#wiki-related-chatroom

1 messages · Page 48 of 1

glacial topaz
#

for the new shout while carrying heavy stuff thing ? guessing that animations of its various actions could be nice if done well

acoustic scarab
#

Yeah

weary sonnet
#

@bold plover @tiny wedge @floral drift
For TCF it isn’t affected by anything anymore, I retested it today just in case the T2 radius mod has no effect
That mean damage, radius and carve radius are now fix.

acoustic scarab
#

I kind of want to list everything Bosco can carry, since, at least when I was a new player, it wasn't apparent to me that he can dig out MULE legs

glacial topaz
#

anything that can be carried by the player, right ?

acoustic scarab
#

I guess that's an accurate analogy

glacial topaz
#

should make it shorter than listing 20 different objects

acoustic scarab
#

Well, it wouldn't be nearly as many. Jadiz, Enor Pearl, Aquarq, Bittergem, Compressed Gold, Tyrant Shard, Glyphid Egg, Gunk Seed, Mini-MULE leg

#

But still, it's better to state the rule of thumb than an exhaustive list

glacial topaz
#

"any objects that can be carried by the player(such as glyphid eggs and legs)" should cover the important ones

acoustic scarab
#

(I haven't actually tested if Bosco can carry tyrant shards, but I've no reason to assume he can't)

weary sonnet
#

Just checked, he can carry the shards.

bold plover
#

The spacerig cutscene shows the number 17, the spacerig model has 17, the tutorial has 17, there is stuff for it on the DRG website iirc, the information terminals and there is a hidden voice chat in this server that has space "rug" 17 as the name.

acoustic scarab
#

Honestly, I have 315 hours in DRG and I have missed every single one of those instances of the number 17

sand lantern
#

cutscene
Afaik it was added relatively recently
spacerig model
same
website
This is probably the best candidate for first source

acoustic scarab
#

Alright, now I'm happy with the part about carrying

#

Bosco can be directed to dig out and deliver large resources such as Aquarq, Jadiz, Alien Eggs or mini-M.U.L.E. legs - anything you can carry, Bosco can carry too. When directed to mine out a large object, he will emit a sound upon uncovering it, then automatically pick it up and start slowly moving towards you. If Bosco is within 10 meters and has line of sight to you while holding a object, pressing the [Shout] button (X) will direct him to throw it to you. Otherwise, he will simply drop it. In any case, you can catch the object with the default [Interact] button (E).
Bosco cannot deposit large minerals on his own; you'll have to pick up whatever he's carrying and deposit it in the M.U.L.E., Mine Head, or Drop Pod yourself. He also cannot pick up small ore chunks or secondary objective resources - with the exception of Gunk Seeds, which Bosco can pick up and carry, but only after they've been freed from their sacs.

#

I'm fairly sure there's a maximum distance for Bosco's pursuit though

#

I remember a couple of times when he took out most of the flea's health, but not all of it, because it flew too far away due to convenient cavegen

alpine hamlet
#

Do frozen enemies receive weakpoint damage too?

weary sonnet
#

They don’t

alpine hamlet
#

thx

alpine hamlet
#

And do deeptora bees damage doretta?

low hamlet
#

they most likely dont but that's something someone will have to test

weary sonnet
#

The bees don’t target her, but if you stand on her she will take some damage from the bees.

acoustic scarab
#

I admit, it wouldn't have occured to me to spell that out on the wiki 😅

wary cove
#

why ask when they can just do it and find out :/

glacial topaz
low hamlet
#

i can take a look at that tomorrow

sand lantern
low hamlet
#

very random indeed

#

yeah they've probably removed the option for duplicates

glacial topaz
craggy wraith
#

It was false, now it's true with the most recent patch

acoustic scarab
#

It's true as of today's hotfix

glacial topaz
#

"until we fix remaining bugs and implement better feedback for finding them" just be sure to not forget to remove it later on

low hamlet
#

yep

#

i added that back in because of the hotfix to remove confusion

#

ill try to remember to change it back

glacial topaz
#

I added a reminder on the todo list for U32

#

wait, on-site missions refine the morkite during it ?

bold plover
#

It is literally called refinery.

glacial topaz
#

odd

glacial topaz
#

do you really have to kill the creatures to fix leaks on refinery ?

weary sonnet
#

I don’t think it is needed, pretty sure I fixed the leak without killing all the creatures in some cases.

glacial topaz
#

noted

analog rock
#

No need to, they don't even target you while you repair.
They will target a dwarf once repaired though

coarse acorn
#

the low oxygen modifier page needs to be adjusted for the refinery in the on-site refining mission type, i don't know if anyone had brung it up yet but i wanted to make sure.

weary sonnet
#

Refinery:
SourceRadius: 800
CenterOffset: 180

EscortMule:
Sourceradius: 500
CenterOffset: 100

#

Mule (new value):
SourceRadius: 300
CenterOffset: 50

Hum, I will extract the last patch and recheck them all just in case since that one has changed.

bold plover
#

Enemies do not even affect the pipes in refinery.

#

It chooses random spots along each pipeline to create a leak and at those leaks the pipe health goes from 55 health to basically infinite, it is immune to undefined damage types and can attract 4 or 8 total enemies.

weary sonnet
#

I can’t find the file for the oxygen for the black box but almost all the rest have changed.

radiant edge
#

Does the length actually affect the number of leaks spawned? Aside from the obvious scenario of a pipe only containing 1 connector

weary sonnet
low hamlet
#

updated the mission types. what do you guys think?

acoustic scarab
#

For Bosco's page, I checked and can say that pinging a pipe (for construction) has to be somewhat close to the built sections, not just anywhere on the framework

acoustic scarab
#

updated the mission types. what do you guys think?
Looks fine

#

Also, the intro still called the first assignment "Probationary Period", for anyone wondering how out of date that page was

low hamlet
#

any reason the black box primary has a dash?

#

it's a primary too right?

#

or only secondary

weary sonnet
#

If it is for Deep Dives, black box can only be a secondary objective.

low hamlet
#

oki i see

#

:)

acoustic scarab
#

As nice as the top table is, I don't really see a reason for it to be there

#

The same information is conveyed in the table below, and with more pertinent details

acoustic scarab
#

Should we have a page about which objects are affected by gravity and which aren't?

glacial topaz
#

Eh ?? Which ? And why ?

acoustic scarab
#

Well, we occasionally have people reporting "bugs" about turrets staying in the air. And there are pretty clear categories of things that respect gravity or ignore it

#

Or maybe such things should just be a footnote somewhere on that object's page

#

Turrets, zipline poles, elevator plants, stationary enemies can float even with no soil under them.

#

Mini MULEs, uplinks, fuel cells, bomb dispensers, and (I think) the cube-shaped ME key terminals will fall down if you dig under them.

#

My point is, this behavior is not universal across the game. Some objects check for the ground regularly (and change position), other objects only check it once upon creation.

#

And that's something worth pointing out, I think. But probably not on a dedicated page.

glacial topaz
#

could just be mentioned on the article, not so sure about infobox, and if there will be a place to compile a all objects, it would most likely be on a page about mechanics / terrain

low hamlet
#

what

#

this makes literally no sense lol

#

im just gonna remove that entire thing and maybe add this bit?

#

if one of you guys wanna fact check that for me. im going to include it in the article and feel free to let me know what to change or do it yourself if there is anything :)

glacial topaz
#

this just seems wrong, guessing that isn't recent ?

austere fossil
#

In regular missions don't you get two announcements from mission control? "Swarm is coming" and "swarm here"?

#

In PE, you just get the "swarm here"

stark tulip
#

yes that's what it means

#

the swarm spawns when the swarm arrival announcement is made

#

the initial announcement in other mission types is just a warning that gives you time to prepare

glacial topaz
#

that "entirely random" part...

austere fossil
#

Yeah, not sure about that either

stark tulip
#

there's gotta be a better way to phrase this

low hamlet
#

yeah im having trouble as well

#

well, should i comment it for now?

glacial topaz
#

technically since we don't know how it works...

#

just don't use the word random

austere fossil
#

iirc someone did testing and didn't see any increase in swarm frequency, just the ambient spawns

low hamlet
#

yeah that makes me sense

#

increases "wave" frequency and number of spawns in said wave

glacial topaz
#

wait, is that for the how to play page ???

low hamlet
#

nope

#

that's on the point extraction page

#

all the old mission type pages need updating

glacial topaz
#

hmmmmm... add it on todo list ? I will open the articles and think about it, but mostly tomorrow most likely

low hamlet
#

we also need to figure out if the mine head is called "Minehead" or "Mine Head"

stark tulip
#

which is it in-game?

#

or are both used in-game

#

if so I'd go with Minehead

austere fossil
low hamlet
#

alright

#

thanks :)

austere fossil
stark tulip
#

hm
so it seems it's only Minehead in mission control dialog

low hamlet
#

that's weird

#

i might include that in trivia/bugs

bold plover
#

Spacerig Space Rig

glacial topaz
#

report ??

low hamlet
#

?

#

Spacerig Space Rig
yeah that's another one

glacial topaz
#

lack of consistency for minehead / mine head, if it wasn't already

acoustic scarab
#

Honestly, I think mission pages would benefit from a "Swarms are triggered by: X" message somewhere, in a unified format.

#

Mining Exposition: by timer, random waves
Egg Hunt: by egg extractions, randomly with a guaranteed total number of swarms

#

And so on

acoustic scarab
#

Sorry, I'm having a brain fart. Is credit yield affected by hazard bonus?

stark tulip
#

yes actually
I remember the credit amounts displayed in the mission terminal change when the hazard level is changed

acoustic scarab
#

Can someone please give me the ingame names for the two helmets from the Roughneck DLC?

low hamlet
#

they're the hard hats but i forget what they're called. if i play deep rock later ill look

acoustic scarab
#

Please do, those are the last two names I need to roll out the update of the cosmetic tracker spreadsheet

#

The pickaxe cosmetic in that DLC is just a paintjob, no new parts, right?

low hamlet
#

yep just a paintjob

austere fossil
acoustic scarab
#

Much obliged

low hamlet
#

so that space rig 17 could point to the space rig being space rig 17

#

adding to supposed lore

analog rock
#

so that space rig 17 could point to the space rig being space rig 17
@low hamlet As is shown on all PSA screens, was written on the lore page on the gsg website, etc.

low hamlet
#

correct i am dumb

#

i thought it would probably be somewhere else if it was on the helmet dderp

plush night
#

Hello, I'm the creator of the google sheet and I just updated it for U32, added some new colors, reorganized stuff, and added a separate sheet for anyone who used it for U31 and before and doesn't want to fill in the whole thing again.
Edit: I'm one update in the future, don't mind me
Here's the link: https://docs.google.com/spreadsheets/d/1dZBN2u474wW0o0Ss5eFVzppAXh-qR_rs97RSn12ygkc/edit?usp=sharing

acoustic scarab
#

Oh, so that was you! Nice job

plush night
#

Thanks ! I'm updating it with a few modification, like an overview page, if you have some advice, or criticism to do, I'm all ears :)

acoustic scarab
#

Well, when I first found this spreadsheet I had no way of knowing it's still being updated, so instead of asking someone to add the things I wanted, I went ahead and made my own tracker.

