Deep Rock Galactic: Survivor

Deep Rock Galactic: Survivor

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February Mar 15, 2024 @ 12:51pm
Armor is a 'trap' stat
I've just done a run on Hazard 4 where I've picked up like a total of ~30 Armor, yet at the end of Stage 4 of said Hazard 4 run, a single enemy purple blob hit me for 68 damage.

Now, I don't know which is less balanced here - the Armor value by itself or how the scaling with swarm waves grows, but either the Armor could be buffed to prevent more damage or the scaling itself could be toned down.

Why? Well, we keep working towards upgrading all of the "Upgrade" stats but when you learn at least 1 of them is nearly completely useles. We can upgrade Armor to a total of 24 yet, in a single run, you can get double that and it doesn't feel like it reduces the damage you take in any noticable way.

The game is more difficult than other survivor-type games but please, tone down the swarm scaling a little bit, improve how much stats give (particularly Armor) or release a new batch of balance changes, because we all know that they're all far from being desired picks at the moment - their damage ranges vary too greatly right now.

Anyway, jus' throwing the idea out there.
Originally posted by Wheredoyoukeepthechocolate?:
It gets complicated and there are different damage reduction curves depending on what hazard level you're playing on. The TLDR is that on haz 5, each 10 armor is equivalent to getting 10-15% more health. Since I haven't heard of there being any updates to how armor works, I think the tip/observations/mechanics document in the pinned posts has correct information. Check there for more details.
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Showing 1-15 of 15 comments
Mitsu/Inervo Mar 15, 2024 @ 1:09pm 
yeah already talked about this in another post myself. you can have 56 armor or 112 armor. and the difference is like 3 damage taken so yeah. they really need to fix armor stat
Yasahi Mar 15, 2024 @ 1:14pm 
It could be bugged since it seems to not really have much of an effect. Or it could be that the damage formula uses armor as a part of the calculations but its impact is so small that it seems to have no effect.

Either way the devs should address the issue. Currently there's very little reason to pick armour over anything else.
RichtigKlasse Mar 15, 2024 @ 1:20pm 
i'd suggest to introduce an alternative upgrade path to armor like "damage reduction" which clearly states the reduction in percent instead of absolute "armor" values which don't mean jack.
REVombre Mar 15, 2024 @ 2:07pm 
scaling is trash, beeing hit for 30 hp by a simple bug feels so bad
xMario Mar 16, 2024 @ 4:46am 
it has to be a % damage reduction like you know in any other normal game. Otherwise its pointless.
Lunacy Mar 25, 2024 @ 9:58am 
Definitely, had 100+ armor in one run and was still getting hit for at least 50% or 66% of an enemy's default damage. Little grunt still hitting me for at least 12 on the lower difficulties despite having 3x more armor than their maximum damage.
Confector426 Mar 25, 2024 @ 12:58pm 
Originally posted by xMario:
it has to be a % damage reduction like you know in any other normal game. Otherwise its pointless.

Also fits well seeing as how that's how a lot of the other bonuses work.
I agree, armor mitigation feels mediocre/bad investment, a straight %dmgrdx would be much better
BROLY 32 Mar 25, 2024 @ 5:16pm 
Armor and bonus XP are both traps. Game kinda soft caps around level 60, you can get up to 63 and maybe slightly more if you're really lucky with your build (doesn't damage bosses but kill swarms easily) but one or two extra levels is never worth wasting a full level on this stat.
Weird Grim Mar 25, 2024 @ 6:04pm 
Armor feels like the more you get of it the less damage it blocks, like the first 10 armor blocks like 5 damage, but then the 10 armor you get after that blocks like 3 damage and so on.
They should make it so each point of armor reduces the damage by 0.5% and it caps at 75%, so you need 150 armor to get to the cap and ones you reach that cap you no longer will see armor in the selection.
Urza Mar 26, 2024 @ 2:26am 
Armor afaik does have diminishing returns, but think about how broken it would be if it didnt. Its fine for what it does.

every 20 armor is ~100% additional ehp from what I understand, seems fine
Last edited by Urza; Mar 26, 2024 @ 3:46am
Bug Guy Mar 26, 2024 @ 4:28am 
Originally posted by Urza:
Armor afaik does have diminishing returns, but think about how broken it would be if it didnt. Its fine for what it does.

every 20 armor is ~100% additional ehp from what I understand, seems fine
I think the issue though is that the diminishing returns start harshly at where you can get your base armor to. Gunner starts with 10 extra armor which is mostly useless past when you unlock him. It falls off so quickly that it really doesnt matter. Yes, lots of games have diminishing returns on blocked damage with armor. But this games armor curve is really bad. When you start a game with 20 armor, getting even 8 will do jack. youd think they would have the value scale up to triple that before you start seeing that level of dropoff. Lunacy made a good point earlier how having over 100 Armor was nothing. That sounds like it feels pretty bad
Urza Mar 26, 2024 @ 4:53am 
Originally posted by Bug Guy:
Lunacy made a good point earlier how having over 100 Armor was nothing. That sounds like it feels pretty bad
im not sure their numbers are at all accurate. 100 armor should be like 83% DR afaik, according to the testing weirdos on the official discord
Last edited by Urza; Mar 26, 2024 @ 4:54am
Mitsu/Inervo Mar 26, 2024 @ 5:50am 
Originally posted by Urza:
Originally posted by Bug Guy:
Lunacy made a good point earlier how having over 100 Armor was nothing. That sounds like it feels pretty bad
im not sure their numbers are at all accurate. 100 armor should be like 83% DR afaik, according to the testing weirdos on the official discord
does not change the matter that it is actually accurate going by what we here on the steam forums have found
so does anyone know what the current armor formula is?
A moderator of this forum has indicated that this post answers the original topic.
It gets complicated and there are different damage reduction curves depending on what hazard level you're playing on. The TLDR is that on haz 5, each 10 armor is equivalent to getting 10-15% more health. Since I haven't heard of there being any updates to how armor works, I think the tip/observations/mechanics document in the pinned posts has correct information. Check there for more details.
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