#wiki-related-chatroom
1 messages Ā· Page 56 of 1
can you ask ely to check if the aoe's not secretly also part melee dmg
maybe I'm doing something wrong but it also feels to me like the aoe dmg is also melee given its triggering vampire
unless its vampire itself that's working incorrectly..?
@weary sonnet šš½ seems like they need some help understanding some mechanics of the Impact Axe
it's either the AoE deals melee damages too, or the Impact can be retrieved when dealing the part 1 of direct damages
testing it on deeptora wasp nests rn
and i'm definitely healing but able to retrieve the axe
if it was part 1 of the dmg being able to have the axe be retrieved, hitting a full hp glyphid grunt should let the axe be retrievable too
but I haven't been able to get it to do that yet
true
pickaxing a grunt in the face twice and then smacking it with an axe heals me everytime and lets the axe be retrieved
hm
speaking of, that feels very deliberate
one pickaxe hit leaves a grunt at exactly 80.5 hp, 0.5 too much to immediately axe
can vampire trigger on spitters ?
Spitters?
Glyphid Web Spitter, Glypid Acid Spitter
Yes
like, if they are smaller than grunts... then
ok i did some testing with impact axes and im pretty sure whats happening is the 50 melee damage is applied first and if thats enough to kill an enemy it wont get lodged into the enemy and just fly straight through it and hit the ground (which means you can pick it up)
so im under the assumption the actual impact is when the other damage is applied
also for clarification they are entirely separate
i double checked its 80 explosive damage indeed
and im pretty sure in everyones testing it wasnt the AOE damage that was applied that was triggering vampire
you can tell the AOE damage doesnt count for vampire by using an impact axe on full HP slasher
you wont trigger vampire because the melee damage isnt enough to kill (160) so the 80 AOE damage kills it
is it 3 (Three) or 4 (Four) Legs spawned per Mini Mule for Salvage again ?
4
good
also im under the assumption the AOE damage is applied last and only is applied when the axes damage is triggered
i was unable to ever hit an enemy with only the AOE damage without hitting enemies that were clumped
im not 100% sure on how the AOE works though because of the fungus bogs clearing
Are we sure the 50dmg part isn't also an AOE? I am very consistently "missing" a haz1 grunt and not killing it but also doing what appears to be the exact same amount of damage.
Yeah, pixel counting the health bar gives me exactly 50dmg despite missing and it being retrievable. (this is on haz1)
So does the 50dmg part of the impact axe just have an absolutely massive hitbox while it's airborne? And if the 50 kills, it keeps going?
yes
i have a video of me killing multiple grunts with it and retrieving it
also its not AOE
Well, the massive hitbox makes it an AOE, but it's not "Area" damage as we call it.
its probably the same as the base pickaxe
how you can hit multiple enemies with it
@kind epoch wonder if this could be more visible as to have a better highlight, not sure about another name too
Question regarding my latest EDD; the hiveguard had a slither of HP left and immediately died upon killing the last sentinel. Does the hiveguard suffer a tiny HP loss when a sentinel is killed?
probably, this is a temporary solution to not flood the page so feel free to propose alternatives
I copy pasted that part, it's also on the reinforced power drills page, might word it differently or just completely remove the sentence part after the comma and add a redirect to the vampire page for more infos
@lament comet so you're basically saying :
- direct damages proc first
- if the first part of direct damages kills, the axe go through the enemy and is retrievable
that also explains why a full hp glyphid doesn't let you retrieve the axe, if the direct damages hit first, you're killing it with the 2nd part of direct damages
when the hologram's health is depleted it will discharge a small electrical shockwave, which deals miniscule damage but has a high Electrocution chance.
That could be nice to add the actual numbers on the L.U.R.E. page
damages & electrocution chance
It does 20 damage, I haven't found the Electrocution chance unfortunately
ty
Most of it is from what I remember from the tests IāÆdid, so it could use some confirmations from tests in game.
I am sure about the damage parts.
So for the impact axe, there is three instances of damage.
50 melee damage (single target)
iirc it is the first instance of damage
tagged as secondary damage, from what I understand, this is what prevent it from consuming the axe vs small/almost dead enemies
110 melee damage (single target)
done usually in the same frame or just after the 50 melee damage
if this damage is used afaik the axe is consumed, unless you donāt hit a creature.
80 explosion damage (AoE)
the AoE part is what prevent the axe from being consumed afaik if you use it to kill stuff
it cannot proc vampire unless it was changed recently
There is no damage conversion or other damage types for the axes.
that confirms everything then
true ? -"While the Platform Gun remains consistent in firing accuracy, the accuracy will become significantly skewed to the left or right when a player or object is too close to the front of the player."
-"Sentries will always idle sweep South West, regardless of which direction they were built or (...) unless they have the Defender System upgrade."
-"it will despawn after three minutes." (proximity mine)
I have actually no clue for the platform gun and sentries, for the mines I will reword "despawn" into "explode" because they do explode and not simply disappear
so explode once and disappear, though I am more curious if it is 3 minutes
LifespanAfterFirstTrigger = 180 for the sticky mines
FSD\Content\WeaponsNTools\Grenades\StickyMine\Grenade_StickyMine
I think they still despawn/explode if not trigerred now, but they probably kept the old variable name.
looks like they don't
From U28:
- Proximity Mine now has a 3-minute lifespan after being triggered once
No mentions since then in the patch notes, so that confirm the test from blank, I was wrong it is only after the first trigger.
@glacial topaz just pre-shotting your future " "Walking enemies that can shoot are more likely to target players on ziplines" true ?"
#patch-notes-steam message
that one is on patch notes though, still no idea what that includes exactly and why mactera isn't part
"The weapon also comes with a small base level of armor breaking bonus." uhm... 50% doesn't really seem like a bonus, the default is like 100%, so really odd to mention it, thing isn't even what makes it special iirc , for BRT
you're saying the BRT has lower armor break than other weapons by default ?
or just that 50% is a small bonus not worth to mention
50% isn't a bonus because it can't be a bonus if it is lower than 100%
it is called a penalty if anything
I can confirm, by default it deals Ć0.5 damage to armor.
oh damn
Just checked in the files in case it changed.
the previous version was like "The weapon also remains decently accurate and has limited spread growth, allowing it to be accurate even on the move. It even comes with a small base level of armor breaking bonus."
implying the bonus is a real bonus and not a penality
whyyy
ĀÆ_(ć)_/ĀÆ
that's why I suggested the whole "just remove everything and start from scratch" not too rare to find all those hundreds of mistakes in that section
also gg for that subata one
though you would have to not copy anything without knowing for sure if it is real or not
mmh but there are a lot of stuff I don't know and I don't want to remove informations from the wiki just because of my own unawareness
and yes, there are a lot of mistakes I'm removing
on that part, we do a later round of checking
for each equip after all the moving and bias removal
Shield Generator
Despite the numbers shown in the in-game tooltip, modifications that extend duration are approximately twice as effective than what is stated.
Can I have more details on this ? Does that mean a +1.5s mod increases the duration by 3 seconds ?
Yes, for some reason that upgrade is bugged, it was tested in game a while ago.
All duration mods are about twice as effective as they should, other mods seems to work normally.
interesting
Sticky Grenade
does that mean you can kill a low HP korlok/hiveguard without opening them ?
pretty sure ice and fire ignore that stuff too and still are ignored by those
Not quite, as they are completely impervious to any damage when closed.
good point
Still for the sticky grenade, I'm not comfortable with the wording but I'm assuming they meant the fear radius is bigger or smaller than the explosion radius, that could be nice to have the actual fear radius values (damage radius is 1.5m)
can't get the initial stats table under the equipment thing
you will need to use a {{clear}}
Hum other than that try to put both with a div with a class InvisibleAlignmentBox maybe, IāÆwill check that.
Not sure it will work, but that could.
The class thing seems to work.
{{equipment infobox
| name = CRSPR Flamethrower
| image = GearGraphic FlameThrower.png
| type = Heavy Weapon
| used = [[Driller]]
| slot = 1
| availability = 1
| hitscan=No
}}
{| class="wikitable" style="float:right;"
! Initial Stats
|-
|{{Equipment stats
| damage = 11 Fire
| custom1 name = Heat
| custom1 = 10°
| ammo = 300
| ammo type = Fuel
| clip = 50
| duration = 2
| duration type = Sticky Flame
| custom2 name = Fuel Flow Rate <br>(per second)
| custom2 = 6
| reload = 3
| reach = 10m
| reach type = Flame
}}
|}
</div>```
This is the box we use to apply the float and alignment to the creature infobox btw.
Being frozen kills Mactera enemies almost instantly (except for Glacial Strata Goo Bomber), as well as Glyphid Swarmers and Naedocyte Shockers.
Might need to precise if it kills Glacial Strata Glyphid Swarmers and confirm for shockers
don't all flying enemies instantly die upon being frozen
Some had the possibility to unfreeze if they receive enough heat after being frozen or fall from a heigh sufficient to unfreeze by themselve.
afaik it is still the case, but it could use a double check.
it's fine I just worded it differently
now I'm just wondering if Glacial Strata Glyphid Swarmers shatter when they unfreeze
I can do a round of test on that soon if you want, list me the enemies/variant you want to test in particular in case I forget some.
it's just the blue swarmers, I don't think it's worth to launch the game just for that so don't worry about it :P
blue raspberry swarmers
"The tiny "bomblets" are affected by the "Low Gravity""
wonder if that is not an already expected behavior, you know, the rule, not the exception
that's funny you mention that
"No [[Creatures|enemy]] can stand inside the barrier" "No enemy can enter the radius of the barrier;"
aren't shellbacks... enemies ?
gotta delete the repetition at least
It's worth mentioning that certain attacks can still harm and kill you in the shield and certain enemies can dig/throw you out of it.
already mentions that
just the sentece is out of place
reee "coloured" and "recieve"
good thing I noticed that
fixed some
also, confirm this, will like, a HE grenade fly further under low gravity ?
what happens if frost bomber hits the ground while frozen ?
It dies.
Any flyer will die if it hit the ground while frozen, some of them even seem to die instantly now (ie even before touching the ground) so I wonder if the 'can defrost' rule still apply for some of them.
odd
I noticed that when testing the temperature on the mactera last time.