#

A quick overview page being at the top of my list

plush night
#

I'm currently doing it haha

#

Can I see your version to see the modifications ?

acoustic scarab
#

It doesn't have any math in it and doesn't group things as neatly across sheets, but it's as organized an overview as I could manage

#

Another downside is that it kind of requires an little guide on what the differences between sheets are and why you'd want to use one over another

#

But I made it for one specific purpose, and anyone who's looking for the same thing is welcome to use it

plush night
#

Yes, mine is clearer, but yours is way more complete.
I don't want to include time-limited or shops cosmetics because the firsts cannot be unlocked except logging at a certain time and the second ones because you always have access to the shop.
I'm making a simple, clean overview page right now, because it really lacks one. Thanks for sharing your work !

acoustic scarab
#

Yeah, I was on the fence about tracking regular shop items, but ultimately decided to include them for the completionists out there

#

Yours is more comprehensible for someone who just cares about overclocks and weapon models, for example

plush night
#

Yes, I tried making that clearer as possible, because I made a first version in french for the french discord and some people out there are childrens or young teenagers and I wanted a clear document for them to use

acoustic scarab
#

You know what, tomorrow I'll make a reddit post and hype up both of our spreadsheets, and try to highlight the target audiences for each

#

It's a pretty cool coincidence that both of us finished updating pretty much on the same day

plush night
#

That's really nice of you ! Thanks ! My overview page will be up in 2 hours or so, so the timing is really nice

acoustic scarab
#

Oh I'll need to sleep anyway, so we're looking at more like 12-14 hours later

plush night
#

Can you send my reddit username ? If you agree, I want to put your name and the link to your tracker on mine for those who seek a more complete one

acoustic scarab
#

My reddit username is in my Discord profile

#

And yes, I'll add a link to yours, uh, near the legend, probably?

#

Yeah, that seems nice.

glacial topaz
low hamlet
#

im all for drinking beer

#

what beer is that?

#

and does the number equal how many beers you can drink without passing out

glacial topaz
#

no idea, abyss bar page

low hamlet
#

alright

glacial topaz
#

I need the duration of the IFG effect on creatures checked (not visual) nvm

acoustic scarab
#

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?
I thought they were random, but it would seem they are not, actually
Here's my tiny sample so far:
Glacial Strata
5824,xx
Magma Core
11587,54
11968,86
11186,09
Crystalline Caverns
938,44
947,41
Dense Biozone
817,77
879,16
Sandblasted Corridors
414,76
Radioactive Exclusion Zone
2115,23

glacial topaz
#

this is just confusing

#

sandblasted corridors can get a mission depth lower than magma core ?

low hamlet
#

yes

acoustic scarab
#

Oh, sorry, I guess all those numbers are negative

low hamlet
#

negative depth?

acoustic scarab
#

Yeah, I mean, while the pod is on the space rig it shows something like 32k positive

#

I guess it's relative to the surface of Hoxxes IV?

glacial topaz
#

can I see it ?

acoustic scarab
#

Well, I deleted the screenshots with the depth meter upon landing, but here's the rig

glacial topaz
#

I mean, sandblasted lower than magma

acoustic scarab
#

If the depth is negative, it wouldn't be lower than MC

#

-900m below surface is higher than -11000m below surface, right?

glacial topaz
low hamlet
#

i was joking

#

idk if it really is

austere fossil
#

Do we know at what rate the player sobers up? I'm pretty sure you eventually will, though that might only be during missions.

glacial topaz
#

Beer science Beer science

austere fossil
#

Well, I'm pretty sure that edit to "Safe For Work" potency is correct, as 10 Oily Oafs knocked me out

#

Time for beer math

#

50 + 16.7 + 33 = 99.7
which is Epic + regular + 3 SFW

#

hmm, I think I just did 4 SFWs without passing out, which shouldn't work regardless of whether it's 10 or 11% each
nvm, checked the replay and it was the fourth that I passed out on

#

Technically, we should be labelling Regular as 16.6 cause at 16.7 it implies 6 would make you pass out, since 16.7*6=100.2

#

damn rounding errors

#

Also, it would appear you can permanently pitch shift your voice by drinking multiple Underhills in a row, at least until you swap classes.

#

or not? Uh, I think it just doesn't return your voice to the right pitch, ever

#

Yeah, pretty sure it just sets your pitch modifier to zero when underhill wears off. Driller and Scout sound pretty much identical after drinking an Underhill and waiting for it to wear off.

glacial topaz
#

do you slowly lose drunk level over time ?

analog rock
#

I know you do when in mission, I never stayed drunk long enough on the space rig without taking a blackout to reset it.

weary sonnet
#

^I was about to say that.

glacial topaz
#

getting 99.9% and checking how long it takes to get each effect backwards, because maybe there is a difference between 10 SFW beers with 20 seconds interval and 5 seconds interval

weary sonnet
#

In a few min (maybe ~5min?) you sober up in a mission, never tried in the space rig either.

glacial topaz
#

a spell to make it spit out the current drunkness level would be handy

weary sonnet
#

There is probably one with UUU or there is something in the file, but I didn’t find it so far.

#

I tried searching for things like potency and intoxication and got a few match, but no values.

glacial topaz
#

beer / drunk keywords ?

weary sonnet
#

about 4k match for beer in the dump file.

#

drunk is in the intoxication component, but so far I couldn’t access it

#

Didn’t tried it since the engine update though.

#

Wait, now it works

glacial topaz
#

huh

weary sonnet
#

Trying to see what I can get out of it with UUU

austere fossil
#

So I've been idling as drunk in the Space Rig from 100% and just noticed I'm no longer speaking randomly

#

i.e. you do slowly sober up in the Space Rig

#

assuming it didn't just outright break

weary sonnet
#
GetAll CharacterIntoxicationComponent OnPassOutDrunk
GetAll CharacterIntoxicationComponent Character
GetAll CharacterIntoxicationComponent CurrentState
GetAll CharacterIntoxicationComponent IntoxicationPercent
GetAll CharacterIntoxicationComponent IntoxicationLerpSpeed
GetAll CharacterIntoxicationComponent TimeDrunk
GetAll CharacterIntoxicationComponent SoberingUpCoolDown
GetAll CharacterIntoxicationComponent SoberingPercent```
#

Some of them aren’t that useful

#

CurrentState is just intoxicated or not

#

Intoxication percent is the real time value

#

Time drunk is the all time stat.

#

Sobering up cooldown seems to be dynamic, it start at 24s

#

Sobering percent is at 1, not sure if it will change.

#

Anything above intox percent doesn’t seem that usefull.

austere fossil
#

yeah, I imagine CharacterState is just used for the darwin award achievement

weary sonnet
#

And for some reason none of theses worked with UE22

#

I need to sleep, if needed I will get the beer intoxication data tomorrow with UUU.

glacial topaz
#

good progress though

#

can't wait to see more of it, so no worries, and let's talk more about it tomorrow

austere fossil
#

Rough estimate is 20-25 min to go from 100% to no visible effects (I wasn't paying particularly close attention to the game)

glacial topaz
#

while we don't look more into beer

weary sonnet
#

Yes

glacial topaz
#

already imagining that "Lerp" will cause the beer math to not be very simple, maybe not

weary sonnet
#

There is an intoxication curve file, too bad we can’t access it.

#

If it isn’t linear it could take a while to figure it out. I mean look at how armor works.

acoustic scarab
#

I wonder how many video games out there have an "intoxication curve" 😄

glacial topaz
#

I guess we can start by plotting the values over a time axis and seeing how it looks

analog rock
#

Do you think you could find out if the burps when the intoxication goes down are random timed, or at fixed intervals ? They might be used as a sound cue that the intox is going past the different levels of 'discomfort'

glacial topaz
#

you can record the same situation and compare it side by side

weary sonnet
#

Doing some of the beer tests.
The time drunk is only since the last time you sobered up it seems so I will use that to check the speed at which the intoxication decreases but it seems to be constant.

glacial topaz
#

sobered up = no effects / 0% "drunk" ?

weary sonnet
#

Not sure if it is that or a hard reset like death / leaf lover.

#

It seems like you loose 1% per 24s

#

But you don’t sober up at 0%, but at 1% instead

#

And when you reach 1%, you then go to 0% somehow.
(It only matters for the duration it takes to sober up, it means it is 24s shorter.)

#

Seems a bit long to sober up, checking if the values are different in a mission.

#

Same values in missions.

glacial topaz
#

interesting that it uses % and not units like cryo cannon

weary sonnet
#
SoberingUpCoolDown: 24s (ie: loose 1% intoxication every 24s)
SoberingPercent: 1 (ie: sober up at 1% intoxication)
Beers IntoxicationPercent:
    Corporate Issue:
        Oily Oaf Brew: 12
        Glyphid Slammer: 20
        Leaf Lover’s Special: Back to 0
    Today's Special:
        Backbreaker Stout:
        Dark Morkite:
        Pots O' Gold: 16
        Red Rock Blaster:
        Rocky Mountain: 15
        Skull Crusher Ale:
        Tunnel Rat:
    Craftable Beer:
        Arkenstout: 10
        Blacklock Lager: 46
        Blackreach Blonde: 15
        Burning Love: 17
        Flintlocke’s Delight: 20
        Mactera Brew: 40
        Malt Rockbearer: 23
        Seasoned Moonrider: 12
        Underhill Deluxe: 18
        Gut Wrecker: 41
        Wormhole Special: 25
        Blackout Stout: 100
        Smart Stout: 24```
floral drift
#

so 3 wormhole specials and 1 smart stout would theoretically get to max drunkenness without passing out?

glacial topaz
#

does it ever go below 1 ?

weary sonnet
#

It goes back to 0 if you wait long enough yes.

glacial topaz
#

wait... so 100 makes you pass out or not ? from blackout

weary sonnet
#

100 makes you pass out.

glacial topaz
#

well, wiki was saying 101%+ so that is wrong too

weary sonnet
#

Well from what I saw most of it was from in game tests with no real knowledges of how it really works.

glacial topaz
#

fair fair

#

is there any differences between 1% and 10% ? I mean I know there is the sober up thing, but what is that for ?

weary sonnet
#

I didn’t really try to check for the visual or drunkness effects.

glacial topaz
#

todo list could probably have that, you planning to work on the abyss page yourself ?

weary sonnet
#

Not really, I can add the value I gathered, but I already have a lot to check, but I am not progressing much so far since I spend most of the time datamining or checking for info hearsay.

glacial topaz
#

only thing missing is the effects numbers, right ? with the info you gave I think anyone can check it out, right ?

weary sonnet
#

You are right.

