#wiki-related-chatroom
1 messages · Page 55 of 1
fine
we have it already :)
we should use this image for the wiki icon
would y'all need it as an ico?
here's a comparison of the two
first better, even if letters could be more clear
maybe it might be easier to use some non letter icon, Glyphids, pickaxes, something
Think it could work, just need to space out the letters more
Actually, pickaxe might work as well
Or a red beard...
I like the 1st one zoom but prefer the 2nd one clean letters
here's a pretty messy quick prototype of a more spaced out version
true ?
also wonder if this is fine or too much wording, that could be made more simple
yes, this is true and easily verifiable. equip a backblade like the hammers or axes, launch a mission, and power attack and hold M1 + M2 for its full duration. the animation is quite clear.
Almost a year ago a made a clip to serve as a reference of this exact fact. https://www.youtube.com/watch?v=jMu1F9GoAnQ
Just a quick showcase to link to people
good good, and what about the guard text ?
It's correct, though the new sentence runs on. It should probably be split into 2 or 3 separate ones.
guard one isn't so much about being correct, more about quality of how it is worded
Since they're so short, should all the Dwarf characters' armor rig articles be merged into a single one?
so pounce alerted me to the fact that we have duplicate bet-c pages
for now what ive done is commented the code on the bet-c page out and turned it into a redirect to xynarch charge sucker
the pages just needa be merged together
sucker article doesn't even mention you can befriend bet-C
I would've done it the other way around
xynarch redirecting to bet-c
xynarch page is more fleshed out. im going to work on that later tho
move the page, etc
I can do it if you want
Xynarge sucker / Bet-C for name
xynarge xD
but yes. that'll be good
@kind epoch all of the code for the original bet-c page is commented out below the redirect
aye
??? why was it made into a redirect
instead of bet-c being one
?
xynarch now links to a bet-c page
all xynarch are bet-c but not all bet-c are xynarch
that makes sense the redirect is from xynarch to bet c
and I can't even search xynarch anymore
you can't search bet-c if it's the other way, that's worse
bet-c is now the 'official' name as it is the name use in the MM so that makes sense to keep that one.
But searching for xynarch should show a result or redirect at least.
no results
focused on U34 content
also, the battle info should go infront of this probably (which tab is default)
I put bet-c in front for the spoilers
there is already a spoiler notice , no need to hide anything after,
if anything just make that spoiler thing block the entire page
as in, ask user if they want to see it, and keep that setting
but tbh we weren't even sure what was to be considered spoilers or not
the tab will display bet-c or xynarch by default depending if people are clicking on a bet-c or xynarch link
I think that even if they search bet-c they probably still want to see the sucker tab
later on it could just be 2 different infobox, well, the bet-c one needs to be more interesting, otherwise that can just be a gallery image
@ Omega should I go for the version with the sub tabs for the final infobox version btw?
(so Template:Creature Infobox SubTabs)
you mean post it right now? last I remember I said it was the best option
well, I actually said the other wasn't as good, but yes, sub tab ftw
Not post it right now since it would disable all the current infobox, for now I will adapt it as Creature Infobox2 so we can start using it.
When we are ready we can make the transition then anytime and delete the old one.
before I forget
the default for some unused variables might be better as "unkown" or something to indicate it is missing info, instead of non existent
like a resistance tab, since something not resisting anything and it being unknown is different.
Ok, I can change the default value for res, movement and temperature at least, that seems like the most important one.
are we gonna keep the "?"
No, I removed it but I kept the underlined dots
So removing species and replacing Category by spawn pool?
I am only not 100% sure about removing species due to things that only affect a specific type (tbf I can only think of macteras subata mod, otherwise I wouldn't care at all), spawn pool might be much important,
Leaving it for now, we can remove it later if needed.
I will finish the template so it can be reviewed/tested.
is there even a mactera enemy without the mactera in the name ? that would make it quite... obvious
There isn’t if we take the full name.
previewing it is gonna be removed sooner or later then
maybe not display it if the variable isn't used ? if that makes sense
The template is done, usable and documented, only the example is missing.
perfect
Why does the wiki have pictures for the armor paintjobs but not the armors themselves?
No scale brigade though
not sure why you don't see it
it's on the page
the only missing armor screenshot is the streamsuit 5000
oh whoops, only noticed the side-by-side armor gallery
I confirm that I do see it. Scale Brigade is also displayed in the expanded "Armor" part
ah yes the armor gallery only displays the MK1-5 evolution
How to comment code on wiki , or hide text ?
html comments works, not sure if there is something made for the wiki in particular.
<!-- Comment content -->
There is a void templete
In case you need to nest it
Huh tested it and it's not there, well it is part of mediawiki and it's easy to make (just a blank page)
Do you guys need images of the streamer armor?
yes
Can someone get the U34 text changes for me ? (Any changes) I got the number changes ready but not text
So the pics for the Scale Brigade armors are on the wiki, but the page for weapon frameworks has really good looking pictures for all the skins and frameworks... except Scale Brigade.
I opened all the collapsible pages and ran through, nope, not there.
Sorry stupid questions from fakiyo time again. I knew way back but wasn't relevant for me in ages so I forgot -_-
When I have a weekly assignment active / in progress, and tomorrows reset hits: Can I still finish it and get the new one?
i think it auto-aborts the weekly assignments if the clock rolls over?
not sure, though
Somebody who knows? I'm not sure either 😄
Pretty sure it does auto-abort
Lmk if you want a normal background.
How would one go about acquiring DRG's voiceline files?
Umodel
What UE4 version does DRG use?
looking for any voiceline in specific ?
I want to access the beer salute voicelines.
if it is to add to wiki I can do that later this week
Can always check the .exe properties to find the current version
updating some pages as soon as I can
Adding patch notes currently to update page
the weapon and OCs updates will be missing any text changes btw, have only kept track of values, but that's fine
Update page should be all done
done uploading, now missing: new warnings , and double warning mention, elite enemies and... guess that's it ?
and by done I mean with everything that I had, from now one I have nothing much
Well we have plenty of time to go through it all
can we update all U33 to be U34 ?
well, might need some little checking, mostly talking about equipments btw, the ones that didn't have any changes
well, that one should be fast for me to manually do, individual perks and other pages though
oh, and gotta update that difficulty page with the new Elite scaling, right ? call it "Elite enemy resistance" ?
Both sound good
Btw, saw some pages got edits recently but didnt have time yet to review it
Bonus for new warnings are missing
Quite a lot to see, hoping to see it tonight, but anyone feel free to do it too
Do want to fill more bits in but currently moderating a big game beta, then have KNN
Looking at the favicon again, may just try draw it at 16x16 as don't think there is another way to make it look nice
I will be working on the temperature page, some of it will probably be wrong/inaccurate while I write it, but it should be right once I am done writing.
(I mean maybe some stuff like cooling rate apply once per second when in fact it is once per {{UpdateTime}} or something like that.)
Should I just write it on the temperature page with a stub tag / notice at the start?
Or write it elsewhere hidden and post it only when it will be ready ?
Good thing of being open is me being able to check / review it
As long as it is clear it is work in progress might be fine, see what others think
Yeah just leave a stub on it and it will be fine
Ok
Can always add something custom, e.g:
| image = [[File:Drg_stub.png|50px]]
| type = ''This article is actively undergoing a major edit for a short while. To help avoid edit conflicts, please do not edit this page while this message is displayed.''
| border = orange
}}```
anyone knows the new hazard bonus values of the mutators?
Can not get it now, might be easier to check in game (end mission screen) from someone
Also, just remembered I have to do an AC table for combat mobility oc,
20% for Swarmagedon
30% for Elites
what about the old ones? I thought they were adjusted
Let me check
Already updated the old ones
Exploder from 30 to 20%

Hue, if I were home I would be fixing the typo I found on the temperature page even with the notice, "no directly" / "not directly"
fixed
Awesome work btw, looking forward to the full thing with some images and all
I will need a few more tests to verify some of the info, but I will have most of it written today I hope.
The rough base is done for the temperature page, now I need more tests and some research.
Nice, curious to see the results , would follow it more closely if possible
I'm trying to write a table, but I keep accidentally pressing keybinds and navigating off the page. Is there a way to disable Gamepedia's keybinds?
I didn't even know there were gamepedia keybinds
You're not just doing something like Alt+Scroll?
Takes me back and forward in pages history, but it's a browser thing
Using Firefox
Is it just me or do supply pods look slightly different
^other than browser keybinds I don’t see anything on gamepedia side.
Send image?
i noticed that in U34XP, their texture changed a little. they look a little "dirty". BET-C's texture got a massive change, too
Indeed they were changed this is U33H10 to U34H0
Alright
I am back, time to see if stuff needs updating
you bet
will check the texts as soon as I get more time, also some other things, (scaling, ac stuff, etc)
but there is also info on elites needed, which I can get some, and mention of double warnings
if only...
Solo play would skyrocket so people could dump 4 cores per ME 😆
Well the temperature page is mostly done, I did a few tests, but for now I can’t figure out the rules for the scaling of the Cold slowdown, it scales differently for grunts and praets for example.
As for the On Fire Heat Range its effect is a bit hard to notice even during tests, I have never seen transfer more than 5 heat to another target for now.
because the creature on fire isn't lit for long enough to affect the other creature ? what if the burn time lasts a really long time ?
can you get the current value of temperature and cold slowdown for a creature ? that would be to see how the curve behaves
I used cheat engine to make one burn permanently, I also tried to keep it on fire by shooting it all the time, increasing it health so it doesn’t die and still it could only transfer 5 heat to the creature around it somehow.
