#wiki-related-chatroom
1 messages · Page 50 of 1
perfect
why , instead of updating it or something https://deeprockgalactic.gamepedia.com/Accessory_Shop?curid=980&diff=21476&oldid=20638
There's a specific kind of people.
People who aren't so lazy that they'll never touch an outdated page and expect someone else to update it
But who are lazy and entitled enough that they get frustrated the page wasn't up to date when they opened it, and express that frustration by leaving snarky comments or outright defacing a page
undo it ?
well, stub is also used if it doesn't have 100% of every bit of info, even if everything is up to date
Or I recall a subtitle for pages that says, like, "This page is up to date with Update N"
So we could add that and put an early update number
feel free to update the values there, see what is missing
Yeah the updated template
because I can't know what's the updated infos, my level is too high and I already unlocked the store items
exactly
I searched it before editing the page
didn't find it, but I had to precise it was outdated somewhere so people won't rely on it
No need to say I'm lazy or entitled where I just can't know the updated values
can always inform here that data needs updating, or ask here for the values
it's not just about missing stuff, some levels are not accurate anymore as well
so that's just plain false informations
which level isn't accurate
I don't remember, I leveled up and didn't note them at that time
couldnt you easily test it by moving your savefile and start a new save, then loading up the game and looking at the terminal?
Well, I apologize. You are not among the people I described.
didn't know it was possible
people can edit their save file ?
I thought it was online
there are no servers either, its hosted locally on your pc and does serverlist via steam multiplayer api
Some things can be edited locally and affect online play. I think grenades work that way
dunno how easy editing is, but you can make a backup and then delete it/restore it later
editing it isnt too difficult. it has a fairly simple structure, i looked into it momentarily for someone. there's no encryption, you just look for what you wanna change directly
I'll take a look into it
if there is a way to increment levels one by one that should be easy enough
You can in the Experimental Branch, there's a terminal with buttons to give yourself XP
oh, good to know
good thing about experimental is being able to wipe it without changing main saves, problem is it might be out of date depending
well soon experimental is going to be the latest version available
I just noticed there seems to be no documentation on the wiki about how cooling effects enemy speed. Is the way it works known by anyone? How much slower it can make enemies move and at what temerature is the max slow reached? Is it percentage based on thier frozen threshold or is it dependant on thier temperature value?
0 speed when frozen
Unless it's a shellback ofc 😜
I think it is -20% iirc.
negative. Elythnwaen has found a variable called "Max Cold Slowdown" associated with each enemy. the default value is 0.25 (aka -75% movespeed), but Praetorians have 0.15, Dreadnoughts 0.6, Bulk Detonators 0.4, and a couple of misc other creatures have non-default slows. To the best of my understanding, the amount that each creature is slowed before it's fully Frozen is proportional to how full their Cold meter is. at 0 there's no slow, and at 99% they're slowed to the "Max Cold Slowdown" multiplier. at 100% Cold Meter they become Frozen, unable to move and taking x3 Direct Damage.
Nice.
Non default values for max cold slowdown are:
Default is 0.25
Praets (all variants): 0.15
Dread: 0.6
Bulk/Crassus: 0.4
Trawler: 0.1
Breeder: 0.15
(Most of theses are quite old, some if they have been updated in U31/32 I may have missed it.)
Y'know, I can't help but wonder why certain enemies like shellbacks don't get frozen, despite there being a status icon indicating otherwise
From what I saw it is linked to how their movement is defined (ie they have some special movement rules that conflict with being frozen).
You can still proc Temperature Shock on them, though. It's quite effective.
You can also proc Cryo Cannon T5.A Fragile to finish them off. they only have 450 hp, so once you get them below about 1/4 health Fragile is a quick kill.
Cold slowdown would be included on the creature page, or...
I plan to add it once I can test the rest of the temperature data, trying to find a good way to test the cold/heat cap for each creature, I think I have a way for that, but not sure if it will work or not.
Feel free to add them before, but you will need to edit the creature infobox template for that (it should be a simple edit I think).
Also, about that, dread variants will all go in the dread page, right ?
I think they should.
well, we dont know how they're going to function yet, so we will see
@floral drift @weary sonnet thanks guys, extremely helpful as always!
checking if the edits are good enough
anyone has any further documentation on how warming up / cooling down works? these stats dont seem to take effect while being cooled down for example, and only start triggering once you actually froze the target, or didnt add any temperature in a while.
like, how long is the delay for a bug to start using the warm up temperature
IIRC the warming rate and cooling rate (the one visible in the creature infobox on the wiki) kicks in only when a creature is on fire/frozen.
I didn’t test yet at what speed a creature cool down or warm up before that since I was lacking the tools for that.
I am trying to build up a kind of toolbox to test pretty much everything about temperature atm.
What I can say is that this cool down/warm up before any status is inflicted seems to be hard-coded and doesn’t seems to be a kind of property I can access from the game’s files directly.
thats about what i observed
one phenomenom that's odd is that the warming rate only seems to warm up a certain amount of temperature, and then stops working. not sure if it stopps after a certain amount of exposure to cold/heat again, or if its really just a fixed amount that would put them to 0 at the time of when it kicks in.
@weary sonnet got a question regarding disintegrate, maybe you know more on this.
from my own tests, hyper propellant does no bonus damage towards frozen dreads, and my impression so ffar was that it does no bonus damage again frozen targets in general.
#wiki-related-chatroom message
your comment here would support this aswell. do you have any further insight on hyper prop against frozen targets?
I tested it and I got some weird result:
It does increased damage vs frozen praets, but for some reason not vs some other targets like the nexus breeder.
I tried to test it vs the dreadnought, I didn’t manage to test it in good condition, but it doesn’t seem to work properly either.
From what little test I did on the dread, frozen didn’t apply with HP and there was still a damage falloff when hitting the dread from the front (otherwise the damage done would not make any sense).
Does that have anything to do with how resistant brood nexus are to non eyeball fire?
No idea tbh, I just tested that one because he had enough health point to take 3 times the base damage without dying.
Cooling Rate is always active when their temperature > 0. Warming Rate only starts after they go 1-2 seconds without having more cold damage applied (WarmingCooldown on Elyth's spreadsheet).
cooling rate is every game frame / tick ?
It should be heat/cold lost per second.
not the wiki ones, no, in game
negative. for almost every enemy it happens once per second, except for Bulk Detonators which update 4 times/sec IIRC?
yeah, i just checked Elyth's spreadsheet. the "Update Time" column is 1 sec for all enemies except Bulk/Crassus which are 0.25
Is it possible and makes sense to put this sheet on the wiki as new article?
I think it's quite useful to keep track of all deep dives and stuff like that.
https://docs.google.com/spreadsheets/d/1cvRHDfmBKK8Ggmoga6A3PrlyBaunZpbQhZuy987gGKk/edit#gid=0
Current Deep Dives
Currently active Deep Dives
2021-01-14
Normal Deep Dive,Elite Deep Dive
Bestial Shelf,Barbarous Den
Radioactive Exclusion Zone,Crystalline Caverns
Escort + Fuel x1,On-Site Refining
Egg x2,Morkite x150
No Warning,No Anomaly,Low Oxygen,No Anomaly
Morkite x250,Egg x6
Egg x2,Drea...
other than it just being interesting I see no reason to include every single Dive configuration from the past
also last document about all dives I checked just had a mistake, so can't even rely on those to make a list
i wanted to look that up somewhat recently and was surprised that there was no article like that lol
it's an unrealistic task unfortunately
well if there are atleast 2 different tables, then you could crossreference them and add them with an asterisk that they arent 100% confirmed but still a good reference.
also you could technically search in discord for posts in a certain timeframe and check what people said about the DD in that week. its certainly not impossible to do, just too much work probably.
only if they are made, otherwise it can be less likely that someone will answer
hehehe 😄
I wanna know if experience is shared at the end of the mission ? Everyone as the same amount ?
same ammount to everyone
Buying mod on weapons even if i don't use them / like them is usefull ?
if you unlock all of the mods for a weapon, it unlocks all 3 of the default weapon skins
no extra damage ?
mods will unlock more skins, but it may be good to unlock everything to try it out eventually
or health from the armor .?
armor is the only one you get something other than skins, you get more HP
is there anyway to be more substainable ? It looks like i die way faster than other ?
I'm just bad ? 😄
that or you are playing on a hazard level that is too high
too high for my skill or my level ?
what's the impact of the level ? If my boy getting stronger ?
maybe both, not sure how many perks and mods you even unlocked
Is my boy
level doesn't make you stronger, it just allows you to unlock more modifications
what is even your class level
and which hazard do you play
i got 5
but die really fast so i go on easier level 😄
so basiccaly, after all dwarf are 25, the game is over ? you "only" grind more ?
no extra mission or purpose ?
you promote them, unlocking more things and game modes
"i got 5" means you play on hazard 5 ?
only cosmetic things right ?
not playing cause i'm dying to fast but yes it's wwhat i mean
:S go to hazard 2 until you know more about enemies (by facing them and reading the miner's manual bestiary), and until you are more confortable with what you can do / use
also reading all of miner's manual is a good idea too
and not at all, wouldn't be called a new game mode if it was cosmetic only
It also gives weapon overclocks that can alter a weapon a small amount, or completely change how it works.
how i found the forge mecanic
looks like funny 😄
i will invest myself more in this game looks awesome
thanks for your help buddy
curious, wonder how that "located in every region" mistake got added
okay... :| -_- if anyone wants to do that, feel free to fix it
I will
Anyone know the damage of ice spear
yes it is
so deeptora should be on "enemies" and not "hazard" right ?
