#wiki-related-chatroom
1 messages · Page 52 of 1
I know that both seems to be correct, and if both can be used I would rather use a third word
lol
is this all true ? not counting all the typos, just information https://deeprockgalactic.gamepedia.com/Glyphid_Dreadnought_Twins?curid=4879&diff=22454&oldid=22425
azure weald features were added as well, but it is quite incomplete, with the blue rocks part not mentioning the resistance gain
specifically
or particularly
i know they are invulnerable during the health sharing at least. the bar greys out
Magic crystals give 50% damage reduction for 15s to enemies and players.
Magic holes is 30% speed boost for 15s for enemies and players, with the addition of low gravity (~50% lower) for players.
wasn't even aware about that armor sharing part, what is even "net regenerative gain" ???
I presume that is a fancy way of saying they're both technically healing when they share health
i.e. "sacrifice 65 hp to give teammate 90" sort of healing logic
about that, there's a relation between the complexity/length and how big the caverns are?
Afaik the twins cannot heal anymore, they just share health.
I mean, can you increase length without increasing size ?
yes tbh I was just tired to see it empty so I put stuff there despite incomplete xD I let you add the correct infos I don't have
and yes the twins "heal" when their health difference is too large
that they can share hp I know, the problem is if the total stays the same or not
also still unsure about that one:
I wonder if the info I added on Exploring My Options back when I was a greenbeard still applies
It gave me the achievement when I chose a Bosco upgrade, well before I was able to unlock any weapons
That was before 1.0
I can confirm there is a net gain of health when they "share". The greater the difference before sharing, the bigger the gain. (One of the twins will still loose a little, but gives back way more than what was lost)
I don’t think they always heal when the difference is too large, either
It can be a difference of like, a tiny segment of hp
I’m not exactly sure what triggers it in that case
When did it changes? Daga said the opposite about two weeks ago (well it was on exp build):
#experimental-discussions message
P.S. I didn’t check it in game to be sure, but it is doable since the damage stat allow to see the missing health.
One of the patch notes for the hotfixes mentioned it.
Ok, ty
Hotfix 2:
- Tweaked the Dreadnought Twins health exchange so it is no longer a zero-sum game resulting in a net gain of HP. The amount of gain depends on the difference in HP. The greater the difference, the greater the gain.
ok so previously it was Zero-Sum and Lacerator gives up 100 hp and Arbalest gains 100hp
now, depending on the health difference, lacerator gives up 100 hp and Arbalest could gain 150hp. and this is the intended setup.
did i read that right?
I think the first iteration gave them a fixed amount gain of hp back every time, and now the gain id proportional to the difference of hp between the twins.
correct ? will, just fix the words in that case
U33 allows Dystrum to spawn in OSR missions now, too
Oooh cool. Was always confused as to why only point extraction
The devs hate dystrum, take my word for it.
why?
gonna upload a new image of the fester flea
that's actually the fester flea
there it is
Looks good
how does damage resistance calculations work again?
e.g. HAZ 5
Slasher as a -30% resistance to explosive and 108 hp
Guard has a +30% resistance to explosive and 324 hp
how do I calculate how much explosive damage to kill them using those values?
is it:
for a -30% resistance I divide their hp by 1.3 ?
and for a +30% resistance I multiply their hp * 1.3 ?
Uhhh... Creatures mobile page acts interestingly
that'd be something to ask ely/cyrob about
why's the crassus page displaying the weakpoint data in the preview
The generalized formula is health/(1-resistance)
This means that if Lootbugs had 30% Explosive resistance their eHP would be 100/0.7=142.86. Conversely 30% vulnerability would be 100/1.3=76.92.
This formula is derived by summing up how much damage would need to be done of a particular element multiplied by the resistance, and then some algebra. Like, if an attack only did 100 explosive damage, the 30% resistance would reduce that to 70. Another 30 would do 21, 9 => 6.3, 2.7 => 1.89, etc until 100 damage had all been done. Adding up all that damage totals up to 100/0.7 exactly. Similar derivation for vulnerability.
So in total, an enemy’s eHP is Base health * Difficulty Scaling / Elemental resistance for whatever element, hazard level, or player count you choose.
there is IFG , weakpoints and other stuff too sometimes
I’d argue those affect the attack more than the creature’s eHP
So If resistance is +100% then they take 0 damage of that type/ have effectively infinite health against that type ?
And if resistance is -100% they take double damage, effectively have half health against that type?
@gusty bridge yes, you got it right.
all of theses are multiplicative with each other.
about all of that, we still have to check for weaknesses for the new U33 creatures, think the only one I heard and included were brundle and tri-jaw, no idea about the others
that, and know if the fester flea freeze values changed, I know they die now, but not sure about value changes
Will I make a damage calculation page? With sample calculations done out? To cover the major types of damage, resistance, weakness, modifications etc? We already have a very good area damage page. This could be in the same vein.
it makes more sense to make a formula page then, not only for damage, but for every single formula we can think of
Not counting that the way area damage works isnt that simple compared to Single target, so dont see a big reason to have a whole page only for it
uhh... I made the Loot Bug page actually neutral now, hate on me later
? ?
also, oddly enough the mission navbox is different depending on the article even with if it is the same one
, but, why is Machine events in here ? I can see BlackBox due to it being a mission on deep dives, but machine events seems like including secondary objectives, cargo crates, lost packs, korloks, etc
I mean, you can
if you're about to call me a loot bug lover you'll eat those words right up... in maybe a week or month or idk
Machine Events because it counts as an objective upon failure/completion whereas all the other 'optional' events don't
secondary objectives are supposed to be in that list as well but they are too simplistic so you'll have to decide on that, guess all of them in one page like machine events would make sense but still simplistic objectives generally
ohh you already did https://deeprockgalactic.gamepedia.com/Gunk_Seed#Locations_.26_Gathering
I.
That thumbnail.
fixing brain fart
things to think about, even though it might appear on the same section on mission end screen it looks and feels so odd, maybe it is the name of "missions",
right, I was talking about this
Tyrant Shard also appears in the same section but I'll never call it a mission anything
looks more like a task list, or objectives to-do
missions looks more like what you are actually going down for
yet it's the only thing that actually appears there out of the optional events
missions - special events - secondary objectives
I've always kinda viewed machine events as secret objectives considering management is willing to up your payment for doing them, but if that's not fine then I still to this day don't understand how Fester Fleas count as a resource
Code-wise or lore-wise?
game
management doesn't really reward you for doing things they didn't ask you to do, but if you bring back extra loot you'll get paid accordingly, bringing back doretta's head or fixing BET-C yield no rewards but machine events are a case where they didn't ask you to do it but reward you anyway
Doretta's head won't cover how much drilldozer costs
You don't bring BET-C with you, therefore saving BET-C only helps you, not DRG
Machine events have something to do with scientific guys in company, at least kursite one does
Fester Fleas breed rapidly and have a bad habit of getting into some important machinery parts and breaking it, that's about how it was stated back then when they were added. Basically, by paying us a bit of money DRG excludes potential bigger losses and prevents getting their breed out of control in caves
Also, afaik you get extra reward for activating events, not completing these
idk about that
yeah i think even if you fail the event, it's marked on the end screen
completing it just gets you access to the core infuser
having a brain fart rn
how do i force the position of the header nav again?
ok i fixed my brain
im going to try to get a new minehead picture
can we just use this?
yeah
the current one is very outdated
and it's only used on the minehead page as well, which makes things easier
uhh one sec
looking forward to a nice template decision later on
here's a new minehead turret image
oops. there's a little extra pixels. 1 sec
there we go
the white outline is a discord thing
we need a description on https://deeprockgalactic.gamepedia.com/Glyphid_Oppressor
was that supposed to be U33 or ? appears on some recent changes
u32
i put that in there since im not sure if it's up to date for u33
so people know to look over it
Which page?
do we have any numbers on the base shield recharge rate?
how long it takes to regen 25 shield (or 30 if you have overcharger) from 0. not counting the regeneration delay
it seems to be roughly 5 seconds
recording it with mods and without should work I guess
yeah maybe get it by frames?
i'm on xbox so best i can do is clips etc. someone on pc would likely be more accurate.
but 5 seconds is my first estimate
will check with and w/o mods tonight.
Is there any info on guardian weakpoint health?
which do you mean:
- Glyphid Grunt Guard?
- Glyphid Warden?
- or Glyphid Sentinel ?
Hive guard
so damage required to break the 3 armour points and expose the central weakpoint?
For the shield recharge rate, that was the only thing I didn’t test on shield, mosly because I ran out of time during that test and forgot it afterward.
No data gathered on the hiveguard on my side for now.
(I know, not very useful, just wanted to let you know I don’t have the data.)
looks like it is 200 HP, 50% resistance to radial (explosive?), no sure if it scales or not
Resistance to radial? Radial resistance would mean resistance to any AoE attack, this is a first.
