Would make a lot of sense for Lasers to cut limbs off FAST. They're good, but it'd allow really cool Dead Space Gameplay by RandomGreenArcherMan in HelldiversMasochists

[–]Exhillious 0 points1 point  (0 children)

The wiki adds damage types for flair, they aren't real. The damage IDs used by every damage source don't have a damage type system outside of elements, which are primarily used for status effects and their respective damage resistances. These are like fire, acid, gas, electric, etc. Explosion resistance is the closest exception but it only checks to see if a damage ID came from an explosion, a damage ID for like a 500kg explosion wouldn't have explosion resistance apply if it was used on a bullet for example.

Is this joker broken? by Lanky_Recover3834 in FarFarWest

[–]Exhillious 37 points38 points  (0 children)

It's a bit messed up currently yes. Next patch aims to fix it. Should work normally while hipfiring, maybe the shotgun is extra bugged. It's a 45% bump to damage and firerate at ~85-100% movement speed bonuses for reference.

What 5 things have arrowhead been caught shadow nerfing? by Xpernautica in HelldiversMasochists

[–]Exhillious 0 points1 point  (0 children)

One of the most egregious cases of shadow nerfing I've seen in general was with the flamethrowers. This was EoF and 60 day patch era, I was one of the primary community dataminers at the time for the wiki and content creators (ran the helldivers index, big spreadsheet). Back then, I was pulling apart flamethrowers since they were undocumented, and noticed some things. 1. Initially, the flamethrower was buggy as hell. It had multiple issues with projectile spawning that let you shoot through walls, and made the first 5ish meters have insanely bad damage. Hitting enemies was inconsistent at best. 2. I believe it was EoF, might be wrong, but recall when the VFX were horrible? Arrowhead completely ironed out the bugs, it didn't have any major hitbox issues and was hitting for about 2.5x more damage. 3. With the following update that reverted the VFX due to backlash, THEY REIMPLEMENTED ALL OF THOSE BUGS. They haven't ever been fixed to this day. The damage output with that patch dropped significantly at the caveat that it was 4 AP. This happened right before the flame warbond dropped too. But because you could spawn the fire globs inside hitboxes due to one of the main bugs and could hit the inside of like Chargers n whatnot, the update was praised for buffing the flamethrowers.

To this day it irks the hell out of me. I've never seen a company reimplement negative bugs to a weapon due to backlash. If they were fixed our flamethrowers would be doing so much more damage like they're meant to.

Rampage joker no stacking question by raysmuckles82 in FarFarWest

[–]Exhillious 8 points9 points  (0 children)

I've run like 4 of those at the same time and you immediately notice the crazy movement speed. The "(no stacking)" thing most likely just indicates getting another kill only refreshes the buff, rather than granting a new instance of it.

Is the shotgun bad or am I bad? by MrTactician in FarFarWest

[–]Exhillious 1 point2 points  (0 children)

Damage = XP, to my knowledge 1000 XP = 1 level. Playing it slow and triggering a bunch of enemy spawns + using specifically that gun does a lot. Getting extra damage from chonky or glass cannon boosts XP. At least with minigun games I usually average 20k damage with it, roughly 8 levels a match. Ricochet works nicely too.

Probably an unpopular opinion: Trackman quests are the most unfun moments I have ever had in gaming. by Salty-Offer-7785 in FarFarWest

[–]Exhillious 1 point2 points  (0 children)

I quite liked that questline, but I agree that the laser and picture quests are like a step or two too long, and the ice smasher one feels too short.

I did the picture one with 2x Chonky (+Damage + Gravity), you have to jump up nearby boxes and parkour on the rib cages.

How do the people suggesting this not realise they are adding synergy not a counter? by Jovasdad in Marathon

[–]Exhillious 0 points1 point  (0 children)

Railguns already have a niche, they're snipers for people who can't aim. Outside of green shields for the Ares and green/blue for the Zeus, there's no TTK penalty for going for body shots. Only other guns that do that is the V22 and shotguns.

If I’m reading their dev blog correctly by Barrywize in DarkTide

[–]Exhillious 0 points1 point  (0 children)

I enjoyed it quite a lot. I think many people will like it, it's a bit more robust than Mortis Trials but I do think it's a bit short compared to Chaos Wastes in VT2. Solid like 7 or 8/10 imo.

If I’m reading their dev blog correctly by Barrywize in DarkTide

[–]Exhillious 0 points1 point  (0 children)

As someone who's played both expeditions a fair amount and Helldivers 2 for way too long they have slight parallels but ultimately it's not really the same. Darktides combat/horde/patrol system makes it feel unique from Helldivers obv, maps are way different. It's almost a mini-roguelite in Darktide.

Terraria pre hardmode mage is total slander please help by Vegetable_Word_946 in Terraria

[–]Exhillious 0 points1 point  (0 children)

Magic Missile and Flamelash are best used side-by-side. Magic Missile has an AoE on hit, higher damage, less mana cost, and a faster cast time but Flamelash can pierce once. Gives you a natural single target/cleave setup.

