#wiki-related-chatroom
1 messages · Page 60 of 1
ah, that makes more sense
what are the chances they're going to change the name of the game at this point
dunno man
well, technically better to use the template because it keeps capitalization and everything the same
Jacob is always up to something
pesky jacob, the funny man
getting the last few spelling mistakes, as I did miss one or two
then im going to add some general info should it be missing
fixed someone spelling Scout's as scout's
which looks very strange on the page
and driller, the same mistake
surprised it didnt break the link, knowing fandom
to?
the tips and tricks page
Like Carniverous larvae not aggroing on dotty, and not being able to reach a dwarf
please make sure your spelling is correct, I just ran through everything lol
oh it is
is it? i thought it was you who made this error earlier
you added the bit about Swarmers dying instantly from cryo didnt you?
jesus dude- who decides that [[Beast Master|Beastmaster]] is worth the effort?
i know that its probably because they wanted to write it with the space, but its really not worth it for me
there, my job is done
added bullet points, fixed spelling errors, and all that jaz
alright i'm adding info

good luck, Remember to try and get familiar with source editting
^^^
it'll help in the future
plus the visual editor won't do the dumb with source formatting and make things look silly
and source is really nice because you can format easier to begin with
bullet points being just a * instead of whatever the fuck visual amkes you do

pretty sure thats @tender garnet
right, then not a clue
alright
ow this hurts ngl
the templates are being stupid apparently and adding margins
I propose Wiki Weasels instead of wiki rodents
gotta change my fursona again? piss
yeah this whole page hurts dude, but its better than loading everything at once I suppose
yeah we know who enor knight is now
me
told you
lmao
but that means we dont know who the fuck Camyron0 is now, right?
No, Turtle was asking and I said it was you-
he responded with this
yeah we dunno who camyron then
i assumed camyron was dwarfette because visual edit tags
Beats me, Could just be some dude
I have a feeling if it was anyone here they'd be in the chat
nope i'm enor night
i do source editing now
eaiser
regardless, the reading has made me weary
good night lads. try not to strangle the Fandom CEOs
Why not 
because unfortunately if we do then we have to try and do the updates for fandom too
@tender garnet your info is wrong
the Q'Ronar cannot be frozen, yes
but iirc they still take the 3x damage should you fill the meter
everything else is good though
see this message from Meatshield
yeah, s'all good
i'll add it
let's not rush things
wdym
it's just general life advice. don't rush things 👍
true
gonna make the modding support update page called this
(can be changed later, so)

heheheh
i forgot to req css changes to be added.....again
lol
fandom do be breakin the templates
fixed this
afaik the swarmers swarm is only swarmers, the grunt are just part of the ambient wave, but I am not completely sure.
All slowdowns are indeed multiplicatives.
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.
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.
meh, I feel persistent plasma is a different case
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.
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
also the hp of the actual cloud isn't listed anywhere I could find on the wiki for either type of gas
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?
have we also considered that its just got some weird hidden temp meter
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
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.
My guess is that its coded as an enemy with 100% dmg immunity to everything but Burn damage
finally
i fixed the tips and tricks pages
now it's full of links
and by god it looks so much nicer
apparently i added 2,000+ words
:)
not sure if they where 'broken' or if they're referring to the times where people said Dorreta and not [[Drilldozer]
I hope its not the latter, because that would have taken a while
they were broken
not a ton but there were like 10
Thank god
just gonna collapse by category and make the buttons nice
bet you can't spot why this was broken lol
hmm
I can’t
im gonna guess its got something to do with the id=
newp
class was missing an equals sign
HAHAHA
i do that way too often and then spend 10 minutes not knowing why my code isnt working
lol
alright, what we're gonna want to do is put some general info in each header so it doesn't look barren
so im good to run through and add the info?
yep
Gotcha
those annoying bullet points are no more
ooh, here i go using {{gamename}} after shittalking it yesterday lmao
is hoxxes spelt with 2 x's or 3?
two
gotcha
Finished 'Creatures', 'Missions', 'Perks', and put a blurb under 'Equipment'
We should really add a modding page
for info about the mod menu's
besides just
the update notes
I think we determined earlier before u34.5 that it wasnt something that belonged on the wiki
but it's part of the UI
and the update notes really have all you need tbh
alr ig
nah we're gonna make one
😔
need to think about what to call it/how to format it first
How long did it take to get the wiki editor role turtle?