"RadialDamageResistance"
Explosive resistance in the files is called res_explosive or something like that, you can’t mix it up with something else.
RadialDamage is how they call the AoE part of pretty much any attack.
That would match what the devs said in the stream, I didn’t expect it would be implemented that way though.
trying to figure out how to add all of that on the wiki
Is BC projectile "radial" by the way?
Folded one?
is that 200 hp is fixed for all hazards and player count ?
That is unlikely.
It probably scale the same way than the main hp
The explosive goodbye is radial damage for the BC and it looks like there is another component as well, not sure which one.
so... ideas ?
went with "Destructible spots"
if anyone can confirm the HP scaling, that would be appreciated, don't forget the resistance
alright. just did a lot of work towards updating all the formatting on the tables on the accessory page
going to try to wrap that up nice later today or tomorrow
what is changing ?
Anyway, trying to figure out how to handle the AC rof graph, I updated the one I had based on MeatShield's sayings, I also have the version with Big Bertha, but not sure if the best way is to just make 1 graph for each combination, or figure what is the best way to label each line
lots. go look
this kind of thing doesn't benefit much from plotting every combination (reference my graph attached to these messages #wiki-related-chatroom message ). i'd say just plot the baseline graph, and then one for each individual mod/OC, but no combinations.
- Default
- T2.B
- T2.C
- T3.A
- Big Bertha
I like having all of them for comparing
are you talking about your own personal reference chart, or for displaying on the wiki?
wiki
yeah, this is a judgement call. you want to display all the combinations, but if you display the data too densely it starts to lose meaning. maybe have a three graphs: one of the five baseline, one of every combination of 2, and one of every combination of 3?
- Default
- T2.B
- T2.C
- T3.A
- Big Bertha
- T2.B + T3.A
- T2.B + BB
- T2.C + T3.A
- T2.C + BB
- T3.A + BB
T2.B + T3.A + BB
T2.C + T3.A + BB
well, but first we have to check how to make sure each line is easily identifiable, against colors due to colorblind people
Why not just two separate graphs, one for normal and the other for BB
that was my plan yes, but how to make sure each line is easily identifiable when you have 6 lines ?
Dotted, dashed, etc.
well, 3-4 might be fine with that, but 5-6 will most likely get too hard to notice the difference quickly
- Fixed Gunner's Heavy Autocannon with Big Bertha OC + T2 Lighter Barrel Assembly (without T3 Supercharged Feed Mechanism) does not apply T5 Damage Resistance buff.
Also just noticed this in the patch notes today, guess that means that flickering bug is gone now
it is. this also fixed T5.A Feedback Loop not giving +20% damage with the same combination
i've already updated the Autocannon page Rate of Fire Mechanics section accordingly
Very nice, always wanted to try out some builds ever since I found out that BB with the RoF growth mod would basically provide a 100% uptime on RoF bonuses if it weren't for that bug
~~ ~~
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
** ~~ ~~ **
** ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ **
** ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ **
*The bold part failed... still gives six types of lines, if you double/triple the thickness of the lines for the repeat
any true ?
It is part of the glyphid familly group that part is true as for the spawn not sure about the large part.
"It's theorized that the Brood Nexus is a completely separate genus, somehow able to replicate the DNA of other species"
doesn't that say they aren't sure it is a glyphid, and that the glyphid name might just be that the Brood Nexus in there spawns glyphids
Well it has Glyphid as a prefix and it sorted and in the MM as a Glyphid, but the MM description is doubting it indeed.
In the files it is not in the spider folders, my bad, it is in its own folder as EnemySpawner.
from "stationary Glyphid type" to "stationary enemy type" should work either way
or creature type
other than that, only that lengthy description got added to leech
How is this ?
added it to the page alongside a table, if anyone wants to see it, Big Bertha one being added later on
https://deeprockgalactic.gamepedia.com/"Thunderhead"_Heavy_Autocannon#Rate_of_Fire_Mechanics
some constructive feedback: because it's modeled as a min() function there should be definitive corners where the e^x functions intersect the flat lines at Max RoF. i'm guessing that the data you're plotting is generated using intervals of 0.25 sec and then interpolated, which causes the rounding. maybe decrease the interval to 0.1 or less for more precise plots?
doing it every 0.1 presents barely noticeable differences, but better make sure of everything before uploading a new version
, actually I will do it for every 0.02 seconds (50 times per second), well, now that is a bit more different, result:
i like that one a lot better
just, make the dot/dash lines and i think it's golden 👍
I just have to figure out how to merge the 2 files / layers
What does this sentence mean: "When it comes to dealing damage to break the weakpoints weakpoint damage don’t apply." on this page: https://deeprockgalactic.gamepedia.com/Glyphid_Bulk_Detonator
It makes it sound like doing damage to the detonator weakpoints doesn't do extra damage.
It is only for the damage taken into account for breaking the weakpoints, not for how much damage the creature will take.
So if you do 100dmg to a x3 weakpoint that has 200hps, then the weakpoint takes 100, but the bulk takes 300dmg?
yes
update uploaded file, there is a table to, should it have the "time for max RoF" too or something else ?
at this point, the time to max RoF is the last thing not included in that table
when i wrote that section originally i just presented the variables and formulas so that people who were invested could figure it out for themselves, but now that Omega is making the charts and tables it makes sense to "complete the set" so to speak
if you remember anything that would gain with a visual representation don't forget to say
if anything, maybe uploading a gif onto the Accuracy page to show how all the pieces work together? i already have the Visualizer programmed in my Calculator, so i would just need to make the gif and have someone upload it
uploading is the easiest part
left side, upload file, just make sure to give it the proper licensing
when i tried to upload the Subata Recoil per Shot i ran into some issues
not sure I can solve that, but let's see, error messages ?
the errors were months ago, when i made that page
i'll try uploading a file to Accuracy and let you know how it goes
which gun do you think would be the best demonstration of the system?
depending on how different the guns are, have 1 example for each case ?
that's 8 gifs, without accounting for Accuracy mods/OCs
I know the stubby is all about vertical recoil, and LS is all about accuracy increasing,
subata would be the only neutral one ?
probably either Subata or BRT -- neither of them use Spread Curves
if to pick only 1, subata , maybe because I am driller, so
back to the other thing, how is this for Bertha
good, but the special case with T2.C + BB w/o T3.A (Min RoF = 4 = Max RoF) gets a little lost having 3 other plots cross over it as well as running on top of a major gridline. i have no idea how to improve that though, sorry
running into an issue with screencapping the visualization -- even at 60 FPS it feels like it's missing frames, a little choppy
i render it at 100 FPS, maybe that's the issue...
no export settings that won't require screen recording ?
😕 sorry, no. i mean i could export the hundreds of data points used to render it, but i don't think it would be meaningful
is it a problem with recording - calculator , or gif - recording ?
it's a problem where the calculator renders the visualization at 100 FPS, but the screencapping software i found at the top of Google results maxxes out at 60 FPS
OBS ?
I mean, I am sure you can convert MP4 / video file to gif somewhere
OBS looks like it's capped at 60FPS too...
ok, yeah, i got it. 100 FPS recording in .mkv format
it didn't come out of the mkv-to-gif conversion process very well....
do you need to convert it to another format first ? are you doing a 100 fps gif ?
still happens ?
also, the doretta head thing again lol
That last sentence is a whole lot of nope.
fixed, but do you still get beer lines ?
eh ? is this true ? "Macteras are flying insectoids that tend to provide a support role to the other enemies"
a lot of stuff got added to the creatures page, describing groups and all,
https://deeprockgalactic.gamepedia.com/Creatures?curid=816&diff=22595&oldid=22468
I can see warden being called a support unity, but mactera seems a bit forced and unrealistic...
Goo/Frost Bombers are arguably support, providing AoE slows vs players
Spawn, Tri-Jaw are more attackers
Brundle is a damage sponge
maybe Grabbers "stunning" players could be qualified as support, but that's kind of a stretch
so glyphids are support too, slasher, web spitter,
is support just being able to give player a bad status effect ?
let's just leave it simple -- Warden is a Support because it directly buffs its allies, but the Mactera aren't because all of their attacks/moves interact with dwarves and not other bugs
rather than try to provide a nitty-gritty technical definition of what a "Support" is
Naedocyte Crusiers in Dense Biozone are omitted from the Naedocyte paragraph in the first screenshot -- it only mentions Breeders and Hatchlings/Swarmers
how is the gif going ?
i haven't tried since the last time we talked about it. if you want to try making it, be my guest
i'm neck-deep in a major refactor of my code right now
been coding for the past 5 hours, no signs of stopping for a while
no rush
is this correct " by burrowing up out of natural terrain" ?
is it any true that mactera try to spawn outside the player line of sight ?
