#wiki-related-chatroom
1 messages · Page 51 of 1
Like, either we make it useful or we delete it entirely. Since there's noone to update current ru wiki we can't expect it to update itself
The thing is the gamepedia staff wont create a subdomain for the russian wiki unless it reaches a certain number of pages and, of course, somehow compromises a few people to get it to be completed overtime. If Bebe would be updating the wiki from time to time, that should cover the maintenance part for when its created. Yet to request it, it should at least contain all the main pages in the main screen fully translated, that is:
Space Rig, Equipment, Missions, Hoxxes, Creatures, Resources, Perks, Accessories, How to Play, System Requirements, Update History, Game Support, Driller, Engineer, Gunner, Scout, Assignments, Promotions, Deep Dives, Overclocks
With those fully translated, the migration should be favorable. That's what I was requested when I created the Spanish one.
They wont just spend the time to do that migration, which takes some time and resources, for a few pages of a wiki which might not grow significantly from its starting pages.
In fact, here are the guidelines to do so, if you want to read them step by step: https://help.gamepedia.com/Translation_guidelines#English
We now have mechanisms in place to allow our community to not only create wikis in languages other than English, but also to help us translate all of Gamepedia to as many languages as possible. For new non-English wikis, please read the Wikis section. For the platform and extensions, see Translating system messages.
Nah, I have enough of translations to do
Wasn't that bugged ? With only single damage ?
What are the percentage chances of a bulk crassus detonator spawning at each hazard level?
it isn't on the wiki
I think it's 3% on every haz level
Haz 1 may have lower chance, but I may be confusing that with events or crates or something
Or is it 6%? Wiki wizards will clarify
6%, probably 3% on haz 1-2
Sounds about right
6% for every hazard for the crassus, there is no more a different spawn rate for low hazard.
nice
is there any spawn rate of anything that's effected by hazard level?
Yes, for oppressor, since it is a chance for a preat to transfrom into an oppressor based on hazard level.
Not sure where Cyrob found that one though or if Slasher/Guards and the new macteras use something similar or not.
Can confirm veteran versions use the same system.
Ok, found it, it is the veteran variable property for the hazard level.
This is the JWP for haz5
"Veterans": {
"Normal": {
"Intervals": [
{
"Weight": 3.0,
"Range": {
"Min": 0.0,
"Max": 0.0
}
},
{
"Weight": 9.0,
"Range": {
"Min": 0.15,
"Max": 0.3
}
},
{
"Weight": 2.0,
"Range": {
"Min": 0.4,
"Max": 0.6
}
},
{
"Weight": 0.5,
"Range": {
"Min": 1.0,
"Max": 1.0
}
}
]
},
"Large": {
"Intervals": [
{
"Weight": 1.0,
"Range": {
"Min": 0.175,
"Max": 0.175
}
}
]
}
},```
For the minigun, I am pretty sure that each shot doesn’t do double damage.
Could you check ? That would be a massive bug for the balancing effort.
I just did, the minigun can’t one shot a swarmer, now I just need to check the base damage in the files.
It was on live, it isn’t supposed to have changed on exp right?
nope
Well 10 damage in the files, so the damage isn’t doubled.
What changed is the RateOfFire (15) > 30 in game, the ShotCost (2) > Assumed to be 1 in game, but somehow the ClipSize is still defined at 2400 > 2400 in game
While for the zhukov clipsize and max ammo were halved as well.
Has disintegration damage always been cancelling praetorian death effect?
Not sure but it is possible since it is a custom death effect.
But I think it wasn’t disabling it before since I recall dying from the poison cloud when praets were killed by SYiH.
@high gull Following the exchange you had in the image linked bellow (was posted in #drg-gallery), see just above but it seems the damage is not doubled, so bug ?
Might be a bug - @coral oracle @loud star ?
Well, the actual in-game damage is correct. Any mismatch between that and the info in the equip terminal is an issue in the terminal.
isn't it 6% for korlok and BET-C , and 3% for Crassus ?
Actually yes, it is 3% for crassus, Omega is right.
i've noticed that when grabbed by a mactera grabber, if you pass by a zipline you can grab that and it will pull you out of their grip. is this true for cave leeches and sharks?
No idea, but it should be easy to test, I will check that once I am done checking the last exp build files.
Doesn’t work for leech.
Works fine as host with a grabber.
Works with a trawler too.
@gusty bridge ^
P.S. the test was done on live.
sweet thanks a ton!
too bad about leech, that would be a rare, but fun way to escape
i wonder, is there any other interactable object that could similarly save you? i doubt depositing in molly or the drop pod would do it. doubt building anything or refilling a turret would work either.
None of those are interactable while airborne, so definitely not.
Wind tunnels save you from all.
ooh, do fire jets make them drop you?
Yes, even leeches.
Well, if the fire kills them it definitely should
^
💱
does ammo round up or down with overclocks? e.g. Fat boy gives 0.3 x ammo.
so does that 3.9 always round up? or down? or closest whole number?
In practice it rounds up to 4+1, which then gives 3 per resupply
so 5 rounds total = 50% on resupply = 2.5 rounds up to 3. cool
i seem to remember 3 c4 only gets 1 per resupply though
Because C4 has no magazine
Well, that didn't sound confident, did it?
Lemme check this
1) Your total ammo is divided by 2 and rounded to lower (but always >=1)
2) Your magazine ammo is divided by 2 and rounded to lower (but always >=1)
C4: 3 ammo and no magazine. Then:
3/2=1.5 ---> 1
C4: 4 ammo and no magazine.
4/2=2```
ah right
why doesn't it just add the magazine to the total and divide the sum by 2?
Borderline cases I suppose
Nah, (a+b)/2 is definitely easier
but wait
Anyways, wrong channel to discuss opinions
magazine div by 2 and rounded down (but always >=1) means magazine resupply should be
0/2 = na = less than 1 = becomes 1
right?
PGL had also had some issues with it in past
what are the %chance effects on stun?
is there a stun resistance stat like fear resistance?
Stun has different chances to appear depending on source
IIRC in some builds GK2 has 30% stun chance if a bullet hits weakpoint, M1000 is 100% with T5 mod
Ah ok. Does someone have all the % chances? We can make a table
Thanks man
It seems there is some kind of stun resistances for the creatures, in particular the hoarder doesn’t stay stunned for long, but so far we didn’t manage to find it or test it.
As for the source of stun, and their value, it is called stagger in the game’s files.
P.S. I just searched for it again and now it appears in the experimental files.
StaggerDurationMultiplier
nice find
StaggerDurationMultiplier:
Any variant will inherit its 'parent' so crassus should inherit bulk value.
Non mentioned creature should have a 1 multiplier.
Flea: 0
Flying Critter Base: 0
Hoarder: 0.05
Bomber: 0.5
Grabber: 0
Mactera Spawn: 0.7
Naedocyte Breeder: 0
Nayaka Trawler: 0
Bulk: 0
Praets: 0.8
Any Ebonite Variants: 0
Oppressor: 0
Dread: 0
Spawns from the OG Dread: 0.8
Shellback: 0
Molly: 0
Flying Rocks: 0```
Some creatures also have a StaggerImunityWindow (probably in seconds):
Naedocyte Breeder: 10
Grunt Guard: 2
Praets: 2
Ebonite Praets: 0 # To bypass the inheritance
Spawns from the OG Dread: 2```
hmm is that immunity window upon spawn? or a delay between staggers?
I'd assume it's the latter.
Hum, I found a 0.5s stun on the zhukov, anyone know where it could be?
It doesn't have StaggerChance to accompany, so I'd say it's unused atm.
Nevermind, found it, it has 0% chance to proc indeed.
Ok, I think I have all sources of stuns.
