#wiki-related-chatroom

1 messages · Page 51 of 1

sand lantern
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I guess it'd be better to remove it then

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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

steep blaze
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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

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With those fully translated, the migration should be favorable. That's what I was requested when I created the Spanish one.

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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.

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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

Gamepedia Help Wiki

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.

sand lantern
analog rock
formal flax
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What are the percentage chances of a bulk crassus detonator spawning at each hazard level?
it isn't on the wiki

signal meadow
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I think it's 3% on every haz level

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Haz 1 may have lower chance, but I may be confusing that with events or crates or something

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Or is it 6%? Wiki wizards will clarify

sand lantern
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6%, probably 3% on haz 1-2

signal meadow
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Sounds about right

weary sonnet
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6% for every hazard for the crassus, there is no more a different spawn rate for low hazard.

signal meadow
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nice

gusty bridge
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is there any spawn rate of anything that's effected by hazard level?

weary sonnet
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Yes, for oppressor, since it is a chance for a preat to transfrom into an oppressor based on hazard level.

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Not sure where Cyrob found that one though or if Slasher/Guards and the new macteras use something similar or not.

analog rock
weary sonnet
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Ok, found it, it is the veteran variable property for the hazard level.

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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
                }
            }
        ]
    }
},```
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For the minigun, I am pretty sure that each shot doesn’t do double damage.

analog rock
weary sonnet
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I just did, the minigun can’t one shot a swarmer, now I just need to check the base damage in the files.

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It was on live, it isn’t supposed to have changed on exp right?

signal meadow
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nope

weary sonnet
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Well 10 damage in the files, so the damage isn’t doubled.

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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

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While for the zhukov clipsize and max ammo were halved as well.

sand lantern
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Has disintegration damage always been cancelling praetorian death effect?

weary sonnet
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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.

analog rock
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@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 ?

high gull
coral oracle
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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.

glacial topaz
weary sonnet
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Actually yes, it is 3% for crassus, Omega is right.

gusty bridge
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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?

weary sonnet
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No idea, but it should be easy to test, I will check that once I am done checking the last exp build files.

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Doesn’t work for leech.

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Works fine as host with a grabber.

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Works with a trawler too.

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@gusty bridge ^
P.S. the test was done on live.

gusty bridge
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sweet thanks a ton!

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too bad about leech, that would be a rare, but fun way to escape

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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.

austere fossil
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None of those are interactable while airborne, so definitely not.

bold plover
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Wind tunnels save you from all.

gusty bridge
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ooh, do fire jets make them drop you?

bold plover
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Yes, even leeches.

austere fossil
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Well, if the fire kills them it definitely should

bold plover
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^

tranquil hazel
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💱

gusty bridge
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does ammo round up or down with overclocks? e.g. Fat boy gives 0.3 x ammo.

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so does that 3.9 always round up? or down? or closest whole number?

austere fossil
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In practice it rounds up to 4+1, which then gives 3 per resupply

gusty bridge
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so 5 rounds total = 50% on resupply = 2.5 rounds up to 3. cool

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i seem to remember 3 c4 only gets 1 per resupply though

sand lantern
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Because C4 has no magazine

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Well, that didn't sound confident, did it?

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Lemme check this

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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```
gusty bridge
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ah right

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why doesn't it just add the magazine to the total and divide the sum by 2?

sand lantern
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Borderline cases I suppose

gusty bridge
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ah well, probably easier to code

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yeah

sand lantern
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Nah, (a+b)/2 is definitely easier

gusty bridge
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but wait

sand lantern
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Anyways, wrong channel to discuss opinions

gusty bridge
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magazine div by 2 and rounded down (but always >=1) means magazine resupply should be
0/2 = na = less than 1 = becomes 1

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right?

sand lantern
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C4 once again has no magazine

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Not zero

gusty bridge
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ah

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thanks for clarifying

sand lantern
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PGL had also had some issues with it in past

gusty bridge
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what are the %chance effects on stun?

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is there a stun resistance stat like fear resistance?

sand lantern
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Stun has different chances to appear depending on source

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IIRC in some builds GK2 has 30% stun chance if a bullet hits weakpoint, M1000 is 100% with T5 mod

gusty bridge
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Ah ok. Does someone have all the % chances? We can make a table

sand lantern
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Probably covers whatever you're looking for

gusty bridge
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Thanks man

weary sonnet
# gusty bridge is there a stun resistance stat like fear resistance?

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

gusty bridge
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nice find

weary sonnet
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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```
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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```
gusty bridge
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hmm is that immunity window upon spawn? or a delay between staggers?

indigo kindle
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I'd assume it's the latter.

weary sonnet
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Hum, I found a 0.5s stun on the zhukov, anyone know where it could be?

indigo kindle
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It doesn't have StaggerChance to accompany, so I'd say it's unused atm.

weary sonnet
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Nevermind, found it, it has 0% chance to proc indeed.

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Ok, I think I have all sources of stuns.

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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```
gusty bridge
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m1000 classic - is that with focus shot only AND with T4A ?

weary sonnet
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yes

indigo kindle
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T5A is focus shot only. T4A is Super Blowthrough btw.

gusty bridge
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meant t5a my bad

weary sonnet
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Updated to add the T5A bit.

gusty bridge
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and boomstick, is that per pellet? or 30% if hit by 1 or more pellets?

weary sonnet
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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.

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I mean it stuns pretty much all the time if all pellets hits.

