Yet another new series! I plan to document every obscure Helldivers 2 mechanic in short sweet and to the point video format so you can quickly hand these off to your friends to explain the absurdly complicated inner workings of the game as easily as possible. If you like this new series be sure to like the video so I know to keep making em! As always my favorite comment from the previous video will be featured at the end of the next!
Are heatsinks considered durable body parts? I see that it appears that durable percentages vary from heatsink to heatsink, but I've noticed some discrepancies between the railgun, autocannon, and eruptor when shooting heatsinks.
Not gonna lie, the fact a 20mm auto cannon firing something in the realm of Armor Piercing High Explosive or Semi Armor Piercing only does 260 damage which is 10 points higher than a 12 gauge shotgun firing slugs is extremely hilarious given how “realism” gets used as an argument for literally everything AH does.
My assumption was that with the exosuites we basically get the same weapons and damage output as their support weapon counterparts (talking about the state of these weapons when the first suite dropped). But just mounted onto a moveable piece of armored metal. How disappointed i was that this wasn't the case and that they even nerfed it further. It just doesn't make any sense at all. Haven't touched these exosuites in ages. And when the one with the 2 ACs dropped it basically went straight into the trash bin for me after seeing Eravin's vid on it. Only tried it once. Considering that you just get two uses during a mission on a 10 min cooldown just doesn't justify that. They really should feel powerful and provide the player the means to handle really difficult situations. But as of new these pea shooters fail miserably at that.
Here's some extra simple explanations. Imagine we have a gun that did 100 standard and 10 durable. X% durable means the damage is split, between that percentage of the durable damage, and the leftover percentage of the standard. So 25% durable means we add 25% of the durable damage value and 75% of the standard damage value, together, for total points of damage dealt. 75% durable means it does 75% of the durable damage and 25% of the standard damage. And so on and so forth. So 100 standard, 10 durable, comes out as 100/10. 100/10 against 25% durable does 25% of 10 + 75% of 100. So 77, as a quarter of 10 is 2.5 rounded down, and 75/100 is 75. 100/10 against 75% durable does 75% of 10, + 25% of 100. So 25+7 = 32.
The fact that they have these hidden systems does point to a desire for "realism" in the game design. The only other games I know of that have something like their durable damage and armor systems is World of Tanks and World of Warships, where they also try to balance realism with arcade design. The problem is that the world of games tell you up front what the values of the guns are and their ballistic performance with different ammo. HD2 actively hides that information behind an arbitrary low-medium-heavy penetration classification. I remember when Darktide came out they did something similar with their weapons and it didn't take long for the players to demand more information. These days they have an entire screen dedicated to weapon performance breakdowns. They also have a sim where you can go to actually test the weapons in the game.
@@EravinVT I agree, but I honestly don't think even the dev team understands it well enough to do the fine tuning. It really is apparent that the game they released was not exactly what they had intended to make, but it's what all those people wanted to play. That success gave them the wrong impression and they have been trying to insert more of the "realism" ever since. Hopefully they have finally come to understand that people really like the game they made, not the one they wanted to make.
Actually, the whole durable damage system is very close to what is present in Hearts of Iron 4, where tanks and armored vehicles have a “hardness” percentage that dictates how much “soft” and “hard” damage it takes from enemy units
It's truly insane that a game trying to be about loud, dumb fun has this much complexity in damage calculation. It's ALSO insane that durable damage can make or break a weapon and AH KEEPS THIS INCREDIBLY IMPORTANT STAT COMPLETELY INVISIBLE.
@@sturmmagnunstein1008That part you can almost understand easier atleast since if you shoot at an angle your shots can ricochet. But yeah you're absolutely right
@@freeziboi3249 its a video game not rocket science. Also if the mechanic was explained more explicitly or mattered more (in a good way) id have forgave them. Having a minimum of 5 factors to calculate weapon damage but only telling us at most maybe 2 on the stats screen is unacceptable.
The game is actually about being an undertrained and under prepared grunt tossed at hordes of space abominations to die horrifically and in mind boggling numbers; that's why they give you a hilariously insufficient "training" tutorial and have a "helldivers killed" counter on the galactic map. Overcomplicating the mechanics of everything actually serves that goal extremely well. Just turns out it's also extremely frustrating, just like in real life! 😂
(Explosionimmunity) was added because they couldn't find a better way to make explosions only do damage once, instead of doing full damage to each bodypart, which is quite ridiculous. Thats what exlosions do, they damage everything that is inside the radius. They should just rework the mechanic of transferring % of the damage to the main body, and let explosions properly blow off limbs and other parts. They could even add a check if one body part that is in explosion radius is covered by the other, so only the closest one gets damaged, and the nextone receives the remaining damage if the closest one was destroyed. It's not even that hard to do, most math needed for this is already there
Do you really want to die to explosive damage instantly again on both fronts? I sure don't. Unless it only applies to enemies it's better this way mostly and an acceptable trade-off
@@roar104 and why do you think we can't have a proper explosive damage mechanic, and not get one shot? Thats basically what's wrong with the way they 'fix' and 'balance' things , it's not "realism vs fun vs balance", you can have all 3 easily
Nice. Knowledge is power, after all. Also yeah, I had a bit of a crackpot theory early on when all this stuff about hidden values started coming out that the game was intentionally made vague and uninformative to take advantage of the fact that most games will naturally develop content creator groups who look beyond surface level and use that to both bolster longevity and give them a start to a career that they may not have had otherwise. Breaking into established spaces as a newcomer is a big task, but Helldivers 2 still has room for more creators to build with.
Thank you for this. Not a clue why info this important isn't explained in the game. I feel like having some type of bestiary that gives you info about enemies would go along way for understanding how they work and the best ways to kill them
I don't understand why the devs want to make stats overly complicated, and then not even document it. You could have just accomplished the same effect by increasing the health pool of a 'durable' body part.
they want finite control over what happens do well against what specific parts for... some reason, realism definitely isn't that reason as the commander's head is immune to bombs and 70% durable
to give the benefit of the doubt, it absolutely wouldn't be the same effect just by bumping the HP of a durable body part. That said, not sure why it's so hidden/obscure of info. Hopefully it makes it in game for enemies once we eventually get a bestiary like in 1
I think the benefit of durable damage is to essentially give a modifier for certain damage types. For example, grenade/autocannon explosions being very quick to destroy spewers and charger butts, whereas zipping little bullets into that area does little. That kinda makes sense. However, I personally would just implement a tag system for damage types (explosive, heat, ballistic, etc) and then you can add modifiers on those tags for certain kinds of body parts (bug sac +20% explosive dmg). It would be way easier to keep track of. No wonder they have issues balancing.
