#wiki-related-chatroom

1 messages · Page 7 of 1

sterile crescent
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Bullets don't discriminate

trail gust
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frost can get reduced or increased

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kinetic can't

dawn sedge
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Aye getting behind it now thank you

trail gust
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but kinetic doesn't mean that it gets another x3 or smth

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it's just common damage type

sterile crescent
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Then this isn't 100% correct; it becomes +200% kinetic (relative to initial base, before being modified by the OC at all)

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yeah, my bad on that x3 multiplier thing; I assumed that the overclock didn't have so many exceptions coded into it

trail gust
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it becomes +100% damage as Kinetic element, and since it's written after the first bonus it's correct

sterile crescent
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Thats not how most people are going to read it, though

dawn sedge
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i think he means x2 as the base bonus to get it to 18

sterile crescent
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They're going to see "oh, its +100, +100 again if I hit frozen, for a total of +200"

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Which isn't true

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But a multiplier is also misleading here

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Since it doesn't multiply the frost damage; it adds a new (kinetic) component

dawn sedge
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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

sterile crescent
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Yeah

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One sec

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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

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For a total of +300% base (of different types) against frozen targets

trail gust
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but +200% Kinetic Damage is + 0 damage

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since there's no kinetic damage initially

dawn sedge
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"+ weapon damage as kinetic vs frozen "

sterile crescent
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Fair point

dawn sedge
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It's either 12 or 18

sterile crescent
dawn sedge
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Man spending time with tooltips = the true gameplay

trail gust
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"to"

sterile crescent
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To keep it in line with how it was originally, yes

trail gust
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it's not like they get it automatically

sterile crescent
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^ that is how it is on the wiki now

trail gust
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that is how in the game probably

sterile crescent
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Oh, actually, better idea

trail gust
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my version now I see

dawn sedge
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i would remove all % mentions

Doubles the base damage

Adds weapon damage as kinetic bonus ticks vs frozen targets

sterile crescent
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Yes, I suppose so

trail gust
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It's actually shown as one tick with damage text mod

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since it happens at the same time and the damage component is the same as well

sterile crescent
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Yeah; I don't think the wiki needs to make that particularly clear, though

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Since thats only going to be seen via mod

dawn sedge
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same tickrate?

trail gust
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just the same damage component

sterile crescent
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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

dawn sedge
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Well the important info is that it's flat wep dmg. Unmodyfied and nonelemental

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Tooltips sure are an artform

sterile crescent
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Changes are pushed, thanks Sentro

trail gust
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It actually works on all vents and eyes, because it checks only the state of a creature

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same with BoM

sterile crescent
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BoM checks against state and status, though, correct?

trail gust
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sure

sterile crescent
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Since it can benefit from elements in both

trail gust
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not like it stacks

sterile crescent
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True, just wanted to make sure statuses weren't transcending to be reflected in the state somehow

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Which could have implications in some edge cases

trail gust
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states may use statuses naturally

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like fire damage is status effect

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freeze visual effects is also status effect

sterile crescent
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Yeah, I just mean in the context of, say Pheromones and the like

trail gust
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but state is what triggers that status effect

sterile crescent
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Not all statuses period

trail gust
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sure, STE_Freeze

dawn sedge
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Oi me again, long time no see.

Can't seem to find info on the tick intervall of Cold Radiance

trail gust
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1 per sec

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60 cold

sterile crescent
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^

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Slightly less than doubles your freeze rate on its own if you're hugging the target

dawn sedge
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aight that sums up. almost doubles the freezing power then

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aye

sterile crescent
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Turns out thats not on the wiki; time to add it

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nvm, it is, just in a weird spot

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^ how it is on the wiki, easy to glance over, but I can't think of how to format it better right now

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@trail gust, if you're here; is Fear a state, or a status internally?

trail gust
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state

sterile crescent
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Thank ya

trail gust
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Cold Radiance radius is 4 m, no fall-off

dawn sedge
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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?

trail gust
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sure

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though sludge pump gets amplified by blisters iirc

sterile crescent
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They had to retro-active add that in a later patch though

dawn sedge
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ah okay

sterile crescent
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Because, by default, blisters just relied on the same checks as frozen (roughly, blisters are weird)

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At one point they didn't check at all, making certain attacks nutty, but thats old news

dawn sedge
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Sludge puddles tick into blisters?

trail gust
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just projectiles

sterile crescent
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Yeah; it was changed so that all of Drillers primaries could synergize with them

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As the flame and cryo particles can hit both the blister and target, effectively doubling their damage

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(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)

dawn sedge
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I guess frost storm hits don't get a kinetic mirror from blisters huh

trail gust
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iirc blisters don't have temperature component so it shouldn't

sterile crescent
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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

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Its just whether thats accounted for by the OC or not

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Specifically, the blisters "act" as a 3x/2.5x damage weak-point if they are attached to something that is frozen

dawn sedge
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Frosto ticks onto blisters nor blisters onto the frozen host should procc kinetic mirrors though huh

trail gust
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x3 with gk2 on frozen blister

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it just copies multiplier iirc

dawn sedge
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Hmm

weary sonnet
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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)

sterile crescent
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Oh, my bad, thank you for correcting me there

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It works differently from heat, then

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As you can "overheat" a creature somewhat

dawn sedge
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Okay cheers for diving in

weary sonnet
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For heat, the maximum reachable temperature is always 100°, affected by the temperature change scale.

sterile crescent
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The cap, but not the ignition temp

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iirc

dawn sedge
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Yeah i noticed that 4 cryo grenades have grunts break free around the same speed as a minimum of cryo bolt action

weary sonnet
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The ignition temperature can be anything, if it is higher than that, the creature can’t be ignited.

trail gust
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btw

sterile crescent
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What page?

weary sonnet
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I will fix that.

