← Research

Explosion falloff & demolition

Explosion distance uses two confirmed primary falloff curves. Demolition force follows the primary blast scale, and armor penetration drops by one as soon as falloff begins.

Inner radius
Full damage and Demo
Outer radius
0 primary damage and Demo
Falloff AP
AP0 − 1

Explosion falloff calculator

Start from a resolved explosive preset or switch to Custom and enter your own authored values. The calculator separates primary scale, damage, Demolition Force, AP, and push into their own graphs so step changes and different falloff rules remain visible instead of being flattened into one curve.

Wide-blast · 10 / 25 / 35 m · 1500 damage · Demo 50 · AP6
Distance from detonation
Primary scale55.6%
Raw blast damage833.3
Demolition force27.8
Effective APAP5
Mapped stagger100
Primary push40.0

Hover a graph to inspect exact values. Move near a threshold to snap to it. Click to pin the inspector.

Primary scale

How much of the authored primary effect remains.

Damage

Raw primary blast damage before target-specific modifiers.

Demolition Force

Full through the inner radius, then scaled to zero at the outer radius.

Armor penetration

AP changes as a step at the inner-radius boundary.

Mapped primary stagger

The mapped stagger field stays at authored strength while the primary packet remains active and penetration permits it.

Primary push

The mapped primary push uses a 75% minimum distance multiplier while the primary blast remains active.

Selected preset Inner radius Outer radius Hover / pinned point

Primary damage, demolition, and status strength use the selected curve. Shockwave/reaction behavior is separate.

Source comparison

These graphs put the Eagle 500 kg, EAT-411 Leveller, Orbital Precision Strike, and Hellbomb-family profile on the same distance axis. Damage and Demolition Force show the source-specific primary curve, AP shows the inner-radius step, and the push and stagger graphs show why visible reactions can remain strong after damage has already fallen sharply. Hover for exact values or click to pin a distance threshold.

The Orbital Precision Strike line represents its 1500-damage explosion only; its separate 4000 ballistic projectile impact is not part of an explosion falloff curve. The Eagle 500 kg and Incinerator FRV fuel explosion currently overlap in the mapped primary stats, so the comparison graphs use one line for that shared profile rather than drawing two indistinguishable curves.

Eagle 500 kgEAT-411 LevellerOrbital Precision StrikeHellbomb-family profile

Hover any graph for exact values and threshold snapping; click to pin the inspector. The Orbital Precision Strike line is its 1500-damage explosion only—the separate 4000 ballistic direct-hit projectile is not part of these falloff curves. The Incinerator FRV fuel explosion overlaps the Eagle 500 kg main profile in these mapped primary stats, so it is omitted as a duplicate line.

Raw primary blast damage

Before armor, resistance, and target-specific modifiers.

0 m 0 6 m 2000 12 m 4000 18 m 6000 24 m 8000 30 m 10000

Demolition Force

Full through the inner radius, then scaled by the source's primary curve.

0 m 0 6 m 12 12 m 24 18 m 36 24 m 48 30 m 60

Armor penetration

Full AP inside the inner radius, then one point lower until the primary blast ends.

0 m 0 6 m AP2 12 m AP4 18 m AP6 24 m AP8 30 m AP10

Mapped primary push

Primary packet push uses a 75% floor while the primary blast remains active.

0 m 0 6 m 20 12 m 40 18 m 60 24 m 80 30 m 100

Mapped primary stagger

The mapped stagger field remains at authored strength while the primary packet remains active and penetration permits it.

0 m 0 6 m 20 12 m 40 18 m 60 24 m 80 30 m 100

Distance rules

Effect Distance behavior Notes
Damage Falls with the primary explosion scale. Standard and wide-blast profiles use different curves.
Demolition Force Full inside the inner radius, scales through the outer band, reaches 0 at the outer radius. Uses the same primary scale as blast damage.
Armor penetration Full AP0 inside the inner radius; loses 1 AP once falloff begins. The primary blast does not use projectile impact-angle lanes.
Stagger Force The mapped primary stagger value is not continuously multiplied by distance scale. It remains authored strength while the primary packet is active and penetration permits it.
Push Force The mapped primary path uses a 75% minimum distance multiplier. Shockwave/reaction behavior outside the primary blast is separate.
Status strength Numeric status strength falls with the primary explosion scale. Downstream duration or threshold behavior depends on the status system.

Demolition Force

The mapped type-4 packet builder keeps the authored Demolition Force unchanged while the blast is at full strength. Once falloff begins, the same primary scale used by the blast is applied to Demolition Force. If the scale reaches zero at the outer radius, primary Demolition Force reaches zero with it.

This makes structure destruction distance-sensitive. A blast can still be inside its listed outer radius but no longer meet a structure's demolition threshold. Helldivers are advised to place demolition-critical explosions inside the inner radius whenever practical.

Falloff curves

Let x be progress through the falloff band: 0 at the inner radius and 1 at the outer radius. Standard falloff uses 1 − √x, which loses strength quickly after leaving the inner radius. Wide-blast falloff uses 1 − x², which keeps most of its strength until much farther through the same band.