It's actually a lot simpler than the math makes it look like, though I suspect not even all the developers realize this because of the naming scheme. Weapons simply have a damage range, just like in rpgs. A weapon could have 12-120 dmg, but we are only told the max. Then, rather than rolling a die to see what damage we end up with, the die is set for every enemy body part. If they were just honest in showing the stats as a range with min/max it would feel so much more intuitive.
@@mattm3023 yep, sc2 type of armor system works great in these type of scenarios. Also helps making weapons feel more "unique" without changing the stats of other weapons.
this is why the liberator explosive was nerfed tha fuck to the liberator concussive. The previous iteration dealt explosive damage and killed everything. i miss that gun
It was just a name and VFX change, it was never nerfed, nor did it ever deal explosive damage, nor did it ever had any AoE or secondary damage component in the slightest. They changed the name and removed the visual explosion on impact simply to avoid the confusion of the gun not doing anything that those things implied. I distinctly remember the Liberator Explosive being the first gun I ever unlocked, and being appallingly disappointed in how much worse than the default weapon it was, as well as from how "small and weak" the AoE was, which as it turned out didn't actually exist. It was just as bad then as it continued to be after the name change. It does still have higher durable damage than any other assault rifle, and always did have that, but with that abysmal rate of fire and only light armor penetration, that never really mattered.
@@Drackzgull Same here, I unlocked it first thinking it was going to be more like what the Jar-5 is and what I got was very disappointing. It suffers from all of the regular AR problems in this game and then some because it gives up rate of fire and mag size for...basically nothing. Staggering enemies is irrelevant if you can't kill them.
I tried taking the Las-98 into bugs to do the same kinda, dedicated anti-medium role like with the railgun, and it's actually moderately reliable at beaming off the heads of alphas
Tbf, bile titan heads not having explosive immunity really doesn't matter that much anyway since there's no weapon-based AOE explosive damage that gets AP5+ outside of AT launchers.
The weapon stats page seems to be overdue for an update. It's missing the latest warbond weapons and one of the * markers at the bottom is no longer relevant, specifically the one about continuous laser weapons not lighting enemies on fire.
I have a creeping suspicion devs won't do this... If the players had all the "critical information" then they can make their choices based on the dreaded "most effective tactics available" and the devs clearly wan form the players t to play the game on the devsr own terms...
It's good to know you're willing to keep grinding out all this useful intel for us, I can only speak for myself, but I'd like to think everyone here is of a similar mindset in saying we're with until the end whenever that may be if ever.
Please continue this series. In the absolute sea of reddit ruminations and TH-cam yammering you stand out as one of the only insightful voices of reason, actually exploring the math of the game.
I think a potentially fun niche laser style weapons could have would be low ballistic damage but high durable damage. Let me slice through gunships like a lasgun through a spice crawler.
That was a proposed change originally for the Tenderizer I saw floating around, high durable average ballistic to make it particularly good against hard parts
Great breakdown, clear and to thr point. The maths nerd part of my brain loves this system for how granular and varied it allows weapons to be, imagine a low ballistic but high durable damaging rifle, for dedicated anti-armour. But probably doesn't make sense as a bullet like that would likely turn unarmoured enemies to jam in reality. However, I do wonder if the user experience would be greatly improved by just removing durability entirely since it's a totally hidden mechanic that makes damage worse.
Fortuitous upload as I just watched a video showing that all of the charger variants have about 100 more HP than Hulks and between 2x and 2.5x durable armor on their backsides versus the Hulk's back vents.
They definitely know. Durable damage has been changed on many weapons and enemy durability has also been adjusted by various updates. Most of the changes have been to either increase durable damage or to reduce enemy durability.
I think this would benefit from a live example with numbers on screen instead of spoken.. like if you were a math teacher for example. Maybe make a short that takes us through one popular example so more people know how to apply it to others? ex: Safe Railgun vs BT Head (95% durable) 600dam 60durable 600damage gets reduced by 95% ... 30 60durable gets reduced by the remainder (5% in this case) ... 57 57+30=87 Safe Railgun is AP5, same as BT head's AV5, so damage is halved... That means a safe railgun hit on a BT head is only 43.5 dmg Meaning it would take 18 shots to do the full 750 damage to a BT head from a Safe Railgun It'd obviously be much shorter if we charged the railgun to a higher AP level via the Unsafe setting, but that was just the quickest example I had in mind Food for thought!
The way armor vs armor pen, durable damage and explosive damage is IMO a big part of why enemies are so spongy along with damage transfer between components. Personally I think the enemies need a durability tune down.
Great video to bring this hidden mechanic to the forefront. Don't know many games that would hide these important stats for players to make meaningful decisions.
More people need to see this kind of thing. I swear a lot of the “weakness” people perceive comes from not understanding gameplay mechanics. Buffs are needed but we are far from weak if you understand the rock-paper-scissors-nuke loops that make the game fun
We NEED a VR shooting range where we can test all this crap and find out about enemies stats, including what durable damage is, how armor works, explosive damage vs everything, concussive damage and how that works, and be able to fight enemies of our choice so we can practice strategies without having to go on a full-blown mission to do so.
The two website you gave are my go to whenever I have questions on my own, and it answers most of them. Great tools, great job by their maker. When I was trying the diligence, it felt less good to play than using the Tenderizer, which is surprisingly good even if you need 2 bullet for most headshot, it's 10 recoil make it fire like a laser, I went and checked the real stats, and sure enough, I understood why it felt like it was making shortwork of berserkers while the diligence struggle to anything that isn't a headshot.
Without this knowledge I have said many times while playing and streaming that the damage makes no sense many times over bc damage isnt consistent but actually having this kind of information would be nice in the actual game.
@@EravinVT Absolutly agreed. Also thanks for always going through all the nuanced mechanics. I've def appreciated the information bc I didnt know all that existed till I came across your channel.
It's more just for the knowledge of calculation. If I run numbers and they dont add up I want to know why. If applied can make you decide to aim somewhere else. Cant hit the head why waste the shots to the chest if other areas break faster. Mostly it answers questions I had that would have been beneficial so I am not saying why does x weapon that is stronger take more to kill this enemy but this other enemy it kills it faster than previous said weapons. So mostly context.
Ok, so essentially this means all weapons (except explosives) have a damage range like in rpgs. The max damage is what we're told, and the min damage is hidden for some reason. Then, rather than randomizing the damage range, the result is fixed based on the enemy's stats. This would be so much more intuitive if they presented the damage like in rpgs (60-600 dmg) rather than only showing the max (600 dmg)
Really appreciate these videos! I knew durable damage was a thing, but I never knew how it worked against the enemy exactly, so thank you! Also want to say that I appreciate you remaining positive and not doomposting about the drama and discontent, while still acknowledging that the game needs work and that people would prefer something different than what we're getting. Keep up the good work!
