#wiki-related-chatroom

1 messages Ā· Page 56 of 1

glacial topaz
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me with Ely's help iirc

rancid crest
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can you ask ely to check if the aoe's not secretly also part melee dmg

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maybe I'm doing something wrong but it also feels to me like the aoe dmg is also melee given its triggering vampire

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unless its vampire itself that's working incorrectly..?

glacial topaz
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@weary sonnet šŸ‘†šŸ½ seems like they need some help understanding some mechanics of the Impact Axe

kind epoch
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it's either the AoE deals melee damages too, or the Impact can be retrieved when dealing the part 1 of direct damages

rancid crest
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testing it on deeptora wasp nests rn

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and i'm definitely healing but able to retrieve the axe

rancid crest
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but I haven't been able to get it to do that yet

kind epoch
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true

rancid crest
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pickaxing a grunt in the face twice and then smacking it with an axe heals me everytime and lets the axe be retrieved

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hm

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speaking of, that feels very deliberate

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one pickaxe hit leaves a grunt at exactly 80.5 hp, 0.5 too much to immediately axe

glacial topaz
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can vampire trigger on spitters ?

rancid crest
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Spitters?

glacial topaz
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Glyphid Web Spitter, Glypid Acid Spitter

austere fossil
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Yes

glacial topaz
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like, if they are smaller than grunts... then

lament comet
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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)

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so im under the assumption the actual impact is when the other damage is applied

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also for clarification they are entirely separate

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i double checked its 80 explosive damage indeed

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and im pretty sure in everyones testing it wasnt the AOE damage that was applied that was triggering vampire

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you can tell the AOE damage doesnt count for vampire by using an impact axe on full HP slasher

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you wont trigger vampire because the melee damage isnt enough to kill (160) so the 80 AOE damage kills it

glacial topaz
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is it 3 (Three) or 4 (Four) Legs spawned per Mini Mule for Salvage again ?

lament comet
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4

glacial topaz
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good

lament comet
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also im under the assumption the AOE damage is applied last and only is applied when the axes damage is triggered

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i was unable to ever hit an enemy with only the AOE damage without hitting enemies that were clumped

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im not 100% sure on how the AOE works though because of the fungus bogs clearing

austere fossil
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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.

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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?

lament comet
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yes

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i have a video of me killing multiple grunts with it and retrieving it

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also its not AOE

austere fossil
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Well, the massive hitbox makes it an AOE, but it's not "Area" damage as we call it.

lament comet
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its probably the same as the base pickaxe

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how you can hit multiple enemies with it

glacial topaz
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@kind epoch wonder if this could be more visible as to have a better highlight, not sure about another name too

sleek jackal
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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?

kind epoch
kind epoch
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@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
kind epoch
kind epoch
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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

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damages & electrocution chance

indigo kindle
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It does 20 damage, I haven't found the Electrocution chance unfortunately

kind epoch
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ty

weary sonnet
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Most of it is from what I remember from the tests I did, 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 don’t 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.

kind epoch
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that confirms everything then

glacial topaz
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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)

kind epoch
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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

glacial topaz
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so explode once and disappear, though I am more curious if it is 3 minutes

weary sonnet
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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.

kind epoch
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looks like they don't

weary sonnet
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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.
kind epoch
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@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

glacial topaz
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engimote that one is on patch notes though, still no idea what that includes exactly and why mactera isn't part

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"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

kind epoch
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you're saying the BRT has lower armor break than other weapons by default ?

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or just that 50% is a small bonus not worth to mention

glacial topaz
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50% isn't a bonus because it can't be a bonus if it is lower than 100%

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it is called a penalty if anything

weary sonnet
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I can confirm, by default it deals Ɨ0.5 damage to armor.

kind epoch
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oh damn

weary sonnet
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Just checked in the files in case it changed.

kind epoch
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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."

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implying the bonus is a real bonus and not a penality

glacial topaz
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whyyy

kind epoch
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ĀÆ_(惄)_/ĀÆ

glacial topaz
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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

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though you would have to not copy anything without knowing for sure if it is real or not

kind epoch
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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

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and yes, there are a lot of mistakes I'm removing

glacial topaz
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on that part, we do a later round of checking

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for each equip after all the moving and bias removal

kind epoch
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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 ?

weary sonnet
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Yes, for some reason that upgrade is bugged, it was tested in game a while ago.

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All duration mods are about twice as effective as they should, other mods seems to work normally.

kind epoch
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interesting

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Sticky Grenade

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does that mean you can kill a low HP korlok/hiveguard without opening them ?

burnt sundial
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pretty sure ice and fire ignore that stuff too and still are ignored by those

weary sonnet
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Not quite, as they are completely impervious to any damage when closed.

kind epoch
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good point

low hamlet
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should i swap the initial stats and toc

kind epoch
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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)

low hamlet
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can't get the initial stats table under the equipment thing

weary sonnet
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you will need to use a {{clear}}

low hamlet
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tried

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ill post the edit so u can take a look

weary sonnet
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Hum other than that try to put both with a div with a class InvisibleAlignmentBox maybe, I will check that.

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Not sure it will work, but that could.

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The class thing seems to work.

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{{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>```
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This is the box we use to apply the float and alignment to the creature infobox btw.

kind epoch
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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

rancid crest
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don't all flying enemies instantly die upon being frozen

weary sonnet
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Some had the possibility to unfreeze if they receive enough heat after being frozen or fall from a heigh sufficient to unfreeze by themselve.

