Damage

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Calculating Damage in Helldivers 2 takes a large number of variables into consideration. The Damage page attempts to explain how different Enemies, Weapons, and Stratagems handle damage.

Damage Calculation

All damage calculation information in this section of the document has been confirmed to be accurate as of Game Version 1.000.203]

Enemy Parts

An enemy's hitbox is not as simple as a single value of health or one of armor. An enemy is made up of many different enemy parts, each part with its own armor value and health value. Parts can also be considered "Durable" parts, which take damage in a completely different way.

Enemy parts can be destroyed, but that does not always mean the enemy dies. An enemy will die if one of the following conditions are satisfied:

  • Enemy overall health is reduced to 0
  • A fatal enemy part is destroyed, such as their head.

Damage done to an enemy body part may transfer full or in part to their main HP, although not all parts do this. Destruction of a body part can also initiate a bleedout.

Armor Penetration

Every part of every Enemy has a specific Armor Value, with a range of 0 to 10. This number indicates how armored that part is, and how strong a weapon needs to be to deal any damage to it.

Similar to enemies, every weapon has a set of Armor Penetration Values that indicate how much armor the weapon can pierce.

  • If the specified weapons Armor Penetration Value is more than the enemy parts Armor Value, the weapon deals 100% damage (Red Hitmarker)
  • If the specified weapons Armor Penetration Value is equal to the enemy parts Armor Value, the weapon deals 50% damage (White Hitmarker)
  • If the specified weapons Armor Penetration Value is less than the enemy parts Armor Value, the weapon deals 0% damage (Ricochet)

Each weapon may have a total of four penetration values:

  • One penetration value for a direct hit, looking straight at the enemy part with (almost) no angle of attack.
  • One penetration value for hits at a slight angle (angle value unknown)
  • One penetration value for hits at a large angle (angle value unknown)
  • One penetration value for hits at an extreme value (angle value unknown)

The first three penetration values are often identical, resulting in a general penetration value and a bouncing angle.

Weapon Damage

Each weapon, stratagem, etc. have two different damage values assigned to them

  • Standard damage is the normal damage the weapon does to anything it shoots.
  • Durable damage is the damage done to durable enemy parts, which is explained more in the next section.

One important thing to note, these damage values are the damage done at point blank range. Damage decreases as the distance traveled increases.

Enemy Part Durability Level

Enemy parts also have a Durability level. This level is a variable between 0 and 100.

  • A value of 0 means the enemy part is not durable at all, and will take full standard damage
  • A value of 100 means the enemy part is 100% durable, and will take full durable damage.

Each weapon has a specific value defined for the amount of damage it can do to standard enemy parts, and a separate value defined for the amount of "durable" damage it can do to enemy parts. The part durability level value defines the ratio of standard damage vs. durable damage applied.

Durability Example

For this example it will be assumed that the weapon used has a standard damage of 1000, and a durable damage of 100.

Assume a single shot is being fired at a specific Enemy Part, and that the shot pierces the enemies armor completely.

  • If the enemy part has a durability value of 0 (0% durable), the part will take 1000 damage.
  • If the enemy part has a durability value of 100 (100% durable), the part will take 100 damage.
  • If the enemy part has a durability value of 50 (50% durable), the part will take 550 damage.
    • 50% standard damage: 500
    • 50% durable damage: 50
  • If the enemy part getting shot by this weapon has a durability value of 60 (60% durable), the part will take 460 damage.
    • 40% standard damage: 400
    • 60% durable damage: 60

Squishy Enemy Parts

Squishy parts are parts that have an Armor Value of 0 but have an extremely high "Durability".

  • This means that all guns damage the part, but the damage done is almost entirely related to the guns durable damage, not its standard damage.

Damaging Structures

All destroyable Structures in the game have a Demolition Treshold associated with them between 0 and 100.

In order to destroy a structure, the user needs to be using a weapon/stratagem that has enough Demolition Force. Armor penetration is irrelevant to this check, as is damage and whether or not the attack is explosive. When the treshold is met, the structure will be destroyed.

Note: Some structures, such as the Spore Spewer and Shrieker Nest, are not labeled as structures. These entities are considered non-moving enemy units with a high Armor Value and Durability.

Damage Types

Different Stratagems, weapons and enemies deal different types of damage to Helldivers and Enemies.

List of Damage Types

Type Description Sources
Arc Damage ARC-12 Blitzer • ARC-3 Arc Thrower  •  A/ARC-3 Tesla Tower
Fire Damage All sources that deal this damage, will ignite helldivers, making them burn for a couple of seconds. Helldivers are advised to dive to extinguish the flames and use stims when on fire. Fire Tornados  •  Hulks  •  Orbital Laser
Impact Damage This damage is caused by sources impacting with the helldiver. Falling Shriekers  •  Bile Titan Stomps  •  High Speed Terrain Collision
Fall Damage This damage is caused by falling from high places. Falling
Ammo Based Damage
Laser Damage
Energy Damage
Poison Damage
Explosion Damage Most/All sources of this damage, will launch helldivers into the air, possibly causing Impact Damage. G-16 Impact • G-12 High Explosive