Regarding Alpha Commander's explosion immunity, this is fairly common amongst all enemies. It's specifically the larger ones that don't have it due to how explosions and immunity to it works. There's a "main" part often inside the chest where the blast radius must reach in order to do damage. The smaller the enemy is, the more likely it is for all of their limbs to be immune such that only the core is affected and you're never double dipping. Some examples of these are Commanders, Warriors, and indeed Helldivers. Conversly, explosions are more likely to double- or even triple-dip on larger enemies if the Armor Penetration is high enough to damage their limbs in the first place, which is part of the secret sauce that makes stratagems so powerful. I haven't updated my site in a while so the fancy new weapons aren't there yet. I should get on that.
Thank you for this video. It inspired me to download the weapon stats into a spreadsheet for my easy reference, and now I know how to read the figures.
It's strange that durable damage even exists as a separate category. They have weapon damage and armor class, they could just do: weapon exceeds armor class - damage reduced by a small or no modifier. Maybe higher ac has inherent dr even if exceeded weapon below armor class - damage reduced by a massive modifier (or no damage) the fact that the community pointed out horrible inconsistencies in durable damage for months now and they haven't been fixed yet is baffling 😧
Love your videos Eravin, thank you for making them. You have a graphics mistake at 1:23, to get the values you need to multiply by percentage, not divide. Correct: 100 * 50% = 100 * 0.5 = 50 Wrong: 100 / 50% = 100 / 0.5 = 200
I feel like one of the failing points of Helldivers is how excessively complicated they made damage. It's honestly a wonder the game is balanced as "well" as it is considering the utter maze of modifiers and values they made for themselves as a foundation.
Other hd2 youtubers need to watch this. Those guys say things that make me question how much they actually play. They all seem to rely upon 1 or 2 load outs and thats it. Im always leaving comments telling them to go watch your videos 😂
shoutouts to the incendiary breaker for almost having as much durable damage as the AMR. when they fix values being rounded down this shit's gonna go even harder
thats why I run the adjudicator. 80 dmg but 16 durable. Most of the times even with the CS I need to double tap a bot infantry's head, so I just do it with a double mag cap, more mag, and full auto mode. Insane how they can dodge bullets fired from cover, or not take any dmg on hit.
Durable Damage is your typical enemy resistances but for no reason they are written into guns😶 Instead of carefully balancing like "this enemy part blocks 85% of ballistic and only 20% of fire damage", Durable Damage only offers a crude and (I am absolutely sure) tedious balancing where changing value of any part can be bothersome in terms of math needed for it. And if they change durable damage on guns - they risk messing up WHOLE balance every time. Durable Damage is one of the reasons Railgun feels strange (it had definetly higher dur.damage at launch). You can penetrate almost anything but you can't deal reasonable damage to heavy targets. That makes you like it less. So idk, it doesn't look like a good thing honestly. It's a part of the game, but not the best one at that😂
Great idea ! I would have liked a quick overview of what weapons have good/better durable damage and what enemies that will be particularly useful against :)
I touched on a few big ones, But generally sorting the invaders page by "vD" will show you all the highest durable weapons per shot and sorting by "DPS(vD)" the durable damage per second of each weapon. Cross reference with the .io page to learn anything you need to know
Thank you. I'm looking for a video where the durable damage is discussed for several weapons, especially the high end primary weapons. I'll watch it if you post it!
I can do that right here actually, Blitzer is 70% durable hitting 175 of it's 250 which is why it's so effective against the medium bugs, Jar-5 has 33% durable dealing 275 ballistic with 90 Durable, The Breaker Incendiary popularity is widely do to the fact it can handle mediums at the expense of ammo making it work against all bugs with it's 50% durable damage 240/120
Tbf the bugs having extremely durable heads makes complete sense as an evolutionary adaptation to constantly being shot in the face by helldivers. Even irl bugs have surprisingly durable heads, especially when it's used as their primary manipulator/weapon.
I’m still a bit confused 😭 so if a gun has 100 Normal Damage and 50 durable damage, and an enemy has 50 durability then the total damage given to the enemy will be 50(ND)+25(DD)= 75 damage ( not including the armor)
Helldivers 2 is such a great game and I still play it when the fancy strikes me despite all of the drama surrounding it. Even so, it's frustrating how much stuff isn't explained, whether it be because the devs don't think it's important for the players to know or they think that it's lore-appropriate for Helldivers to be so expendable that it's not really worth spending so much time and resources training them to be elite enough to know all this stuff. It's especially frustrating when features in the first game are outright absent in the sequel. If we had a bestiary like the first game did then perhaps we could spend some research samples on unlocking some knowledge about our enemies and we could see a little hologram showing weak points with 'durability' listed and all that jazz instead of relying on resources outside the game.
It's this problem that makes explosive weapons so much more useful than everything else. For bots the ac just works better on average than most other choices. Bugs are all very susceptible to the grenade launcher too. I've even started using it against bots lately for a change of pace.
Really appreciate this video! "Knowing is half the battle" after all. Could you clear up some confusion on my part though? Hopefully I write this out so it makes sense. Using your example of the DCS, we have 140 ballistic damage and 14 durable damage. 1- Are these separate? So against a piece of paper held on the end of the gun so no damage fall off, no armor, and no durability, would the paper receive 140 total damage or 154? 2- A target at zero range with 100% durable damage but without armor would receive 14 total damage, correct? 3- I'm not understanding your formula: (DurDam / Dur) + (NorDam / (100% - Dur) = FinDam / Arm. So, (14 / 30%) + (140 / (100% - 30%)) = FinDam / 50% ; (46.6) + (200) = (246.6 / 50%) = 493.2. Should it be (DurDam * Dur) + (NorDam * (100% - Dur)) = FinDam * Arm ; (14 * .3) + (140 * .7) = FinDam * .5 ; (4.2) + (98) = FinDam * .5 ; 51.1 final damage? 4- For explosion damage, the target is either immune or it isn't, there isn't any partial immunity other than armor?
I must admit that your model feels so clumky, but the cuality of your content is just on another level, i really apreciate the info you give to us, because you barely can find or figure out by yourself
Eravin, if AH remove this Durable Damage thing by giving at first all guns 100% durable damage, then adjust enemies health if necessary. Would not be way easier to balance the game? Or do you think for them this thing is not a issue for balancing?
I think that would definitely make the game both easier to understand for the players, and more straight forward as far as balancing is concerned while dropping a layer of depth most would call unnecessary as it's a layer of depth not being managed or handled properly.
