See You In Hell

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This page is possibly not up to date. It was last updated for Season 02: Rival Escalation
Updated for U36


See You In Hell is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the first row of perks and there are 3 tiers; each tier requiring 3 / 7 / 11 perk points respectively for a total of 21.

Perk Table

Icon Tier 1 Tier 2 Tier 3 Description
See you in hell (2 min cooldown) Neuro-pulse radius increased
(2 min cooldown)
Neuro-pulse radius increased
(1 min cooldown)
Passive: Right after an enemy hits you with a melee attack you get a temporary melee damage bonus.

Active: 3 times each mission, you can trigger a large neuro-pulse explosion after you go down. A residual neuro-electric field will electrocute and scare off enemies.
(2 / 2 / 1 minute cooldown)
[Tier 2 and 3 only: Neuro-pulse radius increased!]
Hold [THROW GRENADE] after going down to activate.

Perk Breakdown

  • Neuro-pulse explosion effects:
    • Damage: 666 Disintegrate
    • Full damage radius: 4 m
    • Damage radius: 4.5 m
    • Armor Damage x0
    • Weakpoint Damage x0
    • Friendly Fire Modifier: x0
    • Fear: 1000% (The fear applied bypasses normal fear checks, allowing it to scare off enemies usually immune to fear effects)
    • Stagger: 33% chance to stagger for 15 s
  • On Neuro-electric field effects:
    • Field radius: 2.5 m
    • Damage: 3 - 5 Electric
    • Interval: 0.25 s
    • Movement Speed: x0.3
    • Duration: 15 s
    • Fear: 1000% (The fear applied bypasses normal fear checks, allowing it to scare off enemies usually immune to fear effects)
    • Affected by: Electric resistance (both the damage and the slow)
  • Melee damage bonus:
    • Duration: 1.5 s
    • Increases base melee damage by 20 (base melee damage being 11)
    • It doesn’t add damage to: Impact Axe, Reinforced Power Drills, Power Attack
    • Basic pickaxe attack will do:
      • (11+20)+(11+20)x1.5 = 77.5 melee damage versus non armored enemies
      • ((11+20)+(11+20)x1.5)x0.8 = 62 melee damage versus light armor
      • (11+20)x2+(11+20)x1.5 = 108.5 melee damage versus a x2 weakspot; allowing to kill a Glyphid Grunt in one hit
  • The single use active effect will recharge at the beginning of each stage of a Deep Dive.
  • This perk is currently bugged; the number of activations remaining will not update when the player is downed.