#wiki-related-chatroom

1 messages · Page 8 of 1

echo parrot
#

Thanks that's what I was thinking

sterile crescent
#

Well, it does, at least from a DPS perspective

glacial topaz
#

wait, what kind of answer though
like, mods that increase damage value usuals says "+X Damage"

bold plover
#

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.

short cloud
#

that math doesn't add up indeed

glacial topaz
bold plover
#

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.

glacial topaz
#

14 x 0.75 = 10.5
14 + 10.5 + 10.5 = 35

sterile crescent
#

^ that explains it

#

What a weird system tho

glacial topaz
#

wonder how it looks for 1.75, 0.75 and 0

#

wait is 1 or 0 the no resistances one

sterile crescent
#

I think 0 is no resistance or buff

#

Since 14 + (0*14) = 14

bold plover
#

0 is no resist.

#

1 is immunity.

#

Unless general damage reduction, then it is inversed. 1 is no resist and 0 is immunity.

sterile crescent
bold plover
#

That is with his armor effect and elemental insulation.

sterile crescent
#

Yeah, which is 0.5 resist correct?

bold plover
#

I don't understand why the Acid Spitter DoT is unaffected though . .

#

7 on perkless gunner, 7 on super resist engineer.

sterile crescent
#

Yeah, very strange

bold plover
#

50% on armor, 30% from perk.

sterile crescent
#

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

bold plover
#

I just looked at the Acid Spitter DoT and it was changed to unlisted damage type apparently.

sterile crescent
#

If you're using the view HP mod, then it would get rounded up to 7, at least at first glance

#

Oh

#

Welp

bold plover
#

Yeah the asset doesn't even reference a damage type anymore.

#

Just the pawn affliction for poison which is visual stuff.

sterile crescent
#

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

bold plover
#

Yes.

echo parrot
#

welp Im back with another failed search... the heck?

sterile crescent
#

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

bold plover
echo parrot
bold plover
#

Information.

echo parrot
#

I've checked what terminals i can find and can't find anything

bold plover
#

Just a widget decoration.

echo parrot
#

f, lol

sterile crescent
bold plover
#

both at once

sterile crescent
#

I think its literally just a reference to Starship Troopers "Would you like to know more?" line

#

(based on nothing but speculation)

bold plover
#

I now have no idea how to balance this to be 75% more damage, lmao.

#

0.3 ish.

sterile crescent
#

It would scale exponentially otherwise, tbf

sterile crescent
#

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

glacial topaz
sly galleon
#

when would the Milspec skins or the season 3 paintjobs be updated to wiki? (Gallery)

acoustic scarab
#

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

gaunt cipher
#

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.

glacial topaz
#

other dwarves existing as in ?

primal pulsar
#

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?

short cloud
primal pulsar
#

Well it pays out for three primary objectives and three secondary objectives. Do you ever do more than that on a deep dive?

short cloud
primal pulsar
#

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.

short cloud
#

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 ?

primal pulsar
#

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

short cloud
#

so 15750

primal pulsar
#

Oh cool. Well I guess that's simple enough anyway.

short cloud
#

just checked, and I can actually confirm it's a fixed 15750 before gold

#

so only the xp differs from DD to EDD

acoustic scarab
short cloud
#

8500 cr is the payout for regular DD

primal pulsar
#

I just did a regular DD a few moments ago and got 15750

short cloud
#

I got an older screenshot with 8500 payout

primal pulsar
#

They must have or I am very lucky.

glacial topaz
acoustic scarab
#

Yeah. Except we're not styling our wiki to be for the dwarves of DRG anywhere other than the old pages

primal pulsar
glacial topaz
gaunt cipher
#

"or you would have to always say "players controlling the gunner" , "players controlling the driller" "
No, you'd just say "gunners" or "drillers".

primal pulsar
gaunt cipher
# glacial topaz other dwarves existing as in ?

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.

short cloud
acoustic scarab
#

We're talking to people playing a video game

#

Referring to them as players makes all the sense we need

primal pulsar
#

You might say "Gunner" instead of "Player" if you are describing a class specific ability but otherwise "Player" makes sense.

glacial topaz
#

"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"

acoustic scarab
#

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"

primal pulsar
#

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.

acoustic scarab
#

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

primal pulsar
#

We could set up a template to insert the logged in user's name instead of second person pronouns in that case 😁

vocal vale
#

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

primal pulsar
vocal vale
#

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

primal pulsar
#

The flavor text is "A furiously good look." so maybe it's related to Nick Fury from.. marvel?

vocal vale
#

did Nick have such a luscious head of hair though?

primal pulsar
#

Not the samuel L Jackson version, for sure.

vocal vale
#

something else does come to mind, but I just cannot think of a name
had long-ish hair, an eyepatch and chomped cigars

primal pulsar
#

If there isn't a page for trivia related to the cosmetics and their references that could be a good addition to the wiki.

cerulean berry
#

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

glacial topaz
#

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 ?

cerulean berry
#

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

glacial topaz
#

I am like "smh, I need to see this visually to fully get it"

cerulean berry
#

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

glacial topaz
#

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

cerulean berry
#

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

trail gust
# cerulean berry think i've determined what exactly `TiggerOnPercentage` is doing: `OnDamageTake...

