Risk of Rain 2

Risk of Rain 2

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One-shot protection is a lie.
So, I have no idea how the so called One-shot protection thing works. But from what I understand, it's there to avoid you dying with one shot attacks so you still have a fighting chance to keep fighting, heal, run away, whatever.

I dunno how the math in this game works as I just play it for the fun. Kill stuff, heal, collect stuff, become a god. But I was playing just now with Huntress (Best Chat btw, fight me.) And I was in sky meadow. Just collecting the chests. Getting more loot. Playing on Moonsoon and still on the first loop. I had basically a full barrier over my full healthbar with some shield. When suddenly one of those iron things (forgot the name of them, the bell shaped creature that throws spiked balls at you) shot a ball at me that I didn't avoid, and I went from FULL HEALTH + BARRIER to dead in a single hit.

Honestly, If anyone could explain to me in details how this one shot protection system works, I'd be very happy. Because I honestly don't believe it exists.
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Showing 1-15 of 63 comments
FDMasakaki Aug 14, 2020 @ 4:57pm 
it works, but only from a certain threshhold i believe, more than that it wont help you against multi hits, so if you get nailed by the ball, but it was a flaming elite or you has a shock elites bomb on you and it went off you can still die nigh instantly, even a wisp can pop if it times it right. one shot protection is useful for an occasion misstep but generally you shouldn't play relying on it. it generally becomes totally useless later because of the swarms of enemies.
Devious_Craven Aug 14, 2020 @ 5:01pm 
If the bell of doom had any elite effects, it will one hit you. If it's a flaming bell the after effects of the fire will instant kill you, the overloading bell will instant kill you a bit slower.

In my opinion, the elite bells are one of the biggest threats outside of elite clay templars or elite stone golems. Huntress struggles against these sorts of enemies unless you can kill them quickly.
zverozvero Aug 14, 2020 @ 5:04pm 
Attacks often have double impact and one shot protection falls off soon as your health is not at max. Blue barier counts for max hp so if you loose some of it protection is gone. Brass contraption spiky balls deal heavy damage even if you step on them when they got stuck in the ground so one damage instance from touching ball as object and another from it being mid air projectile i believe.

If health bar has stripes on its left end protection is on. Can check on it to see when it popps off.
Last edited by zverozvero; Aug 14, 2020 @ 5:06pm
Jimmy Hunter Aug 14, 2020 @ 5:07pm 
Possible reasons why you died:

1. The Brass Contraption had either Burning or Overloading, which Burning ignites you for a few seconds doing more damage, and Overloading attaches a "stickybomb" that deals 50% of the total damage the attack would deal.

2. You had 10% or greater of your HP removed due to Lunar Items (Spinal Tonic debuff - 5% HP loss per debuff, Shaped Glass - 50% HP reduction, Artifact of Glass - 90% HP reduction)

3. You were shot/hit/melee'd by something else shortly after the Contraption hit you.
3a. You were hit twice by the Brass contraption.

One Shot Protection prevents you from taking more than 90% of your HP in a single hit, and prevents attacks killing you after triggering OSP for .1 seconds.
Megakoresh Aug 18, 2020 @ 1:25pm 
I wasn't even aware there was this. It's quite bad design in general for a game like this to not have damage gates. Vast majority of all my deaths were 0-100% "One shot" kills that I could do nothing about, just some stars aligned the wrong way and the game yeeted me in one hit. This happens every time I play a non-tank character.

Every properly balanced game has health gates to prevent this, where the health bar is split to multiple sections and when one gets depleted there is invulnerability frame so that random events don't suddenly kill you. Maybe since developers released 1.0 they can actually focus on balancing this game and add this mechanic? It is required for unlucky players like me to play anyone other than tanks, I have only my skill to rely on, luck is always playing against me.
Last edited by Megakoresh; Aug 18, 2020 @ 1:26pm
Scaily Aug 18, 2020 @ 2:04pm 
Originally posted by Megakoresh:
I wasn't even aware there was this. It's quite bad design in general for a game like this to not have damage gates. Vast majority of all my deaths were 0-100% "One shot" kills that I could do nothing about, just some stars aligned the wrong way and the game yeeted me in one hit. This happens every time I play a non-tank character.

Every properly balanced game has health gates to prevent this, where the health bar is split to multiple sections and when one gets depleted there is invulnerability frame so that random events don't suddenly kill you. Maybe since developers released 1.0 they can actually focus on balancing this game and add this mechanic? It is required for unlucky players like me to play anyone other than tanks, I have only my skill to rely on, luck is always playing against me.

the issue with health gates in RoR2 how ever is the fact we can basicly get enough lifesteal and health regen to never die unless we get 100-0 in a single strike couple razor wire some leeching seeds and you nearly never end up dead less you do something realy dumb such as say pick up more than 1 shaped glass
Vanessa Aug 18, 2020 @ 2:17pm 
Oneshot protection works exactly as intended - that is to say, it doesn't. It works in the sense that it literally prevents you from getting killed from 100% health to 0% health in one single hit. That doesn't even mean one frame - if you take a tiny amount of damage from one source and get hit by a huge amount of damage by another source, both in the same frame, you can literally go from 100% to 0% in one frame.

