#wiki-related-chatroom
1 messages · Page 36 of 1
well, that part is clear, but what doesn't make sense is which event is that, since kursite should be getting crystals not killing the same enemy type X times
would it mean there is a max of 13 kursite enemies at a time and that you only need "8" praetorian crystals to complete instead of "12" acid spitter crystals
That's what I ment
You only get one type of Kursite enemy per event
Yeah
So it's either ALL kursite mactera, or ALL kursite praets, or ALL kursite acid spitters
I can call out which we have as soon as it starts since they each require a different total
That does spawn both praets/grunts but praets count for 2 iirc
the event page doesn't even mention it, if I learn how I will add a nice table
Ok infobox is up, missing images, immunities and attacks for now.
any page I can use to learn how to make a nice table ?
I was able to get a good looking infobox by using tabber and the sub template Creature TabBox directly
links ?
As for learnings how to make a table, the help page for the gamepedia or mediawiki should be a good start, I’ll send the links for that.
6% at map creation
so low
@glacial topaz Ask about the dreadnought wave spawn chance then
see, that is not a thing you would care about spawning, but you probably want the korlok for the extra exp / credits
what is the lowest chance event though ?
@weary sonnet Was it 0.1% for the dread wave elyth ?
1.3% Chance if a scripted wave is spawned (e.g. only grunts, swarmers etc.)
and chance for scripted wave ?
Not sure, would have to look into it
what do we use to add those symbols ?
[[file:dwarfcount1.png|link=|20px]]
Should double check it's the same for 2-4, I assumed it scaled between them
if any suggestions exists tell me
perfect.
@shell frigate you got info on max time to complete that event ?
Scripted wave 1 is Dread, 2 is Grunt, 3 is Mactera, 4 is Praetorian, 5 is Swarmer.
well, next up info on ebonite would be nice
Now that not all secondary objectives are resources, maybe secondary objectives needs its own main page (or the redirect changed to the missiones page)?
No idea for the removed tracks, sorry.
Ready to replace the Creature Infobox template by the Creature Infobox 2.
I added the old template as a candidate for deletion.
https://deeprockgalactic.gamepedia.com/Template:Creature_infobox
what do the tyrant shards do?
They gives a bonus credit and xp, 350credit and 500xp per shard multiplied by hazard bonus.
cool
@glacial topaz Slow reply, was Hosting D&D, but I did not see the time in the files but think it's always the same
gotta discover what the time is, and later work on Ebonite
@shell frigate can you delete the old creature infobox? I got everything ready to rename the move the new one and rename all the templates in the creatures pages.
Sure thing
do we have info for the other events yet ?
ebonites kill count per player
total crystal HP + bomb damage + (probably damage by lasers)
omen tower HP info / damage
- time you get to complete the events
All done, the Creature Infobox 2 template is now named Creature Infobox.
the documentation and creatures pages have all been updated.
I think ebonites would be like cursite in that it's got one amount for solo and one for non solo
I’m sure the solo amount is different, for ebonite, but I have no idea if it scalle between 2 and 4 players.
Ebonite scales for sure, (might be wrong on the numbers) solo 15, duo 20, trio 30, full team 40.
and any variant counts as 1 point towards total ?
also we can't forget to check new biome features
Sorry for interrupting, here to say https://deeprockgalactic.gamepedia.com/Experience needs an update later since there are new secondary objectives
that's not an interruption @sand lantern , thanks for the pointer
so, first, anything needs help with ? and second, how to properly upload images to wiki ? and third, anyone knows missing images ?
To upload images, you can do it here:
https://deeprockgalactic.gamepedia.com/Special:Upload
well, 2.5 : how to properly take them in the first place
Images use a capital letter at the start of each word, words are separated by a space.
How to take them depend on the missing image you want to add.
I can be extracted directly from the game, a screenshot from the game or using nvidia ansel with some filters I think.
rip, so not something I can do, well, I can point out missing features
What you should be able to do is add the images for the missing creature with Umodel if you want to.
The program will directly export an image with transparency, so all that would be needed after that would be to crop them.
(I can guide you if you want to try that.)
was considering more article reviews, including the newer ones, but I can try my hand on cropping, as long as I dont have to play to do it or I will probably fail at it
It’d be extracting the creature model choosing the good angle to showcase it in the infobox and then exporting it to an image, if you prefer article review, feel free to do that instead, your choice.
wouldnt hurt to get instructions, expand my drg wiki skills
@glacial topaz i've done a lot of work on another gamepedia wiki, and it's definitely good when people point out what needs completion
it gives an entry point
otherwise it's a big sea of information ;D
we have to update the nexus model
typo detected on fester description, fixed on wiki, someone check if it is wrong in game too. "elliminate"
The Fester Flea is a nuisance at best, but is quickly becoming an actual problem for our operations. While relatively harmless, they have been known to procreate at exponential rates when allowed to, scouring cave systems entirely of organic material, and potentially clogging up costly mining equipment. Any employee that does not elliminate a Fester Flea on sight is liable to fines, reprimands, and worse.
Wrong in game as well
guessing you already told the english team about that
I posted it in #babelfish-lounge so they can add it to the next batch of report.
another, tyrant-weed manual description, "aggresive"
nexus / spawn description, "maloderous"
swarmer description , "Glypid"
I’ll need to fill my miner’s manual to report some of them properly I’ll do that later, keep posting them that way.
is rettifying a word ?
Maybe they mean rectifying
does "a rectifying opponent" makes sense ?
Mactera Plague icon needs updating too
btw, no manual desc on wiki for frost praetorian ?
Minigun's cooling rate does not affect overheat downtime, right?
gonna add a minor edit to its page
is "tumerous growth" correct ?
don't think so, tumorous seems like a proper way of spelling
Bulk Detonator manual, "tumerous"
actual in-game funnee strings are mixed together with generic desriptions, is this alright?
menace manual, "similiar"
looks like manual desc is also missing for frost mactera bomber
hatchling uses the same description as shockers, on wiki at least
breeder manual, "cluthces"
For the missing creatures on the wiki, I’ll see if there is some description later today. I have reported all the typos properly.
btw, why dread doesn't display a heat meter when getting heated ?
It does display one if you heat him enough.
It’s just that you rarely heat him enough for it to reach even 10% of the heat meter with how fast he loses heat.
but he only loses after 2 seconds without being heated, right ? the numbers I used made it seem he would reach 1000 heat units without trouble
No, I did some more tests, for the cold they loses it after 1-2 sec after being hit.
For the heat it seems they lose heat continuously.
Not sure if it’s all the time equal to the cooling rate or at a slower rate before they are burning, I’ll need to test that before writing the temperature page.
impressive. I am guessing you would need at least 2 BurnDrillers to get it ablaze
and that direct damage flamethrower works better for dread
did we update the perk / milestones numbers / info ?
They have not been updated
well, I don't think I have the info needed for it, so the person that does feel free to
Anything change in values for heat buildup on the drills as of the most recent update?
And fuel consumption I guess.
due to the icon addition ? they would have said something on #patch-notes-steam , right ?
Lots of things can happen with updates and they are not exactly perfect for talking about changes.
There has been no note of Drill changes
In the files or do you mean patch notes, Cyrob?
but where did you get the impression it changed ?
Someone is adamant about it in DRG chat. Specifically with 50 fuel.
