#wiki-related-chatroom
1 messages · Page 25 of 1
do you know if scoring a regular barrel advances the multiplier phase?
didn't really check that but I'd predict it does
I've been trying to get one in, but it's hard to aim
took me a while to get the green barrel through
game keeps destroying normal barrels that fall into the pit
team disband is a good reset button
I think it starts some despawn timer as soon as it reaches the yellow/red barrel spawner
not only you gotta kick it through the hoop, you have to do it fast as well
I think instead of editing the table, I'll just add a line underneath it stating that normal barrels and the green barrel share the same point value as the yellow barrels
that'd be nice
hopefully will save someone from actually trying to get the green barrel in
so now the question is, what to change about the text on the abyss bar page
the new beer is going to have to be added to the abyss bar table, and the buffs as well
also short eli mination = 2 dreadnaughts, short salvage = 2 mini mules
Search and extract removed for egg hunts (Not with varried length and requirements
I get why search & extract was removed but still makes me a little sad
https://cdn.discordapp.com/attachments/395453563486339072/497753832437055498/unknown.png
Unlock egg hunt message
https://cdn.discordapp.com/attachments/395453563486339072/497756506695925760/unknown.png
New mining length message
Are there any links for all the scripted voice lines in-game?
the scripted voice lines are unfortunately all pitch shifted, so while we can pull the base voicelines putting them as they sound in game is impossible/difficult
I suddenly want to hear a non-pitch-shifted voice line.
i think the pitch shifting kinda sounds good!
what
1: 2000 credits 50 bismor
2: 50 enor pearl
3: 120 umanite
4: 120 enor pearl
5: 6200 credits 80 jadiz
6: 120 croppa
7: 6800 credits
8: 140 croppa
9: 180 magnite 80 jadiz 60 croppa
Level 1: https://cdn.discordapp.com/attachments/395453563486339072/498667817764126723/unknown.png
Level 2: https://cdn.discordapp.com/attachments/395453563486339072/498667856863559702/unknown.png
Level 3: https://cdn.discordapp.com/attachments/395453563486339072/498668023838670848/unknown.png
If making own parts for rank tiers
New title lord of the deep for 27+
Fixed the enemy count for 2 players
Wiki ediitng doesn't really have serious rules, there's some basic notation stuff that is pretty standard across wikis (that i'm admittedly bad at following)
thanks, I was going to do that but I forgot to for some reason
gee whoever did that table must of been really lazy 🙄
the missions page is going to need updating as well hmm
God the wiki is bad at centering cell text
whoever keeps making all these tables must be really lazy 🙄
well this is awk, for the progression table i got 2000 credits and 50 enor on my second mission
not sure why hmm
3500 for 4th milestone, not sure if every mission has credits now or if its a chance
4000 for 5th
urg, not even consistent with my experimental results
the minerals seem to be the same
Credits 1
Credits 2:
Credits 3:
Credits 4: 3500
Credits 5: 4000
Credits 6: 4000
Credit 7: 5000
Credits 8: 5000
Credits 9: 6000
RETIRE MISSIONS
1: 2800 credits 250 bismor
2: 3000 credits
3: 3200 credits 250 enor, 250 croppa
4: 3600 credits 250 jadiz
5: 4200 credits 250 umanite 250 magnite
Need to combine egg hunt and pester starblaster to grab me the new icon
I have all the data for a prestige page now that I could get started on
Debating putting main section in space rig page since there is a retirement terminal
We'll need new images for Alien Eggs https://deeprockgalactic.gamepedia.com/Alien_Egg
Alien Eggs, usually referred to simply as eggs, are the mysterious primary mission objective in the Collection gamemode. They are located hidden in the walls and must be dug out and returned to the M.U.L.E.. 10 Must be collected in order to complete the mission.
Eggs can occa...
One of the egg itself, and one of the organic matter Thanks Cenrus
- Updated Glyphid Slammer label icon
- Updated Egg Collection mission icon
Might also want a new image for Bismor, since I believe the size of Bismor cubes got increased.
For the retirement tier icons, we have three potential options:
- Isolated tier icons
- Tier icons with a blank class frame
- Tier icons with a class frame with a specific class (like the Twitter post promo image)
- Removed the excessive 20+ whitespace characters from the Hazard Level tables
- Hazard Level tables now have a minimum width set to avoid content being squashed
Did a bit of work on the Wiki, started creating pages for update 12 and 13.
problem with vanity shop
since items now disappear if your level is too low I can't fill out the new armor sets
- Updated Resource navbar template:
- No longer has a notice about Alien Eggs sometimes being a secondary objective
- Added Compressed Gold icon
What does the gold do?
All forms of gold give you more credits
there's also extremely rare bittergem which acts similar to gold as well
Err23 is more rare than bittergem tho 😬
Извеняюсь если не туда закинул но если есть русские и у кого выходит такая ошибка то отпишитесь пж как её устранить в гугле не че нету про это.
quoi?
Try #bug-discussion, this is for the Gamepedia Wiki page.
thanks
There's a good image of the Mactera Grabber here that we can use for the wiki
The blurred wings are not really ideal, also, I believe @full adder was working with one of the Devs to obtain high-quality renders for the Wiki
By the way, Cenrus, I'd probably recommend leaving more change notes when you make edits. Currently it's not very obvious what you've changed without looking at the diffs directly
Alright, I can do that.
I got excited and bought the Engineer-MK3-Suit before thinking of making a screenshot. But I added informtion of the other MK3-Suits
You're missing all the mini icons for the resources and rank
You can reference off the other entires to insert them
Engineer MK3:
Basic
"The MK3 line of mining gear is top of the line, and even this cut-down version offers several improvements over previous suits. It features heavy-duty powercells build straight into the plating, as well as handy pockets for snacks - not to mention an FM-radio in the collar."
Cost:
26,000 credits
60 Jadiz
90 Magnite
90 Croppa
Heavy:
"A walking command center, the MK3 Heavy Engineer Suit means you'll never lose reception again. It's loaded up with so much top-of-the-line tech most of the eggheads can't even name it all."
Cost:
32,000 credits
120 Jadiz
80 Magnite
120 Croppa
added the icons and the last suit. thanks for the info!
10 and 12
Already says it for both in the announcement
(Light heavy respectively)
fixing missions page now to have updated numbers
going to use experimental to cycle missions, will have to double check info for accuracy some other time
Updated missions page
want to add: Trivia for missions
=> Egg hunt used to be yellow before being combined with search and extinct
=> Hollomite objectives have different numbers depsite actually all being 25
Summary of Findings:
Mining expedition=>
L1 C1 - 200
L2C1 - 225
L:2C2 - 250
L3C3 - 325
Egg Hunt =>
L1C1 - 4
L2C2 - 6
L3C3 - 8
Elim -
L2C2- 2
L3C3 - 3
Salvage
L2C2 - 2
L3 C3 - 3
PE-
L2C3 - 7
L3C3 - 10
i fgluffed up the alien egg format, I'd appreciate if someone made it follow the other entires, going t osleep now
Hmm alright, I'd like to separate and make a secondary objectives page though
have you guys thought about updating the images as they are all like pre alpha pictures?