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Header fixed, it was on the template:Creature Table page.

trail gust
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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

sterile crescent
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Very strange

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Do the "eyes" function similarly?

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Or is that a vent-unique quirk

trail gust
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you can kinda shoot eyes only from one direction but sure I can check

sterile crescent
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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

trail gust
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ok it's 4 Cold from direct stream per tick but it gets 60 Cold from Radiance per tick

sterile crescent
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Interesting

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Quick tangent; does anyone know who confirmed that a Brood Nexus can be feared?

trail gust
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that's Ely probably

sterile crescent
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Alrighty

weary sonnet
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That wasn’t me.

sterile crescent
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Damn

weary sonnet
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afaik all stationnable enemies or enemies with custom movement can’t be feared.

sterile crescent
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For the most part, yes

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Some can when they're not in that custom movement state, but otherwise are effectively immune to fear

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Namely, Goo Bombers

weary sonnet
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If fear somewhat work on brood nexus, I need to update the wiki btw.

sterile crescent
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It is on the wiki; thats why I asked lol

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In fact its one of the first things mentioned about fear

weary sonnet
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Their entry in the database I mean, if it is in the fear page, it may be MeatShield then.

sterile crescent
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Also, far as I can tell, Swarmers are completely immune to fear, and don't even bother with fear checks

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Or rather, they aren't feared by fear effects that bypass normal fear checks

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Except gunner shield, for some reason

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Field Medic doesn't spook them off like it does for literally every other enemy

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I imagine this is also the case for See You In Hell, but for obvious reasons that doesn't really matter

weary sonnet
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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.

sterile crescent
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They aren't immune to "classic" fear is the thing

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For example, Suppressive fire works just fine on them (if they survive)

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Its only fear effects which bypass normal fear checks (allowing them to fear otherwise fear immune enemies)

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I'm going into Sandbox to test in a more controlled environment now

weary sonnet
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Could still be worth mentioning as a hoverover.

sterile crescent
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This is just my understanding from using Field Medic all the time and seeing what it scares or not

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And gunner shield

weary sonnet
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Let me know what you figure out, I will update the cargo db based on your findings.

sterile crescent
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Sounds good

trail gust
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I can tell that for Nexus:

CanFlee = true
IsFleeing becomes true when applied fear

sterile crescent
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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

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Rather than expiring by duration

weary sonnet
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But for the nexus from what I can see, it can’t run away and it won’t stop spawning glyphid spawns anyway right?

trail gust
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yeah it doesn't seem to go off once set to true

sterile crescent
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Yeah, it still spawns; I use Neurotox with Suppressive fire all the time on them, doesn't stop them from spamming swarmers

trail gust
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ye it still spawns

sterile crescent
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Well they leaked the Easter event, cool

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So I gave swarmers 100x health to test basic fear response

weary sonnet
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Updated the brood nexus fear on cargo.

sterile crescent
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They do respond to normal fear effects

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As tested by supressive fire

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But interestingly, they behave differently with the shield than normal enemies

trail gust
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there was also property "fleeinsteadofbackingoff", it's probably for them

sterile crescent
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That makes sense

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One sec, I'll record it

weary sonnet
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Does this extend to other swarmer types? Variants and spawn, hatchling, shockers, shreeders?

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Theses inherit a lot of the swarmers base rules.

sterile crescent
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Going to test in a bit

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Just want to show it on the common variants, one moment

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You can see they all respond just fine to normal fear from the Suppressive Fire mod

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But with the shield, the common enemies back away, then pathfind as if the dwarf is not accessible, except the swarmers

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Which keep trying to get in

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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

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I can try with See You In Hell quickly though

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Needs to be paired with Iron will, forgot

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One sec, reseting the test

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Swarmers respond appropriately to the fear in that case

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So I think its a triggering issue with Field Medic, rather than swarmers not being feared

trail gust
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hmm when you stand in one place and a bug attacks you - fear doesn't make bug run away

sterile crescent
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What do you mean?

trail gust
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stand in one place with swarmer biting you and try to scare it off

sterile crescent
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Ok, in a moment

trail gust
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I could see it shook a little but 0.5 s later it attacks again

sterile crescent
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Yeah it works, at least with the weapons

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Same with shield

trail gust
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fleeinsteadofbacking off is false for spawns tho

sterile crescent
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Strange

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One sec, recording a demo of the fear effect of See You In hell

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Spawns as in swarmers, or spawns as in spawns from a Nexus?