Pro tip, it requires you to actually edit the wiki.
lmao i redid an entire page dw
I took 2k pictures for the wiki and nothing.
The goal is not for this to be a transactional situation.
oh i know i'm just curious haha
i enjoy editing the wiki so i do it
Praetorian Gas Cloud has 25 HP IIRC
what about neurogas?
so 3 shots of hh epc then ok
?
testing hp regen theory
hh epc does a clean and reliable 10 fire dmg per shot so I'm using it
or my game can crash ok
#wiki-related-chatroom message
I can confirm it was 25 non scaling HP for the praet/oppressor gas.
Forgot to ask , praetorian waves are known to have grunts, or those might come from ambient waves ?
nope they spawn little grunt sidekicks
those aren't ambeint
Which method used to test ?
what? 5 + 32/4 = 13 Heat/shot, or 15 with T1.A
...do gas clouds only explode from aoe dmg?
fire not heat
isn't it just 25% of dmg as fire
No, 5+25% of weapon dmg as Heat is used for Plasma Burn.
.... I am talking about the normal shot's dmg components? no plasma burn
negative. i have EPC's Regular Shot damage type recorded in DPSCalc as 50% Electric and 50% Kinetic.
oh its charged shots fuuuck
mfw when I screw up copy pasting the info off the wiki somehow
spain without the s
idk a while
so we neda brain storm what we're gonna call the modding page
what are some keywords that people will search up...
modding, modding support, modding info, etc. idk
The hard part is that you have weapon, armor, and now game mods.
yeah
what im envisioning is just a page with general info about modding, how to install, how to switch saves, explanation of sandbox mods, etc
that sounds better than trying to explain it all super in depth
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?
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.
correct
best way to test this is with Boomstick T5.C White Phosphorus Shells. it converts half of the pellets' Kinetic to Fire-element. just shoot the cloud from further than 4m away, since half of its Area Explosive Damage gets converted to Fire-element too.
if WPS can ignite the cloud from 5m+ away, then you know it was done from Direct Damage.
Understood. Well at least the content is still there and as insightful as on desktop.
are there any other projectiles that deal fire dmg similar to epc charged shots
Inferno OC Breach Cutter or just BC in general.
BC does 50 impact Fire damage, Inferno converts 90% weapon damage to Fire.
hm.. maybe its just specifically EPC that's weird I guess?
are you guys sure sticky flames sets off neurogas?
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 🙂
I have been testing it
2 shots of 12 dmg crspr to the floor applying sticky flames doesn't ignite it
(everything else was me trying to figure out if it had 25 hp)
The amount of hp neurogas/deathcloud has is something that should go on the wiki, yeah?
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.
oh what the hell
enemies can have decimal points amount of hp leftover, yes?
I'm getting a weird result
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?
2 ammo of 12 dmg crspr doesn't ignite gas, but the above setup does
neat
sigh
another scam spam
Seeing #wiki-related-chatroom lit up but no new messages cuz it was spam is extremely disappointment
lol yeah
yeah
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.
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.
i could test that but id have to reinstall the karl class mod
take the boomstick, Subata, and Neuronades
and uh, the cyro cannon i suppose
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
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.
sort of expected, yeah. also nice to know for later
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
we need biome features
oh?
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
Hollow bough and azure weald are the ones missing stuff , right ?
What about older biomes missing features ?
what are biome features?
Biome props, like flowers, exploding plants, icicles, magma vents
Enter any biome page, you will see a table
ah
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)
we don't have many for azure and hollow bough
I'll check it out
Perfect
Take your time
And any questions , do ask
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.
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
Not sure how it works sorry.