It was talked about
You mean the Main Page slideshow?
I'll see about updating it tomorrow, I've had some newer press release screenshots ready to go for a while actually
Though I was sort of waiting for my accidental uploads of the JPG versions to be deleted first, I guess it doesn't really matter though
@gritty bear When you have a spare moment, could you go through the Candidates for Deletion page and delete all the press kit images I flagged?
I originally converted them to high-quality JPEGs to reduce filesize while maintaining visual quality, but I forgot that Gamepedia generates new versions of files for different resolutions, so they end up losing the quality I was trying to preserve.
I'm going to upload the PNGs instead and update the front-page slideshow with them
done
we could use some of the #485879357915791364 screenshots
nvm it's mostly spammed with super early screenshots
Those could be used for some page documenting development
The Resources page needs a bit of updating. Currently, Egg hunt requires to find 4 to 8 eggs, not 10. Maybe do the same for the Aquarq section, which would be 7 to 10.
Didn't i update the missions section
I'm talking the RESOURCES page, not missions
I updated the actual resource pages
Where are we going to get information about the alpha updates? (dreadnought, space rig, update 2)
the news tab on steam
or even here in #patch-notes-steam and #announcements
I will say that update 6 and 7 seem very hazy
no idea if 6 even happened
can we add some more links to the homepage like on the Minecraft wiki, links to discord, reddit, steam forums etc.
Has or needs the Wiki the information that Snow in the glacial strata does deny your fall damage?
Yep
Snow denies not all damage, it's around 50-70 points of fall damage. Points, not percentage.
There's my records for material xp value
Inferrable information:
Fossils and Boolo = 3xp
Eggs and Aquarq = 30xp
Large minerals = [mineral value]xp```
Err cubes?
I didn't find any obviously, but as long as you get a screenshot of the depository right before you leave (and count resupplies), you should be able to figure it out using the above values as constants
So this method works quite well, just need to have a mission where Bittergem or the Error cube is found
Err cubes are 2,000.
As dumb luck would have it, I just found one as I was leaving a "grab the 6 eggs and leave" retirement mission, and remembered this conversation.
3,161 / 1.45 = 2,180
2,180 - (6 eggs x 30) = 2,000
Nice!
IP from Thailand, probably a communication barrier
not sure if a memester or legit dumbo
the question mark spam makes me suspicious of course
When comparing the depository at the end of a mission (right before extraction) and the exp values on the results screen, the nitra consumed for resupplies is not displayed in the former.
But thats not the resupply giving xp, thats the nitra mined and deposited
Correct.
I was just concerned if I was reading the information from your table correctly
It's just listed seperately because it's something that has to be accounted for
and what does (13 -> 20) Jadiz, mean?
13 to 20.
13 in the depository, 20 when listed on the results screen due to hazard bonus
Wait it doesn't tell you the correct values?
I presumed that was the variation in the amount a single crystal gives you when deposited.
hm, so just to clarify you get the 20 xp from the hazard bonus not the 13 correct?
There's quite a few different values, I'll explain...
There's the amount listed on the depository when you first put the minerals into the M.U.L.E. That's the 13.
When you complete a mission, smack bang in the middle of the results screen it tells you how much you got. That's the 20 (13 + 50%)
However, in the experience column, on the right of the results screen you can see that only 19xp has been obtained from the minerals. This seems to only be rounded down.
Finally there would be the total change in your bank. I would like to test this before and after a mission to see if its an integer or if rounding applies there too.
ah, I understand now
XP is stored as Integers and minerals are stored as floats.
have maggots really been silently nerfed at some point?
yeah, happened couple updates ago
none of the patch-notes say anything about removing maggot green clouds or explosive damage
unless they were in the older experimental notes
they did, haven't killed any of em in a long while tho
they got changed a long while ago
Does anyone have a full portrait of Mission Control? I saw it posted here a while ago but I cant find it.
I posted it
I could try to get it again, it wasn't full quality, just a screenshot from my model viewer
@thorny sand
if you want me to convert it you'll have to wait until i get the proper tools
or harass starblaster
Why screenshot? Just export the texture itself
don't question my methods, it was a casual screenshot
Ok. I won't
Dna, when's your next numbers dump post?
there's a bit of controversy regarding the mactera mob weakpoints/multipliers
specifically the bomber and the grabber
Last I checked they did not have any multiplier
Some damage modifiers:
Glyphid Brood Nexus Eye -> 500%
Mactera Spawn Stomach -> 300%
Glyphid Head -> 150%
Glyphid Praetorian/Dreadnought Abdoman -> 150%
Spitball Infector Spot -> 400%
Glyphid Dreadnought Flamethrower -> 49%
Mactera Spawn Flamethrower -> 200%
Spitball Infector Flamethrower -> 200%
Spitball Infector Drill -> 200%
Tested damage modifiers again
Critical Weakness multiplies damage to weak spots x5. Shown in parentheses.
Glyphid Brood Nexus Eye -> 500% (500%)
Mactera Spawn (Not Grabber,Bomber) Stomach -> 300% (1500%)
Glyphid Head -> 150% (750%)
Glyphid Praetorian/Dreadnought Abdomen -> 150% (750%)
Spitball Infector Spot -> 400% (400%)
Glyphid Dreadnought Fire/Explosives (Health only, Armor not tested) -> 49% (49%)
Mactera Spawn/Bomber (Not Grabber) Fire/Drill/Pickaxe/Explosives -> 200% (200%)
Spitball Infector Fire -> 200% (200%)
Glacier Glyphid Warrior/Swarmer (Not Bomber) Fire -> 125% (125%)
Frozen Gliphid Warrior/Praetorian (Any bug?) -> 200% (200%)
Yes, that's why they are not in that table
alright, that's what I thought but I wasn't certain
not sure if that's an oversight by devs or not
If i'm not mistaken it seems like the goo bombers sacks can be fully destroyed without killing the bomber, and the death goo will still drop even if both sacks are broken
anyway, if you're looking for a side project you could help us try to figure out how to reliably bypass the player limit 👀
When you destroy both sacks it still can spit it just is unable to do bombing runs
I looked at the player limit a bit before but didn't find anything obvious
And now I don't have time really. Maybe in a couple weeks I'll try again
Several server config player or playerlimits mentioned in the files, but changing the numbers doesn't seem to do anything
see ya around 👋
Those are probably some default UE config values
It probably still drops goo but if you knock out both sacks it just ragdolls instead of playing the unique death animation with goo
I think they go together, but I guess I need to do further testing
It dropping goo despite both sacks being broken is intentional?
no but maybe the sack was killed after death? 🤔 sometimes i see the things in a death spiral but with health left
might be caused by using an AoE to deal the damage
No it's because the UI doesn't update properly if you didn't deal the killing hit
So 32 mined gold gave me 115 credits on x1.8, which means each unit of gold mined equals 2 credits
I think we already knew that
But I got a bunch of Dystrum along with a lot of other stuff and I can't seem to figure out how much xp it gives.
wait actually I seem to have thought it was 3 personally
My data was probably interfered with
Updated [[Creatures]] with the new dev renders
Haven't uploaded the new Ice Praetorian, Harvester, Spitballer-Awake or Lootbug renders because they have several visual defects
The Creatures page also still requires a pretty big overhaul imo
@elfin salmon I'm going to mark your JPG creature images for deletion, as they're obsolete and don't contain any additional edit history.