"Being frozen kills Mactera enemies almost instantly (except for Glacial Strata Goo Bomber)"
It registered as dead as soon as I froze it, not when it hits the ground.
only regular bomber has 9999999 defrost, frost bomber is like -240
wonder if this would be nice to have on grenades page, though there is not much damage variation to display
Normal bomber dies instantly when frozen, frost bomber seems to die after ~1s.
If I heat him enough to unfreeze it, he end up being stuck midair for some reason.
That was spawning it outside of its biome, I will try to check on glacial strata in case it is different.
Same result, they die in ~1s with no way to unfreeze them.
Since no one commented on this: "doubles as" as used here means "also counts as", meaning they use the same property/attribute/variable.
Slightly different than "they are equal" since that would imply there are separate values for both and they just happen to be equal, not that they are by definition identical.
Elyth, they do use the same property for the explosion and fear radii, correct?
Yes, they do. DamageRadius, MaxDamageRadius and MinDamagePct in both case.
Oh, so the Sticky Grenade fear has falloff?
Hum it could, not sure if the falloff apply to the fear or not.
Bellow are the 2 main parts of the damage description of the grenade with their respective radius.
{
"Property": "Damage",
"Type": "FloatProperty",
"Offset": 10161,
"Size": 4,
"Array Index": 0,
"Value Offset": 10186,
"Data Value": 20.0
},
{
"Property": "DamageClass",
"Type": "ObjectProperty",
"Offset": 10190,
"Size": 4,
"Array Index": 0,
"Value Offset": 10215,
"Data Value": "Import:DMG_Kinetic"
},
{
"Property": "FearFactor",
"Type": "FloatProperty",
"Offset": 10219,
"Size": 4,
"Array Index": 0,
"Value Offset": 10244,
"Data Value": 2.5
},
{
"Property": "RadialDamage",
"Type": "FloatProperty",
"Offset": 10248,
"Size": 4,
"Array Index": 0,
"Value Offset": 10273,
"Data Value": 50.0
},
{
"Property": "DamageRadius",
"Type": "FloatProperty",
"Offset": 10277,
"Size": 4,
"Array Index": 0,
"Value Offset": 10302,
"Data Value": 500.0
},
{
"Property": "MaxDamageRadius",
"Type": "FloatProperty",
"Offset": 10306,
"Size": 4,
"Array Index": 0,
"Value Offset": 10331,
"Data Value": 400.0
}```
{
"Property": "Damage",
"Type": "FloatProperty",
"Offset": 9891,
"Size": 4,
"Array Index": 0,
"Value Offset": 9916,
"Data Value": 90.0
},
{
"Property": "DamageClass",
"Type": "ObjectProperty",
"Offset": 9920,
"Size": 4,
"Array Index": 0,
"Value Offset": 9945,
"Data Value": "Import:DMG_Explosive"
},
{
"Property": "FearFactor",
"Type": "FloatProperty",
"Offset": 9949,
"Size": 4,
"Array Index": 0,
"Value Offset": 9974,
"Data Value": 1.0
},
{
"Property": "UseAreaOfEffect",
"Type": "BoolProperty",
"Offset": 9978,
"Size": 0,
"Array Index": 0,
"Tag Data": true,
"Value Offset": 10002
},
{
"Property": "RadialDamage",
"Type": "FloatProperty",
"Offset": 10004,
"Size": 4,
"Array Index": 0,
"Value Offset": 10029,
"Data Value": 130.0
},
{
"Property": "RadialDamageClass",
"Type": "ObjectProperty",
"Offset": 10033,
"Size": 4,
"Array Index": 0,
"Value Offset": 10058,
"Data Value": "Import:DMG_Explosive"
},
{
"Property": "MinDamagePct",
"Type": "FloatProperty",
"Offset": 10062,
"Size": 4,
"Array Index": 0,
"Value Offset": 10087,
"Data Value": 0.2
},
{
"Property": "DamageRadius",
"Type": "FloatProperty",
"Offset": 10091,
"Size": 4,
"Array Index": 0,
"Value Offset": 10116,
"Data Value": 400.0
},
{
"Property": "MaxDamageRadius",
"Type": "FloatProperty",
"Offset": 10120,
"Size": 4,
"Array Index": 0,
"Value Offset": 10145,
"Data Value": 150.0
}```
oh, thanks
I think I tested freeze vs all flyers, trying to unfreeze them as fast as possible, they all still die from the freeze effect now.
The one that used to survive now die after 1s (ie after the first tick of warmup) instead of instantly, and if you manage to unfreeze them in that 1s, they are stuck into the air, not dead but glitched doing nothing at all from what I can see.
You canāt damage them, but you can freeze them again to make them die properly so they are not stuck anymore.
Not sure if there is anything else you wanted to check, but this should simplify a lot the rules about what is dead or not after freezing it.
Oh and I checked the glacial strata swarmers while I was there, they do shatter like other swarmers when they unfreeze.
I see thanks
looks good but the text is going into the wep descreiption
I donāt have that problem, it can get very close, but not in the description.
I can just add a margin left to the div, let me try that with the css.
With a left margin of 10px:
Is it good enough like that?
No changes live for now, if it is fine, I can add it to the main CSS.
The wiki doesn't have info on how much damage the hiveguard sentinels do
melee damage ain't as easy to get as projectiles, so that's why I didn't include that and all
though I am sure one can still get their damage
on that note of sentinels "protrusions" should be capitalized here
done
im fairly certain these are the stats on the sentinels damage
the "stab attack" would be referred to as the slash attack on the wiki
i believe they have the same scaling as praetorians so these damage values would be the damage on haz 2 with 4 players
and when is damage scaling ever different between enemies on the same count and hazard though
not sure if there is a case but im also not sure if there isnt
just mentioned it to leave room for error
there still seems to be a 15 dmg 5m attack and a 15 dmg 1.5m attack, why is the 20 dmg one the right one though
they are different attacks
new format for weapon pages?
the 5m attack is the carve when they destroy terrain
the other is the known as "slash" on the wiki
and the 20 damage is the bite
can the resistance + immunities of the hiveguard + twins be added too
kk ty
why does it fit in the OG dreadnought box but not twins/hiveguard
already have all the stats we could gather for the boss and their spawns
missing info is not just not added, it is unknown
?
I am getting conflicting signals
and testing to get it ain't going well either, so there is that too
// should Temperature shock even be part of the temperature page ? thing was added but isn't even correct...
nvm, already have the answer š
^ for the oppressor
i was looking at the OG dreadnoughts attacks and noticed the melee attack also has damage radius/max damage radius/damage falloff that arent mentioned
also the OG dreads carve radius should be 4m not 2.5m
no point in mentioning when they are the same
the same as what?
also to save room i think one of the bite/slash attack tables should be removed
theres only actually one attack called "MeleeAttack" and it just has 2 animations
amage radius/max damage radius
yeah what is the melee attacks damage radius/max damage radius/damage falloff the same as?
i dont see anything else that has the same values on the page
usually melee attacks have their max damage radius be the same as the radius, meaning the falloff doesn't matter
i see well in this case its not
the damage radius is 2.5m max damage 2m and minimum damage 0.5x
What am I looking at
The large ore chunks as they appear on the terrain scanner
About the dread resistances, all of them are currently bugged in game. It wonāt be fixed until U35 it seems.
The short explaination is a mix of wrong variable being used with a bug involving the radial resistance that spread to shell resistance in an unexpected way. The shell resistance are also not all as they are suposed to be even for single target damage.
I should be able to get the theoritical values, but the real one are a complete mess for now.
e.g. for OG dread the explosion res should be 0% for health and 40% for shell
atm it is 0% for health
0% for shell in single target, 60% for shell in AoE if the AoE is small/from the front/sidie, -20% if the AoE is big/from the back (there is a spot that allows to double the damage or with overlaping hit box)
There is a spot near the back that allows to do double damage yes.
It can be tricky to find, but with power attack it is easy to get if you hit it from behind, with C4 vs OG dread it is extremely hard to find on the first shell, but when it regrows you can hit it pretty easily.
It should work with flamethrower or cryo cannon if you hit with the right angle, but I didnāt try to find it, my focus was more to get a clean video to do a proper bug report when IāÆtested it.
Wiki currently says dread has "Resistance(s) - Explosive: 40% (Health only)" - is the explosive resistance supposed to be on health or shell stage?
It is supposed to be on the shell only now.
Theoritical explosive res is 0% health, 40% shell.
In practice it is 0% health, 0% shell if single target, 60% / -20% shell if AoE depending on the hitbox
Ahh then it sounds like the page needs to be updated - I've been switching between AC/BRT on wrong stages then, haha.
I only got this info about a week ago, and I wasnāt sure what to put on the wiki tbh.
I mean with the current bug the theoritical damage is wrong and the real one take forever to test and should be patched (hopefully) at U35.
To back up the Dreadnought's massive health pool, it has strong resistances to common damage types such as **Fire **and Explosions.
I see "On Fire" but not just "Fire"
does the Dreadnought actually have resistances to regular Fire damages ? Did they mean Electricity ?
is completely immune to Electrocution and crowd control effects such as Fear, Stunning
same here, Fear is not precised in the Immunity tab
I need to update that one, Fire res was changed, it is now 50% health, 30% shell (bugged 0% ST, 60% AoE instead for now).
For fear it is immune to all non guarantee fear effects thanks to its value of 1 courage.
I will try to update the dread infobox with the theoritical values after work if I can.
well well, seeing a lot of changes
Does anyone here know if DRG's music is royalty free? Im looking to it it in a video as BGM.
Last time someone asked here about royalty issues we told them to DM Jacob to ask, so there is that if you want to know, just be sure to get to the point directly and all the good stuff
Alright; I'll ask him. Thank you
"The Bulk has a tendency to chase one Dwarf in particular. On [[Escort_Duty]] missions, Bulk Detonators will not focus Doretta."
are those true ?
also, arbalest always use fireball fan after armor share ?
bulks wont focus doretta is true
Mactera Tri-Jaw
Shooting at it while it charges an attack may also stun it.
it was in the tips, is that true ?
