#wiki-related-chatroom
1 messages · Page 7 of 1
Aye getting behind it now thank you
but kinetic doesn't mean that it gets another x3 or smth
it's just common damage type
Then this isn't 100% correct; it becomes +200% kinetic (relative to initial base, before being modified by the OC at all)
yeah, my bad on that x3 multiplier thing; I assumed that the overclock didn't have so many exceptions coded into it
it becomes +100% damage as Kinetic element, and since it's written after the first bonus it's correct
Thats not how most people are going to read it, though
i think he means x2 as the base bonus to get it to 18
They're going to see "oh, its +100, +100 again if I hit frozen, for a total of +200"
Which isn't true
But a multiplier is also misleading here
Since it doesn't multiply the frost damage; it adds a new (kinetic) component
It doubles the base dmg.
When hitting a frozen state, it adds the new base dmg as kinetic bonus tick.
How i'd phrase it
neither the cryo pellet gets any frozen multiplyer nor the kinetic
Yeah
One sec
Something like this; makes it clearer it isn't a flat damage multiplier (like the original did), but that its a new damage type being added that is +200% base
For a total of +300% base (of different types) against frozen targets
"+ weapon damage as kinetic vs frozen "
Fair point
It's either 12 or 18
Man spending time with tooltips = the true gameplay
"to"
it's not like they get it automatically
^ that is how it is on the wiki now
that is how in the game probably
my version now I see
i would remove all % mentions
Doubles the base damage
Adds weapon damage as kinetic bonus ticks vs frozen targets
Yes, I suppose so
It's actually shown as one tick with damage text mod
since it happens at the same time and the damage component is the same as well
Yeah; I don't think the wiki needs to make that particularly clear, though
Since thats only going to be seen via mod
same tickrate?
just the same damage component
From an average player's perspective, they just need to know the new "added" damage is not resisted the same as the "base" damage against frozen targets
Well the important info is that it's flat wep dmg. Unmodyfied and nonelemental
Tooltips sure are an artform
Changes are pushed, thanks Sentro
It actually works on all vents and eyes, because it checks only the state of a creature
same with BoM
BoM checks against state and status, though, correct?
sure
Since it can benefit from elements in both
not like it stacks
True, just wanted to make sure statuses weren't transcending to be reflected in the state somehow
Which could have implications in some edge cases
states may use statuses naturally
like fire damage is status effect
freeze visual effects is also status effect
Yeah, I just mean in the context of, say Pheromones and the like
but state is what triggers that status effect
You're reffering to just the freeze visual "status" here, correct?
Not all statuses period
sure, STE_Freeze
Oi me again, long time no see.
Can't seem to find info on the tick intervall of Cold Radiance
^
Slightly less than doubles your freeze rate on its own if you're hugging the target
Turns out thats not on the wiki; time to add it
nvm, it is, just in a weird spot
^ how it is on the wiki, easy to glance over, but I can't think of how to format it better right now
@trail gust, if you're here; is Fear a state, or a status internally?
state
Thank ya
Cold Radiance radius is 4 m, no fall-off
There is a thing for the scout plasma primary. Same dmg but it's split into direct& splash
the splash would not get frozen modyfier, crippling it's potential there ?
Same with sludge pump all counting as aoe huh?
They had to retro-active add that in a later patch though
ah okay
Because, by default, blisters just relied on the same checks as frozen (roughly, blisters are weird)
At one point they didn't check at all, making certain attacks nutty, but thats old news
Sludge puddles tick into blisters?
just projectiles
Yeah; it was changed so that all of Drillers primaries could synergize with them
As the flame and cryo particles can hit both the blister and target, effectively doubling their damage
(I'm using "particles" here as generalization, I don't know how it actually checks whether one of the "shots" hits or not at range)
I guess frost storm hits don't get a kinetic mirror from blisters huh
iirc blisters don't have temperature component so it shouldn't
I don't actually know; I know they patched it so the blisters technically copy the frozen state now for the purposes of damage propagation
Its just whether thats accounted for by the OC or not
Specifically, the blisters "act" as a 3x/2.5x damage weak-point if they are attached to something that is frozen
Frosto ticks onto blisters nor blisters onto the frozen host should procc kinetic mirrors though huh
Hmm
The minimum temperature reachable for a creature is always equal to its freeze temperature.
The value is set per creature.
(don’t think that was answered clearly, but I may have missed it)
Oh, my bad, thank you for correcting me there
It works differently from heat, then
As you can "overheat" a creature somewhat
Okay cheers for diving in
For heat, the maximum reachable temperature is always 100°, affected by the temperature change scale.
Yeah i noticed that 4 cryo grenades have grunts break free around the same speed as a minimum of cryo bolt action
The ignition temperature can be anything, if it is higher than that, the creature can’t be ignited.
What page?
Interesting fact: if you direct you Cryo Cannon at vents from below - then it will do minus 4 degrees per tick
but if you do it while standing on the top - it will do minus 8 degrees per tick
then AoE sources like Cold Radiance and Cryo Grenade reach both damage recipients in one vent, so that's why with 0.5 temp change scale one cryo grenade is able to do 250 cold to 8 damage recipients at once, while there's only 4 vents, resulting in 2k received Cold in total, which is freeze temperature
Very strange
Do the "eyes" function similarly?
Or is that a vent-unique quirk
you can kinda shoot eyes only from one direction but sure I can check
If you're already up there for the vents, might as well stay up there and play "the floor is electricity" if it benefits you to do so
ok it's 4 Cold from direct stream per tick but it gets 60 Cold from Radiance per tick
Interesting
Quick tangent; does anyone know who confirmed that a Brood Nexus can be feared?
that's Ely probably
Alrighty
That wasn’t me.
Damn
afaik all stationnable enemies or enemies with custom movement can’t be feared.
For the most part, yes
Some can when they're not in that custom movement state, but otherwise are effectively immune to fear
Namely, Goo Bombers
If fear somewhat work on brood nexus, I need to update the wiki btw.
It is on the wiki; thats why I asked lol
In fact its one of the first things mentioned about fear
Their entry in the database I mean, if it is in the fear page, it may be MeatShield then.
Also, far as I can tell, Swarmers are completely immune to fear, and don't even bother with fear checks
Or rather, they aren't feared by fear effects that bypass normal fear checks
Except gunner shield, for some reason
Field Medic doesn't spook them off like it does for literally every other enemy
I imagine this is also the case for See You In Hell, but for obvious reasons that doesn't really matter
If you confirm that swarmers are imnmune to fear, they need to be updated in cargo too then, so far they are marked as non immune to fear.
They aren't immune to "classic" fear is the thing
For example, Suppressive fire works just fine on them (if they survive)
Its only fear effects which bypass normal fear checks (allowing them to fear otherwise fear immune enemies)
I'm going into Sandbox to test in a more controlled environment now
Could still be worth mentioning as a hoverover.
This is just my understanding from using Field Medic all the time and seeing what it scares or not
And gunner shield
Let me know what you figure out, I will update the cargo db based on your findings.
Sounds good
I can tell that for Nexus:
CanFlee = true
IsFleeing becomes true when applied fear
Ok; I wanted to know, because in that case, they're the perfect test for the current "fear expires if the enemy moves 10m away" theory
Rather than expiring by duration
But for the nexus from what I can see, it can’t run away and it won’t stop spawning glyphid spawns anyway right?
yeah it doesn't seem to go off once set to true
Yeah, it still spawns; I use Neurotox with Suppressive fire all the time on them, doesn't stop them from spamming swarmers
ye it still spawns
Well they leaked the Easter event, cool
So I gave swarmers 100x health to test basic fear response
Updated the brood nexus fear on cargo.