trail gust
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2nd

sterile crescent
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Will try that in a moment, then. Very interesting

trail gust
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it's just that this property is for smth else

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they still flee instead of backing off

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but it's true for jelly spawn and for the shocker

sterile crescent
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About to test, just compiling the weird jank re: See You In Hell

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So, two weird things here; Swarmers seem to be able to get "stuck" in a shield if its place on top of them

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Second, See You In Hell seems to leave a lingering "fear field" on top of its instant (and fear-check-bypassing) effect

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I could still hear and see enemies getting spooked after the initial effect while I was in iron will

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Going to test your weird swarmer and jelly exceptions now

trail gust
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swarmers don't have fleesound btw

sterile crescent
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yeah, I knew that; just not really a mechanical different worth testing tbh

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Though a list of fear-able enemies with and without them would be worth looking into

trail gust
sterile crescent
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Interesting

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What a name

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Worth noting that in the perk description after we finish testing

trail gust
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sphereradius is 2.5m

sterile crescent
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Thank ya

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Compiling demo now

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They don't seem to have any different fear effect

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Though the jellies do have the "wandering" behaviour like the bigger glyphids with shields, unlike the other swarmer variants

trail gust
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also true for mactera spawn

sterile crescent
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Testing now

trail gust
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mb that's just flying enemies

sterile crescent
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Based on in-game experience, I don't think it changes much between them tho

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Testing now to be sure

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Interestingly, they don't appear to need to travel nearly as far as most other enemies before recovering

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(I threw in the unused explosive bomber unit for fun, its not in game proper yet)

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Mactera is more of the same

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I'm going to test rivals now, because I know at least one of them does get feared

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For some reason

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So, Shredders can be feared, but patrol bots cannot***

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If the latter can, it doesn't seem to act like the others

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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)

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Given they ignore shields, though, I don't think its likely

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I want to get a better test for SYIH before I say they're immune to that, though

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Since getting them to be near the initial explosion at time it right is pain

weary sonnet
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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.

sterile crescent
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@trail gust if you're still on; do you know the fear strength of the field in SYIN?

weary sonnet
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1000%

sterile crescent
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Thats the initial explosion; is it the same for the lingering field after?

trail gust
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haven't checked

weary sonnet
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No idea for the lingering field.

sterile crescent
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Yeah, just wanted to know before adding fear details to the field on the perk's page

weary sonnet
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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.

sterile crescent
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The swarmers are susceptible to both forms of fear

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Shredders*

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Patrol bots appear to be immune, though that might change when I test SYIH again

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Its just 5 am here, and I'm slowly falling asleep

weary sonnet
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Want to add some details as hoverover for the swarmers or just leave it a non immune?

sterile crescent
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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

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I suspect the latter is less jank and more "it only triggers if a medium or larger enemy is nearby"

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Since Steeve can proc it, for whatever reason

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(He gets spooped if he's nearby when you revive someone with Field Medic, to be clear)

trail gust
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look for yourself

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there's no fear factor specified in the field object

sterile crescent
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So its another "bypasses normal fear checks" thing then?

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What do the red, hollow point arrows represent?

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Are they all "IF NOT" statements, or just the ones explicitly labelled as such?

trail gust
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just a guess

Red arrows are used when target and/or destination lies outside of the function boundaries

sterile crescent
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I see

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Let me test it rq

trail gust
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I don't really know much what is what exactly, so don't take my words as facts

sterile crescent
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yeah, fair

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Its pretty simple to test at least

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It is

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If a bulk gets scared by it, and walks back into it after, it gets spooked off again

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I'll get video proof up in a moment

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Based on that, it means Rival Patrol Bots are completely immune to fear, even fear which normally bypasses fear checks

trail gust
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he has canflee false

weary sonnet
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Cargo data updated for the patrol bot.

sterile crescent
trail gust
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patrol bot

sterile crescent
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Fair enough

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If you know where the data for it is, can you see if thats the same for BET-C or not?

trail gust
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canflee is true

sterile crescent
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Interesting

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One moment

trail gust
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IsFleeing becomes true upon scaring

sterile crescent
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Makes sense

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Dumb question, how does one make the text which tracks those kinds of states appear exactly?

weary sonnet
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Should be the full list, assuming true is default.

sterile crescent
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What exactly is a "Friendly Parasite"?

trail gust
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once set to true, doesn't seem to get off, I see no changes in behaviour either

weary sonnet
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It is in the friendly shredders grenade folder, not sure.

sterile crescent
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Ah, interesting

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I wonder if they were testing a bioweapon grenade at some point?

trail gust
sterile crescent
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Makes sense

trail gust
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you can stun bet-c, if you didn't know

sterile crescent
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I did not; how does that even work?

