#wiki-related-chatroom
1 messages · Page 53 of 1
If anyone's interested in testing it before I get the chance to, a single 00003 Jumbo Shells Boomstick shot should not ignite a praetorian. If IFGs affect heat damage then it should when the praet is inside it. (This should hold as long as all pellets land, blastwave missing/hitting shouldn't affect the outcome despite also being half converted to heat)
I just take a while to hook the temperature value of the nearest creature.
That should be all the damage types using in game and their matching wiki name if any```yml
"TemperatureChangePerColdDamagePoint": -1.0, = temperature but no frost damage
"TemperatureChangePerIceDamagePoint": -0.5, = frost damage + 0.5 temperature
"TemperatureChangePerHeatDamagePoint": 1.0, = temperature but no fire damage
"TemperatureChangePerFireDamagePoint": 1.0, = fire damage + full temperature
DMG_Ice: Frost dmg + Cold dmg (Health and Temp. 100%/50%)
DMG_Burn: Fire dmg (Health only)
DMG_Heat: Heat dmg (Temp. only)
DMG_Fire: Fire dmg + Heat dmg (Health and Temp. 100%/100%)
DMG_Cold: Cold dmg (Temp. only)
DMG_Thorns: Thorn perk
DMG_Poison: Poison dmg
DMG_Physical: Melee dmg
DMG_Kinetic: Kinetic dmg
DMG_Falling: Fall dmg
DMG_Freezing: Frost dmg (Health only)
DMG_Electric: Electric dmg
DMG_NoOxygen: Suffocation dmg
DMG_Explosive: Explosive dmg
DMG_Radiation: Radiation dmg
DMG_Disintegrate: Pure dmg, used for SYiH and Temperature shock # In practice same than kinetic, but with a custom death effect
DMG_InteralDamage: Used for the new Explosive Reload OC
DMG_EventExplosion: Tritilyte Bombs
none: Typeless # When nothing is choosen, but there is nothing to default to```
typo on "Pysical" ?
also, isn't hyper from PGL also disintegrate ?
Typo fixed.
You are right HP is also disintegrate damage, the list of source isn’t meant to be exhaustive here, mostly a few examples.
also, is disintegrate called pure, and not disintegrate ?
I think this is what we called it so far on the wiki.
We could change it back to disintegrate as long as we do it everywhere, we came up with the name a long time ago, before finding the full list of damage iirc.
can bugs take fall damage?
They can't fall, so I'm going with no.
afaik they can’t, except maybe frozen flying bugs? not sure how their death is triggered
Other can’t fall.
so if they're on overhanging terrain, and we break it (TCF or something) do they just float?
cause i've seen floating bugs a few times
Yes, and if they are far enough from the floor, they are stuck in the air.
ok and if they're close to the floor do they just drop slowly/quickly/teleport down?
If they're not too far they'll sorta float down as they move laterally
Exploders (maybe others?) can float up off the ground if you're on a zipline/otherwise airborne and close by.
Not too sure on the limit for that.
IFG has no effect on heat.
Thanks
But heat damage can actually break armor it seems, didn’t expect that.
Iirc frozen flyers die when they intersect terrain. If frozen high enough, they can unfreeze before hitting and survive (saw it on grabber and bomber, in a pit room in sandblasted)
there's also a known bug where Heavy Armor and Unbreakable Armor aren't blocking the Heat given by Direct Damage. at this point I'm betting it won't be fixed before U33 hotfixes end 😔
Was it confirmed to be a bug by the devs?
Because it would seem intentional otherwise
🤔 i mean, it's logical that if the Armor prevents the Direct Damage from affecting the healthbar then it should also prevent the Heat from heating the enemy too
well, maybe. I'm not too sure "impact resistance" and "heat conductivity" necessarily have to be correlated.
You can't stab a turtle easily through the shell, but you can certainly cook it alive.
i would argue that uses "area damage" rather than "direct"
heating a turtle in an oven transfers heat in a volume -- you have to crack through a turtle's shell with a hot knife in order to cauterize
Did @low hamlet do something to you guys ?
Yes, he edited my page. Now he must pay with his blood.
You wont have blood if he's cooked...
(I'll stop now, no need to ban Tater)
o no
r u n
or rather, walk as fast as possible xP
ideas for starting it ?
for the type sections they would start by saying the main sources, and what resists it, maybe later some nice images
we can yoink icons as well
actually let me add stub before I forget, and post it so we can add stuff, you know, thing must start somewhere
yep
unless you already know where the icons are at, i can take a look through files on unmodel to try to find them
I know at least that they are not in the same location, even for miner's manual
also, they have to be manually colored
will see if I can get the colors
Is that page even necessary?
I mean, all the damage information is located on the respective weapon pages, and weaknesses listed on enemy pages
it's super spread out on the weapon pages. having it all in one page will make sure it's organized and stuff. numerous other people have wanted it made so ¯_(ツ)_/¯
i think it'll be a good addition
technically the information needed is too much to be contained on only a weapon's page, even more with all the interactions between multiple sources
yeah. since a lot of damage comes from creatures as well
no more asking how to calculate damage with IFG on a frozen enemy , using BC on a warden buffed Guard
In magma core ^^
can anyone help me with some parser function stuffs?
What stuff?
seeing there is a "Mod notice" being worked on, but problem is... it is fixed values, shouldn't it be customizable ? or simply more generic
Is there any info regarding bypassing promotions?
I think right when I started playing after a long pause (ranks didn't exist before), I went straight to bronze-3
If you played the game before promotions were introduced and stored a lot of leftover XP, that XP will be accounted for and the game will automatically adjust your promotion level. There was a case of this a few weeks (months?) back in bug-discussion where someone skipped a few promos that way.
Is this achievable outside of cases when a patch adding ranks just came out?
I don't think so (but I haven't tested it, either), unless you're willing to go illegal and do certain things to your save files I shouldn't talk about.
why was the format changed ?
Spray and Clouds should follow the same rules than DoT in general, rather than area damage.
how to calculate that standard deviation ?
No idea how do to do that, I would have to search / google it.
hopefully the one that knows it well will see
@floral drift
I have learned how to do that years ago, just need to remember
You can find formulas for it but if you have not taken statistics t will possibly look like nonsense
also, why do we say AoE and not Radial ?
It was just a choice that was made a while ago, both could have been used.
it's called Area Damage in PGL stats in game. so we're good there
would CRISPR be considerd a Spray DoT attack similar to Praetorian spray?
i know we're splitting hairs here really, but want to be consistent
Isnt it like an automatc fire weapon ?
Also I feel even stub template isnt enough for damage page on how barebones and wrong it is for now , hue
is there an "Under construction" tag or something?
The stub tag would work I think.
https://www.mathsisfun.com/data/standard-deviation-formulas.html
- Find the average of all the data points
- For each data point, square the difference of it minus the average
- Add up all those squares, and divide by the number of data points
- Take the square root of that sum
complicated
what are you using SD for?
Man, that's like middle school math lol
this thing, someone changed the values without including the standard deviation
randomly saw this, why does it say that when Stubby is Kinetic damage ?
Possibly because the lore text in the game says it does electrical damage ?
it says "ELECTRIC BULLETS" not electrical damage
I mean, basing tips and info on lore text seems... wrong
Could be from the times when stubby had +2 electric damage in its base stats
that is from an OC, way too specific to say the whole thing is not recommended
if anyone wants to fix that page feel free
focusing on fixing the damage page table, and other parts
I'd say replace it with the Dreads being immune to Electrocution
before u29 stubby had 2 electrical damage as base and also a mod which gave you an additional +2 electrical damage.
Since then stubby was changed, but this string wasn't
can all damage be calculated by multiplying everything ? including weaknesses, resistances, and any other factors
i coded it so it's for Equipment or Weapons. gonna check if the infos for them are correct as soon as i am able
like, it assumes the number of mods per section is always the same
also, found the needed template
no. i checked them
this doesn't seem "4 tiers, 1-3 upgrades"
i can just add more parameters to the switch then
i haven't checked all of the weapons/equipment so ive likely missed some
that is why I suggested to simply make parameters to all of them
Not all, but most of the time it is multiplicative yes.
remember some cases where it is not ?