"Brundles's mouth are not armored and can be shot without damage reduction."
if true wonder if it is better to break the armor to get to the weakspot or just attack the mouth
it depends your loadout, I personally don't bother when I play scout
"Before Slashers and Guards were added, an elite version of the Glyphid Grunt called a "Veteran Warrior", existed from update 19 to 22. It had 50% more health than a Grunt and was almost identical aside from its reflective spike studded armor."
wonder if all correct, the updates, the hp increase
xD " then passive Cave Jellies were reintroduced as a separate creature sometime between Update 23 and 24." gotta be more sure
all of that were already on the creature page, I just moved them to the concerned creatures
I know
80/AB + 600/(3*WP) vs 600. it will almost always be faster to kill by breaking armor and shooting the weakpoint unless you have Gas Recycling (no WP) or an AB <= 0.2.
you can power atk the brundle to instantly break the armor
It hangs low enough to the ground and doesnt dodge, so easy to do
Will loot bugs drop gold / nitra for being petted ?
Yes
I don't think that's correct, have never seen that
Pet them enough you'll get it
It happens most times you pet them, but only for the first handful of times or so.
Not sure if the amount dropped when they die changes or not if you pet them (i.e. whether the drops from petting decrease the amount from dying or not)
Afaik, theses are the intended resistances for the dreads, they are also supposed to be weak to melee, but they are using the wrong variable so it isnāt working at all (so no res or weakness to melee for dreads at all atm), I have asked the devs to confirm what are the intended values.
OG Dread:
Health:
Explosion: 40%
Fire: 50%
Electricity: 60%
Cold: 20%
Shell:
Explosion: 40%
Fire: 30%
Electricity: ~
Cold: ~
Twins:
Health:
Explosion: 30%
Fire: 40%
Electricity: 50%
Cold: 10%
Shell:
Explosion: ~
Fire: ~
Electricity: ~
Cold: ~
Heavy:
Health:
Explosion: 40%
Fire: 50%
Electricity: 60%
Cold: 20%
Shell:
Explosion: ~
Fire: ~
Electricity: ~
Cold: ~```
Warning, theses are the intended values, the real res can be way off, especially for the shell because of the current bugs.
Occasionally, the entire cave shakes violently in a quake, dramatically slowing all dwarves and creatures movement speed to a crawl.
Creature movements are slowed down by earthquakes ?
Now they are yes.
ty
the gold is uncommon ?
No idea how this rarity thing works.
OG Dread infobox updated.
we kinda already have the odds for many stuff, the name stuff is... useless, so it is better if it justs says where it appears, or the actual chances
"A Golden Loot Bug is a much rarer variant of the standard Loot Bug (15% spawn chance)" ???
any true ? is that like per map, or per loot bug, or
15% change to spawn per map at map creation
Same logic for Crassus (3%), hoarder (15%), bet-c (6%), korlok (6%).
better make it more clear
The values are in FSD\Content\Game\GameData\GD_EncounterSettings
(15% chance per mission)
only 1 spawn per mission, right ?
I haven't seen 2 before, and referring to it in the same vein as Crassus etc. would imply just 1
https://deeprockgalactic.fandom.com/wiki/Resources#Compressed_Gold
Gold chunks have a 1/3 chance to spawn.
This one clear so I didn't add it on the main article, I already saw TWO gold chunks in the same mission, so...
Limited to 1 spawn per creature, but all of them can be there at once, they roll separately.
"Crassus Detonators will not appear on Hazard 1 missions until the Conquer Hoxxes IV Assignment has been completed."
meaning they will appear on hazard 2+ just fine even without the conquer hoxxes ?
Not sure why the Drilldozer page is separated from the Escort Duty page, they should be fused imo
I just noticed this Drilldozer page existed
because I thought the Drilldozer links redirected to the Escort Duty page
Not to mention there is a lot of copy pastas between the two pages
well, there is like dozer, and omoran stone heart core pages too
the ommoran stone is a ressource so it makes sense it has its page, like the morkite, aquarq, alien eggs...
The Dozer is a machine so it makes sense it as its page, like the APD, MULE...
the two pages are like copy pastas from each other
APD and MULES are not related to a mission type
unless you're talking mini mules, which don't have their own page
technically aquarqs and eggs are also related to a mission type
Just look at the 2 pages
don't compare Doretta to a ressource
Anyway I'm done moving the prescriptive content, at least those I'm aware of
and please seriously reconsider fusing the drilldozer page to the escort duty one
what about the mine head page (point extraction)
I feel about the same for the mine head, as no "Refinery" page exist for the On-site Refining it doesn't really make sense a Mine Head page is dissociated from the Point Extraction page, but as least this time the two pages are not copy pastes from each other
- merge the 2 pages (mine + PE , dozer + ED)
- make the pages different enough
don't the minehead/refinery have special properties like counting as a weak heat source and some other stuff
the oppressor page has the damage radius mentioned i feel the dreadnought pages should as well for consistency sake
if you want the values of the dreadnought melee attack lmk
just a fyi BET-C's page is outdated now
which part
BET-C's textures were changed
interesting, it makes more sense if it doesn't happen at 0 resources though
"*A Resource Bag will always be left behind when a dwarf disconnects, even if they had no resources."
shouldn't this go on old and unused or ?
Just added it to the unused page
I'd say it can be deleted now
I checked and in update 28 "weekend athlete" was removed as well, need to see if there was info on it in the wiki
- Can Dwarves really be hit on the Mine Head by creatures under it ?
- " There will be two batteries within 30 meters (in any direction, so not necessarily in the same cave or even the same elevation)" is that later part really necessary to be there ? otherwise we are going to list every possible combination of location
-also the dozer visual description head mention just at the end looks out of place
Well when people can't find it that's the common issue
"Can Dwarves really be hit on the Mine Head by creatures under it ?"
Same as the PE minehead - bugs can bite you through the refinery platform.
makes sense to not find it if it is not on the same cave, but damn, if you ain't even looking upwards or downwards
does doretta head provides Light ?
It doesnāt act as a light source that I have seen, maybe the eyes glow?
"Glyphid Slammer's description is most likely a reference to The Hitchhiker's Guide to the Galaxy."
Any true ?
just verified, head is not a light source
but eyes glow and sparks come out of neck, which produces a small flash of light that only lights up the model of the head, not the surrounding area
have vid if ya need it
no worry, already removed
now curious about the hitchhiker reference
Pan-galactic Gargle Blaster, but thatās a bit of a stretch.
(Donāt see any other drink names that come close in the Hitchhikerās wiki)
it is about the text, not the name
Yeah, text doesnāt seem to line up either in the wiki
"almost, but not quite, entirely unlike tea". while drg is
"The result is almost, but not quite, entirely undrinkable."
Ah, ok. I missed that. Good catch
[User SgtAvalanche deleted their messages here asking about removal of tips]
will answer anyway, we are moving stuff to tips page and making wiki less... biased
Yea I just saw that, one big consolidated page
that's all the "light" doretta does
damn that is Bright, surely makes flare gun useless
Have just seen this in the English wiki, can you guys reply to such a question? I am bad at statistics in this game, but I am sure you guys can clarify this.
(I was just creating ES interwikis and saw it, no intention to push anyone to respond right now)
I know that the Crassus has a smaller explosion radius for the death blast.
I forgot the exact numbers but I believe it was 18 for normal and 15 for Crassus.
The death blast has two values, one for carve size and one for the actual damage.
can you get crassus on deep dives ?
Don't think they spawn in dds
seeing both mentions it spawns and that it was remove / it does not on the server, so better make sure so we can fix the page
They were removed from deep dives.
perfect
Does anyone have a map of the upper areas of spacerig?
doubt it would show anything interesting, though one would be able to see the connections and tunnels between the different areas
do you have one?
would have said
ok
can anybody please tell me if the m1k focus fear 250% in 4m radius is current and what the previous values were?
First part: yes, those are the new stats since U34.
Second part: Precision Terror used to apply 200% Fear Factor, unknown radius (3m maybe?).
Thanks Greyhound, yeah I was thinking about 3m
I'm curious too, I thought FN for the EPC had a increased charge time and increased heat generation (or insta-overheat) but I see no notes on it in any of my previous info.
do you know the old heat generated per charged shot? and is 0.4 (listed on the wiki) the current value? Also what was the old charge speed and is 1.67s correct as the current value?
(going to have to start noting down these values between updates lol)
you can check the history of edits on the wiki though
Should this page really exist ??
or right. I tried that once before but was a bit lazy to figure it out. Just gave it another shot and was pretty easy lol š¤·āāļø
history...
thanks omega
hue, it scrolled up and it looked like "unknown radius (3m maybe?)" was the last message
im having a little trouble locating that overheat info from FN and when it changed
apparently all charged shots insta-overheated? Maybe I just never performed a charged shot with bouncy plasma or plasma burn š¤Æ
yeah nice, I was pretty sure it was a result of the new cooling change
since insta-overheating on FN wasnt mentioned whatsoever lol
Is there a list somewhere of what objects scale their build/repair speed to # of dwarves (vs. static repair speed)?
For example, Doretta is known not to repair faster with multiple dwarves, while sentries/pipe building/pipe repairs do scale.
