#wiki-related-chatroom
1 messages · Page 57 of 1
feedback:
- Intro:
"A few of the Hitscan Weapons in DRG have Overclocks that let their bullets ricochet into nearby enemies."
would consider rephrasing that.
"This page will provide a brief, detailed overview of how the Ricochet mechanic works."
No point in that sentence, page self-referring itself. Would consider replacing this with something else.
starting to read into "how it works" and would be worth that the intro will have a simple (maybe even oversimplified) explanation of the mechanic
.
-How it Works:
"it then rolls RNG to determine if the Ricochet will occur or not."
RNG stands for Random Number Generator, you don't roll RNG but you use the RNG to reterive pseudo-random numbers.
Need to think how to rephrase that
will also require rethinking the following "If it succeeds" (which is a bit vauge rn as well)
.
"No matter how many times a Hitscan bullet has an opportunity to Ricochet, it can only happen once. After the first successful Ricochet, any subsequent opportunities for another Ricochet will be ignored by the game."
You're saying the same thing twice with different words. Consider the following rephrasing:
"After the first successful Ricochet, the following secondary hitscan path will not be able to Richochet, and can only be triggered once per bullet."
.
-Weapon Overclocks that Provide Ricochet:
Regarding the dissonance between the description of "Magic Bullet" and how it functions, I think the table should have the information relevant to the game, i.e. also "Enemy Weakpoint". Would also put Magic Bullet inside "s
also I'd change the name "Weapon Overclocks that Provide Ricochet" to "Weapon Overclocks"
.
Interaction with Blowthrough Upgrades:
First, what's a Blowthrough Mod? Are you going to make a page for it? If not (and maybe also if you do), add a short explanation for what it is.
"For weapons like Minigun and Revolver that also have a Blowthrough Mod, it becomes necessary to explain how Ricochet interacts with the Blowthrough mechanic."
Sentence should be rephrased, with the second part of it being redacted.
"The key to understanding how these two mechanics interact is recognizing that a successful Ricochet spawns a new Hitscan path from where the Ricochet was activated. "
Sentence should be rephrased or redacted.
.
I don't understand what's happening? Does the primary path continues while a new secondary Ricochet path is created? If so, then you just got a one-line explanation.
If that's how it works, maybe it would be worth turning into a Trivia point
.
-Creatures Ignored by Ricochet:
Seems like a trivia point rather than its own section. Also only add information that you can confirm.
.
Internal Variables:
Not sure if this section is needed. I've only seen something similar in accuracy, but it was for the sake of explaining how the mechanic works
.
If you keep the section, than no point in having the {False, True} in there, it's a boolean.
didn't see this lol
"Batteries themselves create a sonar sound which gets louder the closer the player is to a battery, assisting the player to find the batteries (the sonar sound halts once the battery is inserted into the crate). "
@glacial topaz You can use that phrasing instead
also this sentence:
"There will be two batteries within 30 meters (in any direction, so not necessarily in the same cave) that will need to be inserted into the Cargo Crate to start the repairing process."
did they change to a sonar sound ? last I remember that didn't sounded like a sonar at all,
let me hear some... nope
"Players have to find two batteries that spawn within 30 meters of the crate (in any direction, so not necessarily in the same cave) and insert them into the Cargo Crate to start the repairing process"
It's a reoccurring beep sound
similarly to a sonar
that is forcing it
"Sonar (sound navigation and ranging) is a technique that uses sound propagation (usually underwater, as in submarine navigation) to navigate, communicate with or detect objects"
it's not underwater, but still
@glacial topaz If you don't like sonar then you can use this, but rephrasing is needed there ASAP because the English just doesn't work there.
"Batteries themselves create a sound wave which gets louder the closer the player is to a battery, assisting the player to find the batteries (the sound halts once the battery is inserted into the crate). "
there is nothing wrong in it, for cargo page
I don't want to insult but it sounds like an 8-year-old wrote that phrase there. Which is a shame since many other pages of the wiki are top notch.
"to allow to find them easier" is just bad grammar
"though the crate itself doesn't" sounds very much off and vauge
"will cease creating noise" again bad grammar
@floral drift Almost forgot
article should have a gif of Ricochet in action
Another comment:
In Abyss Bar's Trivia, Trivia should be in bullets. Trivia points that already use bullet should use a bullet within a bullet structure.
https://deeprockgalactic.fandom.com/wiki/Abyss_Bar#Trivia
Top right part of pages, below search box
letting you guys know recently someone tried to make the wiki back into biased and opiniative, though I fixed it now
Tried to make how? reverting edits?
what user did that
yes,
If I could make a suggestion, maybe it would be beneficial to add a link to the condensed tips/strategies page just so that people are aware that that information is located over there now
Something like this
Except it would be directed to the topic’s respective header since there’s only one page for tips/strategies at the moment
use a good format and it should be nice to have
The Hiveguard's abdomen is a weakpoint, right? What's the multiplier?
my guess is the same one as the praetorian
Hmm, I was hesitant to assume that since the Hiveguard and OG Dread have the same base HP and OG Dread has 2x under the shell
test in game ?
There's also this peculiarity with the OG Dread's Shell health
If it does in fact have more Shell hp on haz5 than haz5.5, we should probably add a note saying "yes really" like we do for the base pickaxe damage.
has it been like that since always ? 5.5 shell weaker than 5
considering if it was just about forgetting to update values
Looks like it was the "u33 stat changes" update that updated the haz5 but not the haz5.5 multipliers
They're in the Template:creature health, the history of which is here https://deeprockgalactic.fandom.com/wiki/Template:Creature_Health?action=history
Again, assuming haz5 > haz5.5 isn't actually the case
damage multiplier of ×1.5 for the hiveguard dread. FSD\Content\Enemies\Spider\TankBoss\BossHeavy\PM_Spider_Boss_Heavy_Ass DamageMultiplier property.
do the Twins have x1 WP multiplier beneath their shell?
The umodel doesn't even suggest they have a weakpoint under their armor at all
No defined multiplier for that, so it should default to 1
Flesh multiplier is defined to 0.5, but it coudn’t find any place that used that value when testing it vs twins.
it glows 🤷♂️
i thought that was for their mouth?
yeah, which is why I (and probably everyone else) thought/thinks it's a weakpoint
"The player can pet the end of a Cave Vine tentacle even though there is no on screen prompt to do so."
is this true ?
Sounds like a troll but should be possible to test it out by freezing it first
it is cave vine, not cave leech :3
Well I'm tired :P
It is
Isn't the only thing that has a prompt Steeve
Loot bugs and Doretta's head can be petted and they don't have a prompt either
I can also vouch that it's true
You can also pet bulks, with mods of course.
was anything new shown during today's stream ?
a bit of gameplay with the hurricane
awesome
you can also pet hexawing gniffers
FYI, just tested it in-game and the "Chargeup Time" for the Cryo Cannon does not count towards the first proc of Cold Radiance. The wiki's wording implied that it might so I've updated it.
Off to kill myself now to pet bulks 
So cold radiance ticks start immediately?
No, holding the fire button only counts towards proccing Cold Radiance when you're actually firing, not during the "spin up".
Wonder what the text said
im working on adding the hiveguards bite attack in
is there a way to make the format to use the radius while keeping the attack type as "Melee Attack"
If you use the attackRadius variable it should do it, this is what is used for now on the praet page, assuming both radii value are the same like most melee attack, otherwise you can just use the normal variable with a melee damage type and it will work.
All of that should be in the template documentation: https://deeprockgalactic.fandom.com/wiki/Template:Creature_Attack
Out of curiosity, is it possible to actually get more than one error cube per mission?
I don't think so, same with Bittergem. Compressed gold and other minerals you can though.
it's possible during the christmas event though since there's a very slim chance to get one through the presents that are dispersed all around ^^
400 morkite double xp with two error cubes wouldve been juicy 
(from the dreadnoughts page)
what would you guys think of changing it to Bite/Slash and getting rid of a table to remove clutter
its the same attack with just a different animation
also do we really think this should be here?
Where then ?
Or just rename attacks to "skills"?
skills seems weird to me i just personally dont think something should be in the attack info box if its not in the attack category below
I've "heard" (and my own play seems to confirm) that the bright spots on flying rocks (during the 2nd phase of the ommoran heartstone section of Escort Duty) are in fact weak points that do extra damage to the rocks.
I went looking, and I don't see any mention of this in the wiki - to me the rocks are basically an "enemy" that does a certain type of damage and has a certain health/weakpoint location/weakpoint multiplier, so it makes sense to document their stats somewhere in the wiki - would be curious if others agree.
Looks like we call out the type of damage (flat 50 kinetic with 2.5m radius?) but that's it
Hum, I checked in the files and there is a weakpoint mentioned there, I didn’t expect it.
File: "FSD\Content\GameElements\Objectives\Escort\FlyingSmartRocks\PM_FlyingRockCore_Weakspot"
Object: PM_FlyingRockCore_Weakspot
IsWeakPoint: True
DamageMultiplier: 2.0
P.S. I didn’t checked in game to see if that file is used or not, but it should be.
Nice! Is there a way to confirm where in the 3D mesh the weakpoints are?
(I've also "heard" that these weakpoints were introduced later in the development cycle, after Escort Duty was initially released, but I don't see anything in patch notes about it)
There is probably a way, but I am not the good person to ask that.
I can check when the file was added/modified though.
