#wiki-related-chatroom
1 messages · Page 16 of 1
Could it be a side effect of DoT status effects ticking once immediately on application? If that tick hits "before" the damage of the bullet occurs and doesn't kill, that would result in the behaviour we're seeing, right?
Even though they still die instantly
What you said lol; my bad
Is there bureaucrats/administrators of russian wiki?
It corners about a typo on main page, long strings on navigation bar, differences between latin and cyrillic font styles, and so one.
Also the Overclocks page has been translated as "Разгон" (Overclocking), instead of "Разгонные модули" or "Модули разгона" (anyways, this page not exist yet)
I know @versed aurora is working with the DRG: Survivor wiki localization, but I'm not aware of anyone managing the RU space on the main one
That is, if you mean wiki.gg
The RU section on Fandom.org isn't going to get regular updates, because the entire Fandom wiki is abandoned
Wait, what ?
I don't even have the English DRGS wiki set up yet...
Yes, I mean wiki.gg. Thank you.
Yeah, not wiki part
How long does battle frenzy last on the boltshark? And what's the move speed boost? Are they both the same as the GK2?
yes, Crossbow uses the same movespeed Status Effect as GK2. +50% movespeed for 2.5 seconds.
Hello (and sorry about
) @hasty vector. As I can see, you are an administrator of russian wiki section, and you did some contribution recently. Can you please fix a typo on main page and change "Разгон" to "Разгонные модули"?
Actually, I would recommend making it singular, "Модуль разгона".
Although in every Russian discourse I've read I noticed they are referred to as оверклок. I think it's acceptable to use the loaned word if it's explained at the very beginning, e.g.
Оверклок (англ. overclock, "разгонный модуль")
The english page's name is Overclocks
Yeah, and I'm not happy about that either
But I agree that it's valid to keep plurals if they are plural in the EN version
It would be more correct to use loaned word(s) after in-game term(s):
Разгонные модули (англ. Overclocks, также известны как «оверклоки»)
I think that works too! But it's not like you need my approval, I'm not really involved with the RU space on the wiki
I have lots of edits on the Terraria wiki, so you a bit of right 🙂
There's no problem with pinging me (I wouldn't have even noticed if it weren't for this). I've corrected that small error on the main page. Feel free to contact me with any questions 
Sorry, I forgot to point the typo
working on adding it to each biome page, at the bottom, coming to ask for suggestions on any changes I could make to text / format, before I do it for all 10 biomes
fun fact, I found a possible bug, of all 86 sentences across the different biomes, only 1 is missing quotation marks
Hello, @shell frigate. Was background cards for navigation panel created by you?
Can you create some of these card, but with higher height for 2-lined texts.
(Also, as you can see, there is differences between Latin and Cyrillic fonts)
Original plan for them had the names baked into the images, glad that I went the way of .css making them
Still not sure how to do it and it look nice as it won't work the .css
For example, Impact
An obvious choice, yeah. Not as pretty, but readily available
I'm not sure how article text would look, though. Large blocks of Impact might lose to Arial in terms of legibility
Navigational panel and articles uses different font families
When using neurotoxin coating for the revolver, do direct hits and explosive hits with explosive rounds have separate procs? Effectively making a 75% chance of proc on direct hit targets with it?
my current understanding is "yes, they have separate proc chances"
Ahh okay thanks
Can someone add ru interwiki prefix for English wiki?
Yippee!
Is this actually real?
I've never heard of this happening in-game. Is it true or just a wiki troll?
It's very true, there is a voice line for it even
It's real and I've seen it, spookiest thing I've ever experienced waiting for a drop pod
Oh yea that literally happened to me today in a point extraction mission
Bloody hell...
140 hours into the game and it has never happened once to me
Is there any stats or amplifiers for spawn rate (mission or hazard)?
This page contains the relevant data for calculating that, I'd tell you what it is but I'm too bad with numbers to understand the odds
Actually, is the section on dreadnought spawns for the PE mission type accurate, that dreadnoughts only spawn on Haz 3 and lower?
I'm not in a good space to do it myself but I think that whole page could be cleaned up to be an easier read
that is not very specific...
at least tell what you didn't understand, or find
xD Point Extract
gotta make a note to fix that
to fix what ?
The Aquarq mission is called "Point Extraction", the screenshots is calling it "Point Extract", so they got the name wrong
-the converted ranges for swarm delays for mining expedition/onsite for hazard 5.5 aren't hyphenated like the rest of the table
-unique swarm table has a header labeled "Lithophage Outbreak or 15% on Default" which is both strangely worded and somewhat ambiguous as to what "or 15% on Default" means
-Point Extraction's Swarm section uses a lot of repetitive wording and could be better displayed as a table
-Veterans section should explain what a veteran system is before providing details on the different systems
- well, that is a typo, which is better fixed, but not too bad to understand
- how would you call "not litophage outbreak ?"
- what repeated information and how would a table look like, unless you mean for quick calculation of wave size as it progress
- veteran already says what it is before anything "it gives certain enemies a chance to become another enemy."
So, do the odds change after a Lithophage Outbreak is cleared? What does "15% on default" mean here, how is it relevant to the data below it?
a mission without litophage outbreak
Is that not what the entire column to the left of the Lithophage part is for
not at all
there is 3 types of missions
1 is default, 2 is litophage Warning, 3 is defaultPox
if you are not playing on litophage warning, there is a 15% chance that you are playing on defaultPox, instead of default
defaultpox and litophage have the same wave behavior, that is why they are together
I feel that this is not detailed on the page in a way that makes sense to the average visitor, as I didn't know of defaultPox and it's not mentioned within the page
Aside from being alluded to by the table
i think "15% chance" would be a lot clearer but that might not look good on the table
the "15% on default" IS the the defaultpox
and it can be made into 2 lines, with a line break
Yes, I am looking to have it changed or otherwise mentioned that this section of the table has a 15% chance to occur on a mission, "15% on default" doesn't really explain that
This section uses some variation of the words "always happen after around" 8 times. This information could be two tables with the haz levels as headers and two/three columns. Swarm #, approximate delay from previous, and overall time. Overall time could be appended within the delay column instead.
Overall time could also be stated as "time since mission start" or otherwise be able to include the first wave since that doesn't technically fit in with "delay from previous"
will check during middle of week
and see if others have some thoughts too
since I remember that version was liked a lot
though maybe because the previous was 3x more confusing
The Veteran section should be structured as an independent statement about what a veteran is (specifying that it upgrades an enemy into a variant/veteran) followed by details about the two different systems. Right now, that paragraph is in the opposite order. The statement about giving a chance to become another enemy doesn't directly convey that the enemy is upgraded into a variant, although I admit this point may be a bit of a nitpick.
Also Veterans probably shouldn't be a subsection of Groups, but I can't confidently provide another suggested place to put it, just something to think about since it doesn't match the style or purpose of the other subsections
for coil's necrothermal catalyst, does "The explosion will not be triggered by the bonus damage from Overcharger, Shockwave, or The Mole." mean those sources will never cause a burning enemy to explode if they die?
Yes, I liked this version because it's much more detailed than what we had before it.
It still needs a proofreading pass, though. But since we have 1-2 people doing those passes, it is what it is
Can a mission have 2 modifiers and one mutator all at the same time?
'A mission can have at most two Warnings and one Anomaly'.
Does seem to imply that but I just want to double check
For what it's worth, I've never seen a double-warning mission with an anomaly. But that might be because there's only one at any given moment, so I just haven't seen enough
I'd imagine it's only if the initial damage of the shot is dealt, and isn't enough to kill the enemy, but then the bonus added afterwards does.
From what I believe, yeah, max of two warnings and one anomaly, but a max of 2 modifiers as a whole, so either two warnings, or a warning and an anomaly
how is this now ?
and this for the swarm types
posted
- also been trying to continue the research on swarms, mainly how big Egg ambushes are exactly, but I changed like dozens of different values, and couldn't get the thing to not spawn anything
unless someone knows which value I should change, maybe I should try increasing them all instead of using 0
Looks great, thank you
no problem
it cannot. my understanding is that the Double Warning system uses the Anomaly slot for the second Warning.
so, there can only be 2 modifiers max to a mission:
[Anomaly, Warning, Anomaly + Warning, or Warning + Warning]
yes, that is the current understanding of Coilgun T5.A NTC. because Overcharger, Shockwave, and Mole all have different DamageComponents than the base damage, NTC doesn't apply its +30% damage to them, nor do they trigger the explosion on kill.
i have a habit of scrolling up to the last read message in this channel, then scrolling down, answering questions, and then seeing someone else already answered 😆
we all lift together
Unless you use blow yer back out stout.
Hahaha
hey guys not sure where to ask this but is it alright if i take some code from the drg wiki to make my game's wiki?
wiki mods ban this man
Given the wikis licence we could not stop you (as long as you adhere to it)
(Creative Commons Attribution-Non-Commercial-ShareAlike 3.0 License)
So must give credit to where you took it from, a link to said page as a comment in the template, .css, page etc, is good
That said Fandom has a commercial clause in their licence so you can't use it on a fandom wiki (as it always violates the licence)
should Jetty Boots gets its own pages ? or something else
I dont think we put any info about it on wiki, and I have had the NPC scores for quite some time, but never decided on where it would fit
well, while we discuss, have the data table for fun, anyway
I wonder if chance to play is rolled each time space rig is loaded after a mission success and failutr
Finally, on death they will release a cloud of toxic gas at the location of their body, a couple seconds after they die. This Gas Cloud lingers on surfaces for a few seconds, obscuring vision and dealing constant damage to anything which lingers in the cloud. The gas is highly flammable, and weapons which inflict heat damage (such as the Driller's CRSPR Flamethrower) can ignite it to produce a large fiery explosion, which damages Dwarves and enemies alike. A Frozen or disintegrated Praetorian will not release its Death Cloud.
Do we know the duration of the cloud?
What is the DoT value?
Can it be ignited for the entirety of its duration, or is there a cut-off point after which it's no longer flammable but still delivers the DoT?
What's the explosion's damage?
There are charts for these attacks below the text
However, the timeframe on which it can be ignited is not listed
oh, i looked up a lot of these values a little while ago. let me see if i can find where i wrote them down...
it was incidental to my research for Throwables, before adding them to Karl.gg. Driller's NT grenade spawns a cloud that inherits a lot from Praetorian death clouds
explosion's damage is 65 Fire-element damage, 100.75 Heat.
the 100.75 heat is enough to ignite every flammable enemy, if they're in the center.
later tonight, if someone hasn't already found the rest of the values, i can look up the other things like cloud delay, duration, DoT, etc.
Sorry, I'm blind
I couldn't believe that we didn't have those values recorded, so I had to check
Can it be ignited for the entirety of its duration, or is there a cut-off point after which it's no longer flammable but still delivers the DoT?
i have a fuzzy memory that the NT cloud couldn't be ignited during the last 3 seconds while it was fading out (after the "lifetime" had finished).
it might be worth testing Prae Clouds for the same effect. i think their fade time is 2 sec or something?
Not set on it but seeing the AoE display above gave me an idea of using a gradient in the falloff area
e.g. background: radial-gradient(circle at bottom left, #F65, #FC5);
You definitely can make it more pronounced (#F25, #FF5)
Assuming you mean haz 2 4p (the only 65 value in our current table), does that mean heat scales with hazard and player count?
would the gradient be affected by the minimum damage % ?
example, if 100% is red, and yellow is 0%, the border would be more orange on a 50% minimum damage, compared to a 25% making it more yellow
negative. you must remember, the Damage and Heat numbers don't actually change with playercount/hazardlevel. the enemies themselves resist the damage depending on scaling. they don't resist the Heat in the same way.
Since it's set on the element such could be done
thoughts ? thinking the spacerig page can get a bigger section talking about it
unsure about a new page, as there is not much to talk about jetty boots (maybe if more arcades get added)
Go for it if you want too
I don't think Jetty Boots has enough depth to it to warrant its own page
Even the original game doesn't have a lot of strategy to talk about
https://reddit.com/r/DeepRockGalactic/comments/1alv2vz/psatil_your_core_hunt_assignment_completion_still/
If true and if not mentioned anywhere on the wiki, then worth adding.
suggestions ?
Good enough, but I'd add in the beginning that it's a reference to Flappy Bird to immediately make it clearer what the game is.
