#wiki-related-chatroom
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I got the first tick of a heat proc that one shot a warrior in one of my tests
So that would mean 200 damage to a mactera
yp, but we dont mention distance
distance doesn't matter that much
but it matters
we have 0,7-0,8 damage modifier
yeah but it's not x2
but how could it be then?
Well I’m not sure on that, still need to verify how that weapon works in details.
67.5 on hit, next 90 dmg over 0.8 seconds according to your words Elyhtnwaen
caused by on fire dot
seems not realistic
Still now that I got all creatures resistances values to elements and actual eHP the tests should be easiers.
The main point of converting damage to heat is that if it proc it’ll deal on average more damage than kinetic unless the enemy is resistant to it
sure
so the total fire damage should be higher than the explosive damage
yes
but in case of Mactera Spawn our question was can it be burned in 1 pgl shot
can it deal 267.6 hp with aoe + on fire dot + burning dot
yes it can
and how
i told u already
I know for sure it can die with a single shot unless it got regeneration, but I don’t know the math for it
with 135 dmg and fire it works
ty that helps now
even on haz5
for thoose close to the center of the shot at least, may not work if you are in the falloff range
for the last values I’m missing in resistances:
Can you hit a swarmer with fire without killing it? If you can a vid or screenshot would be usefull to verify it’s resistances
Not sure it's even possible, in magma core (25% res to fire, if I remember correctly), they insta die when touching magma ground (after a C4, for example)
I know I could see their health bar at some point even with the flamethrower, but now it doesn’t happen anymore yes.
You could try with the radiance heat overclock of the gunner (Burning hell? I think), if you manage to stay far enough it might work
I’ll check if I have that overclock, don’t think I do, thanks for the tip.
Explosive do double damage vs macteras as well, so it’s 270 dmg total.
Macteras on haz5 now have 267,6 effective health.
ty so much, that explains everything
and there is fall-of right?
occasionally it got right 67.5 dmg here
after hit
Just trying just in case, there is a glacial strata and radioactive zone variant for grunts, but no magma core variant.
@trail gust the total damage done by the fire dot seems to be equal to the amount of heat accumulated, just tested that on preatorians.
Damage can easily be wasted if a creature got time to cool down
depend on the creature
5 for swarmers, 100 for preatorians before they can ignite
if I shoot with 135 dmg pgl and it deals 270 damage / 2 = 135 damage then ignites and deal... 135 damage too
if you can put more heat than that, I’m pretty sure the damage is still done, but I still need to confirm that
total of 270
or when shooting grunt with pgl
67.5 done
and 67.5 with fire dot
right?
how much does it increase damage
at average
grunts anywhere got no resistance
in glacial strata, they got -25% fire res and +25% frost
no resistance exist for heat
there is only a treshold you need to meet before burning
so flmaethrower doesn't deal increased direct damage
right
before burning
that's what I thought
burn fire resistance count for the dot, the flame thrower, EPC TFC…
so flmaethrower doesn't deal increased direct damage
is direct damage affected or not
fire direct
not dot
by resists
+25% to direct fire damage exists?
or it's only +25% to heat damage
it’s resist to fire, didn’t check resist to heat yet
not sure
couldn’t open their specific files for the one in the glacial strata
you can see it's harder to freeze on glacia
not sure about damage
is it less or not
direct damage to cold is reduced by 25% on glacial strata for grunts and swarmers
and in the same time it's harder to freeze
7 cryocannon direct damage gets reduced by 25%
it may be, I wasn’t able to test freeze/heat resistances yet
fire dot remains the same right?
but how to count that accumulated heat
12 per second seems to be constant
I was able to check the max value in the game’s file for swarmer and preats
so for different enemies its defined different numbers
and you can see how much you add per attack for some weapons, like +10/20 per hits f
with the flamethrower
12 per second up to 100 total for praets
ofc it has heat parameter
that shown in stats
so praet gets -100 over time
with 12 per sec
This is what you got in the files for preats:
{
"export_type": "EnemyTemperatureComponent",
"BurnTemperature": 100.0,
"DouseFireTemperature": 40.0,
"FreezeTemperature": -150.0,
"UnFreezeTemperature": -100.0,
"WarmingRate": 10,
"CoolingRate": 10,
"OnFireHeatRange": 250.0,
"MaxColdSlowdown": 0.15,
"WarmingCooldown": 1
},
well while burning their heat decrease, once it’s under 40, they stop burning and the dot stop from what I understand
humm but you can heat over 100
up to 250
when they get on fire status effect
with additional dot
right
Should be able to if you still heat them up while they are burning
the 250 could be the maximum possible value for the fire dot
ye
so there are 2 status effects:
- Burning DoT: 100 degrees start, 40 degrees end, 12 per second reduction, 5 seconds of burning on its own
- On fire dot: 250 start, ? end, ? per ? seconds
? duration
5s is the base duration, if you add more damage, the tick stays the same afaik and the duration increases
still need to verify that
interesting what exactly happens on reaching 250 degrees
I’d guess it’s just the maximum amount of fire dot you can stack on a preat
but when you overheat enemy it gets more DoT
and Cyrob I remember told me on fire damage base value
5 I think
On Fire damage to: Player: 2.0 Enemy: 5.0
electric doesn't differ from enemy to enemy
does it?
it's just less direct electric damage
No, just the dmg/slow differ depending on electric res.
It can’t stack, but it can refresh the duration with another proc.
so again there is direct electric and DoT electric and dot slow %
All works with the same resistance: electric resistance.
🤔
Don’t know the slown down value, all other factor are known.
Electrocution:
Duration: 4.00 s
Interval: 0.25 s
Damage: 48
Damage Type: Electic
Comment:
Don’t stack, but can refresh duration
3 dmg per tick
Still didn’t update the wiki with that and the resistances yet
afaik
well just got them all yesterday
it's all good for now
so unresearched yet is on fire status effect
also what damage do turret arc
Some weapons damage type are missing, fire dot to clarify
and electric crystals
What do you need about electrics crystals?
my friend says thats a lotta dmg from turret arc
how many exactly
I think it's kinda low
it's clearly electrocution
but stacked with smth else or not
mb there is direct dmg from arc over time
how much dmg dreadnought gets from arc
is it efficient to kill him with only arc
(ofc not but still interesting)
I’d say no since it’s his highest resistance by far.
yes
so in electric DoT 48 dmg gets reduced with resistances
and slowdown % gets reduced the same way
right
Slowdown do get reduced, just look at the IFG
but 48 too, isn't it?
yes
you have neurotoxin data too, btw?
30% slow and 12.5 per tick during 10 secs or what
it's like electric for sure
and what about radiation
12 poison damage
-30% move speed (affected by resistances)
Tick interval seems random between 0.75 and 1.25
Duration is set to 30s
last 2 info seems weird compared to what you said
30?????
It’s for the debuff on enemies
seems way too long
it's like 10
trying to see if I can open any other file
grunts die, slashers and guards not - I remember that from my neurotoxin autocannon exp
only have access to the status effect file for that grenade
it has the same effect
pretty sure
it just refreshes effect while grunts are in poison cloud I think
also would be cool if you made table first like with ehp with all the status effect base parameters and then table of resists, rows: enemies, columns: damage type
btw on different hazards resists may vary, right?
already did it while testing
it doesn’t change with hazard though
Just added a few column at the start to do the math for me.
As for status, not sure how to test them yet, I’d need to find a good method before adding them to this table
If by status you mean temperature threshold
Next steps are:
Adding all these info to the wiki
Adding damage class to most waepons (at least when it’s not obvious)
Understanding heat/cold mechanism
Testing heat/cold threshold and poison res if any.
100 is 'Burning' effect triggering value
40 is 'Burning' effect end value
-150 is when it gets frozen
-100 is when it gets unfrozen though you can freeze it right away back
warming rate is... ???
cooling rate is... ???
