#wiki-related-chatroom
1 messages Β· Page 14 of 1
And is it equivalent to what's visual, like the 20% T2A, being 20% longer, so 0.6 seconds longer
You didnt do wide lens + another heat mod
not confirmed, but it matched the data i was getting in May 2022.
I do have to point out the values foster got by counting in game were 1 more than my formula gives
So it might be like floor + 1 instead
here
No override: floor(10 * (3.3 / 1.1)) = 30
ROF override: floor(12.5 * (3.3 / 1.5)) = 27
Wide override: floor(10 * (3.3 / 2.2)) = 15
putting all 1 less than the in-game values listed
(ceiling wouldn't line up btw)
this shows either the bug is fixed, or it never existed in the first place ? not sure what was used to see it as bugged
anyway, the adjusted formula, shows T4A +T2A working as expected
do we know how the cooldown works though ? so we can check if the time is matching too
did T2C + T4B really used 22 ammo or was it a typo
22 would make it the only outlier from most current formula + understanding
while 21 makes it work, + it is how many shots I can count from the timestamps (following the others patterns)
Does DRG use fandom for the wiki or did they move it
Nice
Fandom is still higher is search results, but people are slowly starting to notice it's a garbage dump
I saw that looking to see all available hats and it only had anniversary 4 and earlier. So I was wondering if it had migrated
Thank you wizard claptrap
@acoustic scarab Is there gonna be images showing all paintjobs? Because currently it only shows the upgrade ones.
Because I wanted to see what acid wash looked like and couldn't find it.
Filling those galleries is a long and tedious process that noone really has time for. It's in the backlog, but to my knowledge noone is working on that at the moment.
Someone did a ton earlier this year, but otherwise not much progress lol
Only if I had everything I would do it. 
But not even close to getting all cosmetics and etc.
What kind of testing or confirmtion is missing for colette heating build up ?
blistering + t4a is giving 10 shots (1 more than expected) so wonder what is going on for it
just blistering is 18 shots
T2A, 27 shots (1 more)
if it is only a specific mod that is causing differences seems good to check it more
going to personally test in game all the 36 variations of heat build up (counting the ammo until overheat)
(3 for T2, 3 for T4 and 4 for OC)
helpful to check if a formula can give the same results as in-game tests
ah great, for some reason t2b + t4a was displayed wronly,
and I might recheck a liquid cooling + T2B
there we go
the in-game sometimes end up giving 1 or 2 more shots than expected with formula, but around half of them give same value
Considering if making rof be a fixed 50 could help
Or like, if the time to overheat is correct, but shots fired has variation due to other factors
Is there anywhere I can find out how the fire rate affects the missile build-up on the Salvo module?
Wait, it does ?
The salvo section doesnt talk about how quick it loads ?
seems it is missing, interesting
then probably nobody knows how it works, if anyone wanna try finding out
when i extracted the values on Nov 11, 2021, here's what they were:
so, taking the T3.B RoF seems to decrease the charge time by 0.75 seconds
that has not been validated by hand-timing. also, it's over 2 years old.
it uses 22 ammo
update: just re-confirmed these values. running that same command still yields 2 -> 1.25, and timed it by hand.
so, the ChargeTime value is the number of seconds between when you start holding down the trigger until all 9 of the dots are filled in red. taking the RoF upgrade reduces it from 2 sec to 1.25 sec.
i spent another 1.5 hours working on understanding Hurricane's Salvo Module last night. i can't claim to have a 100% working knowledge, but i think i've figured out enough to share here.
- for all projectiles fired when Salvo Module is equipped, they gain an immediate +1 Direct Kinetic damage and +1 Radial Kinetic Damage.
- for the single-shot projectile that can still be controlled by manual guidance, it appears to have a hidden -2 Direct Damage penalty. furthermore, they also benefit from the partial charge of tap-firing, so unless your mouse has a 1ms response time, there will still be some "bonus" damage per controllable missile that makes it do strictly more damage than what's listed on Equipment Terminal (about +0.2, something tiny -- see below), but it does move ~1 damage from Direct to Radial so it messes with breakpoints.
- as soon as the crosshair changes to the large rectangle, you can release and it will fire 2 "buckshot" missiles, even though only 1 red dot might be illuminated.
- when all "buckshot" missiles hit one target (i was using Praetorians and Bulk Detonators and testing 2-shots and 9-shots), then the damage scaling works intuitively. that is to say, for the ChargeTime window, the damage bonus starts at +1/+1, and then for however much % of the total time you've charged up, it adds another +3/+3, scaled linearly by the Charge %. charge 11%? get
1 + 3*0.11 = 1.33 -> +1.33/+1.33. 50% ->1 + 3*0.5 = 2.5 -> +2.5/+2.5 - it appears that when only one "buckshot" missile of a salvo hits an enemy, it suffers that hidden -2 Direct Damage penalty as well. i'm uncertain if this extends to "getting 8/9 hits means you lose 18 damage"; was not able to test that with my current tools.
- i haven't validated this yet, but from my testing of Salvo with ChargeTime=2, it seems like the "add another missile" is coded in 0.22 sec increments (perhaps scaled to 0.1375 with RoF?). so, theoretically a single, controllable missile could get up to something like
+1.3/+1.3 - 2 = +0.6damage before it switches over to the buckshot missiles firing 2-9 at once. - i was able to launch 9 missiles that didn't have the full +4/+4 bonus, which would indicate that its increment is rounded to 0.21 or something? it required holding for the full 2 seconds to get the max damage bonus, even though i could release a little "early" and still get 9 missiles.
- the damage bonus scales linearly depending on charge time; it doesn't have "steps" that correspond to the number of missiles launched at once. so, it doesn't jump from +1.33 to +1.67 when going from 2 to 3 missiles; rather you can get up to +1.64 on a 2-missile shot.
from all of this information, i was able to calculate that the best DPS with Salvo is just firing 2-missile bursts. that's because as soon as it fires 2 missiles, the hidden -2 Direct Damage penalty no longer applies when they both hit. as a result, as soon as it switches to Salvo Mode you're getting +1.33/+1.33 out of a potential +4/+4 -- that's one-third of the total damage bonus up front for only one-ninth the amount of charge time required. it takes eight-ninths more of the charge time to get the last two-thirds of the damage bonus.
i haven't yet figured out if there's a delay between when a Salvo gets fired and before the next one starts charging. if there is, i would expect it to be based on the 3 (or 4) RoF.
Wow. Thanks a lot for your tests, that's a lot of good data
"the damage bonus scales linearly depending on charge time; it doesn't have "steps" " is good to know, same for the hidden -2 on single missiles hits
I just ran across on the official wiki escort duty only has 2 different refueling stops and the fandom has 6.
I know it has at least 3 cause i just got 1 that wasnt on the official wiki - a 3/2 .
Fandom is not supported
Right but at least this time it was more right info then the official.
Im pretty sure there isnt any 3 stops anymore
But so far in the game actually looking right now i saw
2/2/1 stop
3/2/1 stop (which isnt on the official)
3/3/2 stops
out of the fandom chart how many different types is there for escort?
How is having 3 made up ones
Better than 1 not being included
1 is griefed with info
The other is a bit incomplete
wow why so hostile bruh
i know the fandom isnt supported but didnt know people had that much hate for it you woundlnt consider updating the official to be more accurate wiki
because i found a mission on the fandom wiki i did
a mission that wasnt on the official wiki and thought should be updated...
and im just asking out of the fandoms which ones are true and which ones are false
to the best of my knowledge, these are Escort mission that i've experienced:
2/2 -> 1 stop
2/3 -> 1 stop
3/2 -> 2 stops
3/3 -> 2 stops
i believe that 2/1 existed for a short period back in U32 when the mission type was added, but it hasn't been legit for a long time.
i know for a fact that at no point in time from U32XP until today has there been a "3 stop" variant.
Thanks and yeah i remember i think when it first came out there was 3 stops.
have yet to see anyone like fandom or say something nice
just cause i said it has more info and asked whic info is legit and you think i was defending the fandom like its better or something like what imjust so confused.
and i am rewatching my recording on the 3/2 escort and it only had 1 stop
I can see 4 variations of escort on the "MissionType_Escort" script
now, one could argue that for some reason they are not all active, but doesn't explain why some variations are missing
https://www.twitch.tv/videos/1978481362
I clipped the 3/2 escort i did i swear it only is 1 stop? Somebody should confirm cause i could missing something
did you mean the 3/2 had only 1 stop? or you seen 2 stop?
either way i think the wiki should be updated to at least a third type. The one i did
I have to discover where the number of stops are stored
at least I can know the pay out due to mission scale
ah fck, there is a lot of other stuff that might need redoing now that it is known 4 and not variations exists
alright here is the 3/2 and yeah it has 1 stop
i thinl only one missing is 2/3 at least i can verify in game i guess
a lot is missing there, like payouts
ah right that as well
how do the payouts work again? is by biome/modifers? cause i see 2 different 2/2 and they have different payouts
note that the Mission Terminal in-game orders it Length/Complexity. my previous message uses that same order.
the short version is:
for Length 2, there's 1 stop
for Length 3, there's 2 stops.
either Length can have Complexity 2 or 3, but that doesn't affect the number of stops.
probably a base x mission scale iirc
before the game adding hazard bonus, ofc
working on the improved table
but like i said i had a length 3 and it only has 1 stop
this screenshot is of Length 2 and Complexity 3. the icon says 1 stop.
is there a different thing you're referencing?
yeah i noticed that... i think dylexia got in
but the video i sent is a 3/2
found a 3/2 but i swear in the video i had 1 stop like i said somebody might wanna verify and watch it i might be tripping lol
"the video" -- what video?
This
1 Stop 6:30 in
Moving at 9:30
Then 2 mins later at heart stone!?
oooh neat
been so long, but I think there should be an easy way to calculate payouts so it can be filled
number of caves I might leave empty anyway
yeah the number caves thing is for people really want all the detials lol
oh yea, I was using your images
but idk the hazard, lol
which one?
I guess I can just get any mission end screen of escort
so I can find the XP and payout
Ah ok it was default haz 2 it seems when i took them
@floral drift did you watch it? Am i crazy or is it a bug?
your clip is length 2/complexity 3, so 1 stop
OH i see the wikia has it switched thanks so much
since youre working on it uh should it be switched? cause i got confused π lol
switch betweeen what
wiki has it length complexity
Game has it complexity length
it's length/complexity in the mission terminal though
D:
welp then i guess for now i have to pay attention and try to remember
wonder why its different in mission then
uh...
pretty means we already knew it had 4 variations
just not in that main page
Ohhh is that in like missions page?
credits page
experience page too
oh never thought to look at the credits page but exp page should of looked
so these should be updated?
https://deeprockgalactic.wiki.gg/wiki/Missions#Escort_Duty
https://deeprockgalactic.wiki.gg/wiki/Escort_Duty
seems so
well i have to take break sorry for being dumb and mixing things up/caused problems
anecdotally, i believe that the number of caverns is dictated by the number of Refuel stops (aka, by the Length).
1 stop: 5 caverns
- Start Room
- First resource room
- Refuel Room
- Second resource room
- Ommoran Room
2 stops: 7 caverns
- Start Room
- First resource room
- First Refuel Room
- Second resource room
- Second Refuel Room
- Third resource room
- Ommoran Room
convincing, added
lack of experimental was sad, due to not being able to prepare for update
but I guess we will get to it in due time
They made most electrocution effects use PST_MovementSpeedPenalty, Taser Arrows already use PST_MovementSpeedEnvironmentalPenalty, removed MaxResistance values from them (so it defaults at 1.0 i.e. 100% now), and added slowdown resistances for creatures as PST_MovementSpeedPenaltyReduction. For oppressor, the latter equals 0.75 i.e. 75% slowdown effect reduction or x0.25 slowdown effect.
Slowdown Status Effect Items that modify PST_MovementSpeedPenalty or PST_MovementSpeedEnvironmentalPenalty get reduced by PST_MovementSpeedPenaltyReduction.
Let's say oppressor moves at 144 cm/s. After M1000 EFC shot it moves at (β80%) * (1 β 0.25) * (1 β 0.75) = 122 cm/s (tested and confirmed). That is (MovSpeed Slowdown) * (1 β Electrical Resistance) * (1 β MovSpeed Penalty Reduction). Electrical resistance gets accounted because M1000 EFS STE has AffectedByResistances flag.
Before MovSpeed Penalty Reduction was used only by Dash, Iron Will & Unstoppable. Now some creatures have it to additionally resist slowdowns of type "Penalty".