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Did you even manage to not stun a praet with two shots? I don’t think it happened unless I almost missed the shot.

gusty bridge
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yeah it would likely be per pellet

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at a guess

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sorted by chance, then duration

weary sonnet
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Deepcore GK2 can reach 30% as well with a T5 mod

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Not sure if you want to dupplicate it or not.

gusty bridge
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hmm

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there are stun duration mods too

weary sonnet
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I think I have all base stun sources here, but some mod may be missing yes.

gusty bridge
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is warthog only on weakpoint hit too?

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cause stunner OC mentions it

weary sonnet
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No, warthog can hit anything for the base stun iirc.

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Rechecking just in case.

gusty bridge
weary sonnet
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I was wrong, warthog is only on weakpoint as well.

gusty bridge
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adding to table

weary sonnet
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StaggerOnlyOnWeakpointHit is true for deepcore gk2 and warthog only, I just rechecked in every file.

gusty bridge
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nice

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and minishells OC removes stun. I'll play with it and see if there's a clean looking table that covers it all

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or if we jsut go with base table and list OC exceptions aside or something

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deepcore PGL has 0% unless T4C?

indigo kindle
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Yes, PGL cannot stun by default and requires T4C for a guaranteed stun afaik

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Wait, BC has T4B which is a 100% stun for 3 sec, and it's missing from the list.

weary sonnet
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PGL has a 3s stun duration, but a 0% stun chance by default.

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And I missed the T4C then.

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I am missing stunner as well I think for the subata.

indigo kindle
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Tranquilizer Rounds is the name, 50% chance for a 6s stun

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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.

weary sonnet
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The filter I used ignores OC/Upgrades sources.

gusty bridge
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oh cool

weary sonnet
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I will invert it to try to catch the one I missed.

gusty bridge
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i'll keep adding in the exceptions as we find them

weary sonnet
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Sentry T3B Stun
20% chance for a 1.5s stun.

indigo kindle
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Minigun has a stun upgrade that increases the duration by 1 sec iirc.

weary sonnet
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Boomstick T3A: +2.5s stun duration.

gusty bridge
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lead storm OC removes stun from minigun

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can ricochet rounds stun? blowthrough rounds?

weary sonnet
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Ricochet and blowthrough rounds should be a copy of the base projectile.

gusty bridge
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cool

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brt7 T5a

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4s stun. any idea the %?

weary sonnet
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Let me check.

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100% if all shots of the burst hit

gusty bridge
weary sonnet
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Deepcore gk2 is +30% chance with T5C

gusty bridge
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ok that seems to cover it

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now for the duration modifiers

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Flying Critter Base: 0 = non-hostile flyers right?

weary sonnet
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Yes, it is probably for the hexawing something.

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The two new neutral creatures.

sand lantern
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Mobula cave angel and hexawing gniffer

gusty bridge
floral drift
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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!

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i didn't catch Mactera Spawn, though....

gusty bridge
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all Ely's work, i'm just fitting it in tables

floral drift
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Spawners (from Dread) = Glyphid Sentinels from U33?

weary sonnet
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OG dread’s spawn.

gusty bridge
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are cave leeches immune? Spitball Infectors?

sand lantern
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Sure

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Festerfleas tho...

weary sonnet
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For the status immunity, I will try to retest everything or almost when U33 comes out.

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If you want to add some status to the list let me know.

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Currently there is:
On Fire, Freeze, Electrocution, Stun, Pheromone Aggro, L.U.R.E. Aggro, Fear and Courage value

analog rock
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Is there anyone here that is going to (or already has) do a list of all the flora in azure weald ?

glacial topaz
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not that I heard

weary sonnet
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No plan for me either.

autumn flare
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I'm working on some of the new enemies, I can add those to my list though

low hamlet
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i can organize and create the tables

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i just need the data

autumn flare
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Tables for what

weary sonnet
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For the individual creature pages, so health, attack tables and infobox.

autumn flare
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Oh ok

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I don't have any of the exact values for new enemies so so far I've just got some standins

low hamlet
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im not very good at doing collection of data, but i do decent at organizing it in an appealing manner

low hamlet
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ugh gp

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it's not letting me upload a changed version of an image because gp decided it's too close to original

sand lantern
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Not much of a problem

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I can do it later

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Do we consider corpse feeder plant?

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Technically it's not

floral drift
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imo, not a plant. maggoty things

bold plover
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They are considered wall maggots.

gusty bridge
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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

gusty bridge
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do we have the stagger duration & chance of the Grunt slasher?

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and is the Steeve Slasher the same when hitting bugs?

weary sonnet
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The grunt slasher attack isn’t a stun, it is actually a 50% slow for 1.5s.

sand lantern
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Was it Meatshield who suggested calling enemy stun something else than stun?

weary sonnet
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Not sure who it was tbh, but it is worth considering since most enemy stun are in reality 50 to 80% stacking slow.

gusty bridge
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ok, but Steeve slasher, is that true Stun?

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on bugs

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or just a slow like the slasher "stun" normally is for dwarves

gusty bridge
gusty bridge
#

is there an easier way to centre the text in a whole table other than putting

style="text-align:center"

in every cell?

austere fossil
#

Not sure exactly how the Wiki's stylings works, but you might check out CSS Grid

weary sonnet
#

You can put it in the table style, it should apply to the whole table then iirc.

gusty bridge
#

thanks a million. Just found that in the media wiki help

https://www.mediawiki.org/wiki/Help:Tables#HTML_attributes

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.

