HELLDIVERS™ 2

HELLDIVERS™ 2

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Helldivers 2 Spreadsheet v0.96 [Unofficial]
De Exhillious
This content is NOT official, nor is it endorsed by Arrowhead! Please take all resources with a grain of salt.
Currently includes: Detailed & Basic Weapon/Stratagem/Grenade Stats, Game Mechanics, Enemy Stats
P# 1.002.200 + Borderline Justice

Below is my spreadsheet! This is the most in-depth stat spreadsheet in the community, this project is done in tandem with sources like the wiki.gg and Roy Sheets. I also do community work, answering questions with tool-assisted testing that only Arrowhead staff can do otherwise. If you have any questions, feel free to ask them in this guide or reach out to me on Discord (username is "exhillious").

Spreadsheet can be found here: https://docs.google.com/spreadsheets/d/1xA_wuSuV6NORqUCt1aZ203raG4HuUJ85btqmn0ld56U/edit?usp=sharing

SEO Tags [Helldivers, Helldivers 2, Spreadsheet, Stats, Sheets, Resource, Datamine]
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Update:
Steam guide is being put on hold for a bit!
Heyo! Steam keeps deleting the images I upload and I'm discovering how anti-quality steam guide images are, just doesn't work with a spreadsheet in mind. I will always work on the spreadsheet, which you can find here: https://hd2-spreadsheet.com. .

These are the following things I'll be changing:
- I'm keeping the mechanics list. You can find a similar rundown on the wiki.gg.
- I'll be removing all image-based sections, this includes stats. You can find them in the spreadsheet.
- I plan on adding more mechanics stuff here eventually, namely constellations as no other resource has accurate info on constellations yet.

Sorry if any of this is inconvenient! Thank you all for supporting this project.
Incoming Message../
To Helldiver contracted individuals upon gaining HPIT clearance.

This information is for your eyes only, any leaked information will be traced to your HPIT clearance card via message scanners. May this information assist you through your contract. Should an error be spotted with documentation, please use authorized message lines to send in a correction ticket.

In this file, you will find maker-sourced information on your entire arsenal. Included are detailed weapon specifications, enemy statistics based on lab testing, and everything you need to know before your first Helldive. Additionally, an information debrief on commonly known terms is available to introduce you to the expected knowledge of an HPIT-level Helldiver.

Raw Spreadsheet:
https://docs.google.com/spreadsheets/d/1xA_wuSuV6NORqUCt1aZ203raG4HuUJ85btqmn0ld56U/edit?usp=sharing

Also check out these resources:
These are additional resources sponsored by Super Earth information agencies!
Important Information../
Armor Penetration
Your weaponry uses SE Standard for penetration rating. This scales from 0 (Unarmored) to 10 (The limit for your arsenal). Your small arms are limited to 3 AP outside of specialized gear, so for any heavy armor you'll need to dispense democracy via a stratagem. The AP on your ammo is compared with the registered Armor Value (AV) on your enemies. The following list has been provided by Research & Development:
  • If AP = AV, you do 65% damage.
  • If AP > AV, you do 100% damage.
  • If AP < AV, you do 0% damage.
Important thresholds: 0 AV is unarmored, 2 AV is light, 3 AV is medium, 4 AV is heavy armor, and beyond that is anti-tank. Pick your loadouts with these in mind, Helldiver.
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Durability
Your ammo has two different damage values, one will be referred to as "base damage" and the other is referred to as "durable damage". Your enemies have a registered durable percentage on each limb. This reduces your weapon's damage based on its durable value. Research & Development has provided the following examples to demonstrate this mechanic:
  • 60 base & 14 durable damage vs. 0% durable: (60*100%) + (14*0%) = 60 damage.
  • 60 base & 14 durable damage vs. 50% durable: (60*50%) + (14*50%) = 37 damage.
  • 60 base & 14 durable damage vs. 100% durable: (60*0%) + (14*100%) = 14 damage.
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Ballistics
Your ammo has 6 registered stats for your viewing: Caliber, Speed, Mass, Drag, Gravity Multiplier, and Pen Slowdown.
  • Caliber: Drastically increases damage falloff.
  • Speed: The bullet's initial magnitude to its velocity, higher speed increases damage falloff slightly.
  • Mass: Reduces damage falloff.
  • Drag: Increases damage falloff.
  • Gravity Multiplier: How much the bullet drops in travel.
  • Pen Slowdown: How much velocity is lost as a % when cleaving an enemy.

Weapons with 0 drag experience no damage falloff in flight. Additionally, some projectiles have a proximity detonation and a lifetime stat. All projectiles inherit your velocity, allowing you to boost your weapon's damage by a non-zero amount by moving or diving forward. The Super Earth Ethics Committee recommends avoiding this practice near razor-sharp blades or explosives.
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Explosives
Your arsenal comes with all shapes and sizes of ammunition, some come with an explosive payload. Your explosives deal damage straight to the core of your enemies, and then to any limbs that are vulnerable to explosives. This allows explosives to deal damage multiple times to an enemy.