Stagger Sources:
Default chance is 0%
Default duration is 1.5s
See You in Hell:
StaggerChance: 33%
StaggerDuration: 15s
Trapatactus:
StaggerChance: 100%
StaggerDuration: 4s
Deepcore GK2 on Weakpoint hit:
StaggerChance: 10%
StaggerDuration: 1.5
M1000 Classic:
StaggerChance: 100% # Focused Shot only with T5A
StaggerDuration: 3s
Warthog Auto 210:
StaggerChance: 10% # Per pellet
StaggerDuration: 3s
Cryo Cannon OC Ice Spear:
StaggerChance: 100%
StaggerDuration: 3s
Satchel Charge T4B Concussive Blast:
StaggerChance: 100%
StaggerDuration: 5s
Reinforced Power Drills:
StaggerChance: 25%
StaggerDuration: 1s
Lead Storm Powered Minigun:
StaggerChance: 30%
StaggerDuration: 1s
Impact Axe:
StaggerChance: 100%
StaggerDuration: 1.5s
Cluster Grenade:
StaggerChance: 50%
StaggerDuration: 1.5s
Pickaxe Power Attack:
StaggerChance: 50%
StaggerDuration: 1.5s
Bulldog Heavy Revolver:
StaggerChance: 50%
StaggerDuration: 1.5s
Jury-Rigged Boomstick:
StaggerChance: 30%
StaggerDuration: 2.5s
LMG Gun Platform with Turret Whip:
StaggerChance: 100%
StaggerDuration: 1.5s```
m1000 classic - is that with focus shot only AND with T4A ?
yes
T5A is focus shot only. T4A is Super Blowthrough btw.
meant t5a my bad
Updated to add the T5A bit.
and boomstick, is that per pellet? or 30% if hit by 1 or more pellets?
idk actually, I know it is per pellet for the warthog because I caught a dev saying it at some point, but I am not sure for the boomstick.
I think it should be per pellet as well, but not sure.
I mean it stuns pretty much all the time if all pellets hits.
Did you even manage to not stun a praet with two shots? I don’t think it happened unless I almost missed the shot.
Deepcore GK2 can reach 30% as well with a T5 mod
Not sure if you want to dupplicate it or not.
I think I have all base stun sources here, but some mod may be missing yes.
I was wrong, warthog is only on weakpoint as well.
adding to table
StaggerOnlyOnWeakpointHit is true for deepcore gk2 and warthog only, I just rechecked in every file.
nice
and minishells OC removes stun. I'll play with it and see if there's a clean looking table that covers it all
or if we jsut go with base table and list OC exceptions aside or something
deepcore PGL has 0% unless T4C?
Yes, PGL cannot stun by default and requires T4C for a guaranteed stun afaik
Wait, BC has T4B which is a 100% stun for 3 sec, and it's missing from the list.
PGL has a 3s stun duration, but a 0% stun chance by default.
And I missed the T4C then.
I am missing stunner as well I think for the subata.
Tranquilizer Rounds is the name, 50% chance for a 6s stun
BRT has T5A. 100% chance of a stun if all bullets land on the target (doesn't have to hit a weakspot), 4 sec stun.
The filter I used ignores OC/Upgrades sources.
oh cool
I will invert it to try to catch the one I missed.
i'll keep adding in the exceptions as we find them
Sentry T3B Stun
20% chance for a 1.5s stun.
Minigun has a stun upgrade that increases the duration by 1 sec iirc.
Boomstick T3A: +2.5s stun duration.
lead storm OC removes stun from minigun
can ricochet rounds stun? blowthrough rounds?
Ricochet and blowthrough rounds should be a copy of the base projectile.
Deepcore gk2 is +30% chance with T5C
ok that seems to cover it
now for the duration modifiers
Flying Critter Base: 0 = non-hostile flyers right?
Mobula cave angel and hexawing gniffer
i'm very happy to see that modifier table, i've long speculated that Praetorians had ~25% stun duration reduction and Goo Bombers ~50%. looks like i was very close!
i didn't catch Mactera Spawn, though....
all Ely's work, i'm just fitting it in tables
Spawners (from Dread) = Glyphid Sentinels from U33?
OG dread’s spawn.
For the status immunity, I will try to retest everything or almost when U33 comes out.
If you want to add some status to the list let me know.
Currently there is:
On Fire, Freeze, Electrocution, Stun, Pheromone Aggro, L.U.R.E. Aggro, Fear and Courage value
Is there anyone here that is going to (or already has) do a list of all the flora in azure weald ?
not that I heard
No plan for me either.
I'm working on some of the new enemies, I can add those to my list though
Tables for what
For the individual creature pages, so health, attack tables and infobox.
Oh ok
I don't have any of the exact values for new enemies so so far I've just got some standins
biome features, whatever else
im not very good at doing collection of data, but i do decent at organizing it in an appealing manner
ugh gp
it's not letting me upload a changed version of an image because gp decided it's too close to original
Not much of a problem
I can do it later
Do we consider corpse feeder plant?
Technically it's not
imo, not a plant. maggoty things
They are considered wall maggots.
planning to start a Stun page as it has similar complexity with immunities and resistances like Fear. I'll start with the tables etc from yesterday
do we have the stagger duration & chance of the Grunt slasher?
and is the Steeve Slasher the same when hitting bugs?
The grunt slasher attack isn’t a stun, it is actually a 50% slow for 1.5s.
Was it Meatshield who suggested calling enemy stun something else than stun?
Not sure who it was tbh, but it is worth considering since most enemy stun are in reality 50 to 80% stacking slow.
ok, but Steeve slasher, is that true Stun?
on bugs
or just a slow like the slasher "stun" normally is for dwarves
ok 1st draft of Stun page is up.
is there an easier way to centre the text in a whole table other than putting
style="text-align:center"
in every cell?
Not sure exactly how the Wiki's stylings works, but you might check out CSS Grid
You can put it in the table style, it should apply to the whole table then iirc.
thanks a million. Just found that in the media wiki help
Tables redirects here; for information about database table structure, see Manual:Database layout .Tables may be created in wiki pages.
As a general rule, it is best to avoid using a table unless you need one.
Table markup often complicates page editing.
done
og dread page "The Sticky Flame Slowdown is a reliable method of slowing down the Dreadnought, and can be invaluable for keeping you and your teammates alive." still true, or should be changed / removed ?
has the OG dread got some slowdown immunity now in U33?
Sticky slow now slows by 30% instead of 50% if I correctly recall what Daga said during one of our discussions of this on Experimental. Might need additional testing to make sure.
anyway, feel free to test
ah boo, that was the best thing about a sticky build.
No changes for the slow value in the files.
Ah, but it is now affected by resistances, it wasn’t so far and it is a huge change if it is true.
"Fixed sticky flames slowdown ignoring his resistances and slowing the Dreadnought to a crawl"
so there's slow resistance now (or always was)
Comparing U33H0 to U32H10
might be time to do a slow and slow resistance data gathering.
what sources of slow do we have?
- Sticky flames
- IFG
- Sticky Goo
- Snow
- Grunt Slasher
- Naedocyte Shocker
- Heavy Items (Pearl, Aquarq, etc)
- Heavy weapons / Equipment (Autocannon, Drills, etc)
- Neurotoxin
- Electrocution
Dwarf Slow Resistance/Immunity:
- Dash: I
- Unstoppable: R
Neurotoxin
Dash gives you slow immunity; Unstoppable gives you slow reduction
or do we want to go for "Movement Speed" rather than just "Slow"
cover speed boosts like Sugar Rush etc
There's quite a few, Scout has 3 in just his equipment/weapons (excluding Special Powder).
Oh, there's also Hoverclock though that feels like a special case.
Since these are altering "Running Speed" and not "Airborne speed"
well i'd say those would be "mobility" more than movement speed scaling effects
yeah
All values are multiplicative
Default is ×1
Mactera Frost Bomber Frost Barrage / Death: 0.35
Mactera Goo Bomber Goo Barrage / Death: 0.3
Web Spitter Web: 0.5
Frost Glyphid Praetorian Death Cloud: 0.5
Frost Glyphid Praetorian Frost Spray: 0.5
can they stack? i.e. if i'm webbed and goo'd?