Particularly curious about the repair/build speed scaling of cargo crates, uplink, fuel cells, mini mules, and broken supply pods
nah
what we should do is just combine all of the "ground layers of hoxxes IV" pages
yeah
idk
if anyone can work on the thing and all, plan is for a single page
Well yeah Iām willing to do that, just thought Iād make a page for compacted dirt since the category had missing links
page will also have carbon, petrified wood, slag, and all of it too
we're merging those pages into one
Ah okey
name will be "Ground Layers" or is there something better ?
maybe terrain types
that or ground layers
also question about equipment page formatting. do y'all like this formatting verses what it was?
the table being in that position doesn't look right
only if the infobox is redone so it display all sorts of values, can't forget the more exclsuive ones like EPC that needs like 30 variables
?
enemy infobox, but it is for weapons
right now the weapons one only show 5 informations,
it doesn't necessarily need to be part of the equipment infobox
rn what im gonna do is put all the equipment pages in that format since it looks a lot better and actually displays information when you hover over the link, so if u or someone else wanna merge the initial stats with the infobox u can do that in the future
wanna hear from others, only thing that might be better is the text being at the top
wdym text being at the top?
and we have to do this way since it doesn't display infos if you hover over the link in their current state
any of the equipment link
you know how we added that plugin a little bit ago? lemme remember what it's called rq
yeah. hover your mouse over like, the creatures page for example
https://deeprockgalactic.fandom.com/wiki/Glyphid_Exploder hue doesn't even have the default image
The Glyphid Exploder is an explosive variant of the Glyphid Grunt with dark red skin and orange bulging tumors and veins which emit a slight glow. Exploders are much faster than most enemies and make little to no noise which they will often use to easily sneak up behind players and detonate before the player has time to react. The only recogniza...
not sure how useful that really is
we can talk to cyrob for that
it is
i agree tho we need something different for the initial stats table
anyone knows how much friendly fire dmg the breach cutter does if it was fired perfectly horizontal at a dwarf standing still
like the amount of seconds of contact time
need to know how worth it shooting a surrounded dwarf with a breach cutter is
never ever heard any calculations on that, should be easier to just test in game, not sure we have even the hitbox sizes
hmm ok
also big difference on friendly fire between hazards, but like, considering haz5, we would have 50 x 0.7 for initial impact (35) + 11.5 x 0.7 (8.05) damage every 20cm, so that would go like 35 (0cm) , 43.05(20cm) , 51.1 (40cm )59.15 (60cm) 67.2 (80cm )75.25 (1m)
for default at least, though I would still check how it goes in game
wait so just touching the beam would do 35 ff dmg?
I didn't know about that one before, but anything that touches the beam gets 50 fire damage on first impact
for the initial fire dmg
i don't ever remember the breach cutter ever instantly knocking all my shields and a little hp on haz 5
haz5 ?
ye
hmm i'll test in game some other time
but what i remember is maybe 10-20 ff dmg on haz 5
might be wrong tho
you mean % or you know the actual hps of the dwarves
don't forget the drillers fire resistance I guess, or FF perk
yea i use 30 shield hp and a friendly breach cutter maybe does 1/3 to 1/2 of it
still not 100% on that tho
because i might've been running and moving too
maybe the initial fire dmg doesn't apply to ff
idk
if you need references for HP, hoverover for the specic HP value https://deeprockgalactic.fandom.com/wiki/Health
the dwarf being hit would most likely notice a burst on damage before the more granular dmg
125.709 on 3 masteries + overcharger only
hmm ok
// How should the page that compile Dirt, Compressed Granite, Rock, Wood, Slags, etc be called ?
"ground layers" , "terrain types", or something else ? materials ?
My anecdotal evidence is similar, FF doesnāt seem that bad for BC even on high haz, but Iām also curious about the mechanics.
maybe biome compositions lol idk
The BC deals damage when passing through (and as long as it stays in contact with it) a target and dwarves aren't that large.
Working on a compiled terrain page right now
Should common salt be considered separate to common rock?
Afaik they are functionally the same, being standard rock type layers
Breach Cutter's projectile has only 15% FF, which is miniscule compared to most other weapons. Source: the BC's projectile file. Explosive Goodbye's initial explosion has 20% FF, DoT doesn't do FF.
most likely, but not for the purposes of adding a new type of terrain but "variations of common rock",
should this be part of terrain page ? isn't that just biome feature
3.5m IIRC
:S
anyone knows what is this
MACHINE EVENTS 101
Are you a low level? Have you came across this weird machine you cannot interact with? You have probably came across a machine event. If you are not promoted with at least one character, then you cannot interact with it yet, but your promoted teammates can. ( Even if they are not on their promoted character ). They are a special, time limited challenge the team can complete.
They allow you to infuse Blank Matrix Cores into Infused Matrix Cores if you succeed at them in the key inserter, which grant you overclocks/cosmetics. If you are not promoted you dont have access to those, you wont be really rewarded for partaking in one of those events, but you will gain a medium bonus of EXP and Credits.
Note: if you fail the Machine Event you will still receive the same EXP and Credits reward, but will not receive the option to get a overclock/cosmetic core.
pfff asddf
Found this while digging through some PGL data for drg-chat: normal PGL carve diameter is 2m, Fat Boy's is 7m, and apparently it also changes for Hyper Propellant - 1.2m carve diameter is set in the PGL projectile file for that specific OC.
how deep for carve though
I'm unable to tell you that - the variable names surrounding other carve data make little sense to me.
yea, not much use only including the slag radius, but something to be considered
Is this channel also for discussing the other language variants of the wiki? I might be able to help a bit on the french wiki
barely see it used for that at all, and good luck discussing it without using french
I'll just stick to editing it
is something being unknown even worth of a trivia ? or even mentioning anything that defies physics "It is unknown how the Drop Pod is able to travel back up to the Space Rig from Hoxxes, as it only has a thruster on the top while the bottom has a giant drill."
also not sure how to feel about a section for bugs on the drop pod page, if anything shouldn't it just have its own page for compiling bugs
I mean itās just kind of a noticeable feature imo
If itās not that interesting then I guess we can remove it
is there no bed rock or granite sideways ?
Sideways?
From what I can tell those layers will generate in a rough sphere surrounding the pre generated caves
have only found it when going down or up, never tried sideways
Supa Player is right, the world is generated is a sphere, so you can find it in any direction is you dig enough.
Hello, I'm the one that got the French wiki started (but I don't have the time to work on it anymore). Feel free to ask if you have questions (maybe in dm's though, to avoid flooding this channel).
Ah cool, I will
I can help a bit as well if needed, in particular if you need some help to understand /translate a template or if you need some number checked.
Dm may be better especially if you want to talk in french, if it is to check some values, you can ask it here.
wait, Q'ronar only spawn on map creation and cannot spawn afterwards ?
Shellback can spawn at any point as a disruptive enemy, same than bombers, menace and the like.
someone said they can't, though the edit wasn't too bad
should this list of elites be links to their elite sections on the individual pages ?
I would say to the individual page with how the sentence is made.
well, the individual page is already in the same page seeing the creatures table is just below, though not directly to the elite section
anyway , done.
btw, their elite sections are kinda empty rn
what do you guys think about this change?
a special mod section should work since you have to put the numbers , check how it is done on other pages, not sure how good it is to put all the info just in a hoverover
actually, or just put the items here anyway, the changes to it
so you want the hoverover on "Cryo Explosion"?
nay
want the +cryo grenade / +1m rocket radius to say all the changes
like here , it says more than what the game says, it lists all changes the OC does
alright got it
this is what it looks like now fyi
if anyone wants to change the wording etc go for it
interesting
does it keep the explosive damage too ?
nah
is it the max dmg radius that increases or the damage radius ?
both
and total damage is 220 cold ?
no the original rocket damage is lost entirely
its basically just a whole different rocket
using +100 looks like it will just add to the main dmg value
yeah i can see that what do you suppose should be done? add in -120 area damage?
the mod doesnt really add on to anything it just uses a whole different rocket file
?
sure maybe change it to Area Damage to shorten it though
minimum damage is kept at 25% ?
i see nothing about it mentioned in the cryo rocket file
If he variable MinDmgPct isnāt there, it should be either inherited, or 25%, the default value.
its not in the default rocket file either so its most likely the default value then
Seems like it, the values are defined in the FSD\Content\GameElements\Drone\BP_Bosco_Rocket_Ice file and the falloff is indeed missing.
3m max damage radius
3.5āÆm radius
25% falloff damage
Cold damage only
0.1 Friendly Fire modifier
They can spawn anytime like Trawlers
I believe itās more like ālargeā enemies that canāt respawn like naedocyte breeders and stationary enemies
Anyone know how much damage the minehead turrets deal?
It's a bit complicated. The BP_Minehead_Sentry part of the file says the damage is 8, but the hitscan and damage component sections both state it's 7, with 25% FF.
-guessing those turrets just need a bit of testing to get the actual values
-no idea for the elites in battle, though you can see the changes on #patch-notes-steam , and the wiki should have their Ehp tables and temperatures, though not much is there rn
they sometimes move with funny sped up animations, but they don't feel much faster, and they noticeably have a lot more health, though their lack of direct damage increase means only stuff like slashers pose real threat from them
Still possible to get complexity 3 refinery missions on deep dives? Been a while since one appeared to be very complex and I see no mention on the wiki of them being omitted
I donāt see why that would be impossible to happen
@hybrid plaza when it dies
"Lloyd the Bartender is most likely a reference to Stanley Kubrick's The Shining, which features a bartender of the same name."
??? would like to know if this can't just be confirmed, or if there are other possibilities other than just liking the name
Let's say it's a pretty strong possibility, seeing how the devs love to make references with everything
you could always ask a dev I guess š
on the wiki, this is the image for the Ommoran Heartstone core; this just looks like a yellow gunk seed to me (the actual Ommoran is swirly and stuff)
AFAIR the anniversary stream showed the "art biome" with in-game assets and the heartstone was distinctly a new asset made for the escort mission
would help to actually see another image of a hearstone otherwise it just looks like "feelings"
looks like the symbol used is the "official one" found in the game, any other image would require an in game screenshot, which hopefully won't be too complicated to crop if anyone wants
if I had to guess, that's a development model
it isn't a recolored gunk seed, it's more like the outer shell layers of the ommoran itself, but that must've changed in development without them altering the icon there
shellbacks do respawn, you just need to play the game to know, but it was indeed weird to precise an enemy can respawn on the page, so fair enough
It's better to precise when enemies cannot respawn on a few pages like the the cave leech one, instead of saying on 90% of the pages "this enemy can respawn" lol
Enemy that canāt respawn:
Any neutral/passive creature:
- Loot Bug
- Fester Flea
- Maggot
- Azure Maggot
- Hollow Maggot
- Lava Maggot
- Toxic Maggot
- Naedocyte Cave Cruiser
- Hexawing Gniffer
- Cave Vine
- Mobula Cave Angel
- Silicate Harvester
Any enemy that count as a RoomObject/Hazard:
- Stabber Vine
- Deeptora Bough Wasp Nest
- Deeptora Honeycomb
Any stationary enemy:
- Cave Leech
- Spitball Infector
- Glyphid Brood Nexus
- Naedocyte Breeder (this one may not be obvious, but it count as stationary since it was at first linked to a room during map creation)
Any rare critter / special encounter enemy since they are either here or not, so the spawn count can only be 0 or 1:
- Glyphid Crassus Detonator
- BET-C
- Korlok Tyrant-Weed
- Golden Loot Bug
- Huuli Hoarder
I think that is all of them.
expected, most should already say they have limited spawning
I saw someone on the steam forum asking about the condition for activating the "frenzy" from the bugs (A.K.A : bugs going faster with a longer (?) attack reach). In the past, there was no information on it besides bugs speed being inconsistent. Did things change, did we get more information, or are we at the same point ?
eh ?? never ever heard about that ever being a thing, only thing that affects speed would be strafing, which iirc is the instance they take when at a certain range from targets (also fear, which makes most 1.5 times faster)
I don't know the specifics but it is definitely a thing that can happen.
is it that obscure of a thing, how was it detected , just in game observation or testing
I have been seeing it since hazard 5 first released, you'll see an enemy going from their top speed to like 40% faster than that to get to you. I have seen it the most with slashers and grunts, sometimes guards.
shouldn't they be getting slower when approaching
if you could at least get their current speed and seeing that it is higher than the max one, or
I'll see if I have a video, but they were / can outrun you, might have changed with the nerf to hazard 5 and increased baseline movement.
that is my suspicion that it was removed, but let's see if I can find any variables on that, or if Ely knows something too
Found an example.