Macteras don't have animation of unburrowing because lore-wise they can't dig. They spawn in air without any reason for them to appear, I'd say spawning them out of sight is the only way to make it look like it's supposed to be
Wait, there possibly are digging-out particles, but still mactera has no animation of burrowing out
I saw macteras spawn in front of my eyes plenty of times
but maybe they actually tried to spawn out of sight of another player, and it happened to be on my sight
How many times did they spawn outside your line tho, some tests or confirmation would be nice
Where should info regarding earthquakes be put into?
https://deeprockgalactic.gamepedia.com/Equipment I was looking at the Equipment page and noticed some rather odd details towards the bottom. If this page only goes over the items related to the Equipment terminal, then wouldn't including information on things like the Mine Head (Point Extraction) and the BET-C be irrelevant? I think the entire sections on Robots and Support Drops could be removed entirely.
Deep Rock Galactic provides their employees with a huge arsenal of Equipment to choose from, designed to assist the Dwarves in extracting resources and eliminating threats. All of the classes carry several items of Equipment at once - a Primary Weapon, a Secondary Weapon, two Support Tools and a Throwable item (such as a grenade).
For weapons, ...
From my experience, Mactera spawns have the "burrowing" vfx and sfx, but simply spawn in midair with no animation
And I don't think line of sight factors into their spawn rules
^ i've seen the same
I am not sure why the article tries to group all mactera by characteristics when it fails to do that, says they have 6 limbs when a lot have only 2-4, and also mention glowing abdomem, which I don't see anything glowing on the goo bomber
if it's not in the miners manual or a description, then it's just speculation
anything that isn't true to that or true to in-game appearance should be deleted right?
don't we have stats on swarm makeup etc? we shouldn't be using terms like "generally" if we have numbers
it's nice to have more descriptions, but we need to make sure they're true to ingame or to the miner's manual.
what are you referring to specifically
not enough swarm stats to make an article or mention anything
ah right, i thought we had % chance for upgrade from Praet to Oppressor, and swarm size/makeup stats or spawn rates etc already?
ok so it's a sample based on miners manual data.
are mactera referred to as Support anywhere in game? Mactera spawn are ranged offense rather than support right?
last I remember we know a lot of variables, but not how they are used / considered, the oppressor chances might be known, but there is probably other stuff at play, Ely probably knows more about what is unknown
ah ok
and no need to ping if I am typing here
we just removed the support mention
sorry, was typing a reply to your other message. forgot that it pings when i hit reply.
cool
seeing that mission pages are being changed, and talking about mining expedition, shouldn't it mention that it has swarms ?
Some enemies can only be spawned once, on mission load, like cave leeches or breeders. You better move them into another list
@floral drift thoughts on the above re: weighted distribution?

there are two ways to look at DRG's probability to spawn any specific enemy. the first way is to gather all of the "Spawn Weight" for each enemy, the "Spawn Pool" for each hazard level, percentages that Grunts will be promoted to Slasher/Guard, Praetorians to Oppressors, etc etc.... and then put it all together for an educated guess of the probability that any particular enemy spawns. Ike has been maintaining a spreadsheet with a lot of these variables, but to the best of my knowledge hasn't figured out the last step of synthesizing the aggregate probabilities.
the other way is to play the game enough at a certain Hazard level to get such a large dataset of kills in the Miner's Manual that you can calculate the probability directly. that's the method that I used for my Calculator, and what you referenced earlier. it's a much more empirical method, but it glosses over the entire spawn probability system so it wouldn't be very good to add to a wiki article because it's only valid for Haz4/5, and not the lower levels.
for what you're interested in, Rob, you might want to get in contact with Ike and ask to see his spreadsheet. that data would probably be worth putting into an article, but you would need to do a lot of heavy lifting to copy/paste it all into a meaningful format and then discover how it all works too.
well, there is a lot more than Spawn Weight and Spawn pool, at least like 6 number variables from my collection, with some booleans too
Good stuff. Thanks for the explanation. Both are useful sets of data. Though the "kills" method leaves out bugs a player was unable to kill/ fled from etc. I'll c have a chat with ike if you can put me in touch?
Yeah getting close to an exact number for any of them will be very damn difficult for sure
kills seems like the worst method to use alone
Ike#2234 -- i'm pretty sure he's in this server
@sand lantern are you able and willing to look into Gunner's Incendiary Grenade and Engineer's LURE files to find the exact values of how they work? they're a little under-documented in the Wiki right now
Is the incendiary grenade not as simple as just providing a flame DoT in an area?
it has heat source values, I am not entirely sure but it might be that + the damage DoT, didn't check if it was fire, or heat damage though
think only value I have no idea is how long the flames last, and also how it works in game
any true ? bough wasp nest
currently true. not necessarily going to be that way forever. it seems that the Wasps lack a direct hitbox, but are killable by any Area Damage. I was able to kill a swarm with Autocannon shooting the ground beneath the swarm. i haven't tested if Flamethrower works on it.
seems not intended
what about those hiveguard tips, that resupply one seems a bit too... odd
Small issue: M1000's T1B damage mod says "+20% damage" when in the game files it's flat +10.
it says +10 because 20% of 50 is 10, I think it's like Healthy says +20 instead of +18%
This is the value I'm talking about. Can't be more straightforward than that.
10 is 20% of 50, so it isn't wrong
It's just implemented additively instead
M1000 damage is (50 + 10) * 0.6 if T1.B and Hipster are equipped
I'll look into it
It isn't wrong per se, but it doesn't display the real game data value, either. Maybe add a tooltip showing that it's actually flat +10? People might have issues understanding how multipliers interact etc.
just replace it if files say +10
why would you write "false info (tooltip: true info)" ?
anyway I modified it
Do the reverse
+10 Damage (In-game description says +20%)
Something like that
in-game description doesn't say +20%
it was just the wiki that said it, so I assumed it was an info in the files, but greyhound said it wasn't, so I don't know why someone wrote +20% to start with
Oh, what about the weapon stats when hovering over the mod?
Oh ok so it was just the wiki that was wrong
Healthy is correct, it's a x1.18 multiplier in the game files.
I've created a spreadsheet that adds up the prices of all the upgrades, overclocks, and cosmetics (except the limited time offer ones and the ones from crate) and I was wondering if any of the wiki editors would like it
CRSPR kills the cloud 👍
I'm curious, what's the grand total?
how big is a bug? like what size (in meters) are Grunts?
For future cases like what GreyHound brought up for the M1000's T1B damage mod, we add the real value in the wiki since it being additive or multiplicative can matter, the only place where we directly put the in game value is the mod description.
we simply test it with different mods to see if it is a flat or percentage, such as overclocks, so everything is correct, that didn't change
the really bad thing about using flat is that order matters, with % it won't
You have a "total minerals" row ?
Now I know why I am always looking for more jadiz haha.
does drg work on linux
searching "drg linux"here, I guess it doesn't work officially, but there is ways around it ? and it doesn't work as good as on windows
interesting thing
True. Damage can be stacked if multiple pods are dropped at the same time.
Tested it myself quite a while ago.
Linux not officially supported (and no plan to do so were announced).
Current support is to use a windows emulator on linux, or similar, to be able to read the .exe, with some bugs happening depending on the version of the game, the distro and the emulator.
Do the +Mining Rate modifications on the Driller's Drills effect fuel efficiency at all?
Disclaimer: I do not claim to know any of these statements as 100% true, all my knowledge about this is based on my own experience and testing in the game, if anyone reading this does know 100% how the game works and detects mistakes in my explanation, please correct me. Thank you.
Now on to my theoretical answer to your question:
I believe the fuel is based on time so, according to my theory, the +Mining Rate modification should not affect the time you can spend drilling until you're out of fuel, however, it allows for faster drilling, making it so that if you are in movement, for example by turning your camera angle, or moving sideways, the delay between the "drilling" action (the moments when the drills destroy terrain in a square/rectangle shape) is reduced, meaning that you can drill much more over a wide area with proper movement, however, if you're asking about digging a tunnel in a straight line, the first upgrade does improve the distance you can make out of your fuel slightly, yet considerably over long distances (since it prevents your character from bumping into the wall before the next drilling action occurs), but the second doesn't, and is only benefitial to your fuel-used/drilled-terrain ratio on situations where your position can change very quickly (for example using dash and jumping and drilling in the air in order not to lose speed, releasing the brakes on a zipline, or any other method of achieving great speeds).
That would refer to the drilling part of the drills, but the drills are also a weapon, so I feel like I should also cover that matter.
In my testing, the +Mining Rate does not affect the damage against enemies or the speed at which they take ticks of damage, thus it does not improve the DPS of the weapon or its status effect (stun/fear) infliction rate.
thanks man, i had a suspicion that fuel was based on drill time. though if that is true, then faster drills (and movement) means less time to drill a 40m tunnel. so less drilling time = less fuel right?
