#wiki-related-chatroom
1 messages · Page 49 of 1
hmm.. it should read "Picking up the chunks still has the 0.45s delay similar to mining." instead of have, right?
changed it to "has a" instead of "have the"
Has this been seen before? Found this and can't tell if its a mod or leak of a salvage mule rework.
woah. what?
is there even a page to fit it in
yep
update 33 page
im gonna do the same sort of thing i did with update 32. just put all the leaks onto that page
wait, is it really for update 33
mhm
they teased it on their official stream, as far as we know right now it is for the next update
update is still going to be pretty far away tho
mhm. early january
looks like you'll have to physically connect the fuel cells to the drop pod before starting the refueling
Wonder how they'll handle the cells moving after it's connected. Will it stretch? Disconnect? Does that fail the mission? Pause until reconnected? Or act as if all dwarves are out of the area?
i'd imagine it will break the connection
the same happens when the drop pod lands on the pipe in refinery
had that happen recently for the first time. the pipe just gets removed
the problem is when the refuel phase already started
does a single exploder just imidiatly break the pipe?
we'll see once the experimental for that update goes live i suppose
I imagine it'll be like the pipes in that it's immune to most forms of damage once connected
I think they mean if an exploder detonates at the base of the fuel cells making them move
Is that an insta disconnect?
oh right
^
hmm
it might not even break the line
That's what I was thinking with "stretch". It'd act kinda like Lloyd's beer tubes and just clip through terrain
Oh that's interesting, hadn't considered what would happen since pipes don't normally suffer from gravity, but the fuel cells do
Introduced in Update 25: Endgame - Part 1 Weapon Overclocks are special mods that can be equipped to further increase the capabilities of class weapons. There are three types of Overclocks: Clean, gives a small boost with no penalty; Balanced, a decent boost with a decent penalty; and Unstable, a big boost with a big penalty. Weapon Overclocks c...
all done
it's all updated
let me know what i broke or didnt make work. it's late gonna go
"notes" and "trivia" should probably be removed if they dont contain any info, no?
also, i cant test this easily but someone said at some point that overclocks can only be equipted on promoted dwarfs.
as in, you can promote driller for example, do DD, get a scout OC and can not equipt it due to scout not being promoted yet.
can anyone confirm this? i was all 3xgold when they introduced OC's
You have to have a mod purchased in each tier iirc, not that the dwarf has to be promoted
From U25.4
New overclock unlocking rule: Now requires at least one owned gear mod for each tier of the give weapon. This replaces the previous rule where it was tied to Weapon Mastery.
that should probably be noted on the page aswell
Confirmed it on experimental branch, promoted gunner but can't equip OC due to no mods purchased, driller can despite not being promoted
The in-game message for the curious
is Repellant Additive's actual mechanic denoted anywhere on the wiki? i checked https://deeprockgalactic.gamepedia.com/Platform_Gun and it's not there.
should be that the part of pathfinding distance that is ontop of the foam is doubled
The chain hit OC for the bulldog list it's effect both as "hits on weakpoints will bounce into an ennemy" and "hits on weakpoint have a chance to bounce into nearby ennemies". Anyone knows the truth ?
33% chance to ricochet if you hit the weakpoint.
Edit, it was 33% for the bulldog, not 50%
Thx (the wiki says 33% btw)
Wait, bulldog is 33% yes, 50% is for chain hit on subata.
Bug Repellant adds 1900 to travel cost if I am seeing it correctly.
iirc in-game distance units are "cm", so that would be 19m
faint Top Gun soundtrack in the distance
Does that imply that other danger areas exist where bugs path around it?
whould assume that thats true for vulcanos and fire geysirs or whatever they are
maybe just vulcanos
altho they may already ignore those because it goes up which could be a longer way than around
I was thinking more like sticky flames, because I swear I see bugs going around them occasionally if its a small spread
Maybe its just coincidence
i thought they do that sometimes with sticky ice if they arent already on it
Power attacks are unaffected by Iron Will's 2.5x melee damage multiplier, right?
anything that modifies "base melee damage" only affects normal attacks
Should probably make this more clear then, cause someone updated the Bulk Det page with a tip about using Iron Will, Berzerker, and 9 power attacks to deal 5400 damage.
Normal pickaxe damage: x2.5
Normal pickaxe swing damage: x2.5
Basic pickaxe swing damage: x2.5
Regular pickaxe swing damage: x2.5
I think I'm leaning towards the last one
or
- Regular pickaxe damage: x2.5
- Does not apply to power attacks
Could just call it "Pickaxe damage" if we're gonna add a clarifying line.
This look good?
switching from melee -> pickaxe should also help clarify it doesn't apply to Drills/Impact Axes
sure
correct ? if it is, wouldn't a table with the scaling mod be handy ?
yes, that is correct
that info came straight from Dagadegatto, i passed it on to Elyth and Trigger, Trigger was kind enough to make the edit
Is there anywhere on the wiki that says what the gold rush anomaly does? "more gold" is pretty vague, pots o' gold I know only affect's what's mined with the pickaxe (which is kinda weak cause I can't use c4 or bosco but I digress)
Does it make more gold generate? Is it like pots o' gold and it's only what you mine? Does it make the credit payout for gold higher? I genuinely can't figure this one out.
Makes the generated gold veins three times as large.
Nice, thanks mate
I just checked the falling rock damage vs the drilldozer, there is no damage scaling (ie 50 damage no matter the difficulty from what I see).
The scaling vs dwarves need to be confirmed but there is some scaling for sure.
alrighty
No synergy at all between berzerker and iron will afaik.
The bonus damage from berzerker only apply to base melee damage ie not to power attack.
I removed a similar tip from the Bulk Det page yesterday about Iron Will's x2.5 pickaxe applying to power attack
I assume it's the same non-logged in user that added that to the Berzerker page
As for sticky flame it is not the only reliable way to slow a dread, most other source of slow work on him except electrocution.
so first 2 edits should be undone ?
First, yes
Second could be kept if it says
Sticky Flame Slowdown is a reliable method...
Berzerker and IW together does let you oneshot grunts and 2-shot guards in the mouth with the regular melee, assuming the +8 and x2.5 stack like I'm expecting
I would expect it to be that way:
(11+8)*2*2.5+(11+8)*1.5*2.5
But I didn’t test it.
does anyone know if there's a way to disable first person models for screenshots
Disable HUD by holding H (default), then view the Terrain Scanner. It actually counts as HUD so is hidden with the H toggle. (I think this still works)
i actually managed to take screenshots bc of this suggestion
it works, i can confirm
ah thanks, that works!
tf is a grid shaped arena though
They might mean make a grid of hallways in a wall? Not sure how else you'd force a dread to dig for extended periods without something like that.
might need to consider using another word / term for it
Can anyone else confirm that incendiary's damage conversion on the PGL affects direct damage
I'm running ingame tests and getting conflicting results
PGL with BAABB RJ250 should fail to oneshot a lootbug if incendiary affects direct, though the DoT should finish it not too long after.
Testing with HP, a praetorian shouldn't be taking this much damage if grenades only did 222.5 damage.
Maybe it only excludes HP because of its unique direct damage type?
@radiant edge regarding the interaction between Hyper Propellant and Incendiary Compound: to the best of my knowledge, this is the order of operations
- Mods add Direct and Area Explosive-element damage to the base weapon
- Incendiary Compound multiplies both Explosive Direct and Area damage by 0.5 and then converts that damage to Heat
- Hyper Propellant adds its 385 Disintegrate-element Direct Damage, multiplies both Direct and Area Explosive-element damage by 0, and then takes the original values of Direct and Area damage (before Incendiary's reduction) and adds it back as Disintegrate-element.
in doing so, it effectively cancels out Incendiary Compound's 50% damage reduction, and changes it from "convert damage to Heat" to just "add heat" like Hot Bullets or Plasma Burn
i already submitted a bug report on Jira about this, and the dev that replied said that it was intentional behavior, not a bug
so, if you have T5.A Spiky Grenade and T3.A Incendiary Compound both equipped without HP, then Spiky does get reduced from 60 to 30
but if you equip HP, then i don't think Incendiary takes away any damage
I see, so it really is just HP exclusive
to the best of my knowledge and test results, yes
🍝
Haha, agreed
Only with the power of spaghetti can we both be right and wrong
и твой тоже ебал
i dont agree with the last sentence on the fragile discription.
when you actually play the game it's the opposite, you do not want to run fragile because you'll end up killing enemies and you wont be able to leech off of them.
nobody just keeps tapping the cryo for 1ammo hits and then checks if you procced fragile, instead you hold down the stream for a few ticks usually, which is just going to end up killing grunts after fragile procced.
Here is the list of modified files between U32H11 and U32H12.
FSD/Content/Enemies/Woodlouse/Snowball/ED_Snowball.uexp
what is this file even about
ED usually mean enemy description, but this one is in the shellback folder but isn’t the shellback or the youngling file so I don’t know.