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.

steady talon
#

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

steady talon
#

gotcha

weary sonnet
#

It does use macteras, just checked in crowdin, but there is not a lot of lines with it.

analog rock
wary swift
#

mactera

#

i wonder why grabbers and bombers are the only mactera with eyes

glacial topaz
#

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"

strong pivot
#

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

steady talon
trail gust
acoustic scarab
#

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"

floral drift
# trail gust

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

austere fossil
trail gust
#

Just the first thing I've found

austere fossil
#

I'm guessing plain Range is for idling attacking?

trail gust
#

It's only for Mining Tool

austere fossil
#

oh, is mine radius then the carve?

trail gust
#

probably

austere fossil
#

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"

trail gust
#

There are also these two, I'm guessing it's not used

austere fossil
#

huh, maybe they experimented with him auto-mining stuff?

acoustic scarab
#

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

steady talon
#

would anyone mind if i edited the hot bullets section to reflect this? cause rn it's pretty basic

steady talon
#

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)

primal pulsar
steady talon
#

good idea, i'll add that

thick pelican
#

According to some individuals, you can Temp Shock an OMEN Tower, by igniting it with CRSPR and switching to Wave Cooker.
Is that true?

short cloud
#

would be easy to verify I guess

trail gust
#

yes you can, though the bottom one spins kinda fast for it

tender spire
#

yey

trail gust
#

but probably throwing 4 cryo nades to freeze everything is faster

primal pulsar
#

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.

trail gust
#

When normal arrows impact terrain, they apply 33% Base Fear Chance to enemies within a 3m radius, pulsing once per second for 5 seconds.

primal pulsar
trail gust
#

from my pov, it seems that MeatShield first updates Karl.gg, then wiki may be implements some of his info

gaunt cipher
#

karl.gg's its own thing. and yeah, info is often on there before the wiki

primal pulsar
#

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.

glacial topaz
#

only thing deprecated was fandom

glacial topaz
primal pulsar
#

Gotcha, okay. Thanks!

tender spire
#

how fast does a charge shot from EPC travel?

#

without the speed mod

short cloud
weary sonnet
tender spire
#

ah ok

#

ty

glacial topaz
#

weren't there some talk about including travel speed on weapon's page ?

trail gust
#

Just saw lacerator rejecting to meet and greet arbalest and stay vulnerable.

glacial topaz
#

just have to know what makes them able to abort it middle healing

sterile crescent
#

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

trail gust
#

I found it weird that lacerator didn't change his position at all
but outside of that, only corrosion statuses were changing

glacial topaz
#

is it something that requires multiplayer, or can it be reproduced in solo

trail gust
#

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

floral drift
# primal pulsar Okay so do people generally treat Karl.gg as a reputable source for adding stuff...

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 rocknstone

spare hatch
#

is layout of collected minerals preset or just random

#

(random)- i mean in order u get "x" mineral

bold plover
#

random amount in a mission if that is what you mean

glacial topaz
#

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

primal pulsar
#

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.

bold plover
#

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.

primal pulsar
#

Okay will edit.

#

Does anyone know if dwarves have a terminal velocity from gravity, or will they accelerate indefinitely until they hit the ground?

glacial topaz
#

you want to know if damage increases forever ?

bold plover
#

There is terminal from natural gravitational forces.

#

2048.0

#

~20.5 m/s

glacial topaz
#

is that done to limit damage, or to avoid glitching out

bold plover
#

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.

sterile crescent
#

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

bold plover
#

You can move insanely fast and it will keep up so long as your fps is somewhat high.

sterile crescent
#

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

bold plover
#

I mean, why make it some absurd number for the engine to calculate and predict for clients?

sterile crescent
#

Fair; it would be very funny to see a scout on your screen for 1 frame though

bold plover
#

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.

sterile crescent
# bold plover ~20.5 m/s

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

primal pulsar
#

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

sterile crescent
#

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

primal pulsar
#

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.

steady talon
#

i can probably help get exact values for fall damage tomorrow afternoon

#

just need to get some testin' mods

trail gust
#

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?
weary sonnet
#

From what I see:
Damage conversion was added in S2P0 as conversion to corrosive.
In S3P3 it was changed to conversion to kinetic.

primal pulsar
#

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.

glacial topaz
#

You would have to do something for mobile while leaving desktop alone

#

Making it be hover on desktop, and press on mobile could work

weary sonnet
primal pulsar
#

Why would we need to leave desktop alone? Surely there are solutions that would work on both and wouldn't require splitting by platform.

glacial topaz
#

the entire problem is on mobile
only makes sense to mess with desktop if it is improving or making it the same

primal pulsar
#

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

glacial topaz
#

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

primal pulsar
#

I think footnotes and links better serve those purposes, but I suppose it's a matter of opinion.