They do respond to normal fear effects
As tested by supressive fire
But interestingly, they behave differently with the shield than normal enemies
there was also property "fleeinsteadofbackingoff", it's probably for them
Does this extend to other swarmer types? Variants and spawn, hatchling, shockers, shreeders?
Theses inherit a lot of the swarmers base rules.
Going to test in a bit
Just want to show it on the common variants, one moment
You can see they all respond just fine to normal fear from the Suppressive Fire mod
But with the shield, the common enemies back away, then pathfind as if the dwarf is not accessible, except the swarmers
Which keep trying to get in
I can't test with Field Medic (which has a super-fear) at the moment, as I don't have some to kill help me at the moment
I can try with See You In Hell quickly though
Needs to be paired with Iron will, forgot
One sec, reseting the test
Swarmers respond appropriately to the fear in that case
So I think its a triggering issue with Field Medic, rather than swarmers not being feared
hmm when you stand in one place and a bug attacks you - fear doesn't make bug run away
What do you mean?
stand in one place with swarmer biting you and try to scare it off
Ok, in a moment
I could see it shook a little but 0.5 s later it attacks again
fleeinsteadofbacking off is false for spawns tho
Strange
One sec, recording a demo of the fear effect of See You In hell
Spawns as in swarmers, or spawns as in spawns from a Nexus?
2nd
Will try that in a moment, then. Very interesting
it's just that this property is for smth else
they still flee instead of backing off
but it's true for jelly spawn and for the shocker
About to test, just compiling the weird jank re: See You In Hell
So, two weird things here; Swarmers seem to be able to get "stuck" in a shield if its place on top of them
Second, See You In Hell seems to leave a lingering "fear field" on top of its instant (and fear-check-bypassing) effect
I could still hear and see enemies getting spooked after the initial effect while I was in iron will
Going to test your weird swarmer and jelly exceptions now
swarmers don't have fleesound btw
yeah, I knew that; just not really a mechanical different worth testing tbh
Though a list of fear-able enemies with and without them would be worth looking into
ye I see there's literally fearsphere that acts on collision overlap
Interesting
What a name
Worth noting that in the perk description after we finish testing
sphereradius is 2.5m
Thank ya
Compiling demo now
They don't seem to have any different fear effect
Though the jellies do have the "wandering" behaviour like the bigger glyphids with shields, unlike the other swarmer variants
also true for mactera spawn
Testing now
mb that's just flying enemies
Based on in-game experience, I don't think it changes much between them tho
Testing now to be sure
Mactera Bombers
Interestingly, they don't appear to need to travel nearly as far as most other enemies before recovering
(I threw in the unused explosive bomber unit for fun, its not in game proper yet)
Mactera is more of the same
Demonstration:
I'm going to test rivals now, because I know at least one of them does get feared
For some reason
So, Shredders can be feared, but patrol bots cannot***
If the latter can, it doesn't seem to act like the others
Instead, if it can be feared, it seems to do so in a way that just has it try and roll away from you when in ball form (but still shoot you)
Given they ignore shields, though, I don't think its likely
I want to get a better test for SYIH before I say they're immune to that, though
Since getting them to be near the initial explosion at time it right is pain
Hum, when I tested them, quite à while ago I marked the patrol bot as non immune to stun, I do remember they were a pain to test though.
@trail gust if you're still on; do you know the fear strength of the field in SYIN?
1000%
Thats the initial explosion; is it the same for the lingering field after?
haven't checked
No idea for the lingering field.
Yeah, just wanted to know before adding fear details to the field on the perk's page
So far only have patrol bot to change for the fear or did you reach a conclusion for the swarmers? From what I see it wasn’t clear.
The swarmers are susceptible to both forms of fear
Shredders*
Patrol bots appear to be immune, though that might change when I test SYIH again
Its just 5 am here, and I'm slowly falling asleep
Want to add some details as hoverover for the swarmers or just leave it a non immune?
Non-immune for now IMO; they seem to behave for the most part, just seem to have some jank associated with shields and Field Medic
I suspect the latter is less jank and more "it only triggers if a medium or larger enemy is nearby"
Since Steeve can proc it, for whatever reason
(He gets spooped if he's nearby when you revive someone with Field Medic, to be clear)
probably no value, it just scares them off
look for yourself
there's no fear factor specified in the field object
So its another "bypasses normal fear checks" thing then?
What do the red, hollow point arrows represent?
Are they all "IF NOT" statements, or just the ones explicitly labelled as such?
just a guess
Red arrows are used when target and/or destination lies outside of the function boundaries
I don't really know much what is what exactly, so don't take my words as facts
yeah, fair
Its pretty simple to test at least
It is
If a bulk gets scared by it, and walks back into it after, it gets spooked off again
I'll get video proof up in a moment
Based on that, it means Rival Patrol Bots are completely immune to fear, even fear which normally bypasses fear checks
he has canflee false
Cargo data updated for the patrol bot.
The detonator does, or the Patrol Bot?
patrol bot
Fair enough
If you know where the data for it is, can you see if thats the same for BET-C or not?
canflee is true
IsFleeing becomes true upon scaring
Makes sense
Dumb question, how does one make the text which tracks those kinds of states appear exactly?
Should be the full list, assuming true is default.
What exactly is a "Friendly Parasite"?
once set to true, doesn't seem to get off, I see no changes in behaviour either
It is in the friendly shredders grenade folder, not sure.
Ah, interesting
I wonder if they were testing a bioweapon grenade at some point?
not used
Makes sense
you can stun bet-c, if you didn't know
I did not; how does that even work?
Also, seems trying to spawn in BET-C in sandbox breaks her AI
Stun options are:
- Disruptive Frequency Tuning for Breach Cutter — 3 seconds or 2 Precision Bursts.
- Concussive Blast for Satchel Charge — 5 seconds or 3 Precision Bursts.
Interesting
So thats her 'stationary' attack
Even if its not of her own choice
type infectedmule in creative mode spawner
Yeah, makes sense
Thanks
I did spawn it, it seems to not care about fear, even from a SYIH right next to it
there's no logic for it then
Granted, it was in its "bubbled" state, so maybe it was in one of the "special" movement states
there's a way to display movement states, idk if it's useful
Can't hurt to try
in DRGLib in overlays you can add watcher from Sandbox Utilities called Marked.Path
Ok; and how do you mark an entity? Just ping it like normal?
Does not seem to overlay anything on pinging either
you can find overlay activation button in drglib -> inputs section
and you can re-assign it as well
Ah, thanks
Yeah
Got it
Absolutely 0 change when a fear effect should occur
For any of the variables
Its movement state is still just "moving"
Fair; will see in a sec
you can try on other enemies first
Also I caught it this time while it was shooting, still didn't work
Fair, one sec
bet-c is immune to fear, there's no doubt at this point
Mhmmm, ok
So, the base and last dest values freeze when an enemy is feared
One sec, I'll record a demo
Makes sense, given fear gives it a new (set) destination it has to reach
can you re-apply fear while it's fleeing?
Will try now
OH
So, while testing that, I think we found a bug/fear "resilience" effect
wdym
It seems to be a bug; basically, if you fear something to much rapidly, it just stops acknowledging new fear destinations
I didn't catch that on recording tho :|
I did show that you can't re-fear a target already running from a prior fear, though
See here:
It will make the feared noise again despite this, though
Another noteworthy addition to the wiki, for sure
you might also notice that it flees away from fear source
there's just lots of bad opinions about sticky nade, while all you have to do is to stick it on the front
Yep
Also, confirmed BET-C doesn't really care about fear, at least in any meaningful way
She will stand up in the middle of the field, and still walk around as if on her normal "patrol"
that's useful
It doesn't force her to stand up though
you kinda want it to sit
She continues with whatever she's doing, and if she happens to stand up and enter the field, she don't care
One sec, let me format the demo
My (speculative) opinion is that all of her movements are considered special movement states
So fear can never get "in" to change her movement
robots don't know what fear is 
Except shredders, for some reason
The most disposable, suicidal drones of the Rival fleet
Were programmed to experience fear
I wonder; given Steeve can be feared by fear-check bypassing fears, can the Engie's shredders?
