#wiki-related-chatroom
1 messages · Page 6 of 1
when there's none - perhaps yes
exclude really blocks both re-atomization and direct application
I see
For now, how about this:
"Status effects cannot be inflicted on your your teammates or allied entities (such as glyphids tamed using [[Beast Master]].). However, attempting to transfer status effects from an entity to an allied entity will still mark them as if they had received some of their statuses. This results in them becoming "carriers" for these status effects, which can then be propagated from them afterwards."
With "some" having a hoverover listing the valid effects, at least until The Big Status Table™️ can be made
pretty much correct, however in fact I can't say for solid that this is the case with nones and I can only guess just a few such stes from permitted ones
and it doesn't make sense to do that with those anyways
I think, given the absurd complexity of this already, we can get away with slight imprecision here
At least until the status page is updated to allow for more precise referencing
Densification ray does not appear to have Tag data on it
I presume since you can smack a dwarf with it, its not an Exclude
it's just that it's limited with cooker itself, but as for re-atomization from a creature to dwarves then yeah it seems possible
not like I tried
could be usefull to troll your mates without shield I guess
though it lasts only 1 s anyways
Better than the "oops all goo" thing you could do before
From the to-be-trolled's perspective, anyways
we have what we have
There
Not saved yet, but this is what it appears like from the main page
And the dropdown:
Oh, forgot the AoE Persistent Plasma status
I haven't seen "ANY" getting re-atomized where it shouldn't get re-atomized either
it's like exclude but the opposite, i.e. "include"
that's about dazzler - Shard Diffractor's mod - it has ANY
though I'm not sure about such operations for any of those effects anyways
besides shard diffractor edit, you can also add that "while in contact" pop for plasma and sludge puddle results in dwarves secretly obtaining those status effects
that's like #1 use of re-atomizer in terms of power
I'll add that in another edit; feels like an "additional bullet point" thing
The hoverover and ally transmission matches your research though?
just saw you talk about "carriers", that's exactly what's happening with puddle effect on dwarf
just dazzler has any as I said
yeah, I'll re-use the term, just want to keep the edits on a per-topic basis
and I've never seen any getting transferred where it shouldn't
So if revisions/fallbacks need to be made, they're easy enough to do
in other words dazzler is very likely invalid in that list
Ah, gotcha
Changes saved, feel free to give em a peek
Onto the AoE effects exception
I think it can't be called just "status" cause it's similar to "state", instead it is "status effect"
Fair point
particular effects inside STE are called status effect items internally or the same "status effects" in initialized STE as stated in STE structure in info sheet
also dreadnought doesn't really possess armor, it can be called "shell", and it's merely "overhealth", not the armor we know that has light, heavy and indestructible types
Yeah, true; the wiki's "health" page just denotes it as a shield value, and glancing hits which only deal damage to armor plates fall into that category too
So I left it broadly applicable to any "health did not change" form of damage
mole's description nearby is also incorrect btw
Oh? I'll fix it after I finish adding the AoE status effects point
I haven't measured the exact amount of damage bonus (so probably trust 150), however the thing with getting it off creatures is gone since long ago
Ah, you're right
only terrain counts now - the easiest way is to ask engi to put 5 platforms pillar, then drill holes with autocannon from the top and it will be a great setup for dealing 500-600 damage per shot
Yeah, LazyMaybe mentioned that in one of his videos on the subject, I just assumed the wiki was at least up to date with his several month old videos lol
I'll fix that momentarilly
I rewrote the article to use "carrier" and "host" terms, to make things a bit more succinct and (hopefully) clearer
Actually, "targets" is less weird than "hosts", one sec
lasts sentence probably should contain "that normally impossible"
and also still dot missing in the second sentence
Thanks, fixed both
and it's not entering, it's the opposite - it's leaving
while entering applies active to whom it's allowed to apply
see in the table - I say leave or jump from a puddle
yeah; its 1am here, words are starting to blend together
and when entering does apply status effects, leaving only pops the effect and doesn't initialize it cause it's already set up from entering
"pop initialization" only applies to friendly creatures and dwarves in case of plasma and puddles
Thats such a spaghetti code way of handling AoE statuses (sorry devs)
At least, from what we can see on the outside it appears to be
on entering it goes "push" operation, on leave it goes pop
push can't add active status effects directly when there's none in tag limitations
but pop when trying to remove uninitialized effect smhow initializes it without active effects
True; it kind of makes sense from an optimization standpoint
Instead of checking every so often for whether someone should still have a status effect, just update when they leave the area applying the effect
Just results in jank like this sometimes
and if that microwave slow thing is what we think it is, then it will be applied as active to mates
that contradicts one of your statements there
moreover, it's not that "active statuses" cannot be transferred, it's more that they can't be activated upon transfer, while it's indifferent whether you transfer active or inactive effects (originally active or inactive on source entity)
To be clear, it would be inherited by your teammates, but in an initially activated state (rather than literally every other status, which is inherited in its inactive state)
Or could be transferred to, not inheritted
that one appears to be only microwave slow
Yes, so if I shot steeve, followed by you, and Steeve had the Micro-slow, you would (briefly) be slowed, and become a carrier for it later?
Or something else?
Steeve is the carrier, you're the target
that is likely how it works given current info
ok; yet more consistent inconsitency
because there is no tag limitations for that ste
it's just that cooker can't hit dwarves directly and that's the only thing that stops it
but re-atomization can hit dwarves however
It can, it just doesn't apply any of its (many) status effects
Its big-ass Cylider absolutely can hit your freinds
it does damage to dwarves?
Yes
alright
Play with someone w/ both the radius increase mods
You can hit a teammate whose standing to your side
Let alone if they're trying to hit you
perhaps i recall some cases in my experience
For the sake of my sanity only posting certainties, I'll leave the microwave out for now
Until we can test to be sure
Frankly I would not be surprised if its yet another exception
Revision v1000
Ignore the "your your", I corrected it
the armor thing is still there
Yes, but for most people that is what the Dreadnaughts overhealth is
I don't see a way to describe it otherwise without confusion
The Health page describes it as "shields" for context
you know, heavy armor and bulbs/sacks also have hp and can take damage
so if you damage praet's armor but also damage hp it will result in success
while you say here it'd fail
No, because you are still damaging their health. Its the health damage that transfer it, not the armor damage. Hitting the armor alone would fail
I'll calrify though, one sec
it's just worded that if you damage shell or shields then no matter what else you damage it will fail
also when a dwarf dies I don't think he looses initialized effects
though it does deactivate most effects with few exceptions
I'm going to rely on the technicality that they're not currently dead, just very close to it and very unhappy about it
More so because its nearly 2am and I have to present a critical meeting at 10am
So I'm tidying it up for now
How's this:
"Both the carrier and target must take damage to their main health for the status to transfer. Damaging only their shields, armor, or other forms of health (such as the shell possessed by a [[Glyphid Dreadnought]]) will fail to transfer any status."
forms of "overhealth" then
"Main" health is a bit vague, but I don't see another succinct way of defining it otherwise
Because weakpoints and the like
internally it's subhealth iirc
I don't think the Rock-pox Glyphid Tide-Pod blisters can transfer status
Since they deal damage by proxxy
Ditto with BET-C's suckers
Though the suckers themselves can get status, so thats a moot point
Hit a blister as the target for a re-atomization
Does the host of the blister get the status
I'm pretty sure not
it's not easy to hit only blister, but tbh blister counts as creature's armor, hence it belongs to creature itself
however necrosis blister should be the opposite
Then it falls into the armor case most likely, and a result would not transfer
bet-c parasite is not one with bet-c itself that's true
I don't even want to think about how Necroblisters come into this
That overclock in and of itself is probably the second most convoluded, and stacking its quirks with this one is something most scientists would deem "unethical" and "an abomination to the craft"
by armor I mean like bomber sacks or bulks bulbs - if you hit those it will transfer
So weak-points
How the hell does Prat armor work, then? You can trim the bastards bald with the m1000 and they are just peachy keen
are armor
yeah you deal damage to armor hp
it's called heavy armor or hp based armor
Yes, I recall
but it's different from overhealth as it does receive damage bonus from armor breaking
Point is that hitting it does not cause damage to the main health of the prat
At least not on its own
and armor bugs apply to those destroyable weak points as well
yeah, I knew that; armor break is jank across the board
so blisters are not really different from bulk's bulbs
Does that mean having armor break mods makes blisters/weakpoints pop faster then, or is that accounted for?
and if you hit one it will transfer I think
Ok, so because it results in damage to main health, it still transfers
Presumably
hp damage is still mandatory thou
Yes
Back on topic
"Both the carrier and target must take damage to their main health for the status to transfer. Damaging only their shields, armor, or other forms of sub-health (such as the shell possessed by a [[Glyphid Dreadnought]]) will fail to transfer any status."
sub-health is general enough to get the gist across, with the Dreadnaught example being the one most people will be going to the wiki to determine
pretty much
Hiveguard is an exception, because of course she is
there are also vents for caretaker however caretaker ignores everything anyways
But I can figure out how to make that apparent later
Can't caretaker be pseudo-frozen like all robots now?