glacial topaz
#

link to where
and footnotes applies on some cases, but not all (which already is being used)

primal pulsar
#

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.

spare hatch
#

is ther 1 preset

#

like morkite nitra gold crppa dystrum or its just based how u pick up

outer yoke
#

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

Deep Rock Galactic Wiki

OverviewDRG
Concepts
Health

#

I suppose Rockpox Praetorians and Grunts don't matter since they have the same hp as normal versions, but they're also not there

short cloud
acoustic scarab
#

Rockpox is spreading over the wiki

primal pulsar
#

Step 1: cover the rockpox wiki articles with foam

rigid parrot
bold plover
#

The wiki incorrectly states that Brood Nexus have 3 eyes when they in fact have 4.

primal pulsar
#

Confirmed and fixed, although they do technically also have three eyes. 🙂

primal pulsar
#

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.

bold plover
#

They have a limited flight time before guidance cuts off, it might be possible that those missile variants have a shorter timer for such.

primal pulsar
#

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.

glacial topaz
#

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

primal pulsar
#

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.

tame plover
primal pulsar
#

Oh yeah they fly for the same time, they just lose tracking quickly.

glacial topaz
#

wonder if making the speed much lower could help tell if it is a matter of distance
or other factors

tame plover
#

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.

primal pulsar
#

Would you be able to add that video to the bug report I created a little bit ago?

trail gust
#

Changing HomingAccelerationMagnitude in ProjectileComponent from 20k to, let's say, 50k solves this issue.

bold plover
#

That is the strength of the homing effect so I guess that makes sense. It has to be a higher value for higher velocities.

glacial topaz
#

doesn't that affect how useful manouver mods are ?

primal pulsar
#

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.

primal pulsar
brazen crater
#

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?

tame plover
#

Also: weird layout on mobile.

#

'the'

analog rock
#

Why is there a picture of the EOTM terminal on the error cube page? Shouldn't it be in the spacerig page?

tame plover
#

But the image would probably fit more in the trivia section

analog rock
#

Ah right. Too low res on my phone for the text

floral drift
sterile crescent
#

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

trail gust
#

There can be 2 small plaguefalls?

short cloud
sterile crescent
#

Oh, then its actually 4*2 + 2*7 = 22

short cloud
#

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

sterile crescent
#

I've seen 4 pretty recently

trail gust
#

iirc it's 3-4

sterile crescent
#

Its a 50-50 iirc

#

So you just have had bad luck lately

short cloud
#

I guess

sterile crescent
#

In contrast, meteor showers are guaranteed to have 1, and the other fragments each have a 2% chance

floral drift
#

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.

sterile crescent
#

For sure

#

12 is the realistic max; everything else gets into "possibly cheating" range

short cloud
#

or incredible luck range

floral drift
#

for however many meteor swarms i've experienced, i have yet to get a single 2-hearts-from-one-shower 2% proc

sterile crescent
#

I have had it happen twice

trail gust
sterile crescent
#

I'm lv 200 in the season pass though, lol, so my sample size may be rather large

short cloud
# trail gust

Nice, thank you
Means I don't have to change my copy/paste info

sterile crescent
#

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

acoustic scarab
vagrant nacelle
#

Does THE MOLE OC stacks 150 flat damage also with creatures, or only terrain?

#

fandom wiki

white plume
#

fandom wiki is not up to date

vagrant nacelle
#

ty

glacial topaz
#

You should have said what the actual wiki is lol
It is pinned here
Or it sounds like there is no other option

primal pulsar
#

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.

white plume
#

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:

  1. Driller with 2926975987482624 (2.927e15)
  2. Engineer with 1619232332709888 (1.619e15)
  3. Scout with 940813710262272 (9.408e14)
  4. 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)

acoustic scarab
#

Beautiful nerdwork, kudos

primal pulsar
#

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.

primal pulsar
#

The wiki entry says 3x normal projectiles which sounded like maybe one bolt would split to three, thanks for the clarification.

gaunt cipher
#

it does let you shoot 3 even if you have less than 3 ammo, iirc.

bold plover
#

afaik you can't have less than 3 due to the max ammo with the oc

gaunt cipher
#

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

bold plover
#

Oh, lmao.

hexed needle
#

does the trijaw weakpoint not actually take up the whole yellow area or is the coilgun inconsistent in hitting weakpoints?

bold plover
#

like most mactera it does not

spark willow
#

Wait so their belly isn’t all a weakpoint?

bold plover
#

no

bold plover
#

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.

spark willow
#

Ahhh okay

#

That’s kinda dumb but it makes sens

tame plover
trail gust
#

It was totally possible before.

steep blaze
#

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.

shell frigate
#

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

steep blaze
#

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!

shell frigate
#

Well I could change the colour if it's not a valid link so it's not red

steep blaze
#

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.

shell frigate
#

Ah Will likey make it DRG link orange to match then

merry kernel
#

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

jolly adder
#

Anyone know whether or not the homebrew powder overclock affects the area damage of explosive rounds on the revolver?

tame plover
short cloud
#

no need for sandbox utilities

#

just go haz 1 and use damage text mod

#

there you go

jolly adder
#

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

short cloud
#

I don't believe grunts in haz 1 die with 30 damage 😄

jolly adder
#

?