@hollow jasper That's fine, they were from ages ago and I put them up becasue there was literally nothing else.
I added this Tip to the Driller's page the other day (although someone edited out an important part that makes it work for some reason, that being the self-revive)
Combine the Driller's melee drills with the perks: Iron Will, Vampire and Berserker, for a melee juggernaut. Effective for times when ammo is low, or during a hectic Salvage Operation where you need to tank Exploders for your team, and then self-revive from Vampire.
I haven't tried it yet, but would the red sugar perk activate on health regain and thus give you a speed boost, because sometimes upon gaining health back my dwarf shouts "Red sugar!"
Sweet Tooth speed bonus only triggers on picking up red sugar
However, all healing voicelines are used for all healing sources
Berserker doesn't work with drillers drills 😅
Red sugar doesn't give the move speed buff with vampire
Including the voiceline "RED SUGAR!", which is also called out when using vampire and when resupplying
Berserker doesn't work at all as far as I could tell
I was the dude who 'shortened' it, just thought the asterisks were weird and the player could figure out what the perks do on a different page or in-game
also thanks for reminding me about this perk combo which is almost a melee sub-class for driller, I did think of it before but completely forgot to actually try it
that sucks
I actually have a suspicion none of the pickaxe damage upgrades/boosts do anything too
Worth testing
every time I use skull crusher I end up doing the exact same amount of damage to loot bugs as before
If you followed any of the discussion or Reddit you'd know none of the beer buffs work
As found by ghost and others
big bad
Row 1
-Magnetic refrigeration = cooling rate +1
-improved feeding mechanism = rate of fire +1
-improved platform stability = increased accuracy
Row 2
-oversized drum = +300 max ammo
-high velocity rounds = damage +2
Row 3
-hardened rounds = armor damage +100%
-staggering hit = 10% chance to stagger target
-blowthrough rounds = shaped bullets capable of passing through a target
Row 4
-variable chamber pressure = +15% damage when fully stabilized
-lighter barrel assembly = spinup time = -0.3 seconds
-magnetic bearings = spindown time +2 seconds
Row 5
-aggressive venting = burn everything in a 3 m Radius when minigun overheats
-cold as the grave = every kill cools 4 units of heat
-hot bullets = rounds fired when heat meter is red will burn the target
This might be useful when the update drops
I had my suspicions that Berserker didn't affect the Drills, but it was difficult to test. Now the build still does work, since the results are the same. Iron Will + Vampire lets you get back up on your own, so it's still viable since nothing was 'technically' lost. I would like to see Berserker work with drills though.
But that frees up a perk slot for me
I wouldnt call it Viable given you revive yourself in what is a likely a horde with 5 hp, it's often be better to just get back to half health
I'd hesitate to put it as a TIP instead of as information that the mechanic works
So literally just : drills count as a melee weapon for vampire, drills don't work with berserker.
I actually find great use for the combo
it's tricky, but extremely useful when you do it
If you put it as a tip or recommended playstyle then it's as if the wiki encourages the combination, which I at least don't recommend
It'd be good if the wiki remained impartial to that playstyle advice as much as possible
Isn't that what tips should be for? Telling you that A can get you out of situation B
It's not so much a playstyle, more a last resort that you, with enough skill, can pull off to save yourself
Like how you can combo a scout's slow grenade with a normal grenade to slow it's throw speed and detonate in the air, to hit Mactera
The way you wrote it seemed very opinionated.
Just a mention that you can revive from iron will with drillers would be enough I think
More so it's a statement of fact. It can get you back up from Iron Will, with an example of a situation. I mean, by all means change it to Vampire works with Drills and have people figure it out, but imo the wiki should be as helpful as possible, letting people choose their own way based on tested information
By describing it as a "melee juggernaut" you're pushing people to that playstyle and recommending it or at the very least influencing it.
Which isn't letting people freely choose their own style
I changed it to: Combine the Driller's melee drills with the perks: Iron Will and Vampire, to revive yourself during Iron Will.
It's mainly semantic, but it's certainly too wordy for my presences
That's should be fine although I still feel it's a little lengthy
And juggernaut may be a strong word, but it's still a suggestion more than a recomendation
I would like to see Berserker combo with drills. Also remember the tip was written with the assumption that they did, since it's hard to actually test.
Placebo affect and all
Committing unverified info to the wiki is... understandably frowned upon for just such a reason
Either way it's changed now
If that's the case, how do we know that Mactera take more damage from the flame thrower? Was it an official statement?
If you're looking to make more commits feel free to ask here or in general for mechanical information
Tested damage modifiers again
Critical Weakness multiplies damage to weak spots x5. Shown in parentheses.
Glyphid Brood Nexus Eye -> 500% (500%)
Mactera Spawn (Not Grabber,Bomber) Stomach -> 300% (1500%)
Glyphid Head -> 150% (750%)
Glyphid Praetorian/Dreadnought Abdomen -> 150% (750%)
Spitball Infector Spot -> 400% (400%)
Glyphid Dreadnought Fire/Explosives (Health only, Armor not tested) -> 49% (49%)
Mactera Spawn/Bomber (Not Grabber) Fire/Drill/Pickaxe/Explosives -> 200% (200%)
Spitball Infector Fire -> 200% (200%)
Glacier Glyphid Warrior/Swarmer (Not Bomber) Fire -> 125% (125%)
Frozen Gliphid Warrior/Praetorian (Any bug?) -> 200% (200%)
Number digging
Ok thanks
interesting that not grabber, although balance wise makes sense since it will move in on you regardless and the other two should stay away from the players in the first place
I'm rather convinced grabber and bomber are bugged
Why make weak spots that don't do any additional damage
Hazard 2 (damage against driller). Spitballers: 25, Mactera Bombers: 15
Radioactive crystals 4.5~ (rounding). Explosive spore: 50 If you want me to see how much damage something does, I can do it later today. I don't know what values you guys need.
They buffed radioactive crystals huh
That’s the one I’m not sure about due to rounding.
Just checking there isn’t a reason why some creatures don’t have damage values listed? For example spit ballers?
Cause I can add them to wiki quite easily, and dna has got the numbers*
Some need checking tho
Nobody bothered to put them up 😬
also "Work Instructions" mission type
Split assignment terminal into its own page, going to need entires for
Probationary period
Retirements (4)
Weapon unlocks (8)
Creatures page => edit weakness table into page somehow (currently in talk/discussions)
Won't the weapon upgrades go on the pages for all 4 dwarves?
Upgrades? Yes.
New weapon Unlocks => going to be getting a "license" to purchase the weapon from an assignment mission
Source : end of Vlog 18
I moved Hoop Barrel article to Abyss Bar
felt it didn't have enough content to warrant a separate page
:(
INVISIBLE
:((
OA
it was right around open alpha
requesting to combine https://deeprockgalactic.gamepedia.com/Release_date and https://deeprockgalactic.gamepedia.com/Update_7:_Early_Access_Release
Update 7 was the last update released before the game was sold to the public. The main focus were general improvements and new additions such as procedural generated missions, vanity shop, new missions, new biomes, etc.