Weapon weakpoint multiplier with a gear mod weakpoint multiplier, both are additive, but then it is multiplicative with the creature weakpoint multiplier.
well, I am not counting that, since that is like, affecting the stat, not damage, or something like that, I mean more like, using all final stats
If you mean using all final stats I think they are all multiplicative then.
perfect
also, this is missing damage type, gotta remember to check if nobody knows https://deeprockgalactic.gamepedia.com/Flare_Gun
I think it is either kinetic or typeless.
Afaik flare gun damage doesn't multiply with enemy weakpoint bonus
Should be checked
Flare gun doesn’t benefit from weakpoint, that’s for sure.
that is quite specific
Flare Gun damage is kinetic
Trying to double check the weakpoint part to see if it changed with U33
It changed, now it does benefit from weakpoint.
It still completly ignores light armor though (doing full damage without being able to break it).
And it deals full damage through heavy armor as well.
what are the conditions to NOT be boosted by weakspots, frozen and IFG ?
Or have a tag so that the weapon / projectile doesn’t benefit from it.
Well at least it doesn’t bypass unbreakable armor.
So in summary:
40 kinetic damage, normal behavior with weakpoints
Completely bypass light and heavy armor but can’t break it.
Why did you mention IFG btw, is it supposed to disable weakpoints now?
it is 3 different things, as in , "what won't get boosted by a frozen enemy" , "what won't get boosted on a IFG enemy" and "what won't get boosted for a weakspot"
for damage page
Ah, for weakpoints it is having a tag that prevent it, it is rare but a few weapon/projectile have it in their files.
AoE, DoTS, spray and such don’t benefit from weakpoints damage, cryo cannon and flamethrower don’t benefit from it either.
For frozen it is almost the same, any attack tagged as secondary attack will not be amplified, any instant single target attack should benefit from it, exception being explosive reload that are considered one tick DoT it seems.
For IFG I don’t know, but so far everything I tested was amplified by it. But I don’t have enough tests to be sure what works and what doesn’t.
perfect.
Found the tag, for enemies it is AffectedByGlobalWeakpointDamageMultiplier (class HealthComponent)
For weapon it is WeakpointDamageMultiplier that is set to 0 (e.g. EPC charged shot).
on another note, we have to add the other missing damage types to that page, problem being on which name to use for some of them
and the Fire / frost sections most likely should talk about the different types and explain the differences
wait, what is the damage type of the red bough vines ?
how to call this damage type ? "DMG_EventExplosion: Tritilyte Bombs"
gonna call it Nanite until a better one appears
Kinetic for the white projectile of the big static one, can’t find it for the static one.
FSD\Content\LevelElements\RoomObjects\HugeCarvers\ThornBranches\PRJ_LargeStabbyThorn
Iirc, fall damage is affected by hazard.
"Azure Weald is"
It's been this way since the fourth of February and hasn't received an actual wiki description like Hollow Bough has.
Hue
oh lol. yeah that needs fixing
where petrified wood
idk
i think some of them require different # of pick swings to break, and also open different sizes of holes when the do break.
so they do differ functionally. and the colours do make spotting some minerals more difficult (Salt & Nitra, Weald & Dystrum, etc.)
so maybe they could warrant warrant a single page covering them all? otherwise it'd be a good few short stubs?
a single page talking about the mechanics of ground breaking would make more sense than listing the types in there
yeah
for https://deeprockgalactic.gamepedia.com/Mutators#Rich_Atmosphere the wiki says enemies do not receive the 50% speed bonus, while the miner's manual says it makes both dwarves and aliens faster. which is correct?
when it is wiki vs game, wiki is usually always right
weird, ok
gotta check if it ever changed on some updates, but not that I heard
from the handful of rich atmo mutations I've played it certainly seems like I can wayyyyy outrun the bugs
guess I'll go file a Jira bug (EDIT - DRG-2973)
who did the tests to determine that enemy movespeed was unaffected by Rich Atmo?
here
kinda makes sense from a design perspective, since anomalies (vs. warnings) seem to be implied as a net positive for the dwarf. speeding up bugs as much as dwarves would be... not very net positive
honestly volatile guts looks like the only anomaly with /any/ downside, and it's pretty minor since the dwarf damage from gut explosions is minor, at only a fraction of the damage bugs do to each other
Anomalies aren't said to be necessarily positive for dwarves
Some combinations of anomalies and warnings may even be way deadlier than a warning on its own, but that's not the point
looking at the Grunt, Slasher, and Guard individual pages: how was their damage per attack figured out and recorded? the results i'm getting don't line up with what's listed on the wiki
for instance, i'm doing some testing on Solo Hazard 5, using UUU to determine damage dealt to each other when using Beast Master perk. it seems that Guard vs Guard, Steeve takes 8 damage when the wiki indicates that it should be 11.2
(this is before BM perk reduces bug damage by 50% and Hazard Level divedes by 1.2, so total damage taken is 3.333) wrong conclusion based on faulty data
🤔 but it did only take 3 bites to break my shield at 30, which supports doing 11.2 damage. Are the damage values listed on these pages how much damage the bugs do vs players, or their raw attack values?
i figured it out, nevermind. the tables are the raw damage per bite multiplied by the Difficulty Scaling
that said, could it be listed somewhere on the page that their raw damage per bite/slash is 4 for Grunts and Guards, and 12 10 for Slashers?
Shouldn't it be 10 for slashers?
🤦♂️ you're right, i should have said 10.
if only there was somewhere on its page that it listed 10 as the base value instead of having to reverse calculate it by consulting Difficulty Scaling
so many changes happening, didn't even check them fully yet
most of that was me changing the weapon mod table desc. to the new template
can I even filter you out, help get the changes I need to get attention on
aye
@floral drift you can look at the source code of the page to find the base damage, or look at the Haz2P4 scaling.
Haz2P4 always has a ×1 multiplier for damage.
can't blame him, that isn't very clear
does that just mean it changes the mob's death animation ?
We could maybe add a link to HP's "Disintegrate" to the page with damage types?
that's exactly what I thought
Disintegrate only change the death animation indeed, other than that it is basically the same than kinetic since no creature is weak or resistant to it.
thanks for the clarification
functionally does kinetic differ from typeless in any way?
afaik it doesn’t at least for now, the difference is that typeless doesn’t have a corresponding resistance defined in the files.
But so far it doesn’t matter because nothing is using the kinetic resistance variable.
cool, those three (typeless, kinetic, disintegration) could be grouped together until something changes then i suppose.
Disintegrate cancels praetorians death clouds
I checked it ingame some time ago
woah that's a really good info to add
Bebe can prove my words
Disintegration changes death animation and it seems can override a few^
Typeless is more a case of, we didn’t set the type, so we inherit the default type, since there was no default in the parent’s class, it is set as none.
Not sure how much case of typeless are left, I know it tend to default to kinetic since U33.
might need to check if it acts like cryo and also cancel stuff like Nexus's post-mortem spiders
It doesn't cancel bulk's and exploder's explosions
but i didn't checked interaction with nexuses
and goo bomber too
Only praets and oppressors i guess
Offtopic I tried to test heat cap and heat to fire damage taken with the on fire DoT btw and the results didn’t make any sense so far.
On the cold side, the tests seem to work just fine.
what's going wrong about the heat tests? too much? too little?
Too much damage taken compared to what is expected for praetorians (about 50% too much), for grunts the damage is a bit off but not by much.
As for the cap I tried to find it using the duration of the debuff but it wasn’t consistant and while I could find the exact cold value (as a float number) for heat all I have is a float between 0 and 1, anything above allows it to burn for longer but I coudn’t find the adress for it on CE for now.
Do we know anything about the range of minerals/discounts of the daily deal?
I think I saw the commands for that somewhere so I should be able to dig it again, but I didn’t kept the values.
Not home for now, so don’t expect a fast answer, I will need at lest 2h.
It's fine, no rush. I've been taking screenshots of the daily deals for a while and I'm wondering if there's any point except double-checking that the code works as intended
-even if the damage is similar they should still be kept as separate
-for the daily deals the first time they came out I checked it, let me get it again, iirc I don't remember exactly how it is used, just the range of values or something like that
Buy/Sell: "Units Range": 50 - 200
"Discount Range Percent": 30 - 70
"Extra Value Range Percent": 50 - 200
with your notes it might be more clear on how it is used ?
huh, driller page still says Dreads resists fire. fixed
why was hiveguard evena added here on armor disambiguation page ??
what about that one ?