Added in U32, modified once in U33H0.
hmm. and U32 was when escort was introduced I think
And it seems to be only some offset changes.
any way to see the actual diffs? curious if the value was, say, "IsWeakPoint: False" initially
Seems right since the drilldozer and escort files appeared at the same time.
I can see the diff, there is no diff on the weakpoint part.
ok, that settles that rumor then
I guess they've been there all along
(assuming the file is used by the game, as you said)
The .uexp file didn’t change since U32, only the uasset changed in U33H0
@wicked cave Well I tried spawning some I did the same damage no matter where I shot them.
Yes, there is no weakpoint it seems.
I tested it several times in case my aim was a bit off there is no doubt left.
just chiming in -- i've heard the "rocks' weakpoint" rumor too. i tested it on an Escort mission; i was unable to do any WP damage to the rocks, regardless of location. additionally i never heard the deeper hit-marker sound that triggers when you hit a Weakpoint. as such, from my testing, i don't think that the Flying Rocks' weakpoint is working. whether or not that's intentional, i don't know.
Do we have data on the rocks’ base health/resistances? Like are they resistant to explosion, etc.
@wicked cave
Flying Smart Rock:
MaxHealth: 250
HealthScaling: SmallEnemy
Resistances:
Explosion: -100%
Electricity: 100%
Poison: 100%
Radiation: 100%
Frost: 50%
Fire: 50%
Melee: -200%
Courage: 1000 # Immune to non guarantee fear effects
Stun: Immune # Stun Duration Multiplier: 0
so, 2x Explosive damage, 3x Melee damage, half Frost/Fire, and immune to the other elements?
Yes
Can they be frozen or set “on fire”?
I guess maybe a better question is, what’s the temperature properties
Interesting that they take radiation damage, fat boy radiation field could actually help
Though rocks move pretty fast so probably not many ticks in the rad field
BurnTemperature: 101
DouseFireTemperature: 100
FreezeTemperature: -101
WarmingRate: 100
CoolingRate: 100
IsHeatsourceWhenOnFire: False
i dont see an unfreeze temperature though
Unfreeze should default to 0 then.
Not that I could find. Couple of sentences on it, brief inline mention of damage
I think the health, scaling and damage was added at least, not sure for the resistance/temperature.
i see the damage on the escort page but nothing else
i think the hardest part to adding it will be getting a picture 
You can summon a stationary one with mods.
Neither
It is per warming cooldown, another temperature variable for creatures.
The warming cooldown is 1s for most creatures though, except for bulk and crassus where it is 0.25s.
ah, there's a whole wiki article on it. I'll go educate myself before ...
🙂
thanks.
i'm working on Fall Damage right now. it's not enough to be a full article; where do you guys think it should be placed?
Under Cavern Combat here, I guess https://deeprockgalactic.fandom.com/wiki/How_to_Play_Guide_for_Deep_Rock_Galactic
Or, alternatively, it could be a full page, and then we could make Category:Game Mechanics that'd contain Fall Damage and pages like
https://deeprockgalactic.fandom.com/wiki/Damage
https://deeprockgalactic.fandom.com/wiki/Area_Damage
https://deeprockgalactic.fandom.com/wiki/Temperature
https://deeprockgalactic.fandom.com/wiki/Status_Effects
And link that category in the sidebar
there is a fall damage section on the damage page
though I wonder how you are working on it , last time I tried too I didn't have much success
a combination of doing experiments, collecting data points, forming hypothesis, and asking Dagadegatto if it's on the right track. what he replied last night indicated that i was close, i just need one last piece before i document it.
#science!
i kind of like the idea of making a whole new article for Fall Damage and then putting it under the Category:Mechanics. it'll be another short one, like Ricochet, but i can add more content like a table of height-to-damage
so it isn't based on speed ?
It is, but barring other influences, you'll always reach the same speed when falling from the same height
It'd be a helpful rule of thumb for gauging whether it's "safe" to just drop from a ledge
Yeah, it is definitely velocity based, proved that a while back.
X height would mean no damage, Y height would mean only shield, etc.
Wouldn't surprise me if it counted as environmental damage
why not use speed vs damage, using height as a reference for each speed value
Probably because it's just Speed-10 (or -15 for snow/goo/platforms)
Assuming I'm reading https://deeprockgalactic.fandom.com/wiki/Fall_Damage right (still WIP)
Meaning it'd just be a big table of
20 | 10
30 | 20
etc.```
first draft finished, ready for review: https://deeprockgalactic.fandom.com/wiki/Fall_Damage
i know the top paragraph (one sentence) is weak 😛
i haven't thought to test that yet... one sec
as usual, all of my testing was done Solo Haz4
No femurs were shattered in the making of this accident report.
Trigger and I just did some testing -- it appears that the Fall Damage is not affected by Hazard level
help refresh my memory; Low Gravity anomaly changes G from 9.8 m/sec^2 to 4 m/sec^2, right?
i can't find it in Console or Game Files 😦
It is 980 by default, I believe it is around 480 for low gravity. I don't really have a way to check anymore.
the wiki page said it was "~2.4 times lower than normal gravity", 9.8/2.4 ~ 4. i remember i had seen the Gravity variable in like U31 or something but i couldn't find it now in U34
ok folks, now that Fall Damage page has been created and is pending review, i can dump some of the info i found along the way during my research into Fall Damage.
In the Movement page (https://deeprockgalactic.fandom.com/wiki/Movement) it can be updated to say that dwarves (without perks or other modifiers) walk at 3 m/sec, run at 4.35 m/sec, and jump 5.5 m/sec vertically. that leads to a 1.5m height jump.
i found a variable called PlayerCharacter.BaseEyeHeight = 64, which suggests that the "camera" of the screen is 0.64m high. that value doesn't seem right to me; maybe there's something else that gets used to offset that even further?
it's well-known that Dense Biozone has a slightly larger terrain carving radius when digging with a pickaxe, but i stumbled across the command necessary to give the precise values. GetAll TerrainMaterial PickaxeDigSize returns 133 different terrain types and their associated pickaxe carving diameters. for the most part they range from 1.1m - 1.25m, but some of them are as small as 0.75m and Dense Biozone is the biggest at 1.5m
i also made some significant headway into figuring out the Laser Pointer offsets when pointing up and down, and noted those in the Trivia section of Fall Damage. (also Grappling Hook's offsets)
Wonder if the offset is from the center of the dwarf
As that would be the 0,0,0 of the camera if it's a child object of the dwarf
The Abyss Bar beer "Tunnel Rat" provides 30% Fall Damage Resistance for the entire next mission, but due to a bug where buff beers get applied twice it actually provides 60%.
"Yes, but actually no."
Should probably rephrase the beginning into something like "...Tunnel Rat should provide 30% Fall Damage Resistance..." instead of saying one thing and then immediately reneging on it in the same sentence.
The zipline/pipeline/dwarf head fall damage negation tricks might be worth a mention. Or if they're going in that Tips page, then a link to their section in it.
How'd you get the 1.7m for the offset when looking down?
I get 1.4m when looking at the ground I'm standing on.
math.
knowing that i could fall 5.1m without taking damage, i just slowly platformed up and continued falling until i took damage. after that i clambered back up, used the Laser Pointer to point down, and measured 6.8m. 6.8 - 5.1 = 1.7
obviously, it's an imprecise way to measure but it's close enough to be useful
I was trying to set up a ledge to repeatedly walk off but the rounded collision wasn't playing nice
yeah, i ran into some troubles with the rounded edges too. 😦
I mean on us, not the ledge/platforms, just to be clear
Yeah, walking off a platform I can go from 6.9m to 6.4m before actually slipping off
Looks to me like the cutoff is 6.6_m for regular terrain. Right after it flips from 6.5 to 6.6 I get no damage but farther into 6.6m I do.
🤔 hmm. i only did that test a handful of times, so you might have a better value than the one i was using.
...but I'm not taking damage on Plastcrete until ~13m
stupid fractions, I thought it was off by more
in the Trivia i listed them as 6.8m and 13.2m respectively
Yeah, looks like mine are 0.2m less than yours
I'm taking minuscule shield damage on 13.0m
The "looking down" reading also looks to be on the high end of 1.4 which would bring the 5.1 and 11.47 numbers into rounding range of what I'm seeing in-game.
1.451 or something? 1.47? roughly
mod request: more decimals on Laser Pointer distance
It changes depending on the slope of what I'm standing on
It's also slightly below the center of the camera? It doesn't stay in quite the same spot when rotating.
Though this difference doesn't appear to get bigger when higher up so I think it's still parallel with the camera.