Also I would add that the high scores are stored locally and can be cleared by anyone in the lobby
changes in red
posted, if anyone wants to adjust too
Can they actually be cleared by anyone? I've gone close to the machine and I think I only see the button when I'm host
That would be the only example of Space Rig elements that are different between host and client
Well, I mean interactable elements
Hi,
I was about to change the Coilgun page to add the 30% Fire+Heat bonus damage of necrothermal catalyst that was missing to the bottom section about it, and just realized you mention it on the perk table above outside of the catalyst's special effect instead.
I guess I'd better not change anything and the current page is how you prefer the effect to be mentionned?
i feel like the blue line label already tells you how much the damage drops, red to orange is kinda hard to distinguish, compared to red to yellow, and a note that the minimum is 50%
i meant that having a strong gradient already tells you that the damage linearly decreases, the labels clarify the max and min, so using orange to represent 50% is both redundant, and makes it harder to read
Are you testing out the colors, curious to see what you did that was harder to read
red to yellow, darker red to orange, and orange to yellow
the deep dive sentences page section for azure weld has some repeat quotes and unfinished ones aswell
i believe that is a WIP, but thanks for the note. any extra detail is great. I only see one sentence in need of a quotation mark.

the duplicated sentence is duplicated in game as well, but since I am going to report the bug it can have just a single instance
also, that sentence is actually in half, it is best to check on crowdin or game files to get the sentences, instead of trying to guess
corrected
I want to add a note about Randoweisser, can it equip cosmetics the player hasn't unlocked? What about weapon upgrades/overclocks? And perks?
You cannot get locked upgrades/overclocks, afaik
i remember seeing several hotfix patch notes along the lines of "tried to fix Randoweisser beer so that it can't equip upgrades/Overclocks you haven't unlocked yet". from that, i infer that the intention is to only randomize things you have -- not to temporarily give you things you don't.
this is intrigging... doing some egg hunt investigations
and somehow I made the big swarm be infinite
which wasn't the case before, it actually ended... now the issue is knowing how that could have happened, when there are quite many variables I changed to make sure it was consitent
Dunno if the editors are on here, but I'm pretty sure the bulldog revolver doesn't have 3 tier 4 options. Homebrew powder is listed there.
You looking on the not official /wrong wiki
If you want the official one, with more accurate and up to date information, check the pins here
Well would you look at that, been referring to the wrong one this whole time. Thanks.
Hmm... can a bulk explosion really delete a corruptor?
https://reddit.com/r/DeepRockGalactic/comments/1ar9ty4/alright_so_i_cam_back_to_the_game_after_a_break/
Should be testable in sandbox I would think
Post does say they whittled it down first, so unclear what phase of damaged it was in
if the healthbar is grey, it ought to be invincible -- even to Bulk explosion -- like Korlok.
once any side of the Corrupter is opened, then all three healthbars can be damaged by RadialDamage (with a high resistance). Bulk explosions have very high damage and use RadialDamage. so, sight unseen that's my guess for what they saw 🤔
I feel like i’m going crazy. Apparently beer changes with lobby reset but i could have sworn it changed with mission reset. Was this changed or have i always been mistaken?
You’re not crazy. That behavior changed a few major patches ago. The new behavior (randomizing the beer on every reload of the space rig) always felt like an unintentional bug that they decided not to fix, but I don’t know if the devs ever commented on it directly.
oh thank god cus i got into a really dumb argument about it with someone lol. I wonder when that happened cus i didn’t even notice
I've been tracking this exact aspect of the Space Rig for months and I can confirm (with hundreds of screenshots) that at least in the last two years the beer has always changed with Rig reload, and never changed with mission rollover. As in, if you just wait in the Rig as the 30-minute mark passes, it won't change.
Which makes the entire "random" part of it moot.
i wonder why so many ppl i know believed it to be it the other way around for so long. 2 years ago would prob be around s1 era right? So maybe it was changed around then?
I think the being able to reroll beers by reloading the rig bug got introduced not to long ago
Like in the past 12 months
Let me check my archives
I have screenshots showing that the buff beer did not change between 2022-08-30 9:27:35 and 9:30:33 (two different rotations)
At the same time, I have it on record that reloading the Space Rig by promoting changed the buff beer between 2022-08-28 23:13:03 and 23:17:18 (same rotation)
So the behavior I described above has been around for at least 1.5 years
Unfortunately, I can't find my older batch that goes back to 2021
In that case I am probably just remembering wrong. I thought the bug got introduced during S3 or S4
yes
or it was, at the very least, fairly inconsistent before
less than a year ago I tried to reproduce it and it wouldn't happen
Question, main page focus on season 4 for its links and theme
but should it focus on maintenance updates too ? Swapping focus completely to the maintenance one, or mixing both, as I am unsure if there is enough stuff to fill up that page
other than this, there is the plague heart on the "advanced" box, but I guess that will stay until S5
We could change it
Was a nice place for the season specific stuff (which would drive a lot of views) but not sure if they are as needed now
talking about updates, we still don't have a page for the weapon XP-skin system...
where should it go ? guessing a space on existing page, and not new one
and so far I can think of 2 links that could go in the box, for update S4-C (I need to come up with a short name to not say february maintenance every time)
Seems fitting for it's own page
I guess if you want to display every weapon + skin...
but content wise it is as short as Jetty Boots, if not shorter
Currently the section for the season terminal just redirects to a page for the performance pass, should this be altered/reworked to fit the weapon maintenance?
it is way too different from season related stuff
I felt it was more like "no better space to put that in"
Since everything it covers is in the season terminal, I think that's where weapon maintenance should go
Updating the sidebar, will display everything till I make the .css hide parts per namespace
Css is done
Now when on Survivor namespace it Basics, Dwarves & Advanced are hidden on the sidebar and survivor sections are shown
As an added bonus I've made the random page button go with the current namespace
Btw, is the part up here missing on the page for the S4 is something intended ?
the "overview>DRG>Updates>Season 4" thing
turned out it was easy to add to new pages, since the system was well done, when I had to add the new enemies
oh, the magic crumbs page already had S4 on it
Done
It would give a warning if it was not setup, with a link to the page where they are all setup
regarding Nayaka Trawler and Mactera Grabber: they both have a feature called "InDangerComponent". if they take that much damage within the specified duration, then that will change their behavior. for the Trawler, this is the damage necessary to get it to roll over and expose its 3x belly weakpoint for four seconds. for the Grabber, this is the damage necessary to either abort its current grab attack, or to release a dwarf currently held.
Nayaka Trawler:
- 40 damage
- 5 seconds
Mactera Grabber:
- 25 damage
- 4 seconds
oh. and it seems that this is the same technique used for Glyphid Grunt Guards to cover their weakpoint with their heavy armor forelegs:
- 30 damage
- 3 seconds
i'm almost certain that the damage thresholds scale with the base enemy, because the incoming damage would be reduced by the Difficulty Scaling.
Weakpoint multipliers are used ?
Guess easy to test on haz1 vs haz5 for the scaling
from what i remember of testing vs Elite Mactera Grabber back in the day, i think "yes" to weakpoint affecting the threshold.
speculation: it's just checking how much health has been removed in the last X seconds, and not caring about how that health was removed (weakpoint, divided by Difficulty Scaling, elemental resistances, etc)
Is there any way to contact wiki.gg staff here? Need to add namespaces to the Russian DRG wiki:
4000, 4001 for Board game
5000, 5001 for Survivor
6000, 6001 for Rogue Core
@dry citrus @slate bramble
You want the English names for those namespaces on the RU wiki?
4000 = Настольная игра
5000 = Survivor
6000 = Rogue Core
What are the talk namespaces for these then
4001 = Обсуждение настольной игры
5001 = Обсуждение Survivor
6001 = Обсуждение Rogue Core
Does the Menace use the same threshold for when to burrow? Or is that more complex logic?
working on this section
just not sure yet on the position inside the page
planning to add icons for the skins, but posting here first for ideas and corrections
A good first draft
I'd put the names and required XP in a small table right above the screenshot
Later paintjob icons can be added to the same table
I'd also move the screenshot to the right
shouldn't be the case, from experience.
It either checks on LoS and burrow out quickly if it cannot get you, or stay around to attack you and will burrow shortly after finishing shooting (or if the shooting is interrupted by a stun).
I don't have data to back it up but that's it how seems to be
interesting. I'm thinking specifically of the behavior of cryo bolts, where if you hit the Menace dead on it will burrow before it freezes, but if you hit beside it, it won't
maybe it has specific behaviour tied to that then, never really tested cryo bolt against a menace
I think bolts stun? so could be the stun mechanic you mentioned
if they do, that would indeed explain it
It's the stun
Also can't believe I never thought of hitting next to them, I always just shot 2 bolts 🤦♂️
Yeah, for a very short time I believe
As far as I was concerned, I didn't think there ever was a threshold for a menace to burrow, they just sit there for a bit of time before deciding to, breaking line of sight, getting close enough or doing anything disruptive like fear or stun would bypass it
This is, like I said, as far as I was concerned so idk if there's maybe a mechanic I've somehow missed for 1.3k hours
Added 68 more data points to the XP-to-PP conversion plot.
At this point we're hitting diminishing returns so hard that even 68 more points do not make a clear, visible difference.
But hey, at least I changed "Data Cells" to "Plaguehearts" 😄
Should we... do anything about the huge blank space here?
Yeah, this is not an isolated issue
First page is Driller's armor, second is Bulldog
as far as i can tell, no, Menaces do not use InDangerComponent.
The burrow component is what controls when the menace burrows and moves away based on a timer handle, however the behavior tree has multiple scenarios in which it flees based on player proximity and danger locations (mostly gunner shield, SYIH field, Bosco revive AoE afaik). Stagger and frozen pauses said logic as well.
An example of a mostly recreated behavior tree for it. It will pretty much find a location at ~15m away from the player target and on the ceiling to burrow to either based on player proximity or the timer and it will check for LOS obstruction and relocate if blocked.
I didn't see anything for damage triggering a relocation but it might exist outside of the behavior tree and in the menace blueprint itself, not really sure.
anecdotally: i don't think i've triggered menaces' reburrow based off of a damage threshold. but they pretty reliably reburrow after un-freeze or recovering from stun.
Would make sense if the timer handle was still going but the logic to burrow was paused while frozen and stunned.
How do Zhukovs' embedded detonators interact with T4a blowthrough rounds? Does only the first target get the detonator?
all enemies hit get the detonator
And also need to change the favicon.ico on the Russian wiki @dry citrus
[faint Orpah Winfrey yelling in the distance]
Update File:Site-favicon.ico
I am not so sure on how to even put it on the right...
or if better to just put the image below the table
I was thinking about editing the subclass blocks on all 4 DRG:S class pages so they have the same format. Currently, it's fairly random and lists starting weapon, perk, and weapon access in different orders. Is there any order that makes the most sense to yall? I was going to do perk, then starting weapon, then weapon access.
Also going to go in later today and add as many weapon tags and stats as I can find so far 🙂
Would [[File:__________|420px|right|thumb|____]] not work?
I tried, and didnt show because it looked pretty bad
Gets all the way to the right, and breaks the section titles
this happens, I even added a line break below it
Weird. I'd expect that, if you put the image right after a subheader in the code, it should appear below that subheader
also, do I put that on performance pass page, above everything ?
Well, not above everything, because that's not the most important thing about the performance pass
I'd say between ==Cosmetic Tree & Scrip== and ==Season Rewards==
ok, published, so others can mess with it too
and also, see if we should link to that Section, on other pages
Oh we'll have to, in the future
I keep saying I'll overhaul the cosmetics pages
Let's see if I can do that before GSG overhaul the perk system
Apparently we don't know how much T2C on the coil gun costs?
well well well,
turns out the info for many of the costs is on "GD_UpgradeSettings"
I always wanted to find where the costs were stored, and it was pretty easy to find today, turns out everything follows a pattern on Credits and minerals
added it to page based on that
https://discord.com/invite/drgs
DRG:S wiki discussion is in here
oops, ty!
oh boy
discussing the same wiki on 2 different places is... interesting to say the least
gotta tell DRG S folks to use their namespace
just found out someone making bulldog gun page on the main drg one
https://deeprockgalactic.wiki.gg/wiki/"Bulldog"_Heavy_Revolver_(Survivor)
how do we deal with those ?
Might require a banner or pop-up for a couple weeks to redirect folks to the correct wiki, other than that I'm not sure there's much we can do
Possibly also include a permanent link on the main page
Maybe adding stuff like
For the item in DRG: Survivor, see [link].