Figured I'd ask here first before I go get an old build and compare (I doubt it myself).
could have changed the mods or something
drills haven't changed outside of the displays
In patch notes, and in-game displays of numbers
last mention is the display being changed up in the experimental patch notes on june 5th
But they also didn't talk about the nerf to Stubby, so, who knows.
- Fixed a bug that often blocked the Reinforced Power Drills when digging terrain. They now prioritize drilling terrain over hitting enemies if you are looking at terrain right in front of you
is another mention
from may 6th
Yeah, I'm familiar.
Since Weapon files are too complex to parse, I could not say if they have changed
I can see the binaries of the files have changed a lot but the known changes could have caused that
1 thing potently supporting it is that there are some small changes to the number files (indicating some numbers changing)
I should be able to use something like that in a template, I’ll try it late today for a visual representation of area damage (with circles scaling depending of the real radius of the attack/weapon).
A first draft is done, for now its working in a loop since it’s not ready for use and I just wanted to be able to test it.
https://deeprockgalactic.gamepedia.com/Template:Area_Damage
Nice to have it all dynamically created
Any idea what are the biggest and smallest AoE in the game? So I can try to adjust the scale before trying to add anything to it.
nuke biggest? or maybe the demolition c4 - or bulk crater if creature..
opressor stomp seems huge too
I’ll check theses.
Smallest AOE coult be pickaxe or Ice Spear I think.
what about thunderhead ?
Just found a korlok I’ll update that first then I’ll check the aoe.
Health: 2500 > 3000 for the core.
Physical resistance -50% > -100% for the core
New resistances:
Healing pod: -50% melee, 20% explosive, 20% electric
Sprout: -100% melee, 20% explosive, 20% electric, -30% fire, -30% frost
Core: -20% melee, 30% explosive, 50% electric
They were all weak to electricity and now they are all resistant to it.
do we have info on bug walk speed ?
also was thinking why creatures health table doesn't include haz 3.5 , 4.5 and 5.5
For the smallest Aoe, maybe the pgl with hyperprop ?
0.75 m radius that may be it.
8 m for a bulk explosion.
Pickaxe radius was 0.8m, you were right for the smallest radius it seems.
@weary sonnet largest radius i'm aware of is Minigun T5.A Aggressive Venting: 10m radius, 6m full damage radius, 25% falloff
Nuke's radius caps at 6m, and the fallout field is 8m
Odd for that to be the biggest
the devs buffed it an exorbitant amount since so few people were taking it, it would seem
but those numbers come straight from Dagadegatto
it also does 10 Fear, just like the Field Medic revive
anyone knows the reason gunner iron minigun stats are misleading in game ?if it shoots 2 bullets at once, wouldnt it help more to halve ammo and the displayed fire rate ? otherwise I gotta use wiki to get numbers and even then wiki sometimes displays different values
i don't know why the Minigun and Zhukovs have 2 ammo/bullet mechanics, but if i had to guess it would have to do with Light Armor plates
for both Minigun and Zhukov, they do 10-15 damage per bullet or so. without any Armor Breaking modifiers (from Minigun Tier 3.A), that's 33% - 50% probability to break Grunts' light armor plates.
if you were to halve the damage per bullet and have the Rate of Fire be truly 26-34, then the probabilities would fall to 16% - 25%, which is down near where Subata's Armor Breaking capabilities lie with its hidden x0.5 Armor Break stat
i don't know if you've ever tried to break Light Armor plates with the Subata before, but let me tell you: it is a long experience. the highest number of shots it took me to break one Light Armor plate on a grunt with Subata was 22 shots
nono, I suggested it to still be ,15 shots / secomd, but in game sau it is 15, amd not 30 how it is now
right, i understand that. i was just explaining what i think is the reason why the RoF is 15 instead of "30"
they had a goal for DPS and they wanted to have a high RoF weapon, but in order to make the weapons feel good vs Light Armor they made them consume 2 ammo/shot and double the damage/pellet
as for why it's not listed as 15 RoF? no idea
wonder if it would be nice to merge those 2 infos
and btw, how does dread swarm attack works ?
"no direct damage (despite a trifling initial burst, which is more than likely a bug)" was it ever reported or confirmed to be a bug ? pheromone canister
another idea is to include gifs / videos of the granades in effect, or a few images
feeling that is not relevant / repeating the same thing
shouldn't it be "type - grenade" "slot - throwable" ?
just confusing, might leave that for later
Could change throwable to grenade since only grenades have it
Deepcore "Damage Radius 2.5" which unit is that ?
same for thunderhead "Damage Radius 1.4"
In-game units, I assume Meters
can I just add an "m" to all of them ?
"Damage Radius 2.5 m"
oh... I think you guys can do that automatically
same problem with thunderhead not displaying rate of fate time unit
The 0.5 increase in Hazard levels associated with Deep Dives do not actually exist which is why it was patched out, dismissed by the devs and not added to scaling in the wiki.
When the devs were orginally testing Deep Dives their Discord status showed those values and the first public implementation also showed those 4.5 type values.
However, nothing changes scaling wise and they are considered the rounded down Hazard.
The axes count as throwable as well, no ?
They are a grenade?
The files for the .5 Hazs still exist and they do have differences in them
Same button and slot...
Well, yeah, it is different for the Dives as they are "more complex".
But the devs have said that the 0.5 are not accurate representations of the changes.
I would be curious to know what actually changes though.
It's a lot of conflicting information I guess, lol.
We just call them .5 as that's their code name
The changes from them are on the wiki
so 4.5 is just haz4 but with some number increases, but not enough to put it after haz5
The point 5's are just the base haz with a few tweaks
sometimes I wonder if it would be possible to make comparing haz easier, like 4.5 with 4.0
@analog rock I just checked, the pgl got a higher full damage radius than damage radius with hyper prop so that should guarantee a minimum damage radius of 1.5 m no matter what.
For the weapon lacking unit and all, I’ll redo them properly, but I still got a pretty long list of other stuff to fix before them.
For any radius you can asume it’s in meters.
like, I discovered you just put "20" on duration and the table adds an "s" to the end, probably should have a space, but I guess it will be the same system for metres
Current todo list:
Area damage
Redoing the Creature Armor
Creating aTemperature page
Creature Attacks data on individual pages
Creature Armor data on individual pages
Redoing Hazard Level to be more user friendly and add some data
Redo the Health page
Weapon Individual Pages
On a personal note I want to rework the whole Ressource page, I hate it, still thinking about it 😄
Yeah it could do with a rework
Got a few example on the area damage.
Do you think hallf of the current size would be ok?
https://deeprockgalactic.gamepedia.com/Template:Area_Damage
Aggresive Venting may still be a bit big
oof i'm getting that optical illusion where the red circle in the second one looks smaller because it's surrounded by a larger yellow circle, even though the red circles are the same size
hmmm, are they gonna be reduced to pizza slices or another format ?
Should have some sort of scale reference, like a dwarf or grunt.
could at least add meter tick marks to that radius bar, though I'd personally love a grunt for scale
An anon claims BET-C stops doing friendly-fire when repaired. Pretty sure that's wrong?
Could have changed but she normally can do ff after the fact.
Primarily with the bombs.
@glacial topaz The only way I found to create them was to use css, so it’s basically a div with round borders, custom background and border color, not sure if I can only display a slice of that.
BET-C still do friendly fire when repaired, that’s for sure.
I aggre that some sort of scale reference could be good, sinrce it’s more of a top view in practice I was partial of showing molly or a platform (from the platform gun) rather than a dwarf, but a dwarf could work since we know exactly their height.
