#wiki-related-chatroom
1 messages · Page 13 of 1
To be fair, for a while it felt like you were shooting bean bags at enemies.
Wait, there wiki about DRG?
What's the reference?
I don't think it's that unlikely, I never started counting breeders untill I saw this message and today I saw 3 breeders in haz 5 1p 8 eggs. But I am fairly certain I've seen 3 before
Because the devs said it wasn't made as a reference to TF2 jarate
but it's looks like jarate
Doesn't matter, it's not a reference.
It's been explicitly said so.
is it worth it maintaining the fandom wiki, or just entirely work on wiki.gg?
since the goal i assume is to entirely move over
The move has already been made. Fandom is left to slowly rot away.
so for updating articles that are out of date, what should I put in the {{Updated}} template? it doesn't have S04 listed, but is that still valid so the out of date category can get removed from the page?
The S4 page is missing the patch notes from several patches, so it can still be considered out of date
Otherwise I don't really follow you question
I think he means what tag should he use in the updated wiki template to mark a page as up to date.
If that is your question, you can write S4 or S04, they are not in the template description, but they are in its code already. I will add them in the description for clarity.
There is also Timeless if a page is expected to not change no matter the game version.
Can anyone confirm?
I can confirm the fire part. I think the other part is correct too but not 100% sure.
In my experience they don't seem to shoot when afflicted by those STEs but that could just be me imagining things.
Does the slow affect the attack speed ?
afaik it doesn’t affect it directly, the slow affect movement and maybe rotation speed, but with a stationary enemy and dwarf I saw no changes last time I tested it.
Guess I'll just test it out.
As I understand it, any damage they receive will interrupt their attacks, Status DoTs just do so in a nice repeated manner
In effect, stun locking them
Did a quick check in the files and couldn’t find anything like that, but I could easily have missed it since I don’t have time for a proper search atm.
Fat boy radiation and neurotoxin likely won't be blocking it 100% because of too long applyeffectsinterval.
But short tick DoTs do block them.
At least the tests seems to show that there is some kind of interruption linked to damage or being hit, so it is worth digging more later.
I thought this was well-known. I was also under the impression that since damage interrupts their attacks DoT effect basically stop them from attacking
At least the fast-ticking ones
i can verify this. DoTs such as Fire and Electrocution, and fast RoF guns like Minigun or GK2, are able to prevent a Korlok Sprout from shooting. i've never taken the time to measure it experimentally, but my intuition is the RoF needs to be greater than 2 (tick 0.5 sec or less).
maybe Subata might be the weapon to test with. manual RoF up to 8, mag size of up to like... 26 i think?
I wonder if the rate of attack of a pickaxe is enough to keep one stunned
doubtful -- when i measured pickaxe attack rate, it had an interval of ~0.85 sec
well I mean on the {{Updated}} template page it only has up to S03, but I tried it and S04 does properly display on the top right that the page is updated for season 4
and takes it off potentially out of date
but it does seem to be correct now
With perfect "recovery cancelling" (putting away the pickaxe right after hitting and re-initiating a swing) I think you might be able to stun lock them? Need to test though, I'm basing this on anecdotal evidence from my own play (where teammates might have been shooting them and I didn't notice)
Sorry for the ping, fat fingered enter before turning off the @
yes, do test it. i'm curious to know the results -- if a 4man team can handle a korlok using only pickaxes. normal attack (with canceling) on Sprouts, and Power Attacks on the Heart when it opens.
it would be a fascinating new challenge
Okay, I've done some testing since I got off work
I'll edit and upload videos in a minute or two, but it is possible to do it
Because:
- Korlok Sprouts, when you are hugging them, obscure LOS from other Korlok Sprouts in a pretty wide angle, so even solo you would get only the one you're standing at shooting you with good spawn locations
- It's actually better to not do perfect melee attacks/cancels because it's not consistent enough to prevent attacks. You actually can interrupt the sprouts very late in their attack animation, so it's better to stagger your attacks slightly so you have a better chance of hitting them during the attack animation. This makes it possible to only use normal melee (no power attack) on one and not take any damage.
It won't prevent them from attacking because the damage ticks (even with perfect cancelling) aren't close enough to stop the attacks, but damage will interrupt one, even so late into its animation you still hear the firing sound (but take no damage)
The only issue I can see is healing pods (which also have hitboxes large enough to obscure LOS from sprouts) since they have significantly less health than the sprouts, yet take less melee damage (45.8 sprouts vs 34.4 on haz 5)
But healing pods take a very long time to start healing vs when you can attack them, so it's possible to kill them before they even start healing at all
Like, just to illustrate how large the angle is for sprout hitboxes blocking LOS
None of the four sprouts here behind the one front of me attack me
And actually, the sprouts can friendly fire, which deals 12.5 damage, so while insignificant that's also something I discovered
And actually hitting the head deals more damage (64.2) which may be known but that's good to know
for example
I'm using invuln but that one I was meleeing (if I wasn't in invuln mode) wouldn't have hit me
The yellow splash never came up which indicates the projectile explosion
Which you can see towards the end when I was pressing my shadowplay button
Now with four players it will be much harder because of health scaling but still, it's definitely possible with enough effort
Especially if everyone saves their power attacks (with damage up instead of charge time) for the core itself
You can block their projectiles with pickaxe too.
I knew you could shoot them like spitballers, but I've never tried to hit them
Makes sense though
Is that from the game files? It looks about right, and if thats the best resolution they have, then its good enough for us
You are right though; the file on the wiki was last updated in 2019
Also, on the note of things to update; anyone have the numbers on the infection amounts from the new rockpox enemies?
The status table doesn't seem to have been updated
Neat; good to know my sub-optimal play was actually beneficial lol
For sure; would be quite the feat
Would depend a lot on terrain exploitation though
So the angles line up reasonably
it'd also be a lot easier than when I tested since you'd (ideally) have four people and also terrain would help to block more
so korloks would target you less and also not be able to see you more often
mhmm; look forward to seeing the first madman to do it on Youtube
the angle at which they can't target you on level ground when you stand behind another korlok is pretty insane though
Yeah; I wonder if its just a cube thats stretched around them for LoS checks
and also the fact healing pods can ALSO block LOS completely
at least on level ground
Short king supremacy 
but I don't think the hitbox is a perfect cube
yeah its from ContentU37P8 V1.0
Perfect, thank you. Will update the file now then
because the image I showed earlier, when I would jump, it would allow the others in the background to shoot at me
i just took the mask and copied it
so either it's not a perfect cube shape or something else allows them to shoot at me when on ground level vs not
its not uniform red but you cant tell if you zoom in
because I also know the core obstructs LOS
unless you zoom in*
And done
it just had a few jaggies nad the red isn't uniform because i just did a slap dash in GIMP with it
I don't think any of the files on the wiki are 100% perfect either, based on cursory inspection
Probably did the same thing for the rest, in fact
Would need to ask Cyrob tho
I had the same issue when trying to pull files from other games where models/images had masks layered on by the game engine
mostly obra dinn, the actual pocket watch model for example has almost no actual detail since the in-game rendering and masking (that creates the sort of commodore 64/Apple II type 3D effect) is done in engine
Makes sense
the actual model itself was pretty much plain white
Similar issue with the weapon frameworks, tbf; thats a major reason why they haven't been updated in ages
Frameworks and paintjobs, rather
does make sense why newer ones look better
and also why custom models mess with paintjobs
this is not accurate, the drink doesnt change on mission rotation, its just random
it does change on rotation
it changes every time you re load
but if you're in the space rig when rotation happens, it won't change until you go do a mission and come back
I'm fairly certain if you do a mission fast enough to not hit mission rotation the drink will be the same
i know because i tested it when i was making doublexp.net
Or, if you would like to make an account roflos, you can make your first contribution that way
i was gonna put the special on there too but found that it is just random
I think at some point it was actually mission rotation; that was before I started playing, though
I honestly haven't paid enough attention to see when it actually does rotate
because sometimes after missions it won't
but sometimes it will
thats just because it's rerolling the same one by chance
^
its a coincidence
The fun of statistics
I'd have to go into sandbox and do a ton of missions tomorrow
You don't even need to do that to see lol
You can just go into the main menu solo and "disband team"
I don't mean doing disband team
Ah
I mean just joining and abandoning like
it rolls a new one every time you load the space rig
5 missions in a row without rotation changing to see if it changes
which I can do on not sandbox
I just prefer to keep testing things in sandbox
Godspeed; can't hurt to be sure. 99% sure it'll change though, just because it will always be reloading the station
Which is all the game cares about
I'll actually just do it now since it shouldn't take long
I do go into work late tomorrow so shouldn't be an issue
So, going into sandbox and abandoning appeared to change it. As did going to sandbox and using return to space rig instead of abandoning. Joining an actual mission via mission select and abandoning it also did, so that really only leaves completing a mission, which likely would not change anything.
Feels weird for it to actually do this, because there's been times playing several missions keeping the same one which would statistically be very low, but still technically possible
Because each time I've done it in this sandbox save so far it's never gotten the same one twice in a row, so if there is anything to it, it's probably in completing a mission, which I haven't tried in sandbox yet
Also could partially be because I'm solo so it doesn't keep me in the same lobby/instance when leaving/abandoning? Not really sure about that
But if it does truly actually change after every mission no matter what, then something tells me the random selection isn't actually random
Finally did get one twice in a row after about 20 reloads
There are 8 options, so each load you only have a 1/8 chance of getting the same one. That seems reasonable (though unlucky)
well that's the funny thing about exponentials is that they quickly get out of hand
so it probably could be truly random
yeah, exactly
which is likely
but anecdotally I've had it not change for hours before
which could just be unlucky
Get a stupidly large sample size and even the rarest occurance becomes expected
Also, we tend to remember the weird cases better than the common ones
Doing a quick check using Binomial in Python, you had about a 27% chance of a string of 20 or more occuring before a repeat
granted, its 1am here, so its not unlikely that my math is flawed, though
I do find it funny that you technically can actually melee korloks though
tomorrow I'll have to get actual data on that
Correction; its about 7%. I did screw up the math, and did it by hand to validate
Still reasonably likely, just not that likely
I was using CDF rather than PDF by mistake
Corrected now
👍🏿
This is wrong, it should be geometric, for any statisticians who want to yell at me
Does the next swarm spawn immediately after the Halt period? Or is there an additional randomization, and the Halt period is just the minimum between swarms.
iirc, should be Halt + hazard randomized value,
so I guess can't be said "minimum" as the randomized value is never 0 seconds
I guess like 2 minutes for halt, and 1-3 minutes random value (fictional values), making it 3-5 range
https://deeprockgalactic.wiki.gg/wiki/Swarm
Yeah, that's what's stated on the wiki. So it is right after the Halt period. So in Haz 4 min time after a generic swam before a new swarm is 4m 43s
Prob should add a bit of clarification stating that the next wave starts after the Halt period, in addition to the note that bugs dont spawn during.
it already says "being a sum of both" though
Sorry, I meant that this part:
...Often times no further enemies will spawn for a brief moment, giving players a chance to recuperate.