At the top of relevent pages
Once they see one of those they will understand there is a namespace there
That's going to be a lot of pages
It might be the most effective, it's just also the most time consuming
I've added the breadcrumb template to every single page of the wiki, it took me like 20 mins
Damn, fair enough. I'm not a coding guy so I didn't even conceptualize how that could be done
Opening every page as a tab and using hotkeys, it was an intense 20 mins
But just start with the main ones; weapons & dwarfs
Though best make a template for such
I am guessing that moving the page to a different namespace is as easy as changing its name ?
It's going to be even more fun next year, when we'll be adding all of those weapons again, but for Rogue Core 
At some point I'm almost sure we'll have to restructure our main page.
It might be useful to look at wikis that cover several closely-related games that have similar but slightly different mechanics. Like, I don't know, Spyro 1/2/3 or something.
okay, tell me if i'm just missing something but I dont see a way to jump over to the survivor wiki from the main wiki frontpage. Honestly, I didnt even understand that it was a different section (namespace) of our same wiki. I know the DRG:S wiki is still under some pretty heavy construction but if we want to start funneling contributors in the right direction, we should start there.
im partially realizing that i may be out of my depth on some of this. i had to study both sections of the wiki to really grasp what the issue was and realized that much of what i tossed out there was either misguided or downright wrong. I maintain that we should link over to the namespace for survivor on the main page or sidebar if we haven't already and perhaps use the participate section of the survivor wiki to remind future contributors to use the namespace for new pages.
well, since update is out, we can talk now
if the praetorian armor is now scaling
why did the armor page always listed the heavy armor as different accross different hazards ?
also, lol
I was right after all, on the bosco paintjobs rewards location
why did the armor page always listed the heavy armor as different accross different hazards
Because it used to work at first at the time I tested it, but at some point later in time it broke and stopped working for health based armor but still worked for strenght armor.
the way they talk, it sounds like it Never ever worked
also uh..
https://deeprockgalactic.wiki.gg/wiki/File:Nishanka_Boltshark_X-80.png
just 1 example, but shouldn't Survival uploaded files be different from main drg ones ?
the way they talk, it sounds like it Never ever worked
I am sure it worked at one point, at least for praets, I clearly remember testing it, it was one of the firts tests I did in this game.
I may be wrong, but I think the subdomain doesn’t cover files / media.
We could enforce some rules when it comes to file name to avoid overlap.
it definitely was working back then
found it, on the steam post for S4M2 teaser
"We're making it so the strength of Heavy Armor (like that on Praetorians) now scales properly with Hazard level. It never used to do this"
not saying myself it it did work or not
just showing where I got the idea from
on file upload, could either ask and move every survival file to start with "survival: "
oor, maybe add a checkbox on the upload page, that automatically does that
how should I find which typos got fixed ?
the filters on crowdin aren't working, so I can't even know what changed between updates
I've already uploaded those files (all names starting with "Survivor"), but some editors didn't check if the images were already up before re-uploading them
the semantic difference between "how something functions" vs "how it is supposed to work". as players, we've long documented that ArmorHealth plates were scaling with Normal Difficulty Resistance but there were bugs. things like AB mods passing damage through without breaking is a standout example for this question.
the change in today's patch is that now the game engine also treats the ArmorHealth as if it scales, instead of as if it had no scaling health. that's the "never used to do this" side.
effectively, they rewired the underlying logic to work with the behavior we've observed. by redefining how the Armor "should" work, the things that we had previously defined as bugs are now the norm.
does that help clarify?
Affirmative
I've added a notice to the main page to link to survivor so there is actually a link to it, & to direct users & editors alike
The template is a notice template that links to other wiki pages, normally ones with the same name but a different namespace.
For intra linking
The search function only shows results from the main wiki and not the survivor namespace, even while searching from the survivor namespace. Is there a way this can be fixed?
Most names spaces are not searched by default
such as talk, file, template, etc.
Should be possible to send a request to have it changed
But in the meantime just type S: into the search first and then you will search only in the survivor namespace
Is now changed but only working for pages edited since, so slowly as pages are updated they will be added to the search index
Hey.
I found a typo on the entry for the Subata.
Blowthrough Rounds, specifically.
Oops
You know what?
I got it.
fixed
I am now a funny wiki man.
In all seriousness though, thank you.
Ya'll provide an important service to this game's community.
also, one thing I noticed, afaik, armor is not 100% aoe damage proof
as in, they still lose hp, the issue is... isn't the wiki missing the information / stats on that front ?
i don't understand what the question is.
it has long been documented that RadialDamage ignores armor of all forms
then, that is not documented there either
"Area attacks are not affected by armor but they can still break the armor or damage the armor plates."
so should it be "armor will never break or suffer damage from area attacks" ?
that error been there for a long time, but good to correct
ah, i think i see the confusion.
both of these statements are true:
- the health lost by a creature due to RadialDamage is not affected by armor (any kind: light, medium, heavy, or unbreakable)
- if an armor plate can be broken, RadialDamage can break it (subtracts from ArmorHealth, separate RNG roll for ArmorStrength)
does that help clarify?
thought so
the issue is that it, based on what people are saying on #drg-chat, seemed that the actual damage done (to the armor's hp) was not 100%, but a fraction of that
yes. the damage dealt by RadialDamage to armor plates has numerous things that affect the damage dealt. what they're most likely referring to is the 25% modifier that for a long time was thought to be a "bug", but was in fact an intentional thing done by GSG
The 25% applies after like ~1m right? Being a kind of increased damage fall off, specific to armor
off the top of my head, Radial ArmorDamage is affected by:
- the ArmorBreaking modifier of the DamageComponent
- Elemental resistances inherited from the parent creature
- Falloff if the armor plate is outside the MaxDamageRadius
- the Normal Difficulty Scaling (all armor plates, both ArmorStrength and ArmorHealth)
- if it's not the armor plate physically closest to the center of the sphere, it is multiplied by an additional x0.25 (25% "bug")
What's the proximity radius for proximity trigger to detonate from the PGL?
2m activation radius, 0.1 sec delay before explosion after triggering
So if a grenade were to head towards a glyphid directly from above, coming downwards, you're missing out on like 2m of the explosion radius actually hitting them?
The radius is spherical, so you don’t lose anything, the sphere’s center is just 2m higher in that case.
Yeah that's what I mean
they function similarly, but i don't see the 25% penalty as "more falloff". the only armor plate that takes 100% Radial ArmorDamage is the one physically closest; all others suffer the 25% penalty AFIAK
But there's fall-off isn't there?
so pretty much 1 plate taking full damage, all others, 25%
much of that is not in the armor page, mainly the 25% part
in case someone wants to review the page, I can too, but another time
Yeah, but IIRC 2m is within the full damage radius, so that glyphid should take full damage.
The max damage radius is on the wiki, so you could go check and compare to see.
According to wiki, it's 2m yeah, so you're right, unless the grenade were to somehow, be perfectly completely aligned to be directly above the glyphid, like, not even a milimetre off haha
0.1s seems like enough time to get even closer to the glyphid
if anyone wants to record a slow motion of it falling on top of one, lol
But other nearby glyphids would probably suffer a bit from the pre-mature detonation being further away as opposed to a direct hit on ground level right?
negative. you're neglecting to account for the movespeed of a PGL grenade. at 30 m/sec, it would travel 3m before the explosion triggered. in your scenario, the grunt is only 2m away. as such, the explosion would be centered 1m away from the closest point of the grunt's hitbox -- aka directly on the center of the grunt
I thought the prox detonation distance was 2m?
oh yea, I was thinking on it falling naturally at 10m/s (I know it is not the actual value)
It takes 0.1 to detonate after being within 2m
it triggers at 2m proximity, yes. it explodes 0.1 sec later, after having moved another 3m
the did mention a 0.1s delay
just divide by 10 the speed of the projectile
Of course, velocity upgrades, gravity and angle are gonna affect this
I'm just tryna work out if prox-detonator is kinda nullifying the PGL
Cause these thoughts went through my head today, so I switched off the upgrade and it felt better
in my experience, Prox Trigger has been a straight upgrade for my playstyle.
fun trivia: the 0.1 sec delay is long enough that Hyper Propellent can still do its Direct Damage, making Prox Trigger a free radius increase for that OC. not that it's meaningful, but it's neat
doesn't that means, that it can trigger the projectile, but explore too far away from the target ?
I'd imagine then it's probably to do with how I've used prox trigger lately, I used to love it before, maybe I'm aiming too straight forwards above the enemies, maybe I need to jump and aim downwards
It’s 2m of any bug, so if it flies low over a pack it can explode before reaching the center.
Let’s say a pack of bugs, and the front bug is 10m away from the center, it would explode 7m away from the center. Whereas without it it would hit the center.
Ofc the latter needs better aim, but you can see how it would feel much better
From running the numbers in my head, I think the worst case would be the explosion literally bordering the enemy at a radius of 5m, 5.5 not though
Hmmm, yeah, so it's got upsides and downsides
Of course, the thing kicks ass against anything flying
yes, this has happened to me a few times. but the vast majority of the time it lets me "split the difference" between small groups of grunts and get a tasty explosion that hits them all.
it's very much a "Your Mileage May Vary" upgrade. it works for me, it might not work for everyone
Yeah, personally I find prox best with builds that prioritize AOE, so that you don’t lose much from the loss of precision.
Although how much this matters is gonna rely on how good/bad your aim is, and the distance of the target and speed
I'm pretty confident in my aim, I'll try keeping it off for a bit, see how it feels
Thanks lads
so 80 pgl damage (with the AB upgrade) is all you need to break all of a haz4+ prae armor, right ?
wonder how much range that is...
for my take on Prox Trigger:
if there's a wave of grunts swarming at you along the corner of the wall/floor, your only choices with normal PGL are the red circles. you have to shoot to impact the oncoming enemies, or the terrain in front of them. that limits how many you can hit.
by contrast, with Prox, you can center the shot about 1m overhead (shooting perpendicular to the wall/floor angle) and hit not only more grunts on the advancing line, but also more grunts behind them.
i have a habit of shooting slightly "over" the front of a grunt wave so that Prox Trigger set off the explosion a little deeper into it, while still getting a lot of maximum damage hits.
80 Radial ArmorDamage at 600% AB would do 120 eHP after the x0.25, yes.
be aware: i've read that RadialDamage only damages 4 plates, though. one 100%, three 25%, and none else.
👀 that means more test / information is needed before updating that page though
which I guess should not be too complicated to test, just have to be able to count how many plates broke
though... maybe it could be better to test it with the +500% AB, and with a +5000% AB, just in case it is like a further damage reduction, which is why they dont break (but could still be getting damage)
The 25% does multiply with falloff; I’ve tested that personally
wasn't thinking on that
talking about the 4 plates limit (which seemed to not be confirmed yet, to include on page)
if it was not like 1 taking 100%, 3 taking 25%, and others taking 10%
made a x100 armor break PGL, and... after 2 shots in the front, not all armor broke on the prae
oh, also, depending on position it would not break at all, so line of sight counts too
from this one picture, it looks like 6 armor plates broke. 2 on each foreleg, and one on either side of the "headpiece"
wouldn't count that pic for max plates,
but, when I explode it on its sides, only 4 of the legs armor of that side gets broken
that was the most I did for plate counting, counting plates on the prae is a bit confusing
so... if needed I guess I can find another enemy, or break the armor myself to help me see better where the remaining ones are
IIRC, there's one armor plate on each of the 6 rear legs, two plates on the 2 forelegs, and five armor plates over the head: left front, left rear, right front, right rear, and rear-center.
