#wiki-related-chatroom
1 messages · Page 8 of 1
Well, it does, at least from a DPS perspective
wait, what kind of answer though
like, mods that increase damage value usuals says "+X Damage"
So, I made a temporary buff that was -0.75 poison resistance, a Praetorian Acid Spray went from 14 damage to 35 per tick on hazard 5 without any resistances. Engineer with armor effect and perk was 24 a tick.
that math doesn't add up indeed
try with another value so we have 2 data points ?
It is from one of my mods but I completely forgot about the doubling system.
Acid Spitter DoT was unaffected and stayed at 7.
🤔
Even on Engineer.
14 x 0.75 = 10.5
14 + 10.5 + 10.5 = 35
0 is no resist.
1 is immunity.
Unless general damage reduction, then it is inversed. 1 is no resist and 0 is immunity.
The 24 damage is weird though: trying to work through it now
That is with his armor effect and elemental insulation.
Yeah, which is 0.5 resist correct?
I don't understand why the Acid Spitter DoT is unaffected though . .
7 on perkless gunner, 7 on super resist engineer.
Yeah, very strange
50% on armor, 30% from perk.
That results in 7 * (1.75 - 0.8) = 6.65 damage in theory
Which, if you're using the damage mod, should be what you see
As 6.7
*damage numbers
I just looked at the Acid Spitter DoT and it was changed to unlisted damage type apparently.
If you're using the view HP mod, then it would get rounded up to 7, at least at first glance
Oh
Welp
Yeah the asset doesn't even reference a damage type anymore.
Just the pawn affliction for poison which is visual stuff.
Yeah, and the status deals (at base) 2.5 poison damage every 0.5s-1s for 2s total
At least according to Sento's Big Status Table™️
STE_Spider_Shooter_Acid is the name of the status effect
Yes.
welp Im back with another failed search... the heck?
Oh, you are referring to that; sorry
@trail gust something for you to look into when you get back, and potentially update the table
STE_Spider_Shooter_Acid dealing untyped data, that is
what about it?
does this mean something?
Information.
I've checked what terminals i can find and can't find anything
Just a widget decoration.
f, lol
Was the damage dealt to the engineer with just his armor resist, or the perk as well?
both at once
I think its literally just a reference to Starship Troopers "Would you like to know more?" line
(based on nothing but speculation)
top 3 favorite IP, book and movie
Thank you.
I now have no idea how to balance this to be 75% more damage, lmao.
0.3 ish.
It would scale exponentially otherwise, tbf
Oh, I figured out the Engie formula. Seems the resistances are only applied to the initial instance of damage
14 * (1-0.8) + 14 * (0.75) + 14 * (0.75) = 23.8
So each resistance and/or vulnerability just creates a new damage instance and only modifies that, for whatever reason?
Wait, does that mean IFG works the same?
So an enemy resisting damage can have it (effectively) partially bypassed under an IFG field
No problem. Count me in for any Math and co related issue.
when would the Milspec skins or the season 3 paintjobs be updated to wiki? (Gallery)
Have we ever settled on how the wiki should address/describe the reader?
Old pages often say "The Dwarves must do X". Many other say "players must do X", with a few select pages having "you must do X".
It's quite inconsistent, but it would also take a lot of manual eyework to fix
My personal view is "Players must do X" is best. "Dwarves" is slightly unspecific due to other dwarves existing in the setting and just feels a bit informal, "you must do X" is inaccurate because it's (usually)a multiplayer game.
other dwarves existing as in ?
The rewards section on deep dives doesn't mention the 15750 credits you get - I presume that is the same every time just like the XP - with the addition of the bonus for resources mined. I also presume it's similar for elite deep dives?
what makes you think the payout is always the same ? 🤔
Well it pays out for three primary objectives and three secondary objectives. Do you ever do more than that on a deep dive?
I never really paid much attention to the payout but I thought it was using the same xp calculation as normal missions
No according to the wiki the XP is always the same. The currency summary includes 3x prim, 3x secon, and 2x gold, so the only variance as far as I could tell would be the gold.
Been checking some old screenshots and it seems the payout is around the same as the 15750 credits from the normal DD
and xp is always 20250 on EDD, I suppose it's also the same as the regular DD ?
Yeah I have only done one EDD ever so I don't have any data, but I know the credits payout for a regular deep dive (minus gold) is exactly equal to the XP payout, so if the EDD pays out 20250 xp I would guess the EDD pays out 20250 credits (plus gold - equal to the XP) as well.
But someone who is better at the game would have to confirm that for me lol
nah, credits for EDD seems to be the same
so 15750
Oh cool. Well I guess that's simple enough anyway.
just checked, and I can actually confirm it's a fixed 15750 before gold
so only the xp differs from DD to EDD
I also think we should call readers "players". There's no need to add a degree of separation from player to dwarf. One player always controls one dwarf.
wait
8500 cr is the payout for regular DD
I just did a regular DD a few moments ago and got 15750
huh, so they changed it ?
I got an older screenshot with 8500 payout
They must have or I am very lucky.
Dwarf most likely give a closer connection to the universe, as if the wiki is a guide to the DRG dwarves or something
Yeah. Except we're not styling our wiki to be for the dwarves of DRG anywhere other than the old pages
Could it be that the 15750 matching the XP is just a coincidence? Maybe the payout is related to the specific objectives you completed?
doesn't seem like it
still "players" doesn't make sense, or you would have to always say "players controlling the gunner" , "players controlling the driller"
"Dwarf" is just a easier way to refer to all classes
"player" is more fitting for things outside the gameplay, such as configurations
"or you would have to always say "players controlling the gunner" , "players controlling the driller" "
No, you'd just say "gunners" or "drillers".
I just checked the dev stream for the most recent EDD and they got a base payout of 20250
Elsewhere in the setting. Dwarves on other missions, mission control and management, and so on. That might not be the real root of my issue here though.
Saying "Dwarves must mine morkite" just feels strange to me compared to "Players must mine morkite", for instance.
I'm a player playing a videogame and you're telling me my objectives, we don't need to specify dwarves because players don't control anything other than dwarves.
so I guess the general payout got increase
still "players" doesn't make sense, or you would have to always say "players controlling the gunner" , "players controlling the driller"
No I wouldn't. How did you arrive at that?
We're talking to people playing a video game
Referring to them as players makes all the sense we need
You might say "Gunner" instead of "Player" if you are describing a class specific ability but otherwise "Player" makes sense.
Just pushed a small update to https://deeprockgalactic.wiki.gg/wiki/Deep_Dives#Rewards - I haven't changed anything on the wiki before so let me know if I flubbed it up.
"Player" might sound good for using on actions or tasks you have to do (so most ?)
but does it fit for numbers (?) "Players run at 3m/s speed, have 3 primary weapons and have 100 HP"
When are we ever in a situation when we have to write stuff like this?
If we describe a toolkit of a class, we just write "The Gunner has this and that"
If we describe a mission objective, we write "players must protect the drilldozer from enemies"
Yeah I think trying to find a general rule that has no exceptions is a little futile. To me it sounds like anytime it makes sense, we should use "Players" and any time it doesn't make sense, we should use whatever does work in that context.
The benefit of the rule really only applies to cases where you could say "Dwarves" or "Players" interchangeably - and it sounds like we want to use "Players" in those cases.
My main goals for bringing this up are mostly to bring consistency and get rid of you's
Addressing directly is too informal for the kind of wiki we have
I mean, if the game tries to mess with the 4th wall and talks to the player directly, it would be more fitting for the wiki to mirror that tone
We could set up a template to insert the logged in user's name instead of second person pronouns in that case 😁
Are the performance pass rewards listed/pictured anywhere?
I'm trying to find a picture of the All Patched Up cosmetic, but I'm having trouble
Here you go! https://deeprockgalactic.wiki.gg/wiki/Accessory_Shop#Matrix_Core_Cosmetics
Might be worth linking there from the season 3 summary, since it lists the quantity of cosmetics without a link.
You'll want to expand "Headware" and control+F "All Patched up"
ah, I didn't have headwear expanded, so ctrl + F didn't find anything
thanks! it looks like it's a reference to something, but I can't think of anything immediately
it's right on the tip of my tongue, too
The flavor text is "A furiously good look." so maybe it's related to Nick Fury from.. marvel?
that's the case yeah
did Nick have such a luscious head of hair though?
Not the samuel L Jackson version, for sure.
something else does come to mind, but I just cannot think of a name
had long-ish hair, an eyepatch and chomped cigars
https://pbs.twimg.com/media/Eeh0ehrXoAQQh9x?format=jpg&name=4096x4096 This is the OG Nick Fury.
If there isn't a page for trivia related to the cosmetics and their references that could be a good addition to the wiki.
think i've determined what exactly TiggerOnPercentage is doing:
OnDamageTaken fires when TiggerOnPercentage >= %health lost since spawn or last time OnDamageTaken was fired
meaning if TiggerOnPercentage = 20% and 30% of damage is done in a single hit, OnDamageTaken will fire and then won't fire again until less than 50% max HP is reached
in the case of twins where TiggerOnPercentage = 11%, this means even if doing a single HP worth of damage per hit once 60% HP is reached, the first heal may not happen until as low as 49% depending on how damage instances and OnDamageTaken aligned before then
finally understood
so the trigger can only happen if at least 11% of damage is done
still, is the % considering the HP before the healing, or it is just a total damage thing ?
ohhh forgot to check what happens if they heal. i assume it would trigger again at >11% from the point of healing but will check later
I am like "smh, I need to see this visually to fully get it"
the mechanic makes perfect sense now that i think of it in the context of the other two dreads, it just never occurred to me that it also may apply to the twins. there are very distinct phases for the hiveguard and OG and doing high instances of damage will let you skip some of those phases. the trigger threshold on OG is 30% so if you do an excess of 10% damage split over the first three phases you skip the last 10% entirely
the issue with OG is the timer for healing too
also I think hiveguard is different than OG ? as in, not using the same system , I would have to remember
the health gating mechanic works the same (for the most part, i recall now that you can still 2 cycle the hiveguard by doing less than 50% damage in the first and second phases: https://youtu.be/zqixkfBxxy0
looks like the hiveguard has a special check that prevents it from immediately going invulnerable if has less than 10% HP
55% that I discovered earlier is very close to 100-11-11-11-11 = 56% which is 2520 which is very close to 2500, although I haven't seen twins to heal at 2501-2520 during my tests. Second gate appears to be 88.(8)-11x6 = 34% which is ~1530, which is near the most of my results, however I've seen twins heal at ~1580 when I shot it with laser - since laser shoots with low dmg ticks I don't know if it's possible for such thing like Overdrive Booster to delay OnDamageTaken.
random question, but does the game ever use the plural "macteras"? i've kinda gotten used to using "mactera" as the plural and i'm kinda curious
Pretty sure it does
gotcha
It does use macteras, just checked in crowdin, but there is not a lot of lines with it.
pretty sure its just macteras
you asking why the devolopers made the macteras not be all the same
or if there is a lore reason ?
pretty sure there are no dialogues talking about that, and game isn't known for having any focus on some kind of "lore"
most of the links to the jukebox songs are broken .... was looking for that one goofy song that has a synth that goes up and down.. unfortunately I don't think I'm gonna be able to find it
maybe an electric piano?
defining trait is that it sounds very silly
https://deeprockgalactic.wiki.gg/wiki/"Lead_Storm"_Powered_Minigun#Hot_Bullets
karl.gg claims that hot bullets adds 50% of the damage dealt by the weapon is added as heat, while the wiki currently doesn't include any info about how much heat hot bullets adds
was just curious if anyone had any conflicting info or if karl.gg's numbers are true
if they are, might be worth adding that to the wiki page
It seems Bosco mines for a max duration of 45 seconds before stopping on his own
Watching him with a stopwatch now at a crassus crater
So, the stop condition would be "nothing else to mine OR 45 seconds have elapsed"
followup to this: in addition to what SplitSentro has shown, it's important to make the distinction that the damage from Minigun T4.A is not a damage conversion, but instead is applied to the base damage of each bullet. as a result, the Heat per bullet gets increased by +15% when T4.A is active, too.