First 2 grunts are very fast, both speed and animation wise, the following 2 grunts were normal.
Interesting. I guess we don't have any additional information on that though so the question still remains in the limbo I guess.
can't say I noticed anything much lol, how old is it
Well, when was the increased baseline movement speed ?
I guess it's been a thing since forever
It's still a thing in the game I guess because people are talking about it still. Might have been a thing since haz 5 was introduced in the game, maybe even longer
there's no way to really tell
so is the speed boost only for being far away, or only when near
no idea
the most I found were mentions of it from from Teamkill Me (Mushu?) like 2 years ago, he had done a number of tests in relation to it back before the perks update. I've not really noticed it since that because dash tends to get me out of situations where bugs start catching up š
but I do vividly remember sprinting away from bugs back then and suddenly seeing a grunt start overtaking me on the flank
while most couldn't keep up
RIP Mushu
https://steamcommunity.com/app/548430/discussions/1/1643170269577932760/ heres the old thread on steam from back when I asked about it
Hazard 5, I've noticed a number of times that occasionally grunts and swarmers are moving faster than me while most other times they don't. I always take weekend athlete which is generally what allows me to be that step ahead of them in movement speed, but at seemingly random times (maybe 1 in 15 swarms or so) they move faster than usual. Consta...
and if you search discord for 'grunt speeds' you can find the conversation with mushu pretty easily
looks like I opened up a hell of a pandora box 
Hopefully we can find a bit more info on the whole thing this time around ?
possible bug ?
if it is a thing that is only happening once in a while I don't see how it would be possible to test it easily, even more without the cause being known
it doesn't appear to be a thing that happens once in a while though.
"but at seemingly random times (maybe 1 in 15 swarms or so) they move faster than usual"
Yeah, I remember getting outran by a slasher that was far away behind me.
I know that in the behavior trees and AI there are various timers, delays and randomizations for a fair bit of their actions.
I have edited quite a few for mod purposes such as improving the Bet C fight and ally mode.
regarding enemies moving faster sometimes: i don't know that this is the answer, but i have the impression that if an enemy is greater than a certain distance from you its AI pathing uses MaxMovespeed. once it gets close enough it goes back to its normal Movespeed.
an additional thing to keep in mind is that they're programmed to travel together in swarms until aggro'd, and that might make some enemies move at the speed of the slowest member in the group?
I see that with wardens all the time
the group leaves the warden behind, though whether that's because it's slower or because it doesn't catch aggression I do not know
also easily observable with oppressors, which are notably slow
I tested that pack leader system and did not notice any difference with what I changed. Although I suppose it could be hardcoded or only works on natural map gen spawns.
Praetorians are noticeable too, saw it during this most recent update.
gives the swarm a nice feeling if it catches aggression close to you, with the bigger bugs bringing up the back and giving it a visual feeling of a sort of wave, but it makes for the slower ones being left behind and without support if you shoot one from far away
About that frenzy thing, I was not searching for it, but when I was testing the cold slowdown, I noticed the bugs could have 3 movement speed modifier active at any time (at least for grunts and praets)āÆ: Ć0.8, Ć1 and Ć1.4, they do scale with the hazard speed buff.
I wasnāt able to link it to a specific behavior.
The movement speed buff can activate even if the enemy is standing still and attacking a dwarf (I was doing some tests with an invulnerable dwarf vs praets and all the values still could appear).
I found theses values using GetAll PawnStatsComponent Stats btw.
reminds me of homebrew, also you said 4 modifiers but only said 3 of them, wonder if it depends on other enemies around / count, and which pattern would appear if one tried checking how many times each speed is used
That was a typo, there is only 3.
how often do the speed buff changes ? is the change start - end linked to any state changes ?
When staying close to the creature it seems to be linked to some animations, stuff like roars/attacks and such.
I didnāt really dig into it since it wasnāt what IāÆwas trying to test.
well, wonder how much we wanna focus on it, considering all the other missing tests, though it would be nice to at least know a little bit on how it might work
also, ayyy, seems like it will be primary weapons for U35, considering the new gunner weapon teaser post "next gunner primary confirmed"
and the drak 25 was already basically confirmed for scout
I wonder what they'll do for a new engineer primary, it's the most vague of the primary weapon categories
technically I didn't see anyone mention if drak weapon was secondary or primary for sure, so the point was just to say it seems they are working on primary rather than secondary,
I guessed pretty well with 40% faster than normal speed, lol.
Does the heavy duty fixer helmet offer any buffs?
No cosmetic options offer you any bonuses.
Not true, it increases my e-peen level.
do people oftenly think cosmetics offer bonuses ? accessory screen doesn't even show player stats,
nah
some do apparently
Btw, I have been thinking about how the new weapons compare to the current ones
m1000 (slow firing, high damage) -> GK2 (fast firing, average damage) -> Drak (even faster firing, ???)
LS (no area damage) -> Autocannon (area damage) -> Hurricane (way more area damage I think)
meaning that I expect the engineer's primary to either be slower than stubby , but not as slow and powerful as the Warthog
and if I consider CRSPR to be a weapon more focused on itself and not the burn effect, while the Cryo is more focused on the freeze effect and not weapon effects, the driller's new primary might be something in between (status not as strong as freeze, and damage higher than cryo)
Remember that it could also one of the early prototypes we saw, I mean kind of bow and acid goo thrower.
we only saw prototypes indeed and we might just get something we never saw at all
Space Crossbow:
http://twitter.com/JoinDeepRock/status/1371746438225477636
Corrosive Sludge Pump:
http://twitter.com/JoinDeepRock/status/1369198687843450880
Also the crossbow is unlikely to be a primary weapon
I would love to try it, no idea how viable it would be, but the weakpoint damage and retrievable ammo seems nice.
The chance for it to make it as a primary weapon do seem low, I agree.
did they show the "AC on steroids" during the prototype reveal ? I only remember seeking rockets
I only remember 4 videos, the two above and the confirmed scout and gunner primary.
I may have forgotten one though.
AC on steroids ?
Autocannon
Gaming for the recently deceased made a video on every showcased prototypes if you want to refresh your memory btw
and if the Hurricane isn't an autocannon on steroids idk what is
I have no idea what you're referring to by the "AC on steroids"
Ah that's what it is then š
I doubt it will be like the AC to be honest
is just a joke, on how AC has area damage, and the hurricane seems to just be extreme area damage / range
yeah
Can't wait to see the mods and overclocks on it
I bet there will be some fun stuff 
hyperpropelant OC , but for Hurricane
there will be new OCs right, wonder what they will add
I hope we'll get something like just a volley of missiles going in multiple random direction
unefficient but fun as hell 
most likely something that removes the "seeking"part
Yeah, there are OCs for each.
by new OCs I meant for old weapons,
Oh, no idea.
and which fun or interesting effects it is gonna have,
you hoping for clean, balanced or unstable ?
it might be a thing later on but I'm pretty sure it won't be for that update
everything so far said they were gonna add it, but never heard they say it was cancelled
There was also the burst fire rocket gun prototype, iirc. I suspect it's too similar to the Hurricane to also make it in, though.
They never said it was cancelled but they didn't say it was for that update. Given how much they count on adding, I bet it won't be for that update though
new mission, new weapons, overclocks for those weapons, new cosmetics... that's a shit ton already š
I think they said it's going to be one of their biggest update so far ?
yeah definitely will be
The last very big update in the same kind we had was the end-game update (which had to be split in two parts)
Turns out there were 6 prototypes https://www.youtube.com/watch?v=cH-cwvRvO0o&t=8700s
2:25:00 plasma rifle
2:26:37 waste pump
2:28:09 rocket rifle
2:30:44 space crossbow
2:32:37 Heavy particle cannon
2:34:21 tracking missile launcher
(there's a comment with these timestamps)
DEEP ROCK GALACTIC is a co-op-first sci-fi FPS featuring badass space Dwarves, 100% destructible environments, procedurally-generated caves, and endless hordes of alien monsters.
Launching on Steam and Xbox on May 13th, 2020!
Steam: http://store.steampowered.com/app/548430
Microsoft Store: https://www.m...
To be honest, I still think we might get something very different than what was shown for the engineer and the driller.
The sludge gun is looking fun but it seems it could be easily replaced by something else entirely.
The rocket rifle was... probably the least interesting weapon
Think the crossbow could work as a Driller secondary?
i should compile them into a video
I wouldn't be surprised if there's one hiding in the subreddit, lemme check
I think it would be the worst dwarf to give it to
Seemed like going farther in the Heavy Hitter EPC direction
I don't know
I feel like it could work well on the gunner honestly
scout is also the obvious choice but I feel like it would be too much on him
but at the same time... retrievable ammo for the gunner ?
or the engi ?
possibly
It would make more sense for the scout to get it since he would be the one able to really retrieve them after all (thanks to his grappling hook)
I'm not a big fan of the crossbow as a whole anyway
I think it's not a cool concept at all š¤·āāļø
Sure the overclocks could turn that around but.... this is just a crossbow.
