#wiki-related-chatroom
1 messages · Page 2 of 1
This is the one causing the more CSS issue for us atm, will report it to cyrob, ty for the info.
The first line is weakpoint, but that one doesn’t have any.
Do you have a better name for the weakness tab? I can rename that one if that helps.
Current content is weakpoint, resistance, armor, model view.
Basically knowledge about where to hit.
Pawn Stats
While I would get it, I doubt any non modder would understand.
I can confirm, it affects me as well, using firefox
Yerp.
This look right though? Trying to update a mod widget so I don't want it to be incorrect.
The sub sections could be made neater but it's good as is I say
I can update it between mod updates, I just know this is a significant one.
I am curious about this, does this upgrade incrasing the beam width right now?
it's x3 120 -> 360
Convex Lens Upgrade for now its only increasing the damage or the microwave gun
Concave*
Well there's a actually misspelled word.
thanks
I updated the HE grenade page to include information about the new max damage radius, the fuse timer, and a brief explanation of what "cooking" means.
I also added a Custom7 option in the equipment info box template. It was necessary for adding the fuse time, but I figure in case anyone finds need for extra rows on another page there's a new option there for you.
Uhm... Evan
you edited the wrong page :p
Would you kindly write the current build version of the live update?
I think you wanted this one ? https://deeprockgalactic.wiki.gg/wiki/High_Explosive_Grenade
Bioshock flashbacks intensify
Oh woops.
I wasn't joking though, I want to catch all the version history, and GSG have been known to do day 1 patches
Okay. I updated the correct page this time. Let me know if I missed anything.
And in the end I had to fetch it myself smh my head
Can’t wait for you folks to update the weapon pages! I rely on them a lot of weapon building. You guys and gals rock!
karl.gg is ~98% updated to U37
Doesn’t really work on my phone, but that’s good to know!
When you wrote this who were you specifically asking? Was it me? Also what specific information did you need? The season? Or were you referring to some value set within a config file somewhere in the game client?
I asked anyone currently in the game to hit the Esc menu and write the current version, 1.37.78298.0. I was at work at that moment
I see. That makes sense then.
Updated GK2 base and mod changes, also combined the speed and accuracy descriptions on the unique sections
missing the costs
so anyone feel free to see what was missed (icons used, costs, etc)
Congrats on the new wiki link
hey pals, that new wiki.gg is looking great, eons ahead of what that adware bloated gamepedia junk allowed us to do, WONDERFUL work you guys
still, I'm getting performance issues on higher resolutions
just reducing the window size seems to fix it, otherwise even scrolling becomes a burden
tested on both Chrome and Firefox
Glad for the positive feedback, we still got a few bits to fix for sure, let us know anything you notice
There's an adjustment that should be made to the recoil mod as well by the way. LazyMaybe pointed out that the mod's file is adjusting the weapon's maximum spread rather than its spread per shot. I put that down as spread per shot way back when because the file name was labeled as "spread per shot" and assumed that was what it was adjusting. I can make the change after work.
Also I'd like to have the accuracy mods link to MeatShield's accuracy page.
you are the one that checked Gk2 mercy bullets effects, right ? we will have to update the list
Yeah, I was the one who put that list together before. I can update that as well.
you stil have the old list of effects (internal I mean, not wiki list) ? so we can see what got added to the list (the patch notes gives a good hint too)
Made Creature Breadcrumb show most groups
Btw do you think I should hint somewhere that there is /Data page with the raw data of creatures?
I know some players like to be able to see them, modders in particular.
Are they protected yet?
If not I will do it.
fixed
Forgot to rename the variant parameter to tags in this page, so the purge broke it
well only took a few second to fix
I only hint at Breadcrumbs DB if used on a page without them setup
I still have the old list. I don't fully trust the patch notes whenever it mentions status effects since for every status effect name there are at least two or three different status effects internally. Turret Arc and Corrosion are especially fickle about what they do and do not work with.
I have the current list in the files as well, so I was just going to format the JSON into something easier to work with.
Hum, not protected yet, I will change them to autopatrol as we agreed. So most regular editors can fix them if needed.
good, good, lates build I can see has 34 effects listed
updated the gk2 ocs btw
One such thing fixed
subata done, m1000 next
M1000 done, but will need confirmation if the WP bonus is really x2 damage, it doesn't appear on the terminal lol
It is not. Look at what’s in karlgg builder
Triples 0% to 0%, or 20% to 60% if T4.B
wonder if that will be confusing
It already is 😆
and here thinking it was a +200% damage increase, ontop of the focus bonus
sad
Lol that would be SO busted
It might be better to just say it triples the effect of T4.B
Triples the effect of the T4.B Hollow-Point Bullets Modification
Is the long version, not sure how to best shorten it for the table
Triples the weakpoint bonus granted by the T4.B modification
Heya, any big advantages of the new wiki?
Yeah, not sure it can be shortened without significantly compromising accuracy or clarity.
in regards to what exactly ? users or editors or ?
Users I guess, you guys will do fine regardless i think 😅
The layout isn't as fucked, for one.
It should be functional on mobile
way more customization allowed
more freedom
Nice
A left-side menu that isn't forcibly replaced by site-wide panels promoting other wikis
Less adds, more space to display the page (width).
Way more possibilities for us to support mobiles (feel free to report anything that doesn’t display wall).
and it wasn't fine for us lol
it was ""usable"", but never really fine
You asked for user-side, but editor-side - we can actually see what our edited page will look like before committing the change
Starting to use cargo so it will be easier to keep stuff up to date globally (for now it is for creature, but it should be expanded to weapons and equipment later).
Before each page needed to be updated separately.
Wait, the F-word doesn't even have previews for edits?
No, most preview were broken, especially with templates.
I hated it for that, working on a template was VERY time consuming.
I underestimated how much the F-word sucks.
even more considering we came from gamepedia
The fact they FUBARed Gamepedia is one of the main reasons I hate them so much.
Even if you don't work with templates - the preview window showed a different page width and a different font size from the live version. If your change had anything to do with wide tables or fine-tuning font sizes, you couldn't know what the end result would look like before saving the edit and going by trial and error
💯
Not sure when this was changed, but it looks like the Wave Cooker's Neurotoxin now share's its STE file with the Bulldog. I'm pretty sure it used to have its own copy somewhere within its STE folder back at the start of Season 2. I don't have the full season 2 history, but it seems like it no longer had its own copy by Season 2 patch 6, so it must have changed relatively early on in the season.
You should be able to see when it was changed in the repo
Fandom is going for engagement tools: huge "cellar" sections promoting other wikis under the page, and recently, a right-side panel that suggests "other people like you also viewed".
My guess is they have a "total time spent on Fandom.com" metric as a KPI and they're trying to maximize how long people jump from page to page and wiki to wiki
If you have some form of blame or timeline
I can check if you tell me where it is in the file
Looks like a big net positive then, nice. Sorry for disrupting lol 
Yeah I know. I just didn't feel like going back to find it right this moment. I just wanted to call out that the change happened in case we had anything in the wiki that might need adjusting around the behavior of shared STE files.
Oh, I don’t need to go back to check
I can have a dynamic comparison per file and a comment for each line telling me when it was changed.
They can't be happy we're diverting traffic off the site. But hey, if they wanted editors to stay, maybe they shouldn't have made the website experience worse ¯_(ツ)_/¯
I only noticed because Bullets of Mercy has the Neurotoxin STE files listed in it, but didn't have the cooker's copy.
Admittedly it’s been a while before I last made a major edit to the Deep Rock wiki to double check this but @acoustic scarab what do you mean by now the edited page can be previewed? I thought that was already a thing on the Deep Rock wiki, I know it is for other Fandom wiki sites
It's not confined to the DRG wiki. In the current Fandom editor what you see in the preview is not exactly what you get after saving the edit.
See here
Oh yeah you did send that just now, sorry for ping
I always find the preview to be more or less fine but yeah with tables they generally needed fine tuning
Speaking of old wiki sites, the oldest pinned message in here is the gamepedia link which should probably be unpinned now that it's not the Official wiki.
Indeed
The old wiki links in the other pinned messages too should be edited
You fool, they already are!
Was it confirmed previously anywhere that meteors won't spawn on missions with the Lithophage Warning? https://www.reddit.com/r/DeepRockGalactic/comments/yle0vo/are_meteors_bugged_or_something/iuxzskz/
0 votes and 3 comments so far on Reddit
i don't have proof from files, but i do have anecdotal evidence. in the 11 Lithophage missions i played during XP, zero meteors fell. in the 6 non-Litho missions, i believe 5 of them had 1 or 2 meteors
however, it's a well-known fact that GSG has "special event chance" cranked super high on XP builds so that might not mean anything 🤷♂️
oh, so you already tried searching for it too
isn't that like rival presence on sabotage ? lol
Yeah, I had assumed as much after only doing like 8 missions in the exp, all Lithophage Outbreak, but hadn't read anywhere that it was definitely a thing.
so what'll happen to the old wiki
It's the older unloved child now
ngl, the transparent background on the new wiki kinda makes text hard to read
maybe it is some client side configuration ?
The background was transparent as well on fandom, but maybe not that much, we can run a few test to improve that maybe.
The old background was just washed out with green instead
I like/liked that green background, quite calm
Once styling the wiki to match the in-game look (it's all highlighted with DRG orange now) the green background really did not fit
issue is that the background art is too bright, overpowers the white text a bit
It's supposed to be blurred out
is it? huh
Wait no wonder you find it hard to read, that’s not how it is supposed to look, it should be blurred and darker.
No idea why it isn't blurred for you
What browser are you using, looks like some of the css doesn’t apply for you.
firefox
What version?
Ok that fixed it, I was on an older version
Nice, is it readable now or does it still need some work?
definitely better with the blurring lol
Fandom wiki is the top result when you search "Deep rock galactic wiki" though. Any way around that?
send them a strongly worded Cease and Desist letter 😆
Well new one did just come out, fandom has a few years head start, will take a while to beat them
Here's the costs of the new mods not on the wiki yet btw. New Battle Frenzy's is identical.
charged shot puddle can be ignited with just one regular EPC shot (hot plasma)
was this always the case? regular puddles still need two shots to ignite and wiki only mentions normal puddle needing 20 heat to ignite which is two EPC shots
Only beating it at total traffic so that Google will start to put wiki.gg above.
If you see anyone using the fandom wiki, tell them to switch. If you post links to the wiki, edit them to lead to the new website.
Burning Nightmare does 70% of the listed damage as Heat, so yes that is expected to be able to ignite a Sludge Puddle in a single shot.