Yes
The only thing I am not sure is if the same type can stack or not.
Like two webs and such.
my guess it it would just refresh the duration
More goo / ice will only extend the coverage.
But like several webs/slashers/jellyfish I am not sure.
cool
Snowstorm: 0.8
Quake: 0.5
Sandstorm: 0.8
Deepsnow: 0.95
StyckyGoo: 0.3
GooPlant?: 0.3
Ambiant Web: 0.5
Weapon induced slow are missing I think.
What's the threshold for disabling Sprint? Is it 0.95 or less?
Is Unstoppable additive, then?
is sprint re-enabled by some speed boosting effects? or it just so happens they push speed above 1.0?
Yes, unstoppable uses PST_MovementSpeedPenaltyReduction which is additive
While all the slow use PST_MovementSpeedPenalty which is multiplicative
So max Unstoppable should fully negate webs and quakes, right?
PST_MovementSpeedPenaltyReduction: # Dash, IronWill, Unstoppable
Additive
Stating value = 0
PST_MovementSpeedPenalty: # Slow Effects
Multiplicative
Stating value = 1
PST_MovementSpeed: # Most Speed buffs and some status effect debuff
Multiplicative
Stating value = 1```
Checking
If the value is really 50 it should I think.
This stat is marked as being additive in the game’s files and yet was said by the dev to be in % iirc.
I mean they said it would remove half of the penalty.
So for a ×0.5 slow, you would reach ×0.75 speed, which makes no sense for an additive stat.
Yeah, and I'm pretty sure Unstoppable doesn't fully negate half the slows in the game.
I think I got it looking at how dash was codded.
They made it an additive stat, that stack with itself, but it is not a speed stat, it start at 0 and end up at 100 and represent only the penalty you get when you are slowed.
Ah, so it's additive to the "penalty reduction" stat
So it is as the name said a penalty reduction stat.
At 0 it doesn’t do anything
At 100 it exactly remove any movement penalty applied.
So Dash/IW have 100 for PST_MovementSpeedPenaltyReduction, then?
Dash is at 100, Iron will at 0.3, Unstoppable at 50
No idea why iron will is so low.
Tri-Jaw page created, needs proper images and stats
it is "its" for possessive, not "it’s"
also why is it using the spawn values / images ?
even the attack image is of the spawn, if you are going to make a page, leave the spaces empty, doesn't seem like a good idea to use things from other creatures
From Elyth in another discord
Mactera Brundle
MaxHealth: 600
EnemyHealthScaliing: SmallEnemy # Same than Mactera Spawn / Grunts
Courage: 0
Resistances:
Explosion: -100%
Melee: -100%
Fire: -100%
Electricity: -50%
Armor:
2 heavy armor plates on the abdomen with 80 Health
Weakpoint:
Location: Abdomen
Proctected by heavy armor
Inate multiplier: ×3
Temperature:
UpdateTime: 1
TemperatureChangeScale: 1
BurnTemperature: 35
DouseFireTemperature: 5
CoolingRate: 10
IsHeatSourceWhenOnFire: True
OnFireHeatRange: 150
FreezeTemperature: -200
UnFreezeTemperature: 999999
WarmingRate: 40
MaxColdSlowdown: 0.25
WarmingCooldown: 1
that is for Brundle
Good to know, thanks
does it really not have no weakness or resistances ?
That's what it said in the manual entry
I'm aware it's probably changed so I'm going back to normal branch to find it again
Resistances:
Explosion: -100%
Melee: -100%
Fire: -100%
Electricity: -50%
weakpoint ?
x3, same as Mactera Spawn but protected by armor plates
It should be x3 based on testing I did on Experimental.
awesome
Thats great info
yes, 'twas the madman myself.
actually, those pages should have the stub tag, so will add that
So brundles get one-shot exactly by snowballs?
how do the manual call the twins ? might be better to make a page using that name, and include the arbaalest and lacerator in it
I'm working on it right now, page called "Glyphid Dreadnought Twins"
Dwarves walk at 3 m/sec, sprint at 4.35 m/sec last time i checked.
Bestiary entry "Deadnought Twins"
If hit by the center 2m radius, yes, they should
well, you might as well add the HP already, 4500
Mactera Trijaw
MaxHealth: 350
EnemyHealthScaling: SmallEnemy # Same than Mactera Spawn / Grunts
Courage: 0
Resistances:
Explosion: -100%
Melee: -100%
Fire: -100%
Electricity: -50%
Weakpoint:
Location: Abdomen
Inate multiplier: ×3
Temperature:
UpdateTime: 1
TemperatureChangeScale: 1
BurnTemperature: 35
DouseFireTemperature: 5
CoolingRate: 10
IsHeatSourceWhenOnFire: True
OnFireHeatRange: 150
FreezeTemperature: -100
UnFreezeTemperature: 999999
WarmingRate: 40
MaxColdSlowdown: 0.25
WarmingCooldown: 1```
so a copy of the parent, but different HP, all correct
Mostly, a lot of its stats are inherited from the mactera spawn.
Stat wise I don’t think there is any difference other than the health and maybe aggro distance.
How did you obtain the stats?
:S
I left the stats blank till they are confirmed
just remove them
Depend, in game test for the weakpoint multiplier, from an in game console and command line for most of the rest and searching through the extracted game’s files to know which commands to use and find the rest of the data.
ok i commented it out until it's finished 👍
ree "Someone else has changed this page since you started editing it"
Attacks removed for now
that may have been me. i apologize
also last I heard this is wrong, isn't it ? "They have a ⅓ chance of spawning together from a cocoon"
and aren't we going to use 2/ two tables for each of them ? doesn't seem good to group it all on 1 template as if they all had the same attacks
I don't understand
they should be two different tables for attacks
but if there's matching data, they should be the same
im going to create redirects for each name of twins from the game since people will probably look that up instead of twins
i have 164 notifications lol
I will show what I mean later, could be just like it is for praetorians variants, or just split the article into 2 parts
With how complex the dreads are now, I think we could split the creature page in several sub section if needed, one for each dread variant and its related spawns.
keep it more organized
Would something like this works?
- OG Dread
- Arbalest and Lacerator
- Hiveguard and his spawns
Oripricot(OrganicRubble_Pink)
Orchey Shy(Orkide)
Comba Charm(CombaCharm)
Nectar Rind(Nenup)
Umbra Seeker(UmbraSeeker)
Callow Seeder(CallowSeeder)
Void Basket(VoidBasket)
Gurken Shuck(GurkenShuck)
Pulsa Stickpod(StickPod_Teal)
Bloopy Fruit - TESTING
Wall Azaph (unsure)
Hollow Bough:
Thorn pot(RedThornFlower)
Cave Lichen - TESTING
Goo Sack(ExplodingGooPlant)
Creeper Vine(CreeperVine)
Corpse Feeder(WallMaggot) (?)
Bloated Vine (ThornBranch)
Stabber Vine (StabberVine) (Do we count it?)```
let me know when you guys are done editing that page, twins
it is "its" for possessive, not "it's"
you still can't get the same dread type twice in a row, right ?
as far as i know, yes. after running at least 15 3/3 Elims in XP i never got the same variant twice in a row
you can get the same variant on 1st and 3rd cocoons, but never in a row
hey, i was looking at the deep dive page and under the difficulty section, the hazard scaling for normal deep dives is listed as 3, 3.5, 3.5.
does haz 3.5 actually repeat twice or is that a typo. a friend of mine swears that it should be 3, 3.5, 4 and it doesn't quite make sense for the latter 2 stages to be the same difficulty
it is 3.5 twice
oh. well, nevermind then
all 3 dread types can appear in dread swarms, correct?