@@EravinVTfinally able to watch and it's even better than expected. Straightforward, to the point, and covers everything. Also linking to spreadsheets of everything if you like numbers is great. Thanks again for the time you put in helldiver o7
I would like to point out that the alpha commander's head is not explosive immune, iirc just about every part of every enemy was given the explosive immune tag to fix a problem where enemies would take damage multiple times from single explosions. Also, given that brood commanders' whole gimmick is that they can survive without their heads, the 70% durability is justified if not insufficient. For enemies that are technically supposed to be the same tier as chargers, brood commanders have always been far too fragile and languid to be a threat, which sucks because they're one of my favorite Termanids concept wise. Bile titans' and Chargers' heads on the other hand have no excuse for being so durable. You can literally fire a railgun all the way through a bile titan's head, in one side and out the other, and deal practically no damage because, as any medical professional can attest, the head contains no vital organs whatsoever. Because these enemies have so much armor anyway, this only affects the few weapons that both can penetrate level 5 armor, and don't already deal 100% durable damage. So essentially things like the railgun and emancipator, weapons widely considers to be pretty much obsolete on the Termanid side due to their poor performance against tanks. Really, chargers are an enemy design nightmare, the ""weak spot"" is so tanky it eats EAT's, And when they're not charging, their turn radius is actually INSANELY quick. Like, you you wouldn't believe me if I told you. Just try and get behind one when it's pathing get broken in a way that it stops from charging, but still allows it to turns. It's straight up impossible. And without it's rear in the picture, you have an enemy that moves faster than anything else, that's covered entirely in nigh impenetrable armor. leaving you no option but to bring something that can 1 shot them before they reach you, or spend then entire game running away. It's no wonder this thing defines metas like it's nobody's business. _This comment turned from a small factual correction to a dissertation on why chargers should be nerfed into the ground real quick..._
Crazy shit is, against devastators, you are better off with just the normal Dilligence since a headshot one taps them and using the DCS, while also one tap head with the benefit of being able to damage the body, makes your ammo economy tanks, while also for some goddamn reason, the DCS can sometime not oneshot normal troopers? A similar ammo economy with Dilligence on the bot front so you might as well take the more ammo option with similar breakpoints.
That would be true except the Devastator head hp is 125, and the Diligence has 125 damage. and the game also has damage fall off causing you to immediately lose 1 damage due to rounding so 124/125
Arrowhead yoinked the whole durable damage system from their fellow swedes at Paradox and HOI4, where having tanks would give your units “hardness” that made them take less “soft damage” and more “hard damage” which mostly came from AA and AT guns. As a HOI4 player the whole durability aspect was simple to understand but the fact that it’s not advertised anywhere inside the game is unacceptable.
Great content. Love the content you make. Constructive feedback: Charts, graphs or info-graphics would have been helpful. After your words-only explanation, I'm still not sure I understand how it works.
Yet another new series! I plan to document every obscure Helldivers 2 mechanic in short sweet and to the point video format so you can quickly hand these off to your friends to explain the absurdly complicated inner workings of the game as easily as possible. If you like this new series be sure to like the video so I know to keep making em! As always my favorite comment from the previous video will be featured at the end of the next!
Are heatsinks considered durable body parts? I see that it appears that durable percentages vary from heatsink to heatsink, but I've noticed some discrepancies between the railgun, autocannon, and eruptor when shooting heatsinks.
Not gonna lie, the fact a 20mm auto cannon firing something in the realm of Armor Piercing High Explosive or Semi Armor Piercing only does 260 damage which is 10 points higher than a 12 gauge shotgun firing slugs is extremely hilarious given how “realism” gets used as an argument for literally everything AH does.
facts
My assumption was that with the exosuites we basically get the same weapons and damage output as their support weapon counterparts (talking about the state of these weapons when the first suite dropped). But just mounted onto a moveable piece of armored metal. How disappointed i was that this wasn't the case and that they even nerfed it further. It just doesn't make any sense at all. Haven't touched these exosuites in ages. And when the one with the 2 ACs dropped it basically went straight into the trash bin for me after seeing Eravin's vid on it. Only tried it once.
Considering that you just get two uses during a mission on a 10 min cooldown just doesn't justify that. They really should feel powerful and provide the player the means to handle really difficult situations. But as of new these pea shooters fail miserably at that.
12 gauge shotgun slug is fired manually rather than automatic. Automatic is automatically inferior, see; Automatons.
@@StormEagle5 So you're saying a pump-action cannon is what we need?
Don't forget high explosive.
AH just need to give us a shooting range so we can test every weapons and strat on ennemies.
And make it on Mars
Thanks for your work eravin
a shooting range would go hard, thanks for watchin!
It's crazy how many games could benefit from an actual testing grounds yet only like 10% of them ever implement anything of the sort
Please keep doing this series. The info is important and AH doesn't want to give it
Likely will! Thanks for watching
..or maybe they themselves don't even know about it lmao.
@@tobiasrex8052I guarantee you it's a bug of some kind that they're selling as a feature 😂
@@EravinVTthanks Eravin, yet again keeping things positive in game, simple to understand, and fun to watch as is your usual .
👊
Why dont they want us to know tho? That seems, wrong on some level? Like this game is not dark souls, why are the devs hiding info from us?
Here's some extra simple explanations.
Imagine we have a gun that did 100 standard and 10 durable.
X% durable means the damage is split, between that percentage of the durable damage, and the leftover percentage of the standard.
So 25% durable means we add 25% of the durable damage value and 75% of the standard damage value, together, for total points of damage dealt.
75% durable means it does 75% of the durable damage and 25% of the standard damage.
And so on and so forth.
So 100 standard, 10 durable, comes out as 100/10.
100/10 against 25% durable does 25% of 10 + 75% of 100. So 77, as a quarter of 10 is 2.5 rounded down, and 75/100 is 75.
100/10 against 75% durable does 75% of 10, + 25% of 100. So 25+7 = 32.
upvote this for those wanting extra clarification
Mathdivers: Managed Equations edition
Calling in an Abacus!
Do not mix with methdivers, those guys are not as reliable. Perfect for high risk missions though.
“A calculator never misses!”
-calculator 1
@@Nartanek Given how many stims most helldivers use during their missions aren't all helldivers methdivers🤔?
@@koryliu no but we are Fentdivers
The fact that they have these hidden systems does point to a desire for "realism" in the game design. The only other games I know of that have something like their durable damage and armor systems is World of Tanks and World of Warships, where they also try to balance realism with arcade design. The problem is that the world of games tell you up front what the values of the guns are and their ballistic performance with different ammo. HD2 actively hides that information behind an arbitrary low-medium-heavy penetration classification. I remember when Darktide came out they did something similar with their weapons and it didn't take long for the players to demand more information. These days they have an entire screen dedicated to weapon performance breakdowns. They also have a sim where you can go to actually test the weapons in the game.