I'm talking about regular shots, and like I said regular puddles take two shots while charged puddle only one
uncharged regular shots
oh thats very confusing phrasing
so youre seeing the puddles spawned from charge shot fragments take less shots to ignite with BN's normal shots compared to normal shot sludge puddles?
just, to clarify because a lot of "charged" and "regular" shots are being thrown around
thats strange if so... i wonder if an exception was coded or something
charged shot puddle > 1 EPC shot to ignite it
regular shot puddle > 2 EPC shots to ignite it
very interesting. id like to test that myself, quite strange
btw, weapons left to work on: zhukov, EPC and collete
since I think evan did HE grenade already iirc
EPC will be one of the more complicated ones because of some shenanigans with Burning Nightmare's damage conversion.
thoughts on chargeshot puddles taking less heat to ignite than normal shot puddles?
I'm setting up a test environment for that right now actually.
not like the previous version wan't confusing too
Well, it's more to do with some stuff that MeatShield found. Pretty much every gun that deals multiple damage types at once starts doing weird stuff whenever a mod or overclock converts the damage into something else. Kind of like what's going on with Hellfire doing 140% damage.
I'm not sure why, but the normal shots with Burning Nightmare are getting a free 5 Heat damage from somewhere. They used to apply 25% of the pellet damage as heat along with an additional 5 flat bonus heat. Now it's applying 25% of the pellet damage as heat along with an additional 10 flat bonus heat. I can't find the extra 5 heat anywhere in the files, so I think it might just be applying the flat bonus twice for some reason.
did changes to zhukovs and EPC too
ofc, it is still missing the details / correct names
but I did it to make things easier so we can have a base
👀 we don't have any values for the new grenades now that I notice
Okay I figured it out, but it doesn't make much sense why this is happening. Basically the charge shot and charged shot pellets leave different puddles behind that have an ignite temperature of 15. The normal shots leave puddles that have an ignite temperature of 20.
I finally managed to get a setup going that allowed me to hook the temperature values of the puddles and the normal shot puddles needed exactly 20 heat to ignite while the charged shot puddles only needed 15. On the flip side this also means that they changed whatever was causing the EPC to deal less heat damage to the puddles.
alright, the answer is here it seems
Charge shot puddles just don’t have as much temp requirement
karl.gg does 🙂
Seems like the Hurricane is still applying half heat to the puddles for whatever reason. I'm not sure why.
Half the heat it should?
perfect, will add those then, and fill in the missing gaps
Yeah, it's always been doing this when shooting puddles and gas clouds. This used to be true of the EPC as well, but it's not the case anymore for some reason.
That's why it used to take 3 shots to ignite puddles in Season 1 and 2.
Er. EPC was applying only half of the converted heat damage I mean.
The static 5 heat was applying as normal.
Maybe something to do with it previously being coded to add heat but being later changed to convert damage to heat?
Might be some weird shenanigans there
Well that's the thing. The normal shot heat application should be exactly the same according to the way the files look. The same conversions are happening on the normal shots, and the same static heat file with the same value is being applied. It just does more heat damage.
Do you all expect the season 3 space rig decorations to stay past the next season update or not? I am making note of the new design on the space rig page
out of all worries to have, pretty sure you have a ton of time for any screenshots you need before next season
noticed this on equipment infobox btw,
given the nature of it, just increasing the cell width should be fine ?
On the infobox template page yeah that should do it
No options for it on pages with the infobox
Plenty of time for screenshots yeah, for textual content I'll just put down "as part of Season 3"
I'm going to start adding information regarding weapons that are bugged in ways that cause them to do more than 100% of their listed damage values. The bug that causes this has been known for almost a year and half, and the number of weapons with this bug has only gone up since it was first reported way back when with Hyper Propellant. I think it's safe to say this is just a feature at this point.
would rather be sure about it
nay, i'd rather treat it as a bug and have it fixed
stealth doing more than 100% of listed damage is hella unintuitive
I mean sure, but it's pretty hard to list things like the damage distribution of the EPC without bringing up the fact that it's doing 105% damage in total.
yeah, for sure document it. i just don't to be passe about it being a feature instead of a bug
Oh yeah. I'm not saying that it's intended. I plan on calling it out as a bug, but still having the damage distributions laid out for people to see.
I meant "feature" as in the whole "not a bug, it's a feature" joke that get's thrown around in tech sometimes.
Still. I do think that the conversion jank isn't going to get fixed anytime soon. The bug looks as though it might be baked into something fundamental. I can see the devs finding ways of working around it so that it's symptoms don't keep showing up, but I doubt a refactor that fixes it will happen within the game's lifespan.
🤔 without seeing inside the engine and game code of how that works, it'd be hard to say whether or not it's unfixable.
getting beyond wiki content with this convo, though. i vote we continue back in DCT
the "wiki" link on https://www.deeprockgalactic.com/ still points to gamepedia and not wiki.gg
the search bar autofill has a white background which clashes with the rest of the wiki's theme. is there a way to invert the colors?
i really like the hover tooltips on the left rail. i know it's kinda small but the way it expands and changes color on hover is super dope 😮
https://youtu.be/NDIP3s7VkmE @stark phoenix @turbid briar @fallow hatch
file was too big to post on discord normally
Thanks for your help. It looks like the difference in slow is not that substantial of a help though lol
FYI, you can press Z to quick heal and restock in any mission with that mod. Everything is bindable in drg lib too.
I am an old man when it comes to UI
thank you
Yep, I still haven't really looked at it much so that is about all I know regarding that part.
@barren oak I think this one is for you...
Thank you for moving the wiki to .gg
Definitely better not to have ads and all
Though I have to say so far I’m still used to the linking system used on Fandom
Is it different on gg?
the internal linking system still looks the same
The people wish to know
(this is important PR work, since evidently people need to be sold on the new wiki)
The answers so far are pretty accurate...
I aspire to accuracy 😉
Could we maybe get a transcript of the Plaguefall Part I & II Assignment Dialogues you get when you complete a step. (and where should they be added?)
They should be on Crowdin already
Does evan needs help with mercy bullete testing ?
Thinking it might be better to
Group some effects together, to make it shorter whenever possible
interesting, ty
yeah it's very convenient for burning goo build
and with 40 damage EPC you can ignite regular puddles with one shot too
Yeah, 40 damage EPC ignites all puddles in one shot.
@silent sierra just in case,
Hum, english question, what should be the tag for creature spawned by another creature?
Like glyphid spawn, deeptora swarm…
Spawn(s), Spawned, Adds, Something else?
Single word if possible
Summon ? Offspring ?
That works as well, knowing that the tag will be on the offspring without specifying the "mother", just to say it can’t exist alone.
it would be kinda weird to call the deeptora swarms “offspring”
this would also mean omen’s homing bombs would be considered offspring
i think summon works
Summon would work in all cases, that should do it indeed.
Thanks for the help you two.
Always
You guys giving out wiki links on drg chat ?
Adding protection under autopatrol level for /Data pages and adding a few tags for sorting.
Barely using that chat theses days myself.
Hum, there is a few instances were I protected the creature page instead of the /Data page.
I should have reverted all of them, but if for some reason you can’t edit the base creature page, it is probably my fault and I (or another admin) need to fix it.
So many things now I get lost to know what to edit when I want to improve a template lol
Welcome to the club lol.
Making a list of links seems the way to go, and having it somewhere handy
If it is templates that need to be improved, you can also give them a category with that meaning.
You can check the possible maintenance categories there: https://deeprockgalactic.wiki.gg/wiki/Category:Wiki_maintenance
(or stick to a list)
Was able to open web spitter page to edit, but didnt publish anything
Adding more space where needed, hoverover, making new ones, etc
That’s a lot of work, especially with how little active editors we have.
But satisfying once you are done, that’s for sure.
So, this isn't the case anymore, no? 😛
And is there a reason the wiki is not in #welcome-and-rules ? I feel it belongs there ❤️
@shell frigate all breakcrumbs are broken for individual rival enemy pages.
Not sure where the breadcrumbs data is stored so I can’t fix it.
I prepared for this
And I still missed it, my bad.
Hey is there a way to remove the stats section of a weapon? want to add some missing frameworks to the wiki:
@shell frigate how did you take this ss?
https://deeprockgalactic.wiki.gg/wiki/File:Skin_cryo_deepcore.png
It's likey due to deurl protection on it, so me setting up the rival stuff wrong in the first place
I need to ask past self that too
Damn, almost 3 years to the day
oh true, hadnt seen the date
Just in case, some images were taken a while ago, but not cropped/added, they are stored here:
https://drive.google.com/drive/folders/1neJnJLNy72Nz6qkyKryKeKj7HSfGKrCJ
The trick was to use a wide screen setting iirc (no matter the real size of your screen) to move most of the UI away.
Rival_ -> Rival fixed it
ohh that makes sense
ty
Other things will make the cropping easier are in the second pin in this channel.
No AA and Sharpening to 100% in particular.
I may have faked a wide screen, as that is something you can do with NVidia, having monitors act as one
There is a better way;
Using UUU (Universal Unreal Engine 4 Unlocker)
You can unlock the unreal console & free cam
But you also can toggle the hud, with the delete key by default
Was the background changed to a flat color ?
"Here our community wikieditors can collaborate about what is going into our gamepedia site"
Lol
Should we increase the PI Width?
Reordered a bit the creature page based on feedback, keeping only the base creature, still need to assign them some id to be able to sort inside the species since no data gathered so far (afaik) allow for a satisfying sort order.
Hum can we afford to do it for mobiles? If yes I would say to do it.
This is what the creature order would look like if we base it on the Miner’s Manual, let me know what you think.
On my side, I think we can use it as a base but it would be better to make some adjustments.
lol,
it is fun that there are multiple ways to group stuff
using spawn rules, using miner's manual, using custom ones
Yeah, well the thing I know is the intuitive way for me to group things is linked to the game’s files so it tends to loose everyone else so that rule this out.
Seems good to me
so sad, many creatures got demoted
Some of the stuff that doesn’t seem logical to me: Acid Spitter > Web Spitter > Menace
I would rather go for Web > Acid > Menace
For the dread order, I would go OG > Twins > Hiveguard
I don’t really understand the Rival order, the boss is just after the Shredder, I was expecting the Caretaker after the nemesis.
Oh if you mean the prefix, I skipped it to gain some time typing it, that’s all.
Glyphids order ?
-Swarmer
-Grunt, Slasher, Guard
-Web, Acid
-exploder
-Praetorian, Opressor
-Menace, Warden
-Bulk
-OG dread, Arbalest, Lacerator, Hiveguard, Sentinel
-Brood, Spawn
That would be ok for me, I like it better than the MM one, that’s for sure.
https://deeprockgalactic.wiki.gg/wiki/Space_Rig?curid=3376&diff=31883&oldid=31489
"There are additional measures taken around the Space Rig as well to prevent the spread of the infection, with air pressurizers near the medbay and just outside each dwarf's cabin. " isn't it some toxic spray instead ?