This halt period's duration depends on the previous Swarm (if there is not a previous Swarm, it will use the Start Delay value after some time) and the Hazard level (being any value within the interval), being a sum of both:
Doesn't make it clear whether the "sum of both" is the time until bugs Can or Will spawn.
If I just have poor reading comprehension then feel free to ignore me, but If I fail to understand the intention then there are probably also others who don't understand and would benefit from clarification.
help me remember -- is the current understanding that missions that have Lithophage Outbreak warning are disallowed from having the Rockpox events? (Large Meteor, Smol Meteor Shower, Corrupter)
the reason i ask -- last night i did a Litho Elimination, and also had a Smol Meteor Shower event. if that contradicts the current understanding, then we might need to have further investigation.
I was under the impression that the smol meteors were under no restrictions, and could spawn in any mission
Smol meteors aren't; I have had them multiple times
Large meteors though (and Harold), yeah
This information about swarmers in the Radioactive Exclusion Zone is false. I remember also seeing another source claim it's their bite attack that inflicts radiation, but that doesn't seem to be true either.
Is this something that was in an older version and got changed?
the one about them leaving behind radioactive clouds definitely isn't true
the maggots do I believe but not swarmers
I suppose it's possible their bite attacks do radiation type damage so that Elemental Insulation would resist them, but they don't visibly inflict any radiation buildup.
[–]Snoo61755 1 point 56 minutes ago
There’s a hidden ‘roll’ on every mission that determines how powerful swarms can be. This is why some days you get Haz 5s that make you question whether you set it to the right difficulty, and other days you get Mactera clouds so dense that you can’t even miss no matter where you aim.
It applies to the DD and EDD too. This week was very mild, but there’s some weeks where you need to bring certain weapons to deal with the crowd.
Does anyone have an idea if any of this can be construed as true?
LIke, yes, swarms are drawn like from a deck
As far as I know, the only "roll" pertaining to swarms is the mob pools...
But I haven't heard anything about a "strength roll" or an "intensity" roll?
Never myself either
which type of mission even ??
guess mining expendition, and seems quite easy to test
do they even give any variable names or values, or testing methods ?
otherwise I would think they might have confused something
Well, I asked in the thread, let's see how far out of the ass this person drew those facts
Looks like nothing to worry about
https://www.reddit.com/r/DeepRockGalactic/comments/16pghd5/did_anyone_else_notice_way_more_bugs_in_haz5/k1r9ui3/
This, however, is more interesting
Maybe what they're thinking of is EncounterDifficulty or EnemyNormalWaveDifficulty, both of which are rolled from bins. I don't know a ton about spawning mechanics compared to others in the technical community, but the wiki is miles behind even the basic technical community document, and I think there's a more advanced one in PDRG.
There's a few things that affect the sense of enemy presence in missions. I am unfamiliar with that group but from what I am aware of from extensive modding:
Primarily it depends on the mission type, they define a baseline modifier to how many enemies can be within the encounter pool (map gen room spawns), this is specified as 'stationary' and anything that can move as 'enemy'. This changes quite a bit between mission types but it does not roll in vanilla. Then there is a check for allowing enemies in certain rooms or not when the map generates, so usually the first / main spawn room will not have enemy spawns but depending on mission type this can change (Egg Hunt vs Escort). Room generators are also capable of having additional enemy spawns in their room features list but I have not looked into whether or not this is true for vanilla but it is an option. Then there is player count affecting spawns, then the randomly rolled aforementioned encounter difficulty values which is affected by what is available in the pools (more difficult enemies take up more of the spawn 'resource' pool so less = more cheap enemies). Wave difficulty (quantity and enemy type?), timed swarms, encounter difficulty (map gen enemies) and enemies spawned by events like hacking, defense, seasonal item discovery, mini mules I believe all scale with difficulty as well.
Oh and there are base mission mutators and warnings that affect it too.
if they have better info, why aren't they updating the wiki? it's kind of frustrating to see "oh this thing is so wrong and out of date, go to this other resource that has it". the whole point of a community wiki is that anyone can edit it, to increase everyone's knowledge not just their own sub-community's.
i would love to know what stuff that PDRG has discovered
I expressed that very sentiment in the comment
Yeshman is one of the sensible folks, you can have a conversation with them
Even though I think Yeshman makes it sound more dramatic than it is, there is a kernel of truth there
🙄
There is also GluphyssyBestPussy chiming in, saying they were banned from here for saying that vanilla balance doesn't matter
I have a sneaking suspicion that wasn't the reason, but I'm not going to press the matter
it most likely wasn't but we'll never know
so yeah, no point in that
We won't? The logs should be there.
I don't have the user ID
But in any case, yeah, there's a lot of resentment going on
I'm on the PDRG discord and I can tell there's a lot going on.
And i don't want to be mean but there's a lot of assumption and just general ignorance thrown around, as well as expectation that are entirely different from what the devs actually want.
As well as a lot of arrogance.
So yeah, that doesn't mash well with the rest of the community, which tends to be a lot more casual.
Those people weren't pushed away, they pushed themselves away
(and for some : their stupidity did, that's how they got banned)
That's not the case for everyone of course, I'm just talking in general terms.
ok, getting back on topic -- so, do we want to update the Wiki's swarm page with Banagement's explanation, and other info?
Sounds like a pretty important update, I'd like there to be a review of proposed additions before they go live.
I remember starting to work on adding that sort of stuff, though I put it on halt for thinking more feedback would be better
I mean, anecdotally some missions do feel like the enemy intensity is worse and that sometimes there's more swarmers or more mactera
but could just be dumb luck, I'd have to play a mission several times with the same seed to see if it's true or if it's just a random roll on mission start
seeds don't affect the special enemy types chosen that can spawn, so I doubt it'd have much effect on it though
Not only do some missions feel like they have more/less intense swarms, but I swear some seem to have more/less frequent swarms, though maybe it's just my imagination. :P
don't think there's much actual data behind it
nor a real way to actually test it
if it were truly random, there wouldn't really be a way to know that without access to source code since testing via the same seed wouldn't matter
and that's if it even exists at all
Wait, you're telling me mods are being made without stuff like this being exposed to the community? o_o
not directly exposed, some of it may be obtained from game files though
"(...)there wouldn't really be a way to know that (...)"
if you knew how many "truly random" things I have tested and uncovered...
I just didn't get to ME wave size for losing some interest, and wanting to check out other things
What's the wiki page that shows how much all the promotions cost?
did you try searching for "promotion" ?
it is in that page, wonder what you looked instead
awesome, no problem
if you think it could be more clear, that can be fixed
is there a wiki page with a list of common acronyms?
Ig its time to learn how to add to a wiki lol
If you are stuck at some point when creating/adding stuff, here is a good place to ask.
To make a new page, the easiest way is to search for it, spelling it exactly the way you want it to be and if it doesn’t exist, it will ask you if you want to create the page.
Should probably update that lol
Also, since our to-do lists there are spotty at best, I'd put a note at the top that coordination happens here
we do have a list of terms used though https://deeprockgalactic.wiki.gg/wiki/List_of_Terms
Yeah, the Discord here has the same problem: #welcome-and-rules message
so i had an idea for a minor addition to the weapon pages, the crosshairs. since all weapons have custom ones and sometimes multiple since some overclocks change them i think it would be neat to be able to easily see what they all look like
I know there is a in depth explanation on accuracy
But as suggestion, maybe have an accuracy / projectile section talking about crosshair, speed and a bit on accuracy in a simple manner ?
Changed it to the wiki.gg support wiki. 👍
a few voice line sounds in the wiki pretaining to bosco seem to be misplaced
like the attacvkone where it shouts "BOSCO"
I went ahead and decided to post the explanation for enemy mission variation I was working on, so others can help review it and stuff https://deeprockgalactic.wiki.gg/wiki/Swarm
thinking about checking out how big swarms are on different missions types, depending on what I find, I will see what to do next
the wiki doesn't say how much more armor breaking the armor break module overclock does
the "Unique Overclocks" section doesn't say either
did you try hovering over it ?
seems to be working fine here
awesome, no problem
anyone know how many rare boss enemies can be in 1 mission? i just encountered a prospector + korlok today, i would've assumed the korlok to be replaced by the prospector but that wasn't the case
As I understand it, different "bosses" fall into different classes, and only one from each can spawn
Korlok is not in the "seasonal" class, so it can spawn alongside them just peachy
I think it conflicts with a Gold Bulk Det. though, so I don't think they can spawn together. Don't take my word on that though
i've also seen someone get a prospector + corruptor, so i guess it's also a different pool for after the season?
Yeah, I think (most) of season 1+2 and 3+4 exist in different pools
Afaik none of them are mutually exclusive.
none of the bosses you mean?
Well, Harold and Large Meteors are, and I think Prospy and the Rival Satelite hack (I forgot its name) event are mutually exclusive too
The bosses are technically "event" spawns, so whether they spawn in a map is similar to whether a machine event or the like spawns too; the game treats them similarly
But Banagement knows way more on this; mine is based on anecdotal experience and listening in on him and co. talk about it way back
prospector replaces rare boss enemy spawn while corruptor replaces big meteor spawn so theyre not mutually exclusive
Posible Wiki entry: The description for the Dawn Of The Dread DLC cosmetics implies that glyphid body parts are contraband.
I just noticed we disabled anonymous edits. Has this been a thing since the migration?
Yes, wiki.gg has logging in to edit as a default
Yeah they would be since the body parts are likely vectors for biological contamination
...and yet management, who can obviously see the dawrves via cameras or something (As implied by voice lines), lets them wear it as ARMOR?
Issue 1: Thoughts on this Edit ? page: https://deeprockgalactic.wiki.gg/wiki/Reinforced_Power_Drills
whole thing being about drill grips not showing normally
User added low quality images and made a bad layout for them (reminds me of that 144p unknown horror image before I made a better version)
then I adjusted the visual description on the page, and removed the images, since I think it should be better worked on, instead of doing something that others will have to fix
then later User added images back, and that is it
The images def should be moved or removed, their current position is really awkward.
I don't think the information about the grip is mentioned in game (correct me if I'm wrong) so referencing it seem unnecessary at best, and a bit confusing at worst.
yeah they're really only visible if you have a high FOV/weapon FOV and in the loadout terminal
https://deeprockgalactic.wiki.gg/wiki/List_of_Terms#Concepts
Scrip - The name given to season specific currency. Comes from a historically accurate corporate currency used by minning companies in the past.