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done

glacial topaz
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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 ?

gusty bridge
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has the OG dread got some slowdown immunity now in U33?

indigo kindle
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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.

glacial topaz
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anyway, feel free to test

gusty bridge
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ah boo, that was the best thing about a sticky build.

weary sonnet
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No changes for the slow value in the files.

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Ah, but it is now affected by resistances, it wasn’t so far and it is a huge change if it is true.

glacial topaz
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"Fixed sticky flames slowdown ignoring his resistances and slowing the Dreadnought to a crawl"

gusty bridge
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so there's slow resistance now (or always was)

weary sonnet
gusty bridge
#

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
indigo kindle
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Neurotoxin

austere fossil
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Electrocution

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Frost Praet death cloud

gusty bridge
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thanks, added

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do all cold sources also slow?

indigo kindle
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Dash gives you slow immunity; Unstoppable gives you slow reduction

gusty bridge
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or do we want to go for "Movement Speed" rather than just "Slow"

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cover speed boosts like Sugar Rush etc

austere fossil
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There's quite a few, Scout has 3 in just his equipment/weapons (excluding Special Powder).

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Oh, there's also Hoverclock though that feels like a special case.

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Since these are altering "Running Speed" and not "Airborne speed"

gusty bridge
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well i'd say those would be "mobility" more than movement speed scaling effects

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yeah

weary sonnet
#

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

gusty bridge
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can they stack? i.e. if i'm webbed and goo'd?

weary sonnet
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Yes

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The only thing I am not sure is if the same type can stack or not.
Like two webs and such.

gusty bridge
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my guess it it would just refresh the duration

weary sonnet
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More goo / ice will only extend the coverage.

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But like several webs/slashers/jellyfish I am not sure.

gusty bridge
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cool

weary sonnet
#

Snowstorm: 0.8
Quake: 0.5
Sandstorm: 0.8

#

Deepsnow: 0.95
StyckyGoo: 0.3
GooPlant?: 0.3
Ambiant Web: 0.5

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Weapon induced slow are missing I think.

austere fossil
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What's the threshold for disabling Sprint? Is it 0.95 or less?

weary sonnet
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Sticky flames: ×0.9 base
×0.9×0.5 with the mod

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Anything under ×1 disable it afaik

austere fossil
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Is Unstoppable additive, then?

gusty bridge
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is sprint re-enabled by some speed boosting effects? or it just so happens they push speed above 1.0?

weary sonnet
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Yes, unstoppable uses PST_MovementSpeedPenaltyReduction which is additive

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While all the slow use PST_MovementSpeedPenalty which is multiplicative

gusty bridge
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what is the base speed in m/s?

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that'd be useful to know/ not too hard to test

austere fossil
#

So max Unstoppable should fully negate webs and quakes, right?

weary sonnet
#
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

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If the value is really 50 it should I think.

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This stat is marked as being additive in the game’s files and yet was said by the dev to be in % iirc.

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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.

austere fossil
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Yeah, and I'm pretty sure Unstoppable doesn't fully negate half the slows in the game.

weary sonnet
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I think I got it looking at how dash was codded.

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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.

austere fossil
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Ah, so it's additive to the "penalty reduction" stat

weary sonnet
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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.

austere fossil
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So Dash/IW have 100 for PST_MovementSpeedPenaltyReduction, then?

weary sonnet
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Dash is at 100, Iron will at 0.3, Unstoppable at 50

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No idea why iron will is so low.

autumn flare
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Tri-Jaw page created, needs proper images and stats

glacial topaz
#

it is "its" for possessive, not "it’s"

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also why is it using the spawn values / images ?

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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

austere fossil
#

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
glacial topaz
#

that is for Brundle

autumn flare
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Good to know, thanks

glacial topaz
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does it really not have no weakness or resistances ?

autumn flare
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That's what it said in the manual entry

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I'm aware it's probably changed so I'm going back to normal branch to find it again

austere fossil
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Resistances:
Explosion: -100%
Melee: -100%
Fire: -100%
Electricity: -50%

glacial topaz
#

weakpoint ?

indigo kindle
#

x3, same as Mactera Spawn but protected by armor plates

glacial topaz
#

Tri-Jaw, not brundle

#

assuming it is the same

indigo kindle
#

It should be x3 based on testing I did on Experimental.

glacial topaz
#

awesome

topaz mist
#

Thats great info

floral drift
autumn flare
#

Did they change the Lacerator's color?

#

Looking at the entry rn

glacial topaz
#

actually, those pages should have the stub tag, so will add that

topaz mist
#

So brundles get one-shot exactly by snowballs?

glacial topaz
#

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

autumn flare
#

I'm working on it right now, page called "Glyphid Dreadnought Twins"

floral drift
floral drift
austere fossil
glacial topaz
#

well, you might as well add the HP already, 4500

weary sonnet
#

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```
glacial topaz
#

so a copy of the parent, but different HP, all correct

weary sonnet
#

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.

autumn flare
#

How did you obtain the stats?

glacial topaz
autumn flare
#

I left the stats blank till they are confirmed

glacial topaz
#

just remove them

low hamlet
#

that's a lot of red

#

comment out the table

weary sonnet
# autumn flare How did you obtain the stats?