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afaik it is still the case, but it could use a double check.

kind epoch
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it's fine I just worded it differently

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now I'm just wondering if Glacial Strata Glyphid Swarmers shatter when they unfreeze

weary sonnet
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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.

kind epoch
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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

burnt sundial
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blue raspberry swarmers

glacial topaz
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"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

kind epoch
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that's funny you mention that

glacial topaz
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"No [[Creatures|enemy]] can stand inside the barrier" "No enemy can enter the radius of the barrier;"
aren't shellbacks... enemies ?

kind epoch
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gotta delete the repetition at least

indigo kindle
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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.

glacial topaz
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already mentions that
just the sentece is out of place

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reee "coloured" and "recieve"
good thing I noticed that

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fixed some
also, confirm this, will like, a HE grenade fly further under low gravity ?

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what happens if frost bomber hits the ground while frozen ?

weary sonnet
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It dies.

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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.

glacial topaz
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odd

weary sonnet
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I noticed that when testing the temperature on the mactera last time.

glacial topaz
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"Being frozen kills Mactera enemies almost instantly (except for Glacial Strata Goo Bomber)"

weary sonnet
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It registered as dead as soon as I froze it, not when it hits the ground.

glacial topaz
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only regular bomber has 9999999 defrost, frost bomber is like -240

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wonder if this would be nice to have on grenades page, though there is not much damage variation to display

weary sonnet
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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.

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Same result, they die in ~1s with no way to unfreeze them.

austere fossil
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Elyth, they do use the same property for the explosion and fear radii, correct?

weary sonnet
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Yes, they do. DamageRadius, MaxDamageRadius and MinDamagePct in both case.

austere fossil
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Oh, so the Sticky Grenade fear has falloff?

weary sonnet
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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
}```
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{
  "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
}```
weary sonnet
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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.

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You can’t 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.

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Oh and I checked the glacial strata swarmers while I was there, they do shatter like other swarmers when they unfreeze.

kind epoch
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I see thanks

low hamlet
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looks good but the text is going into the wep descreiption

weary sonnet
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I don’t 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.

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With a left margin of 10px:
Is it good enough like that?

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No changes live for now, if it is fine, I can add it to the main CSS.

vivid hill
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The wiki doesn't have info on how much damage the hiveguard sentinels do

glacial topaz
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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

lament comet
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on that note of sentinels "protrusions" should be capitalized here

low hamlet
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done

lament comet
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im fairly certain these are the stats on the sentinels damage

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the "stab attack" would be referred to as the slash attack on the wiki

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i believe they have the same scaling as praetorians so these damage values would be the damage on haz 2 with 4 players

glacial topaz
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and when is damage scaling ever different between enemies on the same count and hazard though

lament comet
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not sure if there is a case but im also not sure if there isnt

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just mentioned it to leave room for error

glacial topaz
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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

lament comet
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they are different attacks

low hamlet
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new format for weapon pages?

lament comet
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the 5m attack is the carve when they destroy terrain

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the other is the known as "slash" on the wiki

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and the 20 damage is the bite

rancid crest
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can the resistance + immunities of the hiveguard + twins be added too

lament comet
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ill try to look for it

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no promises though

rancid crest
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kk ty

glacial topaz
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technically I / we already have it

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just couldn't make it fit in nicely

rancid crest
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why does it fit in the OG dreadnought box but not twins/hiveguard

glacial topaz
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2 infobox, though now it might be fine

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oh wait, we already have it

rancid crest
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?

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confused now

glacial topaz
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already have all the stats we could gather for the boss and their spawns

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missing info is not just not added, it is unknown

rancid crest
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I am getting conflicting signals

glacial topaz
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the info we have is already on the infobox on the wiki

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anything else is unknown

lament comet
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oh i see

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so we dont actually have the values then

glacial topaz
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and testing to get it ain't going well either, so there is that too

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// should Temperature shock even be part of the temperature page ? thing was added but isn't even correct...

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nvm, already have the answer šŸ”

lament comet
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the attack radius should be 2m

lament comet
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^ for the oppressor

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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

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also the OG dreads carve radius should be 4m not 2.5m

glacial topaz
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no point in mentioning when they are the same

lament comet
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the same as what?

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also to save room i think one of the bite/slash attack tables should be removed

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theres only actually one attack called "MeleeAttack" and it just has 2 animations

glacial topaz
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amage radius/max damage radius

lament comet
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yeah what is the melee attacks damage radius/max damage radius/damage falloff the same as?

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i dont see anything else that has the same values on the page

glacial topaz
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usually melee attacks have their max damage radius be the same as the radius, meaning the falloff doesn't matter

lament comet
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i see well in this case its not

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the damage radius is 2.5m max damage 2m and minimum damage 0.5x

autumn flare
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Going to add it back to the wiki page

rancid crest
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What am I looking at

autumn flare
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The large ore chunks as they appear on the terrain scanner

weary sonnet
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About the dread resistances, all of them are currently bugged in game. It won’t 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.

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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)

rancid crest
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Wait wtf

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So you can multi-hit og dreadnoughts with large aoes, basically?

weary sonnet
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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 didn’t try to find it, my focus was more to get a clean video to do a proper bug report when I tested it.

frank delta
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Wiki currently says dread has "Resistance(s) - Explosive: 40% (Health only)" - is the explosive resistance supposed to be on health or shell stage?

weary sonnet
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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

frank delta
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Ahh then it sounds like the page needs to be updated - I've been switching between AC/BRT on wrong stages then, haha.

weary sonnet
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I only got this info about a week ago, and I wasn’t 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.

kind epoch
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To back up the Dreadnought's massive health pool, it has strong resistances to common damage types such as **Fire **and Explosions.