#

The revolver does 70 damage with damage upgrades and explosive rounds

short cloud
# jolly adder ?

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

trail gust
acoustic scarab
#

Confirming that there is no check for a large meteorite to avoid Doretta

trail gust
#

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.

sterile crescent
#

So its not 2.5 as stated on the wiki? And this has been tested?

trail gust
sterile crescent
#

Ok, thanks

#

Will update the wiki now

sly galleon
weary sonnet
#

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.

analog rock
glacial topaz
#

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

chilly osprey
#

Can i help expand the wiki? In particular the voiceline sections.

glacial topaz
#

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 ?
chilly osprey
#

I need help getting voice lines audio/text

glacial topaz
#

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

floral drift
#

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

glacial topaz
#

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

floral drift
#

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

cerulean berry
floral drift
#

thank you, AssemblyStorm rocknstone

#

so that "30 sec" probably came from the classic Solo Haz4 test, 16+10=26

glacial topaz
#

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

trail gust
#

it also looks like it doesn't apply timer if dread has not greater than 5% hp left

floral drift
glacial topaz
#

guessing 30% is unchanged ?
and for korlok there is ""StayOpenWhenBellowThisHealthPercentage" = 0.05,"

fringe pier
shell frigate
#

we started on fandom and migrated to wiki.gg so fandom is no longer updated

fringe pier
#

ahh ok there should probably be a notice on the fandom one

shell frigate
#

There was, fandom rules only allow one for 2 weeks

fringe pier
#

ah i see

glacial topaz
#

To be fair we started on gamepedia, but that is a much longer tale

craggy wraith
shell frigate
#

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)

acoustic scarab
#

Confirmation that meteorite placement doesn't check for "safe distance" from an egg either

tranquil hazel
hexed needle
#

is it known if shield link functions as described atm?

#

remember hearing about negative shields at some point

gaunt cipher
#

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.

hexed needle
#

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

trail gust
#

there are mods out there that can show you that

sly galleon
acoustic scarab
#

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

thick slate
#

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

acoustic scarab
#

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

glacial topaz
trail gust
glacial topaz
#

what is the conclusion for such range of durations
and does it match the known values / formulas

trail gust
#

[ 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.

lost flint
#

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?

trail gust
#

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.

spark willow
#

My brain is not conceived for this, I had a stroke reading the first paragraph

#

Good job tho rocknstone
I like em funny word you say

silent sierra
#

I could go add the bugs to the wiki later today after work. I’m not opposed to the idea.

lost flint
#

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

trail gust
cerulean berry
#

hellllll yes, restored to their former glory :D

#

what prompted you to test that?

trail gust
#

I was comparing files bit by bit and noticed changes in that folder.

silent dove
#

I always thought that they’d be better if nearby ones broke open too

floral drift
#

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)

glacial topaz
#

so pretty much, when you break using damage
ALL eggs within 5 meters, will be open after 0.25 - 1.5s ?

floral drift
#

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

glacial topaz
#

well, I guess changing it to a fixed 10s and tweaking range should probably indicate if it is used

bold plover
#

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.

glacial topaz
#

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 ?

cerulean berry
#

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

bold plover
glacial topaz
#

now that makes it even more complex to analyze

bold plover
#

Eh, new embed makes that weird.

glacial topaz
#

guessing testing is pending to understand the values
probably can be done by limiting the mission pool to only 2
and observing results

austere fossil
wicked cave
#

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

#

Wonder if bug (related to recent patch) or intentional

silent sierra
#

@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?

glacial topaz
#

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...

bold plover
#

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.

tame plover
#

The sandblasted description still mentions containing fossilised bones. But it doesn't anymore, right? Or are they just very rare?

bold plover
#

They are disabled afaik.

neat stone
#

do plasma burster missiles work on the caretaker?

glacial topaz
#

which sense of "work" ?
damage ? piece it ?

merry warren
#

what is even the incentive to level higher after promoting a class?

stark tulip
#

prestige assignments
and funny blue number go up

whole stirrup
#

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?

acoustic scarab
#

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

neat stone
#

Same question for the omen

short cloud
glacial topaz
#

where is the 4 rolls part coming from ?

neat stone
short cloud
#

I believe it does work, yeah

#

I remember using it

glacial topaz
#

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

short cloud
short cloud
glacial topaz
wicked cave
#

Definitely true

#

same model, same pings

#

IIRC they also explode the same way if you throw them

glacial topaz
#

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 ?