#

Knowing that the intoxication will decay be 1% per 24 second, the start being more or less when the mug is empty.

glacial topaz
#

so you have 24 seconds to drink again without it going down ?
also , should we add the intox level to the beer list (which is quite tall), or make a new one (making it way shorter)

#

hmmm, beer level already have a potency column, but without the values

weary sonnet
#

I would put it with the potency or instead of the potency.

glacial topaz
#

"10 (Safe For Work)"
"Safe For Work (10)"

austere fossil
#

ooh, I like the second

weary sonnet
#

Second for me as well.

glacial topaz
#

"Safe For Work (10)"
"Safe For Work (10%)"

weary sonnet
#

We can add % since we know it is the unit now and at 100% I can guarantee we pass out.

glacial topaz
#

blackout + leaf lover = ?

weary sonnet
#

Passing out isn’t instant, so you can do it I think.

glacial topaz
#

looking forward to seeing the effects numbers, I can help figure out a beer combo to get to specific values, which will probably not be too hard

#

wait.... some beer are missing the values ?

austere fossil
#

so you have 24 seconds to drink again without it going down ?
I would say no, it's always ticking down seeing as 9 Oily Oafs should put you over 100 but doesn't

#

The specials are, can't force them to appear very easily

weary sonnet
#

Maybe on experimental, is there a cheat button to change them there?

austere fossil
#

I think just "rotate missions" but the beer still requires a reload of the rig to update

#

Does the "rotate missions" persist between disbands?

weary sonnet
#

I think so, I can try that.

glacial topaz
#

special glyhpid slammer is also 20% ?

weary sonnet
#

Ah, the one I tested was the special one.

#

I think they are the same except for the appearance, but I could test it if someone else buy it.

glacial topaz
#

would just be to be 100% sure, but not a priority

#

wasn't so sure on how to word the resetting effect

austere fossil
#

Yes, or remake it with just Name/Potency as a quick reference

weary sonnet
#

Not removed, it need to be fixed.
The beer potency is written in game bellow each beer.

glacial topaz
#

the values aren't fixed

#

epic can be like 41% or 46%

#

1- only use the ranges, such as "Strong -> 20-25%"
2- list all beers only by name + potency

#

// add a line break to have the numbers always be below the name ?

weary sonnet
#

I will test on exp and update what I can.

#

Full list:

SoberingUpCoolDown: 24s (ie: loose 1% intoxication every 24s)
SoberingPercent: 1 (ie: sober up at 1% intoxication)
Beers IntoxicationPercent:
    Corporate Issue:
        Oily Oaf Brew: Safe for Work (12%)
        Glyphid Slammer (Supporter edition): Strong (20%)
        Leaf Lover's Special: Buzzkilling (Back to 0%)
    Today's Special:
        Backbreaker Stout: Strong (25%)
        Dark Morkite: Regular (16%)
        Pots O' Gold: Regular (16%)
        Red Rock Blaster: Safe for Work (12%)
        Rocky Mountain: Regular (15%)
        Slayer Stout: Strong (23%)
        Skull Crusher Ale: Strong (20%)
        Tunnel Rat: Safe for Work (10%)
    Craftable Beer:
        Arkenstout: Safe for Work (10%)
        Blacklock Lager: Epic (46%)
        Blackreach Blonde: Regular (15%)
        Burning Love: Regular (17%)
        Flintlocke’s Delight: Strong (20%)
        Mactera Brew: Epic (40%)
        Malt Rockbearer: Strong (23%)
        Seasoned Moonrider: Safe for Work (12%)
        Underhill Deluxe: Regular (18%)
        Gut Wrecker: Epic (41%)
        Wormhole Special: Strong (25%)
        Blackout Stout: Legendary (100%)
        Smart Stout: Strong (24%)```
glacial topaz
#

huh, red rock is "SFW" and not "Light" as the wiki said

#

will double check those then

#

"Slayer Stout" is missing ?

weary sonnet
#

Added slayer stout

glacial topaz
#

all values added

#

since we still have to check out the effects, should I just update the page with the added values, or wait and work on the effects / mechanics before posting ?

austere fossil
#

I'd say go ahead and update with the actual values. Maybe add a disclaimer to the effects table that they're being researched/improved

glacial topaz
#

?, we can organize it later by category / name later, but how is the phrase and table for now ?

mild crag
#

This entry may need fixing, dash does not ignore all slowdown effects. (slashers can still slow, web spitters, shockers as well)

Though I would let you guys know have a nice evening!

stark tulip
#

so it only affects goo then?

#

might be a bug for all we know

acoustic scarab
#

Sand- and snowstorms too, I would think

#

Although aren't those ignored by Unstoppable too?

glacial topaz
#

might be something to test and check out along side beer effects

weary sonnet
#

Dash remove slowdown effects, but enemies can still reapply them afterward, terrain cannot.
Does it seems correct that way?

bold plover
#

Goo Bomber sauce slows you down too.

glacial topaz
#

anyone planning to do some beer testing today or we moving it to tomorrow ?

weary sonnet
#

No more testing today for me, that’s for sure.

glacial topaz
#

thought so

austere fossil
#

nah, I do it all the time

low hamlet
#

how

#

i always take damage

austere fossil
#

hold the interact key while falling and look the the zipline

low hamlet
#

no it's talkin about for the pipes

#

i do it all the time for zips as well

austere fossil
#

ah, that. I have done it for the pipes as well, though not nearly as much, just haven't tried it that much

#

I suspect it might be ping sensitive

glacial topaz
austere fossil
#

Again, I suspect high ping (maybe any ping) is a different story, but it definitely can work

low hamlet
#

i think even having 1 ms will screw you over because instead of being able to fall a little more like the zipline, you are gonna hit something hard if you dont hit it get riding on it instantly

#

but for now, ill change that thing up a little

stark tulip
#

possible but difficult, it seems

bold plover
#

Yes, you can hold E and negate fall damage with pipes.

low hamlet
#

testing this would be good

#

maybe writing a paragraph about the mechanics of ziplines and mechanics of pipelines

austere fossil
#

It worked on low ping from shortish height, 70ish

radiant edge
#

maybe writing a paragraph about the mechanics of ziplines and mechanics of pipelines
@low hamlet I'm pretty sure it applies to all interactions involving E, it's just how the devs coded it

austere fossil
glacial topaz
#

fixing mini mules ?

radiant edge
#

Depositing, grabbing, you name it

bold plover
#

No.

#

Ziplines, pipes and ledge grabbing are the only ones.

#

Most interactables either do not let you interact when off the floor or do not prevent falling.

#

Boolo caps might still work though.

austere fossil
#

I think they mean you can just hold [INTERACT] and automatically start once in range

radiant edge
#

Yea I was referring to that, didn't mean to say that it would stop fall damage

austere fossil
#

not that they all let you negate fall damage

bold plover
#

Ah, my bad.

#

It is definitely not for all though.

austere fossil
#

so uh, not convinced the pipe catch is actually ping sensitive anymore

#

AU is Australia? Distance said "World" and country code was "AU"

glacial topaz
#

variables ?

austere fossil
shell frigate
#

I think all holding e stuff works fine no matter the ping

austere fossil
#

I started holding [INTERACT] way early, maybe that might be causing some failed pipe catches?

glacial topaz
#

500 ping , but if you hold E, it shouldn't be an issue ?

shell frigate
#

As long as you start long enough before to counter the ping

austere fossil
#

That was going to be my guess, have to start holding long enough beforehand to offset ping

shell frigate
#

Also unless changed I think the max ping displayed is around 250 so value may be higher

austere fossil
#

(I'm between dallas/new york, perth and sydney are on opposite sides of australia)
So it's actually probably not too far off

#

FYI, New York and Perth are very close to being antipodes, so I'm prolly gonna need to take artificial measures to get much higher

shell frigate
#

I remember playing a game as the hosts PC died, that sure had more then 250ms of ping

#

Was more like 8 seconds

austere fossil
#

Yeah, or a storm might help, though that might do more for packet loss than ping

#

I also can't control the weather, no matter how hard I try

bold plover
#

Just get a job at haarp, lul.

acoustic scarab
#

For now we can just remove the word "easily" from that sentence about pipe-landing.

analog rock
#

myths

#

Ely already got the % for each result, they should be highter up in the chat

floral drift
weary sonnet
#

I found the file that contain the values, but I am not sure where the failure or double resup chance are.
ChanceOfWorking is set to 0.5
File path is someone want to check 'FSD\Content\WeaponsNTools\SupplyPod\BP_OldSupplyPod_Salvage'

#
{
  "Property": "CoopUseMultiplier",
  "Type": "FloatProperty",
  "Offset": 40448,
  "Size": 4,
  "Array Index": 0,
  "Value Offset": 40473,
  "Data Value": 0.25
},
{
  "Property": "Usable",
  "Type": "BoolProperty",
  "Offset": 40477,
  "Size": 0,
  "Array Index": 0,
  "Tag Data": true,
  "Value Offset": 40501
},
{
  "Property": "UseDuration",
  "Type": "FloatProperty",
  "Offset": 40503,
  "Size": 4,
  "Array Index": 0,
  "Value Offset": 40528,
  "Data Value": 20.0
},```
#

This is the only part that could match for the dual resupply, that would mean 25% chance to get nothing, 50% chance for 1 resup, 25% chance for 2 resup.
P.S. I didn’t searched it so far the value we had were from ArticEcho tests.

glacial topaz
#

is beer effect cumulative ?

shell frigate
#

In what way?

glacial topaz
#

as you get more intoxicated, if the effects stack, or if they change

#

so we know how to test, because if they have a range, we have to check when it starts and when it ends

austere fossil
#

Pretty sure they stack/amplify as your intoxication increases

shell frigate
#

Thinking about it I'm not sure if there is sudden changes or if it's gradual

glacial topaz
#

guess we start by listing the effects, and later we check when they start, if they end, and if there is a curve making it stronger

weary sonnet
#

For the info about the dwarf comportment when drunk, it seems to be in this file: FSD\Content\GameElements\Bar\BP_IntoxicationComponent

glacial topaz
#

interesting, is it a list of the effects and numbers ?

weary sonnet
#

There is some useful info, but it isn’t linked to intoxication level in that file from what I see, the link may be elsewhere, maybe in the curve_intoxication file.