OnFireHeatRange is 'On Fire' triggering value when it gets 5 dmg per tick (? seconds) additionally during ? seconds or till ? value (I think it ends way before 40 degrees)
MaxCold slowdown is 15% slowdown to enemy? seems too low I think
Warming Cooldown is... how fast heat gets increased with heat source
also radiation
and other things from the list
(even further)
Hum what are the source of radiation, I’m not even sure it exist for now tbh.
fat boy
and how long enemy leaves radiation cloud
and how much player gets dmg from it
I mean at first I was testing plasma, then I found out it was either electric or kinetic converted to electric
converted? hm
EPC normal shot is 50% kinetic 50% electric
basically the same kind of stuff than the boomstick with the T5 for fire conversion
Well and charged shot is a mistery to me, if you can understand it, please let me know, I gave up on it despite having access to the file
Yes, 50% kinetic + 50% electric
electric
fire
explosive
these are the differents damage types used by the EPC
I understand the normal shot and the TFC
nightmare and aoe is mystery then
but I can’t make any sence of the charged shot
nightmare I could understand it, seems to be an addition to the charge damage
probably fire type, but didn’t really tried to understand it yet
so enemies on charged projectile path get AoE + nightmare
yes
huh then it means that with increasing aoe damage you actually increase nightmare damage
that's gamechanger
well didn’t checked which part you need to increase, but pretty sure you can one shoot mactera spawns with it
with increased range on tier 2 you deal mainly 100 damage to grunts leaving 8 hp
but if you get increase aoe damage then you can oneshto grunts?
TFC is fixed dmg, nightmare is an added ring outside on the aoe projectile
should be doable for grunts, may need a very specific build, but should be doable
any x-3-x-x-1 I think
if nightmare is 40 dmg then it gets up to 120
dealt to enemies
without resistances
sent you the epc file if you want to try to dig it, I named the 2 parts I know in it
Got pretty much every EPC overclock if you want to test a particular build
in terms of OC only persistent plasma leave DoT field
Adding almost all resistances and weakness to the creature page, some of them may need a reword so it can be a bit more clear.
Also unsure how to deal with three cases:
- Variants from glacial strata and radioactive zone (basically replace fire and frost resistance value for swarmer, grunt, slasher, guards).
- Naedocyte roes: they are weak to fire and frost, but the result were always inconsistants, showing an increase in damage going from 100% to 1000% that doesn’t seems to follow any pattern, the only logical thing was that it was always a multiple of 100%.
- For jellyfish and glyphid spaws, some tests couldn’t be done since they just don’t have enough hp to check the resistance, should I mark them as having no resistance nontheless or just skip them?
If it helps, here is the sheet I was using that contain all resistances/weaknesses:
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit?usp=sharing
Hi guys (and gals), anyone knows the name for the tritilyte key receptacle in a machine event before activation?
it's still "unknown material" devs don't seem to implement a name yet
Thanks, I wasn't finding anything in the translatable strings...
internal name is something like EventRwarder
The Mesh and Animations for it use the code name RewardDispenser
Reward Dispenser is on the left
Core infuser is on the right
Thanks
What is this guys? Can I do something with it? Looks that it contains a lot of loot
Machine event, need to be promoted to be able to activate them
Ohh, got it, thanks a lot!
Np
https://deeprockgalactic.gamepedia.com/Creatures
praetorian elemental resistances arent up to date
They should be, I tested all of them and they aren’t weak or resistant to anything.
A resistance in particular that you think is missing/wrong?
@dense vapor if you think a resistance in particular may be wrong, let me know which one and on which variant, I’ll retest it just in case.
from patch notes:
Glyphid Guards and Praetorians have had their Resistances to Temperature and Stun increased, making them a bit tougher to kill.
They have been tested since U27 came out
Resistance to temperature means to heat/cold (so before it start burning or freezing) not to fire and frost direct damage.
And as Cyrob said, the tests were done after U27.
I didn’t do any cold/heat test so far (since it’s a lot harder and almost impossible without mods), but rather than resistance displaying the absolute value would be more usefull for these.
Yes and some weapon only inflict fire damage, other inflict both fire and heat
Yeah they don't have temperature resistance par se
Flamethrower inflict both by default, but other weapons like EPC don’t do any heat damage despite doing some fire damage.
E.g. Swarmers have there stats:json "BurnTemperature": 5.0, "FreezeTemperature": -20.0, "WarmingRate": 4, "CoolingRate": 1
can the temperature stats be added on wiki too?
Only some
damn ok
Yeah, most enemy numbers can't be taken from them files
you've done a good job regardless
And manually testing them would require modded weapon with a custom heat value (much lower) and no direct damage.
Ignition, sticky, and direct flame damage are all independent of each other.
Can someone tell me if this is right?
Direct fire is everything in your direct flames while holding M1 out of your flamethrower.
Sticky flames is everything 'left' on the ground where it damages or ignites enemies walking through
Right?
Pretty much
perfect. thank you
By the way, thanks for all you wiki tester and editors. I'm currently translating everything from U26 to now, and the column view and content of the wiki is amazingly helpful for OC and weapon translations

About damage vs frozen enemies:
Melee damage is variable, but is mostly unafected other than drills
Normal melee attack:
1st part (11) triple damage
2nd part (16.4-16.6) no increase in damage
Power attack: no increase in damage
Driller Axe: no increase in damage
Drills: triple damage
Explosive damage: no increase in damage
Frost damage: no increase in damage
Fire damage: no increase in damage
Electricity damage: triple damage
Oh and kinetic damage is tripled, not that it needed to be confirmed
For compound damage, it seems the attack is taken as a group rather than applying the multiplier per element, either everything is tripled or nothing.
So far it seems that everything is trippled when at least one of the element of the attack is supposed to do increased damage, as long as the damage are dealt at the exact same moment.
Anyone got a clue on what is happening with the melee damage being sometimes increased and sometimes not vs frozen enemies?
All of these where acting the same way when it comes to resistances/weakness afaik, only exception I could see was that only the first part of the melee attack could hit a weakspot.
Hi guys. I have finally decided and found the time to start creating the spanish version of the wiki page. Be patient, things are rolling at their own pace, but are nevertheless rolling. Hopefully helping spanish-speaking players find a great use for your overwhelmingly good wiki. Great job all for such an amazing wiki!
Yeah, quite a bit more work I'd imagine
god no please stahp
im amazed ten times over how passionate our community is for this game
people testing and documenting game mechanics,
Game tutorials, builds,
Experimental testing for the devs,
me, a chronic i play everything in english player, switching to german and translating a game, along with a few dozen others
its quite astounding
I wasn't aware that the wiki could be translated, is there a specific way to do it? (I would translate it to french, if not already done...)
So... I'm gonna try to translate the wiki towards french... Gamepedia says to create a new page (with specific tags and whatnots), So I'm going to try that, but since it's my first time touching the gamepedia interface, could a wiki editor check behind that I didn't do anything wrong? Pretty please?
More seriously, I'll start with an attempt on the main page, and I'll see from there how it goes...
You will do a great job there, @analog rock, wiki guys will be really happy to have you around, I'm sure. Be sure to check the translation guidelines within their page, though. If you do things right and do hyperlinks and such in a correct way, after something like 10 or 15 translated pages the main wiki dev will create a subdomain for the French version
I'm gonna try to translate one page without breaking it, I'll see for interconnectivity afterwards... I'm really not experienced in html coding, so it's a bit hard for me to decide which parts are 'text' and which ones are 'code'. Good way to learn how to make a website I guess...
I'll see how the first one goes first, I'll see after if I'm able to do it or not...
It's a good start (I think), I'll push it further after lunch
you guys gotta update the wiki... it's missing the new cosmetics (the fouth runes skins.)
To all the wiki editors, I just started translating the wiki, and I must say, I hadn't understood how much work you put in it until now.
So, to all of you, thank you very much!