No data I know of, but it sounds like superstition
Here's what I have
That one is a myth, you have the correct odds, with the wave tests you did.
Fixed, funnily enough it seems it was added by the same user from my previous wiki info fixing
And here's the same in a TXT
well, the amount is probably quite clear on how it is calculated
wait, you are missing some days, but due to the 213% profits value I wonder how it works, can you figure it out with the ranges ?
Yeah I don't always log in to check
Ok so it's very straightforward for selling
V is just the values from R multiplied by 50 for selling and 150 for buying
Oooh, what the game is showing for buy orders is 100% - T/V
From what I understand, if the game decides to sell at a discount, it uses
"Discount Range Percent": 30 - 70
and rolls between 30 and 70
and when it decides to pay you extra for you selling, is uses
"Extra Value Range Percent": 50 - 200
and rolls between 50 and 200
Yeah, that makes sense
If you only pay 42% of the regular price, your savings are 58%
However, when you're selling something at 154% of the regular price, your profit is 54%, not 154% like the game is showing
Correct me if I'm wrong
It looks to me like someone forgot to subtract 1 (or 100%) when displaying profits
(typo, it should be "How much is that compared to the base 50 when selling?")
yea, profit is 54% and not 154% , guessing the name wouldn't really be profit, but more like "you sold it with 154% of the OG price"
So to explain how the game uses that, it'd be
- flip a coin to see whether it's a buy or sell deal
- roll between 50 and 200 to determine the amount of minerals offered
- when selling you at a discount, the game will randomly remove anywhere from 30% to 70% of the base price, resulting in 45 - 105 credits per unit instead of the usual 150
- when buying from you at a premium, the game will randomly add 50% to 200% to the base price, resulting in 75 - 150 credits per unit instead of the usual 50
wait what xD
fixed that one too
I'm adding some quick description of the daily deal
where ?
The Space Rig is one of 87 orbital operation bases and drop pod deployment stations owned by the Deep Rock Galactic corporation.
It currently features the Mission Terminal, the Drop Pod, The Abyss Bar, the Medbay, the Wardrobe, the Personal Cabin, the Assignment Terminal, the Equipment Terminal, the Pickaxe Customization terminal, the Memorial ...
hiveguard has the 3 armor things that regen every time
that's why I added it
it's literally on its armor bar health

don't think that counts
that armor disambig is for dwarves
no, there is the normal dread on it
hm
if it's for dwarves then we should remove all dreads
i'll look at it later. might just make it direct to dread disambig
I want to change the 4 templates Overclock Table Class to just put inside the template of their weapons, that I would make expandable too, instead of having a copy pasta that is not a real copy pasta since the real weapon overclock templates get modified but not the general class overclock ones
basically going from that
to that
lmao
wiki editing do be like that
It adds a blank text space. Like an invisible letter
ah yes, I see
nbsp is for non breaking space you are supposed to use it between words/symbols that should not be separated by the text going to the next line.
I can only imagine that whoever made that tried hard to make it pretty with table margins, and cell-padding, and cell-spacing, but in the end nothing worked right, so they just said "to hell with it" and spammed
iirc it was something like that and for some reason the nbsp spam keep the title centered while the other options failed.
if you can make it work and display properly go for it, the current display by turtle I think but it does lead to some code duplication which isn’t a good thing to have in general on a wiki.
His goal was to make the https://deeprockgalactic.gamepedia.com/Weapon_Overclocks look better, if needed we could consider adding an option to the template if you think it would help improve the display.
yes that's because of the duplication I wanted to do that, I'll see if I can find something that work for both this page and the weapon's ones
what do you mean by "adding an option to the template" ?
Like adding an alternate css class/table header that would be used only on the weapon overclock page.
If you think it would help stacking the tables or such it is possible to make part of the code conditional so they are only included if we pass a certain argument.
I can confirm that web spitter can’t spawn in glacial strata, there were in the pool, but didn’t spawn while I could see all other creatures.
For it seems mactera, tri-jaw and brundle follow the veteran system, the same way slasher and guards or oppressor do.
Brood Nexus take a slot in the spawn pool but isn’t spawned since he is replaced by nothing, this is confirmed as well.
So all spawn restriction have been confirmed now.
is there a limit to oppressor ? and what are the odds for the mactera crew ? guessing grabber and bomber are a different thing
MaxSpawnCount indicate a max of 1 spawn at a time, not sure if other modifier apply.
during my swarm testing, I got like 3 oppressors or so during the prae swarm
same here, that’s why I am looking for other modifier, it seems way too low.
For the odds, it is in the difficulty folder, under veterans, normal and large.
Oppressor being Large
Brundle, Tri-jaw, Slasher and Guard being Normal
Trijaws can spawn like normal enemies and also use the veteran system (replacing normal mactera).
Evil
trijaws from promotion and natural spawn use the same parameters for limit ?
No idea, lol.
ayyyy no code duplicate
widepeepoHappy
now the wep overclock page will be updated automatically from the specific wep overclock template
also it's cleaner
only collapsed on the weapon overclocks's page and not on the weapon's specific page, despite the same template is used
and this doesn't exist anymore
that was an interesting workaround i did heh
so @kind epoch , you just moved the tables and all that code to templates?
The templates for individuals weapons overclocks already existed (e.g https://deeprockgalactic.gamepedia.com/Template:Overclock_table_deepcore_40mm_pgl) I just modified them a bit so they could be collapsable for the Weapon Overclocks page, and would stay uncollapsed on the page they were already used (the weapons pages), I also changed their style a bit to fit the one in Weapon Overclocks, then I deleted the whole copy pastes on the class-specific overclock Templates to place those now-adapted specific Templates inside
explaining is hard
but basically
So I didn't really "move" anything, I adapted the already-existing weapon templates, and deleted the duplicated source on the classes templates
there must have been format changes in the mean time since it wasn't
ill take a look
good change
also changed mention of armor hp from just og dread to hiveguard and og dread
why was that changed ??
why is hitpoints even on the armor page, with hiveguard in it ?(?)
i wouldnt use either of those words. ill think abt what should go there
actually, leave it as weakpoints
why ?
that makes no sense if it does not take more damage from weakpoint bonus, And doesn't even damage the main creature
that sounds like a pun, and rather misleading
what?
"Weakpoint" implies more than "vulnerable location" in the context of DRG and Omega is saying Weakpoint's additional implications aren't true for the Hiveguard's armor-spot-things.
It's not really a pun but I can see where Omega might be getting that feeling from.
how you people want to call it ? thing has all sorts of names, Ragespot, Weakspot, thing being that spot would be the most neutral one, that wouldn't imply much, just that the thing is a spot
protusions ?
Targets?
Actually I agree with protrusions, better to just describe them literally if they're not specifically weakpoints
targets looks too generic, and doesn't describe the object, only its function
can't you just make the dread face away from the sentry, or build sentry near walls ?
that doesn't seem correct, saying the hiveguard can be attacked right after killing the sentinels ? also, only 3 ?
Only 3, no idea why that was put there, since they can spawn in larger groups...
And yeah, the whole message feels wrong
changed the things to "protusions"
feel free to fix the battle description
and guessing it would be nice to have images of the hive with the protusions and with the abdomem exposed ?
Actually heading to bed, and wiki editing on phone is horrendous, I'll leave the changes to you guys. GN
no worries, that can wait, but if anyone fixes it, let me know
You guys wouldn't happen to have any screenshots of BET-C with her turret in the bomb launcher mode, would you?
I believe it's spelled "protrusions"
??
Yeah that'll work, thanks!
I needed a reference for my Lego BET-C lel
dunno
||Entry: maggot. Kill count: 9001||
now that is specific, if it weren't for the transparent part thing would probably be easy to get
Should be easy enough to outline and cut since there isn't much blur in close distance in DRG
As far as I know the images with weakspots on a transparent background are made more or less by hand
As in, there's no quick way to extract them that way
think user wants it with color and all, the weakspots ones are gray scale by default, with no way I know of to make it colored, so only way I know is making in game screenshots and removing background
Omega, were you asking if veins have a fixed length earlier?
Or was that someone else?
Never mind, it was Robawt Rob.
RES_VEIN_Gold BaseAmount: 135.724884, DensityModifier: 1.000000, Total Amount: 135.724884, UnitsPerLength 8.500000
RES_VEIN_Gold , Length: 266.127228 of 266.127228 total
So from what I can tell there is a set value per mission, then the length of the vein is different.
