#wiki-related-chatroom
1 messages · Page 17 of 1
does double barrel increase both vertical and horizontal spread?
usually the accuracy page has info like that
https://deeprockgalactic.wiki.gg/wiki/Accuracy
Double Barrel is missing. Imo that part of the page is in need of an update.
seeing a : RecoilMultiplier of 2
and WeaponAccuracySpreadMultiplier of 1.5
but yea, updating would probably be easier with the page creator
but I guess we can find the new numbers and such
ok from shooting at the wall a bunch of times in sandbox, double barrel does have bigger vertical spread than base
looking at the decal dots, the boomstick spread definitely does not look uniform
(this is just adding up the pixel brightness along each direction of the image)
Boomstick at base has non uniform spread.
i mean it's biased toward the center, not that it's unequal in vertical/horizontal
#wiki-related-chatroom message Might be outdated
Ill go check all the patch notes between now and then to see if they changed any stats before adding it to the page.
If you mean the MinDamagePct, it isn’t set in the file, so it will default to 0.25 (25%).
is it just linear increase from +5 to +20 rof with 50% to 100% heat? maybe im just reading bad but i feel like its not clear how its calculated
Interesting observation: ever since promotion assignments were changed to pick a random mission, it seems they also all use the same algorithm regardless of class.
Right now I have three promotion assignments available: Gunner, Driller and Engi. All of them pick the same sandblasted Refinery as their first
ROF when above half heat is min(5 + cold ROF, 20)
it’s a piecewise of two constants, not a linear increase
Is that accurate? The base RoF is 12, with the first tier 1 upgrade it increases to 16. Wouldn't it actually be up to 21?
It would, were it not capped at 20.
This cap is also why the in-game numbers for the Minigun and Zhukovs are fudged, to keep their rof below 20.
(20 being where the devs had trouble early on with fire rate behaving weirdly/incorrectly or whatever)
Maybe you start skipping shots if your framerate dips too close to the rof
might have to do with framerate or syncing information correctly
or both, or the engine
who knows
iirc the devs mentionned the issue was about the engine.
Here you go https://youtu.be/xDWCzWRnxIE?t=2742
Not a specific explanation about the engine, but the minigun's damage output is indeed tied to FPS
Another thing I recall was an explanation that bullet hits above 1 shot per second were not registering for clients, so that was a big sync issue
yeah, expected as much
Apparently that's due to them trying to sync with other players in the lobby. Ill have to go find the source, but I'm pretty sure I've heard that they are supposed to synch if you start it in a lobby with another player also doing it, and I've seen it happen twice so far.
Not gonna lie, I'm not a fan of how much space this thing takes as tables
(descriptions are placeholders for now)
Yeah it does look a bit bulky.
But without clear borders things can get visually confusing
And without a table structure I don't know how to keep this space consistent between rows
Seems like a lesser of two evils situations, and even if bulky a bordered table would be the most clear and keep the consistent spacing.
By the way, the part with overclocks takes three times as much space as this
did you try without tables, just bullet points
It'll need to be split into two columns minimum
why the need for two columns ?
saving space ?
I have, but it's driving me insane
Yeah. Otherwise it's going to be a long list with a huge blank space on the right
The way it is on the screenshot, the browser should fit into two even columns on any resolution
well, it is a ctrl F page, isnt it
well, idea then
make a table, but instead of 1 cell per word
make it like 2 giant cells, just for making the 2 columns, then you can fit in the text inside them
That's exactly how I made my two colums now 🙂 an invisible table with two giant cells (and one padding cell in-between)
It is. And I know that this formatting doesn't matter a huge deal in the end
Maybe there is a better compromise
It looks less bulky, although editing is a bit of a pain, since it's a table and every cell has to have style="border-bottom: 2px dotted grey;" applied to it
I'll sleep on it. Maybe something else will come to me tomorrow
well... you can just use text editors and bulk search and replace
Oh, I can do that. I know my way around my own code. I pity whoever will have to update the page later.
And in the end, a table with a lot of repeating style attributes is a lot of code for not a lot of actual page. It's inelegant. But right now I'm not seeing a better solution.
what are the chances of an old seasonal event apearing
not confirmed, but if it is based on Other_SpawnChanceMissionLengthCurve
it is likely from 5% to 6% based on mission scale, with 1 being for 5% and 2 being for 6%
im mostly thinking of a meteor with the event disabled
meteor is on that list
so for my case it whould be 2%
holy jesus, i had a mission, with a 0.0000048% chance of happining
why that
and the 2% is from where
meteor
wait no..
it whould have to be 6% i miss read that
hold on
it whould be 0.0000144%
still rare as fuck
Not entirely related to the wiki but rather gathering information, anyone else use plastcrete catalyst and notice it's very finnicky? Is there a known reason for that?
what does finnicky means for it
You ever notice when your beam is constantly on the platform but you're moving around and jumping and it doesn't seem to explode?
not a user of it
but a video showing it happening would probably be nice
and likely good idea to report as a bug if isn't already
Gotcha
Was just wondering if there was some sorta mechanic it based itself on, like firing at a certain part of the platform is different to firing it at another part or some weird shit
I explained that poorly
If you stop shooting for even 1 frame it seems to reset, so I find that when I'm moving ill touch a bug or look a bit to far off to the the side and momentarily move off the platform.
I notice that but sometimes it seems like it isn't being interrupted and still does it
Hmm, that might be a bug. I would try to recreate it and then make a please fix post if its weird.
yes, i noticed this too a while ago. it's the "same" promotion assignment for each class, in that it's 4 randomized missions (similar to the two Weekly assignments).
furthermore, the random missions seems to be seeded based on which 30 minute cycle you activate the assignment on. if players are in a lobby and equip the promo assignments simultaneously, all 4 missions will be the same. if someone activates the promo, logs off, then logs back in later, it will be the same 4 missions from the previous session's seed but it will not be the same 4 missions as someone who picks it up at the start of the 2nd session.
So, I'm very sceptical about this, but I guess it's worth investigating if someone doesn't have anything else lined up?
#suggestion-discussion message
I can't see how the "interact" action can cause damage except by way of a bug
i'm 99.99% sure that two dwarves petting doesn't kill the lootbug.
perhaps their co-op partner has perk "It's a Bug Thing", so it dies as they get into melee range and start petting it?
keep in mind that having rockpox enabled or disabled also changes this if the mission was from a rockpox biome
do we know the accuracy/spread values for the s1/s2 weapons?
Guess they not on accuracy page?
apparently accuracy page is only up to u34
Why they are not on same line?
apprently someone is spreading misinformation on the wiki.gg
allegedly
it was fixed apparently but is it something that actually happened ? 🤔
(could also be the user being high but you know)
I saw it say 30 a couple days ago
Unless I'm schizo
The last edit on the Promotion page was made 2 months ago, by me
Smh, they just now noticed your prank? That was 2 months ago. 🙄
/joke
so they're just high, got it
Not seeing any changes in the last few days that would be about promo either
So I'm gonna bet on schizo
Maybe they misread the " promotion is the only way to progress past player rank Rank 33"
Could be, but that still files it under PEBKAC
"Manual guidance cutoff is still ingame and is the strongest overclock!!!!"
Might be worth noting the section about the frost praetorian
Still says they deal no damage with their spit attack
"Frost Praetorians spew an icy mixture which deals no damage, but will rapidly chill a Dwarf's body (which can result in them being frozen solid). When killed, they generate a Cold Cloud that can rapidly freeze any Dwarf."
Seems like Heavy Armor will block pinpoint Stun sources. Bulldog and M1000 without armor break cannot stun Guards or Praetorians when shot at the armor.
Sometimes Tranquilizer Subata can, which is very strange but also seems to be inconsistent. I can unload multiple Subata magazines into a Guard's front legs at some spots without stunning, but other spots seem to be able to get stun. Not sure what is going on.
are you using the 2-Round Burst mod with Tranq Rounds? that has an AB bonus on its 2nd shot which would let it pass the damage through the Heavy Armor when it breaks.
single shots
makes sense lmao
does anyone have stats for the damage of the praetorian ice spit now?
i imagine it's different from the normal praet spit
i changed the language just now but the creature attack table still needs updating
STE_Spider_Tank_IceFlame
"DamageClass'DMG_Ice'"
"DamageAmount": { "Min": 2.0, "Max": 2.0 }
PST_MovementSpeedEnvironmentalPenalty / "StatChange": 0.35
also is heat source it seems, HeatSourceStatusEffectItem / "Temperature": -100.0,
DMG_ICE being translated to 100% of its value as cold damage (ie health damage with cold element) and 50% as freezing power (ie temperature decrease).
guess this is important too
"ApplyEffectsInterval": {"Min": 0.5, "Max": 1.0},
so it's 2 dmg/0.5 to 1.0 seconds?
yea
Hello wiki dwarves. I was looking at the Accessory Shop page to find a particular eyebrow the other night and realized that when Season 5 hits, it will be an ideal moment to revise the cosmetics section of the wiki to be easier to use and more intuitive. What process should I go through to create and present a proposal?
First make sure you are on the good wiki, ie the one on wiki.gg, not the fandom one.
Then you can make a mockup either using the preview function and sharing a screenshot if the change is small.
Or you can go on another page (your personal page is a good option for that, it is at https://deeprockgalactic.wiki.gg/wiki/User:Username just replace Username by your username on wiki.gg).
Just make a mockup big enough to showcase the changes and share it here so it can be validated/discussed for changes if needed.
My thoughts exactly. It's been in my backlog for months - not just the Accessory Shop page, I think the entire set of pages about cosmetics is in dire need of an overhaul and an update.
Looking forward to hear your take on it!
a friend and I were reading the wikipedia entry for Tupac, and it straight up said Eminem shot him in a drive by. We were like, "wtf?!" and yes we were extrememly high. We went to Eminem's page, and it said he killed Tupac. We went back to Tupac's page, and it was gone; went back to Eminem's page, and it was gone. A flash in the pan, true, but hilarious nonetheless. this was in early 2006.
Hahaha
In the meantime I think I'm gonna make a change on the assignments page.
The randomized ones say "any mission type" with an icon cycling through every mission, and I think the wording is needlessly confusing, as if the player can just take any mission they want.
I think "random mission type" would be more accurate.
I think the simpler white border fits better
We tend to use orange underline for importance such as headers or table dividers. No reason to highlight the bottom of an illustration
Though most white outlined things are just legacy at this point
yeah that's what i was trying to change
it just looks incredibly out of place
should i find an alternative to the bottom underline?
Just making it a darker background should be good enougth imo
Otherwise maybe fading the line?
Yo wiki peeps, could someone clarify what this means in regards to dreadnaught swarms? https://deeprockgalactic.wiki.gg/wiki/Swarm#Dreadnought_Spawn
The mission needs a Point Extraction Scaler of 0.9 or lower (Hazard 3 or less) and a 30% chance (checked at the loading screen).
First, what exactly is a point extraction scaler? And second, this wording implies that dreadnaught spawns need to be hazard 3 and below when they definitely do not. Unless it's saying that point extractions can have dreadnaught spanws only on those hazards?
It's not very clear
the entire section is under the Point Extraction section
and if you do a search on the page or scroll up you can find it tells what a point extraction scaler is
"Point Extraction Scaler: variable that is set for each Hazard and determines lowest Pressure Wave frequency"
ofc the rest shows how it is used on formulas
Oh shoot you're right my bad, I just clicked the dreadnaught link and didn't look over the whole page
all well
Well, even if the viewer looks up what the scaler is, it still follows from the two pages that PE dreads can only come on hazards 1-3
Eh, it's clear enough
beg pardon? i thought Dreadnoughts were able to appear in PE missions on Haz4 and 5, too?
Here we go again
Lol
ME, refinery -> any haz, coop only
PE -> haz 3 or less, any player count
is this sourced from a gamefile somewhere?
which part though
the ME and refinery I can tell from the big "IsSuitableForSolo": false , try all you want to make it 100% chance, you only get it on solo if you change this to true
PE had yoshkinCat enormous list of missions, AssemblyStorm and SplitSentro explanation of PE EWC
might have tested it already too
did you find something showing otherwise ?