Deep Rock Galactic was released to the public on the 28t...
Doesn't make sense to have two pages
[[Update 7: Early Access Release]] focuses on the update itself, whereas [[Release Date]] is focused on the release of the game.
That being said, I think it's one of those generic Wiki pages, it could probably be replaced by a much broader page about the game in general.
A pseudo-Wikipedia article, if you will
Yep they definitely seem like two completely different pages
One is focused on what was happening with the game at time of release
Though it could be merged with the titular page
But the second is part of a series of patch notes
You're right. I'll just put a link to the release date page on the update 7 page
@thorny sand try to keep experimental stuff to a minimum on the wiki, we decided not to document on experimental much until the update is out on the main build
Okay, wont happen again.
unless it's exclusive experimental stuff like cheat terminals of course
"You shouldn't eat radioactive waste." "Ok" "Unless you become Superman with a Gatling gun, then your good."
?
Cool
forgot about that last line, thanks. I will add more quotes tomorrow
Updated XP Requirements for U19 if no one else has already written them down:
20 - 18,500
21 - 19,000
22 - 19,500
23 - 20,000
24 - 20,500
25 - N/A
Total: 315,000 for 25```
Going to be uploading new gear icons soon, as well as updating the existing ones to the new standardised resolution, so if any of the class equipment tables look weird for a bit, that'll be why.
Icons uploaded/updated. Working on fixing the equipment table templates now.
https://deeprockgalactic.gamepedia.com/Category:Equipment_icons
Template icon images updated
The new character vignets are in \Steam\steamapps\common\Deep Rock Galactic\FSD\Content\Movies, we could add them to the page of each dwarf.
@thorny sand yo you should sign you discussion message with a "~~~~" at the end
https://deeprockgalactic.gamepedia.com/Talk:Mission_Control/Quotes
Like ~~~~Cenrus?
Just the squiggles
Fixed, sorry about that
Create an {{unsigned}}?
any ideas on what to do with the upgrade table?
Yup
Though the amount of information might need to be compressed into a single cell per upgrade
Or two cells
Unless you want to make a table for each weapon
[File:icon_ammo_upgrade] AmmoUpgradeName
CategoryName
+90 Max Ammo
|-
2000 credits
2000 enor pearls
Have each upgrade info take 1x2 cells, or 2x1 cells similar to what it does now
But if they get aligned in the table like they are on the upgrade screen as 3x5...
Then the table can be 3x10 or 6x5
The level requirement can be placed in a new column on the far left
Just right of the initial stats
How many stacked tables are in the template right now?
Might be easiest just to nest a new table with the 3x5 perks into the weapon table, in that area where the upgrades are mentioned
That way you're not juggling multirow cells right next to a 30 cell table
I was actually going to ask some question about the upgrades tables being missing. Why not something like this? From your description I can't tell if what I've made here is what you're trying to avoid or not.
Probably switch require minerals with stat changes to all stat columns line up
All the dwarf pages have public editing, you're good to go
edits one word on the missions page
where would i get the icons for the newest weapons similar to the old icons?
Do weak point bonuses simply add on to the enemy-specific weakpoints?
they should
e.g. 50% bonus to an enemy with 300% would just take 350% right?
oh that's what you meant
i assume it's probably a multiplier
rather than an additive %
If its a multiplier, then 50% would be huge
tru....
You will need to ask starblaster for the mod icons
unless he already got them from the game files
looking through it looks like they said they were in the middle of uploading and changing the equipment tables
last wednesday
What icons do you need @chrome shoal? Specifically.
@craggy sentinel Just the icons for the new equipment like the breach cutter and such
I was going to reorganize the tables
So just the actual weapon icons?
i suppose that's it yeah
Give me a few minutes.
kk
@craggy sentinel After some quick searching it looks like Starblaster already uploaded them
I hadn't noticed. Thank you anyways though
starblaster had already uploaded the weapon icons
he even updated the old ones even though they didn't change much
perhaps it's time we made a separate page for each weapon?
tiered tool upgrades are bound to come in the future as I understand
For this round of upgrades, the new system has been implemented for all new and old weapons, but it is not yet implemented on tools, grenades, and armors. This will happen with future updates.
The mods system is confirmed to come for every tool, so adding separate pages for each is a good move in my opinion.
I added the new weapons and stats but removed the old upgrades from the lists
Anyone know the default time it takes the Gunner's autocannon to go from cold-startup to max firerate?
Regarding the Hazard level page, do the enemy damage resistance multipliers get multiplied by the enemies base health to create an effective health (scenario 1)? Or do these modifiers affect the player's damage output(scenario 2)?
I understand that either way the same effect is achieved, but I need to know this nuance to build my spreadsheet.
Consider Hazard 4, with 4-players on normal sized enemy (1.3 damage resistance). Would this make enemies have 30% more health (scenario 1); or would it make player's damage only a portion of what it used to be (scenario 2)?
resistances can only decrease damage output
it doesn't increase their health
also I believe the autocannon's 'spin-up' takes 2.5~2.6 seconds
Do beers have no buff or the wiki is just missing them?
the buffs are there on the wiki
Cant see them on mobile then @gritty bear
Did you try scrolling to the right
tried my hand at making an info box for upcoming equipment pages https://deeprockgalactic.gamepedia.com/Template:Equipment_infobox
you leaked the new enemy type, "weaponized bug" due in update 20
WEAPONIZED BUG COMING TO DRG UPDATE 20 REAL LEAK >>>CLICK HERE<<<
ok that's art
beautiful
Changed the {{equipment infobox}} template so it no longer requires slot parameters 1, 2, 3, or 4 to be suffixed with '-st' etc.
slot is also no longer case sensitive
Changed availability 0 from 'Unavailable' to 'Unobtainable'
I'd suggest making slot 1-4 consistent with each other, it's kind of clumsy currently going from: Primary, Secondary to Third, Fourth.
Primary
Secondary
Tertiary
Quaternary
or
First
Second
Third
Fourth
Or like, give the third and fourth slots different names
Primary
Secondary
Tool (Just an example)
Miscellaneous
yeah I'll probably just do First, Second for now then
thought maybe Primary Tool and Secondary Tool but that would be a bit confusing
it's an easy change for when we come up with something better anyway
Primary, Secondary, Mobility, Utility
slot1, slot2, slot3, slot4 work just as well
to be uploaded in a little bit
idk how I'm gonna work these into the vanity shop page
Simply purchase every single vanity item and showcase every single one individually. Simple.
Happy to help.
Put them all in a new tab at the bottom
@gritty bear Regarding the damage resistance, would you be able to give me a sample calculation using a base weapon damage of 10 and resistance of 1.2?
the target would take 8 damage with a 1.20 resistance
What about if the resistance was .55?
from there I'll be able to figure out the rest
would take 4.5 damage, I don't think it gets rounded
Thanks
Wait, that means that enemies on easier difficulties take less damage, something doesn't seem right there
@gritty bear There must be a different way those resistances are used because that seems unintuitive
If you are sure about it, I'll take your word on it though.
you know that is weird
but the guy that datamined some stuff retrieved it as is
enemies take more damage on hazard 1 than normal
The math on that second one got flipped, hence it looking weird.