It's a system that could be good with more in game clarification and more thought put into the breakpoints it reaches
@@EravinVT I agree, but I honestly don't think even the dev team understands it well enough to do the fine tuning. It really is apparent that the game they released was not exactly what they had intended to make, but it's what all those people wanted to play. That success gave them the wrong impression and they have been trying to insert more of the "realism" ever since. Hopefully they have finally come to understand that people really like the game they made, not the one they wanted to make.
Actually, the whole durable damage system is very close to what is present in Hearts of Iron 4, where tanks and armored vehicles have a “hardness” percentage that dictates how much “soft” and “hard” damage it takes from enemy units
It's truly insane that a game trying to be about loud, dumb fun has this much complexity in damage calculation.
It's ALSO insane that durable damage can make or break a weapon and AH KEEPS THIS INCREDIBLY IMPORTANT STAT COMPLETELY INVISIBLE.
Yeah, we need better visibility outside of youtubers and wiki pages, It does give me something to do but like, come on AH
Wait till you realise angle and velocity also matters when it comes to damage calculation!
@@sturmmagnunstein1008That part you can almost understand easier atleast since if you shoot at an angle your shots can ricochet. But yeah you're absolutely right
@@freeziboi3249 its a video game not rocket science. Also if the mechanic was explained more explicitly or mattered more (in a good way) id have forgave them. Having a minimum of 5 factors to calculate weapon damage but only telling us at most maybe 2 on the stats screen is unacceptable.
The game is actually about being an undertrained and under prepared grunt tossed at hordes of space abominations to die horrifically and in mind boggling numbers; that's why they give you a hilariously insufficient "training" tutorial and have a "helldivers killed" counter on the galactic map.
Overcomplicating the mechanics of everything actually serves that goal extremely well. Just turns out it's also extremely frustrating, just like in real life! 😂
(Explosionimmunity) was added because they couldn't find a better way to make explosions only do damage once, instead of doing full damage to each bodypart, which is quite ridiculous.
Thats what exlosions do, they damage everything that is inside the radius. They should just rework the mechanic of transferring % of the damage to the main body, and let explosions properly blow off limbs and other parts. They could even add a check if one body part that is in explosion radius is covered by the other, so only the closest one gets damaged, and the nextone receives the remaining damage if the closest one was destroyed. It's not even that hard to do, most math needed for this is already there
Yeah the explosive immune tag cannot exist anywhere in the same reality as a game using the word realism
Do you really want to die to explosive damage instantly again on both fronts? I sure don't. Unless it only applies to enemies it's better this way mostly and an acceptable trade-off
@@roar104 and why do you think we can't have a proper explosive damage mechanic, and not get one shot? Thats basically what's wrong with the way they 'fix' and 'balance' things , it's not "realism vs fun vs balance", you can have all 3 easily
And into my little Helldivers 2 Mechanics Playlist it goes.
Because there are a lot of them, and they are not obvious...
lol
lol this wtf brings me memories of total biscut
I loved TB, watched every video he ever made, legendary human being
@@EravinVT He voiced the narrator in the videogame SPAZ. Enjoyble space game.
The game hiding those mechanics is pure insanity to me.
Agreed
Nice. Knowledge is power, after all.
Also yeah, I had a bit of a crackpot theory early on when all this stuff about hidden values started coming out that the game was intentionally made vague and uninformative to take advantage of the fact that most games will naturally develop content creator groups who look beyond surface level and use that to both bolster longevity and give them a start to a career that they may not have had otherwise. Breaking into established spaces as a newcomer is a big task, but Helldivers 2 still has room for more creators to build with.
this was true but given how ugly it is under the hood, Idk if Arrowhead wanted me poking around in here persay
@@EravinVT Yeah, in hindsight, it's a lot more of a reach to suggest intent with this.
Thank you for this. Not a clue why info this important isn't explained in the game. I feel like having some type of bestiary that gives you info about enemies would go along way for understanding how they work and the best ways to kill them
I have no idea, to give me a job probably
STILL the undeniably best hd2 content creator! ty @EravinVT
Doin my best :) Thanks for watching and glad you like it
I don't understand why the devs want to make stats overly complicated, and then not even document it.
You could have just accomplished the same effect by increasing the health pool of a 'durable' body part.
they want finite control over what happens do well against what specific parts for... some reason, realism definitely isn't that reason as the commander's head is immune to bombs and 70% durable
to give the benefit of the doubt, it absolutely wouldn't be the same effect just by bumping the HP of a durable body part. That said, not sure why it's so hidden/obscure of info. Hopefully it makes it in game for enemies once we eventually get a bestiary like in 1
I think the benefit of durable damage is to essentially give a modifier for certain damage types. For example, grenade/autocannon explosions being very quick to destroy spewers and charger butts, whereas zipping little bullets into that area does little. That kinda makes sense.
However, I personally would just implement a tag system for damage types (explosive, heat, ballistic, etc) and then you can add modifiers on those tags for certain kinds of body parts (bug sac +20% explosive dmg). It would be way easier to keep track of. No wonder they have issues balancing.
It's actually a lot simpler than the math makes it look like, though I suspect not even all the developers realize this because of the naming scheme.
Weapons simply have a damage range, just like in rpgs. A weapon could have 12-120 dmg, but we are only told the max. Then, rather than rolling a die to see what damage we end up with, the die is set for every enemy body part.
If they were just honest in showing the stats as a range with min/max it would feel so much more intuitive.
@@mattm3023 yep, sc2 type of armor system works great in these type of scenarios. Also helps making weapons feel more "unique" without changing the stats of other weapons.
Dude I was genuinely looking up sources for durable damage and enemy healthpools this morning. This helps sooooooo much.
google is listening apparently lol
Thank you for being one of the HD2 Conte creators who are doing good videos, without bashing the game to get hype clicks
You sir are a scholar and a gentlemen!
tryin my best!
this is why the liberator explosive was nerfed tha fuck to the liberator concussive. The previous iteration dealt explosive damage and killed everything. i miss that gun
that gun is wack
Buy cool gun
Cool gun get nerfed
Classic sadly
It was just a name and VFX change, it was never nerfed, nor did it ever deal explosive damage, nor did it ever had any AoE or secondary damage component in the slightest. They changed the name and removed the visual explosion on impact simply to avoid the confusion of the gun not doing anything that those things implied.
I distinctly remember the Liberator Explosive being the first gun I ever unlocked, and being appallingly disappointed in how much worse than the default weapon it was, as well as from how "small and weak" the AoE was, which as it turned out didn't actually exist. It was just as bad then as it continued to be after the name change.