wicked cave
#

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

glacial topaz
#

could be worth reporting, if it is not already

will adjust to focus on the model instead of the "lines"

wicked cave
#

yeah, looks like it's not on pleasefix

glacial topaz
#

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

tame plover
wicked cave
#

hah, that would be interesting

glacial topaz
#

just depends on which damage type it does

glacial topaz
#

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

arctic prairie
#

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.

glacial topaz
#

which one you have no clue

arctic prairie
#

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.

glacial topaz
#

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...

arctic prairie
#

Most of the time I get them straight from the subtitles in the game, but where would I get the translations?

short cloud
short cloud
#

up to you

#

I can provide the link

glacial topaz
arctic prairie
arctic prairie
glacial topaz
#

"you could just get the text from the translations"

short cloud
#

wiki editors and translators can always need the help

arctic prairie
#

I found the link to that site, but how do you access the voiceline files?

short cloud
#

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

whole stirrup
#

So it made me think the game would roll 4 times at the start of each mission to see if they would happen

glacial topaz
#

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

short cloud
flint cedar
#

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

acoustic scarab
#

Are you sure the extra XP wasn't from the hazard bonus?

junior siren
#

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?

trail gust
# junior siren Please help me understand. On the 2nd hazard, I shoot at the praetorian with the...

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.

glacial topaz
#

where did 30% resistance came from ?
maybe they are looking into something added on the wrong wiki ?

short cloud
glacial topaz
#

bit confused on where the mistake appears

short cloud
#

I think it was most likely someone taking the resistance to piercing damage into account when they shouldn't

glacial topaz
#

oh guess they were using breakthrough mods and thought "that probably means piercing damage"

flint cedar
#

the only explanation would be some different calculation when completing the mission

short cloud
#

S4 roadmap

#

(sorry guys, have to drop it in here apparently and not in #drg-gallery )

acoustic scarab
#

Thank you based dev

silent dove
junior siren
jaunty hawk
#

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?

short cloud
#

I think the scaling is the same for the difficulty, apart from praetorian having half HP but I could be wrong.

jaunty hawk
short cloud
trail gust
#

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

hollow bluff
white plume
#

I'm assuming the image has to be a png and not a jpg

hollow bluff
#

I'm trying to change it to this one

white plume
#

Nvm, yours is a png but it has to be a jpeg

glacial topaz
#

you know that eror is saying "you are using a png file while you are saying it is a jpeg file"
so pick one

hollow bluff
#

I have atempted to upload the image as png, jpg and jpeg but still no luck

austere fossil
#

Are you just changing the file extension or actually converting it?

hollow bluff
#

I don't know, all I want to do is change the image to be up to date

#

I'm new to uploading images

hollow bluff
#

I found a way to convert it and now I have updated the image

#

Thanks for the help

tame plover
hexed needle
#

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

cerulean berry
#

hot bullets, no. you may be igniting an enemy which is then heating up and burning nearby swarmers

hexed needle
#

i see

#

probably the same for burning nightmare normal shots then?

tame plover
short cloud
short cloud
floral drift
hybrid oar
#

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?

glacial topaz
#

what is abnormal there ?

short cloud
#

unless the value on the wiki are wrong

glacial topaz
#

the sum is correct

short cloud
#

isn't egg hunt supposed to reward 950xp before multiplier ?

wicked cave
#

also curious what's up with 0 survival bonus

short cloud
wicked cave
#

or is this some kind of mod that's removing multipliers or something to get at the base XP?

short cloud
# hybrid oar

did you try doing missions in safe mode on steam ? So all mods are disabled

wicked cave
#

2300xp for a H5 OSR is just...way off

short cloud
#

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

hybrid oar
#

Console

short cloud
#

okay

#

so something is severely broken

hybrid oar
#

Hold on

tame plover
#

How did you get the 0x survival bonus?

short cloud
#

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

tame plover
#

That's what I am thinking too

short cloud
#

explain the 0 survival bonus too

wicked cave
#

good call

short cloud
#

@hybrid oar did you exist those mission normally, without doing anything fancy ?

glacial topaz
#

the secondary / primary ratio is the same as if getting the "expected ammount"

hybrid oar
#

I got the 4 eggs, the secondary, I think the anniversary trophy as well

glacial topaz
#

which probably means it is using the same multiplier

short cloud
#

I think the game is counting it as losses

#

so he only gets 25%

#

and no survival bonus

#

no idea why tho

hybrid oar
#

Something more confusing in a minute

shell frigate
#

Yeah it's exactly 25% of the expected value (accounting for it's rounding)

tame plover
#

Only way I know of to make this happen is by clipping into the pod on salvage before doing the objectives

glacial topaz
#

(1800 x 2.53 ) / 4 = ~1138

shell frigate
#

May be a console unique bug

short cloud
#

if it is, I'll ping a dev about it but I wanna get to the bottom of it first

hybrid oar
#

2614XP

#

Here is XP before and after the mission

shell frigate
#

Huh so just a endsscreen visual bug?