I don't know, maggots are on the bestiary too, after all
well, could always change "enemies" to "creatures" later on
Heya guys, do we want to integrate the Effective Health Scaling information into the Creature Health Table in the health page
basically add a few columns to the table in health
that page is all wrong or something, and needs a review last I remember, so not sure if it is better to just leave the actual HP differences to their page instead of making the table include every variation... which might make it a huge table
It would be more ideal to display difficulty multipliers somewhere
Scaling from x0.7 on haz 1 to x1.2 on haz 5
well, scaling is already on the hazard pages, isn't it
I mean for the health page, its better than having all the values across all difficulties
like the health page seems like the place to go when you want to know all the health /damage breakpoints
Problem is that there's a lot more to breakpoints than just the health
Like armor damage reduction and weakpoint multipliers
Oh yea and player scaling would also have to be factored in
effective health multiplyer is already a graph on its own, it isnt feasable to express that in a table like that that contains all creatures ehp at every possible hazard*player value
ah fair
seems the info i wanted is already fully contained in the table on the Creatures page https://deeprockgalactic.gamepedia.com/Creatures. just under the expandable button.
just to check if i'm reading this right:
Grunt Slasher during an EDD.
Has 177.6 Effective Health (regardless of player count)
Has -25% weakness to Explosive damage (all variants)
So will die to 177.6 * 0.75 = 133.2 Explosive damage
or am i following it wrong?
30% weakness, 177.6/1.3=136.6
If it were *0.7 then 100% weakness would mean it had 0 health against that element
Mactera Spawn have 100% fire weakness
talking about weakness as HP changers seems confusing
yeah, but i get the logic of it
wrong channel man, try Drg-Chat
or bug-discussion
Not sure where to ask.
Where could i find the isolated melody that plays when claiming a cargo crate ?
Edit: Found it
Yeah i saw iot right after wirting 😄
How does freezing power work on the Cryo? is each point of Freezing = 1 degree of cooling per particle? So a Cryo Cannon with 10 Freezing power applies -10°C of cooling per unit of fuel? or is that not how it works at all?
That's exactly it
ok cool.
so Cryo Cannon with -10°C freezing and 100% flowrate
8 fuel/s = -80°C Cooling
Normal Praetorian = -150°C Freeze temp
150/80 = 1.875s to freeze
Warming Rate = +10°C/s
Thaw temp = -100°C
so should unfreeze in 5 seconds (or is there a delay on the beginning of warm up?)
Deeptora Honeycomb is considered a stationary enemy on the wiki so far, but in the game’s file it is considered as a room hazard, so the same way than radioactive crystals or lava geyser.
For the health page, it displays the creatures base health (ie before any resistance multiplier.
I think the creature’s health on that page are fine, I will review it today if I can, but the only error are on red sugar and maybe mastery bonus for dwarf’s shield iirc.
For the scaling, if you think this is alright, I could add just the scaling name (Normal, Large, Extra Large, Extra Large 2).
With a link on the scaling page on the header.
Either that or adding every collapsed health table, not sure if that would be better or if that would take too much place.
(The later would duplicate a lot of content.)
should be better to follow what is in game, and not the game scripts in that case, for deeptora
Warming rate start after 1-2s (1s for praets) after not receiving cold damage or after reaching the freeze temperature.
thanks! do we want to add something like "warming delay = 1s" to the creature stat card? or a create a table of creatures freeze/ignite relevant stats in the status effects page somewhere?
Well I think a full temperature page will be needed, but I still need to gather more data for that.
Among other thing, the minimum and maximum temperature for each creature.
aha like you can superheat a creature beyond its ignition temperature then?
For some of them only.
but nothing stopping us creating a temperature page stub now and adding to it as and when we get the accurate info?
I know praets are capped at they burn temperature, but naedocyte breeder are not.
The main thing stopping us from doing that is the fact that I am the one with most of the knowledge about it and I am still researching it/testing it (and there is a lot of tests to do), so I am not writing it atm.
But if you want to start writing about it, feel free to do so.
guess it will be fine, or you will get bored of testing for a few days and will create the page structure, just to get back to tests later
Checking and rewritting he health page for now, dwarf health was a bit off because of the beer applying twice and the mastery value being a bit off.
Dwarf health is done.
interesting, the values were rounded, with the precise number on the hoverover
Well there was already rounded values there so I kept it that way, you can display some more accurate value if you want and just keep the calcul (without the result) in the hoverover.
As you know I am not that good for the presentation, my strong point is data.
All creatures base HP value are right on the Health page, but fester flea is missing.
lol. well, if anything it is more precise than what we had before for dwarf HP, still in game how precise does it actually get ?
Red sugar is wrong, but I don’t know the real value, I just know it is off since I tried to test it at some point, but couldn’t find the real value.
In game the dwarf and creature hp is stored as a float so it is quite accurate.
Something like 6 digit minimum.
impressive, but 1-2 decimals should be more than enough
and about red sugar, it is for the maximum health per swing , or... total ?
Both are off from what I saw.
Total can exceed 200 hp.
Maximum per swing can exceed 100.
Without any perk.
I don’t think the total per swing actually matter since you can mine it any way you want.
I mean bosco, directly with pickaxe, with bulldog, TCF…
But the total should matter and I wasn’t able to get the value for that one so far.
that sounds like the same issue of croppa / bismor etc, knowing how much they give... hmmm, if only you could check the total hp you got from it, like, dwarf at 1 HP, 500 HP limit, you break the red sugar and check the current HP value
Tried to do that and a sample size of 50 wasn’t enough to get anything usefull out of it.
Except that I started to wonder if there was different 'sizes' of red sugar crystals formations.
wow
Since there was like 2-3 groups of values that doesn’t seem to overlap.
that's a lot of digits
well, that is something interesting, knowing that just like exploding plants, red sugar comes in different sizes, but I am guessing that it is not like the plants, where you clearly see "explodingplant_large" and "explodingplant_small"
If there is something like that, I missed it in the files.
I remember being able to see every creature spawned in the cave , as well as hazards / projectiles (exploding plants, mineral chimney, dropping salt crystals), was there anything that displayed minerals ?
For what you describe, I display them using their health class, that wouldn’t work for minerals.
something like that yes, think minerals have a specific variable that would show them, but it is not known ?
Probably.
nice one fixing the numbers. do you mind if i change the table layout to something like this:
seemed a bit confusing at first, think there may be a better way ?
I don’t mind.
Just one thing, for the mastery the calculation were done for mastery 1 or full mastery (ie mastery 3).
good point on AM3
Ah, for me it seems better, but if it seems confusing for omega, it may be better to clear that up first (or ask other’s opinion), since I am not a good reference for visual as I said before.
1-armor mod: overcharger , healthy, none
2-armor mastery: 1, 2, 3 , none
3-red rock blaster: yes , no
so 3 columns instead of 5, see how that would look
the 2nd row can all be hover text too, to clear it up
2nd row ?
The +5 shield, +20 hp, ×1.0455 health…
I mean, but that is 2 different parts, one doesn't affect having the other
Trying to find more about red sugar, I found more about all crafting materials instead.
awesome to hear
btw, armor, not armour, but that is just an example
maybe "armor masteries" ? or use like "3 masteries / 1 mastery" , but so far so good
Would any of these be useful?
struct UResourceData : UDataAsset {
struct FText Title; // 0x38(0x18)
struct FText TitlePlural; // 0x50(0x18)
struct FText Description; // 0x68(0x18)
struct FColor Color; // 0x80(0x04)
struct UTexture2D* Icon; // 0x88(0x08)
int32_t BuyingPrice; // 0x90(0x04)
int32_t SellingPrice; // 0x94(0x04)
struct UMissionStat* MinedMissionStat; // 0x98(0x08)
bool IsCraftingMaterial; // 0xa0(0x01)
bool AffectedByMutators; // 0xa1(0x01)
bool ScaleToMissionLength; // 0xa2(0x01)
bool ScaleToHazardLevel; // 0xa3(0x01)
bool ShowSeparatelyInEndScreen; // 0xa4(0x01)
SoftClassProperty Spawnable; // 0xa8(0x28)
bool IsWholeNumberResource; // 0xd0(0x01)
int32_t CreditValue; // 0xd4(0x04)
int32_t XPValue; // 0xd8(0x04)```
It works for any primary, secondary objective, red sugar, carfting material and beer materials.
