See You In Hell
See You In Hell is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the first row of perks and there are 3 tiers; each tier requiring 3 / 7 / 11 perk points respectively for a total of 21.
Perk Table[edit source]
|Icon||Tier 1||Tier 2||Tier 3||Description|
|(2 min cooldown)||Neuro-pulse radius increased
(2 min cooldown)
|Neuro-pulse radius increased
(1 min cooldown)
|Passive: Right after an enemy hits you with a melee attack you get a temporary melee damage bonus.|
Active: 3 times each mission, you can trigger a large neuro-pulse explosion after you go down. A residual neuro-electric field will electrocute and scare off enemies.
Perk Breakdown[edit | edit source]
- Neuro-pulse explosion effects:
- Damage: 666
- Damage type: pure
- Full damage radius: 4 m
- Damage radius: 4.5 m
- Armor Damage x0
- Weakpoint Damage x0
- Friendly Fire Modifier: x0
- Fear: 10
- Stagger: 33% chance to stagger for 15 s
- On Neuro-electric field effects:
- Damage: 3 - 5
- Damage type: Electric
- Interval: 0.25 s
- Movement Speed: x0.3
- Duration: 15 s
- Affected by: Electric resistance (both the damage and the slow)
- Melee damage bonus:
- Duration: 1.5 s
- Increases base melee damage by 20 (base melee damage being 11)
- It doesn’t add damage to: Impact Axe, Reinforced Power Drills, Power Attack
- Basic pickaxe attack will do:
- (11+20)+(11+20)x1.5 = 77.5 melee damage versus non armored enemies
- ((11+20)+(11+20)x1.5)x0.8 = 62 melee damage versus light armor
- (11+20)x2+(11+20)x1.5 = 108.5 melee damage versus a x2 weakspot; allowing to kill a Glyphid Grunt in one hit
Tips[edit | edit source]
- The neuro-pulse explosion does very high damage, it will kill anything smaller than a Glyphid Praetorian.
- Don’t underestimate the melee damage bonus, with how melee damage works it’ll almost triple your melee damage. Grunts in particular will be a one hit kill if you hit their weakspot.
- While the Neuro-electric field doesn't do much damage, it'll slow enemies a lot, making it easy to revive a fallen dwarf or to back up from a bad position.