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.

low hamlet
#

ok i commented it out until it's finished 👍

glacial topaz
#

ree "Someone else has changed this page since you started editing it"

autumn flare
#

Attacks removed for now

low hamlet
glacial topaz
#

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

autumn flare
#

I don't understand

low hamlet
#

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

glacial topaz
#

I will show what I mean later, could be just like it is for praetorians variants, or just split the article into 2 parts

weary sonnet
#

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.

glacial topaz
#

keep it more organized

weary sonnet
#

Would something like this works?

  1. OG Dread
  2. Arbalest and Lacerator
  3. Hiveguard and his spawns
autumn flare
#

Yeah

#

So a new section on dreadnoughts

sand lantern
#
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?)```
glacial topaz
#

let me know when you guys are done editing that page, twins

autumn flare
#

I know I think I made that mistake like 20 times on the new pages

#

My bad

glacial topaz
#

you still can't get the same dread type twice in a row, right ?

floral drift
#

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

trim plover
#

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

glacial topaz
#

it is 3.5 twice

trim plover
#

oh. well, nevermind then

low hamlet
#

all 3 dread types can appear in dread swarms, correct?

glacial topaz
#

I remember seeing something about that, but don't remember what it was, so easier if someone else points it out

low hamlet
#

im pretty sure they all can

#

and it's a 1/3 chance for each type to spawn when you break a cocoon?

glacial topaz
#

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

low hamlet
#

in a row meaning at all?

glacial topaz
#

1st and 3rd eggs can be the same dread
but not 1st and 2nd, or, 2nd and 3rd

low hamlet
#

i see

#

im going to add a note about that

glacial topaz
#

the missions didn't got updated, right ? gotta add their changes, salvage, escort, elimination

low hamlet
#

and i just confirmed that the lacerator slams when burrowing up, not down

#

not sure

#
Deep Rock Galactic Wiki

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

autumn flare
#

Are we going to refer to them as one entity like "it" or talk about both of them like "they"

low hamlet
#

they because it is two

autumn flare
#

Alright then I'll fix up some of the "it" occurences

low hamlet
#

👍

glacial topaz
#

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

autumn flare
#

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

glacial topaz
#

they will spawn on the second egg, as long as the first didn't spawn them

autumn flare
#

If they don't spawn on the first it's a 1/2 chance for the second, yes

low hamlet
#

hiveguard page still needs to be created

#

if someone can get to that

autumn flare
#

I'm working on that right now

low hamlet
#

awesome

autumn flare
#

I have not encountered the Brundle yet though

low hamlet
#

hm

glacial topaz
#

why do you need to encounter them

autumn flare
#

As in I'm unable to write on them, no entry yet

glacial topaz
#

what do you need from the entry, you can ask here

autumn flare
#

Basic stuff like weaknesses, weakpoints, attacks, abilities

#

And the in game description

#

I'm assuming they have a similar AI to the Mactera Spawn

glacial topaz
#

it doesn't even tell the values of the weakness, or weakpoint multipliers

austere fossil
autumn flare
#

Yeah just remembered, although can someone screencap the desc

low hamlet
#

aquarqs emit a low hum sound now

bold plover
#

All gems do now, I think.

#

At least jadiz does too.

floral drift
#

do Minimule legs hum too?

viral geyser
glacial topaz
#

last I heard those give a status that reduce damage taken for every Dwarf and creature by 50%

floral drift
#

Also lasts for 15 sec after leaving them

low hamlet
#

it's fairly rare as well

#

that will all go into the biome features table once we collect all the features

viral geyser
#

well, its pretty

radiant edge
#

Considering how decent that effect is, its rarity is somewhat warranted lol

worldly pier
#

It's named like.. P{{{{{O}}}}}Q or somethin'

acoustic scarab
#

poqplant

low hamlet
#

i got a screenshot of the exact name yesterday

acoustic scarab
#

Has Dystrum always been able to spawn in on-site refinery missions?

glacial topaz
weary sonnet
#

undo or change to something like 'the glyphid dreadnought and his variants…' for the second sentence.

glacial topaz
#

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"

weary sonnet
#

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?

glacial topaz
#

I still don't know for sure

weary sonnet
#

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.

glacial topaz
#

is it called "Arbalest" or "Dreadnought Arbalest" ?

acoustic scarab
#

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

glacial topaz
#

I don't think we should be creating names

acoustic scarab
#

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

glacial topaz
#

manual / dialogue

weary sonnet
#

It is the same for Hiveguard, the prefix is used, except is some shout.

acoustic scarab
#

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.

low hamlet
low hamlet
#

does anyone have the stats for the hiveguard?

glacial topaz
weary sonnet
#

I didn’t dig dread data up yet.

floral drift
low hamlet
glacial topaz
#

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

low hamlet
#

?

glacial topaz
#

you said it was a grammar change, I don't want we to make grammar changes that are wrong

low hamlet
#

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

glacial topaz
#

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

autumn flare
#

It's "are"

#

Anyways I see the Hivegaurd page was created so I'll just implement my writing with some pictures

low hamlet
#

yep

#

i just made it. put in all the headers and stuff but it was very bare bones

autumn flare
#

Oh damn just realized the tri jaw image is really low quality, give me a second to remake it

low hamlet
#

👍

#

do you have an image for the hiveguard?

autumn flare
#

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?