@weary sonnet Creature table now needs those MovSpeed Penalty Reduction values to be added.
Status Effects Spreadsheet is updated for S04 Patch 10. https://docs.google.com/spreadsheets/d/1Cpj5BACrJ8psgqWeCbKd6CrWsIr4wXHnFRrjVzrlc1U/
Donβt think Iβ―will really have the time to work on it before the weekend.
should I updte to-do list with a check list of what pages or info needs updating ?
or any suggestions on what to focus
like, Weapon Maintenance, new page or add to season one as section ?
do dreadnoughts now use PST_MovementSpeedPenaltyReduction?
0.75 like opps
seems like a very convenient simplification from how they functioned before
I wonder why the patchnotes say overcharger's max damage bonus was changed from 32 to 100
the lowest the maximum could possibly be before was 40
with hellfire/triple tech/mole
presumably just an oversight on what the old values were
oh dear me. Boomstick OC "Shaped Shells" reduces the Base Spread from [35 wide by 10 tall] to [5 wide by 5 tall]
that's the same Base Spread as what the Minigun used to be at 100% Base Spread (before it was reduced to 4.5x4.5)
...that's 1/14th of the area π
SMG RecoilPitch has been reduced from [35, 45] in U34 to [35, 40] before today's patch to just a flat 30 starting with Maintenance Update
"If the m1k is so good why didnt they make an m2k"
The m2k:
am I misremembering or did it put spread values at 17.5 by 5 before this patch?
you are not misremembering. before Maintenance Patch, it was 50% on both Horizontal (35 -> 17.5) and Vertical (10 -> 5). so the Maintenance Path is a buff to the Horizontal base spread, and hoo boy is it a buff
i've been twiddling with Boomstick breakpoints for about an hour tonight, focused on Shaped Shells @ 10m
it still says "50% spread" on the stats screen π
technically true; it's still 50% vertical base spread π
but this is one of the strongest Accuracy upgrades in the game, 2nd only to AISE maybe?
it is indeed pretty nuts
at least it might be used more now
Did CSP puddles heat to ignite change in this update? Before the update taking Heavy hitter and the T1 damage mod (40 damage) lets you apply 20 heat per shot, igniting puddles in one shot. after the update it seems that it now takes 2 shots to ignite with the same set up.
Testing rn, and its applying 20 to a grunt but still needs 2 to ignite, both puddles from a charge shot and normal shot (if that matters)
When it applies 10 heat it need 3 shots to ignite.
I remember testing it back then
Puddles which have ObjectTemperature component take x0.5 heat from direct hits
that's just how things work
Wiki says 10 btw, not 5
So it was bugged and now is fixed?
it would ignite it now if it was fixed
Does this mean puddles take half heat, E.g. 10 heat only applies 5 to a puddle?
yeah it was like that
if it's a direct dmg
So it actually deals only 15 heat to puddles with 40 dmg shot then
if it's hh with dmg mod and bn
I just confirmed it:
- Changed burning temperature to 15 β it ignited it with 1 shot
- Changed it to 15.01 β it didn't ignite it
(40 direct x 0.25) / 2 bugged ObjectTemp + 5 BN + 5 bugged HH AoE = 15
So it only ignites in 1 shot with 15 heat? More or less and it doesn't?
It only reaches 15 heat out of 20 required BurnTemp
with max dmg build
because of 2 bugs
though you could say bugged AoE heat gets countered by another bug with ObjectTemp component
ok, I got confused cause of this part "it ignited it with 1 shot" I assumed your test ignited it in one shot.
So its two bugs counteracting, but otherwise working as should, and puddles take 50% less heat from direct damage
Well, if you lower the BurnTemperature, of course it'll be able to ignite in one shot. By doing that, I'm able to find out how much heat is getting dealt without making a mod to call a function to print current puddle temperature.
Ohhhhh thatβs the temp for burn not the burn applied, I understand now
I misunderstood what the 15 and 15.1 was lol
added the stubby mod changes, but missing prices
Am I seeing things right that goo bomber shots inflict 3.75 cold?
it is in the patch notes "Converted some of the Mactera Frost Bomberβs snowball projectile damage to Ice Damage"
it just doesn't say the %
It appears to be 50% explosive, 50% ice. But it also appears that the ice goo bomber shots are only inflicting 3.75 cold.
wow
I believe stingtail's cooldown on successful grab is 15 seconds. Unsure atm what their normal grab cooldown is.
Range to start grab also seems to be 15 meters?
trying to find something on that
anyone knows what the new HP scaling is for stinger ?
when Elythnwaen has time to parse the latest update, we'll have all the new info for Stingtail 
that is certainly nice
though I have been able to get a bunch of info already using modding tools, so helping a bit by getting some stuff out of the way for us
ah fck, kinda confused, what changed for satchel charges ?
want to fix this edit, as we don't maintain old balance values in the main parts https://deeprockgalactic.wiki.gg/index.php?title=Satchel_Charge&curid=3123&diff=38787&oldid=38596
haven't investigated yet. can neither confirm nor deny, sorry.
From what I recall you get all C4 back on a resupply now. I can check in a minute.
afaik C4 now rounds up like everything else, so when you have 3 max C4 you now get 2 on resupply
from what I've observed in the files and testing to confirm:
stingtails have 400 base HP, normal enemy scaling so don't scale with playercount.
-30% electric resist, +30% fire resist, -50% explosive resist, -10% pierce resist.
yea, saw the same values in files and added
just didn't see the common scaling, but I added due to "only one that makes sense"
Notably, a stingtail on haz5 with 4 players would previously have 900 HP taking scaling into account. Now with the lower base HP and no scaling, it will have 480 HP in the same context.
Can concur, I thing the patch notes misworded it.
so... should we TELL in the page it rounds up, or just don't mention it, since... "it works like everything" ?
I'd be more inclined to say nothing, because it works like the rest.
Or a very short blurb saying "since nov 23, works like other weapons"
would be the only case of mentioning old behavior, as throughout the updates, many things changed, bugs removed, and many else
is the worry "people not gonna know it changed" ??
I wouldn't put a notice. But if there was that worry, then a short blurb would do, I believe
is there anything that rounds down still
also considering trivia ? the balance section would be fitting on that case
Overcharger is definitely adding damage every 0.25s, except it's 12.5 damage now. Caps at 100, though with the new time to overheat coilgun you can actually keep charging a while past that.
Speaking of, the time to overheat coilgun now seems to be a bit over 4 seconds... 4.2 seconds? Not sure, don't know if I can read that in the files.
Might be 4.15s. Unsure.
hmm.... helps ?
HeatPerSecondWhileCharging = 0.4
HeatPerSecondWhenCharged = 0.2
MaxOverchargeTime = 2
hmm...., the curve for coilheaup seems to have 4 points, with a lot of values... like 4 values per point
but last ones is like 0,7 and 1
let me see how long it takes to charge to see if I get to 4s
I believe normal charge takes 0.8s like before
so at normal charge speed it takes 2.8 seconds to reach max overcharge boost
and then there's quite a bit of let afterwards
charging 0.8s * 0.4 = 0.32 heat
charged 2s * 0.2 = 0.4 heat
that would put it at 0.72 heat, so guess values I got makes no sense yet
no, that seems correct. overheat is at about 3/4ths when you shoot at just barely max overcharge bonus
was using the 4s+ to overheat as reference
"it is overheating in 2.8s. not 4s"
it's getting to max overcharge bonus in 2.8 seconds
overheating in slightly over 4 seconds
the things that confused me was like, it is getting to overheat before the 2.8s
which is when it was getting to the max value, and only explanation to go beyond that, would be for it to not heat up before charging, making one of the variables unused...
I think the recent update might've broken map rotations
Will keep collecting data to see if it's consistent
For months I've seen each map rotation have 6 biomes in total, and at least one biome from each of the four regions
Right now I'm looking at 5 biomes and only 3/4 regions accessible
movementSpeedPenaltyReduction added to cargo and to all creatures data pages with a 0% default value
I added it with a 75% value to Oppressors and all praets variants, if some praets variants donβt have it, it may need a fix.
They capped the extra biomes to 1-2. Without Rockpox you lose those extra 1-2 biomes. Even mods cannot change this anymore with current knowledge.
But I haven't disabled the rockpox season
Where can we observe it? I see nothing on the pages and in the creature table.
May need to update the templates for that.
I will do it soon.
Trying to force an update of the pages with the new data.
Ok, it should be good now.
If a page is not updated, purging its cache should do it, if it is not good after a purge let me know, it means I missed something.
Yes, the extra 1-2 is not much, just barely gets you like half the map. Although they may have specifically added another variable for seasonal biomes.
the haz 5 Health pool of the stingtail took a huge hit according to the wiki, from 720 to 480 (33% reduction?), and that's on top of the added resistances. Did they explain anywhere why they didn't use the previous 1p hp values instead?
1p values for what difficulty ??
isn't having an entire region go away going to mess up witha assigments ?
since each mission type is ensured to be part of each region, and I don't know about failsafes to make them spawn in the map
The patch notes mentioned the stingtail now no longer scales with party size
I think this is the numerical effect of this change
So I guess its HP is now supposed to be for 1p regardless of team size?
Yes, they no longer have large creature scaling. So haz 5 they have 1.2x hp scaling, just like grunts.
yeah I just realized it was tied to the new class of scaling, from special to common. It just follow the same multipliers between hazard as other commons. Somehow thought commons could have different scaling multipliers from each others and only shared the "no party size related" attribute π .
is it 4.16667 sec?
If MaxHeat = 1.0 and ChargeSpeed = 1.2
Charge Time = 1/1.2 = 0.83333
Heat/Sec while charging = 0.4
0.83333 * 0.4 = 0.3333 heat accumulated to get to full charge
Heat/Sec while holding charged shot = 0.2
(1.0 - 0.3333) / 0.2 = 3.33333
0.83333 + 3.33333 = 4.166666
if that's true, then picking up T2.C +150% charge speed would actually increase that duration π€
Charge Time = 1/(1.2 * 2.5) = 0.3333
Heat at full charge = 0.3333 * 0.4 = 0.133333
Time until overheat = (1.0 - 0.133333) / 0.2 = 4.333333
0.3333 + 4.333333 = 4.6666667
so my mistake was thinking the max heat was 0.7 ?
....and Mole, Hellfire, and TTC would all have shortened times to overheat, due to slower charge speed
70% charge speed:
Charge Time = 1/(1.2 * 0.7) = 1.190476
Heat at full charge = 1.190476 * 0.4 = 0.47619
Time until overheat = (1.0 - 0.47619) / 0.2 = 2.61905
1.190476 + 2.61905 = 3.8095
one of the "hidden default values", kind of like unset falloff is 25%, unset RadialDamage radius is 1m, unset MaxDamageRadius is 0.5m -- another one is MaxHeat = 1.0 unless specified
this was first discovered on EPC, but has applied to... i think it was CWC? i think Drak has a diff max heat IIRC
edit: no that doesn't sound right. maybe it was just EPC that uses the default value of 1 Max Heat?
I probably need to figure out where all the default values are stored
good luck -- i went looking once a few years ago and ran into a wall when it left the parsed files. it was referring to things baked into the game engine itself, i think.
i hope you can succeed; i did not
granted, our knowledge and tools have vastly improved since then. maybe that will help you 
was it you the mentioned doing some validation for Colette, to see if the heat values were the good ones (??)
ended up having some ideas, such as ensuring it overheats in 1.0s, (making the widelens add 2.2 instead of 1.1 heat) and having 50 fire rate... though I imagine there is another interesting way of doing it
i was part of that discussion about a week ago, yeah. but i haven't done any work on trying to figure out the values since then.
i don't have the tools to edit fire rate; that would have to be a modder like SplitSentro.
admittedly, my tools and techniques for figuring things out are quite archaic now that the advent of modding has been around for a while.
i just take the game as-is, pick the right enemies with the right resistances, scaling, and temperatures to test if how i think something works is correct. or launch missions, time things by hand, do the math on paper. etc etc.
well, that sounds like a lot of what was done
lots of maths, values, and missing values
which ended up in a formula that gets it almost perfectly
I wouldn't have much issues editing values
but like... not much point if it won't be good enough proof of it being good values
yay "LevelXPRequirements": [25000, 30000, 40000, 50000]
Afaik if it's defaults of native functions, then it's in the .exe and can only be patched locally or changed during runtime.
ok, i'm redoing my tests for CWC heat/sec gen and Max Heat. i'll let you know what the results are.
drills! i bet it was the drills i was thinking of.
edit: nope, my notes say max heat of 5.5
Just checking, but most of the names of the beer on the wiki seems to be changed, is it an inside joke or was it a troll
the Fandom wiki is no longer supported, and we know that someone (or someones) is vandalizing it.
the wiki.gg version is the official and supported one: https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki
You clicked on wrong wiki by accident
Ah, gotcha
Yes, and I'm happy to report that you're also correct about faster charge time giving you more time until overheat, and slower charge time giving you less.