10 damage at 1.2 is 10/1.2=8.3
10 damage at .55 is 10/.55=18.2
No idea how these are actually calculated in-game, but it tends to be easier applying them to enemy health than to weapon damage. So an enemy like a Warrior with 90 health would be:
90x1.2 = 108 health
90x.55 = 49.5 health
In the first example it would take 11 shots at 8.3 damage to get over 90 health vs the second it would still be 11 shots at 10 damage to get over 108 health, so the math and rounding errors should be close enough regardless of how they're calculated in-game.
ohh I thought he meant 1.55 whoops
It's edited, so it might have been 1.55 at first, who knows. But I still think applying it to health as opposed to damage is the easiest and most widely understood way of calculating things.
it is
Alright, so use the resistances to make an enemy 'effective' health rather than effecting the damage
When all is said and done, I will release a breakpoint calculator spreadsheet. It's currently functional, but is only usable by me since it is not user friendly yet.
I really wish I can see damage numbers off of enemies so I can figure out exactly how resistances come into play
Oh, looking at previous posts, I think I understand.
You mean 1.2 for resistance right?
Also does anyone know how much damage a glyphid veteran warrior does to the player? (hazard 2 for unmodified values)
I believe they deal the same damage as regular ones, just 50% more health and stronger armor
Btw the tables on wiki are wrong
OOOOOOOOOF. The tables were my main source of values lol
Resistances are 0.7 1.0 1.1 and 1.2 for 1 player
May be the same for all player counts
For small or normal enemies? Or are there no separate categories?
Veteran Warriors do the same damage as regular Warriors. 10hp per attack on Haz4, so 4hp at 1.0 modifier.
Thanks
yeah that table is outdated they adjusted the modifiers quite a bit
I adjusted the values they mentioned in the patch notes (regarding the spreadsheet I'm working on, not the wiki)
Specifically for 2 player games
Also mildly amusing is that you still don't go down at 0 health, but some amount below that. 14 attacks at 10hp each on 110hp+30shield left me standing with zero health.
Iron Will?
Well the health regen seems to accelerate from a really slow state
Crutch. :)
maybe the moment you take damage your health will barely be above 0
Due to this accelerating regen
¯_(ツ)_/¯
I could see it regenerating some tiny point of health that wouldn't show and therefore not going down at exactly zero.
Yea, it would kind of be interesting to know if there is a period between taking damage at critically low health where the regen is not occurring
Or if it is always regenning, but has a threshold and starts accelerating REALLY slow
When does it stop regenning anyway? 10hp?
Seems like around 15hp.
health regen has to be percentage based
This was the moment I started to regen health from health/shield at zero:
same amount of bar fills up with the health buff drink
That was when the buffs were broken, unless someone's tested recently.
Thanks again 😃
The regen is identical, so likely 15% since the numbers I was getting measuring pixels was just shy of 15% which would make sense with the angle. So 16.5 vs 21.45 stock vs RRB, which definitely does work now; 17 hits from a Veteran Warrior on Haz4, with a little sliver (3hp) left over.
health is one of the easy values to grab with cheat engine
just use that to verify your testing
rather than all this pixel stuff
So go do it. ;)
Solid plan.
do what? teamkill ?
You know, for as much shit as you give Mushu for teamkilling, you've killed me far more often on purpose that he ever has on accident....
Just sayin'
how can i kill you on accident if we never play together
Mushu! Your name, color, and profile picture have changed! Welcome!
It's a flesh wound
You're clearly drunk, quick cloggin' up the wiki channel with your drunken ridiculousness.
For standard enemies
@vocal dirge i tested leeches, mactera swarm, lootbugs, and the numbers make sense for spitters too. I assume also warriors
i've heard that Ghost only speaks in lies, anyone else hear that?
Can someone else confirm that enemy resistances are independent of number of players? If it is, where did all those values come from on the wiki?
Also thanks HexZyle!
Alright, do those values also work for small enemies?
Havent tested crawlers
Well, either way if we choose a method of using those resistances and standardize it, we can adjust the wiki to match it
Personally I think it would be easier to see enemy health get adjusted than to decrease damage output
When my spreadsheet is complete we'll be able to compare field data to theoretical data for all weapons on all difficulties on all enemies quickly, with any set of weapon upgrades.
Perhaps I can even make the spreadsheet compare the values and discover the true resistances for us
That would be excellent. One fellow already helped me calculate the damage for the M1000 Classic.
M1000 damage calculations - BaseDamage x FocusBonus x WeakpointBonus x BugWeakpointModifier
For most basic bugs, there's a x2 damage multiplier on weakpoints.
Therefore, 55 x 1.9 x 1.5 x 2 = 313.5 Damage.
Do you know for certain that the weakpoint bonus multiplies by the bug weakpoint modifier?
Also that damage would only work on Hazard 2 from my understanding
It doesn't factor in damage resistance, if that's what you mean. The actual damage would still be the same.
Also, no, I'm not certain.
My problem with the whole enemy resistance thing is that there are two schools of thoughts. 1) The resistances effect the enemy health. 2) The resistances effect the damage output. Although these sound like they do the same thing, the problem is that they calculate differently. WHICH IS DRIVING ME UP A WALL.
I presume you're looking at the Hazard Level wiki page?
If I still can't figure out for certain which one is correct, I'll end up trying to confirm it myself (because I'm quickly approaching the point in my spreadsheet making process where I must choose)
I have yes
I was also told these values are incorrect
Wait, are they?
Hrm.
I see I'm stirring a bees hive but I'm very confused lol
There is also the outstanding theory that everything seems to be 4 player scaling currently
Or individual mobs
It's a little chaotic
If you're trying to test if the damage works based off health or actual damage dealt couldn't you test that based off enemies
I'm sure there's a breakpoint where that matters
My understanding is that the resistance changes health, but is phrased that way because of spawning details
Yes I could test that, but I figured I could work off of previous testing from others
Is it possible for a dev to confirm this whole confusion of how resistance comes into play?
Basically, if we had the shooting range with dummy enemy types with working weakpoints, none of these problems would be confusing me
If you're trying to push that suggestion you'll have to wait until February when the space rig is actually overhauled
Yea and I already threw a suggestion in the appropriate place too 😃
Right, but it would also need to be complex enough to factor in each enemy, and each hazard level, and each weakpoint and so on.
And I doubt it would help you that much without an extreme amount of work (player scaling and hazard scaling options)
Well, if we had the table of currently used resistances and an understanding of how they are used in calculations, I don't think it would be much work
At the moment, I'm copying every weapon upgrade for each weapon into my spreadsheet
Values, descriptions etc
But soon I'll need to actually calculate the breakpoints
Seems pretty needlessly lengthy
Well, have the calculator do it for me
Well my spread sheet will allow the user to change any upgrade whatsoever and it will calculate # of shots required for each enemy depending on the difficulty and # of players
I have most of the referencing done, just need to fill the arrays I set up for the upgrade sections
it'll calculate DPS and what not
Taking into consideration reload times, fire rates, just lots of good stuff
How is how it's calculated throwing you off more than how they handle non-integers?
