#wiki-related-chatroom

1 messages · Page 60 of 1

low hamlet
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keeps it so if the gamename template is changed, it gets changed everywhere

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not necessary at all but oh well

orchid jewel
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ah, that makes more sense

low hamlet
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what are the chances they're going to change the name of the game at this point

orchid jewel
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dunno man

low hamlet
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well, technically better to use the template because it keeps capitalization and everything the same

orchid jewel
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Jacob is always up to something

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pesky jacob, the funny man

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getting the last few spelling mistakes, as I did miss one or two

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then im going to add some general info should it be missing

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fixed someone spelling Scout's as scout's

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which looks very strange on the page

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and driller, the same mistake

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surprised it didnt break the link, knowing fandom

orchid jewel
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the tips and tricks page

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Like Carniverous larvae not aggroing on dotty, and not being able to reach a dwarf

tender garnet
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ah

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i'm gonna add some more niche info

orchid jewel
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please make sure your spelling is correct, I just ran through everything lol

orchid jewel
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you added the bit about Swarmers dying instantly from cryo didnt you?

tender garnet
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yes

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ohhh

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yeah the page was being weird for me

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lmao

orchid jewel
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jesus dude- who decides that [[Beast Master|Beastmaster]] is worth the effort?

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i know that its probably because they wanted to write it with the space, but its really not worth it for me

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there, my job is done

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added bullet points, fixed spelling errors, and all that jaz

tender garnet
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alright i'm adding info

orchid jewel
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rocknstone
good luck, Remember to try and get familiar with source editting

low hamlet
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^^^

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it'll help in the future

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plus the visual editor won't do the dumb with source formatting and make things look silly

orchid jewel
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and source is really nice because you can format easier to begin with

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bullet points being just a * instead of whatever the fuck visual amkes you do

tender garnet
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guys

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someone just wrote

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"the Tyrant weed"

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and stopped writing

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lmao

orchid jewel
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fucking chad

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writes "The Tyrant Weed"

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refuses to elaborate

low hamlet
orchid jewel
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i come out

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i eat your cheese

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i retreat

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its a simple life

low hamlet
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heh

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do we know who enorknight is btw?

orchid jewel
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pretty sure thats @tender garnet

low hamlet
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nah

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that'd be camyron0

orchid jewel
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right, then not a clue

low hamlet
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alright

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ow this hurts ngl

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the templates are being stupid apparently and adding margins

wary cove
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I propose Wiki Weasels instead of wiki rodents

orchid jewel
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gotta change my fursona again? piss

orchid jewel
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yeah we know who enor knight is now

tender garnet
orchid jewel
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lmao

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but that means we dont know who the fuck Camyron0 is now, right?

tender garnet
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why

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did i do something wrong

orchid jewel
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No, Turtle was asking and I said it was you-

orchid jewel
low hamlet
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yeah we dunno who camyron then

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i assumed camyron was dwarfette because visual edit tags

orchid jewel
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Beats me, Could just be some dude

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I have a feeling if it was anyone here they'd be in the chat

tender garnet
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i do source editing now

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eaiser

orchid jewel
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regardless, the reading has made me weary

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good night lads. try not to strangle the Fandom CEOs

rancid crest
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Why not Sconk

orchid jewel
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because unfortunately if we do then we have to try and do the updates for fandom too

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@tender garnet your info is wrong

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the Q'Ronar cannot be frozen, yes

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but iirc they still take the 3x damage should you fill the meter

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everything else is good though

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see this message from Meatshield

tender garnet
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i see

orchid jewel
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yeah, s'all good

tender garnet
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i'll add it

orchid jewel
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good shit.

tender garnet
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done

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added a couple of things

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oh god

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i know what i must do

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o7

low hamlet
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im gonna work on stuff tonight

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at 3 am

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because im smart

glacial topaz
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let's not rush things

low hamlet
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wdym

floral drift
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it's just general life advice. don't rush things 👍

low hamlet
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true

low hamlet
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gonna make the modding support update page called this

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(can be changed later, so)

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heheheh

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i forgot to req css changes to be added.....again

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lol

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fandom do be breakin the templates

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fixed this

weary sonnet
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afaik the swarmers swarm is only swarmers, the grunt are just part of the ambient wave, but I am not completely sure.

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All slowdowns are indeed multiplicatives.

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For the max cold slowdown value I can get it in game via tests and commands lines.
The tool I use to get the values doesn’t work in U34.5 though, I will have to wait for a patch to use it again.

tender garnet
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whew

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this is hard work

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haha

silent sierra
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Not sure if this has been discussed earlier, but I got the same results with the Persistent Plasma from the EPC. The plasma field was capable of exploding Praetorian clouds, but not the Neurotoxin Canister's clouds.

orchid jewel
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meh, I feel persistent plasma is a different case

silent sierra
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I suppose. I just felt it was worth noting since it's another AoE of fire damage that can detonate clouds from bugs, but not from dwarves.

rancid crest
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a theory that gets proposed everytime gas clouds and sticky flames are brought up is that the cloud might have some sort of hp regen mechanic

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also the hp of the actual cloud isn't listed anywhere I could find on the wiki for either type of gas

silent sierra
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That seems testable. I know that the EPC needs to shoot two charged shots into the cloud to explode it if it deals less than 100 area damage. Maybe we could check if waiting will raise the number to three?

orchid jewel
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have we also considered that its just got some weird hidden temp meter

rancid crest
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heat doesn't set it off, only burn damage does as far as I'm aware, as incendiary pgl and initial hit incendiary grenade both don't do anything to it despite being able to deal 100+ heat damage

silent sierra
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I just assumed it was something more mundane like the cloud's hitbox being tagged as "friendly" so the lingering effects that do zero friendly damage just can't interact with it.

rancid crest
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My guess is that its coded as an enemy with 100% dmg immunity to everything but Burn damage

tender garnet
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finally

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i fixed the tips and tricks pages

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now it's full of links

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and by god it looks so much nicer

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apparently i added 2,000+ words

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:)

low hamlet
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fixed up the broken links

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im gonna work on making the collapsibles look better

orchid jewel
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not sure if they where 'broken' or if they're referring to the times where people said Dorreta and not [[Drilldozer]

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I hope its not the latter, because that would have taken a while

low hamlet
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not a ton but there were like 10

tender garnet
low hamlet
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just gonna collapse by category and make the buttons nice

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bet you can't spot why this was broken lol

orchid jewel
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hmm

tender garnet
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I can’t

orchid jewel
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im gonna guess its got something to do with the id=

low hamlet
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newp

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class was missing an equals sign

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HAHAHA

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i do that way too often and then spend 10 minutes not knowing why my code isnt working

orchid jewel
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sounds about right

low hamlet
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lol

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alright, what we're gonna want to do is put some general info in each header so it doesn't look barren

orchid jewel
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I can do that, yeah

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unless you're already on it

low hamlet
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you can do it, just not rn lol

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ive got an edit going soo

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ok that should be good

orchid jewel
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so im good to run through and add the info?

low hamlet
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yep

orchid jewel
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Gotcha

low hamlet
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those annoying bullet points are no more

orchid jewel
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ooh, here i go using {{gamename}} after shittalking it yesterday lmao

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is hoxxes spelt with 2 x's or 3?

low hamlet
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two

orchid jewel
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gotcha

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Finished 'Creatures', 'Missions', 'Perks', and put a blurb under 'Equipment'

tender garnet
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We should really add a modding page

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for info about the mod menu's

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besides just

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the update notes

orchid jewel
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I think we determined earlier before u34.5 that it wasnt something that belonged on the wiki

tender garnet
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but it's part of the UI

orchid jewel
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and the update notes really have all you need tbh

tender garnet
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alr ig

orchid jewel
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😔

tender garnet
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NICE

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should i make the page?

low hamlet
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need to think about what to call it/how to format it first

tender garnet
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How long did it take to get the wiki editor role turtle?

bold plover
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Pro tip, it requires you to actually edit the wiki.

tender garnet
bold plover
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I took 2k pictures for the wiki and nothing.

wary cove
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The goal is not for this to be a transactional situation.

tender garnet
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i enjoy editing the wiki so i do it

floral drift
rancid crest
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what about neurogas?

tender garnet
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I believe it's the same thing

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except the neurogass spreads larger

rancid crest
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so 3 shots of hh epc then ok

tender garnet
rancid crest
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testing hp regen theory

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hh epc does a clean and reliable 10 fire dmg per shot so I'm using it

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or my game can crash ok

weary sonnet
glacial topaz
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Forgot to ask , praetorian waves are known to have grunts, or those might come from ambient waves ?

tender garnet
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those aren't ambeint

glacial topaz
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Which method used to test ?

floral drift
rancid crest
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...do gas clouds only explode from aoe dmg?

rancid crest
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isn't it just 25% of dmg as fire

indigo kindle
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No, 5+25% of weapon dmg as Heat is used for Plasma Burn.

rancid crest
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.... I am talking about the normal shot's dmg components? no plasma burn

floral drift
rancid crest
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oh its charged shots fuuuck

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mfw when I screw up copy pasting the info off the wiki somehow

low hamlet
low hamlet
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so we neda brain storm what we're gonna call the modding page

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what are some keywords that people will search up...