Yeah, "decontamination spray" is what I'd call those
The goal of theses is to destroy any lithophage germs germs we could bring back from our missions.
So disinfectant, sanitezer… not sure what the best word is.
Mactera:
Spawn , Brundle, Tri-jaw, Bomber, Grabber
Rival:
Shredder, Barrier, Burst, Sniper, Patrol, Prospector, Nemesis, Caretaker, Appendage
I would put the patrol and shredder together for rival as they ofter comes in pair in the game.
Be it via event or summon.
so switch the patrol with the 3 turrets to the left
ok
btw, confusion on scrips...
this does not add to 91 lol
Updated list, note that one the same line or on another line after a coma or on the next line means pretty much the same thing: the id will be greater.
Just counted in-game, the 91 total, 63 from the pass, and 15 from Plaguehearts are correct.
I'm assuming it's 13 Lithophage Outbreak Challenges instead of 8
hmmm "SeasonChallenge_PlagueWarning"
""MaxOccurences": 10"
I can check on the previous patch soon
same...
Hello @merry chasm , would it be possible to grant the wiki-editor role to @dry citrus ? He's the admin for the new wiki.
I see he had wiki comtributor
thanks
Are you sure about 63? I'm counting 62
yeah, got 63 twice when I counted (tapping = on a calculator)
(I actually got 64 before those just tallying in my head)
Yup, my bad
wait, does it really end at 100 ?
No, there's an infinity sign there that I cut out for space
I'm assuming the phrase "the first 8 Lithophage Outbreak challenges" on the page is a hold-over from the previous season?
We don't know for certain it's 8, right?
only variable on it
Also, "Completing the encounter reward 3 to 4 hearts to be collected per meteorite cracked for a total value of 900/1200 Performance Points. "
Johan mentioned last week it gives 4 to 6 hearts. Was he off or does the wiki have old info?
simply random reward or is there some logic to it
No I mean the ranges don't match. I trust that it's random
On first XP build I got 5 hearts a few meteors. There was a later patch note saying it got lowered. Maybe Tuesday’s patch? So, 3-4 might be accurate for live build…
Do keep an eye out if you ever get 3 or 6
wonder if "SporeTowerPlagueGainRange" has anything to do with it, though the range is 90-110
I have gotten 3 consistently on later exp versions
I take it 3-4 is the new average
Also I don’t see any patch notes saying it got lowered, but it does appear it was lowered
you're right. i don't know where i read that then 🤔
maybe my brain made it up 😆
sorry folks, i've gone senile in my old age
The ultimate result appears to be that there seems to be consistently less now than the average in early exp
Johan said it was 4-6 probably because it was still 4-6
Also can anyone clarify if the plague hearts give performance points?
Someone said they did but I haven’t gotten a meteor yet to see
@glacial topaz Good news! The list of status effects that don't work with Bullets of Mercy is now so much shorter we can basically omit the whole list in favor of just jotting down Corrosion, Exploder Radiation, and Sticky Goo (like from Bogs and Bombers) as things that don't work with Bullets of Mercy. Virtually everything else in the game that I can test seems to work.
Even Pheromone grenades work with it.
Basically every dwarf inflicted status effect besides corrosion direct applies, I think, yeah
Awesome to hear
and rip, so some effects still don't work with it ? iirc they used the wiki list as a guide to what to fix lol
also, wonder if using the status symbols could be a nice addition, and listing it as text, instead of list, since there is much less needed now
The list clearly includes the corrosive status effect in the files, but it's not working for whatever reason. I think the radiation and goo may have just been oversights.
So basically it seems that BoM is intended to work with virtually anything a Dwarven ally is able to apply to enemies.
probably good to report then
the corrosion one at the very least
I intend to, but I'm going to be bundling in with a report on Contagion Transmitter since the same bug has been affecting that.
Keeping to the tradition, here are the track rewards in a TXT file if anyone needs a quick reference
It should be 3-4 in the current patch 1 build. It was originally 3-8, then changed to 4-6, then finally 3-4 when the second meteor chances got upped, with the addition of the 50% chance of event if in an infected biome.
If you get anything outside of 3-4, feel free to ping me/submit a bug report.
Oh, so if there's Lithophage Outbreak Missions in Salt Pits and you go on a mission there without Lithophage Outbreak, there's a 50/50 you get a meteor?
Yeah, from what I recall meteors can't happen on the missions with the lithophage warning. However the ones without the mission warning that are in the red zone have +30% higher chance (base of 20%) to get a meteor (50% total) iirc.
so technically there is 3 groups ? Outside zone, inside zone and Warning
25-33 depending on mission length
oh yeah they changed it to machine event scaling but not quite
or 20-33
@compact lagoon I’ve got screenshots for all the step results and dialogue on Plaguefall Part 1 if needed
Gives interesting background on the process of the infection
Gas Rerouting is actually x0.84 reload speed and not -0.3s?
Sneaky changes, eh ?
Yes, S02:
hopefully we can get all of them reported here for updating
wonder if the whole Burny Hyper PGL issue has to do with "Overclock calculations happen after modifiers."
though that would mean clean sweep and compact rounds would be affected too
It's hard to say for sure exactly why it happens. MeatShield came up with a pretty good theory for it that matches everything that's been tested since u34.
The gist of it is that when the weapon is converting damage types then it starts to run into issues when it converts over 100% of its damage in total.
It doesn't really seem to matter what order things happen in either. I'm pretty sure that so long as the weapon has its damage converted by over 100% in total across several sources of conversion then it will yield more than 100% damage.
well, by modifying values I guess you can make it be less or more than 100%
on one hand, I can see it being used as a way to buff stuff, and allow more build variation
but... I would also think they would have said something , or not
Sounds great! Could you send them to me when you are able?
@autumn flare
i'm like 90% sure that GSG isn't currently aware of this behavior. they probably intended the baseline conversion (for things like 50/50 splits) to be done first, then apply the second conversion to each part afterwards.
my guess for the intended BC Inferno conversion:
50% Electric + 50% Fire ->
50% * 10% Electric + 50% * 90% Fire + 50% Fire (converting 90% of Fire to Fire has no effect) ->
5% Electric + 95% Fire w/ 90% dmg/tick added as Heat.
vs what we observe:
50% Electric + 50% Fire ->
-40% Electric + 50% Fire + 90% Fire/Heat ->
0% Electric + 140% Fire w/ 90% dmg/tick added as Heat
we've known about Hyper Propellant + T3.A Incendiary Compound for a very long time, but chalked it up to Overclock adding damage last or something
then Evan found that BC Inferno was doing 140% dmg/tick, but i don't remember what we ended up reasoning as the cause (if anything)
but it wasn't until U37, when Burning Nightmare with its 3 damage conversions did 105% damage, that i had enough data to formulate a strong hypothesis. so strong in fact, i now qualify it as a theory.
like, this is my cutting-edge research. i've barely propagated it to the Modelers on DCT, haven't even gotten to reporting via Jira yet.
Jira is dying, might be better to make a bug report in the forums. Or to wait until PleaseFix is live
Oh Jira is closing for DRG?
There must have been a reason they opened a discussion board here on the Discord and not continued on with Jira
Lots, but it is not my place to discuss those, and this channel is not the place either
Mind you, it could've been any number of things: a change in Atlassian's EULA, Discord board being a pet project of one of the new QAs, or something else entirely
Eh, you're right
https://deeprockgalactic.wiki.gg/wiki/Space_Rig?curid=3376&diff=32008&oldid=31996
Should it really be called disease ? can't find any mention of that word being used
https://deeprockgalactic.wiki.gg/wiki/Rockpox_Larvae?curid=5738&diff=32012&oldid=31890
not sure about that trivia... doesn't fit our proposal of keeping it to game history or references
It is called a parasite and a germ I think, didn’t saw it called a disease so far I think, could check in crowdin, or ask one of the translators.
:p where do I think I went to check
Infection may be best word for it?
infection is used indeed
As no matter what it will fit a meaning of Infection
It is called an infection in one of the lines.
In the rockpox praet description in the MM.
"Carrying advanced Lithophage infection, the Rockpox Praetorian has grown extremely resistant …"
"Active Rockpox infection here, need to foam it up!"
"Don't touch the Rockpox! It's worse than salad!"
Well according to that line it could also be a dangerous vegetable.
There's a status-effect from infection. Not sure what exactly it does, but you can't move when it happens, much like when frozen
well, I have seen it with praes and grunts on my tests
but, never with larvae
No idea for larvae.
👀 I can see some "damage infectious" on it
though no clue if it is like a death cloud thing, or something else
Cloud usually have a BP file associated with them.
When you get infected and "frozen" with rockpox you take a tick of damage about once every second. I paid attention to it last night and it was like ~10-12 dmg on h3p3
10 Disintegrate-element dmg per Rockpox tick
i couldn't find it in gamefiles, but from testing it appears like only dwarves can be damaged by DMG_Infectious. Once a dwarf takes 50, they get Rockpox'd. it feels like a copy/paste of the player cold->frozen buildup, but with different sources
i also noticed that the vast majority of Rockpox enemies applied it via a Status Effect, instead of on-hit damage. i think that was done so that it doesn't immediately fall off, but instead waits for the STE to end before your meter decreases
yeah, i found a BP cloud file for infection but didn't look at it
yes
did GSG shut down Jira already?
whether or not it's shutdown, i don't think it's being looked at at this point
they said they aren't migrating anything off of it either
yeah. to migrate my ~40 open bug reports, though, i need to be able to log in 😒
Larvae’s biggest danger is that they build up infection very fast when they hit you
they do deal some damage, though, dangerous in groups, but they pretty much die immediately after
a larvae+passive infection from a nearby spike is likely to pox you
sounds like a lot to check and write down
infection sources, mechanics, numbers, etc
Sources from enemies are the most complex
there’s sources from the environment in the case of plague hearts, contagion spikes, and active rockpox ground, as far as I know
From the rockpox larvae he just applies a strong infection over time to dwarves it attacks
is there RNG ??
near as I can tell, infection rate stays pretty straightforward especially in the case of larvae
Which gives about 66% infection on hit
over the course of a few seconds
The praetorians and grunts are the most complex, with different infection buildup rates for their death clouds, tentacle throw attacks, melees, and vomit in the case of praets
There may be overlaps in some of these, but they’re all distinct on a per-enemy basis, it appears
oh guess you don't have the raw values, only %s ?