She just doesn't give any way to know
it does have temperature component vulnerable for freezing at least
but status effects component contains IgnoreAll flag
which prevents any effects activation, however you can still see them initiatilized on caretaker itself
I mean you can see with special tools, not like from player perspective
Fair
To be clear, here I'm reffering to the frozen "state"
Where they take 2.5-3x damage
yeah you can freeze caretaker
Yeah, hence "pseudo-frozen"
and 3 out of 4 vents will get triple damage
and perhaps some eyes as well - I saw it melting from ice storm once, thought it also had that frozen scale multplier, but could be wrong
ye idk that's how things work ™️
Lovely
Thats a bug at least, and presumably not intended
So I will refrain from updating the wiki
you just go with Ice Storm on top and freeze caretaker with Cold Radiance
the fastest way to deal with vents tbh
like really, except mb c4s
Fair; seems like having scout on Freeze duty would be better though, with Driller being on C4 and heat to keep robots supressed
you need to freeze like 2k degrees
Thats getting into strategy discussion though, and frankly I am far from min-maxed with IS
btw, out of curiosity, why don't you post any of your research on the wiki?
I don't mind doing it (with your permission, ofc)
Just curious why you haven't already
I'm not familiar with wiki functional and I don't wanna spend time learning wiki stuff, I better test more things in game and reflect in some better view anyways
Fair enough
you can tell that the one creatures stats table - when it got transfered to wiki - it became worse
while it was super nice as google sheet
oh? I'd like to see that
I don't mind looking into fixing up templates/formatting if its possible to do so
I see what you mean
sorting, filtering and other stuff, even creatures hp scaling is absent
You can sort; just click on the header
though there is one single database for creatures' stats on wiki now that is being used by all the pages
so like one change goes into all pages at once for creatures
at least that's how I got it
resistances are in one cell - there was just yesterday or a few days ago complaint that there's no way to filter resistances by group - piercing, explosive, etc.
Ah, that what you mean
That seems like a reasonably quick fix tbh
I'll look into if, after Re-Atomizer hell and work is dealt with
and idk mb you're not familiar with all the things that you can do via "Filter Views" in google docs
Not Google Docs specifically, but I am a data scientist by trade, so I know the pain of not having those features
that's actually Elythnwaen's table, feel free to contact him if you wanna contribute there
k, good night, thanks for listening and interpreting
If anyone has general feedback on the Re-Atomizer OC section as well, please feel free to ping me (or edit it yourself, that works too, I don't mind)
I don't think anyone's that interested in that particular page, but sure
More just "general formatting" things, or the like
Eventually someone will stumble across it lol
oh and btw - transfer not all statuses, but only permitted ones that didn't get blocked by MaxResistance or EXKEYs or tags' exclude / ALL / ANY
Hey there
what does the Huricane minlet oc's damage scale off? (Sticky mines for the rocket pod)
st, aoe or separate?
x2.75 area jeah just found it thanks alot you're quick ^^
' The first BET-C will explode, the second one however will simply collapse.' What does this mean? Is it talking about the Charge-Suckers? It seems weirdly written.
Fixed.
Haha, that was fast
considering only gg has official on it
what made you consider fandom was possibly being official ?
if people aren't able to tell which is the current one
seems we have a big problem to solve
Well call me a boomer but i just typed deep rock galactic wiki and clicked first search result 😄. Have been using it since then. But anyways i will start using GG one, good to know.
i think it's a me problem rather than common one haha
No, most people click only the first result if it looks relevant enough.
It's not about being able to tell the difference, it's about our habits around search engines.
I think it was Etsy's CEO who said in an interview that if your business doesn't show up on the first two pages of Google Search, your business doesn't exist.
yeah but come on
that would require them to land on that page
aren't they more likely to just end on the content they are looking for ? and then use search / links
Some reading comprehension is required, yes.
yeah no one is going to the front page of the wiki if they have something specific they are looking for. searching "drg twins", for example, results in only fandom as the top result and wiki.gg isn't present anywhere on the first page of google
vs any other individual page yes, but a user is still more likely to end up on page that isn't the main page
hello, does anyone know who took the pictures on this page https://deeprockgalactic.wiki.gg/wiki/Hoxxes ? I'd like to find out how the effects were achieved
I think you'd have to ask the devs for that. IIRC those are miniature they created themselves and use ingame (also, half of those biomes are from very old version of the game, when it looked different).
I think we had a pages views per session count at one point, and I think I ran the math on it where in most cases a session would view the main page (I know I do)
as in number of pages viewed, but not specifically which?
out of those 10 page, the main one is only 18% of the views
point is, people are more likely to view a content page, instead of main one
But if there was average of 7 page viewed per session would mean almost everyone looks at the mainpage each session
amusing the user is traversing the wiki randomly? i'm skeptical such a model would be representative of an actual user session
Main page is a good starting point, unless you want to assume there is a lot of people just visiting the main page and only it
what are unions about? do you get any special buffs out of them or do you just get the credits and such. whats the difference between the three?
Just minerals and credits. They have different goals based on their main theme.
the differences are colours and lore
that's about it
ooooooooo, that's actually kinda cool, imma sucker for pretty things. back to the google I go!
the part of goals changing based on the theme is completely new to me
when was that part added ?
it wasn't
the goals are all selected within a common pool randomly and the chapters have no influence
"They have different goals based on their main theme."
this part is what confused me
it was a mistake 😄
simple as
I would probably work more on that page if it wasn't a "leftover" feature
such as adding the challenges / weights
This month's goals for CC were to mine minerals, and for Dirt Diggers, it was killing bulks.
You'd expect it to be the other way around if it worked like that.
Fun fact: the Nemesis death bombs target Doretta is she's in range
Targets being targets
lol that is backwards. im trying to find the color/theme differences but I suck at google
you can just find those on the terminal ingame
or here I guess :
https://deeprockgalactic.wiki.gg/wiki/Interplanetary_Miners_Union
gg is way better than fandom but they only have a couple games, so i didnt check there, THANKS!!
well, not like it is their fault xD
i appreciate that! that is gonna solve so many questions
no problem, have a good read
I think they can target any "allied" unit, though that is a particularly mean target
I've seen it try and bomb Steeve a few times too
Re: this; sorry the lack of anything lately, works gotten busier than anticipated. I'll do more digging into how to communicate this (at this point, probably with The Big Table™️ being integrated into the main Status page somehow), but thats something that needs to be discussed and planned given how large an undertaking it is
whats the fastest way to get new skins]
Buy upgrades for weapons and armor
or buy the DLCs, even faster
I thought it was a question on how to get all skins the fastest way
but it makes more sense as "I want to get a new skin, anyone, how do I do that"
Is anyone else having issues with the new wiki? It takes a long time to load, is full of ads, and even scrolling is super delayed and slow. I haven't seen a website this laggy since like the early 2010s or something. And this it the drg.wiki.gg website, not the fandom wiki. The fandom wiki always loads fast, has barely any ads, and is very responsive. I don't understand why everyone switched to this new wiki
has barely any ads
You, sir, are blind.
or everyone else is idk
Everyone claims to be getting ads that cover the whole screen and I've never had that
can i post screenshots here? I can show you what the fandom wiki looks like compared to the new wiki from my point of view
i swear the new one is worse
much worse
1st is Fandom, 2nd is wiki.gg
I think it says it all
And the switch was made mostly because Fandom is becoming a pain to edit, is extremely buggy on the editors side, and has a very aggressive "common theme" policy, in addition to being almost impossible to customize to fit the theme of the game.
Add to that the constant links to off topic content, and you have it.
(And the ads, oh the ads)
Sure, Will do the same
This is what the fandom wiki looks like for me: I count like 2 ads. Page loads fast and is very responsive when scrolling
wiki.gg for me. Website is super laggy and takes forever to load
it seems more cluttered too
like bruh how can a website be laggy
because chrome
I wouldn't be surprised if it was an issue with chrome alone
rip
Red = Ad Space
Green = Useless Space
Notice Fandom Also has an auto playing video
I cut the ad blocking for the pic. Massive black box is a video ad that doesn't load (too heavy)
Yellow bar on the side is not editable at all, no matter how ugly it looks with the wiki theme.