All good, will figure out a way to word it on the wiki
mhm. I don't think they added Corpse eaters to the wiki
I've been out of the loop lately, what happened to the DRG Wiki?
some content has been gone and it changed sites completely
Oop nvm it’s there
Well we’re just re-doing it
On the fandom wiki
If you mean the old Gamepedia wiki, Gamepedia was bought by Fandom so their new layout is rolled onto every wiki that used to be in GP
Yes yes
And now I’m here
Updating the tips and tricks page
Like a fucking maniac
It's the same wiki article-wise, but the layout is worse and some templates got broken
Yup yup
the broken templates should be fixed now
fuck off
fuck off
fuck the fucking hell off
also
"discocrd"
my favorite mssaging app
christ that's so sad, the Gamepedia one was so pretty and well done, Fandom feels like a cheap adware bloated site
best of luck for everyone who's working on it
that's because it is 
i can tell you it's been pain
ive got over 100 lines of css for all the styling ive had to do
@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 🙂
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.
Never occurred to me, though.
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.
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.
where is that info from ?
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
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
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
It's based on this https://i.imgur.com/KAEOm9P.mp4
Which comes from this reddit post https://www.reddit.com/r/DeepRockGalactic/comments/kqm03d/proof_one_dwarf_repairs_just_as_fast_as_two/
from a u/bbqturtle
was it commented on as intentional or not ?
Not on that post and I don't know of any comments on it elsewhere. Maybe something to bring up during the next livestream?
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)
they do iirc
Thus the need for testing and validation, I suppose. 😉
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 😔
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".
That said, she does have different healing values based off of context.
Different healing values?
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.
Player knowledge
that would be a bad source / too broad
the video posted afterwards was a better example
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" },
I assume CoopUseMultiplier is the key variable here for whether extra help makes repairs faster?
I don't entirely know how to interpret that variable though.
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)
it works
cool, the data speaks then, thanks. guess 10 seconds is still a dang long time with an extra dwarf helping
yeah and the chance of getting a supply or two is not ideal
but overall it is not terrible since it is free
also interesting that there's references to O2 sources in the .uasset
I wonder if they act as an O2 source in low oxygen modifiers (either repaired or unrepaired)
they do in either state
@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));
}
first one fixes the sticky header link being really weird when hovered over
the second is removing those bullet points on the dropdowns
oh yeah btw you want to remove the ul rule from the skin
both should be done, I added the first part to common css and removed the ul rule from fandom css.
sweet 😎
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?
It was never that way, it's just a myth that's stuck around since alpha
I assume myth came about from people throwing aquarqs to the minehead
people just see them sitting there not deposited (as person throwing them does not want to/is not in a position to deposit them
And just makes up a reason for this to be smart
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.
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.
Think time between waves decreasing is it's own myth too
It just seems to from waves being large and thus taking longer to get through
And so less time till next wave just because of that
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.
It has been tested with just a stopwatch between wave starts
Though was a long time ago
One more thing to retest, then
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
Almost had a bet going of if people were complaining about the deep dive it had one at the end
It's been tested iirc
and I should be able to find the topic about it if you need the timers
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.
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
found the topic about it
https://www.reddit.com/r/DeepRockGalactic/comments/ehqnfy/no_swarm_frequency_doesnt_increase_with_time_on/
19 votes and 20 comments so far on Reddit
Mods that show enemy count might help us here
Iirc a custom enemy counter mod comes with one
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.
I've learned a lot of stuff that would have drastically changed how I played and I've put 200 hours in already 😬
this is correct. there are "waves" that increase in rate as the mission goes on in pe and refinery
not swarms. waves
looks like we are slowly going to be able to edit mobile theme
Woah. A good update
no custom css still
Rev up that U35 page editing, cuz we've got a release date
(If we even add shit like that.)
we do
Aight, cool. Id do it but i'll be damned if I edit on mobile
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.
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.
thats..a lot of work, for very little imo
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
agreed. that's something that "someone somewhere" can track on a Google Spreadsheet; it's not wiki-worthy info
turtle got dunced 😔
Don't worry, it's for his own good 😛
What did my mans do
he didn't go to sleep
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
Css to make light mode dark ? Solves everything
i think that would be more work than just tweaking lightmode
:p
turns out there's a lot of white icons
How much work would giving all white icons a black outline be?
in css?