Yes I was able to measure the current slow value applied to a creature, took some time, but it worked well.
You can check it here for a praet:
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit#gid=1370307182
The thing is it works differently for a grunt, it scales fully from 0 to 30, wich is its freeze temperature directly.
either there is hard limit to heat transfer (maybe %), or
checked heat between other creatures ? prae to prae, prae to grunt , etc
I tried mostly with praets and grunt, same result on both.
right, text done, just have to be aware if the change the wrong text
They still have light armor afaik, let me check.
was it ever true ?
hmmm, was it added a few updates after webspitters were added ?
this is untrue, right ? (electrocution status)
hey guys, just a heads up; Combat Mobility for the ACs bonus is listed as x0.7 Accuracy instead of x0.7 Base Spread on the AC page
The do stack afaik, but they are differents effects.
and what is the difference between accuracy and base spread ?
Base spread is only for the first shot.
Hum no, in that case it is poorly worded, it should eb the same actually.
if they are different effects, them being able to coexist is different than stacking, no ?
x0.7 accuracy means your 30% less accurate 😝
They stacks only if you see them as a type of slow if you see the whole effect it doesn’t make sense yes.
WeaponAccuracySpreadMultiplier","Amount":0.7
how is it called in game tho
accuracyspread
and surely thats more just categorized for easy coding anyway
anyway, do as you will. everything else uses the term base spread and I noticed it was inconsistent in this case.
If it is accuracy related and we couldn’t figure it out in the mean time, the safest option is to ask MeatShield when he wakes up.
by that I mean the equip terminal
also sad how some weapons don't show the base weakpoint bonus without a mod (even if they have some base )
"Reduced base spread" in game.
so better update the AC one, right?
And this is the current base spread definition we have, so that would match the line of code we have:
Base Spread: This is the minimum bounding region (either ellipse or rectangle) across which pellets can be randomly distributed. It is the Spread value used when you fire the first shot while standing still.
Yes, Base spread seems like the good term to use here.
suggestion: Make a "Rock and Stone" page.
also seems like information on the new Elite enemies is missing atm
also, with loot bugs you have normal and golden variants, while maggot variants don't appear here, which is a bit inconsistent
well, yes, you bet, it is missing,
eventually will be there though,
gotta gather all the info first though, since they change quite a lot from the base creature
- not enough information about the amounts of resources, the only reference word is "large" (subjective)
- several points in the tips category are actual facts, suggesting a "combat" section.
just because the thing is true, it can't be used as a tip ?
looking for info on huuli to tell you
it's just not a tip it describes how the creature functions
"Upon taking damage or if a Dwarf comes close, the Huuli Hoarder will begin to flee. After several seconds of not taking damage, or when it reaches a certain range (~10-20m), it will burrow into the ground and not reappear for the rest of the mission."
"Dealing damage to the Huuli Hoarder will stagger it, preventing it from burrowing and reducing its movement speed."
"Only one Huuli Hoarder can spawn per mission, and their spawn rate is quite low."
all of these are simply parts of the functioning of the creature
thought it was a general thing on all pages, not sure how it was on huuli
the damage part might be better as "constant damage is better than slow damage" if that is true
maybe I'm missing it but there's the enemy from one of the events with the yellow crystal
it's possibly a variant of something and I'm not aware
pretty sure that's correct but that's just how the enemy works. As a wiki you gotta seperate functioning from subjective tips.
it is the kursite event enemies, we didn't include info on them on the wiki yet, there are ebonite enemies too
you have to know how it works sometimes to make a tip
I have to say that overall the wiki is very sorted
so whoever is in charge, kudos
just don't pile up with lots of missing info because the wiki seems to be a reliable source overall
just chiming in about Syncourt's question regarding Autocannon's "70% Accuracy vs 70% Base Spread":
- T2.A, Combat Mobility, and Big Bertha all multiply
HitscanBaseComponent.MaxHorizontalSpreadand...MaxVerticalSpreadby x0.7. - I strongly recommend saying that it's "70% Base Spread" because Accuracy has like 15 different variables
At least you have some info in the ebonite event
MeatShield some values changed for weapon accuracy and all, you up to updating the accuracy page with the U34 values ?
relatively new so didn't know that killing the big guys give you more points, so that's cool to know
thx for the link
talking about tips, still need someone that knows combat well to check if the text on weapons is correct, you know, the introduction one, not sure how outdated it is, considering we just got a balance update
which page? Equipment?
-> " text on weapons" each
it is the first text that appears at the top
no "weapons" page here
:S
where lol
we have whole pages for each weapon https://deeprockgalactic.fandom.com/wiki/CRSPR_Flamethrower
oh per weapon
well I'm relatively new so I don't think I'm reliable enough to tell you whether information is correct or not
Only played gunner so far and which I'm currently main
"On top of its extreme damage output the Minigun has a high stun chance, with 20% odds to cause a stun per shot,"
didn't know about this for example
was more for anyone reading that isn't me
and for playing, I recommend doing all classes because that gives perk points for leveling different clases,
I'll sure move on to a new class at some point
if you are looking for info on weapons the tables and last sections should be more accurate, since we have been updating them, the about section might or might not be true
imo the "about" page of the lead storm could be shorten
have as much as "value per word" sentences, if you get what I mean
one of the things that should be avoided is making things long and complicated just for the sake of filling up space
and by complicated it also includes too fancy words
meanwhile in the wiki
just kidding
just a little bit more complicated than just changing words
(P.s. it's still untested whether or not area damage application point is the closest point to AoE source or not)
I don't think it really matters to show the "way" to the result lol
probably should just be:
the rest is elementary
maybe say that the function R is the one mentioned above.
you can also substitute these
resulting in 1/e * sqrt( (V^2 + H^2)*S/M )
eh the other one looks nicer
maybe I'll join in on editing but we'll see
👁🗨
if you're going to edit the math equations, you better understand them. i put a lot of time and effort into discovering them and documenting them.
people's #1 complaint about math explanations is "i don't understand how you got from A to B", so i made sure to detail every step
:S why would someone complain that they don't know how to simplify an equation
thing is supposed to explain how it works or how math works
that's just basic arithmetics, I get the sense but this is very basic
something like this should be better imo, also wouldn't take too much space from the page
https://media.discordapp.net/attachments/453469452097421315/835548837115461723/unknown.png
also perhaps replace the * with a dot
LambertW is anything but basic
Lambert is not basic but I wasn't talking about it
For actual in-game applications, the recoil equation’s usefulness is questionable
Honestly, it’s only for people who are extremely curious
I agree but I think it's cool to have a documentation of how it works
don't think it should be removed or something like that
@floral drift For the purposes of the game, the Lambert function does not get complex numbers, doesn't it
to the best of my knowledge, LambertW isn't used in-game at all. it's just what is necessary to calculate the exact time necessary for Recoil per Shot to fall below a given threshold
but you're right, it only returns numbers ∈ ℝ in this use case
so, whats the highest haz bonus now that double warnings are a thing?
should just be what it was before +30 from what I can see
//also, remove this trivia ?
actually the bestiary doesn't even say "it is not much of a threat", it just says the thing is not a Great threat,
// next, does hazard increases the chance of an enemy being Elite ??
also, thinking a lot on that added section, thing doesn't even mention elite bulks, images are ok, but feel it could improve more, and the way it is organized, also not mentioning the change on resistances
actually... we didn't even start gathering too much info on elites yet, not even sure it should be on the wiki like that...
Here is a list of all of the Elite Enemy changes per type.
Regarding elite spawn chances, it uses a veterancy system and thus scales with hazard level. There is a minimum cooldown of 150s with the Elite Hazard warning per Elite spawn once one has died; as well as a 20x spawn chance with that modifier. The amount and cooldown between each Elite is different per hazard afaik. There is a maximum of 2 Elites alive at one time under normal circumstances.
Neat
Yeah, that post has incorrect info as the Elites do not do more damage, rather they attack faster. Plus the missing Bulk Elite and other information.
If it's only real numbers then I'm not sure if you need to say that k=-1, if you consider Lambert to be simply the inverse function of xe^x
is elite bulk just a different spawn ? compared to the others elite
"it uses a veterancy system and thus scales with hazard level" you mean the exactly same as the oppressor one, the mactera one or grunt one ? depends on the type ? what about enemies not on these ?
Hum in general I see how it could work, except for praets, how does it decide if a praet 'improve' into an oppressor or an elite praet or elite oppressor.
The veteran system is more like a chance for any creature to have an improve version of itself, but in that case, there is already an improved version of the praetorian in game.