It does still have higher durable damage than any other assault rifle, and always did have that, but with that abysmal rate of fire and only light armor penetration, that never really mattered.
@@Drackzgull Same here, I unlocked it first thinking it was going to be more like what the Jar-5 is and what I got was very disappointing. It suffers from all of the regular AR problems in this game and then some because it gives up rate of fire and mag size for...basically nothing. Staggering enemies is irrelevant if you can't kill them.
@@Drackzgull you sure? in the bug front it killed the butts of charges and the underside of titans.. any one have video of those times?
I tried taking the Las-98 into bugs to do the same kinda, dedicated anti-medium role like with the railgun, and it's actually moderately reliable at beaming off the heads of alphas
High Durable % despite the low overall DPS makes it work out
The best explanation of durable damage I’ve seen, with a link to the website where all the weapon stats are listed. More of this please
Tbf, bile titan heads not having explosive immunity really doesn't matter that much anyway since there's no weapon-based AOE explosive damage that gets AP5+ outside of AT launchers.
an immunity to bombs should not be determined by game balance
The weapon stats page seems to be overdue for an update. It's missing the latest warbond weapons and one of the * markers at the bottom is no longer relevant, specifically the one about continuous laser weapons not lighting enemies on fire.
It tells you borderline nothing and doesn't even exist for Support Weapons. It is utter madness.
I have a creeping suspicion devs won't do this... If the players had all the "critical information" then they can make their choices based on the dreaded "most effective tactics available" and the devs clearly wan form the players t to play the game on the devsr own terms...
It's good to know you're willing to keep grinding out all this useful intel for us, I can only speak for myself, but I'd like to think everyone here is of a similar mindset in saying we're with until the end whenever that may be if ever.
tyty :)
nah i already uninstalled im just watching the game implode
It'll be nice to have all these compiled in one place with resources linked (because everything in this game is subject to change)
Unless they change the formulas this playlist will hopefully be a helpful resource for years to come.
Please continue this series. In the absolute sea of reddit ruminations and TH-cam yammering you stand out as one of the only insightful voices of reason, actually exploring the math of the game.
Professor Eravin teaching us the stuff AH won't 🙏🏻
Doin my best
I think a potentially fun niche laser style weapons could have would be low ballistic damage but high durable damage. Let me slice through gunships like a lasgun through a spice crawler.
That was a proposed change originally for the Tenderizer I saw floating around, high durable average ballistic to make it particularly good against hard parts
Damn those animations are smooth. Especially at 3:21. Nice editing all around and great content you definitely earned a sub sir
Thanks for watchin :D
Great breakdown, clear and to thr point. The maths nerd part of my brain loves this system for how granular and varied it allows weapons to be, imagine a low ballistic but high durable damaging rifle, for dedicated anti-armour. But probably doesn't make sense as a bullet like that would likely turn unarmoured enemies to jam in reality. However, I do wonder if the user experience would be greatly improved by just removing durability entirely since it's a totally hidden mechanic that makes damage worse.
Fortuitous upload as I just watched a video showing that all of the charger variants have about 100 more HP than Hulks and between 2x and 2.5x durable armor on their backsides versus the Hulk's back vents.
maths
I don't even think most of the devs know this level of detail, or at minimum the balance devs don't know.
lol honestly maybe not
They definitely know. Durable damage has been changed on many weapons and enemy durability has also been adjusted by various updates. Most of the changes have been to either increase durable damage or to reduce enemy durability.
They know of it's existence, but I don't think they understand it's full impact in game
I think this would benefit from a live example with numbers on screen instead of spoken.. like if you were a math teacher for example. Maybe make a short that takes us through one popular example so more people know how to apply it to others?
ex:
Safe Railgun vs BT Head (95% durable)
600dam 60durable
600damage gets reduced by 95% ... 30
60durable gets reduced by the remainder (5% in this case) ... 57
57+30=87
Safe Railgun is AP5, same as BT head's AV5, so damage is halved... That means a safe railgun hit on a BT head is only 43.5 dmg
Meaning it would take 18 shots to do the full 750 damage to a BT head from a Safe Railgun
It'd obviously be much shorter if we charged the railgun to a higher AP level via the Unsafe setting, but that was just the quickest example I had in mind
Food for thought!
I believe I did that in my earlier damage explained video so this time I displayed the formula while talking through the example
The way armor vs armor pen, durable damage and explosive damage is IMO a big part of why enemies are so spongy along with damage transfer between components. Personally I think the enemies need a durability tune down.
Personally, I think it's fine.
This is one of the main problems with “balancing”. Too many variables to account for. Basically they screwed themselves over.
It's alot of different overly complicated systems to work with for sure
Great video to bring this hidden mechanic to the forefront. Don't know many games that would hide these important stats for players to make meaningful decisions.
Yeah it really shouldn't be so obscured
More people need to see this kind of thing. I swear a lot of the “weakness” people perceive comes from not understanding gameplay mechanics. Buffs are needed but we are far from weak if you understand the rock-paper-scissors-nuke loops that make the game fun
this is true, people would be much less upset if they understood why their medium penetrating weapons are failing against medium armor
Thanks Eravin!
thanks for watchin!
Freedoms greetings fellow ghost divers
and to you as well
We NEED a VR shooting range where we can test all this crap and find out about enemies stats, including what durable damage is, how armor works, explosive damage vs everything, concussive damage and how that works, and be able to fight enemies of our choice so we can practice strategies without having to go on a full-blown mission to do so.
Love the video. I need to looking into these websites.
They are some incredibly helpful resources
Good video, but this makes me question what the hell they were thinking.
And while it's taken them so long to get anything done.
to many board meetings not enough action
The two website you gave are my go to whenever I have questions on my own, and it answers most of them. Great tools, great job by their maker.
When I was trying the diligence, it felt less good to play than using the Tenderizer, which is surprisingly good even if you need 2 bullet for most headshot, it's 10 recoil make it fire like a laser, I went and checked the real stats, and sure enough, I understood why it felt like it was making shortwork of berserkers while the diligence struggle to anything that isn't a headshot.
Greetings and happy thirsty Thursday to you
you too
Useful guide
Without this knowledge I have said many times while playing and streaming that the damage makes no sense many times over bc damage isnt consistent but actually having this kind of information would be nice in the actual game.
It needs to be in the game and not just mentioned here reddit and the patch notes of all places
@@EravinVT Absolutly agreed. Also thanks for always going through all the nuanced mechanics. I've def appreciated the information bc I didnt know all that existed till I came across your channel.
Now that you have this information, how does that change the way you play? Do you shoot differently now?