"IsWholeNumberResource" looks interesting
not sure about the "UMissionStat* MinedMissionStat" and the "ScaleToMissionLength"
armor is american spelling. armour is british spelling. both are acceptable, but will go with whatever's on the In-game descriptions
will check if it's regionalised too i suppose
I know that part lol, just saying that wiki and game is american spelling, I am removing british all the time there
IsWholeNumberResource is true for compressed gold, secondary objectives, beer mats and hydra core fragments and eggs.
what about bittergem and err cubes?
ScaleToMissionLength is true for everything except bittergem, error cube and tyran shard.
tf, eggs ???? what about aquarqs
Error cube are whole numbers, bittergems are not, aquarq are not for some reason?
IsWholeNumberResource
any interesting or useful numbers ?
let me check that, there is a lot to read.
Hum, need to switch to the other channel actually.
oh boy
do we know how many Ommron Beamer Crystals spawn during the Beamer phase in Escort?
not even sure if it matter how fast you destroy them, might be a cooldown instead
like there may be a max allowed spawn at any time?
or a spawn chance every few seconds during the phase?
could help with planning. Driller EPC and Engineer PGL can both take out the tips very easily. as can some gunner weapons i think.
so would be good to have an idea how many crystals to plan for ammo wise
obviously you can just mine them or use scout grapple or gunner zip lines to reach the tips
problem is that it takes sooo long to reach that point, so you might need some help, well, knowing how many beamers you get at once should be nice to see, just make sure you can keep fixing it
yeah it's all the way at the end to get any data
This is the most useful thing I could find on red sugar and I still have no idea what it means.
might be how many chunks you get if you destroy it while being full ? or more likely... how much you get per swing ? like a normal hit on Bismor gives 9 units, should guide testing
Seems fine for bismor, but way too low for redsugar, unless a unit is way more than 1 health.
well, if we can confirm it makes sense for crafting minerals, we can assume there is a unit to HP for red sugar
oilshale one seems extreme too, what is even the quantity you need for a full canister , in numbers
I think it is 100 (checking).
tf, 100 units for a full canister, but the unit per carver is 100 , hmmm
also, on hollomite, I remember that each one gives usually 5-6 units when fully destroyed, right ?
Maybe a bit less, but it is around that yes.
carver maybe a size unit, like a volume, and there is a relation between volume and how much you get
so like, if you mine bismor and get 18 units, it means its size is 2 ? since the units per carver is 9
if anyone is in game and can get that value, would appreciate it
Do you get less resources using Pickaxe power attack/ EPC / C4 on a vein/crafting resource spawn when compared to pickaxe?
Think there is some rounding differences going on ? But lets use regular swings for the testing
They are the same minus rounding down for non pickaxe methods.
What would be the best way to check units per resource spawn ? Personal deposit , team inventory , mission end screen ?
Any would work as long as you count the number of 'nodes' destroyed and know the hazard multiplier.
On a quick try: 106 Umanite for 11 crystals.
that is ~9.3 per crytal, good name btw, not sure about the individual values, but guess the size of a crystal is around 1.5 then, perhaps
Well I could be just a lucky strike so a few other try to confirm it would be good.
magnite is a bit shorter than umanite, isn't it ? so guess it makes sense for it to give more per carver
More wide too.
If you guys want consistent mineral spawns I can send you something to enable mineral spawns in deep dives, since they are fixed seeds.
is there even a way to check the size of crystals ? or only by number of pickaxe swing needs ?
There is a way to view the total value amount of a resource in a map, but I don't think it works for standard builds.
huh, so volume sum of crystals ? I mean, that is something if you can count how many crystals there is
I think I reviewed all the health page, everything seems right except the red sugar part now.
hmmm
bit of a noob on the finer points of tables in a wiki. how do i add columns to an existing table?
aha got it
now not quite sure how to centre text
isn't it align = center or something like that ? check if there is any examples
trying to do in the visual editing
but will do source editing if thats whats needed
:S visual editing just sounds like a bad idea for anything, unless it is really really simple text changing
all done
thanks man
yeah source is more what i'm used to. was hoping the visual method would be good, but ah well
"All classes currently share" ? something like that, also wonder about symbols to use / colors, since health and shield have it already
This whole table is pretty difficult to parse tbh
i find this a little clearer than the previous one (no offense Elyth)
eh ? Ely did the hoverover changes , the table is from way before
ah nice
it was saying "used to acquire Beer Liscence**S**", which if just not true, unlike the others caps that say the same thing
Am I misunderstanding things again ?
I was more curious about if not being used for anything that is not a today special
links ? field grenade just makes them take more damage
mh ?
change the text to make it correct
I did, why are you making that face
what I discovered on my investigation, the source of the mistake
what is it
someone else, same person that did that other mistake you pointed out, and many others I fixed much later on
the naedocyte found on all regions ?
yes
The breeder is, not the shockers
yes, it said shockers were everywhere
ah, the thing you fixed
keep up the good job of finding differences in there
why was it reverted back
looks fine here ?
keep up the good action of finding inconsistency there
Does glyphid warden actually have that weird non-symmetric armour pattern?
Yes they do, you can check that by destroying it with armor break or using Umodel.
Top view:
reminds me of those weird tasty candies
Yeah, they look weird with theses colors but it was based on that that I made the images in the creatures infobox most of the time since it makes the different parts a lot easier to see for most creatures.
Ice cream warden
I fixed a few more values in the health table, just learned that healthy is a multiplier of ×1.18 and not a flat +20 health.
In the table, there is a few cases missing, not sure if we should add them:
Overcharger + Beer
Healthing +Beer
Mastery + Beer
For a quick preview of what we covered so far:
(column in order are armor mod, mastery and beer buff)
110 25
Y 186 25
O 110 30
H 130 25
O Y 186 30 <-- missing
H Y 219 25 <-- missing
3 126 25
3 Y 212 25 <-- missing
O 3 126 30
H 3 148 25
O 3 Y 212 30
H 3 Y 251 25```
Health page is almost done, only need to test the red sugar value (per crystal seems the most logical to me, I will try to do that once I am done with work) and the shield regeneration speed.
Do you see anything else we need to check before removing the cleanup tag?
shield value is exactly 25 -30 ?
there's no way to increase the shield besides the +5 shield mod on your armor
(and the temporary shield link active)
i think shields should have its own collum with base, shield mod, base+shieldlink active, shield mod + shieldlink active.
would make the health table smaller aswell.
because there isnt really a correlation of shield vs hp other than making the decission on the mod which should be obvious enough that you cant have both at the same time.
not about increasing, about it not being 29.4 instead of 30
Shield Link adds 60 shield health when using the active, it doesn't consider shield upgrades or the base value at all.
Yes, surprisingly this one works as advertised.
Another line that could be related to red sugar:
HealthPerCrystalVolume: 20
May or may not be used together with the
RES_CERVED_RedSugar.UnitsPerCarver 4.5
if you change UnitsPerCarver value, will the total HP you get change ? such as 0, or 1
Not sure where that value is stored or if I can change it.
Looks like it is stored in the resource file for the itself.
It should be editable if we want to test it.
Changing that health per unit value does change how much health you get.
There is another thing that is specifically for Shield Disruption as well.
The health per crystal volume is a player character variable.
well, that I expected, which is why I was more curious to know if unitsPerCarver is even used at all, maybe it changes the chunk sizes or so
Now what is left is to know how the red sugar chunk are generated (since they don’t always give the same amount).
HealthPerCrystalVolume is in the file FSD\Content\Character\BP_PlayerCharacter (offset 57781)
UnitsPerCarver is in the file FSD\Content\GameElements\Resources\Carved\RedSugar\RES_CARVED_RedSugar (offset 62)
as in, destroy the crystal to see how many chunks get generated or ?
No, I mean find out what is the possible range of value for the chunk we get from a given mineral.
The number of chunk generated depend on where you hit it and what you use to break it.
Frozen wardens still buff?
No, not frozen
While stunned yes, while frozen I don’t think so.
At least the visual effect is gone.
Not sure about the resistance.
Hum, it is true actually, the buff stay, just tested it.
is there any documentation about how the Warden's buff works? i haven't done any testing on it, but in my casual gameplay it seems to be a 1-second buff that gets renewed once per second while the Warden is alive and not incapacitated. for instance, i'll see grunts that still have 50% dmg reduction after the warden is dead.
So they were still buffed despite the visual effects ending?
Yeah, I've noticed it takes a second or so for the Warden buff to wear off once it dies/they walk out of range
🤔 i suppose Subata Tranquilizer Darts' 6 second stun would be a definitive test of whether or not the buff persists while the Warden is stunned...
Maybe I didn’t wait enough, rechecking just in case.
Looks like the link will break after a while if he stays frozen for several seconds.
i just tested with Tranq Darts -- the 6 sec stun did not break the buff
when the summoned grunts moved far enough away it broke, but when they stayed close to the stunned Warden it persisted
Keeping it frozen do break the link for sure.
Apply Effect Interval is 1.5s and the duration is 2s.
So it can stay for a while depending on when you freeze it.
It stacks up or limit is 2 s?
like all effects, i imagine that if the effect gets refreshed every 1.5 seconds, then the 2 sec duration only matters when the warden gets killed -- aka "how long ago was the effect applied"
I swear it used to take a long time for the defense buff to go away from Praetorians when a warden died.
how long ago? we talkin' days or months?