You could make a quarter circle using border-radius: 0 100% 0 0;
Though then the circles would have be be recentered
May i ask how the minigun and zhukov firing mechanic actually work? I am a bit confused by the note in the page
Does it mean minigun has 30 rof on paper, but it acutually has 15?
but still use up 30 ammo per sec
Ah, that could wok indeed, I’ll see to recenter them using that, ty Cyrob.
Huh that is a interesting design
Need to be recentered, but here are the current smallest and biggest radius with the proposed solution, at 100px for 50m
Should I still reduce the size or would it be too small for the smallest one?
Not sure, the biggest is massive but the smallest is getting a bit small
Alignment fixed for the quarter circles. I think we should reduce the size a bit still.
Does seem somewhat needed
Could always do some magnification for the very small ones
Switched it from 100px for 0.5m to 100px for 0.3m.
Seems more reasonable now.
For scale a dwarf would be the size of the red circle for the 2 PGL examples.
Visual part is done, what is left is making the text play nice with it and maybe adding the damage and/or range to the image.
Does the explosion from Turret Whip apply the turret's armor shred / stun chance to all bugs in the blast?
would it help if I made glyphid silhouette ? and is it possible to make graphs on the wiki or you have to import an image ?
If you know the size of a glyphid it could, otherwise a dwarf silouette would be better since we know their height
alright dwarf first, later we get a screenshhot of a dwarf next to a glyphid for scale
btw apologies for not contributing much to the project so far, i've run into some IRL hurdles related to my recent move to a new house that have been eating up my focus
That's coming out of your paycheck.
so
disappearing gunk seeds
anyone else got this?
drone was carrying one
i get downed
seed gone
completely disappeared
i just spent 20+ minutes for jack all
No worries on the not contributing much, it's all just a volunteer effort
I assume it's something with the code that saves gems
Aquark and such when they drop out the map etc. should get teleported to where they were mined
But Gunk seeds are not placed during world gen (Instead made when you break them) so I guess can't get teleported back
Just noticed the dread weakness was wrong, I typed fire + explosive instead of electricity + explosive it seems.
Do you think it would be good to add damage / range numbers on the quarter-circle or it’d be too much?
If it’d be too much should we leave it as it is or do you see something else to change? https://deeprockgalactic.gamepedia.com/Template:Area_Damage
That one was a mistake when calling the template, I added the percent sign when it wasn’t needed.
The devs are the worst!
Golden lootbug doesn't get added to the MM unless you kill it 😦
I assume that could be added as trivia to the lootbug page
Can you add the normal lootbug without killing it?
🤷♂️ Unfortunately did a MP round after the patch, and my fellow dwarves were apparently lootbug-murdering leaflovers.
thank you @shell frigate, also for the explanation on the seeds
is the 30 rpm listed on the leadstorm page before or after cutting the "every other round does damage"?
I assume before
Added a small dwarf for scale near the radius image.
Was just looking at that, works quite well
Do you see anything I could add to it? Or should I transform it to a proper template?
guessing that numbers in the template wouldn't be very simple ? you planning on using that colored image dwarf or is there anything I can do to improve the ones I created ?
I can try it, I don’t mind using either one as long as the result look good and is clear enough.
Only thing is I would say making the colours a bit more pastel
Made the Red & Orange less intense
The colours are #FFB347 & #FF4C3F
I was just trying some, I was at F55 for the red.
Seems good
Good idea
That one was from Azerty.
A true Employee of the month
looks really good
can the tyrant spawn in any mission type?
Pretty sure there is no limit
not PE, it was in the patch not
Ah it's only in experimental patch notes, that's why I missed it
so i've been playing quite a few point extractions, and checking the wiki there's not much specific information on the enemy spawning mechanics
is it just based on time spent in-mission?
so extracting or depositing aquark doesn't influence enemy spawning?
Not that I know of
waves seem to always spawn in 5-minute intervals
so like. 5 minutes into the mission, 10 minutes,15, and so on
guessing that sadly getting that info would be not a simple/ possible task, but based on what you said maybe it is a range of 280 -320 seconds ? that get shorter with time, doesn't it spawn faster ? with all the "spawning waves every second" thing that I heard
wonder if we should use something like this instead
yeah, i've done some more reading up on it. apparently it used to be depositing aquarks that would cause waves to spawn, causing players to just stash the aquarks near the minehead
this has been changed a while ago
and it's mostly the ambient waves that of enemies that grow out of control, the swarms are just the icing on the crap cake
Yeah the size of the spawns scales based on hazard (there is a special thing for PE) and time in mission
yeah, it's ridiculous on solo
i wasn't even trying to mine everything and there were constantly 6-8 enhanced grunts and tons of the normal ones on me
every few seconds
haz3
anyway it's mostly a different kind of mindset I guess.
aka GO GO GO. the PE wiki page has the right info, but could be expanded a bit.
i think it would be a good idea to have a better image of what a buried aquark looks like though
That would be good to have
what really gets me about this game is that enemies can attack through walls and floors
on haz4+ it gets crazy
is it universal for all melee enemies? ignoring walls etc
If the wall is thin enough
engi platform for example
swarmers really shouldn't be able to attack players through an engineer's platform.
but eh it's never going to be changed.
i'd like to learn more about how melee attacks work in this game for expanding the wiki text for creatures
like, how it works mechanically. is it auto-aim, hitscan, how does targeting work, etc.
so I'll be able to articulate combat strategies against specific creatures better, on the wiki.
but it'll be another day, it's like 4am here
night all!
wait... regen bugs affect tyrant ?
It Shouldn't
does anyone know if there is a wireframe silhouette of bosco? i'm doing a build video and i've been using the wireframes for every other piece of equipment but I can't seem to find one for bosco.
^this sort of style
I have reworked the Ressource page: https://deeprockgalactic.gamepedia.com/Resources
Missing some infos too
wait a second, does the "maximum damage radius" not expand when you get range boosts on the PGL?
Any Mod or Overclock that increase the damage radius in game will only affect the Falloff damage radius, not the Full damage radius.
seems like it is the case
@tiny wedge that’s right, when you get any range mod only the damage radius expand.
I’m trying to make this page more intuative, and then I’ll rework the page to make it clearer.
For now you can check the area damage template to get a better idea of the radius for the pgl, base radius and max possible range:
https://deeprockgalactic.gamepedia.com/index.php?title=Template:Area_Damage
Resources looks better now & Area Damage seems good to be used on pages
@weary sonnet Should PGL Max Radius be 6m instead of 5.5? A--B- + Fat Boy?
You’re rigth, I was using clean sweep instead of fatboy when I counted the max radius, that’s why I was missing 0.5m.
thanks for the info, that screws up my builds
@glacial valve what resolution you use? in 1440p and 1080p there is 2 to 3 per line
1080p
this is 1080p, dunno what happen, what is your browser?
Maybe it's a width too narrow for two rows, but too wide for one?
I'd probably just make a table for the resources
When you combine the Thunderhead's damage resistance with Veteran Depositer, what percentage of incoming damage do you actually take?
