#wiki-related-chatroom
1 messages · Page 42 of 1
We you can.
was just making sure it was a mistake / didn't fit
made a list of the weapon mechanics that we have to explain, looking forward to getting more info to be able to make their sections on the articles
Zhukov -> Embedded detonators / cryo minelets
GK2 -> Electrifying Reload
m1000 -> Hoverclock, Precision Terror
bulldog -> chainhit / magic bullets
AC -> neurotoxin
Breachcutter -> Roll Control, Return To Sender, High Voltage Crossover, Spinning Death, Inferno
PGL -> RJ250 / fat boy
stubby -> turret arc / electric arc range
subata -> chain hit
Cryo -> cold radiance / fragile
will add the other equips later , such as throwables / traversal
Fragile will need to be retested, it seems to have changed since the last time I tested it.
For cold radiance, the info on the wiki should be up to date.
I think it is for the "will activate once a per second." since I think we weren't sure how often it would activate, or something, also have to point out that the description is wrong (5m radius vs 4m)
For hoverclock splitsentro did some in depth tests on it, let me find that.
How often it proc still need to be tested for heat/cold radiance indeed.
For hoverclock: https://sway.office.com/nTuIvKAr2AJOiBbH
Done by @trail gust
There was no changed to it since he last updated it so it should be 100% up to date.
for fragile , I think it should be easy to test if it is possible to easily get every enemy frozen and with specific hp
If you need some mods to help with theses tests, let me know what could help.
let's save the most complicated ones for later, trying to not worry much about not doing things
for hoverclock, how much it slowsdown ? does it trigger when you start focus mode or only after charging the focus ? and guessing it does nothing on the ground,
It trigger when you start focussing.
Most of the answers should be on the link I posted for hoverclock, he tested pretty much everything you can imagine about it.
thought it was just the image
Check the link, it is a kind of guide about hoverclock made by splitsentro, with great details about how it works.
hope I dont need too many lines to explain it
For me the important parts are:
the slowdown start when you start focusing and -80% movement speed
How fast you reach it and how long you got to shoot depend on your focus speed
It last for a second
the conditions to reset it: a kill
If you don’t reset it, you keep your previous momentum so it can kill you.
If you touch the ground during the slowdown effect you take no fall damage
I may have forgotten something, but that should give a starting point.
Hoverclock resets if you get a kill?
Interesting, I remember having random sequences of flight being increased and didn't really think about it.
what would be the best enemy / way to check zhukovs embedded detonators OC damage ?
guessing it won't be 15 damage per bullet like subata
It is 10 explosive damage
I don’t think it does any AoE at all and unlike normal shot it ignores some damage amplifying effects like IFG.
15 for subata explosive reload.
Neither are affected by damage upgrades so you can go full ammo.
Doesn't get increased damage from weakspots either iirc.
Goes in, does X damage on reload, that's it.
Works with blowthrough to blow up 2 things.
I think it is only affected by explosive resistance, I didn’t test everything though.
Yeah.
I think the fear is 200% for the fear factor on M1k. Need a double chec.
I still wonder if it is affected by subatas bonus damage vs burning enemies, but idk.
GetAll DamageComponent FearFactor
Should be able to confirm it.
You may need to enter a mission with the m1k so the mods apply.
No need to choose them, all mods are there, active or not.
There should be several lines for the m1k once in the mission.
That is the only one I see in-game even with the upgrade applied.
If there is only one, it means the command wasn’t the good one then.
// can we get "Bulldog" to redirect directly to https://deeprockgalactic.gamepedia.com/"Bulldog"_Heavy_Revolver , as of now you can only get search suggestions if you use ""Bulldog""
should we be using "meter" , "metre" or both, on the wiki ?
@glacial topaz @weary sonnet when MikeGSG looked up M1k T5.B Precision Terror for me, he didn't find a listed Fear Factor value, so he told me that it was the default value of 1 Fear.
@glacial topaz going down your list:
zhuk/embedded dets: 10 damage per 2 ammo/1 bullet doing damage to healthbar
cryo minelets 0.1 sec arm time, 4 sec self-det if no enemies, 10 cold per minelet in a 1.5m radius on detonation
GK2 elec reload: 100% chance if only one bullet does damage, normal Electrocute DoT of 3 sec 12 DPS
Bulldog/chainhit = 33% ricochet on weakpoint, magic bullets = 100% ricochet on terrain
AC/NT 30% proc, 10 sec duration, 12 poison dps
BC/HVC 100% electrocute chance, 4 sec dot, 16 dps
Spinning death gets its own paragraph
Inferno = 90% of in-game listed DPS converted to Heat per Sec
PGL/Fatboy = x4 Area Damage, 15 sec radiation field does 25 DPS in an 8m radius
stubby/arc => we've talked about this already
subata/chain hit = 50% ricochet on weakpoint
cryo/cold radiance => 60 cold per full second of sustained fire in a 3m radius centered around the driller
dont have very good data about hoverclock, rj250, roll control, or fragile, sorry
if you have questions about weapons, mods, or overclocks and how they work, please @ me in this channel. the reason i've spent 6 months gathering this data is so that i can share it with everyone 🙂
Wasn't embedded detonators kinetic?
[{"export_type":"BlueprintGeneratedClass"},{"export_type":"BP_ExplosiveReloadComponent_DualMP_C","HitEffect":{"export":3}},{"export_type":"DamageHitCountEffect","DamagePerHit":10.0,"DamageClass":["DMG_Kinetic","/Game/GameElements/Damage/DMG_Kinetic"],"DamageParticle":["P_ExplosiveReload_Pistol","/Game/WeaponsNTools/Pistol/Particles/P_ExplosiveReload_Pistol"],"DamageSound":["ExplosiveReload_BeepExlode_Cue","/Game/Audio/WeaponsNTools/ITM_Grenades/ExplodingBulletsInside/ExplosiveReload_BeepExlode_Cue"],"UsesDamageEffects":true}]```
should we be using "meter" , "metre" or both, on the wiki ?
@glacial topaz
I would say meter or "m" as the unit since the game (and the wiki) use the US spelling.
Ah, as Bebe said looks like I was wrong for the damage type of explosive reload, this one is kinetic for the nuk.
Thanks for pointing it out Bebe.
For the subata it is explosive though. 🙃
@floral drift the bulldog range is 5m while the subata one is 10m, right ? and cryo minelets will be activated when something goes near the radius ?
aaaaa people confusing spawn with swarmer
There is little difference between them other than their color and health.
They use the same skeleton, behaviour tree and attack pattern.
well, I reverted the change, said that spawns appear on tunnels
I didn’t get a notification for the spawn page being modified, not the original edit, nor the rollback.
I think I am missing a lot of notifications on my watchlist since the switch for some reasons.
I just have a pined tab of recent changes to see what's happening
Ah, didn’t know that page, I should check it more often.
Here the changes to the spawn are visible at least.
guessing you can't stack fat boy radiation field ?
I didn’t test it, but I think it should work like sticky flame and just extend the area / increase the duration if you shoot again.
what is the damage type btw
For the fatboy most of it was tested and added to the status effect page. Pretty sure it was radiation and different for alliest and enemies.
The radiation doesn’t count yourself as the source so you take reduced damage from your own attack if you equip the friendly perk.
The damage is fix vs dwarves as well, it’s a base of 6 per tick, multiplied by the friendly fire modifier
Still look for data, I’ll add anything I found:
The duration of the cloud is 15s
The class for it are "BP_Damage_Cloud_Base_C" "BP_Damage_Cloud_Base"
The damage is different for enemies and players
Enemy damage class: STE_Radiation_MiniNuke_Enemy_C
Player damage class: STE_Radiation_MiniNuke_Player
For the players it is Radiation damage with an interval of 0.5 to 1s, a duration of 15s and a damage amount of 6.
For the enemies it 25 radiation damage with an interval of 0.75 to 1.25 s, the cloud also last 15 s.
The only unknow part is the radius of the cloud and if there is any fall off damage near the edges.
The visual effect has a radius of 8 m, but I don’t know for the actual size of the cloud.
uhm... I will upload like that, used what MeatShield said, but we can add it on a "to check later" list
8 m is the radius of the visual effect, the real radius of the aura/damage effect isn’t known for now.
But it should be a good approximation for now, it may be good to add something to indicate that it is an approximation or that the real value is missing though.
How about just a small template that add a "Missing Information" category or something like that so we know where we are using approximation or missing data?
that exists ? not sure how often it will be used
It doesn’t exists, but I think it could be useful, the idea would be to keep track of the info we couldn’t find even when testing / data mining so we know what to ask the devs when we get the chance.
It would not be used on page in progress, but only when we know we can’t access the info by ourselves, the category would just be there to get an easy access to the ponits to bring up to the devs when we have the chance.