Unless I completely misunderstood it.
since the only other variable I can see that could modify change on a difficulty would be "EliteChanceModifier" , thing is... it is the same on All hazards (3+)
when i was doing the math the first time around i found that LW function returned two numbers, one as the recoil was going up and the other as recoil was going down. i had to specify k=-1 in order to produce the number for when recoil is going down
Is there any unique mechanic for the Elite Bulk Detonator? or are they just bigger scarier bulks 
didn't do a lot of research on the topic, but from I remember, thing should be faster, resist more damage, attack faster
Dang. I was hoping itd do cluster bombs as a normal attack or something cool or hellish like that
not sure if the death explosion is bigger, or has more cluster bombs though
but attack wise I don't think any Elites have really new attacks
None do afaik, it is entirely just a stat change system.
technically thinking differently doesn't make it a new attack
i was responding to banagement saying its entirely a stat change
isn't the tweaked ai just stat changes as well, or is there new variables that they use
should be fun to check later
one thing I remember is the spitter trying to position itself all the time and not shooting me some time ago, during some photo sections, hue
elite enemies can not be tammed, right ?
correct
would this be a good change ?
was "It's possible to tame a Glyphid Grunt, Glyphid Grunt Slasher, or Glyphid Grunt Guard, however Elite Grunts can not be tamed. It was once possible to tame an Ebonite Glyphid, but not anymore."
whatever you feel is best but i prefer the text in the screenshot
Perfect 👁🗨
i second what speights said
guess I am not too bad at writing
still not too much of a fan
where could I find people to review the weapons text... well, last case I will have to resort to myself, maybe a complete rewrite, we will see, actually... a rewrite seems good just from the first read, way too much wording
anyone please able to confirm if explosive goodbye is same radius as base line width? (1.5m)
Explosive Goodbye's radius is 350 (3.5m) with 2.5m max damage radius.
my notes indicate that the field left behind is 3m radius, but given that it was just changed in U34 i strongly recommend waiting for GreyHound to answer the question 🙂
The plasma field left behind by Explosive Goodbye should fully reuse Persistent Plasma's values except for duration.
Duration of EB field is 5 sec right? as far as I gathered from video time
BC's T5.A and T5.B both are 4 second fields, but they can have their duration increased by +0.6 seconds the first time that a hostile creature enters or leaves the field. EPC OC "Persistent Plasma" is 7 +0.6 seconds
(at least, that's what i was told a while back by Dagadegatto)
oh right, the leaving and entering thing
that makes sense
thankyou very much again guys, much appreciated and rather have my next video be a bit more informative
this is the place to ask. between Elythnwaen, GreyHound, myself, and several other people who are active in this channel, we have pretty much all the info you'll ever need 😁
if you output two numbers than I guess that's equivalent to complex numbers
which creatures Can be turned into Elites as of now?
Bulks, macteras and main glyphids iirc
By main glyphids I mean grunts, guards and slashers
And by bulks I mean regular ones, not the crassus
hue, now I have 3 different answers, each time someone says something different
Well that's what I've seen at least
so you have seen Elite goo bombers, and Elite Grunt (the default one) ?
no
bulks, slashers, guards, oppressors, praetorians, menaces, acid spitters, trijaws, mactera spawn, brundles, and grabbers
According to the game files, this list can include Goo Bombers and both Shellback (normal + youngling) varieties, also normal Grunts. I'm not sure if they do spawn (I've never seen any of the ones I listed here), but the files are there.
Oh, Web Spitters and Wardens are there as well.
web spitters were removed for sure and ive heard goo bombers shellbacks wardens and grunts arent supposed to spawn from the lone ranger
the files are probably leftover
From what I read in DRG chat, some people do get elite goo bombers apparently
so either that person is lying or there's something amiss
seeing it on the gallery would be best, personally I have only fought tri-jaw, praetorian and slasher
I'm trying to ask more info in drg chat about it
Should elite enemies get its own page or be added as a creature “variant” in their respective pages?
is this info box actually still correct?
I was under the impression TCF generated 0.32 heat now at base, not 0.25
it will be a variant section on the creature page, we are still working on getting the correct values and all, so be careful
not sure, but we can try checking the values / mods
AFAIK that's correct. 0.4 Heat per Charged Shot x 0.8 from TCF = 0.32
does anyone in this channel know if Elite enemies' DamageResistance multiplies with their Elemental Resistances too, or if it only applies vs Kinetic/Melee/Disintegrate/Internal/Typeless damage and doesn't interact with Elemental damage?
not sure, but I have seen resistances for Cold, Electric, Explosion, Fire, Poison and Radiation other than the Generic Damage Resistance
same. i'm looking at Banagement's txt file from yesterday.
i think the best way to test it would be PGL 100 Area Damage vs any elite -- knowing its DamageResistance and ExplosiveResistance, run GetAll EnemyHealthComponent Damage, and see how much that 100 actually does
if i can get an Elite to spawn, i guess that will be one way i could figure it out...
worst part is that I get 2 different answers for the same variable, but we will see
curious to see the damage results, just odd that it is 100 damage in specific
100 Explosive-element Area Damage makes the resistance math work out really nicely 🙂
well, if it works for you
Can anyone confirm that the daily mineral deal can be taken for each save profile within the same day?
@floral drift do you know if an enemy's natural heat generation still applies while you're in the middle of freezing them
eg, is it more ammo efficient to freeze an enemy faster
i'm no longer certain how that mechanic works. @weary sonnet just did a large amount of testing for the Burn/Freeze mechanics and is in the process of updating the wiki accordingly.
he'll correct me if i say this wrong, but i believe his most recent tests indicate that every enemy's "WarmingCooldown" (1-2 seconds, depending on creature) is how many seconds the game waits after the enemy's temperature goes below zero before it starts adding WarmingRate Heat per Second
I assume enemies' warming rate is always in play, attacked by the cryo cannon or not. I think it should be observable enough, though
A regular praet has a -150 threshold with a +10/s warming rate
Taking the cooling-rate-optimized cannon with 11 freezing rate, that's 8 ticks per second and a total of -88 degrees/s
If the warming rate is always on, that -88 is reduced to -78, and reaching -150 should take 1.92 seconds
If the warming rate is on only when the enemy's frozen, it's still -88 and reaching -150 should take 1.70 seconds
trying to time the difference between 1.92 and 1.7s is kinda painful
I can't argue that 😄
If all mods are removed, we're looking at -64 deg/s and -54 deg/s, which is the difference between 2.34s and 2.77s
there is a temperature page on the wiki
work in progress and all, but still a lot of info
wait if warming rate was always on, wouldn't that make dreadnoughts impossible to freeze
because they have a warming rate of +520/s
there's definitely a warming cooldown because i've froze dreadnoughts to like 80% and see that they stay at exactly 80% frozen for a second, and then suddenly go up to 0 temp
"The Warming Rate is always active when a creature is Frozen. It can however be paused for a duration equal to the Warming Cooldown when a creature’s temperature is below its normal temperature but the creature isn’t frozen yet." - https://deeprockgalactic.fandom.com/wiki/Temperature...
i don't know if this is documented anywhere else yet, but i think i may have just figured out how Elites' tankiness works.
if you look at the .txt file that Banagement provided, every Elite has its own PST_DamageResistance and up to 6 elemental resistances (for example, PST_ExplosionResistance).
from my testing, it seems that Elites start with the normal eHP of the base enemy (so, their normal health times the Normal or Large Resistance depending on enemy type and player count), multiply incoming damage by DamageResistance, and if any of that damage is an element the elite has a resistance to, it gets multiplied by (1 - ElementalResistance)
putting it all together, this should be how to calculate the eHP of any Elite enemy vs a particular element:
(Base Health * Scaling Resistance) / ((100% - Base Elemental Resistance) * Elite DamageResistance * (100% - Elite Elemental Resistance))
for a concrete example of this formula, i'll demonstrate a Haz5 Elite Mactera Spawn vs Explosive element damage:
- 223 Base Health
- Explosive Resistance -100% (x2)
- Haz5 Normal Scaling 1.2
- Elite DamageResistance 0.175
- Elite ExplosionResistance 30%
(223 * 1.2) / ((1 - -1) * 0.175 * (1 - 0.3))
= (223 * 1.2) / (2 * 0.175 * 0.7)
= 267.6 / 0.245
= 1128.98 eHP vs Explosive element damage
disclaimer: this isn't 100% confirmed, but evidence seems to support the hypothesis
so, i guess Hyper Propellant's value has just increased even more because no Elite has DisintegrateResistance 🙄
i came to the same conclusion, im also under the impression the attack speeds and movement speeds are just multipliers of the normal versions which would mean elite grabbers are 5x as fast
I haven't seen anything in the files that would contradict what speights' post implies.
what weapons or things, other than hyper propellant, do disintegrate damage
off the top of my head:
- Hyper Propellant
- See You in Hell explosion
i'm uncertain if other things are able to. remember, all Kinetic element damage (guns' bullets) and Melee damage just has to deal with the DamageResistance of Elites and doesn't worry about the Elemental resistances like PGL would have to, barring HP
do you know the reason for all these damage types like thorn, disintegrate, and internal
IIRC Flying Nightmare also deals some disintegrate damage as well
^ yea i remember whenever it kills, it does the disintegrate animation
it seems weird to have all these damage types when all of them have the same role of "pure damage"
would explosive reload be a counter to elites because they don't resist internal dmg?
#changelist-only-for-experimental-branch message
We saw in the experimental patch notes that certain elites have new attacks/behaviors. Any way to check if that made it into the live game?
For example, the bulk is listed as having a larger explosion radius and more bomblets on death but it's not in the elite stats file
doesn't disintegrate and internal dmg have different effects
the first disables some forms of death effects, like praetorian gas, doesn't it?
Yes, disint cancels on-death effects, that's its whole thing
looking at meatshield's formula, elite bulks would have 33% more base eHP pre-elemental resistances, then?
oh i didn't know disintegrate disables death effects. i thought only frozen does that
i'm still wondering though why have thorn and internal dmg when they could be typeless. is there a reason?