"minning"
Issue 2: Thoughts on this Edit? page: https://deeprockgalactic.wiki.gg/wiki/Tactical_Leadburster
whole thing being about total damage not being interesting or realistic
User added total damage stats as a trivia, for all 576 bullets hitting flesh
then I reverted it, due to it being not realistic / possible and not being interesting
then later user reverted and removed the trivia and added it as stats table, though the idea was the same
not only it is not realistic, it didn't consider the damaging status effect, and pretty sure there are way better things to be calculated that might be more useful to know
I mean I think it would be more worthwhile to do damage per round by number of rounds / rounds per burst
and maybe list the total damage to the side but it's not realistic
I think the only situation it's even possible to have every bullet hit something is when throwing it underneath a Bulk Detonator. It might be worthwhile to have that somewhere with the 1,152 damage mentioned but the rest is essentially useless.
Maybe with modded difficulties it could be possible but I'd think that to be out of scope for the general wiki.
Distance between bullets, bullets needed to kill certain targets, and how far away targets can be before bullets are too far apart
info on overkilling (like, if 4 bullets are going to a target, but it dies in 3, will that fourth one ignore target ?)
a lot would need in game testing for different cases
same for the bulk one, since with modding you could even see how much damage you are actually getting , and even check if any bullets are hitting the walls
Yeah total damage doesn’t make sense due to LB using statuses and a irregular damage falloff.
I think it should be removed since it is at best unhelpful and at worst misleading and incorrect
If it's in the infobox, it's implied the editor wants to add it to every weapon. If they can make a convincing case why total damage as a single number is a useful metric to compare weapon performance, I don't mind. However, I don't think it is such a metric
total damage only makes some sense on weapons, but even then you're not getting the maximum damage possible so it's fun trivia to know at best
dps is a more useful metric than total damage
DPS / calculations would be something you add on the main article, trivia would be stuff like "it is based on this real life gun" or mostly non stats related things, etc etc as seen on other pages
that said
https://deeprockgalactic.wiki.gg/index.php?title=Voicelines&curid=3803&diff=38686&oldid=38440
shouldn't this be about season / patch number ?
I didn't check if the number is correct, but I think that saying "as of the latest season 3 patch, the Dwarves..." would be better
fair, though I think we could improve on it
Someone could alwaays try and count the voicelines on crowdin I guess
So many contexes to go through...
Not it !
searching for "Character/Shouts" on it gives 130 pages,
last one has 32 entries, so (129 x 50) + 32 = 6482
"Character/Shouts/MissionControl" gives 15 pages,
last one has 38, so (14 x 50) + 38 = 738
possibly 6482- 738 = 5744 dwarf voice lines ? Wonder how to better filter or work on that
oh no, I didn't mean the actual trivia section, I just meant the fact total damage isn't a good metric for comparing weapons
Yeah, total damage only matters for ammo efficiency calculations. And even then there are a lot of factors that are usually unaccounted for. For example what if something deals AOE, do you count it for each possible target? what about range increases? what about conditional damage? or something with super high WP bonus? what about inflicted statuses? etc.
Total damage just doesn't mean anything in 90% of comparisons.
new topic: Cubic CurveFloats.
last night i think i figured out a way to reliably decode them. would getting a Cubic Polynomial for the exact values to convert from X to Y be useful for the Wiki?
this would be used for things like Minigun's Heat Curve (Seconds to Heat Meter %, and calculating when Hot Bullets will activate), Minigun's Spread Curve (Bloom to Effective Bloom), Drak 25's Heat Curve (Heat to Heat Meter %, and calculating when TEF's steps activate), and probably more things as we find them.
the reason i ask is that it might fall under the "too technical to be helpful" category.
this is the sort of thing you add a graph, the formula can be added as well as a bonus, but having a graph or table for quick reference is even better
I think it should be added, since the information is not available anywhere that I know of. I don't think it is too technical for a standard player, given it can be shown as a graph.
Do deep dive levels have their spawn pools pre seeded? Like will you always get the same 3 disruptors on a stage on every run?
yes. the DD and EDD seeds are static all week from Thursday to Thursday, so that players can have a shared experience.
I haven't looked into this topic much, but I'm pretty sure some stuff like eggs' location and enemy encounters can be different from dive to dive. For a particular PLS seed game seems to generate another internal seed which likely determines such stuff.
in my reruns of Deep Dives, i think i've noticed the Enemy Pool change. the Egg locations are static, but which egg triggers a Swarm can be different.
seeing how I recently added enemy pool explanation on wiki
now I wonder if DD page could get some explanation on what is fixed and what is variable, if it is not well explained already
For instance, dread cocoons may get different locations as well, I recall seeing that for sure. And I remember in one of the EDDs there was an escort mission where drilldozer was driving through an egg and thus causing more problems on the way than usual but it wasn't the case for all players who were doing the same deep dive.
hmmm, maybe i'm wrong. for my own re-runs, i was always host so maybe that's why the egg locations (not cocoon) were static. i wonder if it changes by host's region or some other "X factor"
that seems either intentional, or bug
new topic: Cubic CurveFloats
We really should be using threads for these 😄
Right.
I was directed here to discuss the tactical leadburster edit.
My logic is simple:
Welcome btw 
Regardless of how often the "perfect use case" comes along, having solid numbers is still useful. Especially since I believe that is one of the highest damage potentials in the game from one button press. My apologies if putting the total damage numbers in an infobox was not optimal, but I simply wanted to present the information in a concise and appropriate manner.
Thank you
It's also a matter of subjectivity. How much more useful is knowing the damage of a singular bullet when it vomits forth MANY of them, often hitting one target multiple times? My addition simply extrapolates that and does the math for other people to know. The information is exactly as useful as what was already there. In addition, I only find this to be especially notable due to the Leadburster's unique status as a hitscan grenade. Most grenades either have limited bursts or are AoE. The Leadburster is literally a disposable gun, and therefore is unique in that regard. The only thing you could, theoretically, compare it to is the Engineer's or Mine Head's turrets.
It is quite realistic as it as come from solid math, as well. Unless you meant as far as a "perfect use case," which I addressed in my previous message as well. Also being interesting is highly subjective and, personally, Im not sure that can rightfully be used as a metric for worthiness.
However
If someone would like to pair up with me somehow and test the variables (overkilling, how does the piercing damage type affect how the burster functions, etc) I would be elated to do so. Im mostly a numbers-and-math guy with this sort of thing. Testing it practically would be greatly helpful. If my information has to be removed, I ask we refine it instead.
- usually the way to go is to work on projects up until a certain point, instead of keeping their prototype or initial version edited, even more if it is not something that is agreed on, otherwise it seems like others have to take care of it
- on "being interesting is highly subjective", if most agree on what can be added or not, for the current wiki format, philosophically discussing it doesn't seem too worthy
- on how useful total damage is for something where most bullets are going to miss (for non-bulk throws), it is, as mentioned, less useful than information on "how many bullets it takes to kill targets" (which one can easily calculate with the eHP and the status + damage info), and many other factors that actually show how useful it can be. Raw total damage is misleading on that case
- mostly waiting to see if others have anything to mention, as... convincing one person, you, about it isn't something I want
May I ask how knowing the damage per bullet is more useful? ...Are you counting the individual bullets in each burst? That seems impractical. By and large most Gunners I have met simply "toss and forget," not paying attention to either statistic.
It has occured to me that people dont always play on Hazard Levels where bugs are literally covering the walls and ceilings.
That...is a failure on my part. Apologies.
Still. I find that the total damage distribution per burst is useful, as it tells you the amount of bugs that are taken care of each time. Maybe I should revise it to that?
I'm used to the idea that wiki provides necessary item properties, explains the mechanics and then any player can create sheets / graphs / guides, etc. based on that initial data and share it among themselves.
That is a fair statement, but the purpose of a wiki is, by definition, to do exactly that - disseminate information you have found yourself.
That being said, if there is a popular grenade chart or what-have-you that I could append the Leadburster's very unique properties to, I'd be happy to move the information there instead.
Im less concerned about my edit, to be clear; Im concerned about the information itself being available.
I don't think the purpose is " disseminate information you have found yourself." at all
Sigh...that gets off topic I apologize for even mentioning it.
I don't think it is off topic if the current discussion is about whether something belongs on the wiki.
If I must look up the definition then fine. I guess it isn't "information you've found yourself."
Regardless, if its not on the wiki, I at least want it documented on a resource the community uses often. That's all I ask.
Also I apologize if I seem a bit rough. I'm just a bit anxious.
I guess you could make a technical analysis on 3d damage spread, draw a scheme with damage modifiers and range circles so players can understand it better. Even then there are probably more important things that need more mechanical details.
I will say that my numbers are very raw.
They certainly need refining.
Yes, the more I think about it the more I need
A) Someone to help me test this (I can't run mods so afaik I cant use Sandbox)
B) A community made chart on each grenade.
The Wiki just isn't sufficient for indepth analysis like this, huh?
As is, they're a simple "multiply 4 numbers together, 3 times", which ignores everything else about how the grenade would actually perform
Yes I'm now painfully aware of how much of a problem this is.
You can probably post some analysis on technical drg subreddit if that is what you want. But yeah the indepth part is needed and I don't even know how would you test such stuff without mods and modding tools.
A deeper analysis might be useful and worth putting on the wiki, or maybe you could interest @floral drift in helping add it to the DPS Calculator?
thoughts on keeping the lead burster into its Previous version (no stats on all bullets hittin)
WHILE we work on making the information more fair and meaningful (??)
Oh that would be wonderful.
I think this issue is that the Leadburster, as a grenade, is so weird. It's a consumable gun.
as such it's properties are utter alien to the behavior-affecting or AoE norm of the grenades.
It's subject to a lot more variables than the others...
Making a contribution to, say, a DPS Calculator or perhaps some sort of community chart or graph would be more worthwhile, I think.
Now that being said
Im totally open to whatever direction you guys wanna point in.
Unfortunately I've got some other stuff to do atm.
So feel free to shoot me a dm
Personally I don't think its a helpful statistic for the wiki unless explored thoroughly
Just having the number means nothing to the standard DRG player, and can mislead them.
Yeah the numbers were really raw and turns out this might be a bigger thing (for lack of better words) than I thought.
is there a channel for discussing this? I didnt see one.
I don't think so, what category do you think this discussion would fall under?
Well, wiki is the closest thing. Im not sure what "wildly variable-ridden damage calculations" would be other than "experimentation." But that channel is for the experimental branch,
Maybe ask a mod?
Will do, but, may I respectfully ask what purpose that'd serve?
Not used to big servers. They tend to make me anxious.
There's drg community tools discord server if you want to use those services.
That might be a good idea yeah.