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modding, modding support, modding info, etc. idk

wary cove
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The hard part is that you have weapon, armor, and now game mods.

low hamlet
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yeah

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what im envisioning is just a page with general info about modding, how to install, how to switch saves, explanation of sandbox mods, etc

orchid jewel
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that sounds better than trying to explain it all super in depth

rancid crest
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Do gas clouds only take dmg from aoe dmg? EPC charged shot does 60 direct and aoe dmg, so it should be doing 15 direct fire and 15 aoe fire, right? Unless friendly fire modifiers apply too?

mystic shell
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Hey guys, formatting of the recently updated tips and tricks page looks a little awkward, at least on my mobile. Maybe it's the same for you.

orchid jewel
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fandom shits all over mobile

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im almost postive theres nothing we can do

low hamlet
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correct

floral drift
low hamlet
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we can't edit fandom mobile css

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so nothing to do about it. at all

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yay

mystic shell
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Understood. Well at least the content is still there and as insightful as on desktop.

rancid crest
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are there any other projectiles that deal fire dmg similar to epc charged shots

indigo kindle
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Inferno OC Breach Cutter or just BC in general.

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BC does 50 impact Fire damage, Inferno converts 90% weapon damage to Fire.

rancid crest
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hm.. maybe its just specifically EPC that's weird I guess?

rancid crest
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are you guys sure sticky flames sets off neurogas?

floral drift
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you don't need to rely on other people for a test that simple. launch the game, equip flame + NT grenade, test it for yourself 🙂

rancid crest
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I have been testing it

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2 shots of 12 dmg crspr to the floor applying sticky flames doesn't ignite it

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(everything else was me trying to figure out if it had 25 hp)

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The amount of hp neurogas/deathcloud has is something that should go on the wiki, yeah?

floral drift
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just tested it for myself. after 10 seconds of Sticky Fuel 20 dmg/tick Sticky Flames, the NT grenade did not ignite. then, for the second NT grenade, it ignited almost immediately with only direct contact with the Flame stream; no Sticky Flames.

rancid crest
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oh what the hell

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enemies can have decimal points amount of hp leftover, yes?

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I'm getting a weird result

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epc w flying nightmare + persistent plasma should be doing (60 - 15) * 1.2 = 54 * 0.25 = 13.5 dmg, crspr with no mods deals 11, that should be 24.5 fire dmg, yes?

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2 ammo of 12 dmg crspr doesn't ignite gas, but the above setup does

rancid crest
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I am lost as fuck

tender garnet
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neat

low hamlet
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sigh
another scam spam

rancid crest
low hamlet
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lol yeah

orchid jewel
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yeah

silent sierra
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Continuing with the direct damage interaction with toxin clouds. The Scout's boomstick using White Phosphorus can ignite a Praetorian's death cloud from well beyond its AoE reach. I'll need help with testing the Neurotoxin Canister, but I do know that the EPC does't ignite Praet clouds with its direct damage at all.

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This actually makes me wonder if the Boomstick pellets are despawned when they ignite a cloud like they would be when hitting an enemy or surface.

orchid jewel
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i could test that but id have to reinstall the karl class mod

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take the boomstick, Subata, and Neuronades

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and uh, the cyro cannon i suppose

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do the forever stun glitch, throw the nade infront of the bug a safe distance away, and then WPS the cloud and see if it hits the bug

silent sierra
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Yeah, I just modded the Neurotoxin and Boomstick into the same loadout. Going off of bullet decals it looks like the pellets weren't being "used" by the neurotoxin cloud. The cloud exploded and every pellet was accounted for against the wall.

orchid jewel
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sort of expected, yeah. also nice to know for later

tender garnet
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what in the wiki needs updating

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there must be something

glacial topaz
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Pretty sure almost nothing that isnt very deep info or complex information needs updating
At most simple stuff missing will be for the 34.5 update

low hamlet
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we need biome features

tender garnet
glacial topaz
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That one is quite complicated
You looking for the images or just making the table ?
That list I made for you should help some, but thing can be harder than it seems
Even more when some features dont appear on laser scanner

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Hollow bough and azure weald are the ones missing stuff , right ?
What about older biomes missing features ?

tender garnet
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what are biome features?

glacial topaz
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Biome props, like flowers, exploding plants, icicles, magma vents

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Enter any biome page, you will see a table

tender garnet
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ah

glacial topaz
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Sandstorms are features too for example
I guess checking in game if any features were missed will be good
And try finding the biggest variety of objects for the azure weald and hollow bough, with images just for simple checking (worrying about making them good for use later)

low hamlet
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we don't have many for azure and hollow bough

tender garnet
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I'll check it out

glacial topaz
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Perfect
Take your time
And any questions , do ask

weary sonnet
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Re:Swarmer wave, in the last I got there was only swarmers for most of the wave, but the last sub wave was mixed in with grunts.

glacial topaz
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Meaning that there is only a small chance for grunts to spawn , or ? If it is the case, prae waves are probably similar, forgot
Cant forget it is about recent edits about them, so gotta fix it

weary sonnet
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Not sure how it works sorry.

glacial topaz
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All good, will figure out a way to word it on the wiki

tender garnet
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mhm. I don't think they added Corpse eaters to the wiki

tender garnet
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Corpse feeders?

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Yeah

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That’s what they’re called

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If someone could add that

prime grove
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I've been out of the loop lately, what happened to the DRG Wiki?

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some content has been gone and it changed sites completely

tender garnet
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Oop nvm it’s there

tender garnet
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On the fandom wiki

acoustic scarab
tender garnet
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Yes yes

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And now I’m here

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Updating the tips and tricks page

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Like a fucking maniac

acoustic scarab
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It's the same wiki article-wise, but the layout is worse and some templates got broken

low hamlet
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the broken templates should be fixed now

tender garnet
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fuck off
fuck off
fuck the fucking hell off

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also

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"discocrd"

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my favorite mssaging app

prime grove
prime grove
low hamlet
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ive got over 100 lines of css for all the styling ive had to do

floral drift
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@weary sonnet i found something "new to me". a YT comment claimed that Subata's T5.A "Volatile Bullets" extended the duration of Burn DoT, so i tested it in-game and it does indeed. Gunner's Revolver OC of the same name has the same property. i checked both upgrades' gamefiles and saw that they use DMG_Fire for their Bonus Damage type, which the wiki team has been referring to as "Fire-element Damage + Heat". after taking a look into both weapons' wiki pages it looks like that's not documented yet.

thought that everyone here might be interested to learn this new information 🙂

acoustic scarab
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Makes sense, actually. If a bullet adds fire damage, it raises temperature and, as a result, it takes longer for the target to reach the threshold to stop burning.

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Never occurred to me, though.

weary sonnet
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If it is DMG_Fire it makes sense indeed, the current wiki text assume it is DMG_Burn and is wrong.

I was the one who wrote it that way, despite knowing that it was DMG_Fire from looking into their file, I got it mixed up with DMG_Burn in my mind…

I will fix that after work unless someone do it in the mean time.

tender garnet
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Oh yeah, btw, we should probably include this about escort missions:

Only 1 person needs to repair dotty for the full repair speed. More than 1 dwarf repairing it at a time makes no difference except a loss of damage on enemies that spawn.

glacial topaz
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where is that info from ?

burnt sundial
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for whatever reason repair overlap just doesn't let both work, something about the timers if I had to guess - it would start counting again from when it goes up a tick, and from there they would overlap and one would not quite count in time after each time it is repaired

glacial topaz
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or you just check how many players are repairing, and adjust to it
if the thing works for Black boxes , and cargo crates, but not for Dozer, seems more like a mistake, or design decision
regardless, curious to know where that claim is based on

burnt sundial
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well with something like the crates, uplinks, fuel cells, turrets, revives, pipes, etc, it's a constant increase. Multiple players doing it just adds a higher rate to the completion. However, in the case of doretta, it's seemingly tick-based, where when you're repairing, it goes up in chunks, and it seems the system that determines the time between the actual repairs doesn't properly account for someone else already repairing it and just stops properly counting

glacial topaz
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was it commented on as intentional or not ?

austere fossil
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Not on that post and I don't know of any comments on it elsewhere. Maybe something to bring up during the next livestream?

low hamlet
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^

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because it could be that it isnt

wicked cave
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I’ve asked that same question in here before as well re:differing repair speeds. Some repairables clearly do scale in repair speed, while some don’t (dotty is obvious, and I believe broken buried supply pods also don’t scale)

(EDIT - buried supply pods do scale)

low hamlet
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they do iirc

wicked cave
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Thus the need for testing and validation, I suppose. 😉

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I have a capture somewhere of more than one dwarf repairing one of those. Will have to pull it up and see if total repair time is less than the 20 seconds with a single dwarf

EDIT: looks like I lost that vid with a recent data loss event, will have to test again 😔

bold plover
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There are no values for Doretta that suggest that she gets repaired faster by more dwarves. I'm almost certain that this is intentional because it is a major part of the mission and being to out-repair the enemies that are damaging her (which can practically already happen with 1), would remove the "difficulty".

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That said, she does have different healing values based off of context.

wicked cave
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Different healing values?

austere fossil
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As in the size of the repair ticks. They're different depending on if she's currently taking damage or not, don't remember if there's other situations or not, though.

glacial topaz
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that would be a bad source / too broad

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the video posted afterwards was a better example

wicked cave
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so on the broken supply pod repair speed and whether multiple dwarves speed it up, I found this (BP_OldSupplyPod_Salvage.uasset):
"Properties": { "CoopUseMultiplier": 0.25, "Usable": true, "UseDuration": 20.0, "UseText": { "Namespace": "", "Key": "4DC4999A43745297A23D1BA2EB8C8E03", "SourceString": "Repair" },

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I assume CoopUseMultiplier is the key variable here for whether extra help makes repairs faster?