Yes
Yes they can
One sec, formatting a demo now
Ministevs
wow. that was a massive conversation to happen overnight...
lots of misinformation, most of it was corrected eventually
it's important to note:
-
like Elyth said, every creature's Minimum Temperature is also their Freeze Temperature. the reason why people perceive it as being able to go lower is because after an enemy is Frozen, it instantly starts warming. as long as you keep putting more sustained Cold/sec into it while it's warming, you can prolong the Frozen status effect. Bulks and Dreads are an exception due to their very high warming rate, but Praetorians are a a great example for long-freezing.
-
Temperature Change Scale makes it complicated to discuss weapons' cold/sec and heat/sec relative to enemies' base values; that's why the Wiki team has adopted using the "effective temperature" aka eTemp values. it simplifies how to refer to things.
-
Cryo Cannon doesn't do AoE damage, technically. its DamageComponent just uses regular Damage (not RadialDamage) but it has various DamageFlags toggled. [BenefitsFromWeakpoint=false, CanDamageArmor=false, IsReducedByArmor=false, BenefitsFromFrozen=false]. because of those settings, it functions very similarly to RadialDamage but it isn't actually under the hood. that's relevant for things like Hiveguard's RadialResistance.
-
Ice Storm is way simpler to describe than what SomeoneInParticular and SplitSentro were going on about. It has two effects on the damage: 1) it multiplies the base Frost-element Damage per Particle by x2; and 2) if the particle damages an enemy that is State:Frozen, then it deals damage equal to the Damage per Particle (which has already been doubled) as Kinetic-element instead of Frost-element.
so in summary, vs a Brood Nexus or Praetorian that dont have any resistances (aside from DMG_Piercing), Ice Storm would start at 2x damage, then freeze it, then raise to 4x damage per particle in comparison to not having the OC equipped.
the bonus Kinetic-element damage does not benefit from the Frozen state, either, therefore it's 4x, not (2x + 2x*3x) = 8x. similarly it doesn't have to care about Dreadnoughts having different Frozen damage multipliers than 3x.
that conversation went way further into the weeds than was necessary.
What is Hiveguard's RadialResistance?
the protrusions in Phase 2. last i heard they resist Radial-type damage
yellow healthbars
https://deeprockgalactic.wiki.gg/wiki/Glyphid_Dreadnought_Hiveguard#Protrusions
50% Radial-type resist
ty, good to know
btw does that mean that ice storm doesn't get affected by radialreasistance that blisters have?
the one that's called RadialSocketDamageMultiplier with 0.1 value
if my current understanding is correct, then yes i believe that Ice Storm would do full damage vs Blisters. i think that should be a easy thing to test; just apply the blister, Cold Radiance to freeze it, then spray at the blister. see if it is a big number, or 1/10th of a big number
iirc blisters still keep 0.2 dmg res stat, so it won't be full dmg
are you referring to CWC OC Blistering Necrosis blisters, or RockPox plague blisters?
2nd
oh. i misunderstood the question, sorry.
yes, i still think that it would only take the x0.2, not x0.1. but my statement about "just apply the blister" was referring to the CWC, sorry
afaik blisters do inherit the base grunt resistance
didn't LazyMaybe's video show that only one of the RockPox Glyphids have the radial resistance? i'd have to rewatch it
ye he showed it's only grunt
Grunt blisters have radial res, preats don’t.
but both have dmg res from the STE
Yes, for the global dmg res, the same than the one elite enemies use.
wait, but why it goes off just from 1 dmg tick of base cryo
so, going back to the original question: i would expect that Frozen RockPox Grunt Blisters would take x0.2 * x4 = x0.8 base damage per particle from Ice Storm, relative to not having Ice Storm equipped. so if 6 damage was quadrupled vs Frozen to 24, then i would expect the frozen blister to take 6 * 0.8 = 4.8 damage before accounting for Difficulty Scaling, because Ice Storm wouldn't interact with the Radial resistance
clarify. what goes off
Like 6 frost dmg in one tick kill a blister
from grunt
at 1.0 environmental dmg res
even without Ice Storm?
...do blisters DieIfFrozen?
blisters don't have their own temp component how could they
fair point.
and grunt doesn't get frozen
well, that's getting random, so 2 oneticks in a row were just an occurence
their base hp is 5. have we confirmed that the x0.2 damage is applied to the blister's hp, or only to the damage transferred from the blister to the Grunt?
another way to phrase the question: does blister have eHP of 25?
sometimes they die, sometimes they don't
Grunt blisters act as ×2 weakpoint, have 5 base HP and I think they have the ×0.2 damage res applied, not sure about that last part, would need to double check.
5 damage gk2 either oneshots blisters or 2shots
maybe tied to the "mirrored armor plate" bug that Evan has been tracking?
since RockPox blisters are ArmorHealth under the hood
their hp shouldn’t be scaling from what I know so it should be consistent other than the armor plate bug
well... normal ArmorHealth plates aren't supposed to scale with Difficulty Scaling either. but they do anyway :\
you have a point
just now I killed 3 grunts in a row with consistent 5-shot blister kills, where 1 shot is modified to be 1 dmg
oh, you know what i bet it is? one of the oldest bugs i ever reported to GSG back on Jira
there's a sweet spot with [Damage * Armor Breaking] where the Armor Damage dealt is greater than the base value of the ArmorHealth but less than the ArmorHealth's eHP
if you can damage an ArmorHealth plate in that sweet spot, the plate won't break but it will pass the Direct Damage through as if the plate were broken
i wonder if the x0.2 and x1.2 modifiers to the RockPox blisters are putting 5 and 6 damage right in that sweet spot
however the messy math works out
it would explain why five shots of 1 is consistent, but one shot of 5 is inconsistent
That 5hp indeed scales with SmallEnemyDamageResistance, and gk2 can stun via blister hits like via weak points
potentially same cause, but different effect
When grunt shakes after a hit, you need to wait for animation to play, otherwise it won't be blister hit somehow
I got from 10 to 13 required hits cause of that
but when I wait, it's solid 10
though on my screen it looks like I hit blisters every time
Well updating the scaling on theses blisters then.
solid 10 hits of how much damage, on how many blisters?
Changed the scaling from none to common scaling on blisters for praet and grunt on cargo.
with 2.0 scaling
1 damage each
rn with 5 dmg I killed 2-digit amount of grunts and it's now smh consistent - with 1.0 scaling currently
So, the inconsistency earlier was caused by hitbox wiggles?