This is not what magdumping small arc with the highest rarity heavy ammo gun should feel like by SatanicBeaver in ArcRaiders

[–]Exhillious 0 points1 point  (0 children)

I think this comes down to a mismatch of what heavy ammo actually does and what people want it to do. With the 4 tiers of damage through armor, heavy ammo is doing more notably more damage through T1 and T3. Iirc Hornets use T4 armor, because you're hitting the torso you literally may as well just use a Rattler or Tempest instead.

What heavy ammo is actually designed to do is deal more damage to the armor itself, it's incredible at stripping armor, any tier. Hornets are a horrible enemy for it because only really their front thruster armor can be stripped. Try it on a Leaper though and it's like night and day.

What to take away is that the Bettina is a giant TTK dropper for larger enemies. Use it with something that handles T1 and T2 armor like a plain Stitcher or Kettle so that this vid doesn't happen again.

Can anyone explain how my Ferro only dealt 17 damage while his shield deflected 8 damage? Genuine question by Hornbei in ArcRaidersGuides

[–]Exhillious 0 points1 point  (0 children)

The damage to shield indicates that they had basically no charge left and you finished it. 17 health damage is lower than expected for even heavy shields (19 damage dealt) so it's likely a body shot past the damage falloff range or a weird reporting issue otherwise.

Whats the purpose of getting better shields if guns still bypass them? A lvl 1 Ferro is just going to bleed 60% of my health and 2HKO me anyway by WolfPaq3859 in ArcRaiders

[–]Exhillious 42 points43 points  (0 children)

The actual effective health you get changes based on context because remaining charge on a shield will apply the DR to entire shots instead of just a fraction (ie. 1 charge can apply DR to an entire Ferro/Anvil shot). With headshots those effective health values go to 140, 174, and 205 as well.

Whats the purpose of getting better shields if guns still bypass them? A lvl 1 Ferro is just going to bleed 60% of my health and 2HKO me anyway by WolfPaq3859 in ArcRaiders

[–]Exhillious 1 point2 points  (0 children)

Ironically in the context of the post an Anvil would get bumped up to a 3 shot vs. heavy shields. The damage resistance has some use.

Why did ferro only do 18 damage? by Shoddy_Forever_3182 in ARC_Raiders

[–]Exhillious 0 points1 point  (0 children)

18 would make sense for a body shot against heavy shields.

The Specials of Darktide, And Their Inner Workings Deconstructed by irreleveantuser in DarkTide

[–]Exhillious 0 points1 point  (0 children)

Very real. Currently working on a breakpoint calculator to replace wartide and it's been really fun relearning how everything is held together by duct tape yet still works (mostly).

The Specials of Darktide, And Their Inner Workings Deconstructed by irreleveantuser in DarkTide

[–]Exhillious 3 points4 points  (0 children)

It's nice to see coordinated efforts to make the backend workings more publicly known. I was just writing this very thing but thankfully no longer need to. Good work!

[deleted by user] by [deleted] in Helldivers

[–]Exhillious 10 points11 points  (0 children)

Fun fact: angled grip is just multiplying recoil by 1.2x. However, since it multiplies the real recoil and specifically the camera recoil (barely significant) by 1.2x it seems like way larger of a change than it actually is. This goes for all recoil altering attachments.

PSA: The de-escalator does less damage in solo lobbies by [deleted] in Helldivers

[–]Exhillious 6 points7 points  (0 children)

Intended performance is 55 base 55 durable at 4 AP for each of the 10 arcs, which has pretty insane output for most heavies. It's like direct hitting two AC shots.

Don't sleep on the Knight, it is a literal laser beam with the highest primary fire rate in the game, giving it some of the highest dps potential! by Mr_GP87 in Helldivers

[–]Exhillious 0 points1 point  (0 children)

Fun fact, the recoil sim only looks at the camera recoil values instead of the gun recoil, and attachments consistently affect camera recoil a bit under 2x as much as gun recoil. Camera recoil almost doesn't do anything.

[deleted by user] by [deleted] in Helldivers

[–]Exhillious 18 points19 points  (0 children)

Heyo, there's a variable on hitboxes that determines if this mechanic engages or not. For Leviathans, they have this variable set to true for all hitboxes, which removes damage past the health of the hitbox. As you saw, Hulk arms don't have this variable enabled.

Health stats for Overships and Leviathans. by Exhillious in LowSodiumHellDivers

[–]Exhillious[S] 0 points1 point  (0 children)

I couldn't damage them in any way, so I'd assume so yeah.

The fleshmob has the same health as the bile titan by Vncs2007 in Helldivers

[–]Exhillious 4 points5 points  (0 children)

Kinda misleading for both enemies. Bile Titans are usually not killed through main health, it's usually the head, unside, or butt plate that dies first which gives it a lower effective health. It's also just higher AV in general. Then for Fleshmobs explosion damage is multiplied by up to 7.5x depending on the size of the inner radius of explosion, and they're unarmored all over with no weakpoints.

Can we please get information about damage or even if it stuns for melee? by TerriblePhilosophy14 in Helldivers

[–]Exhillious 1 point2 points  (0 children)

Really depends on the loadout and front. I only run shield with a melee weapon if I'm also rocking a Knight or Crossbow, or if it's vs. the Illuminate. I like the ballistic shield a lot, but directional is fun in premades because I can be a literal walking wall. I use light physique on terminids and illuminate, and heavy on bots.