On an unrelated note: You can get the BC to fire off at an angle if you're up against a wall.
i'm having a horrible thought: what if FoV or Resolution affected the Laser Pointer? i was using Windowed 2560x1440 with 100 FoV for my tests
It read 1.4m when looking at the ground at both 80 and 120 fov
But I was also at 1440p, I can give those a quick check
isn't 1440p = 2560x1440?
yeah, so no idea if res changes things or not
we were using same res and FoV, so the offset from laser pointer should be the "same". it does worry me a little bit to be off by 0.2m. like, i could understand if i read it as 1.6 and you read it as 1.5 (a rounding difference) but 0.2 means that either i measured it wrong or there's some other factor not being accounted for
Were you walking off or destroying the platform to start your fall?
i walked to the very tippy-toe edge of the rounded platform, holding laser pointer out, and then tapped W as lightly as possible to begin my descent. the first number displayed after i started falling is what i used for the height. for instance, if the top of the platform was at 7.0m, by the time i got to the edge and fell it would read 6.7 or 6.8
That sounds like it'd be close enough
indeed, but i was recording +0.2m from what you're getting
I was getting to the desired height and then breaking the platform beneath me
So no WASD between my height reading and starting falling
i'm just gonna relaunch DRG and do some more tests. at this point i'm going to chock it up to my own human error in taking the measurements
If anything, lowering my res has made the offset smaller. I'm taking damage at the upper end of 6.5m
yeah, using your method 6.8m did damage, 6.6 didn't
so i would lean towards trusting your offset of 1.5m instead of the 1.7m i had been using
5.1 -> 6.6, 11.47 -> 12.97
i'll go update the Fall Damage article accordingly
Oh, just occured to me: there should be some place on the wiki that lists all the unprompted petting opportunities
We can pet... lootbugs, gniffers, Doretta, Steeve... am I missing anything? I think only Steeve is prompted
Cave Vines in the REZ
And Gunk Seeds
that's a slapping opportunity, not a petting one 👀
Hey for clarification does On Site Refinery have a wave scaling like point extract and if so it should be put onto the wiki
it does but only once you've finished to extract the liquid morkite IIRC
Ah
Does the Bulldog's and Subata's Volatile Bullets work differently? It's specified that the extra damage is Fire for Subata's but not for Bulldog's.
when i tested Bulldog's Volatile Bullets it seemed to do Fire-element damage just like Subata. Spitball Infector or Deeptora Honeycomb both take 2x Fire Damage, and it seemed to do even more than the advertised 4x
If so we should probably get that mentioned somewhere on the Wiki/Karl.gg
This was mostly relevant to a discussion on allowing Dreads to be ignited in #drg-chat since their 50% Fire resistance heavily reduces the Bulldog's Volatile Bullets bonus.
Also gonna ping @vivid hill since they seemed the most adamant in that discussion that the bonus damage wasn't Fire element.
Nah
Bulldog Volatile Bullets Bonus Damage as Fire element test:
Minigun: 31221 Burning Hell
Bulldog: 23311 Volatile Bullets
Sandblasted Corridors haz3, find a Honeycomb, ignite with Aggressive Venting and shoot with Bulldog. If Bonus damage is Fire element it should die/be very close to dead after Burn DoT. If not, it should have ~1/3 hp remaining.
I did that in-game, it died to the On Fire DoT. I'll update the wiki accordingly.
it's only science if the results of the experiment are repeatable ✅ 👨🔬
Can confirm the uexp/uasset combo for the Volatile Bullets effect on Bulldog adds extra damage as Fire.
Hi! The wiki page on ricochets is great, but I do still have some questions. Firstly, if I shoot a mactera in the weakspot with a bulldog round with +3 blowthrough and chain hit, and it ricochets off the mactera, does the ricocheting hitscan line have blowthrough capacity? And can it go through three additional targets, or two because the mactera it already hit is counted?
Secondly, if that bulldog also has explosive rounds, where is the explosion? Is it on the mactera, on the ground behind the mactera, or is it at the end of the ricochet line?
Just to be clear, procing a Ricochet causes the bullet to fork into 2 separate paths.
Though "fork" might not be the best word as that implies it's the same bullet existing in 2 places, which I don't think it actually does.
But for the actual questions:
-
I don't think it's definitively known how >1 blowthrough interacts with Ricochet. My guess would be the main path is the only one capable of blowthrough but that needs testing/confirmation.
-
If Magic Bullets is anything to go by, you'll get at least 2 explosions: at the end of the main bullet's path and at the end of the ricochet's path. I have no idea whether a bulldog with both explosive and blowthrough would cause an explosion for every enemy hit.
the "Ricochet interacts with the Blowthrough mechanic." can allow you to hit how many ennemy at max ?
1 + x blowthroughs + 1 ricochet
So a Magic Bullets Blowthrough Bulldog could potentially hit 1 + 3 + 1 = 5 different enemies. That'd require you to line up 4 enemies in a row and then have at least one other somewhere along the line for the Ricochet to proc into.
actually, that specifically won't work for magic bullets since it ricochets off terrain
Magic Bullets maxes out at 4, either all via Blowthrough, or 3 via blowthrough and a fourth near where it hits terrain.
Chain Hit could reach 5 with good luck on the first hit (or by lining up 4 weakpoints).
I just tried blowthrough with Magic Bullets and it didn't seem to ricochet on the terrain hit thru the bug
You can't hit the same bug twice with blowthrough+ricochet
It was two grunts almost right next to each other
Hit one in the mid section and the other still had full health
Hmm, I thought the video showed Bullet Hell ricocheting after blowthrough but maybe not, I'll have to examine it again.
Did you fire at the first one straight down?
it has a 5 meters limit
might be why
iirc, platforms are 4m wide and "almost next to" would imply less than a platform's width between them
tbh I'm not sure it ricochets if you hit a bug first
Still need to know the angle of the shot
Cause if it didn't impact next to the first bug it very well might've been out of range
Can it ricochet on the same bug ?
No
I was also wondering if it only looked for paths that didn't intersect with the same bug
So i think the rule of no ricochet if you hit just apply and ignore the blowthrough
tbh i thought that the blowthrough reseted the ricochet and it can on infinite
but tbh i'm clearly dumb af
Got any more details on the circumstances of your test?
The main thing I need to know is where it impacted the terrain.
I shot down from above and they were closer than a platform
Hmm, so it was probably in range
Also shot at a downward angle, I tried a few times
Did a haz 2 PE mission to test, tried it probably about 10 times and gave up
That leaves "no Magic Bullets terrain ricochets if it hits a bug" theory and "ricochet path must not intersect with a bug it already hit" theory.
10 times and no ricochets ?
Welp I guess magic bullets don't care about ricochets 😄
(second one feels less likely)
Second theory is possible, most shots were landing under or very close to the first bug
It did work on weak points
But that is known
If "no Magic Bullets terrain ricochets if it hits a bug" turns out true, I suspect it's actually "if a disallowed ricochet condition happens, ignore any other possible chances"
Someone in #drg-chat mentioned Bullet Hell working with blowthrough, I didn't test that though
bullet hell is different from magic bullets through
just chiming in here -- Dagadegatto told me a long time ago that "ricochets don't consume blowthrough penetrations", so to answer the second question here:
And can it go through three additional targets, or two because the mactera it already hit is counted?
if the ricochet "additional" hitscan path can blowthrough, then it should be able to do a full three (or however many blowthroughs were left when the ricochet occurred)
Correct, not sure why he mentioned BH.
Quick question re: hyperpropellant / incendiary - anyone know if this is still true?
Or if this behavior was patched out?
Don’t see any mention of it searching for “hyper propellant” in #patch-notes-steam
So assuming it’s still valid
considering the devs said it was intentional, I'm pretty sure it didn't change
☝️ like Ser Pounce said above, when I submitted a bug report about this issue in Jira the devs closed it saying it was intentional behavior.
The lootbug page doesn't mention how much loot they drop
Thought it was somewhat dependent upon what they ate
Like how they sometimes drop red sugar if some was laying around
Maybe that’s all illusory RNG tho
something like 15-20 from my experience
more close to 20
I've always assumed it's 1-10 gold + 1-10 nitra
Little known fact: loot bugs multiply the value of anything they eat by 1.5
that's good to know 👀
from Meatshield:
while i was slaughtering lootbugs to test how CryoCannon T5.A Fragile works, i kept track of the nitra/gold dropped and thought it might be interesting trivia for the lootbug page. i tracked the loot from 116 lootbugs, and each lootbug dropped an average of 9 nitra and 11 gold.
#wiki-related-chatroom message
Welp, one more thing to start tracking
oh that, I remember finding some lootbug drop values , maybe I can try finding it again to see if they are similar to in game findings ?
Regular: Chunk Count = 5-15 ; Chunk Value = 1-2.5
Golden: Chunk Count = 30-30 ; Chunk Value = 3-5
And what determines if it's going to be a gold or a nitra chunk?
not like I have any idea
but if there is 16 or more chunks doesn't that mean it just drops both of them without one affecting the other ?
Can’t loot bugs also drop red sugar if they’ve eaten it?
They can eat just about anything afaik, so, yes. I have also seen that multiple times.
Hello. There is a copy\paste error in template for Omen health.
Guys, if you see something happening with a user dealing with a page called "Magnita" in the wiki, it's me. I'm not trying to mess anything up, I'm just trying to create image redirects for the ES wiki and centralize them on the EN one. Just got a little issue with my permits there since I made a mistake, but do not worry. I will fix it, otherwise will contact you to get it sorted.
Damn, it limits my actions in your wiki...Could any of you admins please delete https://deeprockgalactic.fandom.com/wiki/Magnita ? I will try to get it going in another way. Thanks and sorry for the disturbance.
Will do & NP
Template fixed for omen.
<@&296918282403840000> Ty x 2
what is this and how do activate it?
Introduced in Update 26: Endgame - Part 2, Machine Events are random events that can spawn inside normal Missions with a 1/4 chance (25%), providing a challenging interaction. Machine Events reward players with Credits and XP bonus, as well as either a Weapon Overclock or a Matrix Core Cosmetic if they own a Blank Matrix Core, acquired during th...
alright thanks
Hey wiki people, could anyone help me with some maths to know the real size of weapons from the game?
yeah, I was digging what Robert told me
but that means the only way to get true measurement is to put the weapon next to a dwarf and scale the dwarf to 1.6m tall
Can just use in-blender measurements
if you use straight from the game, they measure less than a mm
As long as it's all still to scale that's fine
yeah but 3d softwares tend to be inaccurate on very very small items.