DrunkenMovementNoiseStrength: 1.5
DrunkenYawNoiseStrength: 0.5
DrunkenPitchNoiseStrength: 0.5
IgnoreMovement: True
IgnoreYaw: True
IgnorePitch: True
ShoutCooldownMax: 5.0
ShoutCooldownMin: 3.0
BeginShoutIntoxicationLimit: 0.5
SoberingUpCoolDown: 24

#

As for the curve, I can’t open it with what I have.

#

The file FSD\Content\GameElements\Bar\LIB_Intoxication seems to contain the alcool strength info, but it didn’t parse correctly since the data is in array so I can’t access it with the tools I have.

glacial topaz
#

don't we already have the alcohol info ? which is the numbers I added to the beers last night

weary sonnet
#

I would like to verify them because at some point I got different values with UUU for the same drink (only for glyphid slammer for some reason).

#

One of the reason may be that the sobering up cooldown is always running so it can be off by 1, but in one of the tests for some reason it was at 20 instead of 24 and I couldn’t reproduce it.

glacial topaz
#

very odd

#

if you drink it and check the current level won't it tell you the precise number ?

weary sonnet
#

For the glyphid slammer, I desactivated the DLC to try the normal version, it showed 24, then I tried to dlc again, which was at 20 on my first try, I got 24 again. bought a second one and I got 20, then another one and I got 24…

#

It tell you the current level of intoxication of the dwarf.

#

So I spam the command about two times per second when taking the beer to reduce the risk of missing the change

glacial topaz
#

did you discover when the number changes ? right after pressing E to drink, or after the drink animation finishes ?

weary sonnet
#

About when the mug is empty or a bit after that.

glacial topaz
#

with a cooldown as long as 20-24 seconds, odd that the value you get can change that fast

weary sonnet
#

Getting 23 instead of 24 once in a while can happen, but I have no idea why I got 20 instead at some point.

glacial topaz
#

having the values printed every second or right after any changes would be perfect, not sure which variable could affect it, any other beers that returned different values ?

weary sonnet
#

I didn’t retest them all, I didn’t see a point in that since I couldn’t be sure of the value on the first beer

#

Testing with more dwarfs in the team could help to see if there is some randomness or not in the values, there doesn’t seem to be when I tried at first, but maybe I was just unlucky and got the same value a few times in a row.

glacial topaz
#

I see

glacial topaz
austere fossil
#

Not sure if 4s is the right number, but it's definitely more than 1.5s. Feels like an eternity mid-swarm

weary sonnet
#

It seems to be 5s.

bold plover
#

It is good for getting revives.

weary sonnet
#

Found the value in FSD\Content\WeaponsNTools\DetPack\BP_DetPack_Charge UpgradedStaggerDuration

glacial topaz
#

updated

low hamlet
#

i think doretta is affected by crit weakness

austere fossil
#

I am unable to replicate that on experimental

#

same dmg from a Hyper prop with and without Crit Weakness

#

On live, a 445 Hyper prop does almost exactly 25% dmg to a panel in solo haz5 without crit weakness, it says 0% after 4 shots but requires <=13 more dmg to actually break
Crit weakness should make it a "one" shot

weary sonnet
#

If I got it right, there was about 0.43hp left on that part after 4 shots (assuming 110 explosive dmg) and doretta doesn’t have any critical spot.

glacial topaz
#

noticed something, if we notice 1-2 beers aren't random on the values, we don't have to test all of them, right ?

weary sonnet
#

We may have to recheck them once in case they were off by one because of the 24s cooldown, but otherwise you are right.

glacial topaz
#

drinking it right after it ticks down, should be good, right ? use a low tox value beer, wait for it to go down once or twice, drink the beer to be tested right after, and take notes on the new value

bold plover
#

I would ask why all this in depth analysis of alcohol is a thing, but then I remembered that we are all dwarves, right? . . Right?

weary sonnet
#

If it is data, I must mine it 🙃 .

#

Do we have doretta stats displayed anywhere yet? If not, any preference on where to add it?

glacial topaz
#

wiki is all about info and numbers, why would we not include beers
Drilldozer page ? drilldozer section on escort page ?

bold plover
#

I can give a good bit of info regarding it (rough values as I have been working with modified ones for a while).

#

Doretta has 550 health and I think that is per limb. She moves at 0.8 speed while drilling, 1.0 with just players and 0.6 while being attacked with a 2.5m base moved speed iirc. The AoE from a limb exploding is 6m in each direction and does 600 damage with 4m max damage radius. She takes 1% friendly fire, there is a boolean to where she cannot have her limbs all damaged at once (due to bulks), the drill has 99999 damage with 0% friendly fire, guaranteed fear in a larger AoE than the drill itself so she rarely road kills.

#

Smart rocks have 4m max move speed, 250 health, 50 damage, beamers do 15 damage per second.

#

Time to complete drilling the shell is 300s, the map has a 0.5% modifier for stationary and moving enemies (aka less enemies).

#

There's a good bit of other info but I don't really have the time to post it here atm.

glacial topaz
weary sonnet
#

For doretta health, it has been reduced a bit in recent patch, now it is 520 total, 0.75/3.5 for the side (so ~111.43) and 2/3.5 for the center (so ~297.14.
For the friendly fire it should be 10%, not 1%, I tested it earlier.

bold plover
#

Oh, yeah, 0.1

#

Joys of stressful early mornings, lol.

#

Nice find on the health separation, that will help with my ongoing projects.

weary sonnet
#

Here are the full value if it helps

MaxHealth: 520 # i.e. Total health
HealthSegmentSizes:
    0.75: ~ 111.43 # 520×.75/3.5
    0.75: ~ 111.43 # 520×.75/3.5
    2: ~297.14 # 520×2/3.5
CanDamageThroughSegments: False
Resistances:
    Poison: 25%
    Radiation: 50%
    Explosive: 50%
InvulnerableToNonDefinedResistances: False
friendlyFireModifier: 0.1
NeutralDamageModifier: 0.1```
#

I tested the segment heath with friendly fire and it seems to be the good numbers.

weary sonnet
#

This is what I have for now, but I think it needs a review.
It would replace the last paragraph from the gameplay part of the drilldozer page:

Doretta has a total of 520 health split into three sections corresponding to the left engine, the right engine and the core. Each engine has ~{{Hoverover|111.43|520×0.75/3.5|underline=yes}}health while the core has ~{{Hoverover|297.14|520×2/3.5|underline=yes}}health.<br>
No matter where it is hit the left engine will always take damage first, followed by the right, and eventually the core.<br>
It can be repaired if it takes damage - by default this is achieved by holding the E key over the damaged side. The Dwarves will repair the Dozer for approximately 10-15% of its HP for every second spent repairing, reduced if under attack.
It takes 10% friendly fire damage no matter the difficulty.<br>
It has a 50% Explosion resistance, 50% Radiation resistance and 25% Poison resistance.
<br>
Doretta’s speed will move at 2m/s while drilling, 2.5m/s if only dwarfs are presents but only at 1.5m/s while being attacked.
If a section’s health is fully depleted it is destroyed and the drilldozer is permanently damaged. Any damage exceeding a section health will not carry over to the next section. Mission Control will chastise the Dwarves if the Dozer ever sustains permanent damage, alongside UI elements indicating the Dozer is in danger. If Doretta is destroyed at any point before the Heartstone is extracted, the mission is considered a failure.```
#

(Didn’t post it for now.)

glacial topaz
#

being attacked = taking damage , or enemies in a certain range ?

analog rock
#

Enemies in range I think, not certain

manic scarab
#

it's taking damage by enemis in close range

radiant edge
#

Wow, just learned that various shouts are dependent on whether you're moving or not

#

Several hundred hours in and I'm still discovering new stuff about this game lol

acoustic scarab
#

Has anyone tried pointing Bosco at the laser pillars in the Ommoran's last phase?

#

Does he dig through them?

floral drift
#

yes, and yes

acoustic scarab
glacial topaz
weary sonnet
#

If it is for escort yes.

glacial topaz
#

escort on deep dives

weary sonnet
#

The current one on elite has 2 stops.

glacial topaz
#

did it change with hotfixes ? Goldmath added it as a single stop when first adding the foot note

weary sonnet
#

Not sure, for that kind of things, I can ask one of the speedrunners, they have more chances to remember that than me.

#

No special limit for EDD, they can have 2 stops has well, but it seems the first occurence of a DD/EDD with two stops was this week.

glacial topaz
#

might be that GoldMath used previous examples to say it was impossible to have 2, would it even be possible to know at the time

shell frigate
#

By making assumptions that game systems stay consistent then yes

glacial topaz
#

does it have any relation to it being "Internal damage" or something ? might be interesting to point it, if it is the case

weary sonnet
#

The duration for incendiary is either 5 or 10, I will have to check in game.
6 is what is written in game in the tooltip, but it doesn’t appear anywhere in the files.

weary sonnet
#

After testing in game, the duration is right for incendiary.
The stat is called FlameLifeTime in the file and not duration.
During the in game tests, the duration was between 6 and 7s which is not a surprise since we know there is a little delay for the heat to apply.

#

The other 2 info are right as well.

glacial topaz
#

phero is just the time the creatures stay under the effect, right ? and about the explosive one it was more about adding more detail to it

weary sonnet
#

For pheromone yes it is the duration of the status effect on the target.

#

For the explosive reload we don’t know much about it, just the amount of damage, the damage type (dmg_internal) and the fact that only creature debuff/buff can affect the damage done (so stuff like ifg, warden link or damage resistance if any creature become resistant to it at some point).

glacial topaz
#

like, if you change subata regular shots from kinetic to internal, will it behave the same way ?

weary sonnet
#

Not sure for armor and weakpoint. But I think it would.

#

We have no way to test it for now afaik nor to check it in the files.

keen fulcrum
#

Can anyone confirm that the "Overcharger" overclock for the Driller's EPC does not affect the radius of the Thin Containment Field special effect?

weary sonnet
#

Nothing at all affect TCF explosion, not the radius, carve radius or the damage.

velvet zinc
#

Does anyone know if the credit/mineral prices for all Forge-related items are accurate, up to the last update?

glacial topaz
#

did you find something wrong ?

velvet zinc
#

Nope, just thinking about calculating the total cost of the forge

#

Again

#

To see if the Jadiz crysis is still a thing

glacial topaz
#

unless something changed for U32 they should be correct

weary sonnet
#

If you have a doubt, the best way to check is to go on a new save on experimental and use the cheat terminal.

valid eagle
#

I can confirm from personal anecdote that Jadiz/Croppa crises are things

#

I only play in 4 biomes anymore when I'm not on assignment or deep diving

radiant edge
#

Yea, it's just due to the distribution of jadiz/croppa across all the biomes

sly grove
#

oops wrong file

weary sonnet
#

Thanks, the Loot Bug page have been updated.

sly grove
#

im somewhat certain that the line stating that they are only generated as part of the level generation, ie static enemys, is wrong aswell, altho i cant find a matching animation file

weary sonnet
#

Hum, I should be able to verify that part since I can check the number of lootbug in a mission and kill them from any distance.

sly grove
#

hmm so when actually searching for respawns i didnt get any. i guess they really do just slowly sneak out after some time.

weary sonnet
#

Just finished clearing the map of them, I will leave the game running for some time to check it.