And happier still to report that no matter your time to overheat, it is indeed always possible to get max overcharger damage bonus of +100, which is indicated by that yellow glow effect.
No bugs I can see with triple tech chambers either, not that I particularly expected any but I figured I'd check.
i'm guessing that MaxOverchargeTime = 2 means it only takes 2 seconds to get to the max +100 damage. since at 70% charge speed it would overheat at 2.61905 sec, then there's a 0.62 second window to release on full damage before it overheats.
Which is pretty generous. Aside from it banking damage faster and more total, I'm frankly most glad that overcharger is simpler to build now. No more variable max damage based on charge speed.
Not being able to take both +charge speed and overcharger at the same time also simplifies things, really.
yeah. it's nice to know "each second held adds 50 damage, up to two seconds" for all builds. way easier to remember
i remember months ago, trying to get the mythical +64 by hand in real time. it was very difficult, i think i only got it 3 times ever or something π€
it felt like a "frame perfect" requirement at the time
alright, update time. i re-tested all 36 combinations of Heat/sec and RoF for CWC, wrote down the overheat ammo spent in a spreadsheet, and then i've spent nearly another hour after that just massaging the values to try to get a result.
here's a summary of the findings so far:
- there's a new value named "HeatOnStartUse" with a value of 0.13
- Curve_Mircrowave_Overheat2 had its max value increased from 3 to 3.12. its cubic polynomial equation is
-2.57133 x^3 + 12.8449 x^2 + 17.0056 x + 0to go from {0, 0} to {3.12, 100} - i was unable to find one set of values for Heat/sec and Max Heat that satisfied all 36 combinations
- i was able to prove that Blistering Necrosis' x1.25 Heat/sec penalty only applies to the base gun and T2.A, but does not apply to either of the T4 mods +1.1 or +0.4 additive Heat/sec penalties
- i noticed that the command
GetAll WPN_MicrowaveGun_C CurrentTemperaturereturned the [0, 100] value from the Heat Curve, so i could use that and the polynomial equation above to look up the current Heat value that way. - as such, i installed the Better Time Control mod, dilated time to x0.1 rate, and did my level-best to fire for "1 second", using the on-gun ammo counter. because i was in Solo Mode, i was able to pause the game by opening the Esc menu, run the CurrentTemperature command, use the polynomial to solve it, and got an underlying Heat value of 1.12264.
I can film you CurrentTemperature value as CWC charges up, if you need that.
So you won't have to query it per moment.
so, there are several hypotheses in my mind right now regarding CWC's Heat/sec and Max Heat.
- every time the M1 button gets pushed, that 0.13 heat penalty gets applied. as such, by holding it down until it overheats, the Max Heat to calculate time-of-firing is equal to Max Heat - 0.13.
- if that 0.13 gets subtracted from 1.12264, it yields a value of 0.99264. it's very probable that i just didn't hold down the trigger for 10 full seconds in time dilation mode; as such, i take that result to show that the baseline Heat/sec is 1.0. this is supported by the parsed game files; noticing that T2.A is -0.2 additive, Liquid Cooling System is -0.1 additive, and the Equipment Terminal lists them as -20% and -10% respectively.
- the Max Heat is 3.12, or very very close to that value. this is based off of the Heat Curve file, since the Minigun's maxxes at x=9.5 at that's also the correct value for Minigun.
- i suspect that there is an unlisted (undocumented?) short window of firing for the CWC before it starts accumulating heat (or maybe before it Overheats?). i noticed in time dilation mode that there were two distinct sound cues, and the VFX changed too. it's much less noticeable in real time.
in particular, when using this equation for calculating the ammo to overheat:
Ammo = Floor[RoF * (3.12 - 0.13) / ((1.0 - T2.A - LCS) * BN + T4)]
31/36 of the combinations are exactly 2 shots below the observed values. if that hypothetical pre-heat-accumulation window is like 0.2 sec or something, it might account for that and be a very close fit to observed values.
yeah, this could be useful. would you be willing to get two different versions of the recording?
-A--- + Liquid Cooling System to get 70% heat/sec and 7 RoF
-B--- + Mega Power Supply to get 100% heat/sec and 12 RoF
i'm planning to scrub it frame-by-frame and write down the CurrentTemperature at each frame that the ammo counter on the gun changes, reverse-calculate the underlying heat values, and then plot them.
thank you! 
I also want to make Overcharger Indicator mod that would display current damage on the gun past 100% charge
Thanks to all the info here that should be possible β already got my widget displayed on the gun.
yeah, this is pretty simple as of Maintenance Upate. after full charge, the next 2 seconds rack up +100 damage, regardless of build. i think LazyMaybe mentioned that the yellow circles on the gun indicate when it's at full damage?
here
It's not a clear indicator, you can get 100 dmg before seeing them
You can release after 3 sound ticks and get 100 easily.
T2A+LCS x0.1 time dilation 60 fps recording
T2B+MPS x0.1 time dilation 60 fps recording
i'm planning to scrub it frame-by-frame and write down the CurrentTemperature at each frame that the ammo counter on the gun changes, reverse-calculate the underlying heat values, and then plot them.
I can Ctrl+C β Ctrl+V you these values.
T2A + LCS x0.1 time dilation
thank you!
T2B + MPS x0.1 time dilation
well no wonder we can't figure out the linear scaling of the heat
there are only two reasons why the lines would dip off like that:
- the heat generation is non-linear and the charts are right
- i used the wrong polynomial equation to convert from the [0, 100] range, potentially if Max Heat != 3.12
yeah, the plots i just posted are after undoing the effects of Curve_Microwave_Overheat2
it's two curves
notice that the Y-axis is on a scale of [0, 4], not [0, 100]
sorry, it's late at night where i live. i might have misunderstood your screenshots, SplitSentro
i'm gonna go to bed, come back to this tomorrow or something...
the slopes of the linear parts, when Y < 2, are 0.804685 Heat/sec and 1.1497566.
that's... close-ish to 70%.
wait. i think i recognize that curve.
@trail gust can you show the picture of FSD/Content/WeaponsNTools/GatlingGun/Curve_GatlingGunOverheat ?
i know it goes from x=[0, 9.5] to y=[0, 100], but i think it's the same shape as the screenshots i just posted above
my hyperfocus kicked in. i can't go to bed.
the answer was number 2, i used the wrong equation. when i got the interpolating polynomial from the cubic curve, i used the Leave Tangent of {3.12, 100} instead of Arrive Tangent. switching it to the correct one yielded new equation -4.8382 x^3 + 19.9175 x^2 + 17.0056 x + 0, which makes a much nicer straight line!
working on making the new plot. the T2.A + LCS has a perfect linear slope of 0.7000523793
T2.B + MPS has a linear slope of 0.9997405714
yeah, we in boyz. thanks to SplitSentro for the raw data 
look at this beauty:
so, that is pretty strong confirmation that it's linear 1 Heat/sec up to a Max Heat of 3.12
but it doesn't explain why that produces results 2 ammo fewer than observed... π€
i can explain 1 of the 2 -- the first shot. it's fired at t=0, but the division i was doing was neglecting it.
when i change to use this formula, i get 35/36 matches:
Heat/sec = 1.0 (baseline)
Max Heat = 3.1
RoF = 7 (baseline)
Ammo til Overheat = 1 + Ceil[RoF * (3.1-0.13)/(HeatGen * BN + T4)]
the only outlier is T4.A + Mega Power Supply, where i observed it overheat after 15 shots but that formula predicts 16.
i'm not sure why it uses Ceil() instead of Floor() like i had originally suggested to Omega Sentinel, but i'll just take the win so i can sleep π€
i think the exact value of Max Heat is indeed 3.12, but for predicting the number of shots to overheat 3.1 works better. π€·ββοΈ
i just retested T4.A + MPS, it's overheating on 16 now. i must have mistyped the data point a few hours ago. 36/36 match now.
the equation is so good it literally caught an error. π π§βπ¬
ok, project done; CWC overheat/magsize figured out. i sleep now.
Does walking on hot rock in magma core also increase the movement speed of bugs?
Sick, thanks. Do you also happen to know what factor of a heat source determines if it can blow up gas clouds?
Just like sticky flames/ VIR magma?
Praet gas cloud is vulnerable to Status Effects, but it's also bugged when EHS is applied.
Other gas clouds can be heated up directly np
But hellfire is an EHS and IIRC it can blow up gas clouds.
Or is it not an EHS?
Sticky Flames yes, magma yes too
I do think bugs go around magma from the diffractor. But that's just from seeing it happen in gameplay
I thought it was an EHS due to LazyMaybes coilgun video. https://youtu.be/tWUmn-UE-mg
Did it get changed in a later patch or was that a mistake?
It may have originally been an EHS, or that might have been something I thought due to it completely preventing nemesis cooling at the time.
However, nemesis had bugged interactions with multiple lingering heat sources back then, so it might have just be incorrectly applying so much heat that it completely chumped nemesis without being EHS.
Aha, I wasn't wrong this time! I feel like there are other things wrong in that video, though.
By the way, praetorians are currently listed as having the 75% movement speed penalty reduction on the wiki, but electric reload certainly still appears to be slowing them down to 0.2x movespeed.
I'll check
Alright, thanks to the both of you!
Is it just oppressors, then, or is it also on dreadnoughts?
so far I've confirmed it on opps and dreads
looks to be the only ones
not the pawnstat search, but the name of the variable that is used to apply it
Jet boots seem to be able to ignite gas clouds, but they are an EHS if I am reading the STE spreadsheet correctly right?
sure
my words are based on the fact that in the past when I removed EHS element from sticky flames STE - it fixed the bug
Ok, removing it on all preats, will purge the cache so it should be live within 5β―min or so.
Sticky flames seem to be able to actually ignite gas clouds. So they must've fixed the bug
No, if you apply sticky flames, make a pause, then try to ignite it - it won't explode
just tested that
I did that
Live on the table, not working for the infotable in the creatureβs individual page, I will try to figure out why.
Sticky flames on their own are able to ignite though, it's just very inconsistent
Alright, thanks. Very weird bug
Well I canβt figure out why the Creature infobox template wonβt display the movement speed penalty reduction stat.
Added for the roe.
hey guys
got a question about the drills
is the thing where the faster drilling dosent actually do that much still a thing?
if you don't drill horizontally all the time, it provides a significant improvement
Should we mod it in a way to see if it holds up ? I know where to change rof, upgrade values and overclock values
So like, if everything is right, we can predict the result
If you tell me the values of gun's properties, I can confirm it without any additional mods.
In fact, you can change these parameters via Sandbox Utilities.
Didnt meatshield did that already by testing for all 36 combimations of colette
Idea was to have a value so different only all values being right would fit
You can set any value for gun's parameters using Sandbox Utilities.
I'm not talking about Loadout switch.
is that new feature, don't remember seeing that
Not at all, it's Creative Menu features to set necessary environment and then change properties of existing objects by name. You need to know what to change beforehand β either by looking up the assets or even better by looking up the header dumps.
Basically type property name, property value and property type, press Set and it's all good.
if someone else wants to do it, go for it. good science is repeatable.
i spent close to 7 hours on it and was up til 4am because of this. i don't feel inclined working on it any longer π
i whipped up four ways to artificially modify the CWC's Rate of Fire and use the various Heat/sec % upgrades to test the 1+ceil() formula.
i just arbitrarily chose the RoF values until the "magazine size" (aka ammo spent before overheating) equalled 48.
4/4
science π
is anyone planning to add MeatShield's findings in the future or can I add to page and let others check it ?
from what I am getting, maxHeat 3.1, base is 1, 0.13 per click, BN is bugged and apply before T4, the mods are a flat value and not a %
this changed right, status effect page
Depends, from STE to STE it's different (the slow being affected by elec resistance).