Dmd the link
Ah thanks lad/lass/whatever configuration of being
got curious to know if each volley is a straight line, and if each burst skews the angle a bit
having the trajectory line be visible would be amazing, but you only end up seeing the bullets decals
which reminds me I had a bunch of bugs to talk about, but was too lazy or forgetful to actually check if it was being reported
"mission control talking about vandalization, with you just loading the game and spawning in"
"hive guard not spawning sentinels because you popped 2 cocoons, so you are fighting multiple dreads at once"
I don't remember all
So are we going to cover both games like how Darkest Dungeon covers both or Temtem covering the open world game and the 1v1 battle arena version.
https://darkestdungeon.wiki.gg/wiki/Darkest_Dungeon_Wiki / https://temtem.wiki.gg/wiki/Temtem_Wiki
Or does Deep Rock Developers have to request a new wiki to be created?
already discussed here
new wiki
Someone should inform the devs maybe?
game is not even out, and pretty sure the people on their discord will end up doing that anyway
based on a quick video the angle seems to change
, though I guess I will do some observation myself too
is it documented that Huuli Hoarders can spawn with Phazyonite chunks in them? i think that's what i just experienced...
Right now it just says "crafting minerals" without distinction
So no, I don't really think so. I don't know if thats worth clarifying though
I suspect it just spawns a bunch of chunks of every mineral in the spawning pool
Afaik it only spawns biome related crafting materials, since Phazy is not biome specific it does not drop. Phazy is a bright pink sphere vs other minerals. Default mineral is gold if none are present.
i'm familiar with what Phazy looks like. it just appeared as if it was falling out of the hoarder, but it might have been the minigun carving a chunk behind it?
Very well could be, minigun produces a lot of "0.1" chunks afaik.
Please keep an eye on it, I have records of about a dozen huuli droppings, and none of them had Phazyonite
Has anyone ever tested Bosco's pipe-building speed vs. a player's pipe-building speed?
I think they are the same but it's been a while since I looked at those assets.
Huh, apparently crassus bulks count as regular bulks for the purpose of the "kill 20 bulks" achievement
could it have been because Bulk is the super class ?
Hello, i have a question about leadburster's properties as there is something i don't understand here
When i use a single LB on a haz5 deto (1P scaling, 4800 HP), i inflict a bit more than half of its HPs, so over 2400 HPs according to the wiki
My issue is that, when i consider LB's damage (2 damage at 1.8m or below) and according to the wiki, i get 2*12*16*3 = 1152, which is not even 1/4th of the det's HPs. (cf https://deeprockgalactic.wiki.gg/wiki/Tactical_Leadburster)
Therefore, what am i missing here ? Does the "pierce status" described in the LB page proc a lot of times to compensate for the lack of bullets damage ?
Leadburster benefits from weakpoints, such as Bulk Dets x3
Additionally, unlike other things in the game, the bullets do more damage the further away from the center they fly. There are 3 tiers of damage.
How would they benefit from weakpoints if they're thrown below the det ?
I think they are confused because there shouldn't be such a long distance between the burster and the bulk ?
same for it being able to hit weakspots depending on angle
though ofc, without an image or video showing how it was done, becomes harder to analyze
Do they have an inner penetration ?
Give me a sec to record
They seem to hit the weakpoint several times
But i don't know if that's sufficient to explain
Also kinda loud due to the mods, sorry 
maybe due to it moving it wasn't hitting always under it, which can even be noted by the vast number of bullets on the walls
They seem to hit the weakpoint a lot of times too
but i don't get why
The same issue occurs when the det isn't moving by the way
instead of killing it with 2 i remove ~80% of its HPs instead, even though the maths say i shouldn't even deal 50%
I would probably change the DOT damage values, and even the bullets damage (such as 0 for 1.8m, and X for further), testing out which range is being used
... maybe I would even make it add cold to see it being used, lots of possibilities
This doesn't explain the whole damage, but the status ticks twice when first applied. so that explains a little bit of the extra damage
https://www.youtube.com/watch?v=GGk3bchsehY&t=1329s around 12:50
I saw that lol
based on the videos they do seem to penetrate internally which makes sense
but if they're stuck in the model like that they can still collide with weakpoints
I assume because weakpoints have separate collision on bulk? or maybe all enemies, haven't tested it with anything like an oppressor before
it does line up with how the weakpoint can still get hit, but also bullets still hitting walls
probably from not colliding with the bulk, or at least if they do collide they deal damage but still go all the way through to the wall
Lots of damage numbers on video, can we tie them to each range x difficulty multiplier x weakspots?
I modified LS to do only 1 damage, and to not have a status effects,
threw under a walking bulk, and got this damage values: 175, 181, 204, 213, 216, 249, 301, 338
only issue being I can't be sure how many were hitting the weakspots (so if variation is weakspots hitting, or bullets missing)
did some after previously popping the weakspots: 179, 180, 220, 233, 237
next, up modify the close and far range to be 0, and see how many hits it is taking within the 1.8 to 7 range
just not sure how to check for 7 and beyond...
If you mean for the range, the spawn menu mod used to have a slider to increase/dicrease the creature’s size on each axis individually, not sure if they removed it or not.
Can’t check on my side since I am at work for now.
was mostly to do with how LS damage is calculated, it is like "middle range" (1.8 to 7) is the base damage, with "close' being x0.1 and "far" being x2.5
but there seems to be possible to make it add, instead of multiply
now I have 3 more variations of LS
LS, no status, 1.8 to 7 only (1dmg): 71, 83, 98, 99, 100, 100, 104, 108
pfff, ok, no damage to bulk at all if I set it to 7+ only
... there is no status pushed if it is not doing damage, how am I gonna remove that variable now (maybe I will set it to 0,001 damage so it won't affect the full value )
for status only, ended up getting 100, 100, 100, 150
Good enough to put on the wiki as confirmation/reference
trivia ?
best to make it clear it was intended, not confirmed
if that makes sense
? Is not moon
But is orbiting another planet
oy, are getting astronomical technical
the post does specify gas giant
"A gas giant is a giant planet composed mainly of hydrogen and helium.[1] Gas giants are also called failed stars because they contain the same basic elements as a star" - wikipedia article
also can't it be both moon and planet ?
There is a distinct diffrence; Star -> Brown Dwarf -> Gas Giant, they don't overlap
I've noticed in the wiki, it claims you can deposit minerals into the Mini Mules on salvage missions, this doesn't seem to be the case in game though,
I heard from a friend this was scrapped but the wiki still claims you can do it
reminder the correct wiki is wiki gg, pinned here, Not Fandom
How far have we come to understanding egg hunt wave sizes ? Currently trying to mod different values to see which one is used for the waves, but not too sure if I am looking on the right place
Is there a mod that lets you set a bugs internal values like heat? I'm trying to make a calculator for min heat to kill a given bug, and want to check if my formula is correct, or if there is something Im missing.
iirc talking about specific mods isn't desired, and at least I don't remember anything that could set heat values
wouldn't it be easier to just mod a weapon to deal specific ammounts of heat? maybe have upgrades affect it
though I didn't check what would be the best weapon...
Yeah, I have no idea how to mod so I would have to learn how to do that first lol
I did some testing with the Crispr and PGL, but wanted to have more precise numbers lol
give example of values you got / want to check ?
guess you already checked the temperature page
I used to request a lot of mods, though turned out making mine for simple purposes was kinda easy, more like "follow these simple steps"
https://docs.google.com/spreadsheets/d/1ffQOXh2sMeWPS0AGbCNWtUSTbI08OEQKsyAXrtF4ang/edit?usp=sharing
I wanted to check if my "Min Temp to kill" calc was correct. For a grunt it came out to 64 Heat.
The calc is ((Health/(Min fire DPS*Resistance))*Heat lost per second)+Extinguish temp
I need to add in a clause for vulnerabilities or resistances, but haven't yet.
other than enemies heating each other, wouldn't the random tick nature of on fire make it more confusing ?
I noticed the value for 64 on grunts considers only 0.5 ticks, while the 0.4 average would put it at... 7.2s
wonder what others would do, currently just trying to see if I can even change subata to do heat damage...
I'm assuming minimum damage ATM, after I'm done with that Ill add Minimum, Average, and Maximum numbers.
you would have to mod the on fire status to only deal minimum-fixed damage to be able to tell if it works
otherwise even if you get a fixed 64 heat on a grunt, you won't be learning much from it
Yeah, I should probaly just learn to mod at this point, since it seems Ill have to change a few things to get accurate tests.
I'm already working on smth like this, I'll dm you.
will the DRG wiki
accomodate survivors and rogue core in the future
DRG is no doubt becoming a game series rather than just one game
the wiki would probably need a bunch of terraforming
We are discussing it internally but in absence of issues, there is a good chance of it, although more editors would be needed to fill such out such subsections of the wiki
yeah multiple pages are gonna need clarification what is for what game
probably gonna also need to introduce a games category
thats great to hear though
It would be done via namespaces
See how https://minecraft.wiki/ does it for their other games
ahh yeah fair
im myself not very well familiarized with this kind of stuff
ive done some minor editing and table insertion on wikia (horrible by the way)
but this is a good example of what to follow id say
We have been looking into it ofc
id assume certain existing pages would be expanded to share content from other games
like say uhh
rogue core in the equipment page
instead of having a separate equipment page dedicated to rogue core entirerly
It would be shared if equipment works the same
Otherwise (& most likey) would be; Rouge Core: Equipment
are the fandom wiki snd the gg wiki interconnected in any way, or are they both their own separate thing?
the wiki.gg wiki is the official one, the fandom one is no longer supported in any way.
got it, thanks
Fandom will keep wikis up if they can earn even some cents off of it even if horribly outdated
there's still a line on the front page of the fandom wiki that suggests coming to this channel for discussion, i can ask to get it removed since it's not that relevant anymore
if the link is there, more people to come here and learn it is not supported
makes sense
Does the area damage of the hurricane rockets deal WeakSpot dmg? notably does it benefit from the +50% WS dmg mod at tier 4.
I've not found any mention of that on the hurricane page, and the damage page says some Area damage are/may be affected by WS "Area Damage, Damage over Time and Spray Damage (including Cryo Cannon and CRSPR Flamethrower) are not boosted by weakspots (mostly). ".
Also, I don't see any damage flags indicated on the hurricane's page. Does it have any?
Does the area damage of the hurricane rockets deal WeakSpot dmg?
No. It doesn't get weakspot damage bonus.
as expected, no mentions implied it doesn't. Ty
Anyone knows the LURE explosion radius and electrocution stats?
Yes
It's reused Stubby electrocution effect.
Created https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic:_Rogue_Core
Also created these templates to easily hyperlink articles on the wiki.
uh, a main page is fine, but it is better not to be making articles for them
they are not out, and the way to handle "survivor/ roguecore" is being discussed internally
They're going to be useful for catching users who search the DRG wiki thinking it would have Survivor and RC as well, but these two pages should be short, brief overviews and link to their respective wikis, when those exist
Doesn't really matter if it's Early Access or Demo. Should at least build content for them for SEO purpose. Once Fandom creates pages for them they'll be in number one spot.
That's a valid concern. But we definitely don't have enough hands on deck to maintain wikis for three games
DRG:S and RC will have to have their own teams eventually
That's why you make a post on the subreddit and Steam Discussion to bring people on board to make content.