Starting from the assumption that you have taken Fragile, hence why the reader is looking at the description, using vamp+drills to finish off the enemies you don't kill is an option. If you want to add a sentence along the lines of "if you enjoy this playstyle, consider switching to Cold Radiance as it's much easier to avoid accidentally killing the bugs too fast without Fragile", go for it.
thats what i was wondering
thing is, if they dont die to fragile proc, then the empowered drills is wasted
Do you mean the Barbed Drills mod?
Snowball has been around for a while, but it is currently (maybe not this update) just a normal adult Shellback.
I mean, that's true.
While it is true, the way it is written doesn’t seem right for a wiki – not neutral enough.
That part for the shellback will need to be tested, we can’t leave a it seems there. (I can test it tomorrow.)
That is true, they like 2-3 hit fully armored shellbacks.
Does all three instances of the damage goes through it?
I know they damage it quite well, but in some rare cases I have seen them do almost no damage.
Yeah, same here.
It may have been when I was hitting the head/neck since the plates are stronger there.
I think when it hits a leg it doesn't do much, so it is probably all 3 for the burst damage.
I don't know if it is from my grenade rework or not, but you can kill enemies by chucking an axe over their head and past them, without consuming the axe.
It works on vanilla too, as long as the main axe doesn’t hit the target but the axe do you can retrieve it.
Probably something that I did since I changed it to entirely melee damage (other stuff too) and got rid of the 0.33 second extension delay.
Ah, nice.
Pretty hard to pull off though.
Yeah, lol.
uhm... stub tag just got removed from crassus page
You need images of Crassus?
have you looked at the lootbug page at all 
Do we know how the game stores information about unlocked overclocks and cosmetics?
Now I have, the tip section is quite something indeed.
Usually I focus more on the data part of the pages and only read them when a problem is mentioned on one of the page.
i do believe tho that its ok for a page like that one to be humorous as long as its only one or two pages and its obvious to even beginners.
mhm
does the gunners' 5th tier upgrade, feedback loop, on the heavy autocannon affect area damage as well? or just the base damage?
lemme check the wiki
how does thunderhead and gunner shield damage reducton stack? i assume that it's multiplicative, just like shield+gunner explosive resistance but has anyone done testing for that?
They both use the stat PST_DamageResistance which is multiplicative.
Each of the Pawn Stats in the game is defined as additive or multiplicative from the start.
In this case PST_DamageResistance is multiplicative with a starting value of 1.
Gunner Shield’s value is 0.5 and AC buff is 0.7.
Hey there ! There's an argument on the French drg discord, where people are discussing over this:
"New players get increased chance to get error cubes or bittergems"
It seems logic that this fact isn't true, but all the players who plays only with greenbeards are arguing that they noticed that so it is true.
Do you guys know by any mean if that's true or not ?
Not true
Always the same chance for all
Other than on deepdives where it is 0
There is just more green beards so they would seem to find the more
Also they are the ones most likely to post about it
all the players who plays only with greenbeards are arguing that they noticed that so it is true
Confirmation bias. If you're looking for proof of something that you already believe to be true, you are more likely to notice data that supports it and ignore data that doesn't support it
That's what I thought in the first place, but I needed confirmation so I asked here, thanks for replying :)
Besides, adjusting drop rates based on who is in the game is something AAA corporations do, and they do it to maximize chances of in-game sales
There's no goal that could be achieved with variable drop rates, that couldn't be achieved through simpler design decisions
doubt
Hm
it would be funny if the dwarves said based though
i like igneous
SEDIMENTARY
Cemented?
I don't think the dwarves should just say based
that's pretty cringe
Bedrocked?
second one is too true 😃
cool
is the third supposed to be part of the second or something?
why did they add file: in front of the image call?
visual edit must have done it
how's that?
only unsure about "healed" but certainly much better
"full health" maybe?
well, I guess there is no need to say it is at 100% HP, just "dwarf" should cut it
"take down a dwarf in a matter of seconds"
👍
wanna check the trivia i just added?
i added the same on the web spitter page as well
I find that an acid spitter + a gaggle of grunts is enough to down you every time
if you're too busy with the grunts to notice the spitter, the combination deals enough damage constantly to wreck you
new trivia ? can you post here
oh
lol im dumb. you are right, it happened in u31
i think im gonna revert this. they deleted my comment for some reason and that trivia is weird
but thinking about it now, there really doesnt need to be that third gallery image
isn't it odd to use an image of the crassus when it already is displayed on the infobox, and if it is for "to compare size to explosion" the angle isn't even the same
Crassus has a smaller carve AoE than a normal bulk. Crassus has 13m, bulks have 16m.
the crassus in the infobox isn't actually on any terrain. makes it harder to see what the actual size in when you are ingame. in answer to your second question. there's plenty of reference in the back. it's the same cave so
feel free to change it up if you'd like ¯_(ツ)_/¯
seems random that only a crassus is the one showing the size compared to the world, without even a dwarf nearby, only a dirt tunnel and gold vein in the background
why is it random? a bunch of the other gallery images are like that as well. just the terrain and the bug
example ?
probably shouldn't be there then, unless we want views from different angles
well, i mean that's the point of the gallery ig
The walls are covered with small green blossoms which glow in the dark, but emit no actual light.
wh-
i think whoever wrote this had a brain fart lol
even the petting (image or animation) of loot bugs might be more interesting than "loot bug angle 1" "loot bug angle 2"
i think it's important to have those angles though. having a petting one would also be good as well
I was thinking of snapping some shots of the unique back blades. Do you think we need that?
For the Pickaxe Customization page, that is
Seems a good idea
ta-daaa
ops
tbf I wasn't 100% paying attention , so feel free to recheck the edits you did
Hi Guys
Hello there
yo everyone
Latest news: apparently, Tier 3 of the Strong Arm perk is bugged in-game. It's supposed to give you +40% bonus throwing force for flares; however, the corresponding value in the uexp is only 30 (offsets 797-800 in the PERK_FlareThrower.uexp for everyone interested).
Another one: I suspect that the Unstoppable's bonus movement speed when carrying heavy objects doesn't work because the value for the 4th level of the perk is simply missing from the uexp.
Need a couple clarifications about pretorians
I know their back has a 1.0 weakpoint multiplier, but what about their mouth? Is it the same to shoot them from the front or rear?
Also, how do upgrades that buff weakpoint damage interact with the pretorian weakpoint multiplier? Do I inflict more damage thanks to the upgraded weakpoint damage, or is it pointless?
Mouth = damage x1 but no weakspot multiplier so dealing 30 is 30 all the time ,the but is x1 but is a weakspot so with 50% weakspot and 30 damage you deal 45
So shooting with weapon without weakspot on the but or mouth is the same, if you have a weakspot multiplier on your weapon shooting the but deal more damage
Clear and to the point explanation, thank you very much! @manic scarab
I've tested this in-game before, it's bugged.
For unstoppable it was already on the wiki, but since it was only from in game tests and not data mining I just added this:
As of Update 31.5, the faster movement speed while carrying heavy objects doesn’t work.
Maybe we can do something similar for strong arm and add that it is only for the T4 perk.
* Back to work *
P.S. thanks for the offset GreyHound, I will look at that after work.
?
the pgl's jump oc is definitely inspired by it. not so much special powder
you know that rocket jumping is much older than tf2, and present in many other games, ye?
if anything, i'd say quake is the game that popularised it first
It does have the Rocket Jump Waltz
there are defo things in the game inspired or taken from tf2. for example some of the on fire related voicelines. the "fiya" ones
feel free to fix it, or might just remove it ? I know it is a very cool mechanic, but I am not so sure about pointing out what inspired every mechanic in the game
It's trivia, it's fine as long as it's in the trivia section
as long as they are interesting though, not just connecting DRG stuff to things people like, might as well say "Bulk detonators are smilar to L4D boomers"
Eh, the similarities between Special Powder and Force-a-Nature are very strong. So strong it's useful as an explanation tool for those that know of the latter.
if you need to explain what it does, you do that on the main section, even using videos / images / animation if you really need to
Ok, for Strong arm T3 is indeed bugged for the force it is 30% instead of 40%.
But the T4 seems to be missing for the force to move heavy object (either that or the T1 is set at 0%).
I don't see what is wrong with having it on the page
if the goal is to explain what it does, it should be better to do that in the main article
if the goal is about references, you better refer to the very original source or at least confirm with the devs what inspired it
unless it's clarified by a dev, you can use "most likely inspired by [examples]" and have the mechanics of how it works not be under trivia
"originally from quake, and even more popularized by TF2" for example
Did quake have a shotgun jump? I know about the blast-jumping, just the shotgun jump seems distinct
Rocket Jumping was a physics bug in the original Quake that became a feature; doing the same actions with a shotgun with similar results was likely first done with TF2's Force of Nature, but I'm not 100% on that one. I'd include both like Omega suggested; either way it gets the point of the functionality across. (if that's what the comparison is trying to accomplish...)
well, if anyone has a good way to word it, feel free to do the changes
it's always hard for me to see that oc and not read it as registered jack in my head
current wording is pretty good
oh... "Although the origin of rocket jumping is unclear, its usage was popularized by Quake" so there is that too, so more like populatized by quake , but also present on tf2" ?