Rock and stone, Wiki guys.
"gotta"
can't tell if its becaused i changed my gpu or not, but I dont have green screen filter anymore for the skins
Yeah I had that for a bit, some versions of Geforce Drivers are missing it
It's really weird it comes and goes yet is always available in the freecam mode
@grand flame yeah, agree with you. "Gotta" was not a good word. But didn't write anything myself to avoid creating disturbance in here 🤔
Maybe if the guy starts paying wiki guys, "gotta" will be real 🤔 😂
what's this icon mean?
amount of lobbies in that zone
Does the enemy damage or health scale down for solo play?
General questions better suited for drg chat imo
@steep blaze Shouldn't your recently translated pages be /es sub-pages of their respective English pages, instead of their own pages?
@hollow jasper thanks for remarking it. Had a bit of a struggle yesterday thinking about it, since I thought that, as the pages have links in spanish (/aptitudes instead of /perks), those will never be confused with the english ones
Am I wrong, so that I have to include /es in all of them, even if they wont be merged with the original english one?
I did with the main page, thought it was the only one to do so with
You should have them be /es sub-pages for the moment. We can request a non-english wiki subdomain from Gamepedia staff after a handful of pages have been translated and there's at least one person willing to be a wiki maintainer for that non-english sub-domain.
After which point you'd make edits on deeprockgalactic-es.gamepedia.com
Oh, I understand. Once the subdomain is set up, that can be removed. I see. Sorry for the inconvenience then 😦
According to Gamepedia's Translation Guidelines anyway: https://help.gamepedia.com/Translation_guidelines
Yes, I've read the guidelines, I probably just forgot about it while applying my own common sense.
Sorry about that
Can I solve this issue? Shall I create a new page with /es and delete the current ones?
I think you should be able to use the page move/rename feature.
I think it's done now. Thanks a lot, and again my apologies
All good. Thanks for helping out with translations, I'm sure it can take some time.
No problem. I am the active translator/proofreader for Spanish (Spain) of the game, so I suspect I am the best one to translate it using the terms that are slowly being accepted
I am just getting established with Gamepedia
😛
Do I need to contact you once some 15-20 pages are translated to establish the sub-domain, or is that your own check whenever you feel like it deserves it?
Looking at Gamepedia's Help wiki again, you'd need to contact our wiki manager (https://help.gamepedia.com/Requesting_non-English_wikis)
I believe it's OOeyes
Yes, I have contacted him already with respect to that. That's what he said in fact. Was just making sure thats the procedure. In fact...you could be OOeyes yourself 😛
Thanks a lot for the help and advice. Have a nice day.
Not sure why OOeyes isn't on this discord
OOeyes is part of Gamepedia staff
I got a few questions:
Where can I add damage type and precisons for the weapons, mods or overclocks?
I tried with tooltips (on the EPC), but it seems it’s not visible enough that way.
I should be able to add the damage type for all the weapons and OC or almost.
For status, so far the page is almost empty, the status are mostly explained on the weapons pages, should I detail them on the status page and link that page on the weapons that can cause it or create individual pages for each status when I can fully describe them?
So far working on electrocution and freeze.
I guess the existing stats can be left as that's just the stats shown to the player The base weapon could have a damage breakdown
For OCs could add it in the effect area in brackets maybe
Ok, I could do the same for mods.
That leave the case of base weapon damage type, at least when it’s not obvious.
Should I add a damage detail categorie for non kinetic weapons then?
Can do
Ok, ty I’ll start by doing that, should be able to do most of the weapons that way.
Just will leave a few odd things like axes
Hum, well theses will definitly need a damage breakdown
I was intending on fleshing out each of the status effects with info such as damage and duration, but it's rather hard to find the exact values on those (CE throws a fit once neurotoxin is applied).
I'll probably go through and just add what triggers each effect now and mabey demonstration clips like on some pages, since that info is out of date.
I can get most numbers if you ask for specific things
I did see some work on status effects so updated the icons and added the overlay images
Yeah, I know he's GP staff but usually the managers join wiki discords @hollow jasper
Got everything I think for electrocution.
Nice
Electrocution:
Duration: 4.00 s
Interval: 0.25 s
Total_Damage: 48
Damage_per_tick: 3
Damage_Type: Electic
Reduced_by_resistance: Yes
Can_stack: No
Can_be_refreshed: Yes
Movement_speed: -80%
This is what I got on it so far
Huh they changed damage from 4 -> 3
I think they did, I’m sure of the total damage and duration
Yep, they changed the tick value
Just checked the SMG
and it’s the same in the M1000 OC
[
{
"export_type": "BlueprintGeneratedClass"
},
{
"export_type": "Default__BlueprintGeneratedClass",
"PawnAffliction": "PAF_Electicity",
"StatusEffects": [
"DotStatusEffectItem",
"BlueprintGeneratedClass"
],
"MaxResistance": 0.25,
"DamageClass": "DMG_Electric",
"ApplyEffectsInterval": {
"Min": 0.25,
"Max": 0.25
},
"Duration": 4.0,
"ExcludeTargetsWithTags": {
"gameplay_tags": [
"Creatures.Humanoids.Dwarves",
"Attitude.Friendly"
]
}
},
{
"export_type": "DotStatusEffectItem",
"DamageAmount": {
"Min": 3.0,
"Max": 3.0
}
},
{
"export_type": "StatChangeStatusEffectItem",
"Stat": "PST_MovementSpeed",
"StatChange": 0.2,
"AffectedByResistances": true
}
]```
This one is for the M1000 OC
Files are from update 27 patch 3
Yeah I see the same
Damage and duration match my in game test
As for the stacking, It’s the conclusions from reliables in game tests
Seems good
I think all is done for electrocution (status pages and all links for weapons and OC)
isnt it weird that you guys are spending days crawling through the code for answers when the devs are right there
you blew my mind
I would love to just poke at the code.
Well devs tend to be busy working on the game or not too sure since sometimes it's stuff not touched in a long time
And a big thing is the wiki is for how game aspects are be they intentional or not, which needed checking files and testing anyway
You can get code for the game, decompiling C is not impossible but is a pain
Trying to figure out the logic being the damage on frozen targets.
So far my conclusions are:
– Direct single target damage will be trippled.
– AOE will do normal damage
– DoT will do normal damage
– Beams/indirect damage (flames, sticky flames, cryo, procs…) will do normal damage
Does it match what you can see in game so far or do you think I missed something?
That would explain at least why some melee attack do more damage while some other don’t.
Here is a sumary of the tests I’ve done if someone want to check it: https://pastebin.com/ZnrgN0Nh
Sounds like being frozen just turns the target into a 3x weak point
Hum, that may be a better way to see it than mine actually, I’ll try to see if it work in all cases or not.
That will probably be more intuitive for most players.
Do we know what the difficulty of each stage of DD is?
if so I would like someone to write it on the DD page
afaik frozen targets are like old fashion praet weak point - not affected by weapon weak spot bonuses and works only for direct dmg
pickaxe dmg is likely to consist of both AoE and direct dmg
can anyone confirm those numbers for the edd? i'll post em if anyone can
I think DD is 3.5, 4 & 4.5 but otherwise correct
DD something like 3 3.5 4
did they change the difficulty in regular DD? If not, it should still be 3 3 3.5
Difficulties have had a lot of focus recently so would need rechecking
From what I remember what the devs said, DD is 3 3.5 4. EDD is 4 4.5 5
ill test it later
https://deeprockgalactic.gamepedia.com/Deep_Dives#Difficulty
Regular dive hazard is 3/3.5/3.5
i probably forgot what it was originally, but it may or may not have ever changed
is pgl direct dmg has 0% weak spot dmg bonus?
