#wiki-related-chatroom
1 messages · Page 48 of 1
Yeah
@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.
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
anything that can be carried by the player, right ?
I guess that's an accurate analogy
should make it shorter than listing 20 different objects
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
"any objects that can be carried by the player(such as glyphid eggs and legs)" should cover the important ones
(I haven't actually tested if Bosco can carry tyrant shards, but I've no reason to assume he can't)
Just checked, he can carry the shards.
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.
Honestly, I have 315 hours in DRG and I have missed every single one of those instances of the number 17
cutscene
Afaik it was added relatively recently
spacerig model
same
website
This is probably the best candidate for first source
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.
https://deeprockgalactic.gamepedia.com/Fleas
Tips
When playing solo, Bosco can be directed with the Laser Pointer to attack Fester Fleas, upon marking one Bosco will hunt it down until it is killed.
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
Do frozen enemies receive weakpoint damage too?
They don’t
thx
And do deeptora bees damage doretta?
they most likely dont but that's something someone will have to test
The bees don’t target her, but if you stand on her she will take some damage from the bees.
I admit, it wouldn't have occured to me to spell that out on the wiki 😅
why ask when they can just do it and find out :/
huh https://deeprockgalactic.gamepedia.com/How_to_Play_Guide_for_Deep_Rock_Galactic that things don't have the new missions and no idea how outdated it is
i can take a look at that tomorrow
https://cdn.discordapp.com/attachments/616659268095180813/776807296550305822/unknown.png Looks like at some point game logic was overwritten to kill similar missions in one location
https://cdn.discordapp.com/attachments/669129318806454291/773256467151192064/unknown.png oldest iterations of randomized missions
isn't this false ?
It was false, now it's true with the most recent patch
It's true as of today's hotfix
"until we fix remaining bugs and implement better feedback for finding them" just be sure to not forget to remove it later on
yep
i added that back in because of the hotfix to remove confusion
ill try to remember to change it back
I added a reminder on the todo list for U32
wait, on-site missions refine the morkite during it ?
It is literally called refinery.
odd
do you really have to kill the creatures to fix leaks on refinery ?
I don’t think it is needed, pretty sure I fixed the leak without killing all the creatures in some cases.
noted
No need to, they don't even target you while you repair.
They will target a dwarf once repaired though
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.
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.
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.
I can’t find the file for the oxygen for the black box but almost all the rest have changed.
Does the length actually affect the number of leaks spawned? Aside from the obvious scenario of a pipe only containing 1 connector
https://deeprockgalactic.gamepedia.com/Mutators#Low_Oxygen
Low oxygen source page updated with the correct value for the oxygen source, I couldn’t find the file for the blackbox data so that one may be wrong (the radius was reduced for most sources).
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
Bosco reads that as "light"
Bosco reads this as "build"
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
any reason the black box primary has a dash?
it's a primary too right?
or only secondary
If it is for Deep Dives, black box can only be a secondary objective.
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
Should we have a page about which objects are affected by gravity and which aren't?
Eh ?? Which ? And why ?
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.
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
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 :)
this just seems wrong, guessing that isn't recent ?
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"
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
that "entirely random" part...
Yeah, not sure about that either
there's gotta be a better way to phrase this
iirc someone did testing and didn't see any increase in swarm frequency, just the ambient spawns
yeah that makes me sense
increases "wave" frequency and number of spawns in said wave
wait, is that for the how to play page ???
nope
that's on the point extraction page
all the old mission type pages need updating
hmmmmm... add it on todo list ? I will open the articles and think about it, but mostly tomorrow most likely
we also need to figure out if the mine head is called "Minehead" or "Mine Head"
hm
so it seems it's only Minehead in mission control dialog
Spacerig Space Rig
report ??
lack of consistency for minehead / mine head, if it wasn't already
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
Sorry, I'm having a brain fart. Is credit yield affected by hazard bonus?
yes actually
I remember the credit amounts displayed in the mission terminal change when the hazard level is changed
Can someone please give me the ingame names for the two helmets from the Roughneck DLC?
they're the hard hats but i forget what they're called. if i play deep rock later ill look
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?
yep just a paintjob
Much obliged
so that space rig 17 could point to the space rig being space rig 17
adding to supposed lore
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.
correct i am dumb
i thought it would probably be somewhere else if it was on the helmet 
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
Oh, so that was you! Nice job
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 :)
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
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
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 !