I remember seeing something about that, but don't remember what it was, so easier if someone else points it out
im pretty sure they all can
and it's a 1/3 chance for each type to spawn when you break a cocoon?
well, just need someone that actully had them appear in game
and you can't get the same dread from cocoons in a row, so 1/3 is only for the first one
in a row meaning at all?
1st and 3rd eggs can be the same dread
but not 1st and 2nd, or, 2nd and 3rd
the missions didn't got updated, right ? gotta add their changes, salvage, escort, elimination
and i just confirmed that the lacerator slams when burrowing up, not down
not sure
The "Glyphid Dreadnought Twins" are a pair of Dreadnoughts encountered as bosses in the Elimination mission type. They have a 1 in 3 chance to spawn when a Glyphid Cocoon is broken in the Elimination gamemode, where it will attack the Dwarves once it spawns. They also have a very rare chance to spawn in a swarm in other mission types.
They are u...
going to want to slim down that intro, but pretty good
Are we going to refer to them as one entity like "it" or talk about both of them like "they"
they because it is two
Alright then I'll fix up some of the "it" occurences
👍
also, better to add the odds of getting them on the next cocoons, that way it might sound they can never spawn on the 2nd or 3rd ones
Yeah so just add that they will not spawn on the second broken one
Which means on the 3rd they have a roughly 1/2 chance to spawn if broken as the 1st, considering the previous Dread won't be able to spawn
they will spawn on the second egg, as long as the first didn't spawn them
If they don't spawn on the first it's a 1/2 chance for the second, yes
I'm working on that right now
awesome
I have not encountered the Brundle yet though
hm
why do you need to encounter them
As in I'm unable to write on them, no entry yet
what do you need from the entry, you can ask here
Basic stuff like weaknesses, weakpoints, attacks, abilities
And the in game description
I'm assuming they have a similar AI to the Mactera Spawn
it doesn't even tell the values of the weakness, or weakpoint multipliers
Brundle stats #wiki-related-chatroom message
Yeah just remembered, although can someone screencap the desc
aquarqs emit a low hum sound now
do Minimule legs hum too?
What is this?
last I heard those give a status that reduce damage taken for every Dwarf and creature by 50%
Also lasts for 15 sec after leaving them
it's fairly rare as well
that will all go into the biome features table once we collect all the features
well, its pretty
Considering how decent that effect is, its rarity is somewhat warranted lol
iirc that is the new Error Object
It's named like.. P{{{{{O}}}}}Q or somethin'
poqplant
yup
i got a screenshot of the exact name yesterday
Has Dystrum always been able to spawn in on-site refinery missions?
undo ? or
undo or change to something like 'the glyphid dreadnought and his variants…' for the second sentence.
well, that needs context.
it is the page with all dread variants, a disambiguation page
"it CAN be encounted as a boss" ?
or "might me"
I would go for the first.
For the OG dread, we could add that it can be amoung the random swarm as well, it can only be him still right?
I still don't know for sure
I will check, it should be in the dread wave file.
Looks like it was extended to all of them.
The wave controller file for the spider boss now contain the route for all dreads.
I think giving every variant a "Dreadnought X" prefix is doing a disservice to the OG dread
I think the boss creatures should be called
- Glyphid Dreadnought
- Glyphid Hiveguard
- Glyphid Lacerator
- Glyphid Arbalest
How to refer to Lacerator & Arbalest together, I'm not yet sure
I don't think we should be creating names
I agree. Are we creating names?
I assumed this is how they are called in-game
Of course, if they are in the Miner's Manual, we should just pull names from it
manual / dialogue
From crowdin:
It is the same for Hiveguard, the prefix is used, except is some shout.
Aw, well that's kind of stupid. If we have a Dreadnought Arbalest and a Dreadnought Hiveguard, that makes the original boss a Dreadnought Nothing
But canon is canon.
yeah that's just a start
does anyone have the stats for the hiveguard?
any source / confirmation this is even correct ?
I didn’t dig dread data up yet.
to be fair, this precedent has been set for a long time. Glyphid Grunt, Glyphid Grunt Guard, Glyphid Grunt Slasher
that was just a grammar change
don't want it to be changed to a wrong version, even if it is jsut grammar change we should still use the correct version
?
you said it was a grammar change, I don't want we to make grammar changes that are wrong
it's correct
"The Glyphid Dreadnought Twins are a pair....." vs "The Glyphid Dreadnought Twins is a pair....."
since it's plural it would be are instead of is
I am not sure about that, which is why I was looking for some place with the rules
and I will create the hiveguard page with the stats
just not sure where to fit the different hps
seems to be 200 for the 3 points (unsure about scaling), 5000 for the boss HP, and most likely at a first glance, same burn / freeze temperature as OG dread
and for Sentinels, 450 HP, large enemy, well, when I get back I will check for the other values, and check with Ely the parts I am unsure, such as the 200 hp points damage scaling, wonder if it is fixed, or
It's "are"
Anyways I see the Hivegaurd page was created so I'll just implement my writing with some pictures
Oh damn just realized the tri jaw image is really low quality, give me a second to remake it
I'm going to add one in a bit yeah
So I'm not sure if I missed a discussion but what are we going to do about the hivegaurd sentinels?
Sub section or their own page?
sub section
idk if we had a discussion about it or not, but it shouldnt be its own page
Oh ok
We should make a redirect to the Hive Dreadnought then with the sentinel
Perhaps also list it as a redirect on the creatures page
you guys forgot about "its" again
:S why the Mactera Brundle image was named "Brundle" and not "Mactera Brundle"
anyone able to fix that ?
I'll update it
My bad
Ok I request a deletion for the old images without the "Mactera" part
you can just move them in the future
I changed the images on the pages to the new ones
But the old ones are just taking clutter on the wiki I presume
so you uploaded new ones under a new name instead of renaming old ones?
It doesn't allow me to rename the old ones
that'll be fine. an admin can delete the old ones
Only moderators can rename/delete them
im able to rename them since im autopatrol
Ok thanks
ping me if you need anything renamed :)
Are you able to delete or no?
Hmm alright
If you told me sooner I guess I wouldn't have uploaded new ones, but it's ok
yep, it's fine :)
what is the brundles' armour like?
Light/Light and Heavy/Medium/Medium2/Heavy/Unbreakable
is it unbreakable?
here
how it looks ? if else, just make sure the info is correct
here
thank you
didn't I include everything already on the wiki ?
Tri-Jaw has all stats inputted
so just like the mactera spawn attack , but 3 shots?
basically, yes
any damage from the projectile before it explodes ?
so we need to add the deeptora bough wasp nest, the cave angel, the gniffer, and the two dreads to the creatures page
well, I didn't have much luck finding all of the stats for those creatures
attack added
probably, but I think it doesn't do anything special, so not sure what changes
If it doesn't do anything like the fungus and magma core variants, is it even a variant?
different color ? name ?
Yea I'm pretty sure they added a new variant, but no special effects by the looks of it
it's something that can be mentioned on the maggot page
ill do some work and try to wrap up the creatures page tomorrow. as well as fleshing out the hiveguard page if need be
and ill put in something about the maggot variants either on the biome pages or the maggot page
thinking about it now, they would go well here:
just add a "these creatures are unique to the biome"
Yeah I have time today to finish up the rest of the new content
I'll be specializing in the new biome flora for now
Has anyone been able to confirm what the light blue pillar ring does?
I heard it gave like damage resistance but didn't seem to happen
-50% damage resistance iirc
I wanna see if I can stack it with veteran depositor and autocannon's damage resistance
Become near invincible
If it's additive, you will actually become invincible because the latter two grant 30% and 33% at max RoF respectively.
50% damage reduction for 15s for both enemies and players from the POQ.
30% speed boost for enemies and players for 15s from the well, also low grav for players.
Afaik it does not stack with the above upgrades or something like that.
The cristal buff is multiplicative and should stack fully with other defense buff since it use PST_DamageResistance.