I just noticed the description for the mini-shells overclock for the engi's warthog on the wiki does not include any information about how the overclock removes the weapon's ability to stun opponents.
many weapon overclocks / mechanics aren't explained yet, they are probably on the todo list
ok, good to know it's not overlooked
wut ? (BRT7 burst fire gun) is that 50 milliseconds as of Update 24 ?
guessing it will be fixed om the weapon fix run (check stats, add information and all)
haven't decide what I want to do next though
Not sure when a run though of all that would be
And what to do next it purply your choice, could just press random page and work on it
know of anything that need more attention right now ? guessing there is nothing that is top priority
Filling in the new pages (e.g https://deeprockgalactic.gamepedia.com/Korlok_Tyrant-Weed) would be the ones needing the most attention
@glacial topaz my understanding of BRT7 is that there's 0.05 seconds between bullets during a burst (effective RoF of 20), and then the interval between bursts is determined by the listed RoF. a RoF of 2.5 means that after the burst has fired its last bullet, you would have to wait 0.4 seconds before beginning the next burst.
The two recent edits to the creatures page seem like they misunderstood things.
eHP was correct due to meaning effective HP, no? And damage multiplier on spitballer weakspots is still x2?
Yes spitballer weakspot is still ×2
Looks like he though the ×3 means 3 possible zones to hit it
that reminded me to check number consistency (like x2 = +100%) and check if we added the HP loss for destroying weakspots, does it happen with bulk detonator or is it only nexus ?
nexus, bulk, menace, crasus, bomber, ice bomber
I think it's currently +100% is additive, x2 is multiplicative?
^that’s what I’m trying to enforce on the wiki but it’s not the case on every page for now.
Gib style guide nao
Changing the variable name for the creature infobox to be more logical, it’ll break the template for the umodel preview for a few minutes.
Bittergem description refers to it as the error cube in the last sentence on the resources page
Good catch, I'll mend that now
Did some milestones get removed? There used to be 43 extra perk points, and with the addition of 3 more 10pt milestones (2 pts per level, 5 levels) it should have gone up to 73 extras but the page lists it as 58.
actually no nvm
thanks wiki dudes for this
the spawn limit is 60 normal enemies and 60 swarmers
oh
wrong chat sorry
I don't think the spawn limit rules are known yet, at least not fully
@austere fossil It’s just that my math was terrible, I forgot to multiply them by the number of point they worth so I added 15 points instead of 30.
Thanks for noticing it, it’s fixed now.
any union chapter pages on the wiki or people working for it ?
you guys used the miner's manual attack names for this part of the table, right ?
working on reviewing then
think it would be nice to have something for union chapters, including some goal descriptions
is this broken ? "unnamed attack" even though the source clearly gives it a name
ah. you guys using it wrong from what I can see. fix incoming
Yes for the attack part of hte table I used the miner’s manual names.
For the pages with unnamed attack it means they were built back when the template only had only 2-3 parameters and haven’t been checked/updated since then.
I’ll redo all attack pretty soon just after the creature armor page.
doing that part already, no worries, will tell if I have any problems
HP table missing for warden
He got 800 base health with large scaling.
The area damage template is ready for use, the scaling option still need some work, the dwarf and text are not set properly for non default value for now.
The Area damage template is done with full support for scaling the graph size, the dwarf transparency is now granular depending on the size of the maximum damage radius and the caption is optional.
looks like killing Ebo prae counts as 2 points, so I probably should include that in the wiki
do you wiki gods know if electric damage can crit? krag is under the impression it cant as he thought Ely stated it couldnt sometime in the past, couple of us regs were unaware of this
I will just say I'm not 100% sure if my memory just isn't failing again
i don't know that this is the correct answer, but here's my understanding about the SMG's projectiles:
the Damage listed in-game is Kinetic-element, and the EM Refire Booster adds 2 Electric-element damage to the projectile. The combined Kinetic + Electric damage is all delivered in a single impact of Direct-type Damage, and as such the Electric Damage should do extra damage against Weakpoints that have a x2 or x3 multiplier.
that being said, it's entirely possible that I don't fully understand how DRG mechanics work, so i'll defer if Elyth says something different.
stubby is a special case as degatto confirmed that its just flavor, that +2 electric damage is actually +2 kinetic damage
the gun deals 0 electric damage
🤷♂️ so there's no question then? it's just +2 Kinetic, which is always Direct, therefore it can crit.
yeap
we are asking in context of epc as krag said its damage is split between kinetic and electric (although i recall this not being the case for its single shot, but only for the charged shot)
but BC does have split damage with some of it being electric
That split is according to wiki though
ah, i see, there you go
Normal shot was 50/50 kinetic/elec, charged was 50/50 fire/elec
At some point at least
Not sure if that is still the case
I'm also doing some testing and EPCs full damage does in fact crit
i think that "can it crit" is determined by Direct vs Area vs DoT damage, not by element
charged should still 100% be split damage, i remember recently they were telling somebody else to be the case
Well, there are exceptions
Throwing axes are the best example of an exception I think
There are 2 instances of direct melee damage, but only one crits
yep, there are exceptions. but i still think that "can it crit" is primarily determined by Direct Damage
first is a 50 flat direct damage that doesnt interact, then 150 direct damage that does interact, then a small amount of aoe damage
I like how the wiki says that EPC is hitscan lol 
It's a typo I think
They definitely mean projectile in the context
This whole paragraph needs to get scrapped
But as Ely said, weapon pages are low priority
you can rewrite it youself
i might do it a bit later
im pretty sleepy so im gonna head out soon
ive been going over and rewriting things sporadically
On one hand, I do want to contribute at least a little, on the other, I ain't got time during the week
Weapon pages sound fun to work on.
Still don't have full set of OCs of course
So there are limits to what I know about.
On another note, is there a (web) API for DRG? Like with Warframe where you can see when the new missions and events are scheduled
And for example what the specific DD/EDD missions are this week
Afaik, no. Although, it's possible the devs have an internal one, since their bots can tell the reset times and the completion status of the union goals...
Also, weapon pages are a bit of a dangerous subject to tackle right now, since there are still some balancing changes awaited, so they might get outdated very fast.
@north quiver Electric damage can crit, just as any other damage type (as long as the type of attack allows it, eg: normal shot from the EPC or engi SMG).
In general any single target instant damage will be able to crit.
Electrocution DoT can’t.
For throwing axes, the part of the damage that can’t crit got a special modifier in the files to prevent it.
are these speacial ocasions like the krutide-miner (i think its called) only profitable for Dwarves that are promoted? i didnt get anything when i absolved the event with a lvl12 gunner
Machine Event will give you some gold/experience no matter what at the end of the mission, but otherwise their main goal is to infuse a blank matrix core that promoted miners can get through weekly quest and deep dives.
As above, Machine Events are like a solid 3000 EXP (not including the EXP you get for murdering the stuff during it) regardless of promotion. You just need to be promoted in order to trigger them.
Area damage page is (re)done it could use a review to see if it’s clear enough or if it needs some more changes (and to fix the mistakes I made, pretty sure there is still some).
https://deeprockgalactic.gamepedia.com/Area_Damage
on it , btw that orange looks like an yellow for me, but I guess both works
I’ll update the template for yellow.
but do you know what would be interesting ? checking with random people to see if they understand it, bit unfair to have me check that part when I already know how it works
I forgot to change it after using lighter colors.
is using AoE also correct or only Area Damage ?
I think we need to decide that, but I think both are fine.
AoE specifically refers to the area that something effects, where Area Damage is how much damage is applied in said AoE.
I was thinking about setting the terminology with that page and then updating the other afterward if that one was approved.