#

Still no loot bug spawn after 10 min.

sly grove
#

yeah. i was considering that they dont have an ANM file because they use a sped up walk animation that's angled, but i guess they just dont spawn at all and are just generated. thanks for double checking

obsidian wolf
#

What are the procedures for testing enemy health or weapon damage?

weary sonnet
#

Depend what you want to test, either pixel counting with the enemy health bar or via the in game console and using UUU

#

For the second part you need to use another program and and take into account the hazard level multiplier.

#

You can also directly search in the exctracted game’s file, in can explain more in detail how to do any of theses in private, so let me know your choice.

obsidian wolf
#

is there any data left to collect at this point?

weary sonnet
#

There is some data to collect yes or some special case to verify.

#

Data to collect can be for example how the heat cap works on creatures and how heat is converted to damage.

#

Special cases can be how blowthrought + ricochet works so we can add that info to the weapon page.

obsidian wolf
#

hmm, I might not be opposed to volunteering some of my time if you all don't mind showing me the ropes

weary sonnet
#

Well I don’t mind giving you the tools and explainations necessary for that, just let me know what you would be willing to do, an extra hand is always welcome.

glacial topaz
shell frigate
#

Think it's untested

glacial topaz
#

hmmm... oh well

acoustic scarab
#

I remember it being mentioned somewhere that now at the end of the event ebonite glyphids burrow and despawn wherever they are. As far as I know, it was previously possible to keep one by luring it away from the machine's blast radius and taming it.

sly grove
#

im pretty sure that fix was to remove ebonites that were being spawned as the area was cleared, as they whould unburrow after the blast and had to be removed by pickaxe

#

wierd that they dont just let you tame them tho. if grunt attacks count as melee attacks, then they are getting toasted really quick anyway.

analog rock
#

They were the worst possible kind of Steeve because almost all enemies do melee damage.

glacial topaz
#

well, it is saying that you can't tame at all

#

if you can tame , but they disappear shortly after, that should pointed out

glacial topaz
weary sonnet
#

I can confirm that ebonite grunts are no longer tamable.

shell frigate
#

Nice to have that confirmed

weary sonnet
#

I will check the other points a bit later.

#

Well for spinning death it really is the Y axis, the Y axis, ie vertical one (at least on UE).

glacial topaz
#

what about Z ?

weary sonnet
#

X is in the right direction, Z in forward I think
I am sure about the orientation, not about the positive/negative direction for the axis.

glacial topaz
#

"The motion of an aircraft is often described in terms of rotation about these axes, so rotation about the X-axis is called rolling, rotation about the Y-axis is called pitching, and rotation about the Z-axis is called yawing."

#

I know the thing isn't an aircraft, but the terms are used in the game

weary sonnet
#

Hum, the info I looked was in the documentation of UE.
I will try to launch the version used in game to test.

glacial topaz
#

nice, cars used X too
not sure if the values in the game will tell much
so I think we either use the convention that is X, or find another way to word it

weary sonnet
#

Seems UE documentation isn’t up to date, this is what I have in the editor.

#

That would match with your plane info.

glacial topaz
#

"Same axis of motion" would make sense ?

weary sonnet
#

Hum, no this would be for the roll control OC, spinning death spin around a vertical axis.

sly grove
#

apperently there is no defined convention of xyz. everyone is pretty much free to use those however they see fit. i asked my professor that like 2 years ago.

weary sonnet
#

From what I saw in the game’s files so far, pretty much every object in the game follow the plane example posted above for the roll, pitch, yaw notation.

#

The in game name for spinning death is Yaw Man.

sly grove
#

as in, globally. unreal, since its an off the shelf engine, is probably consistent with itself and uses Z as gravity in all games.

glacial topaz
#

so far I am only getting the X axis as the one used too

#

wait, was pretty sure bothy rotate equaly

weary sonnet
#

Roll control will travel along the x axis and roll around the x axis as well.
SD will travel along the x axis and sping around the Z axis.
I can verify that later and make short vids if needed.

glacial topaz
#

solution might be to include images

weary sonnet
#

What conditions do you want for the videos of the breach cutter spinning death and roll control?
Biome, lightning, enemy or not…

glacial topaz
weary sonnet
#

As you want, I confirmed the roll is just as I said above for roll control and spinning death.

For the gunner’s shield, the duration mod are indeed a lot more effective than they should be, seems to be ×2 indeed, but they are codded normally in the files.
I will check the other mods to see if they apply twice too.

#

It doesn’t seem to apply to recharge time mods.

floral drift
#

@glacial topaz in 3D Cartesianal planes there are two schools of thought: either have X to the right, Y up, and Z towards you, or X right, Z up, and Y towards you. to the best of my knowledge the only difference is that physics/engineers use Z up, and mathematicians use Y up. as long as it's clearly notated which style of axes are being used for reference in the Breach Cutter overclocks, it shouldn't really make a difference

glacial topaz
#

: S

glacial topaz
#

does it make sense to use "explosion damage" instead of just "damage" ?

weary sonnet
#

It is ok to word it that way since the word explosion is written in the description and it is an AoE, but for consistency with the rest of the wiki 'Area Damage' would make more sense (this is the terminology we chose for AoE attack and used in the Area Damage page).

tranquil hazel
#

For the subata will volatile bullets stack with hollow point dmg to weak spot if they are burning? (tried to look on wiki was confused)

glacial topaz
#

Which line was confusing ?

tranquil hazel
#

Just stacking of dmg

weary sonnet
#

Volatile bullets will take the current bullet damage and add 50% of the damage as fire damage (the damage added can be less or more than 50% only if the target is resistant or weak to fire).

glacial topaz
#

We have a sectiom about damage stacking ?

weary sonnet
#

This is the current section about volatile bullets.

#

The way I worded it was deemed too confusing so it was changed to this iirc.

tranquil hazel
#

I just wasn't sure if I burn an enemy with flamethrower to then switch to Subata to activate volatile bullets (dmg to burning enemies +50%) but also shoot the burning enemy in it's weak spot do I get the 80%+ dmg to weak spot on top (60% from hollow points). Hope that made sense.

weary sonnet
#

@tranquil hazel if you have any suggestion to clarify it, feel free to share it.

tranquil hazel
#

No the volatile bullets description is fine

#

I was reading the status effect page and couldn't figure out if the hollowpoint dmg stacked with volatile bullets.

#

Did that make sense?

sly grove
#

isn't it 50% of the base kinetic damage instead of the damage caused?

tranquil hazel
#

Beats me XD sounds right.

sly grove
#

that wording implies that if an enemy has resistance to kinetic damage,, the fire damage added will be less

weary sonnet
#

When I last tested it it was 50% of the damage caused all modifier included.

sly grove
#

so it is added after dealing the damage? interesting

weary sonnet
#

Well there is no resistance to kinetic damage, but weakpoint, armor and fire resistance were affecting it last time I tested it.

#

It may have changed with the switch to UE25 since that switch changed a lot of mechanics stealthly and my test was before that.

tranquil hazel
#

Interesting.

weary sonnet
#

I will retest it on my next break.

tranquil hazel
#

Appreciate it. 🙂

glacial topaz
#

you people that main engineer, is warthog always running low on ammo for hazard 5 or so ?

acoustic scarab
#

laughs in 2-2-2-2-2/Super-Slim Rounds Stubby

#

(I'm kidding, I don't main Engi per se and I haven't played him on h5)

weary sonnet
#

I can confirm that volatile bullets is affected by the following: enemy fire resistance/weakness, weapon critical damage (hollow point), enemy critical multiplier, and also light armor.

Edit: Ah, my bad, both got the same name, the values are right.

austere fossil
#

That sounds like the gunner OC

#

and not Subata volatile bullets mod

weary sonnet
#

Ah, did I got the name wrong, that was the gunner one yes.

olive shard
glacial topaz
#

are the ammo mods a necessity for H5 or you can do just fine without it ?

olive shard
#

i run with magnetic bullet alignment overclock, and all of the mods that give you ammo

#

so its more of a constant fire-hard hitter loadout

glacial topaz
#

from what I can see the only ammo mod is the T2 one, with the other options being more pellets or more x0.5 spread

olive shard
#

yes, i also have t1 mag increase

#

@glacial topaz if you can hop into abyss bar i can tell you what i have

glacial topaz
#

don't worry, just checking how necessary having more ammo is, might need someone that plays with less ammo on H5 to see if they can do just fine

austere fossil
#

My guess would be BABBB MPA

#

But yeah, common thought seems to be you need something to increase ammo, either the mod or one of the 2 ammo OCs.

glacial topaz
#

oh well

bold plover
#

That 40 ammo feels almost necessary. I always run RoF, ammo, mag, armor break, RoF.

glacial topaz
#

might need balancing ?

bold plover
#

It feels way better than the alternatives.

#

I mean, it is like 40% more ammo or something.

austere fossil
#

44.4% more reserve ammo on the base gun, yeah, it's kinda nutty

#

while the pellets mod is just 25% more pellets

bold plover
#

Which is like 8 more damage per shot if hitting non weak spots?

austere fossil
#

each pellet is 7 at base, so 14

bold plover
#

Oh, yeah, I was thinking of the damage upgrade.

#

I'd much rather be able to fire a whole new shot than buff each shot especially if I already 1 tap grunts.

cobalt imp
#

Has anyone talked about getting the images for the new cosmetics? I was wondering if my friend and I could be of help. Hopefully I'm not intruding on anything

plush night
#

Hey there, long time since I asked something in here
I'm discussing about the mob pool in (E)DD
Can the "basic" one change between runs ?
I know disruptive and static may change, but I'm pretty sure the basic one doesn't.

weary sonnet
#

I just tested it, the enemy pool stay the same in DD/EDD.

glacial topaz
radiant edge
#

I think that meant to say R instead of E

glacial topaz
acoustic scarab
#

Something I've noticed is that cave depth is also determined by the seed. I ran a DD today and got exactly the same depth numbers as the devs on stream.

#

However, cave depth during DD/EDD defies conventional logic.