Well just scale them both up by 10,000 if you like
that's the stubby from the game next to a 20cm long stubby
Time to scale them up
at dwarven scale (so 160m tall), a stubby would be:
625mm long
371mm tall
253mm wide
at largest point
now let's see at human scale, with a 180cm tall character
the stubby is now a whoopy:
703mm long
417mm tall
284mm wide
that's a very very big toy
But I wonder how the handles compare to a standard human weapon
Would be a bit big for the pistol size it seems to go for
My thoughts too, I need to scale it to the size of something existing
But my knowledge of firearms is none
Maybe just scale it so the grips are hand sized
yeah but there are plenty of grips out there
I could also scale it like I did for the PGL, which is based on a real life grenade launcher
1 is "human scale" according to the game
2 is "dwarven scale" according to the game
3 is "realistic scale"
scale the stubby up to a uzi, that should do 
did they change ? last I heard people said 150 cm / 1.5m
Robert said 160cm a while ago but I don't know if it was verified later
getting a lot of 1.5m and out of nowhere 1.6m
though really, laser pointer it or something if needed
🤔
I mean, the exact message I got from Robert was something alongside "I believe the dwarves are 1.6m"
ugh, I stayed some days away, and when I go check it... why do we have Pages for the U35 weapons ???
We had those since longer than a few days IIRC
let me link them so you can Obliterate it
https://deeprockgalactic.fandom.com/wiki/Corrosive_Sludge_Pump
https://deeprockgalactic.fandom.com/wiki/LOK-1_Smart_Rifle
https://deeprockgalactic.fandom.com/wiki/"Hurricane"_Guided_Rocket_System
https://deeprockgalactic.fandom.com/wiki/DRAK-25_Plasma_Carbine
@short cloud an Uzi is:
480mm long with stock folded
660mm long with stock unfolded
700mm long with a long wooden stock.
And the design is quite different
that should give you a good idea on how to scale it then even though the design is different
well, my last edit was 23 days ago, so should be interesting to go back and see how things are
I can see fandom is the default skin, though other than that, how are things ?
I have chips, life is instantly better
also, on the reason , we can go with "unreleased /experimental content should not be part of the wiki until they make it to live version" ?
Oh, good, those aren't actually filled out. I thought my hacks got leaked somehow.
is U35 already in community testing? 😲
No.
1.5 m tall for dwarves, if you use the laser pointer, it should be 1.4m and its origin is in the middle of the head.
There is also a variable called HalfHeight which is set to 0.75m for dwarves
"CharacterHalfHeight":75.0 in FSD\Content\Character\BP_PlayerCharacter
i've been doing a lot of research into Elite enemies in the past day. do you guys think it would be beneficial for me to create a whole page for Elite enemies? i see that there's a small section for them already in the Creatures page.
i've figured out:
- how their eHP works
- how their armor has been changed
- how their Fear Resistance has been changed
as well as recording their various temperature changes, attack speed multipliers, and movespeed multipliers
wouldn't all of that fit on the creature pages section ? there is the infobox for the new stats
only point for a new page would be to show some calculations, but using a new page only to display stats that can already be part of the section seems like a waste of space
so, edit the 10 individual creature pages and add each Elite's enhanced stats?
Could also have a single page dedicated to them
plenty of space, also a lot of values were added, though with one of the hotfixes a lot of data was missed
so, after reading through the Elite sections of Template:Creature_Health, it looks like it was already figured out and documented by someone else. at the very least i can add their Courage and Armor changes 😐
how does armor breaking work with the warthog and boomstick - if 8 pellets all hit the same light armor piece, do all pellets take 20% reduced damage or can there be some pellets breaking the armor and then the rest doing full dmg?
iirc from some tests Elyth did some time ago, the latter. Each pellet rolls for whether it breaks the armor plate independently, and sequentially, so if the first pellet happens to break it then only that one will have reduced damage (unless you have an AB mod).
ok that's good to hear
AB is still bad on the warthog
:(
also do you require an armor breaking mod to do full dmg against armor - like can a m1000 charged shot still do full dmg if it has no armor breaking mod but the shot still breaks the armor
No, you need an AB mod to do full damage on an armor breaking shot.
That's one of their perks
so the armor breaking just needs to be >100%
or can 50% armor breaking work because it is from a mod :)
ok
50% AB means that it's worse at breaking armor, not better
But if you have an AB mod that doesn't increase it to >100%, would it still work?
Like if you had an M1k mod that just did +50%
dunno. i can't think of one that exists, though....
Yeah, currently they're synonymous. Just wondering whether it's a "has AB mod" or "has >100% AB" check
well, Drills are >100% AB right? though they have lots of other weirdness
well, yeah. Drills have 10000% AB apparently
5 Damage -> 500 Armor Damage. it's cray
oh, and pickaxes
ok, i just did a small spree of editing the new Elite stats that i've researched
strangely, the only Elites whose Courage is greater than their common variants are Slashers, Guards, and Praetorians (0.5 -> 0.9 Courage). the other 7 Elites' Courage are just the regular value.
I did some testing for the Armour Breaking mechanic for purposes of my own, and setting M1000's baseline Armour Breaking to 101% allowed it to 2-shot Grunts without the AB mod.
so, if i'm understanding you correctly, the "let damage through when breaking armor" is checking if AB > 100%, and not if there's an AB mod equipped?
I'm pretty sure that is what I was told.
I am sure that until U32, an AB mod was required to do the full damage on the first shot and it was intended.
The value of the mod didn’t matter as long as you that shot allows you to break the plate afaik (not sure about that last part).
I did try messing around the total damage to get just enough to break a plate, but not with the AB mod value.
Yes, and it just so happens that besides equipping the AB mods there's no other way to get AB above 100% in vanilla. Overclocks barely interact with the Armour Breaking mechanic in any way (the only to actually do so, Inferno OC, reduces the AB value), weapons either have it set to default 100% or lower.
This isn’t too related to the wiki but why do creatures like the Corpse Feeder, Cave Vine, Breather, and Cave Eye not have a place in the bestiary?
They are not considered as creatures but as level elements/biome features, the same than crystals, exploding plants, geyser and such and such.
Breach cutter’s unique OCs section lists roll control but has no text
how big is Elite Bulks crate ?
someone added it as a trivia, but it should be part of the main article, I will make a note to return to it
// If you make Bosco drop a gem, it can never pick it up again ?
"If he drops the object, he cannot be directed to pick it up again"
...that sounds wrong. and easily verifiable/refutable. one second
this is false. I just tested in Solo Haz4 REZ 2/2 Salvage with Gunk Seeds. Bosco was able to pick up and drop one Gunk Seed 3 times before i exited the game.
kinda expected, perfect
is this all correct ?
"Upon repairing Doretta's active section to maximum (being when the health meter of the active section in the HUD is white, not red, as it's possible for it to have <1% damage, allowing the numerical display to show "100%" while it can still be repaired further), Doretta becomes invulnerable to all damage for a moment (~2 seconds)"
Yes, Doretta becomes momentarily invincible when fully repaired. Last I heard during Experimental branch stuff it was 4s but it might've changed.
this is definitely correct, and an amazing thing to use to make Escort missions easier. repair at 93-97%, gain immunity for a few seconds, kill things in safety, repeat.
i don't know the exact duration, but i've been telling myself it's 3 seconds.
It was 4s last I checked, which was a while ago.
does dotty take friendly fire
eg is it possible to intentionally dmg dotty to repair her for the invincibility just before a wave hits her
Yes
i was doing a couple of Escort missions tonight. when i took a moment to count how long the invulnerability lasted, i counted out 4 seconds ("4 one thousand") before it took damage again. so, it probably still is 4 seconds like Trigger and Banagement had said
All hazards, yes ?
It is a value for Doretta, not hazard, so, yes.
So there I can ask questions, right ?
Technically you already did
Though, aye, questions about DRG / Wiki (in this channel, I mean)
so, are there any game mechanics in DRG that are still unexplained? Ricochet and Fall Damage were the last two on my list. i still have lots of stuff on my todo list, but i'm just curious if anything else needs to be researched.
Ey so I checked the Fandom wiki for some info about an overclock for the Deepcore GK2 but I couldnt find what I was looking for (namely because i think its missing some of the OCs), is this the place to ask questions about the OC in questions mechanics?
Yes, for simple question, #drg-chat is the place to go for a quick answer, for more advanced questions this channel is a good place.
I figured my bets to actually getting an answer, as well as raising awareness that the page may need updating was here-
So, the Home-brewed Powder or whatever its name is overclock for scouts GK2- dumb question, but its a 80-i think it was 140 percent (increase) right? not a you either do a little less or a bit more damage sorta deal?
All OC should be on the wiki actually:
https://deeprockgalactic.fandom.com/wiki/Deepcore_GK2#Overclocks
Or if you want all weapons OC:
https://deeprockgalactic.fandom.com/wiki/Weapon_Overclocks
For that one, the damage is random, between damage ×0.8 and damage ×1.4
jeez, im blind. sorry to waste your time, but thank you plenty for it anyway
Will do.
This is the good place for that.
Well if it is easy to fix you can edit it directly.