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Also, seems trying to spawn in BET-C in sandbox breaks her AI

trail gust
sterile crescent
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Interesting

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So thats her 'stationary' attack

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Even if its not of her own choice

trail gust
sterile crescent
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Thank you

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The creative menu seems to flat out not work for me

trail gust
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you need to enter free cam

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then press fire

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after choosing spawn actor ofc

sterile crescent
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Yeah, makes sense

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Thanks

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I did spawn it, it seems to not care about fear, even from a SYIH right next to it

trail gust
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there's no logic for it then

sterile crescent
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Granted, it was in its "bubbled" state, so maybe it was in one of the "special" movement states

trail gust
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there's a way to display movement states, idk if it's useful

sterile crescent
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Can't hurt to try

trail gust
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in DRGLib in overlays you can add watcher from Sandbox Utilities called Marked.Path

sterile crescent
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Ok; and how do you mark an entity? Just ping it like normal?

trail gust
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sure

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you can try pinging both parasite and bet-c

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works well on other enemies tho

sterile crescent
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Does not seem to overlay anything on pinging either

trail gust
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you can find overlay activation button in drglib -> inputs section

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and you can re-assign it as well

sterile crescent
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Ah, thanks

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Yeah

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Got it

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Absolutely 0 change when a fear effect should occur

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For any of the variables

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Its movement state is still just "moving"

trail gust
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it should be moving when fleeing

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just the destination is different

sterile crescent
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Fair; will see in a sec

trail gust
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you can try on other enemies first

sterile crescent
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Also I caught it this time while it was shooting, still didn't work

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Fair, one sec

trail gust
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bet-c is immune to fear, there's no doubt at this point

sterile crescent
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Mhmmm, ok

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So, the base and last dest values freeze when an enemy is feared

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One sec, I'll record a demo

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Makes sense, given fear gives it a new (set) destination it has to reach

trail gust
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can you re-apply fear while it's fleeing?

sterile crescent
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Will try now

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OH

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So, while testing that, I think we found a bug/fear "resilience" effect

trail gust
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wdym

sterile crescent
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It seems to be a bug; basically, if you fear something to much rapidly, it just stops acknowledging new fear destinations

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I didn't catch that on recording tho :|

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I did show that you can't re-fear a target already running from a prior fear, though

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It will make the feared noise again despite this, though

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Another noteworthy addition to the wiki, for sure

trail gust
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you might also notice that it flees away from fear source

sterile crescent
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yeah, thats already been established

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On the wiki's page for Fear, anyways

trail gust
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there's just lots of bad opinions about sticky nade, while all you have to do is to stick it on the front

sterile crescent
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Yep

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Also, confirmed BET-C doesn't really care about fear, at least in any meaningful way

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She will stand up in the middle of the field, and still walk around as if on her normal "patrol"

trail gust
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that's useful

sterile crescent
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It doesn't force her to stand up though

trail gust
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you kinda want it to sit

sterile crescent
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She continues with whatever she's doing, and if she happens to stand up and enter the field, she don't care

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One sec, let me format the demo

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My (speculative) opinion is that all of her movements are considered special movement states

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So fear can never get "in" to change her movement

trail gust
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robots don't know what fear is nice

sterile crescent
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Except shredders, for some reason

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The most disposable, suicidal drones of the Rival fleet

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Were programmed to experience fear

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I wonder; given Steeve can be feared by fear-check bypassing fears, can the Engie's shredders?

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Yes

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Yes they can

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One sec, formatting a demo now

dawn sedge
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Ministevs

floral drift
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wow. that was a massive conversation to happen overnight...

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lots of misinformation, most of it was corrected eventually

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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.

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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.

trail gust
floral drift
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the protrusions in Phase 2. last i heard they resist Radial-type damage

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yellow healthbars

trail gust
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ty, good to know

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btw does that mean that ice storm doesn't get affected by radialreasistance that blisters have?

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the one that's called RadialSocketDamageMultiplier with 0.1 value

floral drift
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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

trail gust
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iirc blisters still keep 0.2 dmg res stat, so it won't be full dmg

floral drift
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are you referring to CWC OC Blistering Necrosis blisters, or RockPox plague blisters?

trail gust
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2nd

floral drift
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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

weary sonnet
#

afaik blisters do inherit the base grunt resistance

floral drift
#

didn't LazyMaybe's video show that only one of the RockPox Glyphids have the radial resistance? i'd have to rewatch it

trail gust
#

ye he showed it's only grunt

weary sonnet
#

Grunt blisters have radial res, preats don’t.

trail gust
#

but both have dmg res from the STE

weary sonnet
#

Yes, for the global dmg res, the same than the one elite enemies use.

trail gust
#

wait, but why it goes off just from 1 dmg tick of base cryo

floral drift
#

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

floral drift
trail gust
#

Like 6 frost dmg in one tick kill a blister

#

from grunt

#

at 1.0 environmental dmg res

floral drift
#

even without Ice Storm?

...do blisters DieIfFrozen?

trail gust
#

blisters don't have their own temp component how could they

floral drift
#

fair point.

trail gust
#

and grunt doesn't get frozen

#

well, that's getting random, so 2 oneticks in a row were just an occurence

floral drift
#

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?

trail gust
#

sometimes they die, sometimes they don't

weary sonnet
#

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.

trail gust
#

5 damage gk2 either oneshots blisters or 2shots

floral drift
#

maybe tied to the "mirrored armor plate" bug that Evan has been tracking?