@lost perch
?
like for example, you run your drills to 100% overheat and walk in a straight line drilling. you'll get further with the faster drill speed right? so you'll drill a longer tunnel for the same fuel? assuming you're drilling in a straight line of course
Mining speed on drills = rate of fire on any other weapon, you dig faster at the cost of more fuel consumed
But there's 1 problem: you dig faster then you walk, so approximately 1/3 of the time you literally drill a thin air
this is what i was worried about
What leads to more fuel consumed per meter
thanks for clarifying
This should've been changed in latest hotfixes
While I don't usually count, Bosco isn't staying in lighting position forever, besides that timer is quite small
Seems to be close to reality
@lost perch can correct me if drills have been updated since u32 but i have done testing on multiple patches for drills
no drill speed and 1 speed are comparable for fuel efficiency, 2 speed is only slightly worse, by about 2m per straight line till overheat
you can circumnavigate the fuel inefficiency by tap-drilling but this method is worse for heat management
Yes, u can do tap-digging, but does it worth it?
Because you could double your damage instead
How
Another upgrade in T1
im a bit confused, im only talking about fuel efficiency for digging
i mean it demands some extra brain activity to save an ammo
right but what do you mean damage? you mean taking the damage mod over the speed mod?
the speed increase from 2 to 3 is noticeable; it allows you do outdig the bugs movement speed
the fuel inefficiency is negligible and is not a required technique when using 2 speed drills
yes
drills are not your primary combat tool, nothing wrong with a melee build but if you are not specc'd to actually use drills constantly in combat they should be mainly used for their stun/cc in tight spaces, or to deal with shockers/swarmers under certain circumstances
and for traversal
but this is a whole separate discussion than just stating the numbers
the fuel inefficiency is negligible and can be compensated for if you really want to gain the 2 meters by releasing drills momentarily
The drill armor break tho
true but usually the armor be broken by teammate so i never considered it 🤔
and crspr ignores armour that might be outdated actually but i cant remember while cryo negates it
: ^]
Not that I ever used for that, only that time I wanted to mess with prae
"The Flamethrower also has several other unique aspects; it has minor armor piercing abilities due to not using bullets or explosives, and it can damage enemies through their armor plates (such as Glyphid Praetorians or Glyphid Grunt Guards) albeit at a reduced rate"
according to wiki
i wonder if you strip the armour (eg from a distant PGL shot) do they take increased direct damage from CRSPR?
also, (since you pinged me and are here; more about drill fuel), drills work on ticks, there are 4 ticks per one fuel, each tick is the aoe that removes the terrain
so if you rev the drills but dont trigger a tick you dont lose any fuel
i dont have any info on damage, my knowledge was tested and found to be incorrect before i took a break and i dont know updated info
both flamer and cryo ignore the armor
flamer damages through armour but is still affected by armour damage reduction
(afaik)
so it doesnt really "ignore" it
it doesnt
Flamer and cryo use spray attack, while armor mechanic affect only direct damage
otherwise you wouldn't be able to damage a praetorian
MeatShield's calc says Flamer/Cryo direct damage ignores armour completely; I'll quote him:
"The second of the three main Types of damage, Area Damage ignores Armor, Weakpoints, and the Frozen Status Effect. Any Area Damage inflicted to a creature simply reduces their healthbar. Not all Area Damage is dealt in an Area-of-Effect, like Embedded Detonators or Explosive Reload. Area Damage can be any of these 5 elements: Kinetic, Explosive, Fire, Frost, or Electric."
can someone send me image of BC spinning death description as of now ?
as well as the spitballers manual text
I will just get them myself to update the wiki text
Oh, you meant in-game description
Is there a place where individual creature's speeds in m/sec is listed? I can't find it on their creature pages or in the master lists of creatures-unless I'm blind
well, we didn't include that on the wiki yet, since we have some values, but not sure how they are used entirely,
Alright-it does seem quite complicated, thank you though!
any specific one you wanted to know, or reason ?
Currious about how long the fear lasts for Aggressive Venting? Theres a formula on the Fear page and was really curious about how long fear actually lasts-but it requires 'max movespeed in terms of m/sec'
And stuff seemed so dang well documented I thought it might have been hidden away somewhere I didn't see
I do wonder, does chain hit chain hit again if the richochet also hit weak spot?
What does "lightning fast reload" mean for m1g
And how long does that buff last
Fear doesnt have duration
that is why they need the speed
Fear duration depend on many factors
distance / speed = time
^ I just shortened it to duration but you're right its not a set value
Fear is not nessecarily a time value
But that’s established
like, fear will last for as long as it takes le bug to walk far enough
and the distance increases with fear strength
or maybe distance isn’t inherently affected, more like certain abilities force bugs to run away further
fear factor only affects a chance to scare a bug
fear factor affects chance only, yeah
I was checking for anything that modified fear distance but I couldn’t find anything so I presume it is not a thing
well, I have that for max speed on some enemies, not counting the fear speed boost, and difficulty multiplier
Grunt = 290 ; Slasher= 310 ; Guard = 270 ; Praetorian= 200 ;radioactive prae = 250
aren't those cm/s?
they are
now just have to multiply by 1.5 and know the difficulty to know if the time it takes for fear to run away is correct, considering flat terrain and all, probably messes up if glyhpids have to climb up or turn
Oh my lord, that helps a lot! Thank you very very much!
always
@low hamlet what are you planning to do with the gallery for the enemies on the todo list ? a lot of them don't really have anything to be displayed, that said, I can get the shots for bet-C for example, maybe korloks too
Chain Hit OCs cannot ricochet more than once. Edit: or maybe they can, it isn't stated anywhere actually.
Killing Machine: for 1 second after you score a kill on an enemy or neutral creature (Maggots/Lootbugs etc.), your reload time is decreased by 0.75 sec.
OK, further results on testing Subata Chain Hit with 100% ricochet chance modded in: it doesn't seem like a chain of ricochets is possible.
that supports the conclusions of the tests i had done
What missions offer more/less rewards, assuming no anomalies and the same complexity/length? Is there a table/ranking that compares/ranks the mission types like this?
Doesn't the credits or XP page have this kind of info
Indeed, the XP page does. Thank you. 🙂
this got removed, is it for the better ?
also that structure got added
also , this, and doesn't it say anyone can do it if they have conquer hoxxes before march 14 ??
Yes.
Quick question on sticky flames, does flow rate impact the amount of flames that you can produce?
Amount of sticky flames produced depends on time, not on RoF, hence the lower your RoF, the more sticky flames you can make
And vice versa
Which makes fuel stream diffuser quite nice for non sticky fuel builds.
Since the increased range allows you to aim far away and aim down to make a wall of flames for very little fuel due to lower RoF.
Is there a place I can find info on the stone ring found in the Azure Weald?
50% damage reduction for 15 seconds for anything
❤️ awesome, thank you miners
that would be nice to add the ommoran heartstone phases's duration on the escort duty page
do anyone know it ?
300s
so 75 per phase?
thanks
that makes sense it seemed like it matched my flare's duration
"Fix Insect Swarms in Hollow bough not dying when the nest is killed"
so this should this be fixed, right ? "Unlike the original variant, the wasp swarm will remain behind even if the nest is destroyed"
Sure?
ive found I can kill the swarms with Scout's shotgun secondary
Doesn't it have incendiary compound upgrade?
Just to clear any confusion: Hollow Bough insect swarms stayed alive even after the nest was destroyed. That's a bug. It has been fixed in hotfix 9, if there's any evidence to the contrary - report it in #bug-discussion.
#bug-discussion isn't the best place to store bugs and notify devs
I even don't know why it exists in the first place
Quick question, does difficulty scaling apply to damage dealt or enemy health?
I seem to be misreading something on the wiki
what are you misreading
Ok never mind, it's damage dealt, the health numbers displayed for enemies is just the eHP
I was just trying to figure out how fragile's mechanic factors into the resistance scaling
Now I'm confused as well
So I'm guessing against a grunt on haz 5, it'll only deal 100%/1.2 of the enemy's remaining health
"This means any enemy with a scaling modifier of greater than 1 can't be directly killed by Fragile"
since damage will always be the value left for hp, but difficulty will always make it less than it is, for those cases
for damage taken by players, are we just getting weaker or the creatures stronger?
Now that's a real brain teaser
about fragile, I always thought it was different against Grunts, but there is no mention of that last I checked
What do you mean after different?
doing more damage to slashers, grunts, guards just for having them frozen no matter the hp, so I remember their hp going down fast
I know @floral drift had somewhat recently discovered more info about fragile.
I don't think I understood what it was though, kind of forgot.