Dmg * [100% Kinetic, 50% Heat]
-> Dmg * 1.15 * [100% Kinetic, 50% Heat]
if it was a +15% Kinetic conversion added, then it would look like this:
Dmg * [100% Kinetic, 50% Heat]
-> Dmg * [115% Kinetic, 50% Heat]
this is important for the very niche usecase of Minigun xBxAC + Bullet Hell. without the +15% Heat/bullet when T4.A is active, then it wouldn't be able to do 5 Heat per shot, thus igniting Swarmers and raising it to a 1HK breakpoint
9 * 1.15 + 6 > 14.4 eHP
Is there a range we can specify for that first part? I have the impression that if you pinged the middle of a long vein he might stop after reaching one end but before 45s have elapsed.
I'm guessing plain Range is for idling attacking?
It's only for Mining Tool
oh, is mine radius then the carve?
probably
1m did seem a little too small for mining range (and I initially misread it as "MineRange" instead of radius)
So, "nothing else to mine within 3 meters OR 45 seconds have elapsed"
There are also these two, I'm guessing it's not used
huh, maybe they experimented with him auto-mining stuff?
I did pick a crassus crater specifically because there would be something to mine everywhere around Bosco.
But I can attest from anecdotal experience he does have a maximum seek radius when deciding to stop or not
Would be great if someone could reproduce the 45 sec limit
very good info, thanks
would anyone mind if i edited the hot bullets section to reflect this? cause rn it's pretty basic
old description:
Hot Bullets causes each bullet fired out of the Minigun, after the heat meter has turned red, to heat up the enemy. After an enemy has been heated up enough, they will ignite, taking damage over time. Hot Bullets itself will not cause bonus damage directly, but from the On Fire status effect instead.
and here's how i tried to rewrite it:
Hot Bullets causes each bullet fired out of the Minigun, after the heat meter has turned red, to inflict 50% of the weapon's damage as Heat, which can ignite enemies.
this sound good? (thought the explanation of how ignition + heat was a little unnecessary compared to how other wiki pages are)
"to inflict 50% of the weapons damage as heat" sounds like it is replacing damage with heat.
I might phrase it: "Hot bullets causes each bullet fired out of the Minigun to inflict an additional 50% of its damage as heat after the heat meter has turned red"
good idea, i'll add that
According to some individuals, you can Temp Shock an OMEN Tower, by igniting it with CRSPR and switching to Wave Cooker.
Is that true?
would be easy to verify I guess
yes you can, though the bottom one spins kinda fast for it
yey
Does anyone know the details of the banshee upgrade for standard bolts on the crossbow? It seems like the radius is very small and the effect propagates out for like 5 seconds but I can't be sure from live testing due to the small fear chance.
When normal arrows impact terrain, they apply 33% Base Fear Chance to enemies within a 3m radius, pulsing once per second for 5 seconds.
Just check descriptions on Karl.gg
Oh is Karl.gg supported / maintained as a source? I thought everything was deprecated in favor of deeprockgalactic.wiki.gg
from my pov, it seems that MeatShield first updates Karl.gg, then wiki may be implements some of his info
Okay so do people generally treat Karl.gg as a reputable source for adding stuff to the wiki? If that's the case I'd be happy to transfer stuff over if I ever find that something is missing.
only thing deprecated was fandom
everyone is prone to an eventual error
it is always better if you know how to better confirm the information
even if 99% will be correct
Gotcha, okay. Thanks!
FYI, the speed mod only affect normal shots IIRC
13m/s for the charged shot
and 35m/s for the normal shot
weren't there some talk about including travel speed on weapon's page ?
Just saw lacerator rejecting to meet and greet arbalest and stay vulnerable.
just have to know what makes them able to abort it middle healing
It didn't seem to reject it, so much as break out of it near instantly; you could see it briefly enter invulnerability, and it still healed
I found it weird that lacerator didn't change his position at all
but outside of that, only corrosion statuses were changing
is it something that requires multiplayer, or can it be reproduced in solo
do you see what puddle Arbalest is on?
when he just burrowed out, he's stayin in the same place, but his animation reaches some puddle
either way, I suppose lacerator smh procced his Burrow attack instead of meeting Arbalest
then Burrow attack made him vulnerable, then they started swapping invulnerability states with each other probably of some failsafe checks and still ended in lacerator being vulnerable
following up on this conversation. Karl.gg is supposed to provide a succinct, precise, and accurate summary of the weapons' mods and Overclocks. however, there's no way to convey all of the underlying mechanics of the weapons in just tooltips. as such, Karl.gg and the DRG Wiki exist in a symbiotic relationship. there have been many occasions where the Wiki had info that Karl.gg was missing. like others have said, I often work to update Karl.gg first and then start disseminating the info to various places such as the DCT server and this channel.
the intention is that the Wiki is the Single Source of Truth for how the game works, and then Karl.gg is just the at-a-glance summary. the goal is that eventually both sources will be updated and have the same info.
like Omega said, i'm not perfect and there have been some stuff on Karl.gg that need to be updated/corrected. thankfully, users are often willing to submit bug reports and then i can fix things. in general, Karl.gg is a good "quick reference" but it's good to double-check its info against the Wiki and asking questions in this channel 
is layout of collected minerals preset or just random
(random)- i mean in order u get "x" mineral
random amount in a mission if that is what you mean
the wiki has the range for most of them
if you are looking for how much you can expect
but sounds more like you are asking about the order it appears in the UI
Fall Damage Resistance is Additive, not Multiplicative. Each instance gets subtracted from the baseline multiplier of 1.0, down to a minimum of 0.0 (you can't heal from Fall Damage if you have more than 100% Fall Damage Resistance)
Does anyone know the significance of the parenthetical here from the fall damage section of the wiki? The mention of healing seems unrelated to the sentence it is attached to. Wondering if something got lost in an edit somewhere. I don't see anything in the history for the page that would have been about healing.
Should be changed to you can't take fall damage. Can't heal because you don't take fall damage is what the idea probably was but an odd way of doing so.
Okay will edit.
Does anyone know if dwarves have a terminal velocity from gravity, or will they accelerate indefinitely until they hit the ground?
you want to know if damage increases forever ?
is that done to limit damage, or to avoid glitching out
Well, you can certainly die from much less so I'd assume the other.
Changing the gravity or applying forces on yourself will bypass this limit fyi.
Yeah, pretty sure its just to try and prevent you phasing through the floor because you moved faster than the physics engine could keep up
You can move insanely fast and it will keep up so long as your fps is somewhat high.
Since, at terminal velocity without any forms of fall resistance or health boost, it will kill you regardless of your current HP
Unresisted damage at terminal velocity is 183.75 (assuming the wiki's formulas are all correct), for context; max health + shields you can have is 170
Ignoring shield link, the health boosting drink, fall damage resistances etc.
Could have been put in place to make those effects give an artificial breakpoint I guess?
Making it so basically any form of resist or EHP boosting prevents 1-shot fall damage deaths
I mean, why make it some absurd number for the engine to calculate and predict for clients?
Fair; it would be very funny to see a scout on your screen for 1 frame though
Scout can definitely still die from falling even with his boosts, I would assume even if tunnel rat was working as intended then he still would.
From full health? If the wiki's damage calculations are correct, and this is maximum velocity, any EHP gain greater than ~8.1% would keep him alive
Given he's using the HP boosting armor mod, rather than shield
His armor buff alone would put him past that
Yeah I presume the speed increase up to terminal is quadratic though, and then it just stops accelerating you, there's not a full air resistance simulation or anything, right?
Was just making a table for max fall height before health damage vs shield strength and resistance on the fall damage page.
If tunnel rat is 60% and the shock absorbers are 33% the scout could be expected to have 93% fall damage resistance, which would allow a 60 meter fall before breaking a 30 HP shield, or a 355 meter fall before breaking a 90 HP shield (shield link), but even in the extreme example they'd be going 83 m/s, nowhere close to terminal, but I wanted to be sure.
At those heights the rangefinder probably shows ∞ anyway
Will have to test to be sure
I'm unfortunately tied up for the evening; can test tomorrow though if not one else does by then
Well just tested roughly - Tunnel rat + shock absorbers + ~81 meter fall (from recalled drop pod to landing site) depleted my shield (25hp) plus 12 health. A 43.7 meter fall failed to break my shield. Everything seems to line up, although I don't really have the patience to test every value exactly.
i can confirm that tunnel rat + grappling hook fall damage mod + scout's fall damage resistance from armor will grant immunity to fall damage
i can probably help get exact values for fall damage tomorrow afternoon
just need to get some testin' mods
For some reason, I recall that Sludge Blast was supposed to have 75%/25% kinetic/corrosive damage proportions, unlike 50/50 without this OC. I remember these S02 Patch Notes:
Sludge Blast OC
- Removed clip size penalty
- Changed ammo penalty from percentage to a flat value
- Removed charge time penalty
- Increased fragment damage conversion slightly
However, I just had a look at damage bonuses of 3 different goo projectiles, and it's the same 50% kinetic conversion. Was it reverted some time ago?
From what I see:
Damage conversion was added in S2P0 as conversion to corrosive.
In S3P3 it was changed to conversion to kinetic.