Question:
https://deeprockgalactic.wiki.gg/wiki/Creature_Armor
In creature armor the calculations show ranges for each equation, but the ranges overlap, so is this a typo or does it actually overlap and have an additional separate algorithm to decide.
The Overlap in under the "Calculating The Armor Break Chance" Section. It shows that both equation 1 and 2 include a value of 2, this occurs with all 4 calculation.
I'm assuming it just goes to the next equation in case of an overlap (or that the overlap is a typo and the previous equation should use < not <=), like is shown in the example using a value of 4
1 x 0.5 = 0.5 // 1 x 0.25 + 02.5 = 0.5
2 x 0.25 + 0.25 = 0.75 // 2 x 0.125 + 0.5 = 0.75
:S it doesn't matter which formula you use...
not even sure how "fandom" is supposed to even make DRG S/HC content, when I doubt there is even a big enough organized group that hates official one
- being concerned about seo shouldn't allow for it to be done badly and without organization
I agree that we should create pages / namespace for the other 2 games on wiki.gg early, even if it is just for SEO / to orient editor there early instead of fandom / avoid another wiki creation.
#rogue-core-chat message developer, said thank you
that certainly, point was more about suddenly adding "reclaimers article or "core biome article"
before any namespace or stuff
There's people that might hate Fandom but I, as a previous employee by Fandom who got paid to update wikis faster than forked wikis. That was our job was to beat forks.
Along with that they have 'Fandom Stars' who are dedicated and loyal to Fandom so they can easily gift them a game or two by just updating wikis to have people stay on the platform. So don't underestimate Fandom and the power they have.
https://community.fandom.com/wiki/Help:Wiki_Specialists?so=search#AAA_Gaming
hue, at least faster doesn't mean better
It's about SEO, not about better
not counting how some stuff requires time to be properly added, testing do take time sometimes
would rather be with the better wiki, not the SEO perfect one
That's why you improve it, it's called a wiki for a reason. Everyone contributes to it
We have having the Namespaces for each (Board)Game setup so any wiki work for such titles (Except the main page about the title) should be done in such
Base DRG will be keeping the default namespace
So it will be /wiki/Rouge Core:Dwarves rather than /wiki/Dwarves/RougeCore
So like Starfield namespace? https://starfieldwiki.net/wiki/Starfield:HopeTech
Yes
Kind of old but I got confirmation that the keys are determined by converting the mission length value in DNA and are unrelated to the footprint icons on the mission widget.
yay math, my favorite subject
that is what I tested with my mods, changing mission scale / length value and reward curve points
guess that is double confirmation ?
My confirmation was from the devs, lol.
Smh, could have saved me some hours of testing , 
Nah they just replied last night.
Hey y'all, so I'm trying to maximize my probability of getting machine events, and it seems to say mission scaling at 2, Morkite and Egg events are the best. So, since I'm new to this terminology, what exactly is mission scaling, I though it was Haz, but it looks different. Thanks in advanced: https://deeprockgalactic.wiki.gg/wiki/Machine_Events#Spawning
Mission scale is a hidden parameter that does not map 1-to-1 to any in-game term
It's a setting connected to all three of both mission type and length and complexity
Does Hazard have any factor into it?
It shouldn't (and doesn't, to the best of my knowledge), since it would then give an advantage depending on which hazard the game is played on. This generally goes against the philosophy of DRG's progression
I see, fair enough. Yeah, just trying to get most bang for my buck since I finished attachments and wanted to get these cores as smoothly as possible, haha. Only thing I really want is an environment/variable I can change to farm Magnite and Bismor.
You can read which combination of type & length has the highest chance, but you have to account for your personal skill with those missions. If you can beat a L2 Escort faster than a 400-Morkite mission, that extra 1% isn't going to make a difference
Definitely.
So the full and accurate answer would be "measure how long you take with each of these combos, then calculate the highest possible number of MEs per unit of time"
Which most won't bother with, I admit
Personally I think that for practical purposes, everything on the screenshot you posted can be considered the same chance
I'm of the mindset off a birds eye view Scout would be best with the Morkite one. But since I'm trying to kill multiple birds with one stone of getting OCs along with character promotion and certain resources that are lacking, I'm taking it all into account.
Since the speed factor is going to affect the results much more strongly than +/- 2%
Yeah.
the red sugar part ?
Yeah
IIRC, it's supposed to be the case but it's bugged.
@bold plover might know more
to be fair that increased red sugar spawning been known around here for a long time
if it is not there yet it might be for lacking stats, since while I did uncovered some of the spawn rates of other minerals, I never tested red sugar itself
I was under the impression it didn't spawn more and that wording was just referencing the "increased effectiveness" that red sugar has since your hp is worth more with the damage reduction.
hmmm, I can see 3 parts for shield disruption (unsure of what is used or not), a x0.7 Dmg multiplier, a x0 shield multipluer, and a x2 red sugar multiplier
I couldn't find out where the spawn quantity is stored
but I could try changing that "x2" to like "x20" to see if anything happens
Nope, it is a literal multiplier for red sugar. I tested it with like 20x a long time ago and nothing changed and not even the value per chunk changed afaik.
what does "literal multiplier for red sugar" implies
It is structured in a way to spawn more veins.
anecdotally, from my own experience and what i've heard from others, there are noticeably more numerous Red Sugar crystals spawned in Shield Disruption missions. not certain i would call it 2x, but "statistically significant" at least.
Yeah they may have fixed it for all I know.
I have a good way of testing it out now though as I can see the total amount of any vein like resource in the map.
I put x40 and I didn't find the 4 eggs cave with lots of them
So it does work?
not really, I wanted to say I did Not find any difference
Oh okay, I didn't quite understand what you said.
are we looking at the wrong thing ? so whatever it changes is not what we think it is
unless devs say what was the idea, so people can try figuring out if it is working
I think so, yeah, it should be the amount of healing you get per crystal with the type of mutator it is using.
Haven't been able to look at the files until now.
Scaling the healing per crystal would be a reasonable shortcut to achieve the same goal as spawning more of it, since you’d need to eat less of it to fully heal, meaning more would be left behind after eating it
Would still be nice to find out what knobs to turn to change the behavior though
Is Mission Control/Quotes still under construction? I noticed that Escort Duty and Industrial Sabatage isn't in this.
Also, on that note, it should be mentioned that some voice lines, like this one, do not appear if the "Use Profanity Filter" toggle is on.
#drg-gallery message
People get confused from the wording under the critical weakness description, so it should probably be changed to be more clear. I was going to but I thought I should ask here first.
I was thinking to change it from:
Firing at an enemy's weak spot will deal five times as much damage, compared to the usual double or triple damage.
To:
**Firing at an enemy's weak spot will deal five times as much damage, on top of the usual double or triple damage. **
Or:
Firing at an enemy's weak spot will deal five times as much damage.
Would this change read better? Or is there another better way to word it?
I think "on top of" is the clearest wording
We could go with "multiplicative with" as well
But I feel fewer people would understand that
Found the fine print that tells what you are paying for when you promote, it's actually in the terminal when you have a class elidable for promotion. Shal we ad it to the wiki?
Now that I think about it, "damaged properties of DRG" may imply that we are paying for the losses of doreta XD
The bill only gets higher because when we are of a greater rank, we are on a higher level of scrutiny. or standard
more like the losses of barrel thrown into the launch bay, as well as destroyed decorations
Did it change or was always like that ??
Damage being a x10 on grunts head and x15 for wardens emitters
ES needs to get added to https://deeprockgalactic.wiki.gg/wiki/Special:Interwiki. Interwiki links aren't working because of it, https://deeprockgalactic.wiki.gg/index.php?title=Deep_Rock_Galactic:_Rogue_Core&curid=10216&diff=38734&oldid=38733
es
https://deeprockgalactic.wiki.gg/es/wiki/$1/Forward - yes
Transclude - no
Done
is there a reason why im only getting matrix cores for scout, gunner and driller but never engineer?
you mean cosmetic ? weapon overclock ?
did you check if you got everything for engineer already ?
otherwise reason is you being unlucky
all of it and no i just unlocked the forge yesterday
you talking about machine events or mastery reward (?)
random
dont know what either of those are
just did normal missions
the chances of you getting cores is pretty much randomized -- narrowing down the pool only happens when you infuse cores
it's unfortunate, really, but chances are it's just bad luck at the end of the day
<- still doesn't have any of the cores he wants
Is anybody else's stat terminal inaccurate?
I looked in my stat terminal and it says that I have eliminated ~190K enemies. But looking in the miner's manual, I have over 200K Glyphid Grunt kills.
The distance traveled is weird, but that is a more known fact.
Grunts and Swarmers alone are over double the kill stat in the terminal.
the miner's manual, IIRC, count every enemy killed in the lobbies you are
not just yours
Nope, I was comparing stats with another player last night and we did have seperate stats, both in the board and in the Miner's Manual.
Still in the hundred thousands, and tens of thousands in diference as least
He meant as in: every kill gained in a lobby you're in, even if killed by someone else, also gets added to your kill count.
Not that the kill count is tied to the lobby
Yah, that doesn't sound too right XD
In that case, I don't think using the crosshair in the bestiary, which implies slain, should be there, I think it should be an eye for Encountered or seen.
I don't think having a direct visual contact counts for it
meaning, if it gets killed while you are far away / not looking, will probably count
though if it is not how it works, do inform
I would test it, but I won't be at my computer in the next 24 hours
Does anyone have insight into how the algorithm works for selecting primary missions on deep dives?
For example, is it all split up based on a percentage:
4 egg: 8.2% chance
6 egg: 8.2% chance
200 morkite: 8.2% chance
Escort Duty: 5.7% chance
And so on…
Never heard anything pointing to different weights
Ofc, as wiki states, some objectives cant be together
There should be a big enough history for you to know if any weight is used
Dont forget the days mission types released
So there are currently 13 different primary mission possibilities. From my understanding, industrial sabotage and escort duty were tweaked to occur less-frequently.
Would this mean the rest of the primary missions have the same probability of occurring on Stage 1?
Talking about primary and secondary, not different stages
Sorry if this has already been answered somewhere: do we have any info on how the game generates new missions on each map rotation? Like how it decides mission types in each biome, and mission length, and if there are any anomalies/warnings.
It's mostly random, but is it weighted any particular way?
We know that in each map rotation there is exactly 1 mission with 2 warnings and at least 1 mission of each type without any warnings, but what else do we know?
we know this one, with zones having obligatory specific mission types,
on how the rarity is used for missions, it is not known yet
also that some missions types, warnings and anomalies can't happen together
Ah, that's quite useful thanks!
Does MutatorWarningCount = 6 mean that there will be exactly 6 mutators in each map rotation (excluding the extra season ones)?
it is just values I dug up, so better to actually test-check in game, see if it makes sense with what is seen in game
Hi guys. One question. Somebody has fixed the interwiki link connecting EN pages to ES pages (was not working before when going from EN to ES for some reason, so kudos for whoever fixed it). However, the interwiki has a problem: you have added an additional slash (/) at the end of the template, so the link does not connect to the page of name XXX, but goes to the subpage in the page XXX/. Can whoever created it or any admin on the EN site fix it, so that the redirects work correctly? Thanks in advance.
