#wiki-related-chatroom
1 messages Β· Page 47 of 1
if you tap the left / right button, do you just drop it ? I feel that pointing out the throw strength mechanics would be handy
can you test it
Can't test atm, but I've definitely seen green beards drop them at their feet before learning you have to hold to throw it far, so I assume yes
I didn't even know you could throw them when I was new
I just used Q to drop them
when was that added, by the way?
Throwing was added a long time ago
Having to charge the throw more recently, but still a while ago
I started playing around a year or so ago
the part of using the right button and canceling the throw is from U32
would it be better to just get rid of the trivia ?
yeah
hmmm, is there anything on the patchnotes that wasn't in the experimental notes ? I can check myself later, but one example is return OC not being mentioned on the experimental notes, making me not change it on the wiki, someone else did though, hopefully with the right values,
RTS for BC got changed?
I feel like the creature armor page should include the fact that the weapon needs an armor breaking mod in order to deal full damage when breaking armor
Miner's manual doesn't explain that fact too well
wait, is it really about having a mod equipped that makes it deal full damage or not ? confirmed ?
Yea, you can kinda test it with the M1k, with and without the armor breaking mod
that weapon only has 30% AB as base so...
bulldog is 100%, so there is that
Yep, but you can test and see that it still suffers the damage penalty
Since 65 damage should be enough to break grunt armor in 1 shot
might be a bug , the whole thing about needing a mod, curious to hear more about what causes it
Another test you can do is PGL hyper propellant, with and without the armor break mod and shoot it at a praetorian's leg
You'll see leg armor chunks flying off either way, but only with armor breaking lets you deal full damage to it
I was just about to request someone investigate armor break mods interaction with armor
And here you guys are already talking about it
The way the fix is worded would imply you need a mod
Fixed Armor Breaking not giving full damage when it break the armor but only on consecutive shots
note the capitalized "Armor Breaking"
i'm not sure that's how Hyper Propellant would interact with Praetorian Heavy Armor Plates....
i think how they worded it is that any Direct Damage that exceeds the remaining health on the Heavy Armor plates would be passed on to the enemy's healthbar
@austere fossil Right, I was just saying that it should be clarified on the wiki page for other folks
isn't Armor Breaking just a stat ? as you can see here
so the Armor Breaking at T3.B would decrease the amount of damage needed to break the armor, which would increase the damage dealt to the Praetorian's healthbar.
not that HP w/o T3.B wouldn't do damage at all
it's easy enough to test, i guess
I don't think that's how armor breaking works
And if it did, heavy armor breaks off to just 120 damage, which is way less than HP's 385/445, you can notice the stark differences
wait, considering heavy armor negates damage, if you break it , usually none of the damage will go to the creature , so they will stay at 100% HP, but if you do the same with a AB increasing mod you will deal damage to it ? guessing the angle must be correct too
Right, the fix affected both light and heavy armor and it doesn't seem like angle matters
just in case you hit the armor, but not flesh
curious if the same case I talked about would work if the AB mod didn't bring it to over 100%, or if it actually decreased it
example being the pgl fire mod that reduces armor breaking
well, not sure if it is the best example to use
alright, laundry is folded, gimme a few min and I'll run some tests
i just tested HP w/ and w/o T3.B
i was wrong
the Direct Damage does not get passed to Praetorian's health without T3 equipped
so, the Armor Breaking mod is necessary
wonder if that was intentional to buff AB mods
So 130 dmg bulldog should always break a grunts armor but should not kill because it has no armor breaking mod, correct?
that sounds reasonable. i can check it pretty quickly
so, we now have definitive proof that Armor Breaking mods are required for "damage ignoring armor reduction when breaking a plate" instead of it being baseline functionality
interesting
It's interesting since it was baseline with regards to light armor in experimental, but not heavy armor
Looks like they changed it for live
no, it was this way in exp too
Really, I could've sworn I was able to two-shot grunts with a 65 bulldog in experimental
it's probably to increase the value of AB mods, by letting them do something that "raw damage" can't
a video of the test
But yea, I don't mind that as being somewhat of a "hidden" buff to AB
let us make it hidden no longer! update the wiki! huzzah π
π€ i wonder if your 2-shot with 65 is because you shot the same "armor plate" area on a grunt. 65*0.8 + 65 = 117
the first should would guarantee break the light armor plate of a grunt (65/15 > 4), and then the second would do full damage
Yea, possibly
what i'm really curious about is how does "negative Armor Breaking" interact, such as with PGL T3.A's Incendiary Compound doing -50% AB?
does it still do full damage when it breaks an armor plate because it's an AB mod? or not, because the AB is less than 100%?
π€ if i was a dev at GSG, i would code it so that only AB > 100% could do the "bypass damage reduction on breaking shot"
the only other "negative AB" in the game that i'm aware of is Breach Cutter OC "Inferno", but that doesn't interact with how BC calculates its damage so it can't easily be tested
Also, they said that they fixed the "M1k focus shots only use the base damage to calculate armor breaking" and I'm pretty sure that's false
I just spent several max dmg supercooling shots on a praetorians plate without it breaking
210*0.3=63 armor damage right? so it should break in two shots?
with the AB mod ? never forget that thing is only 30% AB at base
it took closer to 7
calculate how much damage you got ? based on the actual armor hp and shots needed, you should get a good average
if it only counts the base dmg it would break on the 7th, which I think it did (if not the 8th)
60*0.3=18, 120/18=6.66_
ooo, another test idea.
Base dmg Hipster with Armor Breaking
30*2.5=75 so hipfire should not immediately break a praetorian plate
60*2.5=150 but the focus should if the full dmg is applied towards armor breaking
yeah, focus shot did not break praet plate in 1
well, good to have proof to show the devs that Focus Shots are using the wrong damage values for armor breaking
how are enemies affected by sandstorms and earthquakes exactly now ?
Is history on the Wiki bugged or something? I was looking the Deepcore's page and noticed the old versions had the new stats for AI Stability Engine. Before U32 there was no weakpoint bonus at all and it was -1 damage correct?
yes, the damage changed and weakpoint bonus was added
I mean, you looking for something ? weapons were updated for U32
I just wanted to double check the exact values of what was changed. Kinda wish devs included those numbers in the patch notes but figured I could just check wiki's history but for some reason it shows the new stats
but thanks for confirming it, felt like my memory was betraying me and there was a smaller weakpoint bonus or something and they just increased it
I think this is what you wanted https://deeprockgalactic.gamepedia.com/Template:Overclock_table_deepcore_gk2?diff=20372&oldid=19204
Oh right, tables are edited separately, didn't realize older versions would reference the current table. ty!
yep. all you gotta do is click history on the page and you can see all the edits and compare them
and how you can see templates is click edit source and scroll all the way down to underneath the editing box. it'll show templates used in the page/whatever header you select to edit
What is the max amount of points for an Ebonite ME?
40 I believe
Wait I just followed what was said about armor break, afaik it was never said that an armor break mod was necessary to be able to do full damage to break armor. Imo it is a bug since the shot breaking the armor in that case isnβt doing full damage and it makes the base armor break of some weapon useless.
Did anyone report it yet?
I can.
I can do it, I just wanted to know if someone else reported it yet, seems not.
Edit: posted in #bug-discussion <#bug-discussion message>
Update thanks to TriggerHappyBro in #bug-discussion :
The focus shot fix isnβt live yet.
any info on the sandstorm / earthquake effect on enemies ?
Does someone have an overview of EXP new missions vs old missions and average length?
Oof, average length? I can't see a way that the community would have that info without access to developer-side statistics
With thousands of concurrent players, different team sizes and team compositions, different lengths & complexities, and different hazard levels, even the notion of average mission length would have to come with several asterisks to not be useless
I do not think it was about that, just about how much exp you get based on the mission lenght / complexity, not total time
Well, in that case rewards are faily well described here https://deeprockgalactic.gamepedia.com/Experience
new missions aren't in there :3
Why you little β
You're right...
btw just a couple of tiny things, we have confirmation that bugs don't attack the pipes
https://youtu.be/mFG2TcHHNG0?t=3366
and that it's possible to reverse direction while grinding
https://youtu.be/mFG2TcHHNG0?t=3150
in case we'll ever want to mention that on the wiki
To be clear, the "possible to reverse direction while grinding" doesn't work exactly like it does on ziplines, it requires two E presses. One to stop grinding and stop where you are and then another to restart grinding (assuming you turned around and are facing the new direction)
Inferno OC new stats, tested by MeatShield and verified by me, digging in the files:
Bonus:
Damage Conversion:
ConversionPercentage: 90%
DamageClass: DMG_Fire (Fire + Heat)
Status Effect:
Effect: On fire (forced)
Chance: 100%
Duration: 5s
Interval: 0.5 - 0.5s
DamageAmount: 7 - 7
DamageClass: DMG_Fire (Fire + Heat)
Penalty:
Ammo: -6
Armor Damage Multiplier: Γ0.25
Damage: -3.5```
inferno section is quite empty
although it seems trivial with Elyth being able to just look it up, i'm proud of myself being able to figure it out through testing alone π
Testing it is still good, since stuff sometimes does work like how it's meant to in the files
it's worth noting that the new Inferno DoT does eleven ticks during the 5-sec interval, as opposed to the intuitive 5 * 2 = 10
All dots starts at 0s in deep rock so it is expected, but adding the total damage to clarify that could be good.
yeah, for sure. i think most people would intuitively expect "tick at 0, tick at 0.5, tick at 1, tick at 1.5..." and stop at "tick at 4.5". they would neglect to add the last tick at 5.0
Ah, I was expecting them to forgot the tick at 0 instead well.