Explosions have 3 radii:
Inner: 100% damage, 100% stagger, Full AP, 100% demolition.
Outer: 99-0% damage, 100% stagger, -1 AP (minimum 2 AP), 99-0% demolition.
Stagger: 0% damage, 0% stagger, Full AP, 0% demolition. [bugged atm]

Helldivers will only be staggered by an explosion while in the inner and outer radius. In addition, Helldivers can utilize cover to shield themselves from damage while in the outer radius, in which they will only be staggered. As a last resort, diving will provide a 90% explosion resistance in the outer radius of an explosion.
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Auxiliary Stats
Your supplied Ammunition Report Forum also has three extra stats: Demolition (DE), Stagger (ST), and Pushforce (PF).
  • Demolition: How destructive the ammo is against objects, this is a simple threshold system and only has falloff on explosions.
  • Stagger: How much enemies are impacted by your ammo, this is a simple threshold system and only has falloff on explosions.
  • Pushforce: How far ragdolls go when hit by your ammo.
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Status Effects
Some of your arsenal can apply a status effect to your enemies. These weapons will have a buildup rate shown, which is applied per shot. Enemies have status effect susceptibilities. If the status effect is in this list, then they can be affected by the status effect. If it's a DoT, it'll also do an AP/AV check to see if it can damage the main health. Once a status effect's buildup hits the required minimum threshold, the status effect will activate for its full duration. This can be refreshed by keeping the buildup past the minimum threshold. Buildup on enemies has a passive decay over time.
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Enemy Stats
Your enemies have a multitude of stats provided by our Research & Development team, these have been provided to assist your swift execution of democracy.
  • Health: The toughness of the limb in a numeric format.
  • Durable: The durability of the limb, refer to the "Durability" section.
  • Armor Value: The hardness/thickness of the limb's armor.
  • Explosive Immunity: Whether or not explosions affect the limb.
  • % to Main: How much damage transfers from the limb to the main health of the enemy.
  • Fatal: Whether or not the limb is required for the sustained life of the enemy.
  • Downs: Enables a downed state on the enemy when triggered. If applicable, constitution on the main health of the enemy will kick in.
  • Bleedsout/Constitution: How long the limb will live after breaking it, and how fast it bleeds out.
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Uncompiled Information
Unrefined information about miscellaneous subjects.

Railgun Mechanics
Railgun has a charge mechanic that determines your damage stats.
  • In Safe-Mode, Railgun functions consistently. However, once you go beyond the 0.5s charge threshold in Unsafe-Mode your damage and durable scale linearly to 3s of charge time for up to +150%.
  • Demolition Force, Stagger, and Ragdoll Force show no signs of increases.
  • Between 0.5s and 3s, velocity scales between 0.7x and 1x based on charge.

Movement
Walking: 2m/s, Jogging: 3.2m/s, Sprinting: 5.5m/s, TiredSprint: 4.25m/s.
CrouchWalk: 1.5m/s, CrouchJog: 2.25m/s, CrouchSprint: 4m/s, Prone: 1.5m/s.
Reverse Mult: 0.75x.
Fall damage velocity requirement: 12m/s - 10 damage.
Fall damage terminal velocity: 105m/s - 300 damage.
Snow fall damage multiplier: 0.6x.

Stealth Mechanics
Sprinting Noise Radius: 10m
Standing Visibility: 1x, Crouching Visibility: 0.75x, Prone Visibility: 0.5x.


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80 commentaires
djsordo 8 avr. à 6h04 
the section for weapon true dps disappeared since the update, would you mind readding it in?
Exhillious  [créateur] 3 mars à 12h39 
Damage falloff is calculated using the projectile stats. They are used to simulate projectile physics. Additionally, HP monitoring is used to get exact damage lost at a distance.
Dustin 3 mars à 10h49 
Hi, really great guide.
Im trying to understand how you come to the damage drop-off.
I'm the first to say i have no clue of guns beyond the "point + pull trigger"
So what do you calculate with what?
Exhillious  [créateur] 12 févr. à 2h27 
Oh lol, steam redirects to an old version of the site. Sorry about that.
edwardfiestawarehands 11 févr. à 23h09 
Is the information currently available on https://hd2-spreadsheet.com? I saw the link in this post but can't click any of the tabs. Has stuff not been added yet? Alright if not, I'll just use the google sheet, just want to make sure it's not broken.
Exhillious  [créateur] 5 févr. à 12h37 
Steam hates me and will purge all of the images every once in a while. Sorry for the issue. I have this stuff here: https://docs.google.com/spreadsheets/d/1xA_wuSuV6NORqUCt1aZ203raG4HuUJ85btqmn0ld56U/edit?usp=sharing as well.
Providence 4 févr. à 19h32 
did the weapon images disappear
SirFuzzWuzz 17 déc. 2024 à 10h30 
So quasar just power creeps EATs unless you plan on dying?
Exhillious  [créateur] 7 déc. 2024 à 4h18 
Damage falloff is highly complicated. I've contacted Alexus, Twinbeard, and the support team multiple times and all I've gotten are "It's highly complicated and I don't understand it" or "We can't disclose exact info".

I've done some work to reverse engineer it, I believe they use the projectile stats to simulate momentum and an air drag force, but for me to reverse engineer it I'd need calculus (I just like spreadsheets, not math). By approximating it, I've gotten pretty close but it's ever so slightly off for each weapon in different ways so I haven't posted it.
AR-NewRecruit 6 déc. 2024 à 22h29 
One more question? I know ya go over lightly what specific stats affect a projectile's damage drop off, but what does the specific formula calculating this look like?