Wiki editting is not my..forte, wouldnt want to fuck something up
You have no idea
Enemy mission pool, swarm spawning, mid mission spawning, alien egg spawning, mineral spawning, nitra spawning, morkie spawning, enemy behavior, bosco behavior, friendly bet-c behavior, mission creation, etc etc
Hey folks, I'm considering moving
https://docs.google.com/spreadsheets/d/1RfphQ90q6J9mUqaetIEnhJOA0Af0yAPEdMdUP4fHCcw/edit#gid=0
to the wiki, so that it can be more easily accessed/viewed and so it can better serve its purpose as an FAQ/knowledge base
This will require a bit of an overhaul in the sense that I'll have to add at least one category column to group/categorize the responses by topic
With that in mind, do you think it's worth keeping it as a sortable wikitable, or would it be better to make each category its own sub-header on the page, and use a simple bullet list for the entries?
Can see pros of either
not sure about a page on dev comments, that doesn't look very "wiky" for me, at most I can see it being pinned here or somewhere for reference
and leave wiki for gathering information about the game, not about what might happen to it / speculation
FAQs are no rarity on game wikis
(but I admit that it's more about the future than the present)
I could see a "Frequently Asked Questions (to the devs)" page on the wiki without it being out of place honestly...
would rather not copy other wikis just for the sake of it
quality won't come from just doing what others do
do these people post in every channel, or just the wiki one?
Omega, don't you think you're overreacting a bit?
I don't want to add a new page because I just opened another wiki, saw an FAQ and wanted to copy that for the sake of copying.
I want to add a new page because I spent literal dozens of hours maintaining that spreadsheet, and I want it to be more visible/interactable.
As a wiki user, I wouldn't mind the FAQ in it. But to be honest, I doubt people would search for it on the wiki.
I wish there was another way for it to be more visible but I'm not sure what solution we got
Unless we have a pinned steampost/a special channel for this kind of stuff
but would need a bit of talking with Jacob I guess
Jacob doesn't mind it being a wiki page, I've already gotten his clearance on that.
yeah I was not talking about the wiki but more about opening something more specialised
I want to say that an ideal solution would be if that FAQ is on the Twitch page, but people don't really check that either before asking questions
But I know they are reluctant to add even more stuff because people probably wouldn't read it still
People never look for information
we have a search bar, pinned messages, multiple FAQ, a whole wiki...
yet the majority of people are asking/suggesting the same thing 🤷♂️
And also asking something on a dev stream isn't just about getting information, it's also about that minute of "fame" when a voice on a stream reads your message
A frequent critique I've received about the spreadsheet is that is only sorted by date, and someone can't easily view, say, all answers about biomes or new beers.
Unfortunately, to give everyone the options to sort or filter the table, I'd have to open editing rights to everyone, and I really don't want to do that.
Anyone can save the spreadsheet as a copy and sort it to their heart's content, but it's that extra step of work that stops a lot of people from interacting with it at all.
Wiki tables are sortable, and if sorted by category, would give a convenient enough way to see answers by topic.
That's my reasoning for migrating it away from Google Spreadsheets.
people can literally just use the search bar, once again
they'll have to do with it
Or get through the wiki, as you stated
Ctrl+F
I would say the content is suitable for the wiki, though would want the hyperlinks to be prettified
Also wiki already has bits of speculation; the update pages before the update and the roadmap itself
Not all content has a place; but would say something like a list of all things suggested already in #suggestions-regulars would be something that does not fit the wiki
you can just change the links themselves to display as[Source] for the text, right?
Yeah it's pretty easy to make URLs look nice
[https://youtu.be/dQw4w9WgXcQ?t=0 Dev Stream 06/07/21] becomes
Just my own point of view, but I think it would be ok to have it on the wiki, since it contains what is the closest thing we have to an official answer for some commonly asked question.
It is a compilation of information pertaining directly to the game, from the developer's mouths
how would it even be called ? FAQ doesn't fit because are all questions frequently asked, or some of them have only been asked once or twice
- List of DRG dev questions / answers
also, spending dozens of hours working on it is like one of the worst reasons to want it as a new page, others gave much better reasons though
DRG Development FAQ, maybe
Or, if you want a more click-baity title, Roadmap FAQ
Since the blanket answer to "is feature X planned?" has always been "only the things on the roadmap are planned"
DRG Features Questions
ditch the "frequently"
Fair. Or DRG Features Q&A
DRG Community FAQ, since all the questions come from the community?
I hesitate to call it a development Q&A because I specifically filter out everything that isn't phrased as a suggestions for a game feature
Eh, it's all about possible development of drg
DRG Devs Q&A
and whatever is filtered out can be explained on the about section
Wiki barely loading for anyone else RN?
No problems on my end
<@&296918282403840000>
just got a look at the new fandom skin. it's so bad
this quote bar thing needs tweaking
The Dreadnought has a tendency to chase one Dwarf in particular while ignoring the others.
Can we workshop a better way to phrase this?
Some people on the subreddit seem to take that as confirmation that the Dread always chases them exclusively.
The Dreadnought likes to focus a single dwarf at a time, not caring about other dwarfs until it decides to switch targets
Does it change targets after each attack?
It's random (IIrc, every x amount of time, it has a slowly increasing chance to change target)
Don't quote me though, I can't find where I remember this from
@acoustic scarab Sorta related to your dev Q/A spreadsheet, would you happen to recall where a mention of the Abyss Bar's tip machine's name would be? It's vaguely referenced to as "Tipsy" before it was added and cthulhuplus seems to recall it getting confirmed by someone official as Tipsy/Tip-C at sometime but doesn't remember who/where. (this being the official vague mention https://store.steampowered.com/news/app/548430/view/5217953307275494378)
I don't recall anyone referring to the little robot as Tipsy, sorry
trying to back up my drg save file so I don't lose progress (need to reset computer); which file do I need
<some number>_Player.sav
where is that located tho
others are backups but you can go further and copy whole folder
that's usually what I'm doing
kk
I just want to be sure m8
Can I get the description text for the gunner's armor "Static Discharge" ?
also the "Hawkeye System" for the turrets
in game screenshot would be perfect, as to not have any typos
now that is perfect
someone changed it to the wrong text -_-
undo time
appreciated
btw, any info on when we are gonna be getting the next update ? prepare for the wiki work
i have no idea
seeing as modding support updates are being pushed to an open beta, they might be pretty close to either update 34.5 or a full update 35
they might just put modding support and the new weapons and whatever else together. but they might not. we'll see
U35 won't be for quite a while. U34.5 will come out way before U35 or any of its features.
oof
"official" word is not before august, and that is very early at best
Frameworks and skins gallery lacks Scale brigade
after looking over it, its on their To-Do list from Update 33.
i can do that today actually
epic
this hud is in the way :v
iirc to hide the HUD for this kind of screenshot the workaround was to make to play in windowed mode and make the window wider than the screen.
That way the hud should not overlap with the weapon.
I can get those images later today.
so we need fourth relic for the scout ar and then scale brigade for everything
how do you calculate dmg to self or what affects self dmg (hazard level?)
iirc the only thing that doesn't affect self-damage is the Friendly perk
true
need fact checking: self dmg = dmg * 0.5 (explosive dmg ff multiplier) * hazard level multiplier
so haz 5 would be dmg * 0.5 * 0.7
That's what I've been doing for my RJ250 calculations
And it appears to line up with what I see in-game
ok that's good
I forgot :D
<@&296918282403840000> ☝🏽
oh... joy
You can try going to your account settings for the DRG wiki and restoring all defaults
guys i love the new fandom desktop!!!!!!!11111111111
(zoomed out so you can actually see things)
i actually despise fandom rn
Yyyeah, I had that
⤴️
ik how to switch back im just showing how absolutely horrible it is 👍
At first I was sure my browser is somehow forcing the mobile version on my desktop
oh that's just brilliant
that's absolutely perfect
so equipment nav is going to have to be completely redone
You mean the new wider font screwed up formatting?
yeash fr
not just that
there's a table that just doesnt exist in the fandom version
here's the hydra dark version
challenge: find the search buttons
It seems Fandom is sinking it's stupid new layout teeth into this wiki as well now 
I would assume they have the tools to sink their teeth into all wikis under the fandom.com domain at the same time
I kind of want to send this screenshot to fandom support with the subject "Re: New layout - was this designed by an intern?"
Do Glacial Strata and Magma Core biomes have any effects on temperature-based attacks?
For example, does it take longer to freeze bugs to a frozen state in Magma Core?
Not directly, but some bugs in glacial strata have different temperature stats, this is visible in their infobox in their respective individual page.
There is no difference for bugs in magma core.

||i assume you're talking about my search button one||
Yes
good
why is the m1000 marked as a stub
And roll control still has an entire section of the breach cutter page dedicated to stating that it's a clean overclock and nothing else
Seems pretty much enough for me /s
If the wiki actually needs info on Roll Control, you could make use of this description provided in MeatShield's DRG DPS Calc: "Holding down the trigger after the line leaves the gun causes the line to start rolling at 300 degrees per second. On release of the trigger, the line stops rolling."
We could add that roll, pitch and yaw in game follow the plane naming convention (not sure if there is a proper name for it):
http://i.stack.imgur.com/65EKz.png
Adding that since I know some game engines use different conventions.
lol, I remember we did discuss that a long time ago, though the issue was not being able to know how fast it was rotating
How do you make tables have this non-transparent alternating-color background?
Or at least a thin cell border, I'm rusty on my formatting
are you asking how to make a table have a clear background?