Gray side bar is not editable either, and is made by fandom, and often doesn't link to the same wiki.
and if it is only an issue experienced on chrome? what's the proposed solution? it's only the most commonly used browser
Switch to wiki.gg ?
but it's wiki.gg that's having issues on chrome
My bad, misunderstood that part.
Use a browser that doesn't eat your memory like its candy ?
i recall it being mentioned here a couple times before so it's not an isolated issue
but it doesn't as far as I've experienced. It's just this wiki.gg website that's slow for me
🤷 I don't know, I don't have that...
I don't know, because it's not even sure it's a chrome issue yet
if it was, nothing much we could really do about it though
But yeah, Chrome is notorious for using a lot of RAM
yeah, I went to the cuphead wiki.gg site and it runs perfectly
Just wondering if our fancy blur background is causing issues for you, though not heard anything about that before (other than someone on an ancient firefox version not seeing it at all)
I personally wanna add that the wiki.gg runs slightly worse for me as well but not to the point it's an issue (using Firefox)
working fine here even though I have tons of other stuff open
is there even an objective way to measure that delay ?
@tranquil hazel do you have any extensions? does it behave the same if you open it in an incognito window?
I don't think I have any extensions, and it does behave the same when opened in an incognito window
.gg wiki also feels kinda slow for me. Scrolling feels choppy. I do prefer how it looks over fandom
It's a chrome issue
Firefox works fine
which page looks better over fandom ? do you have visual examples of that
what browser is being used ? I see
so maybe it is on chrome side, and not something we can do ?
the drg .gg wiki looks better than the fandom one. It's a bit choppy but only on chrome
If you want to help us find the cause you can look at performance in chrome dev tools, start a recording and then share the results
I've done so before, mainly with Firefox and greatly increase the performance without a noticeable visual change
hmm interesting
curious if running document.body.style.backgroundAttachment = 'scroll' in the dev tools console changes anything with scroll responsiveness
Ok I ran a benchmark with the chrome dev tools and got these results:
Notice how the total blocking time at the bottom is pretty high
i'm not entirely sure what that means, but I'm guessing it has something to do with user input being delayed or something?
There is quite the bump on the timeline at only one point, drag to select only that timeframe
@tranquil hazel would you mind trying this? while scrolling isn't noticeably slow for me, the chrome render time does decrease significantly when I scroll
where in the dev tools do I run that?
oh sorry I closed the window and it didn't save the benchmark 😭
ah the console
I just did the same, is sending a screenshot fine?
Sure
Hmm, I entered the command but nothing really changed. Still choppy when scrolling 😭
The odd thing is I did do testing with edge (another Chromium browser) Surprised only chrome has this issue
Interestingly, if I reduce the size of the window, scrolling is no longer laggy lol
If I scroll around, my CPU usage spikes from like 5% to 30% lmao
All I did was scroll up and down on main page
My own results doing this (which I why I need you guys to do it)
Mine from 1-2% to 10-15%
Actually there is a save profile button so you could send the full results here
No weird data I shouldn't be sending in there?
At most should tell us what extensions you have that touch the page
This helps me
at least I think it does
Huh In that report, Cpu Usage doing the peek:
40.8% = Twitter Widget Code
17.9% = Paint
13.8% = Composite Layers
But there is not a twitter widget??
The twitter thing definitely loads a bit slower than everything else
there is
This right?
Ah well that may explain why my Chromium test is diffrent
Lol
i want to start uploading images of unused drg content since the page is very outdated, does anyone know if drg historian uses actual models or fanmade ones for things such as the shieldovercharge grenade before i upload this
Pretty sure they use the actual things
great okay
How is scroll performance on https://deeprockgalactic.wiki.gg/wiki/Season_03:_Plaguefall
I closed this one on accident. Here's a new one
I kinda enlarged the window during this one so that might mess with some stuff
Am looking into it, though unfortunately chrome does skimp on the details
Most of the time was spent on Composite Layers
But it can only give detail on 5.2ms of the 3973.9ms
Don't know what that means. Is there any way I can get more of the details?
This is the kind of detail I've been working with for Firefox
It says this in console : 'DevTools: CPU profile parser is fixing 1 missing samples.' Does that have anything to do with it?
Nah, it's just a limitation of chrome's tools
ok, I don't know anything about this stuff so I can't help you figure it out. I gtg now ping me if you need more info and I'll send it tomorrow. Cya
Might not be anything more that can be done, see ya
I'll just use firefox
That's a solid plan in general tbh
ive found a folder with a lot of early concept art for creatures, not sure how many of these images are already on the wiki though
ive finished uploading images of early and cut content to the wiki, dunno how to add them to the page myself but if anyone finds them feel free
no worries, do it at your own pace and time, I could've done a lot more too at this point, but I just enjoy playing normal DRG missions lately
Subata: Does Explosive Reload benefit from Volatile Bullets (bonus vs burning) and if so, does the bonus attach on application or reload popp. ?
Couldn't quite find a thing
considering the damage isn't affected by anything, it would be really odd for it to be affected by that specifically
ER damage is fixed
nvm subata is just terrible
Subata T5.A Volatile Bullets does not affect the damage of OC "Explosive Reload".
So, poking around in the Ripper's files-I found a "InitialSpeed" of 300, which seems like it's probably the speed that the ripper travels at upon leaving your hand before actually deploying on a surface.
More importantly I found the value "SpeedCof" which is set to 1600, and I'm like... 99% sure that that is the value that determines max movespeed of a ripper.
I tested it by racing the ripper with scout's grappling hook in slow motion, and when scout has 2250 retract speed, he's pulled noticeably faster than the ripper moves. When scout only has 1500 retract speed, the ripper moves just a bit faster than him.
So, I'm pretty positive that 1600 aka 16 meters per second is the movespeed rippers roll at.
There's a "CRV_WallSaw_SpeedOverTime" file which I thought could be related to its acceleration, but I don't understand how it works. They seem to accelerate very quickly, at any rate.
I did some tests in experimental version, and I concluded near the same:
Top speed: ~16.(6) m/s
Traveling Distance: ~130m
Oh, also-I'm not familiar with how editing tables works. But this here: https://deeprockgalactic.wiki.gg/wiki/Status_Effects#Rockpox_Infection
Should definitely include how, if you pop a blister within 3m of the creature it's on, you get a status effect that inflicts 35 per tick, duration of 2 seconds, 70 infection total.
effect is "STE_Plague_WeakpointPopInfection.uasset"
real duration is 1 s btw, cause one tick happens instantly and another one happens at 1 s mark, and there's no tick at 2 s mark
though I think if you pop another one right after that, duration will be prolonged, but tickrate stays the same, hence it will do that tick at 2 s mark then
yes, but that goes for ticking status effects in general. they all have the instant tick and then no tick at the end
like stubby DoT does 3 every 0.25s for 3 seconds, so you'd assume 12 ticks total. and the instant tick at the start doesn't actually change that, it's still 12 ticks
I tested some - inferno dot can do 11 ticks with 5 s duration and 0.5 s interval, so not all; nonetheless I haven't checked other STEs for that matter
and I saw info that this stuff can differ for clients
some specific variable to help find out if there is a last tick or not ?
Real quick, is it possible to find a regular bulk at the start of a mission?
Not a crassus, a regular bulk
so basically if Bulks can spawn as part of map generation, instead of a wave/ swarm
Pretty much
But specifically regular bulks
Ik the crassus ones can spawn as map gen
I don't believe regular bulks can be mapgen spawns.
That's was I believed but a bunch of ppl in general kept insisting that they can be
aren't they confusing announced swarms with normal waves ?
like, just because the mission control didn't say a wave is happening
it doesn't make enemies not spawn
I did clarify it afterwards and one replied "I know"
enemies spawned at map gen are "encounters" (with the exception of things like special events) and detonators have CanBeUsedInEncounters set to false
Thanks!
AFAIK BC Inferno DoT is an exception, to have a tick at both start and end. the "rule" is tick at start, not at end
By the way, it's been so long that it would be kind of crazy for this to be incorrect at this point... but it's true that you can only get fully rockpox swarms on mining and refining missions, right?
i do not possess that knowledge.
there are some inferences to be made, though. Rockpox Swarm can only spawn during missions that both have Swarm events and Lithophage Warning.
so that rules out Elimination, Salvage, and Sabotage (due to no Swarm events).
like you say, Mining and Refinery are for sure candidates.
