#wiki-related-chatroom
1 messages · Page 31 of 1
sure?
Yeah there is a status effect of 5 damage /tick called STE_StickyFlame_DamageBonus
And afaik enemies heat till 100 degrees depending on their warming rate
Tick rate is whatever the default is
what does that mean
Yeah, it heats with intestity 3
Well it's not in the files as it's the default value
Default values, seems to be handeled in the game code
But if you know what the rate is for one thing with the default you know what it is for all
It's probibly 1 second
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 and affected by mods and Sticky Fuel OC.
Sticky heat source is 100.
Sticky tickrate is probably 1 second.
nice now I can answer one guy's questions ty
No problem
Oh, sorry, just to clarify in "intensity 3" - 3 means 3 degrees per tick?
{"export_type":"HeatSourceStatusEffectItem","Temperature":100.0,"Intensity":"ETemperatureIntensity::Heat3"}
I have not looked into how it eactly works
I will assume so
looks like intensity level with its own hidden value
But needs testing
I think there are 6 levels (cold being 3)
Heat1/2/3 & Cold1/2/3
But there is more too it than that
Since cryocannon has a cooling power etc.
Should be able to check some of the heat level tonight or tomorrow
Expected heat for sticky flame is 5 per tick, that was my estimate last time I checked it
(just be aware it was a rough test so it may not be accurate)
getting tickrate should be easy at least, no promise for the rest
It may be possible to make a mod to help test temperature
As in set the Pretorian health & temperature numbers to certain numbers
I should be able to test it on grunt once I figure out their burn temperature
if not I’ll check it on preat since they are known yes
It shouldn’t be needed to do a mod to check the heat of the flamethrower, but It sure could help to check other weapons or the cryocannon and such
Just give a shout if you have some in mind you want them to be changed to
ok ty
I can confirm the 5 heat per tick for sticky flame as well as 15 base dmg and +5 dmg for the OC (the 5 dmg is in a different frame above 60 fps)
For the tickrate it’s all over the place.
Either the range is very wide (0.25 to 0.75 s) or each small pool of fire got his own separate tick rate.
Also from what I can see most enemies seems to ignite at 25/30 °C.
Yeah the bonus sticky flame damage is done as an extra status effect
Weird they don't start on the same frame though
biggest time difference i got between the +5 and the 15 dmg was about 0.2 s at 120 fps, so it could end up in the same frame at 60 fps.
Guess so
How game decides whether target can be electrocuted or not? For instance, if I shoot guard with electrifying m1k he won't be electrocuted - yes, he got some resistance, but it's integer and it doesn't tell exactly why it can't be electrocuted. Do electrocuting weapons have some charge parameter or we just can't electrocute targets with any resistance to electricity?
some target are just immune to some status, it seems different than just elemental resistance
I see...
not sure how it work yet for electricity in particular
still gathering data on status immunity
But for freeze/fire dot it doesn’t seem to be linked in any way to the fire or frost resistance
Well that's as it uses the temperature system to apply the status effects
neither for the electricity so far
unless oppressor is the exception
since he is resistant to electricity but you can still electrocute him
I couldn't do it today
hum may need a retest for him then
I remember oppressor was vulnerable to electrocution
but mb after patch it was fixed
mb I'm wrong but I remember so from today
I can check that once I’m done reformating and fixing the perk page
Hopefully it's simple and just any resistances gives immunity to status effects
if only
doesn’t work that way for fire/cold
but maybe it could for explosive/stun electricity/electrocution
Yeah, the temperature system makes anything it touches werid
Also it'd be good to know details about Burning Hell:
- Distance
- Heat per tick
- Tick rate
idk mb there's fire dmg too, I don't remember exactly
burning hell will be a lot later in the tests, this thing is a nightmare to test
It behave differently on different creature types
well I can imagine
so far I found 3 types of behaviour:
heat only
heat + damage
damage only
lol
so first I need to document creatures immune to fire dot and as much burn threshold as I can before I can test that thing
My guess would be heat on normal creature, heat + damage on special/ large creatures
damage on dot immune / bosses / extra large
but it’s only speculations at this point… that match the few tests I did
yeah, that would make sense
if I remember right, we have sources of heat with constant temperature like inferno and heat generators like flamethrower and possible burning hell
or everything has its heat cap?
you mean heat cap on weapon or creatures?
on weapon
no cap per weapon afaik
creatures have max temperature ik, but what can reach it
more like unique value depending on the mods / OC
also.. is it possible to change creature's temperature lower than its freeze temperature?
Flamethrower can reach 5/10/20 heat, PGL can reach 50 to 200+ heat
hum didn’t try
you can keep it frozen for longer, best way to try would be to check how fast it unfroze once you stop shooting/freezing it
ye but praet takes only 100 degrees from what you told me
yeah, didn’t find anything above 100 degree so far
I didn't see min temperature parameter from files you provided - hence such question
well didn’t check mixer or ME variants
Did look in the code and it's effects are all hardcoded, but only number I could easily pull is BarrelProximityDamageRadius = 1.0;
you were right oppressor changed and is now immune to electrocution
well it doesn't really change much in battle against him, but at the same time it tells that:
some target are just immune to some status, it seems different than just elemental resistance
it's different at least technically
Well the temperature system is weirder than expected
While for some creature it seem we can’t go above the burn temperature, for other we can and they’ll burn for longer like for the breeder.
The temperature system makes anything it touches weird
I warned you, it is a hard thing to work out
You sure did warn me
Well it’s the main thing I’m missing to complete the weapon pages
Got pretty much everything else I think
I did want to work it out how it worked, but then found out it was complicated
Got full value for preatorian, frost preatorian and breeder so far I think. Tried to get the grunt value and failed.
Thanks for completing those data. Would be good for me to complete spanish links as well. You guys rock...and stone 😛
So far temperature data are not on the wiki (too early for that still testing/trying to understand how it work)
For the weapons data I’m updating them slowly and fixing / updating the pages if need be
Variant resistances aren’t on the wiki either for now, I though adding them would make the actual creature page unreadable.
(I mean way too much text per cell)
I do want to redesign the creature cells, but have not been able to get it fully working and looking good just yet
Working toward status immunity, should get them for all or almost all creatures and adding variants (radioactive/glacial strata) when we rework that page would be good
as for the temperature page we are nowhere near that point yet
Have also been working on creature tables and pages myself. If I manage to get something out I'll let you guys know. Not sure that will happen but...will try. Creature + weapon pages have attracted my interest recently (although I should still be focusing on using your templates until finished copying but...you guys will surely appreciate some more hands)
For sure.
Weapon wise I’m on the drillers weapon for now, I updated the mods/costs already, I’ll try to add a damage breakdown for all of them this week.
For the creature page I think making each creature cell a rpf block/shelf would solve a lot of problem for the pagination.
But we may need to select a fix height for that to work.
Did you ever ask the DEVs about it, if it is wanted like that and why? (Regarding temperature)
Also did somebody do the math when the week will hit where you have all matrix cores content unlocked?
Look like the automatic fire OC for the subata got the same bug as the CO for the warthog both of them don’t have the spread penalty
I think I just understood how pickaxe damage work, this is weird to say the least.
