Deep Rock Galactic: Survivor

Deep Rock Galactic: Survivor

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How does status damage work?
I unlock driller and play the first map.

Get the flamer as 2nd weapon and krak turret as third.

Invest all my upgrades into flamer to get the overclocks. It is level 13 by end of mission. Krak turrets are still level 1 (also tried to get the grenade leveled up).

At the end screen, the flamer had less damage than the krakatoa turret, even though I'd gotten the flamer earlier and gotten a giant pile of upgrades for it.

Is the flamer that terrible? Is there any reason to have multiple sources of the same elemental damage? Do the fire effects stack?
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Showing 1-11 of 11 comments
Mitsu/Inervo Apr 2, 2024 @ 2:56pm 
elemental damage does not count to total damage dealt for weapon as far as i have seen
fourskulls Apr 2, 2024 @ 2:57pm 
I kind have been wondering what the difference is between acid and fire damage. I assume that acid does more damage to armored enemies, while fire is better on lighter enemies. I haven't been able to notice the difference though.
Mitsu/Inervo Apr 3, 2024 @ 12:20am 
Originally posted by fourskulls:
I kind have been wondering what the difference is between acid and fire damage. I assume that acid does more damage to armored enemies, while fire is better on lighter enemies. I haven't been able to notice the difference though.
acid seems to reduce armor of enemies.
Millimidget Apr 3, 2024 @ 2:03am 
Fire applies a damage over time effect. Acid applies a weaker damage over time effect, but also increases damage to the affected target from non-acid sources. Electrical generates a "bouncing" damage over time effect, doing progressively less damage to each target it jumps to, and also increases critical strike chance against the affected target. Cold slows the target, and freezes them momentarily when enough stacks have been applied.

Status effect damage isn't included in the weapon damage breakdown at the end of a dive; you can roughly calculate it by subtracting weapon damage from total damage by damage type.

Status effect damage cannot crit. Terrain based effects, such as the Impact Axe's fire or acid trails or the ArmsKore Coil Gun's beams, have a direct damage component which can crit; the ones which utilize a non-kinetic damage type will also apply status effect stacks.

Most weapons generate only limited status effect stacks, and instead kill enemies via direct damage before any appreciable amount of status effect damage is dealt. There are a few exceptions, such as the Collete Wave Cooker or Corrosive Sludge Pump, which generate a high number of status effect stacks relative to their direct damage.

Both the CRSPR Flamethrower and Krakatoa Sentinel (ie the fire turret) generate few status effect stacks relative to their direct damage. The reason the turret did more damage than the flamethrower is because the turret has a much better time-on-target ratio; put simply, it is applying damage much more frequently than the flamethrower.
Mitsu/Inervo Apr 3, 2024 @ 4:50am 
Originally posted by Millimidget:
Fire applies a damage over time effect. Acid applies a weaker damage over time effect, but also increases damage to the affected target from non-acid sources. Electrical generates a "bouncing" damage over time effect, doing progressively less damage to each target it jumps to, and also increases critical strike chance against the affected target. Cold slows the target, and freezes them momentarily when enough stacks have been applied.

Status effect damage isn't included in the weapon damage breakdown at the end of a dive; you can roughly calculate it by subtracting weapon damage from total damage by damage type.

Status effect damage cannot crit. Terrain based effects, such as the Impact Axe's fire or acid trails or the ArmsKore Coil Gun's beams, have a direct damage component which can crit; the ones which utilize a non-kinetic damage type will also apply status effect stacks.

Most weapons generate only limited status effect stacks, and instead kill enemies via direct damage before any appreciable amount of status effect damage is dealt. There are a few exceptions, such as the Collete Wave Cooker or Corrosive Sludge Pump, which generate a high number of status effect stacks relative to their direct damage.