Egg Hunt, Point Extraction, and Escort... like, they match the criteria (can have Lithophage Warning, can spawn Swarm events), but i genuinely don't know if they can generate a Rockpox Swarm for their event.
it could be worth looking in the unpacked gamefiles; sometimes the warnings and missions have Blacklists about what can't occur or spawn
I was poking around in the files earlier for that info but I'm not very proficient with them.
Anecdotally, I have never seen rockpox swarms on egg/PE/escort.
another path could be modding the rockpox swarm chances
anecdotally, neither have i.
found something in Content/GameElements/Objectives/Plague/OBJ_WRN_Plague. not a Blacklist, but it confirms that Rockpox Swarm is tied directly to the Warning exclusively, and that its weight is 8. so, if we know the weights of other swarms, we can guess about how rare they would be.
the actual swarm itself is in Content/Enemies/Waves/WaveControllers/EWC_SW_Plague_RockpoxInfectedEnemies i think, but again no Blacklist that i can see.
unexpected Nick Cage reference 😆
found those middle last year, not sure if changed, for ME
Dread = 0.25
Grunt, mactera, praetorian and swarmers = 1 (each)```
8 / (12 + 1 * 4 + 0.25 + 8) -> ~33% chance for Rockpox Swarm?
Oh, here's a small thing not noted on the wiki: rockpox larvae die shortly after successfully hitting a player.
It actually says wrt normal larvae: "Larvae attack by leaping at a target to deal contact damage, as well as exploding on contact to deal additional damage in a small area." I have never observed them doing damage when they burst after hitting something, and I'm not seeing it happen right now in testing.
Pretty sure they both just die after hitting a player, not as any kind of explosion thing.
Actually, hold up-why are normal larvae doing 17 damage to me with their jump bite attack on haz 5 4p, and 10 on hazard 4 1p?
That doesn't line up with what the wiki says at all, and implies their base damage is 5. But looking at their melee attack component, it looks like it's 9?
when was the wiki article last edited? maybe it was sourced from S3P0 info, instead of present-day S3P12 or whatever we're on
i know that GSG retuned several of the Rockpox enemies, blister resistance, etc
I'm talking about carnivorous larvae, not rockpox plague larvae.
from the Parasites warning?
yes
They're doing way more damage with their bite than the damage numbers the wiki has. And, as noted, when they explode themselves it does no damage to me at all.
Also, the wiki says the (nonfunctional?) AoE attack has 1m radius, 0.5m max damage radius, and 25% minimum damage.
ah yes, the default values rear their head once again 😆
But this certainly looks like parameters for an AoE attack for them, but it's 1.5m radius, 0.75m max damage radius, and 50% minimum damage, if I'm reading it right?
...is it possible that this is what the melee attack is actually using? It'd be closer at least, to explaining the 10 damage haz 4 1p attack... but it should be 20 damage on haz 4 1 p, in that case.
Unless, due to a bug, it's always getting that 0.5 minimum damage?
AoE damage bugs 😒
2 physical + 8 poison damage is 10 damage total. (NVM, read it wrong, it's all poison damage but 2 is direct and 8 is radial.)
10 * 3.4 from haz 5 4 player scaling would be 34 damage... and then if that's cut in half, that'd lead to the 17 damage I observed.
DMG_Poison is resisted by Engie's Armor T3, right?
I'm gunner
nothin
It'd make some sort of sense that, if something intended to be used as an AoE attack is instead getting pulled for the damage values of the melee attack, that it wouldn't function properly. Could just always be registering as far enough to do "minimum damage" due to melee attacks not registering hits in the same way that AoE attacks do.
Also, maybe this explains why the actual intended AoE attack does no damage.
The damage that it's supposed to do is instead applying to their melee attacks.
And then the damage melee attacks are supposed to do is getting applied to... nothing, seemingly, since there's no other attack for it to go on.
Oh, here's something weird... engie doesn't resist this attack, despite it supposedly being poison.
this just gets stranger and stranger, i have no idea what's going on with larvae atm
It's doing an amount of damage that only makes sense if I assume it's using those AoE values and always minimum damage from falloff, except it's a melee attack and is seemingly melee typed.
Corrected now, should be posted on the main (status) page now
Plague larvae are doing the same amount of damage and also have a useless AoE burst move, too.
Is gunner's "Reactive armor" mod to blame, maybe? I wonder if (despite saying "explosive") its actually just reducing AoE damage outright.
I don't have the tables to validate that, though
I've done this as both gunner and engie, exact same damage taken by both.
But lemme try taking off their armor mods.
Doesn't engie also have 50% poison (elemental) resist?
So it could be classifying the damage as both "explosive" (incorrectly) and poison (correctly)
That's true, it could be.
Still 17 damage when gunner doesn't have reactive armor equipped.
Very odd
Same for engie.
Yeah, I'm definitely thinking right now that like... either the attack is pulling values from the AoE attack, leading to 10 base damage and an erroneously applied 0.5 multiplier from "falloff"(and maybe explaining why the actual AoE attack does nothing), but still being melee damage type...
or it's pulling 5 base damage from somewhere, and something else unrelated is breaking the AoE attack.
My best guess, based on this table, then, is that the "UseAreaOfEffect" flag causes the direct damage to have the same radial falloff as the other radial damage; its just that it could still benefit from hitting weak-points for bonus damage
Since "true" radial damage does not
Dwarves just don't have weakpoints, so it never comes into play; maybe it would slightly buff the damage against a pheromoned target?
That is entirely speculation, though; I think there is a weapon that works similarly we could compare with though
Blanking on it right now...
i do not believe this to be a correct interpretation.
current understanding of the flag "UseAreaOfEffect" is that it enables using RadialDamage for that DamageComponent. it does not make the Damage act like RadialDamage.
scattered around the files are several DamageComponents that have a RadialDamage value set, but because UseAreaOfEffect isn't set to true, that RadialDamage has no effect in-game.
You can have 20 damage components with radial damage enabled and they won't work.
It entirely depends on what component is having the function called to damage the target.
Basically they don't work unless told to with the game logic. Wouldn't be hard to test by disabling the bite.
This is usually done through their AI Controller, which will call attack components by a specific name such as "melee", whatever component that is assigned to that will be used. So it is entirely possible that larva do not have the damage component assigned to the melee attack component.
Melee component (is a damage component itself with extra data) is doing 5 physical direct, damage component is 2 poison direct and 8 poison AoE.
And I think physical damage increases with difficulty which could lead to the 17?
Yup, 5 physical tracks across what I saw-10 damage on haz 4 1 player, which has 2.00 enemy damage scaling. And then haz 5 4 player has 3.40 enemy damage scaling, which leads to 17.
Banagement FTW 
Don't know why I was unable to find that 5 damage value, but I am just poking around in UAssetGUI rather blindly. I assume the damage component with 2 poison direct/8 poison AoE(same one I saw) just isn't assigned to anything, then.
5 is the default value for damage components, so the value change would not be listed in the asset since it does not differ from the C++ info.
aaaaaah
Essentially all values seen are for things changed from the default.
Is this just an attack component that also isn't getting called, then?
Melee Attack Component IS a damage component, it just has extra information such as animation montages and extra things like carving.
The behavior tree shown earlier is calling the melee attack component which is what has the 5 physical direct.
Oh, I see, it's variant 9, not value 9. The value is that Jump which goes over here, and then it's using the default of 5 since it doesn't specify anything else.
Variant refers to the index inside of import data.
nvm
was thinking of something else, been a while since i used uassetgui
Variant 9 is a link to the export, exports are essentially every component on an asset.
Yeah, I noticed as you were typing that that was export 9.
Well, that's one mystery solved, thanks much. I suppose I should probably file a bug report on that suicide attack that doesn't actually do damage...
New Blueprint is considered class default.