Since I’ll need to check every weapons and creatures page anyway.
Like how the Engi's grenade launcher has marked stats for both affected area (AoE) and area damage. My question about area damage is is it that value applied to everything or that value divided/reduced somehow based on how many targets are in the area?
anything official in game / source ?
The damage is done in an area, regardless of what is inside it.
So the number of bugs doesn’t matter.
I’ll add it to the introduction.
Would a more efficient formula for calculating Area Damage falloff be
Damage(x) = Damage Falloff + ( 1 - Damage Falloff) * ( Damage Radius - x ) / ( Damage Radius - Full Damage Radius )
in the range x ∈ [Full Damage Radius, Damage Radius] ?
rather than having to solve a system of 2 equations?
that would return the coefficient from 1 to Damage Falloff, and then just multiply it by the Maximum Area Damage to get the final answer
You lost me there, trying to match with the terms I’m using and I don’t seem to get anything that reach the good result.
give me a couple minutes, i'll try to make a diagram
There is no rush and if that work it’d be better than my solution for sure.
If I got it right, this is the term you’re using right?Maximum Damage Radius = Full Damage Radius Radius = Damage Radius Minimum Area Damage = Damage Falloff
This is what I got with your formula with my example if I got it right:
Damage(x)=0.2+(1-0.2)*(4-x)/(4-2)
yeah
Using that the results make no sense.
that formula is for the coefficient, you still need to multiply by the Max Area Damage
Yeah, I'm getting the same numbers as your 2.5m and 2.8 examples using his formula.
Yeah, that one would be a lot easier, we will use it on the wiki instead of mine for sure.
You should call it Damage Coefficient(x)=..., not just Damage(x)=..., otherwise yeah it'll be a bit confusing
We can still call it damage, we just need to add a × Area Damage
Or just add a (...) * Maximum Area Damage... yeah
might as well include a calculator, where you input the values and it spits out damage
I'm trying to find out what the #s mean at the end of a mission - where it shows everyone's stats.. I got 145 "mining" and 93 "killing" .. what do those mean? I can't find it in the wiki
Literally what you said.
Pretty sure the "mining" one is counted "on deposit" or "on pickup" instead of when you break it with your pickaxe, other than that they're pretty straightforward
93 kills, you picked up 123 resources.
2 lootraptorsdowns
It’s ressources deposited and not picked up or mined as TriggerHappyBro said.
so it's # kills? what if I damage a bug and someone else kills it, do I also get a kill?
For the bugs it is bug killed, afaik only the last hit count.
It’s ressources deposited and not picked up
@weary sonnet Does that actually matter though? I thought (nearly?) everything is automatically added when extracting.
It does if you mine a bunch of stuff while your pockets are full and let someone else pick it up and deposit it
You get the same reward at the end, but here the question was about what the numbers on the reward screen under each dwarf mean.
So if you extract with things in your pockets you "mined" fewer minerals?
yes, same if you don’t pick it up yourself.
yep
have tested this
carried jadiz into pod, not knowing what it was, extracted, none awarded
"tested" aka when i was a noob
Carrying e.g. gold in your pockets (instead of dropping on the extract-pod's floor) does give the gold though
Big chunks like compressed gold, jadiz, enors don’t count, everything else count. (but you can’t validate the secondary objective with what’s in your pockets)
oh i see!
so i don't need to drop off resources at the extraction pod if they're in the dwarf's normal mineral carrying pocket?
i had no idea the secondary objective thing was just the validation
Secondary objective you have to complete before extract.
DD you seem to spawn the next round with what you carry, otherwise you get as if you deposited it (from what I tested, anyway; didn't actually check the XP I got from nitra, or additional secondary stuff). But if the secondary isn't completed, you do have to deposit
thanks for the clarification Ely
May i ask some status effects' interval are listed as a range (such as on fire is 0.25 - 0.5), is because it is random or there is other factors that determine the exact number?
@oblique cargo yes, for DoT effects that have a range of intervals are random. the devs designed it that way so that enemies that are afflicted with simultaneous DoTs (like Persistent Plasma or Radiation, which are AoE) they don't "flinch" in sync.
Also have resistances per enemy.
well, yeah, that's a given. i was just answering the question posed
"Lowered the size of the need air volume for the core now that the terrain placement has been improved"
what does this mean?
smaller rooms?
The way I understand it, the size of the bubble of air needed to authorize the spawn of the korlok core has been reduced.
uhh I don't think FesterFleas count as a resource
resource as in a thing you can use to unlock other things ? or
Something you deposit into the MULE I think
I mean, what is the point of "resources" in the first place, if we have to decide what it is and there is no good reason for it to exist...
you're missing the point, fester flea is a creature even defined as such officially, by killing it I do not gain any resources unlike opening a cargo crate or finding a lost pack
even then cargo and lost packs are more of a random encounter than anything
probably should start on where was said fleas are a resorce
what
I thought you said "I don't think FesterFleas count as a resource" because someone said they are
the wiki says they are
Ah you mean because of the resource nav at the end?
ya and the resource page itself
Though that is due to them being in the group of secondary objectives which all are, and can understand hesitance to exclude them from that grouping
shouldn't we make different pages instead of having a resources page ? "secondary objectives" , "missions" , the navibox already exists, if that makes sense
It’s because resources include all secondary objectives so far so excluding flea wouldn’t make sense with how the hierarchy for resource is made.
But maybe primary/secondary should get a different main page/nav altogether as Omega Sentinel said.
Completly unrelated: do we have some kind of way to display simple math formula current or do we need to ask for it?
who would you ask ?
OOeyes
There is the Math Extension that can be enabled
Tried to remake the calcul part on:
https://deeprockgalactic.gamepedia.com/Area_Damage#Calculating_the_Damage_Done_at_Any_Range
But it doesn’t look good at all currently.
Generates a image of formulas between <math/>
Yeah there is not really a great way to display formulas without the extension
Other than emulating it by making an image of it yourself
Well the only other way I found would be to create an image with it and to insert it as an inline block.
Well that is what the extension would do
is this cool for revamped grenade demonstrations? should I do more?
for sticky shouldn't it be showing the "sticky" part of it ?
did we watch the same video?
I meant on walls
it doesn't showcase the scare thing properly tho, would have to re-record
It sticks to the grunt back and the grunt run forward for a few sec before exploding.
Best demonstration would be from another dwarfs perspective getting it stuck on their screen ofc
Did see you uploading these, they are a very nice addition
Sticky Grenade
Friendly Fire
better demonstration found
I was just kidding about adding that for the record
too late
A common pitfalls section could be made on those pages
True
oh lol
perfection
probably the one used in game
Wondering if I should change colour to color, etc
The game uses American English
Alright
don't think I would be able to identify non american english to fix it
American English hates the letter U, Armour, colour etc.
also metre/meter
yep
For some reason i use british english spellings of a lot of those things
no idea why my brain is just like
must add u
Makes sense, British spellings came from common use while American was artificially edited to make the US more separate from the UK
well, would you consider it as a biome feature (plain quartz, unstable ice, etc) ? so it probably can just behave like those and even appear on the all biomes page, but a custom page ? not so sure
Can get it's own page
Using the Miner's Manual kill count could see how many swarmers come out of them
it varies per hazard
Is it a set amount garunteed every time
what about players
would take some time to fully test for sure
well, you guys might test it 5 times and see if the value is the same
5 times per haz
and 5 times per number of players on the team
that's a lot
but doable
The file for it has IdealSpawnSize: 20
ideal
wait holy crap
you made me go check out game files
and they have fonts and stuff in there
ooooohhhhh
any other variables ? probably affected by that swarm size value ?