#

since RockPox blisters are ArmorHealth under the hood

weary sonnet
#

their hp shouldn’t be scaling from what I know so it should be consistent other than the armor plate bug

floral drift
#

well... normal ArmorHealth plates aren't supposed to scale with Difficulty Scaling either. but they do anyway :\

weary sonnet
#

you have a point

trail gust
#

just now I killed 3 grunts in a row with consistent 5-shot blister kills, where 1 shot is modified to be 1 dmg

floral drift
#

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

trail gust
#

That 5hp indeed scales with SmallEnemyDamageResistance, and gk2 can stun via blister hits like via weak points

floral drift
#

potentially same cause, but different effect

trail gust
#

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

weary sonnet
#

Well updating the scaling on theses blisters then.

floral drift
weary sonnet
#

Changed the scaling from none to common scaling on blisters for praet and grunt on cargo.

trail gust
#

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

floral drift
#

So, the inconsistency earlier was caused by hitbox wiggles?

trail gust
#

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

floral drift
#

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)

trail gust
#

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)

floral drift
#

so, that is evidence in support of "Cryo Cannon does not do RadialDamage" hypothesis 👍

trail gust
#

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

floral drift
#

ah, right, DamageText mod. 🤦‍♂️

i'm out here making tests in 2019 mindset, forgot about the convenient tools we have now. sorry

trail gust
#
  • 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

floral drift
#

yeah, that makes sense

trail gust
#

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.

dawn sedge
#

Imagine coil gun transfering the elite/ steve properties onto a blister swarmer

tame plover
#

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...

sterile crescent
#

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

tame plover
#

And did they increase the heat it does?

sterile crescent
#

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

tame plover
#

That's probably the reason, although I don't remember changing my build.

sterile crescent
#

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)

tame plover
#

Did plasma burn also do that or is this new?

sterile crescent
#

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?

tame plover
#

ok, hold on

sterile crescent
#

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

tame plover
#

I think that's the reason I feel like goo puddles ignite faster with EPC

sterile crescent
#

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

tame plover
#

I'll make a pleasefix report

sterile crescent
#

Perfect, thank you

floral drift
#

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.

sterile crescent
#

Jank upon jank upon jank

#

Thank you for clarifying though; I didn't know this had been discussed prior

floral drift
#

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

sterile crescent
#

Makes sense

#

DCT?

austere fossil
#

DRG Community Tools, mainly for Karl.gg and MeatShield's DPS Calculator but there's a few more.

sterile crescent
#

Ah, thanks

floral drift
#

spent a while looking it up. discussion happened from Oct 18th-Nov 10th, 2022 (or thereabouts).

Bugs with S03 changes to Burning Nightmare:

  1. 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)
  2. Non-Radial Damage that gets converted to Heat does 3x Heat vs Frozen targets, just like it does 3x Damage. (shared with multiple weapons)
  3. Pushing an enemy from Frozen to On Fire does not trigger Temperature Shock (shared with all enemies that can be Frozen, AFAIK)
  4. 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
  5. Normal Shots apply the flat 5 Heat within 1m around the impact point, falling off to 2.5 Heat at 1.5m
sterile crescent
#

Thats a lot of bugs

#

Do you know if the radial heat scales with damage?

#

Or just the direct

floral drift
#

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"

sterile crescent
#

Very strange

#

Not surprised, but interesting nonetheless

floral drift
#

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#/

sterile crescent
#

Ah yes, I remember reading this a while ago

sterile crescent
#

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

glacial topaz
#

so more about having a "destination"
and not about having a "task" assigned to it ?

sterile crescent
#

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

glacial topaz
#

is refinery pipe targetting a forced one too ?
pretty sure they ignored me when going to attack leaks

sterile crescent
#

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

glacial topaz
#

maybe before they reach the pipe

sterile crescent
#

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)

floral drift
#

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.

sterile crescent
#

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

floral drift
#

beware Steam updates right now. apparently one last night broke Friends & Chat, making it a black screen

#

sorry, off-topic of DRG

sterile crescent
#

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

sterile crescent
#

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

cerulean berry
sterile crescent
#

lol, hey, it works

bold plover
#

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.

sterile crescent
#

makes sense

bold plover
#

So for example pipelines blacklist anything using Shoot as it's attack in the behavior tree so things like Acid Spitters ignore it.

sterile crescent
#

Interesting

bold plover
#

Was the short pipeline info not on the wiki?