We're having fun with maths
once their "internal" HP is less than 100, it has a 1-HP/100 probability to do the remaining internal HP's value as some kind of typeless damage. I guess it might be Kinetic or Internal, but there's no way for me to tell. because that damage is still affected by the Difficulty Scaling Resistance, it can't get the killing blow vs Large Creatures above Haz2/4p, Haz3/3p, or Haz4/2p, and not against Normal Creatures on Haz4+
because Grunt's internal HP is just 90, that means that if they get frozen by Snowball or Cryo Grenade, the first particle will have a 10% chance to do 90 damage.
Yea I was doing some testing myself and was surprised about the resistance scaling part
I had always assumed it did static damage under a certain threshold and a successful roll
well, other than Kinetic and internal there is still Pure and Typeless damage
now that was odd, from 100 to 0% on Drilldozer, haz2, no bulks or anything I could identify, also magma core, and drilling ommoran
also, interesting to see the machine is called Drilldozer on the laserpointer, but using it on the head (at least after the mission ends , where you can carry it) displays Doretta
it probably considers the entire thing the drilldozer, and the head is doretta. which is what the dwarves refer to the head as when patting it as well so more evidence of that fact
And it's called Escort_Mule.
wait... the ommoran battle only mentions phases 2 and 4, why leave out 1 and 3 ?
because 1 and 3 are just swarms, nothing special
Probably because nothing special happens.
I mean you can add them if you want
I'm just bad at english so I avoid adding too many things when I'm unsure about how to phrase them
i guess whoever didn't add them was afraid there wouldn't be much content to add for those phases
is the enemy spawn amount the same for all phases, or it increases on 1 and 3 ?
not sure, it always seems like there is way less enemies on phase 2, I don't know for the rest
does Unstoppable help with slasher's stun effect ?
No effect on the slasher attack from what I can see.
yea I just tested too
I made a quick mod to set the slow-down reduction to 100% to be sure.
If you plan to do some other tests on unstoppable, I can send it to you.
I don't know how to use mods but thanks anyway
It is just a drag and drop in a specific folder.
Well that may change in the next update depending on how GSG handle them in U34.
But for now you just need to put then in the …\Steam\steamapps\common\Deep Rock Galactic\FSD\Content\Paks folder.
I see thanks
why is there even a "Songs with this mark are non-instrumental and contain vocals." on the bar page
Wait, are there actually any? lol
hmm, thoughts ? can't forget thorns perk starts at 6 dmg and goes to 24 dmg on the last level
Just add "fully upgraded" in front
well, I think the previous upgrade also insta kills
any info on these pillars? they give a halo effect after standing in the circle.. cant confirm this but it seemed like we barely did damage while under the effect
ran out of nitra really fast
we gotta pin the message at this point....
Azure Weald pillars give 50% damage resistance to both players and enemies while inside their effect, and for 15 seconds afterwards
likewise, the magic pit grants low gravity and +30% movespeed for 15s
havent seen the pit yet
nor have i -- either it's extremely rare or it just isn't spawning
where does it spawn?
Azure Weald
it's supposed to be mutually exclusive with the pillars
so if you have a mission with pillars, there's no way the pit can spawn
explains why the dreds were so hard to kill now
they might be made out of the same material as the error cubes but you might have to fact check me on that
Gravity wells are definitely in the game, they're just extremely rare. I've seen only one since the update dropped.
lucky! they're the feature i was most excited about, and the only one i've seen was in the Azure Weald reveal stream
I'm starting to wonder if they botched up the spawn rate
I get why the pillars would be rare but not so much on the wells
I got the feeling like they also slowed down enemies
The names seems to be the good one, except for the undescore on the last one.
In case I missed a typo, here is a direct copy paste from crowdin:
Dry Thorn Tumble Bough Cone Creeper Vine Bloated Vine Corpse Feeder
think it would be more interesting to see the version of the cone hanging from the ceiling, also the file name is way different
hmm...
I was not aware it was possible, first time I hear that.
Can you even reach them?
Since you can’t carve them with TCF, I didn’t expect them to be diggable or drillable.
is it about standing on the dozer and aiming up, ? last I remember the rocks just float high and drop down
Looks like he just stand above the dozer, look up and drill when the rooks are falling.
so thoughts on keeping it as a tip ?
I think we can keep it, but it is more as a last resort when lacking damage than a full tactic.
Since if you miss one you will die.
not sure how to feel about saying it is a glitch
I think we can remove the part saying it is a glitch while keeping the rest.
will keep the first part which is the important one, no need for a video or saying it may be patched,
what are the plasma gun's projectile speeds in m/s? can't find it on the wiki
well, we didn't include that info for projectiles, I can see if I have it though
if I am not missing anything, seems to be 35 m/s for Normal Shot, and 13 m/s for Charged Shot
thanks for getting the info 
don't forget to consider the modifications for the speed too
why don't you add it to the wiki
if you have those informations
also don't hesitate to rename "Particle Well", this is not accurate I just forgot to take the laser to check if those things had names after I took the screenshot, and never saw another one
I don't even know if the laser says anything
But anyways, I genuinely don't understand why some of you guys refuse to edit the wiki, I saw written 3 or 4 times here what the exact effects of the circle pillars and magic pit are, and yet this is still not on the page
A: i do edit the wiki -- a lot.
B: anyone can edit the wiki, it's not the responsibility of just 10 people. if you see something either incorrect or missing, you can fix it instead of waiting for someone else to notice it too.
C: i'm not the only person who knows this -- Banagement was the first one to report the info, and several other people in the wiki channel know this info too. you can't place the blame entirely on me.
D: my expertise is in weapon mechanics, i just happened to know the answer to that question because it's been asked in this channel a minimum of 4 times.

don't take it personally, I'm just asking why the people having access to those infos don't add them to the wiki - instead of just saying them here and waiting for the other persons that don't know them like me, to read it and copy them instead
but anyway, doesn't matter
I generally don't have time during the day and I don't care enough when I am free, but mostly because I don't really remember how to edit stuff since it has been so long.
Speaking of which, need to get all of the combos for Brigade weapons to add to the full gallery of weapon combos.
Which I assume is still not on the wiki?
don't think so
does it not work for critters / passive creatures ? also unsure if saying it lasts 15 seconds after leaving is the best way to describe it, even if it is what happens in pratice
does that mean it stops scaling during refueling, which is not a dig phase ? Would that mean the scaling basically doesn't matter in term of time pressure as it can't be controlled by players ?
interesting thing, remember talking about it here, but no idea what was the conclusion,
W H A T?!?! Did we get anyone testing this?! Because if we did, I have a new Doretta strategy 👀
That would be the logical conclusion.
The only way I have to verify it would be to check the music played during the different phases of the missions.
Since the files I found about that basically listed 3 things: the phase name, scaling condition and music playlist.
So we could find the exact switch time by finding the time the music stop looping and the playlist change since there is not much overlap (well and if there is some overlap for this particular case we can probably mod it a bit to change the playlist for the test).
A bit hard to check for me because I don’t bear sound, so I need to play with a very low volume which doesn’t help when trying to find a music change.
Perhaps I can help somehow later, be creative and all
Not sure how important it would be to check that.
The question at first was which mission have a scaling similar to PE.
I may be able to limit the playlist to one songs per phase, not sure it will work, but it should be easy to test.
(I will try that on PE a bit later.)
Late reply, but wow I figured this out with 2 other green beard teammates over the weekend. And we were on Haz 2. I’ve never seen anything like it, just unending spawn after spawn, we killed almost 500 enemies on a 3P haz 2 refinery mission
it's important to know if you're supposed to refuel ASAP or if you can take your time
yes, that's insane how it becomes, I learnt the hard way too
It seemed like the waves for “drop pod inbound” started early honestly, wonder if it’s the same game mechanic
after where it lists overclocks for the breach cutter where it describes the unique overclocks for roll control it only says "Roll Control is a Clean Overclock" and nothing else. Am i supposed to expand somehow or should this be fixed?
You know the missing values to add ?
how is this tip ? I know the chance is wrong already, but what about the rest
I think they do 800 damage iirc, definitely cannot one tap them though with just one.
It has been a strat for ages but I always disliked it.
well, will wait to see if you guys prefer to improve it or get rid of
If I remember last patch notes about Supply Pods' impact damage correctly, then it was changed to 1000 damage.
wasn't the migration weeks ago?
but there was the whole thing how the LaTeX extension broke and we had to change to a different one -- was that not the migration?
I think last year they just merged user accounts. This time it's actual content
It's a URL change, nothing else changes
I would have raised the alarm on it if it was meant to have a impact on us
They did an earlier test (https://community.fandom.com/wiki/User_blog:MisterWoodhouse/The_Future_of_Gamepedia) it has a list of wikis that had their URLs changed
All URLs seem to redirect (might not be true for new pages made after the transition)
2 Examples if you want to see for yourself
https://riskofrain2.fandom.com/
https://magicka.fandom.com/
so wiki format is going to be the same?