We can have spacegun shooting plasma so why a crossbow ? š
Looks like this is it https://www.reddit.com/r/DeepRockGalactic/comments/lszdhe/preview_of_new_weapon_ideas_for_update_35_planned/
how about a space crossbow shooting plasma 
There's so many interesting stuff they could make
so the crossbow just doesn't strike me at the most interesting thing
indeed
and the nice thing is they know how to code their game, so they can go anywhere with it
we shall see
yeah
uhm "Speculation: During Update 12's development Quantrite was reconsidered as a resource exclusive to the Mineral Trade terminal, but was scrapped shortly before release."
uhm, can't we be more sure, so we can leave guessing / theories / and speculation only for Karl page ?
double check the video from Tommy
what does that mean
Tommy Gun, ie DRG History probably made a video about that if I got it right.
it was "Regular dummkopf" that added it though, if that is them
biggest thing is the "Speculation" word being used
yeah he did
not sure how much speculation there's in his video but that'll be the best source of information on the topic I suppose
hope we can remove the "Speculation" word soon enough, at least it doesn't seem too hard to check if it wasn't just a "random guess" on why it happened
makes sense ?
that's tommy yes
Guys, what is this? write in a personal please
idk what you mean by write in a personal, but it's a rare formation found only in azure weald
it gives everything 50% damage reduction
no problem :)
parasites won't be released from a frozen creature ?
Does Glyphid Praetorian normal version has stun and fear resistances? I see on wiki and bestiary-in-game they have different resistances. In wiki, they have no resistances while in bestiary, they have resistances of stun and fear.
50% for fear, and for stun, not sure about the chance, but they have a immunity window and reduced duration
2 seconds immunity for stun, and only 80% of stun time
Anyone happen to have the numbers for the u34 minigun base spread buff?
more to the point, about how much %
my math kind of sucks at converting % vs. % changes lol
Minigun's base spread was reduced from 5 vertical/horizontal to 4.5 vertical/horizontal. 10% reduction.
Thanks grey, saved the day again
it says they shortened the spindown time too, but the 'firing sequence' section on the miniguns page still displays that it takes 0.5s for accuracy to begin decaying. Also it says the cooling delay begins immediately, but isn't there a new fraction of a second delay? Or so they say. I couldn't notice it myself even without magnetic refridge.
so with that, what's the new/fixed cooling delay duration? š
oh that 0.5s might refer to releasing the trigger prior to stabilization
-
Spindown time: lowered from 3 to 2.
As for the accuracy-related stuff - yeah, it's a very counter-intuitive interaction: see for yourself. This is an extract of MeatShield and I discussing in DMs how T4C works under the hood.
The "Max Stability" isn't tied to RoF or how fast the barrels are spinning. it's actually tied to the Accuracy system, in specific the Current Bloom;
Minigun has a Spread Curve that converts 0 Bloom to +25 Spread, and 3 Bloom to +0 Spread, that's how it's able to make the crosshair start massive and get more accurate as you keep firing.
That Spread Curve just converts any Current Bloom value >= 3 to +0 Spread. Minigun's Max Stability is whenever the +Spread == 0 (aka Current Bloom >= 3). How T4.C changed it was by increasing HitscanBaseComponent.MaxSpread of the Minigun from 3.5 to 4.25, so this lets the Minigun's Max Bloom go from 3.5 to 4.25. At a Spread Recovery Speed of 1/sec, that means instead of taking 0.5 sec to go below 3 Current Bloom it now takes 1.25 seconds. -
Cooling delay is 0.3 sec, it starts right after you release the firing trigger and only after that time elapses the cooling process begins.
-
T1A reduces the cooling delay by 0.15 sec.
tyvm for the details there. So what exactly is the spindown time stat in the game referring to? (and more the point, why is that used in game instead of the one you guys are using)
i mean the patch notes say it was improved on magnetic bearings, but that went from a +3 bonus to a +1 bonus š
I always assumed spindown was the time it took for accuracy to deplete after losing max stability
Spindown time should refer to how quickly you lose Accuracy after the weapon stops firing. I suppose it now actually decays faster, with accuracy degrading in 2.5 seconds instead of 3.5. I'll test and come back in a few minutes.
Magnetic Bearings previously had no effect on the accuracy loss after you stopped firing, now it does (I've mentioned it in my post above).
No, Wiki is still correct: accuracy decays from full stability to base in 3.5 seconds without T4C. I have no idea what spindown time means then.
yeah its got me really confused since they say it was buffed in the notes, but it's less of a value in the game now?
The changelog line you're thinking of reads as follows:
"Shortened the base spin-down time and increased the bonus of the Magnetic Bearings mod, also the mod now properly affects how long the gun stays accurate". Nowhere does that say the base spindown time got increased, it got shortened instead. As for Magnetic Bearings, well dev patch notes are laughed at for a reason.
sorry thats what i mean was buffed, magnetic bearings value
oh well, if you figure it out please let me know. thanks for all the help 
@sleek jackal I'd suggest using this for all your "U33 to U34 comparisons": https://pastebin.com/7ZJU8a1e. LucentGlow, MeatShield, and a few other members of the community compiled "the better patch notes" back in U34 Experimental days, that's what this Pastebin is.
And yeah, that patch note was in all likelihood a mistake from the devs - the spindown time bonus was decreased on Magnetic Bearings. GSG balancing team probably forgot they reduced the bonus lol.
oh thanks, that should come in very handy (and let me be lazier lol)
You're welcome ;)
@sleek jackal @indigo kindle Minigun's "Spindown" refers to how long the physical barrels on the in-game model keep spinning after you release the trigger. before U34 it was 3 sec by default, and T4.C raised to to 6. U34's values are 2 sec/3 sec. this effect is easiest to notice when HUD is disabled, so your eyes stop watching the crosshair bloom.
And that's it? Why is this information even shown in the weapon terminal then? Rhetoric question, I suppose.
to the best of my knowledge, the speed that the barrels are spinning at affects how long the Spinup delay is. when barrels are stationary, it takes the full 0.7 sec, but if the barrels are still at 90% rotational velocity then it only takes 1/10 of 0.7 sec before it starts firing again. as such, the effect of having a longer Spindown helps bunnyhopping tap-firing playstyles during combat.
it's worth noting that before U34 the -0.4 sec T4.B helped that strat more effectively than T4.C. i haven't re-run those tests yet to determine which of the two is better for the tap-firing, but my instinct is leaning towards T4.B still being better for the phsyical barrel spinning. T4.C's Max Stability +0.75 is huge, though, so i think that would win most people over...
a
now you know your abc's 
that's VERY noticable on some exploders
Yes, ages ago it was added and explained in the patch notes.
Exploders in range of detonating Exploders will get a massive speed boost.
so essentially just the amount of time you have before having to spinup again. cool. Makes sense to nerf that down from +3 since we have the new stability duration bonus.
For exploders it is another separate buff that activates to give them a 50% speed buff to get close to the lowest health player, it cannot proc if all dwarves are full health..
Not sure about the exact condition to activate it, but when I tried to test it, not being full health was the condition IāÆnoticed.
negative. i interpreted it as "if any player doesn't have 100% health, and an exploder explodes, other nearby exploders gain a 50% movespeed boost"
It is not at low of rather the condition seems to be not 100% health it seems at MeasShield said.
for the return to sender oc on the breach cutter, does the plasma line always return to its firing point regardless of how much lifetime it has left?
also does it create 2 plasma trails if u have T5.B plasma trail mod
as in, if you moved away from it ?
uhh i mean like if your breach cutter has 1.5s lifetime and you reverse it at 1.4s after firing, does it still make it back to the starting point
as far as i'm aware, RtS cannot exist beyond the lifespan of the projectile. if you wait 1 sec before letting go to make it turn around, it would only move 0.5 sec back towards you before disappearing.
so, the direct answer to your question is "no"
unless you let go in lifetime/2 or shorter
dang that's lousy
alternatively, it's doubling the damage š¤·āāļø
if you return it fast enough can you get it to hit you ?
you would have to get T1.A +1.5s lifetime then
what about double plasma trails?
or is it one plasma trail just overlapping itself
in theory you might be able to get it to fire mostly behind you, at whatever's chasing you. just hold on for like 0.1 sec and then let go, have it move 1.4 sec backwards
wait can the trail go past its firing point when going backwards
this one i haven't done any significant testing on yet. my hypothesis is that the game just checks "are you within a Plasma field? if so, take DoT damage". if that's true, then they wouldn't stack.
i have no reason to expect otherwise. it's easy enough to test in-game, go give it a try š
do 4 engineers for octuple plasma trails
Spinning Death + T5.B would probably be more efficient for stacking Plasma DoTs š¤
if this is true, then having 4 engineers shooting 4 plasma trails in one spot would only do the dps of one plasma trail then?
wouldn't the damage of the line itself be consused with the trail damage ?
unless it gets removed
IF it's true, then yes. however i haven't tested it and i don't know off the top of my head. Elyth or GreyHound might know the answer without needing to test it.
i just tested in game and i don't hurt myself with my own plasma line?
and also yes the plasma line can go past its firing point
"This Overclock causes the beam to return to the point it has been shot from." this line on the wiki is what confused me
i thought it would just vanish when it goes back to its firing point
I guess it justs does a 180, or whatever you call what it does, changing should be good
that's what i thought when it returned to the firing point
"upon releasing the trigger, the plasma line reverses direction"?
yes
i was suggesting a possible rephrasing for the article
instead of just clicking left click, u hold it
plasma line, projectile, whichever describes it best
"This Overclock causes the beam to return to the point it has been shot from." i would rephrase this to "changes directions towards" instead of "return to"
idk just imo :)
for all intents and purposes just saying it changes direction is more correct and more simple
does haz level affect self inflicted dmg
Yes, the global FF multiplier (and explosive's extra 50% multiplier) does apply to self-damage. It's why RJ250 can even work. The Friendly perk does not, iirc.
c l u s t e r o u t , s a v e y o u r s e l v e s
You can definitely shoot behind you for a good distance with RTS, I've saved myself from grabbers and whatnot a good bit by doing that. You can also spam fire it like other OCs despite what you might think due to the description and usage.