#wiki-related-chatroom message if you want to read dozens of messages of SplitSentro explaining to me how it works
https://deeprockgalactic.wiki.gg/wiki/LMG_Gun_Platform
#wiki-related-chatroom message
#wiki-related-chatroom message
#wiki-related-chatroom message
Still seems to fire in bursts of 7, so would it be appropriate to change the ROF to the 2.7 that TriggerHappyBro Calculated? Or would it be better to add all the known traits of the burst fire (Time between bursts, burst ROF, burst size etc) and add the effective ROF at the bottom of the page, similarly to the BRT page.
I reckon the 2nd one, after all, the wiki is usually where you go for the nitty gritty specifics, I remember tryna get those details once
Stats from: #wiki-related-chatroom message & #wiki-related-chatroom message & #wiki-related-chatroom message & My own testing
Feel free to revert it if its inaccurate.
okay this is what i've got
oh also what do yall think about a slight border radius on the TOC
the problem of tooltips is that it can't be seen on mobile
so any important stat should not be hidden
I will take a look on all tooltips so far
oh they cant???
that's something that can be changed, right?
would that require a new plugin or...?
Or a template that change it to something like a popover on mobile.
This is the example I know from fandom, not sure where to look for existing plugins on wiki.gg
https://dev.fandom.com/wiki/WdsTooltips
might be worth looking for a plugin since designing a template would probably be a bit of a hassle
that tooltip template is from 2018 and hasn't been updated once lol
so this is a list of extensions available/already installed https://support.wiki.gg/wiki/Extensions
"if an extension you're interested in is not listed here, ask about it in the wiki.gg Discord server."
will the friendly fire "troll pop" voiceline be added eventually?
...to the friendly fire section of the voicelines
@hoary valley at some point. i'm not sure if anyone is keeping the voicelines pages up to date
fair enough
would be better if user remembered it better what line it was, as people had no idea what line was it
- or at least gave more clues after people asked
closest one is "OW, don't shoot me! You bloated bag of troll-plop!"
I think that's the one they were referring to
did someone vandalise the Karl page or something
it's all been changed to "Carl"
are you looking at the Fandom version (which has been abandoned and vandalized) or the Wiki.gg version?
ohhh, it's fandom
that's my bad, it's the first one on Google annoyingly
And will be for a long time. There is a number of tools to help avoid Fandom, if you're inclined to
There's a set of fan-made add-ons for various browsers that will redirect you from Fandom to wiki.gg when possible.
Alternatively, uBlacklist can prevent Fandom from appearing in search results altogether.
There's also this website to redirect to proper wikis while also making sure you remain on the relevant page: https://getindie.wiki/
I needed this badly, I always figured there was a way to blacklist fandom from appearing in search results but I never bothered to search for it, thank you
You're welcome.
Just keep in mind that many popular games (such as Vampire Survivors) only have wikis on Fandom, so blacklisting the entire top-level domain for DRG might complicate things elsewhere
would anyone happen to know if the crossbow's "radial damage" has any form of AoE or is capable at all of hitting more than one target
to the best of my knowledge, it's not truly RadialDamage in the conventional sense. i'm under the impression that it's a secondary instance of damage that gets applied after the bolt's Direct Damage.
i believe it may have been Banagement that told me about how it works, while explaining why Crossbow's T2.A wasn't applying its +15 damage.
therefore, i believe that it cannot apply that damage to multiple targets.
Not sure if it is working properly or not, but the radial damage radius is set to 20 in the files, so 0.2m, that doesn’t help either.
With such a small radius hitting several targets would be pretty much impossible, but it would still allow to do some damage to a creature if hitting it in an armored part, that’s probably the main idea behind it.
hi, i just discovered something but i don't know if it's worth it to put it on the wiki
it turns out that the unknown horror from the haunted cave warning can damage the dreadnought twins
when it does the explosion attack
should info like that go on the wiki?
or is it too specific?
i guess it falls under the fact that bulk detonator's attack can damage other enemies
yeah aoe and projectile bug attacks can usually damage other bugs, this is not any different
yea ok
The Unknown Horror is a subsection of the Bulk Det page
The reader should reasonably assume that everything that applies to the base bulk also applies to the ghost variation
The hyper prop page still says that is bugged with incendiary rounds
New art works nicely as a background (though won't be live for a while)
How often do enemies spawn during the escape sequence?
was never talked about in this server
unsure on how easy that might be to discover, compared to other enemy spawns
i cant find the MC voice lines for Industrial sabotage
would have "facility" in the name
Someone thinks they're being funny
https://deeprockgalactic.wiki.gg/wiki/Special:Contributions/Funny2
I'd appreciate a ban please
All contributions reverted
Done
https://support.wiki.gg/wiki/Help:Vandalism might be able to use Abuse Filters
I was just going to ask if the wiki is being vandalized, there is a picture of skibidi in the Space Rig Page https://deeprockgalactic.fandom.com/wiki/Space_Rig
and seems like the abyss bar had a mass replace with milk https://deeprockgalactic.fandom.com/wiki/Abyss_Bar (unless I'm missing something)
the fandom wiki is deprecated and no longer in use
The community has moved to wiki.gg : https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki
ah, thanks!
i was just about to say that something doesnt look right here
The thing that does not look right is that you are on fandom
yea thats what i meant, just about to report it and then saw the chat about fandom being deprecated lel
Ah good
Maybe to avoid confusion fandom's profile icon and banner should be changed to have tag [OUTDATED] or something
I think Fandom doesn't allow this
what a shame
there's a reason the wiki got moved 
https://deeprockgalactic.wiki.gg/wiki/Accuracy#Minigun
https://deeprockgalactic.wiki.gg/wiki/File:Lead_Storm_Powered_Minigun_Spread_Curve.png
Quick question, what does the top numbers/ X axis represent on the spread curve graphs, its not specified anywhere on the page. I assume time in seconds, but want to make sure.
I think this message contain the answer to your question. And if it is it, then it isn’t seconds.
#wiki-related-chatroom message
Y-yeah, that whole section could use a general note on what the axes mean
I cant believe I forgot Meat already told me lmao
Well you question is still useful since it is indeed something that we should add in the wiki, but I have no idea how to word it properly.
Cryo cannon page has not been updated with the Fragile bugfix in the february maintenance update
Does anyone know if the chance and damage both use hazard scaled HP now, or just the damage?
Just damage makes more sense but I want to make sure before updating the page
the chance for Cryo Cannon Fragile to proc has always been independent of the Hazard Scaling. the damage was always supposed to equal the remaining health of the creature (up to 99, if you get the 1% luck), but the bug was that the damage was being divided by Difficulty Scaling and leaving them at low hp. Fragile was unable to kill enemies by itself until the bugfix.
now, Fragile's chance is the same as it always was, but the damage it does correctly kills the Frozen enemy with less than 100 hp, regardless of Difficulty Scaling.
21:24 Industrial Sabotage diffhist −192 Thai81910 talk contribs (Industrial Sabotage only has four secondaries, no Ebonuts, Fleas or Gunk Seeds.)
Wait, really?
checking the MissionType_Facility, on the SecondaryObjectives array, I can see: Find_ApocaBloom, Find_BooloCap, Find_Fossil, Mine_Hollomite
https://deeprockgalactic.wiki.gg/wiki/Creature_Armor#Medium_Armor
I thought medium armor had its own HP as opposed to light armor, which has a simple %-chance-to-break for every hit?
On the page we say that light and medium work the same, medium just absorbs more damage
Apparently we don't talk anywhere on the wiki about what a weak point is. At least it's not easily searchable
I don’t think we have any details about it on the wiki indeed.
Body part that take more damage. Is affected by the critical weakness mutator and weakpoint mods from weapons.
Could add that as an hoverover in the infobox maybe?
For medium armor, it isn’t a true armor category, we just choose to differentiate it to highlight the difference in damage reduction.
In practice, any armor could use the % chance to break or the health base system.
It is just that the % chance to break is more common on light armor and the health base per plate is more common on heavy armor (for now only used for heavy armor I think).
Added weakpoint definition on the creature infobox.
Edited a tiny bit. The game text actually calls them "weak spots" despite "weakpoint" being more widespread in the community
It's not a huge difference, but searching "weak spot" will bring slightly more accurate results than "weak point"
Reword as much as you think is necessary, if you now a fitting page, you can also add the definition there, couldn’t think of one myself.
use redirects
so both the correct terminology, and community slang can be used to reach a page, without needing to change the text in the pages
i don't think we have this info in the Wiki yet:
Getting a Resupply node takes 4 seconds at 100% rate. the Resupplier perk adds up to +50% rate, which decreases the time requirement to 4/1.5 = 2.667 seconds.
In a similar manner, one player reviving one downed teammate takes 4 seconds at 100% rate. each additional player adds +100% rate, and the Field Medic perk adds up to +30% rate per player. so, if three teammates who all have FM4 equipped revive one downed teammate together, the time required would reduce to 4/3.9 = 1.026 seconds.
it's interesting -- FM4's +30% rate cuts off nearly a full second from solo revive timing. 🤔 (3.077 sec instead of 4)
Interesting question. Are the machine events supposed to obtain a recourse for DRG or to power the core infusers? Because we don't seem to be depositing tritlite when we destroy the deposits, so what's the point?
What's the logistical reasonings for the machine events?
Omens are supposed to be automated anti-bug measures.
Kursite machines are supposed to collect samples for further research.
Tritylite is ostensibly valuable but has to be blown up first to be extracted.
I got nothing for Ebonite mutation though
I am sure that ebonite is for extermination since we don't want hostiles that can shrug off a BMG
But I am also curius as to what they have to do with the core infusers?
"If DRG can provide the goods, I'll forge them myself" has always made me think they are just incentives for the employees to do the extra job
I believe the line is "if DRG can't provide the goods". if DRG could provide the goods, we wouldn't need to forge them
Interesting discussion...I was going to go look up the MC quotes around machine events to see what they say around Ebonite, but they aren't in the wiki that I can find. 🤔 https://deeprockgalactic.wiki.gg/wiki/Mission_Control/Quotes
If Deep Rock Galactic can't provide the goods, I will forge them myself!
heres the line
IIRC the voice line pages are outdated and need an update. (As in they dont have every line)
It's missing all of the Rivals assignments stuff, and several mission-specific voicelines.
Oh, I found the MC announcement voice lines for machine events. It's on the machine event page, I guess there's only one per event.
Yeah, the Ebonite one doesn't make a ton of sense in-world as to why the machine exists. "Bugs that can only be killed with a pickaxe are heading your way, conveniently triggered by the machine that overcharges your pickaxe."
It could be explained as an extermination. Something like: "If left to fester the Ebonite disease will spread to other bugs, halting our mining operations in the area. So we installed a device that allows any dwarf to partake in the extermination."
Similar to Fester Fleas.
"but the effects are clear: It makes already dangerous Glyphids even worse, covering them in layers of ablative, rock-like growths capable of withstanding pretty much any standard caliber rounds."
so same reason as dreads and rockpox, not letting it get too overpowered
- now on the relation to the machine itself, no lines found so far, but most likely the machine just attracts ebonites be it sound or smell, yet, since no lines about it, guess devs don't have a standard answer
Got an intersting question. Should dreadnoughts be able to get out of the damage phase while frozen? Just had that occur
ah, my bad
probably 🤔
i think it's after you break the yellow healthbar, it starts a... 30? second countdown. if you don't do at least 30% of the Dreadnought's health in that window, then it has the short Invuln period and regrows the yellow healthbar.