low hamlet
#

sub section

#

idk if we had a discussion about it or not, but it shouldnt be its own page

autumn flare
#

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

glacial topaz
#

you guys forgot about "its" again

#

:S why the Mactera Brundle image was named "Brundle" and not "Mactera Brundle"
anyone able to fix that ?

autumn flare
#

I'll update it

#

My bad

#

Ok I request a deletion for the old images without the "Mactera" part

low hamlet
#

you can just move them in the future

autumn flare
#

I changed the images on the pages to the new ones

#

But the old ones are just taking clutter on the wiki I presume

low hamlet
#

so you uploaded new ones under a new name instead of renaming old ones?

autumn flare
#

It doesn't allow me to rename the old ones

low hamlet
#

that'll be fine. an admin can delete the old ones

autumn flare
#

Only moderators can rename/delete them

low hamlet
#

im able to rename them since im autopatrol

autumn flare
#

Ok thanks

low hamlet
#

ping me if you need anything renamed :)

autumn flare
#

Are you able to delete or no?

low hamlet
#

no

#

only admins can do that

autumn flare
#

Hmm alright

#

If you told me sooner I guess I wouldn't have uploaded new ones, but it's ok

low hamlet
#

yep, it's fine :)

#

what is the brundles' armour like?

#

Light/Light and Heavy/Medium/Medium2/Heavy/Unbreakable

#

is it unbreakable?

low hamlet
#

yeah i was about to say that

#

👍

autumn flare
#

Can I write the brundle description?

#

I'll include armor as well

glacial topaz
#

how it looks ? if else, just make sure the info is correct

low hamlet
#

yup

#

tri-jaw stats?

low hamlet
#

thank you

glacial topaz
#

didn't I include everything already on the wiki ?

low hamlet
#

is it?

#

im updating the creatures page

autumn flare
#

Tri-Jaw has all stats inputted

glacial topaz
#

might add the attack stats later, but I have to know first how the attack works

low hamlet
#

k

#

now the brundle needs content

autumn flare
#

It's a burst fire of 3 shots

#

Yeah I can add the Brundle desc

glacial topaz
#

so just like the mactera spawn attack , but 3 shots?

low hamlet
#

basically, yes

autumn flare
#

With slight AoE

#

The projectile itself is not the sting shot, it arcs as well

glacial topaz
#

any damage from the projectile before it explodes ?

low hamlet
#

so we need to add the deeptora bough wasp nest, the cave angel, the gniffer, and the two dreads to the creatures page

glacial topaz
#

well, I didn't have much luck finding all of the stats for those creatures

glacial topaz
#

attack added

autumn flare
#

Also by the way

#

There's a new maggot variant I believe

glacial topaz
#

probably, but I think it doesn't do anything special, so not sure what changes

austere fossil
#

If it doesn't do anything like the fungus and magma core variants, is it even a variant?

glacial topaz
#

different color ? name ?

low hamlet
#

different colour and name

#

there's one for hollow bough and azure weald

radiant edge
#

Yea I'm pretty sure they added a new variant, but no special effects by the looks of it

low hamlet
#

it's something that can be mentioned on the maggot page

low hamlet
#

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

#

just add a "these creatures are unique to the biome"

autumn flare
#

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

low hamlet
#

-50% damage resistance iirc

radiant edge
#

I wanna see if I can stack it with veteran depositor and autocannon's damage resistance

#

Become near invincible

indigo kindle
bold plover
#

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.

weary sonnet
#

The cristal buff is multiplicative and should stack fully with other defense buff since it use PST_DamageResistance.

glacial topaz
lyric tide
#

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)

glacial topaz
#

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 ?

low hamlet
#

they do. like other creatures

#

and they kind of rear back and then stab straight out at you

#

ill get some footage rn

glacial topaz
#

for Lacerator is the attack called "Rock Waves" or "Rock Wave" ?

bold plover
#

Stabber vines are considered enemies btw, not just landscape.

analog rock
#

<@&296918282403840000> thx

glacial topaz
#

@cursive turret here

cursive turret
#

The weakness from explosions for Mactera Tri-Jaw missing here

#

we have it here

glacial topaz
#

noted

cursive turret
#

👍

glacial topaz
#

@low hamlet it is "ExplosiveRes" , not "ExplosionRes" btw
fixed

low hamlet
#

k

#

my bad

low hamlet
#
Deep Rock Galactic Wiki

The Fester Flea is a passive Creature found on Hoxxes. It is only found in missions with the "Exterminate Fester Flea" Secondary Objective. The Dwarves can kill a set amount of Fester Fleas to be rewarded with a bonus payout of Credits and Experience upon mission completion.

#

why is this page called fleas?

#

it should be fester flea

#

well, time to correct that

glacial topaz
#

"Mobula Cave Angle" hue

low hamlet
#

someone needs to delete that redirect so i can move fleas to it

low hamlet
glacial topaz
#

interesting that the about and behavior of hexawing is almost the same thing

low hamlet
#

yeah

#

it needs more content

#

could just remove the bit about its behavior in the about to avoid redundancy

glacial topaz
#

well, you guys gonna have to do that one, most I can do is add the HP

#

well, as soon as I discover it

low hamlet
#

this needs to be updated

glacial topaz
#

with what ? might do it tonight

low hamlet
#

fester fleas

#

that might be it

autumn flare
#

“Rock Wave”

#

The stabber vines are also practically instantaneous, they will hit you if you are in range

glacial topaz
#

Can I get which attacks dont appear on miner's manual, that are used by the new creatures ? Like bites or slashes

floral drift
# autumn flare The stabber vines are also practically instantaneous, they will hit you if you a...