Quake is the origin of rocket jumping
I'm not convinced Quake is relevant to Special Powder since Rocket Jumping and Shotgun Jumping work differently
Rocket Jumps (usually) deal self damage and require you be next to something to detonate the rocket on
Shotgun Jumps don't
any place / source saying it was the origin ?
Just say it works similarly to X game as the origins and shit will always be debated.
well, at that point you might just include it on the article saying "(...) similarly to the manouver on quake , and tf2" like this
can ebonite grunts actually be tamed?
a video I found claims it just doesn't work
Might have been patched, but you definitely could for a while.
i think i might be able to test it
the video is recent
can you send it?
All the Deep Rock Galactic mechanics & intricacies that are obscure, niche, and otherwise hidden.
quake isnt actually the source of rocket jumping, but the first major game to popularize it. rocket boosting was a thing in doom already (intended aswell), and jumping about a year earlyer in Marathon and rise of the triad. not like anyone whould know those games besides doom, but quake isnt the "origin", as in first game to do it, of rocket jumping.
Well, there are always pioneers and popularizers
Usually not the same game
Future Cop L.A.P.D. did basic DotA gameplay as an optional versus mode 5 years before the DotA mod was made, but hardly anyone knows about that game
like ive never heard that it came from there before
Even the escape pod floor has "EXIT - Leave no dwarf behind" written on it
the devs wanted it to be a slogan so they put it in the drop pod
yeah
pretty sure that trivia is false
doesnt it just straight up say "the phrase most likely originated from here" in the disc? thats not really trivia
?
disc-> discription of the deep dive, in salt pits
Aren't deep dive descriptions randomized?
I never actually checked, just assumed
Devs did give us a list of all of them just can't find it again
i guess i'll just leave it in there for now
i thought they are always the same based on the biome
never payed too much attention to them, but i remember a salt pits DD saying something about prolonged exposure and what it can do to a dwarf - this is most likely where leave no dwarf behind came from etc
i think there are biome specific ones and biome neutral ones
actually i could just check my stream
atleast one in the last 3 weeks had to have been salt pits and i probably have the selection recorded
unless i joined someone for that. lemme check
nope dont have it anymore. is it saved in the files somewhere?
interesting
"Leave no dwarf behind is rumored to originate from this region. Anyone who's seen what prolonged exposure to the salts will do understands why."
so the trivia is correct, although slightly missleading
i looked at some videos real quick after googeling deep dive salt pits, almost all of them didnt have the deep dive selection in it haha, this one did tho thankfully
and its 480p only
it should be corrected to "is rumored to originate from this region" instead of saying that it definetly did.
yep
changed it
Pss
Regarding Karl
I recall seeing more strings regarding Karl somehow
Oh, proofreader filter
That line is from after killing a dread.
yep
Do console users encounter enemies and waves as difficult as PC ones?
From my experience they are harder.
actually nm
too late
?
From #changelist-only-for-experimental-branch on 12/12/2019
You can no longer Sprint while carrying an item if your run speed is boosted above normal
Also in #patch-notes-steam on 12/17/2019
hey guys! i got an question. Red bar is class experience. What is blue bar?
player exp (global level)
how to earn it?
You get on third of a blue level per red one you earn
the class levels are reset on promotion, but the general one is not.
how to get promotion?
Level a class until the level 25, you will get a 4 mission assignement and upon completion you will be prompted to promote
understood. Thank you very much for answers!
the potency numbers on the Abyss Bar page are not right. ive drank various combos of drinks to hit 98-99% drunk and i still pass out. also my dwarf passes out in the game if he drinks those combos as well
Care to give an example? Maybe even a video if you can.
idk if you want a video of them getting drunk and passing out. ingame would be better cool though
heh
sure, for example 2 gut wreckers and a burning love will get you to 99% drunk (41+41+17=99) but you still pass out. 2 mactera brews + moon rider will get you to 92% and you still pass out.
i guess you're 109% and 102% drunk then
well how do you figure that if the data on the wiki says im 99%.
sure could be. they were updated pretty recently im just observing they dont seem to be accurate
roger
idk how those tests were conducted or the data collected. might be from the game files
Data was from game files, though I'm not sure where the passout threshold is from
should all be in this channel from Elyth
Yeah, not sure what the actual pass out percent is, it might not be 100
I'm guessing the actual pass out % is ~90
2 mactera + Oaf = pass out (92%)
2 mactera + Arken = stay up (90%)
Also
4 Slammers + 1 Oaf = Stay up (~92%)
which I assume is due to how long it takes to actually drink 5 beers causing you to sober up enough to not actually reach 92
My guess is >90 = pass out
we can do maths if you know exactly how long it took for you to drink them all
science
The debuff effects do not stack with multiple procs but the duration will reset based off of the sources duration.
under neuro status effects
does that mean gunners with neuro builds could potentially have negative synergy with a driller's gasnade?
also a quick confirmation since this doesn't seem to be mentioned anywhere in the wiki, but frozen targets ignore all levels of armor correct?
Yes, iIrc , they take x3 damage anywhere on their body, with no weak point or armor affecting that.
x3 damage assuming the damage source is melee or kinetic based and not aoe
that's what I thought, just had a friend swearing oppressor and dreadnaught's frontal armor cannot be pierced when frozen
I'm not sure for dreadnaughts, but you can damage an opressor from the front when frozen (be quick about it though, they unfreeze fast)
also to what i said, even if the damage is AoE or non-kintetic/melee, it will still ignore any armor.
not sure about dreads rn either, altho i think they do take damage from the front,
but oppressors take damage from everywhere when frozen.
thats one of the best ways to deal with them: get real close to make the most out of radiance, direct hit and sticky ice, that re-freezes them faster than they can finish an animation and your team can kill them super quickly.
hmm, dreads apparently do not take damage from the front even when frozen
(the damage at the end was from thorns i assume, since the dread meleed me)
Armor 100
I mean, almost sure we only discussed the intox increasing, and lowering, but nothing for effects thresholds
gotta check why it was kept, but I know I wanted for tests to be conducted
i read that discussion before, and i think it was just assumed that it was 100?
well, technically 100 making you pass out doesn't mean it can't happen earlier, wording...
problem with using multiple bear is the sobering up effect, but one could be checking the current value if needed
For the potency values, the data was not from files, I get it with UUU, checking the potency value just before and after drinking a beer, I couldn’t find the intoxication value in the files.
I am starting to think there is some randomness in the intoxication when drinking a beer.
Just tested the double mactera + oily oaf
First mactera was 44, the second was 41
Oily Oaf was 12
I reached 97 and didn’t passed out (drank them as fast as I could, pausing the game to measure the values with UUU).
When I first tested it, I drank the same beer 4 times to check if it was random or not and got the same value 4 times in a row so I assumed it was a fix value, not I am starting to doubt.
The potency probably look like something like that:
Safe for work: 10-14%
Regular: 15-19%
Strong: 20-25%
Epic: 40-50%
Legendary: 100%
It would need to be retested, but with the number of beer needed to test some help would be welcome. (Much faster to gather values with 3-4 people unless it is one roll per service and not per drink.)
guess we were both wrong then, thanks for testing it out!
well i said that i wasnt sure :P it's just dreads tho, oppressors armor is ineffective during freeze
by that I meant me and my friend, no fingers pointed your way of course
correct ? boomstick
at the bottom, shouldnt that read "Radioactive Exploder" instead of Swarmer? 
but even then the stats whouldnt be right lol what is that data from
idk
can someone check my addition
i added a description for sticky fuel in the unique overclocks section
opinion: the Flamethrower's sticky flames should still be used even without that OC equipped; they're about 25% of its total DPS. perhaps reword it from "changes... to be an indirect weapon" to "accentuates the Sticky Flames' role and makes the Flamethrower better at indirect damage" or something like that? i'm worried that the current wording would make new players only use sticky flames with this OC if the current wording stays
alright
Red Sugar's page still states that any form of healing will cancel IW. Just tested this, and IW isn't interrupted by healing (got Red Sugar while in the perk effect).
i removed the extra line that stated that. the rest about iron will is still true
I will recheck the radiation status effect files, but all of them except the swarmer one should be true (the swarmer one is still in the file but isn’t used anymore iirrc).
Edit, I rechecked what I could with the files, I will need some in game tests to confirm the duration and range.
The Exploder uses the same file as the radioactive praet aura (when alive).
@weary sonnet I have a friend making a discord bot, and he has pulled sound bites from the wiki for the rock and stone voice lines.