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I don't entirely know how to interpret that variable though.

bold plover
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yes

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it is 25% faster per dwarf, up to twice as fast

wicked cave
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is the game guaranteed to use that value, or can it choose to ignore it? (thinking back to the "ommoran rocks have weakpoints defined but the game doesn't use them" discussion)

bold plover
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it works

wicked cave
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cool, the data speaks then, thanks. guess 10 seconds is still a dang long time with an extra dwarf helping

bold plover
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yeah and the chance of getting a supply or two is not ideal

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but overall it is not terrible since it is free

wicked cave
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also interesting that there's references to O2 sources in the .uasset

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I wonder if they act as an O2 source in low oxygen modifiers (either repaired or unrepaired)

bold plover
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they do in either state

low hamlet
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@weary sonnet got some stuffs for ya


/* sticky header link styles */
.fandom-sticky-header a:link{
  color: #ffffff;
}

/* remove this style */
ul {
  list-style-image: ((URL));
}
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first one fixes the sticky header link being really weird when hovered over
the second is removing those bullet points on the dropdowns

low hamlet
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oh yeah btw you want to remove the ul rule from the skin

weary sonnet
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both should be done, I added the first part to common css and removed the ul rule from fandom css.

low hamlet
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sweet 😎

acoustic scarab
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Re: "PE spawn rates depend on how many aquarqs are deposited"
Does anyone have any recollection that it used to be the case, then was changed to a timer?

wary cove
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It was never that way, it's just a myth that's stuck around since alpha

shell frigate
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I assume myth came about from people throwing aquarqs to the minehead

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people just see them sitting there not deposited (as person throwing them does not want to/is not in a position to deposit them

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And just makes up a reason for this to be smart

acoustic scarab
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The whole thread came from an incident when a greenbeard deposited after being told not to, and the host couldn't stand that and Alt+F4'd.

wary cove
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The not depositing came about as a result of the myth, and then propogated it further as more people saw it. Since waves increase over time, and it takes more time to get larger amounts of aquarks together, people (incorrectly) connected the dots that it must be the deposited amounts causing it.

shell frigate
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Think time between waves decreasing is it's own myth too

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It just seems to from waves being large and thus taking longer to get through

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And so less time till next wave just because of that

wary cove
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That one is true I'm pretty sure, but idk for certain. It's generally regarded to be almost nonstop once you hit around the 30 minute mark and it's hard to tell. That's one to ask the devs to reconfirm/deny.

shell frigate
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It has been tested with just a stopwatch between wave starts

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Though was a long time ago

acoustic scarab
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One more thing to retest, then

shell frigate
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I remember the whole issue with deep dives having one at the end was that it used the deep dive timer as the mission timer for the scaling

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Almost had a bet going of if people were complaining about the deep dive it had one at the end

short cloud
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and I should be able to find the topic about it if you need the timers

weary sonnet
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If I remember correctly the test concluded that the time between waves was the same, but the small ambient waves became bigger with time (not more frequent, just more enemies) up to a point that the ambient waves spawn more enemies than the regular waves so it feels like there is a lot more waves since the ambient just add up to the normal one.

burnt sundial
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you start not being able to kill them as fast as they spawn is all, and they like to move in lines and groups so you get a steady flow

acoustic scarab
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Mods that show enemy count might help us here

orchid jewel
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Iirc a custom enemy counter mod comes with one

little locust
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Well, now I know I'm not crazy when I'm at the end of a PE or Refining and the bugs just don't stop.

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I've learned a lot of stuff that would have drastically changed how I played and I've put 200 hours in already 😬

low hamlet
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not swarms. waves

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looks like we are slowly going to be able to edit mobile theme

orchid jewel
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Woah. A good update

low hamlet
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no custom css still

orchid jewel
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Rev up that U35 page editing, cuz we've got a release date
(If we even add shit like that.)

low hamlet
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we do

orchid jewel
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Aight, cool. Id do it but i'll be damned if I edit on mobile

weary sonnet
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Added the release date on the update page with a link to the twitter post.
P.S. took me while to figure out the format for the links now.

low hamlet
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heh

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for external links it's a weird format tbf

floral drift
#

update regarding the Drills' speed. the way i had been measuring my movespeed while using Drills (via UUU) was flawed, and artificially added 0.34 m/sec to the actual values. when using Speedometer, it folows the intuitive 3 * 1.1 * MovementPenalty formula, no longer (0.1 + MovementPenalty). i'll go update the Wiki page.

#

the flaw in how i was measuring speed was that when i pressed the Esc menu to pause the solo game, it released the Drills and as such the character started accelerating back up to 3 m/sec for one frame.

low hamlet
orchid jewel
#

thats..a lot of work, for very little imo

low hamlet
#

yeah i would say no to that as well

#

if someone wants to do that on their own, sure. but doesnt really belong on the wiki

floral drift
#

agreed. that's something that "someone somewhere" can track on a Google Spreadsheet; it's not wiki-worthy info

orchid jewel
#

turtle got dunced 😔

short cloud
orchid jewel
#

What did my mans do

short cloud
low hamlet
#

yes

#

welp got another icon to add to the invert list

#

.theme-fandomdesktop-light img[data-image-key="Icons_Campaign.png"]

#

wew that's.....really hard to look at on lightmode

analog rock
#

Css to make light mode dark ? Solves everything

low hamlet
#

i think that would be more work than just tweaking lightmode

#

:p

#

turns out there's a lot of white icons

acoustic scarab
#

How much work would giving all white icons a black outline be?

low hamlet
#

in css?

acoustic scarab
#

No, reupload the files, I guess

#

The point is that the outline would blend with the dark theme and not be noticeable, but make icons visible with the light theme

low hamlet
#
  1. download file
  2. do whatever u need to do with it in an editing program
  3. reupload it to wiki
  4. either with html on the webpage or more custom css, have it display those icons only on lightmode
#

just inverting them with css is gonna be significantly easier than doing that ^

acoustic scarab
#

Well no, point 4 is unnecessary if the border/outline is the color of dark theme background. But the rest I agree with

#

It's going to be another maintenance procedure going forward, as any future icons won't be simply ripped from the game files, they'll have to be altered in the same way.

low hamlet
#

yep

#

it'll be pretty simple since it's just a matter of adding it to the css

#

what's going to be hard is finding all the icons that need to be converted

orchid jewel
#

does Friendly stack?

#

as in if Im using friendly, and I fatboy my friend w/ friendly, does he take less damage than if just I where?

short cloud
orchid jewel
#

😔

#

no negating fatboy

gilded arrow
#

Does anyone know if the Machine Event wiki page is still accurate when it says that they have a 25% chance of showing up it seems drastically lower than it used to

bold plover
#

It is.

gilded arrow
#

Any idea why the machine events seem so much less common as of lately then?

#

Been playing missions where they have the opportunity to spawn and across probably 15+ missions just got my first one since playing again

bold plover
#

RNG

orchid jewel
rancid crest
#

And then sometimes the game dumps 2 bulks + crasus in top of your drilldozer Sconk

orchid jewel
#

as it should.

gilded arrow
#

Just seemed like I got them way more frequently when I played a couple patches ago

#

Not just me either a couple friends have only gotten 1 or 2 in 15-20 missions as well

orchid jewel
#

feeling doesnt change the facts, and ive learned to trust McB on things, besides, he'll hit me with facts and logic from the files otherwise

acoustic scarab
#

Which is exactly why, when I see something that seems to defy "bad luck with RNG", I collect data over weeks of play so that argument can't be used against me :3

#

Can't have bad RNG 20 times in a row 😏

acoustic scarab
#

This should be fun to test

analog rock
#

Axe in the air was true in U34

#

Didn't try with volatile though

orchid jewel
#

axes deal Melee+Explosive(?)
I can infer from that alone it likely would set it off, if not the 'impact', the explosion after would.

austere fossil
#

Does the explosion still happen if you can pick them up afterwards?

orchid jewel
#

The axe or the Charge?

austere fossil
#

The axe. That "hit the C4 midair with an axe to make it float" trick lets you pick the axe back up.

orchid jewel
#

It should, i cant imagine the charge would use up the axe if breaking goddamn terrain with it doesnt lmao

#

oh wait i see what your talking about now

#

Uh- not sure? Thats something we'd need to test if we tried to test this

#

im betting it does, i think the explosion damage and what little aoe i recall the axe having happens when you heart that impact noise

#

so if the axe connects, it should, right?

orchid jewel
#

are we sure the solo dread thing is still true? Ive got two people in #bug-discussion saying it happens to them commnly

bold plover
#

I've gotten them a good bit on solo launched missions.

orchid jewel
#

so should we,

#

i dont know

#

update the wiki?

bold plover
#

Like a couple of days ago I got a table Dreadnought in solo in U34.5

orchid jewel
#

yeah, im changing the dreadnought wave thing

#

can you give me a percentage to change it to?

bold plover
#

Not for a while, not even sure where it is stored if it wasn't determined by multiple missions and weighing the chances.

#

None of the wave things that I dumped in-game gave the %s.

orchid jewel
#

piss. alright. I'll just change it to

"Unknown %s, but can happen" or something, just so the wiki is that little bit more accurate

#

fixed, made sure to somehow break 17 and a half other links all across the wiki for turtle to hunt down and fix-
Nah, im jokin. but I did update the swarm and rig page (Updated the rig page to reflect 17th of 87 rigs)

acoustic scarab
#

In think someone posted some bits from the game files, and they say 1% for a dread wave?