I guess the side ones are the ones that will be easier to tell "there was a clear line of sight to that plate"
if you think there is more we need to check
i might do some testing of my own later tonight
if any ideas are needed or welcomed, for how some tests can be done
will gladly discuss, though not staying up for too long now
i was thinking about trying to use Prox Trigger to mitigate the Line-of-Sight check. like, shooting from the side over the head, so that it has LoS to the entirety of the five head plates and a couple of the forelegs' plates
if that technique works like i hope, it would be a clean way to test the "only 4 plates per RadialDamage"
I imagine removing the 0.1s delay is the goal, and then increasing both the trigger radius and blast radius
considering that the higher it is, the better
if that limit has not been observed in other enemies
I wonder, if the limit is based on armor hp
(similar to the Driller wall saw damage limit)
checking that exact hypothesis now. Guard seems to follow the pattern, with a mixture of ArmorHealth and ArmorStrength
Grunt breaks the pattern. i see 9 plates shattered. (using Compact Rounds to not-kill)
i filed a bug report about this already, in the community tester area
how many plates for guards ? in case it is limit of 4 heavy armor, and no limit for light / medium armor
oh yea, I didn't find where the 0.1s trigger delay is at...
but at least I think that the "PRJ_GrenadeLauncher" has the trigger radius and projectile velocity
if needed to make it be a super slow projectile, with big trigger (as to not be too affected by the delay)
the 0.2 arming time and 0.1 sec explosion delay after trigger are hard-coded. Dagadegatto had to tell me what the values were from the game editor itself.
it was a mixture of ArmorHealth and ArmorStrength that would break, based on proximity and LoS to the explosion center
interesting information
last time we talked about this my takeaway was "sort of, but not a lot"
sometimes you shoot a prox nade above a prae and it still only pops a couple plates
I personally suspect that it's a LoS check and differences between grunts and praetorian plates hit is due to shape of the enemies and their plates
but I'm not going to pretend I really understand what's going on here and a 4 plate limit is definitely possible
it would certainly go a long way to explaining stuff like breaking side armor but not leg armor on that side with a shot, but I am always thinking about weird stuff like "AoE sources break rockpox boils in unexpected orders" which makes me think there's some hit detection shenanigans going on we don't fully grok
Rockpox boils breaking in random order, you say?
i documented a similar bug about ArmorStrength plates breaking in a seemingly-random-yet-consistent pattern recently 🤔
Grunts' armor plates are consistently breaking from Radial ArmorDamage in this pattern, regardless of where the RadialDamage is centered:
i see this on Slashers, Web Spitters, Acid Spitters, and Septic Spreaders too
not just boils, I forgot I had this footage too https://www.youtube.com/watch?v=7yroQ_Ax9sk
getting just barely into the AoE radius, and then the first plate to break is not the closest one
I wouldn't be surprised if strength based armor plates simply have an order they break in, and then some kind of limit... whether that limit was custom set or is unintentional, who knows. but tbh after the 25% AoE AB thing, would not be a shock if it's intentional
and different enemy types just have specific amounts of plates that can be hit at once. I do notice that while praes have all heavy HP based armor, guards have at least some heavy HP based armor, and maybe that's why they're in the "only 4 plates break" group
shellbacks also seem restricted to 4 plates breaking from one radial damage source, on first check anyway
shooting over them with prox trigger while they're walking flat
Oh, actually-after doing that same prae hurricane AB test, since it was from a while ago, I'm not getting that result anymore
the closest plate is breaking as you would expect
Am I wrong in saying that the Drilldozer uses Horizontal Volute Suspension Systems?
geometry wise it looks really hard for a side blast to only hit the legs, and none of the side armor
wonder if meatshield succeed on the mid-air trigger testing
10 meter explosion range, x100 AB, 1m/s speed, 5m trigger radius (shot above the praetorian)
2 plates on the right leg, 1 plate on the left leg, and 1 plate on the back, and as we can see, there was a clear line of sight to other plates
how complex ?
can you explain how Prox Trigger increases the blast radius? Doesn't Hyperprop have a really tiny AOE, so it wouldn't do any damage to stuff outside the range?
i'm not sure if this is the answer you're looking for, but PGL T5.A Prox Trigger has a x1.1 AoE Radius bonus, in addition to the namesake proximity trigger.
Hyper Propellent has a x0.3 AoE Radius penalty, so if you take both T1.A and T4.B, the final radius comes out to (3 + 1 + 1) * 1.1 * 0.3 = 1.65m, which is notably similar size as Autocannon and Hurricane baseline.
i don't think people are ever going to think "yeah, give up 2/11 shots to have bare-minimum waveclear, yay" but it's just an interesting trivia. 1.65m radius, plus the direct damage, and prox trigger doesn't detonate the projectile before it impacts. just a convergence of interesting tidbits 🤷♂️
here's a weird way to think about it: the default Breach Cutter width (listed as 1.5m in the Equipment Terminal; factually 3m in-game) is technically more narrow than a 1.65m radius. because it's a radius, it can hit a swath of grunts up to 3.3m wide, meaning it does not only the 385 Direct Damage on the primary target (Guard, Praetorian) but also the 110 Disintegrate-element RadialDamage to everything else around it
that's because PGL's MaxDamageRadius is 2m IIRC, and because the DamageRadius of 1.65m is less than that, it does 100% in the whole sphere (no falloff)
Question, does Slasher really have light armor on front legs ?
I was able to break armor on all other parts, but never managed to break the front legs one (could it be unbreakable, but still only reduce dmg by 20% ?)
also, for some reason, shellbacks armor was pretty much impossible to break, at least all of it
I was using the x100 AB pgl, used at least 5 shots on its back, and only some pieces were falling off
how is this for armor page?
armor break on AOE seems annoyingly inconsistent. at least with hitscan, you shoot plate, you break plate.
Is this for both light and heavy armor?
well yes
all armor that can be broken
Does 'The maximum number of affected plates may vary for different creatures.' refer to normal grunts?
why would I say "different creatures"
if I could just say "grunts" instead
no, you can't break all armor from grunts in a single area shot
Sorry, I meant for example: normal grunts
possibly
meatshield was also testing that, think it shows to break more than 4 per shot
i think "no". i've never been able to break the pointy armor on Slasher's forelegs in my testing.
haven't tested if it's damage-reducing, though. if anything, that might make it similar to Crassus Detonator's "medium armor" 🤔
Grunts, Slashers, Web and Acid Spitters, and Septic Spreaders all have Light Armor that breaks in a repeating pattern regardless of proximity to RadialDamage center. additionally, Grunts can clearly break up to 9 armor plates in a single shot.
this bug is still under investigation. the reproduction steps are easy, but still trying to figure out why it's happening.
any suggestions for this addition, or it covers it well so far ?
manual bugged
though, given we just got an update, I have no idea why it was not fixed either way
not what I meant...
we know that....
if you doubting me
go in game, equip a weapon that has a weakspot mod (subata for example)
shot it once on the head without weakspot increase, and another time, with weakspot increase
screenshot the hp part on both cases to compare
When using "improved alignment" on the Subata, how much does it "reduce maxinmum spread" by, cause unlike floating barrel for the GK2, the wiki doesn't seem to say this
it is the effects column
You might also need this table if what you're looking for is "effective change in how big the reticle can get" (my cursory estimate being ~33%)
That's base spread
that is similar to you asking ""how much does improved aligment increase damage?"
just because maximum spread is related to accuracy, doesn't mean that every accuracy related mod will change every accuracy stat
and well... putting that on the table seems really pointless
where do I even start...
just because diminishing base accuracy makes the maximum spread be lower
it does not mean that the mod is changing the maximum spread
It says "reduced maximum spread"
and ?
How much by?
Why didn't you just say this instead of acting like I'm an idiot?
say what
"Idk" or "I gotta make calculations"
At least TriggerHappyBro was straight to the point
how are we gonna find out without calculating
I didn't say you should've
Next time just say that
Instead of some passive aggressive rant acting like I don't know what the difference between base spread and max spread is
was confusing cuz it looks like you insisted the game was changing maximum spread
when it didn't
I assumed the upgrade did because it says it does
so many things the game says it does, but it doesn't
Then say that
I did
less base accuracy = less maximum spread
By how much?
4.5 to 3, I think
Thank you
as per page, max spread = base + bloom
if subata base is 1.5 and bloom is 3
just by changing the base, it can affect max spread, without directly changing that value,
if you think that subata page should list "this results in a max spread of" that makes sense
but I was confused on we having to put the max spread as it directly changing the value
though...
if it only affects first shot, I am not so sure it will actually make the final spread be that low
need someone to confirm that
does anywhere state what Lok1's "100% lock on speed" amounts to? Like, locks per second, time to get 12 locks
On the lok page, top right, it is not there? Lockon time or something
why is that 100%....
guess nobody reported it before
it is still mentioned on the page, understanding the weapon section
but better to fix it
fixed
heck yea, thanks 
no problem
somehow my eyes missed the .095 part
it doesnt has the best format for that sort of stuff
Anyone else know any adidtional info about Hollow Bough heart rooms?
Little heart shaped rooms with crums of red sugar in them
Quick question, what is the chance of Jet boots spawning in a mission, cause I cant find it on the wiki.
https://deeprockgalactic.wiki.gg/wiki/Plagueheart#Meteor_Impact
Also, the wiki states Meteors have a 25%-33% to spawn, but my gameplay doesn't reflect that, so I assume there's a mechanic I don't know about, that's not on the meteor page? (That or I'm stupid lucky)
Probably a hold-over from season 3
I am not aware of the odds now
Even after all these months, I'm not entirely happy with how little info we have on the events and mechanics central to the rockpox theme, but I don't have the time to fix that either
You didnt record the data on missions?
I recorded some data
hold on, I should be able to find that
should be 5%, unless something changed internally without being in patchnotes
as for Meteor, I think they share the same spot as corruptor, since you can't have both, so realistically it should be half of that
Thank you!
now, for the % spawn with the season disabled, I do not know.
probably around the same as most other events
But when I say "little info", I don't mean "there's no knowledge" so much as "the info we put on the wiki is very barebones"
Corruptor doesn't have it's own page, it's a three-sentence footnote on the Plagueheart page
Contagion Spikes don't have their own page, they're only mentioned in passing on the mutators page
There's quite a lot of strategy tips for Corruptor that would be right at home on a creature page, but we just don't have one
Agree on more info
Finding will be challenging
Up to discuss changes to new pages and current articles
Well, up to testing and researching unknown info
What are the current missing info and proposals?
i recall hearing that they have a 10% chance to spawn in mission. seeing Ser Pounce's answer of 5% makes me want to find it in game files, if possible.
"BaseChance": 0.1,
Looked on GD_TreasureSettings
It says base... so not sure if mission scale wont affect it
What kind of info are you looking for?
Relevance? Maybe it's an easter egg.
honestly I am suprised there isn't a mention of it in the wiki
I think you're reading too much into it, it's just a generation quirk
it is intended from what i recall
yeah it is
they are called cozy tree hollows and spawn red sugar chunks within them
No, just mental for me.
One of few examples of the visuals for one of the cozy hollows.
You can find the generation stuff for it in DBA_HollowBough as I_TreeHollows and their actors can be found at Game/LevelElements/RoomObjects/CozyTreeHollows/
I assume the dino icon is where the red sugar chunks spawn?
Correct, that is a standard billboard component icon.
with the orb where the room connects to the cave?
No, that is the scene root of the actor, AKA the center of an actor / 0 0 0 for relative actor location.
But in this case, it pretty much does what you said unless the DBA file makes it get offset when generating.
Say, is Turret Arc and EMD's electrocution the same type of effect as Stubby's electric, meaning they don't stack?
Turret Arc is different. EMD applies Stubby's DoT
there might be an EXKEY that makes Turret Arc and Stubby mutually exclusive, would have to check
nope, Turret Arc does not have the exkey. therefore, i expect it can stack
neato, those bugs ain't gonna move with TA, Stubby, and VIR slows
As I was looking for an example, I found one that apparently was a dud heart room (With no red sugar)
This might contribute to the obscurity of these
On a misc note, stabber vines count as enemies and as a result can drop gold on Golden Bugs
https://deeprockgalactic.wiki.gg/wiki/Korlok_Tyrant-Weed
https://deeprockgalactic.wiki.gg/wiki/BET-C
https://deeprockgalactic.wiki.gg/wiki/Glyphid_Crassus_Detonator
https://deeprockgalactic.wiki.gg/wiki/Rival_Nemesis
https://deeprockgalactic.wiki.gg/wiki/Rival_Prospector_Drone
A prospector drone has a 50% chance to replace a "Rare Boss Enemy". Does that mean that any Rare Boss Enemy effectively has half the shown chance to actually be in a mission, since half the time it does spawn its replaced? Meaning a Korlok effectively has a 2.5% chance of spawning, instead of its shown 5%?
If so, then would it be a good idea to show the Effective Spawn Chance somewhere?
Also I assume (if true) This "Effective Spawn Chance" only applies untill a drone is spawned, as only 1 can spawn per mission.
I am not sure about the priorities, but afaik it is a bit more complicated than that since several rare boss enemies can spawn in the same mission and the prospector can only roll to replace one of them.