short cloud
hybrid oar
hybrid oar
shell frigate
short cloud
#

8k for 1-1 egg hunt is what I'd expect on everage

hybrid oar
#

Hmm ok, so I guess it's visual. Doing another to make sure

short cloud
#

sure

short cloud
#

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

hybrid oar
#

Ok so the one from earlier

short cloud
#

and we'll open an issue on PleaseFix too, to get more info

hybrid oar
#

Alright cheers

tame plover
short cloud
tame plover
#

I made a bug report about it a while back but it got archived

hybrid oar
#

I think this, despite being visual hinders the performance pass, around 450 perf. points

short cloud
#

thank you

#

it's perfect

hybrid oar
#

Glad to help

short cloud
# hybrid oar 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

hybrid oar
#

On it

dusty flint
#

Im trying to find info on cave gen changes but I can't really find what im looking for

short cloud
dusty flint
#

specifically, was there ever cave gen removed from the game?

short cloud
dusty flint
#

I know plenty was added, but were there some taken away

short cloud
#

maybe @bold plover will know ?

#

since he's been playing with cave gen a bit

dusty flint
#

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

cerulean berry
#

ever, as in since the inception of the game?

short cloud
#

that's also a good question

#

any time window ?

dusty flint
#

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

cerulean berry
#

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

dusty flint
#

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

cerulean berry
# cerulean berry if you want to explore current room generators, sandbox utilities has some maps ...

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...

▶ Play video
hybrid oar
#

@short cloud where do I send the link?

short cloud
bold plover
dusty flint
#

exactly

bold plover
#

That's still in the game as far as I know, but I do not recall the specific asset name.

short cloud
#

I can confirm I still see this formation in the game at times

wicked cave
#

sounds like RMA_Tiny_Steps08 from AS's video above

dusty flint
#

I haven't seen it recently, the only time I've seen it in the fungus bogs a long time ago

#

yep, thats it

bold plover
#

Well, there can be multiple reasons for that.

short cloud
#

I feel like it specifically shows up often in elimination and mining mission, usually.

#

As well as a bit biome specific maybe.

dusty flint
#

i cant believe i could literally get the asset name as an answer so fast

short cloud
#

the knowledge of the DRG nerds is vast

#

😂

wicked cave
#

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 🙂

dusty flint
#

it was very vivid memory for me

#

I was still new and did not yet know what hoxxes had in store

bold plover
#

Time to make a whole map out of it.

short cloud
#

I hate that one

wicked cave
short cloud
#

I knew it

#

I hate it so much

bold plover
#

I have died there a lot, lol.

short cloud
dusty flint
#

with the new update we got a huge cave we hadn't seen before in crystal caverns i think

short cloud
#

combine the two for maximum annoyance

bold plover
#

Point extraction specifically got new caves.

dusty flint
#

I would put a satchel at the bottom and wait for someone to cross it and pitfall them

short cloud
dusty flint
#

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

wicked cave
#

would be a cool project to automate the cataloguing / dumping / 3d rendering of each cave prefab for inclusion in the wiki

dusty flint
#

im not the most seasoned veteran

short cloud
dusty flint
#

im not sure, there were lots of big crystals though

short cloud
#

it's not a new one but it's fairly rare

#

got added with the update that brought us escort missions I believe

bold plover
#

Usually on 400 morkite

dusty flint
#

I prob assumed it was new snce its new to me and it was the first map I got upon updating

floral drift
#

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

short cloud
#

that's where you'll see it, with the 400 morkite mission

glacial topaz
#

all things considered it should pretty easy to tell if new templates have been altered, and how many

short cloud
bold plover
#

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.

short cloud
floral drift
#

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

cerulean berry
short cloud
trail gust
#

I saw some differences even in the old RMAs between S03 and the video.

dusty flint
#

I think my drawing was pretty close to that room prefab

floral drift
dusty flint
#

especially for such an old memory

#

I felt like I was being gaslit and the deep rock I remembered playing was so different

floral drift
#

fun trivia about Cauldron: i've seen it have anywhere from 2 - 5 domes, so i think that's not preset

short cloud
#

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

bold plover
#

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.

cerulean berry
#

also room generators can have random features so there can be different variations that are not demonstrated in the video either

bold plover
trail gust
#

There are 2 things that make recognizing rma not an easy task:

  1. Entering tunnel merges with a cave.
  2. Meteorites / Lithos.
dusty flint
#

they were a bit higher up but close enough

short cloud
#

@floral drift found a screenshot of the one salvage pod on the dome

dusty flint
#

it was such a distant memory i wasn't sure if i made it up

dusty flint
trail gust
# dusty flint

those appendages can move up and down easily I think, I've seen it for other rmas as well

short cloud
dusty flint
#

i know its salt cave but thats what it reminds me of

short cloud
#

because of all the possible combination and variation, there are caves I've never seen more than once despite 1800+ hours

bold plover
#

There's two RMAs using those balls afaik. One that I usually see in Egg Hunt which is like 3-5 total balls.