#

For example, Salt Pits lie somewhere around -1000m to -1100m. Below them, from -2000m to -3000m is the Radioactive Exclusion Zone. Those are the numbers you'd see during regular missions.

#

A Deep Dive in Salt Pits, however, will roll three depth values - one for each stage - and simply add them up.

#

So you could get -1050, then -2070, then -3100 for that DD, all of which would take place in the Salt Pits

#

In the example above the values would be -1050, -1020, -1030, all of which individually follow the rules for biome depth.

manic scarab
#

and if you launch the deep dive you have always the same deepth ?

acoustic scarab
acoustic scarab
#

Values for Murky Foot (this week's DD) are in the screencap above.

manic scarab
#

I think it was more of a coincidence since I never saw always the same time when I speedrun DD or there is a possibility of for exemple 3 value for stage 1, and 3 value for stage 2 and 3 but value 1 will always be with value 1 stage 2/3

acoustic scarab
#

Well, I can provide my own screenshots of the depth meter for Murky Foot, and timestamps of the GSG stream. We both got exactly -2130,53 for stage 1, -5109,81 for stage 2 and -7585,42 for stage 3

manic scarab
#

I am launching DD to check if everytime it's the same or not for stage 1

acoustic scarab
#

I'm very curious

manic scarab
#

first try = -2130,53
Second = -6392,22
Third = -8523,07

#

so it's not always the same for the moment, but there is a possibility of deepth pool , I need more test

acoustic scarab
#

Interesting.

manic scarab
#

for the moment, every time it increase by +2xxxx, I forgot to write the 4xxx depth

#

what's the maximal depth of radioactive exclusion zone ?

acoustic scarab
#

Deepest I've seen was -2846,81

#

I think it's reasonable to assume it's between -2000 and -3000

#

Thanks to Silaise's testing we know there's more to DD depth than meets the eye

#

It would seem that the game does indeed generate fixed values, or at least a pool of fixed values, based on the seed.

#

So assuming a successful DD, the values X, Y, and Z would show up as -X for stage 1, -X-Y for stage 2, and -X-Y-Z for stage 3.

#

However

#

If you lose a DD during stage 1 and start again, the value X seems to stay in the calculation.

#

So your second attempt would see -2X for stage 1, -2X-Y for stage 2, and -2X-Y-Z for stage 3.

sly grove
#

does anyone here know if the gunner shield bug right now was on experimental aswell?

#

since exp channels are disabled, i cant ask there

bold plover
#

Added in hotfix 9, expect one last hotfix.

sly grove
#

nice. ill just make a patch out of the exp shield files then untill it's changed

stable valley
#

Does anyone know the fear factor and tick rate on drills? It isn't listed on the wiki. The rate is given as 100%. I am trying to find an equation that describes the chance to fear as a function of time. So far it looks like this 1-(1-RF)^(st) where R is resistance, F is fear factor, s is attack speed, and t is time in seconds.

#

So I found it in the Fear section, the fear chance is 50% base before resistance

#

but the attack speed is not given

weary sonnet
#

Drills will hit enemies 8 times per second.

lofty kettle
#

Thanks for wiki everyone! It helps with context for translations immensely! ♥️

plush night
#

When you're promoting, you're going to 25 back to 1, but does that count as a "level up" for the player rank ?

bold plover
#

Every 3 red player levels = 1 blue level. If you promote, you get a nice star above your class icon, an extra perk slot, and unlock deep dives and the ability to use machine events.

glacial topaz
#

I think they are just asking if you get a player rank Tick for ranking up

bold plover
#

Ah, afaik, no.

stark tulip
#

you do actually

#

my first promotion gave me player level 16

bold plover
#

Yeah, but I do not think that is consistent, depends on rounding every 3 promotions or something like that. I also haven't promoted in about a year though, so I forgot.

austere fossil
#

Yes, you do get a blue chunk when promoting

stark tulip
#

exactly
it counts as a character level up

sly grove
#

it sais otherwise on the wiki

#

In one playthrough, the maximum level is 33. However this can be exceeded by promoting a character, as your overall rank is not changed on promotion but can be further advanced with character levels.

#

judging froma table i made a while back, i was under the same impression when i made it. im on my last promotion assignment rn, can make 2 screenshots to check

stark tulip
#

I'm sure I went from level 15 to level 16 after my first promotion

sly grove
#

someone needs to fix that then, promoting does infact grant 1/3rd of an account/player rank

bold plover
#

Always has, just won't always give a level up as shown.

sly grove
#

the 1/3rd level up should be 100% consistent tho?

#

like, it either does or doesnt.

bold plover
#

It does.

sly grove
#

either way the wiki is wrong

bold plover
#

I'm talking about going from 637 to 638.

sly grove
#

which can happen

bold plover
#

Yes.

craggy sentinel
#

Old data mixed with new data; the L33 max player rank part is from after the character rank increase to 25, but promotions not counting an extra 1/3 tick to player rank is from before, when max character rank was still 20. Each retirement promotion was counted as 19 ticks before, versus 25 now.

coarse acorn
#

the wiki for mission control quotes is missing the escort duty and on-site refining quotes, also, i'm pretty sure headed is spelt wrong for the wiki was well, isn't it supposed to be heading, not headed?

weary sonnet
tiny wedge
#

The wiki doesn't mention any difference between union chapters, is there any?

shell frigate
#

Not really no

tiny wedge
#

do the monthly goals stay the same for each union?

shell frigate
#

No they change each time

#

It's random who gets what goal

tiny wedge
#

are the rewards tied to either a goal or a union?

shell frigate
#

I don't think so

tiny wedge
#

alright thanks

bold plover
#

So, this may be hard to test but it appears that if a lootbug eats a mineral and you get it back, you get 50% more.

#

There is EatValueMultiplier = 1.5

floral drift
#

deep dive may be best way to test that; pre-set repeatable mineral veins

#

mine it once, write down the value, abort, restart DD, mine it again but this time with a full bag of 40 so you don't pick any up, and let lootbug eat it

bold plover
#

I could just change the multiplier to something absurd, let it grab something, kill.

bold plover
#

So far it does seem to increase the value of picked up minerals.

#

I mined a chunk of nitra while full that would probably be around 5 nitra in value, killed a lootbug after depositing, was able pick up all nitra except for one piece which means the value is greater than 40. I put a 10x multiplier on it.

#

Did this multiple times. Will go test on a DD.

#

Tested it with golden lootbugs just to verify, since they do not drop nitra.

#

Got 40 nitra from it from a small chunk.

#

Alright, tested it by shooting nitra with a bulldog to create a miniscule chunk. Killed the golden lootbug with 10x eat multiplier and it gave me between 5-10 nitra. I deleted all mineral chunks on the ground per test and spawned the gold lootbug next to the mineral and watched it eat it each time just to verify. So, overall I would say that this is a working and previously unknown feature of the lootbug since the addition of eating. Not that it is super helpful though since there is at the very least a 15s cooldown between eating chunks.

glacial topaz
low hamlet
#

it's probably correct

weary sonnet
#

This is the only string that resemble it on Crowdin:
Nitra has been withdrawn and Supply drop is inbound.

glacial topaz
#

unused content, iirc

analog rock
#

Very old content, before Nitra was introduced, the supplies would cost gold

radiant edge
#

Doesn't that mean the +2s protection time after leaving is practically a downgrade to the +1.5s duration?

#

Might as well take 3s over 2s lol

weary sonnet
#

I didn’t test the duration after leaving, but the duration really add 3s, I also tested the cooldown reduction and it was working normally.

halcyon plinth
#

Hello hello its been a long time.

#

Whats new you fucking nerds

#

Need any grunt work done

#

I'm drunk and getting back into game dev

glacial topaz
halcyon plinth
#

What seems to be the problem?

#

Looks good to my untrained eye

glacial topaz
#

"photo of mineral"

halcyon plinth
#

Ah

#

fair point

#

That is indeed, not a photo of the mineral

#

very observant of you

glacial topaz
bold plover
#

Correct, the UI in the bottom right for the turrets will change slightly for the selected one to recall.

radiant edge
#

Yea, when you wanna move one of your sentries that are already placed down, gemini lets you pick with R

craggy wraith
#

Huh, when was that added?

bold plover
#

Been around for a while.

acoustic scarab
#

Wow, that is so subtle that I think I wouldn't even notice it (if I was an average Gemini user)

acoustic scarab
low hamlet
#

trivia

signal meadow
#

how does that achievement even work, I could never get it no matter if I brought bosco or not

acoustic scarab
#

You need to be out of primary ammo, out of secondary ammo, and out of grenades.
You might want to spend all support/traversal tool ammo just to be sure.

signal meadow
#

did that over a dozen of times

acoustic scarab
#

That's weird.

signal meadow
#

killed all 3 dreads with berzerker + slayer stout not resupplying once

weary sonnet
#

For the achievement you just need to spawn the dread, not to kill it, when I got it was only out of secondary and primary ammo (plus maybe grappling gun on CD?).

signal meadow
#

well that has never worked for me

#

even made sure heckin flares were all on cooldown lol

weary sonnet
#

Just in case, I also needed to be online on steam for some reason that one was not working if I was invisible.

signal meadow
#

I'm always online when playing games

bold plover
#

Don't worry, it only took me 20 attempts to get it with doing the same stuff.

#

It's honestly just RNG at this point.

signal meadow
#

figured as much, kinda sucks tho since it's the only achievement besides 100 solo that i don't have 😅

austere fossil
#

The dread also needs to spawn shortly after you run out of primary/secondary. If you wait too long it won't work.

sly grove
#

i dont remember any achievements being particularely finniky when i did them, besides maaaybe the silicyte harvester one, but that was well over a year ago when i did it

karmic marsh
#

just deplete all ammo (and grenades) then pop the dread, it should work

glacial topaz
low hamlet
#

needs some rewording

#

it isnt an attack. more of an explosion because of being killed, similar to exploders, except it's instant

glacial topaz
#

more worried on how it says not to kill, instead of killing in a distance, or using it to damage mobs, or nothing

sand lantern
#

There's probably bugs version of FF: back then exploders dealt much more devastation to bugs, but nowdays bug explosion can't even kill a grunt

acoustic scarab
#

Unless it's Steeve 😔

quick crest
#

what is the ratio on blue levels and red ranks?

shell frigate
#

Blue levels are player levels, you gain 1 of 3 parts of one for each dwarf class levelup

quick crest
#

Thank you

#

and its always that

shell frigate
#

Yeah

quick crest
#

ok

#

Does it have a cap

shell frigate
#

Player levels don't, as you can keep promoting dwarfs

#

The highest legit amount is around 2500

quick crest
#

can you promote past legendary

shell frigate
#

Yes

quick crest
#

oh

#

ok

#

is there a leaderboard for levels?

