Hazard Levels

Hazard levels, along with player count, determine the amount of enemies present in a mission and during swarms, as well as an increase to the amount of damage they can absorb and the amount of damage they deal to players. Hazard Levels contribute to a Hazard Bonus, which determines the rewards at the end of the mission.

Normal Scaling

Depending on the selected Hazard level and the amount of players in a game, the difficulty is dynamically adjusted through several factors:

  • Increased Hazard Level increases enemy, environmental and friendly fire damage, as well as decreasing available health after being revived by other players. (Health gained when being revived by Bosco does not change with Hazard level.)
  • Increased player count increases enemy damage even further, as well as increasing the damage resistance of some enemies.
  • Additionally, Hazard 5 reduces the maximum health the player will regenerate to, from 15% to 10%.
  • The Hazard Level will also affect wave modifiers, such as "time until the next wave" and enemy composition.
  • Increased Hazard level affects the number of enemies that are initially present during a mission, as well as the number of enemies that spawn in waves or Swarms.

Below is a table listing several modifiers for each Hazard Level ( x / x / x / x denotes the amount of players in the game).

1 Player (Solo) / 2 Players / 3 Players / 4 Players
Hazard Icon Hazard Level Hazard Bonus Enemy Damage Enemy
Attack Rate
Enemy
Projectile Speed
Enemy
Movement Speed
Friendly
Fire[1]
Environmental
Damage
Revive
Health
Max Health
Regeneration
Point Extraction
Scaler
Hazard level: 1Hazard level: 1Hazard level: 1Hazard level: 1Hazard level: 1 1 — Low Risk +25% 0.50 / 0.50 / 0.50 / 0.50 0.80 1.00 0.80 0.10 0.75 0.60 0.15 0.70
Hazard level: 2Hazard level: 2Hazard level: 2Hazard level: 2Hazard level: 2 2 — Challenging +50% 0.70 / 0.80 / 0.90 / 1.00 0.90 1.00 0.90 0.20 1.00 0.50 0.15 0.80
Hazard level: 3Hazard level: 3Hazard level: 3Hazard level: 3Hazard level: 3 3 — Dangerous +75% 1.20 / 1.30 / 1.40 / 1.50 1.00 1.00 1.00 0.30 1.00 0.40 0.15 0.90
Hazard level: 4Hazard level: 4Hazard level: 4Hazard level: 4Hazard level: 4 4 — Extreme +100% 2.00 / 2.15 / 2.30 / 2.50 1.25 1.30 1.00 0.40 1.33 0.20 0.15 1.00
Hazard level: 5Hazard level: 5Hazard level: 5Hazard level: 5Hazard level: 5 5 — Lethal +133% 2.80 / 3.00 / 3.20 / 3.40 1.50 1.70 1.15 0.70 2.00 0.10 0.10 1.10

Resistance Scaling

Shown below is a table of multipliers for enemy count and enemy damage resistances. There are affected by the amount of players and the Hazard level. The enemy damage resistance is a modifier to all damage taken by enemies.

Damage dealt to enemy = Base Damage / Enemy Damage Resistance.

Effective enemy health = Base Health x Enemy Damage Resistance.

Damage resistances depend on the category of each enemy creature:

1 Player (Solo) / 2 Players / 3 Players / 4 Players
Hazard Level Enemy Count Normal
Enemy Resistance
Large
Enemy Resistance
Extra Large
Enemy Resistance
Extra Large 2
Enemy Resistance
Elite
Enemy Resistance
1 — Low Risk 0.15 / 0.25 / 0.45 / 0.65 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 0.60 / 0.75 / 0.85 / 1.10
2 — Challenging 0.25 / 0.35 / 0.65 / 0.80 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 0.90 / 1.10 / 1.10 / 1.30
3 — Dangerous 0.50 / 0.50 / 0.80 / 1.10 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 0.90 / 1.10 / 1.30 / 1.30
4 — Extreme 0.75 / 0.75 / 1.15 / 1.35 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 1.10 / 1.10 / 1.30 / 1.50
5 — Lethal 0.85 / 0.85 / 1.25 / 1.50 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 1.30 / 1.30 / 1.50 / 1.65
Icons Difficulty ToughEnemies.png — Tough Enemies 1 0.85 / 0.85 / 1.25 / 1.50 1.20 1.80 / 1.80 / 2.10 / 2.25 1.125 / 1.20 / 1.80 / 2.55 1.05 / 1.05 / 1.50 / 1.95 1.95 / 1.95 / 2.25 / 2.475
Icons Difficulty ToughEnemies.pngIcons Difficulty ToughEnemies.png — Tough Enemies 2 0.85 / 0.85 / 1.25 / 1.50 1.596 2.10 / 2.10 / 2.45 / 2.625 1.3125 / 1.49 / 2.10 / 2.975 1.225 / 1.225 / 1.75 / 2.275 2.275 / 2.275 / 2.625 / 2.8875

There is only a small increase of enemy spawns between Solo and 2 Player to compensate for the loss of Bosco.