"SpawnRarityModifiers": [{
"Duration": 8.946161e-30,
"Rarity": 5.59e-43
}, {
"Duration": 1.0193879e-38,
"Rarity": 9.18371e-39
}, {
"Duration": 1.028569e-38,
"Rarity": 4.316407e-39
}, {
"Duration": 9.275385e-39,
"Rarity": 0.0
}
]```
This is most likely used for spawning the tunnels themselves
yes the tunnels are rarer on lower hazards
where did you find that code?
\FSD\Content\LevelElements\RoomObjects\Hazards\SwarmerTunnel\ED_TunnelSwarmer From the .pak file
Spawn rates for most things use similar numbers
anyone checked swarmer quantity ?
wait, "weakpoint damage bonus" is a sum on the current base weakpoint damage from the creatur ? so, 20% "weakpoint damage bonus" with a creature that takes +200% damage on weakspot (so x3 damage) would make it take +220% damage or +260% damage ?
Is dreadnought armor and zhukovs embedded detonators interaction bugged or intended?
anyone working on deep dives objectives ?
Deep Dives objectives are not on my list, not sure if someone else expect to edit it soon.
As for the embedded detonator, I never try them against a dread, what is the interaction you’re talking about? @sand lantern
Doesn't damage the shell iirc.
It seems like the bullets that should detonate just disappear as they hit shield
Sound more like a technical limitation with how they are codded than a bug, but it could be repported if it hasn’t been done already.
From what I understand they made the explosion at the center of the creature depending on how much bullets hit it and the explosion doesn’t have any range so in that case the shell wouldn’t be damage at all, but it could carry over to the health. If you shoot first and then break the shell with something else before reloading.
It’s worth testing and reporting depending of the results.
Have been looking around files; The Resupply Pod's AoE is 100 units and should only activate if it falls 200 units
The math extension has been activated, here is the documentation in case someone else need it:
https://en.wikipedia.org/wiki/Help:Displaying_a_formula
can you even get Point extraction as "secondary" objective , or blackbox as "primary" ?
I think that guy got the full history of DD/EDD:
https://docs.google.com/spreadsheets/d/1cvRHDfmBKK8Ggmoga6A3PrlyBaunZpbQhZuy987gGKk/edit#gid=0
oh wow, you can get 200, 225 and 250 morkite on main one, thought it was fixed
sadly it doesn't look like it tells which one is Elite
Judging by last weeks dives, it's DD on top and EDD on bottom per date row
The order is always the same so it’s either always the top one or always the bottom one
Blackbox as primary is basically salvage.
On individual dwarf pages, max flares is listed as 3 instead of 4
I thought I saw before a list of planned future updates.. but am having trouble finding it in the wiki
There is the roadmap on https://deeprockgalactic.gamepedia.com/Update_History
ah roadmap, that's the word I was looking for.. tried 'planned' and 'future' :p
I finished updating the area damage part with the math formula, the last part may need to be divided into subparts, but I couldn’t think of where to divide it properly for now.
Looks much better with the extension
It sure does.
The last part was a mess with the base editor.
i would suggest changing (2.5 - 4) / (2 - 4) to (4 - 2.5) / (4 - 2) so that the formula doesn't use negative numbers anywhere. this would be equivalent to multiplying that term by -1 / -1 so it has no effect on how the math works out
although, it does kind of make sense to have it in current order since that's how you derived the formula
it's a judgement call, i'll let Elyth have the final say
I put it that way to stay in the same order than the formula above, I was wondering what would be the best choice as well.
What I could do would be to invert the base formula before so we don’t have negative value since we know from the start which radius will be greater.
That way we would still follow the formula in the example after that while avoiding negative numbers later on.
how would that be done
idk
can't make it prettier if we don't know what is wrong in the first place uwu
Well
Ok take a look at the terraria wiki
It looks really good
I think having a picture in the background kind of makes it weird
I'm going to update spacerig page a bit
Add an updated internal picture
make a list of suggested changes I guess, by comparing different wikis, and later we can compare how drg wiki would look
How's that?
Kind of the same angle as the old one
Oh wait nvm
Acutally
It looks better than the old one
Since I maxed out my graphics for it
Also, miner's manual is calling the "bays" personal cabins
I think we should probably follow the miner's manual
feel free to fix those
wonder if it would be better if weapons table cells got a reduced width for a height tradeoff
I expect to redo the weapon infobox completly, like I did with the creature infobox, but it’s still at the bottom of my list for now.
aw, but nice to hear
I'll leave that kind of stuff to you guys, since I'm familiar with how to do it
It’ll be more or less after all the creatures page, creature armor and temperature page are complete.
Well and area damage, but that one just need some small change for the formula so it won’t be long it’s basically done.
for the gunkseed page, I wonder if it would be better to get a closer photo
If you mean for the gallery, we can keep the current photo but one close up would be good to add.
"The amount needed to complete the Secondary Objective varies" is that only for the new secondary objectives ?
No it varies
Depending on mission length
For example, 10 boolo caps for 1 length, 15 for 2, and 20 for 3
I have always seen them be the same quantity, can probably even screenshot it later
For the new ones I think it's always the same though
wonder if an animated image (gif) would be nice for ebonuts (breaking) and gunkseeds (breaking / falling), fleas too probably (flying)
Is this good for a list of the features of the space rig?
It currently features the Mission Terminal, the Drop Pod, The Abyss Bar, the Medbay, the Wardrobe, the Personal Cabin, the Assignment Terminal, the Equipment Terminal, the Pickaxe Customization terminal, the Memorial Hall, the Drone Modification terminal, the Deep Dives terminal, The Forge, the Accessory Shop, and the Mineral Trading Station.
Should I make all "the"s capitalized
one time I thik I got enough boolo caps on a mission to complete the objective twice, and if the ammount changes we probably should look into finding the numbers / conditions
required
o-o
also area damage page would probably benefit from a border around the formulas or something that gives the same effect
Yep
Actually I'm wrong again
Hang on my brain hurts
Ok so
1 mission length and 2 cave complexity is 15 caps
Gonna go on exp so I can figure this out
do dreadnoughts attack even if they don't have line of sight of a Dwarf ?
"Shield Generators won't stop a Dreadnought from running inside" interesting one
also the part telling to avoid using Fire, Explosive and Electrical damage, flamethrower on haz4 seemed good enough
It currently features the Mission Terminal, the Drop Pod, The Abyss Bar, the Medbay, the Wardrobe, the Personal Cabin, the Assignment Terminal, the Equipment Terminal, the Pickaxe Customization terminal, the Memorial Hall, the Drone Modification terminal, the Deep Dives terminal, The Forge, the Accessory Shop, and the Mineral Trading Station.
Players spawn in the Personal Cabins, and can use the various terminals to trade minerals, customize their pickaxe, select missions, order beer from The Abyss Bar, and more.
I checked, I can add anything around the formula since it’s a custom image class, but for some reason it uses a negative image so the color are inverted.
How's that for spacerig
Eventually we could add pages for all of the different terminals
Only for some of them
I think terminal should be on the spacerig page now.
If you want to try some style for the formulas, the class is .mwe-math-fallback-image-inline
Good new then, it’s CSS.
ok cool
You can try it in you profile > Preferences > Appearance > Custom CSS.
