Deep Rock Galactic
BryanChung Mar 31, 2024 @ 5:58am
What does "Elemental Damage" consist of?
I want to use Elemental Insulation that has resistance to Elemental Damage. But I want to clarify, what damage are considered Elemental?

Does the exploders that explode, is that considered Elemental?
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Showing 1-15 of 24 comments
Chibbity Mar 31, 2024 @ 6:03am 
Fire, cold, poison/acid, radiation; and electricity.

Not explosive, so no it's not going to help against exploders; except maybe the radiation variant.
Last edited by Chibbity; Mar 31, 2024 @ 6:04am
BryanChung Mar 31, 2024 @ 6:36am 
Thanks. :) Elemental Insulation is still a good to use perk right? :D
Johnno Mar 31, 2024 @ 6:42am 
Originally posted by BryanChung:
Thanks. :) Elemental Insulation is still a good to use perk right? :D

Not really, no.
Chibbity Mar 31, 2024 @ 6:44am 
Originally posted by BryanChung:
Thanks. :) Elemental Insulation is still a good to use perk right? :D

It can be, it covers quite a lot of situations passively; but it's not terribly exciting either.

Depends on your playstyle.
zverozvero Mar 31, 2024 @ 6:55am 
Mostly boils down to 'how annoying praetorian breath is' but resisting spreaders puddles, toxic clouds and generally freeze/ignite less is pleasant experience. Nice relaxed option.
Ser Pounce Mar 31, 2024 @ 8:01am 
Originally posted by BryanChung:
Thanks. :) Elemental Insulation is still a good to use perk right? :D

It's okay. It mostly helps against environmental hazard. It's nice against some enemies but most of them either do kinetic or explosive damage, and it will mostly reduce their DoT damage, not even the initial hit damage.

One thing that's not apparent it that it also make you freeze/ignite slower. Definitely helpful in glacial strata as it pretty much prevents you to freeze entirely, unless you're really walking into freeze sources for the fun of it.
Last edited by Ser Pounce; Mar 31, 2024 @ 8:03am
Undefined Mar 31, 2024 @ 8:06am 
Originally posted by Johnno:
Originally posted by BryanChung:
Thanks. :) Elemental Insulation is still a good to use perk right? :D

Not really, no.
+1

Most of the perks in the game are useless or bad; there's only a few that are worth taking.

It's a different story for weapon perks, though.
RUCKUS RELOADED Mar 31, 2024 @ 8:11am 
the problem is that most enemies you would expect it to work against, it doesn't, because their attacks are coded as kinetic damage rather than elemental
take acidspitters for example: the DoT from their acid attack is considered elemental, but the direct hit (which does a whopping 34 damage) is considered kinetic. this seems to be a deliberate choice as GSG copied this behaviour for the septic spreader - direct hit is kinetic, DoT is elemental. you're only getting resistance from the DoT effects of these enemies, which is not worth the perk slot investment, even on H5

i guess maybe you could run it on engie because it stacks additively with his own poison resistance so you could become basically immune to praetorian acid breath, but that's such an incredibly niche circumstance that it's not worth it
babuk.fracal Mar 31, 2024 @ 8:36am 
Originally posted by BryanChung:
Thanks. :) Elemental Insulation is still a good to use perk right? :D
Hi
Big enthusiast of this perk here

I recommend to not use it on scout
use it on driller if you go in magma core
And use it whenever you want with engi and gunner

For engi its simply because you end up with a huge poison resistance, which is very nice against annoying stuff such as cloud gaz, praet attack, acid spitters...

For gunner, its simply because I like to reduce chip damage as much as possible when I play him
also because I tend to revive a lot of people with him so its nice to have

I should also mention one thing, this perk does affect how much cold you receive from different sources in glacial astra
For exemple, one blizzard usually put you at 2/3 of your cold meter
while with the perk, you will be at less than half your meter.
BryanChung Mar 31, 2024 @ 8:50am 
Thanks for your inputs guys! :D
Bookslayer10 Mar 31, 2024 @ 11:02am 
I use Elemental resistance on builds where I don't need Born Ready, sure it doesn't help against most enemies but when you ARE fighting enemies that deal elemental damage it's actually really good. Like, Praetorian spit is actually really dangerous on high difficulties when it comes from unexpected angles, so taking a lot less damage from it is really nice.
Undefined Mar 31, 2024 @ 11:04am 
Originally posted by Bookslayer10:
I use Elemental resistance on builds where I don't need Born Ready
So... every build? :P

Seriously, Born Ready is such a waste of a perk slot. There's ample time to reload even when a swarm is chasing you.