So it also depend on how many of them would be in the mission and their respective priorities.
P.S. While this is my current understanding, I am not sure that this is really how it works.
do we know where the 50% replace chance is at ?
could make every rare boss a 100% chance, and also that replace chance, to start
There's no separate page for Rockpox Corruptor yet? Only some basic info on Plagueheart page
Oh I'm not the first
well, if anyone wants to do that, focus on having a good structure like other enemy pages, the details like numbers can be filled later or by others
I was wondering what you all though about this, and if it's actually a bug, or just how the game works.
According to the post, the elec DOT is "Losing" Ticks of damage, as with its 6s duration and 0.2s tick rate you would assume it would tick 30 times, but according to the post it only ticks 29 times.
edit I solved the mystery ... sometimes ticks of the electrocution are missing.
I just spawned 5 guards in the sandbox.3 of them suffered a total of 269.1 damage which equals to 160.4 damage + 29 ticks of 4.5 / 1.2 damage
1 of them suffered a total of 265.4 damage with equals to 160.4 damage + 28 ticks of 4.5 / 1.2 damage
1 of them suffered a total of 272.9 damage with equals to 160.4 damage + all 30 ticks of 4.5 / 1.2 damageedit:
After testing some more (shooting more bugs) the most common outcome is 29 ticks.
Both 28 and the full 30 are rather rare and seem to happen maybe 1 in 15 times each.
- u/tmGrunty
Azerty is the one that knows a lot about statuses logic
But I wonder if related to the internal tick clock of the game
Here's a video of the bug in action, most die, but a few live, and EFS is supposed to have no variation in tick rate according to the wiki.
https://deeprockgalactic.wiki.gg/wiki/M1000_Classic
That could be it. Is there a way to see the exact health of an enemy?
that mod square room mod you are using, does not have that feature ?
would it not be simpler to just use Haz2, so the Difficulty Scaling is x1.0?
The one that dies: 1 3.7 Tick
One that lives: 1 3.7 Tick
Probably, I was trying to recreate the original bug report, but that would be better for testing.
answering your question about exact health: yes it can be done. UUU console
GetAll EnemyHealthComponent Damage IIRC 🤔
Does Sandbox Utilities have that feature? I've only ever used it to spawn things 😅
not to my knowledge. UUU console is an obsolete technique by comparison to modern mods
but it does have access to a few things that mods currently don't:
- Damage dealt to ArmorHealth plates
- Exact, un-rounded damage dealt to enemies' healthbars
I remember it showing stuff like speed, current status effect, and even behavior tree state, so not surprised if it can show hp
i am unable to reproduce the bug. Solo Haz4 Sandbox, every Septic Spreader is dying.
additionally, each damage tick of the DoT is a consistent 3.7 -- no 3.8 seen
it's worth clarifying that we're using different mods. from your video, LayDax, i think you're using Damage Text. I'm using Damage Numbers, which color-codes each damage tick by element.
Thats what I assumed. Ill try both and see if I get the same results as you. Also in the vid I'm using version 1.1
i am now up to ~40 Septic Spreader kills, still none have stayed alive
game framerate ? cpu ? as some variables
i play with framerate capped at 60fps
Im running ~70 frames, uncapped
🤔 i'll go uncap mine, see what happens
it would be incredibly dumb if DoTs' tickrate was fps-dependent 😦
(cries in old Breach Cutter)
Capped at 60, and now 10 lived in a row, which is very different to before I capped, as then it was about 1/2 living
do you have v-sync on?
No
with 60fps cap and v-sync on, i had 100% kill rate earlier
re-enabled those changes, and the spreaders started dying again in my sandbox
Ill test with it then
what's your monitor's refresh rate? if it's not 60 hz, then v-sync would change the capped framerate
IIRC its 144
regardless -- we've proven that framerate affects this bug. how? uncertain
on my settings, medium-high 60fps cap & vsync, 100% kill rate.
when i uncap and disable v-sync, all of a sudden they start surviving.
hopefully, that's enough to get GSG pointed in the right direction of the bug
LayDax, since you brought the bug report here, would you like the honor of adding the new info to the PleaseFixMe?
I told them they should make a bug report on it and they did, here's the link https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-2039
yep, i read the post. do you want to add the info about the framerate/vsync, or would you rather have me do it?
You can, I'm not very good with writing that kinda stuff
Oh wait wtf
It’s on the actual wiki
Fixed
Redman737373 is vandalizing the wiki, I reverted their recent chances, but I would keep an eye out for them. Idk how to report somone on Wiki.gg, I assume I just let the admin of the wiki know?
Done. They changed a bunch of names of thing, so I went through their edit history and fixed all the malicious edits
Thanks mate
"Votann Driller" also vandalized the Driller page.
Never knew the wiki was so easy to sabotage, I thought changes had to actually be verified and such, wild, hopefully this stops soon
Extremely easy to vandalize. You just need an email then you can change whatever you want.
Though its equally easy to fix, as there's a dedicated "Undo" button, letting you delete any malicious changes with minimal effort.
i wish vandalizers were more fun
if i were to vandalize the wiki page i'd give every dwarf a fav food
How about no ?
eh
I gotta say, placing the entirety of "Diggy Diggy Hole" into the driller's voiceline section, line by line, was a lot more creative than the guy who only changed the names on things.
Still bad tho. Don't vandalize the wiki.
vandalization is bad
boring vandalization is worse
but they're both bad and I hereby legally state that I have not, am not, nor will ever vandalize the Deep Rock Galactic wiki page.
oh no
oh god
well they fixed it on BC, hopefully they can fix it fast for that too
I remember the fandom wiki having a picture of a boy scout for scout one time
It's always a balance between security and accessibility.
Wikis thrive on large pools of contributors, and the more steps there are between a desire to edit and an ability to edit, the less contributors you're going to get. Some of those will be vandals, no avoiding it
A very widespread protection measure is to limit the main page editing to admins only.
This can be applied to a larger selection of pages, but again, doing so means bottlenecking the editing process to a small group of admins.
Makes sense
i was doing haz 2 solo sandbox testing using guards and they were doing 8 damage to each other even though according to wiki they should only be doing 2.8
message got lost in drg chat so would this be an okay place to ask why this is working this way?
pretty sure enemy to enemy damage has some modifier too
did forget that part but accounting for haz2p1 damage resistance (2.8/0.7) it shouldve been 4, but 8 is kind of weird
unless they do double friendly fire damage or something
wait no, mixed it up there's no resist scaling on haz2 so still should be 2.8
is this with beast master or phero
this was with pheromone grenade
i tested beastmaster separately
afaik phero shouldnt boost damage dealt so that is odd
yeah thats what im thinking too
so im a bit perplexed
how feasible would it be to have a page for each of the weapon skin/framework sets with a gallery for each? so that if someone is looking at the builders choice frameworks, they can see every weapon with that framework (as opposed to the current frameworks page, where all of the frameworks for one gun are mixed together)
One page for each framework sounds a bit overkill
I understand what your idea is though
I don't think there a way to show both (one framework for all weapons and one weapon with all frameworks) on a web page - in a way that wouldn't just be duplicating the same images but grouped differently
would there be a way to have a filter search? like have each image tagged as its weapon and its framework, and then people could search by tags to find what they want
Like a live search field that filters as you type or select? I'm not aware of ways to make that work in HTML + CSS
or even something like this https://www.sekaipedia.org/wiki/Database:Cards (although much simpler as you would only need the gun, framework, and maybe class)
i have no idea how this was set up or if it would even work on the drg wiki, but if it seems possible id be willing to try to figure it out
good luck cropping all 16 200 variations, not even sure what happened to the ones that were trying to...
where are you getting that number from? would it not be 1344 (56 frameworks&paintjobs x 24 guns)
i wouldnt do every mix of framework and paintjob though, frameworks would be paired with their respective paintjob like how it currently is in the wiki
ignoring the ridiculous amount of time it would take to get all of those images, i doubt it would be realistic to even store them all
I am still working on getting the images whenever I have some free time and feel like it. It's just gonna be a very slow process 😅
Getting the images for every possible variation would be hell though
what about putting DLC frameworks on their respective DLC wiki page?
yeah every possible variation is just too much to be viable i think
on one hand that might not be uniform enough but i thought it might help if somebody was looking to buy one of them
on second thought the wiki isnt really where they'd go for that information i imagine
the wiki was the place i looked when i was trying to decide which dlc to buy. granted i am a person who spends far too much time looking through wikis because theyre fun but
me too I go to wiki for every question
still looking into funky damage numbers right now, cant tell why damage dealt by bugs to other bugs, dwarves, and steeve are all different
bugs get a friendly fire modifier when attacking eachother (joke)
that is one of the things im wondering 😅
but i cant find anything on it
if you can tell me your process on how you do it i can also try to chip away at it
#wiki-related-chatroom message
I also use UUU to pause the game so every image can be taken from the same angle.
I use gimp to edit out the backgrounds. For the skins on stock framework I found a script online that exports each layer as a seperate image (So I don't have to edit each skin seperatly)
It would be easier if I could find a way to change the background in the weapon terminal to 1 solid colour but I have no clue how since I don't know how to mod.
https://drive.google.com/drive/folders/1qi3FQ3HbrfjLXKyN8YGarEnKMTDis8Zd?usp=sharing
I have the images I finished stored here
Is there any chance they would fit in a table? Like a row for each weapon and a column for each framework
Also I am not that good with editing images so you might notice some minor outlines leftover
fit yes, easily legible no
i have messed around in google sheets some so i could probably create a searchable list pretty easily in there all i would need is images. its getting that into the wiki thats a bit more difficult
enemies' damage vs each other is normally unaffected by Difficulty Scaling. i believe that Grunts and Guards have a base damage of 4, and they do 4 damage to each other while pheromoned.
so, for you to see that they're doing 8 to each other makes me wonder if they're double-hitting or something.
Wonder if using other enemies could work out, such as mactera spawns
Just to offer you a simpler solution, the DLC frameworks are displayed on the DLC's store page (be it Steam or elsewhere)
update:
i need to clarify. when a Grunt attacks another Grunt due to the Pheromones' effect, it does not increase the damage in a similar way that it gets increased vs players. however, it does get reduced by the target Grunt's Normal Scaling.
in the testing that i've done so far, i'm seeing evidence that the Grunts are doing 8 damage to each other, and on haz4 it gets reduced to 6.67.
i checked the parsed gamefiles, and the base Grunt attack is indeed 4 Damage.
i looked in AssemblyStorm's AI graph, and i see some logic in the OnHit event about checking whether a pheromoned enemy was attacked. if it loses health, it looks like it spreads the PropagatedPheromones STE to the attacker.
🤔 perhaps that method is malfunctioning, and double-counting the damage from the bite? once normally, and then another time from the OnHit event that spreads the phero to the attacker?
i'm going to keep testing. i'm also going to throw in Phero Bolts, to see if they function similarly
things are starting to look more and more like the OnHit method is broken. when 2 grunts that are both directly phero'd attack each other, both of them do 2x hits of 8 damage to each other, and then all of a sudden they no longer damage each other
i see this value "10" in the if statement that checks if AnyHealthLost. speculation: maybe it's intended that enemies under the effect of Phero can't do more than 10 damage to each other? that way in a big group, it stays alive longer?
like, i could see why someone would code it that way, but it's not intuitive behavior from the player's PoV
it seems like an enemy that is Phero'd directly cannot to more than 10 damage to another enemy with either Phero or PropagatePhero, but enemies that have either no STE or have PropagatePhero can continually damage the directly-Phero'd enemies.
very interesting asymmetry 🤔
the ones that spread the Phero effect die due to the horde of bites, but the ones that are attacking only take 8 * 2 / 1.2 = 13.33 damage at most.
i just found a bunch of stuff looking for a global pheromones' damage multiplier:
- Sand Shark's fin is supposed to take 1/2 damage? (the Physical Material)
- Similar to how Lethal Enemies makes players take x1.75 damage, Shield Disruption makes players take x0.7 damage???
- Ommoran's Flying Rocks are supposed to have a 2x weakpoint material?