Yeah, check the examples
Not sure if fear is how the shield works, but it certainly has a similar effect to get them out of the bubble
Both true, no others have remains (unless i've forgotten one)
and you can not destroy it ?
wont that conflict with "The remaining husk can also be destroyed with one pickaxe hit."
well, I will just test in game
also thoughts on this ? changing, or removing
Well the 1/3 change I guess is them referring to the chance of it being a hiveguard
I mean, if you think it is a good tip to have I will fix the odds part, if you think it is a bad one, the entire thing is gone
can already see the gunkseed can be entirely destroyed
Must have auto corrected that in my head, think best reworked to be on the lines of are the only 2 that leave any traces
Ebonut remains were possible to destroy before (just may have been changed)
Believe it's immortal till you take it
i believe they made exploding it yield less in some patch, but im not sure if they removed it or not
They reverted it immediately
i do feel like i get less when EPC than with pick, but that's only anecdotally. not been directly tested. The only variation i am certain of is mining gold with "Pots o Gold" beer.
Yeah beer buffs only apply to pickaxe
do veins come in quantifiable "sizes" ?
no idea
i think they probably have some parameters that say "spawn like this" and then it procedurally generates
is that asking if they all have the same size ?
this is confusing, as in nothing can affect the total amount ?
?
what would be the other option if not coming with set amounts
being randomly set in a certain range
i mean is there size 1 vein with 20 minerals, and a size 10 vein with 80 minerals etc
you mean preset and not range ?
and it doesn't matter how you mine a size 1 vein, you can only get 20 minerals max
that sort of thing
i'm not sure.
as Gold rush maps have extra "long" veins too
are you just curious or is there a reason to know that
curious mostly, but it would be useful to be able to estimate minerals on sight for Haz5 Nitra
I thought it was for oil shale
that too
I guess that is just based on size, with different sizes within a range
on another note, interesting how mission control audio won't work if you don't have Soud Effect volume up
Okay, so I was recommended coming in here with my question:
I don't know where to ask exactly, but could someone help me with exporting the game's models (and textures if possible)? I tried doing it via UE Viewer but it crashes everytime I try do it. (and I guess it's connected to this channel since I want to use it for fan arts and such)
are you setting it to version 4.25 ?
heh
wait, why I don't have the scale brigade for driller as an option, but have finished the assignment already ?
It is the stock skin if you are using the brigade armor.
heh
huh, as long as you don't kill the Dread, you can't get more swarms on Mining expedition ?
that just seems like random spawns, not swarms
true, I mentally included swarms in it, and never had it happen during dreads either, but it could be proven otherwise
where would be the best place to have mining Expedition swarm type + delays ? the swarm page, the Mining page, or ?
So, I've browsed this channel for the answer but couldn't find it. Anyway, I know that the game doesn't have many textures, materials rather, but when I exported those they have been saved as text files. Now, is it possible to convert them in any way for Blender?
would probably be interesting to know what really happens here
Unfortunately (at least list time I looked into it) Exported Unreal materials don't convert into blender materials they have to be recreated
Acid spitter thing could be the Status effect doing nothing

- Tweaked the Plasma Bursters grenade friendly fire modifier from 100% to 50% (of Normal friendly fire reduction)
so would that mean friendly fire for the plasma burster is now 25%?
with the perk ?
that they reduced it , yes, but I am pretty sure it shouldn't be like that
they said they decreased it by 15%, but not compared to the normal ammount, which means the first value could be anything else
so ill just remove that part
what do you think about the plasma burster thing
oh u got it already 👍
same for the burst
*Mini-M.U.L.E. legs were depositable, but this was a glitch since it could cause the mission to be uncompletable.
before what update?
?
i get what they are referring to but it isnt really necessary
give me a sec. ill take a closer look
ok well we need a better doretta image
saying that platform goes straight through the ramp ?
it doesnt go through. the game doesnt place it
same goes for the drop pod, minehead, heartstone, and refinery, etc
so better to reword it ?
https://deeprockgalactic.gamepedia.com/Accessory_Shop#Armor
missing scale brigade and dawn of the dread
The Accessory Shop is a Terminal where you can purchase various cosmetic items for your Dwarves, it's located in the Space Rig, close to the Mission Terminal.The prices for cosmetics vary, they can go from immensely cheap to expensive as equipment upgrades. Each dwarf already has a number of items unlocked by default, each purchase of a beard, a...
i can get to it today probably
Hello miners, can ask you what is this Matrix Core? First time i see it and i don't know what does it mean. Thanks!
last I remember it just means you will get a bunch of Bismor (that one) when you craft it or something,
pretty sure it will appear on the forge, guessing we didn't put it on the wiki yet ?
i searched on the wiki. no results on the matrix core section. so it will appear like a matrix core to forge to obtain bismor?
new for me 😄 maybe only for deep dive elite? (i saw it in a stream btw)
Mineral cores appear once you've collected all OC and cosmetic cores
They give you a little of mineral in exchange for a little of money
it is just a reward after you got every other reward possible iirc
They're actually pretty good if you need credits/minerals for a promotion. 120 for 600 credits is 30 times better than regular price at the trade terminal, or you can immediately sell them for a net 5400 credit profit.
I have a question, it says in the description of cryo minelets that it's always 10 freezing power, yet I've heard on this discord it scales off of the zhukovs damage number. I assume that the wiki is correct here?
never ever heard about damage affecting freezing power, so if you can't notice any difference in the game it is probably false, if you can, might be a missing piece of info
to the best of my knowledge, Zhukovs' OC "Cryo Minelets" does 10 Cold regardless of the Zhukov's damage
is it really not Red ?
owo colorblindness be like
possibly lol
can we go ahead and merge this? ive already started the first bit, but this had been like this for months
if you can
Cryo Minelets only have a 70% chance to exist per ammo consumed from what I saw a while back.
I could probably change it to 0% and see if that actually prevents minelets, just to verify.
Knowing cryo mine only has one file, I'd bet its power is fixed
ill just prep everything to be on one page. and then have cyrob or ely delete the golden lootbug page
how is this ? they changed gk2 to m1000 for acid spitters
GK2 with T1A or AI-stability has the same benefit
gk2 with that AI oc though
thing doesn't move at all
webspitter, is "are some of best to take out" even correct grammar wise ? "long effective range" doesn't seem to make much sense, what that even means
i think mentioning specific weapons is probably unnecessary and besides the point though.
just say accurate weapons or something
will do that later, if you don't before
what about the damage ? wouldn't the correct be DpS ?
will do both
Gaming slang mostly uses DPS as in Damage Per Second; why is per capitalised, I have no idea. Probably for ease of use.
how can i get this piped link to display as "Golden Loot Bug" instead of...well...what it is in that ss
im guessing it's gonna require some editing of the template
Might not
that's a good idea
yeah im just gonna do that
well that made a lot of things easier
Happy to have helped
huh, seems that Oversized Valves just increase the RoF by +1.8, and not 30%, reviewing the values now that we know OC happens after Mods
Just checked, it is indeed +1.8 RoF in the game files (which technically equals to 30% of a base FT's RoF).
And Face Melter's bonus is also +1.8 RoF in the game files, so it's just easier for the Wiki to scrap the entire percentage thing.
Some stuff are still %, but now I can tell when it really is
On a similar note I tried checking how fast the spin control spins for BC and so far 33 is the only thing I could find, but not sure if that means anything
im going to try to edit the updated template to have it say "This page is possibly not up to date" if you leave the update part blank
i dont exactly know how those work super clearly (ive fiddled with it before) so i might for help
for CRSPR is the correct Rate of Fire, or Fuel Flow Rate ?
They both appear to be the same
I guess just get rid of rate of fire since the mods say fuel flow rate
||Could be a good pun but we're not GSG||
Fuel Flow Rate is the term used in the game, but since it's identical to RoF anyway...
The long explanation for It Burns! under the Unique Modifications section on the Wiki's Flamethrower page still lists Sticky Flames Damage as a recommended mod despite it ceasing to exist since Flamethrower's rebalance (was it U28?)
tbf, why does that section even exists, the thing is already explained on the mod section, as 13% per fuel, everything else is just recommendations
Need to hyperlink Fear page into that mod's effect description IMO.
done
There's also an issue with the hover tooltip when you mouse over the text in brackets for this mod. It still references "see the Stats Breakdown part for more info". That could be cut.
fixed
lol
wonder why some pages even have the stub template, like the CSRPR and other weapons for example, if everything is a stub, than nothing is, if you know what I mean
now that is specific , explosive reload is x0.49 clip, not x0.5, also wondering, should we use +100% base spread, or x2 base spread ? latter would be better ? went with later, checking EPC now
If you were referring to the Automatic Fire OC for the Subata, then x2 since that's how it's coded and it avoids confusion with how it interacts with T1A's x0 base spread.
i suspect that GSG coded Subata OC "Explosive Reload" mag size as round(0.49 * MagSize) to avoid rounding up when T1.B is equipped.
so it's only outputting This page is not up to date even if you put in a parameter
i think i got it!
yep. putting {{Updated}} on a page should now output This page is possibly not up to date.
dang it
ok i think i fixed it
ok should be good now :)
If the mag ends up as x.5 as the result of a multiplier, it's rounded down. It's anything above that is rounded up. Source: just did some testing with Subata ER checking the magsize rounding interactions in general. In particular, I set that penalty to x0.5 and x0.51 in two consecutive tests. First one gave me 8 magsize with 12 default + 5 from T1 magsize, second gave me 9 magsize as the result.
for EPC should we use all the heat as absolute units, such as 1, or %, so 100% ?