I don't think so, it was first attempts
right after spawning an enemy
2 times it was a blister on the left leg, 1 time it was a blister on the left side (when facing a grunt)
praetorian's blisters are the same for gk2 damage
same scaling as well (common one, not praets one)
and just now it took 12 cryo cannon ticks to deal with 5 dmg blister
every tick was modified to be 1 dmg
i don't think Cryo Cannon is a good weapon to do these tests with. it has a few problems for this kind of "breakpoint finding":
- it has large hitboxes for its particles which might be hitting other parts of the enemy instead of the blister
- both CC and Flamethrower need to keep firing until the 1st particle reaches. if the test is done from a distance, the ammo consumption might be higher than the actual number of damage ticks dealt
- the recoil from CC in particular jostles it around a fair amount, mitigating consistent tests
i'd vote find the breakpoints using various hitscan weapons, and then use the knowledge of that breakpoint to test CC's damage. the whole reason we're even dealing with RockPox blisters in the first place is to test whether or not CC gets affected by RadialResistance (the expected answer is no)
it has large hitboxes for its particles which might be hitting other parts of the enemy instead of the blister
I confirm that, it's really a matter of some specific angle that "works"
however, looking at blister's hp value I also confirm that cryo cannon does full damage to blister (if it can hit it which is big IF)
so, that is evidence in support of "Cryo Cannon does not do RadialDamage" hypothesis 👍
both CC and Flamethrower need to keep firing until the 1st particle reaches. if the test is done from a distance, the ammo consumption might be higher than the actual number of damage ticks dealt
dmg text mod tells me when tick is registered
ah, right, DamageText mod. 🤦♂️
i'm out here making tests in 2019 mindset, forgot about the convenient tools we have now. sorry
- the recoil from CC in particular jostles it around a fair amount, mitigating consistent tests
super consistent in x0.1 slow-motion
you really need to aim perpendicular to blister itself
with cryo cannon
or else it will hit smth else
yeah, that makes sense
i'd vote find the breakpoints using various hitscan weapons, and then use the knowledge of that breakpoint to test CC's damage. the whole reason we're even dealing with RockPox blisters in the first place is to test whether or not CC gets affected by RadialResistance (the expected answer is no)
yeah that's exactly what I did - narrowed down hp value w/ 0.1 dmg gk2 shots, then tried Cryo Cannon, then I was able to narrow it down with 0.1 cryo ticks as well
shard diffractor's aoe damage when hitting grunt:
5 dmg -> 0.1 (2%)
1 dmg -> 0.021 (2.1%)
when hitting a praet with SD's AoE:
5 dmg -> 1
2 dmg -> 0.41
1 dmg -> 0.21
Blisters do inherit that 0.2 dmg res but only for radial damage.
Imagine coil gun transfering the elite/ steve properties onto a blister 
When they combined plasma burn and flying nightmare did they also add aoe heat to normal shots? And did they increase the heat normal shots do? Because I remember needing 3 shots to ignite goo. Whereas now I only need 1 shot + it seems to ignite multiple puddles at the same time.
Maybe I changed my EPC build and just don't remember it...
No, only the new T5 AoE mod does that. Puddles just tend to have slightly overlapping hitboxes, so you can "hit" multiple with a single shot sometimes
At least, thats my understanding of it
And did they increase the heat it does?
I don't think so; it scales off of the damage your EPC deals though
So if you have damage mods and/or are using Heavy Hitter OC, it also deals more heat
That's probably the reason, although I don't remember changing my build.
Yeah, skimming through the patch notes since S03, doesn't appear to be anything relevant to that (aside from Burning Nightmare becoming a thing, anyways)
No... I think that may be a bug
Or something not yet noted about the weapon
One sec, let me check something
Yeah, I don't see anything in any of the mods suggesting that the normal shots should hit in an AoE by default. Can you test to see if you can hit more than one target with a single uncharged shot quickly?
OK then
So the heat from flying nightmare gets an AoE effect, for some reason
Given Plasma Splash exists, I suspect thats a bug, so I don't think its worth adding to the wiki yet
I think that's the reason I feel like goo puddles ignite faster with EPC
Makes sense
I didn't know the mod was bugged/worked like that; theres no indication it should work like that, tbh
Yet more reason to never take Plasma Splash lol
I would report it to the devs, if you haven't already: if it remains in game after a few patches, we can add it to the wiki then (under the assumption its intended)
That or if the devs clarify themselves
Perfect, thank you
there was a massive discussion and research into this very question (bugs with EPC T5.A "Burning Nightmare") about 3 months ago.
IIRC i think there are five separate bugs with BN?
yes, one of them is that the Flat +5 Heat from normal shots is getting applied to the RadialDamage part of the normal shot, even though T5.C is not equipped.
the effects of that are that it does more Heat than advertised on a direct hit. it can do upwards of 4 hits at once on Sludge Puddles because of the overlapping hitboxes and wonky logic of how it tracks which parts of it are on fire, causing it to ignite instantly. additionally, you can ignite Brood Nexus Spawns and Glyphid Swarmers on fire in a small radius around the impact point (kills the Spawn instantly because 6 Fire-element damage gets applied when the On Fire Status Effect gets started).
interestingly, unlike the PGL T3.A "Incendiary Compound", the BN normal shot Heat value suffers from falloff as the distance from center increases. PGL has the same flat Heat value everywhere inside the damage radius.
Jank upon jank upon jank
Thank you for clarifying though; I didn't know this had been discussed prior
i think it may have been on a private channel in the DCT server, which is why it hasn't propagated as common knowledge. i'd have to look it up
DRG Community Tools, mainly for Karl.gg and MeatShield's DPS Calculator but there's a few more.
Ah, thanks
spent a while looking it up. discussion happened from Oct 18th-Nov 10th, 2022 (or thereabouts).
Bugs with S03 changes to Burning Nightmare:
- Stacking multiple damage conversions can raise the damage to do more than 100% of what's listed on the Equipment Terminal (shared with PGL T3.A + HP, and Breach Cutter Inferno)
- Non-Radial Damage that gets converted to Heat does 3x Heat vs Frozen targets, just like it does 3x Damage. (shared with multiple weapons)
- Pushing an enemy from Frozen to On Fire does not trigger Temperature Shock (shared with all enemies that can be Frozen, AFAIK)
- Normal Shots double-apply the flat +5 Heat on direct hits because of the RadialDamage accidentally applying heat too, turning the formula into
0.25*Direct Damage + 10 - Normal Shots apply the flat 5 Heat within 1m around the impact point, falling off to 2.5 Heat at 1.5m
Thats a lot of bugs

Do you know if the radial heat scales with damage?
Or just the direct
from what i had written 3 months ago (but don't truly remember in the present), my understanding is that the +5 Flat Heat is the only heat being applied by the 0 damage RadialDamage part of the DamageComponent. as such, i expect that adding more damage (such as OC Heavy Hitter) would not increase the invisible "radial heat"
for as long as BN goes unpatched, the bugs provide a lot of niche usecases and conditional strength to the upgrade. the normal shot's "radial heat" is great for Swarmageddon or Swarmer Tunnels, clearing Brood Nexus Spawns after popping the Nexus, or clearing Naedocyte Hatchlings/Shockers. as for the Charged Shot... well, I made this at the time: https://karl.gg/preview/17123#/
Ah yes, I remember reading this a while ago
So, theory about Fear and what actions it can and cannot interupt, if anyone wants to chime in
Fear seems to work by forcing a target to engage in a "forced" movement state
And as Fear cannot be inflicted on an already Feared target, my best guess is an entity cannot have queued forced movement states
As a result, if an enemy is already in a forced movement state (such as a Goo Bomber's Goo Barrage attack) its effectively immune to being feared
That's my hypothesis anyways
"forced movement" might be a poor term for it
More like "forced destination"
Since both Fear and the Barrage Attack just tell the entity to "go hear" and ignore any other inputs
BET-C strafing while she's bombing seems to work the same, hence her being functionally immune despite nothing in the files saying so
so more about having a "destination"
and not about having a "task" assigned to it ?
Kind of; non-feared enemies still have destinations usually (namely, you, the dwarf they want to eat)
But it updates periodically as you move about
So there seems to be a distinction between that and "forced" destinations
Or, more likely, its a state that gets set to prevent the entity from updating their destination again
Until their current destination is reached
is refinery pipe targetting a forced one too ?
pretty sure they ignored me when going to attack leaks
Maybe? I would need to test
I don't think so, though, since you can fear them "off" the pipe
Its a good strat to do so, in fact
Their target is just the pipe, rather than you
maybe before they reach the pipe
If the pipe could (somehow) move, I imagine they would follow it
I can check in a moment
Going to be a pain to test now, I realize
also, I just made some rather substantial edits to Fear; feel free to revise/revert them as you all see fit
Mostly typos and consistency changes
And making it clear that courage is what results in fear resistance (rather than them being distinct stats)
alternate hypothesis that might discount the broken pipeline from being in the same category as Fear & Barrage Attack:
what if the bugs' AI is constantly checking for whichever target near them (within a certain radius) has the highest Attack Priority, and the broken pipeline just has a higher priority than the dwarves? this would include LURE and Pheromones, too.