Roughly
One could possibly extrapolate based on the amount of “infection points” required to infect
But it would be more accurate to consult the game files, what I say are just ballpark numbers
let me get them for you then, so we can use to compare the results
STE_PlagueEnemies_SlowDeath
"ApplyEffectsInterval": { "Min": 0.1, "Max": 0.2 },
"DamageAmount": { "Min": 50.0, "Max": 60.0 }
(there is also a 0.5 speed modifier thing, and damage type is disintegrate)
STE_Plague_BiteInfection
"ApplyEffectsInterval": { "Min": 0.25, "Max": 0.25 },
"MaxStack": 5,
"Duration": 0.5
InfectionChangeAmount": { "Min": 5.0, "Max": 5.0 }
(damage infections here)
STE_Plague_GlobInfection
"ApplyEffectsInterval": { "Min": 0.25, "Max": 0.25 },
"MaxStack": 5,
"Duration": 2.0
"InfectionChangeAmount": { "Min": 7.0, "Max": 7.0 }
(damage infections here)
STE_Spider_Tank_PlagueSpit
"ApplyEffectsInterval": { "Min": 0.25, "Max": 0.25 },
"Duration": 0.5,
"InfectionChangeAmount": { "Min": 7.0, "Max": 7.0 }
(damage infections here)
oh lol, there are a lot more sources and variations
will get it later for comparing then,
expected as much
I’ll double check what Mission Control has to say about lithophage during assignment steps, perhaps disease isn’t the best word but figured it would make sense as it is reported to inhibit and weaken the infected enemies even if not directly seen like that much in game
my headcanon is that it's like the Cordyceps mushroom that infects ants IRL
as made famous by The Last of Us
which is a parasite fungus, for sure an infection. uncertain if disease...
continuing
STE_Plague_SlowAreaInfection
"ApplyEffectsInterval": { "Min": 1.0, "Max": 1.0 },
"Duration": 0.5,
"InfectionChangeAmount": { "Min": 2.0, "Max": 2.0 }
(damage infections here)
STE_Plague_DeathFart
"ApplyEffectsInterval": { "Min": 0.5, "Max": 0.5 },
"Duration": 0.5,
"InfectionChangeAmount": { "Min": 5.0, "Max": 5.0 }
(damage infections here)
STE_Plague_HoldingHeart
"ApplyEffectsInterval": { "Min": 0.25, "Max": 0.25 },
"Duration": 0.5,
"InfectionChangeAmount": { "Min": 1.0, "Max": 1.0 }
(damage infections here)
Someone added this on the barracuda armor rig page last month apparently
I'm happy to hear you guys were able to switch domains! The devs support the new wiki as the official one, right? Maybe they could be informed that they could edit this link in the video description, it still links to the previous wiki:
https://www.youtube.com/watch?v=SfNWg_xbRfE
Fandom still says it's the official wiki lol
they didn't update anything
@frozen edge for when the weekend will be over, I think you are the one with the keys to the youtube channel ^^
Moving wikis without support would be pretty stupid of us lol
@worldly salmon Hey a quick update about the puddles and the way they interact with the EPC. Turns out the charge shot puddles do still ignite at 20 heat, but there's something going on under the hood when two or more puddles are clustered together in close proximity to each other. It seems like they ignite as long as the heat between each of them it totaling up to 20.
This is interacting with the way the devs got Plasma Splash to work because the EPC now always has an AoE that deals 0 damage which is still getting the Burning Nightmare heat bonus. The 5 flat heat that applies to all normal shots applies to the 0 damage AoE and makes adjacent puddles accumulate 5 heat while the directly hit puddle takes 15. Since this is 20 Heat in total then the puddles will ignite. If you place two normal puddles such that they are touching then you can ignite both with a single EPC shot as well.
ahh. that makes a lot of sense
My earlier test setup was only hooking the heat of one puddle at a time so I wasn't able to see the weirdness of whatever system is checking for the heat across puddles.
i was wondering if the epc heat aoe was influencing the puddle heat levels
Yeah, MeatShield pointed it out to me that the AoE was what caused the extra 5 heat to be added to the normal shots over in DCT.
Incidentally this also means that the normal shots have a 1 meter AoE of 5 heat when running Burning Nightmare.
You can ignite clustered grunts with 6 normal shots.
great findings overall. if im honest these things make plasma splash feel worse for area damage on normal shots compared to burning nightmare...
10 Fire-element RadialDamage (15 w/ HH) or 5 Heat. 🤔 the damage would kill faster, i think?
but BN gives a crapton more than just the bugged 5 Heat AoE
splash would kill faster yeah
but that would end up being the only major utility, which. hm
i dont know, it sounds like an easy choice at first glance
Eh. Honestly I'm just glad the EPC has a vanilla playstyle option for those who want it now. Plasma Splash just leans a lot harder into firing a single charge shot and then cleaning up a little after. The normal shot AoE being Fire damage helps a lot since the stuff that's weak to it are typically at mid to long range making weakpoint hits unlikely given the EPC's bullet behavior.
It always seemed weird to me that the EPC basically completely flipped the way it was played on its head as soon as Tier 5 was unlocked.
EPC Tier 5: "First-gen Overclocks" 😆
does anyone know where or how the source editor markup highlighting is controlled from? the different colors for wiki.gg are exciting but i'm curious if it is possible to personally adjust it like an IDE theme
It's set in .css, you can make your own .css to set it for yourself
The diffrent colours mainly come from an invert filter applied to it (a very quick and functional dark mode) Will at some point set them up properly (so likey have some nice themed colours)
do you know what the rules for them are? i tried looking them up and couldn't find any specific names for them
You can find them exploring with browser dev tools, or can copy of the main .css once I set such up
Dumb question, but anyone know how to extract the Rockpox status effect icon from the game?
I'm going through the perks and trying to update the relevant ones, and would like add a proper status effect to the status effect page that can be referenced by said perk changes
Bless
Isnt that already in ??
(You can extract images from the game files via Umodel)
Not that I can see, both on the old Fandom and new WikiGG
Check damage page
Ah, thanks
Noted, will remember that for the future
Still going to add a status effect, since it appears to operate very similarly to a temperature-like effect
Np
Game unreal version is 4.27 btw
Hey folks, anyone know what kind of damage the Drak does? Is it the same profile as the EPC?
Did we forget to add that to the wiki page ?
LOL
Is there a tutorial/manual for how to inspect the code yourself? I imagine it would be helpful to pin it in this channel if so, just so we can be precise with our edits (I think the modding discord/website has instructions somewhere, but having it quickly accessible here could speed things up in the future)
It does have guides yes
Though after you know, not much point in putting it here anyway
Anything specific you want to discover ? Testing in game using modding tools is equally valuable
As you need both to uncover some stuff
Yeah, I prefer to do testing in-game (I run on Linux via Proton, so the modding tutorials are borderline worthless to me anyways), but having the hard numbers would be useful for double-checking certain things when we make edits
Right now I just wanted to grab the numbers for how much infection different Rockpox attacks give to a player
Also the DoT that a full infection gives
I posted it here lol
But yes, you have to test it in game
Oh excellent, thank you
Fmodel is the way of taking numbers from the game files
STE_Plague_DeathFart what a gloriously dumb name to give an effect
Oh? I presumed by the name it was just for models
Thanks, will give it a look as well
Umodel was mainly for models, but does most asset types, fmodel likey got it's name from that
Ah, makes sense
Weird , i dont think that is what I use at all lol
Yeah but it would be what drove it's original creation
I will check name
But i dont remember having fmodel 🤔
Unfortunately, but not surprisingly, FModel is Windows only
I'll do some tinkering with Wine/Winetricks and see if theres a workaround, but I doubt it
didn't have any luck getting FModel to work through wine but UAssetGUI works fine
Will give it a spin, thanks
If I did custom set colours for source editor what should they be for each thing
Sorry for the ping; did you manually compile it via the Visual Studio route, or use the pre-build binary?
I tried the latter, but if you used a trick to avoid the former I would be happy to hear it
does the release build not work? i've used the release build also have compiled my own version as i've written some patches for it
you do need to install dotnet framework i believe
Ah, that would explain the filenotfound error
Relative WINE newbie here, do you need to install the dot framework in a specific place, or is Wine smart enough to find if it you install it bare using default installation?
nvm, figured it out
Bless winetricks
I added the Rockpox Infection status effect based on some sandbox-mod testing, but if anyone can find in-game numbers to back up some of the elements, I would appreciate it
Namely the infestation decay rate (it seems to be reduced by 1 every fifth of a second), duration of immunity post-cleanse (I timed it to be ~2 seconds, but I'm sure a precise value exists somewhere), and the amount of infestation added per mined chunk of infestation (it takes 5 rapid breaks via Driller's drill to reach the cap w/o decay coming into play, but it might be something like 21 per broken piece that I just couldn't perceive or test very well)
Also I couldn't find anything that corresponded with the STE_PlagueEnemies_SlowDeath event here, so if anyone has ideas here, I'm open to testing em
I didn't see that STE appear when killing Rockpox enemies either. So it's likely just not in use anymore.
I've been starting meteors immediately whenever they show up-if you don't, do they spawn rockpox bugs over time like contagion spikes do?
Could this be for infection on dwarves ? oddly the wiki was added as per second, which wouldn't explain the numbers here
STE_Plague_PlayerHeldByInfection
"ApplyEffectsInterval": { "Min": 0.5, "Max": 2.0 }
"DamageAmount": { "Min": 10.0, "Max": 10.0 }
(internal damage)
didn't find yet immunity window values or chunk stuff
also found a
STE_PlagueRT
"ApplyEffectsInterval": { "Min": 1.0, "Max": 1.0 },
"InfectionChangeAmount": { "Min": 1.0,"Max": 1.0 }
(under reactive terrain, possibly related to being near / stepping on plague fields)
X-X noticed a lot of edits
guessing mostly are small one, but hoping I don't let it accumulate before checking if anything weird was added
. _.
well, I could be asking if there is any sort of fear effects on dwarves
but 99% sure this is just using the article to make jokes
https://deeprockgalactic.wiki.gg/wiki/Gunner?curid=3593&diff=32070&oldid=31355
"(...) while inducing strong a strong fear response (friends included);"
Well, I will fix that and everything else when I get more free time at home
during testing other stuff, i've had a meteor go ~12 minutes untouched. no Rockpox enemies.
Content/Character/BP_PlayerCharacter
how much heat is required to ignite a patrol bot now
ah, just like the wiki says 
https://deeprockgalactic.wiki.gg/wiki/Rival_Patrol_Bot
2 days ago
Spread the word
U37 release. there was a tweet from GSG and everything.
but you're right, it hasn't been publicized very well so far
Is 100 max infection ???
It took 20 seconds for me to figure out that those were pushable buttons:
I was like... where do you find T nowadays on wiki...
i haven't found the value yet. my hypothesis is that it's 50.
Also for some reason new wiki page takes ~7 seconds to load, while fandom page takes only 2 seconds.
That's a big oof
Loads way faster on mobile though, since there's not 20 million ads loading alongside the wiki pages
Guessing a way to confirm is removing decay, and making a source give a specific ammount of infection
Think the format should be different ?