I played like one game with Hyper Propellant and couldn't get any additional dmg hitting crits
I shot dread and spitballers, however dmg to dread is hard to interpret visually and spitballer's weak point is kinda tricky
@trail gust just checked pgl direct dmg do benefit from weakspot but it’s damage type is explosive so it’s reducted by 40% on dreadnought.
yes didn’t expect the direct dmg to be explosive, since I didn’t find it in the files I checked it in game directly
I thought the whole idea of speedy projectile is kinetic dmg
Did some more test, look like dmg vs frozen targets is more than just a ×3 weak point like the old preat one.
Several attack that don’t benefit from weakpoint (like axe, EPC charged shot) still benefit from the frozen damage bonus.
So far it seems that any instant single target damage work while any DoT, AOE do normal dmg.
The only exception I found so far is the first dmg part of the driller’s axe attack, but it’s probably because of this line "DamageComponentType": "EDamageComponentType::Secondary",
Seems it cause it not to consume the axe if only the first part of the dmg is done and to ignore that part of the dmg vs the dreadnough (and probably bet-c as well)
what was the file path again for the max cap of 60 mobs, i can't remember where it was
The in-game text for neurotoxin says it has "slower response time". What exactly does that equate to?
@golden osprey I’m not completly sure but I think it’ll slow both movement speed and attack speed by the same amount, the same way IFG grenade do
(Looking at the files, the status for IFG and neurotoxin are very similar.)
So slower response time could be a 30% reduced attack speed in this case.
I took some measurements, and the slowdown was half of the normal move speed. But the attack speed remained almost exactly the same (approx ~1.981 seconds non-neuro, ~1.991 seconds with neurotoxin, only a 10 millisecond increase).
this is what I can see for the status effect for the neurotoxin on the buldog
For the grenades, the only difference is that the duration on enemies is 30s
Did a few others tests on neurotoxin and IFG, couldn’t find anything else than the movespeed slow and the poison dot (for neurotoxin only)
There was indeed no attack speed slow unlike what I was thinking
That may just be another case of inacurate description.
alright, thanks!
Anyone ever heard about creatures resistance to poison / neurotoxin?
Other than the engineer, the only thing that has a tie to poison damage is Infestation Larva but that may be a weakness to it
Neurotoxin debuff mention that it’s affected by resistance, but I don’t think any creature is actually resistant to it atm
Did find that there are 12 different resistances and only 12 (unless they made a whole different system for something)
Cold
Damage
Electric
Event Explosion
Explosion
Falling
Fire
Internal Damage
Kinetic
Physical
Poison
Radiation
Checked on a guard no resistance on them for sure
Ah good to get the full list
Well it’ll be hard to tell if a creature has a resistance for all of those, don’t even know how to test internal dmg, dmg and radiation
Event explosion is probably the AOE that clear the scene after a machine event I guess
Well I think only Exclusion zone variances have any
That would be my guess
So far exclusive variant got their fire and cold resistance set to 0%
(tested cold, fire, physical, kinetic, explosive, electric)
Is there a weapon that do radiation damage?
(I mean testing with fat boy is almost impossible)
Only fat boy
Well rip radiation tests then
May be possible to make a mod to change a weapons damage type but would be hard to do
Not sure it’s worth it if it’s hard/time consuming to do.
May look into it at some point
ok
Do you guys do more wiki than playing? 🤔
So the wiki says Menaces don't have armor, but I'm pretty sure their backs are covered in carapace. It is not noticable when a minigun or smg is shooting at it's back because the armor goes away pretty quick. But the first shot from a bulldog or m1000 at its back won't hurt it.
Either that or DRG has insane issues with bullets not registering.
Tried to find armor on her wasn’t able to so far, all blocked hits were due to me missing a shot or blocked by her projectiles.
Tried shooting her with some heavy armor breaking weapon and couldn’t break a single part before killing her (not a single weakpoint hit, so I should have broken something if she had some).
It’s not a proof she isn’t armored for sure, but if she is I can’t prove it either for now.
I still find the immunity when they start to burry very annoying, depending on the configuration of the cave it can make them very hard to kill if they always burry quickly.
- Elythnwaen
Okay, I'll record a video of what I'm talking about and post it later.
@final brook got a clean video during EDD for the menace armor, I manage to completly strip her using boomstick and power attack
Nice!
It's hard to see. I was using Gunner earlier and saw it soak my bulldog round, then start taking damage from the second and third shots. There wasn't really a visible break, but it did take damage.
The mission was regenerative bugs, I manage to completly remove the armor and there was a lot more than I expected
What are you using to make that gif?
It’s a short mp4 video actually
I used shadowplay to record in game, then shotcut to modify it afterward
Shadowplay comes with geforce experience if you have a nvidia card
shadow play got a lot less settings and makes heaviers videos (so you have no choices but to edit them) than OBS but it takes less ressources, like there is almost no impact when playing
I use OBS or afterburner when I need to record at more than 60 fps for some status or dots tests since shadowplay don’t allow it
Wow, thanks for the info. Does OBS ever effect your video quality?
Depend on the settings, OBS is basically fully customisable directly when you recall iirc
But if you want to record in a very high quality it may impact your performances in game a bit
it was up to 20% fps loss in game for me
So how does neurotoxin work with fear? Is it just an extra % taked on to the regular shot, or does it retry to fear on every instance of poison of damage?
Look like each shoot got 20% chance to inflict the neurotoxin debuff on the bugs.
Can’t tell more than that from the files, the debuff is probably the same than from the grenade or revolver, but it’s duration may be different.
Don’t see anything usefull about fear in the files
I think fear is a value that stacks until it passes the fear threshold of a mob
different creature got different fear threshold, that’s for sure, I don’t know more than that
I remember the m1000 fear mod providing a whole number value for fear, which made sense why it didn't fear glyphids in one shot
Hi guys.
Is it possible to make a button
EXPAND ALL
on oc and accessories pages? 
It is possible but it may be a bit tricky to do
I'm looking into it currently
changing the value mw-collapsible into a valiable that either that or void should do it, but not sure how to do the button
Got one working way working but it removed the individual expand/collapse buttons
I don’t use them (and prefer it globablly), but I think some mobile users like to have them individual.
I'm not going to push the change unless I can get both working
Got some work to finish first, once I’m done I’ll try to find a way as well if I can.
Had to do a workaround of adding new links to Expand/Collapse the tables, but other than that it all works fine
But only on https://deeprockgalactic.gamepedia.com/index.php?title=Accessory_Shop so far
I was trying to do it using an intermediary template and an invisible table instead of a div
your method look a cleaner
how do you get the [expand/collapse] to work that way? don’t seems to be supported natively
Well you can make link toggle a collapsible but there is no limit to how many it can toggle at once
didn’t know you could do it that way
Found it looking at: https://www.mediawiki.org/wiki/Manual:Collapsible_elements
ty for the link
Hello everyone ! I'm here to report a small spelling mistake lol (I only see little things)
It's in here, about the OMEN https://deeprockgalactic.gamepedia.com/Machine_Events
Introduced in Update 26: Endgame - Part 2, Machine Events are random events that can spawn inside normal Missions, providing a challenging interaction. It rewards players who own a Blank Matrix Core by rewarding them with an option of either a Weapon Overclock or a Matrix Cor...
"The machine is equipped with a set of weapons from an Heavy Buster machine gun, Twin Slicer lasers and Radical Pulse-Gun. "
It's RADIAL pulse, not RADICAL pulse
I mean I did it in a few seconds for you and I don't know anything about wiki editing
There's literally edit button written in caps
Might be someone who doesnt know how wiki works and thinks its only admins who can do that. Can happen 
Yeah lots of people do that
^^^
Is that 30% slow for neurotoxin from the code?
Yeah
Cool
How do we want to handle the new active/passive perks on the perk page? (In terms of the blue/red backgrounds)
Should we just tint each cell with the appropriate colour, or should we modify the perk icon template to have a coloured background via a div or something.
Or we could just upload each perk icon tinted with its respective colour I suppose.
