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“I want more... Operator, please hurry! This story is getting quite good!”

The cunning Therid uses its long arms to spin a ball of corrosive gossamer that it hurls with a surprising force. It has also been known to scoop up smaller infested to throw at intruders as an improvised projectile/delivery system.

The Deimos Therid is a large Infested Ancient that is capable of shooting orbs of cobweb.

## Behavior

Occasionally, the Deimos Therid will stand still and create a ball of webbing to throw it at the nearest player. The ball will cover an area on impact and slows nearby players similar to Tar Mutalist MOA's tar puddle, except it cannot be destroyed.

After not taking damage for 10 seconds, the Therid will start to regenerate 2% of max health per second.

## Damage Reduction

Deimos Therids possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

${\displaystyle (\text{modded damage})\cdot(\text{modded fire rate})\cdot(\text{modded multishot})\cdot(\text{body part multipliers})}$

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, and is quantized.

${\displaystyle { \text{Damage Multiplier} = \begin{cases} 1,\; & \text{DPS}_{Average} \leq 1000 \\ 0.8 + \frac{200}{\text{DPS}_{Average}},\; & 1000 < \text{DPS}_{Average} \leq 2500 \\ 0.7 + \frac{450}{\text{DPS}_{Average}},\; & 2500 < \text{Average DPS} \leq 5000 \\ 0.4 + \frac{1950}{\text{DPS}_{Average}},\; & 5000 < \text{Average DPS} \leq 10000 \\ 0.2 + \frac{3950}{\text{DPS}_{Average}},\; & 10000 < \text{Average DPS} \leq 20000 \\ 0.1 + \frac{5950}{\text{DPS}_{Average}},\; & 20000 < \text{DPS}_{Average} \end{cases} }}$

For proc damage, critical hits are taken are taken into account.

${\displaystyle \textbf{DPS}_{Proc} = (\text{proc damage}) \cdot (\text{critical multiplier if triggered}) \cdot (\text{modded fire rate}) \cdot (\text{modded multishot}) }$

Where the proc damage is the per tick damage of the corresponding proc, with health/shield/armor modifiers taken into account. Note that unlike the DPS controller for normal damage, the one for proc damage takes critical hits into account. For heat procs, the proc damage in the above formula is the accumulated value of all the previous heat procs.

${\displaystyle { \text{Damage Multiplier} = \begin{cases} 1,\; & \text{DPS}_{Average} \leq 1000 \\ 0.8 + \frac{200}{\text{DPS}_{Proc}},\; & 1000 < \text{DPS}_{Average} \leq 2500 \\ 0.7 + \frac{450}{\text{DPS}_{Proc}},\; & 2500 < \text{Average DPS} \leq 5000 \\ 0.4 + \frac{1950}{\text{DPS}_{Proc}},\; & 5000 < \text{Average DPS} \leq 10000 \\ 0.2 + \frac{3950}{\text{DPS}_{Proc}},\; & 10000 < \text{Average DPS} \leq 20000 \\ 0.1 + \frac{5950}{\text{DPS}_{Proc}},\; & 20000 < \text{DPS}_{Average} \end{cases} }}$

## Notes

• Has immunity to status.

## Patch History

Hotfix 29.5.7 (2020-12-10)

• Fixed an issue where if the Deimos Therid died while holding another enemy to throw, the enemy's ragdoll would be severed into two and look visually corrupted.

Hotfix 29.1.1 (2020-09-18)

• Fixed Knockdowns by Deimos Therid leaving you unable to shoot or use abilities for about 5 seconds.

Update 29.0 (2020-08-25)

• Introduced.