Diep.io Archive Wiki

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Diep.io Archive Wiki
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This information was gathered from reddit:[1], which got the information from here:[2][3][4][5][6]. All the info here is completely copied. Some of the stuff by removing things that I considered not really necessary (I have posted the links to the post so people can see the unedited version). Otherwise everything is word for word.

These tests have gathered information about every stat except for Reload. If you have conducted a scientifically accurate test, please contact DIE1234me (the original author on reddit) or create a subpage of Guides yourself.

Overall conclusions[]

Stat by stat[]

  • Health Regeneration: The first 3 upgrades of Health Regeneration are the most effective. Body damage helps a lot, as well.
  • Max Health: You shouldn't upgrade Max Health too much, you should prefer upgrading Body Damage as well.
  • Body Damage: You should distribute Max Health and Body Damage in a 1:3 ratio if you do not have a lot of points to spend, favoring Body Damage. This helpse Health Regeneration as well.
  • Bullet Speed: The first 5 upgrades are almost equally effective, while the last two are nearly negligible.
  • Bullet Penetration: This stat should be favored over Bullet Damage, and therefore be upgraded as much as possible.
  • Bullet Damage: You should favor Bullet Penetration over Bullet Damage, but a combination of both functions better than only Bullet Penetration.
  • Reload: WIP
  • Movement Speed: The first upgrade is the most effective by far, and the last one the least effective by far. The others do something in between the first and the last, but equal to each other.

More conclusions[]

  • Table: This spreadsheet contains information on how much damage a certain build can take.

Health Regeneration[]

Made by /u/Venusupreme

Only Health Regeneration[]

  • Note: After a tank hasn't taken any damage for 30 seconds, "Hyper regen" will kick in, resulting in an extremely fast health regeneration. Since the times for both 1 and 0 upgrade levels rolled over 30 seconds, the hypothetical amount of time it would have taken for them to fully regenerate is higher. Still, 1 point was moving along much faster then 0 points even before the 30 second mark, which is why its time is lower despite both of them going untouched for 30 seconds.
  • Result: The first, second, and third points seem to make the most difference. The fourth point helps less than the first three. After that, the fifth point appears to add even less than the fourth. The sixth point adds less still, and the seventh point adds the least of all.
Attacker: Pentagon
Defender: Level 45 Tank
Health Regeneration upgrade level Regeneration time
7 6,41 seconds
6 7,72 seconds
5 9,13 seconds
4 11,75 seconds
3 15,15 seconds
2 23,07 seconds
1 30,67 seconds
0 31,97 seconds

Body Damage and Max Health affect Health Regeneration[]

Made by /u/bejammin075

  • Testing technique: Sandbox mode with an Attacker and a Defender. Damage was calibrated such that almost all regeneration would take place in 30 seconds or less, so that the results would not involve the universal 30 second regen. The Attacker was a Level 45 Destroyer with 0-0-0-0-3-2-0-0, and the Defender was a Level 45 Basic Tank with various regen, health and body damage. The damage was fired from the same point blank range. (Visit the original post for more info on how time was measured here)
  • Results: When you have some Regeneration and also two or more points to spend on Max Health or Body Damage, go with a mix of 50-50 to 75-25, favoring the Body Damage. This will allow your tank to take the least initial damage, and also to regenerate the fastest.
Attacker: Level 45 0/0/0/0/3/2/0/0 Destroyer
Defender (Level 45 Tank) Regeneration time
7/0/0/0/0/0/0/0 26.0 seconds
7/7/0/0/0/0/0/0 13.2 seconds
7/0/7/0/0/0/0/0 11.1 seconds
4/1/7/0/0/0/0/0 16.4 seconds
4/2/6/0/0/0/0/0 15.9 seconds
4/3/5/0/0/0/0/0
4/4/4/0/0/0/0/0
4/5/3/0/0/0/0/0 16.5 seconds
4/6/2/0/0/0/0/0 17.4 seconds
4/7/1/0/0/0/0/0 18.7 seconds


Max Health
Body Damage
[]

Made by /u/freechowmein

  • Spreadsheet: The results are gathered in this spreadsheet.
  • Legend: The boxes highlighted in green are the most effiecent way of spending your points.
  • Results: Any combination of max hp and body damage that can survive more than 105 squares can survive 0/0/0/0/7/7/0/0 Destroyer bullet. This can be useful for ramming builds who want to stand a chance against Destroyer classes.