Disintegrate, Piercing, and Internal element damage taken by players might still be boosted by Lethal Enemies (if i'm reading the file right)
confirmed: parts of Sand Sharks' fin takes 1/2 damage
Flying Rocks still have no functional weakpoint that i can find.
i can't find any explanation for why Pheromone'd enemies are taking double damage in a Grunt vs Grunt situation, other than potentially the OnHit method from BP_PheromoneAttackerPositioning double-counting
an un-pheromone'd Mactera Spawn is expected to do 15 damage to a phero'd Grunt. i observe that it's doing 18, after accounting for the Haz4 Difficulty Scaling.
when 2 Mactera Spawn are phero'd and one shoots the other, the correct 15 damage applies.
so, perhaps it's something about being Phero'd that makes Grunts take bonus damage in some capacity?
Praetorians are doing 30 to each other, which is double of their expected 15.
so, Glyphid vs Mactera seems like a big divider so far
this also blows my "max of 10 damage" theory out of the water, too
after 2 hours, i've found a few interesting pieces of info, but i'm still no closer to understanding why phero'd Glyphids are doing double-damage to each other
I think steeve was also having trouble doing damage to a pheromone'd grunt I thought it mightve been just jank because they tend to get much closer to each other than they need to and missed as a result
I was wondering if instead of enemies having damage scaling dwarves had resistance scaling to explain why bugs do different damages to them vs damage dealt to steeve and other bugs
https://deeprockgalactic.wiki.gg/wiki/Mutators#Shield_Disruption
The shield disruption damage resistance is known. I haven't ever tested if it actually aplies though. But I assume it does as a decent amount of people seem to be aware of it
<@&296918282403840000> Thanks
I think the wiki page for elemental insulation is missing the info that the perk works on Glyphid Acid Spitter's DoT attack cause it's poison damage
https://deeprockgalactic.wiki.gg/wiki/Elemental_Insulation
I noticed it wasn't listed, in "...works partially"
added it
I believe we removed it because they changed the damage type of Acid Spitters.
Not 100% certain though.
direct kinetic and poison dot were what I remembered and also matches what the acid spitter page says
I can double check in sandbox when I get time
Ok something is up
In sandbox, elemental insulation made no difference to the amount of damage taken and neither did switching to engineer
I don't know how to see what the damage type actually is, but I think this confirms that the damage is not Poison type
I reverted my edit on Elemental Insulation, and we should probably look at updating the Acid Spitter page
FSD/Content/Enemies/Spider/Shooter/STE_Spider_Shooter_Acid appears to be lacking the "DamageClass" value that would specify it's DMG_Poison. as such, I believe the game would evaluate it as DMG_Typeless 🤔
Yeah, I remember commenting about EI being nerfed as well as Engineer armor passive.
I thought that was fixed 🥲
So that means that acid spitters aren't spitting acid per se?
I do remember removing it from the table since it wasn’t poison damage, can’t remember if the damage was typeless or kinetic, would have to check in game for that, can’t do it right now.
I will check it in a couple hours after work if it is still needed.
I specifically remember it being typeless. Pretty sure I made a bug report on it.
Unless it changed very recently, it is typeless.
Asking cus I need to:
do the glyphids use chitin, ceratin or ceramite armour? Do the types of glyphids use different armour per rank (smol, medium, large and Australian spider size)
Need it for lore reasons.
Cus I'm stupid.
by process of elimination, chitin.
i did a quick google search of the different materials. it seems that keratin is only produced in mammal-type animals, ceramite is an artificial (man-made) material in WH40K lore, and chitin is used by arthropods like lobsters and spiders.
ergo: chitin.
Doubt they use different armor by size either, barring maybe the Opressors and Dreadnaughts which seem to have somehow made their shells out of a rock-like substance
Which, assuming similar-to-earth-biology, would make the likely candidate calcium carbonate (which is what snails etc. use)
(We're going to pretend the Ebonite glyphids don't exist)
Ah.
Fair enough.
Hey the picture of the medbay still has the red crosses
Good catch
Need more red sugar
I have uploaded a new image
Glad to be of service
https://deeprockgalactic.wiki.gg/wiki/Mission_Control
This suggests he is not a dwarf himself and likely a human (also owing to his lack of a beard), though his race remains unconfirmed.
Since the race is unconfirmed, and also not important to the game, I feel this line in his wiki page is misleading and should be removed. Especially since Gunner, Driller, and sometimes Engineer lack beards while still being dwarves.
But wanted to aske here before making an edit, so should I edit it?
sure
Is there persons who can upload custom fonts to (language) wiki?
I found Bebas Neue Bold, a Soft Rift Bold-similar font which has cyrrilic characters.
I'd say @shell frigate or @weary sonnet ?
Afaik we don’t have the needed rights for that, it need to be added by a wiki.gg admin, then we can add it to our css.
If it is necessary, we can ask for it to be added to the list of available font though.
You can see the current list of available fonts there : https://commons.wiki.gg/wiki/Category:Fonts
It seems I cannot use these fonts in DRG wiki
You need to use the url and they need to be setup in common.css
Though anyway Bebas Neue Bold is a google font so you can just use the @import line they provide
@import url('https://fonts.googleapis.com/css2?family=Bebas+Neue&display=swap')``` as first line of MediaWiki:Common.css
Though you could edit it so it's just the fallback for the unicode ranges not covered by the base one
Much better than serif
Its weird the font on google fonts has no cyrillic. I do not know why the cyrillic worked fine to me for a few hours...
do we have these stats in the wiki anywhere?
- default Revive Duration: 4 sec
- default Resupply Duration: 4 sec
i checked the Resupply Pod, Resupplier, and Field Medic pages -- didn't see them there.
follow-up: it appears that Resupplier's bonus speed is in fact +50% "resupply rate", instead of -50% "resupply duration".
so, at max rank, Resupplier reduces the time required from 4 sec to 4 / 1.5 = 2.667 sec
I checked the page for health, especially the section for revives, and was unable to find the revive time there either
cant forget reviving with multiple players
Tangentially related, this table for health is a little messy. It appears to be primarily ordered by armor mastery level, then modification, then presence of RRB, yet it doesn't present the information in that order. Is there a better way we could do this?
Maybe section it out into rows based on armor mastery, then sub-rows for modifiers, similar to the rows and sub-rows for weapon tiers
i do not have data to support this hypothesis, but based on my limited knowledge i speculate this might be how co-op reviving works:
- Each player's individual revive rate is calculated. default to 100%, increase to 130% with Field Medic 4
- For each dwarf contributing to the revive, the total revive rate is summed up. (100% if you're the only reviver and no FM, up to 3 people with FM having a combined rate of 390%)
- The total amount of time required to revive the downed teammate is 4 sec divided by the sum-total of the revivers' revive rate.
if that hypothesis is right, theoretically 3 teammates who all have FM equipped could revive a downed teammate in as little as 4 / 3.9 = 1.026 sec
exo skele bois
Is this the same for field medic affecting revives?
yes, that methodology accounts for Field Medic in step 1.
Noice
Just realized you already said that, sorry my brain was waking up
It seems the table is "sorted" by health ascending, except for lines 3 and 4.
Is the table sortable if you click the headers? If not, we could make it such, we just need to agree on the default view that will load with the page.
I suggest the current order of columns, but actually sort it by armor mod, mastery, RRB.
Then we could add "(click the headers to sort the table)" at the end of the description for those who want to see which combination yields the most HP
I'm working on it from mobile (however I'm forcing the desktop version of the site) and unable to sort it by clicking. I'd ask that you check for yourself if you want to be sure.
How easy is to get all mastery mods ? Gets me thinking it should prioritize that if the case
Health increases at 3/6/9 armor upgrades purchased, totaling out to about 16,000 credits and 190 total minerals, the individual number of each mineral varying by class.
So ultimately, not super expensive, conceivably maxed before first class promotion.
Plus the last row unlocks at level 15
What "Mission Scale" means?
It's a combination of mission type and length
Or rather, it's a special parameter for each combination of type + length
to be honest they are unrelated, and are set individually
mission scale is more of a variable that is used to calculate rewards (credits and experience), mineral spawns and even how many aquarqs, morkite, eggs etc should be required for the mission
https://drive.google.com/drive/folders/1lauegkxDrSylse1i1zf5G7UpJRnzkmpT?usp=sharing
I have PGL skins done here, I dont have access to either of the supporter dlcs or most of the frameworks, so i only have paintjobs, but its a start
They look great, nice job!
from observation, it seems like the player deposits 5 minerals every 0.25 seconds while holding E on Molly.
the perk Veteran Depositor seems to increase that to 7.5 minerals every 0.25 seconds -- affecting the quantity deposited per tick by +50%, without actually increasing the tickrate.
i haven't been able to find gamefile values to support this observation, so don't update the wiki yet.
20 minerals/sec -> 30 minerals/sec with Veteran Depositor, I think
just did some tests. i got confirmation.
tapping E on molly deposits 7.5 minerals with Veteran Depositor.
depositing 60 gold with VD takes exactly 2 seconds. 30 minerals/sec divided by 7.5 minerals per tick is indeed 4 ticks/sec.
so, now we know how mineral depositing works
Does it work with a gamepad?
presumably yes. i don't own a gamepad to test.
wait, where do you plan to add those ?
since mule isnt the only place you can deposit, and I dont think there will be a difference
Drop pod, mine head, Molly. Am I forgetting anything? I think that's it.
Relevant places to add that info would be the Molly page and the perk page.
The other deposit locations could have a sentence saying their deposit rate is the same as the mule's.
Refinery is the last one i can think of.
Was mostly wondering if there should be a main page for such values, so it is not just scattered across multiple deposit pages
Something like dwarfes page that can have "deposit, speed, jump etc values"
a "Baseline Stats" page could work 🤔
Do we have any game design commentary from the devs regarding the difference between the disruptive pool and the special pool?
I think the name is pretty self explanatory, pretty much all disruptives in one way or another become high priority targets since they disrupt dwarves
either by forcing then out of a position, or reducing damage in case of warden
on spawn rules, other than limit of variety, there is probably some more differences
but I wonder what kind of answer was expected
A person I was showing this mechanic to asked me what the logic is for deciding which enemies are disruptive or special
Do they think one of the enemies should be out or in disruptives ?
I didn't know what other thread to come too. So is there a way where I can find all of acronyms/Lingo fellow miners use in other chats I terms of build terminology? Is there a wiki or something for that.
There's no page on the wiki or anything, as the acronyms aren't standardized. For weapons Overclocks the acronym is typically the first letter of each word. Of course there's issues with this systems like how ER can apply to Electrifying Reload, Explosive Reload, Energy Rerouting, Elephant Rounds, and Experimental Rounds.
So it usually best to check the wiki page for the weapon people are referencing and finding an Overclock that would fit the acronym, or to just ask.
The most common non weapon Overclock acronyms are: DD = Deep Dive, EDD = Elite Deep Dive, OC = Overclock, LST = Large Slow Target, HVT = High Value Target, CC = Crowd Control, AB = Armor Breaking, and WP = Weak Point.
Short question, I got a full scale brigade armor set + weapons for my scout recently and i really like the design and I wondered if there is any known lore to it, like more than the obvious "presumably a group of very good elite miners that earned their reputation as the scale brigade". There isn't anything on the wiki though...
what you saw is all we have
Yo thank you for this. Rocks and stone!
it's pretty much a fancy badge which you get after reaching level 100
https://deeprockgalactic.wiki.gg/wiki/Point_Extraction#Enemy_Spawning
and after the 10th Wave will constantly increase after each Wave (equivalent to the Wave spawned after the 9min mark).
What is this line saying? Seems to be referring to how pressure waves are spawned, but those are already covered in the sentence right before it. Is it instead referring to the size of each pressure wave? if so, it needs more clarification.
Also, would changing the following bolded part make it more clear?
On Point Extraction, enemies will constantly spawn in "Pressure Waves", it will start at a 55s delay, and go down by 1s for each spawned Wave, with lowest value changing per hazard
To:
On Point Extraction, enemies will constantly spawn in "Pressure Waves", it will start at a 55s delay, and go down by 1s for each spawned Wave, until it reaches the minimum delay. The minimum delay varies based on the hazard level, ranging from x value at hazard 1, to x value at hazard 5.
Or:
On Point Extraction, enemies will constantly spawn in "Pressure Waves", it will start at a 55s delay, and go down by 1s for each spawned Wave, until it reaches the minimum delay. With the minimum delay being determined by the hazard level.