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

bold plover
#

Literally just move to a horizontal side and you are fine.

#

Just like mactera.

autumn flare
#

It’s not that simple always, yesterday my friend claimed he was moving at max speed forward (strafing) and it hit him

bold plover
#

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).

manic ridge
#

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..

glacial topaz
#

If you mean biome features for hollow bough and azure weald that is being worked on, as well as other things from that update

manic ridge
#

Ah okay
I guess I'll keep check every now and then to see when its done. Thanks so much!

glacial topaz
#

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

manic ridge
#

Oh good idea!

glacial topaz
#

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 ?

bold plover
#

It's considered an enemy internally.

#

I'd probably use "especially for extraction sequences."

#

Or escape since that can be confused with PE

autumn flare
#

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

floral drift
#

flora + fauna = "flouna"?

autumn flare
#

Faura lol

#

Are there any other upgrades to current content we still need to add?

#

Aka the new mule animation

glacial topaz
#

"Flora, fauna, and other forms of life, such as fungi, are collectively referred to as biota"

autumn flare
#

We could just say "biological organism"

glacial topaz
#

I just used "life", even if biota sounds super cool

autumn flare
#

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

glacial topaz
#

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

autumn flare
#

Yeah I've tested and cave angle takes 5 pickaxe hits

glacial topaz
#

would think shooting would be easier to keep track of

autumn flare
#

I can test a couple guns, but why is pickaxe not as reliable?

glacial topaz
#

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

autumn flare
#

How do you plan to do that

#

If I know some sort of method I could go in and do it really soon

glacial topaz
#

nah

autumn flare
#

Ok...

indigo kindle
#

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.

autumn flare
#

For Cave Angel as well?

indigo kindle
#

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.

bold plover
#

Cave Angel has 100 health, does not scale off of hazard.

indigo kindle
#

Tested on Haz 4. Gniffers get 1-shot by 80 damage Bulldog. Cave Angels don't, but it takes 2 more pickaxe attacks.

bold plover
#

Gniffers have 80 health exactly.

#

Just dumped the values fyi.

radiant edge
#

Quick question about the stabber vines

#

Is that 300 HP per vine or shared between all 3

signal meadow
#

Based on how many bullets it takes to kill one, I'm pretty sure it's per individual vine

sleek jackal
#

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).

radiant edge
#

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

sleek jackal
#

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).

sand lantern
#

Meat Morning once told me RoF updates once per half second

glacial topaz
#

also, I checked the HP for hexawing (80 HP) and mobula (100 HP)

sleek jackal
#

@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.

glacial topaz
#

which scaling ??

sleek jackal
#

RoF scaling (acceleration) for the autocannon

glacial topaz
#

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

sleek jackal
#

What is E?

glacial topaz
#

Euler's number

sleek jackal
#

Whats that?

#

I mean that formula is pretty advanced and kind of hard to understand for people not so highly educated at math

glacial topaz
#

: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

sleek jackal
#

Well most other people I've spoken to also couldn't understand it either and same goes for pi. It's advanced math.

glacial topaz
#

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

sleek jackal
#

On my phone atm, it says
[R(t) = \min(S*e^{Ct}, M)\

glacial topaz
sleek jackal
#

So to me that says:
Starting RoF x ??? RoF scaling Time trigger held, until max RoF reached. Not sure how you actually calvulate this.

glacial topaz
#

"Starting Rate of Fire default is 3"

sleek jackal
#

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.

glacial topaz
#

can't make a math class in there, so the graph should be good enough, with the proper labels

sleek jackal
#

Strangely though from my testing the simple formula:
Base RoF + (RoF Scaling * Shots Fired) = RoF is giving accurate Top RoF values

glacial topaz
#

well, I didn't check all of it, but as you can see from the graph the thing is almost a straight line

sleek jackal
#

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

glacial topaz
#

multiple ones to not have it be all cluttered ?

#

will add on the todo list

sleek jackal
#

Sweet. Im sure people would appreciate it a lot. rocknstone

glacial topaz
#

thing about Big Bertha is that you just have to imagine the graph but the horizontal line is 1.5 units lower

sleek jackal
#

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

glacial topaz
#

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

sleek jackal
#

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

glacial topaz
#

not a specialist on it, so can't help much

sleek jackal
#

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.

floral drift
#

@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:

glacial topaz
#

wtf that sneaky info, the game doesn't even say the starting rof changed, does it ???

floral drift
#

not in-game, no, but it's documented in the Rate of Fire Mechanics section right above the Formula

glacial topaz
#

also, what is that thing about it calculating every 0.5s ? know anything about ?

floral drift
#

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.

glacial topaz
#

well, better to wait for you to confirm it really happens like that
better if it doesn't affect important things to know

glacial topaz
#

for lacerator, what does the rock wave attack do ? I know how it looks, but does it push you or ?

floral drift
#

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 😛

low hamlet
#

is that the one where it does the oppressor like attack that has rock spikes coming up through the ground?

glacial topaz
low hamlet
#

yeah that

#

it knocks you into the air iirc

#

and away from the direction the attacks are coming from

glacial topaz
#

been trying to get the stats, that might make it easier, but I think there are other attacks that can knock Dwarves

floral drift
#

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)

low hamlet
glacial topaz
#

I just have to find the one without aoe I think, unless that rockwave got some aoe to it

sleek jackal
#

@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.

autumn flare
#

The Bough Wasp Nest page is named incorrectly

#

It needs "Deeptora" before it, that's how it's entry is in game

sleek jackal
#

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

glacial topaz
floral drift
floral drift
#

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?

glacial topaz
glacial topaz
#

for hiveguard boss, what is the full name of its spawns ? I know it has sentinel

sleek jackal
#

@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.

bold plover
#

I'd say keep the change since you can rebind the controls.