Is it possible to get a list of the shouts added as well? Voice lines from pressing X on PC (both in space rig and in dives)
Most of the sounds we have on the wiki were extracted using umodel (aka UE viewer), so you can try to find more in the game’s files using that if you want, the tool is free and you don’t need to extract the game’s files to use it.
Awesome, thanks for the info. 
You need to tick the Export-only class for sound on the right.
The game uses Unreal Engine 4.25.
(You will need theses info to extract the sounds.)
found them, thanks. Contemplating adding these to this wiki page.
https://deeprockgalactic.gamepedia.com/Category:Voicelines
random bit of info I discovered that could be added to the Bet-c wiki page. she wakes up if you go within 10 meters of her. idk it could go in the tips section or something
[–]SandBeam 1 point 13 hours ago
"Fingerguns" is listed as a matrix core victory move unlock, but it's just one of the default starting moves.
Can anyone confirm that fingerguns are one of the default victory animations?
I was under the impression that only Crowd Pleaser, Proud Fist, Satisfied Applause and Strongman are available by default
Checking that.
Not sure if it has been extended, but fingerguns is tagged as a default victory pause in the game’s files now, along with a total of 22 other poses (seems like a lot to me).
Huh.
Did they tag all of them as default?
22 is the total number of victory moves, yes. It used to be 9 from crates, 9 from cores, 4 default
Well, I will try to check for another tag then, I can’t check in experimental since it will take me several hours to download it there.
There's strongman, and there's classic flex. They're both different flexes
I remember I won one of the flexing ones for scout
My current split of the victory moves is based on the wiki, mostly, and my own account. Back in July, when I'd only started playing, I had none of the core or crate unlocks, and all of my dwarves had only Crowd Pleaser, Proud Fist, Satisfied Applause and Strongman
Well the VP_CaveRaider (fingergun) have a crafting cost so I think it is safe to say it isn’t default, trying to see if I can confirm to which pool it belongs.
Matrix Core Reward
Barrel Drop: (VP_FallingBarrel)
Crystal Lover: (VP_CrystalLover)
Dual Drink Drop: (VP_DualMugDrop)
Fingerguns: (VP_CaveRaider)
Flex Them Guns: (VP_HulkFlex)
Furious Clown: (VP_Pennywise)
Smooches: (VP_Kisses)
Swarmer Stomp: (VP_SwarmerStomp)
Theatrical Bow: (VP_TheatricalBow)
From the SCB_VictoryPoses file.
Cargo Crate Rewards:
Beer Toss: (VP_BeerToss)
Classic Flex: (VP_GreekFlex)
Handstand: (VP_HandStand)
Praise Me: (VP_PraiseTheCrowd)
Sharp Salute: (VP_BeetleBailey)
Smug Pushups: (VP_ClapPushups)
Swarmer Infestation: (VP_WetSwarmer)
Swarmer Kick: (VP_SwarmerKick)
Three Point Landing: (VP_3PointLanding)
Found them in the file for the cargo crate spawn chance.
Default Victory Poses:
Crowd Pleaser: (VP_CrowdLover)
Proud Fist: (VP_ProudFist)
Random: (VP_Random)
Satisfied Applause: (VP_SatisfiedClap)
Strongman: (VP_BuffFlex)
By elimination.
Then I got classic flex
Thank you, Ely 💙
How many cosmetic OCs are there?
You should ask @plush night, he's the author of the doc
According to my sheet, there's 64 cosmetics matrix per class, leading to a total of 256
If you feel to track them, you can use this: https://docs.google.com/spreadsheets/d/1dZBN2u474wW0o0Ss5eFVzppAXh-qR_rs97RSn12ygkc/edit?usp=sharing
1 - Overview
General Overview
Page 2,Page 3,Page 4,Page 5,Page 4
Overclocks,Victory Poses (Crates),Victory Poses (Matrix),Weapon Meshes,Weapon Skin Sets,Armor Paintjobs,Beards,Headwear,Moustaches,Sideburns,Pickaxe Parts
Total Obtained,0/98,0/36,0/36,0/80,0/48,0/20,0/144,0/36,0/48,0/28,Total Obt...
Thank you
Has the new "leak" been reuploaded to discord so we could see the beginning in better quality?
if someone wants to put in the effort, this is an outdated image.
https://deeprockgalactic.gamepedia.com/File:GearGraphic_DetonationPack.png
The c4 satchel charge isnt black anymore, but green.
uh... Hello! I'm just an asian guy(and an attention whore) who want to write my thoughts about DRG weapons on Reddit, starting from Gunner's minigun.
While thinking about how to write(and not writing anything at all goddammit), I had a question of some game mechanics and asked about it on Reddit's "message the mods" and Pedro / Johan on the Discord's developer tag.
There.. weren't any response so I asked @acoustic scarab and realized the devs might be unable to answer due to being busy / enjoying their vacation. stupid me..
May I copypaste my question here?
if its not an obvious game mechanic / answered on the wiki already and you didnt get a reply in #drg-chat , then sure, just ask here.
interactions of Minigun overclock "Bullet Hell" and bullet penetration
- If the bullet failed to ricochet off enemies(50%), does that bullet penetrate?
1-1. Does the penetrated bullet ricochet off surfaces?
1-2. Does the penetrated bullet ricochet off creatures?
1-3. If 1-1 or 1-2 is true, can that bullet hit the first target again by ricocheting off the second target? (my testing seems to be negative but I'm not sure) - If the bullet ricochet off surface first, can the ricocheted bullet penetrate? (although this doesn't seem that useful)
and two general questions:
- Where does the ricocheted bullet from Bullet Hell aim? If it's the center point of the bug, can it hit the bugs who's center mass is obscured by terrain, dwarfs, non-hostile creatures, etc? Or does Bullet Hell aim at those bugs at all?
- Does bullet penetration work if the first shot hit some bug's heavy / unbreakable armor?
@floral drift would be your best bet for verifying that stuff.
1, yes. 1.1, no. 1.2, no. 1.3 and 1.3.2 is no.
1, yes the center mass and it will attempt and miss those targets.
2, yes.
I'm probably wrong but this is from what I remember.
Well we were discussing 1-1/1-2 a while ago, and I don't think anyone verified anything yet, just because of how hard it was to test and confirm that
shouldnt 1-1 be relatively easy to confirm?
you shoot trough a bug and have another bug with full hp near the point where you hit the surface. if that other bug doesnt have full hp anymore, then it ricoches again
and 1-2: i thought bullet hell only riccoches off of surfaces
@versed halo to the best of my knowledge: there's a maximum of one ricochet that can be consumed anywhere along the hitscan trajectory, either before or after any potential penetrations. this only really applies to the Minigun and Revolver. for Bullet Hell, the ricochet can happen on terrain or any enemy body part, for Magic Bullets only terrain, and for Chain Hit it can only happen on weakpoints.
1-0: as a result, yes, any bullet that has not yet ricocheted and hits an enemy would be able to penetrate.
1-1: if the ricochet has not already been consumed, yes Bullet Hell hitscans could ricochet off of terrain after a penetration
1-2: if the ricochet has not already been consumed, yes Bullet Hell hitscans could ricochet off of a creature after a penetration
1-3: TriggerHappyBro, SgtAvalanche, and I all did some testing on this question a few weeks ago. no one was able to arrive at a definitive answer but my heart wants the answer to be "yes".
2-0: yes, if Bullet Hell ricochets off of terrain towards an enemy and the penetration has not yet been consumed, then it could penetrate the first target hit
3-0: like Banagement said, ricochets aim for center-mass to the best of my knowledge
3-1: because it's a hitscan tracer, aiming at an enemy's center mass on richochet that's obscured by terrain would end the tracer. ricochets obscured by neutral hitboxes could potentially penetrate, but i'm not sure about obscured by dwarves.
3-2: someone was able to extract from files that Bullet Hell ignores "passive" creatures like lootbugs, silicate harvesters, and Huuli Hoarders
4-1: as far as i'm aware, bullet penetration works through Heavy and Unbreakable Armor. this is from my experience as many Gunners have shot me through a dreadnought. i think it's coded as simple as "if remaining penetrations > 0, continue hitscan through hitbox" so it would ignore any Armor
yes, bullet hell and magic bullets will never target neutral creatures
including fester fleas
huuli may be an exception tho, not sure
and 1-1, a penetrated bullet does indeed ricoche off of surfaces still, just tested it. its pretty easy to test aswell, you shoot trough a praet and see the bugs around it getting hit by bullets coming from below it.