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
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
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
That's really nice of you ! Thanks ! My overview page will be up in 2 hours or so, so the timing is really nice
Oh I'll need to sleep anyway, so we're looking at more like 12-14 hours later
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
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.
need that checked
im all for drinking beer
what beer is that?
and does the number equal how many beers you can drink without passing out
no idea, abyss bar page
alright
I need the duration of the IFG effect on creatures checked (not visual) nvm
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
this is just confusing
sandblasted corridors can get a mission depth lower than magma core ?
yes
Oh, sorry, I guess all those numbers are negative
negative depth?
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?
can I see it ?
Well, I deleted the screenshots with the depth meter upon landing, but here's the rig
I mean, sandblasted lower than magma
If the depth is negative, it wouldn't be lower than MC
-900m below surface is higher than -11000m below surface, right?
this
Do we know at what rate the player sobers up? I'm pretty sure you eventually will, though that might only be during missions.
Beer science Beer science
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.
do you slowly lose drunk level over time ?
I know you do when in mission, I never stayed drunk long enough on the space rig without taking a blackout to reset it.
^I was about to say that.
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
In a few min (maybe ~5min?) you sober up in a mission, never tried in the space rig either.
a spell to make it spit out the current drunkness level would be handy
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.
beer / drunk keywords ?
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
huh
Trying to see what I can get out of it with UUU
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
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.
yeah, I imagine CharacterState is just used for the darwin award achievement
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.
good progress though
can't wait to see more of it, so no worries, and let's talk more about it tomorrow
Rough estimate is 20-25 min to go from 100% to no visible effects (I wasn't paying particularly close attention to the game)
Yes
already imagining that "Lerp" will cause the beer math to not be very simple, maybe not
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.
I wonder how many video games out there have an "intoxication curve" 😄
I guess we can start by plotting the values over a time axis and seeing how it looks
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'
you can record the same situation and compare it side by side
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.
sobered up = no effects / 0% "drunk" ?
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.
interesting that it uses % and not units like cryo cannon
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```
so 3 wormhole specials and 1 smart stout would theoretically get to max drunkenness without passing out?
does it ever go below 1 ?
It goes back to 0 if you wait long enough yes.
wait... so 100 makes you pass out or not ? from blackout
100 makes you pass out.
well, wiki was saying 101%+ so that is wrong too
Well from what I saw most of it was from in game tests with no real knowledges of how it really works.
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 ?
I didn’t really try to check for the visual or drunkness effects.
todo list could probably have that, you planning to work on the abyss page yourself ?
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.
only thing missing is the effects numbers, right ? with the info you gave I think anyone can check it out, right ?
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.
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
I would put it with the potency or instead of the potency.
ooh, I like the second
Second for me as well.
"Safe For Work (10)"
"Safe For Work (10%)"
We can add % since we know it is the unit now and at 100% I can guarantee we pass out.
blackout + leaf lover = ?
Passing out isn’t instant, so you can do it I think.
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 ?
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
Maybe on experimental, is there a cheat button to change them there?
I think just "rotate missions" but the beer still requires a reload of the rig to update
Does the "rotate missions" persist between disbands?
I think so, I can try that.
special glyhpid slammer is also 20% ?
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.
would just be to be 100% sure, but not a priority
wasn't so sure on how to word the resetting effect
also, this can be removed, correct ?
Yes, or remake it with just Name/Potency as a quick reference
Not removed, it need to be fixed.