#

I have recorded stats for a couple hundred missions and I've gotten one dread wave there, so that checks out

orchid jewel
#

yes, its 1% but they said it wasnt possible on solo

#

which, as McB has just stated, and the two people in #bug-discussion, happens to be false

#

unless there is some very specific and reoccurring bug

acoustic scarab
#

I had my dread at a Point Extraction and I can provide a screencap for anyone in doubt

#

(and by that I mean a screencap of MC announcing a dread as my solo Scout is staring at an aquarq)

orchid jewel
#

"i sure wish molly was here to hold my rocks and stone.." -the scout

orchid jewel
#

<@&296918282403840000> im kinda sad people keep fallin for this shit

low hamlet
#

free stuff monke brain click click and boom

acoustic scarab
#

The multiplier to minerals eaten upon lootbug death is +50%, right?

orchid jewel
#

let me check

#

I know McB has said it a few times

#

yes

acoustic scarab
#

Ok thanks

orchid jewel
#

might i ask what for?

hidden sky
#

Hey there- have an assortment of questions- rumor control sorts of things... looking for confirm/ deny of mechanics, and cites for same as they can be found. Thanks ahead of time for any who can chime in with data over anecdote!

#

Driller: There were changes to Heat/Cold Radiance...? Is listed as 5m on the weapon, 3m elsewhere...

#

also, do either radiance now cause damage, or still just temp inccrease/ decrease...?

glacial topaz
#

check the wiki first, game stats sometimes are just cosmetic

hidden sky
#

-IFG- I hear it does buff everyone's damage- does is also buff the cold dam from the zukov ice mines...?

#

@glacial topaz already did that- did find mismatched data- is why im here now...

austere fossil
#

There was a mismatch within the wiki?

#

Or are you talking about the word-for-word copies of the in-game descriptions?

#

(which are wrong)

hidden sky
#

yeah, cold Radiance is listed as 5m on the weapon, yet listed as 3m elswhere

glacial topaz
#

by check wiki first I meant wiki takes priority lol

hidden sky
#

was just chatting in DRG Chat about this

glacial topaz
#

and it usually points out when it is wrong in game

austere fossil
hidden sky
#

Also- am hearing that radiance does damage (edit) its not "damage" it just the temp change influence

austere fossil
#

Now you're just pulling our chain

glacial topaz
#

well, yes, temperature damage, doesn't affect HP

hidden sky
#

@austere fossil so look, here it is listed differntly bad link, and I didn't see the data correctly

austere fossil
#

Different from in-game? Yes, because in-game is incorrect

hidden sky
#

Please realize we are both linking to wiki

austere fossil
#

Or do you mean this?

#

I guess this needs added to the details section, too?

floral drift
#

i'll just answer the question directly:

Heat Radiance does Fire-element Area Damage and Heat in a 3m radius around the player
Cold Radiance does only Cold; no Frost-element damage at all, in a 4m radius

IFG does not affect Temperature "damage" from any source; it only affects Damage that would affect the enemy's healthbar

hidden sky
#

sooo, is it 3m, 4m /or 5m...? in-game is wrong

austere fossil
#

Where are you getting 3m from?

#

The minimum radius?

floral drift
#

they're different. i literally cannot explain it in more plain terms than i already have. Heat Radiance -> 3m, Cold Radiance -> 4m

#

neither of them are 5m, the in-game tooltips are wrong

glacial topaz
#

that was said 3 times :s

hidden sky
#

Im only referencing the wiki- none the game tips

floral drift
#

ok, so to make sure it's clear: you understand the answers that have been given, and are no longer asking the same question. you're now turning attention to critiquing how the Wiki displays those answers, correct?

bold plover
#

I thought Mike said they are 5m but the max damage radius is only between 3 and 4 depending on weapon?

hidden sky
#

No. I am asking for the link to the cite so i can understand

austere fossil
#

You posted an image of the Cold Radiance one

#

Do you want the Area Damage page?

#

For an explanation of what the different radii mean?

hidden sky
#

Reading now

#

Im looking at "Max Damage radius" vs "Radius" don't get why those are different. [edit] Understood now- the aoe falloff mechanic applies to cold radiance in the last meter.

glacial topaz
#

because Devs wanted it to be like that, for balance reasons

austere fossil
#

Then yup, that's what the Area Damage page is for https://deeprockgalactic.fandom.com/wiki/Area_Damage

Deep Rock Galactic Wiki

Area Damage is, as its name implies, any type of damage being dealt in an area. The damage done in that area may not be the same everywhere. For most weapons, more damage will be done near the center than at the edges. The damage done isn’t affected by what is inside that area and will remain the same no matter the number of enemies.

hidden sky
#

so... what's happening in that last 1m...?

austere fossil
#

It's how the game handles falloff

#

full damage within the Max Damage radius, then less as you approach the Radius

#

and Minimum Area Damage at the Radius

hidden sky
#

I understood only AoE explosive is subject to radius falloff.... that status effects did have not falloff

#

like- NTP is applied at full stregth at full radius

austere fossil
#

Ah, but you aren't applying a status directly like NTP is

#

NTP is just on/off

#

Whereas Frozen depends on the enemy's Temperature

#

Think of it like a second healthbar

#

That you "damage" with Cold

#

And that which can be "healed" by Heat, or just passively after a bit

hidden sky
#

However, im trying to focus on hot/cold radiance.... So what is the distance that the mechanic procs...? What im hearing is... [edit] CR will proc within *4m... while heat radiance will proc within *3m.

hidden sky
#

alrighty then

#

Next question

#

Does IFG increase how much cold the Zuk ice minelettes apply cold

floral drift
#

please, please, please read my message.

#

i answered both your questions

hidden sky
#

@floral drift Please be aware i am replying, and reading, more than just you.

hidden sky
#

Alright- This was interesting. My take away so far is that any data listed in-game is the most unreliable- with the wiki data as close to current build as possible. -So Cold Radiance will "tic" once per second for a full 60 cold inside of 3m.... with some falloff cold (25% min listed?) happening in the last meter out to 4m. That sound about right?

rancid crest
#

*lots of falloff

#

between 3 and 4m away it drops from 60 to 15

hidden sky
#

75% is a significant drop, yes. Seem like for play purposes to just expect that the effective radius is the 3m.... since there is no aoe increase for that weaponry mod

rancid crest
#

grunts still freeze in a single tick up until 3.66m away

hidden sky
#

your saying a single tic of 15 cold will freeze a grunt..? what haz?

rancid crest
#

?

#

The dropoff isn't instant

hidden sky
#

3.66m would be the 25% Ah, inside the last meter the cold is droping from 100% to 25% at max radius.

rancid crest
#

No

hidden sky
#

ELI5

rancid crest
#

It only does 25% at the 4m mark exactly

hidden sky
#

ahhhhh... i gather that would be consistent with all other aoe mechanics published.

rancid crest
#

the damage drops linearly between 100% and whatever the minimum is in the area between the maximum dmg and minimum dmg

#

3m + 0.66m to fall to 30 in this case

hidden sky
#

Was this a change made recently? or has this mechanic been the same since 1.0 release?

rancid crest
#

been around for years

hidden sky
#

Figures. Hear lots of wacky anecdotes evetime im on- always wonder if ive missed some patch notes or other changes over the years.

rancid crest
#

the game has just always been jank

burnt sundial
#

that's part of the fun - no one really knows what's happening, and definitely no one knows why

hidden sky
#

eh, players anecdotes are far more janky. just like any other game- Although this community is pretty good about spreading more correct cites over opinions, tho... trick seems to be using terms we all agree on.

#

Some players like to know how things work under the hood.... and some of us that do, have to rely on others who know how to expose the code mechanics ;p

#

Appreciate everyone's help, RnS!

#

... thought there was another cold/temp status effect called "frost".... cant find it now

burnt sundial
#

frost is the damage isn't it

orchid jewel
#

iirc yeah, its like Heat and flame or whatever

#

it was probably changed at the same time we changed that because its confusing and inconsistant

hidden sky
#

(still cant find cite to "frost")

#

Wait... is "frost" the ice that forms on terrain from the CC...? Seems like that stuff is cooling/ slowing glyphids also...

orchid jewel
#

Frost just seems to be the internal name for the status

hidden sky
#

still cant find "frost" anywhere on the wiki. Tis a bummer.

rancid crest
#

Does the wiki not display min/max temperature

#

I could’ve sworn ely specifically mentioned going out of their way to mine that info but I cant find it referenced anywhere on the wiki

#

Unless its there and not visible to mobile display mode Sconk

wicked cave
#

Yeah I think it was tricky to access in the new infoboxes

#

Seems like that’d be really noticeable on salvage if it were the case

rancid crest
#

requesting desktop view on mobile doesnt appear to work…

wicked cave
#

Sadly I am also on mobile

#

At least at the moment

#

(Desktop view kinda worked for me on mobile safari)

#

I don’t see a max temp

rancid crest
#

Hmm

#

Odd

#

@weary sonnet hi is the min/max temp for enemies available anymore

orchid jewel
#

I think the burn and freeze is max temp

glacial topaz
#

it is not
those are completely different stats, different purposes
now how much they differ is a whole other issue

rancid crest
#

Dread has their max temp set to 100 while their burn temp is 1000

burnt sundial
#

what a cool mechanic! Can it be removed

floral drift
#

i remember that Omega Sentinel mentioned the Drills have a "strat" page. where is it? does Korlok have a similar one?

the reason i ask: i saw on the subreddit that igniting Korlok Sprouts prevents them from shooting while they're Burning, and i confirmed it for myself tonight. my initial thought was to put it on the Korlok page itself, but from OS's message i figured i should ask if Korlok has a strat page already.

acoustic scarab
orchid jewel
orchid jewel
#

Afaik none of the pages have a "strats" page. They have a section on the tips and tricks.