1-3 could easily be tested by having a second player observe a praet that you shoot trough from behind
when i was shooting other bugs with a praetorian penetrated bullet, it seemed as tho it was mainly targeting them instead.
so i dunno if for single target its going to hit it again, but atleast for multi target it appears as tho it prioritizes other targets
for testing 1-3, Trigger had the idea to find a stationary target, like a honeycomb, get on the high ground so the ricochet would happen off of the floor, and then make sure there are no other hitboxes around for the test. then the 50% of bullets that didn't ricochet off of the honeycomb would penetrate, hit the floor, and then have a 50% chance to ricochet back into the honeycomb from behind
as far as i'm aware, no one has done that test yet
that just works for a slightly lower shot against praets aswell if you have 2 players
actually
could probably stop time and look with ansel
since the bullets whould still render
huh, they do indeed ricoche off of other bugs. been quite a long time that i did any tests with this
this whould be especially easy since the bullet whouldnt target the same spot you did, but rather point towards center
so there shouldnt be any overlap
glad to get re-confirmation 👍
science is only science if the results are repeatable by others 😄
i pressed alt f4 instead of 2 for ansel. 
nm you need 2 players for this. the bullet graphic doesnt render when you pause
it does render but its really hard to catch in ansel. ill try this with 2 players when i get the chance, unless someone else does it before
It's hard to determine if the bullet that hit the second bug was from surface ricochet or a bug ricochet, since it requires a specific setup with some sort of verifiable distance between targets to ensure it was one or the other
not if you shoot paralel to the surface and are at high stabilisation already
on an even surface obviously
you cant hit the ground that way
While also keeping in mind that bullets can only ricochet on targets 5m away
waking up with my questions answered, best morning ever
Thanks everyone, much appreciated
I have a question, what is the spawn rate for the Bulk Detonator in each of the hazard difficulties? I couldn't find it in the wiki, so I came here to ask.
you mean crassus ? cuz last I remember we don't have the exact chances for regular enemies
I see. I'm talking about the standard Bulk Detonator because (correct me if I'm wrong) they're supposed to be rare and in my last play session, I got at least 1 Detonator per mission I did.
I mean, they aren't limited, as long as the mission "enemy pool" got them, iirc they can just keep spawning, I don't have the formulas - values though
IIrc, there is no limit to the total of bulks that can spawn, but you can only get two at the same time/same wave, because they cost too much spawn points from the total of the wave to spawn a third one (That's what I remember from Ely's explanation, you should ask him in a couple of hours, he's asleep at this time normally)
alright, thanks for the info
i've seen 3 a couple of times, so i assume that 2 bulks from a swarm, and 1 from a regular wave that spawned around the same time isnt out of the picture
I can confirm there is no limit to the total number of bulks that can spawn in a mission as long as you keep the mission going.
I don’t know the default spawn weight for bulks, but I may be able to find out digging some of the mods on gap since they release a custom wave mod that seem to use it (they didn’t modify the default waves, but added some instead), so it may be accessible now in one way or another.
The default disruptive pool size in haz4 in 2 and haz5 it is 3 enemy among which the bulk can be chosen.
Other disruptives being Bomber, Grabber, Menace, Shellback, Warden.
So to get the maximum simultaneous amount of bulks you need to get rid of other disruptives and have enough room to spawn another bulk if I got it right.
ok. Where are the terms "Acid" and "Poison" used on specifically ?
Poison should be the damage type.
Acid should only appear in attack name and such I think (and maybe description).
usage is not entirely consistent but they are the same
what about the status, such as the one applied by Prae's clouds ?
It is called a Poison DoT so far on the wiki.
Well in the case of the cloud it isn’t really a DoT, more like the cloud is doing regular damage while you are in it.
Status effects are complicated
For the bulldog revolver: Is the area damage affected by volatile bullets?
Yes.
When the vampire perk is activated, does a low synth sound play?
it does activate a sound
Yes, and I can't help but feel like they amped up the volume of that sound effect in one of the recent updates
The sound will nuke your ears even when audio options are set to 0%.
never even noticed hu
I recently thought that egg might be in fact summoner not of dreadnought itself but rather a trigger of dreadnought wave
Therefore, dreadnought waves might be possible if I look at it like that
@bold plover, was it you who shared a video with completed dreadnought objectives with one egg left?
i assume that thats possible in normal gameplay in a deep dive?
you can have a dreadnaught wave in refinery for example, with a dreadnaught kill objective secondary
I have seen it before, so I assume it's still possible
correct ?
officially they are called Right/Left bumpers, yes. altho "shoulder button" is common aswell.
The lower ones are called "trigger"
isn't that on the game somewhere
also, is there any place where "On fire" is called "burning" ??
burning enemies?
usually when refering to a bonus i think
like volatile bullets maybe
targets are burning, but that doesn't make the states name the same
what is the radius of the praetorian's cloud ?
what does the 25 on maggots cloud "max resistance" means ? what is the damage type of Temperature Shock ?
Not sure the max resistance actually do anything, I tried to test it, but it doesn’t seem to have any effect, so it shoud be safe to remove it.
The damage type for temperature shock is DMG_Disintegrate which is called Pure on the wiki so far (used on See You in Hell explosion).
As for the radius for the praetorian gas cloud I am not sure, it seems to use the default radius, but cloud and area are pretty hard to test/datamine
All I can see in the file is the radius of the cloud explosion when lit.
For the gas cloud or radiation aura radius I have trouble finding it, be it in the files or in game.
If anyone know where to find them it would be great.
laser pointer estimation would be good for place holder ?
well, unless someone wants to quickly check in game, I will go with 5
elemental insulation + hazmat system results in how much damage reduction ?
and how correct is this one
yup
Just quickly checked the fungus damage, seems to be completly wrong..
It should be 3-3 damage, 1-1.5 interval.
The radius is not really relevant here with how the spore spreads.
While intact, the radius seems to be 0.4m.
Duration is infinite since it is emitted as long as the fungus is alive.
(Fixed it on the status effect page.)
oof
Looks like that user just copy pasted the maggot data without any kind of verification.
As for the stacking, what is hazmat system?
Oh, it is the armor buff.
Checking that, but I think it is additive.
Yes, they are both additive with each other.
well, good to see it got fixed
which damage value is considered the base for radiator attack for praes ?
0.5-1 for the on death effect
Same when alive, even if both effects are separated
so 4 players haz 2
есть рашен Чуваки?
no name for the wiki ?
So far no.
This is what I have on damage types for now for a quick summary.
DMG_Pysical: Melee dmg
DMG_Kinetic: Kinetic dmg
DMG_Burn: Fire dmg (Health only)
DMG_Heat: Heat dmg (Temp. only)
DMG_Fire: Fire dmg + Heat dmg (Health and Temp. 100%/100%)
DMG_Cold: Cold dmg (Temp. only)
DMG_Freezing: Frost dmg (Health only)
DNG_Ice: Frost dmg + Cold dmg (Health and Temp. 100%/50%)
DMG_Electric: Electric dmg
DMG_Explosive: Explosive dmg
DMG_Radiation: Radiation dmg
DMG_Poison: Poison dmg
DMG_Disintegrate: Pure dmg, used for SYiH and Temperature shock
DMG_Falling: Fall dmg
DMG_NoOxygen: Suffocation dmg
DMG_EventExplosion: Explosive Barrels for the Tritilyte Michine Event
DMG_InteralDamage: Used for the new Explosive Reload OC```
"No idea" xD , but I went with nothing, just saying it can't be blocked, I mean, might be called "typeless" too, not sure if needed
There is actually a case where no damage type is associated with a damage instance so we should keep typeless for that I think.
No doubt it's unique since it doesn't damage shields
I have heard event explosion doesn't kill oppressors
Wait
Maybe event explosions are explosions that happen after a machine event?
I searched a bit more in the files, looks like it is for the Explosive Barrels for the Tritilyte Machine Event.
The explosion at the end of the machine events to clear the area is doing 2000 explosive damage in 30m, no idea how that works to kill rock enemies though, maybe there is a special trigger for them.
they dont die, they just reburrow i think?
and the explosion event should also apply to the ommoran heartstone, it's using the same soundfiles. also will kill everything, but leave oppressors and bulks alive if they were full hp
another thing: can someone confirm something about oppressors? i noticed that they sometimes randomly 1shot themselves, from full hp, whenever they do the stomping attack towards doretta. i seems as the the damage area infront of the dozer can deal damage trough the stalactice attack of the oppressor and kill it that way, maybe?
so their hitbox may or may not extend during that attack, not sure how the whole thing works
i believe so
and that could be a possibility
Could just be a bug, there are still a bit left in the game atm
For the stun chance, it should be 10% per pellets indeed.
interesting
It was confirmed by Daga in the experimental chat for U32 iirc.
that's cool. how many pellets are in each?
should this be "up to 80%", or just "80%"
You can reach exactly 80% poison res with the armor mod and elemental resistance perk.
yes, this is correct. that 57% comes from calculating the Cumulative Binomial Probability that at least one pellet of the eight will have its RNG roll the 10% chance to Stun. take a look at https://stattrek.com/online-calculator/binomial.aspx and punch in [0.1, 8, 1] for the inputs, press Calculate button, and look at Cumulative probability: P(X >= x) which returns "0.56953279"
:S it was more if it is really how it works, math is the last thing I have problems with
btw, both sides of stubby, one say tap is bad, other says it is really good, and some other changes, so not sure which one is right, if changes are needed, or a simple undo
so no "up to"?