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
a ton of work
- download file
- do whatever u need to do with it in an editing program
- reupload it to wiki
- 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 ^
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.
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
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?
no
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
It is.
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
RNG
DRG has unique RNG in that its ACTUALLY RNG. theres no bias, it rolls and it says yes, or it says no.
this is why sometimes you get bulks back to back, and sometimes you dont see one for months
And then sometimes the game dumps 2 bulks + crasus in top of your drilldozer 
as it should.
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
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
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 😏
This should be fun to test
axes deal Melee+Explosive(?)
I can infer from that alone it likely would set it off, if not the 'impact', the explosion after would.
Does the explosion still happen if you can pick them up afterwards?
The axe or the Charge?
The axe. That "hit the C4 midair with an axe to make it float" trick lets you pick the axe back up.
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?
are we sure the solo dread thing is still true? Ive got two people in #bug-discussion saying it happens to them commnly
I've gotten them a good bit on solo launched missions.
Like a couple of days ago I got a table Dreadnought in solo in U34.5
yeah, im changing the dreadnought wave thing
can you give me a percentage to change it to?
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.
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)
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
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
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)
"i sure wish molly was here to hold my rocks and stone.." -the scout
<@&296918282403840000> im kinda sad people keep fallin for this shit
free stuff monke brain click click and boom
The multiplier to minerals eaten upon lootbug death is +50%, right?
Ok thanks
might i ask what for?
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...?
check the wiki first, game stats sometimes are just cosmetic
-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...
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)
yeah, cold Radiance is listed as 5m on the weapon, yet listed as 3m elswhere
by check wiki first I meant wiki takes priority lol
was just chatting in DRG Chat about this
and it usually points out when it is wrong in game
e.g.
Also- am hearing that radiance does damage (edit) its not "damage" it just the temp change influence
Now you're just pulling our chain
well, yes, temperature damage, doesn't affect HP
@austere fossil so look, here it is listed differntly bad link, and I didn't see the data correctly
Different from in-game? Yes, because in-game is incorrect
Please realize we are both linking to wiki
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
oof, now someone is saying its 4m...?!?
sooo, is it 3m, 4m /or 5m...? in-game is wrong
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
that was said 3 times :s
Im only referencing the wiki- none the game tips
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?
I thought Mike said they are 5m but the max damage radius is only between 3 and 4 depending on weapon?
No. I am asking for the link to the cite so i can understand
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?
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.
because Devs wanted it to be like that, for balance reasons
Then yup, that's what the Area Damage page is for https://deeprockgalactic.fandom.com/wiki/Area_Damage
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.
so... what's happening in that last 1m...?
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
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
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
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.
the other way around.
alrighty then
Next question
Does IFG increase how much cold the Zuk ice minelettes apply cold
No
@floral drift Please be aware i am replying, and reading, more than just you.
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?
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
grunts still freeze in a single tick up until 3.66m away
your saying a single tic of 15 cold will freeze a grunt..? what haz?
3.66m would be the 25% Ah, inside the last meter the cold is droping from 100% to 25% at max radius.
No
ELI5
It only does 25% at the 4m mark exactly
ahhhhh... i gather that would be consistent with all other aoe mechanics published.
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
Was this a change made recently? or has this mechanic been the same since 1.0 release?
been around for years
Figures. Hear lots of wacky anecdotes evetime im on- always wonder if ive missed some patch notes or other changes over the years.
the game has just always been jank
that's part of the fun - no one really knows what's happening, and definitely no one knows why
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
frost is the damage isn't it
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
(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...
Frost just seems to be the internal name for the status
still cant find "frost" anywhere on the wiki. Tis a bummer.
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 
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
Can you grab me a screenshot of grunt’s max temp
requesting desktop view on mobile doesnt appear to work…
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
I think the burn and freeze is max temp
it is not
those are completely different stats, different purposes
now how much they differ is a whole other issue
Dread has their max temp set to 100 while their burn temp is 1000
what a cool mechanic! Can it be removed
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.