It is not actually called new blueprint in-game, this is just from a child asset of the larva that I did not name.
variants can also be negative which means they're pointing to an import instead. been meaning to create a nicer interface for exploring deeply nested objects as it quickly becomes annoying to do by hand
Ah, so I was not entirely wrong, yay. 😆
Just want to check here before I edit the wiki; has anyone else managed to kill a Korlok weed without the sprouts also dying?
yes
I just had a match where we detonated a Bulk Det underneath one, killing it instantly despite it being in its "invincible" state
Just want to confirm that wasn't a one-off glitch
It left all the sprouts alive, and the wiki says nothing on that "tactict"
doretta can kill it too
Yeah, thats documented in trivia
Good to know there are other ways to do it tho
is that a property of destroyed terrain, meaning you can pull it off with satchels and drills ?
pretty sure that's a result of the detonator killing the sprouts and opening the core and making it vulnerable on the same tick
Maybe, but the sprouts themselves didn't die after the core was killed
They were still active, and hapilly spat at our teammates
A decent number too
So it feels more similar to the Doretta-like interaction, where its just a coded check
I'll hop into sandbox mode quickly, plop one down, and spam C4 to see
Regardless of what happens, its a notable interaction tho
Loading in now
Yup, so even if its hover 30 feet in the air, it doesn't die
So I guess if you kill it on the same tick it opens, it bugs and doesn't kill the sprouts
long ago I had a korlok heart spawn floating in Magma Core so I don't think that's a thing
ah, and a more recent confirmation, thanks
yeah, no go
The det must have just been lined up just right to instantly kill all the needed sprouts and the korlok itself
Yet another "stupid dwarf trick" to add to the list
i uploaded a handful of images yesterday, anyone here have basic cropping skills and a bit of free time
Hi Rock and Stoners. I’m one of the admins for the path of exile wiki, one of your community members reached out to us regarding our browser extension which redirects clicks on fandom links into the good wiki links
Would not be a lot of work to make it work for your wiki, if that’s something you’d be interested in. It’s open source and works on all browsers
do it
Certainly up for it
If you want to do it yourselves and publish it, I can drop the repo and you can fork it
Otherwise I’ll take care of it
I’ll take any chance to kick fandom in the nuts
Do you guys have a github org or anyone have an account that I can add as a admin/maintainer?
Status: Pending review```
0 minutes ago by Add-ons Review Team```
Chrome + Firefox
Thank you for setting this up; I eagerly await it being approved
No worries. This can be adapted for any wiki that moved away from fandom basically
And we’re happy to help
I’ll make a Reddit post when they are both approved
Rock and stone
I get the wiki contributer role if I contribute to the wiki correct?
it was like 1000 edits iirc
So if I edit in a single space and then delete it, does that count as 2 edits? asking for a friend 
if you want, most of the rivals bots still don't have damage value on their respective pages, that would be a good start
Just noticed a bug with Sludge Pump damage ticks being immutable on the same enemy, i.e. dynamic status effect damage bonuses are ignored when 2 different corrosive DoTs get applied on the same enemy one after another.
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-308
Sludge Pump's T5A Protein Disruption Mix adds x0.75 movspeed STE item to STE_GooProjectile_GC without AffectedByResistances flag, unlike base x0.65 STE item & unlike HIA OC's x0.85 STE item. Thus, Oppressor with 66% corrosive resistance gets full x0.75 movspeed multiplier from T5A mod.
this doesn't seem to be the case, I can see where the confusion comes from
STE_InsideDropPod (which gives 99% Dmg res) lasts ~40 s starting with Drop Pod spawn at mission start, players get unlocked at ~12.5 s mark, which results in ~28 s of increased resistance after you get control over your character. This might be different for hosts and clients, call me if you want to check that case as well. I only checked in solo for now. It was ~37 s when I was manually spawning drop pods while in-mission.
wouldn't that give the impression such goal is to just do edits for role vanity purposes and then abandon it right after
https://deeprockgalactic.wiki.gg/index.php?title="Hurricane"_Guided_Rocket_System&curid=5026&diff=32854&oldid=31238
for Salvo: "(Potentially a bug) Missiles fired one at a time will still retain their tracking capabilities, however."
Where is that coming from ? none of the text in game or wiki suggests it should be unguided
it pretty much specifies the salvo is unguided, and afaik, it isn't a salvo with only 1 unit
Agree
https://deeprockgalactic.wiki.gg/index.php?title=Egg_Hunt&curid=1106&diff=32850&oldid=31316
is the intent of using "eggs" make it ambiguous between a food and the mission item ?
Enables your weapon to load up to 9 missiles and launch them at once! As an added bonus the overloaded exhaust ports increase missile velocity and boost damage based on how many missiles are in the salvo. However the missiles in the salvo cannot be guided.
How much is the missile velocity increase? The wiki only gives a formula for damage and the in game the stats don't mention this. Only the OC description mentions this.
Hold down the trigger to load up to 9 missiles into a single shot. Salvo Missiles have their Starting Velocity and Max Velocity increased to 20 m/sec by default. For each missile added to the salvo, all missiles deal more damage up to +4/+4 at 9 rockets. In exchange, manual guidance is disabled for all missiles in the salvo.
Just check descriptions on Karl.gg
ah thanks, I didn't check there

what is that even supposed to mean ?
the sentences are "Red salt - though worthless - tastes really good on Glyphid omelettes."
and "we are now serving Glyphid Omelettes in the mess hall!"
I'm just saying that the part outlined in red make little sense.
it says the name "glyphid omelete" is just a way to call a regular omelete, not made from gliphids
oor that the mission egg, is called glyphid omelete by them
I think it's more about involvement in discussions and regular contributions more than the number of edits
A KPI like the number of edits can be gamed pretty easily
Thanks I will do that
By the way, do you know exactly how AffectedByResistances works for slows? I was doing tests on slowed dreadnoughts a while ago and kept getting numbers that weren't quite what I expected.
From my STE Spreadsheet:
That flag allows creature's elemental resistance reduce amount of slowdown it gets from that particular STE.
The resistance's element matches STE's DamageClass.
I tested that flag many times, didn't encounter anything unusual.
I can do a test, if you're not sure.
Sure, I certainly wouldn't say no. I recall seeing dreadnought movespeeds that were close to, but not quite what I expected based on their elemental resists. But something might have been off with my methodology.
What STE slow do you intend to apply on dreads? Or I can choose any? I'll test some after I finish watching your vid 
Any's fine. Electric, the slow from the SD/wave cooker mods, goo, etc
I remember something was weird about sticky flame slow with and without the mod to increase it
if you tap-fire with the salvo module, you can shoot one single missile with it. or, at least, it happened the last time i used it.
...mid season 2... 
it is known, issue is that there was no grounds for calling it a bug
The sentence just before say "possibly hinting at the alien egg's purpose". That's enough regarding supposition and the whole sentence after that becomes superfluous on top of sounding extremely confusing IMO.
given Alien Eggs purpose is unknown it is conflicting to consider it is being used on ommeletes
it is more likely it is just the nickname of a food
so that could get some editing, if anyone has ideas for it
"possibly hinting" is a supposition. it works well enough 🤷♂️
afaik suppositions aren't the be part of the wiki
even more when there is conflicting parts
Then you're better off removing the whole thing I guess
or could point out to the conflicting nature, showing why it is more likely to be a conflicting fact
I think its still worth clarifying that non-salvo missiles remain guide-able, and that "single missile" salvos aren't a thing
Since I know many people confuse that, especially given its an unstable overclock, and is supposed to have a downside (at least in most peoples' minds)
The "potentially a bug" was a poor choice, though, granted
@gaunt cipher I completed my tests and only discovered that STE_Diffusion_MicrowaveGun doesn't work when you aim Colette at heavy or unbreakable armor (but it works when aimed at protrusions and shell instead). Everything else went as expected.
On the same topic, I recall gamma contamination not working if you hit an enemy through heavy/unbreakable armor. The issue is likely the exact same.
I confirm that.
Thanks. My issue earlier was probably a combination of not knowing the STE DamageClass for various options(for instance, cooker slow mod being a kinetic STE despite cooker being fire/radiation damage... weird), and possibly some incorrect math.
You can find DamageClass either in files or in the spreadsheet: https://docs.google.com/spreadsheets/d/1Cpj5BACrJ8psgqWeCbKd6CrWsIr4wXHnFRrjVzrlc1U/
Mozilla approved: https://addons.mozilla.org/en-US/firefox/addon/drg-wiki-search/
Still waiting for chrome review
Let me know if there’s any bugs
Alt + W opens a search box
Huuli Hoarders' resistance to stun seems to be missing from their wiki page?
Or would this not be normally listed anyways
It is on their infobox, unless you are on the old fandom wiki maybe.
We moved to wiki.gg
This is the current one:
https://deeprockgalactic.wiki.gg/wiki/Huuli_Hoarder
The stun data is under the status tab
Gah, my bad, didn't think to click on the other tabs next to "Weaknesses"
Np, asking here was the good reaction if you didn’t find something.
The chrome extension got rejected, some technicality. I’ll try to fix and resubmit asap
I’m a bit confused looking at the health page, because the listed values imply red rock blaster only multiplies base health by 1.3x when it is listed to multiply the base values by 1.69x on the beer page. Was this an error on the fandom wiki?