Now i dont recall off hand SEEING anything last time i editted the tips and tricks to fix spelling errors, but the drills probably got a segment
As should the korlok

weary sonnet
# rancid crest <@88687704232951808> hi is the min/max temp for enemies available anymore

It is not for now, I have a couple values, but most of them are missing and will need testing.
I started gathering again the creatures stats now that I have some free time again, but it will take some time to have them all, like 50h+ of work to fill it all.
I can move the min/max temperature up in the list a bit, but it will still take me a while to test that up.

wicked cave
#

What does the workflow look like for that kind of research? Are the values for such things available directly via datamining, or do you have to spawn each creature and test/observe?

orchid jewel
#

A mix of both with Ely and McB

#

Ely modded a giant grunt into the game to test armor breaking once, but also just rips numbers occasionally

wicked cave
#

Just seems like the data for static stats on bugs should be somewhere in the pak file in a mineable format, but maybe it’s not that simple.

orchid jewel
#

The game is weird. Youd be surprised. i know i am

wicked cave
#

Because wouldn’t it be awesome to make an automated workflow to extract that data, transform it, and spit out the right wiki markup for every bug on every update

weary sonnet
#

For the min/max temperature it needs to be tested with a mix of mods (weapon with modded damage type and value), cheat engine and spawned creatures.
For most of the other values it is with a console, command lines and spawned creatures.
And a few in game tests as well to check for creatures immune to stuff like lure, pheromone or such, these can be done just using spawn menu mod.

orchid jewel
#

Oh so the game does have a console? Piss.

weary sonnet
#

Not natively

orchid jewel
#

Nevermind then

weary sonnet
#

Some of the values can be find in the files directly, but for creatures there is a lot of stats that are inherited/default value, so it can be a mess to figure it out with just data mining.

acoustic scarab
#

That means that mods that increase lootbug speed by 20 times should probably be categorised as sandbox since they could potentially increase mineral payout by 1.5 🤔

orchid jewel
#

you stop that right now yoshkin

weary sonnet
#

Well the lootbugs may be fast to move, they still take quite a long time to eat from what I remember.

#

We wondered at some point if it was worth it to let the lootbug eat the mineral to get more, iirc the answer was that even with the mod it would be faster to just do another mission most of the time.

rancid crest
#

Moving faster shouldnt decrease the cooldown on eating anyway, so its not like its a particularly notable increase?

glacial topaz
#

Gets faster to new chunks

analog rock
rancid crest
#

point extraction or refinery with a machine event/treasure room

#

set off a few TCFs and then all the lootbugs will gradually meander their way to the room

bold plover
#

So, I finally found the weighted chances for minerals per mission type.

#

Point Extraction

Nitra veins are guaranteed and max Nitra is 500-500 total.
Compressed Gold is guaranteed to spawn 1 and 50/50 to spawn another?  This one was not clear.
Err Cube is 1/25, max of 1.
Bittergem is 1/20, max of 1.
#

Going to mess with the weightings and see what happens.

rancid crest
#

PE always spawns exactly 500 nitra?

bold plover
#

According to MissionType_Motherlode, yes.

floral drift
#

500 nitra sounds wrong. i typically get (Length + Complexity) * 80 Nitra each mission, up to (L + C + 1) * 80 + 40. following that guideline, i would expect as low as 400 for 7 aquarqs, or up to 600 for 10 aquarqs.

also, i'm very skeptical of "1 Compressed Gold every PE"

bold plover
#

Yeah, there are likely other factors at play.

trail gust
#

does Xynarch get x3 vulnerability after getting enough cold damage?

#

just saw video with Xynarch taking x3 damage from jumbo shells after getting hit with cryo nade

#

wiki and Elythnwaen's table say it's immune to freeze

weary sonnet
#

I need to recheck the freeze immunity, I was not aware of the fact that some creature still could take ×3 damage without being visually frozen last time I did it.
So you can take it as "can still move when freezen" rather than "freeze immunity" for now.

marsh osprey
#

Shell backs should be like that, I think...?

#

Has anyone got proof of that?

weary sonnet
#

I tested it on shellback and lootbugs.

trail gust
#

also it explains why Ice Storm is so good vs BET-C

orchid jewel
#

makes me wonder what other things are frozen but not solid

weary sonnet
#

Based on old data:
Creatures with freeze immunity so far (not sure if they could be freezed or not since I don’t have full data yet)
Naedocyte roe, Q’ronar Youngling, Q’ronar Shellback, Korlok Tyrant-Weed, Carnivorous Larva, BET-C, LootBugs
(it was fixed for lootbugs I think)
I am updating the data for the current patch, testing weird/bugged resistances for now, not yet to the temperature part.

trail gust
#

iirc Flying Rock gets triple damage too but doesn't stop moving

wicked cave
#

I know it’s old data, but I could swear I’ve frozen Naedocyte roe recently. Lootbugs can definitely be frozen. Will have to retest

floral drift
#

i know this is an old topic, but i just proved that IFG multiplies DoT damage.

using M1000 build ACB-A + Electrocuting Focus Shots, it would kill a Slasher if the 48 DoT damage was affected by IFG.

Slasher eHP on Haz4+ = 148 * 1.2 = 177.6
Base Focus Shot Damage in IFG = 55 * 1.75 * 1.3 = 125.125
Focus Shot + DoT = 173.125
Focus Shot + DoT * IFG = 187.525

2/2 tests, Slasher died in IFG from the DoT. as such, i believe that i have sufficiently demonstrated that IFG does indeed affect DoTs' damage, as people had previously speculated.

fathom crag
bold plover
#

No idea if it is, that is just what is listed in the files and my interpretation of it.

floral drift
#

@bold plover following up on this thread: i'm working on updating my DPS Calc's tooltip for the Burning Status Effect, and i want to make sure that i'm using the right numbers.

On Fire Status Effect (aka "Burning"):

  • Takes 6 Fire-element Damage per tick, tick interval ranges from 0.3 sec to 0.5 sec
  • Does 5 Fire-element Damage and 5 Heat to nearby enemies per tick, tick interval ranges from 0.25 sec to 0.5 sec

is that correct?

bold plover
#

¯_(ツ)_/¯

rancid crest
#

wait being on fire dmgs other nearby enemies too? wut

bold plover
#

Yes.

#

Uh, I have some extra info pertaining to the impact axe damage "phases".

#

Bounce Damage:

#

Full Damage:

#

Small Shit Damage: (Yes, that is the actual name.)

rancid crest
glacial topaz
#

axe damaged was checked some time ago, and on wiki already
what I remember is some parts are used, some aren't
did it change ? didn't hear anything about that since last time

rancid crest
#

That sounds spaghetti as hell

weary sonnet
#

For the impact axe, I couldn’t find any evidence of the 75 bounce damage working in game vs creatures.
And yes this is spaguetti as hell, that much is sure.

#

As for the on fire question, taking it privately as the test result were weird to say the least so it could take a while to explain it.

rancid crest
#

how does breaking environmental hazards work?

#

specifically stuff that acts like a stationary enemy like electro-crystals, elevator plants, everything in biozone

#

do they all have an invisible hp pool or is it based on pickaxe hits or what

weary sonnet
#

They have a fix amount of health that usually don’t scale with hazard level.

rancid crest
#

any chance the bounce damage on impact axes is for that, then? cuz don't axes bounce off when they hit environmental hazards despite dealing dmg to them?

weary sonnet
#

It is possible.

#

They health of plants and such uses a different component than the health for most creature.

rancid crest
#

also is the hp of this stuff listed somewhere on the wiki?

weary sonnet
#

SimpleHealthComponent vs EnemyHealthComponent.

#

It should be at the bottom of each biome section.

rancid crest
#

?

#

biome section?

weary sonnet
#

I know someone ask the hp value at some point to add it in the biome features part, but not sure if it was kept there or not.

rancid crest
#

it is not

weary sonnet
#

This is the only place where it could be afaik.
If you want some specific values I can dig them up again.
The short explaination about biome feature is this:

  • Some stuff like coral and big cristals act like terrain and just need a specific number of pickake hits to be broken (and can have a multiplier to the area broken per hit).
  • Most of the other stuff just have a fix hp pool (like puffer, ping pong ball, most trees, electrocrystals…).
  • Some specific biome features like spider webs have an hp pool with a set resistance and are invulnerable to non defined resistances.
glacial topaz
#

So any work update on biome features ??

low hamlet
#

i might be able to do it this weekend

#

but probably not

glacial topaz
#

wasn't there someone that was going to check the features in game ? hollow bough and azure weald more specifically
they seemed so excited to have something to do, but didn't hear any progress reports

wicked cave
#

When browsing mods, I came across https://drg.mod.io/ike which has a link to this spreadsheet that the mod author made:

https://docs.google.com/spreadsheets/d/1ygMn4sHAx0jvgRK0qa9LAOIcETnznkh1MtVLgsfu0ik/edit#gid=0

It claims to show various game data for the hazard levels in vanilla, along with extra rows for the hazards that had been modded in.

I see very interesting and potentially useful data for Haz 1 through Haz 5.5 in the third table (rows 30-42) that I don't see in the wiki. I'm curious if any of our usual data miners have verified this data.

#

Here's a snippet of the table in question as an image:
(Unverified - posting as an inquiry)

glacial topaz
#

data was already known, but doesn't make sense to include on the wiki, as just throwing stuff without explanation ain't much what happens
the interval part is already in since a long time since it was explained how it works
for the rest I don't remember, but it is a per case analysis for what to include and where, and how

wicked cave
#

ok. so it sounds like the data is likely valid, but considered "too much" for the hazard scaling page?