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I see "On Fire" but not just "Fire"

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does the Dreadnought actually have resistances to regular Fire damages ? Did they mean Electricity ?

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is completely immune to Electrocution and crowd control effects such as Fear, Stunning
same here, Fear is not precised in the Immunity tab

weary sonnet
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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.

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I will try to update the dread infobox with the theoritical values after work if I can.

glacial topaz
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well well, seeing a lot of changes

analog plinth
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Does anyone here know if DRG's music is royalty free? Im looking to it it in a video as BGM.

glacial topaz
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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

analog plinth
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Alright; I'll ask him. Thank you

glacial topaz
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"The Bulk has a tendency to chase one Dwarf in particular. On [[Escort_Duty]] missions, Bulk Detonators will not focus Doretta."
are those true ?

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also, arbalest always use fireball fan after armor share ?

lament comet
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bulks wont focus doretta is true

kind epoch
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Mactera Tri-Jaw

Shooting at it while it charges an attack may also stun it.
it was in the tips, is that true ?

glacial topaz
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"Brundles's mouth are not armored and can be shot without damage reduction." Sconk if true wonder if it is better to break the armor to get to the weakspot or just attack the mouth

kind epoch
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it depends your loadout, I personally don't bother when I play scout

glacial topaz
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"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

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xD " then passive Cave Jellies were reintroduced as a separate creature sometime between Update 23 and 24." gotta be more sure

kind epoch
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all of that were already on the creature page, I just moved them to the concerned creatures

glacial topaz
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I know

floral drift
rancid crest
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you can power atk the brundle to instantly break the armor

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It hangs low enough to the ground and doesnt dodge, so easy to do

glacial topaz
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Will loot bugs drop gold / nitra for being petted ?

runic bone
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Yes

autumn flare
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I don't think that's correct, have never seen that

runic bone
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Pet them enough you'll get it

austere fossil
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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)

weary sonnet
#

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 isn’t 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.
kind epoch
#

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 ?

weary sonnet
#

Now they are yes.

kind epoch
#

ty

kind epoch
#

the gold is uncommon ?

weary sonnet
#

No idea how this rarity thing works.

OG Dread infobox updated.

glacial topaz
#

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

weary sonnet
#

15% change to spawn per map at map creation

#

Same logic for Crassus (3%), hoarder (15%), bet-c (6%), korlok (6%).

glacial topaz
#

better make it more clear

weary sonnet
#

The values are in FSD\Content\Game\GameData\GD_EncounterSettings

austere fossil
#

(15% chance per mission)

glacial topaz
#

only 1 spawn per mission, right ?

austere fossil
#

I haven't seen 2 before, and referring to it in the same vein as Crassus etc. would imply just 1

kind epoch
weary sonnet
#

Limited to 1 spawn per creature, but all of them can be there at once, they roll separately.

glacial topaz
#

"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 ?

kind epoch
#

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

glacial topaz
#

well, there is like dozer, and omoran stone heart core pages too

kind epoch
#

the ommoran stone is a ressource so it makes sense it has its page, like the morkite, aquarq, alien eggs...

glacial topaz
#

The Dozer is a machine so it makes sense it as its page, like the APD, MULE...

kind epoch
#

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

glacial topaz
#

technically aquarqs and eggs are also related to a mission type

kind epoch
#

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

glacial topaz
#

what about the mine head page (point extraction)

kind epoch
#

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

glacial topaz
#
  • merge the 2 pages (mine + PE , dozer + ED)
  • make the pages different enough
rancid crest
#

don't the minehead/refinery have special properties like counting as a weak heat source and some other stuff

lament comet
#

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

lament comet
#

just a fyi BET-C's page is outdated now

glacial topaz
#

which part

lament comet
#

BET-C's textures were changed

glacial topaz
#

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 ?

autumn flare
#

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

glacial topaz
#
  • 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
shell frigate
#

Well when people can't find it that's the common issue

indigo kindle
#

"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.

glacial topaz
#

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 ?

wicked cave
#

It doesn’t act as a light source that I have seen, maybe the eyes glow?

glacial topaz
#

"Glyphid Slammer's description is most likely a reference to The Hitchhiker's Guide to the Galaxy."
Any true ?

wicked cave
#

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

glacial topaz
#

no worry, already removed
now curious about the hitchhiker reference

wicked cave
#

(Don’t see any other drink names that come close in the Hitchhiker’s wiki)

glacial topaz
#

it is about the text, not the name

wicked cave
#

Yeah, text doesn’t seem to line up either in the wiki

glacial topaz
#

"almost, but not quite, entirely unlike tea". while drg is
"The result is almost, but not quite, entirely undrinkable."

wicked cave
#

Ah, ok. I missed that. Good catch

glacial topaz
#

[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

radiant edge
#

Yea I just saw that, one big consolidated page

kind epoch
#

that's all the "light" doretta does

glacial topaz
#

damn that is Bright, surely makes flare gun useless

steep blaze
#

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)

bold plover
#

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.

glacial topaz
#

can you get crassus on deep dives ?

autumn flare
#

Don't think they spawn in dds

glacial topaz
#

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

bold plover
#

They were removed from deep dives.

glacial topaz
#

perfect

worldly gale
#

Does anyone have a map of the upper areas of spacerig?

glacial topaz
#

doubt it would show anything interesting, though one would be able to see the connections and tunnels between the different areas

worldly gale
#

do you have one?