Done
Fantastic, thank you.
Have another question. I am randomly adding a few Notes sections in weapon pages of the ES wiki to specify that certain Mods/Overclocks were changed their name in a certain update. Kind of like "Mod XXX was previously named YYY. This name was changed in the Update ZZZ". Would it be something I could add in a Notes/Curiosities section for your weapons as well as I add them on the ES one, or you do not want to clutter your pages with useless info?
the number of stats, mechanics and text changes must have been enormous during all those several updates
and I don't think there is a source with it in detail from the start
That said, if it were to be added, it likely fits in a subpage
Makes sense, thanks for responding.
https://deeprockgalactic.wiki.gg/wiki/Swarm#Unique_Swarm_Types
Dread wave, Solo: N/A
Does that mean we don't have info or that they can't happen?
Asking because I can provide evidence that they definitely can
iirc it is supposed to be disabled in solo, I don’t recall if it works or not though (according to what you said, looks like it doesn’t)
they definitely can happen in solo
Is there a difference when only 1 players is present vs when you select solo? If so that may be the reason
you confusing Point extraction with Mining expendition
it can happen on PE, but the system making it happen is completely different
swarm types is for ME (probably extends to refinery as well)
Then we should make that distinction clearer on the page. I'll add it to my ever-growing backlog
I have gotten two dreadnoughts in a solo point extraction a long time ago. Had to give up a Crassus crater
So yes, I can confirm that Dreads can spawn in single player
Also, LITHOPHAGE EXISTS!!!
this should cover it
Anyone know any lore on Deepcore other than that they made Scout's GK2, Engineer's PGL, and the Drilldozer Landing Vehicle?
DRG isn't really the game you going to find lore, considering leaving it up to player's interpretation is a common goal
Rogue Core might focus more on the story part of things though
Rogue Core will follow the same path
what was the difference again ?
I remember some mentions of that
Rouge core is a rougelite game or somthing along thoes lines
I meant story wise
it actually having something, I could even find the livestream moment that was mentioned, though I have to find where I wrote my notes about it first
the store page should give you the basic
could have confused with the idea of giving it a darker tone
though I don't think the store page mentions what the storytelling style is
I thought you mean the premises
the storytelling style is going to be the same as DRG
What about Point Extraction?
doesn't exist for it
I have had dreads spawn on me
read here
I am aware that the spawning sys in point extraction is diferent, being that you don't get a 15 second advance, but you do get one when a dread spawns
Going off a rail real quick, Does this look like the Deepcore weapon paint to you?
Pain, having a "wave where a dread spawns" does Not mean it is the unique swarm system, which you can tell by the lack of praetorian, mactera, grunts and swarmers variations
Nobody is questioning if it can spawn or not, entire point is that it has 0% relation to that section
just because it is orange (?)
I thought it looked like Deepcore, if not Roughneck.
Also, I still thought it would since dreads still spawn in place of a swarm, et even is under "Unique Swarm types." Yes, it's not a swarm in the sense of numbers.
the right place to add is under the Point Extraction section, since I already explained pressure waves and regular swarms there
but since I don't know the exact values on how dread variation works, didn't worry about adding
Values on dread variation?
refering to spawn rate?
what makes it spawn or not, I know it is related to hazard, time and odds
Odds, the Dreadnought page says that it is a 1/65 chance to spawn in place of a swarm, however it deosn not mean that it can't happen twice in one mission, as evidenced by a video on youtube. we could subdivide this into three considering the three varients.
Since the event in and of itself is soo rare, it's hard to say weather or not hazard or even player count has effect, unless someone took the effort of playing hazard one ME for the next few months XD, then again ther's the IT effect.
:S Pain
I already said the Unique Swarm has No relation to it
not sure why you talking about it
Going off of the Dreadnought page
that is just mentioning where it Can appear not How it can appear, if you think it needs rewording
"In place of a swarm"
Honestly, I may be off, but I feel that I am not self aware to know XD. I am flawed
was that confirmed ? would be good if someone that knows more about it added it in
I usually avoid adding things I didn't discover or tested myself
yeah
pretty sure that is just the internal name which didn't change
though I can't remember mission names from the past...
confirmed how? I can run it in debugger and see what happens when game reaches that instruction. In my haz5 experience I haven't seen dread appear on PEs like since U22 or smth.
the scaler is 1 for haz4
so yes, it should be 3 and lower
IDK about haz 5, I sometimes play it. and I have been playing since late 2020, when DRG came to Game Pass. I do specificly recall having to give up a Crassus crator over a dreadnought and too many stacked swarms on a PE
confirmed by knowing how it works
such as, having a value doesn't always tell how it works
example, sandstorm starting has a value of "3 to 50" , but you have to square that number to get how many seconds before it starts
Probably not tiks
having that graph already tells you how it works, you can pretty much trust it if you know it gets executed
What is the technical name for the dreadnought spawn event?
There's no event, it's just a branch of a sequence.
then I take a look and add later on
but I do have a question, the dread has a time range where it can spawn
but does it wait for the next swarm to spawn it ? (since they have fixed timers)
So what is the technical name for that?
awesome so, kinda like Swarm ? check Scaler , check odds, Check mission time, if yes, spawn dread, if not, spawn normal swarm
No, actually it doesn't wait for swarm to roll it, think of it as a separate roll.
The first delay it meets in one of the branches it's gonna jump to the next branch, that's how sequences work.
So it's gonna push multiple latent actions at the same time time, with swarm and dread being delayed in parallel.
I am trying to make it out somewhat, but looking around at the flowchart with a laptop touchpad is awkward
So it isn't 6 sides of a die with 6th being dread, it's an extra die with an or gate?
yeah it looks like one of the branches that is gated with rng chance and the scaler
So in the tech tree, it's not a swarm in point extraction, what about a mining expedition since it has the normal swarm spawn system
It's the separate EWC that gets executed IF it gets randomly selected https://trumank.github.io/drg-control-flow-graphs/#cfgs/FSD/Content/Enemies/Waves/WaveControllers/EWC_Spiders_Boss.svg
It also blocks both normal and scripted waves until dreadnought dies.
Scripted waves are swarms, i.e. EWCs.
So a swarm and a dreadnought is mutualy exclusive if the latter came first?
PointExtraction's EWC is set as a "AlwaysRunningWave" and game doesn't roll other EWCs in that game mode.
on regular missions yeah
So that's why it's a seperate die?
what exactly and where
Paraphrase: The dreadnought is a seperate die since the presence of the spawned can block further swarms from occuring?
yeah if game selects dread as a swarm it needs to die first for the waves (both normal and swarms) to continue
like wave timers get completely stopped while EWC is active and running and that's what happens on normal missions
What type though ? Talking PE version ?
no no normal
normally EWC gets executed through delays and then at some point gets complete
but Dreadnought EWC hooks death delegate of a dreadnought and only then it assigns complete boolean
one that boolean is true wave timers continue running for next swarms and normal waves
So on paper, you could get a swarm the second after the death of a dread?
timers get paused until the dread dies
so for instance dread dies and then 167s get elapsed before next swarm happens
it's just that swarm timer gets reset to the new time immediately after triggering a scripted wave
but noth normal wave timer and swarm timer are paused until that scripted wave (swarm) is complete
What happens if the dread spawns at say 6:54, but 6:55 just by some reason happens to be a swarm timemark?
ok
so 6:55 it can't be, there has to be one of the defined intervals and it is greater for sure than 1s
So what is the overall laymans of this?
game runs swarm timer, swarm gets selected via different weights, timer gets reset to the new interval defined by difficulty and paused, swarm gets complete at some point, timer gets resumed and after some time it repeats
first draft, this works ? adjustments ?
it is under Point extraction after pressure waves, and Swarm
no it won't spawn as a swarm, it gets simply spawned and that's all
I just finally tested it
So, I set haz3 customdiff profile and I checked that PE scaler is 0.9:
While I was loading into mission, on the black screen EWC started to execute and I put a breakpoint on the last branch that ends up with a dreadnought spawn.
I got lucky and I rolled the rng value less than 3 (aka 30% chance)
Then it read the Point Extraction Scaler as 0.9
0.9 <= 0.9 returned true
AND (RNG chance 30%, PE Scaler <= 0.9) returned true
Then it rolled the delay that turned out to be slightly more than 46 minutes
At 44:30 it ran the swarm from the second cycling branch of the EWC
But it goes independent as you might noticed
At 46:10 (I measured) my 2nd breakpoint on post-delay flow got activated and it checked that scripted waves are not blocked (i.e. no machine events running iirc)
And then I pressed continue and got the dread spawn
It's also important to note that it only spawns Classic Dreadnought this way and never the other variants.
It cycles normal wave branch, it cycles swarm branch but it executes the last (dreadnought) branch only once at loading screen and picks the delay for the latent action to spawn the dread.
I thought that the fact mission control mentions it counted it as a Swarm
It's just an instruction that gets called
"Swarm" is just a sequence of spawns simply speaking
In that sense pressure waves and swarms are no different
What's different is spawn sequences themselves, delays and the presence of that announcement instruction
It's three different branches:
- Pressure waves (cycling)
- Swarms (cycling with announcements)
- Dreadnought (delayed once and then announcement)
That is for the 2nd branch (swarm)
And that is a separate instruction for the dreadnought branch
changed
Is it the swarm page? It's just that I just edited it, your phrasing is better, but I also included 8s delay after the announcement before the actual spawn
Ah rip
I wasnt posting before confirming it was correct
Can also mention 10m distance from player spawn (I assume host)
Also it's not checked at the start of a mission but rather before the mission on loading screen.
And the delay starts to get elapsed even before mission starts, so like loading time included (I measured the exact rolled 2770s with my watch from the moment I pressed continue button in debugger when the game was paused on loading black screen).
Wait, long loading time affects it or ?
yeah it's a latent action that gets scheduled way before game loads you in
Makes sense considering the voice lines. It wouldn't if Mission Control said "We picked up a Glyphid Dreadnought" then the twins showed up.
Game executes delay node before you see the actual loading screen and once it's executed it's already elapsing
Yeah, regular dread swarm uses other announcements. It gets announced and then and then 20s later:
Getting dread at 0s be like
"Regular dread swarm" as in "We picked up some tremors on the scanner, could be somthing big. Better prepare yourself" !!??
Oh nvm, I'am back on track now
Because I knew there were 5 lines for the Dreadnought alert, three of them being vague, with the other two specifically saying that it's a Dread. Does that mean that PE only spawns dreadnoughts (Refering to the classic) and ME can spawn any?