Engineer up next, but might check drills first
Apparently the Employee of the Month board doesn't exist anymore at all, not even in the main bar. Went searching for it based on the wiki page about the Abyss Bar, but it's gone.
could do with a notation that it's an outdated feature in some capacity, assuming it doesn't come back in the future.
your game is probably just bugged
This is a known bug, affects all platforms atm. One of the hotfixes completely broke the EotM board display.
Current EotM is overstaying his month until GSG fixes the display (source: regulars chat)
gotcha.
For the Reinforced Power Drills, does the mining rate correspond with the tool's fuel consumption rate?
Like for the base of 1.5 mining rate, is that 1.5 fuel expended per second?
pretty sure that is rate, not fuel cost
shouldn't be too hard to check out the fuel usage too, or at least a rough estimation through gameplay
Hm, I was thinking that that was the case since the increased drill speed mods also increases the consumption rate
i'm of the opinion to use in-game values as often as possible. heat of 0.13 per regular shot or 1.0 per charged shot, and then those are modified by TCF, Heat Pipe, and Heavy Hitter
alright, so say I had a frozen target, affected by IFG. in this case, i am shooting at it with the zhukovs, with conductive bullets.
how would the damage be calculated? would it be calculated by:
zhuk_damage * 3*(1.3+1.3)?
or
zhuk_damage * 3 * 1.3 * 1.3?
the latter.
Conductive Bullets and Frozen affect the Damage per bullet, IFG affects the damage taken by the Creature. so it would be (Damage * 1.3 * 3) * 1.3
ah, thanks!
Just out of curiosity, how confident are we in the new dreads' wiki data?
did you find something wrong
technically resistances are missing since I could not get them, but if there is a value it should be correct
I guess they are not going to differ too much from the OG dread. At least for the hiveguard.
last I heard the way the damage resistance is tested is via shooting in game and checking the damage, so feel free to do some tests, on twins and hiveguard, well, might be easier said than done, but there is that
For endemic/banned enemies per biome:
Can’t update it for now, I will check if the wiki has the whole list right tomorrow if it is not done in the meantime.
also been thinking, again, on how to display the right values for LS / zhukovs, but while I am not sure, will keep checking stuff
Banned mission type:Point extract pour le korlok.
would this be correct ?
I think it is, the in game variable is ShotCost I think.
also, shouldn't this be x2, instead of +0.3 RoF scaling ?
Hey Guys, sorry to barge in here like this, but since your the experts regarding game files, I figured to ask here: I wanted to know if there is a way to extract drillers "yeeet" voicline? I want to use it as a ringtone on my phone.
Can it just be found somewhere in the game folder. Or does one have to perform black magic to get the audio file out of there?
i mean... it's a semantic difference. 0.3 + 0.3 = 0.6 = 0.3 * 2. the in-game description says that it doubles RoF rampup, but that's a vast oversimplification of what T2.C Lighter Barrel Assembly does, and often it's over a 50% reduction
hue, only reason to use the actual in game correct value is in case something changes in some update
Afaik all voice lines are all about engineer in pitch, the game uses different pitch values to alter the voice lines per class.
hue, I forgot that detail when I was about to get the voice line
A simple UE viewer should suffice to get audio files
Here
did you listen to every single line of dialogue until you heard the "yeet"
on equipment page, curious on how bosco is the only one that doesn't have their full name displayed,
how fast does it take to Focus with M1000 ? trying to figure out how the values I got work, so some in game info might make it easier
1/(1.55 * Focus Speed Multiplier) to fully charge up a Focused Shot, with 1/RoF second delay before you can charge up the next Focused Shot
now that is interesting, and should be on the wiki, also it seems it is a value added, not %, so 0.46 for charging coils, and 0.31 for the other one
30% of 1.55 is 0.465, 20% is 0.31, so that tracks.
technically I had found the 0.46 and 0.31 values first, did some math to find that the base speed should be 1.55, until I confirmed it was indeed the value
should that be on the M1000 stats tables, or a different section ?
personally, i would place it in an "understanding the weapon" kind of section rather than the main table
since it's a moderate amount of information to detail and explain
doesn't seem like too much information, the mods will appear on their section, so you only need the base speed (1.55), the required charge (1), and the cooldown (1/rof), curious how rof is used and not focus
how is this
it doesn't account for Hipster increasing RoF to 7, by extension lowering the cooldown to 1/7
well, that is why it says 1 / Rate of fire
and only the base value is displayed for reference
on another note, if you stop shooting with the AC does the RoF resets completely ?
Yes.
Brutal
What if we make a template for weapons that has info on them being affected by freeze, weakpoints, armor, etc etc ?
Actually I'm pretty sure the AC allows a small window where you can go back to firing at max RoF
Well, would be nice to know, because if it is the case I know the values already
Seems like shooting ground until max rof, stopping, and hitting something should t
What exactly are you trying to figure out
wow, thanks for the effort! this immediately goes on my phone. 
if this is true, how it works
?
for Drills "Heat removal on Damage" is it 20% per kill ?
Yes, Unstoppable does allow that.
While the description of Dash is incorrect for what it does in-game, it and Unstoppable use the same system so if they make Dash properly work vs enemy slowdowns it will apply to Unstoppable too.
So they do plan on fixing that but they have to separate their systems.
other than a weapon's intereaction with Armors, Weakpoints, and Freeze, is there any other interaction that might be nice to have ?
Maybe how the final Subata upgrades, Stubby and Zhukov bonus damages work?
Haven't looked at the pages for those, but I assume people are curious about what it actually boosts and is it worth it for breakpoints.
don't think there is even anything to explain about that that isn't there
Alright.
I meant like how you didn't need to be continuously firing to maintain max RoF, you can let go of M1 for a brief second and then go back to holding it without the RoF resetting
Are you trying to figure out like how long of a window that brief second is?
mouse 1
And yeah, AC saves its rof for a brief moment, but i'm not sure if rof resets to zero or quickly goes down to zero
feel that wasn't a good spot for it, the table should take care of it, and how does it really interact anyway ? not a fan of the "seems"
AFAIK all damage resistances stack multiplicatively
For the stat stacking in DRG.
meaning that if you have veteran depositing at 30% and the AC mod with 33%, you resist 1 / (1.33 * 1.3), so ~42.1% ?
PST_DamageResistance:
Starting value: 1
Stacking Type: Multiplicative
Value Modification Type: Multiplicative```
Vet depositor is ×0.7
Autocannon is ×0.7 as well
If you have both you end up with 49% damage resistance or 51% damage taken.
wait... when I checked the value it seemed to be 0.33 for AC
FSD\Content\WeaponsNTools\Autocannon\STE_AutoCanno_DamageResit
I just checked them here, are they somewhere else as well?
For vet depositor I am not sure since there is two files, one with ×0.8 and one with ×0.7 so not sure which one is used.
StatusEffectAtFullROF , at the UPG ones (FullRoFResits to be more specific)
I think that one is only for the text display since it is missing the pawn stat, but I could be wrong.
for now I will just say the are multiplicative, guessing there needs to be a round of special testing on resitances to be sure on which value it uses
??
All of these are valid, not sure if they are good tips, but none of them are misleading at least.
I investigated into files a while ago, it's probable that Korlok de-aggroes whenever you get further than 45 meters away
Korlok has a weird aggro mechanic. I remember one play somewhere in July when wind launched me onto offspring head, it didn't trigger
And sometimes you just pass by and trigger it
Same goes for spitters, in rare cases it's possible to get to it from behind while it is dormant
so, are both words right or ?
Greetings, BRÖTHERS. I know oil shale is reduced when you extract it with anything but the fuel canister. I usually warn players on my party about that. The thing is I don´t know the exact amount it gets lost in the process if you blow it up. Is it 1/3 of the total? a bit less? a bit more? Hope you can help me here 
"Perpetuated" is correct
perpetrared exists too though
It does, but "perpetuate" focuses on the process being drawn-out in time
"Perpetrate" is about causing or facilitating something illegal or immoral
wasn't illegal, but maybe immoral
Look at examples of both words in sentences and you'll see that "perpetuate" fits better
maybe using "long perpetuated harmful" myth would work too
In what way is it harmful that people believed bulks to be more likely to spawn in exploder infestation missions? 😄
picking them to finish Interplanetary Miners Union goals, and deceiving people in spreading false information,
Lol, but no worries
You now get the same quantity of Oil Shale no matter how you get it.