glacial topaz
#

would have said

worldly gale
#

ok

sleek jackal
#

can anybody please tell me if the m1k focus fear 250% in 4m radius is current and what the previous values were?

indigo kindle
#

First part: yes, those are the new stats since U34.
Second part: Precision Terror used to apply 200% Fear Factor, unknown radius (3m maybe?).

sleek jackal
#

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)

glacial topaz
#

you can check the history of edits on the wiki though

#

Should this page really exist ??

sleek jackal
#

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 šŸ¤·ā€ā™‚ļø

glacial topaz
#

history...

sleek jackal
#

thanks omega

glacial topaz
#

hue, it scrolled up and it looked like "unknown radius (3m maybe?)" was the last message

sleek jackal
#

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 🤯

glacial topaz
#

yes, they all insta- overheated

#

cuz they did 1 heat, now it is 0.4

sleek jackal
#

yeah nice, I was pretty sure it was a result of the new cooling change

#

since insta-overheating on FN wasnt mentioned whatsoever lol

wicked cave
#

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

low hamlet
#

what we should do is just combine all of the "ground layers of hoxxes IV" pages

glacial topaz
#

precisely

#

right now it is like if bosco states had each an individual page

low hamlet
#

yeah

autumn flare
#

What's this then

#

Bed Rock and Compressed Granite have not been merged/removed

low hamlet
#

idk

runic bone
#

I mean

#

They're two different objects so.. Idk

glacial topaz
#

if anyone can work on the thing and all, plan is for a single page

autumn flare
#

Well yeah I’m willing to do that, just thought I’d make a page for compacted dirt since the category had missing links

glacial topaz
#

page will also have carbon, petrified wood, slag, and all of it too

low hamlet
runic bone
#

Ah okey

glacial topaz
#

name will be "Ground Layers" or is there something better ?

low hamlet
#

maybe terrain types

#

that or ground layers

#

also question about equipment page formatting. do y'all like this formatting verses what it was?

glacial topaz
#

the table being in that position doesn't look right

low hamlet
#

no?

#

i think it looks much better

glacial topaz
#

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

low hamlet
#

?

glacial topaz
#

enemy infobox, but it is for weapons
right now the weapons one only show 5 informations,

low hamlet
#

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

glacial topaz
#

wanna hear from others, only thing that might be better is the text being at the top

low hamlet
#

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

glacial topaz
#

hoverover ? confused

#

which link

low hamlet
#

any of the equipment link

#

you know how we added that plugin a little bit ago? lemme remember what it's called rq

glacial topaz
#

supposed to show more than just the image ?

low hamlet
low hamlet
glacial topaz
#

https://deeprockgalactic.fandom.com/wiki/Glyphid_Exploder hue doesn't even have the default image

Deep Rock Galactic Wiki

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...

low hamlet
#

yeah idk

#

probably some js that needs to be adjusted

glacial topaz
#

not sure how useful that really is

low hamlet
#

we can talk to cyrob for that

#

it is

#

i agree tho we need something different for the initial stats table

rancid blade
#

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

glacial topaz
#

never ever heard any calculations on that, should be easier to just test in game, not sure we have even the hitbox sizes

rancid blade
#

hmm ok

glacial topaz
#

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

rancid blade
#

wait so just touching the beam would do 35 ff dmg?

glacial topaz
#

I didn't know about that one before, but anything that touches the beam gets 50 fire damage on first impact

rancid blade
#

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

glacial topaz
#

haz5 ?

rancid blade
#

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

glacial topaz
#

you mean % or you know the actual hps of the dwarves
don't forget the drillers fire resistance I guess, or FF perk

rancid blade
#

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

glacial topaz
#

the dwarf being hit would most likely notice a burst on damage before the more granular dmg

#

125.709 on 3 masteries + overcharger only

rancid blade
#

hmm ok

glacial topaz
#

// How should the page that compile Dirt, Compressed Granite, Rock, Wood, Slags, etc be called ?
"ground layers" , "terrain types", or something else ? materials ?

wicked cave
rancid blade
#

maybe biome compositions lol idk

short cloud
autumn flare
#

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

indigo kindle
glacial topaz
low hamlet
#

^

#

just mention them in the common rock section

glacial topaz
#

should this be part of terrain page ? isn't that just biome feature

glacial topaz
#

:S

tranquil hazel
#

anyone knows what is this

lament comet
#

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.

glacial topaz
#

pfff asddf

indigo kindle
#

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.

glacial topaz
#

how deep for carve though

indigo kindle
#

I'm unable to tell you that - the variable names surrounding other carve data make little sense to me.

glacial topaz
#

yea, not much use only including the slag radius, but something to be considered

autumn flare
#

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

glacial topaz
#

barely see it used for that at all, and good luck discussing it without using french

autumn flare
#

I'll just stick to editing it

glacial topaz
#

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

autumn flare
#

I mean it’s just kind of a noticeable feature imo

#

If it’s not that interesting then I guess we can remove it

glacial topaz
#

is there no bed rock or granite sideways ?

autumn flare
#

Sideways?