Well the poison res can have 4 values afaik, 0%, 30%, 50% or 80% depending on what if you have the armor, passive or both.
alright. ill leave it it at up to in that case
i
Did we abandon the idea of every weapon skin combo on the wiki? I still have my drive full of them.
it depends on the page @autumn flare
no idea
Like for example let's say, the Glyphid Grunt page. I expected it to be filled out completely but it says stub
For the weapon skin combo iirc Rotterdxm was supposed to be working on it, but his last post here is about 2 month old so maybe we need to have someone else work on it.
For the grunt page, from the top of my head it is missing some armor stats, movement speed data and temperature cap and retesting all status immunity for creatures in general since it seems to have changed with the switch from UE23 to UE25.
I was hoping for a dev answer on temperature that would make the work easier, but it never came, so it seems I will need to test them one by one again.
well, for some of them we have already, but not sure how to include it, right ?
We have the movement and the armor data is really easy to get.
A bit troublesome to read since I need to set up the game’s width do something like 7k pixel, but still we can access easily.
im running a game with pot of gold and im playing driller does the epc pistol work with pot of gold?
It doesn’t.
You only benefit from Pot’O Gold if you mine the gold directly using your pickaxe.
ok thank you
Mining around it to make it fall, using bosco, EPC, C4… will get you the normal amount of gold instead of the increased amount with Pot’O Gold.
How do you find the exact creature stats for those?
Either datamining digging through the in game files or using an in game console and command line arguments to extract some properties.
uhm... :S status page
And the hyphen is missing
Hey wiki people, had an interesting question pop up in #drg-chat that I thought I'd point at somebody who might know a data miner. An interesting, probably unique, double edge case.
Do we know how the Zhukov OC Gas Recycling 0x Weakpoint Damage Bonus interacts with the OMEN Machine Event having a 0.4x Weakpoint?
Would it treat OMEN as having a 1x Weakpoint and inadvertently cause Gas Recycling to do more damage than intended, or does OMEN or fractional weakpoints in general have a special case that ignores Gas Recycling?
It would need be to tested, but I think it would treat OMEN as having a ×1 weakpoint since it is set to have a priority over weapon and creature weakpoint (well unless ME is set has an even higher priority, that’s why a test would be needed to be sure).
what a complicated thing, at least it seems not too hard to test with proper planning
Testing it shouldn’t be too hard indeed, I will try to check it tonight.
on another note, it seems "whilst" was frequently used on the wiki, changing it to "while" to fit better
huh, for qronar youngling
Yeah it's a bit too complex to been shown in an infobox
isn't the main page their article ? not even with hoverover it is doable ? if anything the thing should be clickable to redirect to said page
Just made it redirect
Just tested it, zhukov with gaz recycling do ×1 damage vs OMEN weakpoints.
'The health of each module is the same, it will then be divided evenly between the cooling of that module. Each module having a base health of 600.'
This part need to be changed though, the little green box have 600 health, the total health of the full module is 1200 or 1800 depending on the module.
1800 for Radial Pulse-Gun, Heavy Burster, Drone Replicator.
1200 for Twin Slicer
Not sure for the drones.
Would Impact Axes also benefit from this?
For the part of the damage that ignores armor and weakpoint it should.
Wait, I retested the innate weakpoint damage just in case, it seems the ×0.4 weakpoint damage is gone?
What is happening.
I will recheck with most mods removed just in case one of them is messing up with that.
Well I can confirm that the ×0.4 weakpoint modifier is gone now. for OMEN.
It is now a ×1 multiplier like for praets.
I updated the machine event page for the OMEN section
Huh, Well that should make them a lot easier to deal with
why less HP for the twin slicer , and not pulse-gun ?
Number of weakpoint nodes. iirc pulse-gun has 3, slicer has 2
sad
I wonder when that was changed
I checked and the text about OMEN having a 0.4x weakpoint was added in October, so probably since then.
Also, thanks for looking into to it for us. Rock&Stone!
Hey, anyone got the moonrider text ? want to see if the change was correct
Malthy and sweet, the Seasoned Moonrider is a distinguished brew that's sure to put a kick in your step.
I will undo the change
actually, both are wrong, I will correct it
hmmm, might as well, review all the descriptions, if you have all of them in hand
uhm... does this make sense for phero ? point being that, wouldn't that apply to all / most granades anyway, and not something exclusive to phero ?
Ey lads, does beastmaster with friendly apply the 50% friendly fire on steeve?
Steeve already takes only 2% FF. If a player with Friendly shoots him, then I believe the damage will be reduced further (but don't take my word for it).
hi, is there a place i can make suggestions for the wiki in terms of functionality?
You can here
i was browsing some stuff and was having trouble finding a certain article cause i wasnt sure what to look for, it'd be great if typing things like "fire" or "frozen" into the search bar would recommend taking you to the status effects page
and maybe also gave an indication of which section it'd take you to
There are quite a few just maybe not for those terms
well i was specifically looking for how big the damage bonus was for the frozen debuff and just putting "ice", "freeze", "frozen" into search didnt help and there was no redirect on the cryo cannons page either
its tripple damage, or 200% more. you cant hit weakspots anymore during freeze tho
i mean yea, i found that now too
i just couldnt figure out at first that i had to look up the "Status effects" page
i probably wouldnt have figured it out if a helpful individual in #drg-chat hadnt directed me there
or at least it'd have taken me a while
tbf, the Cryo Cannon page also explains most of the frozen mechanic
Sure, but redirects exist for convenience
and there was no redirect on the cryo cannons page either
Mainly talking about this
I think it'd be prudent to make Frozen -> Status effects and On Fire -> Status effects
yea that would be nice
I'll get on that in a bit
freeze, ignite(d) and burning aswell probably
I'm not sorry
banned
lol
I'd say you can try that with an IFG or an incendiary grenade, but I'm not so sure about the "little to no damage"...
surely the ifg won't kill by itself, but incendiary in the other hand
if anything it might make more sense to say it is due to it making the enemies less likely to target you, otherwise it is similar to a grenade killing them
Huh, had no idea that molly could get electrocuted
seems like an oversight on her immunity list
IIRC it's entirely visual and doesn't actually slow her down or cause you any damage.
i assume that molly has 100% to all resistances, which would mean that if she gets electrocuted the slow would be reduced to 0%
Quick question: are enemy spawns in dds seeded as well?
No, For the most part
they are seeded, but its unrealistic to reproduce them
Is the way macteras navigate known to wiki community?
All I know is that mactera spawn have a fix 60% chance to try to dodge, if they decide not to dodge, they will attack.
Based on: no flying enemies can move on space rig
Theory: Alongside with flat wall mesh on walls there's air mesh which all air enemies navigate with, every carve extends existing air mesh
Seeing as Mactera will sometimes fly through thin walls, I suspect there isn't an "air nav mesh"
updated the page for caustic mire being scrapped
ooh. might be a good idea to add another image so it doesnt grab the caustic mire concept art
Caustic Mire is not being scrapped, but will be added post U33.
Didn’t they said they were not sure?
"might be added later" is what I've been hearing
Like how they might be adding that 3rd mission type they prototyped for U32
"Shelved" would probably be a better word
On the backburner
They officially said that it is not scrapped and will come later, but Jacob also said maybe, maybe not.
I feel like "will" carries too much certainty
All i want to know is what is contained in the next update?
It's listed on the roadmap
link?
stuff like 2 new biomes, new dread types , enemies, mineral trade changes, mule docking animation roadmap is a bit outdated due to caustic being dropped in favor of a new biome
Caustic?
A whatttttttt
Hollow Bough, a biome that seems to be themed after a... giant plant undergrowth?
Dense Biozone on steroids
Eh, Caustic Mire sounded like it was going to be Fungus Bogs on steroids
I trust GSG to make distinct-looking areas
~~As long as they don't make the walls the same color as Nitra 😠 💢 ~~
Don’t worry, on azure weald they will be the same color as morkite instead.
When did U32 teasers start?
@low hamlet I'm pretty sure Dash negates Sticky Goo completely. It's a bit finicky actually getting up to full speed since you have to press Sprint 3 times (2 to activate Dash and another to go from walk to sprint) but I do it all the time and it feels like normal Dash speed to me.
It does
It doesnt negate slows from slashers or shockers, but environmental slows will be resisted
Or web spitter attacks or goo bomber sauce.
Yeah, any enemy induced slows
Funny thing is that Mark reported those as a bug on jira some time back 😅
Although the perk would be pretty damn OP if it resisted every slow in the game
that "treadmill" part seems so odd
The wording feels a bit off
why is stand even on quotes
use another word then
if anyone knows how to fix , here is is : https://deeprockgalactic.gamepedia.com/Drilldozer?curid=4731&diff=21448&oldid=21295
seems like it makers more sense to say it doesn't do damage and requires moving, which is kinda expected, it is a rotating thing
I'd just do
opposite direction of its rotation (not dissimilar **to ** a treadmill).