#

Some of us figured it out a long time ago.

sterile crescent
#

I don't think so; its so rare I had to force it to happen for my test

zealous crystal
#

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?

sterile crescent
#

It was added later

zealous crystal
#

oh, neat! one friend mentioned he wasnt sure if it was always a thing. ill let them know. thanks!

sterile crescent
#

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

trail gust
#

@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

floral drift
#

ooo, exciting. thanks for letting me know!

weary sonnet
#

@ 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.)

sterile crescent
#

Oh excellent, thank you very much for mediating that

#

And thank you @ Cyrob for completing the request as well

jolly adder
#

Would anyone happen to know the exact heat % buildup per shot on the Drak-25

sterile crescent
#

Has anyone tested whether temperature damage gets doubled if you shoot through a Necrosis blister yet?

trail gust
#

I can test that, but I really don't think that Necrosis can handle temperature transfer

sterile crescent
#

Fair, just was curious, given it transfers other damage types just peachy

trail gust
#

heat and cold just don't do hp dmg, that's different

sterile crescent
#

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)

trail gust
#

Shooting a boil with laser with AoE turned off doesn't heat a target

#

That should be enough

sterile crescent
#

Damn; thanks for testing that

sterile crescent
#

I've been making some significant changes to the Fear page, if anyone wants to review and/or revise them

glacial topaz
#

what kinds ? you did more testing and is correcting it ?

sterile crescent
#

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

trail gust
#

You can find it here

sterile crescent
#

Says its 1.5x, which is the "default" for most grounded creaures

sterile crescent
sterile crescent
#

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

trail gust
#

That's a note to @weary sonnet

sterile crescent
#

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

trail gust
#

If you spawn Doretta, they will try to move and drop on it

#

type "escortmule" in spawner

sterile crescent
#

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

#

Going to see if the Lingering field changes anything

trail gust
#

iirc they can scale

sterile crescent
#

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

trail gust
#

I'm about oneshotting with syih thing

#

you can avoid that

sterile crescent
#

How so? If I can test it more accurately, even better

trail gust
#

SYIH is 666 dmg, you should just amp your resistances to cover that

sterile crescent
#

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

trail gust
#

the common one

#

as for grunts

#

SmallEnemyDamageResistance

sterile crescent
#

Yup, they been juicing just fine

trail gust
#

well that definitely works for me - I mean reducing dmg part

sterile crescent
#

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

trail gust
#

I just didn't oneshot it with SYIH

#

just did the same as I told

sterile crescent
#

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?

trail gust
#

100 is enough there, you only need to change the first value for solo

sterile crescent
#

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

trail gust
#

just type bosco in spawner

sterile crescent
#

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

trail gust
#

too many

sterile crescent
#

I see

trail gust
# sterile crescent

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

sterile crescent
#

I see; very weird

trail gust
#

idk if dmg text shows that on prjs tho

sterile crescent
#

Doesn't seem to

trail gust
#

anyways you can see that only destroyed rock left its impact on platforms

#

this means you didn't kill it

sterile crescent
#

Fair enough

sterile crescent
#

Flying rocks are properly listed as Fear Immune

#

Or, rather, CanFlee = false

trail gust
#

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

sterile crescent
#

Interesting way around avoiding orphaned projectiles

smoky raven
#

Is the pgl armor break mod still broken? Also if its not, how does it interact with Dread armor

gaunt cipher
#

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.

bold plover
austere fossil
#

I assume "pathfinder blocker" is a specific thing and doesn't include like, being in a separate room with terrain in the way, right?

bold plover
#

Correct.

#

Force A Path If None Found allows terrain no-clip for MULE and such.

austere fossil
#

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.

bold plover
#

I suppose so.

#

Probably use Ceiling Avoidance Components.

sterile crescent
bold plover
#

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.

sterile crescent
#

Yeah, makes sense

bold plover
#

Um, I don't know of any specifics but I know that those all ignore it.

#

Devs confirmed it too.

sterile crescent
#

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

spare hatch
#

Would Rich atmosphere drain ur O2 faster?

sterile crescent
#

I don't think the two mutators can occur on the same mission at all, actually

spare hatch
glacial topaz
#

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

sterile crescent
#

I meant those two specifically (getting a mission with both Rich Atmo + Low O2)

#

Its a blacklisted combination I'm pretty sure

spare hatch
acoustic scarab
#

Do we have a full list of banned combos?

sterile crescent
#

We don't appear to, no; at least not on the current Mutators wiki page

acoustic scarab
#

The only one I'm aware of is Low Oxy + Haunted Cave

glacial topaz
#

rip, though I just checked and it appears as banne indeed

#

which makes sense given the names lol "NoOxygen" vs "OxygenRich"
contraditory

sterile crescent
#

Fair lol

glacial topaz
#

wonder if a table is best way to display the banned mutators and mission types

steady talon
sterile crescent
#

Probably smartest, using the symbols (maybe with a hoverover) as the column and row headers

steady talon
#

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

acoustic scarab
#

I might be misremembering, idk

glacial topaz
#

compiling what I can find

acoustic scarab
sterile crescent
#

Yeah, pretty much

acoustic scarab
#

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

sterile crescent
#

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

acoustic scarab
#

Yeah. A matrix would take up a lot of page space, we should make sure it's justified

spare hatch
#

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.

gaunt cipher
#

I don't think they want to add special cases for stuff like that.

sterile crescent
#

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

glacial topaz
#

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

sterile crescent
#

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

acoustic scarab
#

I think it is

#

InfestedEnemies: MMUT_ExplosiveEnemies
Is that Exploder Infestation + Parasites?

sterile crescent
#

@glacial topaz you want to add this to the wiki, or shall I?

glacial topaz
#

not in a rush no, feel free
usually I say so when I am in a project / planning to add

austere fossil
#

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?