#

From what I can tell those layers will generate in a rough sphere surrounding the pre generated caves

glacial topaz
#

have only found it when going down or up, never tried sideways

weary sonnet
#

Supa Player is right, the world is generated is a sphere, so you can find it in any direction is you dig enough.

glacial topaz
#

right, going to fix it then

#

thoughts on the bugs and trivia ?

analog rock
autumn flare
#

Ah cool, I will

weary sonnet
#

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.

glacial topaz
#

wait, Q'ronar only spawn on map creation and cannot spawn afterwards ?

weary sonnet
#

Shellback can spawn at any point as a disruptive enemy, same than bombers, menace and the like.

glacial topaz
#

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 ?

weary sonnet
#

I would say to the individual page with how the sentence is made.

glacial topaz
#

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

lament comet
#

what do you guys think about this change?

glacial topaz
#

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

lament comet
#

so you want the hoverover on "Cryo Explosion"?

glacial topaz
#

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

lament comet
#

alright got it

#

this is what it looks like now fyi

#

if anyone wants to change the wording etc go for it

glacial topaz
#

interesting

glacial topaz
#

does it keep the explosive damage too ?

lament comet
#

nah

glacial topaz
#

is it the max dmg radius that increases or the damage radius ?

lament comet
#

both

glacial topaz
#

and total damage is 220 cold ?

lament comet
#

no the original rocket damage is lost entirely

#

its basically just a whole different rocket

glacial topaz
#

using +100 looks like it will just add to the main dmg value

lament comet
#

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

glacial topaz
lament comet
#

sure maybe change it to Area Damage to shorten it though

glacial topaz
#

minimum damage is kept at 25% ?

lament comet
#

i see nothing about it mentioned in the cryo rocket file

weary sonnet
#

If he variable MinDmgPct isn’t there, it should be either inherited, or 25%, the default value.

lament comet
#

its not in the default rocket file either so its most likely the default value then

weary sonnet
#

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
3.5 m radius
25% falloff damage
Cold damage only
0.1 Friendly Fire modifier

autumn flare
#

They can spawn anytime like Trawlers

#

I believe it’s more like ā€œlargeā€ enemies that can’t respawn like naedocyte breeders and stationary enemies

vivid hill
#

Anyone know how much damage the minehead turrets deal?

indigo kindle
#

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.

subtle hatch
#

What are the new elites like?

#

Haven't had a chance to take a look

glacial topaz
#

-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

burnt sundial
# subtle hatch What are the new elites like?

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

sleek jackal
#

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

autumn flare
#

I don’t see why that would be impossible to happen

low hamlet
#

@hybrid plaza when it dies

glacial topaz
#

"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

short cloud
#

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 šŸ˜„

limpid forge
#

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)

acoustic scarab
#

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

glacial topaz
#

would help to actually see another image of a hearstone otherwise it just looks like "feelings"

glacial topaz
#

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

burnt sundial
#

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

kind epoch
#

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

weary sonnet
#

Enemy that can’t 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.

glacial topaz
#

expected, most should already say they have limited spawning

short cloud
#

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 ?

glacial topaz
#

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)

bold plover
#

I don't know the specifics but it is definitely a thing that can happen.

glacial topaz
#

is it that obscure of a thing, how was it detected , just in game observation or testing

bold plover
#

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.

glacial topaz
#

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

bold plover
#

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.

glacial topaz
#

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

bold plover
#

First 2 grunts are very fast, both speed and animation wise, the following 2 grunts were normal.

short cloud
#

Interesting. I guess we don't have any additional information on that though so the question still remains in the limbo I guess.

glacial topaz
#

can't say I noticed anything much lol, how old is it

short cloud
#

Well, when was the increased baseline movement speed ?

#

I guess it's been a thing since forever

bold plover
short cloud
#

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

glacial topaz
#

so is the speed boost only for being far away, or only when near

short cloud
#

no idea

sleek jackal
#

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 šŸ˜…

#

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

wary cove
#

RIP Mushu

sleek jackal
#

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

short cloud
#

looks like I opened up a hell of a pandora box drillchamp
Hopefully we can find a bit more info on the whole thing this time around ?

glacial topaz
#

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

short cloud
#

it doesn't appear to be a thing that happens once in a while though.

glacial topaz
#

"but at seemingly random times (maybe 1 in 15 swarms or so) they move faster than usual"

bold plover
#

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.

floral drift
#

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?

burnt sundial
#

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

bold plover
#

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.

burnt sundial
#

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

weary sonnet
#

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) : Ɨ0.8, Ɨ1 and Ɨ1.4, they do scale with the hazard speed buff.
I wasn’t 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.

glacial topaz
#

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

weary sonnet
#

That was a typo, there is only 3.

glacial topaz
#

how often do the speed buff changes ? is the change start - end linked to any state changes ?

weary sonnet
#

When staying close to the creature it seems to be linked to some animations, stuff like roars/attacks and such.

#

I didn’t really dig into it since it wasn’t what I was trying to test.

glacial topaz
#

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"

burnt sundial
#

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

glacial topaz
#

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,

bold plover
#

I guessed pretty well with 40% faster than normal speed, lol.

glossy summit
#

Does the heavy duty fixer helmet offer any buffs?

indigo kindle
#

No cosmetic options offer you any bonuses.

bold plover
#

Not true, it increases my e-peen level.

glacial topaz
#

do people oftenly think cosmetics offer bonuses ? accessory screen doesn't even show player stats,

low hamlet
#

nah

glacial topaz
#

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)

weary sonnet
#

Remember that it could also one of the early prototypes we saw, I mean kind of bow and acid goo thrower.

short cloud
#

we only saw prototypes indeed and we might just get something we never saw at all

weary sonnet
short cloud
#

Also the crossbow is unlikely to be a primary weapon

weary sonnet
#

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.

glacial topaz
#

did they show the "AC on steroids" during the prototype reveal ? I only remember seeking rockets

weary sonnet
#

I only remember 4 videos, the two above and the confirmed scout and gunner primary.