Will go check a few other missions and maybe a gold rush and compare.
I think terrain takes priority or something , at least for nitra, since you can easily see veins with only 5-10 nitra, and I don't think it was planned that way ?
Gold Rush:
Standard.
So the total amount and length varies, the units per length stay the same and the density multiplier changes based off of mutator.
complex
My assumption is that the vein size can vary based off of terrain generation like you said, but it can also generate a random size based off of remaining total units.
so like, if you are supposed to have 425 gold, and all the spawned veins so far are 400 total, the game spawns a 25 gold veing to make up for it ?
That is my guess, I can't verify it though as my sample size is small.
Wait, that can't be true.
Taken from the Gold Rush example:
The following gold veins are all the same too.
Seems the same for standard.
Idk, this is just the console log from the game doing stuff.
well well
that's false though ? or am I missing something ?
I think that is correct.
glyphid guards front legs definitely take damages
Yeah, they break, but the damage to the armor does not go through to health except for on the breaking shot.
I would reword it to such imo.
Since at the moment it can be confused with it not taking damage at all.
ok my bad then
No problem.
well, pretty sure it only dies if it hits the floor, however if it heats fast enouh...
"Fast enough" is about 25000 seconds for Mactera Spawn.
not like there aren't other sources of heat, temperature shock though
and yes, the value isn't taken out of nowhere
you freeze a thing, or you make it burn, them you do the opposite to it in damage, like heating a frozen creature
one way for example is Cryo Driller + heating EPC (tier 5 heating plasma mod)
don't need to be that far, I can make it work with just 1 shot of the epc, and that alone wouldn't be enough to burn
200 damage, and resets the temperature to 0
only thing I am still not sure is if you only need 1 instance of heating / freezing damage, or if the shot must make the creature go to 0
Wiki says the Temp Shock effect itself resets the bar to 0, so I think it doesn't matter.
well, it matters to know how many shots you need to make it work, like a praetorian, will it work with just one shot ?
First shot that breaks the enemy out of a state should do it, HH EPC with Plasma Burn is the easiest to test. Give me a minute.
another problem is that they are heating up naturally, so not sure if doing the shot right after freezing is different than doing it after some seconds, right before it will naturally unfreeze
Okay, I did some testing just now and Temperature Shock effect doesn't reset the temperature bar to 0 by itself. What happened in my tests: spawn a Praetorian, fully freeze him, start hitting him with Plasma Burn HH EPC. The Praetorian unfroze in 2 shots, took 200 damage and still had half of a freeze bar left.
Wait, why 2 shots ?
Because Plasma Burn doesn't have enough heat power to immediately start heating frozen Praetorians, I would assume.
And what is the exact value needed technically
to the best of my knowledge, Temperature Shock only procs once when an incoming source of damage does enough Heat to force the enemy to drop below its Unfreeze Temperature faster than its Warming Rate. For Praetorians who Freeze at -150 and Unfreeze at -100, with a Warming Rate of 10, then Heavy Hitter + Plasma Burn's 20 Heat should unfreeze it on the second shot (assuming it takes a second to swap from Cryo to EPC and fire the two shots)
so as far as i know Temp Shock doesn't reduce their temp back to 0 from Frozen, but for some enemies that Unfreeze at 0 I can see why someone could misinterpret that as being the case
Plasma Burn gives you 5 Heat Damage base + 25% of your EPC normal shot damage as Heat Damage per shot. This means that with Heavy Hitter Plasma Burn will do 15 Heat per shot (5 + 40*0.25 = 15)
Even if you wait, you will aways need 2 shots ? Meaning the shots requires are fixed, calculated with some formula
i was not aware of that. last i had heard it was a 50% conversion. thanks for sharing that 🙂
i would expect not. if you wait 4.5 seconds after freezing Praetorian, i expect that just one shot would proc TempShock
Pretty sure wiki needs updating on that
Wiki doesn't have any details on what Plasma Burn actually does, so yeah.
Guess only thing left to test is trying to make it proc with only 1 shot on praes, and later review the wiki article on temp shock
I'd trust GreyHound with this kind of stuff (BBP), I'd be surprised if he and Meat are not friends yet, lol.
i think it's safe to say we're at least "positive acquaintances". GH forked the DPS Calculator repo to do some number theorycrafting for the BBP mod, and we've also had some discussions regarding U34's balance pass.
IIRC the grayscale photos are indeed taken from the game files, simply seen as they are in a Unreal model viewer
And afterward I would assume the texture map is simply rendered onto the model
is there a Dwarf source of Fire damage that does not heat, or source of Ice damage that does not cool ? whatever the names the are
You mean, is there a source that would trigger fire/cold resistances and vulnerabilities, but would not build up the meter for On Fire/Frozen?
wondering if it would trigger temperature shock if it doesn't change the temperature at all
Ice Spear doesn't do Ice/Freezing damage, it's 350 Kinetic/150 Explosive damage. Is there actually a source of Fire/Ice damage that doesn't have the heating/freezing effect attached... Come to think of it, there's TCF explosion because it does 240 Fire damage in 3m. And no, it doesn't trigger Temp Shock iirc.
Do Breach Cutter lines heat them up?
I'm petty certain the temperature shock is only reliant on temperature, and not on damage. Might be possible to test by freezing a mob above hot ground in magma core, or above a heat source in glacial.
expected, just making sure we have all correct, changed some text on the wiki, including the temp shock , and plasma burn formula
I'd like to request an update to the Breach Cutter page on the Wiki.
There are a few pieces of information missing:
- Burst Damage on First Impact (a base property of the BC, does 50 Burn (Fire?) damage on first contact, doesn't inflict any temperature damage), this is modified by Spinning Death OC (x0 multiplier for this damage);
- Breach Cutter slows targets hit by the beam by 70% as long as the beam intersects with the enemy. This is never mentioned anywhere.
- High Voltage Crossover's inherent slow effect stacks with the default 70% multiplicatively.
- Spinning Death is also missing the x0.05 Projectile Velocity penalty (better suited for the advanced explanation).
- Explosive Goodbye has a 0.4 sec delay before it can be activated after you shoot the BC.
might be easier if you edit it with what you know, I can try finding the values though
and yea Fire damage on the wiki
you don't need to ask o:
@floral drift about the gifs, did you try making it webm instead ? it seems to be used on weapon pages, so wonder if it would work better for it, the weapon accuracy ones
making accuracy visualizer gifs is extremely low on my priorities list right now. if you think they're needed on the accuracy page, i can almost guarantee that it would be faster to record/convert them yourself than waiting for me to get around to it. sorry.
technically I was just trying to help with it, since I wasn't sure if you were having technical issues or something else
been trying to understand more about weather, like sandstorms, so not sure either if I would work with the files, who knows
what's the chance for a machine event to spawn ?
1/4
thanks
still on the machine event, what's the duration ? Is it always 180s regardless of the event type / number of players / hazard level ?
ty
how can this be improved ? because 60 isn't even the most steep tunnel you can make, my record so far being 75° , and I am sure it is just related to how you make it have places to step on
Max is 80°.
is that a hard value or discovered via testing
Hard.
interesting, also the word would be ledges ?
Uh, give me a few minutes to turn on my computer and I'll double check.
But I remember it being like "Max Walkable Slope Angle".
Doesn't specifically say what parameter correlates with what object import (in this video), but still, some are able to be understood.
interesting
thanks for correcting my broken english
that's why I try to not do this if possible lmao
wait... why is my 40 dmg HH EPC doing 4x damage (160) against a frozen praetorian (spitballer too) ? I thought they only changed the scaling for dreads
i was not able to replicate this vs Spitballers or Praetorians. what was the context for the EPC doing 160 damage instead of expected 120?
hazard level, player count, mission type, etc
Haz4, solo, used experimental build, since I dont remember that ever being in patch notes
there was a bug reported in U33XP that Frozen was doing x4, but it got patched in one of the hotfixes
this one: #patch-notes-steam message
sad [angry face]
but at least that tells me what I wanted to check, about temperature shock shot receiving or not the frozen dmg binus
For the temp shock, MeatShield got it right.
Temperature Shock only procs once when an incoming source of damage does enough Heat to force the enemy to drop below its Unfreeze Temperature faster than its Warming Rate.