I am not too sure, but I have never seen a dreadnought go invulnurable while frozen.
testing could be done by making it stay frozen for much longer, such as decreasing the warm up rate, or anything causing it too thaw too fast
https://deeprockgalactic.wiki.gg/wiki/"Lead_Storm"_Powered_Minigun
The heat stat on BrH is incorect inside the OC table. It should be +50%, as it shows below, in the Unique Overclocks explanation.
i fix
It might have been before this patch and hadn't been updated respectively
it said 150% as far back in the history as I looked
i think what it should have said is that it increases to 150%, not by 150%. +50% => 150% total
https://deeprockgalactic.fandom.com/wiki/Difficulty_Scaling I think theres an issue with a table here
Fandom is abandoned, official wiki is hosted on wiki.gg
ty i will try to find it
Link is pinned here
https://deeprockgalactic.wiki.gg/wiki/Talk:Development_Q%26A
updated the guidelines in case I ever pass the mantle to someone else
Is there a way to make a browser blacklist for fandom at this rate!?
what if we start referring to the fandom wiki as fraudulent instead of just abandoned at this point
stronger language reflecting that it is completely unwanted and is only existing because it can’t be deleted
actually fraudulent is not exactly the precise word, maybe counterfeit?
phony works, though it doesn't hold the same level of negative connotation as counterfeit.
you can call it whatever you want, but that is not going to change anything
people only use fandom because they don't know wiki gg version exists, or that it is the official one
https://deeprockgalactic.wiki.gg/wiki/M1000_Classic
Before PuchyTurtle updated the template the tooltip under Charge Time read:
1 / 1.6 (1 / Charge Speed)
Now it reads:
charges at 1.65 charge/second
But the wording for the tooltip under the charge speed bonus of Fast-Charging Coils & Active Stability System remained as
FCC:
Adds +0.4 to the charge speed
ASS:
Adds +0.31 to the charge speed
The issue is the term "Charged speed" is no longer used in the tooltip for Charge Time. So would it be appropriate to update the tooltips for FCC & ASS to match the new terminology used?
Something like:
Increases charge per second by [Value]
Also would it be useful to add a table that details the Charge Time w/ any combinations of upgrades, similarly to the EROF section for BRT, or the Special Bolt Effect Durations for the Boltshark?
Added description of build notations
that is a lot of terms, very nice
one nice thing to add might be to specify the terms is more of a community thing ?
since the start of the page says "terms found in game"
so on the section you create for acronym could be nice to specify there ?
Will do, fair point
i might be the only person that uses this notation, but sometimes i'll list builds that have no mods equipped at a certain tier. when that happens, i use a - character in that place. like, AA-CB would indicate that no mod was selected at Tier 3.
it's usually for communicating reproduction steps in my bug reports, but it might be worth adding to this section?
If you can point to at least one more person using hyphens, we can 😉
Otherwise the bar is set too low and we should add everyone's personal preference for notations that at least one person uses. No offense to you
Although I have to admit, I didn't even think that people suggest builds with blank tiers
that's a very fair stance. agreed that it shouldn't bend to the stylistic preferences of just one individual 
To be fair, anything that is not a letter or number will be understood as blank or any,right ?
Tables are nice for things with combinations,as quick reference
But yea, you have any thoughts on what terms should be included or not ?
The only issue is consistency, I don't think it matters what the things are called, as long as everything uses the same terms so that people who don't understand don't get confused.
That being said if "Charged Speed" is used in the game files then I think its a better term, if not I prefer the # Charge/Second terminology.
not much about what it is called
but if the number should be displayed or not, as in, the stats, instead of tool tip
something as "is displaying charge speed value useful ? or should we just tell charge time, and "hide" the charge speed stat"
I've seen multiple people use 0 in a number build to indicate no upgrade, like 32202 wave cooker
is there a way to indicate "any upgrade" then ?
x
I think having the "charge speed" stat is useful since you can combine different sources, but its not needed if the 3 different time to charge combos are accessible.
I think the easier solution is to leave the tooltips as is, and then next to the table add how the time to charge is calculated.
Also it would be a good idea to add a similar "Time to Charge" table to the coilgun page
Since SCC doesn't show a % and instead just shows the multiplier (x0.6 Charge Speed) I think going with the current term charge speed is best, so we would just revert the charge time tooltip
Also Also, it shows 0.625 Seconds, but thats incorect if the charge speed is 1.65. Was updating it to 1.65 from 1.6 a typo? Or has the time been wrong this whole time? For the M1k
for EPC ? did it change on season 5 ? or season 4 ?
Sorry I meant for the M1k. 1s/1.6=0.625s, but the value was updated to 1.65, which would be 1s/1.65 = 0.606s, but the stats itself still displays the 0.625s.
So is the 1.6 > 1.65 wrong, or has the 0.625s been wrong?
WPN_M1000
"ChargeSpeed": 1.6
hmmm, investigation required for origin of 1.65 ?
possibily the move to the new template ended up using stats from a different weapon, as the value was 1.6 right before
did these but the blood sugar one looks a bit rough
how did the ones on the wiki get done originally?
i was trying to do the deep scan icon but i got tired of grappling with GIMP
we just extract from the game...
and iirc color using whatever hex is specified in the code
yeah i extracted those with fmodel but they didnt have colors and the gimp fill was a mess
- might be easier for me to do it, not like I will remember how to explain you don't need any grappling, and too early on experimental for me to bother working on it
- iirc best to spoiler anything about season 5
- and I haven't been checking but just in case don't forget wiki main pages are to be only be updated with S5 after the update is live to everyone
alright back to scraper tests
Could the (new) DRG wiki benefit from some system to help with search engine optimization, especially since search engines dont list websites with the same content? Take for example the Noita wiki that also migrated to wiki.gg, there they have an entire section in the community portal that outlines ways contributors can help with SEO, and also a template and category that encourages people to reword migrated introductions for this.
As it currently stands, many search results for the DRG wiki only list the fandom link, but not the wiki.gg link. From my experience editing the Noita wiki, just reworking the introduction alone is enough to make search engines list the new wiki in most cases.
can you even automate on how to check what is similar or not ?
and is changing fandom going to help ? as in... the joke edits that pop up
not sure, i assume almost every page from before the migration would need to be stamped with the stale tag
the joke edits only sometimes work, but i wouldnt say its very reliable since they get reverted most of the time, or are too small for search engines to account for
Is content related to spawning mechanics on the wiki?
Not fully
But a lot can be learned on swarm page
Tell here if you curious on something not on the page
i wish there were more sound effects listed, i cant find the ping sound effect anywhere
ok i found it, which was hard since i dont own a pc copy of the game
here a huge zip file
actually it turns out the wiki admins can request google analytics from wiki.gg themselves, so it is possible to see if any given change positively effected the SEO or not
informing I have upload most S5 images, and been using the WIP subpages to adjust pages for S5
in case anyone is wondering about S5 wiki work
Very nice
- create a new layer, above the black-white icon layer that you want to color
- make that new layer filled with the color you want
- change that new layer mode to multiply
that is how I color the icons in 5 seconds without having to select anything (uploaded already btw 👁🗨 )
nice thanks
no problem
https://experimental.doublexp.net/ almost ready just need to update the icons adn the hashes
and push the new metadata filter i guess but i dont trust it entirely yet
So I tried looking to over clocks on Google and the wiki is giving me info that doesn't line up with videos I'm seeing
Are you on the right wiki? the official wiki is hosted on wiki.gg, a link is pinned here
It could be wrong
The one I was using was trolling with this one page, replacing the Gunner with Joe Biden, the word, not the image
Yeah, the pinned link is so much better
Do we know where the game stores how much of biome minerals the prospector drops?
I have a record of it dropping gold, nitra and croppa in fungus bogs, but I'm not sure if the nitra was from it or I had mined it from a nitra vein
Last I remember, maybe the minerals, but not quantity
From what I recall from the devs, the longer that a prospector is active on the map, the more minerals it accumulates.
Does it remove minerals from the map at all? I doubt it would.
And does this mineral accumulation stop if it is aggroed?
Afaik, no, it'll dig the ground only and that is how it increases the count. It will stop this idle behavior if aggroed, yes.
I saw nitra and gold mentioned on it
But couldnt see the biome minerals tbh
is there a maximum amount?
not sure if tested, but maybe those are related ??
DirtSamplesTaken = 20
MaxDirtSamples = 40
https://deeprockgalactic.wiki.gg/wiki/Health#Creatures
Is the time it takes unknown, or is "?" just a placeholder.
If an approximate is acceptable it would be easy enough to test in sandbox
Usually this means it wasn’t tested or is unknown when it is written that way.
Can’t access the files to dig for now on my side.
Cool, Ill just go test it in game and add a ~.
Did some tests on H4 and H5, also its surprisingly hard to get to exactly 1HP.
On H4 at 125 HP it takes 18.66 second to regen to 15% from 1 health, starting when damage taken, subtracting 10 (since that's the regen delay) we get 8.66 seconds to regen 18 health. ~2.07 health regen per second, or ~1.03 health every 0.5 seconds.
On H4 at 145 HP it takes 20.28 second to regen to 15% from 1 health, starting when damage taken, subtracting 10 we get 10.28 seconds to regen 21 health. ~2.04 health regen per second, or ~1.02 health every 0.5 seconds.
On H5 at 125 HP it takes 14.83 seconds to regen to 10% from 2 health, starting when damage taken, subtracting 10 we get 4.83 seconds to regen 10 health. ~2.07 health regen per second, or ~1.03 health every 0.5 seconds.
On H5 at 145 HP it takes 16.36 seconds to regen to 10% from 1 health, starting when damage taken, subtracting 10 we get 6.36 seconds to regen 13 health. ~2.04 health regen per second, or ~1.02 health every 0.5 seconds.
I think its pretty safe to say that you regen ~1 HP every 0.5 seconds when below the % HP threshold.
Note: there seems to be a bug on H5 where the dark red that marks where the health will regen to is using 15% Instead of 10%, causing the actual regen to stop short of it.
Uploaded all my WIP pages
Smh it updated while I slept
to check
haz5+ more enemies level 1 does +1 disruptive
and level 2 does +2 disruptive + 1 special right ?
Done most the per update things to the wiki (enjoy https://deeprockgalactic.wiki.gg/wiki/Category:Potentially_Out_of_Date)
Will be building out the update page
wonder what people will be focusing on to update
plenty of stuff from that secret to-do list I didn't touch yet
https://deeprockgalactic.wiki.gg/index.php?title=Shield_Generator&curid=4225&diff=41650&oldid=41627
wasn't aware that shield generator was updated
Fixed Duration and Radius upgrade stats for the Gunners Shield Generator showing only half of what was actually applied.The in-game effect is the same as it has always been, but the stats in the equipment terminal are now correct.
I guess that means that the actual in-game effect was wrong in the wiki?
Have made the Season/Update page (https://deeprockgalactic.wiki.gg/wiki/Season_05:_Drilling_Deeper?=) and done much wiki-ifing of the patch notes for it, not got anything more planned so is free to edit
last I know we get the stats from the code itself
not from the terminal
so the only explanation is if the stats got added long ago by a non veteran editor
hope there is no confusion between radius and diameter either
Can I ask questions about an upgrade mechanism here ?
You can ask but we may not yet have anwsers for new stuff
It's not new, it's about the shockwave upgrade of the boom stick.
I feel like the upgrade makes the shockwave thiner.
It feels harder to take out swarm of tiny bugs with the shockwave when it is on.
As if the shockwave, if it is a cone, it's base is just further and not bigger.
Is there an explanation for this ?
If it is true, it'll means that it would have the same cleaning potential, with double damage, but it's harder to take out swarmers close to you than if you had this upgrade off.
Maybe it's not a cone. I don't know.
But I found myself switching those upgrades pretty often.
the shockwave is not a cone (and upgrade choice should have zero affect on that), it's more of a pill shape that's a bit further out than your gun
Thanks
I thought so, I watched a youtuber that said it was cone shaped and so just considered that it must be a very big cone in that case.
But even if it's not a cone, it still looks big though.
With the upgrade, It should feel easier to take out small swarming targets with ease (swarmers and flying medusas), right ?
Thank you so much. You have no idea how long I've been looking for it
no, the 20 damage shockwave is enough to kill swarmers and shockers
the upgrade only increases damage
https://deeprockgalactic.wiki.gg/wiki/Template:To-do_list#To-Do_List
create S5 section so others can know what content needs to be added or improved on the wiki
Okay, thank you for the info
i just started to play. it said join the group to get 5000 credits. i was in the group already. do i still get the credits?
you only get them once
i was asking if i still get them period.
you probably got them the first time you joined the group
is it even enough to get anything in the game shop?
I think so ? but not a lot of things
cyrob probably knows better how to fix this one
"Data cells are obtained by hacking a Prospector Data Deposits, disabling a Rival Communications Router, or destroying a Prospector Drone. These are events that can spawn randomly in any mission other than Industrial Sabotage. Their spawn chance is not affected by mission length."
was this ever true, and is it still true ??
https://deeprockgalactic.wiki.gg/wiki/Data_Cell
I'm not sure at what step it happens in
The best I can do for now
is it the font ?