I only know Java 0.0
Most browsers will allow you to live edit css to test stuff
I can learn it though
That as well.
Is it easy?
Yeah I mean I kind of get the gist of what that's doing so
I'll give it a go
Also I'm confused as to why my profile on gamepedia says I'm pro?
Never paid for anything
If you edit a lot you get pro for free.
total or per day ?
I suspect edits per... whatever period they grant pro for
months
It's based on edits in past 30 days but if you meet the requirement you get it for 3 months
I updated the Egg Hunt mission page with the swarm chances
Nice
Just gonna remove the periods after the sentences to make it look more appealing
do you guys think this works ? suggestions ? (rarity part)
Is rarity supposed to a "where you see it" kind of thing?
Like is it meant to help someone trying to complete the milestone?
rarity is a thing we don't even know what it is for tbh
it makes sense for things that may appear every X missions and all, but sometimes it is just odd to have it
I mean, for me I might just remove that part if I could
If you really wanted to you could list like 1/8 or whatever the total number of secondaries is
as a "you'll see it once every x missions or so" kind of thing
though you might need an asterisk for PE missions
Or you could spend why too much effort and calculate the %s for PE vs non PE and weight the 1/8 and 1/9 that way
but that's prolly too much
what I think is, rarity should mainly be used for things like bittergem, compressed gold, machine events , and with the values next to it, something that you know you will get probably shouldn't have it, since it won't really tell anything useful
I guess if you knew roughly how many spawned in a mission you could list that there
otherwise yeah, could probably just remove it
Is that the objective icon?
Speaking of rarity
Seems like something related to schematics has rarity
According to game files
SCR_Overclocks
SCR_Resources
SCR_VAN_1_Common
SCR_VAN_2_UnCommon
SCR_VAN_3_Rare```
i assume thats cosmetic stuff like beards and all that
im no expert but it seems like it
Is there any way to fix this weird superscript thing?
By modifying the resource infobox template.
Ah ok that makes sense
Yeah I'm starting to understand the code a little better now:)
So where are those things housed?
When you click on edit source for any page, you should see on the bottom of the page any included template.
hey Elythnwaem , can we get a way to remove "rarity" on templates for things that dont really need it ? can even be a "new" template with only that change, and if anything we add some "quantity" tab (or make it like the attack template where you remove lines and it does not appear on the table )
I’ll check if can make it optional, it’s for the resource template as well?
ok yeah it looks a lot better without the superscripting
it was for the resource infobox, what was the other tempalte ?
Ok, making rarity optional is easy, what would be the quantity tab for?
the number you need for secondary objective?
actually for the total spawned number (range) when we got the info on it, tbh I am more worried on being able to not have "rarity" and did not put a lot of though on what info could be added
I can add that without any problem, just tell me what text you want to display for that.
Rarity is now optional on live.
Just remove the parameter and the line should disapear as well.
As for the numbers, if i understood correctly what you want is a list of the possible {{number required}} and {{number spawned}} for the secondary objectives?
When you find the good names and placement for it let me know and I’ll add them.
I'm adding descriptions for ebonuts, fester fleas, gunk seeds, and tyrant weed shards on the resources page since they have nothing
We also don't have good pictures of the fester fleas
probably can use the bestiary one ? and we were thinking about removing that resource page iirc
Oh
The objective files do have some numbers controlling the amount spawned e.g. ItemsSpawnedModifier: 0.3
Well for now I'm just adding them since it isn't a lot of work
But what that translates to as total number spawned in-game I could not say
Area Damage page is completly done btw, I finished redoing all formula with the math extensions and simplifying them folllowing MeatShiedl advices.
Next in line is Creature Armor.
is there any reference chart as to what creatures share slots in the spawn roster? as in certain types when on the spawn roster prevent another from being on the roster
(btw, we missing the "no light" images for some of the resources, like boolo caps)
I can do that
@sleek jackal Indirectly if you look at the creature categories on their individual pages in the infobox, but that’s all we have on the wiki for now I think.
is that any true currently ? "Dystrum can technically be found in any environment during Point Extraction missions, however it seems to be uncommon in biomes that permit other secondary objectives. The most common biomes to find Dystrum are the Magma Core, Dense Biozone and the Salt Pits."
@weary sonnet as in 'special enemy' 'disruptive enemy' ect share a slot?
Special, disruptive all share a slot
was Firehazard42 that first said it, should I just change it ?
For stationaries they are generated at map creation and can’t spawn afterward.
And first or second
For disruptive you can only get a few types per mission, the max is 3 differents types max on haz 4-5.
@weary sonnet ok thanks so theres no actual enemies that are just one or the other then?
For most of them it’s a small pool at least.
For praets they get a chance to be replaced by oppressors.
For bet-C, golden lootbug, hoarder, crassus, korlok it’s a small chance at map creation.
But I don’t know all the rules still.
so oppressors are always on the list? I'm actually asking because I'm searching for those for a video atm
is it just a chance every time praet spawns to replace it?
Pretty sure Oppressor are always no the list, the higher the hazard the higher the chance a praet will be replaced by an oppressor, that info was from cyrob, so maybe he know a bit more about that.
^@shell frigate Do you have some more info about how the Oppressor spawn works?
alright, thankyou very much for the info. ive been having some pretty bad luck trying to get them to appear 😑
I'll try find the chance for it again
so basically Praetorian chance x Opressor chance
Yeah when the game spawns a Pretorian it has X% chance to be an Opressor
Is it the same chance no matter the number of players/hazard?
now exp info for Ebonuts units ?
It varied on Haz last time I checked, but not on player count
900XP for completing the objective
So basically for his video the highest hazard he can play safely would be his best chance to find one.
nono, individual units, not for completing it
Yeah have not checked for units
Yeah higher Haz should give more unless it has changed since I checked
Has happened before with BET-C
Was 6% chance on Haz 5 3% elsewhere, now it's 6% any Haz
know prae spawn chance ? so we know the whole thing
Can confirm it's 3 XP
how many ebonuts do you have to collect btw ?
Yeah I've done a number of haz5 elimination runs so far, just back luck I guess
doing them solo though so the swarms are pretty small and lower chance i guess
omg I finally figured out how to properly upload a picture :))))
Took me forever lol
But there is now a picture for the boolo cap in darkness
Gunk seed exp per unit ?
Huh, at somepoint recently we have gained a new Resistance scale JSON "ExtraLargeEnemyDamageResistance": [0.7, 0.7, 1.0, 1.6], "ExtraLargeEnemyDamageResistanceB": [0.7, 0.7, 1.0, 1.3],
3 XP per Gunk seed
Wait for what enemy does that one apply… I’ll need to test it, My guess would be korlok core.
still happens? what is it about ? HOllomite
I got a mod for it, I’ll check if it’s for korlok soon.
But as for Oppressor chance, should be:
Haz 1, 2, 3, 4, 5
0%, 10%, 12.5%, 15%, 17.5%
You mean praet to oppressor conversion chance?
That's the one
Ok
guessing praes have same chance on every haz ?
sneaky, but true
Closest I can give to a spawn chanceJSON "ItemName": "ED_Spider_Tank", "DifficultyRating": 90.0, "MinSpawnCount": 1, "MaxSpawnCount": 4, "Rarity": 3.0, "SpawnAmountModifier": 0.5, "RequiredMainCampaignProgress": 0 }
"DifficultyRating" interesting
The RequiredMainCampaignProgress looks like something used to stop the Crassus Bulk spawning in Greenbeard games
99 For them, 0 for everyone else
lol, no crassus but bulk is just fine ?