#

I may have forgotten one though.

glacial topaz
#

Autocannon

short cloud
#

Gaming for the recently deceased made a video on every showcased prototypes if you want to refresh your memory btw

glacial topaz
#

and if the Hurricane isn't an autocannon on steroids idk what is

short cloud
#

Ah that's what it is then šŸ˜„

#

I doubt it will be like the AC to be honest

glacial topaz
#

is just a joke, on how AC has area damage, and the hurricane seems to just be extreme area damage / range

short cloud
#

yeah

#

Can't wait to see the mods and overclocks on it

#

I bet there will be some fun stuff nice

glacial topaz
#

hyperpropelant OC , but for Hurricane

short cloud
#

maybe

#

fat boy but for hurricane nice

glacial topaz
#

there will be new OCs right, wonder what they will add

short cloud
#

I hope we'll get something like just a volley of missiles going in multiple random direction

#

unefficient but fun as hell drillchamp

glacial topaz
#

most likely something that removes the "seeking"part

bold plover
#

Yeah, there are OCs for each.

glacial topaz
#

by new OCs I meant for old weapons,

bold plover
#

Oh, no idea.

glacial topaz
#

and which fun or interesting effects it is gonna have,
you hoping for clean, balanced or unstable ?

short cloud
glacial topaz
#

everything so far said they were gonna add it, but never heard they say it was cancelled

austere fossil
#

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.

short cloud
#

new mission, new weapons, overclocks for those weapons, new cosmetics... that's a shit ton already šŸ˜„

#

I think they said it's going to be one of their biggest update so far ?

low hamlet
#

yeah definitely will be

short cloud
#

The last very big update in the same kind we had was the end-game update (which had to be split in two parts)

austere fossil
# weary sonnet I only remember 4 videos, the two above and the confirmed scout and gunner prima...

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...

ā–¶ Play video
short cloud
#

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

austere fossil
#

Think the crossbow could work as a Driller secondary?

low hamlet
austere fossil
#

I wouldn't be surprised if there's one hiding in the subreddit, lemme check

short cloud
austere fossil
#

Seemed like going farther in the Heavy Hitter EPC direction

short cloud
#

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 ?

short cloud
#

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 šŸ¤·ā€ā™‚ļø

#

Sure the overclocks could turn that around but.... this is just a crossbow.

#

We can have spacegun shooting plasma so why a crossbow ? šŸ˜„

low hamlet
#

how about a space crossbow shooting plasma nice

short cloud
#

There's so many interesting stuff they could make

#

so the crossbow just doesn't strike me at the most interesting thing

low hamlet
#

indeed

#

and the nice thing is they know how to code their game, so they can go anywhere with it

short cloud
#

granted, if it's a secondary it ain't a big deal

#

it's just a bit disappointing šŸ˜„

low hamlet
#

we shall see

short cloud
#

yeah

glacial topaz
#

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 ?

short cloud
#

double check the video from Tommy

glacial topaz
#

what does that mean

weary sonnet
#

Tommy Gun, ie DRG History probably made a video about that if I got it right.

glacial topaz
#

it was "Regular dummkopf" that added it though, if that is them
biggest thing is the "Speculation" word being used

short cloud
#

not sure how much speculation there's in his video but that'll be the best source of information on the topic I suppose

glacial topaz
#

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 ?

tranquil hazel
#

Guys, what is this? write in a personal please

low hamlet
#

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

tranquil hazel
#

wow

#

Thank you

low hamlet
#

no problem :)

glacial topaz
#

parasites won't be released from a frozen creature ?

twilit needle
#

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.

glacial topaz
#

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

sleek jackal
#

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

indigo kindle
#

Minigun's base spread was reduced from 5 vertical/horizontal to 4.5 vertical/horizontal. 10% reduction.

sleek jackal
#

Thanks grey, saved the day again

sleek jackal
#

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? šŸ˜…

#

oh that 0.5s might refer to releasing the trigger prior to stabilization

indigo kindle
#
  1. 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.

  2. 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.

  3. T1A reduces the cooling delay by 0.15 sec.

sleek jackal
#

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 šŸ™„

#

I always assumed spindown was the time it took for accuracy to deplete after losing max stability

indigo kindle
#

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.

sleek jackal
#

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?

indigo kindle
#

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.

sleek jackal
#

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 rocknstone

indigo kindle
#

@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.

sleek jackal
#

oh thanks, that should come in very handy (and let me be lazier lol)

indigo kindle
#

You're welcome ;)

floral drift
#

@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.

indigo kindle
#

And that's it? Why is this information even shown in the weapon terminal then? Rhetoric question, I suppose.

floral drift
#

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...

wicked pine
#

a

low hamlet
#

now you know your abc's nice

kind epoch
bold plover
#

Exploders in range of detonating Exploders will get a massive speed boost.

kind epoch
#

I see

sleek jackal
weary sonnet
#

Not sure about the exact condition to activate it, but when I tried to test it, not being full health was the condition I noticed.

rancid crest
#

Wait what

#

Exploders speed up when players are at low hp?

floral drift
#

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"

weary sonnet
#

It is not at low of rather the condition seems to be not 100% health it seems at MeasShield said.

rancid blade
#

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

glacial topaz
#

as in, if you moved away from it ?

rancid blade
#

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

floral drift
#

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

rancid blade
#

dang that's lousy

floral drift
#

alternatively, it's doubling the damage šŸ¤·ā€ā™‚ļø

glacial topaz
#

if you return it fast enough can you get it to hit you ?

rancid blade
#

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

floral drift
rancid blade
#

wait can the trail go past its firing point when going backwards

floral drift
# rancid blade what about double plasma trails?

