Pre-nerf Vitality Booster v1.2

A Mod for Helldivers 2
Pre-nerf Vitality Booster akl_mod_preview_image
A couple of years ago, Arrowhead silently and stealthily nerfed the Vitality Booster. It used to give 20% damage reduction instead of 10%, and it used to stop chest bleeding (currently allows bleeding.) It happened around the same time that they buffed bleed damage against us.

What this mod does:

1. 20% Damage Reduction (up from 10%):
Changes the Vitality Enhancement booster's `damage_taken_scale` multiplier
from 0.9 (10% damage reduction) back to its pre-nerf 0.8 (20% damage reduction).

2. Chest Bleed Immunity (when Vitality Enhancement is active):
- Restores Chest Hemorrhage (`DamageInfo` 540 / `StatusEffect` 'bleed') base
tick damage from 10 back to 1, so Helldivers 2's integer damage truncation
(`int(1 * 0.8) = 0`) deals 0 bleed damage when Vitality Enhancement is active.

- Monitors `IsBoosterActive(1)` in-mission: whenever Vitality Enhancement is
equipped by anyone in the squad (or via Booster Buster), sets bleed tick
damage/duration to 0 and immediately clears active `Bleed` (`status_id = 2`)
on your Helldiver if your Chest is injured.

Requirements:
- Arsenal Mod Manager (or equivalent)
- Bingus Shared Loader (installed in your mod manager)
- HD2Runtime (recommended; includes a direct native memory fallback if not active but you should still use HD2Runtime)
- Both Bingus Shared Loader and HD2Runtime should be loaded higher in priority than this mod. For Arsenal, that means by default they should be under it (Bingus should always be at the very bottom.)

Log File:
- %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\VitalityBoosterPreNerf.log
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Desiderium
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Comments
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Views
2,194
First release
Last update
Platform
PC 
Version
v1.2
Total Size
20.7 KB
Rating
5.00 star(s) 2 ratings

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The-Hulls

Members
Members
Oct 11, 2026
2
3
WHAT, HOW DID I NEVER KNOW THAT
Stealth nerf if i remember, unless you watched stat heavy HD2 vid makers or data mined you wouldn't. And that is of course on purpose considering their record, never release to the public controversial changes.
 

Desiderium

Members
Members
Oct 4, 2026
109
37
Stealth nerf if i remember, unless you watched stat heavy HD2 vid makers or data mined you wouldn't. And that is of course on purpose considering their record, never release to the public controversial changes.
Yup, exactly. I only found out from closely following Eravin's channel, and it was made in a passing comment in the video.

I'm not surprised that the majority of the community doesn't know about the stealth nerf to Vitality Booster.
 

erisrain

Members
Members
May 2, 2026
1
0
Wtf? I played this game a year ago and didn't even notice they had nerfed something this basic?
 

yuzu lemmo tea

Members
Members
Sep 20, 2026
10
3
d like to ask: does this only work if you personally have the skill equipped, or can you get the effect as long as someone in the room has the skill, even if you just have this MOD installed?
 

ninjaguy132

Members
Members
Sep 19, 2026
12
2
WAIT, WHAT, WHAT THE FUCk, THESE FUCKERS DONE THAT WHEN COP WARBOND RELEASED?1
It was actually done around the time of the gas warbond in an attempt to prevent total immunity to gas damage from their armors.....instead of you know...reducing the armor's gas resistance before release.
 

Desiderium

Members
Members
Oct 4, 2026
109
37
d like to ask: does this only work if you personally have the skill equipped, or can you get the effect as long as someone in the room has the skill, even if you just have this MOD installed?
The mod is already designed to hook into the squad-wide booster flag, not whether player slot 0/local player picked it. So, yes.

Damage intake calculation, limb health, and status effect ticks for your local character are handled client-side. There is no central dedicated server overriding your local damage_taken_scale or memory hooks. Whether you are the host or a guest does not prevent your local client from reading IsBoosterActive(1) == true and applying your local 0.8 damage multiplier and bleed clearing logic.

The game synchronizes the squad-wide active booster array across all clients, but damage calculations and status effects are handled in a client-side manner. That means the mod detects IsBoosterActive(1), applies your local damage_taken_scale of 0.8 (20% damage reduction), and executes your chest bleed clearing routine on just you.

In other words, everyone has a "copy" of their own Vitality Booster. Everyone else's value is their own.
 
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