Would seem so
I mean, you can get the special dread wave as a total greenbeard, so...
1.3% chance if a scripted wave, so guess they are protected but the rare chance
We had it with Mist after resetting our saves a while back. First wave of the first mission (the assignment one, short mining mission) : dreadnaught.
Lucky you
would probably be interesting if it was a much weaker version of the dread, but higher chance, idk
Do you think I need to check any creature with non boss scalling for a change of health scaling?
sounds better
Well start an health / scalling full test then.
Only if some have changed
Doing a quick check but most seems to be the same.
@shell frigate thanks for checking that, nice to know how terrible my luck is lol
NP, Most would think it lucky to not get them :P
The new health type is for the hydra core, tested the other boss, no changes, still need to check the healing pod.
Checked everything except neutrals and larvas, the new health type is only for the korlok core it seems.
Guess it was a bit tough for 4 players?
Looks like it, the 1-2 player health is pretty much the same.
So tyrant weed page just doesn't exist right now
oh
I'm dumb
I put tyrant first instead of korlok
It's the shards that have nothing
I mean in terms of content
Pretty empty for now, that’s for sure.
Is accessory shop page up to date?
Yes other than Gloom stalker masks
Hey guys I wanna ask something, I can't find any info for ERR://019%T#/ on wiki. Are you going to add that?
ohnice completing the kursite machine event destroyed elevator plants
You could add an entry if you like
uhm , https://deeprockgalactic.gamepedia.com/Error_Cube this ?
ERR://23¤Y%/ is an extraordinarily rare resource. It must be dug out of the ground, and can be deposited into M.U.L.E. like all other resources. Once brought back to the Space Rig, it will appear in the players stash of minerals, but is not an ingredient in any upgrade or Acc...
Yeah it should destroy anything in a radius
Nah, it's a new double helix biome feature
not sure if that is intended, but nobody that I know is working on the new biome features
I've never seen it before, I've only seen one person on reddit
well, #bug-discussion exists cuz not intended things can happen
I don't know what it's like yet, if I see it in the game maybe I'll add it to the page
wouldn't it just be added to the exclusion zone page ?
It's on all biomes I think
It was on last weeks dive
And I've seen it around
On other missions
last week regular dive was exclusion zone
I've never see 😦
Radioactive Exclusion Zone, Dense Biozone, Fungus Bogs have all gotten a bunch of new shapes added to them. Huge Mushrooms, Coral-like Growths, and more - go explore to discover it all!
Note the "and more"
This was for sure intentional
that makes me confused on how they would write something not intentionally
what
hey just for confirmation, when a crassus bulk is generated its sounds can already be heard before the first wave of enemies spawns
do normal bulks also lurk around at the map start? otherwise this could be a way to tell if a crassus is present
I don't think they always can be heard at the start
OK, I'll keep my ears open, see what I come across. cheers!
You can’t always hear them at the start, only if they are close enough to your location.
Cyrob do you have any idea how the fear / fear resistance works creature side?
From my experience it feels like it's chance based
didn't we get some values for different creatures ? probably unsure on how they affect that chance
My guess would be it's something similar to light armour break
I found new ERR and I dug but nothing happend. Only found in the Radioactive zone
any custom lines when you mark it ?
No, just calling bosco and lighting up
In mp it has some of the lines the
does, not sure if it uses all of them or not.
I guess they haven't done that yet
Yeah I think it just has "strange thing" and "what is this"
I think GoldMath was the one working on it, not sure if he is done with it or not.
All right I'll leave it to him
missing new objectives https://deeprockgalactic.gamepedia.com/Experience
Started to rewritte the creature armor page, the armor break part is sill a very ealy WIP, I just kept the part that were true and remove the rest for now. I’ll add all the real info when I got some time.
I'm pretty sure the new objectives are 900XP
huh
wait, Gunkseed is a small or large resource ?
Large
shouldn't we call it "Heavy" ?
also the "primary" and "secondary" thing , maybe it should just be "light resources" and "Heavy resources" ?
That would be better
But maybe have a descriptive name
E.g. Stored & Carried etc.
how would you call something that goes in the dwarf inventory ? "Stored" just sounds like anything that goes in the mule
Could not think of a great name either
can always change it later, so far I have this, and wonder if the order should change
Might remove the column and make a note below the table that it's all affected by the hazard bonus. Could do it with an asterisk on the "XP each" header
Looks good
sounds like I have to add them to the credits page, values ?
is that correct ? "Unbreakable Armor is completely invulnerable to damage like Heavy Armor" feel that part is confusing
"Unbreakable Armor is completely invulnerable to damage like Heavy Armor, but it is also impossible to break."
Pages is being worked on
But pretty sure it's meaning; the creature takes no damage when that armour is hit
isn't heavy armor vulnerable to damage though
well, I was going to fix typos, should I wait on that ?
No as in the creature takes no damage when you hit the armour
each armour piece has it's own health (if breakable)
just saying the way it was worded it makes it look like heavy armor can't be damaged itself
Yeah I get that, does need to be reworded
"Like Heavy Armour, Unbreakable Armour is complete invulnerable to attack, but it is also impossible to break." maybe?
heavy armor is vulnerable to attack, it just blocks damage to the creature itself
HP really isn't rounded so you can get foes with 20.7 hp ? interesting
A well rounded amount
there's a typo on the Glyphid Crassus Detonator page. instead of Golden Final Blow, it says Golden Filnal blow
: | will fix , wish I had seen it, wonder why not
this is just me personally, but I call the Normal Bulk Detonator Dave.
give all the eneny types their own name like Steeve does lol
Actually for heavy armor there is several possiblity, it can be either chance based or health based.
As for the "Unbreakable Armor is completely invulnerable to damage like Heavy Armor, but it is also impossible to break." it was to say that the creature itself won’t take damage from the shot, I’ll try to reword that part since it is confusing.
for burst gun page , "Although the Burt is powerful, it deals much less damage compared to the "Bulldog" Heavy Revolver" anyone knows which values got used for that and if it is updated ? just doing some quick math showed burst deals more damage, even at based you have 3 bursts of 20 damage (60) vs the 50 of the bulldog
IIrc, none of the weapons pages have been updated since Daga started working on the balance again, so it would probably be best to assume nothing is up to date.
Just updated a couple OC since U28, I haven’t touched most of them since then.
even with and without overclocks burst deals 30-50% damage per clip, but now that makes sense
can i make a suggestion for the pickaxe page? Under the stats breakdown change the top statement to "all pickaxe attacks deal melee type damage" and (assuming true) add a note that power attacks are not increased by the skull crusher or see you in hell melee damage bonuses.
current form reads a bit confusing for the way power attacks work
So someone has to go through all the overclocks and make sure they're correct? I have all of them in non exp so I can do that if you want
We know they are not correct (most of them at least), but since a rebalancing is coming, it's low priority.
If you want to check them, feel free to do so. To write the page, we need to make sure that what is written in-game is correct, check if there are other hidden values as well (example with fat-boy : what type is radiation damage, how it's applied, how often, existing resistances, etc. )
Anything you can do to help diminish the list of to-dos above is welcome.
Mostly in Ely's head...