No, like here, the table forces its own grey background
and you are trying to have that not happen yeah?
Our page backgrounds have art on them, hurts readability with big tables
Ideally I want to force an alternating pattern, like black-green-black-green-black-green
hm
that would take a lot of styling code
just put class="wikitable" at the top and see how you like that
But if that's not possible without setting style="background-color:#blabla;" for literally each row, then I'll settle for one color for the whole thing
class="wikitable sortable" gave me neat borders, but no background, I'll see if i can fix it with only one attribute for the whole thing
and if you want the kind of format the header of that table you showed for the header, use ! instead of |
Yeah I've got that
Yup. {|width=100% class="wikitable sortable" style="background-color:#blabla;" is the next best alternative
I was hoping there was some kind of class I could write that creates those cool alternating colors
i think you can maybe but that's beyond what i know. you'd have to create a wiki wide class system for that format
I do not possess that kind of knowledge of wiki voodoo either
holy heck yoshkin that's a huge data dump lol
thoughts on this trivia ? does it make sense ?
"The biome feature p[[[[[[[{0}]]]]]]]]q may have a connection to the Error Cube and Error Helix due to the names being similar."
well, the names are not similar
could change it to something like "This biome feature and the error cube and error helix may have a connection due to them all being a sort of anomoly"
or something like that
why is poq an anomaly
also not sure how to feel about this
was this before
outside cube, helix and poq, is there any other feature that uses symbols on the name ? instead of letters / numbers
im definitely gonna push for the top one. i am biased tho since i made it :p
smh
figuring out a better way to word that trivia, unless it should be gone
also about that crazy long dev list, wonder if it should be color coded , or use symbols to indicate if the answer is negative, positive, or something else
maybe.....
i think that would just be an unnecessary thing since it's such a huge amount of stuff
and ctrl + f works great
said it was different due to not having " ERR://"
since it is huge it should have different ways of making it easier to read and sort
Yes. I have created a monster 😂
<@&296918282403840000> (csgo Scam)
The previous one was better, I think the new one from turtle will not display well from mobile users (it still force it to use three columns, which makes it hard to read on a small screen).
@ Punchy Turtle
If you can get it to display well for mobile too (maybe using flexbox, shelves or something like that), then it would be ok (I still prefer the old one, but both are ok on wide screen).
for me it only makes sense to place stuff next to each other if it is going to be a table, or if it has many many items
as of now, placing them under each other makes it visually better
still no scale brigade frameworks on wiki?
how desperate are people getting holy-
this is a discord for drg not csgo lmao
alright. i need to learn how to use flex boxes anyway
See it in most public Discords
Other than the one I admin (which I'm rather glad for)
But so many people play cs:go that you can post in every server and someone there will be a cs:go player
"desperate" is not the word. "Scummy" is.
true
Sorry that they aren't the same as the original ones that I did, not about to take another 2k images, lol.
I think clarifying that their laser pointer names are all glitchy-looking would make it better
cube and helix might be, poq ain't so much, just different
though I wonder if they would answer why the use of [{}] on the name
Could be a relation to coding. Anyone know what scripting language DRG uses?
I doubt it
The names are definitely an intentional stylistic choice
On the Korlok page, the creature details sidebar says "Biome: All except Point Extraction missions" (which isn't really a biome, but OK) but the first paragraph says "found on any mission type on any biome".
Are Korloks excluded from PEs?
no
... I thought they were...
Wasn’t there a patch note hotfix that said it removed korloks from PE?
possibly
cool
in that case, my encounter with them on pe was after that
or maybe it happened on oil extraction
ok it was oil extraction. that experience was so painful that i remember the entire structure of the cave vividly
Yeah korloks still spawn on OSR missions
Judging by this video https://www.youtube.com/watch?v=unclmouyFG0, it would appear that Plasma Burn's Heat damage is affected by Frozen. Otherwise, I'm not sure how it's managing to proc Temp Shock on the first shot to a frozen grunt.
0:00 Plasma burn/Charge shot
1:26 Heavy hitter
2:32 Heavy hitter plasma burn
4:18 Stats and conclusions
Some more dwarven science here, this time looking at the specifics of how much ammo EPC builds use to kill common frozen enemies(and how quickly they kill praetorians).
If I've got this right, we should probably add a note about it to the wiki's section on Plasma Burn.
Frozen what ?? Pretty sure everything was already explained on the wiki
About temp shock
Yes, which leads me to believe that Plasma Burn's Heat damage benefits from Frozen's 3x.
It's the only way I'm seeing a Grunt go from -30° to 0° in a single application of 10 Heat damage.
Presumably the Heat is "direct" just like the rest of the projectile so on paper it sounds like it should, just feels a bit weird that it does.
Sounds like it’s worth testing via UUU; EnemyTemperatureComponent if memory serves
If you want to test the temperature, the best way to do that is via cheatengine.
I wasn’t able to find the values using UUU for the temperature so far.
You know that if you juist wait the temperature will be close to 0, and 1 shot will temp shock any creature right ?
Yeah, but this video shows him proccing Temp Shock immediately (before the default 2s Warming Cooldown expires) after freezing them.
There is no cooldown when a creature is frozen.
The 2s is before a creature is frozen.
Seems easy to test without any cheats, if you find a creature that shouldnt unfreeze with a fast shot, but would with the x3 bonus
Temperature of the epc shot or current temperature of the enemy? I thought UUU could do the latter
For the current enemy temperature.
I tried to find that with UUU but failed, feel free to try, I have given up on that.
With CE it takes about 2 min to hook a creature temperature at most with modded weapons.
There isn’t something like EnemyTemperatureComponent CurrentTemperature ?
Afaik there isn’t, that value is a function and not a property so it can’t be used in getall.
Ok. It really sucks that my computer is still broken, I can’t do any research
Cant do much here
Found the function:
// Class FSD.TemperatureComponent
// Size: 0xc8 (Inherited: 0xb0)
struct UTemperatureComponent : UActorComponent {
char UnknownData_B0[0x10]; // 0xb0(0x10)
float FrozenDamageBonusScale; // 0xc0(0x04)
char UnknownData_C4[0x4]; // 0xc4(0x04)
bool TryPushHeatSource(struct AActor* Target, float Temperature, enum class ETemperatureIntensity Intensity); // Function FSD.TemperatureComponent.TryPushHeatSource
bool TryPopHeatSource(struct AActor* Target, float Temperature, enum class ETemperatureIntensity Intensity); // Function FSD.TemperatureComponent.TryPopHeatSource
float GetCurrentTemperature(); // Function FSD.TemperatureComponent.GetCurrentTemperature
void ChangeTemperature(float Degrees, struct AActor* Source); // Function FSD.TemperatureComponent.ChangeTemperature
};```
What we would need would be the GetCurrentTemperature().
Since it is a function, afaik we can’t get it with UUU.
Perhaps recording and measuring heat gauge will be easier solution
Right, forgot about that bit, but it does take 1s before the first Warming Rate tick is applied, correct? (other than bulks)
Heat gauge don’t display in real time so it won’t help much.
Yes, it should take 1s for the first tick to be applied.
I think it was that "delay" I got crossed with the Warming Cooldown when rereading the Temp page.
alright im gonna get started on cropping and getting rid of the background on the weapons
good luck 
started off well xp
some of the images were just saving as "file" file format. thanks windows
that good enough?
clean 👌
im so confused........why is the handle like this
it looks so weird
well there's why. it blends super well with the background

Excuse me, for future reference, do I have to come here to get questions about the game answered?
You can try #drg-chat , but good luck with that.
This channel is good for questions about game mechanics and little details.
But given the name, we'll most often just give you a relevant wiki page URL 😛
Okay, I’ll ask there then if I need more specific info, or the wiki uses too many big words and variables lol. Thanks tho.
<@&296918282403840000>
Huh it's also first time I've seen spam limited to this channel only
you people were too fast 🤣
nice work
all done
there's a bug i needa fix with firefox version on the wep skins collapsibles
i've requested that this icon be deleted btw. it already exists idk why it was uploaded again
https://deeprockgalactic.fandom.com/wiki/File:Thorns.png
i did a few edits today
💦
How much do I have to check
basically none 😄
man it's so annoying that the uncategorized files page only updates on 12 hour rounds
another scam link.....
It would seem the day has come...
has it?
yeah, when i looked at the Fall Damage article to link it in a subreddit comment i noticed that the appearance changed drastically. it was like Mobile view on desktop 🤮
yep
looks the same to me
maybe it's just my cache
Yeah, looks the same when logged in, new layout/style when opening it in an incognito/private tab
i think fd is default now instead of hydra
Yep seems to have been rolled out completely now
Am I correct in my assumption that OSR uses its own special wave pool once the refining process is started?
Before you start it, the waves use the common pool of MC announcements, seen in any other mission type. But once the refining is started, the voice lines are unique to that phase of that mission only.