So that would mean all the total damage numbers in the electrocution section are one tick short, right? https://deeprockgalactic.gamepedia.com/Status_Effects#Electrocution
that's an excellent question π€
They're doing simple tick rate * duration * dmg per tick
I remember testing the damage for 36 and 48 damage, but it was quite a long time ago.
i think M1000 would be best for testing it. Mod the "Electrocuting Focus Shots" OC from -25% to -200% focus shot damage so it only applies the DoT, and then count how many DoT applications it takes to kill various enemies
It'd take 3 for 48, 2 for 51 on a lootbug
Just testing it on a lootbug should be enough to see the damage difference.
π€ not really. 50 * 1.75 = 87.5, so both 48 and 51 would kill it
it would need the -200% mod
BAH, haz1 mactera have 156.1 hp, and 60*1.75 + 51=156
New milestones are just like all other mission ones ? Pretty sure they are still missing, as well as update values on total perk points
β¦ 47.9Β±0,7 dmg for the electrocution of the gk2 wasnβt that one supposed to be default so 36?
bingo, base GK2 with electric reload should be 48/51 with one shot and then reload
Totally forgot about GK2 electric reload
I checked for the M1000, shoothing a praet twice on haz1, there is no way there is one tick missing. I find 96.3 damage for the total of the two dots, Β±2,3 damage. So here as well it match what we currently have on the wiki.
ok, so Inferno DoT is coded a little differently than the Electrocute DoTs, then?
and GK2 Electrocuting Reload needs to be updated to 4 sec?
The importance of testing proven
was that stealth-changed in U32?
Not sure when it was changed, do you want me to check in older builds?
I got full history up to u28.
π€·ββοΈ meh, doesn't really matter when it was changed as long as it gets updated. if you can take the Wiki, i'll update karl.gg and my calculator
gk2 electrocution added to the status page and weapon page.
@low hamlet about the mission type randomization thing
it seems that the weekly priority assignment has randomized missions too
someone in #drg-gallery posted an image where they got three egg hunts for it and they say it's not edited
I'd say this calls for some more investigation
i have an idea
Is the Updated template meant to squish the entire page over to the side like this?
interesting that it isn't easy to notice if you read the wiki like me, with only half-screen
also, the template has <div style="float:right;"> is that related ?
Probably, I'm assuming it was meant to just go above the infobox, not sure why it's not working though
I added an extra empty line between that template and the start of the infobox and that fixed it π€
anything else broke ?
Doesn't look like it
Guess those two templates kind of conflict
The Float right is what makes it be on the right hand side of the page
Yeah looks like it conflicts with any infoboxtables on the right, maybe add an extra line to the template itself?
Can see it on the Creatures and Space Rig pages as well
Am looking into it now
Tried moving it out the way with CSS, it did not want to play nice
Okay, I've waved the magic CSS wand and it should hopefully all be fine now
seems to make sense, would really like to confirm it though
a lot of types of alcohol can cause hallucinations
well, to start "Absinthe has often been portrayed as a dangerously addictive psychoactive drug and hallucinogen. The chemical compound thujone, which is present in the spirit in trace amounts, was blamed for its alleged harmful effects"
Β―_(γ)_/Β―
Anyone know if armor breaking is calculated individually for each warthog pellet? Trying to determine if it might be worth picking armor breaking shells for t4
@low hamlet wh... why is your browser font set to Comic Sans?
I'm pretty sure this violates the Geneva convention or something
the what?
The Geneva suggestion*
Does anyone know, where I can find out:
- Is DRG (the corp) ran by humans that exploit dwarves, or by dwarves?
- Are humans a thng in-unverse at all, a majority, a minority?
- Is there mention of any other place except Hoxxes4 and the spacerig?
- Are there
- multiple rigs in orbit hosting hundreds of miners OR
- multiple idenical levels on the one SpaceRig hosting hundreds of miners OR
- there's only 4 miners AT A TIME on the one spacerig DRG owns in orbit of Hoxxes 4 (and our playthroughs are just set apart in time/non-canon, like in Overwatch)?
- Is there any mention of a dwarven homeworld, culture or civilistaion outside or DRG?
Is there anywhere where I can discuss these (and find people willing to discuss it)?
@radiant edge according to Elythnwaen's tests, yes shotguns have their Armor Breaking calculated per-pellet
so if there are 8 pellets in the shot, it's 8 individual rolls to break the Light Armor plate
if any of the pellets do get good RNG and break the pellet, then all pellets after it do full damage. if you have the Armor Break mods equipped, then the pellet that breaks it will do full damage too
Hmmm, so that means even with armor breaking, a pellet still doesn't have a 100% change to break it
Well that's unfortunate
Scout's Boomstick with T1.B and T4.B hits 100% AB exactly π
Is it possible to extract the info about the new core cosmetics from the game files?
I'd like to start updating the unlock tracker
What exactly do you need?
The 11 new matrix core cosmetic items
Eh, you could unlock them in forge in experimental, that would be much faster
@weary sonnet 1.5m is still the maximum damage radius for pgl, right?
does that change with hyper propellant?
Are there any OCs/Mods that effect the digging ablity of bulldog?
https://youtu.be/0NpLd2NGKuI?t=6402 confirmation for RJ250 Compound mechanics, in case we need a source later
Don't mind me, I'm just using this channel as a notepad at this point π
Is wiki responsible for advanced digging into game mechanics or being a place with everything a common player might need is enough?
neither
@hexed light all of these things are just speculation and theories. there is no real answer to any of those questions.
Well aware. But I posted the same thing on Reddit and got some fantastic feedback nontheless π
can someone confirm me what the Deep Dive reward you at the 3rd stage when you have all already? It's a blank or mineral cache?
Blank
I have some... questions to the RU localization team
https://images-ext-1.discordapp.net/external/gIpJ_4Ddu_yc20GLrR8at_uD5d9PZO7DnvEXzujgexk/https/i.imgur.com/pokoXtX.png
Goddamn pointy-eared memelovers
Oops, sorry
Np
heh
What does it translate to?
Which of these affect Doretta's speed: dwarves in her vicinity or bugs in her vicinity?
dwarves
Then the wiki could use a clearer wording, perhaps?
The Drilldozer's speed is determined by how many Creatures are nearby. The more Creatures are present, the slower it will move, leaving it vulnerable to attack. Because of this, it is very important to stay near the Drilldozer to keep Creatures at bay and repair it quickly when it takes damage.
https://deeprockgalactic.gamepedia.com/Escort_Duty
thonk
Which part is confusing ?
Yoskin said that that part and Azerty's words are opposite
I had one person argue with me that, based on the quoted text, it's the bug count that affects the speed, not the drawf count
Where does it say dwarf count
Nowhere, that's the thing. "Creature" is ambiguous enough that it can be taken as "dwarf" or "alien bug", depending.
Well, actually, it says "the slower it will move", so I'll go and point that person to that
Logically, Creature has to mean enemy
what about lootbugs ? maggots ? hulli ?
It is both that affects speed.
If all dwarves stay away it slows down so you can do machine events or whatever, slows down when enemies are surrounding it (limited amount can aggro the drilldozer at a time).
π
@shell frigate @simple mesa pretty sure you get mineral cores when you have all OCs and cosmetics for Stage 3 of DD/EDD. I had everything for a few weeks before U32.
@austere fossil so stage 2 you had a Blank and 3 a Mineral?
Yes
Which is fine by me, you'd have to try pretty hard to run out of cosmetics before OCs, and I'm not sure anyone would. Just means one less ME you have to find if you actually want the mineral cores.
Checking screenshots but they all are just after stage 2
So just show the 2 blanks
^you remember having mineral cores to craft? They rare if you don't count ME
I do but I also don't do deep dives very often now
I still have some mineral cores, they cost 600 credits to forge
what are bittergems
So got most if not all from ME
@simple mesa I saw you marked the U32 mission tasks as done, but the credits and experience page don't have them at all, are you planning to add them ?
On another note both of their pages don't have the payout listed, and guessing images are wanted for the new missions?
^ feel free to complete π will take a look later otherwise good catch
anyone know if there's a wiki entry or otherwise pics of the new headgear from the cores in the update?
ok thanks
I think I saw a pic of some head wrap thing that looked cool but cant find it
yep. im not sure what it's called but it's a matrix core unlock
@shell frigate about https://deeprockgalactic.gamepedia.com/Credits where did you get these values? for example it's say 200 Mokite: 450$ when ingame a 200 Mokite 100% is 900$ π€
are you counting the hazard bonus ?
is overall credit payout affected by hazard bonus?
the difficulty scaling page only mentions gold
based on what GoldMath said, yes ?
Those were taking the payout from the end of a mission and undoing the hazard mod
isn't more accurate to just pick the 100% value in the mission map?