No changes in the file sinceU28 from what I see.
Months.
that lines up with Elyth's U28 mention
It wasn't during testing, just "normal" play.
huh, hoxxes page was changed so biomes are displayed 2 at a time
some of the changes that happened on mission page, do swarms really become worse over time ?
https://deeprockgalactic.gamepedia.com/Missions?curid=1022&diff=21575&oldid=21387
Afaik that was present back then when we got glyphid veterans
Today I highly doubt it
Afaik swarm never become worse, ambient spawn become worse on PE but that’s it.
I'd say the word "worse" itself is confusing. Is it weaker/stronger over time or is there something else implied?
For PE I mean there is more enemies in the ambient waves while the swarms stays the same.
Yeah, I know about PE ambient spawn scaling. Just wanted to say that "worse" shouldn't be used there at all, say that "ambient waves become stronger over time" or something to that effect maybe?
That screenshot is about refinery, I don’t know how swarms/ambient scale in that case tough… well pretty sure swarms don’t.
Back to red sugar, didn’t have enough time to finish the test yet, but so far the average is around 90 health per crystal so 4.5x20 (average is 92 currently).
"bug count in ambient waves increases over time, increasing difficulty" something like that?
don't forget that would be for PE though, we are checking for refinery
i feel that refinery works the same
it seems to get more and more crowded as time goes on, even without MC announcing swarms
pretty sure thats not the case
just after you are done with the pump stage, the waves dont really stop anymore since you're supposed to push the button
or if it's the case then its a really low amount. because you can chill for like 40 minutes if you wanted to without being overwhelmed, while in PE after 25 minutes it starts to become very hard to manage, assuming h5
Actually I searched in the files and the PointExtractionScaler seems to be used for escort mission and refinery (if I have the internal name right).
guys
just test it
if I wrote it becomes worse, it becomes worse
if you're unsure, you can test
Well testing it can be tricky since it only seems to apply to a part of the mission and I already have a lot of tests planned (count several dozen hours), so I would rather not be the one to test all the time if it is something that can be found mostly through the files.
I mean it's just playing the game
a few of us can try it out
that is a bad way to test
how would you recommend testing?
after you get the refinery done, don't press the button, do your secondary objective or whatever, you will see you will get overwhelmed at some point, even in haz 3
Not exactly, for this kind of test, you would have to wait 15+ min at each stage of the mission.
and count ambient waves? or try count bugs?
I wish I just had recorded it, it's so obvious
there's no mid-mission kill counter we can check is there?
there is miner's manual (not sure if there is a limit)
Well there is a way to see the current number of creature on the map and to kill them mid mission so you can reset it to zero before the next wave.
This is what you would need to do to test it.
I feel it happens too, but i don't have anything to back it up other than the mission getting more crowded, but that could just be us not clearing waves fast enough so they start to overlap?
that's not about not clearing fast enough when you don't have trouble clearing them during 15 minutes then 5 minutes later you're overwhelmed by 300 grunts
(the numbers are probably not accurate, but it was how it felt like)
pretty sure there is a limit to enemy spawns lol, so you would nevber get 300 grunts, right ?
For PE, it seems the scaling is set to stop once the mission is considered to be finished.
In the files, the spider phase has scaling, while the end mission phase doesn’t.
and no, no other player joined inbetween to augment the difficulty scale
There is a limit of 60 normal enemies + 60 swarmer type enemy by default.
then it was capped for sure
I felt like there was at least 100 lol
I didn't even see the ground anymore, just grunts
Our mistake was looking for the fossils after completing the primary objective I guess, we took too long
For the refinery, there is 4 phases defined:
PumpSequence_Wave_Refinery
PumpSequence_Wave_Refinery
PumpSequence_ConstantPresure_Refinery
Refinery_End
Only the ConstantPresure one has the Scaling like PE.
Refinery_End is the end of the mission then, not when the refinery stops
For escort, there is 4 phases defined:
Escort_Refueling
Escort_DigPhase
Escort_EndDefense
Escort_EndMission
The dig phase has the scaling like PE.
I can check with the music if it is supposed to be the back to base or not, but I think you are right blank.
anyway to know when each phase is triggered to end or start ?
Well I have the list of music that can play for each phase, I will see if I have other info or triggers for them.
well, that is handy
assume afterwards one just need to take notes on music starting / ending ? and which one
Each phase seems to have it’s own playlist of 4-8 musics.
any music overlap ?
I’ll check for refinery
There is some overlap between the wave and broken pipe phases.
what I find odd, is how there is 2 "PumpSequence_Wave_Refinery", from what I have played so far it just seemed that it was simply like morkite spawns until you started refining, and after that a different type of spawning
morkite spawns?
Ok, so Refinery_BokenPipe_LocalWave and PumpSequence_Wave_Refinery have exactly the same playlist.
PumpSequence_ConstantPresure_Refinery and Refinery_End both have unique playlist that don’t overlap.
thinking how you can even notice the waves are getting harder, and not just "different", like counting how fast prae spawns
Playlist for the PumpSequence_ConstantPresure_Refinery phase:
A Distant Terror
Dance of the Dreadnought
Petrified Fury
They’re Here
RUN!
In the Belly of the Beast
Axes Out
Hey Ely, are you available?
are those official names or
Official
guessing people can check gameplay to take notes on music
I am in another game in coop, but between two games atm so not really available, but I can answer or do something quick.
A friend of mine told me that a stun armour upgrade deals a chip of damage. Haven't checked it myself yet, haven't found anything in files regarding it as well, maybe you can say something about it?
well, just need all the playlists first, also not planning to check it, since I think others are doing it already
afaik it doesn’t do any increased damage, I have a way to check that using UUU, I will confirm it.
Thanks
I can check the exact damage done to any creature.
ah, the armor upgrade, I misread it.
Yes, that one deal damage, not sure if it is fix or has a range though.
If it is fix I can test it easily, if not it will be harder to check.
For the heavier waves when the refinery is finished, I can confirm it is real. I had a chat with Daga when U32 came out and he confirmed it was intended to keep pressure on the players. Not sure if he is aware of how much pressure it actually gives.
wait, but keeping pressure might just mean it never ends, spawning all the time it can, not that it gets harder, right ?
Was it specifically "waves get harder or larger"
Or just "the waves don't stop" once refining completes
@sand lantern The stun does exactly 2 damage total (verified it in game), each tick doing 0.2 damage, the interval being 0.2s between two ticks (that’s from the files).
Which files have you found the values in? Is it special effect?
I would say it gets harder because the game is trying to maintain the mob cap all the time (At least, that's what I think is happening)
on the health page, will we add a line to the healing sources table to reference the increased health from resupplies due to resupplier perk?
eh ?? EPC
ChargeSpeed in the files is 0.7 so in seconds it should be 1/0.7 so the 1.43 would be a good approximation.
I need to verify it in game just in case it is 0.7s but it should be a good edit.
No idea.
Approximation?
1.43 seems to be the real value.
i was the one that made that EPC edit @glacial topaz. it caused some confusion in this reddit thread from a few months ago: https://old.reddit.com/r/DeepRockGalactic/comments/jdxvz4/epc_charged_shot_rof_spreadsheet_mods_and_ocs/
that edit had been on my backlog of tasks, along with the massive Accuracy edit that i did last week.
maybe a hover over on the 1.43 with the 1 / 0.7 ?
done
Hey does anybody know if there is a way to check the amount of missions you played in each haz level? KPI terminal doesnt show it but it must be tracked somehow regarding certain assignments
probably have to check for it in the savefile
quite a lot of changes on the biome pages, it was just trivia on when they got added, but have to check if it is correct, and why the magma core one just says "reworked"
it all seems to match, just magma core that is odd since it doesn't say when it was added , only when it changed
also find odd how I was pretty sure I remembered sandblasted being added later and not alongside many other biomes
Fear has its own page, and isn't listed in the Status effects page. Is this on purpose?
Are we aiming for a page per status effect? should we at least list the "Fear" effect on the "Status Effect" page, and say something like "main article Fear" (linked) with a short description?
problem being that single status effects would be so short
and not even sure fear counts as a status, isn't it more like a behavior change that triggers based on a random chance
Yeah, Fear is a bit different since it doesn't have a static duration. It lasts as long as it takes the bug to run 10m away, which you can extend with slows, plus a few other weird bits.
Should definitely add a short summary and link to the Status Effects page, though.
magma core's appearance was very different in the closed alpha
guessing it works to not say the thing was always there, and let people figure that out,
that being I don't remember magma core being that different, unless the thing is so different that what I remember as being another biome was magma core, lol
true ?
True
it gets harder and larger, at some point you're always capped in monsters
Does anyone know the values ?
same for this, what are the "chances" to stun ? And for how long
Does between 8 to 16 damage in 500 radius (5m).
Not "stun", but electrocute; description is misleading. If I recall correctly, it does 0.2 damage per tick 5 times per second for 2 seconds with a 80% slow attached to the effect. Radius is 200 (2m).