Live validation

A controlled G/40-K Melta Mine test against a TD-110 Maelstrom captured 40 primary explosion evaluations across the full-strength, falloff, and zero-scale ranges. For every captured regular-explosion evaluation, the runtime primary scale matched 1 − √x. The maximum absolute difference across all 40 samples was less than 4.3 × 10⁻⁸.

The same live captures also showed the penetration step directly: the AP7 explosion became AP6 as soon as the target point moved beyond the 2.5 m inner radius. Candidates at or beyond the 6 m primary outer radius continued to reach primary evaluation with a scale of 0 and therefore 0 evaluated primary damage.

Captured distance Recorded primary scale 1 − √x prediction
2.582 m 0.846800 0.846800
3.763 m 0.399396 0.399396
4.595 m 0.226349 0.226349
5.989 m 0.001627 0.001627
Code confirmed

Wide-blast falloff still needs the same live check.

This test directly validates the standard curve and AP step. The wide-blast 1 − x² curve remains code-confirmed but has not yet been captured point-by-point with the same runtime instrumentation.

500 kg vs Leveller

Both current profiles use a 10 m inner radius, 25 m outer radius, and 35 m shockwave radius. The 500 kg main blast uses wide-blast falloff; the EAT-411 Leveller uses standard falloff. Their radius labels therefore do not imply the same damage or demolition performance between 10 and 25 m.

Distance Eagle 500 kg EAT-411 Leveller
10 m 100% · 1500 damage · 50 Demo 100% · 2500 damage · 40 Demo
12.5 m 97.2% · 1458 damage · 48.6 Demo 59.2% · 1479 damage · 23.7 Demo
15 m 88.9% · 1333 damage · 44.4 Demo 42.3% · 1057 damage · 16.9 Demo
17.5 m 75.0% · 1125 damage · 37.5 Demo 29.3% · 732 damage · 11.7 Demo
20 m 55.6% · 833 damage · 27.8 Demo 18.4% · 459 damage · 7.3 Demo
22.5 m 30.6% · 458 damage · 15.3 Demo 8.7% · 218 damage · 3.5 Demo
25 m 0% primary damage · 0 Demo 0% primary damage · 0 Demo

AP falloff

The primary blast uses its first AP value rather than the ordinary projectile impact-angle lanes. It keeps that AP while the blast is at full primary strength. As soon as falloff begins, effective AP becomes max(AP0 − 1, 2).

An AP6 explosion is therefore AP6 inside the inner radius and AP5 through its primary falloff band. This change happens immediately after the full-strength boundary rather than gradually with distance. Live Melta Mine captures independently observed the same transition from AP7 inside the inner radius to AP6 throughout the falloff band.

Shockwaves

Both falloff paths also have separate directional and reaction handling. The primary damage, Demo, stagger, and push fields therefore do not describe every visible reaction outside the primary outer radius. Live instrumentation can now see candidates that continue through primary evaluation after the primary scale has reached 0, but that alone does not prove a shockwave hit or unobstructed line of sight. The separate reaction and occlusion path remains under investigation.

Evidence status

Code confirmed Standard curve and AP step live confirmed; wide-blast pending
Finding Evidence status
Standard-falloff explosions use 1 − √x between inner and outer radius. Code + live confirmed
Wide-blast explosions use 1 − x² between inner and outer radius. Code confirmed · live not tested
Demolition Force is full inside the inner radius and multiplied by the primary scale during falloff. Code confirmed
Primary explosion AP loses one point once falloff begins, with a minimum of AP2. Code + live confirmed
The 500 kg main blast uses wide-blast falloff; the EAT-411 Leveller uses standard falloff despite matching 10 / 25 / 35 m radii. Current data confirmed
Primary explosion candidates can reach evaluation with a zero damage result once the primary scale reaches 0. Live confirmed
Some candidates can evaluate to positive damage without a later Health application; the downstream rejection reason is not yet mapped. Observed · cause unresolved
Every reaction beyond the primary outer radius has been mapped to a named stagger or push mechanic. Unresolved

Research basis

Methodology How the OTL separated primary blast falloff from shockwave behavior

Current code verification establishes two primary falloff calculations. Controlled Melta Mine testing independently confirms the standard curve and AP step. Equivalent point-by-point live validation of the wide-blast curve is still pending.

Evidence standard

How the OTL separates code confirmation, controlled live testing, and behavior that remains unresolved.

How the OTL rates evidence

The OTL rates code evidence and live-game evidence separately. A mechanic can be clear in code but still need a controlled gameplay check for hidden state, ordering, or another runtime factor.

Confirmed Direct evidence establishes the claim in that channel.
Supported Evidence is consistent with the claim, but an important condition is not fully isolated.
Not tested No independent evidence from that channel has been documented yet.
Unresolved The available evidence is insufficient to make the claim safely.
Contradicted Direct evidence in that channel conflicts with the claim.

Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.