Ok, because I was about to say that I have fought twins on a OSR
That difference should be clarified
I also have a mod that lets you play PE with regular normal waves/swarms ME-style
Well frankly that takes out the point of: Don't stay too long or there will be more than you can deal with before the next swarm spawn
PE is the only mission from my experience where that is the case
That's what makes Point extracting teadius
apreciated thought
should we have the dread mentioned on the PE page too ?
funny how we know about that mechanic, but still missing a lot when it comes to stuff like enemy quantity or rarity parameters
just added "If certain conditions are met, a regular Dreadnought will spawn."
Here's what I think
A: In the Point Extraction page, it should say "There is a small chance that a Glyphid Dreadnought (Not to be confused with Glyphid Dreadnought Hivegaurd or Glyphid Dreadnought Twins) can spawn in Point Extraction. Unlike Mining Expedition or On-site Refining, only the "Classic" can spawn in this scenario." I think saying "If certain conditions are met," is unecicary unless the reader is wanting to read on the actual function of this secondary dice roll.
B: On that note, for the mentioned players that would understand code or want a more advanced understanding of the systems, there should be a "Advanced intelligence" section to go in depth into technical game mechanics. I would understand if we are not going to do that since it would take more data to do.
Honestly I also think that saying "If certain conditions are met" implies that it is a circumstance in the player's partial control. Like how in Terraria, going into hard mode is a condition required for the "Mechanical Bosses" to spawn at random. As we know, that's not true
speaking of info you get off the wiki
i did have a driller related question: What's the maximum inline a dwarf can climb up without getting stuck on terrain? Even at a 45 degree angle, there's a lot of hopping up driller tunnels for me. I checked, but I couldn't find an answer online.
From my experience, even at like 15 or 30 degrees, you can get stuck on a piece of terrain that the drills didn't get.
it just happens sometimes
Kinda a boring answer but I experience it too
Unfortunate. I hope that's something the devs address- Any dwarf can mine tunnels, but Driller makes nice smooth ones for making shortcuts in awful terrain... Mostly. I'd consider making it a suggestion for a bugfix but I doubt that would help.
There is a small chance that a Glyphid Dreadnought
- 30% is not small, it would be straight up disinformation.
- If you know the chance, why would you troll people with "some chance" phrasing? It's similar to what devs put in descriptions and what makes the exact reason people go to wiki to learn about that chance.
(Not to be confused with Glyphid Dreadnought Hivegaurd or Glyphid Dreadnought Twins)
Just insert a link to corresponding page for those who can't differ those by name.
a more advanced understanding of the systems
I understand why you would not mention PointExtractionScaler in that particular case, but there's nothing advanced in at least saying it's only possible on Hazard 3 and under.
I'm also not a fan of "certain conditions met", it's better to just say what conditions without wasting reader's attention on such excessive words.
WHO SAID 30!! That's not even a 1/4, we might as well be doing Elem all day if that were true!!
Have you read what I posted before? It is 30.
But it seems less, since people don't stay on PE for 50 mins.
oh in the context of PE... dammit
Even though I have been playing for years, I still make myself for an idiot at times
Actualy, since you say that, wouldn't that, although not technically, dilute the chance of the event?
Nvm that wouldnt 🤦♂️
- we already have the details (since I edited after Sentro), scaler, hazard, chance, times, everything, which is in the swarms page
the part of keeping it simple is on PE page which has a link to the section with more details, avoiding repetition
Alright, I will recuse myself from this topic
I feel like I am not understanding a scrap
Can multiple of the same disruptive enemy be picked?
Like in H5 can the pool of three be Stingtail, Stingtail, Goo Bomber?
Or does an enemy being picked prevent it from being picked again, so the above, the second Stingtail would be a different bug,
eg: Stingtail, Stingtail Shellback, Goo Bomber
Also for the veteran system, Are the chances in the chance column the chance for a bug to be a normal bug, or a veteran. I assumed the former, which would mean the chance to be a veteran is the inverse of what's listed.
Eg; Haz 1 is listed as 100%, which would mean that there is a 0% chance to be a veteran.
There was a table with the number of slots for each pool for each hazard
But I can't even remember if it was from the wiki or elsewhere
There is one on the wiki, It just says 3 slots for H5 and that an enemy can fill a slot, nothing of whether a single enemy can fill two/three or the chances for a given enemy.
Having trouble opening page to check
But the fact you never saw a mission Without grunts should tell you how many slots enemies fill
And not sure why the chance of stronger enemies would decrease with hazard level
Yes, but each may work differently and I've seen games on H5 with only 2 spawning from the pool of 3. So I was wondering if it was just freak luck or an actual consequence of the game design. If it is one per slot then I would add something to clarify, Eg "Each enemy fills 1 slot, and can only be selected once per pool."
Pretty sure the third enemy was a bulk and those are quite rare to spawn, being yet another system to decide
It is better to work with what you can see, not what you cant,
That was my assumption so I looked at the wiki and it was ambiguates, so I asked here just to be sure. If it is one per slot then it was 100% a unspawned bulk in the pool. Thanks for the clarification.
Page says "game will pick different enemies to fill each of the groups "
A phrase talking it might not always spawn all could be good
Prevents it.
I took that to mean that there are different groups with different pools, If it instead refers to enemies within groups then it could use some clarification.
And yes, hazard affects veteran system as well as assignment progress and solo status can affect some other spawns.
I was referring to how the information is presented on the wiki, as the "chance" column lists Haz 1 as 100% and Haz 5 as between 3.44%, 3.7%, 62.0%, and 20.6%.
So I was wondering what this actually means, since I'm pretty sure haz 1 is not 100% chance for a veteran.
The chance is for that other group to be selected when rolling from the range.
so 0% chance for it to be 100% a veteran?
Hazard 1 has 0% range so it never spawns a veteran and the options are limited to 1 type of enemy but it never spawns. Likely to avoid a null pointer crash.
I don't fully understand but that explains enough to kinda get it, thanks for the info 👍
Range is the chance to select options 1-3, 1-3 have weighting which have their own likelihood to be chosen if the range said to try. This weighting is to lessen veteran spam.
Just asking here, because I think one of you will know : Does the heat conversion mods benefit from weakpoint bonus damage mods ?
For example : if I use the hurricane with the weakpoint mod and napalm mod while shooting at a praetorian, I would assume the heat gained is calculated with the +50% bonus weakpoint damage.
I don't think this info is found anywhere on the wiki.
the last time i tested it, Damage Conversion to Heat was not affected by Weakpoints, and therefore not by Weakpoint mods either.
however, "Direct Damage" that hits a Frozen enemy had/has a bug where the Frozen multiplier gets applied to the Damage Conversion to Heat. i think i heard a report that this bug was patched? it's been a while. but it could be used to force Temperature Shock in a single shot.
some examples of that behavior were evident with EPC + T5.A Burning Nightmare. i built this loadout to document the bug at the time: https://karl.gg/preview/17123#/
Thanks !
I need to get around testing it still but that's a good basis of into !
You can use Temperature Number and Sandbox Utilities to check the damage.
Heat/Cold is indifferent to material you hit. You can deal it even through Oppressor's armor.
I just tested it. Frozen Damage Bonus, indeed, gets applied to Heat damage.
Stock Hurricane with T5A: 10.72 Kinetic + 13.4 Explosive + 11.88 Heat.
And when that impacts a frozen Praetorian: 32.16 Kinetic + 13.4 Explosive + 22.44 Heat.
Assigned to GK2 DamageClass = DMG_Heat, Damage = 10. The result is the same: 30 Heat gets dealt vs. frozen Praet.
Another interesting fact is that Temperature Shock gets dealt upon reaching -110.0 degrees temperature with Heat damage for Praetorian. But he has -100 degrees unfreeze temperature.
is that some bug exclusive of praetorians (?)
I doubt it, enemies have the same EnemyTemperatureComponent.
I'll try another enemy
Setting 9.99 damage and going from 40 to 10.03 doesn't T-Shock it, but 40→10 does it.
Acid Spitter: requires 13.34 Heat to T-Shock it from -50 to -10 degrees. 13.33 Heat results in no T-Shock:
So T-Shock threshold is 10 degrees above unfreeze temperature.
wouldn't that be "below" unfreeze
- sounds like the Shock section of temperature page is going to need some updates, though unsure if that behavior was always like that
(perhaps enemy infobox could get the shock values)
Yeah, so -110..-100 degrees is T-Shock interval for Praetorian. It unfreezes at -100.0.
I just tested that -101 → -98 is the highest I can go with 1 Heat GK2 to trigger T-Shock.
it goes both aways I imagine, dose and thaw
following up on SplitSentro's new information -- got confirmation from Dagadegatto himself that each creature has an unknown-to-us-until-now value called TemperatureShockActivationWindow, which defaults to 10 for all creatures. it gets applied to both versions of TempShock.
theoretically, that is a value that can be changed by GSG per creature if they want to, but it sounds like it's expected to be 10 across the board.
hey could i have some help with a possible bug I am encountering with my mission xp?
could you provide some more context, more information about the nature of the bug?
How much XP does a single kill give you? I was playing with my buddy and we were running CD with that has an increased amount of bulks and he told me that we'd get so much XP bc of them.
I'm not really sure but I think any kill be it a swarmer or a dread gives you same amount of XP on mission end right?
last I remember there is no XP difference between enemies
Each enemy is 1 XP regardless of type, and not affected by hazard level
Meaning delivering a killing blow on a dreadnought on Haz 5 is the same 1 XP as a stomping a swarmer on Haz 1
Aha so I was right. Ty ty
It is on the wiki, so if you want more info about XP, this is the page to go to:
https://deeprockgalactic.wiki.gg/wiki/Experience
@floral drift the amount of xp i got for kills and minerals mined seems incorrect idk if they are
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Hear hear
From the man, the legend, the bag himself
that would be 46 and 78 xp from umanite and magnite, 125 xp from minerals but there is 917 xp in minerals total so idk how that could be correct
did you forget the other minerals you got like nitra and such
idk how i would have mined 792 xp worth of minerals or gold or any other mineral
what mission was it
idk but i still dont know how that would happen
thats another example where i should get 92 xp for bismor and 118 xp for the jadiz but i have 647 xp for minerals which would mean 210 would be from bismor and jadiz while 437 from other stuff but idk what
nitra and gold are minerals too
Do we know what the threshold for being knocked off a zipline is?
Is it reaching a certain total damage taken, a certain DPS, a certain number of hits?
DPS afaik
You can get knocked off even with no damage actually taken and high damage shots knock you off in one go while low damage shots don't.