For the "stun", GreyHound got everything right, I tested it recently, here is what I can add: total damage is exactly 2, over a period of 2s, damage Type is electric, the slow is multiplicative (× 0.2 movement speed).
For the shockwave, the damage type is explosive.
P.S. the radius is new to me, I didn’t know the value so far.
Didnt know where it was stored ? Better to confirm it if there is a plan to add that info
If you have the game files unpacked, the damage values for the two armour mods are in FSD/Content/WeaponsNTools/Armor. There are 2 STE_ files; Shockwave is self-explanatory, Stun is for Static Discharge slow/damage/duration values.
The damage radius for the two mods is stored in FSD/Content/WeaponsNTools/Armor/DrillerShieldMods in UPG_Armor_Driller_E_BreakAOEDamage and UPG_Armor_Driller_E_BreakAOEStun respectively; note that Driller in this case is an example and the files are identical between classes.
I have a few corrections for the Plasma Trail mod on BC and Persistent Plasma OC for EPC. The tick interval is 0.2 to 0.3 sec and not 0.25 to 0.5 sec. Proof: check out STE_PlasmaTrail_LineCutter for BC and STE_PlasmaPersistentExplosion_EPC for the EPC OC.
Ah, the property was AoERange, first time I see that one, that’s why I missed it, thanks.
For the plasma trail I looked at the file history, it seems that was changed between U28 and U29 and we missed it, thanks.
The damage type changed as well, from DMG_Electric to DMG_Burn (that was for the EPC).
BC seems to be the same than U29+ EPC from the start.
Fixed both the EPC and BC interval and damage type in their respective stat breakdown.
Added Stats for Shockwave and Static Discharge on the 4 individual armor pages.
Also fixed the regeneration delay, healthy and mastery value.
Not sure if the regeneration rate value is right or not, I don’t think I tested that one.
P.S. A small text could be good in the unique modifications part for shockwave and static discharge if someone is inspired, since we usually have one on the weapon pages.
interesting to see a random damage interval for shockwave, usually see that for tick interbal
It is basically set as a one tick dot.
About that with the scaling in refinery: #wiki-related-chatroom message
The scaling is during the pipe repairing section of the mission from 0% to 100% (it stops when reaching 100%, without needing to press the button).
that means only when pipes starts to leak, or the entire part of refining (0-100%)?
btw, files and accessories got added to accessory shop page,but many are missing the rank, so there is that to add
also the cargo crate rewards vs missions got changed too
which ones. was it me? iirc i put all of the ones required in so
It should be from 0 to 100% based on when the music played.
oh, thought you were being extra specific
when does it even reach 100% though ? is it a linear scale
The music stops a few seconds after reaching 100%.
And in the file, the scaling and the music pool are defined in the same file.
as in, if it takes 20 seconds to reach 100%, or 2 minutes, or if it even depends on the refine %
On my last run, it stoped at 32%, 59% and 97% since we still had something to repair.
wait but isn't that refining, I might be confusing actual difficulty scaling with the shown progress
I mean the liquid morkite with pipes mission, isn’t it called refining?
ahh gotcha
ill take a look at it as soon as i am able
aka, maybe tomorrow
although life stuff and all that might get in the way
not critical
also experimental tomorrow
saw this change for bET-C https://deeprockgalactic.gamepedia.com/BET-C?curid=1677&diff=21678&oldid=20915
I'm actually more interested in the claim that BET-C has a 3% spawn chance on Hazard 1. GD_EncounterSettings has 6% as the default chance no matter what hazard.
It used to be hazard dependent
That claim is outdated.
not sure for the change Omega pointed out.
I've fought a lot of BET-Cs and I'd be inclined to say that it regularly swaps between grenade bursts/autogun bursts, sometimes activating the shield/grenade attack.
I think some of the craftable beer descriptions should explain a bit more
they are taken from the game
someone was saying deep dive stage 3 was hazard 4, had to undo it
is there any evidence that Slasher's stun does anything besides slow the player? if not, perhaps we should stop referring to it as "stun" (even though the Miner's Manual calls it a stun, i know)
Can I start making some new pages for the enemies or should I do it when the update releases normally
When the update releases they can be put up on the wiki, but you could prep in a text doc or something
(unless the policy's changed)
I recall back in U32 new pages were created when experimental hit, they just weren't linked anywhere
I'm aware that the prompt says some features may be removed, but I'm sure that they are keeping stuff like the new biomes and enemies. I'll prep the text just in case beforehand
I think it has the "Stun" icon on your screen too. so i think it should still be called a "stun," just with the caveat you described
there is the stun icon below your HUD when you're hit by a slasher so... that makes sense people refer to it as stun
but I agree the term can be misleading
since the stun mechanic behave differently on mobs and players
nvm didn't read the message just above mine
u33 content is only added after the update gets live, and I think we have new enemies covered most likely
Deep rock galactic, from wikipedia the free encyclopedia
Deep Rock Galactic is a cooperative first-person shooter video game developed by Danish indie studio Ghost Ship Games and published by Coffee Stain Publishing. After about two years in early access, it was released in May 2020 for Microsoft Windows and Xbox One.[1][2][3][4]
yes
Threw in a list of Immune creatures to the Stun Status effect.
List of Mobile Hostile Creatures Immune to Stun:
Glyphid Bulk Detonator
Glyphid Crassus Detonator
Glyphid Dreadnought
Glyphid Oppressor
Naedocyte Breeder
Nayaka Trawler
Q'ronar Youngling
Q'ronar Shellback
Xynarch Charge-Sucker
Did I miss anything?
isn't the status page meant to only list the sources, leaving the resistances of creatures to their pages ? or are we adding all the values
I think I will need to retest the resistance, some of them seems to have changed.
As for the stun vs player, afaik it doesn’t really exist, in practice it is a 80% movement slow.
Ideally a page (or stub) on each status could cover details like that. But in absence of that, I think it is useful to have immunities listed together, to gauge the effectiveness of a specific status effect. I wouldn't mind setting up a page per Status, and just have the Status effects page be a quick summary of each?
and yeah ely, we were chatting about the player stun above. it only slows dwarves as you said, but it is called stun in the miner's manual and the stun logo pops up when you're hit by a slasher. so what do you think?
I think we can still call it stun since that’s what the game call it, but it is important to say that for dwarves it is not a real stun by just a movement speed change.
Only if the icon is the same, otherwise, we can call it what we want.
here's what it currently says:
- Stunned enemies are unable to act or move
- Stunned dwarves can still move and act but their speed is significantly diminished
any changes needed you think?
I think the default for dwarves is ×0.2 movement speed and it should stack multiplicatively with other slow.
Hum, I rechecked, not sure there is a default anymore, but the multiplicative stacking will remain since it is backed in the variable.
I can check for them to be sure, but they should, it depend on which variable they use to decrease the movement speed.
But almost all movement speed related stat stack multiplicatively. The only exception is PST_MovementSpeedPenaltyReduction which is additive.
PST_MovementSpeedPenaltyReduction:
Additive
Stating value = 0
PST_MovementSpeedPenalty:
Multiplicative
Stating value = 1
PST_MovementSpeed:
Multiplicative
Stating value = 1
ok so the multiplicative ones won't ever result in 0 movement speed. but the additive one might
Web use PST_MovementSpeedPenalty
Snow and goo from bomber as well
i'm assuming ice from ice bomber does?
The movement speed penalty reduction is from perks
and goo in fungal is same as bomber goo?
They are not the same.
No, it is different, but it still uses the same movement speed variable.
You can use dash to escape terrain goo, but not bomber goo.
The speed multiplier is different.
so for dwarf slow effects we have:
Carrying Heavy loads
Environmental storms/quakes/etc
snow
fungal goo
bomber goo
static webs
web spitter webs
slasher's "stun"
some weapons while firing
anything else?
I have the full liste here I think, let me check.
ooh really? i thought i;ve used it on bomber goo, but apparently not.
Nah, you can. I definitely have used dash to escape Bomber goo before.
Bomber Ice Puddle
Bomber Goo
Web Spitter
Praet Ice Cloud
Praet Poison Spit
Slasher’s Stun
Snowstorm
Quake
Sandstorm
SNOW
Naedocyte Shocker Stun
Sticky Goo
Electro Cystal
Static Webs
The bold one are the one you were missing I think.
They might have fixed it after I complained about it so much.
It isn't that dash doesn't work, but rather it is slowed down drastically so you only move like 3m.
I'm pretty sure it always worked but it's easy to trigger Dash and then not actually start sprinting, hence the perceived slowdown.
You need to triple tap. Twice to activate Dash and gain slow immunity and then once more to start sprinting now that you're immune to the slow and are allowed to sprint.
I have a suspicion that the "you can sprint again" trigger once no longer slowed has a bit of a delay, though it might just be ping.
is crafting minerals rounded when you deposit, when the mission ends, or ?
Deposit.
floor or ceiling ?
so it is better to deposit 4.8 bismor instead of 1.2 , 4 times ?