And it was like that before too.
complicated
added for anyone that wants to verify later on
https://deeprockgalactic.wiki.gg/index.php?title=Colette_Wave_Cooker&type=revision&diff=38884&oldid=38586
next up...
weapon maintanance should be added where ? at least from following the recent changes I don't think we mentioned it anywhere
What does that change mean for minigun?
don't suppose it's used with T5.A Aggressive Venting, to cut the CurrentTemperature from 100 to 55 instantly?
earlier tonight i discovered some whack stuff with Minigun heat accumulation for any build that affects RoF. T1.B and Compact Feed Mechanism are lasting an extra ~0.7 seconds before Overheating.
i'm wondering if that new value has something to do with that change/bug
also also, Burning Hell is only x1.1 Heat/sec now; previously x1.5. i suspect that's a bug.
π€ this is all adding up to "the devs were experimenting with changes to Minigun in a dev branch, decided not to add them, but a few of them snuck into the main branch for the release"
Prolly.
https://deeprockgalactic.wiki.gg/wiki/Glyphid_Stingtail
The cooldown for the Stingtails grab attack are not mentioned, and personally I think it should be added. Is there a reason it should not be included? If not, where would be a good place to add this information and does anyone have the actual stats for the cooldown?
from the stingtails's ENE file
under "splinehookattack"
Wait, is the cooldown without a success only 1.2 seconds? That can't be right...
I think that's the normal attack CD
could be wrong tho π€
Does this seem like good text to add the cooldown information? It would be under the Combat section, directly under the current Sting Whip paragraph.
After landing a successful Sting Whip attack, a Stingtail must wait 15 seconds before it can attempt another Sting Whip attack. If the Sting Whip attack fails, the time before another can be attempted is instead x seconds.
After landing a successful Sting Whip attack, the Stingtail waits 15 seconds before another attempt. If the Sting Whip attack fails, its cooldown is instead x seconds.
A bit less verbose
Considering every enemy have an attack cooldown, and sometimes chance to trigger, why were those not added, and only stingtail ?
Personally I think it should be added to all attacks, as its useful information
can dreadnougts spawn in other missions?
I wonder if you ask that because you got it, or because someone said
anyway, they can spawn yes
- small chance of happening, for non-solo Mining expeditions and On-site refining
- chance of spawning on Point Extraction, for haz 3 or less, but can take a long time to happen
I don't know what that variable does
well, can always change to 120s
maybe it is the time between aiming to start launching tail ?
i'd lay odds that 1.2 second value is to play the sound cue, to let players dodge
where the Stingtail AI decides to attack, waits 1.2 sec to go "squeak squeak", then does the pull attack animation
also, the red tip lights up IIRC
could that be "AquireLocationTime" instead?
so swarms getting replaced by a dread on haz4+ can only happen in mining expeditions and on-site refinings?
where did you get the haz4 part
"chance of spawning on Point Extraction, for haz 3 or less, but can take a long time to happen"
I'm pretty sure I've misunderstood what you meant, it feels weird to me that haz 3 or less could get it on point extration but not haz 4+
if I was talking about all 3 missions together I wouldn't have made it in 2 distinct parts
dreads just makes point extraction easier... for stopping the swarms, but I can't remember if it stops pressure waves too
What amount of heat does a DRAK-25 need to be at in order to count as "halfway" as of course, the wiki states it's not constant, the heat bar half fills at 18 shots, as maces out at 45.
Is it 0.8? Or a rough amount very close to it? Or Is it actually 1.0 and there's something I don't know about the heat generation?
if it was just a multiplication then it would be linear too...
you basically asking what % must be on the display for it to count as over 50% for the effect to trigger
or, if the 50% is based on the display, what heat% that actually is
After I get off of work, I can answer this question in full technical detail.
Thank you
What does this tell me exactly?
I've been doing some math for different overclocks and heat gen upgrades and etc and found out they all reach the "halfway" mark at exactly 0.81 heat, regardless of heat gen per shot values, except from Thermal liquid coolant which does it at 0.80325
So I'd think it's either at 0.8, 0.81, or somewhere inbetween
hey there im not sure if this is the right place to ask questions but i dont now how to google this... so how do i get this for my hostet maps?
Options menu, "Prevent Latejoin Character Duplication" checkbox (or similar wording)
Make sure this box has the X
thank you very much:D
Do we know if large of small meteorites obey gravity after impact?
From what I remember, small ones does
ok, brace yourself for some maffs and techno-babble
Much in the same way that Gunner's Minigun and Driller's CWC have linear heat generation but use a Heat Curve to transform that into a non-linear [0, 100] value, Scout's Drak25 also has a Heat Curve. it's a little different in that each ammo consumed adds a small amount of heat, therefore tying the Drak's RoF to the Heat/sec generated (unlike Minigun/CWC).
when looking at the parsed gamefile for Drak's Heat Curve, FSD/Content/WeaponsNTools/PlasmaCarbine/Curve_PlasmaCarbine_Overheat, i can see two values:
{x=0, y=0, LeaveTangent=64.63589}
{x=2, y=100, ArriveTangent=12.316628}
if you've taken some higher math courses (like Calc 2), you may have heard of the concept of Taylor Series' Polynomial Approximations. https://en.wikipedia.org/wiki/Taylor_series the idea being that for any "nice" function where y=f(x), f(x) can be perfectly represented at a certain point by adding up as many terms of x^0, x^1, x^2, x^3... as necessary. as long as you have a specific point and you can calculate the derivatives of that function, then Taylor Series can perfectly replicate f(x) near that point.
so, when i see that the Heat Curve is a Cubic Interpolating Polynomial that has two values of a point and its corresponding tangent at that point, i recognize that they're doing something similar. even though the Unreal Engine does the interpolation itself, there is a fundamental underlying polynomial equation which has an x^3 function as its highest power which perfectly matches those two points and those two tangents. but, rather than calculate it by hand, i know of a useful tool to do it for me: Mathematica. for our purposes, though, we'll use its web interface named WolframAlpha: https://www.wolframalpha.com/input?i=InterpolatingPolynomial[{{{0}%2C0%2C64.63589}%2C{{2}%2C100%2C12.316628}}%2C+{x}]
that yields a result of -5.76187 x^3 + 4.2058 x^2 + 64.6359 x + 0 for the Cubic Interpolating function.
now, armed with that equation, we can find the precise answer. the fastest route is just to have WolframAlpha solve it for us:
https://www.wolframalpha.com/input?i=N[Solve[-5.76187+x^3+%2B+4.2058+x^2+%2B+64.6359+x+%2B+0+%3D+50%2C+x]]
that yields three roots of the cubic equation: {xβ-3.36709, xβ0.776039, xβ3.32099}. however, only one root is within our x range of [0, 2]. therefore, the answer to "when does Drak-25 Heat Curve equal 50?" is 0.776039.
another way to do it is to use the coefficients of that cubic equation, subtract 50 such that -5.76187 x^3 + 4.2058 x^2 + 64.6359 x - 50 = 0 and then plug those four coefficients into this website: https://www.calculatorsoup.com/calculators/algebra/cubicequation.php which yields the same three roots: {x1 = -3.36709, x2 = 0.77604, x3 = 3.32099}
the third and by-far-the-hardest method would be to solve for the inverse function of the Cubic Interpolating Function. it's theoretically possible, but very difficult to do -- even with using online tools. but with that inverse function, you could just plug in y=50, 60, 70, 80, 90 etc to calculate TEF activation heat thresholds because it would spit out the corresponding x value for each y input.
now, as you can see, SplitSentro actually already showed you the answer by opening the Heat Curve file in an editor and then just hovering the cursor over the point where y=50, which shows the same value of 0.776 (it's slightly rounded due to UI limitations)
thanks, SplitSentro! your solution is way easier to use than mine π 
@jolly adder TL;DR: Drak-25 Heat Curve = 50 when underlying Heat = 0.776039
certainly doesn't look like a bug to me
ok, maybe "bug" was the wrong term. you're right.
perhaps "it wasn't supposed to change" might be a more apt descriptor?
Right. In that case it still seems they were at least testing that as a change for BH, though. Hard to tell what exactly is happening with the other minigun stuff currently.
By the way, I've seen people mentioning that clientside behavior has improved wrt things like animation cancelling and terrain scanner bugs. Anyone anecdotally notice netcode differences?
it's probably that the first shot that has the effect active is the first shot after crossing the threshold, instead of starting the effect on the shot that actually crosses y=50.
0.776039 / (0.045 * 100%) = 17.245
18 * 0.045 = 0.81
0.776039 / (0.045 * 85%) = 20.289
21 * 0.03825 = 0.80325
i've been too busy with testing everything as Host/Solo. haven't played as client in nearly a week, pre-Maintenance Update. sorry π¦
have not had the terrain scanner or pointer get stuck once since the update, as opposed to every mission
I've reported this on pleasefix so if it is intended we will know when they mark it "not a bug" ( i will cry if it is intended)
Aha, gotcha, thank you and @trail gust. Damn though, 0.776039? I thought it'd be 0.81, looks like I gotta redo some math for my DRAK-25 builds again to make sure I've got the numbers right
i think your numbers are right. it takes 17 shots to get right below that point, the 18th shot puts it over, and then the 19th shot is when the effect starts. (because Heat Curve > 50, then)
It varies from build to build, theoretical number is more reliable.
yes ^
SplitSentro is correct -- changing Heat/Shot will affect the number of shots to reach the HeatCurve=50
I'll probably make a mod for Drak as well like I did with Coil Gun's Overcharger.
you should be able to use the WolframAlpha link here and change for 60, 70, 80, 90 for TEF tiers pretty quickly.
that's what i was doing on Saturday during the CWC blitz
...if TEF is on your mind, instead of just 50% π
#patch-notes-steam message
I think you will be very happy after reading the patch notes from todays update lol
As far as I know, they weren't, btw.
I am
guess we didn't look into the Breach cutter changes to add to wiki, right ?
https://deeprockgalactic.wiki.gg/wiki/Lost_Pack
hey guys i've just gotten all the rewards from the lost pack loot pool, and it's given me the empty message. but i haven't managed to find the bosco paintjobs.
this likely means that they've been added to the loot crate loot pool. i will update if i manage to actually find a bosco paintjob from a loot crate.
is the new wiki editable by randoms or only by staff?
cause i cant find an edit button
did you make an account ?
ngl i didnt even see the blue bar at the top
i wanted to fix a typo that i spotted on a page but it doesnt seem to be there in the edit page, only in the pages main view
am i being dumb
if you not showing what it is how we gonna know
well i want to fix this
but when i click edit on the overclocks
it's just a blank page seemingly referencing a table from somewhere else
and idk where i'd find that table
page information, on the left
no problem
https://deeprockgalactic.wiki.gg/wiki/Creature_Armor
https://deeprockgalactic.wiki.gg/wiki/Glyphid_Stingtail
Is the armor health of stingtails known?
uh...
I am getting 50 on the files, if you want to test that to confirm
Wiki states that minelayer mines "will not accumulate any further bonus damage" when impacting terrain. Does this mean the bonus gets entirely removed? Or that it just stops increasing?
It doesn't get the bonus at all IIRC
Oh it's bugged, hm, well someone on the post did highlight the negligent effects of how much added damage you'd get from nitroglycerin on minelayer so I won't complain on missing out on much, guess I'll go back to classic stun
https://deeprockgalactic.wiki.gg/index.php?title=ArmsKore_Coil_Gun&type=revision&diff=38890&oldid=38712
added the update changes to Coil gun, if anyone wants to verify it, also, prices missing for T2C "Optimised Magnetic Circuit"
OC ones not done yet as that is a separate page
Electric Trail can't really stack.
Mike said the STE can stack now, unless that was the normal trail.
Normal trail can stack, but the electric trail can stack but doesn't stack.
You can see CanStack = True for both Electric and Normal Trails, it's just that there's no such effect for electric trail.
is the crassus not being on the creatures page intentional or is it missing
i made sure im on the right wiki this time
All variants creatures considered as variants are currently hidden on the main creature page.
That include radioactive / glacial strata variants, but also golden variants like the golden lootbug and the crassus.
IIRC, this choice was made at that time for two reasons mostly, to make the page a bit lighter and also because it was hard to get a satisfying sorting order with the automatic cargo query for the variants.
gotcha
It is still possible to display them all if we want to, but ordering all the creature in a way that seems logical may prove to be challenging since most of it is automated (the creatureβs data is pulled from a database).
had a question: If a dread spawns instead of a swarm on a refinery mission, does it give you extra xp for killing it? the wiki didn't seem to have that info
enemies give 1xp per kill (or was it 2 ?) anyway, 1 or 2
pretty sure that is already on the experience page
yea here: "Hostiles Killed - 1 XP gained per enemy killed by the team. This is not affected by Hazard Bonus." https://deeprockgalactic.wiki.gg/wiki/Experience
How is the extra damage from "the mole" overclock calculated?