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.

floral drift
glacial topaz
#

do 4 engineers for octuple plasma trails

floral drift
#

Spinning Death + T5.B would probably be more efficient for stacking Plasma DoTs šŸ¤”

rancid blade
glacial topaz
#

wouldn't the damage of the line itself be consused with the trail damage ?

#

unless it gets removed

floral drift
rancid blade
#

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

glacial topaz
#

I guess it justs does a 180, or whatever you call what it does, changing should be good

rancid blade
#

that's what i thought when it returned to the firing point

floral drift
#

"upon releasing the trigger, the plasma line reverses direction"?

rancid blade
#

yes

floral drift
#

i was suggesting a possible rephrasing for the article

rancid blade
#

instead of just clicking left click, u hold it

glacial topaz
#

plasma line, projectile, whichever describes it best

rancid blade
#

"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 :)

glacial topaz
#

for all intents and purposes just saying it changes direction is more correct and more simple

rancid blade
#

does haz level affect self inflicted dmg

austere fossil
#

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.

burnt sundial
#

c l u s t e r o u t , s a v e y o u r s e l v e s

bold plover
#

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.

burnt sundial
bold plover
#

No BC shot damages the user.

#

Except for maybe explosive goodbye, haven't tested it since they made it actually work.

short cloud
bold plover
#

Yep, I was pretty much saying that there is no way to damage yourself with BC.

short cloud
#

Oh yeah, I read that in another way xD

#

my bad

rancid blade
#

can return to sender do a second first impact dmg by reversing into the same bug again

bold plover
#

Not that I am aware of.

rancid blade
#

ok

misty trail
#

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.

wild crater
bold plover
#

Basically the tutorial that unlocks the biomes and mission types.

floral drift
#

Probation Assignment was renamed to "Conquer Hoxxes" in like... U25 or something?

floral drift
#

looking through the Wiki Assignments article's revision history, it was changed on Nov 24 2019 which implies it was U26 šŸ¤·ā€ā™‚ļø

marsh osprey
#

iirc its "conquer hoxxes iv"

#

at least it was, when i entered on u32

burnt sundial
#

it is currently still 'Conquer Hoxxes IV' unless they changed it last update

floral drift
weary sonnet
#

Basic rule for stuff like plasma trail is that any other application can refresh the duration/extend the area but the damage doesn’t stack.

misty trail
#

The Missions article.

lament comet
#

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

glacial topaz
#

power attack ? isn't that on the stun page ? at least I could see the chance and duration in there

lament comet
#

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

glacial topaz
#

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,

lament comet
#

which is a 50% slow for 1 second

#

this is what i meant and the change i put through

stark tulip
glacial topaz
#

well, they said "Spoiler; it's not one of the weapons we've shown earlier."

stark tulip
#

Oh so this might be a completely new weapon then, possibly for driller

short cloud
#

or might not be a weapon at all

glacial topaz
#

"Here's a teasy teaser for one of the upcoming weapons" xD

wild crater
#

Introducing the «Drilljet "Weapon't"»

#

Replace your primary equipment with more drills! Does twice the damage

glacial topaz
#

that one is new for me, interesting
"You will be slowed by 50% for a second after attacking with your Pickaxe,"

bold plover
#

It's fun when you change it to give you a speed boost for a bit. Feels like some glory kill speed boost rune.

glacial topaz
#

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"

stark tulip
#

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

glacial topaz
#

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

rancid blade
#

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?

bold plover
#

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.

rancid blade
#

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)

bold plover
#

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.

rancid blade
#

:o so the plasma line hitting the unbreakable armor on an oppressor does 1x dmg and it doesn't count as hitting a weakpoint?

bold plover
#

Yes, until you hit the weak point.

rancid blade
#

how would this work for the dreadnought

#

does hitting their unbreakable armor damage their armor health

bold plover
#

Have to hit the shell for OG and Hive, so best to hit it while it is running away for more contact time.

rancid blade
#

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!

fluid ibex
#

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)

floral drift
glacial topaz
#

did we update those sections on the wiki ? for BC and EPC

rancid blade
#

wait don't u two mean the plasma trail on the breach cutter

shell fox
#

Hawoo , may I ask how can you shoot the big plasma orb with the epc to mining ?

low hamlet
#

you unlock it when you
a. have the epc
b. are level 18 with driller

shell fox
#

Thank you so much pickaxe

silent sierra
#

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.

bold plover
#

It is 100% how it works.

silent sierra
#

Okay cool!

sleek jackal
#

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.

floral drift
sleek jackal
#

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.

short cloud
#

Somebody asked if the dreadnought are affected by platform repellent. Any info on that ?

fallow pine
#

so

#

they royally fucked fandom up

wild crater
#

?

#

How so?

fallow pine
#

did you not see the new standardized format?

#

this is the main page now:

short cloud
#

The main page haven't changed

fallow pine
#

it's the new format

#

it's optional now, but soon fandom is gonna be forcing it on everyone

short cloud
#

that looks like the mobile version, right ?

fallow pine
#

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

wild crater
#

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)

fallow pine
#

take a look at some articles and you'll see how bad it is

#

they've ruined a lot of custom formatting for "uniformity"

short cloud
bold plover
#

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.

shell frigate
#

Huh interesting, good to know you can space them out more and it be effective

short cloud
#

Damn, that's nice

wicked cave
#

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

bold plover
#

I can still do the above, so if you have any suggestions (besides what was stated) I can look into trying it.

wicked cave
#

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

bold plover
#

From my testing it was about 8m edge to edge, will need to find my post to verify.

wicked cave
#

what's the approx diameter of a platform?

shell frigate
#

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.

wicked cave
#

I think we know that, right? each purple dot counts for 2x a yellow dot?