I'm wondering if there is a better way to style / use tooltips on the wiki. Currently if a stat is underlined there seems to be no way to view the alternate info on mobile.
You would have to do something for mobile while leaving desktop alone
Making it be hover on desktop, and press on mobile could work
There is this kind of solution on fandom, there is probably something similar we could implement on wiki.gg if you think it is a viable solution.
https://dev.fandom.com/wiki/WdsTooltips
Why would we need to leave desktop alone? Surely there are solutions that would work on both and wouldn't require splitting by platform.
the entire problem is on mobile
only makes sense to mess with desktop if it is improving or making it the same
It would affect anyone who isn't using a pointing device, which could be mobile or desktop.
A simpler solution might be to rely less on tooltips for important information.
For example, rather than writing {{Tooltip|+300% Damage|Bonus damage is Fire element}} we might write +300% fire Damage
if there is any tooltip that is not needed it will be few examples
tooltips is to avoid redundancy, and reduce page size
On some parts, it is also used to keep the original sentence intact
I think footnotes and links better serve those purposes, but I suppose it's a matter of opinion.
link to where
and footnotes applies on some cases, but not all (which already is being used)
Well you mentioned redundancy, so the link would be to the information that would otherwise be redundant.
The hope being that tooltips are never the sole location for a piece of useful information.
yes was asking about order
is ther 1 preset
like morkite nitra gold crppa dystrum or its just based how u pick up
Rockpox larvae are missing from the creature health table on the Health page https://deeprockgalactic.wiki.gg/wiki/Health
Would edit it myself but I'm not familiar with the way tables like this work so don't wanna mess up anything
I suppose Rockpox Praetorians and Grunts don't matter since they have the same hp as normal versions, but they're also not there
I suppose the rockpox larvae also have the same stats as the parasite, with only the rockpox buildup added
Rockpox enemies added.
Rockpox is spreading over the wiki
Step 1: cover the rockpox wiki articles with foam
Step 2: vacuum
Step 3: profit
The wiki incorrectly states that Brood Nexus have 3 eyes when they in fact have 4.
Confirmed and fixed, although they do technically also have three eyes. 🙂
I have been tinkering with Hurricane overclocks and I am pretty sure the Jet Fuel Homebrew OC causes you to lose tracking on your missile over time. Immediately after firing I can guide the missile up and down in a sine wave, but the missile becomes more and more sluggish as it flies, eventually no longer responding at all to guidance. Does anyone know if this is intentional, or a bug? It's not listed as a downside in the description.
Without the overclock I can keep missiles going around in circles (basically) forever, it's not a matter of space or speed.
They have a limited flight time before guidance cuts off, it might be possible that those missile variants have a shorter timer for such.
Without the overclock they can fly for what seems to be in excess of 30 seconds, after which they fall to the ground. With this overclock they lose it in like 2 seconds and they continue flying straight. Whatever the precise mechanism is it's very drastic.
I did find a "MaxPropulsionTime = 30" for PRJ_MicroMissile
though couldn't find something for jetfuel
only thing close to odd is a certain "Bonus_Accuracy_HugeHorizontal" and "Bonus_Accuracy_HugeVertical" for the OC effects with a %value of 20
For now I have reported it on the bug tracker, since the game doesn't reference it anywhere. Either a missing description or unintended downside.
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-376 (if anyone else can reproduce)
In the meantime - should it be added to the wiki? I think I've seen some pages that document long standing bugs or undocumented behaviours, but I'm not sure where this falls.
I don't think it's time based. I've been able to make them fly for quite a while. But they sometimes do stop responding. I have found one movement pattern where they consistently stop responding
Oh yeah they fly for the same time, they just lose tracking quickly.
wonder if making the speed much lower could help tell if it is a matter of distance
or other factors
It feels based on how quickly you move your mouse
it's hard to explain
trying to get a recording rn
See what I mean? With slow movements I can keep it in the air for a long time
But when I snap my mouse it stops tracking
I can't figure out what causes the tracking to cut off but it's definitely not time. It feels like it's based on the rockets movement.
Would you be able to add that video to the bug report I created a little bit ago?
Done!
Changing HomingAccelerationMagnitude in ProjectileComponent from 20k to, let's say, 50k solves this issue.
That is the strength of the homing effect so I guess that makes sense. It has to be a higher value for higher velocities.
doesn't that affect how useful manouver mods are ?
The thing is, if you get "Bigger Jet Engine" along with the overclock, turn rate and velocity are both +225% so you would think it would be just as agile as the standard rocket
I just did some tests, and will add a video in a moment. You can snap the cursor 90 degrees and the missile will respond strongly, and you can do a gentle sine wave along the wall and the missile will slowly stop responding. Like I can whip it left and it will just YOINK right over, I can even flick back and it responds, but then I lose tracking.
It seems like it has like... turn health that depletes when you make tighter turns.
It seems to track better without the increased speed/maneuverability mod, which I think is T2A.
Still processing HD but https://www.youtube.com/watch?v=AT6IM2YNVzs
Hello everyone, i found a black/bleu kinda rubics cube and it has a weird name. Does anyone know what it is amd what i can do with it?
https://deeprockgalactic.wiki.gg/wiki/Error_Cube
It has no use at the moment.
Also: weird layout on mobile.
'the'
Why is there a picture of the EOTM terminal on the error cube page? Shouldn't it be in the spacerig page?
It has the 'secretly knows what the error cube is for...' text.
But the image would probably fit more in the trivia section
Ah right. Too low res on my phone for the text
necromancing this conversation, someone is claiming that they've gotten 12 plague hearts in one mission. 2 meteors * 4 hearts + 2 storms * 2 hearts. i thought it was interesting, wanted to share the update.
Theoretically, it can be as high as 15
4 hearts from 2 meteors, and getting 7 meteor fragments, each which contains a heart
The odds of that happening are astronomically low though
There can be 2 small plaguefalls?
yeah
Oh, then its actually 4*2 + 2*7 = 22
I think the max number of hearts in big meteors got reduced to a constant 3 though, right ?
haven't seen a 4 hearts meteor in a while
I've seen 4 pretty recently
iirc it's 3-4
I guess
In contrast, meteor showers are guaranteed to have 1, and the other fragments each have a 2% chance
the LazyMaybe message i replied to mentioned 22 as the theoretical max. the reddit post just now seems to be a more practical max of 12. nothing really revelatory, just an interesting observation.
For sure
12 is the realistic max; everything else gets into "possibly cheating" range
or incredible luck range
for however many meteor swarms i've experienced, i have yet to get a single 2-hearts-from-one-shower 2% proc
I have had it happen twice
I'm lv 200 in the season pass though, lol, so my sample size may be rather large
Nice, thank you
Means I don't have to change my copy/paste info
Just for context, a roll of 12 meteors in a single missing is at best 1 in 10000
Which involved getting double meteors, double showers, passing the 50-50 on both meteors for 4 pulls, and 2% chances twice
Thats also assuming the all said events were guaranteed to occur; based on the devs remarks, getting all 4 to happen is at best a 1.2% chance on its own
So literally 1 in a million
To roll a 14, in contrast, is 4.74e-8 percent chance
Hence "bordering on cheating"
Accounting for mission event likelihood
And getting a "perfect" roll, all mission events occuring, all fragments contain hearts, both meteors contain 4, is a whopping
0.0000000000000000000001214% chance
I can see a 13 or 14 rolls happening eventually, but past that, its basically a miracle
I had my first last week. And that's playing semi-regularly once or twice a week since the start of season 3
Does THE MOLE OC stacks 150 flat damage also with creatures, or only terrain?
fandom wiki
ty
You should have said what the actual wiki is lol
It is pinned here
Or it sounds like there is no other option
Would be nice if google would hoist the wiki.gg one, every time I google mechanics I only get results from Fandom and reddit. Might just be a matter of time, IDK.
Have you ever wondered how many builds could possibly be made in DRG? Me neither!
...anyway, here's the answer:
As of this message, 5950659253764096, which is approximately 5.951e15
But that's not all:
Classes ranked by amount:
- Driller with 2926975987482624 (2.927e15)
- Engineer with 1619232332709888 (1.619e15)
- Scout with 940813710262272 (9.408e14)
- Gunner with 463637223309312 (4.636e14)
That gives us an average of 1.488e15. Unexpectedly large, but what can I say, those exponents get to you.
Finally, the total amount of possible team compositions assuming no duplicate classes is this:
2.067e63
(if you want to actually read anything in the image open it in browser)
(this is definitely related to the wiki, trust me)
Beautiful nerdwork, kudos
Does anyone know if the trifork volley OC for the boltshark consumes 3 ammo per shot? The description says you load three into the "chamber" but I wanted to double check.
Yes. Yes it does
The wiki entry says 3x normal projectiles which sounded like maybe one bolt would split to three, thanks for the clarification.
it does let you shoot 3 even if you have less than 3 ammo, iirc.
afaik you can't have less than 3 due to the max ammo with the oc
you'd think, but after shooting some shots and resupplying, you wind up at a number that isn't a multiple of 3
that was 6->20 from a resup
and so, this happens
afaik it's because, again like coilgun, you do actually have a "magazine"
and here it's a mag of 3. so, 24 reserve ammo plus 3 mag=27 ammo total, half of which is 13.5, rounding up to a 14 resup
Oh, lmao.
does the trijaw weakpoint not actually take up the whole yellow area or is the coilgun inconsistent in hitting weakpoints?
like most mactera it does not
Wait so their belly isn’t all a weakpoint?
no
I haven't messed with this viewport stuff much so here is a better example as I had to make some changes. I removed the bone visuals and increased the FoV. During this vid I tried to select the weakpoint over and over and kept getting the body collider, which just shows that some of the weakpoint is overlapped which is why it is so hard to score a side shot since the body collider overlaps the sides of the weakspot.
If you remove the legs you can see the overlap better. You pretty much have to shoot it from below and in the front and middle areas of the belly.
Does the warden weakpoint have the same issue? IIRC it's almost impossible to hit it with coilgun.
It was totally possible before.
Hi guys! Sorry to annoy you, but I was wondering...Im adding ES interwikis to the EN wiki, but apparently you guys don't have the interwiki activated yet. Would you like me to stop writing such interwikis? Don't want to screw the formatting of your page in any way, so I'm wondering what are your preferences regarding this. Thanks for any info in advance.
Certainly not annoying, not sure how we would go about doing such, am happy for them to be activated, can make the formatting work no matter what I'm sure
Perfect, thank you. Just saw that by having it as it is right now, it was leaving a nasty "es:XXXX" in red at the bottom of the page, so I didnt want to destroy the amazing layouts you are creating for the wiki with such a thing if you were not to activate it at all. Thanks, Cyrob!