I suspect thats the case, though I'll test to be sure
Oh, steam finally updated to let you set a default launch option
Bless
beware Steam updates right now. apparently one last night broke Friends & Chat, making it a black screen
sorry, off-topic of DRG
Noted; just wanted to mention it
I'm going to test with Lures first, because they're easier to test with
Lure is not a forced destination
Though, interestingly, if the lure expires before the target reaches it, the target will still go to where it was, and attack it once
Will record a demo, one sec
Just thinking how to set this up to make it clear
So, I'm half wrong
It seems that, if the target of an enemy dissapears, they still path to its last known location, until their next pathing update
So
I got the test setup working
Turns out, if theres no links between the refinery and the pumpjack, this happens when the pipes "break"
Repairing one repairs all that are in that state as well
And yes, you can fear them if they're bee-lining to a broken part
Recording a demo now
So neither LUREs or Pipes being target "force" a destination on the target
At least in any way that disrupts how Fear does it
so this is what they mean when they say "think outside the box" 🤔
lol, hey, it works
They just use attacker positioning components so they behave just like player ones with the exception of lesser available target slots and different spacers so they don't clip into things like Doretta.
They also have reduced pathfinder costs so they are targeted more often than say a closer player. Additionally they use gameplay tags to limit what type of attacks or creatures can be used against it.
makes sense
So for example pipelines blacklist anything using Shoot as it's attack in the behavior tree so things like Acid Spitters ignore it.
Interesting
Was the short pipeline info not on the wiki?
Some of us figured it out a long time ago.
I don't think so; its so rare I had to force it to happen for my test
not sure if this is the place for it cause i checked the wiki for potential trivia. was doretta's head aways able to be recovered back to the drop pod or was that added later?
It was added later
oh, neat! one friend mentioned he wasnt sure if it was always a thing. ill let them know. thanks!
For what its worth, I think it was added very quickly after the patch that added escort
So there wasn't a very long time where you couldn't save Doretta
@floral drift
Pushing an enemy from Frozen to On Fire does not trigger Temperature Shock (shared with all enemies that can be Frozen, AFAIK)
that was fixed btw
it now adds one t-shock on such temperature shift
ooo, exciting. thanks for letting me know!
@ Someone_in_Particular for information the extension DataTable2 has been requested (by Cyrob not me).
We should get some news from the wiki.gg staff about it soon, they will look into it.
(I actually didn’t do anything other than letting you know.)
Oh excellent, thank you very much for mediating that
And thank you @ Cyrob for completing the request as well
Would anyone happen to know the exact heat % buildup per shot on the Drak-25
https://deeprockgalactic.wiki.gg/wiki/DRAK-25_Plasma_Carbine#Stats_Breakdown
All the details are there.
Has anyone tested whether temperature damage gets doubled if you shoot through a Necrosis blister yet?
I can test that, but I really don't think that Necrosis can handle temperature transfer
Fair, just was curious, given it transfers other damage types just peachy
heat and cold just don't do hp dmg, that's different
Yes, but given the old jank of Re-Atomizer, it seems possible that they coded Necrosis blisters similarly (that is, copy all damage over regardless of source and type)
Shooting a boil with laser with AoE turned off doesn't heat a target
That should be enough
Damn; thanks for testing that
I've been making some significant changes to the Fear page, if anyone wants to review and/or revise them
what kinds ? you did more testing and is correcting it ?
Yeah, re-arranging and re-wording text based on the testing we've done
Also bumped the "effects" and "courage" section up (so its above the "sources of fear" section), as I expect most people looking up the page already have a fear source in mind and just want to know how the effect actually works
One request, to anyone with the know-how to test it; can you see what the Mactera Goo Bomber's "Flee" movement speed multiplier is?
Based on in game testing, it seems to actually be slower than normal, but they travel less distance
Says its 1.5x, which is the "default" for most grounded creaures
Hmm, reviewing the footage maybe they're just so big it looks like they move slower and less distance
Yup
Re; that table, it erroneously lists a large number of enemies as fear immune which it turns out are not
I'll go through and update it at some point, though if we get DataTables2 I might just reformat it entirely
That's a note to @weary sonnet
Fair. I'll just leave a short list below to remind us later then:
- Bulk Detonator
- Glyphid Opressor
- Dreadnaught (all forms)
- Brood Nexus
Based on the table, I need to figure out how to test Flying rocks
Since they have a Courage of 1000, implying that they're in a similar state to Opressors
And thus might be prone to forced fear
If you spawn Doretta, they will try to move and drop on it
type "escortmule" in spawner
Ah, thank god
I was worried I would have to repeat what I did with Onsite Refinement again
Will test it in a sec, then
So, the shield generator does not work
And SYIH seems to instant kill them
Shield vs. Rocks Demo
SYIH Insta-killing them
Going to see if the Lingering field changes anything
iirc they can scale
I know; this is a custom game mode with health and enemy damage multiplied by 100
Hence me dying instantly when I get lightly tapped by anything
How so? If I can test it more accurately, even better
SYIH is 666 dmg, you should just amp your resistances to cover that
Which resistance do they fall under?
Right now, I just realized I set resistance to 1000, not 100, for the prior tests
For every damage resistance class I could think of
well that definitely works for me - I mean reducing dmg part
Going to test with Hyperpop just to be sure
If they're not scaled, they'll die instantly
IF they are, then they have some whacky interactiong with forced fear
They're definately scaled
Hyper prop is dealing less than 1 damage
Which means Shield fear is an exception to the forced fear effect in this case?
100 is enough there, you only need to change the first value for solo
Need to test with the others to be sure
Ah, thats why theres 4 values, makes sense
Anyways, one moment
Is there a way to force Bosco to spawn in the Sandbox?
His revive also forces fear
And would make it easier to test
just type bosco in spawner
Ah, that easy
So, results are still inconclusive, going to do some more testing
YUP
It absolutely instant kills rocks if they are force feared
Which means shields aren't a "true" force fear
Going to do another test with SYIH quick
Yeah, the field is one tapping them still
Formatting demo of it now
My only guess is that, if the rocks don't have a valid path to their target, they self-destruct, similar to how they do if they get stuck in terrain
And since Fear forces a path that isn't to their target...
Not sure if thats worth a bug report, or is intended by proxxy
And ditto for posting on the wiki
they just fell on each other and broke
too many
I see
this one rock that got destroyed probably just fell the moment you activated your SYIH
when they fall they turn into projectiles and have low hp
I see; very weird
idk if dmg text shows that on prjs tho
Doesn't seem to
anyways you can see that only destroyed rock left its impact on platforms
this means you didn't kill it
Fair enough
Makes sense, actually, now that I back-reference to this list
Flying rocks are properly listed as Fear Immune
Or, rather, CanFlee = false
actually I recall that enemy rocks just become hidden and still can be destroyed, while their prjs are at work
dmg text shows just that
Interesting way around avoiding orphaned projectiles
Is the pgl armor break mod still broken? Also if its not, how does it interact with Dread armor
Still broken, and the only dread that has actual breakable "armor" is the twins. The yellow healthbar "shell" on OG dread and antennae on hiveguard aren't armor and don't take extra damage from armor break modifiers.