bold plover
#

Only thing missing is lithophage which should be easy to get (I can't do it soon)

bold plover
sterile crescent
#

Perfect, thanks. Adding it now

spare hatch
sterile crescent
glacial topaz
#

also, I think we should avoid posting links for modding ?

spare hatch
#

looks dope

sterile crescent
#

Even if those mechanics are functionally theoretical

glacial topaz
#

don't remember exceptions, but maybe that could change in the future

spare hatch
#

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

austere fossil
#

I think it's banned for the same reason Parasites+Volatile Guts is: they kinda cancel each other out.

austere fossil
sterile crescent
#

Oh, whoops, fixing now

austere fossil
#

The second one just to head off the inevitable "can black boxes appear in regular missions?" greenbeard question

sterile crescent
#

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

glacial topaz
#

I worry that might make it look like it is Elite only ?

sterile crescent
#

True

#

I'll leave it as TriggerHappyBro suggested for now, and we can revise it later if a better idea comes up

bold plover
#

Yeah it is an old, dysfunctional mod so I'm sure some things have changed.

sterile crescent
#

Edit saved

sterile crescent
#

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.

spare hatch
#

lez go! my "contribution to DRG wiki"

primal pulsar
#

Does anyone know if the heat from "Burning nightmare" on the experimental plasma charger allows it to ignite gas clouds?

sterile crescent
#

It does

#

Or should, anyways

#

Last I tested it it did

primal pulsar
#

Okay thanks, I wasn't sure if it needed to be actual fire or just any projectile that did heat damage.

sterile crescent
#

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

primal pulsar
#

I assume the same applies to everything that can burn, like webs, neurotoxin grenades, swarms of insects, etc?

sterile crescent
#

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

primal pulsar
#

Ah you're saying that gas clouds only care about heat while other things will respond to actual fire damage (as well as heat?)

sterile crescent
#

I think the latter only care about fire damage period, though I've not tested that to say for sure

trail gust
#

sticky flames heat via STE, gas doesn't have STE component

primal pulsar
#

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?

trail gust
#

I recall there are 2 different puddles, one takes 15 heat, another 20 heat

primal pulsar
#

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.

trail gust
#

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)

primal pulsar
#

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.

trail gust
#

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

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.

trail gust
#

@floral drift knows more about this part, I guess that has smth to do with multiple dmg conversions again.

floral drift
#

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... 🤔

trail gust
#

I checked all these files too, but puddles' tests just don't match it

thick pelican
#

Didn't puddles ignite in one BN hit lately?

#

Normal uncharged shot

trail gust
#

with HH?

thick pelican
#

No

#

Stock

trail gust
#

not according to my tests

thick pelican
#

Regular EPC with just BN

trail gust
#

3 shots

thick pelican
#

Might have fixed it because I remember being able to ignite puddles in one hit at the beginning of S3

trail gust
#

Though I didn't monitor the temperature directly, however by altering BurnTemperature I matched the heat dealt by one shot

floral drift
thick pelican
#

What did GSG do this time smh

trail gust
#

TCS is 1.0 too for the Puddle

#

so it's really about EPC damage

floral drift
#

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.

trail gust
#

It still deals expected heat for enemies

floral drift
trail gust
#

I got 10 heat against praetorian

#

on stock

floral drift
#

dare we pray GSG fixed the double apply +5? 🙏

trail gust
#

10 heat for lootbugs as well

floral drift
#

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

trail gust
#

BP_Damage_Cloud_Flamable_Base that also has ObjectTemperature component receives 2 times less heat as well.

floral drift
#

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)

floral drift
trail gust
floral drift
#

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...

trail gust
#

I saw 1.0 TCS dumped from in-game objecttemperaturecomponent

floral drift
#

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

trail gust
#

For instance, cloud's component looks like this:

#

No resistances

floral drift
#

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

tame plover
#

Oh, it only works with HH now

trail gust
#

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.

acoustic scarab
#

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

bold plover
#

it was removed when turret controllers were added

steady talon
#

this reminds me

#

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

short cloud
#

the maximum should be +233% indeed

acoustic scarab
tame plover
short cloud
tame plover
#

I might be misremembering

#

I'll test rq

glacial topaz
#

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

tame plover
#

It seems to be true. They regened 3 times and are now refusing to do it again.

glacial topaz
#

guess that is to avoid battle lasting forever
now only thing left is to discover what triggers it

primal pulsar
#

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.

short cloud
#

the healing ?

floral drift
glacial topaz
#

. _.
the part that a big HP difference triggers it is known (that is on the wiki)
but not the %

floral drift
#

i thought i saw it in a gamefile, once upon a time...

checking

short cloud
#

so 3 max healing and 1 guaranteed healing no matter what

primal pulsar
#

Ah that makes sense, because I have seen them heal despite being within like 5% of each other.

short cloud
#

yeah, there's always gonna be at least one

cerulean berry
#

not strictly always. given enough time they will but with enough damage they can be killed before healing

glacial topaz
#

so it is time based too ?

floral drift
#

there's this value here, but 11% difference in healthbars doesn't sound like the right threshold:

cerulean berry
#

11% sounds like it could be right

primal pulsar
#

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?

