Miedo

El **miedo** es un estado alterado provocado por ciertas armas, Mods, granadas y aptitudes en *Deep Rock Galactic*. Este estado puede afectar a criaturas terrestres, como los obreros o los pretores glífidos.

### Cómo provocar el estado alterado "Miedo"

Perforador

* Lanzallamas CRSPR: T4.A "It Burns!" applies 0.13 Fear Factor to enemies for every full second that they are damaged by the Flame Stream
* Carga de morral: T4.A "Big Bang" applies 1.0 Fear Factor to enemies within its damage radius plus 10m
* HE Grenade applies 1.0 Fear Factor to enemies within its damage radius

Engineer

* "Stubby" Voltaic SMG Overclock "Turret EM Discharge" applies 0.5 Fear Factor to enemies within a 5m radius of the turret that the explosion is centered on
* Deepcore 40mm PGL applies 1.0 Fear Factor to enemies within its damage radius
* Proximity Mine applies 1.0 Fear Factor to enemies within its damage radius

Gunner

* "Lead Storm" Powered Minigun T5.A "Aggressive Venting" applies 10.0 Fear Factor to enemies within a 10m radius around the Gunner upon overheating
* "Thunderhead" Heavy Autocannon T5.B "Suppressive Fire" applies 0.5 Fear Factor to enemies within 1m of bullet impact, either on terrain or enemies
* Sticky Grenade applies 2.5 Fear Factor to the enemy directly impacted, and 1.0 Fear Factor to all enemies within its damage radius upon detonation

Scout

* M1000 Classic T5.B "Precision Terror" applies 1.0 Fear Factor to enemies within 3.5m of any enemy killed with a Focused Shot to a Weakpoint
* Jury-Rigged Boomstick T5.B "Fear the Boomstick" applies 0.5 Fear Factor to enemies within a 5m radius around the Scout every time the trigger is pulled

Other

* Active Perk "Field Medic" applies 10.0 Fear Factor to enemies near the dwarf's downed body, accompanied by a bright flash of light.
* Active Perk "See You in Hell" applies 10.0 Fear Factor to enemies near the dwarf's downed body, accompanied by a bright flash of light.
* Bosco revive applies 10.0 Fear Factor to enemies near the dwarf's downed body, accompanied by a bright flash of light.
* Bosco T4.A "Fear the Rocket" applies 0.5 Fear Factor to enemies within the rocket's damage radius

### Effects on Enemies

If the Fear Status Effect gets applied to ground-based mobile enemies, they should stop what they're doing and attempt to flee from the source of the Fear Factor. Sometimes this is able to interrupt a Praetorian spit attack or Radioactive Praetorian roar attack, but it's not consistent. If an enemy is running away from a source of Fear, they gain a "Flee" movespeed multiplier of x1.5 (with some exceptions, see below). Once the Fear Effect has ended, they resume normal behavior.

### Probabilidades de infligir miedo

Todas las criaturas del juego tienen un valor de coraje asociado. Esta tabla muestra los valores de coraje no nulos de las criaturas enemigas:

La probabilidad de que una fuente de miedo inflija el estado alterado "Miedo" en un enemigo sigue la siguiente fórmula, donde:

* F = factor de miedo aplicado al enemigo
* C = valor de coraje del enemigo

# P
F
∗
(
1.0
−
C
)

{\displaystyle P=F\*(1.0-C)}

El análisis de esta fórmula se ve mejor con ejemplos:

* Un enemigo con coraje 1.0 no puede sufrir miedo con ninguna fuente de miedo (salvo excepciones, ver a continuación)
* Si se aplica esta fórmula sobre un obrero glífido, habrá un 1.0 \* (1.0 - 0.5) = 50 % de probabilidades de que este enemigo salga despavorido al usar un efecto de miedo sobre él.
* Si se aplica esta fórmula sobre un escupeácido glífido, habrá un 0.5 \* (1.0 - 0.3) = 35 % de probabilidades de que este enemigo salga despavorido al usar un efecto de miedo sobre él.

### Duration of Fear Effect

This isn't fully confirmed yet, but from observation it appears that the duration of the Fear Effect is tied to the distance traveled across the ground, rather than a set duration like the Stun Status Effect. From testing, it appears that the goal distance to travel is around 10m. As a result, ground-based mobile enemies that have faster Max Movespeeds will reach the goal distance sooner, therefore having a shorter duration of Fear Effect than their slower counterparts. Using this logic, Glyphid Exploders and Swarmers should be Feared for the least amount of time, while Glyphid Praetorians should be Feared for the most amount of time. Further, slowing enemies either before or during the Fear Effect will increase the time it takes to travel the full distance, and increase the time that the enemies are Feared. The formula for how long any given enemy will be affected by the Fear Effect is as follows:

* Let **M** be the creature's Max Movespeed (terms of m/sec)
* Let **D** be the Difficulty Scaling Modifier (ranges from 0.8 - 1.1 depending on Hazard Level)
* Let **S** be the movement Slow applied to the enemy, ranging from 0 (no slow) to 0.8 (Electrocute DoT Status Effect)

# T

10

1.5
∗
M
∗
D
∗
(
1.0
−
S
)

{\displaystyle T={\frac {10}{1.5\*M\*D\*(1.0-S)}}}

### Special Cases

Although under normal conditions Glyphid Oppressors, Bulk Detonators, Crassus Detonators, and Dreadnoughts cannot have the Fear Status Effect inflicted upon them since their Courage is 1.0, there are three exceptions:

* Field Medic revive
* See You in Hell explosion
* Bosco revivve

All three of those sources of Fear are accompanied by a bright flash of light and ignore the normal Courage check, causing them to have a 100% chance to inflict Fear on all ground-based mobile enemies. When this happens, the "Flee" movespeed multiplier is changed to x2 for Glyphid Oppressors and x1 for Glyphid Bulk Detonators, Crassus Detonators, and Dreadnoughts.