floral drift
bold plover
#

What armor parts of enemies were not receiving damage? Praetorian right toe armor or something?

glacial topaz
bold plover
#

pack of macteras have picked up your scent

glacial topaz
#

the sentence I could find is
"Bad news, team. A swarm of Macteras have caught your scent."

bold plover
#

fair enough

glacial topaz
#

still
is a "pack" a "group of praetorians, for sure, no way or not enough info to tell

woeful jackal
#

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.

tired fiber
#

To anyone who has completed Aniversary assigment...Did you get the paper crown?

short cloud
tired fiber
tired fiber
# short cloud 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...

lost flint
#

@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

weary sonnet
lost flint
short cloud
#

that praetorian leg armour being the most powerful thing in the DRG universe

silent sierra
#

Not the left toe, though.

weary sonnet
#

The property json "DamageComponentType": "EDamageComponentType::Secondary",Probably doesn’t help too.

outer yoke
#

Is it known how many Lootbugs spawn in a mission on average?

#

Or in general, the determining factors

glacial topaz
#

some parameters are known, but never heard here a definitive explanation on how they are used

outer yoke
#

Okay, is it known how many can spawn for example in one OSR mission?

glacial topaz
#

Nay

outer yoke
#

So what parameters are known?

glacial topaz
#

: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

outer yoke
#

Guess I'm first

bold plover
#

40 max on OSR, affected by DNA scaling and room spawns, OSR specifically uses per room critter spawning which results in more than usual.

outer yoke
outer yoke
outer yoke
bold plover
#

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.

outer yoke
#

Okay, sounds like some very complicated techin- techniti- TECH STUFF

bold plover
#

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

glacial topaz
#

guessing that "SpawnAmountPerRoom: 2-4" and "SpawnAmountPerLevel: 7-9" are Not being used on the calculations ?

bold plover
#

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

tame plover
# primal pulsar I have been tinkering with Hurricane overclocks and I am pretty sure the Jet Fue...

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?

bold plover
#

the strength of the lock on

tame plover
#

strength as in how long the rocket can be guided or how fast it can react/turn?

bold plover
#

react and turn

tame plover
# tame plover

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.

trail gust
#

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.

tame plover
#

That makes sense, thank you both for explaining!

vapid musk
#

Is there not a page for the soundtrack?

tame plover
vapid musk
#

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

glacial topaz
#

Pretty sure that instead of biomes the difference is more like exploring, swarm and boss
having that info wouldn't be a bad idea

covert sinew
#

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.

glacial topaz
#

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

trail gust
#

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

gaunt cipher
#

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

gaunt cipher
#

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

vestal oar
#

hello wiki people, is there any way i can see the stats of older versions weapons/upgrades?

floral drift
#

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.
floral drift
gaunt cipher
#

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

floral drift
#

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

trail gust
#

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.

floral drift
#

🤔 so maybe what i was testing was the linked-armor-plate bug, and not the ArmorDamage of Lok-1?

trail gust
#

So as of now, you need to take dozens of tries before making any conclusions.

floral drift
trail gust
#

And I did that, the answer is still no, it doesn't look to be affected by hazard resistances.

floral drift
#

alright, thanks SplitSentro!

graceful canopy
#

I do not know if this belong here but could someone explain to me how does the friendly fire damage multiplier works thanks

shell frigate
#

Should be on the difficulty page

short cloud
graceful canopy
#

oh ok thx I was looking in the damage page

shell frigate
graceful canopy
#

but does this means that this does 100% of friendly fire or that you do not take any damage

graceful canopy
#

ok I was confused because I played with someone that said he died to the explosions

short cloud
graceful canopy
#

yeah thx for your answers

trail gust
#

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).

trail gust
#

@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.

floral drift
#

or some weird combination of elements

trail gust
#

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.

alpine hamlet
#

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

shell frigate
#

The one thing fandom is good at is seo

alpine hamlet
#

ah forget it. Search Engine Optimisation, my brain just remembered

shell frigate
#

Yes

silent dove
#

Better call Seoul?

alpine hamlet
#

Didn't that guy marry Heidi Klum?

covert sinew
#

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)?

glacial topaz
#

so either pickup by just being near it
or pickup by choosing to do so (even if they choose it everytime)

covert sinew
#

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

weary sonnet
#

The name "Mineral Chomp" is from the Miner’s Manual I think.

glacial topaz
#

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

floral drift
#

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

glacial topaz
#

wouldn't that just be the behavior for where the lootbug is going ?