Base pickaxe damage is 11, it’s single target and it can hit weakpoint.
Then this damage is multiplied by 1.5 and hit again in a small AOE, that part of the hit doesn’t benefit from weakpoints.
Which makes 11+16.5 dmg vs let’s say a lootbug and 22+16.5 if you hit a grunt head.
Now See You in Hell increase this base damage by 20 and I was wondering how you could reach the breakpoint to one shoot grunts.
So with SYiH you get vs a grunt’s head:
(11+20)x2+(11+20)x1.5=108.5 damage just enough to kill a grunt
it's funny how devs do all that magic with numbers to give us just enough damage to kill certain enemies...
Oh so the dmg is good enough !
mmh
They could simply keep this perks as a revenge perk tbh
Hmmm is there an overview of dmg of elemental hazards in maps?
Exploding plants, spiky plants, falling rocks
Environmental* dmg
nobody around, I'll do the update article for once
Did want to, but Steam was being it's totally bugless self
I don’t think we have anything about elemental hazard on the wiki, saw a few numbers in the files, but a lot are missing.
Like
Dmg of Frost and fire shrooms
Magmanaggot
Exploding airvent / volcano
Poison clouds
Electric arc
Do you know if they scale the same way other enemy damage do or does it need to be tested?
Is there some sort of gating mecanism that prevent damage from carrying on to you health when it’s just a bit more than your shield value and your shields are full?
Tried to check how the new passive for elemental damage worked with acidspitters and it just removed all shied and no health pretty much all the time.
Exploding plants do: 150/200/400
For small/medium/Large sizes they come in
Double damage to armour
& multiplied for the environmental damage mod (2 on Haz 5)
Is it on the wiki?
I don't think so, just took it from the files
Yeah made sure to add that on there
Just checked there is some info about exploding plant on the biome pages with pics but no damage and no dedicated page.
Finished updating the first weapon page with all the details I could.
https://deeprockgalactic.gamepedia.com/CRSPR_Flamethrower
Should I fuse the unique modification part with the stat breakdown part?
P.S. for other weapon like Cryo Cannon I also included a part to explain weapon specific stats like pressure drop rate and so on (called it 'Understanding the weapon' for now).
Only thing I couldn’t add is heat radiance because I couldn’t figure out the exact rules yet.
Can merge them
I tried to put most of the usefull info in the effect column and I added more complex info in the last section at the bottom.
I will try to do all weapons that way if I can, it’ll take a while.
Yeah it's quite a lot of work
Anyone know the proc chance for fragile?
Only reference to Fragile in the game code is UFragileDebrisCleaner and there is none for Shatter, so I guess it's set in the weapon file
Couldn’t find anything more either, guess I’ll have to test it.
two years in orbit is not update 29
they don't count event patches as updates anymore
Yeah, guess it should still have a page as if it was an update, just not take up the U29 slot
Should we call it U28.5?
I feel like there should be a separate section for event updates in the nav box
28.5 would be too unofficial
Like 18.5?
Should we move previous event updates to this new section (those counted as updates)
they did do the .5 thing once, never happened again
all event updates should probably be moved to that section for consistency
reason I never did it is that the old events are mixed in with actual updates
https://deeprockgalactic.gamepedia.com/Update_22:_One_Year_In_Orbit this one came out with weekly assignments
Could have that one be in both sections
true
https://deeprockgalactic.gamepedia.com/Update_17:_Oktoberfest this was technically an event but also introduced Abyss Bar
add a sitenotice link to the stream
Question about see you in hell : it say melee damage boost , and you said it was +20 damage does it work for the drill ?
afaik it doesn’t it should be the same kind of buff than the beer
it add to the base 11 pickaxe damage
so doesn’t work with power attack either
Oh that's interesting
I’ll doublecheck for drills and axes just in case
PA damage is fixed so far didn’t find anything that alters it other than melee weakness on creature, well I can add it to the test just need one preat
idk I just thought I oneshoted guard once with PA when was under SYIH
but "PA damage is fixed" tells that I could just imagine this
Drills > not affected by SYiH
Power Attack > Not affected
Axes > Not affected
Don’t think there is anything else to check in melee other than pickaxe attack
you can check thorns too 🙂
Thorn being fix damage I didn’t expect it to be melee, otherwise the chain reaction would get out of hand
yeah we definitely need more melee weapons...
pickaxe upgrade is comming
you mean skins?
Well despite the new berserk hiding in SYiH I kinda miss the old one for melee
not only skins there will be new upgrades as well according to the roadmap iirc
well couldn't find that
This may have been a bad interpretation from me of "unlock new parts"
regarding this they mentioned on stream that you may find parts on mission
there will be like 5 parts that you can customize visually
Have moved all the U29 stuff to Anniversary, just finishing of the Event update section on the update nav now
I think I got most info for fragile:
Proc seems to be 50% chance and it can proc on the hit that froze the enemy
Damage is 85% of remaining hp
It seems there is a hp threshold to prevent it from being too good, still need to find this one, test should something around 100-150 hp
Seems to apply on all targets, but only for the last part of life for tanky bugs so it’s easily missable for them.
The miner's manual is going to be big news for the wiki
Yeah
There is some snip its of it already in the game files
In "CaveObjectData"
[{
"export_type": "CaveObjectData",
"InGameName": {
"string": "Glyphid Praetorian",
"namespace": "",
"key": "FA8F44C946CD7ABC7358039A193E66E7"
},
"ShortDescription": {
"string": "Enemy",
"namespace": "",
"key": "E35699AF4B16AC4DC658CCBDEEB12A9B"
},
"LongDescription": {
"string": "The Glyphid Praetorian is a bla bla bla bla L orem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate ",
"namespace": "",
"key": "0389D3894F0EA4B634BC2FBC548C3D80"
},
"SaveGameID": "f26d983e48c98fb6864a3991427ebcec"
}
]
"The Glyphid Praetorian is a bla bla bla bla L orem ipsum" -A quote for the wiki right there
Finished the Update nav, ready for them having separate articles
The day they'll add in the Miners Manual gotta be interesting for #babelfish-lounge
I made a capture with some minor edit since it's was from the stream (like removing the talker names, mouse cursor and some clarity)
So like we are supposed to think the additionnal drop pods are stored outside
And then loaded up into one of the bays
i suppose that there are like a small number of bays
Second weapon done: https://deeprockgalactic.gamepedia.com/Cryo_Cannon
It could use a better name for the equivalent of the sticky flames
Cold radiance is missing, waiting for a better understanding on temperature/more values on freeze T°C
Well tried to think of something based on it’s appearance.
Code name feeled a bit weird.
Still need to find fragile proc chance vs large enemies, but I’ll keep that for later, don’t feel like doing a hundred tests now.
What is it called on the scanner (Ctrl)
Didn’t check
Probably won't have a name, but might have
Not too surprising given that happens with fire
subata page done (not much to change here, just updated a few values)
epc page done as well, this one was a lot of work, it may need a re-read
I need lore on Karl
He's the janitor
The rig spewing out smoke like a Victorian English factory is sweet but how does it do it in space?
Maybe it's dust ?