Fighting windmills ignorance on Reddit
https://www.reddit.com/r/DeepRockGalactic/comments/pxbt77/loot_bug_question/
Think he means the tips and tricks page
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
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.
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?
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
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.
The game is weird. Youd be surprised. i know i am
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
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.
Oh so the game does have a console? Piss.
Not natively
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.
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 🤔
you stop that right now yoshkin
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.
Moving faster shouldnt decrease the cooldown on eating anyway, so its not like its a particularly notable increase?
Gets faster to new chunks
I'd say the only case in which it's worth it to let lootbugs eat minerals is the refinery, because of the shear amount of them around, and the long set up time.
I'll always pop three or four of them right after the landing to generate chunks, then let the test of the map's worth of lootbugs come and eat. Harvest before you leave, and voila
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
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.
PE always spawns exactly 500 nitra?
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"
Yeah, there are likely other factors at play.
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
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.
I tested it on shellback and lootbugs.
also it explains why Ice Storm is so good vs BET-C
makes me wonder what other things are frozen but not solid
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.
iirc Flying Rock gets triple damage too but doesn't stop moving
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
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.
if this ends up being right, PE could be the single best mode for quick money
No idea if it is, that is just what is listed in the files and my interpretation of it.
@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?
¯_(ツ)_/¯
wait being on fire dmgs other nearby enemies too? wut
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.)
What is this 75 bounce damage from?
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
That sounds spaghetti as hell
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.
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
They have a fix amount of health that usually don’t scale with hazard level.
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?
It is possible.
They health of plants and such uses a different component than the health for most creature.
also is the hp of this stuff listed somewhere on the wiki?
SimpleHealthComponent vs EnemyHealthComponent.
It should be at the bottom of each biome section.
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.
it is not
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.
So any work update on biome features ??
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
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)
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
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
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
makes sense, I agree that the table by itself wouldn't be that useful, would need some explaining
I assume that just DMG_Electric itself does not have an electrocution chance?
As in the damage type? Any reason why it would have a built in electrocution chance?
Bc it is electric dmg lol
to the best of my understanding, yes that is correct. DMG_Electric should not have an associated chance to inflict any Electrocute status effect by means of being Electric-element.
however, as we just learned about the Burn status effect, we don't know everything yet. as such, i can't say it with 100% certainty.
I can confirm that it doesn’t have a build in electrocution chance.
BC and EPC both have some DMG_Electric and neither of them infict a status by default.
wiki drg>normal wiki
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.
is there a meta scout build
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
there aren't really metas per se in drg
ask in #drg-chat for build recommendations
sometimes when i click my gun doesnt fire, is that a setting or am i losing it
nice
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.
Wouldnt shooting a 2player haz1 oppressor prove the same thing
I don't have teammates to test with atm.
Oh
And you can't exactly set hp scaling per player (adding dummy teammates when GSG?), so it's solo or bust for me.
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
when you say like do you mean kill?
...yes 
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 
could be nice to add that to the wiki then 👌
HP bypasses incendiary?
Yes, free* heat damage
*no armor breaking though
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:
this is a bug
the window should open up and display the blank core reward and all AFAIK
this is a screenshot from the Weekly Priority Assignment. look at the top middle of the screen.
oh well, problem solved. Also, we're both blind
Welp
3 votes and 4 comments so far on Reddit
An answer to this might be worth mentioning on the XP page
(I don't actually know the answer, though)
groan
that's a myth right?
it is
Elythnwaen Tested all mining methods on the same vein (via Deep Dives) and always got the same yield
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.
Yeah the only yield loss with Oil Shale was very short lived, I doubt there is any others
apparently
The only loss is with rounding and I did the same tests as Ely.
interesting
I'm throwing together a very barebones version right now
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)
great to hear
Last misconception on the list is actually perfectly true - Glacial Strata enemy variants have weakness to Fire damage and resist Cold damage.
but you're talking about the damage type, right ?