Hazard 5+ modifiers

The stats listed here for Hazard 5+ modifiers are relative to Hazard 5, not relative to the base values. For example, Aggressive Enemies level 1 adds x1.1 Enemy Projectile Speed on top of the x1.7 of Hazard 5, resulting in a total of x1.87 relative to base.

Aggressive Enemies Enemy Attack Rate Enemy Movement Speed Enemy Projectile Speed
Icons Difficulty AggressiveEnemies.png x1.33 x1.23 x1.1
Icons Difficulty AggressiveEnemies.pngIcons Difficulty AggressiveEnemies.png x2 x1.32 x1.2
More Enemies Enemy Count Max Active Enemies Max Active Swarmers Special enemy pool Disruptive enemy pool Veteran Chance
Icons Difficulty MoreEnemies.png x1.2 x1.2 x1.2 - +1 -
Icons Difficulty MoreEnemies.pngIcons Difficulty MoreEnemies.png x1.5 x1.5 x1.5 +1 +2 x1.15
Player Vulnerability Enemy Damage Friendly Fire Environmental Damage
Icons Difficulty PlayerVulnerability.png x1.5 x1.43 x1.25
Icons Difficulty PlayerVulnerability.pngIcons Difficulty PlayerVulnerability.png x2 x2.14 x1.5
Tough Enemies Normal Enemy Resistance Large / Extra Large / Extra Large 2 / Elite
Enemy Resistance
Icons Difficulty ToughEnemies.png - x1.5
Icons Difficulty ToughEnemies.pngIcons Difficulty ToughEnemies.png x1.33 x1.75

Deep Dive Scaling

Deep Dives include three additional Hazard difficulties custom-tailored for Deep Dives.

The numbers 3.5, 4.5 and 5.5 are loose shorthands meant to give a general idea of where the difficulties are relative to the options for regular missions. They are not "real" difficulties in the sense that the developers at GSG do not refer to them by those numbers internally.[2]

1 Player (Solo) / 2 Players / 3 Players / 4 Players
Hazard Icon Hazard Level Enemy Damage Enemy
Attack Rate
Enemy
Projectile Speed
Enemy
Movement Speed
Friendly
Fire[1]
Environmental
Damage
Revive
Health
Max Health
Regeneration
Point Extraction
Scaler
Hazard level: 3.5Hazard level: 3.5Hazard level: 3.5Hazard level: 3.5Hazard level: 3.5Hazard level: 3.5 3.5 — DD Hazard 1.50 / 1.60 / 1.70 / 1.80 1.15 1.15 1.00 0.30 1.15 0.40 0.15 0.95
Hazard level: 4.5Hazard level: 4.5Hazard level: 4.5Hazard level: 4.5Hazard level: 4.5Hazard level: 4.5 4.5 — DD Hazard 2.30 / 2.45 / 2.60 / 2.80 1.35 1.50 1.10 0.55 1.66 0.20 0.15 1.05
Hazard level: 5.5Hazard level: 5.5Hazard level: 5.5Hazard level: 5.5Hazard level: 5.5Hazard level: 5.5 5.5 — DD Hazard 3.00 / 3.20 / 3.40 / 3.60 1.50 1.70 1.20 0.70 2.20 0.10 0.10 1.15

Deep Dive Resistance Scaling

1 Player (Solo) / 2 Players / 3 Players / 4 Players
Hazard Level Enemy Count Normal
Enemy Resistance
Large
Enemy Resistance
Extra Large
Enemy Resistance
Extra Large 2
Enemy Resistance
Elite
Enemy Resistance
3.5 — DD Hazard 0.60 / 0.60 / 0.90 / 1.20 1.10 0.85 / 0.95 / 1.10 / 1.20 0.60 / 0.65 / 0.95 / 1.40 0.60 / 0.60 / 1.00 / 1.20 0.95 / 1.15 / 1.35 / 1.35
4.5 — DD Hazard 0.80 / 0.80 / 1.20 / 1.40 1.20 1.10 / 1.10 / 1.30 /
1.40
0.70 / 0.75 / 1.10 / 1.60 0.70 / 0.70 / 1.10 / 1.30 1.15 / 1.15 / 1.35 /
1.55
5.5 — DD Hazard 0.85 / 0.85 / 1.25 / 1.50 1.20 1.30 / 1.30 / 1.50 / 1.60 0.75 / 0.80 / 1.20 / 1.70 0.70 / 0.70 / 1.10 / 1.30 1.35 / 1.35 / 1.55 / 1.70

See Also

References

  1. 1.0 1.1 Some weapons, such as throwables, may have their own modifiers that reduce friendly fire further; usually 50%
  2. Developer stream on Mar 9, 2023