They might share the same movement system as shellbacks, parasites, sharks, etc where they are immune to pathfinder blockers.
I assume "pathfinder blocker" is a specific thing and doesn't include like, being in a separate room with terrain in the way, right?
Which Flying Rocks I presume lack given the weird terrain generation I had once some time ago that put a closed off room in the ceiling within their spawning range.
Do you have a list of these? I suspect you're right, but I don't think its denoted on the wiki anywhere
The reason why I brought it up is because that is what the gunner shield does.
Creates a blocked pathfinding location and uses fear to update the enemy location so that they move out of the blocked location because otherwise they stand still.
Yeah, makes sense
Um, I don't know of any specifics but I know that those all ignore it.
Devs confirmed it too.
Its a start; can you provide me a link to that, or the list? Either works, I just want to quickly test it before I add anything about it to the wiki
Would Rich atmosphere drain ur O2 faster?
I don't think the two mutators can occur on the same mission at all, actually
??
I guess it is a "what if" question, more aimed at a scientific stand up instead of in game one ?
the yellow icon is a low gravity mission mutator
the red icon is a litophage plague mission warning
I meant those two specifically (getting a mission with both Rich Atmo + Low O2)
Its a blacklisted combination I'm pretty sure
yea it was example
good to know
Do we have a full list of banned combos?
We don't appear to, no; at least not on the current Mutators wiki page
The only one I'm aware of is Low Oxy + Haunted Cave
rip, though I just checked and it appears as banne indeed
which makes sense given the names lol "NoOxygen" vs "OxygenRich"
contraditory
Fair lol
wonder if a table is best way to display the banned mutators and mission types
i don't think that's banned
Probably smartest, using the symbols (maybe with a hoverover) as the column and row headers
there was a low oxy haunted cave PE mission back in december, unless that's a recent change i've missed in the patch notes
I might be misremembering, idk
compiling what I can find
You mean a matrix with a mark at intersections of banned combos?
Yeah, pretty much
At 13 warnings and 8 anomalies that might not be the best solution
If only a handful are blacklisted, a simple list would read better
If/When DataTables2 is added, we can get fancier with it, but for now I think its worth adding for the sake of being thorough
True; depends on how many "blacklisted" combos there are
Yeah. A matrix would take up a lot of page space, we should make sure it's justified
Hypothetical how would this combo work?
In my opinion everything would move faset but now with o2 meter.
Would it drain faster? This is good question.
I don't think they want to add special cases for stuff like that.
I don't think the logic exists for the O2 meter changing at different rates conditionally
So I imagine its drain and refill rates would be unchanged
Conditionally outside of "you are near an O2 source" anyways
bans:
CaveLeechDen: PointExtraction ; Facility
Ghost: Salvage ; DD_Defense ; Escort ; Facility
InfestedEnemies: MMUT_ExplosiveEnemies
NoOxygen: Salvage ; MMUT_OxygenRich
Plague: Escort ; (also has a "DoubleWarning": false")
RivalIncursion: Facility ; Escort
Oh, thats not that bad actually
Quick question re: Ghost; does that mean you can get a Black Box secondary on a Deep Dive w/ a Ghost mutator?
God help us when that happens, if so
Though, maybe thats what "DD_Defense" is
I think it is
InfestedEnemies: MMUT_ExplosiveEnemies
Is that Exploder Infestation + Parasites?
@glacial topaz you want to add this to the wiki, or shall I?
not in a rush no, feel free
usually I say so when I am in a project / planning to add
Plague: Escort (also has a "DoubleWarning": false")
This is saying Plague can't be part of a double warning, right?
Not that Escorts can't have doubles?
I do somewhere.
Only thing missing is lithophage which should be easy to get (I can't do it soon)
yea, guess I forgot the " ; "
Correct about Plague not being available in double for all missions.
Perfect, thanks. Adding it now
done using this mod https://mod.io/g/drg/m/buyable-missions
seems like u just running faster and o2 is going like on o2 only mission
Just saved the edit, give it a look: https://deeprockgalactic.wiki.gg/wiki/Mutators
also, I think we should avoid posting links for modding ?
looks dope
I think, given we use the Sandbox mod for a lot testing, its fine as long as its related to developing the wiki re: main game mechanics
Even if those mechanics are functionally theoretical
don't remember exceptions, but maybe that could change in the future
to be honestplaying in this configuration was fun and fast. wasnt really stressfull bc it was small map but i understand why on some types of missins this is good idea to ban this combinations
plus from logical stand both at once dont make sense
I think it's banned for the same reason Parasites+Volatile Guts is: they kinda cancel each other out.
Haunted is missing the Salvage exclusion
Also:
nor when the secondary objective of the mission is a Black Box
I would reword to
nor when the secondary objective of a Deep Dive or Elite Deep Dive is a Black Box
Oh, whoops, fixing now
The second one just to head off the inevitable "can black boxes appear in regular missions?" greenbeard question
Fair point
"Cannot appear on Escort Duty, Salvage Operation, or Industrial Sabotage missions, nor when the secondary objective of a Deep Dive is a Black Box"; there isn't a sub-reference to Elite Deep Dives, so this makes the hyperlinking more uniform
I worry that might make it look like it is Elite only ?
True
I'll leave it as TriggerHappyBro suggested for now, and we can revise it later if a better idea comes up
Yeah it is an old, dysfunctional mod so I'm sure some things have changed.
Edit saved
Sorry for deleting most of the page there for a sec; I somehow edited the entire page when I meant to just edit the new section. That screw up is now reverted.
lez go! my "contribution to DRG wiki"
Does anyone know if the heat from "Burning nightmare" on the experimental plasma charger allows it to ignite gas clouds?
Okay thanks, I wasn't sure if it needed to be actual fire or just any projectile that did heat damage.
IIRC, its anything capable of dealing heat damage. This is why, strangely, ground flames cannot ignite them (since it only deals fire damage + acts like an Environment heat source)
Heat = temperature change, Fire = damage to the targets HP
I assume the same applies to everything that can burn, like webs, neurotoxin grenades, swarms of insects, etc?
Pretty sure, yeah
Actually, scratch that; I think only gas clouds work that way
Since the Colette Wave Cooker can burn away webs just fine, but it can't deal heat damage to environmental objects (or anything that isn't already heated somewhat already)
As it deals 50% fire, 50% radiation damage
Ah you're saying that gas clouds only care about heat while other things will respond to actual fire damage (as well as heat?)
I think the latter only care about fire damage period, though I've not tested that to say for sure
sticky flames heat via STE, gas doesn't have STE component
There's something else I'm trying to figure out:
The EPC with burning nightmare does 10 flat heat damage plus 25% of the projectile damage as heat for a total of 15 heat damage per regular shot (10 + 0.25*20 = 15). The corrosive puddle needs to absorb 20 heat to ignite, so you might expect a corrosive puddle to ignite in two regular shots of the EPC with burning nightmare.
In practice I find it takes three shots rather than two. I am wondering if there is a missing puzzle piece or maybe if the puddle needs 30 heat rather than 20?
I recall there are 2 different puddles, one takes 15 heat, another 20 heat
Hmm, but they don't seem to ignite until the third shot, which would be 45 total heat. 30 doesn't seem to be enough.
Regular Shots do [5 plus 25% of their Direct Damage] Heat per shot which can ignite enemies
that contradicts with (10 + 0.25*20 = 15)
Oh okay. The wiki says
"Normal Shot: +10 Heat / +25% Damage as additional Heat"
and I think I misread it
So that is supposed to mean 10 total, which is 5 plus an addition 5 from the 25% conversion?
But in that case, I would still expect the puddle to ignite in two shots, not three.