It's more just for the knowledge of calculation. If I run numbers and they dont add up I want to know why. If applied can make you decide to aim somewhere else. Cant hit the head why waste the shots to the chest if other areas break faster. Mostly it answers questions I had that would have been beneficial so I am not saying why does x weapon that is stronger take more to kill this enemy but this other enemy it kills it faster than previous said weapons. So mostly context.
Ok, so essentially this means all weapons (except explosives) have a damage range like in rpgs. The max damage is what we're told, and the min damage is hidden for some reason.
Then, rather than randomizing the damage range, the result is fixed based on the enemy's stats.
This would be so much more intuitive if they presented the damage like in rpgs (60-600 dmg) rather than only showing the max (600 dmg)
It sure would
Dominator continues to dominate 🗿
Dominator stays winning
Really appreciate these videos! I knew durable damage was a thing, but I never knew how it worked against the enemy exactly, so thank you! Also want to say that I appreciate you remaining positive and not doomposting about the drama and discontent, while still acknowledging that the game needs work and that people would prefer something different than what we're getting.
Keep up the good work!
doing my best :) thanks for watching
Regarding Alpha Commander's explosion immunity, this is fairly common amongst all enemies. It's specifically the larger ones that don't have it due to how explosions and immunity to it works. There's a "main" part often inside the chest where the blast radius must reach in order to do damage. The smaller the enemy is, the more likely it is for all of their limbs to be immune such that only the core is affected and you're never double dipping. Some examples of these are Commanders, Warriors, and indeed Helldivers. Conversly, explosions are more likely to double- or even triple-dip on larger enemies if the Armor Penetration is high enough to damage their limbs in the first place, which is part of the secret sauce that makes stratagems so powerful.
I haven't updated my site in a while so the fancy new weapons aren't there yet. I should get on that.
Thank you for this video. It inspired me to download the weapon stats into a spreadsheet for my easy reference, and now I know how to read the figures.
4:02 RTA - recognize the alpha!
xD
It's strange that durable damage even exists as a separate category. They have weapon damage and armor class, they could just do:
weapon exceeds armor class - damage reduced by a small or no modifier. Maybe higher ac has inherent dr even if exceeded
weapon below armor class - damage reduced by a massive modifier (or no damage)
the fact that the community pointed out horrible inconsistencies in durable damage for months now and they haven't been fixed yet is baffling 😧
Thank you for this video. Well I've been keeping up with your content to stay informed, most of my squad doesn't so this quick videos is very helpful.
awesome, that's what i'm goin for
Love your videos Eravin, thank you for making them.
You have a graphics mistake at 1:23, to get the values you need to multiply by percentage, not divide.
Correct: 100 * 50% = 100 * 0.5 = 50
Wrong: 100 / 50% = 100 / 0.5 = 200
seeing how pitiful the durable damage is for the diligence. they really should just double the damage value of the snipers in general.
They gave it medium pen at our request but didn't make it deal any damage to those medium parts lol
@@EravinVT fits arr...conehead balance logic
@@EravinVT This sounds like one of those evil genies who grants you your wish, but twists it.
@@EravinVTthe monkey's paw curls
I much prefer 30min video about every deatil rather than 6 min shorts explain
fair
What is durable damage? The bane of my existence...
yeee
I feel like one of the failing points of Helldivers is how excessively complicated they made damage.
It's honestly a wonder the game is balanced as "well" as it is considering the utter maze of modifiers and values they made for themselves as a foundation.
It probably makes it difficult to hire any additional help considering the deep complexity and stingray engine
Other hd2 youtubers need to watch this. Those guys say things that make me question how much they actually play. They all seem to rely upon 1 or 2 load outs and thats it. Im always leaving comments telling them to go watch your videos 😂
lol
shoutouts to the incendiary breaker for almost having as much durable damage as the AMR. when they fix values being rounded down this shit's gonna go even harder
I guess the pet fish was caught in the ocean that the impalers are so fond of sending the helldivers to
lol
thats why I run the adjudicator. 80 dmg but 16 durable. Most of the times even with the CS I need to double tap a bot infantry's head, so I just do it with a double mag cap, more mag, and full auto mode. Insane how they can dodge bullets fired from cover, or not take any dmg on hit.
Durable Damage is your typical enemy resistances but for no reason they are written into guns😶
Instead of carefully balancing like "this enemy part blocks 85% of ballistic and only 20% of fire damage", Durable Damage only offers a crude and (I am absolutely sure) tedious balancing where changing value of any part can be bothersome in terms of math needed for it.
And if they change durable damage on guns - they risk messing up WHOLE balance every time.
Durable Damage is one of the reasons Railgun feels strange (it had definetly higher dur.damage at launch).
You can penetrate almost anything but you can't deal reasonable damage to heavy targets. That makes you like it less.
So idk, it doesn't look like a good thing honestly. It's a part of the game, but not the best one at that😂
and left completely unmentioned outside patch notes for funzies
@@EravinVT AH seems to be enjoying phrase "go figure" too much
Durable damage does damage that's durable
roll credits
Great idea ! I would have liked a quick overview of what weapons have good/better durable damage and what enemies that will be particularly useful against :)
I touched on a few big ones, But generally sorting the invaders page by "vD" will show you all the highest durable weapons per shot and sorting by "DPS(vD)" the durable damage per second of each weapon. Cross reference with the .io page to learn anything you need to know
With how durable damage is balanced it feels like it shouldn't exist
probably
Lets enjoy the Autocannon and Plasma weapons before they get nerfed.
I don’t care about all the drama, this game is still great. Thank you for explaining all this and helping me enjoy it more, Eravin.
Thank you. I'm looking for a video where the durable damage is discussed for several weapons, especially the high end primary weapons. I'll watch it if you post it!
I can do that right here actually, Blitzer is 70% durable hitting 175 of it's 250 which is why it's so effective against the medium bugs, Jar-5 has 33% durable dealing 275 ballistic with 90 Durable, The Breaker Incendiary popularity is widely do to the fact it can handle mediums at the expense of ammo making it work against all bugs with it's 50% durable damage 240/120
Thanks for breaking this down! You a real one 🙌
What!?! The alpha commander's head is IMMUNE to explosion damage!?!
Ye
Tbf the bugs having extremely durable heads makes complete sense as an evolutionary adaptation to constantly being shot in the face by helldivers. Even irl bugs have surprisingly durable heads, especially when it's used as their primary manipulator/weapon.
Yeah, generally you wanna aim for the thorax or abdomen to quickly dispatch a real bug.
I'm so glad I subscribed to this channel.
YES MORE
Will do thanks for watchin
wow i think you might have a greater understanding of durability damage than even the devs do
I’m still a bit confused 😭 so if a gun has 100 Normal Damage and 50 durable damage, and an enemy has 50 durability then the total damage given to the enemy will be 50(ND)+25(DD)= 75 damage ( not including the armor)
correct
good vid, keep it up
Thanks, will do!