Probably just reuploading
Icon images should not get their boarders baked into them
Colouring the background or adding the boarder shape could work well
Just from exp discussion
IW, Last Stand description.
Resistant to slowdown
= None at all, or less affected?
30 means what?
Resistant would mean less affected just by the word choice
Otherwise wouldn't they have gone with "immune" if it didn't effect you at all while it's active
I also saw 30 in the files, it's really not clear what it means, only testing in-game will let us find out
Could be complete immunity but would except a 1.0 to do that, but they could set it high to be safe but more likely it works in some other way
I ask because I'm not certain on the wording, the lit translation in German is more absolute. That's why the question came up.
Thank you ❤️
These pages are exact duplicates for some reason, probably should delete the General one (nothing links to it anyway): https://deeprockgalactic.gamepedia.com/Deep_Rock_Galactic and https://deeprockgalactic.gamepedia.com/Deep_Rock_Galactic_General
Not sure why this page exists either - https://deeprockgalactic.gamepedia.com/Subata_120_Overclocks, it's not used and the overclocks are on the Subata's page anyway
@steep blaze Uh when I said make /essubpages, I meant of the existing English pages.
French translation example: Removed by request
I probably should've clarified originally
You talking about the general one? It might have been a mistake somewhere linking it and translating it. If not, what are you talking about? I am translating all existent pages andnot creating new ones at all
I'm doing everything right, but of course since I'm doing it alone there might be unfinished pages yet. So have some pacience about that, please
the page he linked is also wip, I'm working on it now
It would be Driller/es, not Perforador/es
And why is that? Do they get translated afterwards? Because on a finished Spanish wiki, calling it driller would make no sense. Does that get migrated afterwards?
It can be Perforador but only once it's on it's own wiki
It's ok, I should have been clearer when I originally mentioned the /es stuff
My bad
It's OK. I'm new at this so it's most likely my fault there. It made no sense to me to out an English one, but I didn't think migration to its own domain is the time where changes are done
Lot of work then when eyes approves migration lol
(well I'm new at gamepwdia, not at wikis, but never had an issue translating links from the beginning tbh)
@hollow jasper thanks a lot anyway, sorry for the disturbance on that
=== Naedocyte ===
<references group="First text" />Second text
Only the second text displays on the page, what is the aim for the brackets ?
(btw, not my code, just translating the creatures page, and I can't understand what the bracket is for...)
That seems unintentional. I don't think a reference tag is supposed to be there in the first place.
How would that tag work?
It's supposed to be used for footnotes and stuff
thank you
Not whatever is going on there
I assume it's just someone pressing the wrong button in the Visual editor and it not showing any change so they just went with it
Most likely
Visual editor ? You mean the 'edit' button ?
Using Edit instead of Edit Source
ah ok, I mostly work in a text editor with source, didn't like the feel of the other option
Thanks for the info
Same
I'm already working on the Perk page to push an update tomorrow when U28 hit
Good to know
if you want you can already upload the new icons from the experimental build
I'm currently about to run a D&D session for the next few hours but happy to do that afterwards
second wind, thorns, see you in hell, jump boots, perk slot, temperature insulation, unstoppable, dash, shield link, beast master are the missing/updated
here's my proposal for the new Space Rig image, should I include anything else in it?
Seems good
Looks nice to me
oh my bad I just uploaded one: https://gamepedia.cursecdn.com/deeprockgalactic_gamepedia_en/d/dd/Space_rig.jpg
1080p downscaled from a Ansel 5760p
Did they make it darker again? Thank god
I'm not going to bother getting updated images of the Abyss Bar, etc. because I know the rig is going to change a lot over the coming updates
closer to release I'll redo everything.
Our memorial hall could use some love too https://deeprockgalactic.gamepedia.com/Memorial_Hall
I'm missing the Dash perk icon if you find it it's welcome, couldn't dig it
Would this be it?
yup thanks
need to get the Golden Bulk on the wiki too
Got a vid of him so I should be able to check his health, scaling and maybe weakpoints, but I don’t think I’ll have some time for that before next week.
Looks to be 6K base with Medium size scaling from the files
Saw the 6k as well in the files, the vid I got is from H4P2 so it should be easy to confirm the scaling since all numbers are differents in that difficulty.
For Haz 4 should be 7.2K
Does the Crassus detonator give the same gold, or according to the area he carved?
Depends on area carved
@shell frigate I tried formating the page using toogles for the https://deeprockgalactic.gamepedia.com/Weapon_Overclocks the same way you did for the accessorie page, but for some reason I can’t keep the first line of the table visible (when collapsed with custom id)
Any clue what went wrong here?
I only added a custom id for the flamethrower’s OC template for now to try to set the toggles right before changing the page.
You would have to push the changes for me to look into it
I’ll do it for just the flammer
So take Crassus to a tight area yields more gold then right?
What matters is how much land there is are the edge of the blast radius any land inside it does not matter
God now I want one in a really tight spot and check the gold amount
Done for the flamethrower only
https://deeprockgalactic.gamepedia.com/Weapon_Overclocks#CRSPR_Flamethrower
And the modified template: https://deeprockgalactic.gamepedia.com/index.php?title=Template:Overclock_table_crspr_flamethrower (just added an id)
Killed the golden Bulk in a medium to small side tunnel, we got ~850 melted gold
I’d expect the max to be about 1200.
Okay looks like the sortable tag for it allows the header to say
I love asking questions here and how quickly you come up with the answers. Great work 
sortable likes to interfere with things (like caused an issue with rft blocks on accessories)
Guess this time the effect was nice
I was wondering if it was caused by the fact this table has header on top and on left
The other table only have hearders on top iirc
RPF blocs and sortable could explain it as well, not sure wich of thoose is the cause, according to the doc, the headers should stay
sortable overrides stuff with the starting rows which is why with mw-collapsed caused the top rows to disappear entirely
But I think that only happened when the whole thing was in an RFT block
(Which is why I had to add a hidden warning about it on most accessory tables)
Apparently molten gold shows up separately on the mineral count? #drg-gallery
Is it worth the same?
It's worth 2 credits each (like normal gold)
But gives no Xp (normal gold gives 1 each)
Wtf how do you know that this early. Thanks cyrob
Question now is, I'd that's intended
Well I would assume so, otherwise they would just have it be normal gold
How much is one Melted Gold worth? The same as regular Gold?
Credit wise yes
Thank you, and sorry. It was asked just before I asked. I wasnt looking.
It's alright
same but doesn't profit from pot of gold. I think it's the main reason why it's a different ressource
The later
First is a misconception based on that most enemies health only scale with Haz level
Firsts tests on crassus seems point toward a large enemy hp type instead of the common type we were expecting (ie same health type than the normal bulk).
I should be able to confirm that tomorrow when I’m back home.
Not too surprising, the file says that it inherits the damage and weak points of normal bulk but I guess it inherits more
That was my understanding as well.
Weakpoint is still x3 dmg that’s for sure
Did we know anything from the devs about it’s resistances? Or notice from some players maybe?
Same as normal bulk I imagine
That’d be my guess, well I’ll just be a bit harder to test since he’s a lot rarer
and got more health
Did machine even triggers change? I found one but can't find the way to activate it
still the same triggers, but sometimes it can be covered by terrain so you need to dig it out
I think distance is fix from the center of the event, but not sure how many meters it is, I’d say about 10-15 max maybe
It shouldn’t be too deep, so far the height was about on par with the rest of the event pieces for me
About the resupply distance should be the max I think, gl finding it
Yeah I give up.
weird
I can confirm the scaling for crassus detonator’s health is Large Enemy, like the regular bulk.
Quick question. Anybody know what new milestones were added and which milestones were removed, if any?
Don’t seems like any was removed, my total perk point was exactly what I expected it to be after the reset.
For the added one, still got a save I kept just after the patch in case I needed to tests some passive, so I should be able to check that.