You also generally deal more damage by reversing the line inside an enemy than waiting for it to leave shortly and reverse back.
It does create two plasma trails, damage does not stack but it is still a good option.
oh, really? That was one of the main concerns I had about it
No BC shot damages the user.
Except for maybe explosive goodbye, haven't tested it since they made it actually work.
spinning death doesn't hurt the user either
Yep, I was pretty much saying that there is no way to damage yourself with BC.
can return to sender do a second first impact dmg by reversing into the same bug again
Not that I am aware of.
ok
What the heck is this assignment supposed to be? It's not listed on the Assignments page at all. Is this a former name for an existing assignment?
This is on the Missions article, by the way.
I don't know what else the mission might be called, but I think that's the first assignment you get by default when you're new to the game
Basically the tutorial that unlocks the biomes and mission types.
Probation Assignment was renamed to "Conquer Hoxxes" in like... U25 or something?
looking through the Wiki Assignments article's revision history, it was changed on Nov 24 2019 which implies it was U26 š¤·āāļø
it is currently still 'Conquer Hoxxes IV' unless they changed it last update
yes. that wasn't the question, though. Atrocity had asked what the Probationary Period Assignment was so I was answering that it had been renamed to the Conquer Hoxxes assignment in U26. its full name is "Conquer Hoxxes IV" but i didn't think i needed to specify the IV to clearly communicate what assignment i was referring to.
Basic rule for stuff like plasma trail is that any other application can refresh the duration/extend the area but the damage doesnāt stack.
Which page is that?
The Missions article.
i noticed the slowdown change and duration after hitting an enemy arent mentioned on the pickaxe page im wondering where you guys think the info should go
power attack ? isn't that on the stun page ? at least I could see the chance and duration in there
no the default pickaxing
and yeah it is on the stun page i feel it should atleast be mentioned on the pickaxes page as well though
wonder if it is just me or if the teasy teaser weapon is Driller's primary , looks quite big for me, though might be just the angle and position of the photo,
nvm i misread the stats on the stun page thats referring to the power attack stun chance im talking about the slow that is applied to the player after pickaxing an enemy with the default pickaxe
which is a 50% slow for 1 second
this is what i meant and the change i put through
It could also be the laser gun for engineer
well, they said "Spoiler; it's not one of the weapons we've shown earlier."
Oh so this might be a completely new weapon then, possibly for driller
or might not be a weapon at all
"Here's a teasy teaser for one of the upcoming weapons" xD
Introducing the «Drilljet "Weapon't"»
Replace your primary equipment with more drills! Does twice the damage
that one is new for me, interesting
"You will be slowed by 50% for a second after attacking with your Pickaxe,"
It's fun when you change it to give you a speed boost for a bit. Feels like some glory kill speed boost rune.
is this good / interesting trivia ? feels it is like saying "it is called glyphid exploder because it explodes" or "it is called mactera grabber because it grabs Dwarves"
It's fine
Not everyone knows what those words mean
Much less self-explanatory than other enemy names
Like how "Crassus" refers to a historical figure
crassus at least is a name, though maybe the thing could be made into a short sentence, or have links for the arbalest, not for lacerate
does armor, like heavy armor on praetorians, reduce the amount of dmg the breach cutter does
also how is dmg on the breach cutter determined, for example if it is hitting a weakpoint and non-weakpoint body part, does it do dmg to the weakpoint first?
Should be explained on the page, but, X damage per second of contact time with an enemy, initial 50 damage upon contact on top of X damage a tick to reach the per second damage. Armor does not affect the damage unless it is something like a Dreadnought. Prioritizes weakspot damage if contact is made with such.
hmm alright
so hitting the unbreakable armor of oppressors doesn't do dmg
how deep does the plasma line need to go into an oppressor before it starts hitting the back weakpoint
or in more technical terms, does the weakpoint hitbox of an oppressor extend inside it (i'm assuming theres no other 1x body part like a praetorian's face)
Weakspots are done via material, so wherever you see something like exposed flesh or glowing bits are usually weakspots.
Oppressors take damage all the way through since their health pool is not protected the same way as Dreadnoughts afaik.
:o so the plasma line hitting the unbreakable armor on an oppressor does 1x dmg and it doesn't count as hitting a weakpoint?
Yes, until you hit the weak point.
how would this work for the dreadnought
does hitting their unbreakable armor damage their armor health
Have to hit the shell for OG and Hive, so best to hit it while it is running away for more contact time.
m alright! thank you for the knowledge and tips, i always thought oppressors would have an internal weakpoint hitbox, but it turns out the material of the model determines it!
no change has been done to stats of 'persistent plasma' OC since U34, wonder if it's the same as Breach Cutter's 'Explosive Goodbye' (8 Fire Damage every 0.2-0.25s, and x0.8 Movement speed)
they share the same file, so yes EPC's OC "Persistent Plasma" should mirror Breach Cutter's T5.A "Explosive Goodbye". the only difference is Persistent Plasma has a 7 sec duration, Explosive Goodbye has a 4 sec. both of them gain +0.6 sec duration up to one time if an enemy either leaves or enters the field.
did we update those sections on the wiki ? for BC and EPC
wait don't u two mean the plasma trail on the breach cutter
Hawoo , may I ask how can you shoot the big plasma orb with the epc to mining ?
it's a tier 5 mod
specifically "thin containment field"
you unlock it when you
a. have the epc
b. are level 18 with driller
Thank you so much 
Hey I noticed when reading through the Karl.gg blog post "Interpretation of Weapon Balance Survey part 2" from just before U34 that went over some stuff with the Inferno overclock. Specifically it brought up that Inferno adds 75 heat damage to the initial 50 damage burst of the breach cutter as well as a hidden DoT of 7 Fire damage and 7 Heat damage twice per second.
I couldn't find anything in the wiki about these mechanics, nor could I find anything about the Breach Cutter's beam dealing 50 damage upon coming into contact with an enemy for the first time.
Does anyone know if this information is still (or ever was) accurate? I assume that it is just going off of how I've observed the BC with Inferno behaving in game, but haven't had a chance to run any in depth testing to say for sure.
It is 100% how it works.
Okay cool!
Is there as small spread per shot reduction attached to M1k's better weight balance (recoil) mod? When I spam with the mod I always see the spread return to base, with the white dot in the middle. When I spam without the mod, I only see the white dot occasionally, so it's not often making it back to base spread. No mention of it on the wiki though.
yes. M1000 T2.B "Better Weight Balance" has three effects: -30% Spread per Shot, x0.8 Max Bloom, x0.5 Recoil
for weapon mechanic-related questions, karl.gg and the DPS Calculator are your best bet for finding info š
Zhukov and minigun pages needs some consistency in stats too, either the combined ammo usage is being used or not. Ammo and Mag show in-game stats while Rate Of Fire shows the real, halved stat. That's gonna confuse some people I bet.
Somebody asked if the dreadnought are affected by platform repellent. Any info on that ?
That's not looking like that for me
The main page haven't changed
it's the new format
it's optional now, but soon fandom is gonna be forcing it on everyone
that looks like the mobile version, right ?
no its not mobile
hydra is the default, fandomdesktop is the new version
if u go to special:preferences u can see how the new one looks
it's disgusting
Not gonna lie, I kinda enjoy having everything in a top-to-bottom line like that, but the page must be designed to accomodate that style
For example, the top half of your second image looks perfect to me. The bottom half, and also the first image, clearly didn't have this in mind (actually those are most egregious, since a list of icons can surely go side-by-side still as a single section)
take a look at some articles and you'll see how bad it is
they've ruined a lot of custom formatting for "uniformity"
They are.
Good to know, thanks
Here's a visual representation of how it works if you are curious. It changes the travel cost to be more expensive (purple). You can see other terrain pieces with purple too. I don't believe that it takes that long to kick in though, just the update speed for deep pathfinder node debug to not destroy performance as much.
Huh interesting, good to know you can space them out more and it be effective
Damn, that's nice
that's awesome. would have liked to see a platform on a vertical wall but I assume it's a similar area of effect on the wall
I can still do the above, so if you have any suggestions (besides what was stated) I can look into trying it.
is there another layer of debug mode that shows the planned path for a given bug as some kind of line segments or something? would be amazing to watch how the path of the bug adapts in various scenarios
also, it looks like there's a big "halo" around the platforms of increased distance cost, which means there's a minimum effective distance between platforms that lets bugs through without penalty, would be nice to know what that distance is objectively - e.g. do you have to leave basically one platform's width between plats to let a bug through the gap without cost penalty
From my testing it was about 8m edge to edge, will need to find my post to verify.
what's the approx diameter of a platform?
Guess one thing to test would be how many much weight there is against using the purple path
e.g. if each unit of travel on purple counts as 3 of yellow etc.
I think we know that, right? each purple dot counts for 2x a yellow dot?
or is that just speculation
That was the guess, did not see it confirmed (but may have been)
the platforms themselves are exactly 4m diameter
#wiki-related-chatroom message
Banagement once found that they add 19m
Still not sure about that statement.
Afaik it is double the cost from what I remember a dev saying.
do you remember the source of that statement?
Well could use that & the spawn menu to test it out
Devs have (unfortunately) been wrong before. Would be worth it to ask Daga though, at this point.
was sharing this with my engi teammate who's quite adept at manipulation with repellant plats - he actually said he's seen waves that ignore freshly placed plats while the following wave routes around them, which made him wonder if the delay in pathfinding updates was real
an interesting anecdote that might be worth testing, not sure what others' experiences are
There is always the possibility of intention = / = implementation
ever since i saw that video Banagement posted about the nav mesh, i've assumed there's a 1-2 sec delay.