#

as a player, I found it fascinating to understand the mechanics of why some maps seem to have a lot more bugs, for example

glacial topaz
#

the difference is that scaling page is clear on what the things listed are doing
that table would need more explanation on what it actually means
and learning , not even sure we know fully how the numbers works

wicked cave
#

makes sense, I agree that the table by itself wouldn't be that useful, would need some explaining

bold plover
#

I assume that just DMG_Electric itself does not have an electrocution chance?

rancid crest
#

As in the damage type? Any reason why it would have a built in electrocution chance?

marsh osprey
#

Bc it is electric dmg lol

floral drift
weary sonnet
tranquil hazel
#

wiki drg>normal wiki

rancid crest
floral drift
# rancid crest what's this about the burn status effect?

for a while we knew that Burning enemies became Heat sources and we knew the radius of the Heat they produced, but we had no concept of how much heat or how often it happened.

Banagement used his U32 build and told us that it did 5 Fire-element Damage and 5 Heat every 0.25-0.5 sec, Elyth said that his testing indicated that it was 5 Heat every 1 sec, and no one could figure out a definitive way to test it.

only yesterday we finally heard from Dagadegatto that it's 5 Heat, with a tick interval ranging from 0.9-1.1 sec. so, even though we were dancing around the right numbers, it still came down to needing a dev to look in the game editor. just an example of the limitations of the tools and methods available to us as users.

tranquil hazel
#

is there a meta scout build

glacial topaz
#

never ever heard about metas for anything on DRG
-might be easier if you give more details on what you are struggling with, so people can help with details

low hamlet
tranquil hazel
#

sometimes when i click my gun doesnt fire, is that a setting or am i losing it

tranquil hazel
#

nice

indigo kindle
#

Alright, I've gone ahead and did some testing to prove Hyper Propellant converts both Direct and AoE damage to Disintegrate. To show this off, I need to kill Praetorians as Disintegrate damage disables their death cloud.

Setup: Haz 3 solo game. On this difficulty Praetorians have exactly 600 HP. I need to have Hyper Propellant (I play with CVO so I have 380 direct + 110 AoE damage). That's 490 damage combined, I have Armour Breaking to ensure I don't have to aim for the weakspot to finish the Praetorian off. This leaves me to pick up Warthog at 66 damage per shot (Stubby's electrocution chance ruins consistent testing), and I need to hit the Praetorian twice to get him to the desired threshold, which is killing the Praetorian with the AoE damage portion of Hyper Prop. 600-132=468, which is exactly what I need to demonstrate the effect.

Test conditions: load up a Mining Expedition, send Bosco to light up the cave overhead, boot Spawn Menu mod and pick a normal Praetorian. Repeat a few times to see if it's consistent.

Expected result if the Wiki is to be believed: killing the Praetorian with the AoE portion of the Hyper Prop will spawn a death cloud because it's not converted to Disintegrate.

Expected result if my CVO Test Squad vets are to be believed: the death cloud will not spawn if the Praetorian is killed via AoE damage of Hyper Prop.

Simulation: I killed 6 Praetorians by running up to them, triggering a breath attack, hitting them twice with Warthog in the abdomen and then unloading HP. Direct damage of the HP PGL wasn't enough to finish them off by itself, and in all cases it was the AoE damage that scored the killing blow. None of them spawned a toxic cloud on death.

Explanation: the in-game files for Hyper Propellant indicate that the OC has a bonus effect which converts weapon damage to Disintegrate. That file only tells the game to convert all damage dealt to Disintegrate, and doesn't separate Direct and AoE.

rancid crest
#

Wouldnt shooting a 2player haz1 oppressor prove the same thing

indigo kindle
#

I don't have teammates to test with atm.

rancid crest
#

Oh

indigo kindle
#

And you can't exactly set hp scaling per player (adding dummy teammates when GSG?), so it's solo or bust for me.

rancid crest
#

A haz 2 1p oppressor with 2 aoe dmg mods works too
edit: needs spiky nade too

#

Does 595 dmg total vs 585 hp w 66% explosion resistance

#

I think?

#

I woke up like 5 minutes ago though so my confidence in those numbers isnt very high right now

#

in case anyone was curious, the above setup does in fact kill the oppressor in 1 shot with no gas cloud

low hamlet
#

when you say like do you mean kill?

rancid crest
#

...yes engi

floral drift
#

good testing, GreyHound, thanks!

however, i think that Hyper Propellant was already documented as converting all damage to Disintegrate-element because of how it bypasses the Incendiary Compound reduction. at the very least, i had my DPSCalc use Disintegrate AoE in the Breakpoints method for PGL when HP was equipped.

but, it's good to have it experimentally proven rocknstone

short cloud
#

could be nice to add that to the wiki then 👌

rancid crest
#

HP bypasses incendiary?

austere fossil
#

Yes, free* heat damage
*no armor breaking though

acoustic scarab
#

During the weekly core assignment, the first mission should award something at any stage in the game, right?

#

As in, a blank core should have a message on the screen saying "you got a blank core", I assume?

#

I'm trying to figure out if this is a bug or not:

short cloud
#

the window should open up and display the blank core reward and all AFAIK

floral drift
short cloud
#

oh well, problem solved. Also, we're both blind

acoustic scarab
#

Welp

acoustic scarab
#

An answer to this might be worth mentioning on the XP page

#

(I don't actually know the answer, though)

low hamlet
#

that's a myth right?

short cloud
shell frigate
#

Elythnwaen Tested all mining methods on the same vein (via Deep Dives) and always got the same yield

weary sonnet
#

I tested direct mining with pickaxe, indirect mining (mining around it), mining via weapons that can carve, C4, TCF, bosco (and vanilla/modded PoG as well while I was at it to check their values).
And I tested mining with bulk in another test later, same yield too.

#

The only missing test I can think of was via any ennemy digging attack, but I don’t think it is worth doing since there is no evidence of mineral being lost so far.

shell frigate
#

Yeah the only yield loss with Oil Shale was very short lived, I doubt there is any others

rancid crest
#

<@&296918282403840000> phishing link

short cloud
bold plover
#

The only loss is with rounding and I did the same tests as Ely.

low hamlet
acoustic scarab
#

I'm throwing together a very barebones version right now

acoustic scarab
#

It's in the Mechanics category, along with Fear, Fall Damage, etc.

#

No links or introduction, I'll leave that to someone else (or future me who has more time)

indigo kindle
#

Last misconception on the list is actually perfectly true - Glacial Strata enemy variants have weakness to Fire damage and resist Cold damage.

short cloud
#

but you're talking about the damage type, right ?

acoustic scarab
#

Ah, you must be talking about the global modifier for all GS enemies

#

That I read about once somewhere and could never find it again

#

Then it is indeed more nuanced than how I described

#

I don't know if their fire resistance only affects direct damage from flames, or it also applies to how much heat they take

#

In the former case, my point still holds, and they take more direct damage but less DoT from burning

#

In the latter case the special temperature effects might cancel each other out, I'm too tired to math or test

weary sonnet
#

Swarmers, grunt, slasher, guard variants have -25% fire resistance and +25% frost resistance and glacial strata.
As for the temperature stat, it is more confusing, but in general they are harder to freeze and cool down faster making the fire dot last less time which could lead to less damage from the burn dot.

acoustic scarab
#

Which is exactly what I put on the myth page

#

It just has to be qualified by adding that it's not universally true for all units

weary sonnet
#

That part is the biggest part of the myth indeed.

floral drift
#

regarding the last point (Flamethrower vs Glacial variant enemies): while the Burn DoT duration may be lower, their x1.25 Fire-element Damage and x0.75 Frost-element Damage multipliers mean that Cryo Cannon will have its DPS reduced from 48 to 36, but Flamethrower's DPS will increase from 66 to 82.5. that doesn't even account for the Burn DoT's DPS (+25%), or Sticky Flame's DPS (also +25%).

in conclusion, i don't think that "Flamethrower performs better than Cryo Cannon on Glacial Strata" is a misconception -- i believe it to be a true statement.

acoustic scarab
#

I am sufficiently convinced, removing that subsection

rancid crest
#

Oh, misconceptions page being made? I might have a few that popup occasionally

#
  • deep dives are handmade by the devs (why people still think this I have no idea)
  • the game manually spawns bulks or oppressors if it detects a bunker
indigo kindle
#

That last point could be sufficiently explained if you add a "special enemy spawn pool per hazard" somewhere and explain that:
A) Bulk Detonators indeed are drawn from the special spawn pool;
B) Oppressors have a percentage-based chance to replace normal Praetorians in a wave and do not reuse the special spawn pool rules.

short cloud
#

we could also add that since it's already in the wiki : "There has been a long-perpetuated myth that Bulk Detonators also have an increased chance to appear in these missions, but it is just that: a myth. "

low hamlet
acoustic scarab
#

Good news?

low hamlet
#

ok discord dderp upload twice is fine

low hamlet
acoustic scarab
# rancid crest Oh, misconceptions page being made? I might have a few that popup occasionally

Deep Dives are hand-picked by the developers every week
Once they set up the algorithm that generates Deep Dives, they let it do its job. There can be rare exceptions, like a Deep Dive refresh coinciding with the release of a new mission type - then GSG can pick one that features the new content. Otherwise, the team that streams themselves playing the Deep Dives just after rollover sees them for the first time, just like the players.

The game manually spawns Oppressors or Bulk Detonators if it detects a dwarf-made bunker
There doesn't seem to be any code in the game capable of recongizing and reacting to player tactics. Bulk Detonators are indeed drawn from the special spawn pool; however, Oppressors have a percentage-based chance to replace normal Praetorians in a wave and do not reuse the special spawn pool rules. Neither of those enemies are more or less likely to appear in response to how the players approach combat.