Does it? We've tested it with MM and found out that works for praetorians, yet I think we encountered something that didn't work that way, probably that something was bulk
bulk explodes before it dies though, doesn't it?
specifically for the case of praetorian and oppressors, the effect happens to the dead corpse, which disintegrate deletes
for the health scaling do All enemies change their scaling type or they keep the same ? example: Elite Slasher
are you asking if all elite enemies change their health scaling relative to the original non-elite version
well, yes
going off of the file banagement uploaded, the answer appears to be yes
as every elite enemy has "Import:PST_DamageResistance" listed as a variable that gets modified
I am talking about changing from "Normal Enemy Resistance" to "Large Enemy Resistance"
Afaik PST_DamageResistance affect all damage but not temperature (ie it should act the same as the hazard resistance multiplier).
well, some people saying disintegrate wouldn't be affected, but I do think it makes much more sense that the multiplier is for all damage
meatshield was talking about elemental resistances
what about that
DMG_Disintegrate is one of the element resistance that is never boosted for the elites.
this should be true since there are separate changes for temperatures
....I don't think this is correct. I know that Frozen status effect for sure cancels on-death effects, but I think Disintegrate changes the death animation from ragdoll to an actual disintegration. AFAIK killing a Praetorian with Hyper Propellant will still leave behind the gas gloud.
As i outlined in the long message, yes Elite enemies keep their original health scaling and then the DamageResistance value gets multiplied in addition
interesting, so they went from using a new scaling, to changing the scaling to just using a damageresistance multiplier
that's what seems to be indicated by Banagement's .txt file and a couple rounds of my testing
but because i can't look at the source code, i can't say that definitively, sorry
seems to be that yes
Just tested this - killed Praet with HP, no cloud
acknowledged. glad to know how it works even though i was wrong. thanks for doing the test 👍
Here's something - it doesn't stop exploders from detonating though
exploders and bulks explode before dying
Ah, okay
Anyone here have any high quality screenshots of the spacerig UI pre Update 34?
what's the roadblock currently to getting a better understanding of the heat mechanics? is it an issue with finding them in the parsed files or are they not part of the parsed files? wondering how I can help
AFAIK there isn't a roadblock. Elythnwaen just finished a big round of testing and has been updating the Temperature page
😢 so there's no reason for me to go digging through game files
Thanks though. I didn't realize the temperature page existed
i mean... there's nothing stopping you from digging through game files. there's just not a need to look for Temperature-related things 🙂
you can do so for your own pleasure 
There is still two small part that need to be verified: The Max Cold Slodown formula (so comparing the speed of creatures in game with different cold values with a theorical formula) and how to go from heat damage done to a creature to the damage done by the On Fire DoT.
Even using mods to make the On Fire DoT at fix interval I wasn’t able to reliable get the same damage on a creature so far and I can’t figure out why.
The heat to damage is the most important I think.
a reason for me to go digging
heat changing the damage of fire interval is something I don't remember hearing at all
It shouldn’t, that’s why it is weird I am trying to understand where the inconsistency is coming from.
also, if you can't get the same damage it might just mean it is an inverval , and not a fixed value
I modded the interval of the dot to be fix 0.3-0.3 and the damage to be 5
I do get only multiple of 5 for the damage, but lets say if I apply 30 heat to a grunt, the damage I get isn’t always the same iirc I got 60, 65 or 70
considering there isn't a variable of when the heat starts to go down or something, maybe using more extreme values would show something different, 1s or 5s interval and 10 or 20 damage
Well there is a variable, it depends of the UpdateTime so it should go down exactly every second for a grunt.
what if the heat instead of going down every second went down much slower, allowing for checking of heat - damage over time
I hooked the temperature value of the grunt using cheat engine to check it in real time, it was going as expected, -6 per second or at least pretty close to that I would need to slow it and time it to be sure if it is really that value, but a quick test showed that it was either the good value or very close to it.
about cold slowdown, what if cold never went down, and you applied 1 cold per shot or something like that
I tried that, locking the cold value using CE didn’t work well but it gave me the value at current temperature - warming rate instead.
Also the update of movement speed isn’t instant and it seems creatures have some movement speed multiplier applied to some of their moves, for grunts and praets it can be 0.8, 1.0 or 1.4 so I needed at least 2 values to be sure of the measurement.
changing the warming rate to zero wouldn't do any good ?
That would work for creatures that have a non default warming rate.
meaning the default value sadly can not be changed
No, but it should be doable for most creatures for this variable at least, I just checked it can’t be done directly on praets/grunt, but it can be done on their parent class so it should work.
Can non-enemy objects store heat the same way enemies do?
eg how the mine head counts as a weak heating source
I have seen some class/parameters that suggest it is possible, but I have no evidence it is currently implemented in the game.
The variables do exist, that is for sure.
I mean heat for objects specifically.
There is an ObjectTemperatureComponent class
Object have the following parameters:
TemperatureChangeScale
BurnTemperature
DouseFireTemperature
CoolingRate
IsHeatsourceWhenOnFire
OnFireHeatRange
So only the heat side, not the cold one.
That component is used for the exploding plants, not sure if it is used for anything else or not, it may be on other files that didn’t parse well.
Hotsprings and the Minehead use a separate class to generate heat, then?
HeatSourceStatusEffectItem class it seems
the StatusEffectItem class are a nightmare to parse with the current tools, but it basically define an area and a status effect to apply within that area.
Alternative line of thought: Do enemies on fire count as a heat source to themselves?
Afaik they don’t
Otherwise grunts would burn for a way longer time since they would lose 6 heat per second but regain 5.
Oh, that's a lot higher than I thought the heat generation was
The On Fire Heat Range numbers were confirmed yesterday by daga, it is 5 heat damage in a radius of a few m (typically 1.5 to 3m) every second.
is it a static amount or does it have a falloff range like explosives do?
Static amount, no falloff.
The only variable is the range which will be added to the creatures infobox when I can.
👍
speaking of info box
or well, 2 things
- this page is missing warden and mactera brundle's heavy armor values https://deeprockgalactic.fandom.com/wiki/Creature_Armor#Heavy_Armor
and 2) any chance the stuff in this table could also be added to their respective enemy's page?
The warden is not missing, he doesn’t have health base scaling, but strenght base scaling so he is in the other table.
For the brundle I can check that and add it.
As for adding that to the creature’s page we will probably just add the base str/health value as it turns out health based armor are not supposed to scale with hazard level, this is a bug with direct damage (just learned very recently it was a bug, MeatShield reported it).
Brundle added to the armor page (80 HP / plate), warden was already there (15 str / plate).
i condensed the information from banagements elite stats info to make it easier to read
(Does not include temperature based changes)
Everything has Electric/Cold/Explosion/Fire/Poison/Radiation Resistance 0.25x (4x resistance) (except brundles)
Note: Cold Damage = temp only, Fire damage = temp & damage, some enemies received AI changes, guards have explosive resistance in the file twice (unsure if its applied twice or not) Info based off of Banagements EliteStats.json
Slasher
Damage Resistance 0.15x (20/3 more eHP)
Movement Speed 1.5x
Attack Speed 10x
Guard
Damage Resistance 0.2x (5x eHP)
Movement Speed 1.15x
Attack Speed 2x
Praetorian
Damage Resistance 0.5x (2x eHP)
Movement Speed 1.5x
Oppressor
Damage Resistance 0.5x (2x eHP)
Movement Speed 1.25x
Acid Spitter
Damage Resistance 0.15x (20/3 more eHP)
Attack Speed 2x
Movement Speed 1.3x
Menace
Damage Resistance 0.6x (5/3 more eHP)
Movement Speed 1.5x
Attack Speed 2x
Bulks
Damage Resistance 0.75x (4/3 more eHP)
Movement Speed 2.15x
Attack Speed 3x
Mactera Spawn
Damage Resistance 0.175x (40/7 more eHP)
Movement Speed 10x
Attack Speed 5x
Brundle
Damage Resistance 0.3x (10/3 more eHP)
Movement Speed 3x
Attack Speed 3x
Elemental Resistances 0.1x instead of 0.25x
Trijaw
Damage Resistance 0.2x (5x eHP)
Movement Speed 4x
Attack Speed 5x
Grabber
Damage Resistance 0.4x (2.5x more eHP)
Movement Speed 5x
Attack Speed 3x```
hopefully this is helpful for making the elites page
Is heat damage resistance still linked to fire damage resistance despite cryo having cold and frost dmg separated
some errors on that info gathering from what I can tell, such as saying they all have the same resistance multiplier
also, think there are other reasons the elites aren't enterely in yet, which are being worked on, even made a table with the info I got for elites, including heat changes and resistances, just not public due to some conflicting info, but that is fine
Could use a hand verifying this info for GK2 upgrades (just dug it out):
T1A, the x0 Base Spread upgrade as we all know it, actually adds two more effects: it halves max spread and spread while sprinting;
T3A, the x0.5 recoil upgrade, also modifies max spread per shot value by -0.65.
What about Dread Twins? Their heavy armor is breakable but not mentioned in Creature Armor page
looks like we gonna have to keep an eye on it, hue
"- Reduced Elite Enemies health scaling on Hazard 4 and Hazard 5.
- Removed Elite Oppressor."
which one should be used ? they have different meanings, but both might apply...