Like with crates chance being dependent on mission length and not just 1/6
nvm me, MeatShield already answered that
definitely a delay - just not clear if that's some kind of sane update limit on the debug mode, as Banagement hypothesized, or if it's legit
I think it could be for the simple reason of not abuse platform placement to keep the bugs from reaching you
Like placing platforms on their passage to delay their pathing instantly and make them bug out when they try to change pathing
There is a delay before it repels, yeah.
yeah, it would also be a reasonable performance optimization
Would say optimisation is most likely case here
i think the delay is the whole terrain updating, not just platforms' repellant. i've noticed that bugs will continue walking over terrain i just destroyed with a pickaxe for a second or two as they path back to the ground
Yeah that's a nice O(1) way of doing it having it only update every few seconds
that would explain people who see enemies teleporting around
Would assume before it may have been called every time terrain got changed which would cause lag spikes when a lot chances in quick succession
Another suggestion for testing (from reading previous discussions) is whether sticky flames and cryo freeze puddles affect pathfinding.
And maybe C4 as well, I swear sometimes bugs avoid a C4 thatās been down for a while
intuitively i would think that sticky flames, ice path, and C4 don't affect pathfinding directly. however, i haven't tested it š¤·āāļø
i was thinking the C4 might indirectly affect pathing, because players avoid the C4 range and the bugs just chase players blindly...
here's an interesting example I took yesterday where C4 appeared to affect BET-C pathing, but it could also be coincidence (BET-C did some other weird stuff here with pathing and I ended up filing bug DRG-3433 on it):
#drg-gallery message
now that's interesting
@glacial topaz that was probably added as a result of this question
can a creature's temperature exceed their burn temp, like a grunt having 70 degrees and burning for 10 secs
Temperature page
"Maximum Temperature: This is the maximum temperature a creature can reach, its minimum value is equal to the Burn Temperature, but for some creatures it can be higher, potentially increasing the duration of the On Fire status effect."
oh sorry, searching up "drg temperature" didn't show up the temperature page, only the status effects page which says "Duration: Variable ā the formula is (BurnTemperature - DouseFireTemperature) / CoolingRate"
so if temp can't exceed a minimum, would it be kinda pointless to continue freezing an already frozen dreadnought in an effort to extend the frozen duration because their warming rate is so great
uhm... "Minimum Temperature: This is the minimum temperature a creature can reach, its maximum value is equal to the Freeze temperature, but for some creatures it can be lower, potentially giving more leeway to keep a creature frozen for a longer period."
hmm are dreadnoughts included in that some creatures
no clue at all
ah well, thanks for the pointers
Generally speaking their unfreeze / warm up rate overcompensates even when it takes longer to freeze them.
So dreads and bulks are harder to freeze and they unfreeze fast.
For the OG dread, its max temperature is 100 (ie lower than the burn temperature for some reason), its min temperature is -490 (ie the same than the freeze temperature).
is this the reason why it can't be set on fire? if MaxTemp < IgniteTemp
It seems to be the reason yes.
Can't let players get 15dps for a few seconds on the dreadnaught
what is up with that Ricochet page ? out of all things to be explained, isn't it the mechanic that requires the least ? (which probably could be covered on the weapon's page)
There's an unintuitive interaction with Blowthrough as well as several hidden stats that vary amongst the various sources of Ricochet.
Should they all be repeated on each weapon's page?
That interaction being the "Ricochet" is actually a separate "bullet" that can branch off the main path at any (valid) point.
An example being Super Blowthrough Bulldog with Chain Hit. If you have several grunts lined up such that you can blowthrough all of them and hit each one in the mouth you will always do so, regardless of whether Chain Hit procs or not. If/When Chain Hit does proc, a separate bullet is then fired towards a valid target within X meters while the main one continues on.
I'm unsure if that separate bullet inherits the main one's blowthroughs or not, I suspect the Ricochet page will include it.
to be precise, last time ricochet was ever mentioned here was back in february
so out of all things, even if I can agree it will be quite helpful to explain it, it is just very odd it was never discussed here in recent history
I believe this to be the catalyst https://www.youtube.com/watch?v=6SCUNQhq7IU
The video that gives you the truest run-down of Ricochet and Blowthrough Rounds. Ever questioned this before? Here you go - proof in the pudding, out there and ready for your knowledge-seeking eyeballs of... uh.... knowledge.
I could not do this testing without the knowledge bomb that USteppin ( https://www.twitch.tv/usteppin ) gave that allo...
MeatShield's summary of which was
video proof that our current theory about ricochet + blowthrough interaction is wrong
it can still hit 1 + penetrations + ricochet, but the ricochet splits off from the main projectile path instead of redirecting it. as a result, blowthrough rounds work as expected and then anywhere along the path the ricochet can fire off like a "ghost bullet" from the main path if its ricochet condition gets met
This being in the DCT discord server.

In the private "investigating DRG stuff" channel, of which I have no doubt MeatShield would give you access to if you're interested.
Might not be a bad idea, considering what I have done, and like doing
@glacial topaz @austere fossil i wondered how long it would be before you noticed that page, Omega š
yeah, that's a WIP of the ricochet mechanic. we couldn't figure out where best to document the Ricochet + Blowthrough interaction so i just suggested to make its own page, and add all the info about Ricochet. i'm planning to keep fleshing it out throughout tonight; i estimate i'm only about 70% done with content. it still needs flavor text, images, hyperlinks to other pages, pages to hyperlink to it, etc.
;-; at least if a new page is ever bad or not needed it won't be too hard to deal with it
š subtly throwing shade at the page? š
like Trigger said earlier, it doesn't make sense to repeat the info in 3 separate pages (and potentially future weapons post-U35) so it makes sense to make a Stub article that can be linked to
as well as documenting the extremely unintuitive interaction, which several people have asked about in the past 6 months (this channel, my DMs, DCT, subreddit, etc)
nah, just used to new pages being talked months in advance, Ely mentioned temperature page back in I don't know when
s'all good, i was just joshing you
Do you guys want help with working on the new FandomDesktop css? I fixed most of the problems on my main wiki, I could port over your old css and try to get most templates/tables/etc. working and looking like they used to.
I might be in the minority but Hydra Dark is so much better
but yeah it should probably be optimized for both since people can switch at will
Wonder if we would be able to keep Hydra Dark
Why not both
is that what the new wiki looks like
yay
that's good because i saw the one that goldmath posted and just. no
a. it looks bad
b. it screws so much of our formatting over
You should be able to fix most of it
Worse case could always just add a little thing that sets it to DarkHydra skin for anyone
Technically it's the only way to stay in-line with wiki design rules
Hey lads does the wiki have dwarf voicelines i can access at all?
Im specifically looking for the "damn you deep rock galactic"
ah, found it https://www.youtube.com/watch?v=z-8IscgYuEM
I don't own any of these.
These belongs To Ghost Ship Games.
I only ripped the files.
yeah
i got busy as heck and never was able to finish the page
plans to add the new weapon teaser ?
did gsg post it on their yt channel?
ok they didn't?
so if someone can get me the recording of that (preferably at 1080p) i can post it up on my channel and then put it on the wiki
im not at home right now otherwise it'd already be up
This is the pinned thread on the subreddit https://www.reddit.com/r/DeepRockGalactic/comments/nrd974/new_driller_weapon_revealed_on_todays_stream/
...and timestamp from the youtube stream https://youtu.be/jLjd-E95_vg?t=4162
DEEP ROCK GALACTIC is a co-op-first sci-fi FPS featuring badass space Dwarves, 100% destructible environments, procedurally-generated caves, and endless hordes of alien monsters.
Launching on Steam and Xbox on May 13th, 2020!
Steam: http://store.steampowered.com/app/548430
Microsoft Store: https://www.m...
Is there a list of what i unlock at every player level/character level so im not searching through all my boards to see my new unlocks?
yeah, on the wiki
I couldnt find it -.-
Everything should on the assignment and cosmetic pages. There are weapon mod locked behind levels too but those shouldn't be a problem in general
Pretty sure they're asking for a list of "At X level, A, B, and C are unlocked" where A/B/C can be anything from shop cosmetics to weapon mods to assignments. I haven't heard of such a list having been made.
cosmetics page did have that list yea
https://deeprockgalactic.fandom.com/wiki/Cargo_Crate
English here should be improved:
"The batteries themselves give away a blinking noise to allow to find them easier, though the crate itself doesn't. Batteries, when inserted, will cease creating noise."
This is also assuming players obtain open the crate whenever it spawns in-game, which is not necessarily the case
"Using Binomial distribution, one can assume that it will take on average 792 Missions to obtain all 132 skins and Victory Poses.
Keep in mind this number is an estimate and may not reflect real outcomes - While it is statistically improbable to flip a coin 100 times and get 100 heads, that doesn't mean it's impossible. One may get all the Cargo Crates in 132 missions, or a player may never encounter one at all."
I'd change the sentence there: "Using Binomial distribution, one can assume that it will take on average 792 Missions to obtain all 132 skins and Victory Poses, assuming players repair the crate whenever it spawns in-game."
saying you need to open the crate sounds a bit forced
though changing "obtain all 132 skins and Victory Poses" to "obtain enough crates to have all 132 skins (...)" wouldn't be too bad
ok, i've pretty much finished the first draft of Ricochet. would a few people in this channel be willing to review it? https://deeprockgalactic.fandom.com/wiki/Ricochet
after it gets approval, i'll start linking other pages to it.
Who is Dave? Just wondering
dave?
Carl, my bad
He's the ancestor of all dwarves or something from what i've heard
Thank you
nah
it's a character that the dwarves look up to basically as a figure and a peak of being a dwarf
the lore gsg has provided is very shallow
Oh ok
Carl is just some guy, but Karl is the real deal.
ended up forgetting to check the page
though really, other people should check it too :3
Thanks for the reminder
For weapons like [the] Minigun and Revolver ...
Feels like there should be athethere. Nothing else is jumping out to me, though.
Every creature listed as a Passive Creature except for Huuli Hoarders gets ignored by the Ricochet search
"gets ignored" feels off to me, I think "is ignored" fits better.
On the other hand, all Hostile enemies should be valid targets to be the Ricochet's target.
This also feels a bit clunky, maybe "...should be valid targets for the Ricochet." instead?
or "...should be valid Ricochet targets." Yeah, I'm liking this one better
I know why the second one isn't a link but it just looks weird to me. I'll probably get over it or it'll look better with more weapons with multiple rows.
if you don't say that, the analysis there is lacking
and that English sentence just needs a rework