The change you mentioned was reverted in U32H8.
- Collecting oil shale chunks made from blowing up the oil shale or pickaxe mining now gives the same amount of oil shale as if you were using the canister directly on the oil shale.
Perpetrated = action, usually by a specific person or group,
Perpetuated = a continuation/spread, related to perpetual.
in the case above:
You're speaking about how the myth is (was?) spread and continued by the ill-informed community, not how it was deliberately created by specific people.
long-perpetrated doesn't really make sense, but could mean the action of creating the myth took long.
long-perpetuated means the myth lasted a long time and spread far.
does this apply for all minerals?
Yes, the only difference you can notice with the different method for getting the minerals should be rounding errors.
Much apreciate it!
do L.U.R.E and Pheromones each work regardless of enemy types? or is there some resistance stat in there like Fear/stun?
I didn’t find any resistance stat for that, but that doesn’t mean it doesn’t exist.
Some enemies ignore lure and pheromone aggro completly, in particular all stationnary enemies, dread and q’ronar if it hasn’t changed since U32.
thanks
lure wiki mentions use against spitball infectors, we're sure it's ineffective against them? if so i can kill that line.
by wiki you mean page ?
last I played that thing never shot at any of the LURE grenades I used, even if I hid
does damage from Zhukov embedded dets OC benefit from Conductive Bullets? couldn't find in the wiki
some steam threads on it, but inconclusive test results
It doesn’t, only creature side damage modification apply, so IFG debuff and resistances from hazard level are the main thing that can affect it.
No, cryo doesn’t affect it since it behave like a one tick DoT.
so if enemy is in a frozen state, taking 300% more damage...is that creature-side damage mod?
(sorry, maybe I should read the wiki)
Damage is only increased vs frozen enemies if the damage is single target and deal in a single instance.
technically +200% since it is x3 damage
recently I posted most of my findings on ME Swarm delays, is there something else that would be nice to check , test, or know about ?
Does the IFG effect increase damage from DoTs to bugs inside it?
It's something I've wondered many times and haven't gotten a hard answer before
Related question would be, does the warden defense buff resist DoTs as well? Anecdotally burning and poison appear to go through it, but it's not something I've tested directly beyond "burning hell sure makes warded grunts a lot easier to kill"
IFG part can go on IFG page as soon as info is known, same for warden
Mkay
is there any way to add icons or colors to the different damage types in order to make their existence more clear?
I don't mind doing it if it's possible and there's not already someone working on it
doesn't seem necessary
that would be good
we are also considering adding a damage types page similar to the one in the miners manual, which would pair well with your suggestion
it would just consist of taking icons from game files using unmodel i think, then making the page and all the content besides the icons
that must be the 3rd or 4th time I hear about that, and still don't see how it would be any good, not counting the part where not all damage types have icons
so... what's the correct info ?
The explanation section. The "Description" column is the exact in-game description which, as you've noticed, is not accurate. The links were added to try and highlight that fact.
ok, I'll precise it then
Even without the icons, it would be nice to have a place to link the dmg types to
So that people know, for example, that "explosive" is a type of damage
sounds like a great idea :) hmu if I can help
About the creatures location that could use a double check:
Web Spitter are replaced by Frost Grunts in Glacial Strata
Q’ronar Shellback are banned in Salt Pits and Sandblasted Corridors
Korlok Tyrant-Weed are banned in Point Extraction Missions
Glyphid Brood Nexus are replaced by nothing in Glacial Strata (not sure why they didn’t use the ban option here)
no web spitters i suppose makes sense, there's already so much slow effects in glacial
I get the part of people knowing there is explosive type, but you already can tell that if you just go to the equip page, most damage , if not all already say which type they are
and if anyone is gonna check the wiki I think they are more likely to look at the equipment page than a generic damage type page,
i think a damage types page would be useful
we can build it up and see how it looks
useful to what
to refer to for better understanding of the range of damage types etc. we have much of the info and there are people interested in it. I don't see a problem in starting creation of the page? Pog, Turtle, let me know if you want help. I'll have some time on my hands friday.
people seeing there is a lot of damage types, how is that going to help them understand anything, if they want to know about things resisting types, that can just appear on creature pages, or even on the weapons page. Even if a few people are interested, they still weren't able to give a good reason, or even say what will it even have to be interesting
I disagree. I think that having all damage types in one area to refer to would be useful and interesting.
well, yes, but techcnially it would be nice to know why / how it is useful
what can only be explained in there that can not simply be on other existing articles, even saying what the thing will even have exactly, that is not just "a list of damage types with symbols" could show something interesting
we will start it and flesh it out and see what it looks like. no harm.
would rather know exactly what it will have so people don't go later "oh hey, there is nothing to post, why did we even start it"
a general damage page would most likely be more useful, listing how damage works, the formula, what boosts it, and more
The only use I see for it would be the disambiguation of fire/frost vs heat/cold damage and maybe list the sources of resistances to that damage type if any.
fire/frost heat/cold would be temperature page, no ? but could be fine as a section on a general page
A temperature page would have no need to mention fire and frost, but it could work as well.
A general page would much more informative for sure
Than simply a damage types page.
first section, explains how things have HP, and that damage diminishes that HP, until it reaches 0, also explaining how hazard level affect the damage, and not HP, further more, how different resistances (warden, veteran depositor, etc) affect it, as well as boosts (IFG, freeze),
on another section, you list the damage types and the sources, as well what resists it, a table maybe, also explain how to calculate damage vs something that is weak or resistant to something
Can link to health page for more info etc.
Would we include area damage page within it? Or link to it?
area is too long to be just copy pasted, just link to it , but adding the aoe damage type would be fine, since 1 (one) thing resists it
"other than having a type, damage can be AoE or single target, AoE damage is resisted by [[Hiveguard crystals]] , for more information on how AoE damage is calculated, check [[Area dmg page]]" stuff like that
that is important on what is boosted and not, so damage can be kinetic, fire, internal , etc AND DoT, AoE, and ST, from what I can tell
yeah that makes sense
so damage types (DOT, AOE, ST)
damage elements (fire, normal, disintegration)
like that?
not sure on names, but I guess so
or "Categories" instead of "Types"
and then can use "Types" instead of "Elements"
as they do call out "elemental damage" as a sub type of damage in Elemental Resistance perk
I think I already have a list of damage type and matching resistances, with in game name, matching wiki name and a very short description (more like a reminder of what it is).
I will post it when I am back home.
Not sure about the names either, I am used to call fire, kinetic and such type, but their name in the files is DamageClass.
About what you call type, there is also Cloud or Aura and Spray which are variations I would say (basically a dot in a Sphere or Cone shape like praet gaz cloud, praet poison spit, radiation aura…).
Zone / Region ?
ah perfect
sticking to "in-game" names would probably be best if it's available,
and then "in-files" names if it's not mentioned directly in-game.
That would be ideal if the game were consistent between the two. Unfortunately it isn't in the case of fire/ice.
yeah they are inconsistent on some of their in game tooltips and descriptions aren't they?
iirc, "Burn" isn't mentioned anywhere, but is often referred to as Fire
Like Subata's Volatile Bullets
Bonus fire damage to burning targets.
Except that bonus damage is actually "Burn"
we can go with Fire (aka burn, ignited, etc)
That's the current standard in the wiki
grand
Behind the scenes -> Wiki
Burn -> Fire
Heat -> Heat
Fire -> Fire+Heat
wait, so CRSPR actually heats stuff more than the heat value ?
No, its Burn and Heat are defined separately.
says Fire damage on the wiki, and from what you saidf Fire, is Fire + heat, meaning it also heats,
fixed my message to be more clear
the "Fire - > Fire + Heat" comment is the one that's confusing me a bit
ok i get it now
behind the scenes = in code/files
wiki = the name that we/sometimes the community use
right?
Yes
For the trio of fire related types this is done to reduce confusion on what does and doesn't apply heat.
Instead of assuming the reader would know about all three and that "Fire" actually means "damage+heat"
afaik, nothing has "heat resistance" beyond just having higher ignite/douse/cooling temperatures
yeah, i like that the Karl.gg has removed all instances of "Heat Damage" and replaced with just "heat"
less confusion, as you said, Heat is not a damage type
Well the thing is heat is a damage type, it just doesn’t affect health directly.
haha fair
effects Temperature rather than health. I'd say we can probably prevent confusion by avoiding calling it damage though right?
Actually, that makes me wonder if IFGs increase heat damage as well...