#

or is that just speculation

shell frigate
#

That was the guess, did not see it confirmed (but may have been)

floral drift
bold plover
#

Still not sure about that statement.

#

Afaik it is double the cost from what I remember a dev saying.

floral drift
#

do you remember the source of that statement?

shell frigate
#

Well could use that & the spawn menu to test it out

analog rock
wicked cave
#

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

shell frigate
#

There is always the possibility of intention = / = implementation

floral drift
#

ever since i saw that video Banagement posted about the nav mesh, i've assumed there's a 1-2 sec delay.

shell frigate
#

Like with crates chance being dependent on mission length and not just 1/6

short cloud
#

nvm me, MeatShield already answered that

wicked cave
#

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

short cloud
#

Like placing platforms on their passage to delay their pathing instantly and make them bug out when they try to change pathing

bold plover
#

There is a delay before it repels, yeah.

wicked cave
shell frigate
#

Would say optimisation is most likely case here

floral drift
#

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

bold plover
#

Yep.

#

Bugs can also teleport depending on terrain.

shell frigate
#

Yeah that's a nice O(1) way of doing it having it only update every few seconds

short cloud
shell frigate
#

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

wicked cave
#

And maybe C4 as well, I swear sometimes bugs avoid a C4 that’s been down for a while

floral drift
#

intuitively i would think that sticky flames, ice path, and C4 don't affect pathfinding directly. however, i haven't tested it šŸ¤·ā€ā™‚ļø

bold plover
#

I could see if they do.

#

Only issue is that I can only do the debug thing on U32.

floral drift
#

i was thinking the C4 might indirectly affect pathing, because players avoid the C4 range and the bugs just chase players blindly...

wicked cave
#

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

glacial topaz
#

now that's interesting

floral drift
rancid blade
#

can a creature's temperature exceed their burn temp, like a grunt having 70 degrees and burning for 10 secs

glacial topaz
#

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."

rancid blade
#

oh sorry, searching up "drg temperature" didn't show up the temperature page, only the status effects page which says "Duration: Variable – 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

glacial topaz
#

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."

rancid blade
#

hmm are dreadnoughts included in that some creatures

glacial topaz
#

no clue at all

rancid blade
#

ah well, thanks for the pointers

bold plover
#

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.

weary sonnet
#

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).

floral drift
weary sonnet
#

It seems to be the reason yes.

vague spindle
#

Can't let players get 15dps for a few seconds on the dreadnaught

glacial topaz
#

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)

austere fossil
#

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.

glacial topaz
#

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

austere fossil
#

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...

ā–¶ Play video
#

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.

glacial topaz
austere fossil
#

In the private "investigating DRG stuff" channel, of which I have no doubt MeatShield would give you access to if you're interested.

glacial topaz
#

Might not be a bad idea, considering what I have done, and like doing

floral drift
#

@glacial topaz @austere fossil i wondered how long it would be before you noticed that page, Omega šŸ˜†

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.

glacial topaz
#

;-; at least if a new page is ever bad or not needed it won't be too hard to deal with it

floral drift
#

šŸ˜’ subtly throwing shade at the page? šŸ˜†

#

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)

glacial topaz
#

nah, just used to new pages being talked months in advance, Ely mentioned temperature page back in I don't know when

floral drift
#

s'all good, i was just joshing you

glacial topaz
#

hue

#

šŸ‘ā€šŸ—Ø

craggy wraith
#

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.

gritty bear
#

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

shell frigate
#

Wonder if we would be able to keep Hydra Dark

shell frigate
#

Why not both

low hamlet
#

is that what the new wiki looks like

shell frigate
#

This is me running the old css on the new look

#

New look is still opt-in for now

low hamlet
#

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

craggy wraith
#

You should be able to fix most of it

shell frigate
#

Worse case could always just add a little thing that sets it to DarkHydra skin for anyone

craggy wraith
#

Once the opt-in period is over I doubt that will work

#

Or be allowed

shell frigate
#

Technically it's the only way to stay in-line with wiki design rules

low hamlet
#

cyrob is big braining this

heavy scaffold
#

Hey lads does the wiki have dwarf voicelines i can access at all?

signal meadow
#

idk if thats all of them

#

well, most definitely not all of them

heavy scaffold
#

Im specifically looking for the "damn you deep rock galactic"

low hamlet
#

i got busy as heck and never was able to finish the page

glacial topaz
#

plans to add the new weapon teaser ?

low hamlet
#

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

austere fossil
#

...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...

ā–¶ Play video
glossy egret
#

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?

glossy egret
#

I couldnt find it -.-

short cloud
#

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

austere fossil
#

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.

glossy egret
#

cosmetics page did have that list yea

wicked gorge
#

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."

glacial topaz
#

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

floral drift
#

after it gets approval, i'll start linking other pages to it.

limber thorn
#

Who is Dave? Just wondering

low hamlet
limber thorn
chrome jetty
#

He's the ancestor of all dwarves or something from what i've heard

low hamlet
#

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

bold plover
#

Carl is just some guy, but Karl is the real deal.

glacial topaz
austere fossil
#

Thanks for the reminder

#

For weapons like [the] Minigun and Revolver ...
Feels like there should be a the there. 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.

wicked gorge
#

and that English sentence just needs a rework