Every time it enters terrain it gets +150 damage
Sooooo, if someone were to make a platform tower and cut slits through it per say...
Hahaaaaa noice, gonna experiment with that quite a bit
so... guess it is being looked into ?
will put it at false while it gets sorted then
I guess the only part that can be confusing is the damage bonus per charge level ?
but not sure what else could be made more clear https://deeprockgalactic.wiki.gg/wiki/ArmsKore_Coil_Gun
@lucid helm
What you said in #fan-art is wrong, dreadnought can replace regular swarm.
Read more on the associated wiki page: https://deeprockgalactic.wiki.gg/wiki/Swarm
"Though not technically a Swarm, this event is conducted in the same way."
I dont see where it says that they can replace a swarm.
And it says that it is similar to a swarm, but isn't one.
you can't get both a swarm and dread at the same time on ME and PE
which pretty much can be read as "replace", considering the swarm is the standard behavior
We kinda one shot a dread H4P3 once, when we were testing the overclock during the exp...
(And a bulk that happened to be around)
Wasnt there a whole issue with bulldog burning bonus being too good ? Asking due to those one shots sounds way too good to be true
The setup is very tedious, so most people don't bother
That's coilgun with the mole, and the devs are fine with it due to the time and prep needed to cheese like that
what is the roll control rotation speed ?
working on OC table, mentioning the steer on effects, but thought of being more precise than "it spins fast"
1200, tested
1200 degrees per second, so 3 rotations and 1/3 ?
I mean, we might as well add spinning death values too
Does anyone have an archive of the weekly assignments from the past few weeks?
as in the missions for core hunt and weekly priority ?
I don't think there is anything on the wiki, and only "archive" I remember is for deep dives, but maybe someone did it
what is it for ?
Last few weeks have started with IS, it might be RNG but the odds seem very low. So I think a bug might be at work here
Maybe @acoustic scarab ? I remember they had quite a lot of data on their games, so maybe it is included...
I do not track assignments, as I don't play regularly enough to clear all weeklies
I can find some assignment markers on my screenshots, but the data will be sporadic at best
Can you share your most recent ones you can find?
Otherwise I'll just wait until next week and check if it begins with IS again
Unfortunately, the most recent assignment I took was the Halloween special. However, there are some even further back, checking
2023-10-14
2023-10-08
2023-07-27
And then there's only the Oktoberfest, Summer Event and Season 4 starter assignments
That's all I have on hand for season 4
Thank you, I'll wait until next week to see if it's a coincidence. I do see an IS as your first mission in the newest screenshot but considering there wasn't any patch between the 8th and 10th of October the bug probably hadn't started yet in this screenshot (if it exists).
I am fairly certain that last weeks assignments also both started with IS, just like this weeks. I am less certain about 2 weeks ago but I do believe it was 2x IS again. But considering the odds of getting industrial sabotage as the first mission for both assignments seem to be pretty low it does seem weird.
This might also be a coincidence and only got noticed because it's industrial sabotage and people don't like that mission. If it was a normal mining operation 3-4 times in a row it probably wouldn't have gotten noticed.
#negativityBiasAtWork π§βπ¬
anecdotally, i do believe that for the last 3 weeks, 5/6 of the weekly assignments have started with Sabo. i even got a Promo to start with Sabo during that time period, too.
Added 104 more data points to the PP curve
wait... sentro got heat curves
couldn't they also get that curve for you now?
from FSD/Content/GameElements/Seasons/Curve_XPToPerformancePoints
for x in {0, 6000}: 2.75817Γ10^-9 x^3 - 0.0000502107 x^2 + 0.368637 x + 0
for x in {6000, 50000}: 3.55384Γ10^-12 x^3 - 1.00318Γ10^-6 x^2 + 0.0756449 x + 581.478
max PP return at 50,000xp is 2,300pp
Maybe. Last time we checked, only three values were set in the game files, and UE's built-in functions were used to interpolate between them
This is the first time I'm seeing the polynomials, though
i used WolframAlpha to calculate the polynomials, using the technique i describe a few days ago for Heat Curves
If anyone wants to make a pretty line chart for that, be my guest
hmmm... those two polynomials don't seem to match the plot you've made...
makes me think i did it wrong
The plot is built off of these
https://docs.google.com/spreadsheets/d/1q_hnpTpP4RP2yCBLj_yBeUMTDtJ9zc1UFUEYnqRn2BY/edit#gid=501161457
See the sheets "S1 PP Curve" - "S4 PP Curve" for data
π€ i wonder if it's because WolframAlpha plots the x-axis more narrowly, squishing it horizontally
We can check on easy numbers. Factual data is 30 006 xp = 2 043 pp
Seems to map on your chart pretty well
close, but not a perfect match
π€ don't suppose that XP is rounded up?
y = 2043 when x = 29963.4
too large an error for rounding
I won't at all be surprised if the game produces fractional PP values based on that curve and then rounds them to an integer
i would be more inclined to believe that i messed up the technique and the polynomial is giving bad answers. it's still fairly new and just starting to be used.
In any case, my data sets are open. I, however, am going to sleep
WolframAlpha for comparison, 0 to 50,000 xp:
well then. that matches my theoretical result somewhat nicely
2044.07
so, this does show it's not a 1:1 match. but it's a pretty close approximation π€
Others data points to check if the value is like off by 1 point akways ?
Am I going mad in thinking that shreader drones have total elemental imutiny? because I feal like my fire elementals are doing didly
How much does the densification ray on the wave cooker slow down enemies?
50% for 1s
Does it stack with diffusion ray? Making a 90% slowdown?
It should stack fully, it uses the pawn stat PST_MovementSpeed.
PST_MovementSpeed:
Starting value: 1
Stacking Type: Multiplicative
Value Modification Type: Multiplicative```
Diffusion ray is a 20% slow though ie movement speed Γ0.8
Need to fix that on the wiki.
Edit: Fixed
That means if you use both of them you have a 60% slow (ie movement speed Γ0.5 Γ0.8 = Γ0.4 for enemies)
Does the 2 electric on EM Refire Booster benefit from the plus 25% damage tier-4 upgrades?
It doesnβt, it is written on the wiki:
Conductive Bullets allows the weapon to deal an additional +30% Electrical damage to enemies that are under an electrical field. Electric damage does not benefit from this bonus.
Ahh thank you
The bonus is written as 0.25 and 0.3 in different section, will need to fix that one though.
It was 30% before, it is 25% now.
Fixed on the wiki, still using the old value on karl.gg, will report it.
Dankeschon
EMRB is one of only two places where i've ever seen a FlatDamageBonus. the other one was Subata's 2nd T5.B, the +2 Corrosive Damage that replaced the Mactera Bonus Damage (before it was removed during the Subata rework).
FlatDamageBonus gets attached to DirectDamage components, but because it is outside of the main Damage and the DamageElements array, it does not damage Armor, and it is not affected by DamageConversions. presumably, it wouldn't be affected by Homebrew Powder either (didn't test it on Subata when I could have).
because SMG T4.B is a DamageConversion, it doesn't increase the damage of EMRB's +2 Electric-element FlatDamageBonus.
just tested; it does benefit from T4.A's weakpoint bonus.
Anyone know specifically the reload times for the LOK-1 and Stubby where they can be animation cancelled? I can't find anything on the wiki
0:00 Intro
1:42 GK2
2:45 M1K
4:38 Boomstick
7:29 Zhuks
8:37 AC
10:26 Hurricane
11:07 Bulldog
12:21 BRT
13:38 Warthog
14:56 Stubby
15:46 Lok
16:50 PGL
17:39 BC
18:45 CRSPR
19:56 Sludge pump
20:40 Subata
21:50 Conclusions
bgm: "Lunar Clock ~ Lunar Dial" and "Shop Theme - Candid Friend" from Touhou Luna Nights
Thank you
FWIW, that is not perfectly accurate because it's done by hand. (Over many attempts, but still.) I am planning on redoing that with macros to test exact perfectly consistent timings, although I predict I'll need an environment where framerate is very stable or that will likely affect things at least a little.
I think it's easier to just set a watch on clip count.
It will log timestamps of it getting full which is the moment of a perfect reload cancel.
Just feel I should mention, I don't believe the Boltshark's page states the specific numbers for duration/speed bonus from the "Battle frenzy" upgrade
From Karl.gg:
After killing an enemy, gain +50% Movement Speed for 2.5 seconds
Gotcha, thanks
EM Discharge is the same chance as the base gun right? Or does it have some secret stat that's usually results in the same as the gun? I ask cause it seems to be lower then it should, which is probably a bug.
the current understanding is that both EM Discharge and Turret Arc use the base gun's Electrocute % chance. each bullet has the listed % probability to "electrocute" the sentry, at which point the respective OC's effect will activate.
it's worth noting that for EM Discharge in particular, there's an internal 1.5 second cooldown between explosions. perhaps that's what you're noticing?
Cool, so it being seemingly lower then it should is a bug
Testing rn, with a delay between every shot, seems to be ~50% lower then it should, but need to test longer to solidify that.
don't suppose it's as simple as T1.B not adding +25% chance when trying to electrocute the turrets?
Seems to effect both, but may have just had back luck when testing, as I only tested ~50 shots without T1
It feels different since the update, I would normally just fire a short burst (about 4 bullets) and trigger it ~90% of the time before the update
now I need to do longer bursts for it to work consistently, this is purely anecdotical but I've used it a lot since the update and it feels wonky
π€ the Maintenance Update patch notes said they tweaked Turret Arc's activation hitbox, didn't they?
Slightly increased the trigger size for the electric arc
makes me wonder if it's a hitbox reg issue on EM Discharge?
purely guessing
It took me like 25 bullets to proc the electric chain sentry once, even with the chance upgrade.
Wasn't even testing it, was just trying to use it.
With 25% chance and point blank range over 103 shots, each with a 1.5 second delay, 81 failed to trigger, and 22 triggered.
This is about a 21% chance, which is within 4% of the intended. Testing with T1 now.
the chance feels lower after update to me too, but I couldn't pinpoint why either. The fact that so many of us asked themselves this question makes me think there's something under the hood but I can't rule out a ias either π©
was thinking that too. what if it used to take it into account and no longer does? But I have not recorded data of pre patch bullet counts to activate to compare to.
It might be this, just tested with T1 same conditions as without, and over 105 shots, 81 failed to trigger and 24 triggered. 23% chance, a bit less then half of what its supposed to be, but within 2% of what it would be without T1. Don't want to sit and record shots trigger vs not trigger any longer, but this should be enough data to confirm the bug exists.
Battle frenzy on the wiki states that kills with it will "reset the timer" but this doesn't appear to be the case in-game. Is this a wiki error or game bug?
what is the cooldown between activations?
It doesn't say, just what I said above, and mentioning "chaining kills with the GK2 would make it laser accurate"
i mean your testing, you mean it works like subata corrosive upgrade?
Wha? I'm lost
no matter how many times you trigger effect, only first application is used for how long it lasts
What I mean is battle frenzy states that upon a kill with the GK2/Boltshark, for 2.5 seconds you'll have 50% more move speed and no spread, it states that the bonus doesn't stack with itself, but it also states kills will reset the timer, and chaining kills would lead to consistently minimal spread (and presumably high move speed)
And of course, my point is that in gameplay, this doesn't seem to be the case at all, kills made before the effect is over don't reset the timer, they seem to not matter at all. This can also be seen with Hot feet and Get in get out
How is miniguns maximum spread effected by accuracy modifiers? IIRC they have less effect on max then they do on min, despite being multipliers. Is this correct?
accuracy Β΄page doesnt have that covered?