Well, since those are supposed to be "tabs", it's not really intuitive to find them in the middle of ongoing stat list, especially when it looks like an ordinary table row with 4 cells. I liked the way it looked on dread page: https://deeprockgalactic.fandom.com/wiki/Glyphid_Dreadnought
Should we add a link to the new wiki host sight on the old one that isn't being updated anymore?
I've done as much as we are "meant" to do as admins
But I won't stop others doing stuff
Leadbursters do 80 damage per bullet, right?
It is way more complex,
Tried checking karl stuff, bit didnt fully understand
I knew it scaled with distance, but for some reason I had a totally wrong starting value...
25 base damage, 30% AB, DMG_Piercing
if they damage something within 0.3m, it does no damage
0.3m - 1.8m, 5% damage (to counteract how many of them are hitting at once)
1.8m - 11m, 100% damage (25)
11m+ 400% damage
i'm under the impression that GSG set those values so it would attempt to do similar damage at most ranges
the reasoning being that 20 bullets would hit within 0.3m - 1.8m, so do 1/20th damage
and only 25% chance to be hit by a bullet at greater than 11m, so do 4x damage
etc etc
Right. Of course things can change with very large targets, which is why they can absolutely shred bulks anyways. Also the top 'circle' of shots opposite the surface it's stuck to seems like it can do a ton of damage at the right range, since the shots are pretty tightly grouped there.
Also, I can't speak for anyone else, but the old fandom wiki still shows up as autocompleted urls for me if I type "deep" into my address bar, on top of being higher on search results.
I feel like to get people to actually switch over would require like... putting a banner at the top of each page saying "hey, go look at this new wiki which is official now"
Autocompletion of URLs is probably based on your browser-history and bookmarks.
Putting a banner on the F-word would be ideal, but... they're going to do what they can to prevent that. I know Barotrauma had a banner on the F-word for a while, afaIk even with the F-word's knowledge. But that was a while ago, not sure if they'd still agree to that as easily.
Yes, I know. I'm saying that's probably true for other people too, which makes people less likely to leave the old wiki.
It is directly againt the Fandom ToS to do so (by the admins, at least). Now, if anyone was to grief the wiki with a banner, since no one is there anymore to patrol it...
Hey this is a niche ask, but has anyone compiled changes to weapons/upgrades/overclocks over the years (or several patches back or something)?
I was almost thinking of adding a table to each weapon's page or making a spreadsheet for weapon changes across the seasons
Could be useful for people trying to update past builds or generally re-evaluating things without needing to comb through the patch notes for every update since they've played
I think there is such a spreadsheet somewhere
https://docs.google.com/spreadsheets/d/18ssBEdWCUV-SsivbHMw42Sqcii-9qP3KD-AHkv5tTZw/ a bit of an old one
Oo
So x4 damage or 100 dmg at far away ??
Oh christ that is an old one
Oh, and what's with the move to wiki.gg?
Were there issues with f*ndom?
I'm unsure whether that's the official reason, but: The F-word sucks.
Wastes half the screen on nothing, way more ads, little control over layout... I've been told not even the preview for edits works properly.
That, and they FUBARed Gamepedia. Fuck them.
Oh, and I remember being told that the F-word isn't even mobile-friendly, so the wasted screen-width isn't even for that. 🤡
Oh, yikes
You can see a list of reason why wiki.gg is preferred listed a few days ago in this channel, the discussion start here:
<#wiki-related-chatroom message>
The balance change log idea is a really old one iirc
If to be done
Will it include experimental or full release only,?
Collapsable table too
But basically, too much adds, broken preview, little to no freedom with the formatting, getting any help/module added by the staff was pretty hard to say the least… all of that combined made any edit very time consuming, even more on a template.
For the balance change log, I would say to include only full release if we want to do it.
Full release only or I or others would go insane for no reason
We have history starting from closed alpha ?
And should be good to use symbols like OC ones, for nerf, buffs or neutral changes
shouldn't we have the {{updated}} template to use S1-2-3 instead of U99 ?
Is this a good place to report wiki abuse? I can't find a button to report edits/users on the wiki
fandom or wiki gg ?
don't forget the official / supported one is the Wiki gg one
but anyway, yea you can always post the page and say what happened
On both the new and old wiki, this users contributions are almost entirely spam and make the articles edited at best unclear or at worst unreadable.
https://deeprockgalactic.fandom.com/wiki/Special:Contributions/137.186.247.43
https://deeprockgalactic.wiki.gg/wiki/Special:Contributions/137.186.247.43
came across it first when reading the cave leech page - "heavy damage to you on you for you to you."
checked the history and it looks like all their edits are spammy
But not reports about the F-word, we don't care about that
This is the good place to report it, we will mostly focus on wiki.gg since the support of fandom is basically dropped at this point.
how long ago was the migration, google's still got the "f-word" wiki as first and wikipedia as the second result lol
Well this troll had his edit ported to wiki.gg before it was made public it seems, pretty much a worst case scenario for us because it can even cause rollback of legit edits.
The wiki.gg wiki became the new wiki officially with the release of season 3.
As for going before fandom with a google search, that may take a while, working on improving the SOE, but fandom is very aggressive with that.
It seems to be mostly fine for Barotrauma's wiki by now. Took months to show up as top result more often though.
what is the % of traffic from searches ?
anyone going to take care of the troll edits or can I do that ?
I can do that in 1h or so.
Already does
I think he means in the template code.
Oh, Well, time to replace my U37 in the code by S3 then.
Can now use U37, S3 Or S03
Btw, going through files to see any changes from weapons that didn't get mentioned, or that I am not aware
Yup, that's why I said to replace it if it didn't fit. Was just a 4am me injecting a tiny bit of humour
💀
Also, regarding this, I defaulted to 100 because that was the only way all the numbers lined up for all the tables Omega created earlier. There might be some change scaling applied to dwarves, but the result is still them effectively having 100. Otherwise a rockpox maggot would instantly infest you
As it "deals" 56 infection
These tables specifically (the Rockpox maggot and Glob-throw attack both seem to use STE_Plague_GlobInfection, which is 7 infection applied 8 times over 2 seconds (once every quarter second))
I just updated the Rockpox status with the new values you guys found; thanks for the help!
Does anyone know if Bullet hell with Penetrating Rounds will richochet once or twice?
https://deeprockgalactic.wiki.gg/wiki/Ricochet
well, we have an article explaining it
Ooooh, noice
the current understanding is that Ricochet can only happen once per ammo (aka hitscan tracer).
I like how it's possible to ricochet a bullet off of an enemy while still penetrating them to effectively split the bullet in two.
does anyone know how bug repellent works? right now the wiki page seems to be misinformation
I have a video showing how it works in the most literal form.
If you care to learn how to mod, have mod suggestions, want to post your streams, guides, YouTube videos, art, blog posts, tools pertaining to DRG or simply just hang out; feel free to join our Discord for DRG (Mod) Creators. Stone and Rock! Oh . . wait. https://discord.gg/gUw32ayWGt
Purple = more expensive to walk on for pathfinding, yellow = normal.
Pretty much it. Bugs prefer yellow but will cross purple if it is cheaper than a yellow path.
That is also official, I did that on a dev build that is used for debugging and kept secretly.
The delay between color changes is the actual time for the pathfinding to update, so enemies can and will ignore platforms that were placed recently.
i have seen that video, it's very nice visualization -- however, do we actually know what the exact mechanics are? for example, 2x distance and some of the claims on the wiki page doesn't seem accurate
Can you link the wiki page?
sorry had a hard time finding the new wiki lol
Afaik that all sounds correct from my testing and extensive use of the upgrade since it released.
The only thing I am iffy on is "To avoid these scenarios placing platforms with, at the maximum, around 1 meter of space between them"
It's not wrong, it's just a bit misleading. Think of it this way, if you put two platforms together to make a figure 8, a bug would pathfind in the middle because there is less purple in the crack between it than each of the circles.
Since they don't create equal purple zones every time it can end up with mixed results.
So on a wall, 2 platforms next to each other need to be closer because the vertical depth in which the purple expands is shorter than it being on the floor, resulting in enemies going between the cracks much more often because the distance to get to yellow is shorter.
On the floor you can have almost 2m of a gap between platforms because they spread purple much more horizontally which can make a larger distance to get to the yellow in the middle.
Nothing is wrong with closer platforms though, just more consistency.
I also see a lot of people place repellent platforms close to their spot, which is a mistake.
The further away it is the better, within reason of course.
Instead of having a pinhole for enemies to go through you make a funnel shape leading to the pin hole, works a lot better for salvage.
What I usually do is put 2 platforms on the other side of the drop pod, but on either side, then a sizable gap before I place more leading up to the walls.
So here is a crude example:
Red platforms are what some people try to do and enemies ignore it. You can do different cones on either side for whatever the situation calls for.
But say you were standing here, it would also not work because it is cheaper to walk directly to you than all the way around.
An example of the wall scenario:
If the pink box collisions are the purple pathfinding, it would be better to group them closer because any gap between is immediate yellow which is easier to get to. If close they form a literal floor that they would have to walk all the way over so they usually go to the side, which can be increased by adding more below if the player is still far enough away.
And the bottom guard would have to travel further than the top one to get past the platforms due to the size difference between the purple spread from floor vs wall. This means that gaps on floor repellent is more forgiving with distance than wall ones which makes the statement on the wiki not quite accurate.
Also another thing to add to the wiki is that the player's head carves platforms now when one is created near eye height.
So you get a little hole in the cheese so you can't see through the world / escape as easily.
added in s02 afaik
it was S01H5 actually
#patch-notes-steam message
And these holes can get magically sealed back in my experience, after you jump out of such hole. I remember you may even create isolated surface in the dark cuz of that when trying to go outside.
Real quick, armor break doesn't cause extra damage dealt to dread armor right?
It doesn’t
Just consider it as a second health bar that isn’t a weakpoint.
Thank you
is there any sort of slowdown when you use pickaxe on enemy ?? didn't fully undersand the need to change the sentence otherwise
https://deeprockgalactic.wiki.gg/wiki/Dash?curid=5235&diff=32110&oldid=32036
Yes, when I pickaxe enemies there is a slow effect before I can sprint away, most noticable with exploders f.i.
So Evil
It's basically an "aim well or die" thing
what is behind the bedrock so I can stop my team from mining behind it . . .
please . . .I need it soon
The void, you could see it at some point when the top of the map wasn’t closed in some mission.
Ah, still can see it, thought it was patched.
if you really want to see for yourself
there is a way to go out of bounds, no mods or anything
on salvage operation, you can see that the drop pod you have to fix has the cave ceiling totally open
if you use the scout shotgun jump, with well timed shots you can go out of bounds
(for context the driller started this "Break the bedrock" mission . . . XD)
No one tell the people that try to play the game Pick only
what is up with the status effects of lead burst and shredder grenades ?