Because I will assume that no values are being rounded until that makes an issue
Which I hope it won't
non integers, oh, like off/on modifiers
I don't worry about those XD
I weep for your sanity.
Like hot bullets and Aoe fear, stuff like that
No no, I mean decimal number or not whole numbers.
Like I said, I will assume that all decimals are left in, unless it causes an issue when compared to actual in game field data
Like 3.5; is it 3 or 4 in-game. That will screw up calculations way faster than you'd think when you compound it.
Again then, I weep for your sanity.
Hmmm, maybe I will soon see your concern, but until then I will just keep plugging away XD
And I will continue to wish you the best of luck. 
Haz 1 and Haz 4 bars respectively
It modifies their resistance/weakness, not actual HP
Oooh, from what weapon? I'm assuming this is solo
Referring to the length not the damage
It's 5 segments on each bar
Yes
Okay, so that means the resistance must affect damage output then
Didn't we already establish this somewhere on the Wiki?
Or was it never explicitly mentioned
I only remember trying to classify mob health by bars
And then giving up on the idea
Write it in hazard scaling
No numbers are rounded
Pixels however are. You can't have half a pixel
"My problem with the whole enemy resistance thing is that there are two schools of thoughts. 1) The resistances effect the enemy health. 2) The resistances effect the damage output. Although these sound like they do the same thing, the problem is that they calculate differently. WHICH IS DRIVING ME UP A WALL."
How do they calculate differently? If they do the same thing then calculating them any way that works is acceptable, no?
All values are multiplicative
And in multiplication, order of operations is unimportant
Yes, that's right, and after making a bunch of dummy values, I see it is the same either way.
Regarding my statement "the problem is that they calculate differently," I ignorantly assumed this without even trying.
oh ok
Got any tips I can add to the dwarves character pages?
also, should I add lloyd (robot bartender) to the equipment navbox?
...its name is Lloyd?
Say hello to your drone bartender Lloyd, who will be serving cold refreshments for all of you hard workers! Be aware that the refreshments come in different potencies, so take it easy and drink responsibly - you are at work after all! (was in patch notes of Update 17)
🤔
b-bosco?
yo cenrus I had the same idea of starting off with basic pickaxe lol
the png you used is way better than mine tho
I found it in the press kit (as seen here) https://drive.google.com/drive/u/0/folders/1fmV4XlHVdGHIz0dSMRgZw0fxzxKW1RXj
If you need high quality images or renders, give it a look. It also has a lot of pictures of the old models
Should we use a template for the modification tables?
it would be nice but sounds like a ton of work
Several of the press kit images actually contain artifacts and defects. You'll likely need to manually clean up any that you want to use.
I see now, some have rough edges. I'm not sure how to edit them out myself.
What are you looking to clean up?
Does anyone know about damage required to break glyphid armor? I'd love to know the details.
now that requires extensive testing
Yes.
Heavy armor resists all damage but is destroyed after taking 100 damage. This scales based on difficulty @vocal dirge
Light and Medium armor resist 20% and 30% damage respectively, but are broken based on a damageDealt:50 chance
The former has been tested pretty thoroughly but the latter has not.
are categories broken right now or am I doing something wrong?
What do you mean?
I've added stuff to a category yesterday and the category still didn't update
need a cool png cutout of the breach cutter and its price
We're going to need the devs for those, I think
they have done new enemy renders, hopefully they will do the same for weapons
I put all the press kit images in a category so they can be fixed later, but they aren't showing up
yeah for some reason they aren't updating, hopefully will get fixed soon
@cerulean cypress So which enemies have light armor and which have medium?
I uploaded all the "GearGraphic" images from the game files if anyone needs them; some of the weapon skins don't match the ones in game, and the Cryo Cannon is completely missing for now, but they should all be there if you search "GearGraphic" in image/png.
Btw guys, would you rather me post my damage calculation spreadsheet questions on a different channel?
I'm not blue, so my opinion doesn't count, but it's probably fine; without making a new channel the only other option is #drg-chat so...
if its wiki related chat then here is fine, so yes numbers for wiki is fine here, and yeah general being the other option but would easily get lost there
Alright, well I'll keep the spreadsheet questions here, but it does kinda feel like I'm just pushing myself in here
I need to find the damage tick-rate of the flamethrower and the voltaic smg.
I'll probably use a loot bug for that since they make nice audio cues
electrocution used to deal 20dps for 4 seconds but i think it was lowered since 🤔
One problem here with the flamethrower is that the ground fire also seems to damage enemies while they are on fire too.
So if some nameless dummy was going to go through and get all the different upgrade icons for the gear pages, which of these do people think will look better?
White looks better
Orange is more fitting to in game, but the white one is cleaner and easier to read
Oh thank god; then all I have to do is finish uploading them...
I changed my mind go with orange
no u
😈
https://deeprockgalactic.gamepedia.com/Breach_Cutter#Modifications
Look ok for the tier 1 upgrades?
Give the icons some padding, looks bad when they brush against borders like this.
Give the whole cell padding actually, the text is a little close to the bottom border too
Maybe like 5-10px
Can that be fixed via the template, or do I need to resave 60+ files?
Just use the CSS padding property
Unless you really want to go through all those icons again p:
What I'm hearing is "not your problem, keep uploading".
(I didn't touch any of the CSS, just swapped file names)
Technically if you replace/update/move a Wiki resource, it's your responsibility to make sure it's linked/displayed correctly afterwards.
Now they tell me...
It's a minor aesthetic issue, at some point the modification tables should probably be converted into templates anyway, so we can just fix it up then
White looks WAY better with the green
Orange only looks good because DRG interface is orange
I like the upgrade icons
but you don't have to save the changes every tiny change you make, just press on "show preview" if you wanna see what has changed
somebody should rip the new geargraphics
Hey, I’ve been testing the resistance values and scaling
Just want to ask you guys if you know the what enemies count as small and what enemies count as normal
Thanks
What do you think of the GearGraphic images?
they are good weapon renders but half of them were made during some sort of update 19 alpha phase
they were updated in a hotfix tho
All of the "GearGraphic_WEAPON.png" files are from the latest build, but not very up to date. There are "Icons_CP_WEAPON_Image.png" and "Icons_Thumpnail_CP_WEAPON_Image.png" files that are up to date that I can upload instead though.
I'm guessing these ones have backgrounds attached to them
Sadly yes..
You could just magic wand tool them out
The only ones without are what's uploaded currently.
It'd take a little time though
If nobody else can do it I may give it a shot in a day or so.
lol
i was just looking into people the other day, but guess i forgot i was doing that
What do you want to do with https://deeprockgalactic.gamepedia.com/Flare now that we have https://deeprockgalactic.gamepedia.com/High-Intensity_Flare ?
This article refers to flares that are usable by all classes. To read about the Flare Gun, see Scout
Flares are small throwable temporary light sources. When thrown, they are tossed in the direction your Dwarf is facing at an arc and will tumble around. They commonly bounce a...