Well, if i remember well the spawning before refining is the same as mining expedition, seeing that changing ME spawns also affects OSR, though I dont remember testing refine stage
why is the dreadnought's info box missing entirely for me on PC what
ill look
might be that infobox css is missing
yeah it's probably that css infobox styling is missing on fd css
Looks like it broke the tabber template.
i'll stick all the old hd css into my personal fd css and see if that fixes it. at which point we'll know that it's css
ive found what it probly is
ely, you also need to reupload the site icon for the fd skin. it didnt transfer over
ok the css in the infobox styles section didn't do anything. rip
alright nope it just totally broke it
it also completely broke the twitter slideshow on the main page
also can you add this to the fd css
background: #323c3c;
}```
it makes this:
look like this:
It was working just fine when I swapped off of mobile, oddly enough
lol , had to change to the other theme
Ah yes, the "Spilled My Milk All Over" theme
ugh, filters, don't change with the theme change
well, at least there wasn't much to actually check, so awesome
Looking at the Bulk page
https://deeprockgalactic.fandom.com/wiki/Glyphid_Bulk_Detonator#Attacks, I'm pretty sure the "Carve Radius" is a misnomer since that would mean the Carve sphere for the Final Blow is twice as wide as the damage one, and that's definitely incorrect. I died to one right on the carve's edge just the other day. It sounds more like it means "Carve Diameter" instead.
The Glyphid Bulk Detonator is a hostile Creature found on Hoxxes. It can be found in any region of the planet, though it is quite an uncommon sight to find one. It is implied through its design and its entry in the Miner's Manual that it is a Glyphid Exploder which has grown to tremendous size, and its explosive abilities have improved to boot. ...
isn't the general terminology "Carve Diameter" vs "Damage Radius"?
Is it?
Also looks like formulas didn't like the changes https://deeprockgalactic.fandom.com/wiki/Area_Damage
It is carve diameter in the files for bulks iirc.
They removed the dig file and put it in as baseline, so idk.
oh well, that confusion...
did you fix it ?
No. The "Dig" attack's 3m seems like a Radius to me while the Final Blow's 15m seems to be a Diameter. Are we changing the name to Carve Diameter or just changing the Final Blow's number to match?
I guess I can go ahead and do the latter and it can be changed back if the whole template is later changed to Diameter.
i was referencing TCF having a 6m carve diameter, but 3m damage radius. and PGL having a 0.5m carve diameter, but 3+ damage radius. that kind of stuff
I genuinely don't know, and if it is then the Creature Attack template (and all it's appearances) should probably be changed to match.
stick the css i posted a little earlier into your personal css
background: #323c3c;
}```
that would be your personal fd css
oh well, when users have to fix stuff to actually use it properly, instead of just changing it for "taste"
i asked ely to put it into the wiki-wide css but idk if that happened
complain aimed at Fandom itself, not DRG editors that have to fix it
I just added it to the fandom css.
I missed the previous request it seems.
Edit: The formula should display properly now too.
thanks ely!
i was looking for info on karl
and supposedly there was an unused mission called
"Final Retirement"
why is it called this and what would be the purpose of the mission?
Promotions used to be called "retirement" and you would actually reset your dwarf's level back to 1 and lose every upgrade you had. I think that's referring to the last mission of the retirement assignment.
yeah i know that thats what it used to be but...
it sounds so ominous and vauge like
"congrats you retired every dwarf to the max or something, now its time you make the final decision"
https://cdn.discordapp.com/attachments/837142393572294707/867405851240562738/unknown.png
and it sounds like you would have been left behind or something
Is there wiki documentation somewhere on the damage resistance mechanics while inside the drop pod? Haven’t had luck finding it so far.
Afaik there isn’t a page with that information.
The buff applied is PST_DamageResistance=0.01
So in practice all damage taken is divided by 100, no matter the difficulty.
Thanks. Do you know if the entire inside of the drop pod is treated the same, or does the green safe zone have different behavior?
I think it is the same everywhere, I will check that a bit later and let you know.
aka taking 1% damage, or 99% damage redution
don't rely on that to survive Bulks Final Blows though (though it might work on haz1-2 , or with Explosion resistance)
Seems to be same resistance no matter where you stand.
Anyone know if the shield link perk stacks?
The active or passive?
Neither can stack: the active part of Shield Link overwrites itself if applied to the same player more than once. Passive part has never stacked.
which side is correct ?
what about this thing comparing stabber vine
"It bears a striking resemblance to the Tentacle from the Blast Pit level in Half Life, likely a reference."
this doesn't seem right
Left
No idea, never played half life.
I wouldn't put it though, too biased
biased in which sense ?
the thing on HL btw , I know that sure it is similar, though isn't there others like that ?
and I would say "similar" at most, without the "probably reference"
Eh, "striking resemblance" is pushing it. They're only somewhat similar in shape and move/behave too differently for it to be worth even mentioning imo.
I wouldn't call it a striking resemblnace
will consider it rejected then
So i am just looking on games that use unreal engine 4 on wikipedia and I don't see drg
so since this is a wiki place i know the drg wiki but i just wanted to mention i don't see it in the list
hey i was wondering is the damage number at the end of a mission the number of bugs you’ve killed or the amount of damage you’ve done in total
It's kills
neat
Do you think we could put a link to https://deeprockgalactic.fandom.com/wiki/Development_Q%26A here?
@acoustic scarab stick it in the sandbox and see how it looks
I think it is ok to add it there, I did it for now.
If some of you think it should not be there, feel free to say it and I will keep it or remove it later depending on what the majority think.
Not important at all, just an interesting thing that I noticed. Apparently jumping with a grapple hook in hand has a different animation. The tablet thing is a wip for a mod update but it is attached to the pawn atm (switching it to something more proper) which means the Z offset of the camera changes vs the pawn.
good to see the QA page
didn't check it for mistakes
still being worked on ?
No, it's up to date and categorised
I'll add things as streams happen, hopefully weekly
There shouldn't be any typos but feel free to sift through
there's so much that i'll uhhhhhh.....i think ill pass lol
Understandable 😄
Do we know how often today's special resets at thebar?
Hey, i noticed the wiki was missing the Dawn of the Dread Paintjob for all weapons and its not on the to-do list. (unless i glanced over it, which is possible)
and great job on getting scale brigade added
you are correct
@bold plover would you be able to do some more screenshots? 😄
ill do the cropping and getting rid of the background again
oh if you need screenshots just tell me how and i can get em for you
ive got all the DLC, and since its- DLC, ive got the shit on hand
Yeah.
how is the brt's base fire rate or dps calculated
something like delay between bursts or fire rate within the burst
wiki says 0.08 burst speed. is this the seconds between shots within the burst?
long, long ago when i did my research into BRT i found that the delay between bullets during a burst is 0.05 seconds (20 RoF), and the delay between bursts is 1/RoF seconds.
i don't know where the 0.08 burst speed came from on the wiki. if you'd like i could re-investigate BRT tomorrow; maybe i got 0.05 wrong 🤷♂️
For the curious, it was "FabrizioBS" on March 6 this year when it was changed from 0.05 to 0.08. https://deeprockgalactic.fandom.com/wiki/BRT7_Burst_Fire_Gun?diff=22986&oldid=22844
just checked via UUU:
GetAll AmmoDrivenWeapon BurstCycleTime returns 0.08 for BRT. so, my 0.05 is wrong. wiki doesn't need to be updated, but my program does.
FabrizioBS is Omega Sentinel (the discord name is linked if you check the profile).
He probably either checking in the game’s files or asked me to check it before validating that change.
I did ask what a certain variable was about, and Ely suggested it was the time between bullets in a burst
I gotta fix people having no idea who I am
Do Ommoran Rocks have weakpoints?
There is a file that say they should have one, but when testing it in game it appear they don’t have one in practice.
The sidebar for Dread twins seems to be a bit overflowing
@lofty kettle does putting the page into wide mode fix that
It does not, no amount of resizing either
Looking into it, looks like it is a problem with tabber.
k
yeah it'll be all of those infotables
… well you can no longer preview changes to a template without applying them.
This will be a pain to test/fix.
Ok, I was able to confirm that tabber is the problem, removing the code that contains tabber (ie the umodel view) fixed it.
I rolled it back afterward, now we need to make it work again.
Tabber is used in the Umodel TabView and Creature Infobox2 templates.
Failed to fix it for now.
This will be a pain to do, I can’t figure out how to preview the template change on fandom so far so I will probably need to make 3 or 4 dummy pages just to try to fix that.
You lads are smart. How does spread-per-shot work?
I mean like, Mechanically.
Does it just give you a hitscan cone? Is there some special code for it? Ive been using elephant rounds for a while and the spread has always surprised me.
Im assuming it just..fucks with your spread and modifies it should you try and rapid fire, but ive had bullets hit pretty close together even while fanning-the-hammer per say
well it just randomly hits within the cone
so yeah if you're an absolute god with luck then it might just not affect you
Another thing.
Crassus bulk dets have unbreakable armor right?
Does AoE damage ignore it? Or does an unarmored part have to be in the aoe
I ask because im using carpet bomber on the Autocannon and this C.Bulk is being a real ammo dump
AoE damage ignore armor entirely
firstly, don't call it a 'crassus bulk', because a crassus and a bulk are two different things. Secondly, while their armor is unbreakable, it only prevents 60% of damage from getting through, so shooting it in the armor does work, though it's not ideal
but bulk are resistant to explosive damage, and AoE often happen to be of the explosive type.
it's not taking damage from your carpet bomber thunderhead because detonators have explosive damage resistance though
not sure what their percentage is but it's a good bit
I think it's like 50% at the very least
it certainly feels like it
makes them a bit more scary since they don't die with the swarm
since 3/4 of the damage in this game is explosive for no reason
Its a bulk detonator but gold. Im not comitting a sin calling it a Crassus Bulk. Their the exact same except the Crass has a Higher Def/ and bonus armor according to the bestiary
Regardless, thank you. Explains why it took basically all my ammo.
they're just sort of like that
as for classification, it's considered a subtype of detonators, and bulks are also a subtype of detonators, though yeah most people just call it both
Yeah ik. Checked the Bestiary after lol.