You can tell that because there is a period, the full sentence starts exactly here: "**The quantity of enemies ** is determined by the "Difficulty" and "Enemy Count", and after the 10th Wave will constantly increase after each Wave(...)"
it tells you what is the parameter (enemy quantity), what affects its value (hazard and enemy-count), and later talks about how it increases, the previous sentence never talks about quantity
not sure what else "lowest value"could mean
Ah. I was confused due to the "and after the 10th Wave will", as it felt unclear if it meant "and after the 10th Wave it will"
So do you think the following would be more clear?
and after the 10th Wave, the quantity of enemies will constantly increase after each Wave (equivalent to the Wave spawned after the 9min mark).
https://deeprockgalactic.wiki.gg/wiki/Swarm#Point_Extraction
I assumed it was referring to this part of the swarms page "Lowest value being (40/Point Extraction Scaler)", meaning its the lowest the delay can get.
isnt that just repeating the term "quantity of enemies" way too much in a short period of time ?
unfair to mention something from another page
It might be, but personally I’ve found being overly specific on information tends to be more of a benefit to those searching then being fast or eloquent.
Of course just adding “it” or something in that vein would suffice
True, but the whole thing is essentially just paraphrasing that page. And the fact that there is a minimum is important, as not stating that can easily lead to an incorrect conclusion.
I just wanted to make sure I wasn't interpreting the text incorrectly before making an edit. As that would lead to misinformation.
btw, noone has put in hidden dwarf for beers in the wiki
Should be a thing but no list on what you can transform into
well, nobody had asked before
but "DisguiseActors" has Barrel, BiohazardSuit, BioTank_Small, Chair003, PaperStack, Trolley, VentBox and WorkTable_002, also seems to change depending on spacerig events, so there might be some easter ones
there was a bottle one during the anniversary
I think the best way to go about it is to list the possible props but hide them under a spoiler.
Two people need to sit for a hour drinking the beer over and over taking screenshots every time lol
Feels so good to finally pin at least some of those to their sources
https://deeprockgalactic.wiki.gg/wiki/Release_date#Critical_Reception I imagine this section can be filled out now?
(admittedly I also linked to this page from DRG:Survivor)
Not sure what you mean exactly by drg or wiki.gg css, I will need some more context to answer properly.
What I can tell you is that vector is the default skin used on wiki.gg and it is active by default so we pretty much need to modify it with css to change anything.
That css apply to portable infobox and the side menu on the left.
Code editor looks terrible
Oh you mean the css we are using right now for our code editor look terrible.
I think there were some tries to improve it, but we were not very successful with it.
The one you have posted seems to be the default wiki.gg one.
https://deeprockgalactic.wiki.gg/wiki/Swarm#Point_Extraction
Does the delay for pressure waves start before or after a pressure wave spawns? E.g. Does it go:
55s delay > Spawn wave > 54s delay > Spawn wave
or does it go
Spawn wave > 55s delay > Spawn wave > 54s delay
I assume its the former, but want to make sure
That latter example sounds more like "interval"
And like, I would have said "second wave spawns after 55s delay" otherwise
You can tell that between first and second it is a 54s delay
But like, the 55s delay doesnt start counting on mission start, but that is a bit hard to discover, since it isnt always in sync with droppod landing, iirc
I assume this means only Grunts, Swarmer's, and Web spitters can spawn in a pressure wave. And it will only spawn the latter two if they are already in the spawn pool.
Is this the correct inference?
yea
cuz grunt is always in spawn pool
swarmer and Web spitters is a maybe
does the body of a rockpox grunt have a resistance of some sort? because this isnt making sense to me they have the same base hp as a normal grunt but take way less damage to the body
wait is it the thing labeled "Elite Resistance?"
Yes
ah, i see now
to be fair, enemies HP never changes
the damage they take does
i am not sure how to fix it, but quite a few enemies with multiple resistances have messed up formatting that cuts them off near the end
I'll pass the word to the one that can tinker with that specific infobox (it is one of the most complex of the wiki).
Could you tell us here on what mobs you noticed this on ?
all of the bots except nemesis, all of the mactera except grabbers, korlok weed & sprout, all dreads, oppressor and guard
It seems to be a problem with browser added css specifically, it displays fine on chrome from what I can see, but not on firefox.
Will see if I can fix it after work.
@ gago, what browser were you using?
i am using firefox, yes
ty, that confirms what I need to test
Template fixed, should be live for the oppressor already as I purged the cache on that page to test it.
Will be live for the rest in a couple hours at most.
P.S. I fixed the resistance display on the creature infobox specifically, if the problem appear somewhere else too, let me know.
@shell frigate I noticed the fonts used for the wiki are different based on the browser too, this lead to some issues as well like text not fitting properly in some templates, any way we can fix that?
This mess up some infobox display as well as the side menu.
Unrelated but I noticed that https://deeprockgalactic.wiki.gg/wiki/Ebonut, https://deeprockgalactic.wiki.gg/wiki/Gunk_Seed, https://deeprockgalactic.wiki.gg/wiki/Fester_Flea do not have lines of texts of "Completing the objective gives 800 Experience Points and 250 Credit.png, both affected by Hazard Bonus." like other resource pages.
About to host D&D, but do give me some examples so I can look into it after
Should not happen off the top of my head unless it goes to the fallback font (i.e. it can't load the wiki fonts)
No rush for that, it has been like that for a while, but it is something that would be worth fixing I think.
Some example would be theses:
Chrome left, Firefox right
https://deeprockgalactic.wiki.gg/wiki/Glyphid_Oppressor
Edit: issue on my side, not needed.
Odd, as I'm on Firefox (and was doing all the orignal making of it with it) and it still works 🙃
Hum, did I mess something with my firefox?
No idea
No plugin or custom css in use from what I see.
It displays just fine on edge though… 🙃
Will just reinstall it to check if the issue is on my side.
Yep, that was an issue on my side it seems, all is fine now.
https://deeprockgalactic.wiki.gg/wiki/Data_Cell
Is the chance of a Data Deposit / Communication Router Spawning Known?
Think i know where to find it, but not confirmed if it is affected by mission scale or something
Is there a high quality version of this Discord server icon anywhere that I could get?
I only found one in the press kit but it was for the Facebook group iirc.
So, I figured out some weird stuff regarding resources.
Apparently the game uses resource data defined in BP_GameData to spawn resources that are carved or drop mined and not directly added to the player inventory via the pickaxe. This results in two different resource types if a vein was mined via a pickaxe and subsequently added directly to the player inventory, vs carved through other methods such as explosives.
Why is this weird? Well, I made some objectives that use some custom assets to spawn custom veins for secondary objectives; when I mine them directly I get the custom objective resource but if I mine it with explosives, drop mine it like Hollomite veins or have Bosco dig it up - it gives me the vanilla resource.
Recently I have had a few users contact me about what cave complexity and length does. All it does is add a multiplier to the end screen rewards, similar to hazard bonus. It does not change anything about the cave size or room types, it is merely a representation of decisions made within the chosen DNA for the viewed mission.
So room size will be the same been C3 and C1, but C3 might have more winding and self-intersecting corridors, right?
It's main effect is the objective required for the mission iirc
No, length and complexity literally does nothing other than add an end screen multiplier.
Not quite, there are room queries where the game will check a room list for specific gameplay tag filters usually from a list of RMAs from RMG_ExtractionLinear, RMG_2PSimpleCombat, RMG_2PnavigationChallenge and decided what rooms to add to a selection pool to populate the PLS (map layout).
Length and complexity are stored in the DNA asset and are manually defined to represent the filters and mission scale defined in the DNA.
That changed then as a L1 C1 mining mission would only ever be a 200 Morkite
That is still the case, but I am saying that the length and complexity on it's own does nothing to level generation.
But it does __in__directly via ojectives required count
That was my understanding of it at least
Right. So it's the seed numbers that define which decisions will be made by cavegen, and length/complexity reflect that, but don't determine that, correct?
Yes, because the devs chose specific complexity and length values for the DNA.
But I can have a 4000 morkite mission with nothing but point extraction rooms and such and it could be a C1 L1.
DNA is the main thing that controls map generation and objective requirement.
Right. And since there are (?) requirements to have certain length/complexity represented on the map each rotation, there has to be a way for the same to tell "this range of seed numbers will bake into a C3/L3 egg hunt". Would that be a fair statement?
The seeds I think mostly affect map gen enemy spawns, loot spawns like cargo crates, and chosen rooms from the DNA afaik. But biome debris actor specific things such as large crystals will spawn in different spots and some carve noise / biome noise (basically outer terrain divets and shapes) changes even with the same seed.
Every mission type has a list of various DNA assets, within the DNA assets are a multiplier for the objective requirement and map gen loot (minerals and veins) as well as machine events; this is "mission scale" and is a float value of 100 by default that then gets truncated and divided by 100 for some mission values like 325 Morkite as they get converted into integers for some reason. The keys for machine event spawning curves are not complexity or length value checks, they convert the "mission length" variable into the key values to determine the spawn chance.
DNA also defines a whitelist and blacklist for available rooms (RMA) that can generate in the locations and methods defined by the procedural level setup (PLS). PLS determines where rooms can spawn, what can be in the rooms, how to connect them, dirt or no dirt as well as map gen enemies and loot based off of the seed.
Every generated mission (not the map you load - these are the things you see in the mission map) chooses one of the DNA options and goes with it. The DNA then tells the game what complexity and length to show to represent it since it is defined within the DNA asset as well.
What is the relationship between mission DNA and its seed numbers?
I'm thinking in terms of how to (eventually) present this on the wiki, and this is the link I'm missing to explain cave gen even to myself
I honestly don't know. To me it seems to be just selected rooms in relation to DNA, but maybe that has no effect on DNA but rather a seeded random math thing to select a room in the PLS as it is generating.
Here is an example of having 2 different resources from the same vein. I replaced the spawnable object value for Hox Iron with Quantrite, the objective uses normal Hox Iron as the resource but it drops Quantrite when carved. Now if I make it Hoxxes Iron (custom) as the objective it gives me that resource but it still drops Quantrite even if the spawnable object for Hoxxes Iron (custom) is set to Iron instead, because BP_GameData overrides it I guess.
i used a table from the flamer's page as a template for the special bolt effect durations, not sure if it would be better to list them all in one spot or not though
actually something like this from sludge's page would probably work better
with the way all the special bolts have their info split up into their own mini headings, my opinion is that having a separate small table in each section would fit best
Also wiki doesnt seem to mention normal bolts stun effect
this seems good but not sure the table should go here like it is
or if the part about oppressor and praet resistance should even be there, since some mactera take more damage from it
I think the oppressor/praetorian part should stay there just because a non insignificant amount of people assume it deals kinetic then get confused on why it’s less effective on oppressor/praetorian
Hey, possibly odd question but are there any official numbers for the Gravity on Hoxxes
found it
Anyone know if I can find the voice line for the corrosive sludge pump unlock. Accidentally skipped it and can't find it on the official wiki or the old one. No written paragraphs from mission control either. Wiki only seems to show 8 weapons too. Thank you
@ancient glade if you have a login compatible with CrowdIn (Gmail, GitHub, GitLab etc.), all of the voice line text (and their ongoing translations to other languages) are placed there
To answer you question, the text (taken from there) is:
"Congratulations! You've been licensed to use the Corrosive Sludge Pump! It hurts as much as it smells and the effects linger for just as long. Just take care you don't get hit by the backsplash...consider yourself warned!"
I'll look into transferring these quotes over to the wiki proper, but I don't have the tools to get the associated voiceline atm, so I'll need someone to help there
(Or at least point me in the right direction)
Nvm, the modding community has a lovely tutorial on ripping out voice lines. I'll update the wiki momentarilly
I just added said voice line to the wiki; I'm also in the process of adding the rest of the missing promotion voice lines as well, so feel free to review them as well
Thank you so much! Really appreciate it <3
I'm drafting an acronyms page.
Looking for feedback if I got all of the most widely used ones.
I borrowed a lot from here https://docs.google.com/spreadsheets/d/1RzM96JYgz9O5eYKvCy3vGDOqbTYEVw9Ecq20QXrdrVQ/edit#gid=0
However, I think that adding all 50+ of them isn't very helpful. I'm not sure some of those like OFM or LWC are in active use
But at the same time I'm not very exposed to overclock discussions, hence me asking
I've seen both used for what's the document says they are for
For the weapons OC's you should sort the groups by weapons, and include repeat acronyms for different OC's as separate entries, as when someone says ER it can apply to like 6 OC's total but only 1 per weapon. So if they look up ER and get a list its not that helpful, whereas if its sorted, they can just check for the weapon they are refencing.
Also this is here if it helps
How to sort them is an open question to me.