Didn't see it, but also might be blind or on the wrong page, let me check
From what I can see it doesn't give values for unrevved spread, nor does it mention how that's calculated in game
With Bullet Hell it seems the maximum is Not 6 times bigger then the normal maximum, but the minimum is 6 times bigger. Instead the maximum seems to be the same increase as the minimum, instead of being a modifier of the maximum itself. This seems to indicate that the maximum is a set value added to the minimum, then slowly removed as you fire. But I'm unsure about that inference so I asked here.
this is a correct observation. you are very, very, very close to being right.
the modifiers from Bullet Hell, Exhaust Vectoring, and T1.C all apply to the "minimum" value and not to the "maximum". that is because they apply to the Minigun's Base Spread (4.5 Horizontal, 4.5 Vertical IIRC). the reason why the crosshair is so much wider when it's unrevved is because of the Spread Curve:
https://deeprockgalactic.wiki.gg/wiki/Accuracy#Minigun_2
the Minigun's bloom starts at 0 when unrevved, and has a maximum of 3.5. (T4.C increases the Max Bloom to 4.25)
each shot fired adds 0.2 bloom, and in between those shots (1/15th of a second, by default, because RoF=15) it will decay the amount of bloom by 1/RoF * -1/sec = -1/RoF bloom = -0.0667 @ RoF 15. as such, by the time the 2nd shot gets fired, the bloom will have decayed from 0.2 down to 0.133, and then the 2nd shot will increase it by +0.2 to 0.333, and so on until it reaches the Max Bloom value.
where things get confusing for the Minigun in particular is that the Spread Curve it uses starts at 25, and decreases down to 0. that's a very counter-intuitive behavior. so, what happens is that whatever the value of the Current Bloom is, it uses that as the x-value to lookup, and then uses the corresponding y-value as how much to add to the Base Spread. when fully unrevved, and Current Bloom = 0, then it's adding a +25 penalty. when it reaches Current Bloom = 3 or higher, then the curve is telling it that the penalty is +0, at which point it has been reduced down to the Base Spread which is what actually gets modified by Bullet Hell.
Interesting, thanks for the information
would it be good idea to add those missing information ?
even if separate minigun section
technically, they're not "missing" from the Accuracy page. Spread Curves' behavior is enumerated in the Terminology section
i can see why it's not easy to understand the page in its current format. to some degree, it requires reading the whole thing before understanding the basics.
perhaps it would benefit more from reformatting, reordering the content, so that it reads more logically/chronologically?
or, maybe that info could be put into a section on the Minigun page itself, instead of a subsection in Accuracy?
I think a simplified version with a direct link to the accuracy page, with the exact terms to look for on the minigun page would be best.
A quick TL:DR, something like
"The minigun has a minimum spread of 4.5 Horizontal, 4.5 Vertical. Minimum spread is the value that is effected by spread modifiers, like T1C. After applying relevant modifiers the minigun then adds additional spread. Resulting in its maximum spread, which is minimum plus 25. When firing you start at maximum spread, and as the gun stabilizes the additional spread decays until you reach the minimum spread."
With links to the graph and the other information, and add a description to the graph showing what the values are.
A better description would include the bloom part, and how each shot adds bloom, which is what determines the scaling of the additional spread.
Honestly you could just add this explanation to the minigun page itself
Just any description that shows that the minimum is what effected by spread modifiers, and the additional spread is not effected by the modifiers, instead just being added to that minimum.
Do Clean OC upgrade icons have a slight offset in the Y axis?
I've composite this image using the center of the frame, and it seems a little bit off
Clean OC have a slightly different offset it seems yes, -57% on the Y axis.
You can see the settings used in this template, (even if you canβt edit it, you should still be able to see it in the view source).
https://deeprockgalactic.wiki.gg/wiki/Template:Icon_overclock_full
-57 means 7% up from the center?
This is -70% for reference on which side it is moved to.
So -57% should mean 7% up from the center yes.
I'll figure it out on how to do that with magick, thanks
I wonder if I could get this html to work on the markdown
Is the choice of setting frames to 100px and icons to 48x arbitrary?
More or less, it is just so it looks good on the wiki.
Yep is just a suitable size for the wiki and a set size makes it much easier to setup the offset
Also 48x for icons is exactly half the res of the icons which makes it render better
The css used for the clean oc is just
that:
For the frame:
<div style="position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%);">
For the icon:
<div style="position: absolute; top: 50%; left: 50%; transform: translate(-50%, -57%);">
It it just put in a div around the image tag.
For unstable/balanced OC, the translate are kept at -50%.
Some icons are 256x, some are 128x and some are 512x
Ah sorry, it's media wiki that defaults to 96px rendering of images
How many pixels would that -7% extra mean?
I'm having trouble to understand, as I don't know css
Depends on the size of the icons you are using.
I'm resizing the frame to 100px and the icon to 48px
Move the icon 3.36px up then (or 3px if you need integers)
7/100Γ48
Ooh, I thought it would be 57% relative to the frame
Assuming it is centered already.
Thanks
Oh, wrote 3% instead of 7, my bad, the calculs were right though.
I'm pretty sure we know that already, but here's confirmation that Mole's dig distance is dependent on the biome's rock hardness
https://youtu.be/70Hlw8Ls07g?t=1811
coilgun's dig distance in general is
IIRC Mole doubles/triples it
I think it's triple but memory is a bit fuzzy about it
and if I'm not mistaken, the base dig distance for hardness 1/2/3 are 12/8/4 meters.
Added the dependence to the gun's page (without the numbers)
for mole i am seeing "PenetrationDepth = 500" and "PierceDepthDamage = 0.5"
on the base gun i can see "PiercingDepth = 300"
old stuff but still relevant I believe
Yeah, if you find those hard rocks in sandblasted or glacial it'll go noticably less far
How long of a window is provided for triple tech chambers' extra shots feature?
when i tested it (many moons ago), it seemed that there was a 1 second window to fire the second shot, and then a 2nd 1 second window after firing the second to fire the third shot.
so, theoretically the 3rd shot could be like up to 1.98 sec after the first
i just finished a 400 morkite, haz 5, 2XP, Litho warning mission. pretty much the most possible XP in a single mission.
47518 XP -> 2292 PP
which lines up perfectly with the fomulas i derived from the Curve a few days ago:
almost the maximum possible number of PP π
Gotcha, thanks
Now imagine getting meteors in it, and there's a seasonal item you can find and deposit
From my experience, Creeper Vines will retract from any damage, but will only be destroyed from melee damage (including impact axes); taking about 4 hits. Can anyone confirm whether other damage types have any effect on making them go away forever?
(also, if this isn't the right channel for questions about mechanics' minutiae, please let me know?)
i seem to recall using Gunner's Revolver to two-shot Creeper Vines to destroy. from that, i am under the impression that they have 100 SimpleHealth and take damage like Silicate Harvesters, Lootbugs, etc.
That is stabber vine, isnt it ? [User deleted message above mine]
Sorry, deletion was on reflex
Second I realized Iβd given wrong info I went to get rid of it
often good to leave the misinformation but edit/label it as such, so the next user that searches for it in Discord will turn it up as misinfo
Thank you. π I am fairly unoptimized so trying it with my revolver took 10 shots, but to me the point is that it worked eventually (and therefore they don't have some weird immunity to e.g. Kinetic damage, or whatnot).
I listened to this voiceline and just realised that someone wrote down all "bla" accurately
whoever this was, respect 
bla bla bla bla bla 
This is the kind of factual accuracy you can expect from us, yes
They donβt get not paid for nothing
Had to look into it too see if it was just using English wiki Admins but no it's separate
I think submitting a ticket about it to wiki.gg would be best https://freedomgamesgg.atlassian.net/servicedesk/customer/portal/3
Got it, thanks for the help, I'll do that.
Whut o.O
Placeholder voice lines from way back
Ohhhh
I want them in game now :(
Like as rare response to management
There has to be a mod that adds them back
i left a mission with 0 minerals mined but it said i got 1 xp from minerals mined. how does that work? I also had 2 kills and 2xp for those but didn't kill anything?
does the sentry ammo round up? i have 515 ammo but half of that from resupply gave me 258, which is not half of 515. does the number round up somehow?
Resupplies do indeed round up. As for the minerals and XPβ¦β¦β¦..
Maybe the drop pod landed on a couple lootbugs?
It rounds up, because 515/2 is 257.5
so 258
as for this : I suspect bosco killed two enemies, and you probably got one mineral from somewhere
I did not desposit @short cloud
if you had something on you, I'm pretty sure it counts too
not deposited but mined
It does
@short cloud wiki says it has to be deposited
where?
IDK if failing the mission makes it not count
Tested again but I did deposit this time, I guess that's something I've been wrong about all this time
minerals mined but not deposited counted on mission success. i didnt deposit those yeast cones either
had a full 40 pocket of nitra, 5 apoca blooms, and the yeast cones which were undeposited
yes, being alive in the droppod with minerals in your pockets will auto-deposit them before mission completion. failing the mission with minerals in your pockets will not.
i recall that there was some exception regarding Secondary Objectives, like boolos or apocas. something like "the auto-deposit doesn't complete Secondary Objective" π€
yes, that's how I've always heard it
yes, you need to deposit or it won't count for the objective
i failed the mission (left afer like 10 seconds)
@dawn moat where it gives all the xp values for minerals. under the experience part of thw iki
wiki
the wiki never said pockets don't count but it's clear the wording should be better. should i edit the body text of that section or the note at the bottom of that section to add this info?
i put it into the notes for now but can move it later. i tried to be as specific as possible
I interpreted this as the mineral xp from those would be granted, but not the xp for objective completion. Which only procs if enough were deposited manually?
i think it would be more precise to say "you should always deposit secondary objectives in your pockets into either Molly, the Minehead/Refinery, or the droppod before you exit the mission in order to get credit for finishing the Secondary Objective".
i'm uncertain about how it handles the xp for the individual items, regarding getting credit for them in post mission.
I seemed to notice yesterday in sandbox mode that my sentry guns kept doing 9.8 damage per shot as opposed to the 11 it said in stats when using defender system, this was consistent on body shots against dozens of enemy types. What made it weird was switching to LMG MKII made it do 10.8 damage per shot, which was a 10.2% increase, despite the stats of damage per shot going from 11 to 13 which is an 18.18% increase. Is there something I'm missing or is there something up with sentries?
light armor damage reduction, I assume
Does everything have it?
all enemies have armor to some degree, details can be found on the wiki.
Assuming you're hitting non-armored part, there's still the resistance scaling for enemies
enemies don't actually get more health, they get more resistances
so you're never actually doing the damage shown in the weapon stats, unless you're playing hazard 2 (scaling for resistances can also be found on the wiki btw, in the difficulty scaling page)
Ahh gotcha, thank you
Does the kinetic damage from the cryo cannon Ice Storm OC deal bonus damage vs frozen enemies? I believe the frost damage from the cryo cannon doesn't deal bonus damage to frozen enemies but I couldn't find the weapon's tags(materials is the name iirc?) on the wiki page https://deeprockgalactic.wiki.gg/wiki/Cryo_Cannon
according to my notes, no, Ice Storm's Kinetic component doesn't benefit from the Frozen material. that's because Ice Storm only adds the Kinetic damage when the enemy is already Frozen, effectively doing "double damage".
The burst pistol has a fire rate chart based on actual fire rate and burst amount, but there doesn't seem to be anything for the pistol, is there anywhere reliable I can get this info?
the subata ?
from what I can see
"BurstCycleTime": 0.05
":RateOfFire": -4.0
Sorry did I just straight up call it "pistol"? Yeah the Subata, what does this info give me exactly?
4 rate of fire with a 0.05 second pause between bursts?
the base 8, so yea
8 rate of fire with a 0.05 second pause?
8-4 is 4, so 4 rate of fire
this is telling that you remove 4 from whatever rof it has
so automatic fire with burst = (8 - 4) +2 = 6
tranqulizer with burst = (8 - 4) - 2 = 2
Ahhh gotcha, thanks
no problem
is there a way to easily see this sort of information oneself - a wiki page on technical details, a mod that datamines or something, etc.?
I enjoy knowing these sort of things just to know, but I haven't found any page with e.g. variable names and stuff.
using modding tools, the modding server should help with that
In particular FModel allows to browse the gameβs file directly from the pak file without extracting them.
It should be enough for an occasional search.
How is this (?)
It may just be me, but Iβ―donβt find burst speed clear enough on what it does.
Maybe burst interval if it is the correct interpretation.
thank you both! ^_^
no problem
speed is used on brt
so would have to check there too
If you think it is clear enough, it may just be me.
maybe Burst Delay
leaving as is, and can change again later
isnt 2-round burst gives armor shredding too
if both bullets do damage, yes. i believe it's +350% AB on the 2nd shot.
I can see a "BurstArmorDamageMultiplier": 8.0
considering it starts at 50%, that would make it 400% so...
it is the only one that multiplies, instead of adding ??
unless it is 850% instead
i've tested it experimentally -- the two bullets combined do 450% Armor Damage. so, the 8.0 must be a multiplier, 50% to 400%
so if i somehow missed the first shot and the burst multiplier wont apply to the second shot?
that is the understanding.
