The explosion damage calculation is probably the single biggest imbalance in the game
As a veteran Helldiver, I always knew that explosions were powerful. Talk about the "explosive meta" was common back in the day, although I always assumed it referred to weapons like the Eruptor and Crossbow.
I knew explosion had compunding effects that made them more effective than their actual damage suggests. But it wasn't until the recent patch that I really understood (although I still not 100% confident about the maths) just how busted explosion damage calculations are on most enemies.
For those who don't know, explosions, assuming they are large enough, deal damage to the main health pool of an enemy for every body part they hit. Yes, even the ones with 100% ExDR (counterintuitively).
If the limb does have less than 100% ExDR, the damage is reduced accordingly, and then again multiplied by the "damage transfer to main health" (not 100% confident on that though).
What it essentially boils down to:
- If an enemy has limbs with 100% ExDR or 100% transfer to main, explosive damage is essentially multiplied for for every limb hit.
That's how a simple Grenade Launcher with 400 damage can take out a Crusher with 4 shot. Because each GL shot is actually dealing >1600 damage to the main health pool.
It's no wonder explosive weapons feel so random at times. Because their damage is.
Who came up with a system in which the number of limbs amplifies the damage taken by an enemy?
What a busted system that is impossible to balance.