I feel like the second one is better
"More perk slots will increase survivability from the multiple dangers of Hoxxes." vs
"More perk slots will increase survivability from the many dangers of Hoxxes."
Many sounds better
better as in visually or more correct ?
Both are correct tbh so I'd go with the one that's shorter and is sounding better.
Many dangers is definitely the more common way of saying such
heard one is when you have a fixed definite number and the other is when the quantity is unknown
so could depend if we consider the dangers an unknown number
I'd say the dangers are not quantified
That may be correct from a technical perspective, but to the ear of an English speaker, "many" sounds better
not everything has been discovered yet 😄
And they're functionally identical sentences
not the case here, but if something is grammatically wrong I wouldn't keep it just because it sounds better...
at most change it to a completely different sentence
ah well in that case both sentences are grammatically wrong :P
survivability is a property of not from
Many is a general term which fits better, multiple is a very formal term which is normally associated with maths
Well there are multiple viewpoints on that 
I've heard there is many
Let's just rewrite the sentence, it looks horrible either way as is.
"Unlocking additional perk slots will increase/improve your survivability in the depths of Hoxxes IV" or smth like that
wait... is that even necessary to say ?? it is like saying that putting any mods on weapons will do the same, thing isn't even a good tip to have,
Not really if I'm honest.
what about the "It is advised to aim for this upgrade as soon as possible, as it increases the possible synergies created from multiple perks."
Second part of the sentence could be simplified imo, "as it allows you to equip additional passive perks". Synergies aren't readily apparent.
right, done
updates needed , kinda busy so...
for pgl the Mastery needs to be checked again too
if you want to keep it, yeah. It's only 8 plats though
Ser Pounce, you don't understand. I need those plats. Like you don't understand. I need those plats
I need my platforms
Platforms are love. Platforms are life. Platforms are the only thing you'll need
Kidding but seriously, I need my plats
well, just added it now
will just be missing any more technical explaining, only included the "+ disabled intertia inhibitor" for now
Hah. You need to buy the new mod to get the Mastery upgrade again even if you had it, fun stuff.
I saw I still had it, wouldn't I be able to use it at all ?
That I have no idea of, unfortunately. Should've checked that before purchasing the mod...
any idea of what changed for elites exactly?
Oh that’s interesting, turning the velocity mechanic into a weapon mod
Is conquer hoxxes assignment free of mutators ??
I believe it is but I don't really have proof
take it with a big grain of salt
Once again the wiki is an opinion board that nobody asked for. Nothing changed, and it sadden me to see all the wiki pages plagued with those. At the end, some people don't come to the wiki because it is full of subjective notes, instead of keeping the content informative only (yes, I read people in the drg-chat advising against going to the wiki because of those "tips"). The image below is just an example, and a light one despite half of it is wrong (grenades against swarmers that pop every 20 seconds ? really ?), on the weapons pages however, we can have dozens of lines of subjective opinions that just makes me feel sorry about the new players that have to go through these "explanations"
Feel free to fix then
Too bad some people are unable to see a difference between fact and opinion though, Even if I prefer things that are non subjective
It is a "fact" that AOE is effective against swarmers. I think the real distinction they want to make is between being descriptive and prescriptive i.e. only describing everything vs also telling/suggesting to you how to play the game.
Fine if a new page is created simply for tips and strategies , and it gets linked from the main article
most things are effective against swarmers actually, but I believe the issue people are having is that this somewhat encourages people to use grenades and heavy weapons on swarmers
Thoughts on turning weapon text to be just an accurate description of visuals and functions ??
Personally I only care about the stats so I am fine with it.
Plus has it as been pointed out, I think removing the suggestive content would be good overall for the wiki.
Just have to be done with elites to take care of that...
Not able to create anything until sunday though
I never said it should be done right now, you are already one of the most active contributors, if not the most active currently, not like anyone will blame you if you need some time to do that.
It is just so close, I already have all that data, but still didnt convert it to in game values, also hp tables missing elite modifier , and that last patch changing the scaling for haz4-5 (and not sure how much)
Okay, to be honest I wrote this message on a whim because I already talked about this here and were told we could remove all those "prescriptive describing", like TriggerHappyBro said (I really like this naming), with u34, at the same time as the new content updated on the wiki. So seeing the actual opposite on a u34 description triggered me, I apologise for the hard words I could've said earlier. I didn't expect to have such understanding reactions to a harsh message.
Anyway, I wouldn't mind doing all the copy paste (and correcting) work on a new "tips and strategies" page, if people here are ready to have hundreds of "recent changes" & lost bytes, this isn't just about the weapons but also for creatures and basically everything else.
There is also a distinction to make between the facts tips, and the subjective/opinion tips, I don't think everything should be moved on a new page. If I take the example of the Dash perk, a fact in the "tips" category would be "This perk can also be used while carrying large objects such as Aquarqs or Eggs.", I believe it must be let on the main page, but I wouldn't call it a "tip" either, it's just purely informative. A tip I would definitely [re]move, however, would be "When playing at high hazard levels, always keep it ready in case you get surrounded or are in a bad situation". There are just examples, but overall I think it's important to differentiate the two, and only put the "opinion" ones in the new page
Well, I wont be able to check any edits very well until sunday, so there is that if you prefer to wait 👁🗨
so can anyone explain to me how exactly weakpoint bonus damage works in relation to weakpoint damage multipliers? I've scoured the wiki and it's strangely bare of this mechanic.
I don't know if bonus % damage is added before the multiplier, to the multiplier, or what
Innate creature weakpoint damage is multiplicative with the weapon weakpoint damage multiplier.
Base weakpoint damage multiplier on weapon is additive with weakpoint damage multiplier on a weapon gear mod.
so then, for example, hitting a 2x multiplier weakpoint with a +70% bonus weapons would result in... 3.4x damage?
yes
assuming the calculation is (multiplier) * (1+bonus)
alright, I think there probably should be a short section on this on the Creatures page, either above or below the Elite Enemies section?
Any weakpoint damage explanation can appear either on damage page, or infobox hoverover
Or not, thinking about it the thing works both ways , so no explanation needed
huh, you're right, it does work both ways
Are there any damage mitigation effects that aren't multiplicative?
For the player? Fall damage seems to be all additive
Elemental Insulation's trivia has a line implying that engineer's poison resistance stacks additively with it, if that's incorrect someone mind deleting the line? (I'm on mobile rn)
It is additive afaik.
🤔 I swear I asked a wiki editor at some point and got a different answer
Because back when EI was 50%, you were immune to that damage type.
is that why the perk was nerfed
Yes.
Is it known why this one specifically is additive and not multiplicative
and are there any other effects that are also additive
It made engineer immune to Praetorians, mushrooms, Acid Spitter DoT, whatever else. Driller could stand in volcanoes and watch the bugs burn.
Is it only general dmg reduction that is multiplicative?
can machine events spawn in the conquer hoxxes iv assignment?
this is only anecdotal evidence, but i don't think i've ever seen a machine event in the 200 morkite or 4 egg mission
hmm that 200 morkite mission is only in crystalline caverns and salt pits right?
as far as I'm aware, isn't it just a flat 25% chance or something thereabouts for a ME every mission
lmao ok nvm i was going to spam that 200 morkite mission until i found a machine event and i found one in 1 min
i always thought machine events couldn't spawn in that assignment to avoid confusion for new players
The current theory is a flat 25% ME spawn chance per level, but I have a confirmation bias about 3/3 missions spawning them more often or more reliably
oh, the 25% chance is a theory and not datamined?
No, it’s datamined for sure
i rarely play long missions, so i wouldn't know
But the interpretation is “25% chance per mission”, my hypothesis is 25% chance per room
that sounds plausible
It is per mission unless there is a cap of amount active.
Because if you set it to 100%, it only spawns 1 machine event and it is not at the first room, but sometimes at the very end.
Even if it doesnt consider some rooms ? Making it 50% chance bug getting 75% events would be curious
I tried setting it higher than one and got the same results.
And why would you get a different result,
What could account for my perception that MEs spawn more often in 3/3 missions? I believe you about it being 25% per mission but it feels like more than that on long bois
Well, there is supposedly logic to increase the chance based off of length but it was considered unused.
If you can know if an even spawned without having to look for it, maybe just gather data on dozens of missions per room count
Is it longer missions getting more, or is it shorter missions getting less?
As in, are some short missions supposed to have an event but the game deems it too hard to include due to how the cave has generated?
I know that GetAll EnemyHealthComponent Damage returns the Omen modules, but I don’t know how to look for the other three types
Maybe something in the 90 menu regarding Encounters?
I’m out of state so I can’t test this stuff myself, sorry
If it is was cave gen issues, you would not get them even with 100%
Bet there is something for MEs
with all the devs on this discord, do you think they sometimes look at this channel and laugh kinda like gods looking down on mere mortals
We have a mod that checks for the events and displays if they are valid per mission.
Pretty much all it does is performs a getall for the related classes and updates UI to display it as valid if it exists.
I have yet to have a machine event fail with 100% chance, I think.
Btw, can we just combine enimies natural elemental resistances with elite modifiers ? If yes, how so ? Like spawns being weak to fire, or guards resisting explosives
If not possible on vanilla, seems perfect for some theory testing
I mean, you can do it with the console but this would be much faster.