Well I could change the colour if it's not a valid link so it's not red
Up to you, I guess. While you get them activated, you might want to perhaps change the colour, yes, so that it doesn't feel like the page has some incorrect coding on it or is detected as "Pages with no links". All interwikis I'm adding have their corresponding page done, so I'm not linking to empty/inexistent pages.
Ah Will likey make it DRG link orange to match then
was rival presence changed in season 3 that makes the turret controller only a chance to spawn?
just had a mission with no controller/turret room
map seed screenshot
Anyone know whether or not the homebrew powder overclock affects the area damage of explosive rounds on the revolver?
Karl.gg says it does. But if you want to be sure go in a game and test it out. If you're on steam I recommend using sandbox utilities.
Damage text mod doesn't display the exact amount of damage dealt if it kills the enemy, just the amount needed to finish them off
I don't believe grunts in haz 1 die with 30 damage 😄
shoot next to two differents grunts (it's AoE damage after all), see if the number is the same in both case, there you go
no need to bother with sandbox mods, switching saves and the like
It's more like coil gun's issue. I reported it: https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-388
And tri-jaws are still relatively ok to get crits off, I can't say the same about other species like normal macteras, where such shot isn't a critical hit somehow:
I just realized how we get x2.666 frozen bonus on Dreadnoughts. Initially "FrozenDamageBonus" equals 2, so it goes like 1 part plus 2 parts. Then, Dreadnoughts have x0.833 FrozenDamageBonusScale, so 2x0.833 = 1.666. Then 1+1.666=x2.666.
So its not 2.5 as stated on the wiki? And this has been tested?
could we confirm the lootbug lover Pose is actually obtainable from Cargo Crate? https://deeprockgalactic.wiki.gg/wiki/File:Victory_Pose_Lootbug_Lover.png
someone mentioned they got empty cargo crate but they dont have lootbug lover Pose yet. #drg-chat message
It's under investigation
For lootbug lover, from what I see in the code, it used to be in cargo crates, but currently it isn’t possible to get it anymore (if I read it right, they removed all acquisition methods in S03P10), probably not intended.
Could you confirm it on please fix as well?
you are more likely to hit the damage check than the time check, don't remember tests being done for the time
probably variable on player count
Can i help expand the wiki? In particular the voiceline sections.
you will have to explain better what that means
-you need help knowing how to edit ?
- you need help with getting voice lines audio/text ?
- you need help making an account to edit ?
I need help getting voice lines audio/text
shouldn't you try something you are more familiar with
or you just feeling like doing that part
text -> use crowdin to check
audio -> get using umodel
without timing it or looking up the values, i seem to recall it was like 30 sec window on the OG dreadnought, or 30% of its max hp, whichever came first.
i'll try to find it if i can
that's what I remember for the 1P tests I did a while back
but there is more to it, since Dev said it wasn't like that when I mentioned the 30s timer and 30% HP part
OG dreadnought:
unconfirmed if that's relevant yet, just the first thing i've seen that seems promising
Hiveguard value:
i also recall that a Hiveguard will close up Phase 3 after it has completed 3 AoE "rock throw" attacks. i don't know if that's a set duration, or if it counts the attacks
for the OG it appears to be 16 * BossDifficultyScaler ( = 1 on haz 4/5) seconds, plus an additional 10 seconds if there is only one player
https://trumank.github.io/drg-control-flow-graphs/#cfgs/FSD/Content/Enemies/Spider/TankBoss/BossTank/ENE_Spider_Tank_Boss.svg;5452;4089;0.447829
thank you, AssemblyStorm 
so that "30 sec" probably came from the classic Solo Haz4 test, 16+10=26
still
I remember trying on haz 1 to 5, with no difference in the time ?
weird, since if there was a difference wouldn't it be noticeable
it also looks like it doesn't apply timer if dread has not greater than 5% hp left
anecdotally i've noticed this effect, but i didn't know if was placebo or not. i think Korlok has this too
guessing 30% is unchanged ?
and for korlok there is ""StayOpenWhenBellowThisHealthPercentage" = 0.05,"
what's the difference between the wiki.gg and fandom.com wikis?
ahh ok there should probably be a notice on the fandom one
There was, fandom rules only allow one for 2 weeks
ah i see
To be fair we started on gamepedia, but that is a much longer tale
The site notice? I thought it was up for longer than that
Well we did not remove it, but going back and adding another would be against their rules
Us removing the notice would also have been against the rules technically (Admins need to break away from the wiki if they fork it)
Confirmation that meteorite placement doesn't check for "safe distance" from an egg either
I can confirm that. As I kid you not. Meteorites always and I mean always without fail hit the dreadnought cocoon
is it known if shield link functions as described atm?
remember hearing about negative shields at some point
Well, depends on what you mean by "as described".
When you use it on someone, it gives them +60 shields. But the way it works when it wears off is it just subtracts 60 shields again, so if the player has taken more damage than the 25/30 amount of shields they normally have, it'll send them into the negatives that they then have to regenerate from.
This isn't exactly your question but I feel like I have to say that, the thing I just mentioned combined with the extremely low and awkward to use range, the way it uses the E key along with many other things and can be used accidentally easily, and the way that sometimes pressing E on a downed teammate will consume shield link's use(putting it on cooldown without boosting anyone's shields)... it's pretty hard to recommend as an active. I spent a lot of time fiddling about with it and it's just very dubiously useful most of the time.
I very much wish we got a version of shield link where you activated it by holding down V, and then you do a "rock and stone" that boosts teammate's shields in an AoE around you to get rid of the horrible point blank range penalty. Maybe also make the boost bigger for teammates that also hit V, kind of like how the booyah bomb in splatoon gets stronger the more people emote.
i meant does the recharge bonus/boost stuff work like the perk description says
and yeah it's kinda the conclusion i came to aswell
can hardly tell if it's ever doing much especially since you can't see team shields and the boost gets wasted often
there are mods out there that can show you that
it also looks like meteorite would check the location of the player and hit close them?
Yes, it has to hit somewhat close to the player. Hence why it feels like it always open a cocoon
Because the player is often in the vicinity of a cocoon
Do you lose some minerals when bosco mine stuff for you? As like compensation for his work or something? Feels like every time he mines stuff you get like a but less then what it looks like
No, the method of mining (pickaxe, Bosco, explosion, disconnection) does not affect yield
The only exception is when you use a buff beer (for extra morkite of extra gold) - then only the chunks produced by the pickaxe will be multiplied
guessing you ran tests using deep dives ?
what did you find
I did some measurements on freeze durations.
what is the conclusion for such range of durations
and does it match the known values / formulas
[ Round_Up( (|Current Temperature| - |Unfreeze Temperature|) / Warming Rate ) ] - [ Time Since Last Temperature Update ]
I'd imagine, given dreads and opps unfreeze in 1 tick and have 1 s update time, that would make [1.0] - [0.x], which places it in-between 0 and 1.
But then we actually have [1; 2] s value spread with cryo cannon's freeze rate, and this 1 s is guaranteed here, while variable [0; 1] s is due to Update Timer, according to current knowledge.
It's quite the same with oppressor, though there's a sign that smth makes him unfreeze faster in average, although it's only 20 values here. We have WarmingCooldown = 1 s, so I figured I can try changing it. The result is that WarmingCooldown seems to be in that equation and it is it what grants 1 s of guaranteed freeze duration.
Nevertheless, I used Cryo Grenade this time which freezes dread in 1 damage instance. And the value spread is only [0.92; 1.1]. Given Update Timer starts with the first temperature decrease, that seems matching to the current knowledge. So, effectively, you get longer freeze duration when you freeze a target instantly.
When a creature’s temperature is negative and the creature is not yet Frozen, each time that creature takes any amount of Cold damage, the Warming Cooldown activates, which effectively pauses the Warming Rate for a few seconds
Well, that can be true if you think about it in the way where it applies Warming Cooldown first and only then the game sets freeze state, when new temperature equals FreezeTemperature. But it's not really that obvious here.
is there a reason that all the bugged armor break mods aren't documented on (either) wiki? It seems bad to have a community resource that essentially misleads people with false information. Would it be a bad thing if I went through and added some kind of asterix or short blurb about them being nonfunctional?
If temperature is below 0 then the Update Timer is reset every time the creature takes additional Cold damage. Once Frozen a creature's Update Timer will not reset again until it unfreezes.
So, with 8 Rate of Fire of Cryo Cannon, that would mean it should've reset itself near the moment of freeze. But knowing that for some reason the first Update time goes either before Warming Cooldown ends ( [0.92; 1] ), or after Warming Cooldown ends ( [1; 1.1] ), that makes it quite a variable, where what goes into [0.92; 1] gets supposedly blocked Warming Cooldown and delayed for 1 second and what goes into [1; 1.1] gets fired right after Warming cooldown ends. But then how could we explain the freeze duration interval [1.1; 1.92] ? Does that mean, Update Timer does not reset when Cold dmg reaches Freeze Temperature, though it definitely counts as "taking Cold damage". Thus, we anticipate at least pre-last dmg tick to generate Warming Cooldown and reset Update Timer at the same time. And that would explain 0.92 result, where the last tick activated Warming Cooldown (and not the one that actually froze the dread) and then within 0.1 s Update Timer actualized WarmingRate. Nonetheless, I also got 2 s duration result, which means it was near perfect 1 s + 1 s, which is not possible for the pre-last tick to do. As seen in memory, I also recall the temperature value gets actualized near every 0.5 s of in-game time, which, in turn, could be slightly delayed, when multiple instances of cold dmg get fired for processing together like Ice Path + Cold Radiance + Main stream. I'm not sure how, but that could also be the factor of aforementioned randomness.
My brain is not conceived for this, I had a stroke reading the first paragraph
Good job tho 
I like em funny word you say
I’ve considered documenting it on the wiki as well, but I guess I just figured the bugs would have been fixed by now. I eventually just forgot about doing it in favor of sharing the armor documentation google doc around.
I could go add the bugs to the wiki later today after work. I’m not opposed to the idea.
Yeah I've always just linked the doc too, but it's not great since the doc only reaches people it's directly sent to or who see a reddit post or something. People seek out the wiki independently
Though that's slightly undermined by the fact that people seek out the wrong wiki independently lol
It seems like spider eggs have been changed.
Before: #wiki-related-chatroom message
Now: https://gfycat.com/sneakypastelamericanblackvulture
I was comparing files bit by bit and noticed changes in that folder.