glacial topaz
#

could change that to see how it goes
like to 0.02 or higher, 0.3

tame plover
#

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.

cerulean berry
#

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

glacial topaz
#

I can test again then, and changing the values
though I think I waited a long time for that
another time

floral drift
#

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

cerulean berry
#

if it were current HP then healing would become significantly more frequent as they approach 0 HP yea?

floral drift
#

in theory, yeah

#

perhaps that's why the max=3 was added? 🤷‍♂️

primal pulsar
#

I don't know why they would program it that way - from a gameplay perspective it doesn't make a lot of sense.

cerulean berry
#

i'd wager it's 11% max HP. i've never noticed the health difference vary significantly depending on how much HP they have

glacial topaz
#

when was that limit added ?

cerulean berry
#

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?

trail gust
#

I see conditions HasMetThirdTime and HasMetSecondTime in control flow

glacial topaz
#

isn't there a limit to how low HP can be ?
as in, too low HP and it won't heal

trail gust
#

Does it ever heal, when both twins have more than 60% hp?

short cloud
#

so it likely was always there or the devs never mentioned it anywhere

cerulean berry
trail gust
#

I mean both

#

like 100% and 61%

cerulean berry
#

yes, that should cause a heal

trail gust
#

it just looks like it starts with healthpct < 0.6 check

tame plover
cerulean berry
#

I can't find anything actually using the TiggerOnPercentage value so I suspect there is some native logic we're not seeing

short cloud
#

and I don't see how it would actually fix the bug

trail gust
#

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.

cerulean berry
#

lol the heal function is called MeetAndGreet

floral drift
#

rocknstone SplitSentro you've been doing a lot of great finds lately, thanks

trail gust
#

it's actually Assembly's directory, but thanks anyways

trail gust
trail gust
#

They only start to heal when one of them goes down to less than 2500 hp, base is 4500

glacial topaz
#

very specific, that would be like ~55.55%

trail gust
#

I've tried like 4 times already with different weapons

cerulean berry
#

that's what i'm seeing too. changing TiggerOnPercentage has no observable effect at all

glacial topaz
#

obsolete variable ??

cerulean berry
#

i changed the 0.6 value to 0.99 and they heal almost immediately

trail gust
#

though 2500 is really less than 60% and they don't want to heal with 2500-2700 hp

cerulean berry
#

how much HP did the other twin have when one had 2500-2700HP?

trail gust
#

I either didn't touch him or shot him once

glacial topaz
trail gust
#

on less than 2500 they go like immediattely

acoustic scarab
glacial topaz
trail gust
#

I can speed up the game yes

glacial topaz
#

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

trail gust
#

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

cerulean berry
#

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...

glacial topaz
#

and that is just for the twins xD, still have OG dread and hiveguard to figure out

trail gust
#

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

glacial topaz
#

wait, you mean it is a % chance, for each time you damage ?

trail gust
#

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

glacial topaz
#

guessing you using super low damage weapons too

trail gust
#

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

primal pulsar
#

Maybe it has to do with how fast the damage is dealt in addition to having thresholds.

trail gust
#

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

glacial topaz
#

wait, the healing trigger changes when you change the weapons
but if you do it with the same weapon, is it still random ?

trail gust
#

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

glacial topaz
#

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

trail gust
#

I change only one twin anyways

glacial topaz
#

wonder if making corrosive status last forever, and have fixed dmg / tick interval
would be good idea to ensure consistency

trail gust
#

it can be easily done, but mb another time

sterile crescent
# acoustic scarab Better?

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

acoustic scarab
#

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

sterile crescent
#

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

acoustic scarab
#

Probably because a spike is a location-locked objective, and Escort is about moving

sterile crescent
#

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

sterile crescent
#

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

sterile crescent
#

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

sterile crescent
#

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

floral drift
thick pelican
#

Is it intended that swarmers and Naedocytes aren't affected by Fear from Bosco revive or FM?

floral drift
#

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?

sterile crescent
echo parrot
#

what does "Distance" mean when looking at server listings

stark tulip
#

it's a simplified presentation of ping
close: low ping
far: high ping

trail gust
sterile crescent
#

This is my sentiment as well

#

When I'm under a VPN this is especially the case

stark tulip
#

well I thought it's able to tell which sessions are further based on ping alone

#

only US and Canada shows up for me

ocean mulch
#

when does season three end?

glacial topaz
#

Nobody knows
Why ?

#

You worried for not completing it ? Which level are you on it ?

echo parrot
glacial topaz
#

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

sterile crescent
#

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

bold plover
#

Is there a formula for how temporary buffs stack twice?

#

Obviously it depends on the pawn stat being additive or multiplicative.

sterile crescent
#

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

echo parrot
#

I'm assuming that the "High Capacity Shells" for the Scout's Boomstick increases damage?

glacial topaz
#

guessing you saw it outside game ?
that is "+3 Pellets"

bold plover
#

each pellet does the listed damage so technically yes it does increase damage

glacial topaz
echo parrot
glacial topaz
#

isn't that like saying less reload increases damage xD