It's special chracters being escaped for html
Not sure why the label gets such (the links do as would not work otherwise)
Many have names but can just use their id number https://rabbit.eng.miami.edu/info/htmlchars.html
I mean if the font used for breadcrumbs is different and can't have special characters
Not at all
It would just be a rectangle if it was missing from the font
Also the font is the same as the page title displaced above it
unless the Label also needs an escape character for the display ?
Label=Q\'ronar for example
You can edit the database and try some soloutions and see if they work if you like
But currently it wants to escape the label text and does not put it back together
better if I just add breadcrumbs to my page lol
so we can test and not affect any other page
You are free to do so
looks like a lot of people have issues with the display of that character
seems a lot discuss solutions on the code
but checking if any solution exist that can be done directly in the label
i'm busy compiling research notes about the 12 (13) new Overclocks.
would it be helpful if upload the rough notes to this channel? to spread the info faster, and enable Wiki editing
I think it would be helpful, and even if its not it would be good to have the info available somewhere till it gets added to the wiki
here's the first draft. it's incomplete; not everything is figured out yet.
i must emphasize, this is my rough research notes. 😆
the only weapon balance change in S05 that i've seen so far was Scout's Crossbow T1.B "Special Bolt: Chemical Explosion".
its explosion if the enemy dies was changed from 140 Poison-element RadialDamage to 165 Explosive-element.
Praetorian gas clouds' new "flash freeze":
- Freeze at 60 Cold
- 65 Frost+Cold RadialDamage
- there is a conversion that adds more Cold, but something's wonky. in-game last night i was seeing +12.5% (for 73.125 total Cold), but the gamefile suggests +400%. clearly, something doesn't align.
for the record, here's their burn stats if didn't have them already in the wiki:
- Burn at 40 Heat
- 65 Fire+Heat RadialDamage
- +55% added as heat (100.75 Heat total)
You can freeze praet death clouds now? Sick
Please
I noticed the Hack-C page did not mention how long the hacking sequence takes.
Found two screenshots I took a year ago. On them, the entire progress bar is 667 pixels long. The two screenshots show the progress bar at 33 and 540 pixels respectively, and the screenshots are 68 seconds apart.
This means that in 68 seconds the hacking went from 4,95% to 80,95% progress, or 76%.
A simple calculation shows that 100% progress should be 89,4736 seconds, which I'm going to round up to 90.
If it scales with team size or hazard, please correct the page, because I put 90 seconds there
Definitly did one of them before, well both should be in place now
Any gphelp links are definitly outdated
can someone with admin perms remove the "test" species from https://deeprockgalactic.wiki.gg/wiki/Deeptora_Honeycomb/Data
im pretty sure its causing the honeycomb to not show up on the creatures page
update: Riku told me that Autocannon OC "Neurotoxin Payload" had its radius changed from +0.3 to x1.25.
Wonder how much undocumented balance changes happened
Probably best to run a full comparisson between versions
GSG was pretty clear during XP that their intention was not to do any balance changes for S05's Full Release. they even turned down fixing some issues on the Warthog and Lok-1 that would have improved Pump Action and STOS.
i know the Crossbow T1.B change was intentional by Dagadegatto, but i think the NTP radius change was unintentional (tied to Mortar Rounds sharing a bonus file under the hood).
Oh yea
We have maintenance releases now
I understood no weapon changes, but other factors could be different
..and of course, right as i say that, i see gago mentioning that the Cryo Cannon's OC "Tuned Cooler" got a change...
apparently its +0.2 spinup penalty was increased to x2.
It's not out yet.
Was added with the maintenance patches for the upcoming summer event iirc.
There's a bunch of new ones since the devs add them early since updates are few and far between.
ah okay, thanks. I can't wait to get it!
Is there reason to name mission icons not like the mission's in-game name? Some examples are Egg Hunt (Egg collection icon.png) and Industrial Sabotage (Sabotage icon.png).
I'm fairly sure there isn't. Icons like egg hunt were uploaded years ago back when we were on Gamepedia. My guess is we didn't have strict guidelines on file naming
Ok, I will try to rename them later, with keeping redirects.
Someone just changed the Deep DIve's difficulty stage 3 to 4. Did this chnage ?
as far as I know, nothing has changed
Reverting then.
should still be 3.5
Is this edit made by someone with a matching name on this server?
Yeah, Horn772
Ended up editing over it, the other changes seemed fine
Is the base health of the Vartok Scalebramble known? I was going to update the health page since its missing S4 enemies stats, and though I should add the new stuff as well.
I'd advise against adding the creature health points to that page (for now), as it is a manual table that could easily be Cargo'ed.
@weary sonnet Looking at it, it should be pretty simple (I think) for you to make a cargo equivalent of it, no ?
Here : https://deeprockgalactic.wiki.gg/wiki/Health#Creatures
(Especially since it seems some of the manual values are no longer accurate...)
If you mean a table with the creature’s base health, it is already one of the parameters for the main CreatureStats cargo table, so as long as the creatureStats cargo table is filled properly for all creatures, we can replace the table you linked with a cargo query
Yeah, that's the idea.
I just haven't done it enough these days to remember how to without breaking stuff.
But the data is already in the table, I'm just unable to write the query
I will do it.
Lists of things are really a pain to handle in cargo, they almost force the use of a template to display them properly…
The kind of things I have without a custom template
Ouch
Gave up on doing it with just a query, way too hard because of the List of … data type, so I made a very small template for it.
Feel free to edit it, the template is basically just one table line.
https://deeprockgalactic.wiki.gg/wiki/Health#Creatures
https://deeprockgalactic.wiki.gg/wiki/Template:Creature_base_health_table
If it needs to be updated at some point (ie after updating / adding cargo data) the easiest way to do so is to purge the cache.
a lot of the times it is just the internal code name
which to be fair might be better for finding it again on the files if needed ?
anyway, since image names are not a thing the public even needs to see, not sure if there is any advantage on renaming then
hey @weary sonnet sorry for bothering but a year ago you added "test" to the species of https://deeprockgalactic.wiki.gg/wiki/Deeptora_Honeycomb/Data#Deeptora_Honeycomb and i think its causing the honeycomb to not appear in the creatures page. the page is edit locked so i cant fix this myself
which one for main image of barrage ?
Fixed it, thanks for the reminder.
You can purge any page with outdated data, it should work fine after the purge.
thanks
Fee free to ping me for stuff like that or if any cargo data need to be updated, especially if you know the new value.
I would go with the first one, but they are all fine.
I see
vartok will be ahuge issue, not for the tentacles, I likely will do different images for nodes vs the core
but the spawning is very hard to deal with
meaning I might be better off forcing one in a regular mission... if I could make the entire cave the same uniform color it would help a lot, so far I only know about a mod that changes bedrock texture
The mods to simplify biomes could help maybe.
I have no clue what the vartok is for now, so I am not really sure where the problem is.
But I guess it comes from how it spawn in the test room.
if I learn how to swap textures it might help (probably start with where in the files that info is...)
without me having to open any texture editor, just make the cave walls use some existing texture
// vartok , just like barrage most of the time, spawns clipped in the floor or ceiling
while it was supposed to be similar to a sabotage sniper turret, that + it doesnt spawn with the nodes around
might be easier to get an image
Presskit has the full image, you could use this one. Unless it has to be ingame footage
ED_TentaclePlant IIRC
i don't know for a fact, but from testing during XP i believe the Nodules are 100 hp with Normal Scaling (like Cave Leeches), and the main body is either the same or slightly higher.
While spawning the main was 100
But forgot how to get the scaling
looking at FSD/Content/Enemies/TentaclePlant/ENE_TentacleNode and ENE_TentaclePlant, i just see these:
so it's probably just using the default values fo everything
From what I see you are right, so either UUU or UE is needed to check it.
(Assuming you got the good enemy and looking at the model it seems to be the case)
it might be faster to just check Cave Leech, see if it has the same EnemyHealthComponent. if so, then we can re-use the values for Vartok 🤷♂️
ta-da
so, because we know what Cave Leech's values already are, and the game files list the same value for Cave Leech, Vartok Node, and Vartok Body, using the transitive property of logic i conclude that the Vartok Node and Body have the same health, scaling, and lack-of-resistances as the Cave Leech
not all creatures inherit the default value from the same base, I am not sure exactly how inheritance work, but there is usually between 30 and 100 default values set.
(found that out when I tried the showdefault argument with UUU)
Actually, the other seems to tell when they used a specific non default creature, FModel is way more clear than the previous tools we add about that so you are probably right about that.
Example of default health that is inherited we used to not be able to see the template part:
{
"Type": "EnemyHealthComponent",
"Name": "HealthComponent",
"Outer": "Default__ENE_Spider_Grunt_Ice_C",
"Class": "UScriptClass'EnemyHealthComponent'",
"Template": {
"ObjectName": "EnemyHealthComponent'Default__ENE_Spider_Grunt_Normal_C:HealthComponent'",
"ObjectPath": "FSD/Content/Enemies/Spider/Grunt/ENE_Spider_Grunt_Normal.8"
},```
The new health table looks great! Thanks for updating it
https://deeprockgalactic.wiki.gg/wiki/Weapon_Overclocks
Should Turret Arc and Manual Guidance Cutoff be added to removed OC's (Or a new category)? While both have been reworked their original names and stats are no longer present, and there's seems to be no other place to record them as they where.
Personally I think it would be good to have them available so that new players can see what once was.
they can just check the page history
- the idea was for making a subpage with balance changes throughtout the updates
not just for 1 oc change
well, unless not talking about the weapon page itself
feels odd to call it removed if there was no refund for owning it already
I don't think most wiki goers know how to do that, even if its really simple. I brough up Turret Arc, but I do agree its fine if it doesn't have its own entry on the OC page since its replacement/rework has the exact same effect, but with just 1 more and a new name.
MGC I feel counts as being removed, as RB doesn't play like it at all, and retains none of its stats.
The category is called "Removed/Unused" so MGC would fit there.
ye
Also the forge page in the KPI terminal gives 1 more OC forged if you forge the new version of Turret Arc while already owning it, so for some players it's no longer reliable as a way to tell the number of OC's in game
I am sorry, I thought that was misinformation/typo...
The Extension:Loops as default extension is disabled on the wiki. Is this related with Gamepedia in past?
On every season release, I compile the items on the progression track into a text file. Here is Season 5's.
And since seasons are now reactivatable, here's all of them
Funny how a removed OC ended up being eventually in the game (the explosive goo one)
Apparently the S2 version of the Space Rig has a Hack-C somewhere
It does, want me to grab a SS for you?
They added a bunch of stuff for s1 and 2 lobby
Not necessary, I just wanted to confirm it's true so we can add a mention
There's those patrol bot balls you can kick, they added a bunch of dead shredders/ patrol bots/ turrets and stuff
The shredders are very large though. Not sure why
Since a version of explosive goo got into the game, does the old version still count as "removed/unused"?
Going off the logic that old Roll-Control and Turret Arc don't count as "removed/unused" since the new version are very similar in effect, the old explosive goo OC should be removed from "removed/unused".
Yea it makes sense.
Its in the game now but as a balanced and a simpler name
a suspended prospector, a line of hacking node leading to a hack-c using a terminal on the first level and there's also a data core somewhere which do funky things if throw into the hoop
might be more but those are the ones I know of
also drone parts all around the rig, think those are new as well
Another good question that came up on the stream and that we should put an answer for:
If the ebonite machine event is started in a mission with an ebonite mutation warning, will extra spawns from the warning count for completing the machine event?
During experimental they did not, and because of this Anders said they will try to restrict them from spawning together
Whether that was implemented, or the interaction changed from then to now idk
If someone still has access to experimental chats they can probably find the post I’m referencing
hey im trying to extract some data from the game files and im confused, is MissionType_Extraction morkite mining and MissionType_Motherlode point extraction, or the other way around?