I always thought that they’d be better if nearby ones broke open too
fungus bogs and dense biozone just got a lot more dangerous 😈
i'm guessing these are the most relevant values?
so, if 2500% probability to chain react is to be believed...
opening an egg by damage is all but guaranteed to unlock the whole swarm?
but walking by it within 1.75m is theoretically only 20% chance to open?
max health: 20 (Simple, therefore no scaling)
so pretty much, when you break using damage
ALL eggs within 5 meters, will be open after 0.25 - 1.5s ?
if the values shown in the gamefile are right, then that is the probable interpretation. however, there's a long history of values in gamefiles having no correlation to in-game performance
well, I guess changing it to a fixed 10s and tweaking range should probably indicate if it is used
FYI they made Escort and Industrial Sabotage less likely to be selected for DD and EDD.
Everything is 10 weighting except for Escort is 7 and Industrial Sabotage is 5. This does not change from DD to EDD.
Previously they were all equal.
guessing that system is for the main objective ? if that means 8 different missions, the sum should be 72
so 10/72 (13.88%) for ME, Egg, Refining, Salvage, PE and Dread
7/72 (9.72%) for Escort
5/72 (6.94%) for Sabotage
right ?
also if my interpretation is correct it looks like they limited escort to only once per deep dive and sabotage to a single stage out of both dives per week
now that makes it even more complex to analyze
Eh, new embed makes that weird.
guessing testing is pending to understand the values
probably can be done by limiting the mission pool to only 2
and observing results
eugh, it is. I hate it.
Am I crazy, or did the beer selection used to be pinned to the mission timer in the space rig? i.e. you could only get a new beer when the missions reset every 30m, and everyone would see the same beers at the same time
Apparently that has now changed, as simply hitting "disband team" will generate random beers in the rig, letting dwarves cycle through until they get what they want
Yeah, current text of wiki in https://deeprockgalactic.wiki.gg/wiki/Abyss_Bar#Today's_Special says it's tied to mission rotation. Looks like that's no longer the case.
Wonder if bug (related to recent patch) or intentional
@glacial topaz There was a suggestion to add a note to each of the bugged armor mods explaining that they don't quite function as intended. I can go about doing that, but I figured that the least intrusive way of adding it would be via text that appears on mouse hover. Do we have a template for that in the new wiki, or does one need to be made?
No hoverover template specifically that I remember, so you might try making one
Curious how it will be use and look like
I havent done a wiki quality review in some time...
It doesn't seem like these are listed as biome features on the Wiki. I double checked to make sure it occurred in vanilla and the files back it up too.
The sandblasted description still mentions containing fossilised bones. But it doesn't anymore, right? Or are they just very rare?
They are disabled afaik.
do plasma burster missiles work on the caretaker?
which sense of "work" ?
damage ? piece it ?
what is even the incentive to level higher after promoting a class?
prestige assignments
and funny blue number go up
What’s the chance that a second meteor storm/impact will happen? Wiki says it’s 25%-33%, so does that mean the game will roll 4 times to decide each occurrence?
Ostensibly yes, but it's more complicated than that.
First off, the game won't roll for the same event again until the first one has been cleared
And there seems to be a cut-off time after which these events don't happen
There was an off-hand note during a dev stream. Someone wondered if they should wait for a second impact, and Mike said that it was too late for that
The pierce
Same question for the omen
prestige assignments and achievements
where is the 4 rolls part coming from ?
so anyone know the answer?
so after all, the Dwarf shield regen delay is 5.5s or 7s ?
seems the pages got edited for 7, so making sure of the cause
https://deeprockgalactic.wiki.gg/index.php?title=Resupply_Pod&curid=4615&diff=33014&oldid=32996
"refill 50% of a player's ammunition (rounded up, except for [[Satchel Charge]]s and the [[LMG Gun Platform]])"
given the turrets ammo is very similar in count to regular player ammo, why would it work in a different way ? mistake ?
Most likely because the guns have a magazine, which count as a separated ammo pool while turrets don't have a magazine to speak of, it's just a pull of ammo
I believe it's 7 without the armour mod for faster regen, and 5.5 with it
nevermind, it's 6s, not 5.5
wait...
gold chunk XP is 150–300 or 300–500 ?
page got some changes https://deeprockgalactic.wiki.gg/index.php?title=Gold&curid=1919&diff=33027&oldid=32016#Compressed_Gold-0
"The backup batteries ejected from the force field projector are reskinned Nanite Bombs from the [[Tritilyte Crystal Machine Event]], as they share the same ping inspection lines. "
https://deeprockgalactic.wiki.gg/index.php?title=Rival_Caretaker&curid=5048&diff=33000&oldid=31462
not sure about that one...
Definitely true
same model, same pings
IIRC they also explode the same way if you throw them
what "same pings" means ?
can't be dialogue as that would not make sense for some lines
is it the same name for the item ?
voice lines for pinging the item are the same
and indeed, the voice lines you get when pinging the batteries do not make sense in the context of the Caretaker
definitely stands out as a bug
could be worth reporting, if it is not already
will adjust to focus on the model instead of the "lines"
yeah, looks like it's not on pleasefix
also, S2 cosmetic costs for weapon skins are missing
anyone was working on those ?
not that it is hard to get, but in case someone was on it already
Makes me wonder if you can use them in the event
hah, that would be interesting
just depends on which damage type it does
wait... are all armor upgrade costs wrong on the wiki ?
the mineral costs is like 10-30 units for stuff
but the data I am finding is more like 100-300 units
I was checking the wiki today to see how far the Voicelines section has progressed since I last worked on it, and the Laserpointer section which I made was and still is completely broken, with incorrect layering and also missing the outline around the table. Also I was wondering if their was a symbol which means that the voice line quote is speculation, since I have no clue what the dwarf is actually saying.
which one you have no clue
In the unused section it's the third one from the top, which I used the ***** symbol.
The mangy packer one.
I'm pretty certain that's not what they say, because I have no clue what that even means.
Also appears the table on Fandom is fine, but not on Wiki.gg.
it just says "I'm on your side, you mange packer!"
you could just get the text from the translations, instead of trying to understand what they say...
Most of the time I get them straight from the subtitles in the game, but where would I get the translations?
you can always ask me or check yourself on Crowdin
up to you
I can provide the link
:S where do you think I got this
Oh, that would've really helped back then and if I ever do decide to add more voice lines it will help.
I thought you knew what it actually said.
"you could just get the text from the translations"
#babelfish-lounge pinned message, at the end of the translator list
it's not a hidden secret. If you ever feel like you want to help with translation, feel free as well 
wiki editors and translators can always need the help
I found the link to that site, but how do you access the voiceline files?
there's a search bar you can use and every voiceline has source location displayed under them
for voicelines, you wanna look for this :
in this case, if you wanted to look for laser pointing voicelines, you'd search for "Shout LaserPointer"
once you're familiar with how the strings are classified, finding what you need is but a matter of seconds
and if you know one, or a few words from the voiceline, you can also just search for that too
for any other questions you might have about crowdin, I suggest we take the discussion to DMs or to #babelfish-lounge, up to your preference
Wiki seems to say that there is a maximum possible total of 2 meteor impacts and 2 meteor showers than can happen in a mission
So it made me think the game would roll 4 times at the start of each mission to see if they would happen
Sounded like 4 times for each individual meteor
Though iirc the %range is per mission size ?
So 25% for shorter , up to 33% for longer ones
Not sure if those values are known for each case
as far as I know those values are still correct, unless they changed them
hi that was me, i joined the server recently and just noticed there was a wiki channel
from what i gathered, both gold and nitra actually give 2xp instead of 1 like it was before, so if the 150-250 gold per compressed chunk stated in the page is right, it should be double that for xp and credits
Are you sure the extra XP wasn't from the hazard bonus?
Please help me understand. On the 2nd hazard, I shoot at the praetorian with the M1000. 65 damage * 2 focused shot = 130, praetorian has 30% resistance = 91 damage but resistance modifier for 2nd hazard = 0.55 giving 165.45 damage. The Praetorian has 487.5 hp. According to calculations, I should kill him in ~3 (2.94) focused shots, but in reality it turns out 4. Why is that? Is this a bug on the wiki?
65 damage * 2 focused shot = 130
correct
praetorian has 30% resistance = 91 damage
Praetorian has no elemental resistance to kinetic damage. Its damage resistance stays 1.0 as well. Still 130.
resistance modifier for 2nd hazard = 0.55
LargeEnemyResistance for 2 Hazard: 0.65 / 0.75 / 0.90 / 1.00 — 1, 2, 3, 4 players accordingly.
So for one player it's 130 / 0.65 = 200.
The Praetorian has 487.5 hp
Praetorian's base hp is 750. You either apply Hazard Scaling to his hp (then it'll be called Effective HP) or to weapon damage, like I just did in the previous step.
I should kill him in ~3 (2.94) focused shots, but in reality it turns out 4.
750 / 200 = 3.75 according to my calculations, which is 4 shots.
I used these sources for my calculations:
DRG Hazard File Scaling: https://docs.google.com/spreadsheets/d/1ygMn4sHAx0jvgRK0qa9LAOIcETnznkh1MtVLgsfu0ik
Table with Creature Stats: https://deeprockgalactic.wiki.gg/wiki/Template:Creature_Table
where did 30% resistance came from ?
maybe they are looking into something added on the wrong wiki ?
hazard resistance scaling or piercing resistance ?
bit confused on where the mistake appears
I think it was most likely someone taking the resistance to piercing damage into account when they shouldn't
oh guess they were using breakthrough mods and thought "that probably means piercing damage"
i mined and deposited exactly 10 gold like 2 times in every hazard level and aborted and got the same results, same for nitra in different runs
the only explanation would be some different calculation when completing the mission
S4 roadmap
(sorry guys, have to drop it in here apparently and not in #drg-gallery )
Thank you based dev
Mod*
thanks a lot for the clarification! 
Does anyone have a list of the health values of the bugs from the legacy 2018 version (update 11) (preferably with hazard 4 scaling) ? Also do weakpoints have a damage multiplier in that version?
The answer to the second question is : yes, they do have weakpoints.
I think the scaling is the same for the difficulty, apart from praetorian having half HP but I could be wrong.
Maybe it's just the warthog having a wider spread that's throwing me off then. Ty for the answer.
take it with a grain of salt, I'm not 100% sure. It's just what I recall but it's been so long, I could be very wrong.
Base values:
Warrior: 90
Praetorian: 400 with x1.5 wp
Swarmer: 12
Dreadnought: 3000 + 2000 shell (51% explosion res, 51% fire res), x1.5 wp
Web Spitter: 40
Acid Spitter: 120
Spitballer: 400 with 100% fire weakness
Exploder: 20
Hazard 4 values:
EnemyDamageResistance:
1.0,
1.1,
1.2,
1.3
SmallEnemyDamageResistance:
1.2,
1.2,
1.2,
1.2
Hazard 3 values:
EnemyDamageResistance:
0.9,
0.9,
1.0,
1.1
SmallEnemyDamageResistance
0.9,
0.9,
1.0,
1.1
Tysm!