Fandom wiki isn't official anymore. Use the .gg site instead. (you can find it in the pinned messages)
I see what you mean. There are some dots below the values affected by red rock blasters so there might be a disclaimer somewhere on the page about it. I am on mobile so I can't find it.
Those values were probably chosen because red rock blasters IS supposed to give x1,3 health but all beer effects are aplied twice
so 1,3 x 1,3 = 1,69
the dotted lines don't seem to indicate anything, as they don't send to a link anywhere. I assume the dotted line is supposed to indicate that the new health value is only taking the base health of 110, multiplying it by 1.3, and then adding the armor mastery/healthy modifiers after that, as it describes under the table. Regardless of what the lines indicate, the values are not accurate to the actual health values in game, as far as I'm aware?
they would be accurate to how the game describes the health values on the beer, though. I just think its a bit odd to list the values as if they aren't bugged
You're probably right about the dots being for the hp from healthy that's added after
I also think it's odd that the page doesn't mention it red rock blasters applying twice.
But hey, the page does mention needing a cleanup so it might be changed in the future.
there are all sorts of shenanigans going on with beer buffs.
#1: when applied via the dev console, it does in fact only apply once. red rock blaster is x1.3 hp, as advertised.
#2: when applied via drinking the beer mug from Today's Special, the buffs apply twice, aka x1.69 hp.
that's why it's listed both ways in the wiki. the "buff" itself is only x1.3 hp, but because players' only way to acquire it makes it double-apply, the decision was made to list its effect as x1.69. for reference, look at https://deeprockgalactic.wiki.gg/wiki/Abyss_Bar#Today's_Special
it shows the intended value in strikethrough and then the effective value. there's also a hovertext over the two numbers to explain that the effects apply twice.
got curious if cause is buff applying on space rig and then when loading mission
which probably would mean you would get it 4x if buffs didn't clear on mission end ?
🤔 i don't know. i don't have a way to test that either.
it's worth investigating, though.
Wouldn't just result in exponential health in deep dives? Or do Deep Dives purge and re-apply it after each mission?
x2.8 HP for stage 3 if that were the case, which I think would be very noticeable ?
perhaps it is just purged on loading the rig
That wouldn't even be the most noticeable, Tunnel Rat would just make fall damage 0 in stage 3
Which someone would have noticed by now, surely
Stage 2 for scout
Assuming it stacks additively like all the others seem to
(If it does, Safety First makes him immune to fall damage completely with base Tunnel Rat; going to test that now)
it does make immune with safety
Brilliant
wait
if you apply via console on space rig, will it reapply when loading the mission ?
i've never tried. i've only fiddled with the dev console when doing tests in-mission.
Any info about how the subata mods affect the damage of explosive reload?
it's like embedded detonators, it's internal damage, not affected by anything except IFG
Couldn't find anything on the wiki clarifying this, so,
How does Goo Bomber Special on the Sludge Pump interact with Better Air Pressurizer (increased velocity).
Does it create a longer charged shot trail?
It goes further but as a result each individual puddle is a bit more spread out from the other
About the health page it is probably worth updating it for the 1.69 multiplier now that we know this bug is staying.
(Can’t do it now on my side.)
Looks like the chrome extension is going to take a while to update, google changed some things and I need to update accordingly
If you’re on Mozilla you can use it already https://addons.mozilla.org/en-US/firefox/addon/drg-wiki-search/
Most likely I’ll do it next weekend, but if anyone else has time they can also do it
following up on this. when I asked Dagadegatto about Sludge Pump GBS, he said the formula was to drop a new fragment every 0.03 + (Projectile Speed x 0.00002) seconds. so, at the default speed of 15 m/sec (aka 1500), GBS is expected to drop a fragment every (0.03 + 1500 * 0.00002) * 15 = 0.9 meters. T1.B's +40% velocity would raise that to every 1.512m.
so, with the same number of fragments but dispersed further apart, that does make the trail longer. similarly, getting T2.B's +4 fragments (which GBS turns into +6) will also make the trail longer.
It would make porting the Big Status Table™️ much easier and less clunky if it does
Datatables2 was made to supplant it (very creative name); I just asked for the former since it was what popped up when I looked for any documentation on the subject.
See here for the documentation on it for Mediawiki: https://www.mediawiki.org/wiki/Extension:DataTable2.
Fandom only had documentation on the original datatables package, so I missed that the update to datatables2 occured, sorry
So, doing some quick (and frankly scatterdash) tests, it seems that the DRG wiki does recognize the "datatable2" class for table formatting.
It ends up looking like this, when the following code is used:
{| class="datatable2"
|-
! Header 1
! Header 2
! Header 53
|-
| {{FULLPAGENAME}}
| content
| more content
|-
| [[Deep_Rock_Galactic_Wiki|Link To This Wiki]]
| even more content
| I love content
|}
Note; this seems to the default table format when "class" is not valid (why it doesn't raise an error or something, I do not know)
So it could be that as well
Was not around for a bit
np, just tinkering atm
That's just a default mediawiki table?
Seems to be, if you don't specify a valid class parameter
class="wikitable" gives you this instead, for context
What is this needed for? as we do have Cargo for a DB / Querying
E.g. of making a table with it https://deeprockgalactic.wiki.gg/wiki/Template:Creature_Table
Primarily to allow the user to filter on a per-column basis (as would be valuable if you wanted to see what statuses could effect dwarves, or which statuses worked with Bullets of Mercy, for example)
That is a nice feature to have
I believe Cargo can't paginate the table either
Which would result in a massive, bloated table
This can be accomplished with the "FilterableTables" extension too (using the "filterable" class); I just tested it, though, and it does not appear to work on the DRG wiki
|limit=X
|offset=Y
Fair point
Well assuming others are up for it we can look into it
I would appreciate it, and if its possible here I suspect other wikis on wiki.gg could benefit from us helping them with it as well (in particular the Path of Exile and Terraria wikis)
They have large tables that would benefit from such filters too
Oh, my bad, sorry
https://deeprockgalactic.wiki.gg/index.php?title=Difficulty_Scaling&curid=154&diff=32861&oldid=31305
is this confusing ? too much "further"
"*Weapons may have their own modifiers that reduce friendly fire further. For instance, most explosive weapons reduce friendly fire by a further 50%"
grammatically, it could be phrased as "Weapons have their own modifiers that further reduce friendly fire"?
i'm guessing that edit was made because of the tests that LazyMaybe and I were doing on Saturday
just to get it straight
explosive FF gets 3 multipliers ? hazard x weapon x explosive
negative. as of the tests LM and i did 2 days ago, we found no evidence to support that Explosive-element damage has an innate 50% FF modifier. what we did find was that many sources that do Explosive-element Radial damage also have 50% FF.
does the distinction make sense? it's not the damage element that provides the resistance, but rather the DamageComponents that use Explosive that often have 50% FF. that led to a bad generalization, that Explosive-element in and of itself has an additional FF bonus.
is that for enviroment sources as well ?
and like, shouldnt it be easier to just consider that multiplier already on their pages ?
unknown if that applies to environmental sources of damage. LazyMaybe and i were testing weapons.
i can only think of Exploding Plants as the environmental explosive damage
Environmental sources doing less friendly fire to what?
something like, if weapon is 20% FF, and that damagecomponent is 50% FF
shouldn't the wiki just display "10% FF"
No, it is just 50% afaik.
ah. i think you may have misunderstood.
consider the PGL. without upgrades, it does 0 Kinetic-element Damage and 110 Explosive-element RadialDamage. it also has a FF modifier of 50%.
what LazyMaybe and I proved on Saturday was that PGL's 50% is the only modifier. the fact that its RadialDamage is Explosive-element does not grant it an additional 50% FF, which would have lowered the total FF to 25%.
Weapons themselves do not deal reduced friendly fire, their damage components do.
Then there is friendly fire damage multiplier from hazard and then from Friendly perk.
And technically gunner and driller.
Explosive reduced further and fire from like pgl.
Engineer might get less FF from chemical bolt explosions though if it does any. I think that is poison damage?
does Driller resist the Heat from PGL? it would resist the Fire-element damage from Boomstick T5.C, for sure. just wondering about the Heat...
uh
No idea tbh.
I think it does.
Because back when elemental insulation was 50% driller was immune to heat buildup.
Could stand in volcanoes with no downside.
i don't know which element Crossbow Chemical explosion is anymore. it was listed as Poison but functioned like Explosive for a while, then some update changed it to say it was Explosive. as of today, i've lost track of what its element is intended to be, let alone actually is
anyway, getting back to the core point:
Explosive-element does not get an innate 50% resistance. it's the DamageComponents that deal Exlosive damage that often have 50% FF, which caused the confusion.