It is that way around
aight thanks
(The mission icons use the codenames)
wait, curious, since someone added the new secondaries as resources
should barnacles and little glyphids eggs be considered a resource, even though you can't collect ? if not, what are them
after all, we didnt consider fester fleas a resource either
Well there is no page for Secondary Objectives it just links to that section of resources so can see why
that would be me, and fester fleas are actually in there
May be time to give them their own page or section in Missions
as in, consider resource as only stuff you can actually use ?
be it in mission or space rig
(nitra, gold, hops, crafting)
then there is mission specific resources, which could have another name
and... why do we need a page for eggs and a page for egg hunt, when eggs won't appear outside egg hunt, same for many other mission resources
admittedly, merging pages is bad for seo, so do consider that too
The resources are still resources
More have something else that Secondary Objectives would redirect too
Be it a subsection of missions or it's own page where it makes more sense to have 3 things that arn't resources
well, section on missions makes the most sense as it is tied to it
but why merging pages is bad
is the wiki gg leading or not yet
to make wiki,gg lead in seo, we would need to do something like how the noita wiki(.gg) did
#wiki-related-chatroom message
here is my original proposal for improving SEO if you want to read it, do look at how the noita wiki did since they are winning over fandom
doesnt it work if egg hunt has an egg section ?
so if user looks for egg, they can just be redirected to a section about it
hurting wiki quality improvement for seo is complicated...
It varies heavily by page, seems 50/50 odds which site is first currently
again, have a look at how noita does since they are winning, they have a full list of guidelines on how to improve and all
wonder about the odds when filtered by most popular pages
I remember hearing here about altering page text to make it different from fandom
and well, guess that ia already a thing for Season 5...
problem is many old articles remain the same as the fandom version, so google will almost always show the fandom result and hide the wiki.gg version when looking up common things like overclocks
Wouldn't it be easier to just chuck any of Fandom matching wiki page through an AI rewrite program then it would be to redo the entire wiki.gg wiki?
https://deeprockgalactic.wiki.gg/wiki/Weapon_Overclocks
There are three types of overclocks:
- '''Clean''' overclocks give a small boost with no penalty, and are essentially an extra modification tier.
- '''Balanced''' overclocks provide a decent boost with a decent penalty.
- '''Unstable''' overclocks feature a big boost with a heavy penalty; sometimes they change core mechanics of the weapon.
I feel like this is out of date, since now there are Clean and Balanced OC's that add hugely transformative effects, and unstable OC's that have no real downside. What I'm struggling with is that since there are no clear rules to the classifications, I don't know how to go about updating without adding a ton of "maybe" words.
There are three types of overclocks:
- '''Clean''' overclocks give a small boost and/or add a new mechanic, with no penalty, essentially being an extra modification tier.
- '''Balanced''' overclocks provide a larger boost and/or new mechanic, usually alongside an equal penalty.
- '''Unstable''' overclocks feature a big boost and/or a new mechanic, often with a heavy penalty. These are typically the most transformative overclocks.
The categories are guidelines not hard rules, so there may be some overclocks that do not perfectly fit within their given category.
This is my first draft, but its too wordy and not descriptive enough imo.
search engines prioritize the introduction paragraph, so rewriting the introduction to be stronger would work in most cases, so no need to do the full article
though not always, idk why
That sucks, cause the first paragraph is usually a quote from the game lol
yeah
might be worth while to put the quote in some information box, and have an text actual introduction
wait, did I get the idea that editing fandom to be different from wiki gg also helps ? the starting lines
not particularly
so what matters is whatever edit is the most recent ?
a mix of most recent, most unique, and most "authoritative"
authoritative means "the glyphid grunt is..." vs "this bug is..."
https://noita.wiki.gg/wiki/Noita_Wiki:Community_portal#Improving_Search_Rank_(SEO)
again, here is what the noita wiki does to win over fandom
"no penalty" for clean is in sort of a weird spot because of homebrew powders
What about "No explicit penalty". That covers Homebrew Powder and Roll Control, whos penalties are inherent to their effect, instead of separate effect like on other non clean OC's.
DeepScan EWC has banned thrawler, Q'ronar (+youngling) and Patrol bot, with Bulk for Solo
but is that refering to only the waves spawning oon the elevator descent, or is it for the entire mission ? meaning the pool of enemies will never start with them
deepscan on saltpits sounds like the easiest to know...
From what they said during experimental and personal anecdotal evidence they are only banned during the drill sequence.
it also seems to have a cooldown of 20 seconds between spawns, unsure if has any random factor or affected by hazard / players (would think not)
otherwise, it might be enough info for the swarm page (enemies banned + cooldown), with only the info on difficulty missing
and ofc, elevator descent details
do we know what exactly changes when the active season is changed in the terminal yet?
i am mostly curious about unseasoned and season 5, because turning off season 5 should only turn off the corestone no?
From my understanding it doesn’t turn off events. Instead each event has a base % change to spawn, and that’s used for every season.
Activating a season then increases the chance of spawning any event specific to that season.
So unseasoned should have all event, just at a really low chance
oh yeah i worded that weirdly
i mean the only thing going from season 5 > unseasoned would change is corestone spawn rate
i don't think any other thing is tied to the new season
If my knowledge is correct then yeah, it should have a much lower chance at spawning.
Idk how you would test this quickly, I assume we just have to record it if we do see and check if the code matches the anecdotal evidence.
probably just have to find the file related to it
I did find the list of major events for each season though
Hello sm4Яt wiki masters, got a question unquenched even with the wiki's help.
- How much damage type % has been changed form Shellback's projectile damage, Infector's projectile area damage, and Dreadnought's fireball projectile area damage? Is it 50%:50%?
After seeing the Community Request page on the patch notes, I tried to make a "gunner sad" joke.
But I didn't want to make misinformation, so here I am!
Shellback’s projectile is 50%/50% explosive/poison. His other attacks were not touched.
Spitball is 50/50 explosive/poison as well (they added a conversion for both of them without specifying the value so it means it is an even split).
(Will check the dread later when I have some free time, need to go back to work for now.)
Ooooh thank you! No specifying means even split, got it 
Here is good.
You can also make the change yourself if you have the time (when logged in on the wiki, select the "edit" menu)
That was changed this season, before S5 it was refining, it has yet to be updated on the wiki.
Hiveguard fireball is 50/50 explosive/fire
OG dread as well
Twins multifireball as well
All other attacks from theses enemies were not moddified recently.
Talking on assignment
We never added mission restrictions for it...
Such as planet zone, length, warning, etc, right?
though I kinda remember something about the missions not following the "intended" type ?
from the great egg hunt, think it was supposed to be 4 eggs, but sometimes was 6
discussed here
I only remember that the first ever year this assignment ran, it could feature length-3 egg hunts. The following years only 1 and 2 are allowed, I think?
crazy how mission scale for deep scan 5c is 1.67...
making it the only mission scale with 2 decimal places
anyone knows if seasonal minor events can spawn more than 1 ?
the ones from other seasons, range seems to be 6-8%
not counting the whole chance of a meteor to be replaced by corruptor, and such
but curious on the limitations, if nobody is sure, we can just make it 100% and look, lol
don't know for a fact, but in the XP branch Cheat Terminal, there's a way to Force a Seasonal Event. there's only one dropdown menu for all of the Seasonal Events, therefore i'm inclined to assume that there can only be 1 Seasonal Event per mission.
(barring the Large Meteor + Smol Meteor Shower + Corrupter combination shenanigans)
ah great
tried uploading a more correct version of the deep scan icon and now it broke everywhere
likely related to redirected on the file name
:| wiki scaring me
reloaded the page and it appeared
It's working now
Wiki.gg is starting updates to WM 1.41 so I'm not surpised there is a slight delay to jobs (changes getting processed) being done
surprised nobody complained the icon looked too dark for the first version I uploaded
Just had a Pickaxe Overcharger in an Ebonite Outbreak. So they are not prevented from spawning with each other, and sadly the spawns from the Outbreak do not count towards the Overcharger.
i went ahead and created the page for the core stone but its missing some information, mainly the spawn rates and the health information. looking at the game data, i can see that the core stone has the EEnemyHealthScaling::ExtraLargeEnemyC, and 4500 max health in the BP_RiftCrystal.uasset, but im not sure how to translate that into a health table
alright
not sure where to find spawn rates though, especially since it probably depends on which season youre in
i believe the bottom half of the Core Stone has a x1.15 damage multiplier. uncertain if Weakpoint or not.
oh yea, since the core stone is an enemy, the page might need to be formatted to include all that health and weakpoint data
Season_05 file has "MinorSpawnChanceByMissionLenght" with values (0//0) (1//33%) and (2 // 50%)
Curve_Season5EventChance file has values (0//0) (1//25%) and (2 // 33%)
the 33-50% one only appear related for season 3 to 5...
so wonder if the good one is the 25-33% one
yea im not sure what values to put in the article
waiting to see someone to confirm
otherwise tomorrow I can just make it 100% for one, 0% for the other
suggestion, maybe comparing to korlok is not good idea cuz you can damage the korlok past each segment ?
Multiple different season events can spawn in the same mission. Got Mini Meteor + Core Stone. Idk about multiple off season events though.
we using the wrong scrip icon there btw
also, credits reward ? I see a "CreditValue": 500, for RES_CoreRiftCrystal
oh my bad i missed the credits value
but yea the scrip icon is outdated from the template
while I work on checking the % rn
what are people mostly curious for season 5 data?
there still is no page for the core spawn, so that probably
neither does corruptor... so should core spawn be part of the core stone event page ?
since they are so tied together
the spawn have their own page in the in-game manual, so they probably need a separate page
same with the corruptor
in-game manual have nothing about the core stone or season events iirc though
i still think its a good idea for a separate page, especially since (for some reason) the fandom wiki has a separate page for the corruptor, and anybody looking it up will only ever see the fandom wiki if we dont have a page
💀 someone must hate us or something
if you tell me that season 5 content is in there that is not a "go check the official wiki (wiki gg)"...
ok, based on some quick checking with 0 vs 100%
core stone is 25-33% range
and off-season is 6-8% (only 1 event appears)
Both the corruptor and the core spawn should have their own page.
The fact that we haven't made a page for the corruptor in the 12 months that Season 4 ran is an oversight, in my book at least
I was looking at the Fandom wiki and saw some weird stuff on the Stubby's overclock section... new OC's? (I hope so, I love the stubby smg)
No. Those are fake overclocks that never existed and never will. People made them up.
Ignore the Fandom wiki. We left it to trolls and memelords. The official one is on wiki.gg
Thanks for the info, I will stick to the real wiki from now on
nice, list of stuff to adjust on the wiki, based on latest patch:
- [Crawler] Increased damage from 8 to 9, increased freeze and fire temperature thresholds
- Further lowered freezing point for crawlers
- Season 5 assignment 2 mission 4/5 has voicelines mixed up
- Separated the upgrades for the Mortar Rounds OC that accidentally changed the AOE bonus for the Neurotoxin Payload from +0.3 to 1.25%.
[Duck and Cover] Increased rarity of Mactera. Reduced amount multiplier of Acid Spitters and Web Shooters. Increased bonus of the warning to 30%.
crossed out what I corrected
I take it the new cosmetics haven't been added to the wiki yet?
Tried looking for the Goated Stubble on there, but couldn't see it
so... is the name crawler or core spawn ? lol
crawler
core spawn is the family name
so the correct pagename for wiki should be Corespawn_Crawler
huh, the dwarf voice lines ingame call them a mix of "core spawn", "core spawn crawler", or just "crawler"
so i guess the name is mostly interchangeable unless they add new ones in the future
shouldnt there be a space in "core spawn" rather than it being just 1 word? there is a space in-game
"The Corespawn will kill us all unless we stop the Core Stone!"
"Rifts and Corespawns? This sort of work isn't in my contract!"
plenty of lines like that
probably some oversight right ?
and if both can be used, no-space is much cooler
yeah i agree tbh
just to confirm, m1000 marked for death is 4s for mini bosses, right ?
those being bulk, terminator and dreads + sentinel
it seems like NTC might be working with overcharger now
does mortar's x0.5 top rate of fire also affect its starting rof?