Unless they changed it not at all
Since that has the Length & Complexity bonus baked in
haz4 isn't "100% of the rewards", it's +100%, aka 200%
Yeah
and you can't just include the length/complexity %s because haz level hazard bonus is additive with length/complexity, not multiplicative
so if you displayed a length/comp. 2 credit amount and someone wanted to know how much they'd get from doing it on haz4 they'd have to first divide those values by 1.4, and then multiply the lot by 2.4
So just display the base rewards and let the reader/user add their favorite haz level's hazard bonus to the length/comp and etc etc
Hey guys. I just had a major existential crisis. On the wikipedia it says the epc cannot deal weakpoint damage. A point which my friend insisted on. I beleive this to longer be accurate. Currently it takes 4 shots base to kill a mactera spawn on haz 5. That is from the weakpoint scalar of 3, and the split damage which is part electrical dealing an extra 50%. It would otherwise take 11 shots. Halp
Maybe it is fixed, will have to be retested
Try killing exploder with epc
why not just use on grunts heads / mouths
EPC regular shots can deal weakpoint damage, EPC charged shots cannot
this is easily verifiable by just shooting grunts in the face
I always thought that the direct damage of the charge shot could deal weakpoint damage as well. Is that incorrect?
I guess I could go check with a Goo Bomber or something.
I think any AoE can't do weakpoint damage
Charged Shot does both Direct and Area damage, just like PGL with Spiky Grenade or Hyper Propellant. that said, to the best of my knowledge the Direct Damage portion doesn't benefit from weakpoint bonuses (just like Hyper Propellant before U32). i haven't done extensive testing to verify that, so if you find evidence that Charged Shots' Direct Damage can get Weakpoint Bonuses, please let me know π
A possible test could be a hazard 1 goo bomber in solo. It has effectively 360 health, so an EPC with both AOE upgrades should one shot it with the weakpoint damage if it benefits. 90*3 for direct and then 90 area damage for a total of 360 before accounting for the fire weakness.
Now the question is if Goo Bombers even show up in hazard 1.
good idea, i'll go give that a try
on 3/3 goo bombers i have been unable to one-hit kill with EPC's charged shot doing 90+90
i'll keep testing, but so far this evidence supports "charged shots not getting Weakpoints"
yeah, it's pretty conclusive: Regular Shots gain the Weakpoint multipliers, Charged Shots do not.
Yeah, I got a chance to run some comparisons myself and it definitely looks like the charged shots donβt benefit from weakpoints.
@floral drift where is everyone getting the idea that hyper propellant didn't benefit from weakpoints pre-U32? Just the patch notes?
For EPC charged shot, they have a special modifier in the files that set their Weakpoint Damage Multiplier to 0.
As for HP, I am pretty sure it always could benefit from weakpoints.
I'm cutting together a clip of me taking 2/3 of a solo haz5 critical weakness dread's hp bar in a single hyper prop, from January 2020
yes, i was referencing the U32 patch notes saying that HP "now" benefits
if you say it always had, i'll believe you
Anyone know what happen when the radius is smaller than the max damage radius?
i had already been modeling HP in my program as if it benefitted from WP, so glad to have double-confirmation
Hyper Propellant could be used to test that, Elyth. just mod T5.B to do -385 instead of +60, and you're left with a 110 Area damage in a 0.3m radius, < 1.5m max dmg radius
I can even mod the 1.5 max dmg radius to be wider, but I am not sure how to test it. Or what to expect if it works or not.
for reference, this was recorded on January 5th, 2020
i would expect it to just do max dmg everywhere, since it would be within maxdmg radius
I will just mod the max damage to 10m to test it then.
Well it looks like the smaller radius take priority in this case.
Area Damage: 120
Damage Radius: 3β―m
Max Damage Radius: 20β―m
MinDmgPct: 15%
And in the end anything without 3β―m take 120 damage.
I will check without HP just in case.
Confirmed, if the damage radius is smaller than the max damage, you do full damage in a radius equal to the damage radius.
as expected β
@weary sonnet 1.5m is still the maximum damage radius for pgl, right?
does that change with hyper propellant?
@ionic arch
The maximum damage radius is the same.
If the damage radius is smaller than the max damage radius for any reason, you will do full damage inside the damage radius and no damage between the damage radius and max damage radius.
oh, wait, did pgl max dmg radius changed ?
makes perfect sense, thanks
No it didnβt. It was already 1.5 m in U31 I think.
good
I added that special case to the wikiβs Area Damage page.
Hmm, apparently Drill-by Shooting isn't host-exclusive.
Today we played in a team of 4 and a friend of mine got this achievement while being a client
Yeah it's an odd one only seems like one person can get it a mission
No, Fakiyo and I got it in the same mission (he was host), but it only appeared when the game was shut off.
can someone get someone to append the wiki link to the channel topic?
it would save me people a click
i condensed all the wiki data referring to experience in a small guide, if anyone is interested
hey team, new things for U32, going to add them on the list
going to cross out the ones that GoldMath already did btw
only, one thing "Ebonite Glyphids that spawn after the Machine Event has finished will now immediately burrow and disappear" can you still tame them just fine ? otherwise I will change the text to say it isn't possible
If you bring it out of the explosion range it should be alright.
did you do it after today's patch ?
I updated that just now
I assume the taming itself still works if you do it during the event
you just can't keep them afterward anymore
it could use some confirmation though
Nice to see they fixed the M1000 armor bug
there's been a long-standing question about how Ricochets and Penetrations interact. Dagadegatto was kind enough to look into it, and according to the code he looked at ricochets do not consume penetrations. that means they are additive; the 1 ricochet from Bullet Hell could in theory hit a 3rd target by penetrating the target it ricocheted to into another one behind it in a straight line.
So the ricocheted bullet is different from the one before the ricochet?
otherwise wouldn't it need to actively refresh the penetrations?
i would expect it to be coded such that the number of penetrations + ricochets are calculated when the hitscan path is determined
it just continues its path until it hits something, checks if its an enemy. if so, it checks for ricochet. if ricochet roll fails, then it consumes a penetration and adds one to the tally.
if it hits terrain, checks for ricochet. if RNG roll succeeds, it continues the same hitscan path but directed toward nearest enemy
and then the same penetration check
this was not confirmed; all of that was just speculation
right, bullet hell can ricochet off enemies
was thinking of Magic Bullets and "can only ricochet on terrain"
bullet hell has 50% ricochet off terrain too
so yeah, you do the "consume 1 penetration" twice for the same bullet, but it only has the 1
It's
continues the same hitscan path
that's tripping me up, since if it were the "same" path then it would remember the consumed penetration
it sounds to me like
hit and pen, hit and ricochet, hit
is still a valid sequence
as well as
hit and ricochet, hit and pen, hit
Your description/speculation makes it sound like a 4 hit is possible
hit and pen, hit and ricochet, hit and pen, hit
pseudo-code of how i think it works:
hitscan(double ricochetEnemy, double ricochetTerrain, int maxPenetrations){
numTargetsHit = 0;
currentImpactObject;
while (numTargets < 1 + maxPenetrations){
currentImpactObject = hitscanPath.getNextObjectHitInPath()
if (ricochetTerrain > 0 && currentImpactObject == terrain){
if (RNG() < ricochetTerrain){
hitscanPath.changeTrajectory(world.nearestEnemy())
}
}
else if (ricochetEnemy > 0 && currentImpactObject == enemy){
currentImpactObject.dealDirectDamage()
if (RNG() < ricochetEnemy){
hitscanPath.changeTrajectory(world.nearestEnemy())
}
}
else if (currentImpactObject == enemy){
currentImpactObject.dealDirectDamage()
numTargetsHit++
}
else {
// No enemies hit, no ricochet off terrain. End hitscan pathfinding.
break
}
}
}
if that's truly how it works under the hood, then in a perfect world of good RNG rolls Ricochets have a chance to hit "infinite" number of enemies while consuming zero penetrations
so, the number of penetrations is stored as a variable per hitscan pathfind, and it only increments when ricochet rolls fail && hits enemy
however, in most cases where RNG fails to proc two ricochets in a row, i would expect it to hit a max num targets of 1 + ricochet + penetrations
That's also assuming no MaxRicochets exists like MaxPenetrations does
correct. it's possible there is a MaxRicochets, but i don't have knowledge of it
Yeah, I'm getting it all now. The disconnect was my technically baseless assumption that it could only ricochet once. Gives me a mod idea for testing that...
I'm fairly certain it can only ricochet once, would be pretty noticeable if it didn't, especially with a 50% roll each time
It's just that with blowthrough, I would assume it would provide you with at best 2 rolls, first whenever you hit the bug and the second whenever you hit the terrain through the bug (if the first failed)
we already checked the extra ricochet here
what were the results, Omega?
iirc it will only happen once, since it was tested by having dozens of enemies next to each other, and none of the LS bullets hit 3 of them, I could find the post again if you want
while I look for it, just confirm again for me, you can only use ebonite grunts to help you while the event is going on, NOT after, right ?
to the best of my knowledge, Ebonite enemies despawn when event ends no matter their distance.
all they did with hotfix 3 was make any ebonites despawn if they happen to spawn after the event ends
so in theory, if there's still a bug that would prevent ebonites being killed when the event ends, that would allow ebonite Steeves to exist after it
but I guess it is fine to remove the tip saying to tame them ?
given this change, it appears that any ebonites existing after the event is unintended
I already changed the tip
on another note I have no idea of where to find it, just that it was someone from here that tested it, but not sure what was the channel, or if it was on DMs, let me try more Dms
I used the information someone provided before about ebonites not being as useful as the original tip claims
they're immune to any non-melee friendly fire but they have low health
I assume that melee damage dealt by creatures damages ebonites, though that could use some testing as well
there we go , search it if you want to read more or something
i just did some tests with the help of Elyth's mods, and Trigger can verify: there seems to be a hidden value of MaxRicochets = 1
it's for sure on Bullet Hell, but it's reasonable to infer that it's on all ricochets
Do you know if ricochet takes priority over penetration, or is it the other way around?
i dont know which has priority. but given that Dagadegatto said that ricochets don't consume penetrations, i would expect it to do ricochet checks before penetrations.