Wouldn't that have been disproven by geyser explosions to begin with? I don't think that half of their damage would kill you.
a geyser isn't a weapon, therefore i don't have working knowledge of it 😆
500 base explosion damage in 4m down to 25% if out of epicenter range of 3m
fire resistances on dwarves reduce temperature gains for sure
lol, it's flip-flopped now. gamefiles say that it ought to do Explosive-element damage, but ingame it's actually Poison element. confirmed by testing a Guard (30% explosive resist) took the full 140, and then that hostile Shredders took no damage from the explosion.
so, you're right. because it's Poison-element, i would expect Engineers to resist it.
i saw that in the gamefiles. like i said, it's listed as Explosive.
in-game tests indicate that it's Poison. Shredders have 100% poison resist, and took no damage from the explosion.
Guards have 30% explosive resist, but took full 140 from the explosion.
I think that's not because of resistance
it's more likely that this thing ignores resistances
it's from \Content\Enemies\Spider\ENE_SpiderBase_Large
🤔 if it ignores resistances, then why were Shredders unaffected by its explosion? 140 > 35
it's possible i was doing the test wrong... i'm not perfect.
what's another way to test the 140 damage's element, especially if it's supposed to ignore resistances?
there's just no other damage component - especially the one with Poison in active stuck chemical arrow that I monitor real-time in-game
right, i'm asking about ways to test the damage of the explosion aside from just checking the DamageComponent. i tried doing it by testing with enemies that resist Explosive and resist Poison, but if it's supposed to ignore resistances, then i'm not sure how to test it anymore...
@weary sonnet Rockpox Larva doesn't resist poison - it dies from Preatorian's Death Cloud. Although it has such resistance in the HealthComponent, however it has no PawnStats component, hence no resistance.
Same for both Deeptora Swarms
@floral drift So there was no way to test that with existing resistances, so I quickly learned how to mod it. I tried 0 resistance which made Chemical Explosion do 14 damage with 10 environmental resistance = 140 damage, and I tried 0.5 resistance, which led to 70 damage. So you're right - that makes it Poison then.
Do players take damage from chemical explosions?
yes, i regularly damage myself with it
So it does do both damage types, the DoT from the direct arrow hit is poison and the AoE is supposed to be explosive.
supposed to be Explosive, yes. but from my tests and SplitSentro's better tests, it seems to be behaving as if it were really Poison-element currently.
It does 25% FF.
so, the impact damage is Piercing, the DoT is Poison, and the explosion is Explosive also Poison
ok
these are old files anyways
Yeah, that is super weird but not the first time that I have seen stuff not match up with the files.
You actually got me the idea to check that on Engineer:
35 damage to Scout
17 damage to Engineer (with hazmat mod)
1.0 ff hazard multiplier
35 damage is 25% of 140
which double-confirms that it's Poison
again, the great irony here is that on release it was listed as Poison but behaved in-game like Explosive. it's gone full inverse 😆
hmm where is that poison coming from?
i have a faint, half-forgotten memory about the base DamageComponent in the files being 140 DMG_Poison RadialDamage. i couldn't tell you where i found it, or even if i'm remembering the right thing...
FSD/Content/Game/GameData/GD_DamageSettings
anyway, i was stumbling around DamageSettings for something unrelated, noticed that being identical to the Crossbow Chemical Explosion, made a mental note about it.
5 months later, it was useful
hmm it really matches this flow
so devs changed the damage component of the arrow, but they forgot to put it in use
another possible hypothesis: they never were able to get the Chemical Explosion damage to work with the intended DamageComponent, and it kept returning the global default. so, as a workaround, they might have just set the global default to be what they wanted.
to the best of my knowledge, this is the only thing in-game that uses the GD_DamageSettings DamageComponent
it is poison still
sadly it never got patched
Well it did (or at least, it said it did in the patch notes); it just didn't actually work for some reason
🤷♂️
lot of bugs and things gets "patched" but still end up being broken in the end
that's the joy of coding
Very true
Rockpox Larva doesn't resist poison - it dies from Preatorian's Death Cloud.
Although it has such resistance in the HealthComponent, however it has no PawnStats component, hence no resistance.
Rockpox larvae poison res removed.
Same for both Deeptora Swarms
For the Swarms, I didn’t change anything for now since it works in a weird way from what I remember of my test, there is several resistances set to 100% and then the swarm is immune to non defined resistances.
After that, somehow any damage done by a set resistance (which is at 100%) will kill it from what I saw.
Does you tests indicate something else for the Deeptora Swarms?
And were you talking about all defined res or just the poison one?
@trail gust
As for the chemical explosion, my last test on it, 2 month ago confirmed it was poison damage as well, couldn’t figure out were the poison element was coming from.
I checked only poison both with Acid Cloud (saw four not resisted ticks of damage from the poison status effect: 3-3-3-1-dead — minus 10 hp in total) and Chemical Explosion. But it's normally pawnstats component that defines such resistances in-game, and it's absent for those enemies, I'd guess that none of the resistances from EnemyHealth Component actually work for those enemies, at least in the meaning of "elemental resistance".
Swarms are a special case, they probably have a custom logic baked in somewhere.
The thing about pawnstats component needing to be present for resistances to work is new for me, good to know, that does explain some of the missing res I found while testing stuff, like on the Nayaka Trawler.
Got curious if there is a nice pattern to which weapons get reduced FF or not, such as high damage ones
https://deeprockgalactic.wiki.gg/wiki/"Stubby"_Voltaic_SMG#Unique_Modifications
Conductive Bullets allows the weapon to deal an additional +30% Electrical damage to enemies that are under an electrical field. Electric damage does not benefit from this bonus.
by "electric damage" is this referring only to the electric DoT, or is it also counting the extra electric damage from EM refire
Both. SMG T4.B’s bonus damage only applies to the kinetic damage of the bullets, not the bonus electric damage from EMRB or the Electrocute DoT
thanks
Have there ever been discussions around limiting the max width of the page content on the new wiki? I just swapped over from fandom and I find full screen performance is rather slow and text spans about two feet of space on my screen which is not great for readability.
The main page kinda works around the readability issue with flexboxes, but the whole site experience just blossoms when I shrink my browser window to be about 1/2 my screen, although scrolling remains sluggish.
which browser
Chrome!
Edit: Just tried it in Microsoft Edge and performance was way better, although the layout was still full width at 21:9
long discussio happened here long ago
yea, I think every issue is just on Chromes
solution being to use better options
Regarding readability, though, it would be fantastic if the site width were limited. Regardless of browser, trying to read a paragraph spanning a full 21:9 monitor is rather uncomfortable.
If you have an account you can add this to you personal CSS (in preference > Appearance > Custom CSS) with whatever value you are comfortable with.
.content-wrapper{
width: 1000px;
}```
oh that's awesome, I will look into that, thank you!
Edit: Ended up with this which is pretty much what I wanted, just in case anyone else wants the same thing.
.content-wrapper {
display: flex;
max-width: 1200px;
margin: auto;
}
.mw-body {
display: flex;
flex-grow: 1;
margin-left: 0;
}
#mw-panel {
margin-top: 0;
}
Just figured out the .mw-body backdrop-filter CSS property was what was making the page sluggish in chrome. It's fine if I turn on hardware acceleration in chrome's options but having HW accel on messes other pages up sometimes so I usually leave it off.
Huh, odd that is causes such an issue, did test performance even without hardware acceleration when originally designing the css
There was quite some issues but fixed them all up at the time making it how it is now
Guess Chrome does Blur in a very suboptimal way as I did do that testing on firefox (the dev tools are leagues ahead)
"consider this legally speaking rocking is more legal then stoning" the depositing voiceline
What's the charged shot speed of the epc
I recall it's 13 m/s
4 questions to the cryo cannon:
Ice Storm is said to double damage vs frozen.
But they already take x3 (x2.5) .
Is it x6 (x5) multiplicative or
x5 (x4.5) additive?
Freezing power is said to scale off damage dealt. An unmodyfied cryo then does 6dmg x8persec x8freezing power as temperature/sec ?
Which means Damage has the same weight for freezing power as direct freezing power, giving one +3 dmg perk the same result as three +1 freezing piwer perk?
Do the 3sec ground patches count as envoirnmental cold like sticky flames do for heat?
And: Does freezing power continue on frozen targets? Which would mean more dmg taken while frozen would perpetuate the negative temperature recieved.
I'm sure there is more to it bc 18dmg Frost Storm then would be 720 cold/sec ..