? ?
oh that
the name "brundle" is a reference to the movie "the fly". It's nothing more than a reference really, but it has some consequences (like despair in the translator community)
how do stabber vines attack work ? if anyone ever let themselves be attacked by one of them to tell me
and do they even have HP bars ?
they do. like other creatures
and they kind of rear back and then stab straight out at you
ill get some footage rn
for Lacerator is the attack called "Rock Waves" or "Rock Wave" ?
Stabber vines are considered enemies btw, not just landscape.
<@&296918282403840000> thx
@cursive turret here
The weakness from explosions for Mactera Tri-Jaw missing here
we have it here
noted
👍
@low hamlet it is "ExplosiveRes" , not "ExplosionRes" btw
fixed
why is this page called fleas?
it should be fester flea
well, time to correct that
"Mobula Cave Angle" hue
someone needs to delete that redirect so i can move fleas to it
lol
interesting that the about and behavior of hexawing is almost the same thing
yeah
it needs more content
could just remove the bit about its behavior in the about to avoid redundancy
well, you guys gonna have to do that one, most I can do is add the HP
well, as soon as I discover it
with what ? might do it tonight
“Rock Wave”
The stabber vines are also practically instantaneous, they will hit you if you are in range
Can I get which attacks dont appear on miner's manual, that are used by the new creatures ? Like bites or slashes
on XP i found a good trick to dodging the Stabber Vine's attack: as soon as you hear the noise of it aggro'ing on you, stare at the vine about to attack and then strafe one direction, either left or right. i was able to pretty consistently dodge the attack by holding strafe; it seems to target where you are, and then lunge very quickly. you have to dodge between when it locks onto your current position and when it lunges, and i found the easiest way to do that is just one long strafe
It’s not that simple always, yesterday my friend claimed he was moving at max speed forward (strafing) and it hit him
It is that simple. I spawned a bunch and walked in a circle around them at various distances and they always missed.
Issue was he was going forward. They will stretch to any distance to you from their origin once you enter their range. For example you can make one aggro and use special powder to fly across a room and they will reach for you (and likely miss since you fall).
Not sure if this is where to post this, but does anyone have a full list of all the vegetation? Didnt see one on the wiki and was hoping to make some dnd plant equivalents..
If you mean biome features for hollow bough and azure weald that is being worked on, as well as other things from that update
Ah okay
I guess I'll keep check every now and then to see when its done. Thanks so much!
I recommend taking screenshots in game for personal reference while wiki squad works on that, there is a lot to be done on the wiki
Oh good idea!
thoughts on this addition ? https://deeprockgalactic.gamepedia.com/Mutators?curid=1566&diff=22068&oldid=21385
if not even the DRG company knows if the thing is a plant or animal, why are we even going to call it only flora ?
It's considered an enemy internally.
I'd probably use "especially for extraction sequences."
Or escape since that can be confused with PE
It’s more or less the same classification as the spitballer
But more plant like
So word it how you please, the right word might not be flora
flora + fauna = "flouna"?
Faura lol
Are there any other upgrades to current content we still need to add?
Aka the new mule animation
"Flora, fauna, and other forms of life, such as fungi, are collectively referred to as biota"
We could just say "biological organism"
I just used "life", even if biota sounds super cool
Yeah doesn't need to be super wordy, that works
Have we gotten any of the health values for the new passive creatures?
So far I've observed both the cave angel and hexawing have roughly 120-125 health
Hexawing actually might have more like 80
well, they probably have same hp on all hazards, so if you can give me a good guess it might help to find the actual values, think 80 is the default hp, so might make sense for it to have 80
Yeah I've tested and cave angle takes 5 pickaxe hits
would think shooting would be easier to keep track of
I can test a couple guns, but why is pickaxe not as reliable?
you know what, tomorrow I will just load the game and get the values, might as well, check other things
so you guys can focus on other things
How do you plan to do that
If I know some sort of method I could go in and do it really soon
nah
Ok...
I took a quick glance through the ENE files for Gniffer and the Cave Angel. Turns out they don't have their HP values defined in the files, so I'd assume it uses the default 80.
For Cave Angel as well?
Yes. I have to assume that GliderBeast and Butterfly are those two in the game files (FSD/Content/Critters) because I haven't seen them in U32.
Cave Angel has 100 health, does not scale off of hazard.
Tested on Haz 4. Gniffers get 1-shot by 80 damage Bulldog. Cave Angels don't, but it takes 2 more pickaxe attacks.
Quick question about the stabber vines
Is that 300 HP per vine or shared between all 3
Based on how many bullets it takes to kill one, I'm pretty sure it's per individual vine
Seems I've been misunderstanding the Autocannon's RoF scaling, I was always under the assumption it was +0.3 per sec but looks like I was way off with that (I should've just tested it in practice from the beginning I guess) and it's actually scaled x0.3 (default) per shot? Is that right?
Anyway, I'd like to point out that there is no actual clarification in regard to that on the wiki (apart from maybe through the advanced math RoF formula which I don't really understand - at all) and suggest it be altered to simply explain under Rate Of Fire Scaling that the scaling value is a multiplier and is applied per shot (or however it is applied if I'm still wrong).
I believe the formula in the wiki is pretty much how it’s handled in the game’s code
But if you’re looking for a more convenient understanding, I have a list that tells you how many consecutive shots it takes to reach max RoF for each potential mod combination
Thanks though we've pretty much figured it down to:
Starting RoF + (RoF Scaling * Shots Fired) = Current RoF.
to put it in simpler terms.
But more just pointing out that - if correct (which I assume so since it all adds up right) that the wiki could probably explain how the scaling works a little clearer. More to the point, explain that RoF increases by +0.3 'per shot' to save on any confusion.
All the wiki says in regards to the scaling is "The Autocannon's initial rate of fire continues to be scaled until the top rate of fire has been reached" there's no actual mention of that being per shot, per second, multiplied - whatever (pretty sure it's additive per shot though).
Meat Morning once told me RoF updates once per half second
also, I checked the HP for hexawing (80 HP) and mobula (100 HP)
@glacial topaz that formula is very difficult to understand for the common person and as far as I could gather from the description before it, the formula is to calculate your RoF after firing for a certain duration. It doesnt actually say how/when RoF is raised by the scaling.
which scaling ??
RoF scaling (acceleration) for the autocannon
how fast it goes up ?
you won't get a simple value, which is why there is a formula
and the page explains all variables
What is E?
Euler's number
Whats that?
I mean that formula is pretty advanced and kind of hard to understand for people not so highly educated at math
:S all that confusion for not knowing euler's number, thing is like π
but defined as base of the natural logarithm, and other ways
Well most other people I've spoken to also couldn't understand it either and same goes for pi. It's advanced math.
it is just a number, there is nothing advanced about it
only thing that could help is giving the aproximate value of e, and/or including a graph for quick reference
On my phone atm, it says
[R(t) = \min(S*e^{Ct}, M)\
So to me that says:
Starting RoF x ??? RoF scaling Time trigger held, until max RoF reached. Not sure how you actually calvulate this.
Thanks, that definitely helps outside of Big Bertha setups to avoid the calculation. But I'd like to figure/suggest a way to make it more clear for others reading the wiki.