The whole "stand" part feels fine to me
isn't "like a treadmill" better
That's because it is a bug. I've looked through the Dash files and the 100% resistance to slowdowns during the active part of it is present there.
Well I thought so too, but they've done nothing about it for months so I think we just gotta live with what we got
Would love it if some ancient grizzled dwarf could provide something here https://deeprockgalactic.gamepedia.com/Xynarch_Charge-Sucker#Tips Had a team wiped out by this. But to be fair we never got to really fight it. We just spent 5 minutes reviving each other. The only thing I learned, which may or may not be a tip, was perhaps run and regroup.
well first of all, bet-c wakes up if you shoot her or go near her. steve also doesnt care about her sleeping, he just goes and wakes her up.
you dont need to fight her, the ai bot you got isnt that great. does a lot of friendly fire on higher hazards and such, and you get 0 rewards for doing it.
if you do decide you want to fight it (because its in the way or you already activated it) then ideally you wait out the machine gun phase and deal damage during the granade phase since they are much easyer to dodge. if you want to do damage during the machine gun phase, gunners shield is the best way to avoid taking damage.
high single target weapons are ideal for her (like hyper propellant, embedded detonators, lead spray). neurotoxin and run is also quite decent if you have the time, especially in solo play.
i can try to formulate that a bit better later and add some stuff under tips
you get 0 rewards for doing it.
doesn't killing the Xynarch Charge-Suckers count as extra XP in the "hostiles killed" category?
i meant like 100, like a bulk
what
thats news to me
i was under the impression that every hostile killed gives 1 exp
thats what it sais here aswell
I've always thought this but could never get an end screen where the numbers all lined up
i suppose you could run a couple point extractions without bosco and kill a crassius
its base exp, so i expect the exp to be scaled by hazard bonus
yeah, and both before and after accounting for it it still doesn't match
afaik bosco, steeve etc dont count as hostiles killed exp since they dont add to your counter either, but i'm not certain about that
so if you wanna test it, you have to do it without bosco
ill finish my map and do some stuff in drg to check
One thing to test would be if death by environmental hazards adds to the XP bonus but not your killcount
yeah, i just checked one of my end-mission screencaps. my team of 4 dwarves on hazard 5 got 1,389 kills but was rewarded with 1,423 XP
so maybe not 100 XP for bulk kills, but for sure some enemies give more than 1 XP
Or did 34 enemies die to environmental stuff?
and therefore not get credited to anyone but count as "enemy died, give xp"
or steeve kills
negative, this was on Sandblasted Corridors so no environmental damage
unsure about Steeve kills 🤔
also, before the last update, frozen kills did not count as your kills
Explosive Spore thing?
yeah, this screenshot was from NYE, well after U32 landed
i know about Frozen enemies not counting
err, now counting when they didn't in U31
wierd that you didnt get hazard bonus extra exp tho
picked this random guys gallery screenshot just to look at some end of mission screens
this doesnt line up at all
so some enemies just have to not give any exp
and/or some give more and it's not affected by Hazard bonus
i was wrong, i just tested it. using UUU to spawn a BETC in spawn room and killed only the Xynarch Charge-Suckers it gave 2 XP. so, BETC does NOT give any extra rewards
but now i'm going to repeat the test with a Bulk to see if that gives extra XP
bulks only give 1 XP, too. my hypothesis seems to be incorrect, my apologies
i wonder what's giving that unaccounted-for XP from kills?
Get a bug to die by Explosive Plant, Ejector Cacti, Stalactite
I had a low health Mactera Grabber fly right between me and a Mactera Spawn and die to it
did dreads on haz 1 for testing, the 1 unaccounted kill was from a friendly fire projectile of the dread killing a normal grunt with the fireball
i just tested, it's not lootbugs. they dont count towards the dwarf kill counter, but neither do they give xp
ooo, i wonder if Bulks' stomp can kill enemies for extra XP?
i'll test that
So it would appear to be
Hostiles killed = number of bugs that died regardless of cause
Not affected by hazard bonus
yes, that is correct
i have an endscreen where i have 0 kills but 49 XP from the Bulk stomping the grunts i spawned in
should both the stun and freeze tips be grouped as one ?
probably. the freezing while burrowing also applies to stun
if anyone wants to give it a go to improving it https://deeprockgalactic.gamepedia.com/Glyphid_Menace?curid=2247&diff=21458&oldid=21426
I think it makes sense that the two are separated. Since those are different. Frozen enemies can't do anything and take more damage. Stunned enemies can't do anything but take the normal amount of damage.
you can mention both effects in the same line, they have similarities and differences
the main point is the ability to incapacitate the menace. the frozen extra damage is just extra but thats not the focus there. "incap before it digs, if it starts the animation it will escape regardless" is what the tip is about.
I'd say leave them apart, since stun and freeze have different effects and appearances
seems so
Wanderlust.
Has there been any announcements on an experimental branch date?
Itching to do some fresh testing 🙂
there was a Steam announcement saying that GSG devs will announce U33's release date this week, and then we typically get Experimental branch anywhere from 4-14 days before that date
what's a bulk
Fingers crossed for more bulk variants in U33
I dont rly see a need for those. At least not one that wouldnt be stupidly good like a nitra crassus or something
Imagine getting a bismor crassus 
I wonder how the new biomes will work once it's finished
most likely you will just select them on the mission terminal like the others, and probably will be unlocked by completing the first assignment
i wonder what they'll do for people who've already done that assignment
maybe they'll have new assignments for unlocking the biomes individually or together
you remember how it was for U32 new missions ? doubt it will be any different
I guess the biggest concern would how the new biomes would impede mission objectives
I would imagine those vine things would be hell to deal with in on-site refining
doubt you won't be able to pickaxe to get rid of it, that, and unless cinematic only, you see them growing, so there might be a way to make them curl back, or
maybe fire 
i dont, no
simpy unlocked if you had finished first assignment + first assigment got modified to include them
btw in u33 teaser 2
with the azule biome
i saw a bug walking around that looked like a butterfly
here's hoping
mmm i'd like butterflies :D
Yeah it starred in two of three teasers
Heya Guys, looking into the Ignite breakpoints for the PGL with Incendiary Compound. Does the 50% damage conversion work 1 for 1 damage to °C?
so if i do 100 Damage will i be adding 100°C?
Yes, if you have Incendiary Compound and then deal 100 dmg (accounting for the reduced damage from IC) you should deal 100° of heat.
you mean 50° of heat
So Compact Rounds OC without any damage mods should deal 50° per shot.
*not including direct damage which does also get 50% converted to heat
notably, the heat has no falloff distance, and it distributes 100% of the heat troughout the AoE, while the damage will be reduced after 1.5 meters of radius
ok perfect. thanks guys
according to Karl.gg I get 100 damage from this setup. (IC damage reduction accounted for) so this should apply 100°C (before damage dropoff for distance) per shot
Yes, that should ignite a Praetorian on a direct (not armor) hit
oppressor too (100°C according to wiki). but thanks for the important non-armour distinction
It might still ignite on armor but I'm pretty sure the direct heat would be blocked.
Yeah, trying to find some numbers on the Heavy Armour damage/heat reduction
I'll test when i get home
heavy armor reduces 100% of damage. if you wanna test if it blocks heat, its best to just go ingame and test it
i'll see if hyper propellant or a max area damage build can ignite in one hit on armour and go from there.
On an indirect hit, it will not ignite a praet.
Hyper Propellant is a special case. The OC gets applied after IC and reverts the damage reduction but not the added heat.
Lemme find MeatShield's full explanation
This is it #wiki-related-chatroom message
TL;DR: Hyper Prop makes IC add heat instead of convert.
Hmm. Link not working for me on mobile. I'll try on pc later.
Just sends me here rather than direct to the post
But thanks
Anyone got the area damage falloff numbers for the EPC?
Wanna see if its better to take damage vs radius
isn't that on the wiki already ? https://deeprockgalactic.gamepedia.com/Experimental_Plasma_Charger
from the EPC wiki article, under the section "Stats Breakdown":
- Maximum Damage Radius: 1.5 m
- Radius: 2 m
- Minimum Area Damage: 33%
Alright, is this a myth or not?
The machine event spawn chance and mission length.
i do not have any proof or sources. my speculation is that longer missions have more opportunities to spawn Machine Events, which indirectly raises the probability that Machine Events spawn on long missions. i've long suspected that Machine Events have a chance to spawn in flat open rooms, so having more rooms leads to more Machine Event chances. however, like i said in the first setence, i have no proof or sources to support this suspicion
I've seen caves that looked like they wouldn't normally fit a ME in them, but the ME spawned and "carved out" enough space for itself, like it was a neatly-shaped dome with corridors in and out.