🤷♂️
Good luck trying to micromanage that lol
nvm, it seems it scales down, 9.7 bismor turned into 9 when deposited, I will deposit more to see if it is stored as 9 or 9.7
welp , 8.4 + 2.6 umanite made 10 deposited units, and not 11, sometimes I have 1.8 units and it turns into 2
The deposited stuff does not round into whole numbers when it comes to the actual value.
It only displays as such.
So if you had 0.3 nitra and 0.7 nitra at any point during depositing you'd get 1.
that doesn't match up, depositing 8.4 and 2.6 after displays it as 10 units , if I do it with 8.4 and 2.7 and it still says 10 that wouldn't make sense either
Might've changed then.
Here's a question: are we putting the dual dreadnoughts into one page?
They share a manual entry
So I'm guessing yes
all new dreads will be part of the current dread page
Ok but I assume they'll need some sort of subsection on the creature page table
will see how it will go, if the HP is the same it probably doesn't even need 2 entries on creature page
They don't share health bars in game so far, 2 separate ones
They expectedly share the total health between them
I’d think keeping lacerator and and arbalest in seperate sections for the purposes of creature stats is preferable
like I don’t think it would make much sense to have their stats collectively show as one entity when they’re two entities
Korlok tyrant weed is a good precedent methinks
If we want to regroup the variant under the same infobox, it would be a good idea to rework the infobox template beforhand so it can handle it better, so far variant are supposed to share a lot of stats, if we want to support more creature that don’t share a lot of stats (ie like korlok) reworking the template would be good.
Currently the korlok case uses some some kind a hack rather than a proper template.
hmm....
fear also got added to the status page, have to check if that will be kept and fixed, or not
that was me, I thought we had agreed to add it as a short listing with a link to the main article?
I wouldn't leave that line as is, though keeping the "how you unlock it" bit isn't a bad idea.
I think I'd leave the first sentence as it was and add a second detailing the level/assignment requirements and purchase cost.
that is in the article already
oh right, hadn't scrolled down to that
so undo that change ?
yeah, I'm thinking just revert that one. It's just adding unnecessary redundancy
oh... :s the status got reordered
is alphabetical better than the order it had before ?
what was the order before?
this one
is there a reason for that old order?
Should "On Fire" ignore the "On" for sorting purposes?
is it "On fire" or "Ignited" ?
On fire
the problem is that the thing got all reordered and some stuff changed, so reviewing it is getting complicated
that and not sure what is the best way to order it, why not keep how it was, or just but the more used effects at the top ??
volatile bullets refers to "burning Targets"
Any reason to add the "(Main Article - [[Berzerker]])" instead of just making the title a link?
I think alphabetical would make the most sense for any list right?
not really
that's a good point
Maybe, though I'd be partial to "most commonly encountered" order
how do you order by most commonly encountered? as in highest number of sources? player vs bug sources?
would we be ok with sticking with alphabetical for now?
nah, though I am more worried about all the changes that happened that isn't changing the order, words removed, sentences added, but I have a plan to compare both
that is if we are not going to revert it
can run through them with ya if you like?
mainly:
added fear
alphabetical order
added "sources" subheading to some to match existing ones with sources subheading
added "main article" to a couple of them (Fear, Berzerker, Shield link)
Temperature shock, changed Exlusive to dwarves to dwarves are immune
Web - Webbed
that should be most of them
exclusive != immune
can a frozen creature get temp shock from standing on a environmental source of fire?
Presumably, I've personally seen the other way, On Fire then environmental cold
could just order by: done via Dwarf weapon, done via enviroment, Perks, mutators
ah, I get you!
though in that case i would have used Excluding rather than exclusive (implies sole source)
excluding != exclusive
I will be fixing the page, and wait on a decision for which order it should have
is "Shield Recharge Boost" the status name ?
that i don't know for sure. it was shield link. though you get the same icon and possible same recharge rate boost from the gunner's shield
No, they're very much different
as opposed to the shield boost that you get from the active portion of the shield link perk
Gunner's Shield recharges regardless of recharge delay
is this true ??
Yeah they use the same effect
and the shield link passive does not?
No, it just boosts recharge speed
cool, definitely needs correction or better wording then. i think they have the same icon when you're in the bubble shield or when you're within the passive range
No, they don't
Gunner shield just has a single shield
Shield link has 2 linked shields
what does channeled attack even means
isn't there a better word
more than likely yeah. though it is often used in this context for an interruptible continuous attack (or spell in other games)
is there 2 icons associated with shield link. one for the link, one for the boost?
Yes
ah thought so, do we have an example of the boost icon?
the fear section on status page is very similar to the fear article itself ,part of it
That's the point, it gives you the summary while linking to the main page should you want more details
odd part is that it had differences
first attempt, how is that order:
Stun
electrocution
acid / poison
on Fire
frozen
Temp Shock
fear
phero
neurotoxin
Radiation
Sticky Goo
Webbed
berzerker
Shield Link
Suffocation
``` as you can see feel like fire - frozen - temp shock should go together
are you subdividing them into categories here?
just order
ok, what's the flow of that order then?
I mean, if people can't tell, doesn't that mean it needs to be different
Looks like
Dwarf -> bug
Bug -> dwarf
Perks
then suffocation cause it's a bit rare?
i'd go for alphabetical as it makes browsing the easiest, and doesn't require any rules or figuring out edge cases
but that's just one opinion.
It would if the names were universally known
and people didn't come to it with a different name in their head
like "burning"
well if we stick to in-game references we should be as close as we can be
or "shocked"
Exactly!
burning is what it seems to be called in the in-game upgrades like volatile bullets, and bullets of mercy
don't know if shocked is referenced anywhere?
in "electrical field" seems to be it there, but that has complications with the scout grenades
you can just check the content list to find what you need
the reason of the ordering is making similar effects grouped together, either by source type, or effect
it just means that targets that have On Fire are burnining
totally get you, but is "on fire" referenced anywhere in game?
I still think that any grouping like that has to be called out in categories, or not used. there's so many exceptions/edge cases even in this small list.
assuming we have the right names for the status effects (we can check the code I suppose) then alphabetical sorting will always be true, even if new sources are added etc. then we won't have to update the sort order to reflect changes.
improved order:
Stun
electrocution
on Fire
frozen
Temp Shock
fear
phero
neurotoxin
acid / poison
Radiation
Sticky Goo
Webbed
berzerker
Shield Link
Suffocation
``` from Weapons - from Biomes - from perks / mutators
radiation comes from creatures and from dwarves. loads of the weapon ones come from biomes too.
Were you going with Alphabetically within the groups? Or frequency?
i get where you're coming from with these categories, but theres a lot of overlap and exceptions. what is the objection to just plain alphabetical?
Having the more commonly encountered statuses near the top means people coming to the page get to them faster.
no order inside groups, maybe some
Alphabetical loses some of it's "speed" benefits when you don't know the size of the list ahead of time
Especially if the thing you're looking for has a different name than what you're expecting
well, it is all about priority, if a thing is from weapons AND biomes, it goes on weapons , biome group is only if the thing is not from a weapon at all,
or there could be a third group for biome + weapon effects, I prefer to former tho
Radiation comes from both weapon and biome/enemy, but is vastly more common from biome/enemy, so it goes there intead
i get that, but again that's a bit arbitrary, biome effects are experienced by every class in that biome, weapon effects only by that class. same argument in the opposite direction.
we're trying to find categories for things that fit into multiple categories
weapon effects only by that class
not if you have that class on your team
putting them where they are more common makes more sense
I imagine a common reason to visit the status page is "what did that other guy do to that bug"
or what does that icon mean
like "i died when i couldn't move, what caused that? "
there's a lot of discussion that needs to happen if we're going to decide what's more important "weapons vs biome"
and what does "common" mean. number of possible sources vs a weighted list of player vs biome vs creatures
alphabetical needs no debate or discussions. it simply is
example of how you would list the effects ? and the order now is like:
most common from weapons (affects speed / temperature based / affects behavior / others)
more common from biomes (DoT / affects move speed)
and last: from perks / from mutators
we cant get it wrong (assuming names from in game or game code) and it is unlikely to change with updates
effect goes on weapon (and not Biome) IF it is part of the weapon itself, not OC (on fire for crprsr, electrocution for stubby)
I would have put poison, acid and neurotoxin together since they are all the same damage type in practice.
are they not different status effects?
is acid/poison a status effect actually?
Eh, Acid has a different duration than neuro
ah cool
talking about the Status Effects page, btw
They function the same way exactly internally.
Well there is not much source of neurotoxin so that limit the current range of duration.
so instead of weapon - biome
group by similar effect / theme ?
The Acid/Poison is from Praet/Acid Spitter/Fungus Bogs while Neuro is specifically a Dwarven weapon
Acid/Poison doesn't also come with a slow
on Fire
frozen
Temp Shock
acid / poison
neurotoxin
Radiation
Stun
electrocution
Sticky Goo
Webbed
fear
phero
berzerker
Shield Link
Suffocation
``` (Temperature - DoT - move speed - Behavior - Positive / perks - mutators)
like can list by does Damage, effects mobility, other. but then you have effects that fit multiple and you're back to arbitrarily picking a category
wait... electrocution is DoT too, but
and neuro is also movespeed
yeah, too many overlaps and edge cases. i cant see a benefit in putting another layer of categorisation on top of these
like this page is basically a list of summaries
detail can come from individual page stubs if they're required (like Fear)
If you want, we could just add an index-style thing with lists of "movespeed affecting" and "damaging" and "behavior altering"
not sure whether it'd be better at the top or bottom of the page, though
Also, would the Iron Will state count as a Status Effect?
