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Hazard Levels
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, which determines the rewards at the end of the mission.
Normal Scaling
Depending on the selected Hazard level and the amount of players in a game, the difficulty is dynamically adjusted through several factors:
- Increased Hazard Level increases: enemy and environmental damage; friendly fire; as well as health after a revive.
- Increased player count increases enemy damage even further.
- Additionally, Hazard 5 reduces the maximum health the player will regenerate to, from 15% to 5%.
- The Hazard Level will also affect wave modifiers, such as "time until the next wave" and the enemy composition.
Below is a table listing several modifiers for each Hazard Level ( x / x / x / x denotes the amount of players in the game).
*Explosive friendly fire is reduced by a further 50%
Resistance Scaling
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:
- Loot Bug and Golden Loot Bugs are neutral enemies and don't scale at all.
- The following are normal enemies: Glyphid Spawn, Glyphid Swarmer (Radioactive Glyphid Swarmer), Glyphid Grunt (Glyphid Grunt Slasher, Glyphid Grunt Guard), Glyphid Exploder (Radioactive Glyphid Exploder), Glyphid Web Spitter & Glyphid Acid Spitter
- The following are large enemies: Glyphid Praetorian* (Radioactive Glyphid Praetorian, Glyphid Frost Praetorian), Glyphid Menace, Glyphid Warden, Glyphid Bulk Detonator, Glyphid Brood Nexus, Mactera Goo Bomber (Mactera Ice Bomber), Mactera Grabber, Naedocyte Breeder, Spitball Infector, Q'ronar Shellback & Huuli Hoarder
- The following are extra large enemies: Glyphid Dreadnought, BET-C (Xynarch Charge-Sucker) & Parasites
*When spawned via Mixer Interactivity they count as normal enemies.
1 Player (Solo) / 2 Players / 3 Players / 4 Players | |||||
---|---|---|---|---|---|
Hazard Level | Enemy Count | Normal Enemy Resistance |
Large Enemy Resistance | Extra Large Enemy Resistance |
Special Enemy Encounter Chance |
1 - Low Risk | 0.15 / 0.25 / 0.45 / 0.65 | 0.7 | 0.45 / 0.55 / 0.70 / 0.85 | 0.2 / 0.4 / 0.6 / 0.8 | 0.03 |
2 - Challenging | 0.25 / 0.35 / 0.65 / 0.80 | 1.0 | 0.65 / 0.75 / 0.90 / 1.00 | 0.3 / 0.4 / 0.7 / 1.0 | 0.06 |
3 - Dangerous | 0.50 / 0.50 / 0.80 / 1.10 | 1.1 | 0.80 / 0.90 / 1.00 / 1.10 | 0.5 / 0.5 / 0.9 / 1.2 | 0.06 |
4 - Extreme | 0.75 / 0.75 / 1.15 / 1.35 | 1.2 | 1.00 / 1.00 / 1.20 / 1.30 | 0.7 / 0.7 / 0.9 / 1.6 | 0.06 |
5 - Lethal | 0.85 / 0.85 / 1.25 / 1.50 | 1.2 | 1.20 / 1.20 / 1.40 / 1.50 | 0.7 / 0.7 / 1.0 / 1.6 | 0.06 |
There is only a small increase of enemy spawns between Solo and 2 Player to compensate for the loss of Bosco.
Deep Dive Scaling
Deep Dives include three additional Hazard difficulties that may appear within a Deep Dive.
*Explosive friendly fire is reduced by a further 50%
Deep Dive Resistance Scaling
1 Player (Solo) / 2 Players / 3 Players / 4 Players | |||||
---|---|---|---|---|---|
Hazard Level | Enemy Count | Normal Enemy Resistance |
Large Enemy Resistance | Extra Large Enemy Resistance |
Special Enemy Encounter Chance |
3.5 - DD | 0.60 / 0.60 / 0.90 / 1.20 | 1.1 | 0.85 / 0.95 / 1.10 / 1.20 | 0.6 / 0.6 / 1.0 / 1.4 | 0.06 |
4.5 - DD | 0.80 / 0.80 / 1.20 / 1.40 | 1.2 | 1.10 / 1.10 / 1.30 / 1.40 | 0.7 / 0.7 / 1.1 / 1.6 | 0.06 |
5.5 - DD | 0.85 / 0.85 / 1.25 / 1.50 | 1.2 | 1.30 / 1.30 / 1.50 / 1.60 | 0.7 / 0.7 / 1.0 / 1.6 | 0.06 |
See Also
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