Which doesn't necessarily contradict what you said.
That's not a myth, Cyrob datamined it back when ME were introduced into the game but there's still some uncertainty as to whether these rules apply (Cyrob himself said that there was some faulty coding that led to them being unused).
So, similar to how crates and packs aren't affected by mission length
I think it's just a rare chance on level generation
The Devs think that it works like that, and there is the numbers there to support it but only changing one number seems to have any impact
People doing basic datamining see the 3 numbers and think that they must be chances based on length
But they are all different types of values in a curve
Only using a parser do you see that only one value should do anything
It may change to be like that in the future but I expect we will get a note in the patch notes
e.g. Like with PGL proximity trigger damage boost being removed as it never worked
so if i follow correctly the only governing number on ME is the spawn chance, not complexity or length?
so to up number of chances of an ME in an hour, a player should run many low-complexity low-length missions.
as the number of missions run increases the number of chances for an ME to spawn? and low-complexity low-length missions are faster to explore
or am I picking that up wrong?
by indirect do you mean hitting armour? or hitting the ground near a Praet?
The only number for ME is indeed spawn chance (25%) you got it right.
Same for lost pack and crates (16.6666%).
By indirect I mean hitting the ground, I think hitting armor won’t work either but I am not sure on that one.
Ah. So I assume the game rolls a 25% chance to see if a ME spawns, and then does another roll for which of the 4 ME it is?
It should be something like that yes.
I feel like it should be something that's mentioned on the ME wiki page
EDIT: sorry, didn't mean to sound sarcastic
ok cool, i'll test armour hits vs heat applied on Incendiary Compound later tonight.
if it doesn't ignite, but does apply heat, then is IC split between direct impact heat and area heat applied, rather than all area heat?
IC alter the damage type of the attack, but doesn’t change the type of attack.
It acts as a damage conversion.
Your single target go from 100% kinetic to 50% kinetic / 50% heat.
Your AoE damage go from 100% explosive to 50% explosive / 50% heat (and for some reason the heat part doesn’t have any falloff unlike the explosive part).
ok
so the single target portion of the heat would be blocked by heavy armour?
so there's single target heat and AOE heat in this case?
You say HP's damage is disintegration?
Then I think that's the issue
Elyth, is there anything regarding disintegration in main prj file?
ok
so the single target portion of the heat would be blocked by heavy armour?
so there's single target heat and AOE heat in this case?
afaik it would work like that yes.
Elyth, is there anything regarding disintegration in main prj file?
No, there is only DMG_Explosive and DMG_Kinetic in the main PRJ file for the PGL.
That part is in the following file:
FSD/Content/WeaponsNTools/GrenadeLauncher/Overclocks/OC_BonusAndPenalty/Special_Disintegration
That file seems to be a simple 100% damage conversion to DMG_Disintegrate.
what other sources of disintegration damage are there?
IIRC the See You in Hell explosion is the only other one. https://deeprockgalactic.gamepedia.com/See_You_In_Hell
Do we know how much heat an EPC normal shot generates? There doesn't appear to be any mention of it on the EPC page.
Yes, gun heat
i can test "# rounds fired to overheat" later
but i can't see actual numbers anywhere, and the cooling rate would have a small effect between shots
Heat Pipe OC and Heavy Hitter OC both increase normal shot gun heat to 150%.
Thin containment field brings it down to 80%
TCF & HP/HH brings it to 120%
unmodded is 100% obviously
so there's 4 values we can use to compare and calculate a gun heat value.
I assume heat capacity is 1
nice one on the numbers
some quick and dirty math
0.13 gun heat per shot
1/0.13 = 7.69 = 8 shots to overheat (cooling not counted)
fire rate = 8/s
cool rate = 0.4/s
heat capacity + cooling = 1.4
1.4/0.13 = 10.77 = 11 shots to overheat (cooling included)
Cool that's easily tested
I assume cooling is always applied
well actually. 11 rounds takes more than a second, so more cooling is applied. so a little more
So normal heat generation at max fire rate is 8*0.13 - 0.4 = 0.64/s
yeah that's a better way to express it
so 1.56 seconds of max fire rate to overheat = 12.5 rounds
1 / 0.64 = 1.5625s
1.5625 * 8 = 12.5, or 13 until overheat
easy to test
For the sources of DMG_Disintegrate:
See You in Hell explosion
Deepcore PGL HyperPropelant OC
Temperature Shock damage
EPC damage conversion (10% for both the single target and AoE part of the charged shot)
(And for some reason it appears on the files for the base SpiderBase and Spider_Tank_Base files, not sure what it is for in that case. Theses files are the base files for most glyphid and the praets.)
For the heat values, Bebe has the good one.
thoughts ??
Isn't it already stated that freezing a mactera will make it fall and shatter
Seems good to me (since in practice the frost bomber could survive if it is heated enough).
it will always kill it instantly, including glacial strata goo bombers, who have the same temperature stats as the normal one
not according to the wiki
The Frost one has a reasonable unfreeze temp
The frost bomber can unfreeze, unlike the normal bomber.
If a Frost bomber falls for more than 4.67s it can warm up enuogh to unfreeze itself
i've literally never seen that happen
The stats suggest it's possible
do you have any clip of that happening ingame?
Though if it does "die" upon being frozen then I doubt the warming rate would even take effect
And then it actually wouldn't be possible
it'd need to be over a pretty deep cliff
It is very unlikely, but it can happen, it could also be unfrozen if the is someone using a fire weapon in the team.
i wanna test that out with a scout and white phosphorous
Or another driller with FT and the T2B heat mod
you mean plasma burn
right, i could test that myself
dont need flamethrower. just heavy hitter plasma burn and damage mods
or 2 cryo nades on the scout 🤔 , might be easyer since you get very low time untill it shatters
max damage double unload should be 176 heat, so good enough to unfreeze, assuming all pellets hit
were it 50% fire weak, yeah
with cryo nades its still at full health
so 960 ehp
633 damage
even with 50% more damage it whouldnt kill
its only 792
what health did you think it has lol
actually
its less in both instances
176 heat means you're doing 352 total damage, no?
i multiplied total damage by 1.2 and 1.5 instead of only half of it
feel free to correct it or something if needed https://deeprockgalactic.gamepedia.com/Status_Effects?curid=3022&diff=21470&oldid=21468
oh yeah, i think im wrong then lol
thats per shot but im unloading both
need a different build then
Heavy Hitter Plasma Burn looked like a decent option
Cryo it until about half, then snowball?
needs to be more than half
i have a decent idea how much it needs to be in the graphic, i do that a lot
Isn't snowball 200deg?
or I guess you have to account for it warming during the charge up
yes, but i think the graphic isnt a 1:1 representation
its needs to be around 60-70% for a snowball freeze in my experience
So while playing in a pub game after months of trying to find that particular setup, I finally stumbled across a comparable one along with the fact that I luckily had the Bullet Hell OC on me, so I went ahead and tested it
Unfortunately the overall conditions were less than ideal, but it seems like it really doesn't check for a 2nd ricochet after the 1st roll fails in this test
Conflicting evidence found
those look like Deeptora Honey combs, not Brood nexus, in case that makes a difference?
Yes, they still act as potential targets for ricocheting bullets, if that’s what you’re asking
Not sure if you could see it too clearly in the clip, but a stray bullet bounced into the first one briefly at the start
Is there any place I can read/hear what Mission Control says when you finish a weapon license assignment?
doesn’t every end of assignment start with Mission Control saying “oh I remember when you first started” followed by a compliment and then ending with a rock n stone miner
promos too
Try searching for these strings on crowdin
Is there a specific link with DRG localizations?
Dm
On the "it burns" Mod for the CRSPR, the description in the table mentions the per-second chance, when it is actually per-particle (fuel used). this is covered in the "unique mods" section below, but can we add a note to the mod table to highlight the poor wording in the description? something like :
"A chance that your target will flee in terror for every second that it is in your flame. (Note: actually % fear chance is applied per fuel used, not per second)"
The description column is exactly the same that what we can see in game for better or worse (usually worse).
The heat radiance also mention the wrong radius for that reason.
ok i can understand the logic of preserving exactly whats in game
Maybe we should add that somewhere to be clear it is a quote though.
could we add a "notes" column to the table then?
We can add info as an overhover or in the section below, adding another column while doable would make it harder to read on small screen and mobile.
(Only my POV, feel free to disagree.)
we actually have a note on the Effect column for the Triple filtered fuel
(direct damage only)
we could put the note there?
haha was also editing
+13% Fear Factor
(per unit of fuel spent, not per second, see unique modifications below)
my wording is longer, but calls out incorrect in game description. is that something we want to do?
Can’t put too much text there, I will put the it is not per second, see below as an overhover then.
We can said it is incorrect yes.
I'll close without saving, leaving the edit to you