The beer potency is written in game bellow each beer.
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 ?
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%)```
huh, red rock is "SFW" and not "Light" as the wiki said
will double check those then
"Slayer Stout" is missing ?
Added slayer stout
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 ?
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
?, we can organize it later by category / name later, but how is the phrase and table for now ?
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!
Sand- and snowstorms too, I would think
Although aren't those ignored by Unstoppable too?
might be something to test and check out along side beer effects
Dash remove slowdown effects, but enemies can still reapply them afterward, terrain cannot.
Does it seems correct that way?
Goo Bomber sauce slows you down too.
anyone planning to do some beer testing today or we moving it to tomorrow ?
No more testing today for me, that’s for sure.
thought so
nah, I do it all the time
hold the interact key while falling and look the the zipline
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
Again, I suspect high ping (maybe any ping) is a different story, but it definitely can work
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
possible but difficult, it seems
Yes, you can hold E and negate fall damage with pipes.
testing this would be good
maybe writing a paragraph about the mechanics of ziplines and mechanics of pipelines
It worked on low ping from shortish height, 70ish
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
First fall, not holding [INTERACT], second while holding
fixing mini mules ?
Depositing, grabbing, you name it
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.
I think they mean you can just hold [INTERACT] and automatically start once in range
Yea I was referring to that, didn't mean to say that it would stop fall damage
not that they all let you negate fall damage
so uh, not convinced the pipe catch is actually ping sensitive anymore
AU is Australia? Distance said "World" and country code was "AU"
variables ?
I mean, I joined this game and recorded the above
I think all holding e stuff works fine no matter the ping
I started holding [INTERACT] way early, maybe that might be causing some failed pipe catches?
500 ping , but if you hold E, it shouldn't be an issue ?
As long as you start long enough before to counter the ping
That was going to be my guess, have to start holding long enough beforehand to offset ping
Also unless changed I think the max ping displayed is around 250 so value may be higher
From this website https://wondernetwork.com/pings
(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
I remember playing a game as the hosts PC died, that sure had more then 250ms of ping
Was more like 8 seconds
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
Just get a job at haarp, lul.
For now we can just remove the word "easily" from that sentence about pipe-landing.
Is the second comment correct or is it spreading myths?
from ArcticEcho #wiki-related-chatroom message
25% broken, 60% single resup, 15% double resup.
sample size: 100 pods
20 secs to repair by yourself
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.
is beer effect cumulative ?
In what way?
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
Pretty sure they stack/amplify as your intoxication increases
Thinking about it I'm not sure if there is sudden changes or if it's gradual
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
For the info about the dwarf comportment when drunk, it seems to be in this file: FSD\Content\GameElements\Bar\BP_IntoxicationComponent
interesting, is it a list of the effects and numbers ?
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.
don't we already have the alcohol info ? which is the numbers I added to the beers last night
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.
very odd
if you drink it and check the current level won't it tell you the precise number ?
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
did you discover when the number changes ? right after pressing E to drink, or after the drink animation finishes ?
About when the mug is empty or a bit after that.
with a cooldown as long as 20-24 seconds, odd that the value you get can change that fast
Getting 23 instead of 24 once in a while can happen, but I have no idea why I got 20 instead at some point.
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 ?
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.
I see
is that true ? for satchel charge
Not sure if 4s is the right number, but it's definitely more than 1.5s. Feels like an eternity mid-swarm
It seems to be 5s.
It is good for getting revives.
Found the value in FSD\Content\WeaponsNTools\DetPack\BP_DetPack_Charge UpgradedStaggerDuration
updated
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
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.
noticed something, if we notice 1-2 beers aren't random on the values, we don't have to test all of them, right ?
We may have to recheck them once in case they were off by one because of the 24s cooldown, but otherwise you are right.
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
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?
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?
wiki is all about info and numbers, why would we not include beers
Drilldozer page ? drilldozer section on escort page ?