Is the status page good enough to remove the stub and cleanup tags yet?
https://deeprockgalactic.gamepedia.com/Status_Effects
Cyrob do you think you could get the preat acid cloud DamageRadius and MaxDamageRadius radius from the files? (Can’t open it with the parser.)
FSD\Content\Enemies\Spider\Tank\BP_Spider_AcidCloud
Should be 275 to 400 probably, but hard to guess, any increment of 25 between the two could work
Only in that range is 350
Ok, can’t be only that then since there is a max damage value and a radius value.
Thank for having a look
See you in hell is 400 450 for comparison, not sure how much a preat gas would be then
There have been times where files don't have values they should so who knows
yeah when it uses default values because of a small typo somewhere mostly
Got a new damage type with See You in Hell: DMG_Disintegrate
probably the same that ME use to clean up bugs once they are done
Not sure how to call it.
Think ME's use explosive for that
That wouldn’t work for the ebonite glyphids.
Well it still is set to use it in the files
Could anyone check damage taken in game?
For some reason it look like I’m taking only 50% of the expected damage no matter the difficulty.
Like only 35 damage vs an acidspitter in haz4p1 or 20 damage when using an impact axe on my feet with the driller (no resistance passives).
Tried a few other sources and the damage was still exactly half of what was expected.
No need for in depth tests more like does acidspitter move shield + 10% health or really 1/2 health bar.
haz4 acid spit
haz5 acid spit
If that's what you wanted
no health/shield boosting perks equipped
Thanks
Looks like ~20 pixel difference
but nowhere near the expected damage for an acidspitter with 25 base damage
Was that test done in shield disruption ?
Since the results are close to what I got, probably not, so it removed all shield + a small part of heath
How many ticks of damage does the acid do?
Well it would need to do 6 to have base 25 damage
Projectile is 10 base damage, the acid tick is 2.5
Updated some of the acid data recently, maybe I got the acid spitt
old projectile is 10, but that file was supposed to not be in used anymore if you look at the variable name
Only a guess but the ShooterQueen folder should have the value
This is the data for the acid spitter dot:
Acid Spitter Acid Spit:
Damage: 2.5
Interval: 0.5 - 1.0 s
Duration: 2 s
I was looking at PRJ_Spider_Shooter & STE_Spider_Shooter_Acid
I was looking there as well first, since I saw the damage line was marked as "Damageold"
I checked if there was another one
and there was one in a subfolder
PRJ_Spider_Shooter_Queen
the STE probably stiff apply
I see no Damageold
well not too sure about that since neither the 10 dmg nor the 25 made any sense when I tried them.
May just be my files are not up to date
mine is from hotfix 8
Made a batch file to extract and another one to seralize for me
Guess I bacame lazy
Already had those from the beginning
Haz5P1 acidspitter:
1st hit: 35dmg
1st hit +3 ticks: ~56 dmg
Damage for Jakapoa: ~53 dmg
There is a tick just after the first hit
That one could work, but that would mean the resistance passive is becoming less and less interesting
Since the 10 is kinetic
Also reextracted & parsed my files and they are as before
Or was your screenshot not from PRJ_Spider_Shooter
it was from that file
it was almost at the top of the file
I’ll recheck once the extract is done
still got it
john-wick-parse-3.0.2
That haz5 screen might have missed the 3rd damage tick
Steam screenshots are unreliable on timing
That’s fine, just wanted to check if there was something wrong with me, because I expected the base damage to be twice that much
Since you got similar result I know it’s not something wrong with my save / game at least
Used 3.0.2 got an identical file to my previous one
Wonder where the difference is coming from
It really should not (since I can take these files and make mods with them and not have the game crash)
But that's really the main option at this point
That’s what I’m using
CD "D:\Jeux (HDD)\Epic Games\UE_4.22\Engine\Binaries\Win64\"
START UnrealPak.exe -Extract "C:\Jeux (SSD)\Steam\steamapps\common\Deep Rock Galactic\FSD\Content\Paks\FSD-WindowsNoEditor.pak" "D:\Data\Jeux\DRG\Update x Patch y"```
found the difference
my unreal engine was outdated it seems
needed to launch the epic games launcher for it to update
Now the info I got seems more complete, I may need to double check some of the info I entered on the wiki last week.
Thanks for helping me figure out what was wrong.
Well at least we figured it out
There are two with game files on, one is private, and I can't remember the other, I don't think either has images, your better off just asking for a particular thing from the files
Also in regards to the "achievement walkthroughs" secondary, would it be preferred as actual guides to get them as opposed to just stating the requirements?
Guides can be given, but would any need them
Wdym?
Most achievements are pretty simple and don’t need a guide.
Was trying to think if any were complicated enough that the description text is not enough etc.
Party time and without a paddle come to mind.
Maybe the dance archivement as well since you can add where to check your current dance time.
Both can be explained in a sentence
Wouldn’t need a full guide but 1-2 sentences could help.
If you want to wrote guides you free too, but I think things like mission types / machine events are the best to have guides on their pages
Write*
Mission types I'd go through
Machine events definitely need some explanations
But I haven't promoted just yet so I know fuck all about them.
I'm not savvy enough to crack down all the damage data and the such
Hats off to this brave soul
Is there a way to find all the stub articles on the wiki?
Thank you
If you need some data in particular for a page to be completed let me know, I can test it in game in case it’s not in the files (and it’s not too long to test).
Should we add variants and their respectives resistances on the individuals creatures pages?
I was editing creature pages earlier today and a few are missing actual damage stats. The Acid Spitter needs direct hit damage as well as lingering damage. Web Spitter needs damage value. Grunt Guard needs attack damage. Some have a single value for damage like the normal grunt, but provide no info on damage scaling. Not sure if they have it.
As long as variants only have minor deviations like being cold resistant in glacial striata Either info in parenthesis on the stat block or a small blurb in the description should be fine
For variants glacial strata get their cold res set to +25% and fire res to -25%.
For radioactive exclusion fire and cold res got set to 0% and I’ll have to test radioactive resistance since some of them since resistant/immune to it. (I may need a mod with less damage like 5 per tick on the fatboy for some of them).
For creature damage, I’ll check when I’m back home.
i am 90% sure radio praets are immune to, at least, fatboy radiation
Do the hammers on the space rig score points in the barrel game?
Also, what about normal barrels? 😮
Look like slasher don’t have dedicated attack pattern, they probably just use grunt and guards one with three times the damage.
I’ll need to check the damage in game to be sure.
Their internal name are ShootingPlant so it’d say plant.
Plants (from the patch notes that introduced them)
Vegan bugs 👍
Is there a tag/template to signal pages in need of an update ?
this one for stubs
not sure for updates specifically
If it’s just small changes just say it here, maybe we can fix it fast, otherwise stub shoud work yes.
Ok, it's mostly when I translate page and see inaccurate/old facts
If you tell us where the outdate info is more often than not it’s pretty fast to fix
I'll point to it next time I find some (for really small changes, I'll do it myself if I have the page open)
We could set something up that tags pages based on what update they were last checked for
That could be usefull indeed.