#

also is there any thing that happens if you bring the error cube to the error tower

shell frigate
#

Not currently, only a leaderboard for dance time

#

And no they are unrelated

quick crest
#

ok

#

thank you

sand lantern
#

I guess everytime devs want to create a leaderboard they look at one for dance time and discard this idea

sly grove
#

leaderboards arent an option if you decide to have local saves, unless you have the luxury of a replay feature and a community that can catch and report cheaters like in n++

glacial topaz
shell frigate
#

Guess they thought all missions have that name?

bold plover
#

Tutorial?

glacial topaz
#

first edit ever, just need confirmation if it is to be kept, or undone

shell frigate
#

Checked; Its on the Closed-Alpha Missions

#

So feel it's probably one to undo but I don't know which name is correct

bold plover
#

@ tommy gun

glacial topaz
low hamlet
#

that should be better

bold plover
#

But the explosion is instant vs the exploder.

low hamlet
#

lemme add that

#

forgot to dderp

tranquil hazel
shell frigate
#

They give a larger bonus than there meant to

stark tulip
#

it applies a multiplier
but it mistakenly applies the multiplier twice
which is effectively 2x the original multiplier

shell frigate
#

The increase varies on each drink

tranquil hazel
#

is there an explanation for why this happens?

shell frigate
#

<@&296918282403840000>

tranquil hazel
#

bruh

shell frigate
#

TY

opal locust
#

@shell frigate thank you :)

shell frigate
#

Np

bold plover
#

I missed out on the fun.

shell frigate
#

As for why, we are not sure, just started one patch and has not changed since

tranquil hazel
#

thx

floral drift
#

while i was slaughtering lootbugs to test how CryoCannon T5.A Fragile works, i kept track of the nitra/gold dropped and thought it might be interesting trivia for the lootbug page. i tracked the loot from 116 lootbugs, and each lootbug dropped an average of 9 nitra and 11 gold.

bold plover
#

That reminds me, need to do that other thing for you.

bold plover
#

I have video of the sucking plant if you guys want it.

sly grove
#

S U C C

#

is there any info on lure health btw? wiki doesnt list it at all

#

also no electrocute chance (just sais very high) and no damage number on the explosion (just said miniscule)

bold plover
#

Lure health is 50 with 50% less damage from neutral damage. 20 AoE damage, 2.5m radius, 1.5m max damage radius with 100% chance to shock or whatever.

floral drift
#

that plant is really cool, but probably ought to have the spoiler tag applied to it

radiant edge
#

woah, is that from the upcoming update?

weary sonnet
#

It has been in the files for a very long time but it wasn’t used so far.

alpine hamlet
#

What is your take on an overviewsite / summary on possible mission events?

#

Basically just summary of everything which may spawn in a mission and it's % in a table

#

Machine Event 1/6 (4?) (X %)
Cargo Crate / Helmet 1/6
and so on

#

at the moment it's just mentioned on each single page in a paragraph

sly grove
#

thanks

#

also, there is some wierd info on the overclock page that probably needs to be removed and is in conflict with the real info. someone forgot to remove it i suppose
this is on the stubby page:

#

this also is wrong. it sais "Acid" even tho thats not a status inflicted by players. on the right it sais "poisoned" which is what it should say under afflicted targets.

glacial topaz
#

isn't acid correct in the files and poisoned is just used in that description ?

sly grove
#

maybe, but it'd be wrong either way. discription wise acid doesnt make much sense

glacial topaz
#

I will just remove that from there and make the table collapse

weary sonnet
#

For turret arc, I think theses are the current stats, I think I got all the stats, let me know if you think something is missing:

# SMG/Overclocks/OC_BonusesAndPenalties/Bonus_PlasmaBeam_SMG
# SMG/Overclocks/OC_BonusesAndPenalties/Penalty_Ammo-120_SMG
Max Ammo: -120
# SMG/Overclocks/OC_BonusesAndPenalties/Penalty_RoF2_SMG
Rate of Fire: -2
# FSD\Content\WeaponsNTools\SentryGun\BP_Sentry_PlasmaBeam
StatusEffectsToApply: STE_ElecticPlant_slowdown_C
Source: /LevelElements/RoomObjects/Hazards/ElectricPlant/STE_ElecticPlant_slowdown
MaxLitTime: 0.1 # Probably only for the visual
MinLitTime: 0.1 # Probably only for the visual
MaxUnlitTime: 0.2 # Probably only for the visual
MinUnlitTime: 0.2 # Probably only for the visual
# FSD\Content\LevelElements\RoomObjects\Hazards\ElectricPlant\STE_ElecticPlant_slowdown
StatusEffects: STE_ElecticPlant_slowdown_C
    DotStatusEffectItem_1:
        DamageAmount: 4
        DamageClass: DMG_Electric
        ApplyEffectsInterval: 0.2
    StatChangeStatusEffectItem_1:
        PST_MovementSpeed:
            StatChange: 0.3
# FSD\Content\WeaponsNTools\SentryGun\BP_EletrocutedSentry
BP_EletrocutedSentry_C:
    InitialLifeSpan: 15
    NetUpdateFrequency: 10
    SphereRadius: 150```
#

For turret EM discharge, the detailed version is right for the effects.

alpine hamlet
alpine hamlet
#

https://deeprockgalactic.gamepedia.com/Loot_Bug

Missing information that eaten minerals will multiply by 1.5 according to @bold plover

Deep Rock Galactic Wiki

The Loot Bug is a completely passive Creature on Hoxxes. It can be found in every region of the planet. It is a large, grub-like creature with many eyes and a chubby body. They are capable of scaling walls and ceilings, similarly to Glyphids. As the Loot Bug moves around, it makes quiet squeaking noises. In some regions, Loot Bugs will also give...

#

(I'm uncomfortable just editing the english wiki on myself, as I just casually use it)

weary sonnet
#

Supply Drop :

Area Damage: 1000
Damage Type: Typeless
Radius: 1.5m
Maximum Damage Radius: 1.25m
Minimum Area Damage: 25%
Fear Factor: 1 (100%)```
alpine hamlet
#

Does fear factor 1 mean if it kills an enemy, surrounding ones will be always get a fear effect?

weary sonnet
#

Afaik it means that if it hit anything, anything withing 1.5 m will have a chance to be affected by the fear effect unless their courage is 1 or greater.

alpine hamlet
#

Is it better if I just post missing stuff here, or should I edit in in on my own and post it so it can be corrected if wrong?

weary sonnet
#

If it is something simple to fix you can fix it directly, if you have a doubt, you can post it here.

alpine hamlet
#

I'll do the latter then. Edit it, and report here so I don't post crap on the wiki by accident

#

I just asked Johan about Bulk Spawn limits.
He said he thinks they don't have a hard limit how many can spawn in a mission, but there may be one preventing to have more than X bulks at the same time.
Do we have the hard numbers on that?

sly grove
#

i updated turret arc with the info posted above, since it only said "turret arc is an unstable overclock" before, lol

glacial topaz
#

fixed it, but still not sure about movement speed and duration, first, is it really -30% or -70% ? second, 15s is really the duration of everything ? no randomness or variation ?

manic scarab
#

it's -70% speed, the 15 s duration is the time a turret stay with the electrical effect not the time of the arc

#

the only variation/randomness for the duration of the arc is the time you take to electrocute 2 turret

#

That's the stats ely found when I asked him and the idea is, turret arc copy the electrical crystal effect

glacial topaz
#

so what is the time of the arc

manic scarab
#

the duration the 2 turret are up at the same time

#

if you shot the 2 turret with 2 sec delay, it's gonna be 15 - 2 sec delay between the second, and the arc duration is 13

glacial topaz
#

makes sense, well, if nobody fixes those I will, just let me know just did

alpine hamlet
#

welp I'm an idiot, the % chance of stuff is already on the Missions page, god is that page long

tranquil hazel
#

is there anywhere on the wiki to find out how many credits morkite refining and drilldozer escort give

sly grove
#

odd that its -70%. the wording of the "statchange" made me think it's 30% reduction. but multiplying it by 0.3 makes more sense when i think about it.

bold plover
#

Another way to think about it is 1 is 100% of their normal speed and changing that value (statchange) to 0.3 is 30% of their normal speed.

sly grove
#

that just makes thinking about stacking slows confusing. having it multiply is easyer

acoustic scarab
#

@tranquil hazel
Refinery: 650 for L2/C2, 850 for L2/C3
Escort: 775 for one stop, 975 for two stops

#

That's the base before any bonuses, which includes** before length and complexity modifiers of +10% and +20%**

#

Refinery missions all show 3 pumps, so the only difference in payout seems to be the cave complexity

#

Which is weird, because then complexity factors in twice, once when it "bumps up" the reward tier, and once again in the form of extra +10% like for any other mission

sly grove
#

for stubby

#

you literally couldve just changed the -30% to -70% which whould be consistent to how its written on other pages haha

#

well not wrong, just the way its written is not like it is on other pages i saw

austere fossil
#

Should probably update the other pages to use x0.3 then, since it's more accurate to how it's actually working. I also suspect it'll be easier for people to correctly combine two x0.3s into x0.09 instead of two -70%s into -91%.

acoustic scarab
tranquil hazel
#

thanks

austere fossil
#

I think I like the icons more.

low hamlet
#

@acoustic scarab icons for morkite

#

ye

#

i would also add some padding. try 5px to start

#

this is what the new overclock table would look like, but with 3 more rows besides Breach Cutter. what do you guys think

weary sonnet
# sly grove odd that its -70%. the wording of the "statchange" made me think it's 30% reduct...

I agree that the wording is confusing, but I found out a list of variable at some point and for each one their base value and if they are additive or multiplicative.
Theses are the movement related variable, the last one is the one used for turret arc:

PST_MovementSpeedPenaltyReduction:
    Additive
    Stating value= 0
PST_MovementSpeedPenalty:
    Multiplicative
    Stating value= 1
PST_MovementSpeed:
    Multiplicative
    Stating value= 1```
Without that only in game tests would allow to be sure of the real effect and stacking (this is what I did before).
#

As for the -70% vs ×0.3 thing
I try to fix it on any page I find to use -70% when the stat is additive and ×0.3 when the stat is multiplicative.
I did it for (I think) all the creatures pages and it was done for the weapon pages, but a lot was added, so it is probably not the case anymore for all weapons.

bold plover
low hamlet
#

inchresting

hidden sky
#

hello all, question about escort mission: Is there any data posted about the gunner shield being on Dottie...? Like, will the shield help at all during the rock fall...?

low hamlet
#

@hidden sky you can't throw a shield on doretta. it just falls through if that's what you're asking about

#

so it cant really protect against rock strikes unless you have larger radius

hidden sky
#

@low hamlet Right, it does clip thru, yet still deploys from the terrain underneath. So, lets assume the shield is at max size- it does not fully cover Doretta true- yet there is still a significant amount of coverage above and to the sides... and it will push small swarm off for a second or two. Question remains: *IF the gunner shield is deployed, will 'rock fall' damage be reduced any amount at all....? And of course, Im curious to see data, rather than anecdotal observation.

bold plover
#

🤔

#

I think I found something new with Bosco.