Damage limiter STE?
they’re kinda weird, they appear to be DoTs which deal a flat amount of damage per tick if the grenade deals damage to an enemy with a short cooldown dictated by tick rate or something
if one bullet hits of the lead burster the damage limiter dot will tick once, so there’s essentially a minimum damage?
Same with shredders
Sentro explains it way better here than I do
interesting
wonder if it would need some adjustments to make it more clear anyway
also
did subata base model changed ?
have impression the wiki image is different than in game one
Do we have any concrete data on rockpox bug wave spawns? It feels like it's extra spawns that happen just based on time, but I thought it might also happen based on clearing out the infection.
I didn’t collect anything on my side.
Pretty sure it is both.
any variables found, or was testing / casual observation ?
casual
hmmm, trying to find something, so far am guessing it is just using some sort of constant pressure wave
and that there is 2 Enemy groups, one that has grunts and praes, and another with larva , grunt and prae
trying to see what trigers each
and guessing that you could modify those to confirm in game
Heads up. @trail gust pointed something out over in DCT that will need addressing on the wiki as well. Looks like the Drak's electrocution mod applies the same buffed Electric DoT that the M1k and GK2 do. The Scout's primaries now all utilize the same exact status effect and no longer stack with one another, but they all deal 4.5 electric damage every 0.2 seconds and slow by 80% for six seconds.
He tested this in game and checked the references for the status effects, and I was able to verify within the files as well.
what 😄
reminds that the page is missing the damage type
Based on some (very preliminary, in-game) tests, Rockpox-infected enemies appear to only spawn in one of four situations:
- Initial spawns placed during cave gen (only in Lithophage Outbreak warnings, far as I can tell)
- From Infested Boils which periodically spawn on infected terrain (will eventually spawn Rockpox larvae, but can be destroyed earlier to create a small infection cloud instead)
- During the cleaning of Rockpox infested terrain (seems to randomly choose between 2-3 grunts, or a Praetorian, every time a new patch is cleaned, occurring at most ~once every second)
- The random "Rockpox-infested" wave, which can replaces a normal wave in Lithophage Outbreak warnings and seems to do the following:
- When a spawn group with grunts is selected (slashers and guards included), replace them with Rockpox infested ones
- When a spawn group with praetorians is selected, replace them with Rockpox infested ones
- For groups with other enemy types, bulky enemies are replaced with Praets, medium and smaller enemies with Grunts/Larvae
As far as I've seen, there are no "passive" spawns for rockpox enemies; its those which already exist in the world when the cave is generated wander over passively which seem to gives that impression
That being said, I'm about to go into a Sandbox save and just start flying through caves and spawning random waves repeatedly to build up a dataset to double-check everything, so take this with a heaping pile of salt for now
if only...
though you can help by spreading the word
I've noticed that prospectors and nemeses can spawn in any mission type now
not just rival presence anymore
it still has the official wiki icon
They always could?
They were just rarer
yea, prospector is just an event (like machine events, etc)
and nemesis is like Bet-C / Korlok
sadly no rewards from it
yet it is not the one that is being supported
so for all intents and purpose
that icon is pretty much useless
the tab name still has "official" in it too
unfortunately fandom would remove it as soon as they noticed
at least there was the announcement
but yeah
they should at least remove the icon and change the tab name
f*ndom are unfortunately rather parasitic with their wikis; even the Terraria wiki (which did the same thing back in March) still has some issues dealing with them
Though, funnily enough, the Fandom wiki homepage has a link to the official (wiki.gg) wiki on it
So we could theoretically do something similar on the Fandom wiki we have
They took away its data cube? sadge
Nemesis never had a data cube
it is Prospector that carries one
Yeah, I thought you were talking about prospector in that message
Nemmy is just a "cool" bot
if anything, Nemesis is more akin to a bulk/crassus
it's like a bulk, but rarer
tanky and high-damage, but slow and limited range
and no reward for killing it
So, while tinkering around trying to figure out how to best test this, I found a bug/quirk of Driller's Microwave
It doesn't build up heat if it doesn't hit anything (which includes surfaces)
oh, the columnar hole for the lithophage contaigion spikes that goes up to void?
Yeah, though I found it out when I clipped of of bounds in attempt to break bug pathfinding
So I could count the bastards as they spawned during a wave
Unfortunately, the Sandbox's "disabled spawned AI" doesn't work on spawns as part of a swarm
Going to triple check, but very unusual quirk of the gun all the same
So, yeah, it wasn't just a fluke
This quirk also exists with the laser pointer, strangly
If you try to ping the ether, it will "queue" the ping instead, until your laser pointer over something it can actually ping
So, even more testing ensued
The Microwave has a 100m range; if nothing is hit within that range, it just won't overheat period
If it happens to touch an enemy before it ends up in that no-hit state, however, the heat GUI bugs out and makes it look like its still gaining heat, but it will just stop after a bit
Ditto with terrain, though terrain seems to make the heat "jump"
guessing it is now the proper time to continue my mineral spawn testing
confirm if it was the bug affecting my results
Can you find this value for me again? They appear to have changed the reduction cool down this patch
(Sorry for the ping, I forgot to turn off the ping notif)
I'd say so, will be interesting to see if there's still more resources now that the bugged state is fixed
increased the cooldown before the infection starts reducing from 1 sec to 1.5 sec.
these files are actually courtesy of Elythnwaen 
Oh excellent, thank you (to Elythnwaen as well)! 
😩 I updated it already earlier today
How much damage do rockpox praetorians do with their vomit attack now?
Nice
Don't have the numbers offhand, but it seems to be a DoT effect like normal praetorians. When I dash through it so I'm only in contact for a moment, I still take 3 ticks of damage(and lose what looks like 20 health total on haz 5).
I expected it to work like normal praetorians, I guess I’m just wondering if the DoT is a lot weaker
Regardless, it at least makes them a damaging threat…
It's weaker but seems to tick at least a bit faster to me. Not guaranteed to break shields like normal praes, but does most of them.
Noticed that the wiki page for drop pod doesn’t have details on damage resistance while in the pod. Is it an intentional omission (i.e. too much detail)? Or just no one bothered yet?
It's a communal thing a wiki, make the change you would like to see
dont forget we are using wiki GG , not Fndom
xD "too much detail" is the point of a wiki
H5P4
it was 2 in 0.4-0.6 s intervals in files prior to hazard scaling
which one has the pox spit damage ?
STE_Spider_Tank_PlagueSpit - it has both infection and dmg dot now
:| I avoided it because I thought it would only have the infection
idk it was my first guess
did we ever solved the mystery of not enough scripts for all rewards ?
the sum wasn't matching up
oh and btw the silent glyphid steps bug: you actually can hear, let's say, a grunt behind you, but you need to have Shadows on Ultra in Graphic Settings and you need light sources to generate those shadows, so yeah shadows do make sounds
how is that sound called
I wonder if that has to do with how rendering is done with brighter objects.
for grunts, spitters and warden it uses SpiderGruntSteps_Cue
exploders are also bugged, didn't test shadows with them, but they use SpiderExploderSteps_Cue
for praetorian it's PraetorianSteps_Cue
and the list goes on, I did a bug report on that back in experimental:
https://discord.com/channels/257785731072786435/1035692729826549830
it shouldn't even rely on light, like how you can hear Shellback steps no matter where you turn your camera
Did you test to see if that happened primarily on DX12? I mean I know the issue has been around forever but still.
I'll check now.
I just know that one does a lot more with rendering than DX11.
It's the same behaviour, still requires Ultra shadows
I'll report it to the devs directly, no guarantees though.
aaand for some reason
escort is the only mission that is giving less crafting minerals than expect (Jadiz used for test)
every other mission causes 100% or more to spawn, based on the mission scale value
yet, Escort doesn't spawn all, could be that I am using a ridiculous amount, but weird that every other mission type handles it fine
I thought it was intentional 
I remember escort had issues with 149 morkite, and it carves big chunk of terrain for ommoran...
not surprised
using 100 jadiz
based on the scaling for long-average, I should be seeing 160
but I get like 80 (variable)
that seems quite a crazy chunk to cut down
but I wanna try with only 10 to see if the same happens
yup, 400 morkite still spawning double, so at least that follows
x-x yea, I guess my idea of "not enough space" wasn't really true
even with 10 jadiz for base value
escort only spawned 9
Could it be related to the type of mineral? Feel like Umanite specifically still spawns fine, but that's anecdotal
umanite from Radioactive has a big range of how much it can spawn
but if I make it a fixed value, I can try comparing it with other mission types
otherwise I will go back to discovering how game handles decimals when scaling a 1-2 carried mineral spawn, and how mined minerals relate to the biome numbers on the files...
Is it all gem type resources?
so far jadiz only
didn't move to other sources yet
outside a small test showing that 50 bismor in files is giving me 65 mined bismor in game
This is purely anecdotal, but I have always felt that escort missions are absolutely terrible for mineral gain.
Well would be a pattern if the same happens for pearls & gold chunks
alright, let's see how much I will mine
base of 50 umanite, escort medium-complex
different rooms have different mineral scalars and same goes for pls and dna
so escort rooms are bugged or something ?
idk, some mission types outright dont spawn certain things too
like egg hunt pls cant spawn morkite iirc
Did you count Oil Shale as part of the mineral count? I suspect it might be replacing minerals in a given "deposit point"
Or is this measurement per-"chunk"?
not counting any other minerals other than embbed ones
Did you count how many deposits of minerals there are overall in each mission type and length? I suspect that might be more-or-less constant
Minerals period, including gold, nitra, oil shale, morkite etc.
I can help collect data on that if not, but I don't know your sampling methodology
not working with that no
just how stuff like bismor and jadiz appear more or less depending on mission type
ended up getting 64 umanite mined on it, wonder if I missed any...
next is seeing if salvage 2 mules gives way more or not
that gave me 107 umanite
so , so far both jadiz (embed) and umanite (mined) are following that pattern
Do give me ideas of what to try out to test
(reminding it is about crafting mineral spawns, so not messing with nitra / gold and co)
When does "loot" crates with cosmetics usually spawns? I'am still wondering that it is an Rng thing.
It's RNG based on mission length (presumably), but mission type also plays a role in it
Guys, do you think it would be possible to make a page for references? It would be immensely useful for translators (for finding the official dub's version of lines).
I'm good at finding timestamps given the source, but I can't catch every reference myself.
(Also, I didn't want to make a new page all willy-nilly without asking.)
Currently I know the Nemesis has an explanation list of his quotes under trivia
Yeah, it would be nice to compile them all in one place. The dwarves also have lots of lines with references.
Sounds like a pet project for a couple months. Feel free to pick it up 😉
Alright
New tests
Having a base of 1 enor, and a mission scale of 160 (morkite 325)
All 6 missions i tried gave me 2 enor
Now if I tried one with 120-130 scale will I still keep finding 2?