I'm also wondering if bullet hell only lets you ricochet once, or only lets you roll to ricochet once
Would probably be hell to test
the test that i did had modded BH to have 100% ricochet chance, and it only ever ricocheted once. either from enemy into enemy, or from terrain into enemy.
I mean like if you hit an enemy, and you fail the 50% roll to ricochet, would it perform another 50% roll after the bullet penetrates it and hits another enemy/terrain?
i would expect it to keep rolling the ricochet until either it gets consumed or the hitscan path ends
wait, penetration is not a priority ?
MeatShield can test that with the mods he's currently using, fire upwards at naedocyte shockers and if it ricochets into another naedo then rico is priority
(since if pen was priority then it'd penetrate and continue into a distant wall first, and then try to rico into something over there)
i'll go test that now
ricochet clearly has priority over blowthrough -- it's changing the hitscan path as soon as it hits the shocker
after some further testing, i see no evidence that after a bullet has ricocheted and used its penetration that it gets a second ricochet roll. this supports the MaxRicochets = 1 hypothesis even further
So damn hard to test if it'll ricochet after failing the first time and consuming a penetration
Can't tell if the bullet is ricocheting off the enemy or the terrain underneath/behind it
Maybe I need a better lineup
need a close by target and a far away one so successful penetrations on the nearby target go into nothing, and you just need the the penetrated shots to hit terrain near the far target
i found the most effective test was to equip BH and T3.C, spawn two enemies, and then shoot the wall on one side of the two enemies. this guarantees to consume the ricochet (on the wall), then consume the penetration (passing through nearest enemy), and test if the second enemy would have another ricochet (if the hitscan path continued through the second enemy)
in all instances when that chain of events happened, the hitscan path stopped on the second enemy. if ricochet reset after penetration, it would have continued on its way through the second enemy
That's not what they're testing.
They're testing if it's MaxRicochets or MaxRicochetChances
If the latter, then you wouldn't be able to
hit enemy-fail rico-penetrate -> hit terrain-succeed rico -> hit enemy
ah. i would have to take off the 100% BH to test that
yeah, ideally you'd have two brood nexuses within line of sight but far enough apart to not be able to ricochet between the 2
Shoot through one at the ground/wall next to the other, check if the second ever takes damage
Been trying to search this all day, but nobody is telling me anything, so I'll try here. I saw the pumpkin helmet from last Halloween event. I was wondering if we are still able to obtain this somehow? I am a new player to the game this year and don't see the pumpkin helmet for sale or anywhere else. Did Coffee Stain decide not to include the pumpkin helmet this year? Because if so, that makes me depressed.
The demon mask is ok, but it's no pumpkin.
Pretty sure Other than the special event at 1.0 all hats are only obtainable at the time they are introduced
Last Halloween had the pumpkin and the witch hat at the same time.
@weary sonnet sorry to poke again but I'd like to know more about heat caps
i'm not sure which creatures have a higher cap than their burn point
and grunts/guards/slashers, to clarify it's exactly 2x their heat point of burn?
Has anyone calculated dwarves' height yet?
1.5m in the engine, iIrc
Gonna check it later the other way
I was just made aware of a huge oversight.
https://deeprockgalactic.gamepedia.com/Experience
We don't know how much EXP one surplus fester flea gives!
Oh the noes!
Wasn't it 1.4m, calculated with the pgl cannon radius ?
Does anyone know how long minigun takes to reach max stabilization? For variable chamber pressure upgrade and such
Also do weapons like the grenade launcher do both direct and aoe damage to a target if hit directly or just direct damage
You have adirect damage mod on the 5th tier. The hyperpropellant OC also allows that.
In both cases, you will keep the AoE damage.
Yeah I was just looking at all these numbers and I assumed that must be the case. Don't suppose you know anything about the minigun?
screenshot driller with a 15m CRSPR and see what is the relation of the flame distance vs his height
Well...
According to wiki .50 is 138mm long. 138mm*5.75=793.5mm or almost 0.8m
These rounds are probably just a little bit oversize
so
minigun says it actually shoots 1 bullet per 2 bullet cost
doesnt this make it completely useless in total damage'
or atleast super vague
12,000 potential damage on just the base gun is far from useless
fair
2400 actually being 1200 is far from useless yeah
but yes, it is a recurring pain point that it lists misleading numbers
it's just so super vague to me, why not just actually tell us what it is
i mean appearently game cant handle rof over 20
because big numbers are cooler, as stated before by devs, iirc
i dont give a damn lmao
can i like
mod my game to like display it correctly
cuz i'm that annoyed at it
instead of a tooltip lie
wdym by that
i'm like half braindead with this
wdym
it shoots 15 bullets a second
not 30 for me
tap fired it and only saw 1 bullet per 2
aha
even the wiki says so
NOTE: Although the weapon's stats indicate that it is capable of firing 30 rounds per second, it is a common misconception that the weapon is capable of outputting as much damage as it describes. In actual gameplay, the Minigun has half the effective amount of bullets; this means that for every 2 ammo the gun uses, only 1 bullet is fired out, and only 1 bullet's worth of damage is being dealt.
can i fix it at all lol
it says 2400 on the gun itself too, right
yea
eh?
oh yea
the actual gun states it aswell
i dont use ingame ammo count hud piece
only gun ammo count
why was it even done this way
yea bigger number means cooler
still dont make sense
Maybe the gun can't actually fire that fast.
reality can be whatever i want
xD
they dont give my ammo
i still make sure i get my ammo
Where can I find all the voicelines related to lootbugs ? Are they somewhere on the wiki ?
@sand lantern Dwarvesβ heigth is 1.5m.
The dwarf half height is used in one of the variables in the game, I could confirm it that way.
You could check it with the terrain scanner at some point (not sure if you still can), knowing that the terrain scannerβs origin is exactly at the center of the dwarfβs head.
@ionic arch No clue about the heat cap, I will need to do plenty of test to figure that out.
That question was part of the batch of questions we asked to the devs about 2 month ago, we are still waiting for an answer.
So far I didnβt find anything in the gameβs variable that allow me to figure out the rules behind that.
For the freeze temperature, from the small amount of test I did the cold cap seems to be either the freeze temperature or 3Γ the freeze temperature, so we can expect something similar for the burn temperature, but so far I didnβt do any proper test to check the heat cap on creatures, all I know is that it is different from the burn temperature.
Does anyone know how long minigun takes to reach max stabilization? For variable chamber pressure upgrade and such
@winter veldt yes. it's tied to Rate of Fire. the direct answer is
t = 3 / (0.2 * (RoF / 2) - 1)
to explain how to get to that answer, it might be faster to read the Accuracy page ( https://deeprockgalactic.gamepedia.com/Accuracy ). suffice to say, it needs to have its Current Spread value be at least 3, it gains 0.2 per shot, and loses 1 per second.
and then RoF needs to be halved from the displayed value in order to be correct
A few months ago I asked if there's a reason behind spitballer cluster waking up
Looks like bugs have field of view measured in meters which now allows me to say that probably a bug can be triggered with a dwarf or a triggered bug. Probably something like that works for spitballers as well
Alright thanks for the explanation @floral drift
But what does
"Property": "IsBulletSpongeEnemy",
"Type": "BoolProperty",
"Offset": 8671,
"Size": 0,
"Array Index": 0,
"Tag Data": true,
"Value Offset": 8695```
mean?
is it found on spitballers, oppressors, and dreadnoughts?
guess #1: it's a flag that they have the Unbreakable Damage-immune Armor
Surprisingly no for both praet and oppressor
well, that discounts my guess
oppressors would have it too if it was the UBDI Armor flag
I thought it was for enemies that have health rather than "you shoot, you don't miss, you did your job", you know, UE isn't DRG only
Do spitballers have unbreakable armor?
Yes for bulk and couldn't find for crassus β most likely this variable is hooked from base template (which is simple bulk)
they do
their base
yeah, it's at the bottom. wiki has a picture of it
So it's "armor can't be shoved off" rather than "has unbreakable armor"?
regular bulks don't have armor though
Probably it's "Simple skin without armor will act as bullet sponge" then
π€ maybe BulletSponge is used as a flag for enemy spawning -- it can't spawn too many of them in the map or per wave
then why would static enemies spawned with the map have it
for the cave generation
i've never seen more than 5 spitballers, 4 brood nexuses, or 3 naedocyte breeders generated in a cave
4 breeders were once for me
it makes me think that there's some artificial "don't spawn as many of these things" flag
if it's with the cave gen, that can easily be controlled
maybe "BulletSponge" is the name?
Can someone have a quick test of how much damage needs to be applied onto spitballer skin for it to die?