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.
now that is good to see https://deeprockgalactic.gamepedia.com/Drilldozer , just need to know if the stats will be displayed like equip stats, creature stats, or just text
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.
Oh, yeah, 0.1
Joys of stressful early mornings, lol.
Nice find on the health separation, that will help with my ongoing projects.
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.
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.)
being attacked = taking damage , or enemies in a certain range ?
Enemies in range I think, not certain
it's taking damage by enemis in close range
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
Has anyone tried pointing Bosco at the laser pillars in the Ommoran's last phase?
Does he dig through them?
yes, and yes
I'm gonna keep spading those things for now
true ?
If it is for escort yes.
escort on deep dives
The current one on elite has 2 stops.
did it change with hotfixes ? Goldmath added it as a single stop when first adding the foot note
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.
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
By making assumptions that game systems stay consistent then yes
is this true ? incendiary
is this true ? Pheromone
does it have any relation to it being "Internal damage" or something ? might be interesting to point it, if it is the case
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.
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.
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
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).
like, if you change subata regular shots from kinetic to internal, will it behave the same way ?
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.
Can anyone confirm that the "Overcharger" overclock for the Driller's EPC does not affect the radius of the Thin Containment Field special effect?
Nothing at all affect TCF explosion, not the radius, carve radius or the damage.
Does anyone know if the credit/mineral prices for all Forge-related items are accurate, up to the last update?
did you find something wrong ?
Nope, just thinking about calculating the total cost of the forge
Again
To see if the Jadiz crysis is still a thing
unless something changed for U32 they should be correct
If you have a doubt, the best way to check is to go on a new save on experimental and use the cheat terminal.
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
Yea, it's just due to the distribution of jadiz/croppa across all the biomes
Thanks, the Loot Bug page have been updated.
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
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.
hmm so when actually searching for respawns i didnt get any. i guess they really do just slowly sneak out after some time.
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.
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
What are the procedures for testing enemy health or weapon damage?
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.
is there any data left to collect at this point?
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.
hmm, I might not be opposed to volunteering some of my time if you all don't mind showing me the ropes
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.
is this true ?
Think it's untested
hmmm... oh well
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.
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.
They were the worst possible kind of Steeve because almost all enemies do melee damage.
well, it is saying that you can't tame at all
if you can tame , but they disappear shortly after, that should pointed out
I can confirm that ebonite grunts are no longer tamable.
Nice to have that confirmed
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).
what about Z ?
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.
"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
Hum, the info I looked was in the documentation of UE.
I will try to launch the version used in game to test.
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
Seems UE documentation isn’t up to date, this is what I have in the editor.
That would match with your plane info.
"Same axis of motion" would make sense ?
Hum, no this would be for the roll control OC, spinning death spin around a vertical axis.
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.
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.
as in, globally. unreal, since its an off the shelf engine, is probably consistent with itself and uses Z as gravity in all games.
so far I am only getting the X axis as the one used too
wait, was pretty sure bothy rotate equaly
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.
solution might be to include images
What conditions do you want for the videos of the breach cutter spinning death and roll control?
Biome, lightning, enemy or not…
tbf, I thought just an image would work ?
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.
@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
: S
does it make sense to use "explosion damage" instead of just "damage" ?
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).
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)
Which line was confusing ?
Just stacking of dmg
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).
We have a sectiom about damage stacking ?
This is the current section about volatile bullets.
The way I worded it was deemed too confusing so it was changed to this iirc.
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.
@tranquil hazel if you have any suggestion to clarify it, feel free to share it.
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?
isn't it 50% of the base kinetic damage instead of the damage caused?
Beats me XD sounds right.
that wording implies that if an enemy has resistance to kinetic damage,, the fire damage added will be less
When I last tested it it was 50% of the damage caused all modifier included.
so it is added after dealing the damage? interesting
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.
Interesting.
I will retest it on my next break.
Appreciate it. 🙂
you people that main engineer, is warthog always running low on ammo for hazard 5 or so ?