Someone added empirical depth to each biome:
https://deeprockgalactic.wiki.gg/index.php?title=Hoxxes&diff=next&oldid=38860
I'm not against it being down there, since there is some value in having all these numbers next to each other.
But I'm going to change them to theoretical averages, since we know the exact ranges for each biome.
Didnt we already had the range there ?? Which was already the "numbers next to each other" you value
this is too weird... it was already added before by GoldMath, and removed by Arsoncat (after we added it to the biome pages)
so we basically going back in that decision ?
if anything it would be better to then have the range, and then the average next to, just weird situation altogether
As I expected. Thank you for the confirmation.
About the materials, do all weapon pages have them somewhere, or is it not consistent?
Do we know if the special Rockpox wave requires an intact lithophage spike to spawn?
In other words, does cleansing all the spikes stop Rockpox waves from spawning?
as in, regular missions: no need for spikes to spawn
litho warning: Can not spawn after spike removal ?
From what I remember, they should
Contagion Spikes have an integer value for total waves that they can spawn from being damaged. Afaik they do not affect the generic Rockpox waves from announced swarms which are added to the pool at a 50/50 chance when starting a mission. May be outdated info though.
My question was about the announced waves that are timer-based, e.g. in morkite missions
But I didn't know spikes can only spawn a limited number of local groups
Yeah, every 30% of health missing will spawn a local wave, but only 2 in total per spike.
if their info can fit inside an already existing page, no need for a whole new page, even more if it is gonna be a small one
similar to why machine events are all in 1 page, and not 4
https://deeprockgalactic.wiki.gg/wiki/DRAK-25_Plasma_Carbine
Is the Drak WIki page out of date? It says T1C is +50%, but in game its +100%.
Similar issue with the T1 ROF mod, in game its +4, but on the wiki its +3. So I'm assuming its out of date and just needs the values updated?
So the +3 needs to be changed to a +4 and the +50% needs to be changed to a x2
Also whats the standard for the +? Should it have a space like manual heat dump, or no space like Thermal feedback loop?
Gonna change the values rn then, and gonna do x2 for the velocity.
Seems that theres no space on everything else so gonna also fix that
Fixed
If this is not on the style guideline page, it should be
https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki:Style_guide
Don't see it on this page, unless I'm dumb and there's a different style guide page
@weary sonnet
Would be helpful to add a note about #wiki-related-chatroom message in the style guide
I will add it a bit later (1h or so), canβt right now.
Does this rule seems fine to you?
For upgrade effects in OC or mods, the signs plus
+, minus-andx(letter) will be used for multiply.
For convenience when editing, the multiply signΓis not used.
When it comes to spacing, there will be no space after any of theses signs, no matter if what follows is a number or a word.
No rush, it can wait for longer than an hour
But while we're at it, I'd love a consensus on how to use thousand separators
19,500 - clear enough, but
2400 or 2,400?
Or 19 500 and 2 400?
I prefer 19 500, since I learned to use ',' for decimals
I would rather use space as well, but it is a french bias as we are using come for decimals here so not sure Iβ―am the good person to ask that.
"Operator usage in upgrade effects" added in the style guide, if you have a better name for that category, feel free to reword it.
So do I, because only silly people and Americans would use 4,050.21 over the vastly superior 4 050,21
But we state at the very top of the guide that we use American English
If that extends to numbers as well, we have to follow the 4,050.21 notation
Official stance is to use thin space or space for thousand separator and either dot or comma for decimal separator afaik.
Comma as thousand separator are commonly used but are not recommended as they can cause confusion.
Full space is a bit much, but a smaller space would look fine. As someone who learned to use , for spacing numbers a space looks just fine and I doubt it would cause confusion for those who learned to use , for spacing numbers.
https://www.reddit.com/r/DeepRockGalactic/comments/18c26xj/grapple_hook_question/?utm_source=ifttt
Does anyone know what they're talking about?
the resistance to fall damage being bugged and lasting forever
i haven't tested it in over a year. can't say for certain that bug still exists. but i expect that it does.
at its heart, it's because the STE that grants 25% fall damage reduction has no duration. thus, it has no "deactivate" condition, causing it to persist until getting Downed. i believe the code is written such that going Down removes all active status effects from the player.
the uh
https://deeprockgalactic.wiki.gg/wiki/Health
the Red Rock Blaster lines on this table look to be showing the wrong health amounts? I wouldn't have noticed but the tooltip equation has a different result than what is displayed, and otherwise seems to be the correct value.
The amounts are how it ostensibly should work and the result in, but the beer is applied twice and thus results in the tooltip amount. I believe the column header's tooltip is meant to highlight this
The beer buff is applied twice, it was a bug that became a feature.
It might be worth reusing the strikethrough formatting used on the Abyss Bar page to make that more clear.
e.g. the final row with all the Health bonuses would be
178221
(with the same "Beer Buffs are applied twice" tooltip that the Abyss Bar has)
That, or just invert them so the "in practice" total is the base text with the "non-bugged" total in the tooltip.
I feel the strikethrough is more consistent and intuitive. The non-bugged amount is theoretical at this point, right, and with no indication when or if it might change? Putting that entirely in the tooltip feels like it'd still be confusing. Either both values in the same place with the strikethrough, or not displaying the non-bugged amount at all.
I feel the strikethrough is more consistent and intuitive.
It also feels like a Black Friday deal
Anywhere I can find the spawn percentages for broken resupply pods in salvage ops? As well as stuff like minimum and maximum amounts, how much/often it'll be a dud or a working one and such?
And if they spawn in salvage op missions in DDs
i don't know the probability that a Broken Resupply pod appears. i know that they can have 0-2 Broken Resups per Salvage (including DDs, if the Salvage is the main objective).
i do know the probability of repairs:
- 25% to get 0 resups (indicated by two resups directly across from each other on the pod, and then a dance as they shuffle in and out randomly for a few seconds)
- 50% to get 1 resup
- 25% to get 2 resups (indicated by the two resups forming a right angle with each other)
ugh, the terminology is ambiguous. i edited the message to indicate that a "pod" is the entire thing that can be repaired, and a "resup" is the thing that you channel E on to get ammo+health
I checled the resupply pod page (beforehand I checked the salvage op one) and are you sure that info is correct or is the wiki incorrect?
It doesn't mention spawn rate sadly
from FSD/Content/WeaponsNTools/SupplyPod/BP_OldSupplyPod_Salvage
it doesn't elucidate on the exact "neither/one/both" probabilities, therefore i must infer that each of the two resups on the broken pod have an independent probability.
- probability of (!A & !B) = (0.5 * 0.5) = 0.25
- probability of (A & B) = (0.5 * 0.5) = 0.25
- probability of XOR(A, B) = (0.5 * 0.5) + (0.5 * 0.5) = 0.5
if i recall correctly, the 60%/15%/25% numbers came from ArcticEcho something like 3-4 years ago, when he had just cracked modding. he manually spawned 100 broken resups with 0.5 sec repair time, then repaired them and counted them up.
from a statistics point, getting 100 data points for a "per-cent" analysis didn't feel like enough to get good data. i would be more confident if the results were like... 1,000 broken resups repaired, but that takes a lot of time (even with 0.5 sec repair time)
here's the original message, from Oct 31, 2020.
i kept digging around. I eventually found a gamefile that inidicates the maximum of 2 broken resupply pods per mission, but nothing about their probability to appear. what's interesting is that they're listed as "debris" that's specific to Salvage Ops. i wonder if someone like @bold plover has insight into how debris gets spawned during mission generation π€
my guess is that during the mission load screen, similar to how it chooses an enemy pool for that mission, it chooses a pool of "debris" objects to spawn in the mission. it would generate that pool from all of the objects that can spawn in the biome, and then add Broken Resupply Pods to it for Salvage Ops. then it chooses a subset of all the candidate debris objects. if the broken resup pods are in that pool, then 1-2 will appear in the level. if not, then 0.
if that guess is right, then that would mean that biomes with fewer debris objects might have a higher probability to spawn broken resups?
and just some intuition on top: maybe the Complexity of a level affects how much debris can be chosen/spawned? so, perhaps a 3 Complexity salvage mission might have more probability to get a broken resup?
there's no data to support that, just purely guessing right now.
We could use any online sample size calculator to determine how big a sample should be to confirm that
I usually prefer changing the chance to see how it changes
like to get the cargo spawn rates, I modified the numbers instead of testing 1000 missions to count
at least if we know where the values are
all the logic is in blueprint https://trumank.github.io/drg-control-flow-graphs/#cfgs/FSD/Content/WeaponsNTools/SupplyPod/BP_OldSupplyPod_Salvage.svg;4961;3464;0.533368 (ctrl+f random)
cursory search would suggest ~2500 trials?
https://en.wikipedia.org/wiki/Checking_whether_a_coin_is_fair
if someone really wants to go for 27,225 trials, that would be nearly guaranteed.
found the 0.8 and 0.2, and 0.5s
now to discover what values they should be
by found I mean "I can probably edit those for modding now"
maybe I should just make them 1 1 1 and discover how to spawn a few (cuz mission spawn chance is whole new test set from what I am seeing)
I've been messing with debris stuff for a few months and it's a bit of a mess and has a lot of variations. I can look at that asset sometime today to interpret it.
hopefully this will save you some time (so you won't have to try to recreate the harebrained process i did this morning to find this stuff):
- WeaponsNTools/SupplyPod/BP_OldSupplyPod_Salvage
- GameElements/Objectives/Salvage/BP_DBR_Salvage_OldSupplyPod
- GameElements/Missions/MissionType_Salvage
If plasma splash on the DRAK-25 causes 50% of damage to be applied to an AOE, does that means it benefits less from weakspot hits?
yes
So I've been handicapping my single target damage this whole time?
yes
on the plus side, AoE damage ignore armor
Gotcha, thanks
It's not right. 
oh well. science is built on being wrong 
i'm curious to hear how it all works, if that ever gets figured out
There are a lot of systems at play, to simplify it all biome stuff is done separately than special mission features like that.
Debris Actors are used for biome generation and determine the placement, quantity, rarity, size, rotation and more of all biome features. Depending on what component they are attached to determines how they are generated as well. For example, Contagion Spikes and their boils and tentacles are instanced per Contagion Spike but they only generate if the infection source generates (main spike).
The debris system in general is used for all the minerals like Nitra, chunky slag visuals from explosions, Fungus Bogs goo, pebbles, etc.
Their files indicate what to spawn on, such as dirt terrain, rock terrain or can be specific like a specific material type and whether to do it only on map gen, when carved (dug), etc.
The min and max for old supply pods is 0-2, this is only as good as the amount search multiplier value is though. With a low multiplier the chances of generating one goes down as this is the iteration system for finding valid locations throughout the mission. Essentially if it fails to find a spot at position _ it will look for a new position until it either generates the selected quantity or it runs out of iterations. This takes into account max vertical angle, terrain placement components, important locations (effectively blockers to prevent overlaps for uplinks for example), potential space, influencer density curves, density in mission squared.
The 0-2 is just a random integer in range afaik, so a minimum value of 0 or a max of 2. The old supply pod asset is one of the few instances of a mission specific (Salvage) debris component being used.
All debris instances are held in DeepCSGWorld in different components and depending on an unknown quantity of meshes they will divide abundant resource models such as Nitra into multiple components, they are all instanced static meshes for maximum performance since individual components are much more expensive.
The game also has a unique system for debris instances that track gem types, this is how Aquarq light up the little crystals around them as an example. However, this system has a relatively small cap but I am unsure as to the exact number. At some point Aquarqs will stop lighting up crystals if there is a good amount of them, say 30+ or so. This is also used for Contagion Spikes, they have a unique tracker ID for blisters, boils, tentacles in relation to the Contagion Spike to determine total Contagion Spike health and health loss. Contagion Spikes will die if not enough blisters spawn and will adjust their health in relation to total tracked (owned) debris instances within a certain influence radius.