List of added Milestones:
100 Missions (3)
100 Secondary Objectives (3)
30 Point Extractions (2)
50 Point Extractions (2)
30 Salvage (2)
50 Salvage (2)
30 Egg Hunts (2)
50 Egg Hunts (2)
30 Eliminations (2)
50 Elimininations (2)
30 Mining Expeditions (2)
50 Mining Expeditions (2)
38 Collect Apoca Bloom Objectives (2)
38 Collect Boolo Caps Objectives (2)
38 Collect Holomite Objectives (2)
38 Collect Dystrum Objectives (2)
38 Collect Fossils Objectives (2)
-- Not sure for the number of Haz5 missions
Gain 5 levels as the DRILLER (3)
Gain 10 levels as the DRILLER (3)
Gain 5 levels as the ENGINEER (3)
Gain 10 levels as the GUNNER (3)
Gain 5 levels as the GUNNER (3)
Gain 10 levels as the SCOUT (3)
Gain 5 levels as the SCOUT (3)
Gain 10 levels as the DRILLER (3)
30 Missions in Crystalline Caverns (2)
30 Missions in Dense Biowone (2)
30 Missions in Glacial Strata (2)
30 Missions in Fungus Bogs (2)
30 Missions in Radioactive Exclusion Zone (2)
30 Missions in Sandblasted Corridors (2)
30 Missions in Magma Core (2)
30 Missions in Salt Pits (2)
Not sure if they added new milestones for old mutators, didn’t reached the last one yet
2/5/10/15/20 Parasites Warnings (2)
2/5/10/15/20 Lethal Enemies Warnings (2)
2/5/10/15/20 Low Oxygen Warnings (2)
2/5/10/15/20 Regenerative Bugs Warnings (2)
2/5/10/15/20 Haunted Cave Warnings (2)
Purchase 30/40/50 Accessory Items (2)
Purchase 45/45/45/45/45/45/50 Equipment Upgrades (2)
No idea for forge upgrade, not far enough in them
That’s all I got
For the Dystrum milestone, they added another one, unless it's a typo, it's "38 collect Dystrum Objectives ( 2)". I've finished the milestone before u28, so I know it's a new one I believe. And for " 33 Reach Crafting Mastery Level 33 (2)" is the farthest I've gotten, not sure if any higher, " 30 Forge 30 Weapon Overclocks (2)", Also gotta see Deep Dives and Elite Deep Dives.
Overall, thank you for the information.
I have the numbers for all the Milestones, and yeah secondaries are set to 38 for their last step
They now go 4, 8, 14, 20, 26, 38 (Sum of 110)
30 vs 38 was a bad sight thing more than a typo I’d say, can’t tell the difference between 0 and 8 without zooming in it seems
I'll be adding the numbers to the wiki shortly
Hello. Is it possible to localize wiki templates? What rules we need to follow?
I know that for regular wiki pages we need to add "/ru" (for Russian locale).
Is there something similar for templates?
Thanks.
I think it's almost the same thing? Not sure though
I would think it is the same thing, although I will wait for the subwiki to be created to translate templates
i have a question
what is the pickaxe shaped device near the drone and weapon mod station for?
it does look like its for something and it would be funny if it was like a upgrade station to customise your pick
maybe that could be a future update?
thats what we think it'll be, skins and special upgrades
yeah
Hello, sorry to be a bother, but I don't understand the use of this <nowiki/> in this context :
A '''fossil''' of an [[wikipedia:Ammonoidea|Ammonite]] <nowiki/>that can be picked up from the wall. The secondary objective will usually require 10 of these to be collected.
Any help appreciated, thank you
For text on a template page not to be included when the template is used
Ok, but I can't find the template here, I'm translating the resource page, and (as far as I can see) there is no template in use...
Should not be there then
The nowiki tag can be used also to prevent the conversion of special wiki markup
So I can exclude it from the translation then? Or is it serving a purpose here ?
Well check if something change in the formating of the page with and without it
Ok, will do. Thanks for the help
like some words are bold, italic or something like that
Hey, it's me again.
It would seem someone changed the template for the {{main|article}}, it now shows in russian in english and french articles....
Should be fixed now
Sorry, it was me... I had two tabs open with this template and I accidentally translated template for Common locale...
I have a copy paste ready with the rebalanced perk point value, will update it when it's live build
Hello, me again (yes, I know, I'm here often)
What would be the point of the central part in this line (I recognise the spreadsheet format at the start of the line, but not the next part...)
! colspan="4" | Skin Color <!-- SKIN COLOR -->
Thank you for your help
This code is used to make comments about HTML. They do not have an effect in the final result anyway. It might have been a tag they created to distinguish the tons of tables they created for the accesory page.
Dont know if they still have an advanced utility for something
I've always use them as a way to say "Here the table with bblablabla starts" to organize myself
🤷🏽♂️
Ok thanks, I get what code comments are. I'm guessing the escape symbol is <!-- * --> ?
Yep
thx
Shouldn't we merge https://deeprockgalactic.gamepedia.com/The_Forge with the Space rig terminals page?
The Forge is a special terminal introduced in Update 25: Endgame - Part 1 that is located on the Space Rig. This terminal allows the player to be able to craft their Weapon Overclocks, Cosmetic Overclocks, and Material Containers from Infused Matrix Cores. The Forge's functio...
Would make sense
Yes the whole "Space Rig/Terminals" should die and be merged to "Space Rig"; I was waiting the full rework before to take a look at it
it's doublon
Im doing the Perk page update #patch-notes-steam
(having completed all Milestones after this patch, grants you 478 perkpoints)
If you unlock ALL PERKS with the total 478 perk points, you'll have
- all perks
- 52 Perkpoints left
Thanks I added the infos
is anyone working on / planning to work on adding individual pages for the new perks?
or rather, is anyone working on making a cleaned up version of that page?
afaik there theres one for all weapons and one under each weapon page
One page for all perks
theres one for all
https://deeprockgalactic.gamepedia.com/Weapon_Overclocks
and one for each weapon, where the weapons overclocks are included as well, for instance
https://deeprockgalactic.gamepedia.com/Cryo_Cannon
Introduced in Update 25: Endgame - Part 1 Weapon Overclocks are special mods that can be equipped to further increase the capabilities of class weapons. There are three types of Overclocks: Clean, gives a small boost with no penalty; Balanced, a decent boost with a decent pen...
Oh you mean trying to follow same format
The currently is a page for all the perks and then a page for (some) of the individual perks, but the page with all the perks is rather hard on the eyes
I wouldn't be against trying to make an additional table with just the perk icons and possibly names to head the page and start updating the individual pages
Milestones updated for the new patch, level up values are wrong though, will need to check them in the files later, didn’t notice they were different for each dwarf at first.
Not intentionally it seems
Only the first Tier is different
The next 3 are all 5/5
Number of perk points granted were differents as well for some reason
Yeah for the first tier; For Gunner & Scout Goal is 5 gives 4 
And for Driller & Engineer Goal is 4 gives 5 
So probably just devs changing wrong number
Just made two new templates for the Passive and Active perk text colours:
https://deeprockgalactic.gamepedia.com/Template:Passive
https://deeprockgalactic.gamepedia.com/Template:Active
Slightly more convenient to update if the colours ever change.
Usage:
{{passive|Text}}
{{active|Text}}
I would update the Perks page myself, but I need to sleep.
That’s all good, some of us could use the wiki points you know :)
Wiki points don't matter
its like reddit up in here
If I don’t get my wiki points how will I ever become pro
Why Im getting only scout item cores for my breach the core assignment? It should be like that?
It's just random what it gives
5 times in a row, what a coincidence 😄
Bound to happen to someone eventually
Has anyone figured out why the error cube shows up in the accessory shop?
I made the edit, actually. I just wondered if there's a reason for it being there.
As it may be planned to be used to buy stuff
I mean. That's what you'd expect.