That's not to mention that many attacks that you think "one-shot" you (read: just about all of em) actually hit you 2-3 times in the space of a couple frames. So as far as the game engine's concerned, you didn't actually get one-shot, your health was slowly whittled down by multiple hits over the course of 0.03 seconds.

I don't mind the game being difficult, but it is definitely a little insulting how they have a "one-shot protection" mechanic coded into the game that can protect you from Wandering Vagrant's nova and basically nothing else whatsoever.

That said, there was a patch note that suggested that after OSP is triggered, you are unable to be killed for a further 0.1 seconds - but this is provably false, as there are already a bunch of bewildered clips of people getting killed in two frames by the final boss's slam. So either that is indeed bugged, or the boss ignores OSP completely.
Last edited by Vanessa; Aug 18, 2020 @ 2:18pm
zverozvero Aug 18, 2020 @ 2:25pm 
If its mending back up they try to go around then disabling healing for a bit after osp is triggered or place cooldown on osp itself while allowing healing would do better. Current system often plays out awkward.
Lunacy Aug 18, 2020 @ 2:32pm 
There's bars on your healthbar that let you know if you have OSP. It's only there if you're at 91-100% health. Not sure how well it works though if say something like a malachite wisp shinderu's you; they said stuff like that shouldn't pierce OSP anymore.
Last edited by Lunacy; Aug 18, 2020 @ 2:47pm
Zettai Aug 18, 2020 @ 3:29pm 
It's not a lie, but its so useless because most things will still kill you lol. Most stuff is multiattack based and OSP doesnt cover that. so it's a totally useless mechanic that might aswell not be there.
Jimmy Hunter Aug 18, 2020 @ 3:31pm 
Originally posted by Zettai ryōiki:
It's not a lie, but its so useless because most things will still kill you lol. Most stuff is multiattack based and OSP doesnt cover that. so it's a totally useless mechanic that might aswell not be there.

Originally posted by Jimmy Hunter:
One Shot Protection prevents you from taking more than 90% of your HP in a single hit, and prevents attacks killing you after triggering OSP for .1 seconds.
Zettai Aug 18, 2020 @ 3:34pm 
Originally posted by Jimmy Hunter:
Originally posted by Zettai ryōiki:
It's not a lie, but its so useless because most things will still kill you lol. Most stuff is multiattack based and OSP doesnt cover that. so it's a totally useless mechanic that might aswell not be there.

Originally posted by Jimmy Hunter:
One Shot Protection prevents you from taking more than 90% of your HP in a single hit, and prevents attacks killing you after triggering OSP for .1 seconds.

It only prevents 1 HIT from killing you from 90+% hp. anything else is fair game. theres not a single frame of invincibility. Otherwise mithrix wouldn't be able to insta-kill me with his slam dunk ability. and if there is a small window, its so small that its useless anyway because a greater wisp double hit will kill you.
Jimmy Hunter Aug 18, 2020 @ 3:39pm 
Originally posted by Zettai ryōiki:
It only prevents 1 HIT from killing you from 90+% hp. anything else is fair game. theres not a single frame of invincibility. Otherwise mithrix wouldn't be able to insta-kill me with his slam dunk ability. and if there is a small window, its so small that its useless anyway because a greater wisp double hit will kill you.

https://steamcommunity.com/games/632360/announcements/detail/2744334079861093223

The threshold for OSP is now displayed on the healthbar with a faint graphic.
Now has a lingering 0.1s duration when activated.

🌧 Update OSP logic so it still triggers if you receive multiple sources of damage in the same frame that go past OSP values, i.e Malachite Lesser Wisps
Zettai Aug 18, 2020 @ 4:34pm 
Originally posted by Jimmy Hunter:
Originally posted by Zettai ryōiki:
It only prevents 1 HIT from killing you from 90+% hp. anything else is fair game. theres not a single frame of invincibility. Otherwise mithrix wouldn't be able to insta-kill me with his slam dunk ability. and if there is a small window, its so small that its useless anyway because a greater wisp double hit will kill you.

https://steamcommunity.com/games/632360/announcements/detail/2744334079861093223

The threshold for OSP is now displayed on the healthbar with a faint graphic.
Now has a lingering 0.1s duration when activated.

🌧 Update OSP logic so it still triggers if you receive multiple sources of damage in the same frame that go past OSP values, i.e Malachite Lesser Wisps

i noticed, but like i said, if the window is so small that it doesnt bloody matter then whats the point ? you still get instakilled by multiattacks or attacks with DoT's.
Thug Killadome Aug 18, 2020 @ 4:50pm 
I think the issue might be attacks that hit at the same time are actually staggering, hitting you after the .1s duration? IE the grace period given to you to avoid hits from multiple sources actually isn't long enough somehow? That's the only explanation I can think of outside of it not working properly
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Date Posted: Aug 14, 2020 @ 4:47pm
Posts: 63