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
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.
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
That part is the biggest part of the myth indeed.
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.
I am sufficiently convinced, removing that subsection
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
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.
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. "
Good news?
ok discord
upload twice is fine
i think?
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?
so yeah oppressors aren't special spawns, thought so
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.
that sounds like a color-blind user wrote the page
i believe it's yellow/orange/red, too
didn't it change at a certain point
colors can be complicated sometimes
Arbalest left, lacerator right
The difference in color described in the wiki seems true, but for most users yellow vs orange should be easier.
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.
https://www.color-blindness.com/coblis-color-blindness-simulator/
using that website and Elyth's photo in space rig, i'm guessing whoever wrote that description might have "Red-Blind/Protanopia"
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
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
As far as I know, the policy is to not create pages for unreleased content.
This was already tested (I think by Ely), and it proved that the mineral yield is exactly the same no matter the mining method
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
Uh... does this still count as a stub?
https://deeprockgalactic.fandom.com/wiki/"Lead_Storm"_Powered_Minigun
Bosco did have a bug with him mining minerals that made them yield effectively nothing.
That was fixed a while ago though.
<@&296918282403840000> 👆🏽👇🏽 scam issue [Got solved]
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
Ping Mod Staff again ?
*Partially solve
The bots update what they post just as fast as people can update regex filters, its rather annoying
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
Am admin of a public server too, we’ve had to ban well over several thousand of them 
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
Already drawing from one
More are required then it seems
could also just use @ everyone filter. would catch 90% of them and it takes like 5 clicks with carl
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
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
Where's that info from, by the way?
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
The devs did say on stream they were going to put new OCs for old weapons. They finally ended cutting them from U35 because they just have too much stuff to do.
it was never confirmed 100% we would get them for U35 though, it was always "probably but not sure"
i'll take your word for it; i haven't seen every dev stream.
I've been following closely the last two months and that's why I got on the topic
Going through my records, it has never actually been said OCs for old weapons were going to arrive with u35
I probably could fine the timestamps but that would be very time consuming
yep
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
the problem is that page only mentions false stuff last I checked
but you can simply add "false" or "true" next to it
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
That works best imo
But now I see people being confused in the thread
that makes the page not be a list of myths anymore
This person read just the header, thinking the headers are myths
I guess we could start every header with "Myth: ____"?
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"
Oh, that gives me an idea. Turning the headers into questions?
Although a bit redundant on the page, why not have each header in a format like :
Erroneous fact : "Insert myth here"
Ayyy
Question are good
And first sentence can be quick answer
"Does resupply pod affects xp ???"
"Lol no."
Alright, what's the consensus on multiple players repairing Doretta? Does it make the repair faster at all?
that could work
no
there's been a lotta testing for that
and looking at game values
Gotcha
[–]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
That's the one
I'll post a screenshot of what it currently looks like, when I get a chance (if that would help)
it got changed because some people thought it was too close to the swastika
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
Found the same icon discrepency on the "Cargo Crate" page
yeah it's going to be everywhere
someone just needs to rip the new icon and upload it
i think cyrob does that iirc
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
Already doing it :P
Interesting Embed 
👍
also what the hell is this
what was there was perfectly fine why did they make it so complicated
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
Detailed Search options?
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
Well there is an option to search all wikis so can see wanting to filter it more
is there?
Should be quite doable
display: none 
Hi turtle
hello tater
Mah broskee 
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.
Someone in the thread is curious about the special spawn pool, is there any more info to be read anywhere?
I think I have all spawn restriction per creatures heres in columns D and E, first tab.
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit#gid=1072639983
For the rest it depend on the hazard level for stuff like how many enemies per pool is picked, how veteran are promoted and such.
Sure, just be aware that I didn’t finish updating it, anything from column DB to CL still need to be rechecked.
I hate to be a pedant, but in B99 "Ambiant" should be "Ambient" 😅
Feel free to report any mistake.
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?
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.
Interesting. So it shouldn't matter indeed which direction to axe praetorians from
It can still be blocked by armor, but that’s it.
you mean like on the actual page title?