I'm trying to update this image https://deeprockgalactic.wiki.gg/wiki/File:DRG_Game_Edition.jpg but when I try to upload the new one I get this error, "File extension ".jpg" does not match the detected MIME type of the file (image/png)."
How do I fix it?
I'm assuming the image has to be a png and not a jpg
I'm trying to change it to this one
Nvm, yours is a png but it has to be a jpeg
you know that eror is saying "you are using a png file while you are saying it is a jpeg file"
so pick one
I have atempted to upload the image as png, jpg and jpeg but still no luck
Are you just changing the file extension or actually converting it?
I don't know, all I want to do is change the image to be up to date
I'm new to uploading images
seasonal events page on mobile is all the way on the left, causing text below images to get cut off.
does hot bullets have some aoe heat on impact?
i've noticed while killing swarmers that they play the ignite sound and lots will die quickly
hot bullets, no. you may be igniting an enemy which is then heating up and burning nearby swarmers
If you have heavy hitter + burning nightmare equiped the normal shots do aoe heat for some reason
yes
burning enemies propagate heat
aaaah, love the janky ass EPC 😂
i've heard reports that EPC normal shot AoE heat was fixed
Ok so yesterday in #bug-discussion I noticed abnormally xp mission rewards and was told to head to this channel. I now have some screenshots to show. Thoughts?
what is abnormal there ?
the xp
unless the value on the wiki are wrong
the sum is correct
isn't egg hunt supposed to reward 950xp before multiplier ?
also curious what's up with 0 survival bonus
https://deeprockgalactic.wiki.gg/wiki/Experience
the value, for comparison purpose
or is this some kind of mod that's removing multipliers or something to get at the base XP?
did you try doing missions in safe mode on steam ? So all mods are disabled
2300xp for a H5 OSR is just...way off
base xp for OSR for the primary is 1800 xp
so yeah
My supposition is something is up with some mods
but if it's not modded, I have no idea where that bug is coming from, I didn't notice usually low xp in my games lately
Console
Hold on
How did you get the 0x survival bonus?
It looks like you're losing those games and only getting a fraction of the xp
that's the only thing I can think of
That's what I am thinking too
explain the 0 survival bonus too
good call
@hybrid oar did you exist those mission normally, without doing anything fancy ?
the secondary / primary ratio is the same as if getting the "expected ammount"
I got the 4 eggs, the secondary, I think the anniversary trophy as well
which probably means it is using the same multiplier
I think the game is counting it as losses
so he only gets 25%
and no survival bonus
no idea why tho
Something more confusing in a minute
Yeah it's exactly 25% of the expected value (accounting for it's rounding)
Only way I know of to make this happen is by clipping into the pod on salvage before doing the objectives
(1800 x 2.53 ) / 4 = ~1138
May be a console unique bug
if it is, I'll ping a dev about it but I wanna get to the bottom of it first
Huh so just a endsscreen visual bug?
is it for the same mission or it's a different one ?
I guess so? Although 8K for a 1-1 egg hunt is also off to me
Yeah those images I just sent are all around the same mission
Completely diffrent gold value here
sounds about right to me, it's about 4000-4500xp for both objectives without factoring in the rest (enemies, minerals etc)
8k for 1-1 egg hunt is what I'd expect on everage
Hmm ok, so I guess it's visual. Doing another to make sure
sure
before you do
another way to check
take a screenshot of your credits before the mission and after the mission
as well as the xp
and send me it with the mission end screen
I'll send all of this to a dev
Ok so the one from earlier
and we'll open an issue on PleaseFix too, to get more info
Alright cheers
It still works but only with heavy hitter.
uh-oh
I think this, despite being visual hinders the performance pass, around 450 perf. points
Glad to help
I'll forward a bug report
in the meantime, open an issue on PleaseFix and let me know once it's done, I'll upvote it
On it
Im trying to find info on cave gen changes but I can't really find what im looking for
what info are you looking for ?
specifically, was there ever cave gen removed from the game?
that's a tough one
I know plenty was added, but were there some taken away
im thinking of one specific structure from the fungus bogs where its a vertical cylinder, with weird q tip looking platforms extruding from the floor
ever, as in since the inception of the game?
I can try to find when I first started playing
I think last summer
I have a beutiful illustrated diagram but I cannot post it
there have definitely been some that have been removed from the game files, but i do not know if they were necessarily included in terrain gen in the first place
if you want to explore current room generators, sandbox utilities has some maps where you can fly around and view them, might be able to answer your question regarding whether a particular one is still in the game
it seemed to be like a "if you want to keep going do parkour with ceiling grass in the way. if you fall, have fun down there ig"
I havent yet looked for it in the legacy mode or whatever its called
i also made a video of said map in season 2 https://www.youtube.com/watch?v=x6Kon1ytXds
All rooms/tiles present in DRG as of Season 2. All noise set to minimum and rooms are slightly smaller than they actually appear in a mission so some can be a bit claustrophobic.
00:05 1 RMA_2PArcsSPAWNER
00:11 2 RMA_2PCeilingHoleRandom
00:18 3 RMA_2PCeilingHoleSPAWNER
00:27 4 RMA_2PColumnsRamp1
00:32 5 RMA_2PColumnsRampSPAWNER
00:39 6 RMA_2PSt...
@short cloud where do I send the link?
in DMs or in #bug-discussion I suppose
Was it a spherical room for the outer bounds and in the middle it was a pit with rounded columns that you have to jump between to reach the other side?
exactly
That's still in the game as far as I know, but I do not recall the specific asset name.
I can confirm I still see this formation in the game at times
I haven't seen it recently, the only time I've seen it in the fungus bogs a long time ago
yep, thats it
Well, there can be multiple reasons for that.
I feel like it specifically shows up often in elimination and mining mission, usually.
As well as a bit biome specific maybe.
i cant believe i could literally get the asset name as an answer so fast
also, I watched the video and read the comments about 30 min ago, and AS explicitly called out that and one other prefab as infamous 🙂
it was very vivid memory for me
I was still new and did not yet know what hoxxes had in store
Time to make a whole map out of it.
which other is the infamous one ? Is it the cross-double level shaped one ?
I hate that one
yeah, what I call "floating logs"
EDIT: RMA_MediumCenter01 https://www.youtube.com/watch?v=x6Kon1ytXds&t=674s
I have died there a lot, lol.
time to make a whole mission type out of it to annoy people
with the new update we got a huge cave we hadn't seen before in crystal caverns i think
combine the two for maximum annoyance
Point extraction specifically got new caves.
I would put a satchel at the bottom and wait for someone to cross it and pitfall them
was it the giant L shaped one with pathways all over the ceiling ?
it was one tall room, there were pathways higher up
of course it might have just been coincidence that I didn't get that cave earlier
would be a cool project to automate the cataloguing / dumping / 3d rendering of each cave prefab for inclusion in the wiki
im not the most seasoned veteran
this kind of pathway ?
im not sure, there were lots of big crystals though
it's not a new one but it's fairly rare
got added with the update that brought us escort missions I believe
Usually on 400 morkite
I prob assumed it was new snce its new to me and it was the first map I got upon updating
yeah, i know that one. i've only seen it in 3/3 morkite or 3/3 escort missions
i call it "walkway" in my head
that's where you'll see it, with the 400 morkite mission
all things considered it should pretty easy to tell if new templates have been altered, and how many
good name
I know that they removed some RMAs.
I brought it up with the devs and they didn't believe me but my game crashed frequently due to it.
what are RMAs and why did it make your game crash ? If you don't mind me explaining me ?
yeah. walkway and another massive tile (internally referred to as "horseshoe") have massive performance hits. i can literally tell when loading an Escort mission if walkway or horseshoe are in the map just by how long the loading screen is
RMA = room generator aka map tile, what the video i posted is showing
thank you
is horseshoe the giant cylindric one that often has domes all around ?
I saw some differences even in the old RMAs between S03 and the video.
I think my drawing was pretty close to that room prefab
negative. i refer to that one as "cauldron" in my head
especially for such an old memory
I felt like I was being gaslit and the deep rock I remembered playing was so different
fun trivia about Cauldron: i've seen it have anywhere from 2 - 5 domes, so i think that's not preset
yeah, I've seen it with a salvage pod on one isolated dome
it was quite the sight
never knew it could show up on salvage until then
might have been your mod tempering with it maybe Banagement but I don't recall using it at this time around
Bare in mind that biomes affect the layouts of RMAs by distorting the overall sizing of things - not including the different terrain decorations. So the video is showing the base layout if NOT affected by biome.
also room generators can have random features so there can be different variations that are not demonstrated in the video either
You just need to get a role from #welcome-and-rules to post images.
There are 2 things that make recognizing rma not an easy task:
- Entering tunnel merges with a cave.
- Meteorites / Lithos.
@floral drift found a screenshot of the one salvage pod on the dome
it was such a distant memory i wasn't sure if i made it up
I love when they flatten those coral things
those appendages can move up and down easily I think, I've seen it for other rmas as well
no coral here, it's salt pits 😄
i know its salt cave but thats what it reminds me of
because of all the possible combination and variation, there are caves I've never seen more than once despite 1800+ hours
There's two RMAs using those balls afaik. One that I usually see in Egg Hunt which is like 3-5 total balls.
watching this video right now. i think these are the massive rooms in my head:
"walkway" = #20 RMA_BigBridge02
"horseshoe" = #21 RMA_BigBridge03
"cauldron" = #80 RMA_Plateaus
What armor parts of enemies were not receiving damage? Praetorian right toe armor or something?
let's get some opinions
"The Web Spitters Web Spit attack smells like waffles according to the video introducing the Web Spitter." https://deeprockgalactic.wiki.gg/index.php?title=Glyphid_Web_Spitter&curid=479&diff=33069&oldid=32564
However, I think not even the video is so sure about it, could be a surprise (but then I would expect "?!" and not "?") or trying to to identify the smell, but not being so sure
and "According to the announcement before a special Praetorian swarm, a group of Praetorians is called a pack." https://deeprockgalactic.wiki.gg/index.php?title=Glyphid_Praetorian&curid=3570&diff=33070&oldid=32579
while indeed there is a lot of lines saying "pack of praetorians" isn't that word generic (?) enough to not be related to praetorians ?
pack of macteras have picked up your scent
the sentence I could find is
"Bad news, team. A swarm of Macteras have caught your scent."
fair enough
still
is a "pack" a "group of praetorians, for sure, no way or not enough info to tell
I uploaded pictures of the GSG Guardian armor paintjobs, but for some reason the Scout's picture is invisible. The same thing happened with the Gunner's Dark Neon paintjob when everything was brought over from the older wiki.