Is there a way to tell which missions are going to grant the most xp?
the one that gives double exp?
those are a pretty safe bet for it
No, I mean. When I am looking at the mission table. It shows how many credits, the type of ore, and the mission, but not the average xp. Is there certain missions that grant more xp than others? Like to the dreadnaught quests give more than the escort quests, etc?
it's mainly up to RNG - maybe you get a crassus, or a bittergem, or an ambient miniboss like BET-C
Do the red debuffed missions give more xp?
the primary objective I'm not sure about but it would shadow the credit reward, and yes mutators do give an XP bonus as does higher hazard level
machine events too
Wonder if up to date on values, also isnt all that Background imagery a bit too much
@wanton widget the credit amounts give you a rough indicator of how much XP you'll get
Since completing the objectives rewards both credits and XP, and both are affected by hazard bonus
You'll notice the longer and more complex a mission is, the higher the payout will be
And yes, warnings add to hazard bonus
The wiki has a list of exact XP rewards per objective, I believe
that image has wrong values here and there
exploder infection doesn't give 30%, ME is 1/4 not "unknown" or 1/6
eggs exp is wrong
I think this image was made months ago when I didn't precise the ME spawn rate on the wiki & before the eggs and exploders nerf, so it's outdated now I wouldn't recommend sending it to new players
not gonna lie, cheat sheets like this aren't useful anyway, I never told myself "mmh this distrum secondary objective will only grant me 800 exp, I'll take the ebonuts instead"
depends if you're talking exp by mission or exp by time
Can I ask, does the tcf implosion do 240 damage, I've heard it does and I want to clarify if this is true?
Yes, thin containment field implosion does 240 fire damage
Thanks
does PST_ColdResistance affect frost damage resistance or cold damage resistance
For the damage type it is this way:
file name > wiki name
DMG_Cold >Cold dmg (Temp. only)
DMG_Freezing > Frost dmg (Health only)
DMG_Ice > Frost dmg + Cold dmg (Health and Temp. 100%/50%)
For the resistances only PST_ColdResistance exists, afaik it is only for the frost damage (ie health damage) despite the name not matching.
Well the name don’t match on the heat side either since they use PST_FireResistance instead of PST_BurnResistance
what is the time between game over and being able to use Iron will ?
gives you a 10 second timer when everyone goes down to use iron will
right
How Elite's warmingRate , Unfreeze and ChangeScaleModifier interact with temperature ?
Guessing warmingRate just replaces the regular value, while unfreeze is added ? not sure about the changescale
For temperature, it should overwrite any existing value and inherit the missing one.
funny how the unfreeze seemed to just be the same for a lot of the creatures (elite vs regular)
error cubes area have a purple Glow or a purple shimmering effect ?
It's not a glow, that would insinuate it slightly lights up the surrounding area. From what I've seen it's an animated shiny kind of effect that makes it more easily visible
right
isn't this just the same thing
is % a good way to understand it ? would think that just the 1 in X chance would be easier to understand
I figured "what they are used for" is kind of awkward wording
Change it back ofc if you feel it isn't right
I figured having both the percentage and 1 in x would be good for understanding
right, it isn't bad, the "purpose" part
Sure, but I'd put the % in ( ) after the 1 in 26
so with a 1 in 26 (3.84%) chance
Sounds good
Why was my Spitballer edit reverted
-not interesting trivia , might just be part of the main dozer article, which already is, and if anything could just be explained as pathfinder not ignoring certain things, overall, didn't fit in
Oh no I might’ve edited the wrong part, I mean the spikes indicating where it is in the wall
Why do these videos in the Gallery have to be so small?
well, there isn't much to see that needs to be seen in details, is there
but wouldn't oppose to a size change if it looks good
odd that this is the only one that mention the chain reaction
// is Subata mainly used as a backup when low on Ammo ?
No, it's not.
Especially with the volatile bullets combined with the CRSPR
hue
good thing I removed that part then, almost had to wipe out another edit due to a lot of mistakes, but some parts could be saved
When are we starting to check biased info and such
I need to find the time to make a good new page skeleton that will be able to receive all those subjective informations without ending up being a 999999 lines messy page
should there be a update history section for the weapons
whenever i go back to a game after a long time, i always like to look through them to see how things have been tweaked (like combat mobility oc)
update histories for reference
you can just check the edit history for that
compare versions before an update and after, or check if someone on discord did patchnotes, which they have
can also ask here if you want to know something in specific, (most likely already on the wiki, but I remember just a few things missing, mainly accuracy page values and some plasma effect values )
that would be.....a lot of work that i don't think we really need to do
@rancid blade that's a great idea I see on tons of wikis but unfortunately I think it's too late for that in DRG as no one took trace of the changes
:(
maybe i can make a simple google doc for just big changes up to 2 years ago
like when cryo cannon had its range buffed from 6 to 10 or when swarmers made to die from being frozen idk
that's a lot of work, you'd need to go through all the patch and hotfixes, get the actual changed values, which are not precised in the patch notes, and do that for every single weapon while precising the version uXXhX on each line
the most annoying part there is getting the values, you'd need a https://pastebin.com/7ZJU8a1e for like every patch, that's hard when your name is not Greyhound or Elythnwaen
What page would be the more suited for everything related to fall damages ? I'd like to put some concrete infos about that, like the height until you start getting fall damages, maybe even a graph or math formula used to calculate it
so I'd take the occasion to move some of the concrete tips there https://deeprockgalactic.fandom.com/wiki/Tips,_tricks_and_strategies#Negating_Fall_Damage on this
we don't even have any good info I know about, even though I could get some damage values, the height variable was too complicated to consider since I am not aware of a reliable height indicator or something
there is the fall damage section on the damage page
also chances are the thing works like armor breaking, not really being a simpe formula since I remember the damage suddenly spiking, may get back to testing it once I figure some better ways to check
For fall damage, we have a small section about it in the damage page, since it is a actually a separate damage type in the game’s files.
https://deeprockgalactic.fandom.com/wiki/Damage#Fall
As for a weapon history change, I could go back to U28H8 at most, I have the files for each major patch up to that point, but not every minor patch and for each minor and major patch starting from U33.
Not all changes are easy to parse from the game’s file, trying to add it would be a huge amount of work, but it should be doable, not sure if it is worth it though.
oh nice, I didn't see that
:S I said "there is the fall damage section on the damage page"
I didn't even know about the damage page in the first place
I missed it sorry xD
yeah almost nothing link to this page
I feel like that page would need to be improved a bit, but once that is done, to link to it how about making a damage template with the link to this page, the damage type icon and maybe color (plus hoverover if it is fire/temperature).
That way any other page could link to it doing something like {{damage|fire}} would be enough.
(That would require editing current pages/templates or at least changing it for the futures pages.)
^
it's just such an unfathomably large project at this point that it's unrealistic
His secondary can be used as a backup then
"Drillers can also create long tunnels to the Drop Pod, which is often safer" I don't believe this makes sense, it's saying "tunnels" plural and then "is" as singular
It's not clear about mentioning the act of drilling or the tunnels then
"Drillers can also create long tunnels" and it is even on the powerdrills sections
I mean it's not clear which part the "is" is referring to
technically there is nothing else it could be referring to that would make sense
I'm pretty sure both are valid sentences, the "is" referring to "drilling to the pod instead of walking" and the "are" referring to "driller tunnels are safer than regular caves"
The wonders of the English language
the sentence is much longer
"During extraction phases, Drillers can also create long tunnels to the Drop Pod, which is often safer and quicker than following the M.U.L.E. through winding cave tunnels."
True, but it's more descriptive and clear
Yeah, with the rest of that sentence (as well as the previous one) it can definitely only be referring to "drilling instead of walking"
some of the stats I could get so far for Elites as of now, missing changes like fear, and armor, and other stuff, but should be interesting
how about we delete it if we can't use it because it's not official
also what's the official icon
https://deeprockgalactic.fandom.com/wiki/File:Icon_Upgrade_FallDamage_Resistance.png
I tried to find this one without the shield
I made one just now without the shield if you need
"Loose ore chunks will be displayed as a tan/yellow, while Mini-M.U.L.E. legs appear as a pinkish/purple."
is this true ? I don't remember chunks appearing on the mini-map, only the legs after scanning (or digging I think)
might mean compressed ore chunks
tons of things work that way, once dug up they show on the scanner - gunk seeds, cargo crate batteries, aquarqs, hell even the unknown horror shows up on the thing
is it the same icon for jadiz , cargo batteries and gunk ?
those all have different icons
I do not know what jadiz, enor pearls, compressed gold, or bittergem look like on it but aquarq is a blue triangular formation, gunk seeds a sickly yellow sphere, the unknown horror a black void, and batteries a yellow cylinder
will just remove that part then until some more details can appear, we talked about having images for it, will see
definitely worth gathering and showing images for it, would be very helpful
note that the icons only show up after it is freed from where it spawns
Ok here I'll go get some images and verify
I tested with jadiz last night and it's a yellow chunk on the terrain scanner
Would it be relevant to differentiate between the length of a weapon's reload animation and the actual amount of time it takes to refill a clip?
Weapons like the M1000 definitely have a pretty high discrepancy between those two properties.
Good idea considering reload cancelling is used as an advanced strategy
Although I see that being a lengthy process as OCs would need to updated as well
if anything on a mechanics page, for advanced things / exploits, but Not on the weapon's page
Fair.