#

Eh, not really, just thought you could control his rotation by looking at him and pressing WASD, it sort of works but it depends on whether he is stationary or not.

low hamlet
bold plover
#

15 for beamers, 50 for rocks. Will double check real quick.

low hamlet
#

does it change on haz?

bold plover
#

No idea, don't think so.

low hamlet
#

it says 30 on the wiki page for some reason

#

"about 30 damage per rock"

bold plover
#

Enemy smart rock is 20 damage (guess you can git hit while it moves to position) and 250 health, 20 health and 50 damage for the projectile with a 2.5m radius dealing full damage within that radius.

low hamlet
#

good info ty

#

does it scale with player number?

hidden sky
#

yes, thanks all for the info- Beamers seem to ignore gunner shield, maybe the rock aoe does also... ill try to test it later.

sly grove
#

i think the rocks always ignore it? maybe with an elevated shield (from engi platforms) and max aoe you could try, but i've never seen it being blocked before

weary sonnet
#

The rock damage increases with hazard vs dwarves.

#

Vs doretta it probably uses the Environmental damage modifier to scale from what I remember of the damage in Haz5.(It removed most of the health from a side but didn’t one shot it.)
P.S. No idea for the interaction with the gunner shield.

glacial topaz
acoustic scarab
#

Yeah, I mentioned that in the changelog. Fixing that probably requires some template editing, which I'm wary of

glacial topaz
acoustic scarab
#

Webs can also be cleared by the phosphorous mod for the sawed-off

#

And by flying Bosco through the webs

weary sonnet
#

The breach cutter has an initial 50 fire damage so it would make sense for it to clear the webs but I didn’t test it.

#

As for the projectile damage, the info is right for the damage per tick and interval, itis just missing the initial 50 fire damage, not sure if it is mentioned somewhere else.

glacial topaz
#

feels a bit random , the middle column, but at least there are symbols now, do I publish for now ?

acoustic scarab
#

I'd remove "all missions" and replace them with a colspan=2, but eh

#

Maybe it reads better this way

weary sonnet
#

rowspan="2"

glacial topaz
#

what about the BC values ? Going to check other edits, but can't forget the web and BC ones

weary sonnet
#

I think it is fine like that, your call whether you keep it that way or use rowspan to include all mission lenght.

#

The web will require someone to check ingame to be sure, I can’t do that for now.
For the BC the values are right, but if it is supposed to be a full damage info, we should add that the first contact with an enemy does 50 fire damage (damage only, no heat), except for the spinning death.

glacial topaz
acoustic scarab
#

I believe I was not mistaken 😛 Making "Egg Hunt" extend all the way to 350cr means spanning two columns, and should use colspan
But it's ultimately a nitpick.

weary sonnet
#

For the BC:
Damage on the first contact with an enemy:
Damage: 50
Damage Type: Fire
Friendly Fire Modifier: 10%

Damage per tick:
Damage per Tick: 11.5
Damage Type: Electric
Friendly Fire Modifier: 15%
Tick interval: 0.02s

low hamlet
glacial topaz
#

I know that, just complaining on how it was done, it does look much better now, but having 2 versions on the same page, and not have all of them at once doesn't feel necessary

low hamlet
#

wdym?

glacial topaz
#

the image literally shows engineer OC table appearing twice

low hamlet
#

true. i could just remove the old one

glacial topaz
#

finish all the others first, as of now it is odd to see 5 templates, with 4 old and 1 new, since it is supposed to be 4 new and no olds

low hamlet
#

yeah. i can get to work on converting the old ones

low hamlet
#

1 more done

low hamlet
#

someone should check this out

#

the User-20963318 added a bunch of stuff to the slasher page

shell frigate
#

Seems a pretty comprehensive upgrade to the page

low hamlet
#

yeah i agree. there may be some wording to change up

shell frigate
#

Yeah the tips could do with wording that specifies the numbers involved

#

E.g. lethal enemies bit saying double damage

glacial topaz
#

oh boy

#

yo if you are that user say who you are on Discord

shell frigate
#

Not sure if they are on Discord

glacial topaz
#

that makes things way more complicated then :|

shell frigate
#

You can leave messages on their page

glacial topaz
#

I tried twice, but it didn't work, I was only able to do it on PunchyTurtle's page

shell frigate
#

It give you an error message or anything?

glacial topaz
#

no errors, it just doesn't appear when refreshing the page

shell frigate
#

Weird

low hamlet
#

you could try putting it on their talk page

glacial topaz
#

does that even make users get a notification

low hamlet
#

yeah

glacial topaz
#

will see if I can do it later

#

but basically I just want to see if they can be more accessible on discord , if anyone wants to try that and that other thing

#

does this even make sense ?? On [[Hazard Level]] 5, Slashers deal 250% of a standard Grunt's damage

sly grove
#

what even does "standard" mean in this context

#

like h1? 2? 3?

glacial topaz
#

yes

#

I will just remove it

shell frigate
#

What?

#

The scaling is the same across creatures

sly grove
#

yeah thats whats wierd

shell frigate
#

It is always 250%

#

So it's right

#

Just needs the Haz 5 bit removed

sly grove
#

were not saying that its's wrong. but saying its specificly the case on h5 is bad wording

shell frigate
#

Standard could be changed to regular to avoid confusion

glacial topaz
#

A single attack breaks a player's shield absent of damage resistance does this makes sense , mostly for the damage resistance part

sly grove
#

roughly

shell frigate
#

Depends on hazard level, and shield mods

sly grove
#

on h5 is does about as much damage as you have full shield yeah, assuming you take hp mod

#

but thats also wierd to include i feel like

glacial topaz
#

more shield doesn't sound like more damage resistance

sly grove
#

well its not wrong, assuming he's talking about h5

#

since you can get damage resistance from things like autocannon or gunner shield

glacial topaz
#

right

sly grove
#

just another case of odd wording for this

shell frigate
#

Or Veteran Depositor

sly grove
#

just saying that slashers do 2.5x / 250% of a regular grunts damage should be enough, if that is the case

bold plover
#

Well, I don't think that unstoppable works with slashers and dash does not have a long cooldown vs other perks.

austere fossil
#

Yeah, I was gonna suggest changing the dash bit to "long cooldown relative to its duration" if you keep it

glacial topaz
#

leaves a targeted Dwarf wide open to attacks from other melee-ranged combatants for the slash attack, wouldn't it also work for any attack, even if ranged

bold plover
#

Yes

austere fossil
#

Yeah, it's probably more it's ability to get you killed by Mactera/Acid Spitters than other grunts that'd be the reason you want to be avoiding it at all costs

sly grove
#

https://deeprockgalactic.gamepedia.com/Escort_Duty
cant edit section 3 "tips"
i was going to change
Using a Driller Satchel Charge on an Oil Shale deposit and collecting the chunks with the Fuel Canister is the most efficient way to refuel.
to
Using a Driller's Satchel Charge or exploding his Experimental Plasma Charger charged shot with the Unstable Containment Field upgrade on an Oil Shale deposit and collecting the chunks with the Fuel Canister is the most efficient way to refuel.

#

wanted to have a shorter wording, but i couldnt think of another way to type it out for someone that doesnt already know what epc mining is

#

unless there's an epc mining help page that could be linked to

austere fossil
#

Might change "most efficient" to "fastest/easiest" since "efficient" implies you get more fuel doing it that way

sly grove
#

then this should be good wording:
"EPC Mining" or Using the Driller's Satchel Charge on an Oil Shale deposit and collecting the chunks with the Fuel Canister is the fastest way to refuel.

bold plover
#

Is it though? Thought they added a suck cooldown to make it take just as long?

sly grove
#
  • Using a Driller [[Satchel Charge]] on an [[Oil Shale]] deposit and collecting the chunks with the Fuel Canister is the most efficient way to refuel. Picking up the chunks still have the 0.45s delay similar to mining.

thats the full thing, just didnt bother quoting the rest to take up less realestate in the chat

austere fossil
#

If you aren't perfect with your laser mining you can have a longer delay between collections. Blowing it up dumps all the chunks into one neat pile

sly grove
#

it is definetly faster tho, as you can collect the entire oil deposit instead of smaller chunks that you'd get because of how the geometry is being substracted (dunno how to word it)

#

you often times just collect smaller bits because of geometry

#

if you laser mine

#

and you have to re-aim, yeah

glacial topaz
#

does dash work just fine against the slashes ? does it have a long cooldown ?

austere fossil
#

It doesn't fully negate the slowdown, but it's better than nothing

sly grove
#

yes, works great. i think you still keep the slow/stun on you, but you speed up just enough to escape any follow up hits. dash is basicly what everyone takes besides scout

glacial topaz
#

what about cooldown

sly grove
#

30 secs

glacial topaz
#

is that long

sly grove
#

feels short

austere fossil
#

25 at max

#

during a swarm it can feel long

#

especially if you rely on it for positioning in the first place

sly grove
#

even during a swarm it feels rather short, since you can cover such a huge distance that you wont take damage for a while again

glacial topaz
#

changing "Try to only keep Dash for emergency use though, as it has a long cooldown." to
"Try to only keep Dash for emergency use though, as it has a 25-30 seconds cooldown."

sly grove
#

can also use it to long jump and cover large gaps

glacial topaz
#

"Chiefly, it also lets you resist all forms of slowdown effects" so this is wrong ?

sly grove
#

probably tripples your jumping distance or something like that

austere fossil
sly grove
#

thats what dash's discription sais, but i dont think thats exactly true

austere fossil
#

(which you should)

sly grove
#

has some caviats to it, i'd find it hard to point them out rn

austere fossil
#

I think it might just be the slasher stun

#

works just fine on snow/sticky goo

sly grove
#

it always feels like the dash slow immunity actually decays

#

if you run trough a sea of goop, to me it always feels like you slow down during the dash. whould have to test that out specificly tho

glacial topaz
#

they were added on update 23 ?

sly grove
#

they?

glacial topaz
#

slashers

glacial topaz
#

finished it

bold plover
#

Dash does not grant immunity to the following slowdowns: Goo Bomber goop of both Glacial and normal, Naedocyte Shocker attacks, Web Spitter attacks, Slasher stun.

#

The first two practically negate dash.

#

The last two work but have heavily reduced distance with dash.