If like Bebe said above that it calculates per 0.5 seconds and adds the RoF scaling value (acceleration) perhaps have that mentioned under RoF scaling.
can't make a math class in there, so the graph should be good enough, with the proper labels
Strangely though from my testing the simple formula:
Base RoF + (RoF Scaling * Shots Fired) = RoF is giving accurate Top RoF values
well, I didn't check all of it, but as you can see from the graph the thing is almost a straight line
The graph should definitely be added though, that would be great for people like myself eho find the formula difficult to grasp
Might need big bertha valies added though
Sweet. Im sure people would appreciate it a lot. 
thing about Big Bertha is that you just have to imagine the graph but the horizontal line is 1.5 units lower
yeah true
maybe just mentioning about calculating once per 0.5s too where it explains RoF scaling, I know you can kind of gather that from the graph, but it's pretty interesting to know
well really the graph more shows per second but still, clarity is nice
don't remember the guy that explained the mechanics saying anything about 0.5s
but I will be sure they approve the graphs
not that I remember who explained it, I know who didn't tho
ok now this is a bit strange though. In my recording it takes big bertha with just supercharged feed reaches the DR bonus at 8 shots/1.7 seconds (assuming the shield starting to fade in is the beginning of the DR bonus)
Though even if it began on the 9th shot/1.8 second mark, that 1) shows that it can calculate beyond every 0.5s and B) throws the graph off which says it should take 2.5 seconds to reach the Top RoF
or 2.3s on the graph, more around there
not a specialist on it, so can't help much
oh well thanks for trying anyway, hopefully somebody can take it up from here because it's really got me curious about how it all calculates and nothing seems to be giving me the right result.
even the 'per shot formula' i mentioned earlier, I see falls 0.1 short of the Top RoF with max RoF Big Bertha values by the time the shield starts fading in. So unless it is actually in effect on the shot after the shield is 100% visible, that formula is likely is no use either.
@sleek jackal @glacial topaz just chiming in here -- i'm the one who wrote the Autocannon RoF Formula in question.
the formula itself is based on an e^x function, like Omega said. it's a special function in math that has the property "the derivative of e^x is e^x". i'm pretty sure that e is at least mentioned in high school math. what's important for this discussion is that e^0 = 1 (when time = 0, this equation equals 1.)
the RoF scaling, 0.3, is used in the exponent of the equation which affects how quickly it increases in value as time continues. specifically: e^(0.3t). when T2.C gets equipped, that scaling value doubles and changes the equation to e^(0.6t). this means that it takes half as much time for e^x to increase to the same value. observe: https://www.wolframalpha.com/input/?i=plot[{e^(0.3t)%2C+e^(0.6t)%2C+2}%2C+{t%2C+0%2C+10log(2)%2F3}]
the second piece you need to know about is the Starting Rate of Fire. by default it's 3 RoF, but T2.B, T2.C, and T3.A all add to the Starting Rate of Fire. the Starting RoF is used as a coefficient that multiplies the e^(0.3t) equation. remember, when time = 0, e^(0.3t) = 1, therefore the Starting RoF is still the Starting RoF even after multiplying by the e^(0.3t).
the last piece is knowing the value of the Max Rate of Fire. this lets us know exactly when it stops scaling exponentially and changes to just be a constant RoF. T2.B, T3.A, and Big Bertha all affect this value.
putting all three pieces together, we can easily solve for how long it takes to achieve max RoF and by extension how many bullets get fired during that time period. Derivation:
S * e^(C * t) = M
e^(C * t) = M / S
C * t = ln(M / S)
t = ln(M / S) / C
so, using that last equation, you can solve for how many seconds it takes to go from Starting RoF to Max RoF by taking the Natural Log of (Max / Starting) divided by the Scaling Factor. once that time is known, all you have to do is take the integral of your starting equation, S * e^(C * t), from t=0 to t=ln(M / S) / C and that will be the number of bullets fired during the rampup period.
addressing your concern that this isn't friendly to people who don't have a higher math education: that's a true statement, but there's no way to simplify this explanation without it no longer being factual. estimates like "Base RoF + (RoF Scaling * Shots Fired) = RoF" may be close, but they're not correct. the info that you were looking for was already on the Wiki, it just didn't make sense to you.
@ Omega: the graph you provided had them all start at RoF = 3, which is incorrect. here's a more accurate version:
wtf that sneaky info, the game doesn't even say the starting rof changed, does it ???
not in-game, no, but it's documented in the Rate of Fire Mechanics section right above the Formula
also, what is that thing about it calculating every 0.5s ? know anything about ?
i've never heard of that before reading Bebe's comment, but my guess would be the game updates the current RoF to be the next iteration of the e^t curve every 0.5 sec.
well, better to wait for you to confirm it really happens like that
better if it doesn't affect important things to know
correct
you can revert that
for lacerator, what does the rock wave attack do ? I know how it looks, but does it push you or ?
i remember that it damages for sure, but i 'm uncertain if there's a knockback. i got too good at dodging it during XP 😛
is that the one where it does the oppressor like attack that has rock spikes coming up through the ground?
yeah that
it knocks you into the air iirc
and away from the direction the attacks are coming from
been trying to get the stats, that might make it easier, but I think there are other attacks that can knock Dwarves
suggestion: could a page for Friendly Fire be added to the wiki? right now it's tucked away inside the Difficulty Scaling page, but there's no explanation of whether or not it's additive/multiplicative with weapons' innate FF modifiers, the Friendly perk, and the little asterisk about Explosive getting an extra 50% could use a little more prominence.
SpartanLemon is doing some testing that suggests FF bonuses are multiplicative, which tracks with how other effects stack in DRG (like movespeed modifiers)
the oppressor has a very similar attack. that could get you started looking for values?
I just have to find the one without aoe I think, unless that rockwave got some aoe to it
@floral drift thanks and yeah I don't understand that at all lol but thanks for trying. I'll have to study some of that in my free time to try and make more sense of it.
The Bough Wasp Nest page is named incorrectly
It needs "Deeptora" before it, that's how it's entry is in game
one thing I notice is the new graph you posted has T3A only, but if accounting for -1.5 Top RoF with Big Bertha as I mentioned earlier (so Top RoF of 6), the graph should land about 1.7ish seconds to hit Top RoF right? But my video recording frame by frame takes about 2.1s for the first frame of the shield to start fading in. Know what the reason for this difference might be?
I wouldve expected perhaps a small fraction for frames not visible or something, but a 0.4s difference is quite big considering the small scale
my bad
i just recorded it using OBS at 60 fps, and it took 102 frames for the Shield icon to appear using T3.A, T5.C, and Big Bertha equipped. that's 1.7 seconds. what was your methodology for testing that got 2.1s?
unrelated to Autocannon: there's a mismatch between the Creatures landing page and the Tri-Jaw and Brundle specific pages. on Creatures it indicates that they use Large scaling (which increases their health with player count like a Praetorian) but their individual pages indicate that they use Normal scaling (just scales with Hazard level, like Grunts). which is correct?
for hiveguard boss, what is the full name of its spawns ? I know it has sentinel
@floral drift I recorded at 60 fps with geforce experience, then frame stepped to the instant the AC began it's first firing animation frame (about 0.200ms) and stepped by frame until the shot that triggers the shield icon to begin fading in (as soon as ammo hits 43 at about 2.355ms)
hang on, lol no. Thats the wrong vid thats why. Thats max RoF setup.
Though for that one the graph says it should be about 2.6s, there's no mark for any setup that tops at 2.1.
My BB-T3A does indeed result with 1.7s though.
Idk, Maybe I'm not looking at the right graph line either? Perhaps for clarity can you move the colour legend icons on the right alongside their appropriate Top RoF marks, so even with overlapping or similar colour shades, you'd know which one to look at by the line it's marked next to.
I'd say keep the change since you can rebind the controls.
It is also more accurate that they grab onto the claws.
feel it is too generic
any sentence with "press E" or just press any specific key shouldn't exist
like Banagement said, you can rebind
it should be written "press [USE]"
those are just anomalies
you can fix that if you find, or make a list so I can do something about, focusing on other things though
its missing zhukov's cryo minelets (or is it intentional because its a oc)
Also, outdated, but something is off on mobile wiki
also, how do we view hover text on mobile?
i'd say add cryo minelets in
we'll eventually make a "temperature" page and we'll need all sources of hot and cold
?? also "the the" pff
always wondered why they used the clip size icon for stunner
It was a repurposed oc that added mag size
ah cool
If you didn’t get an answer, I’m almost certain it’s Glyphid Sentinel
I believe it is
I’ve seen it a few times
A deep dive a few cycles back had an express situation like this
doesn't happen if it is the front part ?