@opal locust thank you!
this makes the original page redundant
hmm
should red flares be on a separate page honestly?
We'll have to wait and see
When mods come to all tools (including flares) we might see a difference between high-intensity and red flares
true
let's just do two separate flare pages for now then
if they end up identical just like now I'll just merge
also I'll delete the original flare page
Don't just delete pages like that. Turn it into a redirect or disambiguation page if it comes to that.
Deleting a page removes its edit history too
but where will it redirect if there will be two flare pages?
"...Turn it into a redirect or disambiguation page..."
Joker, The Joker or The Jokers may refer to:
Want me to add the equipment navbox to the dwarf pages?
don't have to, I'll turn the weapon titles into links
but it wouldn't hurt either way
Oh... oh no... I apparently left the "Watch this file" box checked, and just opened that email account...
I'm watching like half of the wiki pages because I never uncheck it, don't want to even know what's happening to my email right now
It doesn't help that the text for the check box is invisible
Can't you disable email notifications
Here are new icons :)
https://we.tl/t-fRZs0nOALX
Awesome
love ya mads
thanks the Artists in the team ^^
@thorny sand Wouldn't it make more sense to just update the existing GearGraphic uploads with the new images instead of deleting them?
Sure, I guess we can keep the old models as a comparison of how they changed
Some of the images have artifacts and need to be cropped
alright, got it
the handle is too short for my liking
the handle is class colored these days
otherwise they're great pics
I'm thinking of adding a gallery section for the equipment
it would be neat to show the history of the item's appearance
https://i.gyazo.com/20175fa148b4ebce39d1fb965d3f65aa.png for anyone that likes stats
sorry @thorny sand didn't see you uploaded a new warthog pic
its fine, what one do you want to use?
I haven't checked the one I uploaded for artifacts

okay, image is into the page.
the about section is completely empty so if you have anything to write about it, please do
I also created a small page for the Laser Pointer https://deeprockgalactic.gamepedia.com/Laser_Pointer
uploaded the new renders
I saw that the minigun one has some artifacts, will fix it later
renders are looking good and the new models are amazing
When people are editing/creating weapon pages and come across a missing Modification Icon, just keep using the "Icon_Upgrade_EMPTY.png" icon so I can track missing ones and find/replace them. Already fixed the missing recoil icon on the Warthog, and that made it easy to find. 
Will do, I think you got most of them though. Well done
I figured a few would sneak by me, and that recoil one was one of them; it was in a different folder with the perk icons.
¯_(ツ)_/¯
I think the armor upgrades are missing
like this one https://gyazo.com/1fc776c44ac4ab48fa0ec502e2990f67
those are the only two missing ones, I think
I'll take a look, but I just saw both those icons in with the perk icons too, so I'll get them added.
Both of those and the Gunner's are now on there.
When are we going to update the image slideshow on the homepage?
I was supposed to do that a while ago, got a little sidetracked. I'll update it with a handful of the press kit shots later today, unless we wanted more up to date media?
What does this mean for the future of the wiki? I've never used fandom
Best case scenario, nothing happens.
Worst case scenario, they apply some or all of Wikia's design to Gamepedia Wikis.
I'd recommend moving the wiki very far away from Gamepedia
Wikia taking Curse/gamepedia under them will result in Wikia likely fucking up the current wiki
Wikia is riddled with ads as well, I'm sure that's going to come here
Uploaded some of the current Press Kit screenshots to [[Category:Early access Screens]]. (Categories still appear to be broken)
Updated {{Featured images}} with new screenshots.
https://deeprockgalactic.gamepedia.com/Category:Early_access_screens
https://deeprockgalactic.gamepedia.com/Template:Featured_images
Lets say in theory I wanted to help create content for the wiki but don't know how to make/edit a webpage. Would having/submitting data (like prices, names, descriptions) still be of value even if it isn't formatted onto a page?
Yes, although submitting the data is very easy
If you have any programming experience working with the syntax isn't that bad (actually you can just copy paste from existing pages), and even if you don't there is an easy editor that requires no experience (essentially just click and start typing)
Eh, I've only ever used the wikia system, maybe the gamepedia editor is different
It's very easy to work with in my opinion, images being the exception (some icon wonkiness)
But if you are hesitant about your style or format being up to snuff, you can request someone look over the page here or with cleanup or something similar
Ok, I'll give it a shot when I get up in the morning.
If you decide you don't like writing pages and only like tabulating data, posting values here is still immensely helpful in rounding out a lot of pages (such as almost all the missing prices for mods)
You could put them on the appropriate talk page if you want a bit more of a direct attached solution
And I'd recommend storing the data for yourself personally in a spreadsheet, since it is a rather crazy amount of numbers to just list
Yeah. If you can get the mod prices for certain guns, as well as assignment mission rewards/orders and put them on the discussion page, it would help a ton
Normally I wouldn't find ads a problem but on wikia they are atrocious
I feel like I could decipher the prices between experimental and current versions, I know they are different but it seems like the numbers for each upgrade are exactly the same just the crafting resources differ
Apparently wow wiki is going back to wikia now that wikia has acquired gamepedia. Im hoping wow just creates its own independent wiki at this point
Haz 1
Large enemy weakness
0.45
0.55
0.7
0.85
small enemy weakness
0.7
0.7
0.7
0.7
enemy damage modifier
0.5
0.5
0.5
0.5
enemy count modifier
0.2
0.3
0.6
0.8
Haz 2
Large enemy weakness
0.65
0.75
0.9
1.0
small enemy weakness
1.0
1.0
1.0
1.0
enemy damage modifier
1.0
1.0
1.0
1.0
enemy count modifier
0.25
0.35
0.75
1.0
Haz 3
Large enemy weakness
0.8
0.9
1.0
1.1
small enemy weakness
1.1
1.1
1.1
1.1
enemy damage modifier
1.5
1.5
1.5
1.5
enemy count modifier
0.4
0.6
1.0
1.25
Haz 4
Large enemy weakness
1.0
1.1
1.2
1.3
small enemy weakness
1.2
1.2
1.2
1.2
enemy damage modifier
2.5
2.5
2.5
2.5
enemy count modifier
0.75
0.9
1.25
1.5
Added these values to the wiki, given to us by Johan
Wording on creature page implies that the health of the enemies changes
When it's the player damage dealt to enemies that changes.
Veteran warrior also needs to be added.
I think it says how much hp the warrior has in the patch notes
It does, 50% more HP than a warrior
And "much stronger armor"
What is the enemy weakness modifier, and to what does it apply to?
Damage reduction %?
I'm not 100% sure, we have the values but we don't actually know how it's used in calculations right now.
Christ
Hp - (Damage / resistance)
Resistance is this weakness modifier then?
Resistance is the old name for weakness modifier
Hasn't it always been weakness modifier?
On H2 solo
But internally
Yeah
Maybe, that's what I tried to make clearer, so there was less confusion.
The 0.7 resistance makes them weaker, so I changed it in accordance to how's it is called internally.
