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Revision as of 12:21, 29 July 2020

This page is possibly not up to date.
This page is possibly not up to date. It was last updated for Update 31: What Was Left Behind

Most creatures on Hoxxes IV possess some degree of armor, reducing the damage dealt by dwarven weapons. It can typically be destroyed by shooting it, or avoided by shooting weakpoints or non armored body parts.

Attacks Affected by Armor

  • Armor affects any attack with direct damage, no matter the damage type.
  • Area attacks are not affected by armor but they can still break the armor or damage the armor plates.
  • Damage over time attacks (On Fire DoT, Electrocution…) ignore armor and can’t break or damage it.

Special cases

The CRSPR Flamethrower and the Cryo Cannon are not affected by armor but can’t damage it either.
The Breach Cutter isn’t affected by armor but can still break the the armor or damage the armor plates.

Types of Armor

Light Armor

Light Armor reduces incoming damage by 20%. Each shot got a chance to break it.
Glyphid Grunt, Glyphid Grunt Slasher, Glyphid Grunt Guard (on their back and legs), Web Spitter, Acid Spitter posses such armor.

Medium Armor

Medium Armor is a special type of light armor that reduces incoming damage even more.
For the Q'ronar Youngling it reduces incoming damage by 50%. Each shot got a chance to break it.
For the Glyphid Crassus Detonator, the gold plating reduces damage taken by 60%. Unlike All other Light/Medium Armor it can’t be broken.

Heavy Armor

Heavy Armor completely negates incoming damage. Depending on the creature, it either has a set health per plates, scaling with hazard level or each shot has a chance to break it.
Glyphid Grunt Guard (front legs), Glyphid Praetorian, Glyphid Warden, Glyphid Warden and Q'ronar Shellback possess such armor.

Unbreakable Armor

Unbreakable Armor completely negates incoming damage like Heavy Armor, but it is also impossible to break.
Direct attack are useless against it, Area damage is only effective if the area reaches vulnerable parts of the body.
Glyphid Oppressor, Glyphid Dreadnought posses such armor.
The core of the Korlok Tyrant-Weed is also protected by a shell of Unbreakable armor, but unlike the other this armor even protect the core against all kind of Area damage and weapon that usually ignore armor such as the CRSPR Flamethrower or the Breach Cutter.

Armor Breaking

Armor Damage

The chance to break Armor and the damage done to an Armor Plate is determined by the damage done and the armor break modifier.
Armor Damage is the combination of theses two stats:
If the armor break value of a weapon isn’t displayed it is usually 100% or x1.
Any shot that hit a creature armor will damage it (for health base Heavy Armor) or have a fix chance to break it (for Light/Medium Armor or chance based Heavy Armor).
Armor Break allows to break an armor piece more easily by increasing your damage against armor, but your damage against the creature health remain the same. Armor Break has no effect against the Glyphid Dreadnought Shell (since it’s considered health).

Health per Plate

Only some creatures with Heavy Armor have this type of armor, namely the Glyphid Grunt Guard (Front legs only), Glyphid Praetorian and Q'ronar Shellback.
For theses creatures, each armor plate has its own hidden health pool that scales with Hazard Level, using the normal difficulty scaling (same as Glyphid Grunt).
To break a plate, you need to deal as much Armor Damage as the plate's health. This amount of damage can be done is several shots, armor plates do not recover health over time.

Armor Plate Effective Health Scaling
Creature Armor Plate eHP
Glyphid Grunt Guard (Front legs only) Template:Creature Health2
Glyphid Praetorian Template:Creature Health2
Q'ronar Shellback (Body and Tail) Template:Creature Health2
Q'ronar Shellback (Neck and Head) Template:Creature Health2

Armor Strength

All other creatures use Armor Strength to determine the chance to break an armor plate. Your chance to break an armor plate will depend on the creature's Armor Strength and the Armor Damage dealt. Unlike Health Based Armor, the chance to break Strength Based Armor will be constant for each shot fired.
Any creature with Light/Medium Armor and some creatures with Heavy Armor (Glyphid Warden and Glyphid Menace) use this type of armor.

The chance for an armor plate to break is given by using the following formula to get the X value: And then reading on the Y axis the armor plate break chance on the following graph:

Armor Break Chance vs Armor Damage / Armor Strength

Armor Strength for each Creature
Creature Armor Type Armor Strength
Glyphid Grunt Light Light armor: -20% damage taken. 15 Strength
Glyphid Grunt Slasher Light Light armor: -20% damage taken. 15 Strength
Glyphid Grunt Guard (Legs and Back) Light Light armor: -20% damage taken. 15 Strength
Glyphid Warden Heavy Heavy armor: Block all damage until broken. 15 Strength
Glyphid Web Spitter Light Light armor: -20% damage taken. 10 Strength
Glyphid Acid Spitter Light Light armor: -20% damage taken. 10 Strength
Glyphid Menace (Back Plates) Heavy Heavy armor: Block all damage until broken. 1 Strength
Glyphid Menace (Chest Plates) Heavy Heavy armor: Block all damage until broken. 10 Strength
Q'ronar Youngling Medium Medium armor: -50% damage taken 5 Strength
Armor Damage needed vs Armor Break Chance – Quick Reference
Creatures Armor Strength Armor Damage needed for x% Chance
30% 50% 75% 90% 100%
Glyphid Grunt
Glyphid Grunt Slasher
Glyphid Grunt Guard (Legs and Back)
Glyphid Warden
15 Strength 9 15 30 48 60
Glyphid Web Spitter
Glyphid Acid Spitter
Glyphid Menace (Chest Plates)
10 Strength 6 10 20 32 40
Q'ronar Youngling 5 Strength 3 5 10 16 20
Glyphid Menace (Back Plates) 1 Strength 0.6 1 2 3.2 4

Calculating the Armor Break Chance




Calculating the Armor Damage



Example with Armor Break Chance = 80% against an Acid Spitter.

Trivia

As of Update 31, the hit breaking the armor is still affected by the damage reduction, but it should do full damage according to the Miner’s Manual.

Gallery