#

It is also more accurate that they grab onto the claws.

glacial topaz
#

feel it is too generic

kind epoch
#

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]"

glacial topaz
#

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

sand lantern
low hamlet
#

👍

#

should be fixed now

weary sail
#

its missing zhukov's cryo minelets (or is it intentional because its a oc)

sand lantern
gusty bridge
#

also, how do we view hover text on mobile?

gusty bridge
#

we'll eventually make a "temperature" page and we'll need all sources of hot and cold

glacial topaz
gusty bridge
# sand lantern

always wondered why they used the clip size icon for stunner

analog rock
gusty bridge
#

ah cool

worldly salmon
glacial topaz
#

nice

#

also is that drilldozer thing even true ?

worldly salmon
#

I believe it is

#

I’ve seen it a few times

#

A deep dive a few cycles back had an express situation like this

glacial topaz
#

doesn't happen if it is the front part ?

worldly salmon
#

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

glacial topaz
#

is it even true that it can happen

austere fossil
#

Not sure about the Korlok (my gut says no), but it definitely can kill other stationary enemies.

glacial topaz
#

and is the nexus a mini boss ?

austere fossil
#

Nah, I'd do

...mini bosses stationary enemies such as...
at a minimum

glacial topaz
#

bet-c isn't that stationary, will it kill it before she gets out of the way ?

analog rock
#

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.

glacial topaz
#

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

bold plover
#

The drilldozer does 99999 damage iirc.

radiant edge
#

I believe the dozer only instakills korlok if the shell is exposed

#

Otherwise its still immune to all damage

bold plover
#

Negative.

#

If it even hits a sprout it dies.

radiant edge
bold plover
#

That's unfortunate, lol.

#

I drove Doretta into a sprout in experimental U33 and it died.

radiant edge
#

Yea, sounds like its changed in U33

autumn flare
#

I've seen it happen with a spitballer before

floral drift
#

🤔 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?

worldly salmon
#

That’s a thing now?

#

huh

bold plover
#

Yeah, that is why Praetorians and Oppressors die when they use certain attacks on the drilldozer.

#

It like becomes an extension of themselves.

floral drift
#

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.

glacial topaz
#

drilldozer head being able to make to the pod appears on the main article and on the trivia section, should both be kept ? or

autumn flare
#

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

glacial topaz
#

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

gusty bridge
#

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?

#

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

glacial topaz
#

what are you trying to discover

weary sonnet
#

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.

glacial topaz
#

what thing that uses boss 2 scaling can appear on DDs ?

indigo kindle
glacial topaz
#

isn't it odd that the korlok hp table shows the hp for DDs then ?

floral drift
#

do any of the Dreadnoughts use Boss 2?

gusty bridge
glacial topaz
#

not really, for the dreads

gusty bridge
#

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.

gusty bridge
floral drift
#

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! 😆

gusty bridge
floral drift
#

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.

half torrent
#

@gusty bridge if there're any specific things you'd like to know, I'm pretty familiar with the M1K too

gusty bridge
half torrent
gusty bridge
half torrent
#

Hits to Kill - T4 Armor Break - T1 Dmg - Both

#

these are the things that'll affect breakpoints

gusty bridge
#

hits to kill is assuming all shots hit armor?

half torrent
#

yup, I have one for weakpoint but honestly it's just 1-2 shots for normal enemies

#

cept 3 for guard

weary sonnet
#

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.

sand lantern
glacial topaz
#

? also would it be better as a hover over, or trivia section is fine ? achievements page

autumn flare
#

That makes no sense

austere fossil
#

It means you can fail a haz4 and not mess up the achievement

autumn flare
#

I know what it means but it's hardly worded correctly

bold plover
#

The floor is floor.

austere fossil
#

I was gonna suggest

Note: completing/failing a non-hazard 5 mission won't interrupt the streak.

glacial topaz
glacial topaz
low hamlet
#

eh

glacial topaz
#

wait... it talks about rock solid which is haz5, but what about this ???

low hamlet
#

wdym?

low hamlet
#

alright. no idea

glacial topaz
#

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."

gusty bridge
#

do falling stalactites cause stun?

gusty bridge
glacial topaz
#

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 ?

low hamlet
glacial topaz
#

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

thin willow
#

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.

indigo kindle
low hamlet
#

it doesn't

#

you are still slowed a lot if you dash with the stun effect from a slasher or a shocker

floral drift
#

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?

bold plover
#

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.

worldly pier
#

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.).

gusty bridge
#

i think ely covered this earlier

#

we were talking about adding a movement speed page

#

difference between additive and multiplicative modifiers to speed and sprint

low hamlet
glacial topaz
glacial topaz
#

what is the correct name for the hiveguard ??? the page is called "Dreadnought Hiveguard" but the infobox says it is called "GLYPHID DREADNOUGHT HIVEGUARD"

weary sonnet
#

Dreadnought Hiveguard
Sources Crowdin text for: MM, In game name

glacial topaz
#

perfect

#

gonna have to change the image name then

gusty bridge
#

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?
weary sonnet
#

Not sure how the math works for beast master, I would have to test it in game to be sure.

gusty bridge
#

fair

#

Would be nice to have a statblock for the various types of "Steeve"

#

Grunt, Slasher, Guardian, & regional variants i suppose.

gusty bridge
#

what's the base shield recharge rate?

