#wiki-related-chatroom
1 messages · Page 46 of 1
Wow I really messed up my math
if "thecyrobot" is in this sub, thanks for editing the Cargo Crate page. I dunno how I messed that up as badly as I did.
Is there any references in game about batleaxes? I haven't heard anything.
@hexed light only in the sense that the Driller has throwable extendable axes
Hey, does anyone know if Steeve's damage scales off of Hazard Level?
I think he does, but I didn’t test it directly.
Checking steeve damage.
Well the tests don’t make any sense, I will need to dig a bit more to understand what is happening.
xD
The damage isn’t based on hazard level I can tell that much.
make sure you are just using one enemy type :p
Are they affected by armor/weakpoints? I seem to recall Crit Weakness Steeves dying faster to other glyphids than normal
It look like the different grunt have their own damage value as steeve that is not affected by weakpoint/armor or the base damage value of the creature.
Well not enought tests to be sure about the weakpoint/armor part.
But the damage value is definitly different.
glyphids have a mouth weakpoint, so maybe that's how they're taking more damage during crit weakness
Mutations affect Steeve, Beastmaster itself gives a damage bonus unless you use the tier 1 version.
I checked assuming there was a x4 damage bonus with the last tier, even with that the damage didn’t make sense.
5×4 damage for the grunt, 8.5×4 for the slasher.
Was it less or more?
Knowing that grunt base damage is 4 and slasher is 10
Afaik there are separate files for Steeve outside of the perk stuff, forgot where and what there is in them though.
Cleaning my files to extract them with the good parser and I will check them.
A lot of the info needs to be found via the names category for that parser.
uhm... is this correct ? isn't it like a rare bug to get to happen ? seems more like trivia that it can be done than a tip to follow, beast master page
You can tame them just fine, it is just that you need to get pretty far so that they are not killed by the event explosion.
seems like that should be made clear
By default they will be killed at the end of the event, tamed or not afaik.
These three icons in the resource nav aren't links like the icons in the rest of the nav box
Side note, the ebonite grunts are actually the worst steeves, since they take melee damage, don't have a lot of health and don't hit hard. But they are invulnerable to the dwarves attacks, meaning you can't get rid of them yourself.
well, anyone that knows more about it feel free to change the line
Do any of the other bugs even do weakpoint damage
Ebonite Steeve can be kept from what Elythwaen said, or by a wave spawning after the event explosion which may have been patched.
They can 100% be kept
By default they will be killed at the end of the event, tamed or not afaik.
@weary sonnet no, i've had them survive. they were far away. happened several times last week, in fact.
yep. you have to guide them pretty far away for it to work
Would it work if someone stayed far away from the group in an attempt to make the game spawn an ebonite bug far away from the machine?
either that or lead a couple far enough away from the event
do we actually know the radius of the explosion where outside of it it doesnt destroy them?
Pretty sure they are set to spawn around the event
Pretty sure they are set to spawn around the event
that was my understanding as well, so you'd have to guide them away
From #changelist-only-for-experimental-branch a week ago
||- Squashed a bug that caused Kursite enemies to spawn at host’s location rather than the location of the Machine Event
- Squashed similar bugs in other Machine Events||
Sounds like they could spawn elsewhere, though not intentionally
I've definitely had the Kursite one myself
you probably should spoiler that iirc
Is the fix or confirmation of what the intended behavior is the spoiler part?
just experimental spoilers. not really a big deal for those but just better to spoiler it imo
eh i consider those to be patch notes
it's not new content
but i'll go along with the policy anyway
wiki not good
would you be willing to provide some more constructive feedback to help the wiki improve?
yes destroy it an ad google
so, in summary, you're just trolling this channel?
nope an just forget it you dont get the joke am trying make
It was me who added that change to Steeve's page. I had a Kurisite Grunt last a really long time after I tried taming one, after learning that they could be tamed.
I will say that my friend just... always seems to kill my Steeve. He uses the Autocanon and has a real bad habit of shooting into hordes where my Steeve is. That, and the one I tamed had been a glitched one that spawned just as the explosion happened, so he lasted outside the event
Probably worth noting on the page that they should explode when the event is over, so it's not worth it unless they are glitched like that
I will say that my friend just... always seems to kill my Steeve. He uses the Autocanon and has a real bad habit of shooting into hordes where my Steeve is. That, and the one I tamed had been a glitched one that spawned just as the explosion happened, so he lasted outside the event
@quick elbow A small thing, autocannon does absolutely no damage to allies, Steeve included. Your Steeve is safe.
That's a bug
I do believe it at least strips armor
It takes 15 damage before you fall off a zipline.
is that mentioned anywhere in the Zipline page?
Nope.
1.75m travel speed on the zipline by default, 0.25 seconds to activate the speed boost, minimum angle for boost on the zipline is anything past the 3rd tick above 0, any past the first tick below 0 , speed boost adds 1.1m to speed at minimum, +0.3m speed per 1 degree in angle, 2m eject distance from end of line when using speed boost.
Hey guys I asked Johan about the way damage is calculated with Stunner. My questions were a little all over the place but you can infer what they were from his response. I'm happy to share the questions too
What a guy
I hope this is useful to your endeavors
I'd assume bullets of mercy and weakpoint stun for the gk2 and conductive bullets and electrocution chance with the stubby work similarly.
Actually I remember some greybeards claiming that there was a patch when this order was changed.
So it was like playing with devil
Got stun = one killed
No stun = no kill
Yeah, they changed how it works for "consistency".
Used to stun first and damage later.
Some info about dinsintegrate damage type from Dagadegatto, it is used for the unique death effect, in practice it is basically the same as kinetic damage since no creature is weak or resistant to it.
The shot breaking the armor is actually supposed to do full damage through heavy armor as well, it should be added in U32 if they can debug it in time.
by the way, the fixed armor breaking will also apply to heavy armor like the praet (from Dagadegatto)
Looks like the wiki's been migrated to the UCP already, keep an eye out for problems
A bit of a mistake here
The radioactive swarmers don’t have a rad cloud upon death at least I’ve never seen it
i didnt even know swarmers had variants.
that paragraph as a whole looks like its kinda just pulled from the pretorian.
i dont recall radiation fields from swarmers either though
Most definitely pulled from the pretorian page
The wording in the previous sentence should also be changed to "Fire" and "Frost" since they have the same ignite and freeze temperatures. It's the damage types that they have differing resistances to.
There is a radiation cloud file from the swarmers, but I tried to test it at some point and I never manage to trigger anything else than their default melee attack.
If I had to guess swarmer attack deals more DPS than the cloud, futhermore clouds can't stack
Either swarmer stands at a place creating that cloud (which is useless because any swarmer gets killed instantly) or it just floats around making them deadlier than any swarmer is
or it's an unused mechanic that they just havent removed the game files for?
someone in #drg-chat says that breaking a dreadnought's shell counts as a kill for weapon mods that activate on kill
if anyone can confirm this, the info should be added somewhere
You can do it with the gk2 speed boost if you need
Cold as the Grave was another specifically mentioned
yeah it seems to be any on-kill weapon mod
well, just have to check if it is intended or not, if they fix it not sure it is worth putting on the wiki just to remove shortly after
https://deeprockgalactic.gamepedia.com/Category:Up_to_Date
It seems rather selective which pages are in that category 😄
Shouldn't it include, like, most of the pages on the entire wiki?
The tag is added manually once a page is updated and reviewed.
(Well and if the editor know/remember the tag exists.)
That's exactly my point. I understand why the category is there, but if noone much cares to use it, it looks a bit vestigial.
It is quite cool for wiki translators, so people (like me) can safely translate pages without having to modify it next week
also one thing about the up to date tag. it sometimes screws up formatting on the page
Tho this is bug and or game mechanic related, it is only related on the wiki.
May I ask why the minigun rof and ammo consumption ratio are described/done the way they are? Please no "because it looks cool" . I've been hungry for an actual answer for months please <.> ( if possible at all)
iirc, the literal, actual answer from the Devs is "because it looks cool"
(To be specific. It involves the "for every bullet fired, 2 are ACTUALLY" consumed)
Hmmm :/
I really need to catch them on a QnA then
As dumb and brash as this sounds. WHY not just half the bullet damage and have an actual 1:1 ratio.
They couldn’t make the guns reliably shoot at a fire rate above 20 rounds per seconds. So it was a technical limitation.
Now as for why they choose to still display this in game, I am pretty sure TriggerHappyBro is right, the devs said they wanted bigs numbers on theses weapons because it looks cool.