Could I make a page like that? If there isn't one already
-have to check if there is enough info / content to make a page
-decide where it will fit better, page name, or section on existing page
so let's not for now
Yeah the ones I can think of would fit on existing pages
About the reload / reload cancel time, there was a mod for that in U33, some of the values should still be relevant.
The tests were done by reloading in game and timing the reload / when the ammo count increased using a stopwatch iirc, doing it with a mod to slow the game would allow for more accurate result if one of you want to get the new values.
Theses are the reload values he recorded in U33:
https://github.com/samamstar/SamsReloadBar/blob/main/Docs - Start here to help/Reload Notes.txt
The mod to slow the game is called TimeControl.
Did anyone upload the teaser clips for the weapon prototypes onto the wiki? I can't find them.
I just remember five of the six prototypes, and I wanted to check what I forgot.
i can do the new one. if u link me the stream where they teased the very early prototypes i can also post those as well
i haven't been able to do much editing in the past month becuase ive been so so busy
ok the new plasma gun teaser is up
i also cleaned up the page as well since it was in a rather interesting state
did they tease if the carbine is primary or secondary ?
I would imagine it's a primary, because of its similarity to the gk2
nothing confirmed but it's looking like primary weapons so far
might be quite clear on the next class teasers considering how different it is for the other classes lol
in general the secondary weps are all pistol-like
and the plasma rifle is a rifle
so im inclined to say that it's gonna be primaries
Video on wiki says carbiDe, weapon is carbiNe though, dash also missing "Drak**-**25", instead of "Drak 25"
Feel like that's a mistake on GSG's end
Carbine is a weapon, carbide is a mineral
nah it was my mistake lol
im the person who reposts leaks on yt and then i stick em on the wiki. i also leave them on my channel for archival purposes
ive had a very rough day
Misread the message, whoops
Hey, sorry to ask such a stupid question, but I'm having an argument with friends, because they are sure fat boy OC with max ammo was a total of 6 (5+1 in the barrel) grenades (before u34), and i'm pretty sure it's always been 5 max (because, iirc, pgl show the max ammo on the terminal including the one loaded, since there's no clip, right ?) Can someone confirm either version ?
it's 5 (4 + 1 loaded)
it's 5
the ressuply round up to 3 ammos too
And can we agree that u34 doesn't change anything on Fat Boy, and it was never 6 total ?
I'll even send you a screenshot, one s
yeah
Thanks
No need
as you want
That's just because they were 100% sure before u34 fat boy was 6 ammo
So I asked here, to, you know, prove them they're wrong
It was never 6
however u34 moved some mods that impact the fatboy, like you can take the velocity mod without losing ammo now
maybe that's why your friend is confused
so much removing and adding lol
I don't think they fixed the bug yet
Hey, I have a question regarding two objects that I sometimes find right next to one another. Could anyone tell me what they are and what they do?
Introduced in Update 26: Endgame - Part 2, Machine Events are random events that can spawn inside normal Missions with a 1/4 chance (25%), providing a challenging interaction. Machine Events reward players with Credits and XP bonus, as well as either a Weapon Overclock or a Matrix Core Cosmetic if they own a Blank Matrix Core, acquired during th...
In short; A thing for when you are promoted (reached 25 with 1 class and done the promotion assignment)
Ah thanks!
hue, why even spawn it in if the player can't interact? otherwise I would expect a promoted player to interact or something
Well could always have one join on you
does wiki discussion include lore?
here? there ain't much lore though
Ah yeah I guess that's true as if you always tend to join someone else who isn't promoted mid-mission without this set up pretty much gets a zero percent chance of using this machine without hosting your own missions.
could always add a pop up like you get when you get lost pack while having all rewards, saying how you need a key / promotion, just a nice QoL thing to have
could i get someone to confirm/deny that Salvage Operation Fuel Cells had physics re-enabled in U34? it was disabled in U33 IIRC, when the pipeline tech was added
i can tell you with certainty that in u33 physics were enabled by default and disabled after being connected
Physics have been reenabled after connecting from what I've seen, however I only saw it after I c4d a crater under the thing. I believe it is true though
should we really be explaining that type of thing in the main article? as long as it just says the stun is per pellet, it feels a bit obvious that the chance is higher compared to if it was for just being hit or not
I think it should stay here as long as it is after the main section of the article (ie after mods and OC).
understanding the weapon is after mods / oc table and before unique modifications
also it seems like the thing could use less lines and be more direct
Then I say we can keep it (only my personal take on it, but I think having the real value is good since it is nowhere in game).
right, let me see some more ideas if anyone has them before fixing it
thoughts ?
I would go for horizontal myself, takes less space on the page
it feels a bit too small, how can I increase the size of the stun cells ?
perfect
hmmm, the formula text seems a bit too small
hmmm, not like the formula needs to be there, considering there will be a table already
looks good
btw, any chances the stun chance isn't just a sum ? so 4 pellets being 40%. if anything with 10 pellets vs 0% resistance you would be getting stuns all the time
@floral drift is magnetic bearings still +0.75s of max stability
It was as of U34.4 when I checked yesterday. Why do you ask?
wiki lists it as +1.25s
it changes from 0.5 sec max stability to 1.25 sec, maybe that got lost in translation somewhere?
pastebin thing "+0.75s to Max Accuracy Duration (0.5s -> 1.25s)"
oh, I forgot to add context for that line
the default max accuracy buffer is 0.5s without the mod
an effect was added to the mod to make it increase the accuracy decrease "buffer" by 0.75s to 1.25s total
sadly no listing of the value without the mod
right, added
// on another note, should the suffocation damage type use the status symbol for it ??
HitscanBaseComponent.MaxSpread = 3.5 without T4.C "Magnetic Bearings", changes to 4.25 when T4.C is equipped. The Minigun's Spread Curve changes any value of Current Bloom >= 3 to 0, which is what gets referred to as "Max Stability". The Spread Recovery Speed of the Minigun is 1/sec. As a result:
3.5 Spread - 3 Spread = 0.5 Spread
0.5 Spread / 1 Spread/sec = 0.5 seconds
so, Minigun starts with 0.5 sec of Max Stability by default, and then T4.C changes it to 4.25 - 3 = 1.25 seconds.
hope this helps 
btw
is it 3 or 6s to hit max stability
on base minigun
t = 3 / (0.2 * (RoF / 2) - 1) specifically, I don't know if you're supposed to use pre or post ammo doubling for this formula
ammo doubling or halving ? considering the thing uses 2 ammo per shot iirc
I default to the actual, gameplay affected, rate of fire/ammo count as the "true" value to use for everything
so for me, I consider it ammo doubling
confusing, but someone will know how long it takes
the formula to reach Max Stability on the Minigun (aka "exceed 3 Current Bloom") is:
0.2 Spread per Shot
1 Spread Recovery Speed
15 RoF
3 Spread / (15 Shots/Sec * 0.2 Spread per Shot - 1 Spread/sec)
= 3 Spread / (3 Spread/sec - 1 Spread/sec)
= 3 Spread / 2 Spread/sec
= 1.5 seconds
oh
Instead of classifying a Biome object as being "Hazardous/Supportive" (as opposed to Hazardous or Supportive), it could be a good idea to describe it as "Exploitable" instead as a combo term.
exploitable isn't the best word for it, is there even a need to define what the thing is
there's a need to say if it's hazardous
and isn't that said already on the description
it is ye
might be good to review how the tables is done later
? ?
Hi! Small inaccuracy to report in the wiki: for Combat Mobility, @floral drift and karl.gg noted that U34 added 0.9 base RoF for this OC, but this isn't being properly reflected in the Thunderhead AC OC descriptions section, nor in the subsequent "Rate of Fire Graph (with Combat Mobility)" tables.
I assume this will also significant impact how fast it reaches max RoF (and hence proc Feedback Loop).
Thanks! Should the +0.9 base RoF increase be explicitly mentioned under the "Effects" column of the "Overclocks" section as well?
tomorrow I add, unless someone does it first for me
is there a reason for the scale brigade weapon skins not being present in the Weapon Skins gallery, or were they just overlooked?
also, is this the correct color palette for the Fourth Relic Deepcore? It lacks the yellow and sand blue present in all other Fourth Relic skins (to me it looks like someone had the Fourth Relic frame with the MegaCorp paintjob)
it's not the base color palette indeed
aha
Is it worth adding to the Wiki the "Scout armor mod+Tunnel Rat+grapple mod=no fall damage forever" combo?
And I do mean forever. Load up a mission with that combo and after I use the grapple once I can no longer take fall damage no matter how hard I Special Powder myself into the ground.
Side note: How much is the "Disconnection Protection" zipline mod's reduction?
is that a bug ? also climb to the top of the drop pod hole (that 100m one) and see if you get damaged I guess
That's what I did
Flew up there with special powder, then fired 2 upwards right before I hit the ground
You get like 93% with just the armor mod and tunnel rat
but if we are testing fall damage, why fire it before hitting the ground
he fired the shots upwards, away from the floor, to accelerate towards the floor
complex
there is some sort of tips section on the wiki, I guess it might go there, unless that is more of a curiosity thing, and not really a thing to be considered seriously
if anything it should mention first armor + grapple combo, since Tunnel is rng
also, does that mean that if you fall from a usually non fall damaging height but use special powder upwards you get damaged ?
you can do better than that
on hazard 5, 4 man, while offhost, it's possible to jump up into the air while stationary, double fire special powder upwards and instantly die upon impacting the floor from the 1m jump
last time I tried getting fall damage data, I was relying on height, but guessing I should be tracking velocity, does only the vertical velocity matters or the sideways one too ?
should be only vertical?
at least, RJ250ing horizontally doesn't seem to be doing much dmg to me
so even if you hit the floor at high speeds it won't hurt if the vertical vector isn't big
You can't die from hitting a wall fast, only if your feet land first afaik.