#

an attack implies lootbug can ignore chunks

floral drift
#

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."

glacial topaz
#

but is it a skill or regular pickup

floral drift
#

🤷‍♂️

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

glacial topaz
#

I guess one can argue the radius is smaller than the lootbug ?

merry kernel
#

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

glacial topaz
#

Like, multiple chunks clumped together ?

bold plover
#

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.

wicked cave
#

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)?

glacial topaz
#

recent change ?
maybe not 50 / 50 chance for 1 or 2 ?

wicked cave
#

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 😅

bold plover
#

🤔

#

I mean, yes, it should be at least 2 according to the files but it is extremely unlikely that the spawning system would fail.

glacial topaz
#

were files checked for the recent DD ?

bold plover
#

Although there has been an update since I last dumped the files so I will double check.

glacial topaz
#

if that changed, might be worth checking for other DD mission changes

bold plover
#

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.

trail gust
wicked cave
#

Ah, so maybe this is a more subtle bug

trail gust
#

But then it somehow becomes 1 in the game

wicked cave
#

well, folks are calling out that it's weird that there was only one mule in the DD

#

so it seems like a bug

short cloud
#

think I've seen it before but don't have anything to confirm it, so probably a rare bug yeah

bold plover
trail gust
#

Ikr, it's probably the 2 that you see in the file.

bold plover
#

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.

glacial topaz
#

can one check what made the spawn fail ?

bold plover
#

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.

shell frigate
#

Has the custom font on the wiki gone for anyone else? Figured it out

arctic prairie
#

I've finally done the honours, again.

shell frigate
#

Nice

potent nest
#

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?

weary sonnet
tranquil coral
#

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?

trail gust
#

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

stark tulip
glacial topaz
#

it just seems to come from the dense biozone quotes

weary sonnet
glacial topaz
#

wait, so it is for 2 biomes, right

weary sonnet
#

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.

glacial topaz
#

if I search the quote, I can see 2 instances of it
strings "AE8497FF4CA73352C7EC77A9FBD6A437" and "B7F41AC5445A0715C7DC2A941BA7F0FE"

fallen girder
#

anybody knows what that is?

#

@here

weary sonnet
analog rock
# fallen girder @here

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...

cerulean berry
#

i believe that would be the intention

shell socket
#

does the wiki have the list of armor break upgrades that are bugged?

short cloud
flint cedar
#

when it says "every enemy killed" does it really mean every enemy?

#

mainly reffering to like, robots and swarmers

sterile crescent
#

Pretty sure; as long as its hostile, far as I could tell they drop a nugget

bold plover
#

yes

flint cedar
#

so a swarmaggedon would greatly help this

#

or letting a breeder do its thing and kill the babies

bold plover
#

just get a naedocyte breeder and you win

flint cedar
#

interesting

sterile crescent
#

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)

flint cedar
#

that seems like the kind of mechanic that would have a bunch of asterisks

sterile crescent
#

Take that with a grain of salt though; never tested the mutator in a controlled environment

bold plover
#

The modifier is supposed to have restrictions from what I recall but they don't actually work so pretty much everything drops gold.

flint cedar
#

lmao

bold plover
#

Limited to Glyphids and Macteras in the files.

#

But it obviously doesn't work since Naedocytes are neither.

flint cedar
#

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

bold plover
#

I mean, having to go to the minehead so often is annoying and gold is only worth like 5 credits per chunk.

flint cedar
#

still fun to think about

bold plover
#

Interestingly it is called Extermination Contract internally.

sterile crescent
#

Would make more sense in-universe I suppose

#

Not that the DRG universe is particularly sensible to begin with

bold plover
#

Bugs are paying you to kill them as fast as possible.

flint cedar
sterile crescent
#

Which means every haul to and from Molly/the Minehead is worth, at most, slightly less than 360 credits

bold plover
#

Which is at most a pouch of 60?

flint cedar
#

in today's ted talk we will discuss dwarves' minimum wage

sterile crescent
#

Yeah; 60 * 6 (rounded up for the sake of mental math)

flint cedar
#

a bit better with 4 people

bold plover
#

Could kill 60 bugs total in an egg hunt and still make more on a hazard 1, probably.

flint cedar
#

but then you don't get the intrinsic satisfaction of lagging your game's fps with gold on every square foot

sterile crescent
#

Base pay, without bonus objectives, is 550 minimum, yeah

#

Before hazard bonuses, side objectives, bonus objectives, etc.

bold plover
#

lmao

sterile crescent
flint cedar
#

if you figure out the size of a gold chunk you can vaguely convert the credits to irl money

sterile crescent
#

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

flint cedar
#

every mission pays for at least 8.5 oily oafs

sterile crescent
#

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

gaunt cipher
#

long story short, it's not really worth the time it takes

bold plover
#

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.

floral drift
#

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.

trail gust
#

if anything is worth checking there, it's whether AB breaks those weak points faster or not

floral drift
#

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...

glacial topaz
floral drift
#

🤔 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

trail gust
#

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.

hexed needle
#

were modifiers/warnings removed from sabotage entirely?

#

can't remember seeing any on sabotage since s3 released

bold plover
#

yes

#

0% chance now instead of 25%

hexed needle
#

strange

#

maybe rich atmosphere made it too tolerable

weary sonnet
#

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.

floral drift
#

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.

steep cedar
#

What timezone does Ghost Ship Games function in?