Penalty points for annoying everyone with "I was born ready" spam every time it procs. <- BTW there's a mod that mutes that if anyone's interested.
Last edited by Undefined; Mar 31, 2024 @ 11:05am
CapoFantasma97 Mar 31, 2024 @ 12:34pm 
Elemental Resistance is unfortunately very niche. As you can also check in the wiki, most of what you'd think would be logical that would work, doesn't. It's not worth it at all.

If you want a passive perk that will help you to survive, instead of Elemental Insulation go for (depending on your build):
- Veteran Depositor, if you can play near MULE a lot as Driller, Gunner or Engineer (30% damage reduction from ALL sources)
- Resupplier, usually fits well in any build, especially for big guns that are slow to load (Driller, Gunner) it gives you 25% more health back on resupply and reloads your weapons, which will make a lot of clutch plays (make sure to have a drop pod in the area during big waves)
- Vampire if you have the chance to frequently use your Power Attack and avoid getting hit while doing it, so that you can heal; I use it a lot on my Scout, because I have the pickaxe build for lower cooldown, I power attack to kill one or two grunts and gain back 5/10 hp, then zip away, and repeat kiting a few more enemies as needed; you can also try to keep some grunts alive with low HP (so not as Driller) and finish them off with a pickaxe hit

As for active perks, you'll have a much easier time with these:
- Dash for any class that isn't Scout (not needed for them) this will allow you to retreat very rapidly and not get stuck and overwhelmed by a swarm
- Iron Will is essentially an extra life, pop it when your team is in deep trouble (one or two left alive, they're maybe not going to be able to clear the wave); you can combine it with Vampire, because you won't go down even if you gain one HP (and you can easily gain at least 5HP during the Iron Will duration with a well placed power attack); also as long as Iron Will lasts, even after healing, you'll be invincible to damage, so you don't need to retreat after healing
- Field Medic you revive people much faster, which means less risk for you, and you can even revive instantly once per mission if you think you might not be able to fight off the wave and revive them after (e.g. Scout zipping to a Driller and getting them back up for firepower)

I left out some perks that would seem useful but I do NOT recommend:
- Berzerker sounds good on paper together with Vampire, because you can spam power attacks and have much stronger pickaxe attacks, so a lot of heals; but the cooldown is 4 (FOUR) minutes! I don't think it's worth it because of such a long cooldown, when there are other useful active perks, not just the ones above but even other utility ones that I haven't mentioned
- similar deal for Shield Link, you might use it for some builds e.g. I think it fits a defensive Engineer, but it overcharges someone else's shield for not a crazy amount of effective HP for 30 seconds, and then it has a cooldown of 2 (TWO) minutes!
- Sweet Tooth will barely be felt at all, and there are more valuable passives that makes a much more remarkable difference; usually one red sugar crystal is good enough for one person regardless if they're using the perk or not; you can't use it to increase the amount of red sugar for your team, because it works on the red sugar consumed, not mined
- Thorns is one of the worst perks to exists: it applies 24 damage to ONE enemy every 0.75 seconds (yes the ingame description is misleading): that will be just enough to kill 1 (ONE) swarmer or naedocyte out of the huge group ganging up on you; it would be god tier if it actually worked on every single melee attack received
- Friendly halving friendly fire isn't that huge of a deal and can't be stacked with other people, and won't work with self inflicted damage, so you can't abuse it (imagine surviving a C4 blast lol); just play with better people, don't jump into other people's line of fire, and careful with flagging
Last edited by CapoFantasma97; Mar 31, 2024 @ 12:36pm
RUCKUS RELOADED Mar 31, 2024 @ 12:35pm 
Originally posted by Undefined:
Seriously, Born Ready is such a waste of a perk slot. There's ample time to reload even when a swarm is chasing you.

Penalty points for annoying everyone with "I was born ready" spam every time it procs. <- BTW there's a mod that mutes that if anyone's interested.

born ready isn't about the time it takes to reload, it's about ensuring that your weapons are always loaded as you switch between them. hence the name, "born ready"

gunner and scout need it in particular because the former is the backbone of a team and needs to be firing non-stop, the latter for enabling combos and utility. these two classes are constantly cycling weapons for different reasons, and the benefit massively from the perk as a result

really, any class can get value out of it, the only exception being cryo/EPC driller
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Date Posted: Mar 31, 2024 @ 5:58am
Posts: 24