Stock EPC with T5A BN deals 7.5 heat to Puddle
EPC with T1A + T5A deals 8.125 Heat to Puddle
The end formula is (Direct dmg / 2) x 0.25 + 5
@primal pulsar
Oooh. Thank you so much! I guess that part of the wiki was just outdated?
Or maybe I was looking in the wrong spot.
@floral drift knows more about this part, I guess that has smth to do with multiple dmg conversions again.
Multiple conversions again? NotLikeThis
checking gamefiles:
WeaponsNTools/ChargeBlaster/PRJ_NormalBlasterShot
- starts at 20 Kinetic-Element damage with 0 Fire-element RadialDamage
- has a Conversion to Electric-Element (no amount specified, therefore defaults to 50%)
WeaponsNTools/ChargeBlaster/UPGEffect_HeatDamageBonus_Conversion
- adds 25% Conversion to Heat, but it adds instead of converting.
WeaponsNTools/ChargeBlaster/UPGEffect_HeatDamage_Flat
- adds flat +5 Heat
so... the damage element array would look something like this:
20 Damage * [50% Kinetic, 50% Electric, 25% Heat]
0 RadialDamage * [50% Fire, 50% Electric, 25% Heat]
5 Heat
that's if everything works as intended
as previously mentioned, the +5 Flat Heat is seemingly being double-applied vs enemies due to the RadialDamage. it doesn't really make sense, but its the best explanation i can figure out so far.
so, the expected formula is 0.25 * Direct Damge + 10
as for why the puddles are only taking 7.5 and 8.125 Heat... 🤔
I checked all these files too, but puddles' tests just don't match it
with HH?
not according to my tests
Regular EPC with just BN
3 shots
Might have fixed it because I remember being able to ignite puddles in one hit at the beginning of S3
Though I didn't monitor the temperature directly, however by altering BurnTemperature I matched the heat dealt by one shot
yeah, this is what Evan found back in November. we reasoned that it was caused by the shot doing 10 + 0.25*Damage directly, plus 5 to the nearby overlapping puddles.
i'm surprised to hear that it's doing 1/2 the expected heat now
What did GSG do this time smh
tested vs lootbug, which ignites at 30. 2 shots only got ~5/8 of the way. if it were doing (10 + 20/4)=15 heat per shot, i think it would have been closer to igniting.
It still deals expected heat for enemies
which expected, the 0.25x + 5, or 0.25x + 10, or some other formula?
dare we pray GSG fixed the double apply +5? 🙏
10 heat for lootbugs as well
lines up with the test i just did.
so, that explains one part. now, how to explain the 7.5...
the only formula that would work would be what SplitSentro said above, the Damage/8 + 5
BP_Damage_Cloud_Flamable_Base that also has ObjectTemperature component receives 2 times less heat as well.
just verified, i am no longer able to ignite Swarmers with the normal shot's invisible AoE. so that double-confirms the finding that the +5 no longer double-applies
yay, Burning Nightmare is down to only 2 bugs, i think! (down from 5 in November)
i wonder if the ObjectTemperature has a passive 50% TempChangeScale?
...why would that not affect the +5? is it because it's classified as FlatDamageBonus, like Subata T5.B or SMG EMRB? both of those weapon upgrades ignore AB and normal damage conversions, maybe its coded to have "Flat" stuff bypass the normal logic?
i wonder if the ObjectTemperature has a passive 50% TempChangeScale?
yeah, i saw that earlier message. i was wondering about something specific to the ObjectTemperature base class, which might have a hidden TCS 0.5 that stacks with the listed one?
Occam's Razor would indicate "no", getting too convoluted...
I saw 1.0 TCS dumped from in-game objecttemperaturecomponent
are you able to inspect if the puddle or gas cloud has a resistance to either Kinetic or Electric damage? i didn't see any elemental resistances in gamefiles
i have no hypothesis to explain the behavior, then 😦
especially with it working as intended vs Enemy Creatures, but only getting 1/2 of converted Heat vs Objects
I am still able to do this?
Oh, it only works with HH now
I confirm that
Also removed electric conversion, still the same heat amount on puddles
Stock Hurricane with Napalm Rounds deals only 6.6 heat to puddles which is 0.33 from its radial damage, ignoring the direct part.
PGL with T3A deals 55 heat from radial dmg conversion, as supposed.
However, when you add direct damage upgrade or Hyper Propellant, it still deals 55 heat.
With HH, EPC deals 32/2/4 + 5 + 10 AoE = 19 heat to puddles.
Rival Presence Warning Rival Presence: Cannot appear on Escort Duty
Wait, that must've only gone into effect since season 3. I have a screenshot of an escort where I had two friendly patrol bots
Better?
Current view
it was removed when turret controllers were added
this reminds me
i'm pretty sure this page: https://deeprockgalactic.wiki.gg/wiki/Hazard_Bonus has an error
it says the current max hazard bonus is +253%, but since lithophage missions can't be a double warning, i don't think that number is possible
the maximum should be +233% indeed
fixed
I remember the twins only being able to share health a max of 3 times per fight. Is this still true? I can't find it on the wiki.
https://deeprockgalactic.wiki.gg/wiki/Glyphid_Dreadnought_Twins#Armor_Regeneration
to be fair, I don't recall it ever having a limit
I once heard that on some video
though it was never discussed here or tested by me
I couldn't even discover what triggers it
It seems to be true. They regened 3 times and are now refusing to do it again.
guess that is to avoid battle lasting forever
now only thing left is to discover what triggers it
Anecdotally, as far as the trigger, they seem to do it when one's health differs significantly from the other. When I lower both of their health evenly they don't seem to do it (as much?), but that's not scientific.
what triggers what ?
the healing ?
yeah, i'm under the impression this is how the Twins' healing works.
. _.
the part that a big HP difference triggers it is known (that is on the wiki)
but not the %
i thought i saw it in a gamefile, once upon a time...
checking
so 3 max healing and 1 guaranteed healing no matter what
Ah that makes sense, because I have seen them heal despite being within like 5% of each other.
yeah, there's always gonna be at least one
not strictly always. given enough time they will but with enough damage they can be killed before healing
so it is time based too ?
there's this value here, but 11% difference in healthbars doesn't sound like the right threshold:
11% sounds like it could be right
Could it be that it is 11 percent and it just takes them longer to reach a state where they can do the healing? They both have to dig and reach each other first, and if they are in the middle of an attack sequence or something that could singificantly increase the time it takes, right?
could change that to see how it goes
like to 0.02 or higher, 0.3
Maybe the 2 regens after the first guaranteed one can trigger once there is a difference of 11%. But it isn't instant. 11% sounds right to me.
yeah exactly, there's a time window between them deciding to heal and actually doing the heal. within that time it's possible to do more damage or even outright kill them
I can test again then, and changing the values
though I think I waited a long time for that
another time
the real question is: is it a difference of 11% Max HP, or 11% of current HPs?
Haz2/4P -> 4500 eHP
11% of Max HP -> 495
suppose the Arbalest had been brought down to 2000 eHP, and now only the Lacerator is being damaged. would the healing trigger when the Lacerator falls below (2000 - 495) = 1505 eHP (an 11% of Max HP) or when it falls below (2000 * 0.89) = 1780 eHP (a relative difference of 11%)?
i think the logic would be easier to implement if it was 11% of Max HP 🤔
static value, and easy to make the comparison both directions (A -> L, L -> A)
11% relative HPs would be harder to implement, and would no longer be symmetrical comparison
if it were current HP then healing would become significantly more frequent as they approach 0 HP yea?
I don't know why they would program it that way - from a gameplay perspective it doesn't make a lot of sense.
i'd wager it's 11% max HP. i've never noticed the health difference vary significantly depending on how much HP they have
when was that limit added ?
was also wondering that. where has the heal count limit been observed? pretty sure i've had pretty disastrous twin fights resulting in countless heals. perhaps it's a solo only thing?