Re; the first point, that is only the case for direct damage, not AoE, which the cyro cannon is. In essence, Ice Storm restores the ability for the Cyro Cannon's stream to get the frozen damage multiplier
That is AoE (and a few other sources of damage) don't benefit from the frozen status at all
Yeh
The ground patches do not count as environmental cooling, unfortunately
In fact, the only environmental cooling in the game if I recall is the Blizzard in Frozen Strata, which only effects dwarves :(
Sounds fair and balanced
It actually kind of is; cooling doesn't decay like heat in most circumstances (instead being blanked rapidly when cooling starts), so most over-time cooling effects end up acting like an environmental cooling source anyways
How low does the temperature go. I assume dumping more negative temperature would lengthen the frozen status but is there a cap?
It looks like only a target's warmth/sec, the temperature shock and heat sources push against cold
Things seem to break out at fixed timings no matter the power of what froze them
Yeah; thats the difference between heating and cooling
Warming from being chilled only starts after a cooldown after the last cooling instance (which is different per creature); once this cooldown passes, warming begins, and warming is usually much faster than cooling after being heated
It depends on the creature though
When an enemy is frozen, though, they bypass this cooldown and begin warming up (to thaw) instantly
An oppressor freezes at -300 for example i assume that's the hard cap aswell?
Which is part of the reason why bosses can thaw so damn quickly
aye
For most creatures, the maximum cooling they have is greater than their freeze/thaw temps
So you can "over-cool" them
Resulting in a longer freeze
I was just thinking:
If cryo cannon freezing power scales off dmg
and Ice Storm does 18x5x8/ sec doubled vs frozen it should keep up with an opressor's 100 warmth/ sec ?
I think so? I don't know the oppressors warming rate off the top of my head
I saw 300 to freeze
100 warmth a sec
200 to break out
They have 50% resistance to cold tho
1440 halved is still a number
That still gives you (effectively) 360 cooling per second, which is enough to counteract their warming
pretending that freezing power is flat freezing powerx dmg
Seems like alot
Plus the freezing trail if you dip every so often
Thats assuming every particle hits, though
Also, where did you hear cooling scales off of damage?
wiki 
Where? I'm looking at the Cryo cannon page right now
Freezing Power is what will allow you to freeze the enemies. It won’t do any damage by itself. 1 point in freezing power will lower the temperature of an enemy by 1° for each instance of damage done. Once you reach an enemy's freeze temperature it’ll be frozen solid.
Yeah, thats a different stat from damage
So every particle "deals" the freezing power's cooling to the target
oh it just means successful hit
F hopes&dreams
aye
Ice Storm is not x2 damage
Okay it falls into place now thanks alot
It's +100% of gun's damage as kinetic element
Ah, that makes sense
The wiki is kind of ambiguous about that, but it works out to the same end result (4x total damage against frozen targets)
Yeah makes sence to scale it safely like that
Means it deals less to bosses though
wait why x4
You start at x1; the overclock gives you another +1 damage in kinetic form
Which then gets tripled, to +3, if hitting a frozen target
For a total of x4 damage
x3.5 if you're smacking a boss
So the kinetic part gets the stock frozen bonus
Yep
Ambitious
DoTs and AoE effects don't, most other damage types too
I think I'm going to update the text of that overclock to make it clearer
On the wiki
Can you elaborate that
sounds weird
Yeah, not verbatim like that
And how fast is the smaller without speed upgrade
In short, the kinetic component (with is 100% of the weapons base damage) gets the benefit of frozen, allowing it to be multiplied by 3
speed upgrade goes for normal shots
For a total "bonus" against frozen targets of 4x (100% + 300%)
35 m/s
18 dmg cryo
+18 kinetic x3 vs frozen
?
Without?
it's default
Thanks
18 damage frost + 18 kinetic if you hit frozen
Not sure if the kinetic bonus is base being duped, or total. Sentro, do you know?
I know
Now how do I do the math for epc mining
36x8 / sec vs frozen then end of story
aye
Anybody know the math for epc mining ?
Guess it's best as second cryo or vs robots still then
Treat the explosive ball as stationary at the intended point for it to explode, then calculate how long the small shot needs to travel that distance if its speed was reduce by the explosion ball's speed
I can write up a quick formula in a minute
there's no math unless you wanna set up some script which looses to skillful mining
I think he means for the sake of the wiki
Similar to how fear's "duration" has a formula on the wiki to demonstrate
Even though its not realistic to use in-game
I just want to know long I have to wait to shoot the basic one
Doing a side wiggle between the charged and secondary shot helped me a ton with peripheral vision
got alot more long range head on hits since
You can pop basic one right away with drills
True
OR your teammates can shoot it with hitscan for you /s
Also you run into triangulation issues if you move at all
So I would honestly just recommend you get a "feel" for it and practice
Teamwork 
Ok
Also, take the faster basic projectile speed upgrade
you can also use axes
What's the other upgrade?
You lose nothing for it in an EPC mining build, and it reduces the margin of error pretty significantly
Heat Shielding
Makes it overheat slower when you're fully charged
Which, 99% of the time, you're firing the instant you reach full charge anyways
If you use the Heat Pipe OC, it kind of helps, but honestly just practice the timings and it becomes redundant
Obv, worst you can do is change projectile and charge speed every run 
Heat Pipe + axes is the most ammo efficient build
Epc with axes
Yeah, its pretty funny
Driller gang unite
Axes allow for some really silly cross-weapon strats lmao
let's go back to #wiki-related-chatroom
you can hover c4 with any nade
True; Axes just aren't spent
even with epc shot which is easier
only lead burster tbh
it goes for radial damage it won't work and not like they're gonna attack it anyways
charged vs charged popp both i assume?
well apparently robots, though freeze immune, have frost dmg weakness which would mean 288 ice storm dps
?
sure Ice Storm is decent against them
Okay cool hope atlast
though it takes lots of ammo
Yeah, if an enemy can reach a "freezing" temperature, they usually act (for the purposes of damage) if they were frozen "proper"
Which is why you can "freeze" the Caretaker to boost damage
Thoughts @trail gust
So scout cryo bombies vs sniper turrets etc?
it's not multiplied
it just gets added
I mean frozen state dmg bonus
so for example karl.gg description:
x2 Damage per Particle, x2 Damage vs Frozen enemies
would become:
x2 Damage per Particle, +100% Damage vs Frozen enemies as Kinetic element
So it only adds that damage as kinetic when its against a frozen target?
Otherwise its still ice damage?
Ah, brilliant
I think its Frost in most places, I just had a brain fart and couldn't remember its proper name
Frozen Caretaker's dmg calculation example:
18 Frost x 1.2 weakness + 18 Kinetic
Thoughts?
Second point could be truncated to "Bonus Damage is Kinetic against Frozen targets"
Can you just do like I wrote
x2 Damage per Particle, +100% Damage vs Frozen enemies as Kinetic element
But thats not true; that implies that it gets another separate bonus when hitting frozen targets
it does
But then the total would not be x4; it would be x5
There's literally a thing called DamageBonuses and that one against frozen is in the array
it is afterall, effectively a x2 vs frozen
?
yes, but depending on resistances
So, let me get this straight
Instead of just coding it to give +100% kinetic, which is simple and would result in the desired outcome more-or-less
They made two unique exceptions for this overclock instead
you equip OC you get x2 frost dmg vs. everything
you shoot with x2 vs. everything frozen target - you get another +100% additional kinetic of those already x2'd
n/sec=(basedmgxticks/sec)xresist
Vs frozen = true -> n/sec+n/sec
Being that it gets a conditional +100% kinetic, which only gets multiplied by x2 rather than x3 like all other kinetic direct sources, for a total of x4 damage against a frozen target?
resistance doesn't get applied to kinetic part
jesus
I see
damage method is spray, it's not direct
That still boggles my mind that they coded like that
it doesn't get x3
But
is it
base + basex2
(basex2)x2
or
(base)x2
?
So then the total damage would only be x3? Or is this second +100% kinetic another multiplier?
uhmm
again
Against caretaker frozen
You equip OC and t4a you get 18 frost damage per particle
aye
9 (100%) from base, 9 (+100%, or x2) from OC, yes
then you shoot caretaker and get x1.2 frost damage cause of weakness
then caretaker gets frozen and you get another 18 as kinetic
so in total you get 21.6+18
39.6
So that kinetic isn't another addition; its a multiplication
Of the modified damage
it's just +100% of base damage
Thats what I was trying to clarify
But the OC modified base damage, which is why I was confused; base damage is 9, modified to 18 via the OC's basic effect
yes
It ignores resist but also weaknesses that's the main catch?
In effect, yes
Since kinetic has no weaknesses or resistances in game