[…]
It doesn’t reset temperature to 0, it just leave it back to where you are after unfreezing + whatever heat you added to proc the temp shock (which is often close to 0, but may not be 0 for some creatures).
For the Creatures images on greyscales with green weakspots and orange/red armor they were extracted with Umodel.
@verbal shard
For the main creatures images, they are screenshots from the game, using Ansel.
NVIDIA Control Pannel: Completly disable AntiAlliasing for DRG
Graphics Options: Set Resolution Scale and Image Sharpening to 100%
Use photo mode (default Alt + F2), the Green Screen filter option allows to hide the background. You can also change its color.
(Disabling the AA and adding a green/purple/cyan filter will make the croppnig a lot easier and faster.)
Then it is cropped manually, I used Gimp for that last time, but Photoshop will do it as well.
I can try to crop a few if you tell me which creatures are in need of a new image, but I won’t be fast, I don’t have much free time theses days.
Pages that link to "Template:Hoverover" - Official Deep Rock Galactic Wiki
I found that but I thought it wasn't it, since Hoverover wasn't there when I ctrl + F-ed it on the source code of the Creature page (1st link)
oh well I'll do with that
It is because the creature page itself isn’t using it, it is used instead in one of the template that is included in the creature page.
In this case the Creature Table template.
That remind me, should we replace hoverover with that or not, I don’t think we came to a conclusion on that yet.
https://dev.fandom.com/wiki/WdsTooltips
The reason would be to allow it to display properly on mobile.
remove what ?
that is the laser pointer, you don't use that
already did, it is 3.00 meters
would be too odd for it to be different than other grenades
why is the laser pointer not displaying the right values ?
because the starting point is not the pointer itself
at least from what I can tell
so what's the offset between laser and "true" distance?
not like i ever figured out a reliable way to check the difference,
that's unfortunate that the in game distance tool is wrong
even more unfortunate the devs themselves are using it to put the distances then
man that's crazy, surely they know it's off? or it's been fixed?
it is also possible that 3.4 is just the visual part, but the effect only happens on a smaller radius,
if you want to test the offset I would probably check with other explosion radius, even with the cryo / crpsr limited range weapons it can be not too clear, due to where the weapon starts counting, and the extra range it might get depending on the particle size
For the IFG radius, it was tested by modding it to a much higher value to test which one was really slowing the bugs.
The slowing effect has a radius of 3m, it is also responsible for the SFX on the bugs.
The visual sphere and SFX of the sphere itself is a bit bigger and didn’t change when I increased the slow radius.
The origin of the laser pointer is the center of a dwarf head.
ok sweet
so if top of dwarf head is confirmed 1.5m. what does the pointer say when pointed at feet?
1.4m
well and the top of head != center of head
Scout page, isn't "longest range" too odd ? most weapons that I know don't have a range limit, only crpsr, cryo and BC
Minigun with T1C: observe.
Probably it's "The most effective at long distances"?
yeah can't call it "the most" if the numbers don't agree
By the way, Elyth, I've heard you want to crop something and don't have much free time, may I help with it?
Well I saw a talk about creature image and how to get them, that’s why I added how we got the one we currently have on the wiki, and that I could do a few if needed, but I don’t know which one we are missing, probably some of the new creatures?
not really, if anything only of the old ones, like machine event ones, or the homing drones
You mean kursite and ebonite variants?
Hum someone probably added it because he doubted the source of the 1/4 chance.
HMMMM
source being me, checking with you
do we use citations in our articles?
It shouldn’t be needed afaik.
or do we normally just link to a page
I will just remove that
do we have a "sources" section, where we provide the proof of data?
is that something we want?
nope
Depend, usually a link is enough, but if it is a mechanism that is not widely known, you can go over it quickly in the page.
nope for having a section, and for the wanting too
also, the tutorial for screenshots is already on the to-do list ? just in case I want to check it again
I can also confirm the 1/4 for MEs.
I see so the 3.4 is actually just the visual sphere
so the laser was right
so, after all, we never put the base hp on the wiki, right ? where should that go ? and it is 100, right ?
The base hp of what?
So far base HP is on the creature infobox and health page I think.
ops, for Dwarves
we have like all the values for masteries, and mods, but not the base
it is on the health page indeed, but I guess it should appear on the armor page too ? the equip one
Ah, the base is 110, it is on the health page though.
here
So far it is only there, feel free to add it elsewhere if you feel it is needed.
https://deeprockgalactic.gamepedia.com/Health#Dwarves
Was bugged, then fixed to be true
Technically any lethal hit will "defuse" them
well, I know it is not a weakspot, but does it really look like one
Well, for something invincible anything that can be used to deal damage is weakspot
I'd go for it
(Although hitboxes sometimes mess this up)
change to "If an Exploder is killed by a hit to the weakpoint, it will not explode." ?
Yeah, that's good.
👌
how to improve the korlok, one, 1- Manual already doesn't show weakpoints for it, right ? iirc, and 2- neither does wiki, so wouldn't it be better to actually say what does it even look like a weakpoint ?
X0.6 WP damage when
It would be good to keep the distinction of whether or not a weapon's innate weakpoint bonus applies to the korlock's open heart Nevermind, I'm out of it today
radii is plural for radius
and since it's talking about the radius for the uplink as well as the fuel cells, it would be radii
It's a pretty uncommon word, don't blame you for thinking it wasn't real.
first time i've seen it used too so yeah
ill probably change it to something that's more commonly used to make it easier (especially for people who don't know english well) to read the page
Technically I just search "word meaning" on google to check words spelling,that's when it is simple
ill just change it to "activation area" later
You sure that is for the better ? Mostly due to not seeing many have no idea of what it means,
well well, maybe that's fair, radii looks so cool though, double i word
heh
any true ?
technically that just says you need to complete the rank 70 and 80 assignment to unlock the rank 100 one, not that gloomstalker MK3 is 80 now
well I can do the assignment now and i am not rank 100+
i am rank 81, to be precise, and can do the assignment
:S now I have no reason to be rank 100
me neither xD
that would be nice to add the models for twins and hiveguard
especially twins, to see exactly where the heavy armor is
oh wow, bosco can even fix leaking pipes
Would need a double check in game, but this is probably the armor location here in green:
I should have some time tomorrow or the day after to do the image properly.
That’s a lot of plates, each color should represent a different armor plate here:
technically I can do the image editing , like some of the others, if I know which color to use
I can check the armor type in game quickly and see if there is only one value or several if you want.
better
100 Health per plate for each plate for each of the twin, same for all of the plates.
Trying to check the armor type now.
The armor location is right btw, I completely stripped them to check.
Still checking the type/damage resistance.
rainbow buggy boi
yes they are fine
I will have the armor type in a few minutes at most.
Just keep messing up the tests for stupid reasons.
no rush, changing the color is the easy part
heavy armor everywhere.
alright
So red, same red for every green part.
so it's still heavy armour when it's breaking off?
When broken off it is not, I can check that.
i think that'd be good to have, ye
only problem is not being able to get them with no armor, would most likely need some crazy creative workarond
hiveguard is more simple since you can get it opening to abdomem shell
behind the armor, you do normal damage on the legs.
It is different on the butt.
the butt is now a weakpoint it seems, but I only do 20% more damage, not sure how it works exactly yet.
The ass is a weakpoint with a ×1 damage multiplier.
so not affected by weakpoint weapon boost, or critical weakness seems like a different type
The 20% extra damage where from the weapon critical damage.
The flesh is supposed to be a × 0.5 multiplier, but so far I didn’t manage to hit only the flesh/to reproduce it in game.
So that info is only from command lines/files.
should I use just "Arbalest" for the file, or "Glyphid Dreadnought Arbalest" ?
I would say "Dreadnought Arbalest"
the selection by color is awesome btw
It sure is, especially for this kind of tasks.
hope it is fine that the red is not the same for all models, but for the twins I am trying to change the colors by the same amount
there's a bit of a bug with the Twins' Heavy Armor. the front legs' armor interacts with Armor Breaking mods correctly, the armor around the x1 weakpoint doesn't. i've had mixed results, but in general that 100 hp HA plate takes 100 damage to break and very rarely gets bonus damage from AB. i reported it on Jira a while ago, but it wont be fixed until at least U34 because U33 hotfixes just ended
for Hiveguard, just an image of the back (exposed abdomem) would be enough ?
not sure if Sentinels need it too
thoughts ?