No weakpoint shooting
that should be just the hp listed, right?
if not hitting weakpoint or the armor at the base
Alright, testing it myself then
Nope, wiki's "360" hp totally works with 6 shots of 60 dmg M1k
So I'd stick to your theory
@stark tulip Hello, I will revert your change on the Weekly Assignments, this layout seems too confusing and space hungry (as big as the Conquer!); there is already in the table and description an indication that the pool of missions are random and if we follow that guideline we should do the same on the Core Hunt. Thanks!
ok
then how do we show that the missions are randomized
because I'm sure people won't read the text above and assume that the missions are always the same as in the table
maybe we could create some kind of "any mission type" thing
rip images, just don't put anything on mission type , or just say "Any"
For the IsBulletSpongeEnemy here is the list of enemy with that tag if you are still looking for it:
Huiili Hoarder, Brood Nexus, Goo Bomber, Grabber, Spitball Infector, BET-C, Bulk Detonator, Menace, Dreadnought, Praetorian (it is in the base praet file, so all variants and Oppressor probably inherit it, it could be verified with UUU if needed, I have the getall command).
something to do with blowthrough rounds ?
That could be something like that, an anti pierce / ricochet or something along theses lines indeed.
oh it says example
May just be something for the AI managing what gets spawned
spitball / brood is stationary though
And they still needed to be spawned even if only at the start of the mission
^ their spawn group/condition is already defined afaik.
Not like I know everything about spawn, I donβt.
May have something like only 15 bullet sponges active at once etc.
The thing is that bullet sponge thing is only present in the ene file and nowhere else unlike disruptive / stationary and all that appear in different kind of files.
might be unused
Well I canβt check any array/struct since I am limited by anything parsed by Approved parser but still.
?
I searched for the tag IsBulletSpongeEnemy in all files since I parsed all of them to see if it was used in another place, but it is used only in the ENE_ files in the creature folder.
Or I missed it if it was used elsewhere, but inside something that couldnβt be parsed.
maybe we could create some kind of "any mission type" thing
@stark tulip i could make a gif that goes through all the icons
that could work
good idea!
are the resource rewards randomized as well?
i dont think so
the column header also says example
I should do the assignment and see if I get croppa and jadiz
how's this
ill have to test the gif on gp because it looks a bit weird
to the best of my knowledge, it does not
ty
the minerals are in fact randomized as well
well this gif making has turned out to be a lot more painful than i expected
it's close
My poor photophobia.
https://tenor.com/view/reaction-my-eyes-gif-7225082
Afaik yes
yes, Feedback Loop affects both Direct and Area damage on the Autocannon
i did thorough testing of it
@low hamlet One-second delay was better, this is blinking way too fast.
Is the jury-rigged boomstick's blast wave's width based on the spread of the weapon?
to the best of my knowledge, no.
as far as i'm aware, it's a cone that's 4m long and has its base's radius = 1.5m (3m diameter circle at 4m from player)
so its essentially just a cylinder thats placed infront of the player that does 20 damage to everything in it?
it's a cone, but yes.
i meant cone, sorry
I can confirm that sticky flames heat isnβt affected by Triple Filtered Fuel.
Sticky flame heat value is 5 per tick and isnβt affected by anything so far.
Weren't there some special upgrades for sticky flames in U25?
I can definetly remember sticky flame damage increase mod, there probably was something else
There was a damage increase, duration increase and slow increase mod at some point, not sure if it was added during update 25 though. Afaik this update didnβt do anything that change sticky flames.
One-second delay was better, this is blinking way too fast.
@acoustic scarab yep i can change that
nice pinged myself
lol
A couple months earlier I suggested a similar gif for random mineral rewards, but I think we settled on a hovertext tooltip
the gif is gonna work better for this one i think
the problem i was having is photoshop was creating trash pixels on the sides of the icon that weren't on a flat plane
Aliasing artifacts, yes
so i decided to try a workaround with illustrator and it ended up getting rid of those trash pixels. i just have to make that artboard (which is the white background) transparent
They always ruin my low-effort DRG memes too
yeah. since illustrator uses vector images, it does something different with those pixels for some reason
oof, I was making the todo list just to read that
Well the info is public and should be there soon, adding it in the todo list with a (hotfix 5) between bracket should be fine.
I mean, we still have the patch note.
since we aren't going to mess with it for now, doesn't matter much, but might be interesting to be aware of the changes that aren't 100% clear
"Fixed spelling mistakes"
Does anyone know what it is about doretta that seems to ignite gases?
for sure it is nothing else ?
while moving ? does it happen when stationary ?
Good question
I don't think that happens with praetorian death clouds
Issue: currently the Error Cube page lists that there's a chance to receive an Error Cube from Halloween presents; either this was never the case even in the update which introduced Halloween (18.5) and it explicitly mentions chances to get Swarmers or a Lootbug, no Cubes; or the Update 18.5 page is wrong on that matter.
Only Christmas presents, according to Wiki; Devs aren't sure themselves (source: my friend who even talking to Jacob in DM)
Pumpkins have 1 in 10 chance of a lootbug, otherwise swarmers
Extra Large is Dread and BET-C
Korlok should be Extra Large 2 since its scaling is slighly different.
Parasites (ie carnivorous larva) is normal scaling.
Naedocyte Roe is normal scaling
For normal enemies Fester Flea may be missing
For large enemies Oppressor and Crassus Detonator are missing
hmmm, it is for this page btw https://deeprockgalactic.gamepedia.com/Difficulty_Scaling change was done by someone that rarely edits btw
is lighting the various gas clouds on fire explosive damage or fire damage?
oh, beautiful, thank you
m1 wiki page says the Hoverclock OC's duration depends on focus speed, but its outdated to U32
that's just the "potentially out of date" thing I think
means the page hasn't been changed since the update
hmm
the page does say that its up to date at the top, but the Hoverclock test data is likely inaccurate, since the duration of Hoverclock depends on Focus Speed
it lists differences between 100% Focus Speed stat and 160% Focus Speed stat, which was pre-32
Fellas and ladies, I had a quick look on the wiki and noticed that the broken resupply pods aren't mentioned anywhere as far as I know. I think it would be nice if someone snuck them into a trivia section for salvage operation or resupply pod page
I see quite a lot of people confused by them
Hey guys, another quick question.
Did anybody ever check if the droppod mission depth is 'the same' for each biome? Like, is it totally random, or is magma core way deeper than another biome which is always just 500 meters down or so?
@signal meadow how's that?
https://deeprockgalactic.gamepedia.com/Resupply_Pod#Broken_Resupply_Pods
and fakiyo, no idea. but it sure feels random. that seems like a check the game files kinda thing since collecting all those numbers would be painful
I know it has a consistent 10.5 second land sequence.
yep
@vernal raven what were the tests you had done for broken resupply pods? 60% of the time it gives one, 10% two, and 30% zero or something?
@floral drift 25% broken, 60% single resup, 15% double resup.
sample size: 100 pods
20 secs to repair by yourself
thanks! i remembered you had done the testing so i wanted to save the time and just get the data from you
Broken Resupply Pods can generate in any mission. Isn't it just in Salvage?
salvage only
Thought so, I can fix that
ok :)
I still don't see anything about them in the link you sent turtle π€ Either I'm stupid or blind or both
Ok, I see some info for salvage, that's good
though it has some typos :p
i wrote that like 30 minutes after i woke up, so probably lol
Anyone can help me with what changed text wise for the hotfix ? only one I fixed was the BC case ejector mod desc, but no idea about anything else
/Game/WeaponsNTools/Revolver/WPN_Revolver.WPN_Revolver_C:GetGearStatEntry [Script Bytecode]
Damage Vs Glyphid
/Game/WeaponsNTools/Drills/UPG_Drills_C_MovementPenalty.UPG_Drills_C_MovementPenalty.Name
Dynamic Stabilization
/Game/WeaponsNTools/ChargeBlaster/UPG_ChargeBlaster_E_Nightmare.UPG_ChargeBlaster_E_Nightmare.Description
A diffuse plasma makes the charged projectile pass through all enemies dealing damage in a wide sphere while it flies but it takes longer to charge up and no longer explodes on impact.
/Game/WeaponsNTools/BurstFirePistol/Overclocks/OC_BRT_MicroFlechettes_U.OC_BRT_MicroFlechettes_U.Name
Micro Flechettes
/Game/WeaponsNTools/_UpgradeCategories/UPC_BlowThrough.UPC_BlowThrough.CategoryDescription
Bullets with Blowthrough will penetrate through the first target and hit targets behind it.
/Game/WeaponsNTools/AssaultRifle/WPN_AssaultRifle.WPN_AssaultRifle_C:GetGearStatEntry [Script Bytecode]
Bonus Damage to Afflicted Targets
/Game/WeaponsNTools/LineCutter/UPG_LineCutter_C_ReloadSpeed.UPG_LineCutter_C_ReloadSpeed.Description
A heavily preloaded spring combined with a smaller latch shorten the time it takes to reload.
#. SourceLocation: /Game/WeaponsNTools/SawedOffShotgun/UPG_SawedOff_D_Damage-BlastWave.UPG_SawedOff_D_Damage-BlastWave.Description
The shockwave from the blast deals extra damage to any enemies unlucky enough to be in the area extending 4m in front of you.