Thanks again lads
anytime
Actually.. Does that apply to the Neurotoxin Payload OC? It deals AoE+Neurotin, right?
Or is there some strange loophole
nothing strange
you hit the bulk, you deal direct damage and AoE damage that are both reduced by armor and resistance
and the neurotoxin deals damage like normal
Alright.
AoE resitances is very clear (only thing I know with it is Hiveguard), and different from just explosive resistance
Do elaborate please
AoE just means "Area of Effect", so attacks that can damage everything within a radius , they can be of any Damage Element (Fire, Ice, Disintegrate, etc)
Explosive is just a damage element, nothing special about it other than being resisted by some creatures
..okay, so what AoE damage type does the Thunderhead deal?
explosive
Figures.
this article may be of interest to you: https://deeprockgalactic.fandom.com/wiki/Accuracy
Already got a response but will totally read
Speaking of accuracy, has anyone noticed that the shotguns seem to have a bit of rng manipulation in their spreads? I was trying to test how the spread reduction affected the Warthog at various ranges and noticed that no matter what there were three pellets that always seemed to land in a triangle in inner marks of the crosshair while the rest were spread randomly. There was never a point where the pellets were spread unevenly to one side of the cone or to either the inner or outer region of the cone.
I didn't do the most scientific tests so I could possibly be mistaken. Specifically I'm not sure my sample size was large enough. I just thought it'd be something you guys might be interested in, and I can get together some recordings/screenshots of the pellet spread at a later time if anyone would like to see.
boy i wish the uncategorized file page's cache reloaded after you reloaded your browser's cache and not every fricking 12 hours
i've seen the claim of "3 pellets in the center" before; i don't know if it was you who said it. when i did a couple of tests, i wasn't able to consistently get 3 pellets in the center of the crosshair every shot. it happened often, but not always. i haven't done super-thorough testing into this either, so i don't have a ton of confidence one way or the other.
I don't think I've made that claim here on discord yet, but I could have possibly said it on reddit. I'm unsure. I'll try and test it more thoroughly when I get the chance. My hypothesis is that each pellet has it's own dedicated spread cone and that together they make up a vendiagram that determines the overall shotgun spread.
It just strikes me as odd that if the spread were truly random I've never noticed instances of it forming a ring, or a small tight group at one the edge of the crosshair.
It is also possible I made the claim at some point during the most recent beta discussions. That's the most active I've ever been on the deeprock discord server.
my current understanding is that each pellet has its own 2 RNG rolls: one for determining what angle its path gets rotated around, and the other for determining how far along the path (0% - 100% at the outer edge) it gets displaced from the center. think of it like Polar Coordinates, rolling for theta and r.
that lines up with what i read on the accuracy link. Which also says it has no bias and is rolled per shot, so itd be strange that engi's shotgun only would be an exception
I'm really struggling to come up with the words for what I think explains what I've been seeing with the pellets. I actually feel like MeatShield touched on what I'm thinking, but I'm not asking the right questions.
Ultimately it comes down to the fact that in 800+ hours of play I've never once seen any shotgun's pellets disperse into a ring pattern, condense into a point, or form any other unusual shape. Just looking at the math would lead me to believe that every possible pattern of spread is equally likely to occur, so why would I not see something bizarre like a ring with no central pellets? I definitely plan on spending some free time later on getting a proper sample size with both shotguns and provide a write-up, but it might be a week or so.
@ turtle afaik there is no way to force it to refresh manually / more frequently.
Hm. Maybe shotguns are just caculated differently? The devs are no stranger to adding things for consistancy and fun over actually making sense.
Hey anyone know if b-hopping is possible in this game? I know ive carried momentum by hopping at the right time but this aint source
it's possible
it is you say?
I don’t think you can infinitely accelerate like with Source, but skillful jumping is essential for mobility, particularly with weapons that reduce your mobility while firing
Not trying to accelerate, just keep momentum as scout or after hopping off a pipeline
long ago, i was able to manually time some jumps in Space Rig to get 2 bunnyhops in a row: https://www.twitch.tv/ppstac2/clip/FineSingleParrotBuddhaBar
so yes, it definitely is possible to retain horizontal speed with bhop. since this clip, people have told me that it's much easier to achieve by binding jump to scroll wheel, instead of timing it with the default spacebar like i did in that clip.
i think i've even seen a youtube video of it being used in conjunction with Scout's Grappling Hook in-mission 🤔
no shit, every game that has bhopping has some guy going "aktually just use your scroll wheel." lmao
only cowards use the wheel instead of learning by hand
dawn of the dread camo looks great
hot
Hopefully they are close enough in angle to not look weird, tried to compare them to my old ones.
yeah the scale brigade pictures were perfect if you did it the same way
Anyone know what the damage reduction for 'light armor' is on a grunt? The fact they can tank my 120dmg shot irritates me and i want to calculate how much damage im actually doing
20% IIRC
Need armor break to one tap focus.
..like.. 20%? As in .20
That brings it down to 24 damage and that doesnt sound right
Oh its not on the M1K
Elephant rounds for the Bulldog
Specifically this build if it helps at all
that doesn't change much though. 120 damage is 120 damage and without armor break, you're losing 24 damage so you can't one tap grunts ^^
You'll either have to go for the head or get higher damage
Oh- my bad. I assumed it was just 120x.20 lmao
Yeah I aim for the head, just wanted to see how much i was actually doing to those bastards on average. Thanks again
👍

Damage mods ftw.
Id like to have more than a handful of shots in my revolver haha.
Just do Burning Hell with Volatile and you can practically get the same thing.
Will try it out, dont know if I have volatile. I know i have Burning hell though- but giving up .10 windup time is pretty hard to pass up on
Also on the topic of damage- how the fuck does weakpoint hit works.
Using the grunt again,
120x2(their weakpoint multiplyer)=240. Simple
Where does my +60% weakpoint damage bonus come into play. Is it added at the end like-
120·2=240·1.60=384
weapon damage × creature weakpoint × weapon weakpoint damage
120 × 2 × 1.6 = 384
Alright, thanks.
The vast majority of bonuses stack multiplicatively in this game.
Figures. More simple that way I s'pose.
does anyone in here have access to find out the time needed for 1-4 players to build a pipeline segment in OSR missions?
Im sure someone does. Dataminers lurk here.
Did you check the wiki though? Feels like thats something they should add/have
General rule of thumb is each increases it by 25%.
Seems fitting.
So like, up to 75% speed bonus right?
Yeah, from what I recall.
thanks, Banagement!
Okay, it took nearly 1000 rounds, but I finally got a couple of rings to appear in the shotgun spread. I still have yet to see the pellets bias one half of the spread over another though. I'm gonna keep playing with it to see if it's possible to have a shot veer left or right.
ops
uhm... this version makes it fine https://deeprockgalactic.fandom.com/wiki/Glyphid_Dreadnought_Twins?oldid=22883
really old change https://deeprockgalactic.fandom.com/wiki/Glyphid_Dreadnought_Twins?type=revision&diff=23317&oldid=22883
difference:
it's probably the different unmodel views
I took like 2k images for the wiki for weapon stuff, so I was mostly referring to that.
The way I did all of those with consistency was to pause the model at a certain location and then change the framework and every single skin combination so they all matched up.
All of them
I think it was only like 4 hours.
oh. not too bad
is it possible these css changes can be implemented? i basically made the syntax highlighting not look like nuclear blueberry
.mw-highlight .nc {
color: #008000;
}
.mw-highlight .nf {
color: #408080;
}
.mw-highlight .nd {
color: #408080;
}
.mw-highlight .k {
color: #408080;
}
.mw-highlight .kt {
color: #408080;
}
.mw-highlight .c {
color: #69d0c3;
}```
breach cutter doesn't get dmg bonus from frozen right?
officially, it does, but it also deals fire damage so it never does in practice
ok
both halves of this sentence are false.
- Breach Cutter does not benefit vs Frozen
- It only does 1 instance of 50 Fire Damage, the rest of the Beam DPS is Electric Damage
- The element of damage doesn't affect its interaction with Frozen. Only Direct Damage gets multiplied x3 when hitting a Fozen target; DoT, internal, and Area damage all do not.
oh so it also officially doesn't, ok. And yeah it does fire damage on impact so you never see it really do that unless you freeze something with RTS or while it's being hit which is sort of a fringe situation
didn't know elemental damage wasn't affected by other statuses though
Alrighty, I think I've finally tested enough to confirm that I was pretty much just falling for confirmation bias with my original observations about shotgun accuracy. I've gotten a few good instances of shotgun shots veering away from the center in one particular direction rather than spreading evenly. I was pretty shocked to find that these sorts of pellet spreads don't really start to become noticeable until around the 20 meter range.
i can make this cleaner first
i also can make my other css cleaner
Done
awesome!
If you want something else cleaned/change feel free to ping me.
lemme give you the cleaned up version of that that i did last night
.mw-highlight .nd,
.mw-highlight .k,
.mw-highlight .kt {
color: #408080;
}
.mw-highlight .nc {
color: #008000;
}
.mw-highlight .c {
color: #69d0c3;
}```
Done,.
Hey now im curious lads. What the fuck is the range for leeches. Is it a big cone? Is it just infinite?