I gotta make a new graph for the page later on...
btw, anyone was planning on adding haz5+ for tables ?
started doing it, gotta be quite careful, to not break it all
but thought about checking
Can do it if wanted
I dont mind if you want to edit it
but if you rather help on other parts I can do it later
wonder what symbols to use... cuz hazard is just a number
could probably use the haz5+ icons 1x and 2x for it
anyone knows if core stone object being dropped for collection right after breaking the stone, with no rifts, HP or anything was reported ? before I check on please fix
reported internally by Community Testers, at least. the current hypothesis is that the Failsafes are too aggressive.
there are two Failsafes that i've read about so far:
- the Core Stone must have Line of Sight to all 2-3 rifts it tries to create
- the rifts should be placed 30m away. (unclear if too far or too close is a problem; just "30m")
if the rifts can't satisfy those two conditions, then it will just Failsafe auto-complete so that it's not a "lost" event for the player.
was a pretty small room where it spawned...
makes sense, I saved the esc menu screenshot, I can post here if it helps or somewhere
those tables, but with 2 columns added to the right
cuz, health table is just player vulnerability 1 and 2
and attack table is just tough enemies 1 and 2
Can do those, though need to know what numbers would be
Is tough enemies a multiplier on the current Haz 5 numbers, or simply replacing them (if later what happens with multiple players)
The current base numbers
I think it makes much more sense if it is a multiplier
or... you would have the first case of boss and large enemies with same hp on all player counts + extra large enemies would have less HP 1.7 x 1.5
May be best to put such to the test first
testers can probably confirm it here / meatshield
though HP going down I find weird
yes, it is a multiplier. here are the values for Tough 1 and Tough 2:
Tough 1:
- x1.5 Large/Special enemy eHP
- x1.5 ExtraLarge/Miniboss enemy eHP
Tough 2:
- x1.33 Normal enemy eHP
- x1.75 Large/Special enemy eHP
- x1.75 ExtraLarge/Miniboss enemy eHP
So would be using these values then?
Also wiki will be read only for a few minutes at somepoint today
wait, hmm, where that table goes btw ?
I did the section on difficulty scaling page, and thought we would just use a parenthesis for player count
hmm
though I can see making the tables on it longer for those
but stil keep the section ?
Above table is on difficulty scaling thought it would be nicer to have the multiplied values somewhere
Am now working on the creautre health tables
interesting solution
good thinking
cuz... if it is all based on scaling...
wait, what about armor then
Before I make a mistake on the template which "Tough Enemies" multipliers apply to which scaling types
Normal -> Common sure
But the rest not sure if they only do one or multiple
Common, Special, Boss, Boss2, Omen, Elite
wait, isnt Elite a fixed value on top of another one ?
oh, also Meatshield confirmed what we suspected
it counts for large, special, extra large and miniboss
Small -> Common, Elite?
Enemy -> Special, Elite?
ExtraLarge -> Boss, Boss2, Omen?
I would guess so ?
at least no elite versions of bosses, so...
Small is swarmers and grunts, enemy is praetorians, extra large is dreads afaik
I think something is not adding up currently then, though will continue tomorrow
lol, you almost got me with the x1.75 grunts
That's cause the naming is confusing... Extra large is stuff like dreadnoughts, enemy damage resistance is stuff like praetorians, Small enemu damage resistance is stuff like grunts and swarmers
According to dev
probably because initially enemy meant anything below dread
then they added small so grunts wouldnt have bad breakpoints ?
what is ?
so others can try answering before you continue
Well Banagement edited the conflicting thing out so that's fine
Just remain mystery of is Omen Extralarge, and how does tough enemies work with elites
not sure if related to that agressive failsafe
but... I have been getting like a lot of "claim scripts for core stones"
probably got it 2-3 times without having touched the core stone at all (not counting the time it failed and we deposited)
felt like I was getting it just because the core stone was part of the mission
even if nobody interacted with it...
currently, previous seasonal events count towards this season's scrip rewards
so maybe that?
For the full list of enemy resistances:
SimpleHealthComponent: No scaling (mostly for biome features, but not limited to it)
SmallEnemyDamageResistance: Grunts and the like
EnemyDamageResistance: Praets and the like
ExtraLargeEnemyDamageResistance: Dreads and the like
ExtraLargeEnemyDamageResistanceB: Korlok
ExtraLargeEnemyDamageResistanceC: Omen (guntower)
ExtraLargeEnemyDamageResistanceD: Elite enemies```
So I'm prepping a little overview of the wiki's additions for Reddit closer to the end of the month. Currently it looks like this. Let me know if I missed anything big.
It's not posted anywhere, the screenshot is just from a previewer tool. I'll edit accordingly as we fill the pages
Did the health table going by:
Normal -> Common
Large -> Special
ExtraLarge -> Boss, Boss2, Omen, Elite
Ah, no I think this is right yes, double checking the template.
Yeah Extralarge as in the code name in the Tough Enemies effect
Thankfully large & extralarge had the same numbers to make it much easier
Your list is right yes
With neutral being the non scaling things like lootbugs.
Boss2 beeing korlok.
now that I think about it
why couldnt shell HP just have been a regular table ?
for example, on caretaker
we do 1 table for caretaker main HP and 1 table for intakes HP
but OG dread have both main HP and shell HP in the same table
We can totally make it a different table, it is just that when we made it it was the only exception and we though that anything with two hp bar from now on would / could follow the same pattern, which was wrong, so now two tables made more sense.
makes sense, seems fine to adjust it later
nice
Alright think I've got Player Vulnerability working, though Creature attack table has quite some variants so lmk if some look funky
is the SearchDigest extension going to be enabled? it got enabled by default from the wiki.gg update but we didnt have it enabled
We can ask for it but not currently
(Wiki.gg is updating all the wiki's to MW 1.41)
sounds good to mention damage and HP tables have been updated for haz5+ values ?
seems status effect damage needs more columns
Never saw where that part was in the template but have spotted it now
So should be fixed
nice, also thought on how things like attack animation speed, attack cooldown, projectile speed , etc could be displayed or talked about
Well just like Player Vulnerability & Tough Enemies next to where affected stats are displayed
hmm, well, could be a new line near playercount
since it is only affected by hazard
but stuff like attack cooldown and speed is agressive enemies, instead of player vulnerability...
I tried filling in the Stalker page, hope it's good
reviewed, good to see edits I don't have to revert, very nicely done as expected for wiki
just one detail, the part "and disorients the player", there is no movement inversion effect afaik, so not sure if that fits
- the only confusion I get is trying to find where it is lol
also didn't know the damage was so high
the disorientation thing was mostly about the electric effect covering the screen, if it needs to be clarified or removed that's fine
well, that can be mentioned, similar to the web spitter effect
but guess not as extreme
so "disrupting player vision a little with an overlay" ? or some variation
yeah something like that, maybe "briefly slows the player and partly obstructs their vision"
anyone confirmed or knows of reduced duration of m1000 marked for death for certain targets ?
yep.
FSD/Content/WeaponsNTools/BoltActionRifle/STE_M1000_MarkedForDeath_Bosses
4 sec
https://deeprockgalactic.wiki.gg/wiki/CRSPR_Flamethrower
Quick question, is this line reffering to two seperate effects? Or is it just reiterating that the CRSPR ignores armor, and its projectiles pass through it.
"The CRSPR Flamethrower and the Cryo Cannon are not affected by armor but can’t damage it either."
vs "The Breach Cutter isn’t affected by armor but can still break the the armor or damage the armor plates."
// did you get the double the ? lol
oh wow, 9 instances of the the in the wiki
time to fix
Cool, so its just old and worded weirdly.
Any issues with this rewrite of the description?
personally think the mention that it can damage enemies obscured by other is redudant when it already mentions blowthrough, and the first lines sounding too epic instead of descriptive, like the sea of hellfire part
oh, another thing, since many more enemies got added
wonder if we should add more / different examples for what is weak vs strong vs it ?
I was thinking about that, and originally included the Stingtail instead of a Guard as a enemy resistant to fire, but felt that its better illustrated by common enemies everyone will encounter often. Also wanted to point out that dreads specifically are resistant as new drillers often don't realize.
That being said a list of all enemies weak/resistant to flames would be nice.
Was a holdover from the previous desc, I agree its a bit too epic. Imo it doesn't need to be included, but I thought to leave it there since its not harmful, but I will remove it as per your advice.
not fire damage specifically, but robots do die from the heat
Ah, didn't think of that, will include
image aquired
I was looking through the Damage page (https://deeprockgalactic.wiki.gg/wiki/Damage), and noticed some outdated stuff and potentially incorrect stuff. For example, the Piercing section mentions the enemies that are weak/resistant to it, which lists Goo Bombers and Stingtails as being weak to it. While these two don't have it mentioned in the in-game Bestiary, the Bestiary also isn't a great source of information, so I assume the wiki is correct here (it also matches what these enemies' individual pages say).
Doesn't the Crystal Nucleation OC for Cryo Cannon deal Piercing damage? If so, that should be mentioned here, along with updating the Disintegrate section to include Hyper Propellant.
This one mentions a mod that doesn't exist anymore.
Edited this section to include Dwarven sources of melee damage, which it weirdly didn't include before, despite mentioning the perks that benefit from it.
I think that each section should be expanded to neatly list every source of the damage type to have a convenient compilation, but that is probably something that should be decided by the official wiki contributors.
For example, the Piercing section mentions the enemies that are weak/resistant to it, which lists Goo Bombers and Stingtails as being weak to it.
The in game manual is very inconsistent so its not reliable. IIRC both of there where mentioned in patch notes, and I've noticed them being weak to it, so I'm confident in the wiki's accuracy on that front.
Tbh it would be a good idea to make a bug report talking about how its not shown in game.
That would be a good addition. Also thats how it is on the Status effect page, so I think it's a pretty tame idea.
https://deeprockgalactic.wiki.gg/wiki/Status_Effects
There's no such thing as an "official contributor". It's a wiki, anyone who can be bothered to create an account can contribute
They are referring to the Wiki Role here. Most people seem to assume that if you don't have that role you shouldn't make "big" changes.
Also do "heat" and "cold" count as a damage types? They function as damage, just effecting temp instead of health.
Yes, that is what I meant. I forgot the whole point of a wiki is that anyone can contribute.
As long as the additions are accurate and in good faith, anyone can (and should) edit, big or small.
I am pretty sure heat and cold are just what alter the temperature meter until they are lit on fire/frozen, and are separate from the damage types called fire and frost, though most sources of these damage types will apply heat/cold.
Understandable. To be honest, I forgot I even had that role. LayDax made a fair point
The role is given manually after some period of consistent contributions, it's not anything you have to submit an application for.
20% of Coil Gun's damage type is Fire, but it will not apply Heat outside of a specific Overclock.
And I am pretty sure t5a on Hurricane applies Heat, but doesn't deal Fire damage.
They are, but they are distinctly separate from Fire and Frost, specifically in mods that convert a % of damage to temp, or in plasma weapons (this mainly applies to fire).
They also use the same system of a set number per weapon tick/bullet, the only difference being that instead of effecting health they effect temp.
Tbh the actual logic doesn't matter much, I think they should be included on the damage page since that's the best place to make them accessible, and helps with clarity regarding sources that do one but not the other.
Also for the damage page I think it would be a good idea to categorize the damage types and split them into sections based on this. Something like:
Common Damage types: Kinetic, Melee, Explosive.
The most common damage types, dealt by enemies and players.
Elemental Damage types: Fire, Frost, Radiation, Poison, Corrosive,
Damage types considered to be "Elemental", dealt by enemies and players.
Uncommon Damage types: Piercing, Internal, Disintegrate.
Damage types available to players but not enemies.
Special Damage types: Nanite, Thorn, Suffocation, Fall
Damage types that no enemies or weapons deal, being specific to one or two sources.
Other/uncategorized: Rockpox Infection, Typeless
The weird ones.
This would make the page more readable and searchable, and would let you give more info without repeating the same sentence, for example "This is an elemental damage type".
it would also let you have consistent formatting for similar sources of damage.
?
I'd merge the first two groups together. Otherwise I like the idea of splitting which damage types are available to whom
I think that could be a good change. The page currently is very disorganized.
Alrighty, will do
This is generally how our pages about game mechanics are. They can be very heavy on the info but disconnected. At best we'd have a navigation block at the bottom to go from one mechanics page to another
Also do any player sources deal Typless? If not I'll put it in an enemy only category (with rockpox)
I think some of the damage types listed have an icon that could be used for them. For Thorn, use the Thorns perk icon, for Internal, use the icon that appears when an enemy can be killed by ED/ER. For Disintegrate, the Temp Shock icon would probably work, as that is the most common source of it.
In an ideal world I'd love to see a Category:Mechanics page, with a human-readable introduction and a clear structure of links: here you can read about creature armor, here are damage types, here are swarm mechanics, etc.
Resupply pod slam does 1k typeless IIRC
Isn't there a Nanite Bomb Dispenser icon in-game that could be used for Nanite damage?