<@&296918282403840000> ☝🏽 appreciated (message was taken care of, hopefully by staff)
added twins models, now just have to check the other dread, and decide on what next
Vampire also gives a red sugar line.
hiveguard done
huh, ordered bosco to mine an egg, he is hitting the purple thing around it for over a minute or so now, with no progress
he got it after some time, might be due to me pinging the thing again, but he was certainly mining for way too long
Question on the volatile bullets OC for Bulldog Revolver: does the fire damage buff only apply to the direct damage or both direct and area damage?
Both.
now after broken bosco, OG dread decides to keep doing dig attack, sometimes throwing projectiles, but never walking / moving
it started walking towards me after I fired some platforms near it
So, the other day I had a Lacerator be blown by a bulk's death explosion while it was doing its "sharing health" animation, to my surprise, it did take damage, however, it was not killed, but instead it did around 80-90% of its health, interrupting the health-sharing animation, and preventing them from healing each other in the process, the Arbalest was out of range, and took no damage from the explosion.
This was in a 4 man Haz 5 mission... So... Seeing as the bulk's death explosion in this situation does around 68,000 damage, and a Lacerator in the same situation has 7650 health, I can only assume that the grey state of when they're sharing health is not full invincibility, but rather a 90% damage reduction?
Please do correct me if I'm wrong, but I cannot find another explanation.
interesting
doesn't Control call it the "triangulation zone" or something like that? i think he has a similar name for the refuel portion too.
In the refuel portion he just calls it "staying close to the fuel cells", while he does indeed call the circle "triangulation zone"
i'd argue "triangulation zone" is harder to understand than "radii", though i would just use "radius" instead for ease of reading purposes
that's a thought. ive been so busy this past week that i havent done any wiki editing but i think i might have time today
we could call it "Zones" for Refuelling Zone and Triangulation Zone.
what does he say for Blackbox? Triangulation zone again?
What weapons can remove terrain/mine?
So far i have:
- Autocannon
- minigun
- EPC with TCF
- Revolver? (with explosive only?)
- C4
- some grenades (HX, Cluster, Sticky, Proximity, plasma burster?)
- Turret whip?
- PGL
- drills
- pickaxe
some of them remove enough to be useful against the Ommron Beamers for example
right, that's a lot, so we / I have to check the twins resistances when healing, as well as the weapons that can mine, where are you planning to put that info ?
plasma burster does damage to terrain??
haha no i'm not expecting you to gather it man, i'll play around in game and confirm these. just putting my current list to test in there. not sure where it'll fit as info. maybe as a footnote the weapon's individual page etc.
Urt, haven't tested that one yet. but will soon
some days ago I was discussing including more info on there, like, interaction with armor, weakpoints, freeze and more
but first step is saying all that should go there, before changing the template
actually I was just suggesting it would go on here, this is so small, and creature ones are so full of info
ah cool, yeah that's a small stats block
ok yeah, so things like:
Breaks armor: yes /no
bypasses armor: yes/no
bonus damage to frozen creatures: yes/no
damages/removes terrain: yes /no
mines minerals: yes/no
etc, that sort of stuff?
Can't tell on autocannon, but i don't think it does
Revolver does, you can actually oneshot beamers if you aim VERY well
call me turtle 
it does for ac
99% sure Plasma burster doesn't
every other shot
M1000 can’t break terrain, not sure for AC.
nevermind
i'll try AC later on but i don't recall ground being full of holes after a fight
it 100% does on ac
does Burt?
good idea
i can tell you for sure that minigun and revolver do, and that the only one that does in driller's arsenal is TCF
AC can because I have used it to mine red sugar
i don't think subata does but i never tested it
and isn't mining minerals and removing terrain same thing
Checking it globally for hitscan weapons.
Only AC, Minigun and Bulldog for hitscan weapons.
The property name is BulletsCanCarve
flamethrower does but only on ice, snow, and plastcrete
I think it is conditional on plastcrete, only if you take the upgrade to reduce fall damage.
plastcrete is the name of the upgrade
thinking if "bypass armor" is the best way to describe it
and any other interaction missing ? isn't weakpoint one missing ?
also it probably only be for base weapon, if something changes with a mod, say that on the mod I guess
without the upgrade it indeed doesn't
IIRC if it bypasses armor it also ignores weakpoints
Incendiary works in the same way
it always melts..
i read on the wiki that it doesn't melt without plastcrete upgrade, if it's true that it always does you'll want to correct that
from what i recall it actually doesn't melt it without it but it's best if we get it tested too
really?
can someone come test with me rq
that doesn't say that it requires the upgrade?
the platforms are called plastcrete iirc
i think so, but the line i sent states "plastcrete MKII" which implies upgrade is needed
not really
For other stuff that carve terrain, values are the diameter in CM
Bomber Goo Bomb: 40
Bulk Cluster Bombs: 400
OG Dread Fireball: 400
Hiveguard Dread Fireball: 300
Guntower Homing Drones: 200
Escort Flying Rocks: 200
EPC TCF: 600
C4: 652
PGL: 200, 120 or 700 // May need a double check to see what these value match, one is probably for fatboy
HE Grenade: 200
Sticky Grenade: 100
yes
oh look , that's how you know you can jump or not in a platform without taking damage
yep
invite me in a game and pick regular platforms, i'll go driller
Real dwarves just jump regardless, blaming engi in case they die 
I really wish we had some sort of testing chamber/shooting range. was it suggested to the devs already?
works without mods for melting plats
To do: Remove "MKII" from the wiki
drills can remove terrain but not mine minerals
sad
mega sad indeed
it'd be so cool if you could mine them with the drills, idk why that isn't the case
it'd give them more than just a mobility purpose (althought they are technically traversal tools)
driller already gets told to mine all compacted dirt, if they could do minerals with the drills that'd be left to them too probs
but to be fair they have TCF too so they sometimes do get told to mine minerals haha
while that's true i don't really see the issue in it, i'd love to go brrrr on veins and it'd be very in character too
Wait, goo bombs carve terrain?
40 means 0.4m, which is almost negligible.
what?
is it?
I don't think it appears on every mission and biome like nitra and gold, and for xp no idea
quite a bunch of changes
I don’t see any xp value for oilshare specifically. but stuff that has no value is marked as 0, so it probably have the default 1xp value like gold and nitra.
1 indeed, I found the command.
How do you get xp from oil shale tho? You can't deposit it
yeah
you deposit it on the fuel canisters
so it would count the stuff that you actually put into the drilldozer?
Ah, I can’t answer that part. Someone will have to test it.
does that amount scale by haz and player count
I remember something that might indicate some interaction with player count
It scales with the hazard bonus so only with the hazard level in practice (and warnings, cave length).
warnings?
also, once we were discussing about testing escort by only ever mining oil shale (no nitra, or anything), don't remember what ever happened
mutators
cave leech cluster, parasite, everything that can increase the hazard bonus.
I guess it would be 225 xp total per canister, no ? haz1 should work I guess
It could be tested by completing two 1-stop escorts:
- in one, only enough shale to fill up canisters is mined
- in another, much more shale is mined off the walls to be left in chunks
It should be 225 oil shale per canister yes.
perfect, now something else would be to get the max value mined, and a range per oil vein
The map creation logs would be best for the range per oil vein, I have no idea how Banagement got them last time.
The max value mined should appear in the end screen if it count as mineral mined.
I meant per collection tick on the canister
kinda how fast it fills up
and possibily the chunk sizes when mined with other tools
Ah, for the collection tick it is one chunk per 0.45s, then a 0.45s pause and it repeat.
The chunk size depend on where the laser is pointed, not sure if you can check how full the canister is dynamically to deduce the chunk size, maybe with cheatengine?
Hooking it will be a pain though.
well, if you mine a big vein with only 1 tick, and you can check the current canister stats
so you would just compared the values to see how much it increased
I will check if UUU can see how full it is, but I don’t think so.
how much damage flying rocks do to dozer ?
a lot 
50 Kinetic damage, scaling with hazard level
2.5m radius
\FSD\Content\GameElements\Objectives\Escort\FlyingSmartRocks\PRJ_FlyingSmartRock
GetAll ExtractorItem CurrentLoad this one should work for the escort test
Why you guys so smart? I only can make "left button click, left button click, left button click. Ha-Ha it's now meme" stuff.
on another note, we didn't find / include the cold heating delay, right ? as in, how much time it takes for the temperature to starts heating up, probably should have it for cooling too
for the shale, first time mining it gave ~10.01 on first canister, and when using the other one, it was ~11
when I mine it, same thing, each chunk is giving 10-11 shale
For the temperature, this is what we have for now:
FrozenDamageBonusScale
UpdateTime
DieIfFrozen
TemperatureChangeScale
BurnTemperature
DouseFireTemperature
FreezeTemperature
UnFreezeTemperature
WarmingRate
CoolingRate
IsHeatsourceWhenOnFire
OnFireHeatRange
MaxColdSlowdown
WarmingCooldown
Plus heat cap and cold cap that have to be measured individually.
