Hidden Mechanics Analysis | Helldivers 2 Guide | Durable Damage; Armour Penetration; Angled Hits

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Published 2024-05-09
In this video I analyse the hidden mechanics in Helldivers 2, looking at: Durable Damage; Squishy Parts; Durable Body Parts; Explosive damage split; Explosive damage AOE; Squishy layers theory; Armour Penetration levels; Angled Armour Hits.

#Helldivers2 #helldiversguide

LINKS:

Visual reference guide (Steam Guide) – steamcommunity.com/sharedfiles/filedetails/?id=324…
Patreon - www.patreon.com/GamingExistence
Discord Server - discord.gg/EB6AVGQCFD
Wagadidou’s Spreadsheet - www.reddit.com/r/Helldivers/comments/1cec9l4/diver…
Wiki Armour Pen levels - helldivers.wiki.gg/wiki/Template:Armor

Other videos:

Support Weapon analysis on heavy bugs -    • Support Weapons Analysis on Heavy Ene...  
Armour Penetration analysis bugs -    • Armour Penetration Analysis on Bugs! ...  

FAQ/Corrections:

It is confirmed through data mining the AR-23 has got 6 Durable Damage now FYI.

Zeddy from the wiki team (/u/zeddypanda on TikTok) suggests it is impossible to have half numbers, these numbers are always rounded down, from extensive testing they have done. This lowers the AR-23 and P tests a bit closer to the others. 23P 855 DMG. AR-23 840 DMG. Although it also lowers the 23-C to 815.

Another point from Zeddy is that Damage should not go over 100%. If the normal damage is dealing 10% to the squishy part, then the Durable Damage can't be 100%, it must be 90%. This could be true and still works with my tests, just lowers the numbers a tad. As of now nobody can confirm this theory though. The 100% theory could also explain the Scorcher test results.

Q1) What is data mining?

A1) This is a process where people extract data from the game files. This data is normally downloaded and run through another tool such as a hex editor, this helps to decipher the data into useful information.

Q2 Why Could you not find any durable body parts that are not Squishy?

A2) Currently there are no confirmed parts that are Durable Only. In Wagadidou’s spreadsheet I went looking and a few parts were thought to be Durable only such as the Devastator torso. I ran the data and discovered they took normal damage, not Durable Damage. There was a theory that Bot dropships, or the HMG Turret might be Durable only, but I did not test those.

Q3) The Scorcher test, why would the extra Durable Damage on the explosion not apply like you suggest?

A3) it is only a guess, that on Squishy Durable Parts it does not apply as it would be doubling the damage. Perhaps there are enemies or will be enemies soon that will take no damage from normal explosive AOE or a reduced amount, but will take the Durable Part, much like how the Squishy Parts work on bugs now. Or Perhaps the Durable AOE only applies to structures? I really don’t know.

Q4) Where did this layer theory come from and what do you mean the Concussive should have the same damage as the AR23?

A4) This information had been bouncing around in the Wiki team and I thought I would test it. The Layer Theory only cares about damage and armour penetration, in which the AR-23 and AR23C are effectively the same weapon in that regard, they should have had the exact same amount of shots to kill and damage totals. But they are wildly different. What is quite compelling, is that in my data set the 4 layers for the medium armour pen weapons and 2 layers for the light pen do match up quite nicely with a bit of variance on the AR-23. This could be a coincidence though and once again the AR-23C then ruins the data.

Q5) Why do you pronounce TH words weirdly or put the word “Three” on the screen in text at various points?

A5) It has been made aware to me, ((often in a nasty way :’( in the comments)), that I don’t pronounce words with TH very well, instead making the FFF sound. For clarity I have started putting the text on screen to be clear on what I am saying. “You get (three) ammo”, instead of what people may hear as, “You get (fffree) ammo”. As a child I had speech ffferapy ;) because I still had not spoken at 4 years of age. This is likely the reason I have not developed a very good TH in my pronunciation. P.S. My Mum sometimes wishes I never learned to speak as I now don’t shut up :)

0:00 Intro
0:13 Durable DMG Info
0:45 Squishy Parts
1:51 Explosive DMG Split
3:17 Durable DMG Tests
6:20 Two Other Theories
8:12 Armour Penetration

All Comments (21)
  • @GamingExistence
    The description has links to my written reference guide for this video. It also has a FAQ and corrections section. Feel free to drop a comment and I may well add it to that section. Thank you for watching and I will see you next time!
  • @ryell0913
    Your breakdowns, editing and style really put your helldivers mechanic videos ahead of anyone else I've seen.
  • Thanks for actually giving values instead of saying "its bad, its good. Why doesn't it one shot?" Thanks for being a diamond
  • @agenticex
    The piece your missing about durable damage is that enemy durability is a sliding scale. A percentage. Part of the damage comes from the main stat and the rest comes from durable damage. 50% durable? Damage * 50% + Durable * 50% = total damage 90% durable? Damage * 10% + Durable * 90% = total damage 25% durable? Damage * 75% + Durable * 25% = Total damage In this way you could also say that durable damage is the minimum damage dealt. And the durable% is the damage resistance of that enemy part.
  • Thank you for this much overdue investigation into Durable Damage!! Very helpful
  • @No-ll3mh
    huge brain analysis, i loved your deep rock content and im loving your hd2 breakdowns 🔥🔥🔥
  • @TauMeleeSeeker
    i hate games that hide the great majority of stats they have, then we need to rely on data mining to get stuff and that pisses off devs, i want a more advanced tab for the statistics in helldivers somewhere in the future
  • @mattys3248
    This is some ultra nerdy stuff man, I LOVE IT! Keep up the great work 😊
  • @JanusIIV
    Just wanted to drop a comment that your content is absolutely incredible. Definitely the standard of quality from both showing the math, and keeping the presentation concise and clean. Just great stuff.
  • @kilocharlie1100
    This was amazingly presented and very enlightening. Instant subscribe!!
  • @kevanhughes7328
    Always facinating to learn about the layer of depth in this game. Thank you for time and work put into this video.
  • @titancac
    Thank you for this video editing! This is incredibly nice to look at!
  • @MrMacavity
    good work, thanks for testing for all of us
  • @PJ-he5zk
    Excellent video as always, thanks GE!
  • @lukemehalick370
    I love this channel. I like your style. I like that you just say how it is. No crying. No whining. Just "hey, want to learn something diver?" Yes. Yes i do.
  • @MeowMeowRanger
    Thanks 4 the analysis. Greatly helpful. About the durable dmg part I believe it as simple as if the part of the bug/automoton if marked as durable/squishy the part it self only take durable damage. So squishy belly of all spewer only take durable dmg from liberator(10%) but almost full dmg from laser cannon and explosives.
  • Thank you, you are levels over any Helldivers 2 youtubers I've seen so far. While most people are basic and only look at most obvious numbers, you approach it like a scientist. Super Earth needs more True Patriots like you! Have you heard about hidden armor mechanics? Another youtuber Jonny Law has a video about colors aggroing enemies, squishy-part-like mechanics and more. Guys like you are real assets.
  • @Zenitect
    I don't know when damage falloff at range might start, but that could be a skewing factor in your data as well. My initial thought with durable damage was it could be the portion of the bullet damage that isn't affected by squishy bits. So like the LibP does 45 damage of which 30 is normal and 15 is durable; against a squishy part each bullet is effectively 15+10%*30=18 damage while the regular lib is 5+10%*50=10 damage. The adjudicator/defender are still outliers but at least when assumed to be this way the ingame tooltips are still accurate as far as bullet damage vs normal targets.