Hmmm. Well it does make sense and with considerable time under my belt I dont see another solution. Still odd how it all ended up. Makes me think how the development for gunner class may have changed along the way. 🤔 ( when in development )
Can you believe Gunner used to have a satchel charge? Such blasphemy it seems today
I remember reading about that

does anyone in this channel have the ability to look up Powered Drills' Fear, Stun Chance %, and Stun Duration values? i notice that they're absent from the wiki
🤔 really odd they have that
0.5 FearFactor I think
I had the chance to check that but never did since I don't remember anyone talking about it
May be blind but don't see a stun thing in that file
alright
the Stun was hearsay
that's why i was looking at the wiki's page in the first place
thanks 🙂
Np
@floral drift
I can confirm the 0.5 FearFactor.
For the stun (called stagger in the files) it is 25% chance and 1 s duration (values are for live so 31.5).
This is why I note I may be blind
Did a whole pack wide search of stun to check if it was the term and it is used for some things
stun mod on C4 says it lasts 1.5 seconds on the wiki, but in game it last 4 seconds (vs mactera spawn and praetorian). 5 seconds on a guard strangely. Are mactera spawn and praetorian more resistant to stun duration than guards or are guards more vulnerable to it?
You dont have a Damage Type page on the wiki.
Here, take this.
not much reason for one, weapons already have the type listed, and the creatures have the resistances / weakness listed
but it would help explain what each one does in one easy page without having to go in-game
to be fair, having all that info on one page would be nice
yeah
the nice thing is the info is already there
we have a status effects page already
it isn't the same
what do you even want to explain about damage types that isn't explained via status effects
omega there's info on that screenshot that isn't on status effects
example: pheremones, kinetic, etc
nothing special about kinetic, pheromones is just a status effect
only thing that might be interesting is listing on the weapon pages creatures that resist its damage type
There is not really anything special about particular damage types other than what resists it
A couple at most have cause different death animations, but think that's it
But still could have a page dedicated to all that info
just updating the status page, or making a simple page with links to the status page, fear page , and armor page should work nicely
Was more thinking of a listing of each type with the weapons that deal it & the enemies vulnerable / resistant to it, also linking to anything relevant
basically a table
one axis with dmg types, and the source, and the other with all creatures, and the resistances
Yeah
Looking for some feedback/improvement for this small template on breakable weakpoints, especially to clarify the last sentence:
(Didn’t read the last ~10 message I will catch up now.)
i recommend a little padding for at least the player count row header
You probably don't need to mention armor damage doesn't apply since your average player isn't gonna know that it's a repurposing of the armor system.
As is the fact that power attacks can, but don't get any benefit (I think)
Any AoE will damage and potentially break them.
Which is a waste since they don’t benefit from weakpoint damage, I could add that.
is there any existing page we can jsut add the dmg table ?
maybe
how's this? cleaned up this section and planning to do the same for the others as well
I think we will need a new page for the damage table, I don’t see it fitting in any existing page.
For the experience page, I think there is either too much padding or the icons are too small.
–––
Here is the new version for the breakable weakpoint, not sure about the padding, it is at 5px now.
5px padding:
Default padding we had before:
it needs that 5px padding
it's really hard to read otherwise since it's just a ton of numbers on top of each other
also suggestions on what to do with this table?
Ok, thanks for the answer turtle, the reason I ask, is because I don’t care about that kind of padding myself, but I know I am the exception so I need someone else opinion.
As for the table, I wouldn’t change much, if anything about it.
Not sure the last row is needed but I think we can leave it as it is.
Is there a way to fix to make the documentation of a template use a placeholder instead of PAGENAME?
wdym?
I mean the variable {{pagename}}
It will look fine in the creature page, but not in the documentation.
The {{PAGENAME}} possess {{{weakpointNumber}}} {{{weakpointName}}}, unlike regular weakpoints, they are breakable.<br>
this line?
I could just hardcode the doc to have the display right, but it feels wrong to do that.
All breakable weakpoints are done (Bulk, Crassus, Menace, Bomber).
I also added the explaination for the nexus eyes (unique case following its own rules).
I've just translated the creature health armor template and doc... Is there a way to check what did you precisely changed so I can save myself time by not editing all the page again ? :')
You can go in history and compare the revision.
I basically just added a 5px padding at the start of each line starting with player count or player count icon.
Is grabber logic known yet?
Thank you ! I will update it soon 😊
The difference isn’t big, just appearance.
As for the grabber logic, all I know is from reading or trying to read the BT file nothing else.
For that one JWP may be easier to understand than Approved parser.
what is better turret whip or the automatic one
to answer your question directly: it comes down to preference. Turret Whip is crazy strong, but most people don't like having to micro-manage it. Miner Adjustments is a great QoL (full auto +0.5 RoF) so most people pick it up automatically, but by itself it's not a strong stat boost.
indirectly: the wiki channel isn't exactly the right channel to ask questions about build preference 🤔
@stark tulip In the creature infobox, the number next to the weakpoint name isn’t the number of weakpoint but the weakpoint damage multiplier.
Third time there is a misunderstanding about that in the creature infobox btw, someone see how we could clarify it?
I don’’t see how to display it without using two lines.
ah, that makes a lot more sense actually
so is menace mouth just a x1 weakspot dmg bonus or I can undo that change ? might be interesting to change the template to "Weakpoint Damage Bonus" or something to be more clear on what it means
i believe Elyth had told me that both Menaces' mouth and pouches are x2
perfect
hey if I noticed as scout, while I was using "Overcharged Winch - +750 Max Speed" on the grappling hook, that I can hook past bulks to proc ground stomps while getting out of the aoe before it damages anything/kills me, should it go in bulk det wiki tips? idk if the +750 speed is required or not, I haven't tried not using it before. they seem to have a stomp recharge time of like 7-15 seconds but in enclosed spaces or during waves it could be situationally useful to know. and does work whether it is focused on you or not
FYI, I can zip past bulks and don't use the retraction speed mod
Explosive goodbye is being hooked from EPC persistent plasma generic projectile
That's why its damage is 40
There was already an hoverover text for the weakpoint damage bonus in the creature infobox, I added an underline to make it more visible.
so is menace mouth just a x1 weakspot dmg bonus or I can undo that change ? might be interesting to change the template to "Weakpoint Damage Bonus" or something to be more clear on what it means
@glacial topaz yeah i didnt understand what was goin on there. i thought it was talking about the number of weakpoints
How big is health regen limit on haz5?
For players it is 10% of the maximum value.
Which is 125 by default, right?
110 base, +20 with healthy, multiplied by 1.0455 for each armor mastery you have.
(Need to double check the armor mastery value, but I don’t have access to the files atm, I think it was in weapon and tools.)
So that would be ~148.56 hp with healthy and full mastery.
Edit: I checked, the armor mastery value were right.
Can we include precise stats on the M1000's focus time somewhere on the weapon's page? It makes it difficult to make DPS calculations when the in-game Focus Time stat only lists a percentage.
Try MeatShield's DPS calculator
I think these are all the numbers necessary?
Focus Delay: 0.2s (delay before focus charging starts, unaffected by focus speed)
Focus Duration: 0.8s (divided by displayed focus speed stat)
Courtesy of MeatShield/Dagadegatto
yeah, that's a good start
there's still some uncertainty regarding whether or not Hipster OC affects that 0.2s delay
but that 0.2/0.8 is good to add, and i think that the 0.8 is changed to 0.65 in U32XP but i haven't taken the time to confirm that yet. been busy.
"Data Value": 1.55```
Can’t find any value at 0.2 (or 200 if it was in ms) that could match that delay in the parsed files using Approved parser.
The only thing at that value is NoGravityFocusSlowdownFactor which should be linked to hoverclock
I'm wondering if it's actually just 1/rof, which would be 0.25 for base and thus affected by Hipster
That would make more sense if hipster affects it.
i just looked in my DM history with Daga, here's the exact exchange:
it sounds like Daga had asked for a 0.2 delay but didn't give positive confirmation of its existence
I could try to confirm that delay by recording at 100 fps if needed, with several sample, I should at least be able to tell if there is a delay or not.
i have other things i'm working on, so i don't have time to do that kind of test myself right now. sorry
Can’t do that today either, but I will take some time tomorrow.
my current understanding is that there's a 0.2s delay, followed by 0.8s/Focus Speed
so the interval between holding down Fire and when the Focused Shot is ready = 0.2 + 0.8/F
but there's a possibility that 0.2s is incorrect
It looks like that 0.8 is derived by 1/1.25
So "ChargeSpeed" should be 1.25 at base, not sure where 1.55 comes from
is the 1.55 from the U32XP? they increased the base focus speed
1/1.55=0.645, tracking with my speculation of 0.8 -> 0.65 change
if it is then they actually nerfed focus speed
Yes, in U31.5 it is 1.25
{
"Property": "ChargeSpeed",
"Type": "FloatProperty",
"Offset": 518,
"Size": 4,
"Array Index": 0,
"Value Offset": 543,
"Data Value": 1.25
},```
wait, actually maybe not
So for U32 the base will be ~0.65.
