Hello there! We are conducting a survey to better understand the user experience in making a first edit. If you have ever made an edit on Gamepedia, please fill out the survey. Thank you!

Difficulty Scaling

From Deep Rock Galactic Wiki
Jump to: navigation, search

This article may need cleanup to meet quality standards.
Please help improve this if you can. The Discussion page may contain suggestions.

Hazard Levels[edit | edit source]

Hazard levels along with player count determine the amount of enemies present in a mission and during swarms, as well as an increase to the amount of damage they can absorb and the amount of damage they deal to players. Hazard Levels contribute to a Hazard Bonus, starting with +25% bonus at 1-Low Risk and increasing in 25% intervals to 100% bonus at 4-Extreme.

Scaling[edit | edit source]

On higher Hazard levels and with more players, the threats players face increases.

  • Increased Hazard Levels increase enemy damage and friendly fire.
  • Increased player count increase enemy counts and enemy damage weakness, but do not affect enemy damage and friendly fire.
  • Hazard 5 disables health regeneration and lowers health received from revives.

Shown below is a table of multipliers for Enemy Damage and Friendly Fire, only affected by Hazard Level.

Hazard Icon Hazard Level Enemy Damage Friendly Fire* Wave Time Speed
Haz 1.png Haz off.png Haz off.png Haz off.png Haz off.png 1 - Low Risk 0.5 0.1 ? ?
Haz 1.png Haz 2.png Haz off.png Haz off.png Haz off.png 2 - Challenging 1 0.2 ? ?
Haz 1.png Haz 2.png Haz 3.png Haz off.png Haz off.png 3 - Dangerous 1.5 0.3 ? ?
Haz 1.png Haz 2.png Haz 3.png Haz 4.png Haz off.png 4 - Extreme 2.5 0.4 ? ?
Haz 1.png Haz 2.png Haz 3.png Haz 4.png Haz 5.png 5 - Lethal 3 0.5 ? ?

*Explosive friendly fire is reduced by a further 50%

Shown below is a table of multipliers for enemy count and enemy damage weakness. (Separated by size classification), only affected by the amount of players and hazard level. The enemy damage weakness is a modifier to all damage dealt to enemies by players.

Damage dealt to enemy = Damage of Weapon / Modifier.

For damage resistances:

  • Lootbug and Golden Loot Bug are neutral enemies and don't scale at all.
  • The following are special enemies: Glyphid Praetorian, Glyphid Bulk Detonator, Glyphid Menace, Glyphid Warden, Q'ronar Youngling, Q'ronar Shellback, Mactera Grabber, Mactera Goo/Ice Bomber, Naedocyte Breeder, Naedocyte Roe, Glyphid Brood Nexus, Spitball Infector, Huuli Hoarder.
  • The following are boss enemies: The Glyphid Dreadnought, Xynarch Charge-Sucker (BET-C).
  • All other enemies have normal resistances.
1 Player (Solo) / 2 Players / 3 Players / 4 Players
Hazard Level Enemy Count Normal Enemy
Resistance
Special Enemy
Resistance
Boss Enemy
Resistance
1 - Low Risk 0.2 / 0.3 / 0.6 / 0.8 0.7x 0.45 / 0.55 / 0.7 / 0.85 0.2 / 0.4 / 0.6 / 0.8
2 - Challenging 0.25 / 0.35 / 0.75 / 1.0 1.0x 0.65 / 0.75 / 0.9 / 1.0 0.3 / 0.4 / 0.7 / 1.0
3 - Dangerous 0.4 / 0.6 / 1.0 / 1.25 1.1x 0.8 / 0.9 / 1.0 / 1.1 0.5 / 0.5 / 0.7 / 1.1
4 - Extreme 0.75 / 0.9 / 1.25 / 1.5 1.2x 1.0 / 1.1 / 1.2 / 1.3 0.7 / 0.7 / 0.9 / 1.6
5 - Lethal ? 1.2x 1.2 / 1.3 / 1.4 / 1.5 0.7 / 0.7 / 1 / 1.8

There is only a small increase of enemy spawns between Solo and 2 Player to compensate for the loss of Bosco.

See Also[edit | edit source]