The cold cap is easy but pretty long to get since hooking the value can take a while, the heat cap is a nightmare to get for now since unlike for the cold cap, I didn’t find a variable for it, even using CE.
so the plan is to include more stats on the temperature section of foe table ?
Some of them don’t seem very useful, in particular
FrozenDamageBonusScale > Should only be included if it is not the default
UpdateTime > not really relevant for mostplayers, so I would say only on the temperature page
TemperatureChangeScale > only a few creatures used it so we can simplify it by altering the temperatures directly
IsHeatsourceWhenOnFire > always true so far
OnFireHeatRange > the range varie, but we don’t know how much heat is spread that way or if there is a falloff
right, so heatrange should go on the tests todo list,
guessing no variable for time it takes for foes to start heating up or cooling down ?
That would be either instant or related to the update time afaik.
hmmm, always have the impression that if I stop freezing in the middle, it takes some time for the temperature gauge to move
Seems to be instant with fire.
Applying 3 shots with 10 hits each, it ignites a grunt exactly on the frame of the 3rd hit.
about the swarm timers, should I have used minutes + seconds instead of just seconds, or is it clear enough already ?
How many minutes are there in a second?
1/60th.
Sorry, lol.
It'd probably be better to display minutes and seconds so people don't have to do quick math.
well they still have to sum 2 values, but yes, much easier, I will get to that
currently checking the timers for something else, exciting findings
no idea lol
but it seems easy enough to check in game, guessing user is just reading the wiki trying to calculate
fatboy made it go from 9 to 3, so 9 x 0.3 = 2.7
you sure ? 9 + 2 + 3 = 14, 14 x 0.3 = 4.2
Most things round up except for like satchel charges and something else.
to the best of my knowledge, OC "Fat Boy"s x0.3 Max Ammo multiplier doesn't apply to the +1 in the magazine. GSG patched it so that instead of displaying 8 + 1 on the HUD lower-right and on the weapon itself, it just shows 9. (or whatever the max ammo + 1 is depending on upgrades) but it still tracks 1 mag and 8 ammo under the hood. additionally, i think Fat Boy is just a regular rounding, instead of strictly rounding up (aka ceiling function).
as a result, Fat Boy has these ammo counts:
8 * 0.3 + 1 = 3(8 + 2) * 0.3 + 1 = 4(8 + 3) * 0.3 + 1 = 4(8 + 2 + 3) * 0.3 + 1 = 5
It should.
I'm not aware of any special interactions between Hyper Propellant's bonus damage and Homebrew Explosive that would prevent it from working.
Karl.gg doesn't exactly handle that well. For whatever reason they have coded it as "add +385 damage as a separate instance".
sorry if this is too "self promotional", but if you really want to see how numbers interact with each other I recommend using the DPS Calculator as your primary source. as of 1.0.8 there were no reported inaccuracies
Hue
Karl.gg is mainly for loadout sharing with a very simple DPS/damage calculation on the side, and just recently it's starting to use DPS Calculator metrics in its Advanced Statistics View. the plan is to eventually have all numbers pull from the DPSC metrics, too
btw, do sandstorms change creature vision at all ?
afaik they don’t, but now they slow the bugs as well.
I guess it makes sense, only statuses I could find for it were the enemies and the regular one
also, does speed slow affect critters
Not sure on that one since lootbugs at least use a different speed parameters than other bugs.
Dreads as well iirc
ideas ? was thinking about a table for the first part
also gonna remove the "Sandstorm interval is unpredictable.", hue
also just added the minutes and seconds for the swarm thing
Did you guys want bounding boxes of stuff?
quake
Since it is called that internally.
I thought bounding boxes were something else, so disregard that.
There are some files regarding quakes, I investigated into them a long time ago
Basically there are two timers, one is initial quake and the other one is interval between quakes. The crevasses are pre-generated and scattered across the map, each quake has a chance to open some.
Sandstorms and blizzards probably have the same logic behind them
Should we call Mythbusters for this one?
Aren't both of these factors in play?
is that saying that more players = more speed, OR that less players = less speed ?
Not the most intuitive mechanic, but staying close to / on Doretta will make her go faster. You'll note the arrows light up on the HUD in the top right as teammates get in range. If everybody has wandered off she moves at a crawl and enemies have more time to spawn in.
The wiki article states that it slows down instead as more enemies are around it, but as far as me and my friends could tell this is not the case.
btw, added logic for all storms, minus the green ones, those I am not sure where to include, also they are more frequent on dense biozone, also, afaik they don't spawn in the entire cave
are they saying the dozer as at full speed even with several attacks ?
Yeah, according to what I was told by MeatMorning, some rains are local and have different logic to them
do bounding boxes give in-game meter dimensions? if so, yes that is highly valuable information to me
what should I be testing next, or which information to seek
I can suggest one thing but it's not very important: re-check probability of dreadnought wave trigger
Both are true : the amount of dwarves on/close to Doretta will make her go faster, and if Doretta has mobs close to her, or being attacked/taking damage (don't remember which it is) will slow her down. Less slow down if dwarves on her.
Ah, so it's not complete bollocks. Noted, thanks
I can testify that dreads are not 0% for solo, just got one earlier this week 😄
But I understand it's probably caused by the small sample
Solo, or multiplayer game with only one person in it ?
Solo. I like to be able to pause
1 minute and I will be able to check if you are confusing it with something else
I can start tracking my pure-solo waves if you want
How's suggestion list going?
447 entries, up to date, getting too big to casually scroll through
Ideally it needs to have a "keyword" column or two to sort/filter by, but that's extra work. I have to manage how much time this takes me every week
nope, you can not get a dread swarm
Besides, the categories I'd come up with would be arbitrary anyway
thing literally changes to regular swarm
In solo?
well, yes, for solo
Look, I don't want to say that your claim is not valid, but I also trust my memory that I've heard mission control say "something big is heading your way" and being excited because I so rarely get dreads for a swarm
I wonder if swarm delay is hardcoded btw
wouldn't trust the brain itself without something to point out too, way too odd how no dread waves happen even if the chance is 100%
Clearly we need evidence. So I'm going to screencap my solo waves going forward, and I'll get back to this once I have more stats
not bad, technically only the dread ones would be needed, want to see if others know which variable could be causing it to appear, bug ?
You can spawn dread waves pretty easily.
By default there is a pretty significant cooldown between announced waves.
I don't know how to use cooldowns, I'll just be playing as usual but keeping track of waves, mission types and seeds
:S I posted the values on the wiki, was only in seconds before, now it even has minutes
?
ME swarm timer
Well, swarms are disabled during machine events by default.
so during the 3 minutes, it just stops the timer , or it continues, and as soon as it can, it spawns the swarm ?
It spawns right after it ends afaik.
But I also have had swarms enabled for MEs for a long while, so it might have changed.
if that is the only variable that can affect it, it is the only thing missing to add, and wouldn't be too hard to test
As far as I am aware, it is the only thing that affects that and maybe mission extraction sequences.
right, well, if you ever discover before me, feel free to improve the article on ME
About them disabling swarms during their event timer?
more if the timer stops, or not
like, if you were to get a swarm in 20 seconds, and you start the event, after completing the machine event, would you get it after 20 seconds (timer resumes), or right after it ends
if that made sense
Everything that I have experienced and read implies that it continues.
Although. .
Now that I think about it, they happened back to back, so ME start, no swarms, ME stopped, 2 swarms in quick succession.
That was in PE, do if the frequency of named swarms increases with time, that'd be why.
Oh huh, so it just keeps piling up, wouldnt be easy to notice on ME, due to the lowest times not being enough for 2 swarms
Btw, ME for me is mining expedition
lol
Might be a large flat damage reduction, ive hit twins with hyper prop during healing and health bar didn't shift at all, also a percentage reduction would leave them somewhat vulnerable to minigun fire as each bullet would still do some damage. of course it might be a combination of the 2.