EDIT: To clarify, the images still work when I click on the "Original File" link on the image's pages, but the thumbnail previews seem to be completely broken on just these two image files.
To anyone who has completed Aniversary assigment...Did you get the paper crown?
the paper crown is not awarded after the assignment event, it was just given back to people who lost it because of a bug on the previous patch
But they got it from 4th anniversary assignment in the first place, did they not?
I believe so, yes
It seem strange that they just dropped second anniversary event item on 4th anniversary event, but now you get only 5th anniversary event hat and paper crown is like no one has ever heard of it...
@weary sonnet you edited the impact axe page to remove the bit about the first instance of melee direct damage not being affected by the frozen condition. But that seems to still be the case from testing
Just tested it again in game, it changed back indeed and isn’t affect by frozen anymore.
Updated the wiki page.
nice. Also, apparently it's even weirder than just not being affected by frozen. According to SplitSentro that first component
-
doesn't do damage at all when you hit an unfrozen praetorian with it normally
-
doesn't do damage when you hit a praetorian's leg armor
-
does do damage if you hit a praetorians's body armor
that praetorian leg armour being the most powerful thing in the DRG universe
Not the left toe, though.
The property json "DamageComponentType": "EDamageComponentType::Secondary",Probably doesn’t help too.
Is it known how many Lootbugs spawn in a mission on average?
Or in general, the determining factors
some parameters are known, but never heard here a definitive explanation on how they are used
Okay, is it known how many can spawn for example in one OSR mission?
Nay
So what parameters are known?
:S technical stuff that I checked long ago and can't remember (think max lootbugs per room, spawn chances, etc)
and I never tested because I never saw anyone ask for it
Guess I'm first
40 max on OSR, affected by DNA scaling and room spawns, OSR specifically uses per room critter spawning which results in more than usual.
For no reason at all... ||Keep your eyes on the subreddit...||
Whoa, that's a lot more than i thought
What's DNA scaling though? Lootbug mother genes? 
The dumbed down version is a multiplier on most cave generation to affect enemy, critter, resource and objective counts as well as map gen room types and quantities.
Okay, sounds like some very complicated techin- techniti- TECH STUFF
Different per mission type but the lowest in vanilla is 70 (0.7x) and the highest is 200 (2x).
100 (1x) results in the specified base objective count such as 2 mini mules for salvage
guessing that "SpawnAmountPerRoom: 2-4" and "SpawnAmountPerLevel: 7-9" are Not being used on the calculations ?
should be
40 max is the critter cap for osr
which can be shared by multiple things depending on biome
however once the cap is not met it will spawn lootbugs in a local room in osr if they were not able to spawn before due to hitting the cap
Sorry for bringing up this old convo, but i've been wondering a bit about it lately. Whenever I tell people that the JFH guiding randomly cuts off people tell me it's just due to the high speed that it feels that way. But it is actually happening right?
Can someone explain to me why it happens (if it does happen)? According to SplitSentro 'Changing HomingAccelerationMagnitude in ProjectileComponent' fixes it. I don't know anything about the technical stuff so what does HomingAccelerationMagnitude do and why does it fix it?
the strength of the lock on
strength as in how long the rocket can be guided or how fast it can react/turn?
react and turn
But then why would the rocket just stop reacting? In the second part of this clip you can see how in the first sharp turn the rocket reacts as expected but when I quickly change my aim again, some of them go in a straight line, seemingly not reacting.
My first guess was that JFH rockets are too fast and that affects their turning ability. There's probably some threshold in lock-on algorithm, exceeding which rockets ignore that particular movement if it appears it's impossible for rocket to turn at such angle momentarily.
I also heard that it's easier to hit Patrol Bot without T2A upgrade, than with it. It's likely because it launches at max velocity with JFH, and even increased turn rate can't quite compensate further speed increase, hence general quality of lock-on becomes worse overall.
That makes sense, thank you both for explaining!
Is there not a page for the soundtrack?
https://deeprockgalactic.wiki.gg/wiki/Downloadable_Content#Original_Soundtrack if you're talking about the music tracks
ah okay, I was looking for more detail besides a listing
I was wondering if each biome had a selection of tracks that would play in it or if it was basically completely random
Pretty sure that instead of biomes the difference is more like exploring, swarm and boss
having that info wouldn't be a bad idea
Alright. Because I see no mention of it on the wiki page for Zhukovs..
Does Zhukovs Conductive Bullets mod, add the bonus +30% dmg to electrically affected. As Electric type dmg?
I'd assume yes, iirc, Volatile Bullets on Bulldog is fire type dmg, and Stubby's own Conductive bullets is Electric type dmg -
Just wanted to get confirmation on it.
can't confirm it for sure
but at least I see a "DMG_Electric" for it
guess it is a detail that got overlooked and not included on wiki / confirmed
Zhukov T5A Conductive Bullets:
+33% direct damage dealt to electrocuted enemies as Electric element
Among all +dmg-to-electrocuted-targets upgrades, only Magnetic Shafts do it as Kinetic dmg bonus
BoM is also kinetic, but it's not electricity-exclusive
small question here: does the bug where armor scales up with difficulty scaling only affect health-based armor, or does it also affect strength-based armor like on a grunt?
clearly it applies to health-based but I feel like I saw discussion on it potentially applied to both a bit back, don't remember/can't find
actually I'll just go test this with gas recycling since that has just enough armor damage that it should be just barely over 100% chance to break grunt armor if the bug doesn't apply, and just under if it does
hello wiki people, is there any way i can see the stats of older versions weapons/upgrades?
let me look up some tests i was doing a few months ago, i think i figured it out...
from November 2022:
- Test #2: do ArmorStrength plates divide the Armor Damage by Normal Difficulty Scaling, like ArmorHealth does?
Engineer, Lok-1, T1.A +6 damage for 27 total and 150% AB -> 40.5 Armor Damage. tested vs an Acid Spitter with ArmorStrength 10. because 40.5/10 > 4, it should have 100% chance to break on every shot, and because AB > 100% it should always do full damage. observed results: 2 bodyshots dealt 40.5 damage to the Acid Spitter's health. at Haz4, that means those two shots actually dealt 48.6 damage. the only way to have two 27-damage shots do 48.6 damage is if one of them got reduced by -20% when passing through an armor plate without breaking it. therefore, that proves that it's not 100% chance to break. from that, I concluded that it was also affected by Normal Scaling Resistance, but really it just means that something is preventing it from doing the intended damage.
in November, I convinced myself that ArmorStrength is affected by Normal Difficulty Resistance.
Yeah, the results of my(admittedly not totally foolproof) testing just now is that it doesn't seem to be. no idea what's up with that Lok setup though
i had to do the Lok-1 tapfire vs Acid Spitters test up to like 80 trials before an armor plate did not break
but, it didn't break, which would indicate that it's not 100% chance to break, therefore it's doing less than 40 ArmorDamage
Ok, so I did 2 tests just now. I equipped GK2, then set its dmg to be 20 with 3 ArmorDamageMultiplier real quick (so 60/15=4), then I was switching all environmental resistances (hazard ones) between 1 and 100. I noticed no difference between 2 custom difficulties.
Then I set it to be 20 with 2 ArmorDamageMultiplier, same test but for Acid Spitter... And I noticed nothing different either.
Then one more thing. Some stuff just straight doesn't break on any difficulty (and I've read smth about that before in Evan's doc), very rarely it finally decides to break after some time or mb after switching shot angle or destroying other pieces.
🤔 so maybe what i was testing was the linked-armor-plate bug, and not the ArmorDamage of Lok-1?
So as of now, you need to take dozens of tries before making any conclusions.
i think i ended up with nearly 200 tests or something
And I did that, the answer is still no, it doesn't look to be affected by hazard resistances.
alright, thanks SplitSentro!
I do not know if this belong here but could someone explain to me how does the friendly fire damage multiplier works thanks
Should be on the difficulty page
yeah but the difficulty page don't cover the friendly fire multiplier from specific weapons though
oh ok thx I was looking in the damage page
Ah, time for a whole new page
but does this means that this does 100% of friendly fire or that you do not take any damage
doesn't do FF damage
ok I was confused because I played with someone that said he died to the explosions
he likely died to something else but blamed it on the explosions 
yeah thx for your answers
Both normal and Plasma Burster missiles have a lifetime of 30 seconds, and the maximum of homing missiles is 19 both for normal Hurricane and for PBM (after that with every excessive missile, another missile stops homing and slowly turns down crashing towards the ground).
T5A Nitroglycerin Compound gets capped by NitroglycerinMaxIncreaseTicks=10, so basically the maximum that you can get from this mod is +190 area damage (10 ticks for each of the 19 missiles).
@floral drift PBM's direct damage is fully kinetic, PBM's radial damage is fully explosive. It can collide with creatures 5 times and it triggers its direct and radial dmg twice on destruction, i.e. when missile hits the ground or when missile hits a creature for the 5th time. In total, it's up to 6 dmg hits off 1 missile and a minimum of 2 radial dmg hits nearby.
Also for PBM MaxDamageRadius = 0.01 m, so it has radial dmg fall-off right from the start.
where does this info come from? the DamageComponent listed in gamefile is Kinetic/Electric and half-converted to Fire i thought.
or some weird combination of elements
As usual, I personally tested it in the game. I'm not sure how secondary damage components work, but PBM's projectile also inherits primary dmg component from the normal missile projectile (and, as I said, it overrides MaxDamageRadius in it and you can see it in the file without launching the game). For such testing, surely, I had to modify direct dmg, radial dmg, dmg radiuses of the normal projectile and remove dmg fall-off from the PBM's projectile. I did simple numbers like 0 direct and 1 radial damage, 0 radial and 1 direct dmg and so on. I tested it on at least 4 different creatures with modified global and elemental resistances to detect the correct damage type. That secondary damage component has 5 direct and 5 radial damage (probably defaults) with default radial dmg radius values and I didn't notice its work at all — all the primary dmg component modifications were reflecting on the actual dmg output 1 to 1. As usual, I was directly monitoring in-game health dmg value and also temperature value (confirmed t5a mod behavior just in case). That electric dmg conversion relates to the secondary dmg component, so it is not presented in the primary dmg component, hence there's no conversion at all. I also checked just in case if it's used exclusively for unbreakable or heavy armor (there were a couple of season 03 changes that affected that for other equipment) and no, only explosive dmg type reacting to customized explosive resistance has been noticed.
I see I now find wiki.gg in google as second entry
but at least with "official"
Interesting how top results in google automatically stay top by receiving false visits
The one thing fandom is good at is seo
What's seo? I only know Seoul
ah forget it. Search Engine Optimisation, my brain just remembered
Yes
Better call Seoul?