I don’t know if it happens on the front
that’s a harder thing to test
Mostly because the DD didn’t let it stop on the front part
so I’m unsure
Not sure about the Korlok (my gut says no), but it definitely can kill other stationary enemies.
and is the nexus a mini boss ?
Nah, I'd do
...
mini bossesstationary enemies such as...
at a minimum
bet-c isn't that stationary, will it kill it before she gets out of the way ?
All of these have been documented before. Korloks, bet-c, nexuses, spitballs, etc. all get killed instantly if in contact with the drill.
I don't know for dreads though (if you can even get a dread wave on escort), or leeches.
the elimination credit values on the wiki are confusing me
how can it be lower than the base
surely there is a more clear way, have the full table btw:
that page needs a complete rework, so... I will probably try that and see what you guys think
The drilldozer does 99999 damage iirc.
depends
I believe the dozer only instakills korlok if the shell is exposed
Otherwise its still immune to all damage
Really? They must've changed it recently then
That's unfortunate, lol.
I drove Doretta into a sprout in experimental U33 and it died.
Yea, sounds like its changed in U33
I've seen it happen with a spitballer before
🤔 this might be related to Oppressor's Rage Quake attack and Praetorian's Acid Spray attack killing them if the attack hits Doretta's drill?
Wait, what ?
Yeah, that is why Praetorians and Oppressors die when they use certain attacks on the drilldozer.
It like becomes an extension of themselves.
it was "added" in U33XP, apparently not patched out yet.
i think it's tied to the Damage refactor that U33 did, just one of the loose ends that hasn't been tied up yet.
drilldozer head being able to make to the pod appears on the main article and on the trivia section, should both be kept ? or
It's not mentioned in the trivia section
Oh, you're referring to the Escort Duty page
I'll remove the trivia section one since it was added a couple days after the main article one, and is significantly less detailed
didn't even know there was a stun page
:S the grappling hook page, thing is becoming all about the irl consequences of using it as a human
has anyone done a "Shots to kill" spreadsheet? (before i go make one for my own reference haha)
taking into account Elite Deep Dive x 4 Dwarves Effective Health
armor hits, body hits, weakpoint hits, etc
damage from On Fire, etc
stuff like that?
was just playing around with some numbers on the M1k:
1s = normal shot
cs = charged shot
ws = weakpoint shot (x1 x2 x3)
1sN = normal shot on normal hit (not accounting for armor)
1sW = normal shot on Weakpoint
etc.
table is shots to kill (rounded up)
and clips to kill (rounded up)
was comparing 14 round clip vs +25% Charged shot bonus
what are you trying to discover
I never did it for all creatures, I only did it for a few of them to check for breakpoints when needed, but it was always on a temporary tab that I deleted afterward.
what thing that uses boss 2 scaling can appear on DDs ?
I don't think Korloks can spawn in DD/EDD, and nothing else in the game uses Boss 2 scaling according to Elyth's data.
isn't it odd that the korlok hp table shows the hp for DDs then ?
do any of the Dreadnoughts use Boss 2?
was trying to compare breakpoints or shots-to-kill on a few creature types
not really, for the dreads
to see the comparative benefits of a damage upgrade vs a clip size etc
so above i was comparing t3 on the m1000. extra focus shot damage vs extra clip size
T3A kills a praet in 6 weakpoint hits, T3B in 8. but in both cases it's more than a clip to kill.
For an Oppressor it's 8 shots T3A, 9 shots T3B. so MUCH closer. and most other creatures the number of charged shots is uneffected. So it pushes me towards T3B.
that's the kind of stuff i'd like to be able to know from a calculator etc.
ok cool, i might work on one in the background then
that's the kind of stuff i'd like to be able to know from a calculator etc.
well, do i have some good news for you! 😆
hahaha, i had a feeling you might have one
if you aren't already aware, i've written and am maintaining a DPS Calculator for DRG's weapons. one of the metrics is Breakpoints, including on Scout's M1000 Focused Shots. this is the latest version released (for U32): https://github.com/drg-tools/drg-weapons-calculator/releases/tag/v1.0.6
I'm currently working on finishing up v1.0.7 and I hope to get that released by the end of this week.
@gusty bridge if there're any specific things you'd like to know, I'm pretty familiar with the M1K too
beautiful! bookmarked. going to download it later on
here's my simplified sheet for normal enemies
will do man!!
nice one, can you run through the columns?
Hits to Kill - T4 Armor Break - T1 Dmg - Both
these are the things that'll affect breakpoints
hits to kill is assuming all shots hit armor?
yup, I have one for weakpoint but honestly it's just 1-2 shots for normal enemies
cept 3 for guard
For the boss 2 scaling I rechecked, looks like there is indeed only the korlok for now, not sure why the deep dive is defined for it, we could hide it indeed.
When korlok just released, I explored it as well. At first I thought he can appear in DDs, but then after some more research I changed my mind. Can't name exact reasons, my memory is bad at remembering things like this
? also would it be better as a hover over, or trivia section is fine ? achievements page
That makes no sense
It means you can fail a haz4 and not mess up the achievement
I know what it means but it's hardly worded correctly
The floor is floor.
I was gonna suggest
Note: completing/failing a non-hazard 5 mission won't interrupt the streak.
?
?
eh
wait... it talks about rock solid which is haz5, but what about this ???
wdym?
from here
alright. no idea
let's start with the simples of the 3 things to fix
is it "onto" or "on to" ?
For the mobula change "When getting across large caverns from high up places as the Scout, a good strategy would be to time a grapple to a nearby surface so that you can grab on to a Cave Angel, wait for the Hook to recharge, and then let go to grapple to the now-closer objective location."
do falling stalactites cause stun?
in the above case it's "on to" as "grab on" is a 2-word phrasal verb.
(https://www.grammarbook.com/blog/definitions/on-to-vs-onto/)
so no changes needed there I guess
second thing to fix, is it really 72 cosmetics per class to unlock from cores ? and 12 weapons paintjobs from cores ?
fairly sure they just cause die
surely the 1000 damage is lethal, and things that survive that might be immune to stun, but maybe there is a very specific setting that lets a non immune thing survive
1000 kinetic damage in a 50 cm radius, reaching 1.5m with 250 damage... well, now that is more likely for something to survive, there may be other things at play, but there is that
Is there a way someone can change the dash perk section in the wiki? I’ve talked to a bunch of people that dash negates slasher stun and they say it doesn’t. I’ve tried it a bunch and I’m pretty certain it’s true it doesn’t. But if you guys tell me otherwise thanks.
Slashers don't stun Dwarves per se; it's a 50% slow that also disables sprint. Dash has 100 slowdown immunity meaning you should be able to negate Slasher/Jellyfish slows completely; keyword being "should be" because the interaction is buggy.
it doesn't
you are still slowed a lot if you dash with the stun effect from a slasher or a shocker
i've heard that Dash, Iron Will, and Unstoppable perks only apply to environmental slows, like Sticky Goo in Fungus Bogs. that might explain why Slashers and Shockers can still slow you?
If they change dash to affect enemy slowdowns it also affects unstoppable, which is why they haven't done so since they need to add a new system.
And unstoppable with enemy slowdown reduction would be a must have, thus why it has not happened.
Dunno if this would be the appropriate place to ask, but is the sounds category going to be updated? Cause it appears to be missing a lot of files and even creature categories (i.e. Dreadnought sounds, some attack sound files, etc.).
i think ely covered this earlier
we were talking about adding a movement speed page
the chat centered around here:
difference between additive and multiplicative modifiers to speed and sprint
do you mean the voicelines page?
hmmm
what is the correct name for the hiveguard ??? the page is called "Dreadnought Hiveguard" but the infobox says it is called "GLYPHID DREADNOUGHT HIVEGUARD"
Dreadnought Hiveguard
Sources Crowdin text for: MM, In game name
is Steeve vs Bug damage scaled in the same way as Effective health is?
e.g. :
Haz 5, 4 Dwarves
Steeve Slasher
- HP = 177.6
- Regenerating bugs = 8.88 hp/s
- Damage = 34 x 300% = 102
- Lethal enemies Damage (x2) = 204
- Special - Stuns Bugs?