/Game/WeaponsNTools/Autocannon/UPG_AutoCannon_B_Accuracy.UPG_AutoCannon_B_Accuracy.Name
Tighter Barrel Alignment
/Game/WeaponsNTools/DetPack/UPG_DetPack_C_Damage_2.UPG_DetPack_C_Damage_2.Name
Volatile Compound
/Game/WeaponsNTools/_UpgradeCategories/UPC_FocusMode_M1000.UPC_FocusMode_M1000.CategoryDescription
The M1000's focus mode allows for hard-hitting, sniper-precision firing. To activate focus mode just hold down the trigger and give the rifle a moment to reconfigure the stock and charge up the EM coils.
/Game/WeaponsNTools/DetPack/UPG_DetPack_C_Damage_2.UPG_DetPack_C_Damage_2.Description
More explosive power but the device will detonate if damaged
/Game/WeaponsNTools/Armor/ScoutShieldMods/UPG_Armor_Scout_B_RegenDelay2.UPG_Armor_Scout_B_RegenDelay2.Description
Shield begins recharging early but the charge rate is slow
oh, I will copy paste that and work with it later, awesome
π³
wait, I don't even need to load the game I guess, just change the text on the wiki
I didnβt expect that much.
Wait, one of the filters bugged out it seems, it catched too much changes.
I will remove the one we already checked, the list will be much smaller.
ops, yea, the pgl first one seems to be on the wiki already
You will have the real list in 2min max.
no worries, most likely won't add it at the moment, but today
Now it is the real list.
There's less then 10 spelling fix still waiting to be adressed, so not too much changes to come.
For a list of all that changed in the last two three updates (not just the weapons folder), search "spelling error" on Jira
Do you have the link for jira?
Ty
Oh, right! Bosco got two new icons.
For protecting Doretta and building/fixing pipes, respectively
OwO will add those if I can
bit confused on seeing some text changes already on the wiki, wonder what was the version before
tf is "CategoryDescription"
bit confused on fitting some of the changes
did the others for now
Damage Vs Glyphid
/Game/WeaponsNTools/Drills/UPG_Drills_C_MovementPenalty.UPG_Drills_C_MovementPenalty.Name
Dynamic Stabilization
/Game/WeaponsNTools/_UpgradeCategories/UPC_BlowThrough.UPC_BlowThrough.CategoryDescription
Bullets with Blowthrough will penetrate through the first target and hit targets behind it.
/Game/WeaponsNTools/AssaultRifle/WPN_AssaultRifle.WPN_AssaultRifle_C:GetGearStatEntry [Script Bytecode]
Bonus Damage to Afflicted Targets
/Game/WeaponsNTools/_UpgradeCategories/UPC_FocusMode_M1000.UPC_FocusMode_M1000.CategoryDescription
The M1000's focus mode allows for hard-hitting, sniper-precision firing. To activate focus mode just hold down the trigger and give the rifle a moment to reconfigure the stock and charge up the EM coils.
/Game/WeaponsNTools/Armor/ScoutShieldMods/UPG_Armor_Scout_B_RegenDelay2.UPG_Armor_Scout_B_RegenDelay2.Description
Shield begins recharging early but the charge rate is slow```
can I get the hex color values for the 2 new bosco icons ?
I've been running tests with the EPC, and I think there's an error in the Wiki about its damage type distribution on the Charged Shot. It currently states that the EPC's charge deals 50% Electric and 50% fire on the direct hit, and then 50% explosive and 50% fire on the area damage. The thing is that this doesn't line up with how the EPC behaves when dealing damage to Mactera Spawn.
If the damage distribution in the wiki were accurate, then with only the Tier 1 C mod it should be able to one shot Mactera Spawn in Hazard 4+. The Spawn all take +100% explosive damage, +100% fire damage, and +20% electric damage. So theoretically the damage dealt by the Charged Shot should be such:
With Tier 1 C and no other mods the Charge Shot deals 75 Direct and 75 Area damage.
Direct Damage vs Mactera Spawn = 37.5 * 1.5 electric + 37.5 * 2 fire = 56.25 electric + 75 fire
Area Damage vs Mactera Spawn = 37.5 * 2 explosive + 37.5 * 2 fire = 75 explosive + 75 fire
Total Damage vs Mactera Spawn = 281.25 damage.
This would instantly kill a Mactera Spawn that takes this hit, but Iβve been finding that they tend to survive with just a sliver of health remaining. Iβve been trying to figure out the reason for this and have a theory that the charged shot doesnβt deal explosive damage on the Area damage. Iβve found that the EPC definitely deals the Fire damage because it can explode Neurotoxin clouds if the user fires two Charged Shots that detonate inside of the gas cloud. If the explosive damage is instead electric, then the total charged shot damage would be 262.5 which falls in line with my observation of the Mactera Spawn surviving with only a sliver of health. Moreover any Mactera Spawn within the AOE but not hit directly appears to lose roughly half of their health which would fall in line with this as the AOE would deal exactly 131.25 damage against a Hazard 4 Macteraβs 267.6 effective health.
can anyone check the text on the milestones for the new missions rn ?
is this correct ?
Type is the only one that may be debatable but I'd still say yes, if only because it is required to eventually get the heartstone.
can I get the hex color values for the 2 new bosco icons ?
As per the universal Conservation of Developer Energy Law, I'm going to guess that the shield is the same color as the fist, and the wrench is the same color as the pickaxe. But will check and report back in about 12 hours.
@glacial topaz I can confirm. mining it by pickaxe takes 4 hits. Between Magma Core Terrain and Bedrock/Compressed Granite.
I checked the EPC files, Evan is right, the EPC was changed, now it is 0.25 conversion to DMG_Burn and 0.1 conversion to DMG_Disintegrate
I will check it it apply only to the single target part or to both part of the charged projectile.
Not sure if the 0.25 and 0.1 are 25% and 10% or if they are parts, I will have to check that as well.
does Electrocution% increase Turret EM Discharge Proc Chance?
if yes, why not write about it on the wiki?
@silent sierra you were right there was an error in the wiki for the damage type.
The normal projectile info is right, I double checked it just in case.
For the charged projectile there is two damage conversion:
0.25 DMG_Burn and 0.1 DMG_Disintegrate
That makes the end damage 65% Electric / 25 % Fire / 10% Disintegrate for the single target part.
65% Explosive / 25% Fire / 10% Disintegrate for the AoE part.
P.S. on the wiki Disintegrate is calle pure.
If I remember correctly, disintegrate also has a special effect when it kills a mob
Yes, this is purely a cosmetic damage type that exists only to add that unique death effect.
good to know about EPC's damage elements being changed. were there any other stealth changes in U32?
I checked the file history, it seems that one has been wrong for a while actually, the source of the mistake was my asumption that there was single damage conversion (as I only had in game test back then and JWP only saw the first one).
As for the stealth changes in U32, I will try to check them at least for weapons and creatures, still trying to figure out a good way to do it with git (local only) so I can see all the file history directly.
Edit, I found out how to do it, but I will need some time to make it the way I want and test it.
As per the universal Conservation of Developer Energy Law, I'm going to guess that the shield is the same color as the fist, and the wrench is the same color as the pickaxe. But will check and report back in about 12 hours.
Red shield is #bd0300 and blue wrench is #0498c0
perfect, I will soon edit the icons and add them, I changed the perks page for U32 if anyone wants to check it
Honestly, just copy colors from Attack and Mine. I'm willing to bet money that's what GSG did π
UI-wise, it makes no sense to make old and new colors slightly different but close enough that it's hard to tell them apart
I want perfection, but since it is still possible to update images, won't stress over it
Thing is, the screenshots are in JPG
So the hex you get depends on which pixel of the icon you click
Hard to aim for perfection with such noisy data π
wait you got the values from the images ?
For the repair:
"ParameterValue": {
"r": 0.0,
"g": 0.563974,
"b": 1.0,
"a": 1.0
},```
If the other is guard, it is just full red.
done
huh, no mention of the new states on its page, If I had the info I would include it, but don't want to simply say "reapair pipes" "protect drill dozer" , probably there is more interesting stuff to say to not make it that short, will think of more things to do too
@weary sonnet Cool! I was worried I was just losing my mind and testing wrong. Thank you for double checking.
Np, feel free to ask again if you think there is something wrong on the wiki, sometime stuff is changed stealthly during an update or we make mistakes when updating the pages.
how am i supposed to read this
player count 1 to 4
but does that just mean it litterally doesnt matter? just the haz lvl
exactly
oh yea i'm an idiot lmao
so wait
is there really no way for mkII turret to one tap swarmers even with defender at 3 or above?
that kinda just makes it useless then
if it doesn't do enough damage
well, mkII turret does 8 base
defender gives an extra 5
so 13, not enough
welp
there really is no point in using mkII then
is there anywhere i can suggest the devs fix this?
doesn't seem broken, probably that wasn't the focus of it, as long as it wasn't suggested before, you can just suggest things on #suggestions , or discuss them on #suggestion-discussion
i personally just feel that gemini is currently just way better
as you get more shots / combine that with like armor breaking, and it has more bullets to annihilate things
total damage is like 300 damage under
which fair, but aint much
just feels weird
I already asked the devs about turrets reaching swarmer breakpoints, they said that it is intended that it doesn't.
Not word for word, but basically what the conversation came to.
wait you got the values from the images ?