Yes
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
Oh, to people who have rights for the wiki's main page: this thing has been slowly driving me crazy
lol
if that existed I'd ask for links to the updates in that page 😛
why did you show me this yoshkin :v now i wont unsee it
For me dates there make the most sense (aside from the actual update site)
that'd be easy
so an update date page?
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?
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
Or just do this on the current Update History page?
I mean, they did link it in their suggestion
That's what I meant 😄 Yes
Did somebody break the page in the meantime?
I'm getting bad gateway or gateway timeout for the whole wiki
Time to go to sleep
Cerberus ferociously guards the poor hellish souls from leaving hellentering the wiki
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
As in, you could keep the same buff beer available indefinitely if you're always in the space rig during each refresh?
In theory, yes. I've only ever tried to stay for one refresh
I meant still going on missions but just making sure to be in the space rig during the refresh.
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
Second message got it across for me.
23:25 - Tunnel Rat, stay on the rig
23:35 - still Tunnel Rat, go on a mission
23:50 - Dark Morkite
"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?
Yes, and in other words, the beer refresh requires both a 30-minute rollover and not being on the rig
Last time I brought this up I was told it's just bad RNG
Oh really?
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
Enough to say it definitely doesn't stay the same across refreshes if you aren't in the rig?
I think so
That specifically sounds "easy" to test.
- Boot the game
- enter mission for ~30 min (or just until refresh)
- check if beer is same
- close game
- repeat
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
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
the limit for the current halloween assignment is until 2022 ?
I would assume it becomes unavailable when the event ends
Previous events with assignments did that
Nov 1st
I see, that is quite short
not sure about changing the year of log-in
knowing when they were released first seems good, there is a good solution to this I am pretty sure
https://deeprockgalactic.fandom.com/wiki/Accessory_Shop?curid=980&diff=25890&oldid=25631
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.
The omen machine even has its own scaling that is used for nothing else actually (ExtraLargeEnemyDamageResistanceC in the game’s files).
I just checked, the wiki is up to date for the modules health, resistance and weakpoint data.
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?
Does anyone have the percentages for grunts spawning as guards/slashers in each haz level?
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%
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
Thank you, that's exactly what I was looking for 
oh, yeah. i've seen packs of like 5 Slashers all spawn together on Haz5.
Do you know how the game choose when there is two possible veteran to choose from?
I mean for normal grunt to slasher / guard.
no clue at all, sorry. i was just making an educated guess of how the Veteran thing works based off of Ike's spreadsheet; i haven't seen an actual explanation written down somewhere.
solution might be to make it 100% chance and checking if it is just a 50/50 chance ?
is BC's beam damage 50%fire/50%electric? there's a conversion followed the beam damage in PRJ_LineCutter2
last I remember damage type is on the wiki, isn't it ?
wiki says electric, but i think it's 50%fire/50%electric
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.
I can see the 90% conversion to DMG_Fire (in wiki's term, Fire + Heat) in OC's code, but I still wonder what does DamageConversionBonus to DMG_Burn (Fire without Heat) in PRJ_LineCutter2 affect
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
🤔 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.
If the conversion ratio isn't specified in the file itself, then it's 50% as the default value. Example: EPC Charged Shot has the conversion percentages listed (25% Burn/10% Disintegrate), and they behave as you might expect them to.
That means Breach Cutter actually does 50% Electric and 50% Burn damage to targets, not 100% Electric as we previously assumed.
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.
so, the Initial Impact Damage is just 10, multiplied by 5 to total 50?
makes me wonder if Inferno is converting 90% of the 50% Electric (95% Fire-element, 45% Heat) or if it's just raising the conversion from 50% to 90%
The 50 DMG_Burn is set as secondary damage, maybe to ignore that multiplier.
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
🤷♂️ 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.
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.
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
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.
this can't be right. STE_ElectricSMG is the 3 second Electrocute DoT status effect, which is certainly not applied. the only Electrocute DoT is HVC, which is longer duration and higher DPS.