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)
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.
Ah, did I got the name wrong, that was the gunner one yes.
not usually, unless im putting out high dps to defend myself. i also run with 138 rounds per mission sooo
are the ammo mods a necessity for H5 or you can do just fine without it ?
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
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
yes, i also have t1 mag increase
@glacial topaz if you can hop into abyss bar i can tell you what i have
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
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.
oh well
That 40 ammo feels almost necessary. I always run RoF, ammo, mag, armor break, RoF.
might need balancing ?
It feels way better than the alternatives.
I mean, it is like 40% more ammo or something.
44.4% more reserve ammo on the base gun, yeah, it's kinda nutty
while the pellets mod is just 25% more pellets
Which is like 8 more damage per shot if hitting non weak spots?
each pellet is 7 at base, so 14
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.
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
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.
I just tested it, the enemy pool stay the same in DD/EDD.
eh ?
I think that meant to say R instead of E
true
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.
and if you launch the deep dive you have always the same deepth ?
Supposedly. Or maybe we just witnessed a coincidence of astronomical scale, since I got three numbers, generated randomly, that completely matched those you can see on the stream VOD.
Values for Murky Foot (this week's DD) are in the screencap above.
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
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
I am launching DD to check if everytime it's the same or not for stage 1
I'm very curious
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
Interesting.
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 ?
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.
does anyone here know if the gunner shield bug right now was on experimental aswell?
since exp channels are disabled, i cant ask there
Added in hotfix 9, expect one last hotfix.
nice. ill just make a patch out of the exp shield files then untill it's changed
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
Drills will hit enemies 8 times per second.
Thanks for wiki everyone! It helps with context for translations immensely! ♥️
When you're promoting, you're going to 25 back to 1, but does that count as a "level up" for the player rank ?
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.
I think they are just asking if you get a player rank Tick for ranking up
Ah, afaik, no.
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.
Yes, you do get a blue chunk when promoting
exactly
it counts as a character level up
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
I'm sure I went from level 15 to level 16 after my first promotion
i guess the wiki is actually wrong
someone needs to fix that then, promoting does infact grant 1/3rd of an account/player rank
Always has, just won't always give a level up as shown.
It does.
either way the wiki is wrong
I'm talking about going from 637 to 638.
which can happen
Yes.
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.
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?
I removed the old info and reworded the end of the section before so now it should be right for how to gain blue levels.
https://deeprockgalactic.gamepedia.com/Experience#Player_Rank
The wiki doesn't mention any difference between union chapters, is there any?
Not really no
do the monthly goals stay the same for each union?
are the rewards tied to either a goal or a union?
I don't think so
alright thanks
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
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
I could just change the multiplier to something absurd, let it grab something, kill.
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.
interesting
it's probably correct
This is the only string that resemble it on Crowdin:
Nitra has been withdrawn and Supply drop is inbound.
unused content, iirc
Very old content, before Nitra was introduced, the supplies would cost gold
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
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.
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
this is odd
"photo of mineral"
Ah
fair point
That is indeed, not a photo of the mineral
very observant of you
??
Correct, the UI in the bottom right for the turrets will change slightly for the selected one to recall.
Yea, when you wanna move one of your sentries that are already placed down, gemini lets you pick with R
Huh, when was that added?
Been around for a while.
Wow, that is so subtle that I think I wouldn't even notice it (if I was an average Gemini user)
Interesting
trivia
how does that achievement even work, I could never get it no matter if I brought bosco or not
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.
did that over a dozen of times
That's weird.
killed all 3 dreads with berzerker + slayer stout not resupplying once
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?).
well that has never worked for me
even made sure heckin flares were all on cooldown lol
Just in case, I also needed to be online on steam for some reason that one was not working if I was invisible.
I'm always online when playing games
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.
figured as much, kinda sucks tho since it's the only achievement besides 100 solo that i don't have 😅
The dread also needs to spawn shortly after you run out of primary/secondary. If you wait too long it won't work.