Greetings wiki dwellers, has anyone already compiled the new amounts of cosmetics cores for season 3 ? (Just checked the history on the wiki, but it is not yet there).
There was someone messing with that, but I didnt personally check each one
YoshkinCat
This is confusing
Why you asking if it is fine that dwarves swear
We dont decide that
No, I mean
For quoting an outside source
Is it okay to write fuck on the wiki
(I'm writing the references page)
Having more context would help, what context even needs that
Should be fine if it is from quotes
The original quote that the ‘This bad boy can drill so many tunnels!’-line references is ‘This bad boy can fit so much fucking spaghetti in it’
Sounds like an overstretch unless specified
This page lists all references to outside media found within the game. It is mainly intended as a reference point for community translators, so that they can more easily find and implement accurate, official translations, where applicable.
Please note that if the attributed source is the time stamp for a film, it may be up to several minutes ina...
Dunno if it's up to standard, but I tried
It lists every reference I could find by digging around the translator channels and the wiki
Impessive effort 👍
Calling for feedback, should the page be named "Media References" to avoid ambiguity, or is it fine as is?
Also, I keep thinking that the line "I was made for mining, Molly was made for hauling what I mine" is a reference to Scooter's 1998 song "I Was Made For Loving You, Baby", but I've never been quite sure
don't see a reason for having string keys, makes page seems more like a translator exclusive thing, instead of a general page they can use.
and better cut down on the "may not be precise", or just add the scene context
I feel like having keys is preferable, but if you really don't want them in there, they could be spoilered or removed
I think the saying ‘I was made for…’ is generic/common enough for it not to be a reference.
The keys are a little intrusive. You think they could be made smaller (by font size)? They're not meant to be read anyway, people just copy-paste them.
Hmm, I may just remove keys altogether
Yeah . . .fandom deep rock broke some of the images and formatting broke hard
it was working a few days ago . . .wonder why now XD
question any of you guys know why management refers to Bitter Gem as "Gold" in some of the interruptions
Tbh I think its just because The "We're Rich" Line might have a direct connection with the interruption lines from Mission control
Dunno nothin, it was broke when I found it
Speaking of references
0 votes and 1 comment so far on Reddit
I had no idea it was a Hitman reference
Adding
About the string keys, if they help to maintain the page, we could keep them as html comment in the code.
Page ready for review/visual suggestions/improvements:
https://deeprockgalactic.wiki.gg/wiki/Template:Creature_Table
The data is from cargo, the goal is to have all data in a single page to replace my old spreadsheet for the users that liked it.
is there a way to fix the slow scrolling speed on the new wiki? there's like half a second delay before my scroll is registered and it only happens on this website
I don’t have the issue so not sure, what browser are you using?
Is it happening on all pages or just some of them?
every page on the new wiki, chrome
Hum using chrome as well, no having this issue at all, no matter if I am logged in or not.
I wonder if it could be linked to the time needed for pages to load or something like that.
I tried on edge and it scrolls "normally", it starts scrolling instantly but if I scroll more at once the page keeps scrolling for like half a second after releasing wheel
some kind of effect on the page that appears like lag when I browse the wiki on chrome
Can’t replicate it at all on my side, everything works just fine be it on edge or chrome.
figured it out, it happens with hardware acceleration turned off
turned it on and the scrolling is better
it's some kind of effect on the website
I did a couple of observations on stock Inferno heat:
- 50 ticks per second
- First tick is 50 damage, no heat
- Second tick includes STE which deals 7 heat
- Each tick it does exactly 7.2 heat
7.2x50=360 which is 90% of the specified Beam DpS value.
The damage ticks still do 140% more damage, as known. Hence heat is not bugged, only fire damage is.
And ofc, STE_Heat_Plasma_Linecutter (which is probably supposed to deal 75 heat at once) gets applied but has no effect.
is russian supposed to be captalized ???
https://deeprockgalactic.wiki.gg/wiki/Zhukov_NUK17?curid=4445&diff=32186&oldid=31555
AfaIk according to most english-speakers, yes.
My spell-check is also marking "english" as wrong. It's one of the things I like to ignore.
Yes, languages are always capitalised in English
interesting 
it doesn't
some more findings
for 1 base enor, the 6 missions I tested with salvage (2 mules, 140% scale), gave me 1 enor each
the 3 I tested with egg (6, 150% scale), gave me 2 each
which makes me think it is always rounding it up or down, no RNG
and last, for a base of 2-3 enor, and a 200% scale, I got out of 10 missions, 5 with 4 enor, 4 with 5 enor and 1 with 6 enor,
not the proportions I expected, but small sample size (I imagine it picks a number between 2-3 and rounds it, so 2-2.25 will give 4 (25%), 2.25 - 2.75 will give 5 (50%) , and 2.75-3 will give 6 (25%))
also, tried increasnig umanite carver and density values by 4-5x
not much testing on it, but more carver made less spawn in the mission
while density might have made the mineral itself bigger while giving same value when mined
but can't tell if it was just impression... might try making it even higher
the more complicated part is that even though I set it to a fixed base value, I got, a variation of 31-40 spawned in the same mission type
gonna have to figure out why that range, if i am not using escort
Yo. Were there ever DRG - stylized UI elements for Mouse1 and Mouse2? I've been just checking for them, but I haven't really had any luck in finding them. The closest one I could think of would be the red tinted one for deconstructing a pipeline
nothing on options ?
Unfortunately not, I checked there and it seems like it's written out in plain text. I'm gonna check again just in case, thought
if you have some loot in your pockets and you dont deposite it and you board the ship
does it come with you?
I hope this is the right place to ask for these questions. I've been checking for some UI stuff and was told that this is the best place to ask.
Yes.
Last I tested secondary objectives do not complete though, and large items (like bittergems) do not count when you have them in the droppod.
No dice in the options menu
thankyou thankyou!!
if anyone ends up finding the values while playing
is the last leadburster damage modifier for 9m or more ?
Karl is saying it is 9, but got curious on why there is a 7 set as minimum too
🤔 before today's patch, it was Min=11, Max=9. generally when DRG has Min > Max, it just defaults to Min value.
so, seeing that Min = 7 < 9 = Max now... i'm not sure how it works. does it not get 2.5x damage at >9m?
when i updated the karl.gg stats earlier today i just picked the larger number without actually reading the min/max tags. an oversight on my part, sorry.
my brain is preoccupied with overhauling ~80% of the DPS Calculator's internal logic to more closely match in-game stuff
there is a "TestMaxDistance" set as false
so I thought it would just ignore the 9m and consider it 7m+
Easy to mod, but not so sure on how to test it giving how many bullets there will be...
well... could make it be a 1 to 100 damage increase
and don't worry about oversight, wiki is community effort and we have each other covered
i suppose an easy way to test it would be do damage a large, unmoving enemy like Brood Nexus from > 10m away 🤔
if the 2.5x damage doesn't apply at that distance (increments of 20, instead of 50), then we can know that the 9m distance is a cutoff.
but i suspect you're right, that it starts at 7m now instead of 11m, and then stays active forever because TestMaxDistance=false
Neat 📝
I thought the same about MaxDistance,
in previous patches I tested it out to get precise 11 m boostpoint,
now I did the same around 7 meters edge - going in / out of that zone leads to getting / missing x2.5 multiplier,
and you definitely get that x2.5, let's say, at 25 m.
Does anyone have the icon for Lithophage outbreak?
Thank you very much 😭
No problem 
I've got one mission end screen saved, will check on Saturday
Link to the wiki : https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki
Yey.
While I love the new wiki...
I am now so used to having site content of any big website in the center of my browser with left and right 40% clear... Which would normally show ads if you don't block them.
That I actually find the new screen filling wiki harder to read and navigate on a big screen. Is that just me? 😄
Even if the front page is the same but "stretched out" and with the better navigation to the left
Well I tend to never use a full width browser for that reason, usually stretch it so it is like 60% wide on my screen.
No limited to the wiki, pretty much all the time for me.
I also prefer having a 4:3 column in the middle for the main content, with free space on the sides for menus and stuff. It makes lines shorter and easier to read.
Fancy Zones is useful for setting up such
True, but I feel like making my entire browser window narrow would be overdoing it
I'll just deal with it, unless a feature is implemented
The easy solution is obviously to add advertisements to the left and right

You could just add some margin in your personal CSS, that should be the easiest solution.
adding ads in theme with the DRG unverse
Is there a place to take sound effects? Specifically the reload and shooting ones
you will have to extract using Umodel, don't forget to check the sound option
time to download lol, thanks
no problem
I could not be happier that the wiki is taking full page width
Hi, I have a quick question : when referring to the interaction between weakpoint damage and the "Frozen" status effect the wiki says this "Frozen enemies will also have their weak spots disabled, but targeting any part of their body with direct damage will cause the damage multiplier, even on armor plating."
Is the damage multiplier being referred to the weakpoint damage multiplier (meaning that frozen bugs take bonus damage from weapons with weakpoint damage bonuses ontop of the normal 3x) or is it just referring to the normal 3x damage multiplier and frozen bugs don't get weakpoint damage bonuses applied to them?
TLDR : do bugs that are frozen take bonus damage on top of the normal 3x if the weapon shooting them has a weakpoint bonus mod?
frozen gets no bonus for weakspot stuff
Sick, ty
np
Notable exceptions being enemies that don't freeze solid but do have a frozen status. Those being Q'ronar, robots, and Bet-C.
also brood nexus for some reason
The brood nexus weakpoints are super weird in their own way, right
Maybe I’m misremembering
They count as a weakpoint but don’t get the 3x frozen bonus I thought
Yeah. I'm pretty sure it basically just comes down to whether the weakpoint itself has its material shifted to the frozen material.
Correct, weakspots are done through physical materials.
Brood Nexus eyes are separate actors that are linked via certain components and thus do not get frozen physical material or maybe frozen in general due to a lack of temperature component?
Is shotgun spread completely random within your reticule, or does it follow some kind of logic (like half in the middle ring half in the outer ring or something)
we have an accuracy page https://deeprockgalactic.wiki.gg/wiki/Accuracy
"All pellets fired per shot start with their trajectories perfectly aligned to the center of the ellipse, and then they get randomly displaced to anywhere within the bounding ellipse. The game does not favor putting the pellets closer to the center of the ellipse; it is a random roll for each individual pellet."
Thank you! Well, follow-up I guess. If a Grunt's armor is hit with multiple pellets is each pellet's break chance done separetely or is the damage totaled up? I expected separate damage, but I'm curious
I know grunt armor is a % chance to break based on how much damage it takes from your armor page, so I'm just curious
don't remember that ever being asked or being discussed
so trying to find reasons on why the game would want to calculate all at once
actually if you tink about it, it wouldn't make sense to it to behave as 1 damage instance
cuz you can damage multiple enemies with the same shot
I'm not exactly sure how grunt armor is...put together? I suppose. So I wasn't sure if multiple pellets hitting the same section would total damage before checking the armor break or not. I have a great deal of time playing the game and watching armor get chipped away and have read whats on the wiki but basically have very little knowledge of how the game is built.