Yeah, ain't got no way to extract game files
could have made that more clear there :s
tf is "UPG_Armor_Scout_B_RegenDelay2" and "UPG_Drills_C_MovementPenalty" ?
tf is "UPG_Armor_Scout_B_RegenDelay2" and "UPG_Drills_C_MovementPenalty" ?
@glacial topaz
I checked in the files and in game, none of them are used atm, for some reason there is more upgrade files (UPG_*) than gear mod available in game, but for some reason they still fixed the translation.
They are probably some artifact of an old removed gear mod.
so I guess I got all of the fixes ? good to know
Well these should be the drillerβs drill mod name or scout armor mod description.
Iβ―check all the possible match in game and none match theses ID.
also, anyone able to check the driller promo missions yet ?
my guess is that they replaced the first egg hunt with a salvage mission to make it consistent with the other promotion assignments
I guess it's not randomized like I first thought; it was always double egg hunt
how does mini mules legs appearing on scanner works now ?
I remember they appeared on the scanner after you freed them before
might be the same thing except they always appear, like eggs
"Lost Legs from the minimule will now appear on terrain scanner when you get close to the mule." it says "get close" though
ah, right
we'd just need to figure out how many meters it is
also I've heard there's been some problems with legs being stuck inside the drop pod, and some legs not spawning at all
being able to see on the scanner will tell if it bugged or if people just are unlucky at being able to see the legs
true
I checked in the files and in game, none of them are used atm, for some reason there is more upgrade files (UPG_*) than gear mod available in game, but for some reason they still fixed the translation.
We can't see if a string is used or not when we notify the devs of spelling errors, so some of these might be unused or futur content, only the devs know...
someone did this, I need confirmation
i can take a look
I don't believe promotion assignments are a static set of missions
They always were at least before this update
The same missions for all players?
I know your set stays the same once assigned, but I didn't think the set of missions was the same for everyone.
Iirc someone reported driller promotion assignments going around
I promoted my Driller 4 times and it's been morkite-eggs-eggs-aquarqs (not sure about the last one).
It was reported like half a year ago so probably fixed
People have been forever complaining that driller has different promotion assignment missions than the other 3 classes so it was kinda awkward when you wanted to do promotions assignment with a friend if driller and another class were involved. I guess they decided to change that finally... to a set of missions again different to other 3 classes. Now that I look at it (on the wiki at least) all classes now have at least 1 different mission in their assignment or have switched up order of the missions in the assignment. Not sure what to make of that
Unless I'm going crazy and misremembering things hard
Yeah drillers had a second egg hunt instead of the salvage mission all other classes have
reminder the change should only be after hotfix 5, so only for live version
hmmm
also , is it only on Dense biozone that can rain ?
I've not seen it rain only in glacial
what about the first 2 ? Have the impression they are badly worded / or not entirely true
From hotfix 7: our first exception to the rule 'You get the same amount no matter how you mine it'
- Blowing up oil shale now destroys a bit of it - giving you a little less oil than if you directly use the fuel canister to collect it.
Or pickaxing it, just to be sure
I added the important notes to the todo list
Flamethrower can ignite 'natural' webs, not sure about the one already stick on a dwarf or spitted by a web spitter.
The poison gas from praets and oppressor is exactly the same (same file, effect, explosionβ¦) and both direct damage and sticky flames can make it explode.
The gas cloud has 25 health (non scaling) so it is probably the amount of fire/heat damage you need to do to make it explode but I didnβt test the explosion threshold directly.
tbf, I think the previous version is better (I undid it)
actually the whole tips tricks strats page needs a serious review, unless it is meant to be a bunch of stuff mashed together
well, next thing is, is power drill great enough at killing naedocyte to get it as a tip ?
Yes
what is special about it
We wondered on the french discord, how does the game interprets when you separate a mineral from a wall by mining the wall behind the vein. Is it considered like an explosion ? Or something else ?
For the Oil Shell, there is a 0.75 chunk multiplier so it probably apply to anything you get in chunk form no matter how you mine it.
@plush night With the current mining rules you can consider it mined like an explosion/TCF/Bosco.
What matters is that it isnβt mined directly with your pickaxe nor with the Oil Extractor.
removed mixer mentions on some articles
All forms of mining are equal minus some rounding, the only exception being oil shale and mining with small bullet impacts.
can I even change the name of a page ? guessing not, but the correct is "On-site Refining" not "On-Site Refining" as the page uses
I will correct it on the other places
You can change a page name by 'moving' the page, if you donβt have the necessary rights for that I will do it.
sure, for next time I can learn how to move them, should be rare enough though
It should appear on the little arrow on the top right corner.
The 'hard' part is knowing it exists and where it is.
interesting part is that even devs have used "S" instead of "s", but I will count those as typos for being more rare
on another note, any luck at discovering the actual missions for character promotions ?
No luck finding them in the files so the fastest way for now would be to ask anyone who promote what the missions are or to cheat the levels and check quickly in game for each class.
like how "canister" is spelt with two Ns
I think someone from here was going to check it, bit afraid of checking on #drg-chat, feel I might get the wrong answer
For anything misspelled you can post it in #babelfish-lounge.
For the promotions not sure if I will have the time today, but tomorrow I should be able to find some time to check them all or almost.
I remember reading somewhere that Dreads are immune to slowdown, but I can't find anything like this on the wiki page. Is that a myth ?
They are not immune to slowdown, just resistant to some of them (IFG and electrcitybased slow) during health phase since they are resistant to electricity.
^Theses scales with electricity resistance.
On the other hand sticky flame slow and neurotoxin slow donβt scale with fire/poison res.
I was asking that, thanks a lot !
That does bring up something about the IFG vs dreads though. They do still get the IFG electric icon when in the field, so do they still receive the damage vulnerability?
They should receive it in both health and shell phase.
Alrighty then. Thank you!
IFGs do affect them a little?
hardy noticeable if so
I thought they just didn't work at all
Got someone to confirm the driller promotion is Mining Expedition, Escort Duty, On-site Refining, Point Extraction
nice
Question: From patch notes: "- Blowing up oil shale now destroys a bit of it - giving you a little less oil than if you directly use the fuel canister to collect it." OK, how much...? 5%...? 10%...?
Seems like getting the slam mine (C4 or EPC) then collecting loose, is still waaay faster
25% less.
@bold plover is that from testing...? Or is listed on wiki...? or is your SWAG...?
Definitely the swag
lol, well... quoting Elythnwaen is a good as any other Scientific Wild Ass Guess, I suppose- thanks
lol, well... quoting Elythnwaen is a good as any other Scientific Wild Ass Guess, I suppose- thanks
@hidden sky Ely is the guy that breaks open the game and sifts through the code. Quoting him is the most accurate info you could get, short of having a dev answer it.
@analog rock Yes, I am aware, have spoken with Elythnwaen before. No need to hoist a petard. On the other hand, I have no idea who you or Phony Back are- which is why I said what I did. If I had been asked the same root question, would have also quoted "Ely" for an accurate answer.
I'm the person who gave Ely a good bit of the tools to do his stuff after talking with him for a bit.
At any rate, the original question has been answered. Thanks again.
Understandable though, lol. We generally try our best to give the best info available in this channel or at the very least dispel some info.
can't even access wiki now, what is going on
Right when I was reading up on strategies for Terraria's Moon Lord.
Wiki might be back but css will take a bit
Seems to be all back now
Could have
Long Press [CALL M.U.L.E.] while airborne to activate.
Mention C as default
wait, they gave up on the EPC FN charge speed change ?
Oh, I was supposed to remove only one revision, not 2
The charge speed is still 0.8, I checked the wrong file when changing that (it was on an older build).
But the charged damage type change and FF change is real.
odd
Damage type: 65% Electric / 25% Fire / 10% Pure
This is the value that should display for the charged shot damage type
That one is legit, the charge speed was a mistake I reverted.
you guys focusing on something currently ?
is there a way to get the textures for the weapons? I want to make a skin for one in blender but I want the original texture so that I can color it correctly
They are not textured, but rather it's a materials (Though some do use textures as part of the material)
Regarding missions generation logic: something definetly changed since 7th version: https://cdn.discordapp.com/attachments/669129318806454291/773256467151192064/unknown.png
oh
- Added a delay that is equal to the time it takes to melt a piece of oil shale between picking up the chunks with the oil extractor (0.45s).```
Today, we have a big announcement. After nearly two years of working together to bring Fandom and Gamepedia wikis onto one platform, we will be starting to migrate all Gamepedia wikis to a Fandom.com domain in early 2021. There are a number of reasons for this, but one of the ...
Hope they have the old links redirect correctly
How is shotguns damage calculated, is it damage X pellet or damage / pellet?
The former
So let's say boomstick deals 12 per pellet, is this correct?
Yep
Well, while i believe boomstick is okay as it is (the limited ammo prevents it from being outright broken). Whartog is just bad in comparison
Even at a distance.
From EPC page:
Due to its unique projectiles the weapon cannot deal extra weakpoint damage
pretty sure this is false
Normal shots definitely can, charged cannot.
Not sure about praetorians and the like though.
It also calls it a "hitscan-type weapon", I'mma fix this
well
the user must adapt to firing projectiles through a hitscan-type weapon
I think this is trying to say adjust to not hitscan, but misses
For sure.
the user must adapt to firing non-hitscan projectiles, which takes practice (particularly with distant enemies).