Didn't that guy marry Heidi Klum?
Question regarding Lootbugs in the game.
How do they ''eat'' the mineral chunks?
Do they have a coded ''attack'' they do to the chunk, or is it a similar pick up system like Dwarves(players)?
so either pickup by just being near it
or pickup by choosing to do so (even if they choose it everytime)
Mostly wondering if there is an actual ''attack'' they perform against the chunk, or near the chunk.
As the wiki states they have a ''Mineral Chomp'' attack
The name "Mineral Chomp" is from the Miner’s Manual I think.
the only effective difference is if it has a range ?
can't really find any "attack" for it, only maybe a signal for when it eats one
but not entirely sure
a while ago, i stumbled across a gamefile about this. i'd have to look it up again, but i think it said like 20m radius for the mineral chunk it can target
wouldn't that just be the behavior for where the lootbug is going ?
an attack implies lootbug can ignore chunks
Content/Critters/LootBug/ENE_LootBug
then, the already known EatValueMultiplier 1.5.
i read those values like "every 15 seconds, Lootbug picks a new mineral chunk within 25m of it. it then spends its movement pathfinding to that chunk and trying to eat it."
but is it a skill or regular pickup
🤷♂️
if those are the only two choices, i'd say "skill". it's very obvious that they don't pick up chunks in a radius around them
I guess one can argue the radius is smaller than the lootbug ?
No, it's quite definitely targeted as I've many times seen loot bugs crawl into a pile of minerals and only take one chunk out of it from a vein I mined while my inventory was full
Like, multiple chunks clumped together ?
They target one chunk to eat and walk away for 15s before targeting another one to consume. There is no attack for it, it's likely just a behavior tree event to consume.
Hmm. Deep dive wiki page (https://deeprockgalactic.wiki.gg/wiki/Deep_Dives) shows a fixed quantity of Mini M.U.L.E. repairs when it's a secondary objective in a deep dive (always 2 repairs). This week's deep dive has only 1 repair. I guess it's a range (1-2)?
recent change ?
maybe not 50 / 50 chance for 1 or 2 ?
according to the deep dive archive at https://docs.google.com/spreadsheets/d/1cvRHDfmBKK8Ggmoga6A3PrlyBaunZpbQhZuy987gGKk/edit
this is the first time we've had "mule x1" as an objective
so it does seem like a recent change to enable only 1 mule to spawn, either that or reallllllly statistically unlikely to get just one 😅
🤔
I mean, yes, it should be at least 2 according to the files but it is extremely unlikely that the spawning system would fail.
were files checked for the recent DD ?
Although there has been an update since I last dumped the files so I will double check.
if that changed, might be worth checking for other DD mission changes
The only way that I know of that could result in this is if the map gen used a short motherlode dna which has a 0.7x objective multiplier and the objective count is truncated.
I listed the new deep dive changes earlier but that was not one of them.
That's what I see on this screen:
Ah, so maybe this is a more subtle bug
or it's a typo
But then it somehow becomes 1 in the game
well, folks are calling out that it's weird that there was only one mule in the DD
so it seems like a bug
think I've seen it before but don't have anything to confirm it, so probably a rare bug yeah
That is because the text =/= to the actual spawns.
Ikr, it's probably the 2 that you see in the file.
There are usually 3-4 variables for each objective asset. How many to attempt to spawn, how many spawned (updates the in-game objective widget and requirement to prevent failures), how many have been completed and how many remain.
can one check what made the spawn fail ?
Not really.
It uses a lambda function to find a suitable location, the only thing that I know of that can outright mess it up is too many "important locations" being present as map gen objects tend to have a minimum distance from important locations. But usually objective objects have a higher priority to spawn. They are actually really easy to mess up if the positioning data was changed though.
Has the custom font on the wiki gone for anyone else? Figured it out
I've finally done the honours, again.
Nice
Howdy, I just have I question, how do dwarfs use red sugar to heal themselves, do they just eat it how it is or something?
According to a perk description and a dialog between the dwarves, it is eaten:
Getting a taste for that stuff! Get X% more healing from consuming Red Sugar!
"What do you mean you ate all the red sugar? We needed that!"
hey, couldnt find anything anywhere if "Broadhead Bolts" for the crossbow scales the explosion or dot dmg of "Special Bolt: Chemical Explosion". does anyone know?
No, I'm quite sure it's fixed damage. And that particular mod is likely still bugged - it wasn't giving plus area damage after the dmg components improvement in Patch 11 iirc
"What do you mean you ate all the red sugar? We needed that!"
never heard this one
it just seems to come from the dense biozone quotes
From what I see it can play in crystaline cavern, not sure if it is actually in game or not, but it is one of the string translated for the game in crowdin.
https://crowdin.com/translate/deep-rock-galactic/77/en-en?filter=basic&value=0#190214
wait, so it is for 2 biomes, right
Not sure, the string is linked to CrystalCaves which should be crystalline cavern, don’t see anything for dense biozone, but I don’t remember hearing it in game so not sure.
if I search the quote, I can see 2 instances of it
strings "AE8497FF4CA73352C7EC77A9FBD6A437" and "B7F41AC5445A0715C7DC2A941BA7F0FE"
This is a machine event, in particular the Kursite Infection one.
You need a promoted dwarf on your team to have access to it.
https://deeprockgalactic.wiki.gg/wiki/Machine_Events#Kursite_Infection
Also, I kinda recommend not trying to use the everyone or here mentions on public servers. If it hadn't been deactivated, you would have pinged about 200 000 people...
i believe that would be the intention
does the wiki have the list of armor break upgrades that are bugged?
when it says "every enemy killed" does it really mean every enemy?
mainly reffering to like, robots and swarmers
Pretty sure; as long as its hostile, far as I could tell they drop a nugget
yes
so a swarmaggedon would greatly help this
or letting a breeder do its thing and kill the babies
just get a naedocyte breeder and you win
interesting
Only possible exception I can think of is cave leaches, but that might be a bug (where the gold is clipping into the ceiling, or flying off where I couldn't find it)
that seems like the kind of mechanic that would have a bunch of asterisks
Take that with a grain of salt though; never tested the mutator in a controlled environment
The modifier is supposed to have restrictions from what I recall but they don't actually work so pretty much everything drops gold.
lmao
Limited to Glyphids and Macteras in the files.
But it obviously doesn't work since Naedocytes are neither.
so a haz 5, complexity 3, length 3, swarmaggedon, point extraction mission would be the ideal golden bugs scenario
or maybe parasites also work so every bug you kill drops gold and another bug with more gold
I mean, having to go to the minehead so often is annoying and gold is only worth like 5 credits per chunk.
still fun to think about
Interestingly it is called Extermination Contract internally.
Would make more sense in-universe I suppose
Not that the DRG universe is particularly sensible to begin with
Bugs are paying you to kill them as fast as possible.
ok so with all of those every gold chunk gives 5.86 credits
Which means every haul to and from Molly/the Minehead is worth, at most, slightly less than 360 credits
Which is at most a pouch of 60?
in today's ted talk we will discuss dwarves' minimum wage
Yeah; 60 * 6 (rounded up for the sake of mental math)
a bit better with 4 people
Could kill 60 bugs total in an egg hunt and still make more on a hazard 1, probably.

but then you don't get the intrinsic satisfaction of lagging your game's fps with gold on every square foot
Base pay, without bonus objectives, is 550 minimum, yeah
Before hazard bonuses, side objectives, bonus objectives, etc.
lmao
Just get driller to go mad with C4
if you figure out the size of a gold chunk you can vaguely convert the credits to irl money
Also my mistake, that is with side objectives; minumum is actually 300
Dwarves are getting scammed if we do that conversion
That or gold is hyper deflated because of the exports from Hoxxes
every mission pays for at least 8.5 oily oafs
Yeah; this is the "simple" egg hunt, for context
4 eggs, no side objectives or other sources of credits
0 hazard bonus
Haz 1 has a bonus of 25%, so the "real" minimum in game is actually 375
I've done longterm golden bugs swarmageddon farming before: #drg-gallery message
long story short, it's not really worth the time it takes
Random question but is it known if armor break helps break the armor off of Nemesis? Searched for "armor" on the Nemesis wiki page with no results other than 200 base HP.
i perceive it to help when i take Minigun T3.A armor break. i haven't tested it properly, though.
checking in-game now
confirmed, GK2 AB mod has a noticeable effect vs Nemesis armor plates.
you can just tell it by its visual model
if anything is worth checking there, it's whether AB breaks those weak points faster or not
it seemed to work as intended vs the plates on the lower half (taking 3 shots at Haz 2, 16 dmg * 600% -> 96/200), but not being as effective on the armor plates on the top half. seemed to take 6 shots on the upper half. however, that might be because the hitscan tracer wouldn't collide with the internal hitbox.
something i've noticed in the past about ArmorHealth plates is that hitscan weapons can only damage them if the tracer would damage the squishy body beneath the armor. the easiest way to test this is to stand in front of a Guard, shoot outwards through its foreleg. you can see the bullet impact terrain behind it even though the tracer passes through the armor plate, but no damage will be dealt to it.
so, maybe because i was on the ground shooting upward, i was "miss-hitting" the upper half of Nemesis' armor plates, causing it to not count half of the time 🤷♂️
hard to be above a Nemesis for long enough to get a good test result...
not sure if it helps, but I colored those models based on information Ely gave to me
🤔 hmm, well the AB is working but i think Nemesis might need to be added to Evan's spreadsheet. i was able to shoot one of its armor plates 17 times at 19 damage before it broke on Solo Haz4. that's like 323 damage, vs the expected 200*1.2 = 240. so like, 3/4 of the expected damage per shot. however, the AB does 6x of that, so it's 3 shots.
all this to say: yes, the Nemesis' ArmorHealth plates are for sure affected by Armor Breaking, like you would expect ✅
@bold plover
I shot the top with modified m1k, while monitoring armor health values, the damage is affected by AB damage multiplier and SmallEnemyDamageResistance. I saw nothing unusual.
There are 9 armor plates at the top and 8 at the bottom, each has 200 hp.
were modifiers/warnings removed from sabotage entirely?
can't remember seeing any on sabotage since s3 released
For the nemesis, I was testing the location of the armor plates and reporting to omega for the model coloring. I didn’t actually test if the plates were actually taking more damage from armor break mods or not, I just tested rough hitbox and plates location basically.
i spent about 3 hrs shooting the Nemesis last night. the black armor plates on the top and bottom are [Heavy - ArmorHealth] that take extra damage from AB as intended. the bottom engine, and the four corners around its model, are [Unbreakable] that take no damage.
What timezone does Ghost Ship Games function in?