Is it intended that the particle well in azure weald only seem to spawn in Escort ?
I see nothing about that on the wiki but it might just be an oversight or a bug. Trying to gather some info on that.
never ever heard anyone mention it
seems easy enough to test, or we can just get a screenshot of it outside escort
I've never seen one yet but I saw some screenshots of those... all in escort mission
Hence why I'm wondering
The Gravity Well is so rare that it might just be anecdotal evidence that it only spawns in Escort. That said, the only time I've seen it was in Escort as well.
Ok that's 5 people seeing one but only in escorts so far
That's maybe a big coincidence
Is it just me or someone mentioned current rarity of gravity wells is intended?
Also, maybe that's to not to make your life easier, unlike every other missions, you can't just float here in escort shooting everyone when doretta's under attack
Imagine scout but on low gravity and like 2sec recharge — he is invincible! Well, almost
Dunno about that
Why make something that would only spawn in escort mission
That would be a first
The real question is what the Gravity Well's name in the game files is so we could just extract some relevant data about spawn chances.
Magic Hole
so you people are saying that even if the well was as common as exploding plants on magma core, or wind tunnels on sandblasted, they would still not appear on any other mission type
Well, there are some pros to this decision, so it could actually be implemented, but it's not currently known if it is intended or not
That's what I'm asking yeah
I'm just here wondering if there was a missing info about that on the wiki or if it was a bug or just everybody having no luck outside of escort
Or if it's intended in the first place
well, it doesn't really damages HP, you can see that when you freeze things without aiming at them, their HP is full
the damage one is "Frost"
I suppose this is the same for Heat Radiance ?
stronk
I also only saw the Magic Holes on Escort, whatever if it was myself or on screenshots posted here
there must be plenty of pictures of it on gallery channel
scrolled up to the Mar 6th on gallery any of the Magic Holes there were on escort and the only one I've ever seen was on escort as well.
Yeah at this point I just reported it on Jira
If it's a bug, the devs will know about it
It definitely feels like the Gravity Well reserves too much space and has issues spawning in smaller caves simply because there isn't enough real estate to put it in.
Well we'll see if this get fixed at some point
can oppressors, guards and slashers spawn outside the promotion system ?
Had a confirmation by a dev that the twins have a full on invulnerability when sharing, so what happened is a bug.
is this correct ?
Well, that is the internal name.
Like the POQ is Magic Crystal.
And an inside joke is Mike's Magic Hole.
well, what is the actual non internal name
Keep this one, it's fine
I don't think there is one.
unlaser pointable
Since it is just debris and nothing you can ping afaik.
(although I remember seeing a 'gravity well' somewhere)
well, can always go with what the devs call it around here
I've seen particle well before on the wiki but that's about it... I think everyone is calling them gravity well though
outside of the dev team I mean
seems to be gravity hole ?
at least it is what appears on some of the patchnotes, but not sure if they called it by another name too
Oh well, Mike's magic hole is a good name after all...
Trijaws definitely can
I was the one originally calling them particle well on the wiki because I had no idea of the real name
so I changed it now banagement said the real internal name
Trijaws can spawn by promotion or on their own, they are in both spawn systems.
technically internal names don't always have the best names, so for following a pattern we probably should have priorities
:S I never asked about trijaws and brundles because I already know
confirmed
Pool 2, the answer appears to be no
i thought their official name was "Gravity Well"?
source ? so far there is only "magic hole" for internal name, "gravity hole" for patch notes, and "Mike's magic hole" for dev suggestion
i have a fuzzy memory of the U33 reveal stream, when GSG had that writer on their team for PC something or other. they did a Dreadnought Elim mission on Azure Weald. in that mission there was both Pillars and Gravity, and my brain is telling me that they referred to it as "Gravity Well" when talking about it and playing in it
I don’t see either of them in Crowdin.
but i just checked, that VOD isn't available anymore
There is a Void Basket though
That's a plant in azure weald
I don’t see anything else that could match it on crowdin then.
i found a rebroadcast of the vod in mind here: https://www.twitch.tv/videos/882482108?t=00h19m37s
but WhoEven talks over them a lot, so i wasn't able to pick out if they gave it a proper name.
one of the devs referred to the pillars as "Standing Stones"
if other people want to watch through that vod and try to hear the stream behind WhoEven talking, go for it.
Thank you, good to know
Have never seen haunted salvage. Meanwhile we know for sure at least one mod (low oxygen) is disabled for salvage, therefore probability of getting another one banned is slightly bigger
Yes, it is banned from those.
what about the nitra one ?
Seems fine to me.
also this steeve one is turning into "let's list everything the AI ignores and that might be dangerous to them"
Useless
I mean, while kind of strange it isn't awful to have our one Glyphid ally AI have some explanation.
The first sentence could be useful so you know what to expect when taking the perk, but there is no need to continue beyond that.
Since they do die incredibly easily and people wonder why.
Oh, I forgot to mention that I got some somewhat new information regarding repellent platforms and other general AI.
this ?
This is what I meant yes.
By new I mean a proper representation of how they work, which I'll probably do some more examples of.
well, now that is good to hear
AI and spawning being high onlist of things I would be curious to test and understand
Somehow can't react lol
if Rate of Fire can't be too high due to engine issues, why can the BC damage 50 times per second ?
and does the damage instance depends only on the line itself, or the creature's position ? guessing line only
BC was overhauled a lot (used to destroy performance) and there is a big difference between 1 projectile hitting 50 times a second than 50 projectiles per second.
BC does its listed damage per second of contact with an enemy, it will do a portion of that damage if the contact duration is less than that.
It can also benefit from weak point hits > 1, making triple split quite effective.
so, line thickness ? and odd that, for me, the line would have to calculate what it is damaging every 0.02 seconds just like a hitscan weapon would
So if you clipped an enemy with the beam edge it would do the same damage as a centered shot.
Ideally you would make the enemy travel with the beam for the most contact time.
the idea that you can even not get full damage with it is bizarre
I mean, not the part that you won't get the whole second in damage, since the thing takes time to damage, but, for example if the damage is 10 (so would be 500 per second), can a creature ever get less than 10 damage, that isn't from hazard reduction, or their resistances ?
I think I misread what you said, and you corrected it
I imagined the line wouldn't damage normally depending on position
Well, considering anything that is in contact with the beam gets slowed by 70%, I would assume that it is a hard no.
Oh, I see.
heard there is quite some stuff we didn't include in the wiki about BC
might be good to have it before the balance patch so it is easier to control,
Like a skewed shot that hit a stray leg would definitely not do the same damage as a shot at center mass.
But if you were to hit center mass with the edge of the beam and maintain that contact time, it would.
Basically if an enemy touched the line anywhere it would do the same damage.
it basically hits or does not hit, all that matters is how long it is in contact
also I think the slowdown is to nerf you using it with glyphids running away
Btw, I calculated that based on the speed and damage tick the line would damage every 20cm , so, considering fester fleas are smaller than that, can they ever survive it ? Only way I can see it always working is if the first damage instance is on contact
It does 50 damage on first contact iirc.
It does, 50 Burn to be specific.
50 Burn is the internal name, on the wiki it would be referred to as "50 Fire" damage
Tell me one thing, where should Doretta head carrying info even be ??? for the escort page
Gameplay, Doretta, Heartstone, or Trivia ??
Trivia? It's not gameplay or heartstone, besides it's really not important as for me
All of them 
I misread.
In trivia indeed
that thing appears everywhere and people can't even remove the other mentions, annoying
are those right ?
All of those are correct, I posted the info added in those snippets into this channel a few days back.
where do you think I got it 👁🗨
hmmm
that was just bound to happen
a lot of people literally never saw "radii" in their life, me included, and think that's a typo
it's just a matter of time before someone make the change xD
so the correction is wrong ?
plural of radius is either radii or radiuses, but in this sentence it also works to not put it in plural so
idk
if the sentence is fine with it being plurar or singular, then it is fine
is the right side better than the left side ?
I personally like it
i prefer the wording on the right
and i'm not just saying that because i started that terminology :p
I would personally say that using ticks as a unit can lead to confusion, and therefor to stick to seconds.
technically both use seconds
also, can always have a third option
Atomic cycles
quartz vibrations