This is the current list of status, positive or negative in the game files in case you want a quick parse:
PST_ExplosionResistance
PST_KineticResistance
PST_PhysicalResistance
PST_FallingResistance
PST_RessuplyHealing
PST_PoisonResistance
PST_RadiationResistance
PST_BarrelKicking
PST_ElectricResistance
PST_ZiplineSpeed
PST_Zipline_DownBoost
PST_SprintSpeed
PST_SlipperyFloor
PST_ShieldRegeneratoinRate
PST_RockMiningStrength
PST_ReviveSpeed
PST_ResupplySpeed
PST_ResourceMiningStrength
PST_RedSugarHeal
PST_PowerAttackCooldownRate
PST_MovementSpeedPenaltyReduction
PST_MovementSpeedPenalty
PST_MovementSpeed
PST_MorkiteMining
PST_MeleeDamage
PST_MaxWalkingAcceleration
PST_MaxShield
PST_MaxHealth
PST_HoverBootsDuration
PST_GoldMining
PST_FriendlyFire
PST_FlareThrowStrength
PST_FireResistance
PST_DirtMiningStrength
PST_DepositSpeed
PST_DamageResistance
PST_DamageFromPlayers
PST_ColdResistance
PST_CaveLeechSense
PST_CarryingSpeedModifier
PST_CarryingCapacity
PST_CarriableThrowing
PST_BreakingFriction
PST_BreakingDecelerationWalking
PST_EventExplosionResistance
neuro - electroction on a new group ?
owo "SlipperyFloor"
just solved the overlap by puttinf them first / last
There's a bug that can happen for Clients where SlipperyFloor isn't properly removed when you leave smooth ice and it's ruined Glacial Strata for me.
anything other than phero and fear affects how they behave ?
Technically engi plats with repellent
Though that's outside the scope of "Status Effects"
Also, PST_ShieldRegeneratoinRate
That a Dev or Ely misspelling?
dev
ah, like ricoshet
but with those it gets a lot more complex
How many of the above have status icons?
And thanks tons for gathering the list Ely
source of "PST_BreakingFriction" ?
so it uses breaking friction status effect and slipperyFloor status effect ? guessing each does something different
They are all Pawn Stats, not status effects so most won't have an associated icon
Movement speed ×1.5, MaxWalkingAcceleration × 0.3 in that file.
MaxWalkacceleration also effect stopping / breaking speed ?
Yeah thought there were some missing ones there. Thanks.
Is there an in game list of status effects somewhere?
I can try to search for all STE_ files. But that is all I can think of.
The indexing is a good idea in general though.
This is the page we're discussing the sort order for. Alphabetical vs categorised
Yeah, though I may as well link it, on Discord the conversation is more than just those talking
how is the shield link status called again ?
On the train, but ill get a look at that ste list when I'm home. 👍
is Gunner shield the same status as shield link ?
They do entirely different things so I would assume no.
Gunner shield starts recharge immediately. Shield link needs recharge delay to end. I think trigger said earlier.
That and the gunner shield recharges in chunks instead of the smooth recharge that you normally do after the delay is done.
does it matter if i change the accessory shop tables into normal tables instead of sortables? the sortable feature really isnt doing anything for the table, and it'll make it easier for me to format the page to be more appealing
ill just go for it and show you guys the results
ill test one table for now
how is a sortable table holding you back in terms of formatting?
hmm, the sort function seems to work for names, but not amounts. aka the cost/requirements table doesn't seem to sort
it only really works when there are raw numbers in there
icons can be in there, but if there is any other text, it seems to bug out
either way, it really isnt very useful in there
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-skin"> is only applying to the first row
😔
Example?
heya, cut out some of the STE files. these seem to be ones that might be "status effect" relevant:
@glacial topaz they seem to categorise them into a few types:
Weaponsntools, Enemies, Landscape, GameElements, LevelElements, Critters, Character
e.g.:
WeaponsNTools\ZipLineGun\STE_ZiplineFallDamageReduction
WeaponsNTools\ZipLineGun\STE_FastZiplineSpeed
WeaponsNTools\SMG\STE_ElectricSMG
WeaponsNTools\ShieldGenerator\STE_ShieldRegeneration
WeaponsNTools\ShieldGenerator\STE_LeaveShieldProtectiveAura
WeaponsNTools\Revolver\STE_Revolver_Neurotoxin
WeaponsNTools\Pickaxe\STE_Pickaxe_SlowUser
I made them using umodel to extract the base image and gimp to recolor it afterward.
Not sure what you mean by that STE = Status Effect
All those files would have been status effects
E.g you cut out Landscape\Biomes\Biomes_Ingame\CrystalCaves\STE_HeavyRain
Now that makes it so during rain things have more fire resistance
Ste list table
making a table of the effects. any suggestions where best to store it? I could put it in the "talk" page of the "status effects" article
does anyone have the ability to find out the effects associated with these STE files? some of them are pretty clear what they are and what they do, but do we have numbers on them all?
If you want to go into each file and look for values its gonna take ages
hmm
maybe we identify only a few of them that are worth looking into then?
some we might already have values
i'm going to fill in a best guess for what i can.
what's a Spider Vampire ?
Enemies\Spider\Vampire\STE_Grunt_Boss_Vampire_Attack
Spider tank = Praet
spider buffer = Warden
I don’t think this one is used.
put down a guess for about half of them so far
hmm...
-Dreadnoughts no longer are affected by critical weakness mutator
I wonder if they have a fake weakpoint now, like praets used to have.
what that implies
Well do the weakpoint modifier on weapon still apply or not.
I can't imagine it doesn't
Well that’s what they did to praets a few updates ago, only the creature weakpoint was working, but not the weapon multiplier or the mission multiplier.
Ok, weakpoint damage from weapon still works normally on the normal dread.
@gusty bridge there used to be concepts of grunt vampire boss, you can find more about him by checking DRG historian cut creatures video or spawn it yourselves
But that was like U15
coolio, thanks
i've noticed that with "See you in Hell" perk. if i get downed twice in quick succession, without setting off the burst, i won't get the option for a burst on the 2nd down. does the cooldown start whether you use the burst or not?
also, do we have damage stats on the biome features?
Electrocrystals, Ejector Cacti, Lava Geyser etc.
Not for all of them, but most of them are in not that hard to find in the files.
we could add the data to the https://deeprockgalactic.gamepedia.com/Biome_Features page
I don’t think they are on the wiki for now.
if you're able to get the data i can do the edits?
I will give you the one I can find.
Pretty sure the issue is how to present them, since I have even got values for exploding plants, and salt spikes, etc
cool thanks guys
I think we can just add a column with "effects" or "Damage" and list the damage numbers. or the damage ranges if they're variable.
ExplodingPlantSmall:
RadialDamage: 150
RadialDamageClass: Explosive
DamageRadius: 300
MaxDamageRadius: 150
MinDamagePct: 0.2
ArmorDamageMultiplier: ×2
FriendlyFireModifier: ×0.3
ExplodingPlantMedium:
RadialDamage: 200
RadialDamageClass: Explosive
DamageRadius: 450
MaxDamageRadius: 200
MinDamagePct: 0.2
ArmorDamageMultiplier: ×2
FriendlyFireModifier: ×0.3
ExplodingPlantLarge:
RadialDamage: 400
RadialDamageClass: Explosive
DamageRadius: 600
MaxDamageRadius: 300
MinDamagePct: 0.2
ArmorDamageMultiplier: ×2
FriendlyFireModifier: ×0.3```
Creatures have their own table for attacks, how is it even going to be for biome ??? And stuff like exploding plants have 3 sizes
we just add a column to the table in the screenshot below. right? if there's 3 sizes we just add the 3 values in the same cell.
Hp, damage, and all that ?
ElectroCrystal
DamageAmount: 4
DamageType: Electric
Interval: 0.2
Status: Movement Speed ×0.3```
It shares its stats with the stubby overclock that overcharges the turrets.
if the HP is important we can add it sure.
The hp for any biome feature do not scale and indicate how much damage you need to 'remove' them.
nice!
It can be useful to know it in some case.
that simplifies things
As for the damage, it scales with the environmental damage modifier.
ok, we can put the "base" damage in there?
with a note to that effect (maybe on the column header or hover text
For the normal geyser I have pretty much nothing useful in the files.
the "shoot you in the air" geyser?
yes
fair, we can't expect to find everything.
FriendlyFireModifier: ×0.3 does that mean less damage to dwarves than bugs?
for the exploding plants
yes, this is an additional multiplier for dwarves.