I see conditions HasMetThirdTime and HasMetSecondTime in control flow
isn't there a limit to how low HP can be ?
as in, too low HP and it won't heal
which explains this
Does it ever heal, when both twins have more than 60% hp?
can't find any traces of it being added at some point
so it likely was always there or the devs never mentioned it anywhere
if there is a health difference (the 11% post above) yeah. i think the half HP threshold just forces a heal if one hasn't occurred yet
yes, that should cause a heal
it just looks like it starts with healthpct < 0.6 check
Squashed a bug that caused the Dreadnought twins to heal each other almost all the time
Maybe this is it? U33 hotfix 7
I can't find anything actually using the TiggerOnPercentage value so I suspect there is some native logic we're not seeing
maybe it's related but there's no mention of limiting the number of heal as a fix
and I don't see how it would actually fix the bug
then it looks like it substracts two health %s, gets an absolute value and compares if the diff is higher than 0.2 (20%) or not.
lol the heal function is called MeetAndGreet
20% sounds like what i was expecting, not 11%
SplitSentro you've been doing a lot of great finds lately, thanks
it's actually Assembly's directory, but thanks anyways
this one seems to get pathfinding right for that cosmetic ritual, healthdamagetracker function is what captured my attention
They only start to heal when one of them goes down to less than 2500 hp, base is 4500
very specific, that would be like ~55.55%
I've tried like 4 times already with different weapons
that's what i'm seeing too. changing TiggerOnPercentage has no observable effect at all
obsolete variable ??
i changed the 0.6 value to 0.99 and they heal almost immediately
though 2500 is really less than 60% and they don't want to heal with 2500-2700 hp
how much HP did the other twin have when one had 2500-2700HP?
I either didn't touch him or shot him once
what if it is 0.7 or 0.8
will it heal at like 65.55% and 75.55% maybe ?
on less than 2500 they go like immediattely
It's the big difference, but from my experience it doesn't have to be all that big. I might be running into the "guaranteed" heal though.
With only me and Bosco, it's relatively easy to keep their health bars even, and that's what I always strive for.
Bosco always focuses on the Lacerator, so that leaves me herding the Arbalest.
wait, you can find a range of "immediate" to "takes a long time, but happens" ?
I can speed up the game yes
maybe it is just a curve then
the value is the minimum for the process to start, with that 2500 being at the limit
though have to wonder how that one is calculated
at 2522 they both burrowed in, but decided not to heal
they may not go immediately after trespassing 2500, though most often they don't wait for anything and just burrow in to heal
ok no TiggerOnPercentage is doing something. i set it to 0.9 and now the first heal isn't happening until one of them drops below 10% HP. wonder if it's what's controlling the Buffed flag on the blackboard...
and that is just for the twins xD, still have OG dread and hiveguard to figure out
next threshold is under 1550 - did happen to me at ~1544, at 1527 and at 1513 - it's more like random, rather than waiting for a certain amount of time
the other twin has 4k after the first heal
wait, you mean it is a % chance, for each time you damage ?
because I run multiple rounds when getting close to these values and they don't seem to heal at certain hp value
it's a little different every time
guessing you using super low damage weapons too
when I try to sense that point with 1 hp modded gk2, it gets surprisingly low - like 2460-2470 or like 1513
but when I use 16 dmg gk2, they wanna go right at 2500
Maybe it has to do with how fast the damage is dealt in addition to having thresholds.
hmm now 2501->2500 change made them heal after running rounds for like a minute on x5 speed
now they healed at 1505.3->1499.3 after 5 hp per multiple rounds
but just shooting them down with laser made them go heal at 1581 hp
wait, the healing trigger changes when you change the weapons
but if you do it with the same weapon, is it still random ?
more like when I'm doing it slow and steady, it's more likely to happen up to 100 hp further than the threshold
if you think about it, 4000x0.4=1600 which could be a 2nd threshold
mb it's current hp after all
but that doesn't explain the first one
well, I guess trick is to keep changing values, best way to find some pattern
like, if you change only arbalest to have less max HP
I change only one twin anyways
wonder if making corrosive status last forever, and have fixed dmg / tick interval
would be good idea to ensure consistency
it can be easily done, but mb another time
Thank you for doing that; I was considering that, but tbh it felt like it made it kind of busy. Looking at it, though, it actually looks really good
I just thought that if the reader knows the icons, they can parse that section much quicker
And if they don't, it doesn't hurt readability too much
For sure; tbh it looks much better in practice than it did in my head while I was thinking about it
Quick tangent, I wonder why they made it so Escort Duty can't have Lithophage
Seems like it wouldn't be too too bad, honestly
Probably because a spike is a location-locked objective, and Escort is about moving
Fair; might also be to avoid a bug where Dory runs over the meteor, instantly breaking it and "completing" it
Since thats how she works with the event meteors last I checked
Would be very funny though
So, turns out that, to accurately calculate the duration of Fear, you need Calculus
Since (most) targets decelerate as they approach their "flee" point
Resulting in the duration being extended slightly, as near the tail end they're moving slower than their max speed
They also need to accelerate a lot of the time when initially fleeing :)
Also, barring unusual circumstances, a fleeing Elite Mactera Grabber is the faster possible unit in the game
Moving at a ludicrous 37.5 m/s
More than 1/10th the speed of sound
When you get the chance, can you tell me how you were able to test this?
I was going to test a number of enemies which haven't yet been tested, but I don't know the specific overlay/debug option
Particularly the various Deeptora hives
Since they act superficially like a Nexus
Just pushed some significant changes to the Fear page, feel free to give them a once over and edit them if you like
AFAIK flying enemies don't benefit from the x1.5 Flee Modifier
Is it intended that swarmers and Naedocytes aren't affected by Fear from Bosco revive or FM?
i don't know. but my guess is that's unintended, because the Fear is supposed to make all the creatures go away from the revive target, including minibosses. it wouldn't make sense to add logic to Bulks/Dreads that affects them, but then not inlcude the trash mobs, y'know?
As far as I know, those only trigger if a "large" enemy is nearby when they start (similar to how certain weapons don't work on swarmers)
what does "Distance" mean when looking at server listings
it's a simplified presentation of ping
close: low ping
far: high ping
ROCK AND STONE!!!!! 
I think it's more like geographically close, I join close servers when I see them (which are kinda rare), but it's like 50/50 to get 160-180 ms ping instead of 30-40 ms, so it really depends on routing in your region.
well I thought it's able to tell which sessions are further based on ping alone
only US and Canada shows up for me
when does season three end?
Nobody knows
Why ?
You worried for not completing it ? Which level are you on it ?
theres a completion?!
On the space rig
You can find a season terminal
Near the drop pod
There is like 100 levels to get, and a big tree of cosmetics to unlock stuff
Its a free season pass everyone gets access to
If you miss anything on it, it gets added to the random pools though, so don't stress to much if you can't finish it
Is there a formula for how temporary buffs stack twice?
Obviously it depends on the pawn stat being additive or multiplicative.
Can you give an example?
I think most of them just become the sum (additive) or product (multiplicative) of all the buffs' effects together
When Sentro and I were testing with Re-Atomizer, thats how it seemed to work anyways; getting 5x and 4x speed buff resulted in x20 speed
I'm assuming that the "High Capacity Shells" for the Scout's Boomstick increases damage?
guessing you saw it outside game ?
that is "+3 Pellets"
each pellet does the listed damage so technically yes it does increase damage
if you want to check other mods for that weapon check https://deeprockgalactic.wiki.gg/wiki/Jury-Rigged_Boomstick
yea that's where I was but couldnt find the answer I was looking for
isn't that like saying less reload increases damage xD