Damage icons are used for enemy resistances
I think there is no much reason to have icons for damage types that dont need it
And it would be odd to mix official vs non official icons
It looks a but funky on the page when there's no icon, is there a generic damage icon that we can use?
The icons I put are officially from the game (Thorn perk icon on Thorn damage, and Temp Shock icon on Disintegrate), and are related to the damage types which they were put on.
I do see your point about the icons not being directly officially used for the damage types they were put with (mainly because the damage types that lack icons on the wiki are ones that aren't ever mentioned in-game).
temp shock is like only 1 of the sources of disntegrate
and I think it is much more related to its death effect of dissolving the target instead
about generic damage icon, not that I remember, I don't think even the manual have one
also, a new damage type is used for blood sugar, but no idea on what is special about it
and Typeless was mentioned for the first time in patchnotes, and I they used "Generic" so that is a thing to consider
DMG_VampireChallenge is the internal name,
btw, the "Nanite" name I created is internally DMG_EventExplosion , since it is never mentioned in the game anywhere
so we can be creative with the blood sugar type as well
Is this a good way to format the sources for a damage type? The percentage indicates the percentage of the damage dealt that is a particular damage type.
Got the percentages from the weapons' pages.
Might not be clear what the percentage means to an average DRG player...
If there is only a few of them, a list (like you did) is a good solution, if there start to be a lot, a table may be better (may need some tweaking / check to see how it displays on mobile).
I mean, even if a "few" there is "a lot" of damage types
so for sake of not making page too long, table is better to collapse it ?
so it doesnt have to be all in the same line
That is a good point indeed.
Yeah, I collapsable table is the best option. I just don't know how to do it myself.
We'll definitely need a table for the Fire damage list, otherwise the page will go on forever.
Check the overclocks page for an example of that:
https://deeprockgalactic.wiki.gg/wiki/Weapon_Overclocks This is the result
https://deeprockgalactic.wiki.gg/wiki/Template:Overclock_table_driller this is the collapsible logic
https://deeprockgalactic.wiki.gg/wiki/Template:Overclock_table_crspr_flamethrower this is one of the tables
question, does ANY enemy drop red sugar ?
blood sugar has enemy descriptor of swarmer and grunts, but not sure if it means only those can drop
I've seen Exploders and Shockers do it, at the very least.
I would assume it works the same way as Golden Bugs.
I have no clues about that sorry.
I will keep it neutral and we update with more details later
I am also getting the new Oxygen sources
the descryption does mention "toxins" but that can be confused with poison / neurotoxin
so hmm.... thinking "Damage Blood Sugar" or "Damage Sugar Toxin"
Formatted it into a basic expanding table for you.
When/If you do it for the rest it’ll be a good idea to move the actual tables to another page and then just do what the OC pages do.
As if you add 1-2 of those tables per damage type the page will become hard to edit
Hi, we have updated the wiki to 1.41
if you notice any issues please let me know, you can either ping me here or dm me or join the wiki.gg server and let us know there: https://discord.gg/rTnST57tuW
welcome
To add on to that for our editors, we have already noticed and reported missing table of contents on pages; Purging the cache on a page will fix it (thus any edits should do the same) though if it doesn't do say
Another css thing on my list to do then
wait
mactera warning is the same as swarmageddon, exploder and ebonite, right ?
it only makes a group of those enemies spawn every X seconds
or does it affect more ?
oh, checked and it is technically more similar to duck and cover
though not seeing if it forces those enemies or not
does anybody know if out of season bonus collectibles rewarding performance points is a bug or intentional? (for example, datacells and plaguehearts give points in season 5, core stones and data cells giving points in seasons 3/4, etc)
This should be intentional, but I'm not 100% sure.
The design of the new system is that you always progress your current season, no matter which season your host has on.
E.g. if I'm on s4 and I join someone who is on s1, the mission selection will be based on s1, but I will advance my s4 when completing missions with that host
alright i am just going to assume it is intentional for now
Thank you!
Unfortunately, there seems to be an issue when viewing on mobile (I am using the Google Chrome app here).
maybe they mean the amount ?
like it giving 1200 pp instead of 300 pp
i was manually testing this earlier today because i wanna edit the relevant pages, and everything always gives the same pp no matter which season you are in
Create a completely separate page for the tables of damage type sources?
I closed my pc to go to bed, then realized I used a set value and it would break on mobile :/
Will fix when I have time if it’s still broken
Think I figured it out.
The LOK-1's bullets deal Kinetic damage, correct? I would assume they do, but it is not mentioned on the LOK-1 page anywhere.
Are the stats of the Minehead Turrets on Point Extraction known?
Did the Kinetic damage table, but there was some stuff I wasn't able to confirm whether or not it does Kinetic damage:
Minehead Turrets
Direct damage of Spitball Infector Mortar Shot attack
Direct damage of the Barrage Infector's Acid Barrage
Direct damage of the Vartok Scalebramble's Acid Volley
Caretaker/Robotic Appendage attacks (I assume the Robot Appendage burst fire should do Kinetic damage, as that is what Burst Turrets do)
If the Rockpox Grunt/Praet attack where they lob Rockpox at you does any Kinetic damage, or is pure Rockpox damage.
Hollow Bough environmental damage sources.
Hell yeah, it Looks great. I'm gonna separate the Weapon and Creature sections so it's easier to search.
Also the term "Bullet Damage" feels off to me, as its not how damage is generally described in game or on the wiki.
What do you think about just using "Direct Damage" in place of Bullet/Pellet/shot Damage? (When its direct type, if its area you would use that)
If direct isn't descriptive enough what about "Primary Fire Direct Damage" or "Primary Fire Damage"?
Also also, I think its a good idea to add Damage to every entry, or none of them. E.g.
"Charged Shot > Charged Shot Damage" OR "Bullet Damage > Bullet"
bullet is just the name of the projectile or source
pretty sure it has nothing to do with how it interacts with the world
direct damage would also be misleading, as that is talking about the type , not source
Fair
I was mainly thinking about how "bullet" is not used on the referenced pages, but it sounds like it just hasn't ever came up rather then it being a difference in terminology, so I was mistaken.
For sources that share one damage split, but have multiple types or firing modes, like the CSP, EPC, and M1K I think it would be better to group them all together, thoughts?
Like instead of what it is now, where EPC charged shot is split into Direct and Area, I think it would be more clear to just state "Charged Shot Projectile", since both components have the same split.
or just say Charge shot projectile // Direct (10% disintegrate) ; Area (20% disintegrate)
or some variation, so at least it is all in the same line, while allowing for different % to display
I meant for ones with the same split, so sources where both area and direct are both 10% (for example). Or for something like the M1K where both its hipshot and Charged shot are 100%.
If the split is different or dependant on a Mod/OC then having it separate is preferable.
I think that could be good.
Has anyone figured out Deep Scan's basic layout?
Like for Morkite we have LZ - tunnel - room - tunnel - room
I think Deep Scan is closest to Elimination layout, but it seems more compicated
i would phrase it as "Damage per Bullet" or "Damage per Charged Shot", to clearly indicate that the source is not the same as the Damage Element or Damage Type.
This is fully anecdotal, but it seems like its very similar to typical missions, just in a circular patter, with a high likelihood of tunnel intersection.
I've found that there is usually a single large loop, with a few small loops attached.
On one 3 crystal Deep Scan I had zero offshoots, with it going LZ - Tunnel - Room - Tunnel - Room - Tunnel - Back to starting LZ.
I feel like Deep Scan layouts also have more vertically overlapping tunnels/rooms, probably to drive the vertical aspect of the scanner - e.g. "oh, scanner says I'm 10m away but I can't get any closer, and arrow says it's up" and scanner shows there's a tunnel/room above you
I'm assuming Alpha, Beta etc. are assigned to each resonance crystal at the start of each mission?
Would make them easier to tell apart when communicating
Pretty sure they are, and it seems like you are set to whichever is closest when gaining connection. Meaning if you are closer to Alpha, but then move closer to Beta, it wont swap to Beta until Alpha is completed or far enough to lose connection.
Looks a little wonky with two images side by side, but one under another adds unnecessary blank space under the text
Like this
Both look really good! Though I personally prefer the second image, since it feels less cramped.
just a heads up, the way the images are placed in the first section causes the formatting on mobile to be very wonky
Yeah, because I couldn't find a way to put them next to each other and resorted to a borderless table (one row, three cells)
In general, I've given up on trying to make mobile look good
But I'll concede that for mobile's sake it's better to stack the images vertically
Alright, got rid of the table
yup looks normal now
if it had some "mobile view" edit mode...
stll yes, better it is usable but ugly, than useless om mobile
Cyrob mentioned that we could store two pieces of code on a single page, and set it so that one only shows for desktop and the other only shows for mobile
Or omit certain parts of the page when viewed from mobile
But that's a whole other can of worms I'm not nearly prepared to open
yea the wiki as a whole needs a redesign specifically for mobile, considering the sidebar appears under the page content, and most tables flow off screen
as in, only for mobile, I hope
cuz changing desktop version sounds bad
im pretty sure there is a way to make pages look different specifically for mobile, so the desktop wouldnt need to change
The abyss bar page is a good example of how little attention was given to mobile viewers
from what i read, Alpha is just the first one that your proximity scanner picks up. they should be assigned in chronological order that you detect them. (Alpha, Beta, Gamma, Delta, Epsilon)
i think that means their names are not assigned at level generation stage.
that might be confimable by doing a Duo Haz1 Deep Scan, and walking in opposite directions of each other. see if you can get different Resonance Crystals to register as your Beta crystals 🤔
the alternative is it might be host-based? dunno.
use deep dive ?
or alternative
do some noclip modding to move camera and find out where the crystals are
then using driller, try getting close first to different ones
dont you start with a crystal detected right out of the start ?
so third idea, is to find out if you can mod to make it only pick the crystals at REALLY close range, like 5 meters
also, question
are you supposed to get season assigments when you swap seasons ?
my friend is playing season 1, but only have the drilling deeper one from season 5 to play
and that is even after finishing conquer hoxxes and unlocking thunderhead
@short cloud You did some testing on the season 5, you might know the answer to this one...
nope, the seasonal assignments aren't back
only the season itself
odd.. wonder why that
so my friend doesnt get the story and stuff, sad...
about stubby electric arc, noticed something
we listed chance of proc
but... we never listed the actual infliction chance, do we even know ?
Micro Conductor Add On has a 100% chance to inflict its STE when a bug is in contact with an electrified turret, platform, or the beam between turrets.
not sure if that answers your question...
talking about the tier 5 mod actually, "Electric Arc"
though we also did not have the OC chance either
quick mention on escort page still mentioning the old boss phases
if anyone likes text writting https://deeprockgalactic.wiki.gg/wiki/Escort_Duty
any time an enemy gets Electrocuted (25-50%), there's a 25% chance for Electric Arc to proc. if it does, then i believe that proc has a 100% chance to apply Electrocute to all other nearby enemies.
very standard, nice
The page says that "a slow trickle of enemies constantly spawns" during phase 4. Doesn't phase 4 include a full-on swarm in addition to the Heartstone's attack? Mission Control's dialogue would indicate as such.
What is the official name of the rocks that attempt to encase the player during the Heartstone fight?
exact values for the spawn rate on each phase is unknown
and I can see a "Ommoran Crytal Trap" so probably that ?
This good?
Just noticed the page doesn't mention the fact you can bring the head back to the Drop Pod.
that is on the https://deeprockgalactic.wiki.gg/wiki/Drilldozer page
quite nice
the explosion part, I think the biggest part going on for it the knockback, right ?
also wonder if needs to specify beamers dont have "hp"
I think the wording "destructible" implies that they are mined instead of needing to have a healthbar depleted.
probably
Should that part of the page display all three attacks that can be done by the Drilldozer, rather than just the Beamers?
yea
some epic screenshots would be nice
just like the caretaker one
proud of the ones I was able to get, lol
https://deeprockgalactic.wiki.gg/wiki/Machine_Events
https://deeprockgalactic.wiki.gg/wiki/Experience
Are the XP and Credit rewards for machine events known? Cause they aren't on the Machine event wiki page or the Experience wiki page.
isn't it 1250/2500 or something?
looked up my screenshots. the base value is 250 credits and 1000 xp for completing a Machine Event, and then it gets scaled by the Hazard Bonus (+100% -> 2x multiplier)
And its the same for all MEs?