Lava Geyser:
Lava:
DamageAmount: 10
DamageType: Fire + Heat
Interval: 0.5-1
Note: It does some additional heat damage, but I don’t have the value for it, it will require some test to find it.
Lava-Small:
DamageAmount: 3
DamageType: Fire + Heat
Interval: 0.5-1
Note: Same additional heat damage than the previous effect.
Geyser Explosion:
RadialDamage: 500
RadialDamageClass: Explosive
DamageRadius: 400
MaxDamageRadius: 300
MinDmgPct: default # 0.25```
Ok just to check
ExplodingPlantLarge:
RadialDamage: 400
RadialDamageClass: Explosive
DamageRadius: 600
MaxDamageRadius: 300
MinDamagePct: 0.2
ArmorDamageMultiplier: ×2 === 800 Armor damage??
FriendlyFireModifier: ×0.3 === only 120 damage to dwarves??```
The armor damage and friendly fire damage will change depending how far you are from the center of the blast.
ok but point blank / inside max damage radius
Well point blank is actually still not the max damage since the max damage radius is smaller than the hitbox of the plant.
fair haha
But if you were inside the max damage radius that would be right yes.
ok thanks
in general?
All the time
ok cool. and do chain reaction plants still count as FF? or just the initial shot plant?
All of them should count as FF I think.
oh cool, so if i kill bugs with a chain of these then they'll go towards my kill count?
In haz5, the final modifier should be ×0.7×0.5×0.3
I don’t think it would count for the kill count.
you're probably right haha
be hard to track who was responsible for a bug kill in a chain, especially if multiple plants are shot by different dwarves
I mean at first some grenades didn’t count, so I would be surprised if environmental damage would be credited to one dwarf in particular.
All hazard
Friendly fire scaling is 0.1 / 0.2 / 0.3 / 0.4 / 0.7 for haz1 / 2 /3 / 4 / 5 respectively and explosive damage add an additional 0.5 multiplier.
ok, so is it FF or environmental damage? is the exploding Plant a special case of FF? when say the lava geyser is environmental?
I think theses are a special case indeed, it would be worth testing if they count as FF or not since it is environmental.
It would require some mods to be sure since their hitbox is to big.
could test against the min damage radius instead of the max
It is too hard to be exactly at the good distance, it is a lot faster to just mod it to make the test easier.
I just modded medium and large plants to do 100 base damage in 10m without falloff, that should help answering our question.
From the look of it the friendly fire multiplier of 0.3 is the only thing that apply to the exploding plants for dwarves.
so no 1/2 explosive, no 2 x environmental, and no 0.7 Haz 5 multiplier ?
Retesting it, I was on experimental with a mod for live, forgot to change my game version.
But from the look of it most still don’t apply.
I can confirm, the results are exactly the same, I tried on haz5 and haz1, I take exactly the same damage from them. Only the ×0.3 apply no matter what.
Leaving it here for later: the term to search in the files for the xp/gold reward for missions are 'CompletionRewardInCredits' and 'CompletionRewardInXP' location is FSD/Content/GameElements/Objectives/…
The wiki says Cargo Crates have 1/6 chance to spawn, but it doesn't say anything for Lost Packs. Is it the same ?
Same for both yes, it is the same file and same line of code.
lemme add a thing saying that it's 1/6th chance on the lost pack page as well
since that's something a lot of people ask
https://deeprockgalactic.gamepedia.com/User:PunchyTurtle?profile=no#Skin_Color
is this a good format for the cosmetics?
_ _
https://deeprockgalactic.gamepedia.com/Lost_Pack?type=revision&diff=21728&oldid=21703
here's the spawn chance change
wouldn't it be more correct to say that it has a 1 in 6 chance to spawn in a mission ? the way this is worded seems wrong to me https://deeprockgalactic.gamepedia.com/Lost_Pack?curid=3482&diff=21728&oldid=21703
Hmm, reading it again it does sound a bit like it's saying "only 1 mission in 6 has a chance of spawning one"
meaning 1/6 missions have some mystery chance of spawning one
instead of "the chance any mission has one is 1/6"
something like that yes
you want to reword it in there ?
perfect
Removed the last line and added it to the first one
A Lost Pack can spawn inside of normal missions with a 1/6 chance regardless of mission length or complexity.
(addition in bold)
nice thanks !
Just did some testing, explosive reload does not proc with born ready, but they do stay... meaning if you have enough ammo you could fill enough shots into a dreadnought to instantly blow him up when you reload, I put it under overclock notes real quick
I feel that is not a good place to put it, why not use the section of the OC on the weapons ?
like here: https://deeprockgalactic.gamepedia.com/Subata_120
well, there is also the other reload too, for the other weapon
Thats probs a better spot
I'd imagine it works with the other 'reload' based overclocks
other than maybe minilets because I think they have a timer aswell
I already know it works with the Zhuks' Embedded Detonators
There's a clip in one of the experimental channels from before U32
I tested with subata
need to test with
Deepcore electric reload
zhukov embedded detonators
if you say zhuk's works as well then just deepcore
yup
I moved it to the subata's OC page, I will add it to the zhuk's here but I will need to test it a bit more (that means I need to get the overclock xd)
why not use experimental ?
I havent set it up yet
I don't mind, I have plenty of minerals... I have just only bought engi overclocks with view exceptions
however it will probs be something I do tomorrow
its the same for electric reload
#experimental-bug-discussion message
#experimental-bug-discussion message
These messages (and a few right after the first link) detail some serious bugs with the reliability of the damage/stun on shield break armor mods. I think we should add mention of this to the armor pages.
Though right now I need to go to bed so it'll have to wait until the morn'.
i have discovered something interesting
you dont have to actually reload to get electrifying reload on the gk to happen
ill send a video in just a sec
You just need to start the reload animation, then you can reload, cancel it with a right click, switch weapon…
yeah
that would be something to put on the wiki for sure
A full reload is not necessary to activate Electrifying Reload. Shooting an enemy, beginning the reload animation, and switching to another weapon will cancel the reload animation, but the overclock effect still takes place.
how's that. going to test the other reload ocs to see if they are similar
A full reload is not necessary to activate Electrifying Reload. It will trigger at the beginning of the animation. Canceling the reload, by switching weapon for example, will still active the effect.
What about that, since there is many ways to cancel the reload animation.
k 👍
https://deeprockgalactic.gamepedia.com/User:PunchyTurtle?profile=no#Skin_Color
i think im pretty much done doing what i need to do with this
i think it looks pretty good
Actually you only have to press R to trigger it afaik
Or not
yeah, that's what that says :)
Should be checked with no ammo to reload
should check if you can do it with a full mag as well (born ready)
it doesn't work when there is no spare ammo, and will activate on auto reloads (emptying the mag then trying to fire)
trembling stomp attack stats are missing on the wiki, isn't it ?
One attack from the dread is missing from the wiki yes.
guessing it is the type of attack that can't be checked easily ?
Ŵell I didn’t find it in the file or with UUU.
I think it is somewhere in the ENE file, but I only found a small part of it so far, not enough to be sure of anything.
well, will see if I discover anything, depends on the priority we have
Did you guys see this?
https://deeprockgalactic.gamepedia.com/엔지니어
Shall we tell him how to do it properly? I know the procedure, but since you are admins on the english one you might prefer to tell him yourselves.
I've open this discussion so that you guys can communicate with him if you wish, otherwise let me know if you prefer me to do so.
Sure, no problem
should delete tag be added or
The protocol was (at least until UCP) to create such pages with the name PAGENAME/XX, where PAGENAME was the name of the page in English, and XX was the code for their language (KO in this case). If that's the case, we can just move the page to this new name. However, since UCP, I dont know if this protocol is valid anymore, and if they are allowing new subdomains to be created during this difficult migration times for their platforms. I have contacted the wiki staff (SBEyes) to know how to proceed about that. He might not reply today as it's Sunday. Could you guys delay any action on it until getting a response from him (most likely 24-48 h from now)?
I have been hearing about migration since forever. Does it really take that long to complete?
They are migrating lots of wikis, while deleting some others which are pointless in terms of content, and merging some others as well. So yeah, I suspect they could have just migrated everything in a fast pace but they are taking time to clean things up as well.
They should be close to be finished though, I believe
in addition to that page, we have to deal with the russian side of the wiki
iirc we discussed that a while ago, and i think we were generally heading towards the idea of putting it all in a txt and hand it to someone who would like to do it if they happen to appear. i think that's probably a good idea
Wiki staff is now aware of the issue and is contacting the user
In the meantime, I followed his instructions and move the page to "Engineer/ko" and added the [[Category:KO translation]]. Nothing else should be needed for the moment.
I just don't know what to do with the accessory page
there is not only missing stuff from the shop, but from the matrix cores as well
it would be simpler to just check the list on the game files or something but I have no clue about how to do that
My friend unlocked one beard that isn't listed anywhere
@low hamlet What's wrong with russian wiki? I thought it was okay except for there is noone to work on it
I am sorry for my unawareness but if there's something I can do about it then I will at least attempt
there's only a few pages and they are super out of date + they are on the english wiki. if there was going to be a russian wiki it should be like the spanish one
Understandable