I believe Elythnwaen did check for whether pellets rolled independently and iirc they do.
Here's the most recent (in #experimental-discussions) #experimental-discussions message
per-pellet, not total
God I don't wanna do the math on calculating whether or not armor breaking is worth it on the Engineer Shotgun now.
With each shot being rolled independently the possible permutations for pellets hitting armor and whether or not you'll one shot the grunt is a lot
isn't warthog a shorter name to say
and not like you have to calculate by hand
I'll save you some time: +1 damage per pellet is way better than +400% AB on warthog
Thats pretty much what I thought
which enemy, which build, which calculations
And adding the conditional rules to my spreadsheet by hand was a pain
1-shotting Grunts
I was trying to figure out where the armor break matters
Not enough I think is the easy enough conclusion to make
But I’m assuming you’re compiling this for the sake of argument
Or to prove a point, I guess
if this is the context, AB will literally never be useful on warthog
I think theres like two main cases for when the armor break would matter so far
it's only really handy vs shellbacks and sometimes brundles, primarily the former
Thats my typical assumption for like 90% of armor breaking skills
but having nearly 15% more damage against everything is just way better than popping armor more easily on that gun
But I was curious if you could get over a breakpoint somewhere by cracking armor
And if you have 8x10 then 5 pellets hitting the head and 4 pellets hitting armor needs a break to kill and 4 pellets hitting the head with all 6 pellets hitting armor needs a break to kill. Otherwise you're either killing just by landing pellets on armor, not killing regardless, or killing via the headshot
Assuming I haven't fluffed an equation somewhere XD
Anyway, I'm debating reviving an old reddit series I did about various semi-optimized weapon builds and the Warthog has been driving me nuts with its math
"semi" as in "not spending ages on doing ALL the math"?
I think it will be easy enough to generalize and say “armorbreak is not worth taking on warthog realistically in most situations”, it isn’t enough of a utility boost compared to the ammo save and dps increase from raw damage up
Yeah, not gonna figure out the chance of pellets to properly line up to hit the grunt's head at various distances or shit like that
I'm not that insane
But yeah, basically gonna say "Armor breaking is your secondaries job as Engie" and leave it at that, probably
That said, armor break is still like. Fine I guess? Truthfully I don’t hate it on an ammo setup optimized for shredding armor off of praetorians without much brainpower
But it definitely is suboptimal
I mean, there are people who solo deep dives and shit so you can do whatever the hell you want. This is just to give the folks who want answers a helping hand int he right direction
It’s at best a slight convenience for enemies which have a good deal of armor
And at best, that’s worse than the damage mod
I'm not gonna try and tell people how to play or that what they're doing is wrong, just gonna try and point out places the game can get tricky
Regardless, thanks for the help!
Well, in this case, you'd need at least 2 of the bodyshots to deal full damage to oneshot.
((8 * 2) * 5)+((8) * 2)+((8 * 0.8) * 2) = 108.8, while
((8 * 2) * 5)+((8) * 1)+((8 * 0.8) * 3) = 107.2
No AB mod means no damage punchthrough on AB, so this means the armor must break on either the 1st or 2nd pellet hit for at least 2 of the upcoming pellets to do full damage. Also no AB mod means that the AB chance per pellet is 0.266(repeating).
So we can show this via a simple probability tree(bear in mind this is done quickly and with some rounding, albeit not enough to make a significant difference here):
Since armor needs to break in the first 2 shots for this to kill, we can combine the probability of 1a+2a, and compare it to the probability of 3a+4a+4b.
So the chance of this oneshotting is 46.1%, vs 53.9% chance to not oneshot.
So then, let's say we didn't take the +1 damage and instead took AB mod.
Damage is now 7. Let's say that, like before, 5 pellets hit face and 4 hit body.
And let's assume that we break armor on the first pellet. This isn't actually guaranteed since the AB chance is 0.79, but that won't matter much, because…
((7 * 2) * 5)+((7) * 4)) = 98
So even with bestcase RNG, under these circumstances warthog AB mod cannot oneshot a grunt, while warthog damage mod has a nearly 50% chance to.
And what this all is living under the shadow of is how, if you're close enough+on target enough to land 5/4 pellets to face/body, you're quite likely to land 6/4 or 5/5 instead, and oneshot with the damage mod, AB RNG involved whatsoever.
tl;dr: if you're aiming at grunt faces with warthog, you should be taking the damage mod. (and you should be aiming at grunt faces with warthog.)
(also this is assuming all the pellets are hitting the same armor plate bc I don't know in what context you'd be hitting 5/4 to face/armor without those 4 hitting the head plate)
We still have Poison and Neurotoxin as 2 different statuses right ?
have to check if more symbols changed too
why does this sounds more like information and bugs than trivia xD
https://deeprockgalactic.wiki.gg/wiki/Plagueheart?curid=5752&diff=32224&oldid=32173
Are the Mission Control voice lines upon returning to the Space Rig during the two new assignments already on the wiki? I didn't seem to find them. If they're not, what would be an appropriate place to put them?
I think there's a derelict page with all voice lines
@native oyster there probably ⬆️
Or, for Mission Control specifically,
https://deeprockgalactic.wiki.gg/wiki/Mission_Control/Quotes
Thank you!
Gah, I recall posting a link to a reddit comment where someone goes into a lot of detail about how the game compiles waves, and I can't find it now 😦
yea, it is like having 80% information
but the missing gaps are far too important that otherwise it will just be dumping information without a clear / good explanation on it
is it that one?
https://www.reddit.com/r/DeepRockGalactic/comments/xyel20/enemy_spawn_stats/?utm_source=ifttt
Yes! Thank you
You posted it in the onboarding discord.
Does anyone know where in the game files the subtitles are located? I've managed to find and extract the new season voice lines but I'd rather go by subtitles than transcribe by ear for adding them to the wiki.
you can find everything you need on the crowdin project
Ah thank you, wasn't aware they had a project running there. 🙂
that's how we translate the game
The thing I find makes shotguns so annoying to calculate for with regards to armor break is that any scenario involving grunt armor will typically involve pellets hitting two or more armor plates at a time. After all if a player is close enough to be hitting only one armor plate then the grunt is most likely facing that player and presenting its mouth to them.
When running the normal napkin math there is a pretty big bias against armor break unless we assume a more even split of damage across more armor plates. It's still not that favorable, but it does help a little bit.
That's true, but I'm not spending the amount of time required to calculate for a spread of different variations based on what plates are being hit... especially because of armor link bug 😩
the actual takeaway there is that in that scenario(5/4 WP/body), it's simply not possible to oneshot with AB while +dmg has at least some chance
and tbh I do still think one of the most frequent times you'd hit 5/4 WP/body is if your headshot is aimed just a bit too high, so some pellets hit head plate instead of mouth
in which case those 4 can hit the same plate
Oh for sure! I've been pooring over prob and stats text books for a while trying to set up scripts for doing this stuff for me for a while. I'm not going to hold anyone to checking the full range of possibilities. I just want to make sure to call out how the actual problem is exponentially more complicated to calculate than what can be reasonably done in a discord conversation.
I would argue not, since doing a Machine Event also pops the eggs, and its done that for ages now
Ghostship just really likes RNG popping eggs for you
not like you can control when the meteor spawns tho
Fair, but I imagine it uses the same "Heavilly damage all enemies in an AoE" effect
Like the end of the Escort as well
An oversight, maybe, but I don't think its a bug as such anymore
the dozer one is evil
as not much you can do to get doreta out of the way I think
probably non intentional
I mean, didn't they put a lot of "no meteor" zones around important locations ? thought dozer would be the same
I think it checks where the dozer is, but not where it will be
So its very unlikely to get hit, but can still get hit
This is just an educated guess based on my programming/debugging experience though
Also here I was reffering to the explosion that the Heartstone releases that heavilly damages all bugs when the final stage is complete
Not a meteor slamming into Doretta as such
As someone who's done programming before (and is thus very good at being lazy code re-use) I can see Ghostship developers just re-using that explosion across all "AoE damage" effects, just with different white-lists for different sources
None of which seem to exclude the Exterminate eggs
on another note
seems some status symbols changed
might be good to get some reports of them in game, so I can update them
those are: neurotoxin and poison-acid
neurotoxin one I think is already taken care of, just have to know if the old icon is used anywhere (status icons in game mostly)
while poison acid, I wanna know if the "hand" symbol is used anywhere, or something
Is there a breakdown of the current state of necrosis?
did you take the screenshots in the drive with an ultra wide resolution or was it a mod that disables the UI?
you mean this ??
https://deeprockgalactic.wiki.gg/wiki/Colette_Wave_Cooker
UUU to disable widgets.
Sorry, I did see that, but I meant a more in-depth breakdown similar to what lazymaybe put out on CWC's release (which is now outdated)
Thank you though!
not sure what is more to break down for it
the internal CD, which weapons get bonus damage from the boil and which doesn't
CD of what, weapon stuff isn't just ones that can interact with weakspots to get the bonus ?
dont see it being any different
sounds more like about missing a variable then needing a breakdown
According to what Banagement said, it has a 2-3s CD before popping another blister once it has popped one
and checking weapons per weapons what is taking blisters into account and what isn't could be called a breakdown but I don't think it's a necessity to put it on the wiki, unless you really want every info about everything.
is acid still a valid name for the status ?
"Acid (also known as Poison) is a status effect that causes Poison DoT"
Sorta, since the praetorian attack is still called Acid Spit I think ? But yeah, it's just poison damage.
Maybe it would be better to change it to "Poison (also known as Acid)" instead
I mean, you can't have the attack name be a factor
more like "the acid spit gives poison status"
but like, if there is no place that says "acid status"
shouldn't we just ditch the acid word ?
up to you, I'm not a wiki editor, but I think it could be important to keep it, unless you precise on the praetorian page that the spit attack deals poison damage ?
unless you precise on the praetorian page that the spit attack deals poison damage
It does already specify "Acid Spray" is Poison damage on the Praetorian page
perfect then 👌
let's just forget about the Acid mention on the poison damage entirely then
There's also the Acid Spitter but its page also specifies the DoT is Poison damage
do you know if UUU disables achievements? i'd like to work on getting some pictures for the wiki but i haven't unlocked all the achievements yet
the game doesn't know UUU exists at all
which means it doesn't disables
so you can have trouble with it
ah ok that's interesting to know
you, Sylphoid,be sure to properly add the weapon catergories on the parent category too https://deeprockgalactic.wiki.gg/wiki/Category:Equipment_skins
aw man i did miss something