Both the CRSPR Flamethrower and Krakatoa Sentinel (ie the fire turret) generate few status effect stacks relative to their direct damage. The reason the turret did more damage than the flamethrower is because the turret has a much better time-on-target ratio; put simply, it is applying damage much more frequently than the flamethrower.
but my status weapons deal crits all the time same as the status procs
Millimidget Apr 3, 2024 @ 2:03pm 
Originally posted by Mitsu/Inervo:
but my status weapons deal crits all the time same as the status procs
The direct damage component of the weapon is what's critting, not the status effect damage. This is confirmed by devs.
Mitsu/Inervo Apr 3, 2024 @ 2:19pm 
Originally posted by Millimidget:
Originally posted by Mitsu/Inervo:
but my status weapons deal crits all the time same as the status procs
The direct damage component of the weapon is what's critting, not the status effect damage. This is confirmed by devs.
so the literall crit numbers of the status procs are just bugs since start of Early Access? dafun
q. yeah gonna wait till i see an actual dev report that here since their discord wont even let me in lol
Last edited by Mitsu/Inervo; Apr 3, 2024 @ 2:21pm
Voldo Apr 3, 2024 @ 3:21pm 
There are no critical hits on damage over time effects, stop making things up. Only the first initial hit can crit since day 1.
Even if you have 100% crit electric build running you can see it, only the first hit a bug ever takes is critting, nothing after that. Like Mitsu mentioned some weapons can stack up status effects, but they are not critting after there first hit on an individual either.

Long Story short, yes the flamerthrower is still not the best weapon for the driller even if it might seem so.
The Krak Turrets are basicly killers if you can upgrade them accordingly they outshine the CRSPR Flamethrower by a mile in my opinion, even the corrosive sludge pump seems to scale better ;>.

Originally posted by fourskulls:
I kind have been wondering what the difference is between acid and fire damage. I assume that acid does more damage to armored enemies, while fire is better on lighter enemies. I haven't been able to notice the difference though.
It stands in the description what acid is doing ;O.
Mitsu/Inervo Apr 4, 2024 @ 4:12am 
Originally posted by Voldo:
There are no critical hits on damage over time effects, stop making things up. Only the first initial hit can crit since day 1.
Even if you have 100% crit electric build running you can see it, only the first hit a bug ever takes is critting, nothing after that. Like Mitsu mentioned some weapons can stack up status effects, but they are not critting after there first hit on an individual either.

Long Story short, yes the flamerthrower is still not the best weapon for the driller even if it might seem so.
The Krak Turrets are basicly killers if you can upgrade them accordingly they outshine the CRSPR Flamethrower by a mile in my opinion, even the corrosive sludge pump seems to scale better ;>.

Originally posted by fourskulls:
I kind have been wondering what the difference is between acid and fire damage. I assume that acid does more damage to armored enemies, while fire is better on lighter enemies. I haven't been able to notice the difference though.
It stands in the description what acid is doing ;O.
so all these fancy crit numbers on the non initial hits that you can see dont exist? yeah sure. ah seems its lingering hitboxes for weapons that visually already ended or something but why they only dealing double the tick damage instead of double the full damage?
Last edited by Mitsu/Inervo; Apr 4, 2024 @ 5:04am
Voldo Apr 4, 2024 @ 11:27pm 
Like i wrote, if you run a 100% crit build you can see it pretty clearly, only the first hit on each bug will give you a thick font.

If you have 100% crit chance, and the status effect damage ticks could crit(which they cant to my understanding) there would be no thin fonts poppin up.
Millimidget Apr 5, 2024 @ 6:58am 
Originally posted by Mitsu/Inervo:
so all these fancy crit numbers on the non initial hits that you can see dont exist? yeah sure. ah seems its lingering hitboxes for weapons that visually already ended or something but why they only dealing double the tick damage instead of double the full damage?
You might be confusing direct damage from ground effects for status effect ticks.

For what it's worth, it's intended that status effect ticks scroll downward in the scrolling combat text, while direct damage scrolls upward. Ofc, this is bugged for a few weapons, including the status effect king, the Colette Wave Cooker. Also, status effect damage only appears in the scrolling combat text at three stacks or higher; one or two stacks won't show up at all, but the target should still display the relevant vfx.
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Date Posted: Apr 2, 2024 @ 1:32pm
Posts: 11