Anyone know the specifics for heat generation/limit for the collette wave cooker? Can't find anything on the wiki
the info for max heat before overheat, cooldown delay - rate, and heat per shot or second , isn't there
only info on the modifiers, but not base values
For the stock microwave:
T2C
heat per shot or second
the property per ammo is not set, so ig it's time-based, it looks like 3s in-game, though I'm not sure where to look for the t2a effect
is the max heat known ? might be easier to use a stopwatch in game then
is that hour:minute:second:fraction + Heat
Stock 6.4773800s to reach 100%
T2A 9.1623451s to reach 100%
T2C 5.9285854s to reach 100%
wait, why stock and t2c are different
you should count not from 0
because 0 is when the watch starts
but when I press lmb it changes to another number
and that is the start moment
it writes in the log when the value gets changed
so some time passes between me starting the watch and starting to fire in game
2,8330417s
3,7165188s
2,8664987s
to reach 100%
the error seems to be ±0.0085s
I am not sure how to convert that to a neat number of Heat/s
seems like something is missing to make it a neater number and not "5.675646 heat"
guess that means 100 is the actual max value, and not just the % ?
it overheats once it reaches 100
if you're looking for the max value that is 3.0 from the graph, it's just that manual heat per ammo is not set, so I'm not sure how to read it by default
wait... actually, the len altering mods change the heat used
Wide Lens = +1.1 Weapon Heat Per Second
Power Supply = +0.4 Weapon Heat Per Second
I guess using stopwatch with them would inform more ?
something like "X + 1.1 " vs "X", so we find X, which is the base heat per second
that is what we are trying to discover lol
"how much heat% , or absolute heat value, the weapon accumulates over 1 second of firing"
the non linear part is messing it up because it is not visual ?
I don't think there's absolute heat, it's more like time to temperature curve to me
though it is less than 3s and heatrate is not visible
right, so what the mods do, is alter how big the Time-axis is ?
Man, this is difficult to find it seems
I'm gonna try see if I can find out
I believe it's just 1 heat a second
Not fully done with calculations on time and etc but I'm using my mega power supply build atm
I could fire 37 shots from the cooker before overheat, but only 19 on the wide lens addon
sorry for interrupt you guys but the Deep Dives page don't contain the Deep Dive (and DDE) logo (icon?) for some reason bit weird someone add it please
No worries
Looking at this, (provided the heat is linear), each shot is adding 2.7% of the max heat per shot without wide lens addon
So wide lens theoretically is doing somewhere around 5.26% of the max heat per shot
Wide lens is doing just under double heat usage for only 25% more AOE? Yikes
using the day to day build doesn't seem like the best idea,
as using the non-upgraded weapon, and then adding upgrades intentionally might be easier to test that
so you think that with faster rof, the heat gen is higher ?
meaning that time doesn't matter
I don't think ROF affects the heat usage, it shouldn't do anyway, at least mega power supply doesn't affect heat
Wait no I see what you mean
You make a good point, I'll test a build with lower ROF
You're right
Lower ROF, I only got 31 shots in
After lowering my ROF from 12 to 10 that is
So it seems your predictions were right, it's a time-based thing as opposed to heat per shot
Looking at it frame by frame, it seems it takes about 2.95 seconds for it to reach max heat
at least knowing shots fired + rof you can quickly get how long it took for overheat
Gonna go on an assumption here based on my recording, I think it's 3 seconds rather than 2.95, just a slight delay between the first shot counting ammo and it actually firing
what was the rof and shots fired used ?
12 rof got 37
10 rof got 31
Just watched back the clip of wide lens addon, 1.39 seconds til overheat
So an additional 1.1 heat per second equates to 1.56 seconds less use
Doing some math, I've got reason to think the cooker uses 1.9 heat per second by default
37 / 12 = 3.083s
31 / 10 = 3.1s
well, if I remove 1 shot it goes
36/12 = 3s
30/10 = 3s
We'll consider that 1 shot removal as a product of delay between actually starting to fire and the 1st shot counting an ammo loss
So, 3 seconds
Guess maybe we should consider the 1.56 of wide lens addon being 1.5
So I guess the cooker uses 1.1 heat per second, and an additional 1.1 with wide lens addon?
Math completely checks out, and doesn't make numbers that are a decimal mess
3.3 max heat, 1.1 per second, 2.2 for wide lens, sounds good
hmm
how many shots you get with no mods and using overdrive and wide lens ?
guess that is with the 7 base rof
Completely vanilla build aside from the overdrive and wide lens?
yes, unless you wanna make the rof be like 10, so it is even easier to calculate
but it can't affect the heat generation At ALL
safe from the widelens and over drive mods, ofc
Yeah, mega power supply does just that, provided you don't use the base ROF increase upgrade that is
I'll test it out now
No override: 31 shots
ROF override: 28 shots
Wide override: 16 shots
Kinda weird how now suddenly the ROF override is getting less shots
Ahh wait, ROF override on the wiki says it adds +0.4 weapon heat per second
here lol
Of course it's got 25% more ROF
wait... so the rof value is what ?
12.5
When using ROF override on Mega power supply
Pairing the 25% ROF increase but the additional 0.4 heat per second, puts the shots to overheat at 28 according to calculations, so that checks out
Seems to me like we cracked it
Heat per second is 1.1
Max heat is 3.3
Wide lens adds another 1.1
ROF override adds 0.4
And complete conrete proof heat is based on per second and not shots fired
Yup, we're bloody geniuses
Thanks for the help
Wild
awesome, thanks for doing all that testing
and Sentro too
Honestly, this does further make me think wide lens override is kinda bad though
Double the heat usage for 25% more area?
Hard pass from me
more area, or more radius ? those are different, as
increasing the radius by 25%, makes the area grow by 56%
Oh?
wait, heat sink + liquid cooling mod results in
A- 1.1 x 0.8 x0.9 = 0.792 heat/s OR
B- 1.1 x 0.7 = 0.77 heat/s ?
if the area of a circle is Pi * Radius^2
and you increase the radius by 25%
you can compare it with (Pi * 1.25^2) / (Pi * 1^2)
in the end you are just doing 1.25 squared over 1, which is 1.5625
Heat sink for sure is a 0.8x multiplier according to ingame, because using blistering ncerosis puts heat generation to 1.25, and pairing it with heat sink puts it back down to 1.00
I guess it's just a matter of whether or not liquid cooling system is a 0.9x multiplier, or a static amount is deducted from heat per second
I am hoping those were taken from the game's files
Only ingame stats atm
the wiki I mean
which is how we know something is +1.6 RoF, and NOT 20% for example
Yeah
well... rip, says "-0,1" for that liquid cooling
and that heat sing says "-0,2"
which would put it at 0.8 heat per second ??
considering I got the right stats, you know how those names don't match the ones in game lol
on 2022/05/12 i calculated CWC Max Heat as 3 and Heat/sec as 1
but it never perfectly lined up with the measurements i took
there were some edge cases that were off by like 10% from that prediction
i seem to recall that during U36XP, one of the other modelers (Evan, LazyMaybe, SplitSentro?) documented something about the CWC having 2 buffers between user input and heat change. there was a video clip of someone tap-firing CWC and then like 5 frames after each tap the heat display would jump upwards, instead of smoothly.
Maybe that makes more sense when applying the "1.1 heat per second and 3.3 max heat" calculations then
also, i'd like to draw your attention to this Heat Curve. x is bounded by [0, 3] and y is bounded by [0,1]. in general, Heat Curves (like Minigun and Drak25) have their X bounds tied 1:1 to the underlying heat values
for instance, Minigun is bounded x -> [0, 9.5], y -> [0, 100]. it also takes 9.5 sec to overheat at 1 heat/sec
is anyone already planning to add / alter the heat values on collete page ?
i'm not 100% confident of the values yet. therefore i do not intend to.
[1, 3] never satisfied me
[1.1, 3.3] i haven't tested yet
fine by me to wait a bit more
what kinds of testing can be done ?
[1.1, 3.3] checks out on all the math, course it's still not confirmed and I'm definitely no wiki manager or dev so, we can only wait or find out
wait, did we compare 1.1/3.3 to sentro's stopwatch ?
I don't believe so
stock
T2A -> 3.3 / 0.9 = 3.66...
T2C
though I guess that predicting the number of shots for several cases is still a really good manner to check
I could probably do a table with variations, heat, rof, and expected consumption
proposal
shots = RoF x (3.3 / heat) ,
in my mind, using the assumption that heat is based on the duration of firing (not on ammo consumed), i would calculate shots fired as:
Firing Period = Max Heat / Heat Generation
Shots Fired = Math.floor(Firing Period * Rate of Fire)
Shots Fired = Math.floor(Max Heat * Rate of Fire / Heat Generation)
the logic being that the weapon would overheat in the interval between the last shot fired and before the next one could go off.
so, the same formula you're using, but surround it with a Floor function.
Stock= floor(7 * (3.3 / 1.1)) = 21 shots
T4A = floor(7 * (3.3 / 2.2)) = 10 shots
T4B = floor(9.5 * (3.3 / 1.5)) = 20 shots
T2A = floor(7 * (3.3 / 0.9)) = 25 shots
T2A + T4A = floor(7 * (3.3 / 2)) = 11 shots
T2A + T4B = floor(9.5 * (3.3 / 1.3)) = 24 shots
T2B = floor(9 * (3.3 / 1.1)) = 27 shots
T2B + T4A = floor(9 * (3.3 / 2.2)) = 13 shots
T2B + T4B = floor(11.5 * (3.3 / 1.5)) = 25 shots
blistering + T4A = floor(7 * (3.3 /2.75)) = 8 shots
how do those line up to the measured ammo expenditure in-game?
👀 mr Foster is the one counting them, though not sure if still around for that
this is my data collected in May 2022, so it doesn't account for any balance changes made since then:
Begs the question for whether or not t2a is worth it, give it doesn't output more DPS like t2b
oh yea, foster you up to checking if the ammo used still holds up ? if not I guess I can tomorrow or late tonight since meatshield ones is from may 2022
which if right, would mean 1.1 / 3.3 might be wrong, or some detail missing
Sure thing, just on a bus ride home atm, should be on in maybe 40 minutes
Sorry, never got around to doing it, might be able to tomorrow
Just a thought, but maybe the cooling rate needs to be subtracted from heat buildup?
Might explain the math discrepancy
You mean the weapon is alway cooling even with firing ?
Pretty sure that would make the behavior different than all other heat weapons
You can turn my data into a graph in excel and then analyze it. It's automatic ue4ss watch value feature that is likely the most accurate out there.
Wait, the data points are the shots ? Lol
Didnt occur that each entry e
Was a 1 ammo used
xD if It is like that, Sentro values is lining with the values I calculated
So, even without knowing the specific values, it's roughly 3 seconds till overheat, with the percentage of heat generation modifying that?
Uhm, is not % actually
Current proposal that makes values line up is 3.3 max heat, 1.1 heat/second
Which would give 3s exactly
not sure about that, but if it matches the amount of shots it takes to reach 100 then yes.
Counted from first non zero, to highest value before going down
Only thing not tested is blistering, or Overclocks
Though... dont see a reason that will prove all wrong
For percent I meant mods and OC's that change the "heat generation" percent in the terminal.
Does lower mean longer till overheat?