1/1.25 = 0.8 and 1/(1.25*1.6) = 0.8/1.6 = 0.5
if the Data Value changed from 1.25 to 1.55, then yeah 0.8 -> 0.65. like i've said twice now.
the focus duration is fully understood. the question at hand is about the 0.2 delay
It was an ever so slight buff to focus speed, since 1/(1.55*1.3)=0.496
indeed.
man some high-level research going on in here. proceed! 🧪 🔬 
"Type": "FloatProperty",
"Offset": 10438,
"Size": 4,
"Array Index": 0,
"Value Offset": 10463,
"Data Value": 0.2```
huh?
Does it have something to do with hoverclock?
Aight, same thing has duration. That should be hoverclock
yeah, that's what Elyth had found too.
i'm pretty sure that 0.2 value for Hoverclock is referencing how it slows your current movespeed in air by x0.2 (aka -80%)
all the slows that we reference (Electrocute 80% slow, Neurotoxin 30% slow, etc) are really (1 - Number) multipliers internally
0.2 for Electrocute, 0.7 for NT, etc
like you can see in the screenshot i added of what Daga DM'd me, even he couldn't find the 0.2 delay in the code
but if you time the focus shots it comes out to exactly one sec between pressing M1 and hearing the ready "click", and the FoV doesn't move for 0.2 sec
so i'm fairly certain it exists, even if no one can find reference to it
I surely notice a delay when you take your weapon out and focus shot one time but can't remember anything like that in all later shots. Is that recoil thing?
Hey guys we noticed that Aggressive Venting's explosion is not listed as a source of fear on Gunner on the fear page https://deeprockgalactic.gamepedia.com/Fear additionally there was some debate about whether this fear effect is one of the special cases capable of fearing oppressors
thanks guys
@floral drift is you man for Fear
@stable valley "Lead Storm" Powered Minigun T5.A "Aggressive Venting" applies 1000% Base Fear Chance to enemies within a 10m radius around the Gunner upon overheating. ???
Oh man I read right by that
my mistake!
do you know if it is a special case for fearing oppressors
no worries 🙂
and then at the very bottom of the page, Special Cases indicates that only Fear sources accompanied by a bright flash of light are able to bypass Oppressor's 100% Fear Resistance
so, AV cannot
brilliant. You're a legend
Back on Focus timings, I'm frame counting a 60fps video and what I'm seeing isn't lining up with you guys' numbers, though I may be missing the actual start. gonna get an input display of some sort
when i did my tests (months ago) i remember timing between when i started holding down Mouse1 until i heard the "click" sound indicating that the focus shot was ready, and ignored the crosshair entirely.
thing is, the click sound starts a few frames before the crosshair marks appear, so it'd be even worse off if that's the case
do share -- what have your timings found?
that the 0.2s is included in the 0.8, though it's possible I'm not marking the mouse1 input correctly
🤔 interesting
does that make sense ?
nope
Trigger, would you be willing to do similar timings for 3 more cases?
- T2.A equipped
- OC "Supercooling" equipped
- Both equipped
in theory, without the 0.2 sec delay it should be
- 0.8
- 0.5
- 1.6
- 1.0
does that make sense ?
@glacial topaz See this message for reference : #babelfish-lounge message
@glacial topaz I added that
I looked up "crassus" and that was the definition
See the message linked right above please @stark tulip
I know, I undid it
oh so it's probably just a coincidence then
I was thinking like it could have referred to both Crassus and the word crassus
but I guess not
@floral drift
by my count, LButton appears on frame 11, and xhair marks appear on frame 60
(fired the boomstick afterwards as demo that it the input display is accurate)
nice. good job catching that
could you verify the other 3 variants, too? see my earlier message
yeah, working on it now
837-867 for base with T2A, so exactly 0.5 on that one
1.58__33__ for just supercooling
1s for supercooling+T2A
so, in summary: the 0.2s i've been talking about is incorrect
RIP me
sorry everyone
I think there is a ~0.2s delay before the zoom in happens though, it's just part of the focus time
eh, actually I think it's closer to .5s
nvm, zoom-in delay looks to be dependent on focus speed
0.25s with T2A, 0.78__33__s with supercooling
ooooo that 0.2s might be the refire delay
wait.... check Hipster
actually, it's looking closer to 0.25, which would be the regular refire delay
it doesn't affect Focus Speed but its visual delay is different...
like you suggested, is the delay 1/7 instead of 1/4 s?
caught some old references to OMEN drone replicator being called a "drone platform", fixed

i noticed that exploder infestation has is actually called Exploder Infestation! ingame. there might be some fixing needed because of that
@floral drift yeah, only ~0.15s extra delay between focus shots with hipster
yup like i thought it would be. they are missing the !
not extra delay, delay before zoom
I mean "time not attributable to focus speed", in this case, your bog standard refire delay dependent on the rof stat
I had 56 frames between releasing one shot and the xhair marks for the next with just hipster, so that's 0.8 from regular focus and 0.13 from the 7rof (with a smidge of rounding error due to 60fps). And those 56 frames include the 4 it took me to release and then repress LMB
oh, so if i'm understanding you correctly the RoF delay gets applied between focused shots too?
i wasn't aware of that
yeah, so hipster does increase focus shot rof, just not the focus speed itself
that would explain how i was so wrong
about the 0.2 delay
it wasn't a delay before focus shots, it was the RoF between the shots
yeah, which at base should be 0.25, and with hipster ~0.14
Tested it at 100fps for focus speed, the conclusion are the same than TriggerHappyBro, the total duration is ~0.8s.
For my tests, I binded mouse 1 and mouvement left to the same key and used the OC Active Stability System to make the movement more easy to see.
There is ~0.2s before the crosshair start to shrink and 0.05-0.1s after that it starts to rotate.
(Didn’t made enough tests to have a good average for now.)
That's the purpose of Active Stability😮
This is the data I got after 10 tests at without any focus speed on live.
Hi guys, hope you are well. Just a question: do you guys have a user called PunchyTurtle around? He has been creating pages in the english wiki with the /es fragment, meaning those are supposed to be moved to the spanish page but only when the wiki is not yet created. Furthermore, some of the pages he's creating are already in the spanish wiki and in the progress of translation. From my perspective, you can erase all those pages, they make no sense since I am creating and translating pages when necessary to cover the whole wiki.
Thoughts on that?
@low hamlet
Is it him?
Yes
Ok, thanks 🙂
In fact, @weary sonnet , he just created one page and modified two which were remains of the -es migration (for some reason they did not move). Once I confirm with turtle (speaking to him in private), could you please delete all the pages with /es in the English wiki? Not sure if you are a wiki admin or not; if not, could you point me to the person to contact with? I could speak with the gamepedia dev himself, but just wondering if we can sort it out faster ourselves. Thanks.
Once it is confirmed I can delete them yes. I am one of the 3 wiki guardian with Cyrob and GoldMath.
He is often updating pages just after the game update (preparing as much as possible in advance), but he is rarely is on the discord.
Perfect, thanks for the info. I will let you know 🙂
@weary sonnet you can defuse haz3 exploders with just the 11 base pickaxe damage
dammit now I really want them to make it 12 base with 1.25x as the AOE
only reduces the total by 0.5, still allows the AOE to kill swarmers but now allows you to defuse exploders in haz4+
This might be the reason why it is not 0,5 more
Also might be the reason why I am so unlucky with defusing exploders
though changing it to 12 base with 1.25x AOE wouldn't let you oneshot grunt mouths with SYIH passive
1.3x as AOE actually keeps the total almost equal and would preserve that oneshot potential
wait no it wouldn't
you'd need 1.375x AOE to preserve it
I don't remember, was there any difference in health between the 3 types of exploders?
There isn’t between the 4 types (normal, rad and respective mutator variants).
I know for sure that you can't disarm in hazard 5 with melee unless the exploder was damaged but not detonating.
Although I did bug report it, so maybe they'll change it or something so that you can.
yeah, because they have 24 hp, and 11 x2 isn't 24
Another easy way to fix it, make their head a x3 weakspot.