Just checked my old SS and seems like they are all the same
lol
(nevermind, I misread your question completely)
~~For adding ME XP to the XP page, should I just add it to the "Other ways to obtain XP" table? ~~https://deeprockgalactic.wiki.gg/wiki/Experience#Other_ways_to_obtain_XP
Just realized the table is for mineral XP, ill just add it to the text entries.
Is full ME XP is given even if the ME fails? I've heard that It just needs to be activated to give XP.
Correct
The only reward for actual victory is the infused core
I think credits are awarded either way?
Cool 👍
In any case, if we list korlok among "other ways to obtain xp", machine events belong there too
Maybe the table should be split? One table for "events" (Korlok, Machine Events, etc) and the other for anything shown as "Mineral XP" in the end screen.
i'm not sure how or where it should be listed on its page or how to get the exact information, but the grey part of the core stone seems to be armored/take less damage
the purple part is a weakpoint and affected by crit weakness
or seems to be
Is the bottom a 1x WP? Or is it higher? If its higher then x1 the top may not be armored, and instead might just be normal.
does seem like the bottom is just a high weakpoint and the top is normal
was going to get a picture of the retrieval pod for the corestone page but i forgot i've got hud mods on that aren't disabled by the hide hud toggle
the page just says "a pod" will arrive and i think specifying the retrieval pod with a pic of it would be nicer
https://deeprockgalactic.wiki.gg/wiki/Machine_Events
I find this section for the Omen on the Machine Event page weird, since its explaining common player strategy's on how to deal with the Omen, but that stuff belongs on the tips page.
That being said its been there for a while, so I thought it best to ask here if I should move it to the tips page, or leave it as is.
so how to find blue paint for driller
Are you referring to the new paintjob? if so im pretty sure it was added to Cargo Crates.
Speaking of Cargo Crates, is there any way to verify exactly what's in them (aside from brute force)? or do we just have to rely on the patch notes?
The guy say it called héraut
always move or remove stuff like that
- wonder how out of date that is...
Doesn't mention drillers Sludge Pump when talking about the Omens Resistances so its safe to assume it at least from before S1
how is that ?
made only the out of season one collapsible
as the main one is likely the one people more interested in seeing
in red is what I added
Looks good, though I don't know if the other table needs to be collapsed by default. If its the same size as the existing table, it might be more work the expand it then it is to just scroll past, which kina defeats the purpose of a collapsible table.
I have a 27" monitor, so idk how it looks on a smaller screen
table takes like 80% of the page screen on one of my monitors
and yes, same size on both
https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki
Also the main page still links to plague hearts, it would prob be a good idea for someone w/ permission to change that to corestone.
"Unfortunately, while you were editing, another user also edited the same page and published before you."
🙃
luckly it seems you can solve conflict by picking which parts you want to keep or change
Done
during XP, Core Stone's bottom half was a x1.15 wp
stalker image aquired
which one for vartok ?
Vartok image aquired
for the nodule, I wonder
should it just be the yellow part shown
and if not, how much of the cable ? "where do you cut it"
first pic seems good to me, for the nodule
I honestly like the second, only because the relative size / scale of it is a bit clearer
actually yeah, does seem a bit less large
you mean like
crop the image 2 with the nodule + stalk ?
That’s funny, is there any other case of a non integer WP?
"This attack has a significant cooldown"
wait, do you guys consider barrage infector cooldown long or significant ?
will change it to "moderate"
not to my knowledge. but, enemies aren't my area of expertise.
if there are any I imagine it will be for season 5 only
So error cubes do belong in Minerals mined, since they do not appear separately.
Does anyone have a SS that shows whether tyrant shards appear in minerals mined XP?
from a couple weeks ago
Looks good?
"Random Events" links to the section of the same name on the mission page.
So I have a probably miss conception
Am I incorrect or correct to assume that picking armor break on gk2 and Minigun boosts my average damage by 20%?
light armor reduces incoming damage by 20% so yeah you're correct
that goes for any damage that isn't radial
Ooo alright ty
or from the typeless damage type
it's not just my brain playing tricks on me when it feels like leadstorm just feels better with armor break rather than blowthru
Does this mean drak dosent act the same way or? Do projectiles also get on average 20% more dmg
0.8 to 1 is 25% more, not 20%...
Percentage math can be trick if not paying attention
Radial is damage that effects an area. Like an explosion https://deeprockgalactic.wiki.gg/wiki/Area_Damage
gotcha
Radial damage ignores armor (though it can damage/break it)
Draks projectiles deal direct damage, so they aren't radial, and therefore their effective damage is effected by armor and armor breaking mods
I’ll test it
In solo they aren't triggering for me (just tried 5 times) so it's either not every time, or only in multiplayer
Can test w/ a team tomorrow
if anything
would it not be a bug ?
Probably, though IIRC none of the starting voice lines have ever been class dependent, so if it is a bug, its an old one
better if we remove that trivia, right ?
Yeah. I'm like 80% sure that voice line does exist, but the trivia seems to be wrong about its triggers.
not really
those voicelines play randomly regardless of class
one plays per person in the pod
Either way that would prob go in mission trivia since its not class dependent.
but is it engineer voice used ?
Don't take this as fact, but from what I've seen it seems like at the start of a multiplayer mission one or more of the starting Voice lines will play. One of these is a dwarf giving general encouragement, and it seems to be the same voice pitch as engineer.
But I would need to check if it actually did use the same pitch, as its hard to tell if your not looking for it.
I've noticed that starting voiceline behavior as well. Like Pounce says, it seems random, but I've definitely heard all four class pitches across the different voicelines. I don't think it randomizes pitch per line, though, I think each line is only played with a specific pitch.
(Also, the starting voiceline that says "does the pod always make that sound" seems to have the Rich Atmosphere voice pitch up applied even if there's not a RA anomaly)
I play solo and I don't remember voice lines playing on descent
Either I stopped registering them, or they don't play on non-joinable solo
oh ye
if we know what is said more or less, I can check the files for any variables
Some strings, from memory so may not be exact:
"Does the pod always make that sound?" (pitched like Rich Atmosphere)
"Pull yourself together!"
"I...I love you guys!"
"These seats could really use some better suspension"
99% sure they only play in non solo missions.
From what I remember (and I doubt this has changed recently), those voice lines are entirely independent from the player's chosen classes, and can include two different dwarves in a dialogue.
Seems like most of those are actually on the wiki, let me grab the link.
that behavior definitely matches my observations
https://deeprockgalactic.wiki.gg/wiki/Voicelines/Missions#Support_Pods
Those are all present (before landing section). Seems like its one "scout" voice line followed by one "driller" voice line.
guess I haven't heard all four pitches after all! 😅
My choice would be not to remove it but edit in a way that makes it more relevant
Like "During descent to the landing zone, voice lines belonging to Engineer offer <insert emotion>"
I thought they were for any class
just wrong pitch
or are they indeed just Scout and Driller?
(time to do spectrum analysis on the clips? 🤔 )
Maybe we can look at the filenames first?
I remember hearing engineer say get ready but it may have just been an actual one.
there was a discussion about the voicelines played at droppod arrival, like 2-3 years ago. it was based off of someone commenting that the voices playing don't match who's in the pod. things like a Scout saying "i'm too young to die!" and Driller replying "shuddup i'm tryna sleep", despite having neither Scout nor Driller in the pod.
Gunner's "has anyone seen my pick?", and Engie's "get ready!" are the other ones i can remember off the top of my head.
i think that a long time ago -- like pre-Overclocks -- i think it used to play lots of different voicelines and it would actually play based on team comp. but it's been so long i might be misremembering.
like YoshkinCat said, i've played for so long my brain stops registering the voicelines.
Somehow i am failing to find those lines on crowdin or files
they don't have subtitles, so they might not have translations
now that makes finding whatever file it is harder...
maybe the wiki name helps if someone uploaded already
it's here: https://deeprockgalactic.wiki.gg/wiki/Voicelines/Missions
under Support Pods -> Drop Pod
Voice lines related to the various structures and events that can be present during a mission.
but notably, very few of these voicelines actually play in the current build of the game. some of these lines i remember from a long time ago.
reverse engineering from the clip names in the wiki page, it looks like here's where some of the arrival shouts are referenced: FSD/Content/Character/Shouts/DwarfSelection/Shout_CharacterSelection
how is this for being added to cryo cannon page ?
oh, for some reason the tild wasnt included
but yea, consider it is still there, cuz rounded
Seems good
Optional dressing could be bold-ing the Best numbers & make "Modifications" & The Overlocks link to the relvent anchors
sounds like a thing for "will upload it now, and add the extra details another time"
probably see if others wanna do it too
plenty of unsolved things to add on other pages...
ofc
current ones
- crawler image, 2 issues , one is that it is super reflective, so the image I got has some weird light + the thing really likes to stick hands underground
- creature damage, Ely might be quicker on discovering the values, but I can add on wiki for work efficiency
- Croppa, the only crafting mineral I don't have enough data to make a spawn table for it
- Swarms, looking to get egg hunt done, but last time I tried poking on all sorts of files, and didn't advance as I wanted
- anything that is simple to add, but interesting
the only I have currently
it is just too chaotic, and also the issue with hands going under ground for 90% of cases
so I am not fully sure on how to deal with it
(disabling AI will make the hands underground)
The way I got images (back in my day) was using the greenscreen filter of NVIDIA Ansel, though that filter kept getting added or removed each driver update
I might have gotten images like that too
been so long
but ofc, if I didn't use it was likely due to something not displaying correctly, or not working
though, I don't think the filter would help much with positioning,
unless you mean the reflections (which might look fine once cropped), and if anything I could do some touch ups, or get some patience and try a new shot
I'm thinking it would not reflect the filter's green
Other thing would be carving all the terrain under them if you have a way to do that
For the voiceline thing, as far as I've noticed, it's always scout then driller, these play as the drop goes down and only in multiplayer
then engineer says something like "let's go" when the pod lands/opens, these ones play even in solo, gunner doesn't have any lines that I've noticed.
what a great idea
Radioactive zone, then spawn with no AI, and then...
wait if I use pickaxe it will just drop more, dont I have to make it float ?
unless I just carve the hands area, and hope the "background" makes it easy to crop
Is this from max/min? or is it a set value no matter whats in the "mag"?
unaware of if no AI does that or not
the enemies still are idle, they aren't frozen in time
ammo has no bearing on how long you can shoot or how long it reloads
I mean when repressurizing, like I assume these values are from min/max since IIRC if I shoot for half a second, it doesn't take the full 5 second to repressurize.
Mag was the wrong word, since its a heat style system, not a mag system
yea, it uses the same "pressure bar"
so if you only use 40% of the pressure shooting, you only have to "reload" 40% of it
What do you think about this being added under the table, to clarify the values are from min/max?
This table shows the time it takes to fully repressurize from zero pressure (pressure gain), and the time to reach 0 pressure from max pressure (pressure drop).
or change "Pressure drop and gain" to "Total Time for 100% pressure drop and gain"
though the lack of a "%" probably indicates it is the full magazine
Is there a way to set a maximum width for a wiki table without limiting the minimum width?
max-width: value;
Thank you so much!
For weapons, how would I refer to their attack if the attack has no name on the wiki? Like for EPC I can say Charged shot for Charged shot, but how do I refer to the normal shot?
I know I can say "Non Charged Shot", but that doesn't work on something like the GK2, since it has no named firing mode
that is up to the weapon, the terminal usually have names, no ?
also, EPC is "Normal shots"
Most of them just say "Damage", unless I'm looking in the wrong place.
Some user is putting trolly stuff on Gunner's main page, I already reverted their previous edit but they've just gone ahead and reverted my revert
https://deeprockgalactic.fandom.com/wiki/Gunner
the fandom wiki has been abandoned so dont bother with it, use the wiki.gg one instead
Oh gotcha! Fandom keeps popping up as my first result when looking for the wiki lol, I'll use that one from now on, thanks 
yeah, we can't change that
not directly, at least
keep spreading awareness for the wiki.gg
You can also install the "wiki.gg redirect" or "indie wiki buddy" extensions to have your browser auto hide wikis that are no longer official
Here are some other options
#wiki-related-chatroom message
Maybe it's time to pin that message
Huh. Does Exploder Infestation really have an exclamation mark in the game?