#

after the base 7 sec delay

robust raptor
#

How tall are the drawes?

glacial topaz
#

1.5m

#

if that is a misspelling of Dwarves

low hamlet
#

if you test that to the size of other things in the game the logic of it all falls apart very quickly

glacial topaz
#

how

low hamlet
#

take the bulldog rounds for instance

glacial topaz
#

what about it

worldly pier
low hamlet
#

there's a creature audio page?

worldly pier
#

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).

glacial topaz
#

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

glacial topaz
#

unsure if I call it Drilldozer or Doretta

autumn flare
#

It's called the Drilldozer

#

P sure the company advises against naming

glacial topaz
#

Doretta it is then

autumn flare
#

No, Drilldozer

glacial topaz
#

@autumn flare you are messing with the og dreadnought image, leave it as how it is

autumn flare
#

Capitalize it

glacial topaz
#

right right, later

worldly pier
#

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.

autumn flare
#

Yeah true

glacial topaz
low hamlet
low hamlet
#

good work btw omega

#

👍

glacial topaz
#

oh, that's unexpected, didn't think I did anything different, what did I do (?)
Thanks though rocknstone

low hamlet
#

all the audio files :)

#

and i got the bough wasp nest uploaded and implemented

#

i got all the bees off it too

glacial topaz
#

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

worldly pier
#

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.

gusty bridge
#

Is Heat Radiance 3m or 5m?

indigo kindle
#

3m for both damage radius and max damage radius.

gusty bridge
#

ok so does the in-game description say 5m? or is the wiki just in need of a small correction?

austere fossil
#

In-game description says 5m

glacial topaz
#

after today's patch is it still saying 5m ? with the actual value being 3m

low hamlet
#

i think we correct the description then

glacial topaz
#

not really

low hamlet
#

why not?

glacial topaz
#

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

indigo kindle
#

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.

gusty bridge
#

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?

low hamlet
#

it probably doesnt work

#

yeah

#

that's what i was thinking

gusty bridge
#

Omega? Ely? thoughts?

glacial topaz
#

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

low hamlet
#

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

glacial topaz
#

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

austere fossil
#

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

glacial topaz
#

well, asteriskssks works too

#

hoverover for pc asterix for mobile, text doesn't get longer everyone is happy

austere fossil
#

In Heat Radiance's case I assume a link to the explanation section would still work.

glacial topaz
#

it is back now

austere fossil
#

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.

glacial topaz
#

doing the same for cryo ?

austere fossil
#

Yeah, I'll do that real quick

#

Done

floral drift
#

last count it was 53, i think?

glacial topaz
#

other than pickaxe and LS , example ?

floral drift
#

one sec, gotta find it...

#

those are all the things in weapons that are either listed incorrectly or not listed

glacial topaz
#

being not listed is fine

weary sonnet
#

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.

low hamlet
#

it'd definitely be easier to add a little thingy in there

weary sonnet
#

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).

glacial topaz
glacial topaz
#

fixed it

signal meadow
#

Mactera Brundle's description on the general creatures page says that it has no armor, looks like an oversight

floral drift
signal meadow
#

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.

austere fossil
#

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

signal meadow
#

mb

gusty bridge
#

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?

glacial topaz
#

Description is like it is in game

gusty bridge
#

agree

glacial topaz
#

are you planning anything ?

gusty bridge
#

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

glacial topaz
#

give an example

gusty bridge
#

ok one sec

glacial topaz
#

as of now I think it says the in game effect + extra details if needed between parenthesis

gusty bridge
#

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)

glacial topaz
#

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,

sand lantern
#

...fishers gonna fish

radiant edge
#

Plus if any extra explanation is needed, there's usually a "Unique modifications" section further below

glacial topaz
#

is it still a thing ? the number of caverns, which I guess should be called Rooms

low hamlet
#

yeah i believe it is

glacial topaz
#

the mission pages are really missing basic things, and something so common shouldn't be low priority

tiny echo
#

hey all theres someone here that watches the dev stream and tracks what they say right?

analog rock
acoustic scarab
#

You got some feedback on the spreadsheet?

tiny echo
#

nah i was looking for the most recent streams regards the damage doretta takes

acoustic scarab
#

I've only watched Thursday, will probably add both today

alpine hamlet
#

Ah yoshkin you're the Google Doc guy, nice work.
And the most unusual ping bringing me to this channel

acoustic scarab
#

So unless the talk about Doretta and bug pathing came from someone's suggestion, you're on your own, sorry

glacial topaz
weary sonnet
#

It is.

signal meadow
#

yep

#

it was quite the meme

kind epoch
#

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

bold plover
#

No wonder why I can never hit those damn adult shellback eyes. I bet the tail is even worse.

glacial topaz
#

manually

trim plover
#

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.

glacial topaz
#

:S forgot that was a thing, let me fix

trim plover
weary sonnet
#

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.

#

The problem was that each creature is colored differently and not always based on armor/weakpoint.

glacial topaz