Thought of it as well
Even with that difusing it with melee isn’t guarantee and it shoudn’t help that much with most weapons.
But there's probably a reason there isn't maximum damage bonus on their mouth
probably just inherited the x2 from default grunt
Well, you have a point
x3 would allow warthog to defuse with one pellet (assuming T4B and no minishells)
also would allow base stubby to defuse
Warthog is hitscan
Will it work that way if crosshair is certainly bigger than mouth?
not sure if it'd be reliable, but I'm pretty sure I've defused with the warthog at range before
just a mixture of lucky hits and lucky order of application
x3 would also allow base leadstorm to defuse
Pfft
^I like that.
literally a 10% vulnerability would let you haz4+ defuse
and you already oneshot them on the body
yeah, I think the only change a 10% melee vulnerability would do is allow for haz4+ defuse, there isn't much that both does melee and doesn't already oneshot an exploder anyway
It would allow for a faster kill with drills as well, ah mb no, would need 20%.
Well not like you want to do that in the first place.
Is it something that would be useful?
On higher hazards people usually prefer AoE weapons over single target ones (Unless dread mission)
Defusing one exploder of entire pack won't help you
And they don't really come in alone as well
I miss it mostly when they sneak up on you while you're mining. Being able to spin around and defuse them just feels so good
Good point
Especially when there's greenbeards around and they all panic and run and you're just standing there like "what you worrying about?"
@weary sonnet , Turtle has confirmed that the pages with /es can be all deleted. Would you mind doing that? As I said, they are mostly mine but apparently didnt migrate correctly, so I apologize for that (although not completely my fault, as you might guess hehe). Thanks for the help.
Np, I will delete them.
Thank you 🙂
I think I removed all of them, let me know if one is still there.
If I find any I will let you know
Hello I've been looking at the DRG wiki to keep me up to date as I've stopped playing for a while I can't find any page about Miner's Manual is there a page for it?
There is no page about the miner’s manual on the wiki for now.
Aw okay thanks for the answer I'll eventually revisit DRG one day 🙂
The Wiki is the Manual, hue.
Not even sure how to even present the in game manual, would it simply be a page to explain what it is, maybe with screenshots of all parts ?
If there was a page about it, I think it would be a general page about the in game UI/menus.
As you said, I don’t think there is a reason to make a full page for it since most of its content is already indirectly on the wiki.
i guess the upside of the /es thing is now all the es articles are off the english wiki so that's good i guess :)
There is still some russian articles/templates, I wonder if they should be there or not.
Anyone to contact ? Or we making that decision ourselves
there doesn't seem to be a russian wiki though
Anyone to contact ? Or we making that decision ourselves
i think we be careful about deleting things without contacting
I didn’t remove anything and I won’t unless we are sure they are not used.
Bebe or SplitSentro may know.
so it seems there are a couple people who have consistently done things on /ru articles
klogo hopper, QMan, and a couple other people
From what I know most of the russian wiki translator are not on this wiki.
They don’t appear to have a subwiki yet, so we should probably leave the pages as they are.
Is there a quick way to see all pages in a certain language?
if you just search /ru or whatever abbreviation is used it'll pop all of them up
I remember stumbling upon a Scout-related page in Russian and being not impressed with the quality at all
If a language has a subwiki, it will be displayed at the bottom left of the main page.
Now that I look at it again, Scout/ru definitely feels machine-translated
Won't be surprised honestly
As I can only remember one guy who worked on wiki
Ru one
Probably he isnt anymore lol
Contact via wiki to tell them to move their stuff ?
Wdym?
Is there even anywhere to move this to? I'm not sure, let me serach if there's a Russian DRG wiki
You have to have a certain amount of /ru pages before a Russian wiki would be made
Yeah, as far as I can see there was no certralized effort to have a knowledge base outside of Gamepedia's DRG pages in the /ru space.
last case just compile all the russian text info in a txt file , save it, and give to them
And on our wiki there are 10 pages, 3 of which are passable, 3 look like machine translations, 2 are severely out of date (did Berserk really boost melee based on lost hit points? wow), 1 still has large swaths of English on it, and 1 is a single-paragraph stub.
3 look like machine translations
ah yes, google translate
I don't feel like anything of actual value would be lost if someone backed up the source code and removed them.
Berserk did, it was really fun
extremely op lol
Would not call it OP, since at it's most powerful put you at 1 hit from death
thats the definition of a glass cannon
It made getting hp with vamp free during iron will, you could oneshot a grunt on armor
Glass Cannon tend to still at least take 2 hits
though that then immediately ended iron will and left you at oneshot again
I would not call it a meta choice but a fun one (if it was OP everyone would take it)
so what were you guys talking about earlier
so i think the best plan for the russian part of the wiki is put it into a txt file, and if someone is willing to do translations again, we hand them the stuff that's in the txt file
Wonder if you dump the English pages into something like DeepL it would still feel like a machine translation
DeepL?
@acoustic scarab There're no active people in russian wiki anymore
Sad but, like you said, not surprising
but the question is, do people need (/want) a russian wiki?
(there's also https://deeprockgalactic.gamepedia.com/Category:RU_translation this category that's probably not needed anymore)
People who want to learn already contacted greybeards
People who don't... well, you know what's up with these
RU is the second biggest #fan-communities only it and FR are 1k+
I think the Russian Discord would be able to answer that question?
oh @shell frigate didnt know that
yes you should ask em if you're on there
Not really, cat
I'm not >_>
But then I'd be the one people will expect to do the actual translation :D
The sheer amount of work is off-putting
I can help you but as I said there're not many reasons to do it
also
shouldnt be that hard lol
let's be realistic here
if a russian person really needs the info and they really don't know any English and they can't infer stuff from context from the DRG localization vs the wiki...
they can just use google translate to read the wiki
and if none of that works, just ask another person
Well, some people even struggle to find #fan-communities
Just as a quick aside, DeepL's version of the passage about the Driller's throwables is... comically inept
Yes, the Smashing Axe, the High-Torn-Apart Grenade, and the Neurotoxin Grenade
The Axe of Smashing
"High Explosive" > High "Torn-Apart" 🤔
i mean high explosive is already overselling it mightily
they should just call it the "smoke bomb"
and then still "bomb" is overselling it
so yeah, if you are gonna make a russian wiki you are gonna need to make it by hand i guess
Yeah even if translators were great they could not handle DRG-specific things
Also, with a risk of side-tracking the conversation again, here's Translation Party: https://www.translationparty.com
It's a website that translates a phrase into Japanese, then takes that output and translates it back into English, then translates that into Japanese again, and over and over, until the text stops changing from all the back and forth.
Usually by that point the text is completely inane, which can provide some good laughs
What if I upload patch notes there
haha just kidding
...unless?
slowly opens the bee movie script tab i have open
Wiki text tends to give boring results, because the wiki article style is meant to be concise and unambiguous
on topic = dead chat
off topic = most active chat in the server
It's just how #wiki-related-chatroom rolls
i think that is overselling the effects by quite a bit
@glacial valve wrong >:)
I don't think I've ever seen a Driller use HE in co-op
all drillers who use HE nades have been turned into Lost Packs
Why is the .exe called FSD and not DRG.exe?
I seen people ask this question
like here
but there's no anwser I could find.
Likely an early code name for DRG
Quite common with Unreal engine games
Satisfactory is named FactoryGame.exe
And Ark ShooterGame.exe (The Default Name)
I think the meaning of FSD was shared at some point in the regular chat, but I never saw it/manage to find it.
Never saw it either, many have been guessing for years
The first codename for the game was Project Dwarka
The 2 popular guesses for FSD are Fantasy Space Dwarves & Full Standalone Deployment
Is there any info on how T3a of zipline works? I'm curious how long does it stay or why does it disappear
I only know the value, no idea for the duration, unless Approved parser can find it now.
No it seems
Some of the info is in a struct, the parser doesn’t work with theses.
struct? that's a name i haven't heard.... in a long time
C++ flashbacks ensue
He used C# to make his parser and so far array and struct are the kind of properties that are out of reach due to how the parser is made.
I don’t see anything with duration in the .uasset files either.
I checked the STE and UPG files.
i guess what you could do is fall from greater and greater heights until you notice the fall reduction wearing off
then use projectile equation with a=-9.8m/sec^2 and the height fallen from to get an estimate
I can mod it to 100% if someone want to test it.
I mean even at 10 meters damage difference is like 2
I don't think that was an actual resistance
It is -25% fall damage.
And it should be additive with other sources of damage resistance.
I just double checked, it is set the same way than for the scout’s armor 33% damage resistance.
Ah no, there is a difference, the scout is set to Amount so it can add, while for the gunner it is set to StatChange, so it may not stack with other res.
Not sure if it matters or not since the stat PST_FallingResistance is set to stack by default.
On experimental:
- Exploders should now consistently be disarmed with a pickaxe hit to the head across all hazards
Interesting
Strange. Works perfectly in starting room
Probably need a cheatline to get to its limits
Even 90 meters worked out
Can it be UE update fixed T3a mod?
Oh or they made it something like until you touch the floor for the first time?
Now even 90 meters aren't enough to cancel it out so I think it doesn't matter at this point if it's duration based or land touch
At this point we can consider it a one fall use otherwise you could pop a zipline, then jump down a chaft just afterward.
Pretty sure that doesn’t work if you touch the ground in between.
Wait, so Hoxxes is a planet, but from the hub area you can clearly see partof it was blown off and is in low orbit. Sam is shown on the hologram over at the mission terminal.
Was there any information what ripped it open like that?
yeah, the blown off part is Dense Biozone
Ok. Gotta read up.
is that on the miner's manual ? or
Was there any information what ripped it open like that?
only theories
And is this based on the game?
And if the pincers, teeth, tentacles, and altogether too many eyes of Hoxxes’ children isn’t enough to scare you away, rumors of even worse and much older, sinister, and alien things down in the deepest excavations abound.
probably not
Idk if the author of the wiki article wanted to make it sound interesting (sucess) or if there's really sth there.
nope it's not a quote
@glacial topaz you can see that when you launch into Dense Biozone the loading screen takes you to the broken part: https://www.twitch.tv/mbaker5114/clip/ShortSwissFoxDogFace
Interesting theory to use that, but not sure it is the best source
Sure
I have heard another version but I doubt if it's official
||Back then DRG decided that separating parts of hoxxes and killing all wildlife in it would be easier, so they sent an expedition to rip it off
But at the end it turned so bad that by the time only one explosive needed to be set the whole team was dead
Except one who was covered in bug blood which made his scent undetectable to bugs
He completed the objective, sacrificing his life
His name was Karl|| < most likely not an official version
but an interesting theory for sure
@acoustic scarab On rudrg it was decided that deleting outdated data with machine translate would be the best idea
Basically erase russian
Thanks for the heads up!
Wait, so Hoxxes is a planet, but from the hub area you can clearly see partof it was blown off and is in low orbit. Sam is shown on the hologram over at the mission terminal.
A tiny correction, Hoxxes IV is a planet. Hoxxes is probably the solar system it is in
Afaik we're on Hoxxes IV b
(just like Earth would be Sol III)
Huh, there's theory that HoxIVa and HoxIVb are the planet and its chunk respectively
I wish we had more lore
https://repl.it/@steven_wittkopf/DRG-Matrix-Cores-by-week#main.py I am not sure if this is relevant to you guys, but maybe. Basically it calculates the overclocks you can get each week. 14 to get all weapon overclocks, 35 to get everything. I'll update it post patch to reflect the new matrix cosmetics
oo, is this file part of a larger program or a stand-alone script?
just standalone
repl.it is an online coding editor
you can have multi file projects but this one just has the main.py
its what I did today instead of studying for my certification exam 🙂
ok
the reason i ask is because i'm trying to get all of the DRG community-made programs organized together so we can collaborate
for example, I made the DPS calculator, Surmiran make KARL, and Rawrocopter made DRG Builds, and we all worked together to make KARL: Born Ready in a shared repo
so if this was a full Python program i would have proposed that you join our little team of pseudo-devs
One day I might make a DRG program just not sure what it would be
if/when you do, feel free to join our little GitHub org 🙂
Do have an idea for an addition to KARL so may just do that
before i spend a long time waiting for umodel to search for animations for a weapon, will it find anything?
You can get animations
You will need to load it with the model in something like blender to get anything from it though
@floral drift right now I'm a little backed up, but I'd love to
the reason i ask is because i'm trying to get all of the DRG community-made programs organized together so we can collaborate
@floral drift Hey, add this somewhere in the footnotes (not a program, really, but a resource 😉)
https://docs.google.com/spreadsheets/d/166Ti4oxntIVzVxlyAot52dLD3c9Ru6zPRetE0zq3aak/edit?usp=drivesdk
(very soon to become out of date)
I've also been maintaining another spreadsheet, mostly for the sake of #suggestions
https://docs.google.com/spreadsheets/d/1RfphQ90q6J9mUqaetIEnhJOA0Af0yAPEdMdUP4fHCcw/edit?usp=drivesdk
Rock & Stone
Suggestion,Comment,Source,Date
Carriable oxygen tanks,Can you imagine how big of a work hazard that would be? You bump into something and BOOM!,https://youtu.be/21srp02iFH8?t=1677,15.10.2020
Fix Molly walking vertically up during escape
Molly going vertically got a partial fix: she no longer uses supply pod holes to cut the distance
Nice work
I've also been maintaining another spreadsheet, mostly for the sake of #suggestions
https://docs.google.com/spreadsheets/d/1RfphQ90q6J9mUqaetIEnhJOA0Af0yAPEdMdUP4fHCcw/edit?usp=drivesdk
@acoustic scarab fantastic work. also makes me love GSG even more because they are making the right choices. IMO of course.
What, you mean you don't want all guns in DRG to have iron sights on right -click like in Call of Duty? 😆
Yoshkin, if you're able to turn that into a program or some kind of website, it would definitely be welcome in the drg-tools repo 👍
Unfortunately, I'm not. The unlock tracker would have to either work with cookies or save the state in some kind of copy-pastable string. While I'm on short terms with spreadsheet editors, I know next to nothing about web programming (or programming in general)
My last experience with actual coding (as in, C++ and the like) might've been bubble-sorting in university
@acoustic scarab that's damn amazing!
Guys, does anybody know the 'logic' behind the mission map?
How many missions to pick from there are at any given time, and how many of each specific mission type?
I only know that up to 4 biomes can be out of range, although usually only 2 are
Guys, does anybody know the 'logic' behind the mission map?
@alpine hamlet if you're talking about why, it's so they can consolidate the player base into a couple biomes, instead of having the player base spread out ||like butter||
no i meant the mechanics 🙂
I can only say that one of crystalline caverns and salt pits are aways active no matter the situation
Never noticed more than two disabled biomes at once
What do you need and what do you need info for? Is it just curiosity?@alpine hamlet
I want to know what the 'mission pool' is, and if the new missions replace 'slots' of the other ones
because while we do have more variety, if it is as I think it is, we also have 'less' to choose from, if you're looking for a certain kind of mission
Map pool of current build 1.32.45177.0
so it seems there's always 20 missions at the moment
I noticed once that in exp I got a map update that had like a single mission of certain type so I think new mission interrupts older ones
that whole thing about exploder infestations increasing chance of bulk dets appearing... is that actually true?
It is a myth.
Someone must've pulled that one out of their ass
It seems like something that you notice once or twice, and it looks so logical that you don't bother actually fact-checking yourself, so you go to the wiki and write it.
Except that the wiki isn't really the place for anecdotal experience or conjecture.
👁️
well, must have been logical to someone. i always thought it was a weird idea that didn't make sense. probably written by someone who didn't know how enemy spawning works.
not the first time i've had to squash a myth, apparently a ton of people think only the gold beer is bugged to give double bonuses. run into that daily.
That's why we test stuff
that's why i have so many questions (esp. when working on an article)
i need to be sure
because misinformation sucks
takes ages to correct after the fact because that's usually a task that happens over and over in conversations
hello wiki folk, if im understanding the formula for pratoeran heavy armor, taking the armor break talent on a weapon does technically improve the speed at which you would knock their armor off? even if its far from an optimal way to kill one
armor break % is literally what is used when calculating armor formulas, if you increase the % it means it will have a higher value
😆
alright, i have a bit of a question. scout's grappling hook has a max speed stat, what is that? i asked drg chat a bit ago with no luck.
it isnt in meters, it just says '1500' for base
could either be the time it takes for the hook to go from gun to wall, or the time for the scout to be pulled by it, no idea, also no idea about the 1500 number
since it does say 'max speed' im thinking it measures velocity, but it isnt in meters or anything so im not quite sure how to interpret that number
unless its in cm for some reason? 15 m/s?
max speed is the speed at which the player is pulled when grappling
only the overcharged winch mod affects it
that makes it go to like 2250 right
yes
whatever the meters equivalent is, its +50%
it's +750 technically
im asking this chat because im also thinking that the 1500/2250 number is like some sort of internal unit of measurement that the terrain generation uses, is there anything about that?
I dunno, it probably relates to however the game measures speed
I think you can consider it CM
whatever that number in meters would end up being, by itself it doesnt really have much meaning
its relevant to me because i want to see it in relation to special powder OC for boomstick (the shotgun jump one)
but i dont think theres any speed info about special powder either
it applies a force, so it depends on your current speed too
it definitely just adds a vector to your current velocity, rather than outright changing it like the grapple does
if you want to compare try recording it
thats a good idea
"Data Value": 1000.0```
I'd say it's velocity +10m/s in direction opposite to shot
Is it close to reality anyway?
Yeah, seems fair
yooooo sick
i didnt expect to get an exact answer on that thanks
wait so you can check the game's code like that?? thats pretty cool
i guess while the chat is on the topic of physics its worth asking what the ingame gravity is, if you dont mind me asking
9,8 for normal missions and 4 for low gravity
wow 9.8? the dwarves must have really strong calves then if they can stay airborne for that long with just a jump
i think thats about it, thanks guys lol
maybe i shouldnt say 'thats about it' when i know i might eventually talk about it more
i blasted myself sideways really fast with the shotgun jumps, and took no fall damage, so i assume that fall damage is entirely based on downwards velocity
how is fall damage calculated then? im assuming it has a certain threshold, then scales linearly past that
and as far as i can tell, fall damage is based on velocity rather than distance fallen. launched myself at mach 1 towards a curved end of a cave, it quickly curved me directly downwards and it really hurt, even though i didnt really fall that far
Yeah, it's velocity
I found out that 6.5 meters is a border after which you can't fall damageless
Without pushups, he-he
So far it looks like that. Seems exponential but if you consider there's all zero before 65, it can fit well into "Linear function but I can't measure"
I think it's linear
Need someone to double check it
U22 measurements by SS, probably still up-to-date
before the mutators page, where did we stored the info on mutators ? trying to find who added the bulk detonator thing
it was on the Missions page. i copied over the extended description from there
what are you planning?
find who added the bulk detonator thing
found it, they have edited once 3 days ago, for one of the new missions for U32 , but before that, only 3 months ago
can ask where they got it from
yeah i found that
they're pretty active i see
or at least, they did something 3 days ago
how do we contact them
here ?
yep
i think you can also DM people through the wiki but i am not 100% on it
i got some features locked out since the fandom move
did they post any other mistake on that edit or only the bulk one ?
I think I sent the message, but no idea how to confirm it worked
i haven't read the entire thing, but i have rewritten everything else in the mutators section that they worked on in that session, and the Missions page now just has the miner's manual descriptions
the bulk thing was the only item that kept bugging me as unverified
@low hamlet I think I know why there's that difference in assignment mission types
it might choose either egg hunt or salvage for some assignments
my breach cutter assignment had a second egg hunt instead of salvage
might be something similar for promotions
time to look at the game files
I found out that 6.5 meters is a border after which you can't fall damageless
@sand lantern just to clarify, is 6.5 meters mean 6.5 m/s velocity or just falling 6.5 meters down
Falling from 6.5 abobe the ground, althrough it should be easyto determine speedfor this case
That's about 11.29. Then 11 m/s should be the case between no damage and raising damage
im sorta rusty with my calculus but i got about 7.98
i think that does check out, shotgun jump does +10m/s, if i jump up, wait for myself to hover, and blast directly upwards, it does hefty fall damage to me
a bit over 25 damage i think
@waxen estuary can you please try blasting yourself into celling with special powder? That'd tell if damage speed border is bigger than 9 or not
i tried it out, no damage though. i think fall damage only applies directly down, rather than any terrain collision
i did two quick blasts, that wouldve been a bit under 20m/s
i do think my scout has brain damage though lol
So, did you get damage with two blasts at once?
LOL uh, i tried doing the ceiling thing, two shots sending me up, no damage. i did it directly down instead and it instakilled me from full hp
which my hp was 145 + 25 shields
for my shotgun jumps? or for the fall damage border
The latter one
you said that you guys found that the damage border starts at 6.5 meters fallen, so with gravity of 9.8m/s^2, i found it would take about 0.814 seconds to fall 6.5m from perfectly still. so the velocity of the player would have reached 7.98m/s within the 0.814s the player was falling
given that the developers put in fall damage in the context of velocity rather than distance fallen, they may have made the threshold an integer number, 8 m/s. thats a guess though
S=(at^2)/2
Therefore t= √(2*S/a)=√(13/9.8) ~1.14 seconds for me
im sorry, i cant figure out what that means, lol
but if it was 1.14s, then the fall damage border would be bigger than 9.8m, because the player has been speeding up for longer than a second
You're not going full 9.8 m/s the whole first second, your speed increases from zero
i think i figured out what your equation means now, is there a reason you divide by 2?
in S=(at^2)/2
That's for coordinates
X(t)-x0 = delta x or basically distance
Since V0 =0 we get S= (a*t^2)/2
hmm im not sure what all this variables means, or what purpose dividing by 2 serves
if you divide by 2, doesnt that half the acceleration from gravity in the equation?
the equation that Bebe posted is the position of a projectile at a given time, t. aka x(t). x0 is the starting position, v0 is the starting velocity, and a is the acceleration.
in this instance, a = -9.8, x0 is the starting height, and v0 = 10
assuming that the value found is accurate (10 m/s velocity)
this is pretty simple Gen Phys 1 stuff
I was talking abour falling from S=6.5 with V0=0
so you're trying to find what value of t makes x(t) = 0 with parameters x(t) = 6.5 + 0*t - 9.8t^2/2?
Yeah
simple algebra makes it t = sqrt(6.5/4.9) = 1.15...
Yeah, I got the same answer
@waxen estuary does the previous conversation help explain how Bebe derived the answer of 1.15 seconds?
it does plenty, but i still want to know why the acceleration is divided by two
it does seem like its consensus that it should be, but i just want to know why anyways
TL;DR: deriving projectile motion from position over time by integrating twice. Calc 2 things.
ooh ok, i dont remember much at all about calc lol
nearly snapped my neck trying to read bebe's napkin notes lol
i guess with this relating to the topic, it takes the player about 1.15 seconds to fall down to the fall damage threshold, which means it had just as long to accelerate at 9.8m/s^2
am i right about that part?
yea, im not sure it adds up though
because i launched myself at the ground at 10m/s and it did damage me
unless that 1000 force figure doesnt correlate to centimeters
this is where the v0 part comes in
with v0 = -10 because of the shotgun jump vertical, now there's 2 negative factors that increase downward speed
ooo thats right, i forgot that gravity mightve thrown that off
so when you jump up, shoot upwards to propel downwards, the equation is x(t) = Jump Height - 10t - 9.8t^2/2
if we can find jump height and plug that in, then more algebra can give us the velocity you hit the ground with. i suspect it will exceed the 11.27 threshold
ill hop in a solo game
if i point my laser directly downwards, it reads 1.4m, and at the peak of my jump it reads 2.7m
so, taking 1.3m as the starting height, it would take 0.6277 sec to hit the ground, for a total velocity of -10 + -9.8*0.6277 = -16.15 m/sec
the .6 seconds must be for the normal jump, but i have less time to accelerate if i blast myself downwards
moving on: the downward push at -10 m/sec with a=-9.8 from a height of 1.3m takes .1226 sec to reach ground, which when plugged in is -11.2 m/sec
which is very very similar to the 6.5m drop from standstill's -11.27
so the question is: does shooting yourself downward with Special Powder do the same amount Fall Damage as falling 6.5m?
some inconsistency is maybe i dont shotgun jump down right at the peak of the jump
but i am taking a decent chunk of damage from it
my 25hp shield then a chunk more
like this much extra
is there a convenient 6.5m ledge anywhere nearby?
i'll have to look lol
i made one, it says 6.5m on the dot
but idk, rounding probably
do you take any fall damage from that height?
i do, a bit
🤔
only the shield portion
i'm gonna hop on DRG now and look for something quick...
i think i have a guess as to why we're having trouble resolving Special Powder's large fall damage from a 1.3m drop
i think Special Powder is more than 10 m/sec
"Data Value": 1000.0```
Force = Mass * Acceleration, not a velocity
i dont think the property name is literal
it uses the same sort of value as scout's grappling hook stat 'Max Speed', which is a velocity
and special powder does just seem to add velocity to the player
but i think i have an idea to test
since acceleration by gravity is 9.8m/s^2, and the suspected value of special powder is 10m/s, then if fall for one second it should just about cancel out and i should briefly hover
actually should i record this?