This image and text gets weirdly cut off on mobile
this number get rounded up or down?
first: thanks for the explanation. i love your work 
if i'm reading this paragraph correctly, does that mean that the "search multiplier value" is what indirectly determines the probability of 0-2 Broken Resupply Pods appearing? a higher value means it will spend more time trying to place one, a lower value means it might give up if its first attempts fail, etc.
is it known what factors affect the "search multiplier value"? mission length, complexity, biome, other?
i believe that -- with a few specific exceptions -- DRG's ammo system just uses Math.round()
so, 12.6 -> 13 would be my intuition
Thanks
Correct and those other things don't change it at all from my testing, I actually had to make a system to do that.
easy to verify in game, only takes like 100 seconds π
Sorry, my game takes to long to open cause my cpu is bad and I'm using an HDD π¦
yup, 13 in-game. β
Double thanks
pretty sure thats the sites imperfection
also,wow thats alot of info. very interesting read
when was the last time that anyone got more than 1 Compressed Gold Chunk in a single mission?
i used to regularly get 2 of them on 6-egg missions, but i think the last time was like S01 or something π€
Guess it was finally fixed, iirc it was set in files to only be one per mission, though been a long while since I checked
Hey can someone explain to me the extra 3 electric damage from electrifying reload exactly? I'm struggling to understand, is it every shot from the GK2 does 3 extra electric damage on targets affected by electricity from the reload?
They changed it to 1 per but not sure when. Definitely pre U37 though, I just remember it being 1-2 not 1-1 . . They did change a bunch of mission related things so it may have been a bug like Cyrob suggests.
you know explosive reload from the subata ? same thing, so in that case 10 bullets, giving 30 electric damage
what was the other interpretation that made you confused ?
Ohhh gotcha, so effectively every GK2 shot does an extra 3 damagic electrically?
looks like it
I haven't had more than 1 gold chunk in at least 500 missions
Hey got a question!
On the wavecooker on karl.gg, T4a has this as the text
"Press Reload to toggle Wide Lens Add-On off/on. When activated, x1.25 Shot Width in exchange for +110% Heat Generation (this penalty is currently bugged and not affected by other upgrades that affect Heat Generation)"
What does the heat generation part mean?
like does it make the -20% heat generated mod just not work or what's the thing
uh, I think the wiki gg have the more updated understanding
base heat is 1, the widelens add + 1.1 and the -20% is -0.2
there is also a 0.13 heat per buttom press (so tap firing adds more heat)
max is 3.1 heat for overheat
So either of the T4 mods aren't bugged and work correctly with how the they handle heat?
not bugged afaik
hang on. there was a very, very, very long conversation about this a few weeks ago.
here
π
TLDR: CWC's T4 heat penalties are applied after Blistering Necrosis' multiplicative penalty
so for the additive effects (T2.A, Liquid Cooling System) T4 mods work as expected since it's also additive
but the formula works out like this for Blistering Necrosis:
(Base Heat - T2.A) x Blistering Necrosis + T4
that's the bug listed in the Karl.gg tooltips. i should go update those to clarify that the buggy interaction is specific to Blistering Necrosis, as it's currently the only multiplicative effect.
Ahhh, alright, yeah I thought that the T4 mods made it so t2a wasn't worth it, and thus I always picked t2c for faster cooling instead of slower heat build up
...I have found my people. π₯²
I too have migrated here from #suggestion-discussion a few years back. It's just as cozy, but with less repetition and more tangible results π
Doing a tedious and repetitive task to brute force reverse engineer eminently-spreadsheetable mechanics that probably could just be datamined or are already on the wiki is unsarcastically my jam.
I keep hoping to sink my teeth into a game's underlying systems and not let go, but usually I find my efforts to be completely redundant and unnecessary when I eventually start checking its wiki, and so lose interest in figuring out what makes it tick since any contributions I make would be pointless.
It is a rare treat to discover something with a thriving community that hyperfixates just as deeply but hasn't obviated everything yet. π
Doing a tedious and repetitive task to brute force reverse engineer eminently-spreadsheetable mechanics that probably could just be datamined or are already on the wiki is unsarcastically my jam.
Oh really?
Boy, do I have something that might potentially interest you.
Something in the shape of several spreadsheets, that smells like a relational database, and is a couple thousand rows long~
Do tell??! π€€
Long story short, I've been gathering statistical data on every mission I play (I play 99% solo). I've got records about Nitra amounts, waves encountered, presence or absence of most random events in each mission, when and how often refinery pipes jam, how many minerals large chunks contain, that kind of stuff.
I've done some basic data analysis on the data set, but still have a few things I could check. I've been meaning to finish it and release my finding for... about 5 months now. Life gets in the way.
It's pretty cool how close I got to the formulae with some metrics. For example, based on a sample of 578 missions, Korlok had an empirical spawn chance of 5,0173% (29 out of 578).
And even with all the variables and moving parts in the refinery jam mechanics, on average in a 4-dwarf team, one can reasonably expect the jams to happen at 40%, 70% and 99% progress
No wait I looked at the wrong column.
The wait time between any two jams averages out to 30%
didn't we cracked the refining jams already, being 35-55s range for 4P
with data being used as confirmation
You certainly did a lot of work on that
But hey, it would be a waste not to keep track of that since I already keep track of a hundred other things
So anyway, I can share the dataset if you want @undone cape . I think you'll find it quite juicy
certainly! It sounds like it'll take some time to absorb, but afterwards I also play 99% solo and can take add'l notes as I play. That sounds right up my alley. ^_^
Do we not have promotion costs anywhere on the wiki?
they are there https://deeprockgalactic.wiki.gg/wiki/Promotion but it's in a [Expand] thing
Ah, no wonder I missed it
I think either the caption "Promotion Cost [Expand]" should be aligned left, or we should add a sub-header (that'll be left-aligned)
How does stingtail's armor work?
it's heavy armor, you can find details about it in the wiki
I think the values weren't add to it, for some reason
Ok, thanks
it is 50 hp btw, let me see about adding
Can its tusk be considered unbreakable armor?
how is this
I can't tell the difference between a thin space and a regular space.
One of those numbers has a space, for the other I copy-pasted a thin space from Wikipedia
Top is normal, bottom is thin?
Thin spaces are also non-breaking.
ie they donβt allow the number to be split in two different part if the content is too long for a single line.
I thought of that, yes. But I would've just used
At least they should be.
We can use normal non breaking space if they are easier to access, since there donβt seem to be any big visual change.
The other way around π
Is courage and fear immunity the same?
Not quite.
Courage is a fear resistance, it reduces the probability for enemies to be afflicted by a fear effect.
Fear immunity as we call it on the wiki is an enemy that completely ignores the fear mechanism.
What about the spreader guy
Some enemies with a high courage but not a complete immunity can only be feared by some guarantee fear effects (any ennemy not immune, but with a courage of 1 or more).
That infobox isnβt filled properly, I will fix it.
It should be that way
Thanks
It should be fixed now.
What armor does the spreader have in front of the abdomen?
Also, just FYI, the text editor recognizes the HTML notation
Probably heavy armor, I will check.
20 armor strength
Light armor (Γ 0.8 damage taken)
With 20 armor strenght.
Thanks
Added it to the infobox.
I don't think the costs for Quick Fire are displaying right. I went to the template page to edit in the 70 enor pearl, but it's already listed there in the html. So I'm not sure what's going on here.
The fix was actually easier than expected, it was a wrong usage of the Price table template:
https://deeprockgalactic.wiki.gg/wiki/Template:Price_table
To display properly, enor pearl should be used and not enor.
It should be fixed now.
Question: the wiki wording for Magma Core hazards is
"The quake may crack the ground open, exposing large crevices of Magma Rock. "
with "may" - does this mean that not all quakes cause a crevice?
because if so, are the possible crevices predetermined or finite in some fashion? That's sort of what I've been assuming is the case for both Magma Core and Glacial Strata, but with the quakes in Magma Core being infinite as time progresses, is it going to (try to) crack in more and more places forever?
suppose tl;dr would be, what is known about the underlying mechanics for crevice generation?
Afaik all quakes will cause a crevice. Seems not.
There is some pre-places invisible crevice that will trigger when you walk on a specific location.
Not sure about when theses are spawned.
For the rest I canβt answer, but I am pretty sure others have more information about that than I do.
I know it is possible to get several crevices in the same room if you spend a lot of time in it, I got about 10 in the same room at some point.
this has not been my experience.
disclaimer: anecdotal, not data-backed.
i seem to recall experiencing earthquakes in magma core that shook the screen, slowed my dwarf, but did not create any new crevasses.
I've definitely experienced tremors that did not result in a crack opening
I also vaguely recall a conversation here where it was stated that crevices more or less track the player and do not open in locations where noone will see them
What I wrote was from memory, I am by no mean sure of it, with the two of you saying otherwise, I am probably wrong.
That conversation start more or less here, if it is the one I remember:
#wiki-related-chatroom message
@undone cape This is the best we have for lootbug drop mechanics #wiki-related-chatroom message
here is the control flow graph for magma crevasse opening: https://trumank.github.io/drg-control-flow-graphs/#cfgs/FSD/Content/LevelElements/RoomObjects/Hazards/QuakeCrevasse/BP_MagmaQuakeCrevasse_Trap.svg;0;0;0.254943
(kudos as usual to AssemblyStorm)
Normally I'd just go in sandbox and check this myself but I can't get on my PC at the moment. I came to ask, if I use battle frenzy on the GK2 with electrifying reload, will targets dying to my electricity trigger the effect?
it won't
Ah shame, could've been massively exploitable
And what he was saying is "Please don't mis-use the wiki channel, you have #non-drg-chat for that kind of crap"
I know.
And it wasn't me that even sent them.
I do not dare set foot in #non-drg-chat
Isn't that chat just full of Warhammer 40k?
out of curiosity, does anyone know the current limit for attackers on a pheromoned enemy ?
Crossbow lures 6, cannister 4. But enemies that bite a pheromoned enemy also lure 2 enemies. If I am reading it right
that's weird
What's weird about it?
I'm checking on something
so on total it's 12 bugs occupied per pheromoned enemies ?
(on the grenade)
I think so
alright, thanks, just wanted to make sure I was reading this right
handy doc btw, I'm gonna keep that around
dunno who made it but props to them
It's from SplitSentro
So if you find something weird ab the pheromones I am sure they'll have an explanation
no, nothing weird
I was just comparing two things
but then I cleared it up
Do lethal enemies deal more damage to dotty and hack-c?
And how swarmer tunnel exactly work? Is it just a proximity check?
It's a proximity check that spawns 1 to 3 groups of swarmers with delays in-between
Is the lootbug's pathing known?
AFAIK Lethal Enemies is a flat +75% damage to all physical damage dealt by enemies, regardless of target. it buffs the enemies' damage dealt, rather than the players' damage received. Steeve benefits from it. therefore, i would expect it applies to Doretta and Hack-C, yes.
not necessarily known, but i remember seeing some variables about seeking out loose mineral chunks less than x distance away, pathing to it, trying to eat it, and then a cooldown. in the absence of loose minerals, i have no idea how lootbugs would pathfind.
My doubt was specially about mineral seeking
Is it to the closest? Does the number of mineral chunks influences?
I wonder if they changed it recently. Looking at it now and it seems to be a player damage multiplier with the context of the C++ class.
Afaik there is a range cap of a radius of 25m and they go for whatever chunk that exists, the value of said chunk is ignored.
They check for a chunk every 15s until one is valid nearby.
I see, thanks
Can you also check about Embed Dets working on OG'S Dread shell?
That's a bit vague.
does shooting yellow OG healthbar with EmDet, then reload, damage yellow hp?
it's been well over a year since i looked it up; entirely plausible that it changed π€·ββοΈ
Thanks for better phrasing lol
i mean. you could just launch the game and test it yourself, y'know? π
I did, I was on sandbox testing some builds and randomly tried using ED on OG Dread, it damaged yellow hp and I thought that was weird
As I don't remember reading anything about it on patch notes
And it didn't damage before, from my memory
from my memory, it didn't either
might be a bug that got overlooked
It is considered health internally, not armor.
Actually I specifically remember it not working on the Zhukovs embedded detonators
does it only work for the subatas?
how is Corruptors long-range attack calculated?
because i was on the other side of the map while the rest of my quad team was dealing with a corruptor (Elimination, btw)
and by some dumb curse a corruptor spike appeared out of nowhere and popped the cocoon
i always thought the spike spawned using proximity...
No, it works for both
so do i find spot that connecting tunnel
?
Nvm i just suck at reading map
Can anyone confirm whether the Webbed status effect is removed by a timer (you stay webbed for X seconds) or by movement (you have to walk X meters while webbed)?
It seems from my observation that it's just a flat 8-second timer
timer
because I've got it removed many times without moving an inch
Y-yeah, this could use an update π