Missing two voice lines for char select on the driller's page
Done
@weary sonnet you might wanna add Cyrob's info in perk details:
Effects of Iron will:
+20% Moment speed
30 movement reduction effects
x2.5 Melee Damage
Power attack cooldown 1/3 normal time
and all weapons are reloaded when you activate the perk iirc
I think it’s kinda like unstoppable and it’s 30% reduced effect for anything that impared movement speed
the stat name is PST_MovementSpeedPenaltyReduction
not sure if it’s 30 or 70% though, i’ll have to compare with unstoppable
also you can mention Steeve's 98% friendly fire resistance and resistance to sticky flames
but not doing that today
nobody's pushing you ofc
just need to sleep first
ye sleep is more important 🙂
finished the poison / radiation tests as well
Very fair
only resistances were on radioactive zone, either 100% or 50% for radiation, nothing for poison
Iron will done, tried to test the slowdown reduction on jellyfish, seems to be a 30% slowdown reduction.
Steeve done as well
do Wikis need translated as well?
It can be translated as well but it’s a lot of work, especially since it’s constantly being modified.
So far there is a french and spanish translation being done I think.
Maybe I'll get to it once I'm done with the in-game translations and the wiki will likely be more polished by then
- a bit of Russian
so no rush
Go berzerk for 10 seconds during which you get boosted melee damage and a lighning-fast pickaxe Power Attack recharge.
Are there any numbers which can answer how much melee damage is boosted and how fast is that lightning-fast PA recharge?
I updated it on the perk main page but it should be what you sent yesterday
From observation, recharge is the same than the boosts from the ebonite event
wdym
ah is it berserk
yeah
I was thinking it was still iron will, my bad
let me check
Don’t see anything in the files for now
I can probably test it though
it's not urgent, just saying that it'd be good to know what you get exactly in those 10 seconds before going on 4 mins cd
mb it's even possible to oneshot glyphids like with syih
Melee bonus should be easy to test since I got the formula
finishing the pickaxe page and I’ll check that
Look pretty bad damage wise, its +8 base melee damage.
You won’t reach any interesting breakpoint with that
mb with scull crasher
lol
(11+8+10) x 2 + (11+8+10)x1.5 = 101.5
↑ This is if you melee a grunt head ↑
2 more base damage I mean
so 6 power attacks with 240 dmg?
even with berserker + SYiH + beer you miss the breakpoint for slasher
count ~1.5-1.6s per power attack
6 seems completly doable yes
8 if you count the base + activation one maybe
perk doesn’t seem that good to me tbh
pretty good to dig walls / aquarq or test stuff
but for damage no
I could be up for high damage unload in short time
like skilled see you in hell while alive
8 power attack if you chain them well since you get the base one + activation
and the one after will only be 10s away if it’s a perfect chain
you should add this to wiki and probably on reddit 😄
which part?
whole exposing part
call it Berserker exposed
mb devs will do smth with that
since they so actively read reddit
thanks for the info btw, now I'll never take that even if I want it
I Just need to mod it to be better
lol
But yeah it's really not in good shape right now
I would use it just to did wall/aquarq with a lower cd or if the passive effect was permanent since it could work with vampire.
I mean... everyone wants berserker passive to be back
I used to get almost half of my kill on scout with pickaxe, it was too op
but removing it completly was a bit much
what is normal mining rate btw?
While it got half my kills it also caused more than half my deaths, which balances it out
Didn’t cause a lot of death on my side, on the contrary, kept me alive for quite a while, grunts were my red sugar.
I feel like you can land 2 usual pickaxe digging hits in 1.5s
him?
the data mining lad
yes him
is it true that Bosco digging nets less minerals as opposed to the dwarf digging? 🤔
I heard this around but I didn't see anyone confirm proper
Afaik all methods are equal, it was tested a long time ago (read like 5-6 updates ago).
It could use a retest though.
Bosco just tend to forget some small pack of mineral on the wall, but if you ask him to mine it completly the same quantity should drop.
It was tested recently-ish, using deepdives
ah, didn’t know that
I think we don't have anything on what Buff beers affect, but I would assume it's only the picaxe
afaik it's only pickaxe
I can confirm same quantity obtained with pickaxe mining, bosco or EPC
Bosco tend to scatter them pretty far though so it’s easy to miss a few pieces.
@eager crystal ^
Thank you for confirmation
Need some info: back when the Snowball OC was working, did it do any damage or was it only freezing things?
Trying to sort out the internal name for cold, frost damage… and the game got
DMG_Cold
DMG_Ice
DMG_Freezing
Looks pretty sorted to me chief
Well I think I got the start of an answer, while looking at the fire part:
Fire damage = DMG_Burn
Heat damage = DMG_Heat
Fire + heat damage = DMG_Fire
It’s probably something similar with the Ice / Freezing
For now all I’m sure is that Cold (temperature) = DMG_Cold
Can you think of anything other than cryo cannon that deals frost damage?
Checked explosive plants and ice bomber, it’s explosive damage for both.
Coming from the player or in general?
In general.
It’s cold damage, so the decrease in temperature
ice praetorian
maybe the ice preats ?
I’m looking at the damage type that damage health.
cryo mine oc ?
Ice preat only do cold as well. so do cryo minelets
@shell frigate would you be able to change the damage type of a weapon, don’t think I can continue testing without that.
Next test would be temperature related and/or checking all the damage types and I still need to figure out DMG_Ice vs DMG_Freezing at least.
Possibly, but probably only if the damage type has the same number of characters in the name
Ok so can’t mod to ice, but the rest should be doable
DMG_Electric > DMG_Freezing on WeaponsNTools\ChargeBlaster\PRJ_NormalBlasterShot
or
DMG_Physical > DMG_Freezing on WeaponsNTools\Pickaxe\WPN_Pickaxe
seems the most flexible to test with low damage
and trying to mess with burn/heat/fire shoud be easy since the number of letter are the same
Much lower priority but changing TFC damage from burn to heat and fire should answer several question at once and allow to check for burn cap easily
WeaponsNTools\ChargeBlaster\PRJ_ChargedBlasterShot
(the one at 240 radial dmg)
(no sure how much work it is, let me know if it’s too much)
wdym by patterns?
to how the director handles enemy spawns and stuff
more precisely, I was curious if the secondary objective plants/fossils (apoca, boolo caps etc.) can spawn in previously cleared rooms after enough time / if there's enough distance from the players / if nobody has line on sight on the spawn point etc
since I get a feeling they just spawn randomly in paths I've been before so either I missed them or they weren't there in the first place
Just got the spawn rates for enemies I think, didn’t find anything more specific than that
Pretty sure they spawn at map generaton though for the secondary objectives.
yeah that would make most sense
but then my paranoia and skepticism get in the way to consider this other option
I know I often miss some when I’m not playing scout.
Secondaries & Resources are all spawned at the start
The host sends the clients the seed and a few numbers to which individually generate the whole cave
@weary sonnet do Thorns still have internal CD?
@eager crystal yes
ty
that part is outdated
removed ty
is abyss bar supposed to be similar to absinth bar?
if a mactera spawn shoots a c4 charge in midair the bullet gets blocked and the c4 stays stuck in midair, I'm not sure where but I feel like someone should write that down somewhere
@tiny wedge there is a channel called #bug-discussion
is that really a bug though
Hey ! Does anyone know the critical modifier for the "Critical Weakness" anomaly ?
I've been dealing with a bulk on haz 5 with a single Bulldog bullet, and it felt too much
@placid yoke Weakpoint damage x5 it’s multiplicative with weapon and creature’s innate weakpoint damage.
Okay ! Thank you o/
Undone
Question about Bullet Hell OC
Does penetrated bullets also ricoche?
meaning you're effectively shooting 4 shots with one?
yes, but why 4?
bullet penetrates first, hits smth, mb ricochets from it and then mb ricochets further and so on...
so you're saying that bullets that have bounced off also penetrate?
ofc
sorrry typo
Far as i know
You shoot a bullet and it can ricoche and penetrate but not more than that
already ricoched bullets don't ricoche again
haven't tested, but I thought the contrary
My originaly question was that can a single bullet bounce twice basically
first when it hits the first target and then again after it penetrates and hits another guy
it doesn't ricochet when it hits the first target
there's only one shot
and blowthrough goes first
so it would bounce off the second guy only?
afaik yes
So you would still be tossing a coin twice
giving a higher chance to ricoche
wait no
how tho
it always goes through
what if there's no one behind the first guy?
does it then just ricoche?
or go right through
chance is always 50% upon hitting smth after blowthrough or when blowthrough is not available (hitting ground, armor, etc.)
ok great thank you
what if there's no one behind the first guy?
you found disadvantage
sadly yes
ok what if you shoot a guy, there's no one behind
it ricoches to a guy with someone behind him?
it needs to hit smth before ricochet
well an enemy
if it hits ground after blowthrough and some bugs are close to this place it will ricochet
ricoched shot don't blowthrough?
or if it hits bug after blowthrough and there are bugs which are close to this bug - it will ricochet too
no they don't
blowthrough comes first and then series of ricochets
can it ricoche more than once?
does ricoched bullets target previous targets?
Can it bounce between 2 enemies
wdym
I shoot an enemy and it ricoches to another and then back to the first guy
if there are no other enemies and if luck is on your side then mb yes
how funny would that be
probability is even less if there's smth to choose where to fly
it always flies into enemies nearby so...
Last question
does Bullet hell have somekind of range how far a bullet can ricoche
I believe so
that's why if it hits the ground far away after blowthrough it can not ricochet
description clearly says - ricochet off all surfaces and even enemies going on to hit nearby targets
don't ricoched shots have 100% accuracy tho?
oof
that's why I use armor mod
never thought about that
does it shred well?
yeah, it's very useful when there's bunch of guards in horde
they have -100% dmg heavy armor on some parts of their bodies
wouldn't stun also do the trick tho?
once stunned they open their front
I guess you can't lose with it
and it's usually enough... though with such CC effect distribution any CC would be appreciated here
like why not use hot bullets and heat whole horde
also we need to switch channel
ahaha
Not if i ask a appropriate question
Do armor pieces have their own health pool of somekind?
yeah
heavy ones yeah
light and probably medium ones have probabilistic calculation
Old article about armor: https://www.reddit.com/r/DeepRockGalactic/comments/aey0by/how_armor_works_types_mechanics_an_information/
You can find heavy armor hps for all enemies that have it here: https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/
mmyes, thank you
Sweet Tooth: increases value of mined sugar which results in getting more hp or applies x1.3 directly when player with perk pickups already mined sugar?
The question is mostly about whether you can increase amount of hp that players get without this perk by mining more than you need or not
the Elemental Infusion perk could use a page,if anyone has access to all the nitty gritty of the perk
Most perk page contain outdated info I think, only the main perk page is fully updated for now.
Updating it is on my to do list, but since that list is growing constantly it may take a while.
Think I'll maybe start going around with a template of This page was last updated for:Anniversary: 2 Years In Orbit, Hotfix 2 etc.
If you make this kind of template let me know, I’ll make sure to add it whenever I update / check a page content.
This would be pretty usefull for readers as well so they know if the info is still relevant or not.
Just thinking how to handle Hotfixes
Probably will just have it done by update (Including event updates)
Pages that will need updating between hotfixes should be minor, and so won't need a warning about being out of date
Or could have it as a optional thing and it may be suitable for some pages
You could just put the update and hotfix numbers as 2 arguments of the template maybe?
Unless you add something different in mind.
Yeah, but with the hotfix being optional
Can also have a smaller thing for each section on some pages that only shows up if it's not set as the latest version
It's perhaps not the channel for such enquiries but I figured you would know best. How does the blastwave mechanic exactly work for the boomstick? What exactly is the "area extending 4m in front of you"? Is it a cone? Whats is the angle? And does the mod for it affect it in any other way than damage increase.
I do remember it was 4m in a cone shaped zone from the tip of the barrel sorta deal
About the template for outdated pages, maybe you could call the update like that : U29.h2 for update 29 hotfix 2...
anniversary update
Could be an exception, and just be called '2nd anniversary'...
Just throwing ideas, no idea if they are doable
I think having a default value as update with a number afterward and an alternate value where you enter a full text instead should be doable but not completly sure, didn’t mess with templates much for now.
I was more thinking about having a single value for the update, and adding in that value the update name and it's hotfix if relevant
Guess Event Updates could be done By Letter is normal updates are done by numbers
E.g. this could be AN2020
Why couldn't the template just display the full name of the update ? So new players wouldn't be lost...
Some update’s name can be pretty lenghty and you’ll have to add them each time you update a page otherwise.
The template can display the full name
But using a handle would require anyone doing the update on a page to know said handles...
This would be be a code for in in the source view
Ah... Now I get it
Or we need to update the template everytime to default to the current update, not sure if it’d retroactively rename the other pages though.
Working with short name in the code and displaying the full name would be the best yes
As long as we keep an easy format for simple update it should be fine
Could have it so all of this is valid:
28
U28.1
AN2020
U29
U29.1
Good for me
Heh, I'll just copy paste the template and the code, and translate it, so if it makes your day easier, fine by me ;)
Once made the template will be edited every update, but probably no changes that would need translating
Could maybe separate it into 2 parts so the code that is updated does not need to be translated
I'll still have to pull it at every update and push it to the fr wiki (I'm not touching the templates for now in fear of breaking something)
Wonder if there is a way for me to just push it to all linked wikis
Otherwise could just do it manually
I'm not sure it would be possible, since other languages wikis are independent from the main (hence the need to 'create' again all templates on the new one (most likely, they will be copied and their url changed))
May look into it
Should we add status immunity to the main creature page or only on the sub creature page? I think the main page is becoming harder and harder to read since there is so much info now for each creature.
We do need to slim down the main page at some point
Can’t add damage and attack patterns, health, res, status on the main page, that’d be too much.
Unless there is a small way to show it like health
Managed to put weakpoint location / value, health, resistances, armor type and variant on my spreadshet using some icons. But making that kind of table may be hard on the wiki.
Tried to use Icons / color code to gain as much space as possible, full explaination being in another page (so in the wiki case they’d be in the creature page)
It should be possible to do just a pain to set up
Doing it is ok, I’m more worried about maintenance or modifications.
Not getting lost with that many columns
Well I'm thinking doing it via templates
Ah that’d make a hell of a template, but that’d solve the maintenance problem yes.
I should be able to make it as long as we deceide exactly how to make the table first.
That would be handy
Is BET-C subjected to the same rate of friendly fire than the players ? (And would she be more dangerous in higher levels AS AN ALLY than in lower ones ?) Or are her damages calculated like the ones of a mob, and higher in higher levels because of that ?
not sure for her
(Sidenote, is it a french thing to call the BET-C 'her' instead of 'it', or is everyone doing it ?)
Betsy is a female name so everyone does it
thx, was not sure what to use
I just though of something, can you do templates that refer to other templates ?
Yeah
In that case, maybe we can have a 'master' template, and regional ones with the displayed keys ?
That is what I was thinking
I should have enough pages in one week or two to ask for the creation of the french wiki
(depending on IRL events)
would be nice to have another full on translated wiki
We are far from fully translated (very far). I think I have about 20 pages done, on 200 +
And I can't even find someone that would be ok to keep the translated pages up to date with the main...
So auto update templates would be a boon from the heavens
Going in game then to bed, good night
thx
How many cosmetic cores are there?
~300
ok not gonna even try thank you
try what ?
Collecting them all I assume
Yeah
Just deep dive and it will come then...
just counted that it would take me approximately 25 weeks so no thx
In an O2 hazard, are there certain actions that increase the oxygen consumption rate? Digging, sprinting, power attacks etc?
Yeah it's just constant if you're not near a source
34 weeks if you only got cosmetics
9 cores/w
but it's less than 300, i just don't remember how many
You forgot to count the ones you get with the forge mastery, 2 per week, one of them a cosmetic, except on the 10th week where you only get one.
oh right
Anyone know if the number of mineral veins / chunk (talking about crafting minerals only) that spawn is directly linked to the cave complexity or mission length?
I noticed that outside of mineral mania I tend to find always the same number of jadiz/pearls on the maps.
I can say with absolute certainty that I had runs without mineral mania with more jadiz/pearls than others (and I thouroughly explored the caves).
I believe it is random.
Ok ty.
Just in case I wasn’t clear I was talking about runs with the exact same combined factors (missions type + length + complexity).
I was wondering if it was fixed or random with a small margin, your answer point in the random direction.
I didnt test it, but I sometimes did the same mission twice (short one done quick enough to pick it again), and had different payouts of minerals (I remember it because the second one was ridiculous, we got 7 jadiz, without mineral mania)
Ok good to know never saw such a difference my theory seems to be wrong then.
Theres a small typo on the pickaxe page
I believe in the bullepoint as well
Shouldnt it be "your melee attack"
Should be "It benefits from weakpoint and deals tripple damage versus frozen target", I think.
If you need some info about something that is not on the wiki feel free to ask. We got some data that we weren’t able to put on it yet.
Yeah there are a lot of 3rd person S missing I noticed
Also "The second hit is 1.5 times you base melee damage in an area. It doesn’t benefit from weakpoint or frozen targets but ignores light/medium armor."
Yeah, it’s a thing I tend to forget when I’m writting.
Same for the see you in hell passive right above
If you need some info about something that is not on the wiki feel free to ask. We got some data that we weren’t able to put on it yet.
Shotguns.
Do they have damage dropoff, or is it just the lower chance of pellets hitting?
Any special way they interact with armour? Special nerf, or just weaker due to the damage spreading over a larger area and lower damage per hit, or even no worse against armour than a same-DPS normal gun?
No damage dropoff from what I could see, it’s just that the pellets tends to scatter a lot at a high distance making it pretty hard to hit something.
As expected
How reliable is "from what I could see" in this context?
Did some damage test related to fire resistance using a shotgun hitting with only 1-3 bullets at 40-60 m.
There wasn’t any damage drop at this distance.
Didn’t try anything farther than that specifically.
For damage vs armor no damage is done vs heavy armor until the plate is broken (100 base hp scaling with hazard, 120 eHP in haz 4+).
Damage is only done after the plate is broken.
Do the electric jellyfish always come from a breeder?
No electric jellyfish are ambiant creatures.
The one from the breeder are a different specy
Naedocyte Shocker for the ambiant, it’s light blue and pink and can slow you.
Naedocyte Hatchlings is the one from the breeder it’s dark blue / purple, same damage but doesn’t slow you got about 5 per roe that hatch.
no damage is done vs heavy armor until the plate is broken
Does this imply that there's non-heavy armour too?
So the pink one isnt from the breeder
For damage vs medium / light armor, damage is reduced for all shots until the armor is broken, including for the shot that broke the armor.
All shots got a chance to break the armor.
younglings got a medium armor (-50% damage taken), a lot of common bugs got light armor (-20% damage taken)
Speaking of "armor".
I assume the Wiki is in US-american? Didn't find any style-guide for it
Heavy armor is on preat, guards, warden, menace.
Don’t think there is any style guide for the wiki.
How exactly does Armor Break Bonus work? Does it just increase the chance to break armour (i.e. useless unless hitting the same spot twice), or increase damage that passes through or both?
Light armor is often on the back of the creature, when broken the creature will show as a lighter color.
It’s on guards (light color parts), grunts, slashers, webspitters, acidspitters.
Armor break doesn’t increase the damage dealt to a creature but will increase the damage you do to the armor plate so it’ll break sooner.
You can probably just follow Gamepedia's standard 'manual of style' https://help.gamepedia.com/Manual_of_style, but it doesn't mention things like armor vs armour
Usage of uppercase letters in titles is also not the same on every Wiki. DRG seems to use first letter of each word uppercase (except stuff like "of")
Do you get extra xp/gold for mining objs like morkite after completing the quota?
Most article titles on this wiki are proper nouns/names so they would be capitalized
@sly patrol yes, https://deeprockgalactic.gamepedia.com/Experience but you only get 1 xp per morkite so usually it's better to skip extra
So one would say is worth during double xp in haz 5?
Only worth grabbing what is on your path to the exit after you reached the quota.
Ok got it
Better to launch another mission with the time saved even without double exp.
I also read, there is a "safe zone" within the drop pod. Am I actually safe here?
Well, if nobody objects I'll put the info on armour armor on the Health page.
A separate page for armor would be better, even if it’s a stub for now.
Currently "Armor" is a disambig. Because it's also a type of equipment. Could also put it there though, if you prefer 🤷♂️
Go for "Creature armor" for now since it’s only for enemies
it’s the name suggested in the pins
We can always change it later or merge it if needed.
New "Creature Armor" page it is then.
And it is correct (Creatures page) that frontal armor on a Dreadnought stops any damage? And if so, does armour affect explosives/AoE damage?
It is correct it stop any damage.
This brought me a question, so shooting a dreadnought in the face with the autocannon does no dmg at all?
With the explosives rounds?
Explosive / AOE damage can affect it only if the area of effect is wide enough to reach it’s abdomen basically.
Specifically, it stops any amount of damage, i.e. indestructable?
In general AOE damage is not affected by armor.
But for "boss armor" like dreadnough front or oppressor nothing can go through it.
You can damage a dreadnought shooting it on the face only if the damage radius on the autocanon is wide enought to reach the vulnerable parts, it works with carpet bomber as an example.
All shots got a chance to break the armor.
Is it actually a chance, or does light/medium armour have a health pool as well? If it is a chance, does it depend on damage dealt?
We know very little on how light/medium armor work.
So far it seems like armor break / higher damage break armor faster but the exact machanisms are not known.
Then I'll try and word it in a way that doesn't specify.
I believe it’s one of the devs that told us it was a chance per shot for light armor instead of hp based.
I was able to test it for heavy armor, but I don’t even know where to start to test light armor.
For heavy armor the scaling is the same as normal enemies (grunts etc…) with 100 base hp per plate.
I assume slap the {{Mechanics nav}} on it?
I'd love to help with the spanish version but I am a horrible writer 😂
Also, any screenshots allready uploaded that would fit on the page?
@sly patrol A horribly-written page is often better than none at all. And may provide a starting point for others.
At least that's the stance I have on that kind of thing.
Like I have good grammar but I struggle putting words together to make a paragraph
Yes the mechanics nave should be good for that.
But I do speak spanish so if someone asks something and you need help answering, feel free to ping me
You can put {{stub}} tag on the top since it’ll be incomple as well.
We need some devs info or testing before we can have all info.
There is already an ongoing translation in spanish for the wiki:
https://deeprockgalactic-es.gamepedia.com/Deep_Rock_Galactic_Wiki
What exactly is community translator and how do I get it
found the info about armor:
Johan - Coder: bugs with lighter armor only has a % chance to break the armor rather than actual health, like grunts. the chance to break increases with how much armor damage your weapons do
It’s from 2019-02-04
So it is a chance indeed?
look like it
And that chance increase with how much armor damage your weapon do
armor damage being in most case directly proportionnal to weapon damage
I.e. it doesn't depend on Armor Break Bonus, but on base damage * Armor Break Bonus?
There is some exception like focussed shot don’t count and subata got a hidden modifier to do less armor damage.
shot damage * (1+armor break bonus)
Unless they count the basic armor break in the bonus but I don’t think it’s the case.
Need to check how it’s written on the terminal.
Does the community translator have anything to do with the wiki, or is that just here on discord
Read #welcome-and-rules
Armor breaking is the total damage currently so you can multiply directly.
shot damage x Armor Breaking
(base armor breaking being 100% for most weapon, but not all of them)
#babelfish-lounge and community translator is for translating the game
for translating the wiki, you’ll use this chat as well.
Oh ok
Added it to the navbar.
@sick vault #lfg-steam
Yeah sorry
@gray stag if you want to contribute to the wiki, you’re wellcome to do so, anyone can modify it.
If you prefer to do tests rather than modifiying updating pages it could help as well.
how would one go about doing it
Depend what you’de want to do: updating, checking pages? Creating new one, Testing stuff for things we don’t have enough data on?
i would mainly like to help with testing and sometimes updating if I can get a knack for it, Mainly being the Dreadnought page currently
For the dreadnought his resistance and health have been tested fully.
We will have to create an individual creature page with all it’s info so a description of all it’s attacks and verifying if their damage are still the same would be usefull.
I can get the attacks damage and type from the files, but not directly link them to the moves in game.
Nor check if there is an hidden multiplier.
There was one for the slashers for example.
I also wanna help with stuff like that as well
I brought dreadnought because there was a part on the elimination pages that kinda bugged me
Most Grenades which impede enemy movement such as the Scout's Cryo Grenades and IFGs are not effective against Dreadnoughts.
IFG grenades do slow down the drednought and this also can imply to some players that such forms of slow don't work
IFG slow is linked to electric resistance
dread got 60% electric resistance on health phase hence the resistance to the slow
as for cryo grenade it depend on the freeze temperature, this thing is a nightmare to test, not something I’d recommand to start with
true, the slow is still present though.
anything related to temperature is a lot more complicated than it seems at first glance
I just genuinely enjoy elimination and want to pump out as much information for people as possible for the type of mission
Yeah thats something I didn't find out until a friend told me about it
Well missing info are verifiying damage value and describing the moves (doubting on the stomp attack in particular).
There is also either a phase and/or 2 small zone when he got the shell that allows to do 50 / 100 % more damage if you use AOE / spray (flamer / cryo)
Tried to pinpoint the area, but wasn’t able to.
Seems to be like we are hitting several layers at once or something like that.
yikes, that sounds like a pain
For the differents attack here’s what I got from the files:
fireball: explosive damage
Carve: 15 melee damage (pretty sure it’s a lot more in game)
Swarmer egg with pheromones: nothing (not sure if it can do any damage, need to be tested) the pheromone duration effect could be usefull as well
Melee1: 25 melee damage
Melee2: 25 melee damage
Melee 1 and 2 are probably a bite and a claw swing, what I’m not sure about is mostly the carve damage and pheromone duration / damage
Plus a short description for theses attacks.
And I’m pretty sure the carve attack can one shoot or almost so either I’m missing an attack or there is a hidden multiplier somewhere.
We can mesure exactly how much damage an attack did just from a screenshot of your healt before and after if you took a video
So i could just dm a youtube video of it to anyone working on the wiki?
It’d be better to have a high quality video so we can see the pixel of the health bar clearly so not sure if youtube is the good choice for that
It usually blurr quite a lot since it compress the file.
so the video file itself would be preferred
if possible yes, or just a screenshot before and after taking the hit
(and remember the difficulty you were at)
@shell frigate Hi, sorry for the ping, I had a question : is it possible to spawn mobs in-game with the exp build ?
Think that can be done in the Testers builds and only those
(We were trying to make a pool of gold with a golden bug PE, but the game said no thanks, and dropped to 6 fps rather quickly)
Would it be possible to mod the game to force spawn multiple crassus then ?
It's probably possible to make a mod to have a ton of golden lootbugs spawn for that
Can make 1 always spawn but only 1
Tater, do you want us to take this line of discussion somewhere else ?
This would be a private one
ok
Would not be illegal, but I can understand it not wanting to be distributed as it would be cheats
Made a new template to make it easier to update the individual perks pages, it’ll replace the introduction and main table:
https://deeprockgalactic.gamepedia.com/Template:Perk_table
Tried to do an updated template as well, it could use a better style but it’s fonctionnal:
https://deeprockgalactic.gamepedia.com/Template:Updated
May make a few additions to the later
The former should be ready to go, the later need something more, just couldn’t figure out how to do it yet.
Due to mediawiki limitations may have to make it have 3 different augments
Update | Hotfix | Language e.g. U28 | 8 | EN
With how language work I though it’d be easier to translate the whole template directly since all update title got their own translation.
Since this template would need to update constantly it's best to move all strings to another which is where the translations would be done
Can make that change in a bit but not really needed still it's used
Made a few changes
Let me know when you’re happy with the updated page, I’ll adapt the doc
Also with a timeless option for non-game pages
Saw the changes live, I was using it on the perk page I was updating.
Will still make a few more changes
Previously unlocked items will not reset upon promoting a class.
Does that also apply to equipment upgrades you haven't bought yet? Or would I need to level again to unlock e.g. the Deepcore GK2's Battle Cool if I haven't bought it?
You’ll be able to buy any upgrade after a promotion, even the lvl 25 upgrade if you are promoted and back to lvl 1.
Any progress you have done will be saved
any progress you haven't done will remain not done
But yeah like elyth says
You can buy those afterward
In case someone need it for some tests: each shield mastery level multiply your health by 1.0455
Not sure why they did that, but that means all health values are slighly off for the dwarfs.
The Armour rig?
The armor mastery which is supposed to give 5 health per level.
Meaning that's more effective if taking upgrades that improve health, rather than shield?
It's not related to which upgrade you choose, the mastery is the bar that fills up at the bottom when you unlock the upgrades. For the armor (the equipment), the mastery improves health, and from what got out of Ely's explanations, we get a tiny bit more health than expected.
yes, the mastery is supposed to give us a flat +5 health per level, but instead it’s a multiplicative x1.0455 per level.
I'm wondering, is the health value a float ?
Doesn’t change much in the end, you’ll have about 3.5 more health than you should, it’s just that it was messing my tests
look like it is
I was not getting the good number when testing the healing with the red sugar
Well could be rounded up to the nearest integer maybe
But I doubt it since they use float for most thing.
How should I activate this? Cant find the key slot
but i already have 2 promoted dwarfs
I think he’s looking for the box where you need to put the tritilyte key
Yeah
That box can sometimes be burried or inside a pillar
It shouldn’t be too far from the center, it may be under one of the blue tendril or a rock.
A lot of people have reported not being able to find the box for that specific machine event
devs included on a stream
The dash page could use some Tips if someone have some ideas on what to add, feel free to add some.
https://deeprockgalactic.gamepedia.com/Dash
Tips : - Always have the dash at the ready in case you get surronded the speed of this perk is high enough that you can avoid attacks even if the mobs have started their attack animation.
- You can use this perk to quickly evade slowdown effects (goop or even slashers attacks) or blast zones during combat.
- Be warry of ledges, Dash and ledges don't work together.
Looking for 1 volonteer for a quick shield link test (< 2 min).
sure
@tranquil hazel This is channel reserved for the wiki related matters, please post your game invites in #lfg-steam
@tranquil hazel Stop posting game invites here that aren't wiki related. This is your first and final warning
I'm sure you can post them in the #bug-discussion channel.
i could use some help im new to drg and dont know what to do with it
@lament geyser You should try joining joining players alone in the vocal channels, and ask them if they can show you around
ok
Looking for 2 volonteers for some perks tests.
Duration should be < 5 min.
If you're still looking, I should be available around 20h00
Ok, I was able to do some of the tests, still need to do one test that requires 3 persons.
@weary sonnet still need help?
Not atm, I was able to test theses.
i saw someone with not golden pickaxe but with platinum pickaxe logo on wiki is it about the patreon bonus or something
i mean this logo near the name
That specifically is just an old image; the icon used to be silver in color, but now it's gold.
oh okay thanks
As far as I know, there is no patreon in place.
i think hakan meant the supporter edition
Hiya, is the pheromone attack from the dread making you a priority target for all mobs, or anoly the dread's swarmers ?
No idea, would need to test it
Is the laser pointer able to 'see' spider webs ?
Can anyone check if the Deeptora Honeycomb has a weakness to fire?
100% weakness to fire, no other weakness or resistances
As for the spider webs, I don’t know know
Will have to be checked then... Is there a list of all the things to check somewhere ?
In the pinned message, there is also a list of wanted pages in the wiki.
Was looking for some translation related stuff and I saw that the wiki page for the Honeycomb claims it has no known weakness
or resistances
The list of wanted pages is that special page i.e. number of redlinks to that page, right?
Stick to the Hunt Guide for now, Delgado
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64
Got all resistances and weaknesses listed,but didn’t got time to update them al yet.
ah
For now I’m still updating the perks.
Here you can see the wanted categories:
https://deeprockgalactic.gamepedia.com/Special:SpecialPages
I also have a small list of untested stuff on my side, some of them being very hard to test / giving weird results.
What I currently have on my list, pretty much change every day
CRSPR Flamethrower: Heat Radiance
Cryo_Cannon:
Proc chance vs Large
Cold Radiance
Perk:
SYiH: Neuro-electric field duration
Elemental_Insulation: double check if additive
Damage:
Crassus: AOE damage ammount / type
Bulk: AOE damage ammount / type
Dread: Stomp damage amount
Dread: egg damage amount if any, pheromones redirect swarmers or all bugs?```
can’t, it appears to have different effect based on the health class of the enemy
ah... That would be a bother to check... good luck
Short version:
grunts and the like it’s heat
preats: heat + damage
bosses: damage only
not even sure it’s really that, but it’s what it look like so far
Now you see why it’s still pending
Now I'm wondering how any walls are still holding up around you, you must hit them so hard at moments...
Is the volatile uranium in-game the crystal that emit radiations ?
Aye
thanks
Well did a short test: bulk isn’t doing fire damage it’s explosive + heat damage he got us fooled for a while
Played us like a damn fiddle
One more enemy for which the elemental insulation is less useful than expected.
isn't elemental insulation protecting against both heat and fire ?
it does protect vs heat, but not enough to prevent the proc anyway
it still protect vs the dot part a bit
but not vs the huge damage at the begining and this is like 90% of the damage done by the bulk
You mean the part where a bulk is supposed to be an enemy you stay away from ?
Well if he catches you, you are protected a bit from the 5-7 dots a 5 dmg but not from the 150 dmg explosion
Nor from the 100 damage explosion of the tumor that scatter on death.
Well got the damage for the crassus:
160 explosive damage and ~15 damage fire DoT over 5-6 ticks
So elemental insulation is totally useless against it.
That's stronger than the bulk right ?
no idea, didn’t check the bulk
Didn’t even find one, but since I don’t play gunner and anyone else would be one shooted during the tests about haz2…
Your gunner is not high enough ?
In the files there is only a singe attack file for both of them
It is, just don’t play him much
Could they have a different multiplier ?
Possible
It’s the case for slashers, they use the grunts attack with a 2.5 multiplier.
And since it’s explosive, there is two radius you need to really hug him to take the max damage.
If you’re at max range you’ll take about half
So you need to dash on it right after the attack, to be sure to take it the right way?
basically yes
Sounds like a hassle
well it wasn’t that hard with a 100% spawn
but with a random bulk spawn on a difficulty I don’t play on a char I don’t play
this start to be a lot
You want some help ?
Just checked, on Haz4P1 you barely survive one hit if you were full like on gunner
So if anyone play on haz3 regulary with a gunner he could test it
not sure how these work if they are additive or multiplicative yet, could test it
Just seeing how much damage a gunner hugging a bulk from full life take on haz3p4 or on deep dive would should solve it, it would be the easiest way I think
It should remove all shield + 2/3 life
if the damage is the same than the crassus
Would the difference be easily seen on H3P3 ?
It’d remove all shield 60% life on a gunner on h3p3 if it’s the same damage, should still be easy to check visually
Let me ask pounce, one sec
OK, let me lauch the game
How does BC's There can be only one scale?
currently there is no scale, it’s 120 explosive damage
should be the same for both yes