but, 10 m/sec that doesn't make sense to me. if that was the case then a vertical jump should only go up around 5.1m. my memory tells me it's more in the 14m range, isnt it?
i'm going to test to see what the height is
im just doing this test assuming that special powder does add 10m/s. if it doesnt add up then this ingame mystery unit is clearly not centimeters
I tested it yesterday. It is 1 second for a jump to be depleted and another one to get back to ground
You probably remember low gravity one
jumping and shooting simultaneously got me up to ~16m, jumping then shooting at apex got me around 10m
🤔 i have another idea. math is about to furiously ensue
Are you double shooting?
nope
Oh right, as you jump you add yet another value to starting velocity
Remind me to make a zero gravity mod
im using macros to help me get more concrete results
40ms delay between jump and shoot, 16.0 meter jump
200ms delay, 14.0 meter jump
I know where jump height is.
so, like i said, a 10 m/sec velocity would only yield around 5.1m jump height
14-16m is way beyond that
yea lol
mmm
i think we should figure out what this mystery unit is
it shouldnt be that hard, if we know the acceleration and displacement, theres just one missing variable to solve for
Just saying, if you want to calculate the damage taken base on the health/shield bars removed, you will need the good health value.
It isn’t 145 but ~148.56
Base health and shield bar width with ui at 100% and 1080p is 228px.
oh right, i do remember reading about healthy mod making hp wierd, thanks
(110+20)*1.0455*1.0455*1.0455
I know lacking that info messed up my first tests on damage taken, the weird thing is the armor mastery, not healthy though.
so in that shotgun jumping into the ground, i lost my 25 shield hp and about 38/228 of my ~148.56 hp
then from the normal 6.5m fall i took 28/228 of my 25 shield hp
.. im not sure what to do with this information right now actually LOL
On the screenshot you gave, the hp bar is only 206px wide, you were not using a 100% ui size but only 90% it seems.
oh then scratch that 228 bit
~52.4 damage for the shotgun jump into the ground. (206 px shield damage + 38/206 px health damage)
ouch.
~3.40 damage for the normal 6.5 m fall (updated to only include the 28px shield damage)
oh, dont include the health portion of that one, i just didnt heal from the shotgun jump lol
Ah, only the shield? ok redoing it.
thanks btw
lool yea i think theres a bit of a difference between 52.4 and 3.4
might wanna have higher UI size for more accuracy if were damage testing
The accuracy is already pretty good.
At least for the first one, for the shield damage you may need to increase the jump height.
Going from 206 to 228 px is a bit better for tests in general, but it won’t change much in that case.
whats the extent of modding in this game? i want to measure more precisely in meters but laser only gives tenths of meters
Hex mods allow to replace any text by a text of the same lenght and any non default numerical value.
As for blueprint mods I don’t understand them well, but it seems they allow to add some custom game logic.
So with mods altering fall damage received (via scout’s armor) or max health (via healthy) or gravity (via low gravity missions) would be doable, but not making the laser pointer more accurate afaik.
hmmmm
for figuring out the mystery units for velocity, i can see how it could be tested
no gravity, just have a flat wall a certain distance away, then have the player pushed a certain force towards the wall and time it
but that just measures speed, not like unit measurements of terrain
and i think we will need specifics on terrain if we want definite fall damage calculations
The unit of measurements of terrain is cm in the files and basically meters for the pointer.
well nevermind, that's that problem solved LMAO
It is not labelled as such, but I could deduced that much from the data I gathered so far.
Among other a dwarf height is 1.5 m and the terrain scanner’s origin is at the center of a dwarf head.
lol im thinking like 'hmm maybe if i use mods to do this specific thing in this specific scenario in this specific way i can do tests' but like i still have no idea how it works
Actually implementing jump height instead of jump velocity makes perfect sense as it's much easier for developers to interact with
wouldn't be jump height though, because it can still be used for horizontal movement
It'd be the same as velocity you had on ground before jumping and probably in-air movement velocity added as you can change your position mid air
Am I wrong somewhere?
@ Gamer Moment if you want to test some stuff that we could add to the wiki / that isn’t fully document yet and mods could help for that feel free to ask, I can provide them for the tests.
It could be better to ask first if the thing you want to test is known or not first though in some case, we have the data, but are only missing a few bits or just time to write the pages.
ok i found arctic's mod loader, and im downloading unreal engine from.. epic games sto- 🤢
I can do some simples mods that run without any loader, if it is just for a test.
For artic’s loader, v3 is for U31.5, v4 is for U32.
oh cool, nevermind that
i might look into mods more later, maybe i can think of stuff to make
what was the biome of the tutorial mission called again?
shallow grotto
thank you!
i'm starting work on some DRG themed maps for Crystal Caves HD, that's why I ask 🙂 let's see how far I get.
Do we know how the earthquakes in Magma Core generate? Are the crevices completely random, do they home in on dwarves?
they definitely home in on dwarves. i dunno the specifics tho
they do have a chance to generate near each dwarf yes
I've seen multiple generate when we're separated
In today's EDD one earthquake formed a crevice right on the uplink, and then the fuel cell dropped in another crevice. It was painful and fun, but my friends started to suspect that the earthquakes target objectives as well
I doubt that
they're just very wide and generate near players
so it makes sense it would happen to cross a nearby objective
i dont have any proof of this claim, but i swear earthquakes target resupply pods. multiple times i've called for a resupply, an earthquake will "randomly" start and then "randomly" open a crevasse beneath where the resupply beacon is, and then i'll have to take a bunch of fire damage from the crevasse to get my ammo
I'm thinking both cases are just negativity bias
memories of crevices forming on objectives and resupply pods stick out more than when it didn't happen
I am definetly not used to look into anything but weapons but there are some things you may find interesting:
"Property": "bUseLegacySpawningBehavior", "Tag Data": true
"Property": "EmitterName", "Name": "Pebbles"
Found in quake crevasse folder
pebbles probably just vfx
"Property": "bHiddenInGame", "Tag Data": true
yeah
as far as determining where to spawn it, that's probably all in the source code
There is probably complex timer for this event. I will look into it and we'll see if they generate randomly or not
Oh wait
Seeing the BP_MagmaQuakeCrevasse_Trap name I'd rather bet that there are pebbles that summon crevasses
are you sure that what you're looking at isn't just the associated visual effect?
because there is an effect when a crevice opens up
^
Nah, I'm not sure. Can't be sure working with this type for the first time
"Property": "CanCharacterStepUpOn",
At this point I just want to disable some hiding components and test it
That seems for the Glacial strata crevices
There are separate folders for IceCrevasse and QuakeCrevasse
Hopefully game won't crash instantly...
Crevasse as I stepped onto these rocks
There is some sort of green thing underneath which quickly disappeared
It's still not proof, documenting in case next crevasses will appear with same rock formation
These ones now
What if I turn off pebbles?..
@ Ely any info on magma crevasses?
I suppose there's a trap like a pressure plate generated randomly across the map, it triggers the tell file which consists of particles and collapse which carves crevasses
I don’t know much about them other than the fact they are not time related and seems to generate only near players when moving.
||Futhermore knowing GSG I think they won't implement entirely new mechanics if they can sneak in a good solution||
Feel free to ping me at any time btw, I only receive alerts on pc, so no risk of bothering me/waking me up.
(Well not needed for the wiki channel, since it is one of the few I always read.)
Indeed.
The glacial strata crevices are simple, but I don’t think the trigger is the same for magma core, I manage to get more than 10 fissures in the same room at some point. My guess was that it may be related to the distance traveled rather than fix points on the grounds.
Otherwise getting so much fissures in the same room seems too much even if we end up trigerring all of the pebbles.
Okay then, time for walking on the same spot
That was only a guess, I have no proof so far, what is sure is that moving around a lot tend to cause more fissure.
So the pebble theory could still work.
I tried at some point to have one player moving, the other not moving, the only fissures generated were near the moving player.
The trigger conditions for the quake was among the questions we sent to the devs about 2 month ago, but we still haven’t received an answer afaik.
might be delay
this is good information
Well now the fissure is above ground? or you just spawned somme green random transparent box?
I changed all hiders in trap file to be false. But that's not a trigger
I walked past all these things
Nothing yet
maybe those are just where crevices can potentially spawn if you've walked through them and are still nearby?