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
just deplete all ammo (and grenades) then pop the dread, it should work
hmm...
needs some rewording
it isnt an attack. more of an explosion because of being killed, similar to exploders, except it's instant
more worried on how it says not to kill, instead of killing in a distance, or using it to damage mobs, or nothing
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
Unless it's Steeve 😔
what is the ratio on blue levels and red ranks?
Blue levels are player levels, you gain 1 of 3 parts of one for each dwarf class levelup
Yeah
Player levels don't, as you can keep promoting dwarfs
The highest legit amount is around 2500
can you promote past legendary
Yes
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
I guess everytime devs want to create a leaderboard they look at one for dance time and discard this idea
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++
?
Guess they thought all missions have that name?
Tutorial?
first edit ever, just need confirmation if it is to be kept, or undone
Checked; Its on the Closed-Alpha Missions
So feel it's probably one to undo but I don't know which name is correct
@ tommy gun
unfortunately, yes
But the explosion is instant vs the exploder.
what does it mean beer buffs are currently applied twice
They give a larger bonus than there meant to
it applies a multiplier
but it mistakenly applies the multiplier twice
which is effectively 2x the original multiplier
The increase varies on each drink
is there an explanation for why this happens?
<@&296918282403840000>
bruh
TY
@shell frigate thank you :)
Np
I missed out on the fun.
As for why, we are not sure, just started one patch and has not changed since
thx
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.
this, along with what Banagement was testing earlier ( #wiki-related-chatroom message ), might be helpful to add under trivia for the loot bug page
That reminds me, need to do that other thing for you.
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)
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.
that plant is really cool, but probably ought to have the spoiler tag applied to it
woah, is that from the upcoming update?
It has been in the files for a very long time but it wasn’t used so far.
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
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:
but on the overclock page under "notes":
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.
isn't acid correct in the files and poisoned is just used in that description ?
maybe, but it'd be wrong either way. discription wise acid doesnt make much sense
this is odd, why does it only talks about discharge oc https://deeprockgalactic.gamepedia.com/Weapon_Overclocks#Notes
I will just remove that from there and make the table collapse
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.
#wiki-related-chatroom message
Additionally, I just saw https://deeprockgalactic.gamepedia.com/Resupply_Pod does not have damagenumbers if dropped on dwarf and enemies.
1000 capped I think?
https://deeprockgalactic.gamepedia.com/Loot_Bug
Missing information that eaten minerals will multiply by 1.5 according to @bold plover
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)
Supply Drop :
Area Damage: 1000
Damage Type: Typeless
Radius: 1.5 m
Maximum Damage Radius: 1.25 m
Minimum Area Damage: 25%
Fear Factor: 1 (100%)```
Does fear factor 1 mean if it kills an enemy, surrounding ones will be always get a fear effect?
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.
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?
If it is something simple to fix you can fix it directly, if you have a doubt, you can post it here.
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?
i updated turret arc with the info posted above, since it only said "turret arc is an unstable overclock" before, lol
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 ?
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
so what is the time of the arc
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
makes sense, well, if nobody fixes those I will, just let me know just did
welp I'm an idiot, the % chance of stuff is already on the Missions page, god is that page long
is there anywhere on the wiki to find out how many credits morkite refining and drilldozer escort give
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.
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.
that just makes thinking about stacking slows confusing. having it multiply is easyer
@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%**
Added Escort numbers, icon broken for now
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
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
which also happens with mining expeditions. They have a larger base and larger length/complexity bonuses.
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%.
Which do you like better?
thanks
I think I like the icons more.
@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
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.
Pudo Shell video too.
inchresting
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...?
@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
@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.
🤔
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.
you'd have to find damage values for the rocks, as well as if doretta actually gets protected by the shield like players do. it likely isnt protected and the damage will be nearly the same if it hits on the shield, since it will explode further away and do less AoE damage.
it would be good to know the damage values of the rocks and the beamers tho. i think ely can do that
15 for beamers, 50 for rocks. Will double check real quick.
does it change on haz?