Also, there you go for if it is height or velocity based. This also shows that the step down cannot damage you if it is within the limit.
Basically what I did a long time ago was change the base gravity of -980 to like -9999999 so that any distance greater than the step down would instantly kill you.
I wouldn't add it because that's only the case thanks to the double beer buff bug, otherwise it's "only" 96% reduction
horizontal velocity definitely deals damages, it's easy to verify if you special powder against a wall
can Any fire damage burn gas / spider webs ??
can you even escape grabbers with ziplines ?
No and yes.
so removing first one, and fixing the latter
what kind of fire damages doesn't burn gas ?
working on stuff seeing all those changes like 💦
I thought only https://deeprockgalactic.fandom.com/wiki/Status_Effects#On_Fire_Sources: counted in the description
everything listed there burn webs and gas, but I didn't test the magma core environmental hazard though
that's a shame to remove the description saying fire can burn those, as it's true and there is nowhere else to say it
that's better to have this info on the wiki imo, we could add a "except for EPC charged shots" if necessary, instead of removing the whole information
Normal breach cutter does fire dmg too iirc and isnt a source of on fire debuff
it does burn the webs
true
Afaik BC has hidden 50 Fire damage as initial damage (when the beam first hits the target) aka Impact Damage which Spinning Death OC removes.
"Press the reload key to switch between which sentry you'd like to redeploy when both are placed down with the Gemini System upgrade."
True ?
Yes
except Spinning Death still destroys webs
Last December I tested a lot of what I thought might be able to destroy the environmental webs and came up with this list.
Things that can destroy environmental webs:
- Destroying the bit of ceiling terrain it is attached to
- EPC charge shot detonating nearby, not just passing through (not TCF implosion)
- Throwing a C4 block through it (don't have to detonate it)
- Throwing an Axe through it
- Throwing the Shield Generator through it
- Having a Prox mine arm nearby-ish (not the throw, the arming)
- Damaging it with:
-- CRSPR direct or Heat Rad
-- BC (even with Spinning Death)
-- Boomstick with White Phos.
-- Burning Hell OC
-- Aggressive Venting
-- Incendiary Grenade flames
-- Neurotoxin Cloud
Notable omissions from this list:
- EPC Plasma Burn
- TCF implosion
- Minigun T5.C Hot Bullets
- PGL Incendiary Compound
I remember testing a returning Turret but it must not have since I didn't add it. I don't think I tested ALL grenades nor AC Neurotoxin Payload
tips page got a lot of changes, that's gonna be interesting .
already starting with something I am not so sure about: "These kinds of unique synergies are found everywhere through the gameplay and are required for an effective operation.", shouldn't it be more like "increases the effectiveness" instead of saying it makes it ineffective ?
everything you see on tips page are mostly copy pastes, and sometimes it pains me to copy paste things I disagree with, including what you just quoted
to me, synergies are absolutely not required but heh
I can wait more, if you plan to keep working on it
just tell me when done so I can check for grammar and anything I find odd
yes I just started, I think it'll take a few days to move stuff here
okey
thanks for correcting my poor english XD
consider putting some stub notice, or WIP notice,
what's the template for WIP ?
{{Stub}} {{cleanup}}
oh ok thanks
also I still think we should reconsider adding somewhere than fire (except the 4 omissions above) can destroy webs & flammable gas
Nice testing list btw
can just put it on the own weapon page, or the features table
is the plan on the weapon's to completely rewrite their text from scratch ?
no, it's to move their prescriptive informations from the main page to the other page
and yes, there is not a lot of descriptive stuff to say about the Subata
might prefer if they are just completely done again
for now you're just seeing deletion because I let the strategy page opened
to prevent editing it 20 times more
I'll just push once I'm done with a class
wouldn't visuals, clip size, accuracy - long range use, non automatic fire, total ammo, and other stuff be descriptive for subata, or even the lack of effects without OCs, or something,
that's already in the value tables
This is a stupid question but does hitting R with the chain gun to spin the barrel make it cool down faster?
I've always done it but never actually bothered to check lmal
that'd be good if we didn't repeat stuff that is already written just below in the tables (e.g. I see on the satchel page "The Satchel Charge boasts an extraordinarily high area damage value of 375")
absolutely not
Good to know ahaha
by that logic might as well not say anything at all for any weapon, we already have all stats and images
the "about" is just a description about how the weapon work
I really don't know what we could say about the subata that is descriptive and not redundant
since it's just a pistol
even saying it specializes into killing macteras is subjective imo
what is special about other weapon's working that isn't on stats
you can see on the CRSPR, brief talk about the igniting mechanic & the DoT, the sticky flames left behind, the armor piercing ability and going through enemies, and mention of multiple damage modifiers as for the glacial strata or macteras
for the cryo, brief talk about the freezing mechanic, what freezing do while making a redirect to the frozen status page, mention of the reloading system which doesn't need reload, the charge-up mechanic & pressure gauge, the repressurization
There is almost always something to say that isn't about numbers
but for the subata... I don't know
all that can just be explained on stats, or info if stat is just numbers,
Armor : Pierces
heat mechanics is on heat page already, you can just make the heat part link to there, same for freezing "damage", for reload it is just "reload: requires enough pressure to work" , or something more creative to explain the mechanic, actually there is a section on weapon's just for explaining special mechanics, cryo pressure is already in there iirc, so you don't even need it on the about part
yep that's right, but the about is a good quick summary of that, and it's used to redirect on the pages where more informations are told about that
so I think it's still useful to have that bit of info in there
50% of that cryo text is just stuff from the frozen status :S it is not even about the weapon, just about the effect
for Subata it is fine if we just talk about the lack of complicated mechanics, and instead mention how it might be broken by some mods (which gives it something extra),
"a good quick summary "
I mean feel free to write what you think is right, I do agree there is some frozen talk on the cryo, it was much worse before though. I just left the main points, and I wanted the readers to be able to have a grisp of the mechanic without having to change to the main page
not sure about what you mean by "mention how it might be broken by some mods"
I don't do text uwu
fine if left for last so other weapon's might work as inspiration, probably go on the direction of "even if it already appears below as stats / info, use it as a short version so the person at least know what to expect, even if that expectation is just a simple weapon" if that makes sense
did you just UwUed
volatile bullets giving it the speciality against burn targets, just anything that makes it look like the thing is ... different
everyone gets surprised :s
like a shrug, or "I don't do text, you see, I just like reviewing it, don't really like creating text from zero"
yeah, for now I'm more into the moving stuff part, I might think of something for the subata later
owo
you're good for wording though
wording , like ? 
at least that, imagine working as Wiki Reviewer and lacking any skills for it
Can someone confirm the Impact Axes are retrievable when they kill with the Part 1 of the Direct Damages ? I know they are when they hit with the AoE and not the direct damages, but I think it happened I threw axes on an enemy with low health and I would still be able to retrieve it. Unless the AoE damages hit before the direct ones ?
I can confirm that they are retrievable when aimed directly under some conditions but cannot tell you what exactly is happening to cause it nor if its intended
The AOE can hit before the direct and if that kills it will still be retrievable.
is that just the order of damage ? like, after impact, it first deals aoe dmg instance, and then the direct damage
that must be it, I just tried on a grunt and couldn't retrieve
i was under the impression that Driller's Impact Axes could only be retrieved if they impacted terrain. if they do damage of any amount to an enemy (including killing them), i thought they became irretrievable?
Presumably that only applies to the direct damage.
Impact Axes have more AOE dmg than haz1 grunts have hp.
Should be an easy test, if you can find a grunt in haz1
I have thrown an axe at mactera, had it kill them and then bounce onto the floor and be retrievable
I honestly have no idea what conditions allow for that, and trying to consistently reproduce it is beyond my abilities
I don't think I've ever had it happen when spam throwing axes into a tankier target though
so it's probably something involving killing them that causes it
Pretty weird, I thought I killed it with the AoE damages but we can hear the Vampire perk proc
are aoe and melee actually mutually exclusive damage tags though
not rhetorical btw, I legitimately have no idea
i don't know the answer to that question, Lucent, but i'm under the impression that any type of damage can be any element. so, if that's the case, then Area-type damage could also be Melee-element 🤷♂️
oh, melee is considered an element?
actually, now that i think about it, Power Attacks are Melee Area...
so an attack cannot be melee + fire/frost/electric?
it can -- remember, all damage starts out as "Typeless" element, and then gets converted to the various elements using percentages. like EPC's Charged Shots, [65% Electric, 25% Fire, 10% Disintegrate]
oh right I forgot about the ratios
most cases, one damage type usually only has one element but it's completely possible to have multiple elements per damage instance
SMG with EM Refire Booster is all Kinetic-element Direct Damage +2 Electric-element Direct Damage
hmm
Autocannon is split with the Direct damage doing Kinetic element, Area Damage doing Explosive element
etc, etc. you get the idea 🙂
who wrote the wiki info boxes for impact axe's damages