Just swapped the whole chunk with "non-hitscan projectiles"
Thanks, now I remember that this section confused the hell out of me when I was new to DRG
Got to keep an eye out on the stream for that roadmap
Finally, something to appease the crowds begging for liquids in the caves π
don't think there will be any liquids
Well, I read "corrosive, stagnant pools" and imagined some ankle-deep poison hazards
Essentially, a poison-themed hot rock from Magma Core
Don't think it will leak
Of course it wouldn't
The hover tooltip seems to be way lower relative to cursor position than it should be
don't mind the weird gif compression
I recall there was info about dwarves sharing the same voice with changes and I definitely recall something about engi's 105%. Is there any info on other dwarves?
Oops should've visited pages of classes
i was doing some testing on Bulk Detonators' breakable weakpoints a few nights ago. to the best i was able to observe, breaking all 3 doesn't affect their mechanics in any way. it didn't reduce the orbs thrown on death (i counted 8 impact craters both times), didn't stop it from using its stomp attack or on-death explosion. i didn't test if it was still able to dig.
does anyone here know if breaking all 3 weakpoints does anything to the Bulk's mechanics? i wasn't able to find anything.
was pretty sure it was know it never affected anything
but you won't benefit from weakpoints if you break it
The only thing it could affect was the number of cluster bombs on death, if you tested that and it stays the same then I donβt think you missed anything.
alright, thanks for confirming my observations
i guess i was just hoping that GSG had some kind of reward for breaking the weakpoints like Goo Bombers do
because Bulks, Goo Bombers, Menaces, and Brood Nexuses are the only enemies with breakable weakpoints but to the best of my knowledge only Goo Bombers' mechanics change when they're broken. Broods still make babies and spawn a bunch on death, not sure about menaces
Is there any info on the way breakable weakpoints work? I still vaguely understand how they break. Do they register amount of hits? Do they register damage with bonus applied? Do they register both? Or is there something else used to calculate how they break?
yes, Elyth has documented them all on the wiki
look at the Creatures landing page and then go to their individual links
Oh, thanks
This is made using a template for all but the nexus since it has special rule so if anything isnβt clear let me know so Iβ―can fix it.
Nah, pretty clean
Salvage Operation page has a typo of caves. Spelled on the page as cavse
Good catch, we should change it to "covfefe", as it was intended
Is it true that, when firing the minigun, each click generates a "heat burst"?
Like if you hold the mouse button like this: --- --- --- ---, instead of like this: ------------------, it might generate heat faster?
That was fixed in U28 iirc, lemme double check the notes
From U28 patch notes
Fixed βLead Stormβ Powered Minigun getting extra heat if you fire in small bursts
why cant i join the vc
why cant i join the vc
@hexed epoch If you have some technical problems, take them to a mod. @opal locust for example.
it's a discord issue
discord is being dumb. especially today
Anyone know if turret arc OC chance to electrify turret is based on the stubby's chance or its own percent
any true ? if that is the case the rest of the numbers should be wrong (pickaxe page)
It adds 20 damage to the base melee attack.
Base melee attack being 11
A base pickaxe attack doing 1 time your melee attack in single target (does benefit from weakpoint/frozen) and 1.5 times your melee attack in AoE) doesnβt benefit from weakpoint/frozen).
P.S. That beer should only add 10 base damage, but it adds 20 sinse it apply twice like all beers atm.
huh
Huh?
The math on the pickaxe page is for when the beer was adding 10 only, someone updated the damage of the beer but not the math it seems.
pfff "color" and "colour" on the same section
I updated the math on the pickaxe page using the live value for skull crusher hell damage since so far the devs has made no move to fix the bugs about the beer buff that apply twice.
anyone have any idea why i'm still getting asked to join the union after i already have? is there a fix for this? i would like to participate in the challenges and do my part for the community
The bot is messed up atm.
@bold plover thank you i appreciate the feedback on this. it should work itself out eventually then?
does anyone know how to "reroll" special beers?
Beers re-roll every 30 minutes and require a spacerig level refresh.
Yeah, the bot will eventually be fixed but it is somewhat low priority. It has broken like 3 times the past 3 months, lol.
no worries. just wanted to make sure it wasn't some strange interaction i had going on for my end
Nope, not your fault.
Hello, we had a somewhat heated argument with a high level player about spawns in salvage. I'm pretty sure spawn are triggered when you approach a mule for the first time, and he stated that spawn is trigger when you unbury mule's legs
Which version is true ? Is the truth out there ?
A simple autohotkey macro seems like the easiest way to do it.
From my experience as both a game dev & Modder Imo Unity is easiest to work with, as if I wanted that feature I could guaranteed have it in within an hour
The benefit with Unity is that it's C#, so not fully compiled so you can just go in and edit it
so that's how they can have the live editor thing
Hey i need an answer for future references
Do crassus detonator count for the detonator kill in the union assignment?
Hat images is missing the new Demon Mask
that is a lot of changes on pgl page, trying to check what needs to change
How much HP exactly do the floating rocks in Escort Duty have? What are their resistances? Is this listed anywhere on the wiki yet?
most likely it wasn't added yet if aren't finding it, not even sure if we know the values
I didnβt searched it yet, so probably not.
Hmm
As a wild guess based on using the M1000 and Heavy Hitter EPC against them I'd say they have somewhere in the range of 300-400 HP on haz 4/5?
I will see if I can find the values in 15-20β―min.
FSD\Content\GameElements\Objectives\Escort\FlyingSmartRocks\ENE_FlyingSmartRock
Thanks Elythnwaen
For the rock this is what I have for now:
MaxHealth: 250
EnemyHealthScaling: SmallEnemy
# Same than grunts (scale with hazard level, but not with the number of players)
Resistances:
-100% Explosive
100% Electric
100% Poison
100% Radiation
50% Fire
50% Frost
-200% Melee
AttackDistance: 3β―m
MaxPawnSpeed: 400
StrafeSpeed: 0
Courage: 1000
BurnTemperature: 101
DouseFireTemperure: 100
CoolingRate: 100
FreezeTemperature: -101
UnfreezeTemperature: 0 # Default value
WarmingRate: 100```
So rocks are fearless?
Only guarantee fear should work vs them.
I'm assuming those stats make them essentially immune to fear, frozen and on fire
Yes basically.
They also donβt act as a heat source.
@acoustic scarab rock stat updated
Good, but I wasn't the one who asked about them π
But do ping me once we pull the new core cosmetics info on the Accessory Shop page
I see!
My GPU gave up the ghost a couple of days ago (playing New Vegas of all games), so I'm using a fall-back 6-year-old GPU that gives me 40-60 FPS on the space rig with nothing happening on the lowet settings.
I'm not even sure it'll properly load it on the experimental branch.
theres an article on karl in the wiki that says that karl is the mission control guy
thats not true right
that thing is just ideas
so basically people just post random ideas of what they think Karl is, with a few references from the game
There's no mention of whether or not Rocky Mountain works on Ommoran Beamers, is that something would belong more on the Abyss Bar page or the Escort page (or both?)
doesn't rocky mountain just reduce the number of pickaxe hits required
if so, beamers already break with a single hit
Beamers take 2 hits to break
doesn't one hit take a chunk out though
Rocky Mountain doesn't work on everything, only 'common' ground iirc. I didn't see it have any effect at mining the rock formations in the Sandblasted Corridors for instance, aside from the ore.
Yeah, the Abyss Bar page links to the "unique terrain" page for stuff it doesn't work on, but that only has biome-specific flora like corals. No idea if Beamers count as biome specific
I had rocky mountain for an escort and iirc it did not work on the beamers.
does TCF mine extra gold on pots o gold?
Afaik radius upgrades increase TCF size.
At least that is what I remember seeing in here.
thanks
to the best of my knowledge, Thin Containment Field only does 240 Fire damage in a 3m radius with no falloff, unaffected by other mods or OCs. it's a special detonation that's separate from the normal impact explosion.
oh, that's news to me. thanks!
Can someone teach me how to add "shortcut names" for pages on the wiki? like if you search EPC the EPC actually comes up
How long is the triangulation duration for salvage?
hmmm
We did know about it being number 17 before
This is more trivia for why the helmet has a 17 on it
so guessing some changes are needed ? feel free to add them, I am going to focus more on that on-site review and add stuff to bosco
We've known it's space rig 17 for a long time :/
I mean, if just removing it is the best option, sure (it is on space rig article btw)
Would be best to replace with whatever the original source of knowing it's number 17 is
Can be reworded for trivia on the helmet but the new headgear has not been added yet
This is where we confirmed it was space rig 17, though there may be other sources I can't remember. Ghostship site?
Yeah have been looking around but it's hard to get a timeline
So I'm up for referring to the PSA boards as the source as if not the first source it should be the first in-game one
shouldn't drilldozer be listed as a robot ?
how is this ? I also grouped all its states under a section (well, I will have to adjust it)
Repair also covers fixing leaks
For Guard, I think Bosco will specifically stay near Doretta and attack enemies in range, meaning it will ignore ranged attackers
but ranged attackers can hit the dozer, can't they
Indeed. I've seen someone complain about it, but haven't verified myself
you guys can add stuff later, just checking if this is a good start for me to publish