Glyphid warriors have between 65-80 HP
veteran warriors have between 110-120 HP
They still should have 90hp, it wasn't changed I think
^
Like what are you using that has you so uncertain about the range
65-80 is like a 20% uncertainty
Shots to kill from a GK2
And what part of the body was this used on
Should kill in 4 shots
Giving a health estimate between 86.4 and 115.2
That's what I assume would happen anyway, using our current information
12 (damage) x2 (crit spot) x1.2 (additonal weak point) = 28.8 I think?
It doesn't affect HP though
Unless that changed at some point
DnaJur confirmed this previously
What's this in reference to?, that's what I changed to make it more clear
Shown below is a table of multipliers for enemy count and enemy damage weakness. (Separated by size classification), only affected by the amount of players. "The enemy damage weakness is a modifier to all damage dealt to enemies by players. Damage dealt to enemy = Damage of Weapon / Modifier (needs to be confirmed) The following are large enemies: Glyphid Suicider, Spitball Infector, Glyphid Praetorian, Glyphid Brood Nexus, Mactera Grabber. The rest are counted as small enemies."
Mm, top line is wrong to, forgot to check that, needs to mention of hazard level.
But yeah creature page still says it affect HP.
Arent crit spots 1.5 on glyphids
2x on most
So if it's 28.8 then 3 shots of that is 86.4 which makes 90 hp valid
Which makes crit damage x2 and not x1.5 as ive been misinformed
The health values on the wiki are accurate and are reasonably verifiable with the pip gui ingame
latest patch?
What?
It's been like that ever since i've been playing, since like update 17
Has it? Dam, then that rumour has been going on for a while.
I checked it for the first time after the update, so I guess I was fooled to.
Alright, however exploders have 14 HP, the wiki used to say 12 but a 13 damage GK2 didn't kill on H2
Did you test with other 13 damage weapons
Exploders don't have 14hp on haz2
But a 13 damage GK2 doesn't kill where a 14 one does
I edited it
Uhm i think 20 or 12 or was it swarmer
- Swarmers have 12 base health
If it was 20 a 14 dmg shot still shouldn't kill
It has a massive crit spot areas
?
Maybe you accidently hit one of those instead?
Yes it would because exploders on haz 2 solo have 13 effective health
Their "hp" on haz2 solo is x0.65
I see
Yes
I'll change it back
I need to update the line about scaling on the creautres page
And I'm going to add veteran warriors, although we need an image.
I imagine Nirah's 13 vs 14 damage might have been due to floating point
Testing in haz2 4player is probably required to get accurate results due to whole number multiplication
or haz4 solo
Not really. They're in the same categorization as spitballers, preatorians, nexus, and grabbers
All the special enemies that are a pain in the ass
Yeah but from a logical standpoint
The others have hundreds of HP and sizeable
But exploders are tiny
The others occur frequently and make up the majority of hordes, so having consistent hp across player numbers and just spawning more of them makes sense
The enemies with variable resistances are special enemies that can really disrupt the party, so making them stronger when spawned against stronger teams is a good idea.
I imagine perhaps exploders were a little more special during early development than they are today, where they seem to spawn almost all the time due to some unbalanced spawn numbers
Yeah it makes sense from the gameplay perspective
Just the wording "large" is what's throwing me off
Their actual classification I believe was "normal" while the others are all "small"?
It's an internal name so it doesn't matter
🤔
It's like tentaclemonster
and suicider
and grunt
You'll see the internal names pop up regularly in patch notes
Okay so if the wiki is right then 1 "block" of health is 20 points
blowfly, DualWield, cryospray and linecutter
Isn't the praetorian 20 blocks (400 hp) then? I remember the wiki saying 600
Praetorian got a buff. Has their gui pips been updated with that?
I counted 20 blocks this morning
Solo H2
If I make an EHP (effective hp) table will one of you guys put it on the wiki
wasn't it confirmed that veterans deal the same damage like regular ones?
I think so, it seemed to take 7 hits to break shield, 9 hits did 30+6 damage. But I would like to be accurate rather than spreading misinformation, so I need to test it again.
The only enemies that need to be checked are large health resistances because they're a bit screwy (or weapon upgrades are screwy, one of the two) and Praetorians since they got a supposed buff
I made a template for insertion of EHP values a while back, though it's a bit outdated now: https://deeprockgalactic.gamepedia.com/Template:Health
Not really ideal for a table format in its current state though
It's 4 for damage by vet warriors, I'll add it
I'm thinking about making an armour page
And a temperature system page
4 base?
Another question
Are damage modifiers multiplicative or additive
Lets say GK2 with hollow point headshots
14*2.0*1.2 or 14*2.2
God it's hard to type on phones
Build the GK for 13 damage
And the hollow point rounds
Test against a warrior with 3 headshots
13x2.2 = 28.6
13x1.2x2= 31.2
If it kills it, it's multiplicative, which I think it is
Right
There you go, you got it
it's more like dmg*modifiers*(reisistance^-1)
since division affects operator order
I just apply the resistance multiplier to HP, since it means less awkward decimals
Alright
@cerulean cypress last info i need is all the enemies categorized as large or small
CTRL+F "spitballer small"
Ty
@cerulean cypress veteran warrior is small too right
Probably. They're fodder like all the other small enemies
Perhaps that's how they should be named
"Fodder" and "Specials"
yeah that would be appropriate
Hey @craggy sentinel https://gyazo.com/4363cd69776d22a838fc85add1bf0bbf stagger got a new icon along with its name change
I'll get the new one soon and see if there's anything else obvious that got changed; just keep poking me when you find things like that and I'll grab them.
The rocket one is brand new, but im not sure if we already have the lightbulb
So many new mission control voicelines! this is going to be a pain in the arse
https://gyazo.com/2466fd2c2f85e6bc165bd0beab52c51b are you kidding me...
How do i reset my weapon liscences XD
on experimental you can just reset your save file in the options
it wont affect your main save file on the live build
Does his M1000 unlock voiceline match the text
I've got the volume down low and it sounds like he says "damn" not "fairly"
He also only says "it is" once, not twice for the stubby
There are some discrepancies between voicelines and text. I mainly copy from the text for the wiki
i'm here @sweet falcon
I think the GearGraphics need to be updated, especially the breach cutter one
XD
@thorny sand The lightbulb was already on there but I got all the other ones I saw uploaded. There might still be some hidden in the wrong game folders, so just keep me posted with anything else missing.
Icon_Upgrade_Stun.png
Icon_Upgrade_Bosco_Rocket_Explosion.png
Icon_Upgrade_Bosco_Rocket_Freeze.png
Icon_Upgrade_Bosco_Rocket_Upgrade.png```
thanks boi
I wont create the bosco upgrade page until the update is released
good
actually one sec I should post something
slick wiki to-do msg
yeah I barely update this anymore, if anyone else wants to take over the to-do message ping me and I will pin yours
little did the past me know, I am the mod now aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
its easy to get the mod prices with the experimental build up
you can reset your mods
Also the mission control article sucks because I know nothing about him. all he does is get angry and launch resupplies.
do not break decoration u now fined
:o
penetrate
thanks
pls pin i'll update it