Bullet Speed[]

Made by /u/XHga

  • Note: Overlord, Manager and Overseer drones have the same speed. Necromancer minions are the slowest because they can not spin or turn as fast.
  • Result: Bullet Speed has a very large effective range: all upgrades up to and including upgrade 5 are very effective, whereas upgrades 6 and 7 are quite poor in comparison.
Drone Speed (Drone Speed upgrade level: 7)
Tank Class Drone Speed (m/s)
(One square = 1 meter)
Time for 68m (s)
(This is the edge size of the Sandbox map)
Overlord 17,53 3,88
Manager 17,57 3,87
Necromancer 14,00 4,86
Overseer 17,57 3,87
Mothership WIP WIP
Battleship WIP WIP
Overlord, Manager and Overseer Drone Speed
Drone Speed upgrade level Speed (m/s)
(One square = 1 meter)
Difference Time for 68m (s)
(This is the edge size of the Sandbox map)
Difference
0 9,45 N/A 7,200 N/A
1 10,58 +1,13 6,429 -0,771
2 12,04 +1,46 5,650 -0,779
3 13,50 +1,46 5,038 -0,612
4 14,55 +1,05 4,673 -0,365
5 16,10 +1,55 4,224 -0,449
6 16,93 +0,83 4,016 -0,208
7 17,52 +0,59 3,882 -0,134

Bullet Penetration
Bullet Damage
[]

Made by /u/Dieppio_Player

  • Defense: You have the best defense if you upgrade Max Health and Body Damage almost equally. Putting a little more in body damage helps a little.
  • Attack: For attacking Bullet Penetration is more important than Bullet Damage. If you don't want to max all bullet stats then rather take away some points fromm bullet damage.
Attacker: 0/0/0/0/3/3/0/0 (Penetration and Damage)
Target Number of bullets to kill Target
0/6/0/0/0/0/0/0 13
0/4/2/0/0/0/0/0 15
0/3/3/0/0/0/0/0 16
0/2/4/0/0/0/0/0 16
0/0/6/0/0/0/0/0 15
Attacker: 0/0/0/0/6/0/0/0 (Only Bullet Penetration)
Target Number of bullets to kill Target
0/6/0/0/0/0/0/0 17
0/4/2/0/0/0/0/0 21
0/3/3/0/0/0/0/0 21
0/2/4/0/0/0/0/0 22
0/0/6/0/0/0/0/0 20
Attacker: 0/0/0/0/0/6/0/0 (Only Bullet Damage)
Target Number of bullets to kill Target
0/6/0/0/0/0/0/0 27
0/4/2/0/0/0/0/0 32
0/3/3/0/0/0/0/0 33
0/2/4/0/0/0/0/0 33
0/0/6/0/0/0/0/0 31

Movement Speed[]

Made by /u/XHga

  • Result: The First movement speed upgrade seems to be the most effective by far, and the last looks like the least effective by far.
Level 45 Speed, No shooting
Movement Speed upgrade level Speed (m/s)
(One square = 1 meter)
Difference Time for 400m (s)
(This is the edge size of the FFA map)
Difference
0 5,65 N/A 70,813 N/A
1 6,22 +0,57 64,351 -6,462
2 6,59 +0,37 60,740 -3,611
3 7,02 +0,43 56,952 -3,788
4 7,54 +0,52 53,043 -3,909
5 8,14 +0,60 49,143 -3,900
6 8,83 +0,69 45,310 -3,833
7 9,22 +0,39 43,368 -1,942

References[]

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