I was just curious to know if anyone had found some unreleased cosmetics that it might be linked to
The what
Something in the files for a while
Does the White Phosphorus Shells mod for the boomstick convert 50% of damage to fire or does it ADD 50% more damage as fire?
It should be converting 50%
Is that as a fire-based DoT then?
Dealt as fire damage which can trigger a DoT Status effect if it heats them up enough
Ah, thanks
It was intended to have a higher chance but has no effect
so the higher chance those thing spawn is playing cave lenght 3 ?
Nope
ok
Same chance on all missions
from the wikipedia they have say for cargo crate spawn is 33% chance for cave length 3
I am the original creator of the cargo crate page and did the testing, it's always 1/6 chance (or a little less due to generation errors)
the 1/3 is what was intended as it's in the game files but has no effect, Which is what is said on the wiki page
thank is was a bit of confused
Added damage type and values for mods/OC when it was missing for the EPC
Should I keep that display for other equipment too or is it better to display it another way/add it as well in OC and mods too ?
(so it display in overclock main page as well)
https://deeprockgalactic.gamepedia.com/Experimental_Plasma_Charger#Damage_Breakdown
Asking for the first one so I can have a 'model' before doing the other pages
I think they do plan to have icons for damage types
you mean in game or on the wiki?
ah, that would be great for sure
Or the miner's manual...
is it mentioned anywhere/known at all what the different resistances on each bug are to status effects
@jaunty wind Afaik freeze/heat resists are set as temperature parameters like "BurnTemperature", "FreezeTemperature", "WarmingRate", "CoolingRate" and others. Atm you can't find that on wiki afaik. Resistance to electrocution (and its DoT) - you can find that on Creatures page or on Elythnwaen's table: https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/
Poison (Neurotoxin) and radiation have no resistances.
aight
https://deeprockgalactic.gamepedia.com/"Thunderhead"_Heavy_Autocannon
1st-tier reload talent is replaced with +110 ammo in clip
Big Bertha Overclock provides -50% ammo clip, not flat reduction
changed
From a lore standpoint what are the different minerals used for?
Not any real lore yet aside from morkite being used to brew beer
Nice
And red sugar
DEEPESTLORE
The game has lore?
"The glyphid diet consists of dwarfs"
So, has anyone done, or want to do, some extremity testing? I am curious about a few things
Like, what is the furthest we can dig? Will the glacial area eventually destroy itself?
Why would the glacial area eventually destroy itself
tater doesnt believe in global warming...
Because the fissures keep opening up
Glacial fissures are already there in the ground from what I can tell. They don't keep randomly happening like in magma core
you're thinking about magma core
you can see the fissures in glacial strata before walking on them to activate them
I mean, I was thinking about both, but I didn't know that about glacial
So, would the magma caves eventually destroy themselves?
Don't think so. There seemed to be limits on where fissures would open when I was in longer missions
It would make sense if the fissure generation was the same for all biomes in terms of placement and amount, but I think magma just opens one randomly every now and then rather than the glacier proximity activation.
Okay who's starting a short mission on magma core and stays inside the droppod and leave it running for a day and night?
Now im curious
is this wiki related
Yeah?
Doing research is a pretty big part of wikis, I think it would be neat info for it
ok, i reread everything and now it makes sense
I just checked the wiki
Do we know how often swarmers spawn from nexuses, apart from 'periodically'?
Wall breeders?
Random waves?
They should all have their own random spawn timer(I'm guessing based on size of the mob) that is probably being modified in another arbitrary hazard formula
I want to state to the DEVs that there are too many swarmers sources. With thorns I realise how little I miss them. They still do dmg but are gone afterwards. But can't find anything on their spawn rates / sources
Can't find the wall breeders either?
It's probably in a file somewhere
Spanish wiki translation at 34 pages already. Guess I am on the good track. Will try to add stuff to it if I feel like it would add something and let you guys know if it would make sense to include it in the original english one, if you are ok with that.
For the moment, just copying your sources is enough of a work for me, hehe. BTW, amazing job you guys have done on lots of stuff, like percentages and other tests
The crassus detonator should really go next to the regular bulk detonator on the creature page to match the current organization.
At some extend it could even be in a separate with the Hoader since it's both limited rare bonus creature
Hello guys, just wondering, I'm currently translating the accessories page, and some of the items are showcased in both the shop and the matrix core sections : are they obtainable from two different sources in-game, or is the page just a bit outdated ?
What items?
For now, found "elegant handlebar" and "lowrider", currently going down the list
Yeah, my fault, accidentaly did a wrong copy paste on my side, got me one more lowrider (ya kinda saved me here, thx)
Wonder if elegant handlebar was available to buy then made an cosmetic overclock
It could be, I don't use the game for reference but the crowdin, so can't check for now
But the elegant handlebar has a description, which the matrix cosmetic don't
(description in the game files, at least)
Very true
More of a technical question : are the image links case sensitive ?
They are
Crap, this is making the use of 'replace all' impossible... sad
An other technical question : does the replacements of spaces by underscores in page section links change anything ? (ex. [[pagename#Just_here/fr|random text]] against [[pagename#Just here/fr|random text]] )
Spaces count as Underscores, they are auto converted
thanks, does that mean that when I edit a link, the spaces in said link will be counted as underscores, or should I manually place underscores in the place of spaces in the target page title ?
It will be counted as underscores
thanks, less work for me then
Np
Alright, final one for the night, I noticed some animations were missing for the victory moves on the accessories page (gallery only, the list is complete, as far as I can tell...)
I added the links on the page, but I don't have the knowledge to record the animations and upload them
Missing :
- Beer Toss
- Classic Flex
- Handstand
- Praise Me
- Sharp Salute
- Smug Pushups
- Swarmer Infestation
- Swarmer Kick
- Three Point Landing
(If this was a mistake, please tell, I saved a copy of the code before changing it)
I think they are missing only as no gif has been made for them yet
This is what I ment, but I don't know how to make them
They are just recordings from in-game
I think someone outlined earlier on the process
it's x1.5 base spread actually
yup
lmao
Happy testing to find out which one it is
@grand flame Did you do anything special to remove the hud while recording the victory animations? I tried to match your original clips exactly, but the hud is visible then.
Alright, I'll check that out
Yep, that works much better. Thanks 👍
Can somebody tell if this is correct? If yes it should go on the wiki right?
It's using info from the wiki
Oh I'm sorry. 🙂 Thanks
Minor point: The mission symbols do make it more pretty :3
Is this still correct?
'Mined Minerals - XP gained from all deposited minerals. This value can be calculated with the following table below.'
They changed it to every mineral MINED counts at the end of the mission, so if I go into the droppod with 0 bismor deposited but 30 in my inventory, it counts 30 bismor. Same for the EXP from bismor?
(Does EXP count for MINED, or DEPOSITED)?
'Mastery Unlock' - wo steht das?
If you have minerals in your inventory when you leave in the drop pod it deposits it automatically, so it's all minerals deposited I think.
Mastery unlock is the thing on armor and weapons where you get extra health/ a skin after buying several mods https://deeprockgalactic.gamepedia.com/"Mole"_Armor_Rig#Mastery
Yeah it's amount deposited, which is also how the per player mining stats are done
The XP values do need checking again as I worked them out for U24 I think
Also need to get machine event pay-out values
Hello guys, small update needed about the accessories page :
- missing hair colour 'venerable elder'
- missing hat 'head honcho'
I probably missed some, but I figured I could at least report the ones I found (yes, I know I can update them myself, but I don't have the faintest of ideas on how to add images, and I don't have access to the game until way later so I can't get the prices)
Also, small question, would watching the main page also warn me of changes to the sub-pages, or should I watch both? (And reverse question : would watching the sub-page notify me of edits to the main ?)
Hey guys just a heads, the flamethrower mod section has been outdated for quite a while now. Love your work guys. 