This isn't a page that's going to be used like "I'm going to open the acronyms page and read all of them to learn what they mean"
The use case I think will be most common is open the page, Ctrl+F the one thing you want an explanation for, then close it (or follow the link to the OC/perk/whatever)
In this scenario a detailed page structure isn't necessary. We can probably make do with only one level of headers
there is already a page for terms, as to avoid making a new one
the part on acronyms, I find weird if it is community only thing, and never used officialy
since... wiki is focused on the game itself, not community feats and names
It's a communication aid. If there's one place where DRG players should go to in order to find what SYIH means, it's the official wiki
It's relatively easy to make, it can be added to the existing terms page and it will funnel traffic to the wiki that would otherwise go to the subreddit or some Discord channel, both of which are less efficient than a wiki page
what are you gonna do regarding stuff with repeated abbreviations? like Electrifying Reload (gk2), Energy Rerouting (epc), Elephant Rounds (only one you wrote down in that draft), Experimental Rounds (brt), Explosive Reload (subata), they all abbreviate to ER
and stuff like bullet hell and burning hell are usually abbreviated to BurH and BulH to avoid confusions on that regard
I have a ton of the acronyms memorized so I'd love to help in any way if you have questions or feel like there's anything missing
and if you're gonna include stuff like mod upgrades (like TCF) then there would be one more for ER (Exothermic Reactor for wave cooker)
and speaking of wave cooker that's one more acronym, CWC
I'll just put 'em all up on one line with parentheses specifying each option, like you did ¯_(ツ)_/¯
Not much that can be done when six different things have the same initials
It goes without saying that, in theory, every upgrade of every tier of every weapon has an acronym. So that list can potentially be very, very long.
But not everything is talked about often enough to be shortened to an acronym
It's sort of an arbitrary choice when something "deserves" to be on the list, but language often is
What about something like:
[ AA: ] [ Stuff ]
[ ER meaning A ]
[ ER meaning B ]
[ ER: ] [ ER meaning C ]
[ ER meaning D ]
[ ER meaning E ]
[ AA: ] [ Stuff ]
Instead of something like:
[ AA: ] [ Stuff ]
[ ER: ] [ ER meaning A, ER meaning B, ER meaning C, ER meaning D, ER meaning E ]
[ AA: ] [ Stuff ]
Given its possible. IIRC there's only a few repeats outside of ER, so it shouldn't add too many extra lines.
there's not a very good way to measure it, given how you'd think OFM isn't in active use, while it actually is
I see OFM very often
Which is exactly why we're having this conversation - so that the initial page can be based on several opinions instead of on one opinion.
fair
Things with a unique effect tend to have an acronym. +1 Damage usually doesn't, but Burning Nightmare or Thin Containment Field does.
it is quite unfortunate though given that all of the ERs are actually actively in use, even exothermic reactor for some reason
albeit less so than the others
Lazy devs dead game
doesn't even have to be that unique, people have shortened hot bullets to HB
or CATG which is more unique, not as widely used
I see Exothermic Reactor as Exo usually, or "the Temp shock mod"
I've seen it as ER in some occasions, not as much though
I personally just call it exothermic
I tend to avoid tables for something that can be a bullet list, but I'll see how it looks.
We can play by ear for the first version of the article, then let people contribute.
Yeah. Unique just means not reused often, so something unique to one or two weapons will likely have one.
I can list out a few notable mod upgrades:
Coilgun: CMF (Controlled Magnetic Flow) - NTC (Necro-Thermal Catalyst)
Leadstorm: AV (Aggressive Venting) - CATG (Cold As The Grave) - HB (Hot Bullets)
Lok-1: ECR (Electro-Chemical Rounds)
Subata: NCTC (Neuro-Corrosive Toxic Catalyst) VB (Volatile Bullets)
EPC: TCF (Thin Containment Field) - BN (Burning Nightmare)
CRSPR: HR (Heat Radiance)
Cryo: CR (Cold Radiance)
these ones I am sure whether they should be included?
Bulldog: Neuro (Neurotoxin Coating)
Hurricane: Napalm (Napalm-Infused Rounds) - Nitro (Nitroglycerin Compound)
these ones are what comes to mind to me at least
don't "ER" is often joined with context or the gun itself ?
so people saying "what about gk2 ER ?" or "how is brt ER ?"
instead of a vague "doesn't ER needs a buff ?"
more like, repeated acronym is fine, as... they will probably figure which weapon or upgrade it is about
Yeah, I don't think it's going to be a problem.
In the use case when someone reads a discussion about Scout builds, gets confused about what ER means, goes to the wiki page and searches for "ER", there should be enough context for the viewer to understand which of the six meanings to take
Hello, i don't really know whether the question should fit here or on the modding channel, so let's try here
:
I've been spending some time reading the wiki & learn more about the game through in-game files (with UAssetGUI & FModel) and right now i'm looking for reatomizer properties, especially regarding the explanations given in the wiki (eg the STEs that are transferred or not, the temp transfers, etc...), however i'm not able to figure out which file(s) give information about this.
Could someone give me some insight as to what i should look for please ?
Bulldog: Neuro (Neurotoxin Coating)
Not to be confused with Neuro that is Neuro-Lasso, right? 😆
We certainly have a few folks here who might know this. @bold plover and @floral drift are the first ones who come to mind.
oops forgot about neuro-lasso, yeah is also often used
there are also general abbreviations like BT and WP for blowthrough and weakpoint, which are very common on many weapons and are also commonly used in conversation. A few for mission types like ”IS” for sabotage
SplitSentro would have been the ideal person to answer about Reatomizer. Haven’t seen him around in a long time, though.
If memory serves, I was also unable to find the properties in parsed gamefiles. I believe SplitSentro used some form of live object inspector that I’m unfamiliar with.
wasn't it sandbox ut's built-in inspector ?
He seems to use that on his videos to explain stuff
Ooh ooh! I helped SplitSentro research this actually; might be able to answer your questions
If not, I can probably look through the big tables/our chats to try and figure it out
Just going to validate what he told me like a year ago still holds, one moment
That'd be greatly appreciated
First, just going to send you the big table: https://docs.google.com/spreadsheets/d/1Cpj5BACrJ8psgqWeCbKd6CrWsIr4wXHnFRrjVzrlc1U/edit#gid=1378300033
Jump to the Info tab; I think it will likely contain quite a bit of what you're looking for in better detail than I could describe it
Scroll waaaaaay down, and theres a section on how the Re-Atomizer specifically works, as well as how STE (which are status effect managers) are structured
Of relevance to you, I suspect, will be the AllowExternalSread, GameplayTagQuery, ExcludeTargetsWithTags, and TargetRequiredTags
The latter two are basically a blacklist and whitelist of valid targets for a status, respectively
"AllowExternalSread" basically says which STEs are allowed to be transferred by Reatomizer, right ?
Yup; if its True, it will check against the latter three tags before spreading though
np; frankly I'm surprised it hasn't been pinned on the Modding discord yet
Oh, just jump to the Re-atomizer tab
The name is the name of the STE file
Which contains all of this stuff for each status effect source
(Actually, all of the tabs are structured like that; that tab is just focuses on the effects that Re-Atomizer can currently effect)
It used to be much bigger; case in point:
Ah yes, transferring shield link 
Iron Will is more concerning
true
I'll probably make a mod to transfer most STEs if that's not a thing yet honestly
sounds way too funny
Was certainly an interesting time
I think my problem is to find out where the STE files are located in the content folder 
Oh, lemme just grab that for you
Thank you again
I can't use UAssetGUI because of Linux, but I can find files quickly!
would Fmodel be better for file searches ?
Probably, don't have it installed right now
Also doesn't work on Linux :)
So, the STE files are all over the place
Any in particular you want?
I assume steeve, IW & shield link are located in KPI > perks, so perhaps IFG's elec debuff & elite if you know where to find them
WeaponsNTools/Grenades/IFG
And basically every STE_ in GameElements/Missions/Warnings/HeroEnemies
Each enemy has their own STE associated, far as I can tell
Make sense
If i'm allowed a last question, do you know which file in particular contains reatomizer's settings (eg the blacklist/whitelist the STE bans on it) please ?
I don't think there is one anymore; the OC just checks against all STEs on the target for the AllowExternalSread flag to be true
There used to be, iirc (as a blacklist), but after the shennanigans SplitSentro and I found, they changed it
SplitSentro's table has a list though
Is the AllowExternalSread flag not editable anymore then ?
AllowExternalSread might be a typo lol; I just copied it from the table. I suspect it might actually be AllowExternalSpread
So in the end it's not possible to edit the corresponding flags ? 
I'm sure it is; the modding guide says that UAssetGUI should be able to
So i have to find the file containing the flag i guess
Yup; wish I could help dig further, but until I can get UAssetGUI to co-operate with Wine, this is as much as I can do
You already helped a lot, don't worry
In any case thank you very much (and sorry for the offtopic discussion
)
np
Oh, quick note; apparently FModel will unpack .uasset and .uexp files into a "readable" JSON; might help with your search
Will try that out then, thanks again 😳
np; give SplitSentro a jab if you need further assistance. He did update that set of tables a few months ago, so I don't think he's quite dead yet
Yeah i discussed with him a few months ago, i'll probably give it a try again
does the wiki mention the interaction between mag size and resupply amount
What the supply pod page says ?
it just says
50% of a player's ammunition (rounded up)
Not sure if it is mentioned on some other page, or what page that would be
Ok fine, that is not the most specific
Hey can anyone confirm the rank at which the randomiser beer unlocks? The wiki just says "--" which implies there is no rank requirement. However, someone was having trouble getting it to show up and I noticed that they were rank 8, which makes me think that there is a rank requirement
The game’s file show a required player rank of 10 for the randoWeisser.
(Abyss Bar page updated.)
I found a reason for why people are experiencing "random" difficulty increases in lower difficulties.
During some testing I found out that weather or quake events such as snow storms apply a global status effect to enemies that usually slows enemies down.
In my testing I found that snow storms set the PST_MovementSpeed pawn stat for 0.90 for all enemies for the rest of the match once the snow storm occurs once. This is because the global status effect is never cleared from the ActiveGlobalStatusEffects array in the EnemySpawnManager. When manually cleared the enemies revert to their hazard scaled movement speed.
Since this system does NOT account for hazard scaled pawn stat speed values nor enemy specific speed reductions it will make enemies FASTER for the rest of the match if you are on a lower difficulty due to the hazard speed being less than 0.90.
Wild if true
Not that I don't believe you, but I'm adding an "if" for the spirit of double-checking each other
It also explains why players become immune to fire damage for the rest of the match after it rains. It is a different value system though, so I guess two things are bugged.
What's the shockwave damage of LURE when it breaks?
https://deeprockgalactic.wiki.gg/wiki/L.U.R.E.
Wiki says 20
The link has a . at the end so it wont take you to the right page lmao, you gotta C&P it.
Damn it did I say damage? Sorry I meant the damage radius
I was wondering why you of all people asked a question like that lol
The electrocution stats are also not present. We should add that if anyone has it on hand
The link has a . at the end so it wont take you to the right page lmao, you gotta C&P it.
Fixed, I made a redirect for it.
Just did some rough rudimentary testing and it seems to be ~2.8m
This should be what you are looking for:
(Should have another break in 1-2h if needed.)
So a 2.5m damage radius and a 1.5m max damage radius.
Thanks you lot
https://store.steampowered.com/news/app/548430/view/4195740093438639600?l=english
Will seasons still have enemies and events from other seasons?
Yes, this is just like the game is now. Even though we’re on Season 04 at the moment, you can still come across enemies and events from past seasons on some missions. With this new system, these probabilities will be adjusted to reflect the focus of each season. So Season 02, for example, will have a comparatively higher chance of Rival Tech encounters and Rival Presence warnings, but there’s still a chance that a Corruptor could pop up.
Well, this is going to be a delight to put on the wiki
Given how seasonal monster spawn rates are a confusing mess even in their current state
Time for more tables
How does RJ250's boost apply itself exactly? I'm aware it takes into account your existing momentum, but does the explosion damage or radius contribute at all? Or even proximity to the direct center?
IIRC it's based on proximity to the center, and radius does affect that (albeit only slightly).
https://deeprockgalactic.wiki.gg/wiki/Rival_Patrol_Bot
The Patrol Bot page doesn't show the damage of each attack. Are those stats known?
Are you also able to find the minimum damage?