I just had an earthquake 10 secs after I left drop pod in egg mission
Thank you for all this digging
Honestly I don't know how to test the initiators of earthquake, but I can DM a mod showing... Well, these are possible crevasses I suppose but I haven't gotten a single quake with crevasses since
CSC_MagmaCaves_EarthQuakes
"Property": "QuakeFirstDelayMinMax",```
These two values are 120 and 3
Oh wait, wrong
120-360 and 3-60
Sometimes mission just doesn't have earthquakes
But I think this is initiated in magma core mission generation scripts
true ?
True for AS
"Repressurization Time is the equivalent of a wait time before reload and overheat for other weapons. It’s how long you need to wait in seconds after you stop firing or after you reached the minimum pressure before you can fire again." - This doesn't seem to be true
If you stop firing on the cryo gun, you need not wait the repressurization time in seconds before firing again (the part about after reaching minimal pressure is still true)
how is this now
I want to add some information to the wiki. I've never done any wiking before, how would I go about it?
I mean, not the obvious stuff
Are there any style guides I should read first that kind of thing
well, first it would be nice to have an account, not needed, but nice, next just go to a page , click edit / source edit, and do it, just make sure you check how it looks before / after to not break anything, even if you mess up it won't be hard to fix it
So I can just make changes, Is there an approval process?
not really (othen than us checking any changes done), you can check in here before posting if you prefer
Is there a wiki article on damage types?
there is not, since there isn't anything too interesting about it, and we have a page for status effects, we discussed about it here days ago
By the way internal damage type was added according to experimental patchnotes
Yeah, I wanted to add clarifications to explosive reload type OCs (they happen when you start the reload animation, they are not effected by weakpoint shot from the proccing shot, they are effected by generic damage boosters like ifg, they only proc when original shot does damage to health, born ready perc does not trigger nor remove the explosive/detonator)
These are afaik all true on live, but I imagine there will be a lot of attention to these OCs one the patch hits
I can tell you a bit more: electrifying reload triggers on both reloading and tapping R, so you're able to use it without reloading by cancelling animation of manual reload
Yeah, I think they all work like that, thats what I meant by them happening at the start of the reload animation
why the "?" for breeder
people were confused whether the x3 meant there were 3 weakpoints or if the weakpoint did x3 damage
can I just remove the "?"
it does have the cross, to indicate multiplier
tru
or change from "Weakpoint" to "Weakpoint bonus", global change
hmm, might look weird on swarmer
how often does the achievement page gets updated ? I was going to do it, but wasn't sure if we should wait for U32, and it wasn't working for me
There was only a single achievement update, U32 is the second
As for wiki you can check the page history yourself
By the way internal damage type was added according to experimental patchnotes
@sand lantern
It was already there, it's also uses for the thermal choc damage.
Now I know more, thanks
i believe Elyth had mentioned that Internal Damage was used to destroy OMEN modules in some capacity, too
What do you mean?
i don't properly know, but i got the impression that upon event completion when the OMEN modules self-destruct in that cool 1 2 3 explosion chain uses Internal Damage in some capacity
Elyth can correct me with what really happens
For the temperature shock, it was DMG_Disintegrate, not DMG_Internal.
My guess is that the internal damage is used to link the health of the 2-4 modules for each level of the guntower since the totla health of a module is divided between the actuals weakpoints, but I have no proof of that.
The only reference to internal damage I found in U31.5 are in the following files:
FSD\Content\GameElements\GameEvents\GuntowerEvent\GunTower_Weakpoint\DMG_InternalDamage```
@ Omega, feel free to alter the creature infobox template if you can make it clearer, the base of the template is here:
https://deeprockgalactic.gamepedia.com/Template:Creature_TabBox
Search for Hoverover and you will reach the good place directly.
Hello all- have a question about cooling the Power Drills... When the drills get hot, I've been hitting reload (drills grind together) in order to cool them faster. Let me be clear, it *appears to me that the drills cool significantly faster using that reload animation. I had heard this described awhile ago as: "fanning the drills."
I cant seem find this mentioned anywhere now, except for reddit & steam posts that are over a year old. So I'm asking for for confirm/deny from an *official source, like @weary sonnet or a dev (not sure which dev to tag) Incidentally, I also use the reload animation to cool the mini-gun, again, it *appears to me to be significantly faster cooling. (posting same mssg in drg-chat sub)
It could be it's just because that animation counts as not using the drills, and you can't see how fast it's cooling during it
Yep, Elythnwaen did respond to me other post in drg-chat, kinda bummed its not doing anything.
well, at least it's cool
I vaguely remember a Reddit post where someone said "whenever I see greenbeard Drillers, I tell them reloading while cooling the drills cools them down faster because I enjoy confusing people"
Don't get bamboozled
Guess who woke up 3-4 hours earlier to be ready for the update on the wiki
pffff
now I just need to know when it is safe to add the changes
Update is live
You can, it's up
So why wait
completely forgot how to access the OC section to edit it, or could it just be that it is not loading properly
Assuming you reached something like this:
You can click preview, then the template link will be on the bottom of the page, you will need to click on 'Templates used in this preview:' for it to show
there we go, perfect
If you know directly the name of the template, you can also enter it in the search bar (you need to include the word template, so the full search should be 'Template:Overclock table breach cutter')
I usually use the second solution, but the first one is more convenient when you don’t know the template name.
anyone knows those values ? I skipped them... -
Increased bonus of the T1 High Capacity Magazine mod
- Decreased bonus of the T2 Expanded Ammo Bags mod
I should be able to find them, but I need to finish something else first, so in maybe 15 min.Ç
Let me know for which weapon it is if possible.
ops, breach cutter
T1 was 2>3
only thing I am missing and anyone can check at least ing ame
Looking into it rn
+8>+6 for T2
This is all related to the fact BC is now operating on multiples of three instead of multiples of two and four
:| doc I was using to get the values just stopped working
it is back!
I will double check those later then
I checked these in game
Alright, here's what I found for new cosmetics (DLC and Matrix Cores notwithstanding). I assume the prices are identical to experimental, but I haven't been there. This is just for quick reference for when we add them to the wiki
Headwear:
Box Fade (13,000cr, 150b, 110c)
Cropped Mohawk (225cr)
Flight Commander (750cr)
Full Fro (6800cr, 40c)
Heavy Duty Fixer (requires doing an assignment)
Light Fro (190cr)
Massive Fro (22,000cr, 60b, 150u, 220m)
Messy Mane (14,000cr, 160c, 30j)
Sixpence (14,500cr, 130b)
Slick Investigator (2,300cr)
Space Force (7,800cr, 40j)
Sweep-Back (19,500cr, 60j, 205b, 130u)
The Bulldog (8,800cr, 50c, 20b)
Top Knot (175cr)
Ushanka (9,100cr, 26c, 12j)
Eyebrows:
Extreme Protuberance (6,550cr)
Voluminous Philosopher (550cr)
Worrywart(125cr)
Moustaches:
Droopy Crest (940cr)
Frizzy Handlebar (250cr)
The Optimist (12,000cr, 105c)
The Watson (221cr)
Beards:
Bulbous Upturn (150cr)
Hardworn Scraggler (130cr)
Tremendous Wave (21,000cr, 135c, 80j)
Sideburns:
Collected Lawmaker (280cr)
Frazzled Crest (275cr)
Trim Doubledecker (240cr)
These are the 27 cosmetics + 1 assignment mentioned in the patch notes, the rest is in the cores and the Roughnecks pack
Are the promotion tier paintjobs like this still unlockable? I can't find them on the wiki.
No, I don't think there are paintjobs tied to promotion tiers
https://deeprockgalactic.gamepedia.com/Armor_Skins this is all there is currently in the game (minus the stuff from today's update)
Alright ty.
wonder what is the best way to reword it to explain the new changes
in Patchnotes :"CONTROLS: When carrying gems and other heavy items you can now throw on both [LEFT AND RIGHT MOUSE BUTTON] on PC or [LEFT AND RIGHT TRIGGER] on XBox. We made this change to accommodate the Fuel Canister (used in the Escort Duty mission) which is carried like a gem but also has functionality like a weapon or tool. In the future we could imagine having you find other tools and weapons that could be used in a similar way.
AUTO CANCEL THROW: If you do not release the throw button after reaching max throwing power the throw will auto-cancel after a short time. "
...by holding either the [FIRE] key ("Left Mouse Click" by default) or the [PICKAXE] key ("Right Mouse Click" by default) before releasing it. After being held at max power for a short time the throw will auto-cancel.
Don't remember what it's called in the options menu, assuming it just says PICKAXE or MELEE