The template itself would be minimal, lkie just a category + a comment.
Feel free to disagree or propose something else.
so something like 8m°°°°° where the °°°°° would be [confirmation needed]
The template could just visually add the [confirmation needed], but in the code it could add the category plus a comment or hoverover text like <!- this is the area for the visual effect, the area for the damage effect isn’t known ->
wait, precision terror radius is around the player or the killed target ?
Near the middle, the verb give puzzle me, maybe instead "dealing 10 Cold in a 1.5 m radius."
At the end I don’t feel that the second part is needed since the conditionts to create a minelet were clearly indicated earlier (otherwise the bullets will not turn into a Minelet).
It is around the killed target or the point of impact that triggers it I think.
Seems good, I think the trigger part could still be improved, but I don’t have anything better to propose.
will do a break for now on weapon effects, lookinf forward to the list of sound suggestions
well... other than creatures, which sfx would be nice to check ?
Swarm calls maybe?
Didn’t notice we got so much quotes from him already
From the look of it, we probably have everything already, my bad.
i dont know ricochet ranges. didn't someone recently declare that ricochets do searches for non-lootbug enemies within 9m?
lol, I mentioned I noticed it ignored loot bugs but could hit huulis, so we discussed about it and did tests and stuff
what is the damage falloff of AC, is there any ?
some stuff I am curious to get moreinfo on: Cryo Grenade power , zipline speed, drill mechanics and something for pheromones, but that might just be on creature AI
Autocannon 0.75m max damage radius, 50% damage at full radius
Cryo grenade is 250 Cold damage at the center, no idea for the other stats, I don’t have access to the file. I was just able to test that in particular.
I know it has a DamageRadius, MaxDamageRadius and a MinDamagePctso the cold damage should be reduced near the edge.
It also has a FriendlyFireModifier
I see at least 2 classes related to it:
Grenade_Freeze_C
Loadout_GrenadeProxy_Freeze_C (this one seems to be the main class)
added
@glacial topaz on the emb detonators thing
i think notifying that it does not have any AoE might be relevant
lots of people ask about it
i mean, of course if it explodes you would expect it to deal some area dmg
so I have to add the AC aoe stats and the emb detonators thing, guessing it is for subata and zhokovs
adding "The explosion does not have any AoE to it, only affecting the creature it explodes in."
pgl is also missing those numbers... wonder how to explain that / where
Which numbers? the area of effect size?
max damage radius, fall off, which we have, but the page is missing them
we probably should add the pages that needs that sort of info added on todo list, only ones I can think of now are pgl and AC
PGL base stats:
Maximum Damage Radius: 1.5 m
Radius: 2.5 m
Minimum Area Damage: 15%
For the AC it was given by MeatShield a bit earlier:
Maximum Damage Radius: 0.75 m
Radius: 1.4 m
Minimum Area Damage: 50%
the issue is more of where the number should appear in and how
Either in a weapon breakdown section since it is stats that are not in the base stats in the game or we add them in the infobox with a link to the area damage page.
If you want to add them to a breakdown section, you can use the area damage template.
Ask for any change you want for that template since it isn’t use much for now and its goal is to be used in weapon pages so it must be usefull in this kind of cases.
leaving for later, fine if someone wants it
"AoE details for specific equipment pages" ?
btw which weapon OCs/mods change the damage type? And are we displaying the base damage type for weapons?
i know that big bertha adds (or changes to) kinetic damage
For mods:
The T5 of the boomstick White Phosphorous Shells convert 50% of the kinetic and explosive damage (blast wave) to fire and heat damage.
The T3 of the PGL "Incendiary Compound" convert 50% of the explosive damage to heat.
I think Fatboy needs updating on the wiki.
"- Mini Nuke radiation zone now applies different STEs to enemies and players to make it easier to balance. Also fixed mininuke not showing damage on dreadnough - HP bar on high hazards due to low numbers. Anyway, it works now."
On the wiki it does not state that it applies damage differently to players
Updated
awesome thanks cryob 
Updated the update, the interval is different for players.
I just checked the values yesterday actually so I still remember them.
ahhh awesome ima go check it out
I've been out wiki-ed,
Was going off months old knowledge of the damage, forgot about the interval difference
is it really not possible to ignite a dread even with heavy dedication with 4 people ?
afaik, yes
Not completly sure, it looses 30 heat per second, but with 4 drillers you may be able to heat it a bit more, the thing is you will probably kill it or almost since you need to reach 1000 heat to ignite it.
It is not possible.
I remember someone testing with modified heat values and it could not ignite.
But maybe they did it wrong, idk.
I can try modding the flammer to test that.
Tested with 110 heat, couldn’t even reach 5% of the heat bar, looks like it really is impossible to ignite it.
why didn't they make it immune
No idea, it even has some normal temperature values.
Pretty high values, but possible to reach in game.
Would it be enough to trigger temp shock by any chance?
It could be since you need a cooling/heating rate for that.
The time window is quite small, but if it is possible, immunity could mess with that mechanic
But that would need to be tested with 2 drillers
I also doubt it's worth the commitment
I think it's because the dread can spew fire, which is why it is immune to being lit on fire
found something interesting. shooting a praetorian from quite a distance away with the subata, and it didn't aggro until i hit its weakspot
Any hit on armor won’t aggro him.
okay thanks for clearing it up for me
At least when he is farther than the aggro range.
Yeah, can confirm that.
ice spear does stun, right ? wiki says stagger, did it get updated ?
{
"export_type": "DamageComponent",
"Damage": 350.0,
"DamageClass": [
"DMG_Kinetic",
"/Game/GameElements/Damage/DMG_Kinetic"
],
"FriendlyFireModifier": 0.5,
"StaggerChance": 1.0,
"StaggerDuration": 3.0,
"UseAreaOfEffect": true,
"RadialDamage": 150.0,
"RadialDamageClass": [
"DMG_Explosive",
"/Game/GameElements/Damage/DMG_Explosive"
],
"MinDamagePct": 0.2,
"DamageRadius": 140.0,
"MaxDamageRadius": 80.0
},```
at least there was no stagger on the status page
pretty sure stagger is the internal name for stun.
updating that then
The T4 upgrade for C4 is called "UPG_DetPack_D_IncreasedStaggerRadius" so I think it is safe to assume that stagger = stun.
Stun doesn’t have its own page, that may be why.
Use it, I will make a redirect for it.
It should work now.
works
I put Subata's Automatic Fire as a unique overclock , is there anything to say about it there or no need to have it
I don’t think there is anything in particular to explain about it.
congrats on eotm ely!!!! :D
Everyone is complaining about an elf name and picture being eotm.
I was wondering if I should edit the picture just to add a visibly fake bear to it.
Apparently the picture and name won't update.
it wouldn't change in game from what I heard from Tater
on the list of things to check , turret whip aoe stats (falloff, dmg%), wiki only mentions 1m radius
guesing I can also remove that section from warthog ?
Isn't that done for all last tier upgrades?
I would add "Focus mode window in slowdown" but I am not too sure what it means, also curious if anything can be killed for it to count
curious if anything can be killed for it to count
@glacial topaz good one
Like neutral critters etc?
I would add "Focus mode window in slowdown" but I am not too sure what it means, also curious if anything can be killed for it to count
@glacial topaz It is the window of time you have during which the weapon is fully focussed and ready to shoot and you are still in the air moving at a slower speed.
lol "chat"
used "Slowdown duration with a fully focused shot: 0.71s (100% Focus Speed) / 1s (160% Focus Speed)"
Pulls enemies aside out the battle for a focused chat; Hey Sit down Bud
Can confirm that killing plants of any kind resets the overclock
Pog plants, etc.
not sure about vines though the others I'm certain of
what about loot bugs and maggots ?
is this fine ? thought it was too complicated to get the values since I would always be launched in an arc instead of straight up
I think it is ok, getting the exact effects from tests would be a nightmare so sticking to that seems fine to me.
ok. so now those are the only things missing explanations, (outside some very specific weapon effects):
BC return to sender / roll control
stubby turret arc (meatshield gave an explanation, but said he wasn't 100% sure and all, so we will probably need to take some time to writte a good section explaning it)
Cryo fragile (will have to come with a plan)
for the cryo grenades from Scout's I appreciate if someone could test the cold % at max radius and all the stats, iirc Ely was able to check the max cold is 250, but none of the other values
I can verify if a number is present in the file or not for the cryo grenade (and the file is pretty small), so I should be able to 'validate' a test if we cant find the real values with UUU.
I got some time, I’ll try to dig some of the values for cryo grenade.
awesome. will try some sticky grenades / agressive venting against bulks and dreads and see if I can get anything to happen
From MeatShield about a month ago (in a different server)
i just used UUU invincibility to test Aggressive Venting 10 Fear and Sticky Grenade 2.5 Fear vs Bulk Detonator and Dreadnought
in both instances, neither the 2.5 nor the 10 Fear was able to proc them turning around and leaving
For the Cryo Grenade:
Area Damage: 250
Damage Type: Cold
Radius: 6 m
Maximum Damage Radius: 3 m
Minimum Area Damage: 50%
Friendly Fire Modifier: ×0.2
how is this ?
Seems good, we could add a link to the damage radius page if people want to know more about how it works.
like this ? they all lead to area damage page
Not sure if only one or all should link to it tbh (I mean according to the best practices and such).
We can leave it like that and change it if needed later.
missing stats, like FF, damage ,type, minimum damage, maximum damage radius, etc:
-HE grenade
-Neurotoxin
-proximity
-plasma burster
-L.U.R.E (radius it can cause an effect on creatures and the explosion radius as well)
-Sticky
-Incendiary
-cluster
(assuming phero and IFG does 100% effects at any radius?)
Phero and IFG don’t have any scaling effect linked to radius. (Just checked).
guess it is better to add on todo list ?
"Get full stats for throwables"
For the damage based one, they should appear in UUU if you pause the game when the grenade is exploding.
oh lol, you included the whole list , nice
what is the command ?
Direct_Damage:
GetAll DamageComponent Damage
GetAll DamageComponent DamageClass
Area_Damage:
GetAll DamageComponent UseAreaOfEffect
GetAll DamageComponent RadialDamage
GetAll DamageComponent RadialDamageClass
GetAll DamageComponent DamageRadius
GetAll DamageComponent MaxDamageRadius
GetAll DamageComponent MinDamagePct
Other:
GetAll DamageComponent ArmorDamageMultiplier
GetAll DamageComponent FriendlyFireModifier
GetAll DamageComponent StaggerChance
GetAll DamageComponent StaggerDuration
GetAll DamageComponent FearFactor
GetAll DamageComponent DamageBonuses
That should cover most of their stats.
sounds like it can get done today
weird, getting 0 "Damage" for HE grenade
What about RadialDamage?
oh, that works, still 2 values are returned
Damage is for single targets, RadialDamage is for AoE
As for the 2 lines, you will need to check if they use AoE or if some are of a different AoE size, scalling or damage type maybe.
for example "max damage radius" is the same (200), while "Damage Radius" is 430 and 500
same for damage%, 20 and 10
"GetAll DamageComponent Type" ? or "GetAll DamageComponent DamageClass" ?
the latter returns "none" for one and "explosive" for the other
pressed enter by mistake
no damage class for one?
It may be used only for the armor break and not the damage then.
they are so different it may even be considered 2 grenades, however , only 1 seems to follow the in game stats
This would require some in game damage test to confirm if the damage at the center is the sum of both number or only the explosive one.
will try against a guard
Both are explosive, you didn’t check the good class.
The none was for the single target damage.
For AoE it is the RadialDamageClass and not DamageClass
~128 explosive damage for the guard
ops, guess both have explosive resistance
~103 explosive damage for the slasher so either something is wrong or it was an undirect hit.
A direct hit should kill a slasher
probably, I thought it exploded close enough, but that thing bounces too much, it killed the slasher now
drilling down should make sure it won't bounce anywhere
Then go with the 130 damage value, I just killed the slasher in my tests, the other value doesn’t seem to be used.
Area Damage: 130
Damage Type: Explosive
Radius: 4.3 m
Maximum Damage Radius: 2 m
Minimum Area Damage: 20%
Armor damage: 400 %
Fear: 100%
Neurotoxin stats should be on the status effect page btw.
30s is only inside the effect radius or it is just the status duration ?
It is the status duration, not sure for the cloud duration.
Default cloud duration is 15s, that one may follow that rule.
The damage of the ignited cloud explosion can probably be checked by pausing just after igniting it.
Theses should be the only factor for the cloud explosion
GetAll DamageComponent RadialDamageClass
GetAll DamageComponent DamageRadius
GetAll DamageComponent MaxDamageRadius
GetAll DamageComponent MinDamagePct
GetAll DamageComponent FearFactor
GetAll DamageComponent ArmorDamageMultiplier
GetAll DamageComponent FriendlyFireModifier```
forgot about that thing, checking after the other grenades
oh great, guess what, there are 3 classes for sticky grenades
fear factor seems to only return 2 though, one for 250% which should be for direct hit, and 100% for the aoe
nvm, it still 3, there is another with 100% fear, just out of order
I will get all 3 values first and post
BluntDamage ,SpikeDamage, BoomDamage
hmmm, for incendiary it seems easier, but I still have to get the time , since it first appears to be just a explosion of heat, but in game you can see it leaves fire on the impact zone
btw, just checked some values for the bulk, those are impressive values
didn't even see, guess we will have to update / review the stats on https://deeprockgalactic.gamepedia.com/Throwables
There are 2 objects for the incendiary grenade.
One is a normal functioning grenade and the other is the fire.
need the fire values I guess, and now not 100% sure if it deals damage or not
does the bulk detonator ignite the 3000 tons of Ammonium Nitrate Fuel Oil inside its fat sack when it dies?
https://youtu.be/Ifdea_K2Gro What the hell just happened?
It is an age old bug.
Happens with a lot of enemies that you can stand on as they die since the cleanup particles don't always equate to the actual pawn being gone.
Lootbugs (patched), brood nexus, dreadnoughts are some that I can think of.
What is pawn anyway? I have heard of it and saw in game files, but clueless what does that mean
recent changes that got made today that may need a second look:
1- "Spitball infector" mentions its attacks on 2 different sections
2- "Brood Nexus" mentions M1000 and Satchel Charge for dealing with them, check if it is the best option
3- "Huuli Hoarder" uses "it has no weakspot" as trivia
4- "Silicate Harvester" mentions it may look intimidating but doesn't attack
M1000 is ok, I doubt satcher is a good option for the driller.
For huuli the lack of weakspot is already in the infobox.
what is up with "sometimes creatures with courage >= 1 can get fear" when not even aggressive venting seemed to work against dreads / bulks ? (as mentioned by "[NA-E] TriggerHappyBro" about "MeatShield" ' tests)
Ah, yeah, Field Medic/SYiH/Bosco Revive are special in that they can fear things with >=1 courage
Those 3 are the only exceptions MeatShield found to the fear/courage mechanic
can those fail to fear ?
They have a range, but if they're in the range I would assume no.
those don't count really
I am unsure if gunner shield is a fear mechanic as well
It's slightly different iirc
they made it so things will backup if their target is inside it instead of turning to run like they do when feared.
Well... Anyways, there's still a way to sneak a bug in. It even won't fear inside. Althrough the one time we accidentally did it bug died real fast
fear makes most things get 50% speed boost, so far I don't see any situation that fear may not always fail or work vs something when courage >= 1 or fear is 1000%
It used to not work for naedocytes.
so... :
IF**(Field Medic/SYiH/Bosco Revive)**
{Fear = True} Else
IF**(((1 - Courage) x Fear Factor) > Math.Random())**
{Fear = True} Else
{Fear = False}
?
I think so.
This was MeatShield's guess
if i had to guess, this is probably the logic behind fear status effect procs:
fearProc = RNG(0, 1)
if (fearProc < Projectile.FearFactor){
courageProc = RNG(0, 1)
if (courageProc > Creature.Courage){
Creature.setStatusEffect(Fear=true)
}
}
}```
Or simplified:
`if (Projectile.FearFactor > 0 && RNG(0, 1) < Projectile.FearFactor && RNG(0, 1) > Creature.Courage)`
from all that I heard it seemed much worse
so list of things left to check for throwables:
L.U.R.E status chance / attraction radius
Incendiary Fire values
Delay values for Sticky and Cluster grenades
oh, foud what I can do next, add aoe stats for equipment tables
on another note, what you guys think should happen with pages that put together a bunch of equipments together ? (example:https://deeprockgalactic.gamepedia.com/Throwables), should they not have the stats (considering some would need 2-3 tables to fully explain their effects) and be more like https://deeprockgalactic.gamepedia.com/Equipment, only showing the icons / names and linking to the articles
working on the aoe for Satchel, AC and Bulldog
probably EPC too, not sure of which other values I am missing, gotta check the fear / stun values for satchel for example
For pages regrouping all the equipment together, I personnaly don’t feel there is a need to display their stats at all and a link to the main item page should be enough (it may be an unpopular opinion feel free to disagree).
If we want to display their stats, we will need to use some template so the content isn’t dupplicated there (eg, infobox for the main grenade page, throwable page and then each individual dwarf page).
bulldog aoe is just a sphere, not a cone or another shape, right ?
also gotta add zipline speed , just not sure which variable it uses
found them, but it seems very complex, with variables for angle speed, acceleration, etc
recent changes that got made today that may need a second look:
1- "Spitball infector" mentions its attacks on 2 different sections
2- "Brood Nexus" mentions M1000 and Satchel Charge for dealing with them, check if it is the best option
3- "Huuli Hoarder" uses "it has no weakspot" as trivia
4- "Silicate Harvester" mentions it may look intimidating but doesn't attack
@glacial topaz m1000 is probably a relic of the past
functionality wise, m1000 is like entirely inferior to things like MPA and bulldog at close range
i think its worth editing that out, m1k is not particulary relevant
oh... well, feel free to add better methods there before I come back or I may just remove it
oh... well, feel free to add better methods there before I come back or I may just remove it
I dont think any particular method is worthy of mentioning
Is there a lifetime limiter on OMEN drones?
@sand lantern after a certain ammount of seconds, they stop tracking players and just zoom away in their current direction
afaik
You can see what will be on each level of an omen before its activation.
And to which switch it is linked
yea laser pointer
Where is FF modifier stored in c4?
it would be in the BP_DetPack_Charge if there was any I think.
But afaik it doesn’t have any FF modifier.
it is just 100%
There is no tag for it in the uasset file at least.
which is why I didn't included that in stats
is there any updated versions of this image for creatures page ?
not really no
but you could honestly get the same angle sort of and just add the icon
one interesting thing, I can aoe freeze with cold radiance if I hold the fire button, but if I tap fire it doesn't work at all
It says continuous fire afaik.
it says "Any enemy that strays within 5m of you while you are firing the Cryo Cannon will start to freeze."
i think its similar to heat radiance
Does anyone know where the SVGs used in https://surmiran.github.io/karl/ came from? Is there some kind of media package, are they buried in the files somewhere, or did the developer of that tool create the SVGs themselves?
Extracted with Umodel I'm pretty sure
On the Overclocks page, i think its a little painful to traverse at the moment.
Or taken from the wiki
I think each classes's tab should be hidden by default
so you can imediatelly go and click the tab of the class you want to look at
Well you can just press the class name on the contents page
How about the locations of the icons for each weapon?
The ones on KARL are a bit different from the ones ingame and as far as I can tell they aren't on the wiki
thats even worse for mobile at times though
and also for people that want to read on the page
or are returning to it
wiki on mobile has a thing for starting out at random spots
Yeah we do need to work on the mobile version quite a bit
need more thoughts for this btw:
Having the group pages not having many stats seems neater
Particularly in throwables since you don't really need to compare the numbers between them
need more thoughts for this btw
I'd personally just make a list with each throwable, sepparated by class
Each throwable mentioned would just have its image and a brief description of its functionality, and of course link to the actual page of the item
@orchid jacinth for that you will need to ask the persons who made the site, most of the front end if not all of it was made by @woeful kettle and @austere fossil
(edited so I don’t ping all of you at once).
As for the throwable conversation, I think a list with a description and link as Stret said (ie without values) would be a good idea as it would be less likely to change.
is there a difference between kinetic and meele damage against frozen foes ?
also, gotta check how much slower foes can get when at low temperatures
also wonder if "On Fire" should be "Burning" which is what appears on Miner's Manual
Melee often has some form of area damage so that part isn’t amplified vs frozen enemies, but other than that no.
Pretty much any melee attack done by a dwarf is at least 60% AoE so far except for driller.
I would guess since frozen foes can't attack while you're slowed
also can't forget to add the 10000% armor breaking from drills to the wiki
Power attack isn’t amplified and regular melee attack is only amplified on the single target part, so the first 40% of the damage get trippled.
well, all of that is kinda saying the opposite of what the manual implies
I know, I reported it.
oh, to change text or to make melee better ?
I just reported that the text was misleading since melee for the most part was not receiving a damage bonus since it didn’t apply to AoE attacks.
Not sure how I worded it exactly.
also , can someone confirm if drills have 10000% armor breaking ? I forgot the exact values (could be 99 or 100)
Pretty sure they got some insane armor break value, I will check that.
it is a ×100 multiplier for the drills armor break.
Pretty powerful
added that, now working on how to redo the throwables page, this is what I built so far, also always wondered if the correct is "grenade" or "throwable"
In the loadout it now displays "Grenade Selection" in game when choosing between the 3 grenades for a class.
Throwable is still written as a category under the name of each grenade.
so what would be the correct to use for the page name and this part of the navbox
Since the other use the category for now, throwable is the one in this place in game.
In the place where grenade selection is displayed, for the other equipment this is where the gear modification is, so there is no real comparision possible though.
Suggestions on what to change for the table ?
think the text should get some updating too
suggestions for how this looks (i know it's not the throwables topic but this is what i'm currently looking at):
for the mods the icons are centered and above the name, for the OCs the icons are left-aligned and below the name.
don't think that's ideal.
I also think the mods'/OCs' names could be bolded to have them stick out a bit more.
show how it would look ?
I've also noticed that on some pages the OC icon is centered, while on other pages it's left-aligned
And on some other pages still, there's a line break before the OC name
But I decided against editing every OC template to a uniform look before asking if there's a reason behind how they look now
having real trouble with the template
trying it out here
when i swap the name and icon, it gives weird layout
Not sure the icon overclock template is compatible with that, we may need to alter it first.
also i think it might be a good idea to have the OC icon and mod icons be the same size
I think the best way to do that would be to add an option in the icon overclock itself so we can pass its name as another argument.
i had no idea that it would be the icon overclock template was causing the issue, not gonna lie
Right now it is doable, but it require some tricks to work.
The float is the problem.
It prevent the align center from working and since it isn’t considered as content the oc icon doesn’t count as something above the <br>
i see
As a workaround you can add a {{clear}} after the icon overclock template
OK will try
This way you can test some stuff, but the clean way to do it would be to do all of it with the template ultimately.
{{Icon overclock full |Clean|Ammo}}{{clear}}Compact Shells
This should work, but you won’t be able to align the OC icon as you want
yep i noticed
for now it is floated to the left so you would need a fix width for it to work
hmmm yeah going through all those weapons' OC page tables to add {{clear}} is one thing but having to go back in and remove them later...
That is why I think we should do it through the template instead, better do it properly directly if we can.
i see this is the template in question? https://deeprockgalactic.gamepedia.com/Template:Icon_overclock
no, this is this one:
https://deeprockgalactic.gamepedia.com/Template:Icon_overclock_full
I can try to make it work, but not today it is already midnight here.
i would appreciate that. it's also midnight here so won't be doing anything with it before tomorrow evening anyway
i will try to pick up on what you did with it so i know what to look for next time something misbehaves
The idea would be to remove the float and set auto margin to the cell to make it centered (it could be made thanks ot a custom class or added to the cell manually).
and that will not give problems with the column aligning? would all the cells in the first column have the same width?
That should not be a problem.
Well if we want to have the same display on all OC/Mods table we should use the template for them as well tbh.
I'm not opposed to splitting the 1st column into icon | name (with or without visible border) edit well seems to not be necessary
i agree ely
it would help with the visual clarity
If you can make one table with the good look (or explain what to change compared to the current one), I can use it as a base to make that template.
btw, on the other table, another option:
That one look really good.
i like it a lot
maybe have a tiny bit of space between the classes
but otherwise i love it
very tidy
You can use wider border between classes, that is what we use in most cases when a separation is needed (3px border)
want to word this better too:
let me updload the table first
here: https://deeprockgalactic.gamepedia.com/Throwables# , might be nice to add stuff such as "refer to the pages for stats"
so, we would put this:
in place of this?:
I think we should, from a maintenant point a view it is much better/easier that way.
at least that template already exists, so I can just copy paste
We had a lot of case of outdated / wrong content because wiki users were looking at the class pages and the info was not up to data here.
I should have thought about that before working so much on fixing the info on that page
redid the first few sentences to tighten it up a bit
i saw you were also busy so i copied my edit and applied it when you were done
not sure what exactly you meant by those last 2 screenshots btw
can you elaborate?
man, I missed the time cyrob was here, but just a good reminder that it is "its" for possessive not "it's"
you know what i should be going to bed, i will stick around too long otherwise. will pick back up tomorrow 🙂 cheers all
ok. let me explain my idea, change the "Dwarf_gear_table_driller" template to be like the clean one used on the equips page, and change the equips page to use the template, makes sense ?
anyway, it is done
Where can I find HD (or ideally vector) icons for each of the classes?
welllll, I can try getting it for you, the ones in the wiki aren't enough ?
They are only 128x128
You don't have to get it for me though
Does it have to be extracted from the game itself?
Those on the Wiki are extracted from the game itself
maybe we can get better quality / another format ?
You can do a special form of upscaling.
I think I would go with 1st if creature name would have the same Title style as it currently looks off
But also now the !- way to do that should not work in this case
Ok, keeping the first display.
I added the title variable to the creature health so I can use it to display plate health in individual creature page mostly.
im back home and i can do stuffs again :D
Welcome back
thoughts on that part ? 🤔
I will just remove the ", making them possibly the most effective way to collect ebonuts" for now
So I sort of got vector versions of the class icons I was asking about yesterday. I found this reddit post: https://www.reddit.com/r/DeepRockGalactic/comments/hmxsrf, which contained a link to 3D models of the icon, which I converted to SVGs using this site: https://image.online-convert.com/convert-to-svg, which isn't very good but it works for my purposes. Then I opened that in illustrator and filled it in and simplified it. The edges are not rounded, but it is good enough for me. I don't know where the creator of the 3D models found them, but it works.
They say in the post
I posted a while back, looking for high res versions of these images, which don't appear to exist. The internet provided and Reddit user u/armsinmotion drew them up in vector format, so all credit to them for the artwork!
Oh
Didn't see that, that would have saved me a few minutes
But yeah the stuff on the wiki is as high res as you can get without using programs to enhance them or just having them being redrawn
Yeah, I would have probably ended up redrawing them myself if I didn't find those ones
im collecting gallery images of all the things that need them atm
which images are missing ?
don't we have all images already though
can you give an example ?
grunt
already exists
but not stuff as they appear ingame
....
im getting screenshots of stuff
as they appear ingame
instead of just an unmodel figure
Umodel is the armor / grayscale like images, not those ones
90% of the creatures images are from a cropped screenshot now.
This particular grunt picture is from a render (probably given by the devs), but it still uses the current grunt model so the only difference is the lightning.
just don't see any reason to add an image that is just the creature with some background
im just tryin to help 😔
I mean, maybe the intentions were good even, but there are other things that need attention, I would also probably check with others before trying something that takes so much time
e.g. "Add new biomes features."
now that is stuff that is missing
well, long or not, more of "not much reason to use them at all" imo
at least compared to the things that have no images at all, rip cave corals
how is there not much reason to use them??
what biome are cave corals
biozone
?
good or no?
Well some of the creatures’ gallery are completly empte, you can do that if you want to.
The new mising structures are a higher priority but it is up to you, any work is helpful.
I mean the wiki is based on volontaria, not like we will force you do to anything.
In the biozone dense, the added some kind of coral or sponge like structructure rencently, I think this is the kind of think that is missing.
wouldn't it be much more interesting to have images of the creatures without armor, or with some different pose ? (e.g. attacking) saying that creature + BG doesn't seem to add anything interesting
i cant get greenscreen to work 😭
whenever i try to use it it says "green screen requires more depth information that isnt availible in this application"
It should work with deep rock, is you geforce experience/graphic driver up to date?
should be yeah
ok there's a new one
but it still had the same issue when it was up to date before
also, I thought you were making the sounds list for me
also, animations of the attacks could work as well too
it is more of "this sounds is unique" , so the sound menaces do when appearing would be one, even if not for attack
what I can think of right now is attack - spawning - death , but it is unique for each creature
k
I can see the list of enemy sound for each sound if it helps.
eg for cave leech there is ArmMove, Bit, Grab and Move
oh do not worry, I kinda know the sounds, just wanted ideas of which ones to get, don't want to get ones that wouldn't be interesting, see ?
do i launch the unmodel.exe inside the files that i want to view?
No, you can launch it anywhere
anywhere at all?
alright
woah
how do i go back
after looking at an image withjout closing the entire thjing
O to open a new file
oooh ok ty :)
which one would be the alien egg scream sound ?
in unmodel?
Audio\WeaponsNTools\AlienEgg\EggNestAlert
if you going to upload, those are already in btw: https://deeprockgalactic.gamepedia.com/Category:Enemy_Audio , also, if we need to edit some sounds I can probably do it
WeaponsNTools
tf
No idea why it is in weapon and tools
seems odd
also, should we do a global rename of "Enemy Audio" to Creature Audio" if it fits better and so I don't have to manually replace it
I put the list of extracted files in the other channel, you can use it to do a quick text search next time you need something like an alien egg lost in the middle of our dwarf arsenal.
I think that rename is a good idea since enemies are called creature more often than not in the wiki.
also, should we do a global rename of "Enemy Audio" to Creature Audio" if it fits better and so I don't have to manually replace it
agreed
agreed
it sounds better
are there special sounds for the crassus det?
Waiting a bit in case there is a reason not to do it, otherwise I will make that change later today.
i don't think the crassus sounds different, but i might be wrong.
for organization purposes, should I just make categories like "Loot Bug" (just creature name)
yeah and we can add in the specific names as well
specific names ?
well, if a sound is shared between multiple enemies we make a special category for it , like "death"
death for these beasties
yeppers
but how to know which ones are the same
unmodel of course but i dont know how to get to them 😅
well, they just appear on their folders, so like "menace" -> "death sound"
well, not 100%, thing is all mixed
dang it lmao
how do I easily add a page for deletion again ?
{{delete}} will mark the page as a candidate for deletion.
If there is no doubt, I can delete it directly.
would be for those files I uploaded:
https://deeprockgalactic.gamepedia.com/File:Naedocyte_Breeder_LayEggDistanceA_1.ogg
https://deeprockgalactic.gamepedia.com/File:Naedocyte_Breeder_LayEggDistanceA_2.ogg
https://deeprockgalactic.gamepedia.com/File:Naedocyte_Breeder_LayEggDistanceA_3.ogg
later I thought there was no need to have the variant it plays at a distance, since it shouldn't be too different from the base sound
If it is for the sound upload since you are the one working on all of them you can be a good judge to see which one can be deleted so I can remove them directly.
Done
https://deeprockgalactic.gamepedia.com/File:Mactera_Grabber_ScreamDistanceA_1.ogg
https://deeprockgalactic.gamepedia.com/File:Mactera_Grabber_ScreamDistanceA_2.ogg
https://deeprockgalactic.gamepedia.com/File:Mactera_Grabber_ScreamDistanceA_3.ogg
again, similar enough that I am sure people will hear and think "oh, that is just the scream sound but a bit faded / distant"
So to be deleted too?
think so, if somene gives a really good reason to have double the ammount of sounds I can just get it again, fair ?
sweet sweet organization
now for the egg scream, which category to add it in ?
The category has been renamed, can you check if there is something missing?
"10 subcategories, out of 10 total." so should be the same
"Mission Audio" ? "Object Audio" ? "Event Audio" ? "Misc Audio" ?
notification of stuff I do 👌🏻
oof
I've got a question. It's about collecting more morkite than needed in a mining mission. The Wiki says every piece of morkite grants exp, but does it actually get counted or not? when i have already collected like 250/250 morkite and then i deposite 40 it won't go up to 290/250. Do I actually get the additional exp from each individual piece despite it won't show in the inventory or is it wasted time?
it just don't appear
It does count but it does not give much XP
@tranquil hazel Yes the extra morkite deposited get counter, the fact that the counter don’t go over the maximum was added to promote fast missions.
alright somewhat done with sounds?
Trying to find the status linked to the slasher attack, is there anything else than that?
×0.5 Movement Speed for 1.5 s on hit
Couldn’t get anything with UUU
there's some that i wasnt sure about
Although if you have enough you'll see the secondaries go over the limit if you deposit a lot if before it finishing.
alright thx guys, wasn't sure if this is even the right room for that question. Have a nice day!
Also the slasher damage multiplier on melee attack doesn’t appear when using UUU.
Not sure if there is similar case with other creatures, but some in game test could be needed if the values seems off.
@glacial topaz want me to dm you the sounds list?
anywhere, if it is too long it can be a txt file
Can someone help me link the MM attack name to the Oppressor attacks visuals?
In particular Sonic Stomp and Rage Quake
Knowing that I have 3 attacks to match that:
A carve attack
An AoE stomp after a roar
The attack that build the line of pillars that knock you back
Rage or Range ?
Rage
I would guess the quake one is for pillars and aoe stomp is sonic ?
would there be any other hints to better link the attacks
anywhere, if it is too long it can be a txt file
txt it is
so that thing has an attack not named in the manual
eh, that one probably wouldn't count, or we will have to count exploding guts / CRSPR mods
But the bite and slash melee attack are pretty much the same.
Different animation, but that’s it.
if there is no connection at all betweem manual and attack / games outside the devs head we can only try using some logic
Quake I would connect with anything that makes the ground shake or ground / earth related , and sonic for sound, aoe things
Ok, then linking quake to the tremor/pillars and sonic to the ground/aoe stomp
// missing icons / colors for todo list ?
ok, adding it
on another note, didn't we get the Omen HP values ? think it is stil missing on the page
I still got it somewhere
Here is what I have:
When on the starting cube, looking at the tower:
Right pad activates the Top layer
Left pad activates the Mid layer
Opposite pad activates the Bottom layer
guntower weakpoint got 400 base health and got a separate scaling, called Omen in our health template
70% explosive, fire and cold resistance
so basically 1600 hp for each module, but you can hit all 4 at once
Not sure if the health is per module or per switch
You can check the health the same way than for a normal creature.
so many things to think about
for status effects page, would it look better if we used tables instead of lists ?
Depend of how many cases there is, the more case, the more useful a table would be I think.
tables are better for status effects
source - damage - duration - tick - effects
some would create tables with 5+ lines, but others would be 1 line only, which would not look bad I think
by check health you mean test in game ?
some would create tables with 5+ lines, but others would be 1 line only, which would not look bad I think
i think 4 might work tbh
at least for acid only
Electrocuting Focus Shots , High Voltage Crossover, Electro Minelets, "Stubby" Voltaic SMG , Electro Crystals = 5, last 2 can go together, but not like more lines would be bad, it would already make that page much shorter , probably
Yes I mean check in game using UUU.
I think the health was per switch but I am not completly sure.
I will check it tomorrow, got some other tests I would like to finish before.
perfect, I think I can work on changing the status page and trying to find the missing sounds
alrighty
btw, if anyone wants, we need to check if any icon is missing an image or has the wrong color
status i mean
where are located the korlok sounds ?
HydraWeed folder
there is only shooting sounds there, what about all the other ones
(opening / closing for example)
Audio/Enemies/HydraWeed/HydraMisc/HydraWeedCoreCloseA_1
Isn’t it in the same folder?
let me check, at least it is not appearing on the export I did
I see it on the program, but now no idea of why it is missing on the export
I am missing one dread attack on my side, can’t find it in the files or in UUU, the Trembling Stomp (ie the AoE attack with pikes).
If you can’t export it, it is probably not a proper audio file, or umodel can’t read it.
looks like it
the sound for swarmers and spawns are the same , right ? which name to use then ?
Use swarmer, it is the default class.
Spawn basically inherit most of the swarmer assets.
I need a rename of this https://deeprockgalactic.gamepedia.com/File:Spider_AttackScream_03.ogg to "Glyphid Swarmer_AttackScream_03.ogg"
I noticed on the wiki that some of the biome icons are representing the wrong biome. this image shows which three are misrepresented on top, and the fix is on the bottom.
links ?
just using the REZ link as a placeholder. the image of the biomes is at the bottom. https://deeprockgalactic.gamepedia.com/Radioactive_Exclusion_Zone
The Radioactive Exclusion Zone is one of the biomes of Hoxxes IV.
They usually have big open spaces, connected by wide tunnels. The Radioactive Crystals, while dangerous, do produce light. The caves themselves are generally empty with very few living things around. The rock fo...
huh. currently in the biomes of Hoxxes IV box, Dense Biozone has the icon for Fungus Bogs, Fungus Bogs has the icon for the Radioactive Exclusion Zone, and the REZ has the icon for Dense Biozone.
checking the icons first to see what happened, I am guessing it might be easier for Ely to change the names if needed
if not uploading the 2nd , correct version would work the same
so reploading and deleting old pages later?
not sure
it isn't a crisis so page name changes could work
just need an indication of where to find that icon
I think just renaming and relinking could work.
are the sounds for grunt, slasher and guard the same ? (death, atttack, roar, etc)
seems they are from what I've noticed.
what is "Bellow"
helping keep track
is "movement sound" just the sound of their feet touching the ground
wait... why is temp shock even on status page ? don't really think it is an status, but more of a condition, like fear, it probably would go in the soon to some temperature page, right ?
I even wondered if it would be better to make pages for each status, maybe not, but we will see
@glacial topaz i think temperature shock is worth mentioning in the status page
it is greatly relevant to status, and the game represents it as a status effect near the healthbar
Temp shock was on status page since it was the only page with some content that could be related to it in some way,
The best page for it would be the temperature page but I didn’t wrote it yet.
Not sure we have enought content to make it in its own page.
I moved the sound file you requested.
I just double checked using another weapon and another omen confirguration, this is really how it worked.
The health of each level of the tower depend of the number of mudule (the green box, not sure what the proper name is) there is, each module having 600 base health with Omen scaling.
Module act as a weakpoint (and weapoint weakpoint modifier do work) but the weakpoint modifier is negative, with the base multiplier being ×0,4.
The resistances are the following: 70% resistance to explosion, fire and frost damage.
how to deal with statuses with variants ? like electrocution, that you can get from bosco and stubby
what is "Bellow"
@glacial topaz their screaming sound?
is "movement sound" just the sound of their feet touching the ground
yep
like how praets and dets have a special sound
why not use "scream" or "roar"
roar is good
roar is good yeah
bellow makes it sound like they are making a deep loud sound
which it isn't
and scream is higher pitched
roar is perfect
how to deal with statuses with variants ? like electrocution, that you can get from bosco and stubby
just add it's own subsection of electrocution in the page i guess
what is even that ?? also why is radius on the status page, isn't that info for the attack itself ?
also , damage is 2 to 3 ?
even the duration feels like it is attack info, could just be "deals poison damage" lol
The damage isn’t fix, it is random at every tick it can be anything between 2 and 3, this is not a mistake.
As for the max resistance, not sure how it works exactly but it seems that if you have more than the said resistance to poison, that acid cloud will still damage you.
on sounds topic, looks like I am missing some of the sounds and can't export them
is there a complete list of the creature movespeed values?
I can't seem to find one for praetorians.
The DRG Mixer link on the front page leads to a dud/redirect page since the service has apparently closed down
It should probably link the Facebook Gaming group directly
Good catch
How does ingame enemies spawning works?
not only that link, there's a whole page on mixer integration on the wiki
@golden epoch
Here is what we have for now on the enemy move speed values:
https://cdn.discordapp.com/attachments/552502120025423872/737635457923285049/unknown.png
Most of theses values were gathered by Omega Sentinel, I helped him get the one he couldn’t find.
For the missing values in the table:
Crassus:
MaxStrafeDistance: 200
FleeSpeedBoostMultiplier: 1.0
Menace:
MaxStrafeDistance: 200
FleeSpeedBoostMultiplier: 1.5
we still have to discover when they use strafe speed and when not, as well as how distance affects it and acceleration
also, gotta add the snowball cost on cryo page
what is the damage type of cryo cannon ? frost ? ice ?
Do you mean in the files or what we call it in the wiki?
On the wiki it would be cold (for the temperature part) + frost (the damage part).
In the files it would be cold for the temperature, then a mix of ice or freezing depending on how it is codded, freezing being pure frost damage, ice being 100% frost + 50% cold.
it is for this part
better keep freezing power since it is what appears in game
You could just use 8 Cold instead of 8 to make it clearer maybe.
working on checking every weapon, like I just did with CRSPR, does that affect "Redo every Weapon Individual Pages " on todo list ?
You are doing a part of the job yes, since that one included checking if the mods/oc and base values were still up to date.
ooh, huh, wondered if the "redo" would be too extreme and change everything, if we can get what is meant to be "redone" I can think of some ideas on how to do it
When I wrote that, pretty much 1/3 of the info on the weapon page was outdated or wrong, it is in a much better state now.
one thing I never touched (maybe a bit for typos ?) was the "About" sections, so that is one thing to look out for, also, might be a good idea to discuss if any visuals would be nice, and not paintjob wise, more like "CRSPR flames image" or even crosshairs
Template:Icon overclock full have been updated to play nicer in tables.
The image at the center should now stay at the center.
The icon can now be centered in tables and the text can be moved bellow it without problem.
btw, I think CRSPR is missing a explanation of what sticky flames are, on their section
<sarcasm> they're flames that stick </sarcasm>
this should be "**+**8°" , right ? , well just"8º" probably
did I say I have to check the snowball mechanics ? as in, how to activate and how much fuel it uses
also check turret whip damage type
Yes it is 8 cold damage per tick.
I tried using negative damage, it just do the same thing as positive damage anyway.
wtf is "physical damage" ? melee ? Kinetic ??
stubby "Conductive Bullets" , so it must be Kinetic, right ?
if it is with UUU or in the files DMG_physical means melee
eh ?? so this stubby mod makes it deal extra damage as melee ? is the base damage kinetic at least ?
nono, not with the program, it is on the wiki
we also have to add "electric arc" radius
Is it for the SMG?
"Stubby" Voltaic SMG
{
"export_type": "StatusDamageBonusUpgrade",
"StatusEffects": [
[
"STE_Grenade_IFG_SlowMovement_C",
"/Game/WeaponsNTools/Grenades/IFG/STE_Grenade_IFG_SlowMovement"
],
[
"STE_ElectricSMG_C",
"/Game/WeaponsNTools/SMG/STE_ElectricSMG"
],
[
"STE_ElecticPlant_slowdown_C",
"/Game/LevelElements/RoomObjects/Hazards/ElectricPlant/STE_ElecticPlant_slowdown"
],
[
"STE_Electric_BurstPistolMines_C",
"/Game/WeaponsNTools/BurstFirePistol/Overclocks/OCBonusPenalty/STE_Electric_BurstPistolMines"
],
[
"STE_M1000_Electrocution_C",
"/Game/WeaponsNTools/BoltActionRifle/STE_M1000_Electrocution"
],
[
"STE_Electric_Plasma_Linecutter_C",
"/Game/WeaponsNTools/LineCutter/Overclocks/OC_BonusesAndPenalties/STE_Electric_Plasma_Linecutter"
]
],
"Bonus": 0.3,
"DamageClass": [
"DMG_Electric",
"/Game/GameElements/Damage/DMG_Electric"
],
This is what I have in the files, from the look of it, the damage bonus is electric
And the list above are the different possibilities to trigger it.
yes
Hollow-Point Bullets would be Kinetic ?
Hollow-Point Bullets shouldn’t change the damage type of the weapoint it should just be a direct multiplier.
PGL "Incendiary Compound" is 50% Heat at any point inside the Radius, right ?
Afaik it isn’t, unlike the normal damage the heat from incendiary compound doesn’t have a damage falloff.
So it is 50% of the full damage inside the radius (ie the widest radius).
PGL proximity trigger "The scaling damage of this upgrade is currently bugged." how so ?
I think it doesn’t scale at all.
Better confirm with someone playing engi often.
Or test it.
as in the pgl will use base damage ?
I think so.
ew
remind me, in a pratical sense, LS gun is 15 RoF instead of the displayed 30, right ?
half fire rate and half bullet fired iirc
just wanted to add some hover over for it
for boomstick what is the type of damage for the front aoe shockwave ?
Explosive
power drills RoF ?
well, might just add on the current list of things to check , no worries
1/3 of a second is the base vs terrain I think, i should have it somewhere.
if it is different vs creatures / vs terrain we might need 2 variables for stats
I think it was 0.66s base, 0.33s with upgrade vs terrain, I didn’t test it vs creatures but there was some claims it was different vs creatures (untested).
might be better to discuss it later
Can’t find it
I have to figure a better text to add on the modification section, there is like 3-4 variations of it
anyone know how much damage exploding vents/geysers do?
have a free one: salt pits salt thing that drops does 1000 aoe damage
didn't check for damage on those yet
exploding geyser instakilled me from full health on the deep dive final stage
when you say AoE, does that mean explosive?
btw if you want some help with text bits it helps me hop in if you post the link to the relevant page/section here
AoE can be for any damage type.
In that case, the salt spikes are kinetic damage type.
thx, thought i'd ask since i've seen people conflate AoE and explosive damage before
Weekend Athlete redirects to Second Wind. Did the perk just get renamed or are they different functioning and SW is the spiritual successor?
Ah, handy. Didn't think to check if the redirect was due to page moving and not just replacement. The latter then, thanks!
Geysers one hit you on hazard 2, probably even on hazard 1.
question, what happens if i get all weapon OCs and i complete the 2nd stage of a deep dive
You get a blank
what does friendly fire means for enviroment things, like exploding plants ?
wait, is bosco rocket radius bugged or something ?
whats wrong with it?
I am getting the same "max radius" value with and without the increased radius mod
I mean, I need some confirmation
I didn't really test it, just saw values, and it was on experimental, so could be fixed by now
Friendly does not affect environmental damage.
not sure how one could test it, but seems important to check
// I got the bosco state icons, should I color them ? not sure of the best way to get the colors though
You mean the icons that appear over Bosco in the game?
I'd take screenshots of those icons over unlit background (so as black as reasonably possible), then pick two random pixels in those icons, get their hex and take the average between the two.
OR
just take the colors from Bosco's teammate portrait, like a sensible person with finite time
colors for mining, combat and light respectively are #009ac1, #be1e13 and #edd208, if that's what you were looking for
I am getting the same "max radius" value with and without the increased radius mod
@glacial topaz THe MaxDamageRadius being the same is normal, only the DamageRadius should increase with mods.
MaxRadius means MaxDamageRadius as in radius in which the maximum damage is being done.
As for the friendly fire for environmental damage, it doesn’t seem usefull since there is already an environmental damage multiplier so it would need to be tested.
Not sure how to test it though, the exploding plants don’t have enough radius in the base game to do fix damage even if you stand on them.
lava maggots maybe ?
If they have a friendly fire multiplier it would work indeed.
Otherwise I will need a mod to test.
Maggots count as enemy damage, not environmental damage.
The fear formula has been confirmed by MikeGSG , here is the formula, I got it indirectly from MeatShield:
float chanceToFlee = fearFactor * (1.0f - enemyHealth-> GetCourage());
Just made a quick test it seems that the friendly fire multiplier do apply to exploding plant (and so I assume to other environmental damage as well?).
Still the test wasn’t perfect since I was still inside the damage falloff region so it need to be confirmed via mods on another source of damage than the exploding plants.
ExplodingPlantSmall:
RadialDamage: 150
RadialDamageClass: Explosive
DamageRadius: 300
MaxDamageRadius: 150
MinDamagePct: 0.2
ArmorDamageMultiplier: ×2
FriendlyFireModifier: ×0.3
ExplodingPlantMedium:
RadialDamage: 200
RadialDamageClass: Explosive
DamageRadius: 450
MaxDamageRadius: 200
MinDamagePct: 0.2
ArmorDamageMultiplier: ×2
FriendlyFireModifier: ×0.3
ExplodingPlantLarge:
RadialDamage: 400
RadialDamageClass: Explosive
DamageRadius: 600
MaxDamageRadius: 300
MinDamagePct: 0.2
ArmorDamageMultiplier: ×2
FriendlyFireModifier: ×0.3```
@weary sonnet I meant the radius, none of the values increased
@acoustic scarab there is the revive icon too, and some others I am not sure are used
Did you try to check while there was an explosion on the screen?
From what I saw so far, the game will always keep the base value for all weapon + mod/oc and the when a projectile is made they will create the updated version with all mod and OC inculed (it will add a new line in UUU in most cases).
I always checked the values right after the rocket impact , can even send a screenshot of it
I will see if I can check it.
This should be the base unmodded stat:
{
"export_type": "DamageComponent",
"Damage": 0.0,
"FriendlyFireModifier": 0.1,
"UseAreaOfEffect": true,
"RadialDamage": 120.0,
"RadialDamageClass": [
"DMG_Explosive",
"/Game/GameElements/Damage/DMG_Explosive"
],
"DamageRadius": 250.0,
"MaxDamageRadius": 150.0
},```
The way the upgrade is codded it doesn’t mention the radius at all, just some radial range.
If we can’t see it in UUU one way to check if it is bugged would be to mod it to a crazy big range and see what happen.
I thought of just shooting it near something where it would only take damage in the modded radius and seeing the results
If you can get the distance right it could work, the increased AoE mod should be +2 m.
so 4m should do damage, I will focus on the bosco icons first, know if the treasure and paint bucket icons are used ?
If you have their name I can search for them in all the parsed files I have.
Icon_Bosco_Treasure
Icon_Bosco_TreasureVar2
Looks like it is supposed to be a conditional hologram above bosco.
The current liste icons for bosco’s hologram are Fight, Light, Mine, Oxygen, Revive, Treasure, Treasure2.
Not sure when he is supposed to use it, when finding a crate, helmet? For bittergem and such?
can't recall seeing or not the symbols, know the variables for the colors of the main 4 ? (fight, light, mine and revive)
Fight:
Color: {"r":1.0,"g":0.0,"b":0.0,"a":1.0}
OpacityMaskClipValue:0.3333
Light:
Color:{"r":1.0,"g":0.81558,"b":0.0,"a":1.0}
OpacityMaskClipValue:0.3333
Mine:
Color:{"r":0.0,"g":0.563974,"b":1.0,"a":1.0}
OpacityMaskClipValue:0.3333
Oxygen:
Color:{"r":0.0,"g":0.39909,"b":1.0,"a":1.0}
OpacityMaskClipValue:0.3333
Revive:
Color:{"r":0.066611,"g":1.0,"b":0.0,"a":1.0}
OpacityMaskClipValue:0.3333
Treasure:
Color:{"r":1.0,"g":0.393523,"b":0.0,"a":1.0}
OpacityMaskClipValue:0.3333
TreasureVar2:
Color:{"r":1.0,"g":0.393523,"b":0.0,"a":1.0}
OpacityMaskClipValue:0.3333
only the main 4 have "outlines" so there is that
how is this ?
Seems good.
The mask value can be adjusted later since it is just a transparency/opacity filter basically, having the non transparent icon as a base seems more convenient since we can make them transparent on the wiki very easily.
I think that value means 2/3 transparent.
OpacityMaskClipValue is used in masked materials to determine the cutoff point for the given opacity value. So values lower than 0.3333 will be treated as 0, and above as 1 (or the other way around, I've forgotten). 0.3333 is also the default value for it.
Bosco's icon is (presumably) translucent, so that variable would have no effect on the material.
got 34 or so variables for icons, will be checking their colors next, but one thing, both temperature shocks seems to be white
quick thing, what is the range for stubby T5 "Electric Arc" range ? I added on my list, so dw too much
// for the category, "Bosco State" or "Bosco Icon" would be better ? or something else
If it is a category the later, if it is a subcategory of icons the former is fine.
As for the range for the T5 on the stubby I have no idea and I didn’t see anything about it in the files.
so could be a specific variable or maybe using the aoe command while it triggers would return the radius
The fear formula has been confirmed by MikeGSG , here is the formula, I got it indirectly from MeatShield:
float chanceToFlee = fearFactor * (1.0f - enemyHealth-> GetCourage());
what does the "f" and "->" means
it's directly from code, so the f signifies that this number is of the float type and not some other number type
I don't know the exact language this is written in, but I assume the -> is just how you reference functions within objects, with the GetCourage function existing within the enemyHealth object
so you can simplify enemyHealth->GetCourage() down to just enemyCourage if you want
wait, HP changes it or not ?
I assume enemyHealth includes all the enemy's health related stats, including stuff like resistances, not that the actual health value changes the courage value
not that I would be surprised if it did
internally there's an object called EnemyHealthComponent that has a variable named Courage. all creatures in DRG have an EHC, and an associated EHC.Courage value. that one line of code is saying "for this FearFactor, find the enemy being inspected right now, fetch its courage value, and multiply (1 - Courage) * FF"
Enemy HP does not affect Courage
sad
i had been waiting to learn more about the Fear Mechanic such as its duration, distance traveled, direction of movement, etc before writing it up in the Status Effects page
but Elyth shared the formula already so now questions are being asked before I have answers
well, we know the speed increase, but not the duration
what do you know about its "speed increase"?
"FleeSpeedboostmult" is 1.5 for everything but Oppressor (2) and Bulk / crassus /dread (1)
seems I was not entirely correct, but I am making a table of colors, sharing later
🤔 i wonder if that variable is only applied to Field Medic/SYiH/Bosco revive, since those are the only things that can "Fear" Oppressor/Bulk/Dread
from what Mike has told me so far, the normal Fear status effect should just have enemies move at their max movespeed (the ones listed in your spreadsheet from eariler)
never paid attention to fleeing speed outside bosco revive
guess one could check that by using an external camera / view
now to automate a color display so you guys can see my table of icon colors
how is this ?
@glacial topaz looks good. I didn't sample the revive icon since I don't die all that often (flex flex), but to 99.9% of wiki-goers those colors will seem identical to those in-game
all I saw, not sure if I could get more
aye, already seeing some that I didn't get
will have to figure it out
now to figure out how to get the icons
tf is DeepSnow and EyeForEye
deepsnow is the movement debuff from walking in.. well.. deep snow?
eye for eye would be some berzerk thing, perhaps an old name for that perk
Eye for Eye is the melee damage buff from See you in Hell.
At least it is what it is called in the files iirc.
how is this ? or should the icons be used for a different purpose ?
Naw that looks fine. Helps the reader associate the icon with what they'll see in the game
Do you think the black sections on the fist should be transparent, like the arrow on the heart?
Looks good to me.
as an update on my things:
Sounds -> issues exporting some sounds
Weapon effects -> some are more complex and will need help to fully understand them
Icons -> need help with their Background shapes and exporting icons
For the sound that don’t work it is properly not the good place to get them.
For the icons I should be able to find them if you tel me their names.
well, the icon names are all on that table I posted earlier, but I can send thir full name
How is this for bosco (fixed)
Maybe change
Mining expert +0%
to
Mining speed 100%
?
There is no indication of the mining speed in game so we are not sure how the mining expert affect the mining speed.
With the upgrade its animation seems to be faster, and it definitely mines veins faster
oh, I have to add Kinetic to the main attack damage, should be the type hopefully
It could be simple and double it, but it could also be ssomething more indirect.
Let me check
well, I can run the variables again, what I got related to it so far is
Bosco MiningBoosMultiplier = 10
Bosco TimeToResetMiningBoost = 3
Bosco INcreasedMiningArea = 15
I can focus more on that later
for now I think I should just put how it is in game
Probably.
I just find percentages that are set to 0 and go to +100% to look a bit wonky
and how is it called ?
Mining expert
Like, it's a toggle that's made to look like a percentage to fit how the other stats are presented.
Has mining expert: yes or no
well, at least while I don't get more info on mining
I just checked, bosco’s projectiles are not kinetic damage, they don’t have a damage type actually.
Not sure how to call the lack of damage type.
Typeless could work.
That way it is clear enough that it doesn’t belong to any of the other common damage types and it is better than leaving it blank.
this ?
@floral drift I think it is fine to not have all the precise info before making a page if you got the main parts, or a good chunk of it, as you can see, we are still adding stuff to existing pages
Seems good for typeless.
any luck for status icons ? just need both parts to create the icons
I got the backgrounds, not sure which one are used yet.
The backgrounds in question are the hexagons used for guns’ mods it seems.
Some icons may have two colors, but then there is no other files to combine them.
I guess the reference would be the bg and icon on the hp bar ?
I can just combine and edit both on gimp or something, or ?
No, what I mean is when there is two colors in your table there is no need to combine two files, the game only use one file and use the first color for the icon and the second for the background. The background shape is probably defined via some simple vectors in the code (mostly to make some squares with round angle for perks or something like that).
Take the stun icon (number 0 in your list) for example, the background is an hexagon color in yellow/orange while the icon is in white.
But the dash icon #14 is just a simple square with some added transparency
Doing this on gimp is easy, but you will need to search for the good shape in game, I have no idea where the shape of the icon is stored for now.
I thought the game stored the foreground icon and background icon in 2 different files, so we would have to combine both in 1, makes sense ?
I searched for the background, I couldn’t find anything related to it, but I could have missed it.
one fun thing the acid icon had the exact color I got on the table
so the icons with colors probably have the correct ones, they are just missing the BG
???
If it is as a possibility/theory on who is karl we can leave it, if it is written as a fact it should be removed.
I think there is a line like that with one of the beers so it could be a way to interpret that.
tbf I would just make a "list of every reference" and forget all that theory stuff
now I got confused on Ely getting the backgrounds or not, but from what I understand I only need the Fore icons and I can easily make the BG shape, problem being the border and alignment I guess
Random question: It says on the wiki that you can tame Ebonite Glyphid Grunts using Beast Master, but it doesn't seem to work in-game. Was that a bug? Or was the ability to tame Ebonites removed?
hm
it was possible after the event if one of the grunts survived
let me check changelog to see if they removed it
look like it is still possible :)
@atomic dirge
I don't remember anyone doing it recently, so best be tested, since patch notes are not exhaustive
Sounds good. If I run into another sprinkler I’ll test it and if it doesn’t work then I’ll post it here so the wiki can be updated.
it's pretty hard to pull off i think
Most times there seems to be some that survive somehow
Wait, so they have to survive the ending of the event for the tame to work?
Well if you want to have use of them
Maybe that should be detailed on the wiki, because the current text can be misleading
It's more if you do it before they will likely be killed by the end of event explosion
So it does work while the event is active.
Cool, I'll give it a try next time I run into a sprinkler.
I thought there was an infinite range ray going to the ebonite
It's a large radius but not infinite
is anyone able to get on cropping and making the backgrounds transparent on the screenshots gabe took?
i'd like to get that in
part A - aoe that kills anything in radius
part B - infinite aoe that only kills ebonite
don't remember which screenshots
i can send you the drive link
3000 Radius explosion damage
I want to get one of my tasks done before getting a new one
I mean, or not, if it is fine for me to get 10 different things to do lol
yeah
if i knew how to do it
i'd do it
i'm sorry i haven't been working lately. i've been very out of it
Oh yeah I still need to write some JS, have got caught up in some non-DRG projects lately