Yep, it's me again, I just noticed the overclock page is named 'weapon overclocks' and it redirects towards a 'cosmetics overclocks' page (the accessory shop being the target btw).
Wouldn't it be more logical to rename these pages to 'cosmetics' and 'overclocks' since the cosmetics can now be obtained outside of the shop and there are only weapon overclocks left in the game...
Also, on the overclocks page, there is a problem with the expand/collapse of the flamme-thrower
(doesn't display properly)
Fixed the flamethrower issue
From what I can see the Overclock page redirect toward weapon overclock.
And the cosmetic overclock redirect toward the accessory shop page.
As for the rename you mentionned, it would make sense.
Added the 2 missing cosmetic with the info I got. Image, price and descriptions are still missing.
added the desc
Just came on and the spanish wiki is open 👏 good work you guys!
is there is a way to personally filter out translation edits in the Recent changes?
Had a glance over the filter settings, looks like the answer is no
sorry guys, Imight have done a couple of these the last couple of days ; )
@thorny sand thank you! Did my best to make things good, and will make sure it continues like that. Thanks to all those who supported/corrected me on the way
hehe all good, good job the heavy work is done it will be less full of them now, more easy to track changes
Goldmath, don't get your hopes up, I'm trying to get the french version up as soon as I can...
Hahaha the threats...
😄
Sorry with my continual nagging, but the 'How to play' page is missing several of the warnings, in the mutators section (I would add them, but they need the icons).
Icons should all be uploaded
I read that enemies on glacial have no resistance to cold and weakness to heat
Same for magma core
Is that true?
thx @shell frigate, where can I find their names ?
thx
Since your using the template
The images are all in https://deeprockgalactic.gamepedia.com/Category:Warning_icons if needed too
I don't think magma core has any variant creatures other than the maggot so nothing special there
I'm not using the template as such, just copy pasting the original text and translatting all that doesn't look like page code ; )
Well the original was at least then
I'll manage (although if you could check my work in 10 mins, I would feel better, I might get something wrong)
Glacial variants have a resistance to cold only in that they take more to freeze
Did I over read that?
well may have some truth to it,I'm just saying what I se in the files, but when it comes to resistances testing is best to find out
Sure I can give it a look over when your done, the template pages gives all the codes though so you should be fine
All done, if you can check ?
Icons are good, but after the names of the new hazards there should be a :
And for Lethal Enemies, it's now only melee attacks deal double damage
Ah, I'm not on point for the specifics of the effects... You want me to change it or are you on it ?
I'll make the changes
thx
should be done
@alpine hamlet for glacial strata and magma core resistance I tested them here is what I found
(note I didn’t test resistance to radiation)
most creature don’t change at all
Swarmers, Grunts, Slashers, Guard got the fire and frost resistance replaced
In magma core there is no difference at all
in glacial strata fire resistance become -25% and frost +25%
In radioactive exclusion zone both fire and frost resistance become 0%
(and yes preats and bombers don’t change it’s not that I forgot them)
As for resistance to heat and cold (ie temperature), only got a few values so far only glacial strata is affected, there is no magma core variant in the files.
And for that preatorian and bomber are differents as well.
Good point, didn’t bother to check the passives creatures.
Creatures got glacial and radioactives variant only in the files otherwise.
So, only on glacial they freeze harder and get more fire dmg. Nothing else?
not always harder, only got a couple values so far but some freeze earlier, other later
preats are harder to freeze while swarmers seems easier to freeze
fire damage can be reduced in some case like preatorian since they don’t have resistance and the dot is way shorter (2.4s vs 6s on other biome)
Huh that sounds like a bug?
it’s because of how they tweaked their temperature
theses are from the game files
yeah
but if it's sticky flames
which are constantly heating praetorian
will he get increased DoT then
sounds like a real scenario for sticky fuel build on glacial
he just cool down faster in glacial strata
but he gets same amount of damage in 1 second?
yes the tickrate is the same
so how's that possible - he gets same amount of dmg over shorter duration, but he won't get more dmg per second???
no he get less damage
so that temperature values only impact duration and dmg per tick and tickrate are set?
so far it seems that way at least
and warming rate is the same as cooling rate... what's the logic behind that
it's just praetorian v2.0 and that's only colored biome specific
they can be different for some bugs
No idea why he gets this kind of values tbh
warming rate is 0, so you shouldn’t be able to unfreeze it
and ice bomber has even lower unfreeze temp..
it can even unfreeze by itself when falling from high place?
lol
This more and more reads like dwarf fortress science
Sorry I'm completely lost. So is a freeze or ft better to bring to glacial?
Enemies freeze slower but also burn shorter?
well only got temperature values for a couple of them so far
only got complete info on frost and normal preat and partial on swarmers and frost swarmer
Here are what little temperature info I could gather from files and testing (in the resistance tab)
When it’s from test I entered the min and max possible values
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit#gid=961772145
Looks like a nice collection of data so far
Testing poison / radiation should be easy, just time consumng, testing temperature on the other hand i’m not sure how to test some of them
that explains why frost praets kept stopping burning almost immediately after firing boomstick
good knowledge
Is there a hard number for the time it takes scout to focus his M1000
Is the wiki complete regarding which skins and poses you get from crates (and DDS) exactly?
Question which just arose
Do lootbugs respawn?
AFAIK they're placed like breeders at mission start and dont respawn? Can somebody say anything regarding that?
passive creatures don't spawn in mission
except one version where cave leeches could respawn after some time
it was not intended, it was just a bug with enemy pool which was just implemented and required fixing
Perfect, as I thought. Thank you
@bold nymph
I was told we get XP for every mineral mined. Does this include minerals that has not been deposited aswell?
Yes, because they get added to that number at mission end
No, only the ones you have in your pockets
Alright, thanks
Right now, 12:56 Johan wrote in #drg-chat
Cooldown on thorns is
It seems like we where misinformed, It was actually 0.66 seconds and not 0.2 smile
So it is 0.66 seconds
@alpine hamlet So 0.66 between each damage pulses ? or 0.66 after x amount of pluses ?
Dunno, ping Johan tomorrow 🙂
BTW: The new stage 4 Thorn perk costs 11 Perkpoints.
I now have all of them unlocked, and 43 left.
For some reason it doesntr add up with the 'Trivia' of the wiki article
The wiki article is probably out of date since yesterday...
they modified the number of points gained from leveling some classes as well, so -1 point for scout/ingeneer first level iirc since that one was bugged at first
Do you get the good total if you take these into account as well?
I couldn't find on the wiki, the new elemental insulation reduces acid damage, but so does the engi armour upgrade.
Do we know if the calculation addative or multiplicative?
I don’t know, easiest way to check would be to test with an acid spitter I guess
Get hit once on H5P1, if it remove almost all shield it’s multiplicative, if it remove about half it’s additive.
I can't test at the moment, but sounds like a good method
I’ll ping you if I find an occasion to test it.
ty I appreciate it
Fixed the trivia info, total number of points needed and maximum number of point reachable but it seems there is a mistake in the milestone somewhere since we got too many point listed there (7 extra points compared to what we can get in game).
Perk list and trivia info should be reliable.
@warped jacinth look like it’s multiplicative one hit from an acidspitter remove about just one shield in H5P1
How much does Sticky Flame Slowdown reduce bugs' movement speed?
Base is 50%
ty
wdym
As in some OC making it stronger
btw how much sticky fuel affects sticky flames values
File gives the info we already have [{"export_type":"FlameThrowerUpgrade","Amount":6.0,"SaveGameID":"40beb8864c1995ce386b41afb45a5da6"}]
+6 Duration
Thus, so far we have:
Slowdown is 10% base/50% with tier 3 mod.
Sticky damage: 15 base/20 with Sticky Fuel mod since it gives "Increased damage from sticky flames".
Sticky duration is shown in game.
Sticky heat source is 100.
Sticky tickrate is unknown.
I think the damage bonus is +5
i.e. 20 in result