#

That good?

burnt sundial
#

so yeah oppressors aren't special spawns, thought so

lean pebble
#

They are almost identical in appearance, the only difference being their colors and headplates. The Lacerator is a light blue/green, while the Arbalest is a dark blue/purple.

From the wiki on the Twins. Is that true about their colors? I only see one reddish and one yellowish dread. I haven't seen any of those other colors at all.

floral drift
#

that sounds like a color-blind user wrote the page

#

i believe it's yellow/orange/red, too

weary sonnet
#

Same here, yellow for the ranged one, red/orange for the melee one.

glacial topaz
#

didn't it change at a certain point
colors can be complicated sometimes

weary sonnet
#

Arbalest left, lacerator right

#

The difference in color described in the wiki seems true, but for most users yellow vs orange should be easier.

lean pebble
#

One has yellow highlights and one has red highlights to me. The rest of the base color looks the same or close enough to not be useful in a dark cave.

floral drift
misty cedar
# acoustic scarab https://deeprockgalactic.fandom.com/wiki/Common_Misconceptions

Can I add a possible misconception that should be investigated? I often feel like using Bosco yields less minerals compared to your pickaxe. Sometimes he seems to carve something that should've been maybe 3 Nitra and no Nitra is dropped. It just feels like it to the point I never let Bosco mine rare minerals, but it is hard to test, maybe in Deep Dives due to the consistency?

#

Btw I noticed there is no wiki page for the new weapons yet, in case anyone wants to start on those, because they'll be available in the experimental branch soon enough

acoustic scarab
# misty cedar Can I add a possible misconception that should be investigated? I often feel lik...

That page is only for frequently retold myths. I keep an eye on Reddit and Bosco "losing" minerals isn't something I've heard anyone posit. If someone wants to test it, sure, but unless it's a false statement that goes around the community, its place is elsewhere, not on that page

You can test it in a Deep Dive, since all mineral veins will always be in the same place and have the same amounts of goodies in them. Mine it yourself, then quit, start again, tell Bosco to mine the same vein, compare results

acoustic scarab
analog rock
misty cedar
#

Thanks for the input on the weapons, and thanks for debunking my personal conspiracy theory about Bosco haha! I guess then that Bosco might do some rounding and only drop chunks that are 1+ size and that is why I see chunks don't always appear near the sides/end of excavating veins

acoustic scarab
bold plover
#

Bosco did have a bug with him mining minerals that made them yield effectively nothing.

#

That was fixed a while ago though.

bold plover
#

@gritty bear

glacial topaz
#

<@&296918282403840000> 👆🏽👇🏽 scam issue [Got solved]

shell frigate
#

The amount of these scam messages is really annoying

#

And it is also rather easy to solve, any moderation bot will allow for regex auto message deletion

glacial topaz
#

Ping Mod Staff again ?

rancid crest
#

The bots update what they post just as fast as people can update regex filters, its rather annoying

shell frigate
#

Am speaking from experience here, admin a public server, only ever had one of these things, then ensured there would not be any more, and there has yet to be another

#

They could try hard to get past it sure

rancid crest
#

Am admin of a public server too, we’ve had to ban well over several thousand of them notnice

shell frigate
#

But they are always going the shotgun approach so just go to another server without any protections

#

If you have a custom bot you can have them draw from public made lists of scam urls

rancid crest
#

Already drawing from one

shell frigate
#

More are required then it seems

low hamlet
acoustic scarab
#

The wiki page for U35 says

New Weapons will obviously mean new Overclocks for the new Weapons. And probably new overclocks for the old Weapons as well, since we'll no doubt have a bunch of cool new ideas.
Should we update it to say that overclocks for old guns will not make it into U35?

#

Since at this point we know for certain they won't

short cloud
#

yeah

#

I guess it would be wise

acoustic scarab
#

Someone already did

#

Although I see that our update entries are copy-pastes of the official announcements?

#

In that sense changing them might be against protocol. I'm not sure

indigo kindle
acoustic scarab
floral drift
#

i think the devs once said "new weapons and of course new overclocks". i believe their intended meaning was "...new overclocks [for the new weapons]" but it was interpreted as "for the old weapons" instead

short cloud
#

it was never confirmed 100% we would get them for U35 though, it was always "probably but not sure"

floral drift
#

i'll take your word for it; i haven't seen every dev stream.

short cloud
#

I've been following closely the last two months and that's why I got on the topic

acoustic scarab
#

Going through my records, it has never actually been said OCs for old weapons were going to arrive with u35

short cloud
#

I probably could fine the timestamps but that would be very time consuming

acoustic scarab
#

People are making some valid points about how the myth page is formatted

#

Initially I put the headers as plain positive statements of the myth

Spending Nitra on resupply pods reduces the XP reward at the end of the mission
The "Minerals Mined by Team" part of the experience reward counts the total maximum of all minerals that entered the dwarves' shared pocket. Calling down no resupply pods at all and spending every bit of Nitra on resupplies will have the same result as far as minerals mined are concerned.

#

But then I realized someone skimming the page (and not reading the explanations, just the headers) might think that resupplies do reduce XP and that it's a true statement

glacial topaz
#

the problem is that page only mentions false stuff last I checked

#

but you can simply add "false" or "true" next to it

acoustic scarab
#

So I changed the headers to be negative statements, each of them dispelling a myth

Spending Nitra on resupply pods does not reduce the XP reward at the end of the mission

shell frigate
#

That works best imo

acoustic scarab
#

But now I see people being confused in the thread

glacial topaz
#

that makes the page not be a list of myths anymore

acoustic scarab
#

This person read just the header, thinking the headers are myths

#

I guess we could start every header with "Myth: ____"?

glacial topaz
#

the header can simply be neutral, if adding answer directly to it wouldn't work, also "Myth" probably doesn't say much about it, or does it
"Spending Nitra on resupply pods and XP reward"

acoustic scarab
#

Oh, that gives me an idea. Turning the headers into questions?

analog rock
#

Although a bit redundant on the page, why not have each header in a format like :
Erroneous fact : "Insert myth here"

glacial topaz
#

Ayyy
Question are good
And first sentence can be quick answer

#

"Does resupply pod affects xp ???"
"Lol no."

acoustic scarab
#

Alright, what's the consensus on multiple players repairing Doretta? Does it make the repair faster at all?

low hamlet
low hamlet
#

there's been a lotta testing for that

#

and looking at game values

acoustic scarab
#

Gotcha

acoustic scarab
#

[–]Sneaky_Satan 1 point 12 minutes ago

Sorry for going off topic, but I figured I should tell someone involved with the wiki. Wasn't sure how contacting the wiki works, and I'd be afraid to try to edit it myself (I can navigate well enough, but I'm not the most internet-savvy person)

Within the "Weapon Skins" page of the wiki, I noticed that the icon shown for the Scale Brigade framework is the old version.

#

This one, probably? I wasn't aware the icon changed

minor nymph
#

That's the one

#

I'll post a screenshot of what it currently looks like, when I get a chance (if that would help)

short cloud
minor nymph
#

This is the current icon (I know the image is small. If it's too small to see, I'll try to get a better image)

#

@acoustic scarab

austere fossil
#

eh, only a little bigger

minor nymph
#

Found the same icon discrepency on the "Cargo Crate" page

low hamlet
#

yeah it's going to be everywhere

#

someone just needs to rip the new icon and upload it

#

i think cyrob does that iirc

shell frigate
#

Can do

#

It's done using UE Viewer (aka UModel) if anyone wanted to know

#

(quite easy to use)

#

Old (for comparison)

#

Huh all icons are still 256^2

#

Except ScaleBrigade at 512^2

#

Well since nothing in the wiki should be using it at full size should be fine but do look out for funkyness

low hamlet
#

yeah

#

i can upload that rq i think

shell frigate
#

Already doing it :P

#

Interesting Embed Sconk

low hamlet
#

lol

#

what

low hamlet
#

also what the hell is this

#

what was there was perfectly fine why did they make it so complicated

shell frigate
#

Ah, by default file pages are disabled, so embed maker gets redirected to a page using the icon

#

But guess I have them accessable for some reason now

shell frigate
low hamlet
#

yeah. but it was sm simpler and easier before

#

why are they "bettering" everything it was fine 😔

#

they should just make it a user choice

shell frigate
#

Well there is an option to search all wikis so can see wanting to filter it more

low hamlet
#

is there?

shell frigate
low hamlet
#

👀

#

ill just remove the ones i wont ever use with css or smthing

shell frigate
#

Should be quite doable

low hamlet
#

display: none nice

low hamlet
#

another scam

#

:\\

wary cove
#

Hi turtle

low hamlet
#

hello tater

low hamlet
#

bruh

#

tHiS iS a GiFt FoR yOu BrO

marsh osprey
#

Mah broskee nice

alpine hamlet
#

Suggestion:
https://deeprockgalactic.fandom.com/wiki/Update_History

Add the main update date in front or behind the title of each update.

Update 35: Title - 04.10.2021
Update 34.5: Modding Support - 14.09.2021
Update 34: Modest Expectations - 22.04.2021

Makes it really easy to look up the intervals at a glance instead of having to click every article.

acoustic scarab
weary sonnet
acoustic scarab
#

Impressive!