Helldivers 2 is such a great game and I still play it when the fancy strikes me despite all of the drama surrounding it. Even so, it's frustrating how much stuff isn't explained, whether it be because the devs don't think it's important for the players to know or they think that it's lore-appropriate for Helldivers to be so expendable that it's not really worth spending so much time and resources training them to be elite enough to know all this stuff. It's especially frustrating when features in the first game are outright absent in the sequel. If we had a bestiary like the first game did then perhaps we could spend some research samples on unlocking some knowledge about our enemies and we could see a little hologram showing weak points with 'durability' listed and all that jazz instead of relying on resources outside the game.
Good stuff here! (And what a silly mechanic to design!)
It's this problem that makes explosive weapons so much more useful than everything else. For bots the ac just works better on average than most other choices. Bugs are all very susceptible to the grenade launcher too. I've even started using it against bots lately for a change of pace.
Ive not seen the quadratic formula for a long time. And hilariously enough its still less complicated than the damage calculation in this game.
Really appreciate this video! "Knowing is half the battle" after all.
Could you clear up some confusion on my part though? Hopefully I write this out so it makes sense. Using your example of the DCS, we have 140 ballistic damage and 14 durable damage.
1- Are these separate? So against a piece of paper held on the end of the gun so no damage fall off, no armor, and no durability, would the paper receive 140 total damage or 154?
2- A target at zero range with 100% durable damage but without armor would receive 14 total damage, correct?
3- I'm not understanding your formula: (DurDam / Dur) + (NorDam / (100% - Dur) = FinDam / Arm. So, (14 / 30%) + (140 / (100% - 30%)) = FinDam / 50% ; (46.6) + (200) = (246.6 / 50%) = 493.2. Should it be (DurDam * Dur) + (NorDam * (100% - Dur)) = FinDam * Arm ; (14 * .3) + (140 * .7) = FinDam * .5 ; (4.2) + (98) = FinDam * .5 ; 51.1 final damage?
4- For explosion damage, the target is either immune or it isn't, there isn't any partial immunity other than armor?
I must admit that your model feels so clumky, but the cuality of your content is just on another level, i really apreciate the info you give to us, because you barely can find or figure out by yourself
my model is like, actual helldiver armor o.o but thanks
@@EravinVT yeah i know i wasnt meaning that, i dont dislike your model but feels weird for me
Eravin, if AH remove this Durable Damage thing by giving at first all guns 100% durable damage, then adjust enemies health if necessary. Would not be way easier to balance the game? Or do you think for them this thing is not a issue for balancing?
I think that would definitely make the game both easier to understand for the players, and more straight forward as far as balancing is concerned while dropping a layer of depth most would call unnecessary as it's a layer of depth not being managed or handled properly.
There's just too many weapons in the game that hardly do ANY damage to enemies, that's why they don't see any mission time.
can't watch right now, but commenting for the algorithm as I'm sure it's top quality content like usual
appreciated, quite proud of this one haha
@@EravinVTfinally able to watch and it's even better than expected. Straightforward, to the point, and covers everything. Also linking to spreadsheets of everything if you like numbers is great. Thanks again for the time you put in helldiver o7
Another great video, keep the good work 👍
One thing i want, liberator's to have higher durable damage than smgs to make them unique
They seem really hesitant to commit to meaningful weapon buffs but will gut them on a whim, hope that changes
Liberator does 14 damage, SMG 7, I'm not a math whiz, but it's twice as much.
Arrowheads desperate need to handicap the players has resulted in convoluted mechanics that are deeply hidden and deceptive.
Not wrong
and how is she deceptive you?
This helped. Thank you.
I would like to point out that the alpha commander's head is not explosive immune, iirc just about every part of every enemy was given the explosive immune tag to fix a problem where enemies would take damage multiple times from single explosions. Also, given that brood commanders' whole gimmick is that they can survive without their heads, the 70% durability is justified if not insufficient. For enemies that are technically supposed to be the same tier as chargers, brood commanders have always been far too fragile and languid to be a threat, which sucks because they're one of my favorite Termanids concept wise. Bile titans' and Chargers' heads on the other hand have no excuse for being so durable. You can literally fire a railgun all the way through a bile titan's head, in one side and out the other, and deal practically no damage because, as any medical professional can attest, the head contains no vital organs whatsoever.
Because these enemies have so much armor anyway, this only affects the few weapons that both can penetrate level 5 armor, and don't already deal 100% durable damage. So essentially things like the railgun and emancipator, weapons widely considers to be pretty much obsolete on the Termanid side due to their poor performance against tanks.
Really, chargers are an enemy design nightmare, the ""weak spot"" is so tanky it eats EAT's, And when they're not charging, their turn radius is actually INSANELY quick. Like, you you wouldn't believe me if I told you. Just try and get behind one when it's pathing get broken in a way that it stops from charging, but still allows it to turns. It's straight up impossible.
And without it's rear in the picture, you have an enemy that moves faster than anything else, that's covered entirely in nigh impenetrable armor. leaving you no option but to bring something that can 1 shot them before they reach you, or spend then entire game running away. It's no wonder this thing defines metas like it's nobody's business.
_This comment turned from a small factual correction to a dissertation on why chargers should be nerfed into the ground real quick..._
Crazy shit is, against devastators, you are better off with just the normal Dilligence since a headshot one taps them and using the DCS, while also one tap head with the benefit of being able to damage the body, makes your ammo economy tanks, while also for some goddamn reason, the DCS can sometime not oneshot normal troopers? A similar ammo economy with Dilligence on the bot front so you might as well take the more ammo option with similar breakpoints.
That would be true except the Devastator head hp is 125, and the Diligence has 125 damage. and the game also has damage fall off causing you to immediately lose 1 damage due to rounding so 124/125
The only thing that's truly durable is my brothers durability to work at Target for over 7 years of his life
damn
@prestoncrenshaw2914 oof. I worked at target as a season hire and I hated it. You gotta tell him to get out of there man
Dope, dude
:D
Arrowhead yoinked the whole durable damage system from their fellow swedes at Paradox and HOI4, where having tanks would give your units “hardness” that made them take less “soft damage” and more “hard damage” which mostly came from AA and AT guns. As a HOI4 player the whole durability aspect was simple to understand but the fact that it’s not advertised anywhere inside the game is unacceptable.
Can you do a video on the Scythe and Laser cannon explaining how the beam damage works and what their strengths and weaknesses are?
Great content. Love the content you make. Constructive feedback: Charts, graphs or info-graphics would have been helpful. After your words-only explanation, I'm still not sure I understand how it works.
the formula was on screen
this feels like rocket science