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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).

Hazard Icon Hazard Level Enemy Damage Enemy Attack
Speed
Enemy Movement
Speed
Friendly
Fire*
Environmental
Damage
Revive
Health
Max Revive
Regeneration
Haz 1 Haz off Haz off Haz off Haz off 1 - Low Risk 0.50 / 0.50 / 0.50 / 0.50 0.8 0.8 0.1 0.75 0.60 0.15
Haz 1 Haz 2 Haz off Haz off Haz off 2 - Challenging 0.70 / 0.80 / 0.90 / 1.00 0.9 0.9 0.2 1.00 0.50 0.15
Haz 1 Haz 2 Haz 3 Haz off Haz off 3 - Dangerous 1.20 / 1.30 / 1.40 / 1.50 1.0 1.0 0.3 1.00 0.40 0.15
Haz 1 Haz 2 Haz 3 Haz 4 Haz off 4 - Extreme 2.00 / 2.15 / 2.30 / 2.50 1.25 1.0 0.4 1.33 0.20 0.15
Haz 1 Haz 2 Haz 3 Haz 4 Haz 5 5 - Lethal 2.60 / 2.80 / 3.00 / 3.20 1.5 1.2 0.7 2.00 0.05 0.05

*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:

*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.

Hazard Icon Hazard Level Enemy Damage Enemy Attack
Speed
Enemy Movement
Speed
Friendly
Fire*
Environmental
Damage
Revive
Health
Max Revive
Regeneration
Haz 1 Haz 2 Haz 3 Haz 3.5 Haz off Haz off 3.5 - DD Haz 1.5 / 1.6 / 1.7 / 1.8 1.15 1.0 0.3 1.15 0.40 0.15
Haz 1 Haz 2 Haz 3 Haz 4 Haz 4.5 Haz off 4.5 - DD Haz 2.3 / 2.45 / 2.6 / 2.8 1.35 1.1 0.55 1.66 0.2 0.15
Haz 1 Haz 2 Haz 3 Haz 4 Haz 5 Haz 5.5 5.5 - DD Haz 2.6 / 2.8 / 3.0 / 3.2 1.5 1.25 0.7 2.2 0.05 0.05

*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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