#

If a little confusing at first

#

Can I share it?

weary sonnet
#

Sure, just be aware that I didn’t finish updating it, anything from column DB to CL still need to be rechecked.

acoustic scarab
#

I hate to be a pedant, but in B99 "Ambiant" should be "Ambient" 😅

weary sonnet
#

Feel free to report any mistake.

acoustic scarab
#

Here's something to add, the drillers throwing axes don't do any extra weak point damage. I've seen so many drillers run all the way around a praetorian to axe it in the weak spot when is does NO extra damage.
Not sure this is a myth, actually. I thought a part of axe damage is melee-type and therefore triggers the weakpoint multiplier?

weary sonnet
#

There is a special tag in the axe’s file that prevent it from doing weakpoint damage iirc.

#

WeakpointDamageMultiplier is set to 0 in the PRJ file.

acoustic scarab
#

Interesting. So it shouldn't matter indeed which direction to axe praetorians from

weary sonnet
#

It can still be blocked by armor, but that’s it.

low hamlet
alpine hamlet
low hamlet
#

hm probably not

#

id say no cuz that just makes a pain in the ass since broken links everywhere plus kinda clutters page name. we could do something at the top of the page or something?? sub heading right below page title maybe?

#

or an update date page on its own

acoustic scarab
#

Oh, to people who have rights for the wiki's main page: this thing has been slowly driving me crazy

low hamlet
#

lol

alpine hamlet
low hamlet
#

why did you show me this yoshkin :v now i wont unsee it

alpine hamlet
#

For me dates there make the most sense (aside from the actual update site)

low hamlet
#

so an update date page?

alpine hamlet
#

confusion so you want to create a page with dates and links to the updates? Isn't that what I'm suggesting on the current page?

low hamlet
#

like a table thing with the name of the update (linked) with date for that update on the same row

#

jank version but basically like this

austere fossil
#

Or just do this on the current Update History page?

low hamlet
#

also could work

#

forgot about that page lol

austere fossil
#

I mean, they did link it in their suggestion

low hamlet
#

oh

#

lol

#

welp i completely misread that whole dealio

alpine hamlet
#

Did somebody break the page in the meantime?

acoustic scarab
#

I'm getting bad gateway or gateway timeout for the whole wiki

#

Time to go to sleep

marsh osprey
#

Cerberus ferociously guards the poor hellish souls from leaving hellentering the wiki

acoustic scarab
#

Okay, I think I have definitive proof that the buff beer does not refresh at the 30-minute mark if you're on the Space Rig

#

I will present my findings when I get time to lay them out in a way that's readable

austere fossil
#

As in, you could keep the same buff beer available indefinitely if you're always in the space rig during each refresh?

acoustic scarab
#

In theory, yes. I've only ever tried to stay for one refresh

austere fossil
#

I meant still going on missions but just making sure to be in the space rig during the refresh.

acoustic scarab
#

My main takeaway is that the beer "refreshes" at the 30-minute mark, but it'll stay "stuck" unless you go on a mission and return within the same 30 minutes

#

It's easier to explain on an example

austere fossil
#

Second message got it across for me.

acoustic scarab
#

23:25 - Tunnel Rat, stay on the rig
23:35 - still Tunnel Rat, go on a mission
23:50 - Dark Morkite

austere fossil
#

"Changes with the missions unless you're currently in the rig, at which point it waits until you return from your next one."

#

Was this not generally known? Or just not concretely written down?

acoustic scarab
acoustic scarab
austere fossil
#

Oh really?

acoustic scarab
#

I've got a hundred or so screenshots, enough to rule that out

#

I also suspect that the beer does not refresh the first time it should in a game session anyway, but that might be confirmation bias, I'll have to go through the records and see if it's statistically significant

austere fossil
#

Enough to say it definitely doesn't stay the same across refreshes if you aren't in the rig?

acoustic scarab
#

I think so

austere fossil
acoustic scarab
#

That's what I've been doing in my every game session in the past month or so

#

Like I said, I need to dig through the screenshots and see if the numbers support my suspicion

wicked cave
#

That behavior is also pretty easy to test in a group, since the beer RNG is the same for everyone (assuming clocks are synchronized). If the beer changed instantly upon rollover, then there should never be a case where two players see different beers in their own rigs. But players seeing different beers happens all the time (e.g. host hanging out a long time waiting for friends, and you have to leave/rejoin the rig to get it to switch). Run into this quite a bit with friends on Discord using voice chat

glacial topaz
#

the limit for the current halloween assignment is until 2022 ?

stark tulip
#

I would assume it becomes unavailable when the event ends
Previous events with assignments did that

glacial topaz
#

I see, that is quite short

glacial topaz
fluid ibex
#

The effective health of Modular Exterminator's cooling tanks seems to scale like extra large enemies, whose resistance is changed in U33. If it were the case, it's not updated on the Machine Event page

#

I think it's better if "interaction with blowthrough upgrades" section in Ricochet page clarifies specifically whether the second hitscan can also penetrate enemies.

weary sonnet
misty trail
#

It looks like there are two Random Page links in the navbar: one in Explore and another in Navigation. Any admins able to fix this?

hidden tartan
#

Does anyone have the percentages for grunts spawning as guards/slashers in each haz level?

floral drift
# hidden tartan Does anyone have the percentages for grunts spawning as guards/slashers in each ...

looking at an old spreadsheet that Ike made, i think this is the answer you're looking for. the first number is the probability that the mission picks that range when it spawns a pack of Grunts, and then the second number (or range of numbers) is the chance for each individual Grunt in the pack to get promoted (i think).

Grunt Veteran Percent
Haz1: 0%

100% -> 0%

Haz2: ~3.33%

66% -> 0%
33% -> 5-15%

Haz3: ~7.4925%

66% -> 0%
33% -> 15-30%

Haz4: ~19.1%

34% -> 0%
51% -> 15-30%
8.5% -> 40-60%
4.5% -> 75%

Haz5: ~24.675%

21% -> 0%
63% -> 15-30%
14% -> 40-60%
3.5% -> 100%
rancid crest
#

There's a 3.5% chance haz 5 spawns a pack of exclusively veteran grunts?

#

Also wow that is a significant spike between 3 and 4

hidden tartan
floral drift
weary sonnet
#

Do you know how the game choose when there is two possible veteran to choose from?
I mean for normal grunt to slasher / guard.

floral drift
glacial topaz
#

solution might be to make it 100% chance and checking if it is just a 50/50 chance ?

fluid ibex
#

is BC's beam damage 50%fire/50%electric? there's a conversion followed the beam damage in PRJ_LineCutter2

glacial topaz
#

last I remember damage type is on the wiki, isn't it ?

fluid ibex
#

wiki says electric, but i think it's 50%fire/50%electric

floral drift
# fluid ibex is BC's beam damage 50%fire/50%electric? there's a conversion followed the beam ...

by default, Breach Cutter's beam does 50 Fire-element damage on impact with an enemy (i'm pretty sure it doesn't benefit from Weakpoints), and then 11.5 Electric-element damage per tick at 50 ticks/sec while the beam is in contact with an enemy (this part does benefit from Weakpoints).

when the Overclock "Inferno" gets equipped, the Electric-element damage gets 90% converted to Fire-element + Heat.

fluid ibex
#

there's a similar case in EPC's normal shot, where the kinetic damage is followed by a DamageConversionBonus to DMG_Electric without a specific ratio, and wiki says the damage type is 50%kinetic/50%electric

floral drift
#

🤔 that might explain why i've been able to ignite Praetorian gas clouds with Spinning Death. in theory it was only doing Electric-element damage (because the 50 impact gets set to 0 by SD) but it was still igniting the cloud that had 25 hp.

testing the actual conversion percentage will be really difficult, though.

indigo kindle
weary sonnet
#

A quick game test show that there is more than just electric damage: shooting a rolling shellback do some damage after the initial 50 fire damage.
(Shellback are completely immune to electric damage while rolling, you can break their armor using electric damage when they roll, but that’s it.)

So reaching the same conclusion than greyhound with what we have in the file, we were wrong all along.

bold plover
#

There's a 300% damage boost on first impact iirc.

#

InitialHitDamageMultiplier=5

floral drift
#

so, the Initial Impact Damage is just 10, multiplied by 5 to total 50?

floral drift
weary sonnet
#

The 50 DMG_Burn is set as secondary damage, maybe to ignore that multiplier.

floral drift
#

well, then why does the multiplier exist? is it doing 5*11.5 Damage on the first tick, so it does 107.5 damage instantly?

that doesn't align visually with what the healthbar does when a Grunt gets hit by the BC beam

bold plover
#

Give me a few minutes.

weary sonnet
#

🤷‍♂️ no clue on my side other than what I already said.
I could test it, but I won’t have much time for the next 2-3 days.

bold plover
#

From what I see, Spinning Death still has a fire conversion (dmg burn) on the main projectile damage component at 50%. The initial impact damage component goes from 50 to 0.

floral drift
#

which tracks; like i said earlier SD was able to ignite Praetorian gas clouds which defied the knowledge at the time that it was doing only Electric-element damage

bold plover
#

I'll send a log to peruse.

#

Kind of random and not super useful info all the time.

#

Damage Component consists of 2 baseline damage bonuses.

Second is 100% chance to apply STE_LineCutter_Slow.```
#

With Inferno equipped it gains 3 more damage bonuses.

Second is 100% chance to apply STE_Fire_Plasma_Linecutter.
Third is 100% chance to apply STE_Heat_Plasma_Linecutter.```
#

With Spinning Death equipped

"Initial Damage Component" 50 burn damage is changed to 0.
"Rotation Speed" is increased from 300 to 720.
"Rotation Mode" is changed to Yaw from none.
"Line Rotation" is changed to (Pitch=0,Yaw=339.266418,Roll=0) from 0 0 0.```
#

This is from U32, so take it with a grain of salt but should help get a better understanding.

floral drift