No idea, don't think so.
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.
yes, thanks all for the info- Beamers seem to ignore gunner shield, maybe the rock aoe does also... ill try to test it later.
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
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.
oof
Yeah, I mentioned that in the changelog. Fixing that probably requires some template editing, which I'm wary of
Webs can also be cleared by the phosphorous mod for the sawed-off
And by flying Bosco through the webs
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.
this ?
feels a bit random , the middle column, but at least there are symbols now, do I publish for now ?
I'd remove "all missions" and replace them with a colspan=2, but eh
Maybe it reads better this way
rowspan="2"
what about the BC values ? Going to check other edits, but can't forget the web and BC ones
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.
why not finish all tables / templates, instead of doing this ?
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.
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
that's my prototype of a new overclock table design. it removes those space in between the tables. what do ya think?
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
wdym?
the image literally shows engineer OC table appearing twice
true. i could just remove the old one
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
yeah. i can get to work on converting the old ones
1 more done
The Glyphid Grunt Slasher is a hostile Creature and a variant of the normal Glyphid Grunt. While sharing a body shape, the Grunt Slasher is covered in sharp white growths, and possesses much longer forelimbs which have completely over-developed into razor sharp claws. Their mouths are also larger and lined with menacing teeth.
On top of moderat...
someone should check this out
the User-20963318 added a bunch of stuff to the slasher page
Seems a pretty comprehensive upgrade to the page
yeah i agree. there may be some wording to change up
Yeah the tips could do with wording that specifies the numbers involved
E.g. lethal enemies bit saying double damage
Not sure if they are on Discord
that makes things way more complicated then :|
You can leave messages on their page
I tried twice, but it didn't work, I was only able to do it on PunchyTurtle's page
It give you an error message or anything?
no errors, it just doesn't appear when refreshing the page
Weird
you could try putting it on their talk page
does that even make users get a notification
yeah
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
yeah thats whats wierd
were not saying that its's wrong. but saying its specificly the case on h5 is bad wording
Standard could be changed to regular to avoid confusion
A single attack breaks a player's shield absent of damage resistance does this makes sense , mostly for the damage resistance part
roughly
Depends on hazard level, and shield mods
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
more shield doesn't sound like more damage resistance
well its not wrong, assuming he's talking about h5
since you can get damage resistance from things like autocannon or gunner shield
right
just another case of odd wording for this
Or Veteran Depositor
just saying that slashers do 2.5x / 250% of a regular grunts damage should be enough, if that is the case
Well, I don't think that unstoppable works with slashers and dash does not have a long cooldown vs other perks.
Yeah, I was gonna suggest changing the dash bit to "long cooldown relative to its duration" if you keep it
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
Yes
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
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
Probably just link to the TCF section on the EPC page
https://deeprockgalactic.gamepedia.com/Experimental_Plasma_Charger#Thin_Containment_Field
Might change "most efficient" to "fastest/easiest" since "efficient" implies you get more fuel doing it that way
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.
Is it though? Thought they added a suck cooldown to make it take just as long?
- 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
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
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
does dash work just fine against the slashes ? does it have a long cooldown ?
It doesn't fully negate the slowdown, but it's better than nothing
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
what about cooldown
30 secs
is that long
feels short
25 at max
during a swarm it can feel long
especially if you rely on it for positioning in the first place
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
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."
can also use it to long jump and cover large gaps
"Chiefly, it also lets you resist all forms of slowdown effects" so this is wrong ?
probably tripples your jumping distance or something like that
if you consider the slasher "stun" a "slowdown", yes
thats what dash's discription sais, but i dont think thats exactly true
(which you should)
has some caviats to it, i'd find it hard to point them out rn
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
they were added on update 23 ?
they?
slashers
finished it