Steeve Guardian
- HP = 324
- Regenerating bugs = 16.2 hp/s
- Lethal Enemies Damage = 13.6 x 300% = 40.8
- Lethal Enemies Damage (x2) = 81.6
- Special - Blocks bugs?
Not sure how the math works for beast master, I would have to test it in game to be sure.
fair
Would be nice to have a statblock for the various types of "Steeve"
Grunt, Slasher, Guardian, & regional variants i suppose.
How tall are the drawes?
technically
if you test that to the size of other things in the game the logic of it all falls apart very quickly
how
take the bulldog rounds for instance
what about it
Not the voice line page necessarily, I mean like the creature audio page. Which seems to be missing quite a few audio files and even some creatures entirely.
there's a creature audio page?
Yep. Well not a 'page', a category.
https://deeprockgalactic.gamepedia.com/Category:Creature_Audio
It appears to be missing the OG Dreadnought, some attack files (like the Oppressor's stomping), and weirdly enough both Bosco and Doretta (unless their sound files are somewhere else).
I got back to that, solved some issues with it, now just have to figure out which ones are missing, that and make sure the sound is correct
Doretta it is then
No, Drilldozer
@autumn flare you are messing with the og dreadnought image, leave it as how it is
Capitalize it
right right, later
I think in terms of official names, like company names, it's just Drilldozer. But we call it Dotty, Doretta, etc.
Kinda like naming a cat.
Yeah true
done
i just need values
oh, that's unexpected, didn't think I did anything different, what did I do (?)
Thanks though 
all the audio files :)
and i got the bough wasp nest uploaded and implemented
i got all the bees off it too
I have Doretta to do tomorrow / later, if you remember any sounds that are interesting to have, remind me, last time I was having trouble, but now should be better, mostly
also, in the near future, think of a nice way to display it, so it isn't just files lost in a category
Wow I didn't expect me asking a question would inadvertently cause it to be updated that fast.
Though strangely enough on desktop its not wanting to show it but on mobile it's all there.
3m for both damage radius and max damage radius.
ok so does the in-game description say 5m? or is the wiki just in need of a small correction?
In-game description says 5m
after today's patch is it still saying 5m ? with the actual value being 3m
i think we correct the description then
not really
why not?
pretty sure you have to work on GSG to correct in game text
and in the wiki we use the in game text, so max we can do is report it and add hoverover text
probably gather all other odd values too
other than heat radiance, what else is wrong
Cold Radiance in-game description is wrong: says 5m, in fact it has 3m max damage radius and 4m radius. No falloff values are listed.
hmm
how do you view hover text on mobile?
can't seem to get it to work, and not sure we should really rely on it if it's not viewable there
maybe Parenthesis and italics instead?
Omega? Ely? thoughts?
keep hoverover, there is no point in making text longer, even more when DRG can't be played on mobile afaik, so that is on the gamepedia to do something to allow hoverover
we should make the wiki as accessible as possible to everyone. some people play on xbox or something and have to use a phone to read the wiki
it won't add much text at all
if there is a good solution
as of now the hover over info already appears later on the article, it is just there to say there is more to it, or that it is wrong
I almost feel like it'd be worth renaming that column to "In-game Description" to make it a bit more obvious that it's taken word-for-word from the game. You can then add hover-overs/links/asterisks to anything that's incorrect/misleading
well, asteriskssks works too
hoverover for pc asterix for mobile, text doesn't get longer everyone is happy
In Heat Radiance's case I assume a link to the explanation section would still work.
Oh, I tried to preview a change and got that. Made me think it didn't like me trying to put a link inside the table lol
Replacing the
5m radius
text with
[[#Heat_Radiance|5m radius]]
Seems to work fine, lemme make the change and then check on my phone.
Yup, link works on mobile. Though we might consider adding it to the "Name" column, too.
doing the same for cryo ?
many things
last count it was 53, i think?
other than pickaxe and LS , example ?
one sec, gotta find it...
this is the list that i sent to Dagadegatto back in U31. before I uploaded it here i quickly went through and updated things.
those are all the things in weapons that are either listed incorrectly or not listed
being not listed is fine
For hoverover, it should be possible to make it open with a click or double click on mobile or something similar with some custom js.
An alternate solution would be to have it display on click for everyone, there may be a plugin for that.
it'd definitely be easier to add a little thingy in there
This should work:
https://dev.fandom.com/wiki/WdsTooltips
I just did a quick test modifying my js and css only and it seems to be enought.
Works on hover on pc and click on mobile.
This would require a pretty big change in how we do the hoverover compared to before, so it would be best to check if everyone agree first (and maybe make a small template to simplify it).
sounds like it says "can only be frozen by melee attacks", so likely badly worded
https://deeprockgalactic.gamepedia.com/Machine_Events?curid=2972&diff=22379&oldid=21432
fixed it
Mactera Brundle's description on the general creatures page says that it has no armor, looks like an oversight
already reported in Jira, DRG-2693
That's in-game, I mean the wiki itself. There's no reason to keep the info incorrect, especially since the mactera brundle page already mentions heavy armor.
Ah, you mean in the table. "Description" usually means "written paragraph", at least to me, and I wasn't finding anything of the sort in the main Creatures page.
Fixed
what do we want for the columns?
Description = In game Description? (sometimes wrong)
Effect = in game stat change on equipment screen? (sometimes wrong)
or do we want "Effect" to be the actual true effect?
Description is like it is in game
agree
are you planning anything ?
trying to figure out if we want the "Effect" column to list the actual true effect, instead of the effect listed in the equipment screen, which is often wrong
give an example
ok one sec
as of now I think it says the in game effect + extra details if needed between parenthesis
yeah
let's stick with that then
so we go with parenthesis instead of hover text?
or do we go with hover text (for PC) and a " * " that links to the detailed description (for mobile)
just follow how it is done now, but thing is, there is nothing to change
no weapon balance for U33, so unless there was some really sneaky change,
...fishers gonna fish
Plus if any extra explanation is needed, there's usually a "Unique modifications" section further below
is it still a thing ? the number of caverns, which I guess should be called Rooms
yeah i believe it is
the mission pages are really missing basic things, and something so common shouldn't be low priority
hey all theres someone here that watches the dev stream and tracks what they say right?
Ask @alpine hamlet when he's online, he follows most of the streams.
It is I
You got some feedback on the spreadsheet?
nah i was looking for the most recent streams regards the damage doretta takes
trying to backup this statement #deep-dive-discussion message
I've only watched Thursday, will probably add both today
Ah yoshkin you're the Google Doc guy, nice work.
And the most unusual ping bringing me to this channel
Oh, I don't add everything they say, just reactions to ideas & suggestions. Otherwise it's going to take way too much time
So unless the talk about Doretta and bug pathing came from someone's suggestion, you're on your own, sorry
?? true ?
It is.
are those images official or people color them manually ? it feels a bit strange the adult q'ronar has a weakness in the mouth but not the youngling
but if that's a confirmed info nevermind
No wonder why I can never hit those damn adult shellback eyes. I bet the tail is even worse.
manually
the biome specific crafting material rewards list for both the lost pack and cargo crate need to be updated. the new biomes aren't mentioned yet.
:S forgot that was a thing, let me fix
👍
Most of them were colored by Omega or me.
Either based on the material color from Umodel when we could or from extensive in game tests when we couldn’t.
As for the mouth of the youngling not being a weakness, that’s a confirmed info.
It may seem to be one since the hitbox for the light armor is a bit wider than the model so you do half damage if you hit it from the front but too close to the side.
This is what the shellback looks like in umodel for reference:
The problem was that each creature is colored differently and not always based on armor/weakpoint.
so, this happened:

