#wiki-related-chatroom

1 messages · Page 61 of 1

bold plover
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Whoops, that is lure.

floral drift
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there, that's believable

bold plover
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No idea when or how I dumped that, lol.

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Oh, I think I know how, dumped it by name which is shared with other objects so it went for the first instance.

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Fixed.

floral drift
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ok, so that resolves the electric-to-fire conversion discussion. we're still left wondering what the InitialHitDamageMultiplier is used for.

indigo kindle
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If it's actually used and not a leftover in the code. I've parsed the Breach Cutter PRJ file from the latest version of U34, it doesn't have the InitialHitDamageMultiplier defined anywhere.

tribal trench
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I don't really belong in this chat but I just want to say iv been to the wiki a bunch of times and everyone who works on it is doing a REALLY good job on it. I just wanted to say that

fickle kettle
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Hey! I would like to ask that the battle pass shown in the trailer will be free?

shell frigate
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Yes, It says so in said trailer

fickle kettle
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Ty

glacial topaz
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Now that is speedrunning Secondary Objective
I didn't even got out of the Drop pod
Wonder about the odds of it

floral drift
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best guess: the Fleas' locations were spawned inside terrain, so the game moved them to [0, 0, 0] , right where the droppod lands

acoustic scarab
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If this is Crystalline Caverns or REZ, I've got a better guess

indigo kindle
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"The chances of encountering a BET-C are 3% for Hazard 1 and 6% for Hazard 2 and up."
Can that line be removed from the BET-C section? According to GD_EncounterSettings, it's been 6% for any difficulty ever since U29 or something.
Edit: I've checked Haz 1 file, couldn't find anything related to "reduced Boss enemy encounter ratio".

weary sonnet
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I can confirm that the reduced spawn chance in haz 1 no longer exist, be it for BET-C or other rare encounter creatures.

glacial topaz
arctic prairie
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You know what the wiki needs? A page all about the different official songs of DRG.

acoustic scarab
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||As per Mike, mission length now affects event spawn chance||

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(it's somewhere in the first hour of Tuesday's stream)

glacial topaz
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values ? is that good ?

acoustic scarab
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He just said that shorter missions aren't the most efficient way of finding them in the new update anymore

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And that they are more likely to appear in longer missions.

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I guess that commented out piece of code got un-commented

glacial topaz
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it will be interesting

acoustic scarab
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Maybe worth mentioning on the zipline page

acoustic scarab
glacial topaz
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talking about that, reminds me something I don't think I discovered the answer to
if when you stop firing the AC, the FireRate doesn't go back to the base value immediately

floral drift
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are you claiming "it does reset to Starting RoF right away" or "it doesn't"? the wording is a little ambiguous

austere fossil
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Reads to me as "I never did figure out if the AC's rof immediately resets or not"

glacial topaz
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goes both ways (AC RoF curiosity, I could be asking "does it reset" or "does it not reset")
-I just want to know if I should stop firing for a split second to save ammo, when changing targets
and that is probably something that can be answered on streams (seeing how big the Q&A page is) or with testing (which I failed to find any conclusions)

fluid ibex
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wiki says ice prae's spray is 12Cold/s (in code, -100TemperatureIntensity::Cold2 every 0.5s) and cloud is 2Cold/s (in code, -100TemperatureIntensity::Cold1 every 0.5s). I wonder how does the conversion from temperature intensity to actual temperature decrease work?

glacial topaz
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: | someone asked about WP mod, and after I finish cecking the message gets deleted
though possibily they have checked the wiki and found the answer

rancid blade
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quick question: when a bulk spawns, how many seconds is it stuck in place and unable to attack? and does damaging the bulk during this period break the "stun" and allow the bulk to immediately start moving and attacking?

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^ basically is this true?

indigo kindle
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As far as we know, the delay before a newly spawned Bulk Detonator starts moving/attacking is 5 seconds. This window is indeed broken by damage. That was added way back during Early Access updates (after U23 but before U29), and I recall that being the case ever since. I haven't been able to find any of this data in Bulk's files though, might need someone else to confirm.

glacial topaz
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talking about bulk
odd thing happened during haunted Elimination, it looked like the unknown horror went missing during all of the first battle, and not like I killed dread that fast,
unless the horror decided to dig for dozens of meters or so (also didn't look for it on scanner), but it was 100% part of the second battle

indigo kindle
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Unknown Horror is known to occasionally fail to spawn completely.

glacial topaz
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more like despawning, since it was part of the mission from the start

wicked cave
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I think the Unknown Horror does actually spawn in within a small delay after the pod drops. I’ve seen it unfold itself from the ground after exiting the pod.

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It also always seems to spawn in the chamber where the pod lands, but I don’t know if that’s a hard rule

glacial topaz
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Now that is annoying, ever since DRG became really hard to play due to some issues on my internet and pc, working on some parts of the wiki is seeming almost impossible without huge stress
not counting the feeeling of powerlessness for helping

bold plover
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Enemies get despawned if they exceed 150m from a player.

floral drift
weary sonnet
bold plover
loud sky
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hey fellas, i don't really know where else to ask this, but do bullets of mercy trigger with ifg?

loud sky
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oh great, thank you

fluid ibex
weary sonnet
# fluid ibex thx, maybe it's safe to assume it's linear to calculate blizzard's effect. Addit...
MinimumTemperature: -100
MaximumTemperature: 50
DefrostTemperature: -50
BurnTemperature: 50
DouseFireTemperature: 25
TemperaturRegainSpeed: 5
DefrostingRequired: 25
OnDefrostedStatusEffect: '/Game/GameElements/Temperature/STE_PlayerDefrosted'
NormalTemperature: 0```Dwarf temperature is from the class PlayerTemperatureComponent if you want to dig more about it.
CurrentTemperature and TargetTemperature are available while in game (both at 0 by default).
wooden hedge
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I was told to ask here about this potential bug/change to the Minigun's top accuracy ability, because I don't know if this change is intentional or not. I remember the 75% reduction being very noticeable on the reticle, as opposed to... this, and I feel like I'm going insane.

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may hafta zoom in to see some of the details

floral drift
# wooden hedge I was told to ask here about this potential bug/change to the Minigun's top accu...

the Minigun behaves "backwards" in comparison to other hitscan weapons like Subata, Revolver, or GK2. when it starts firing, it already has a +25 Spread penalty imposed on it that decreases down to +0 at Max Stability (1.5 seconds of firing IIRC). After reaching Max Stability, that's when you can see the effect that T1.C is having on Base Spread. it reduces the 4.5 Base Spread by 75%, down to 1.125 Spread.

so, when the Minigun hasn't been fired it's only changing from (25 + 4.5) to (25 + 1.125), thus appearing to only be about an 11.44% reduction.

there's another layer to this as well, that the crosshair displayed on your HUD isn't a perfect representation of where the hitscan tracers are bounded internally. it's anywhere from 10% too big to 15% too small, depending on the weapon.

wooden hedge
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That makes sense to me, but the only reason why I even noticed an issue is because until recently, my UI showed a base, non-firing spread that had something akin to a -75%. What's up with that?

floral drift
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were you using Bullet Hell? that has a x6 Base Spread multiplier

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so 25% of 6x would be a lot more noticeable.

short cloud
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because bugged crosshair is a redundant thing

wooden hedge
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I suppose it's totally possible that I'm just gaslighting myself

glacial topaz
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Remind me
PGL homebrew randomization is per projectile or per enemy?

lament comet
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per projectile

glacial topaz
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Sad thing

gritty bear
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great it didn't save my edit comment, I swapped out my original community commentary video with a remastered version which is pretty much the same but the voice recording is consistent

glacial topaz
floral drift
floral drift
weary sonnet
glacial topaz
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feel free to correct it, before I do later today

fluid ibex
floral drift
glacial topaz
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Do use the correct values on the OC tables too
though, inform the displayed values are different

rancid blade
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how many shots does a turret shoot in a burst

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and what's the delay between bursts

indigo kindle
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6, 1.5 sec.

rancid blade
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damn i thought it was more

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a single turret can only kill at most 3 full health swarmers in a burst :(

acoustic scarab
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Hey, it's faster than Bosco

short cloud
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so, did the normal DD scaling changed or someone made a bad edit ?

acoustic scarab
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Who's the editor?

short cloud
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dunno

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let me check

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apparently somebody thought it was a typo

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Can't see who did it, there's no name

marsh osprey
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wait, so it isnt 3-3.5-4?

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(just to be clear: i never touched the wiki, so it wasnt me lol)

short cloud
marsh osprey
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oh

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huh

floral drift
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AFAIK Deep Dive Stage 3 started at Haz4 but got nerfed to Haz3.5 about 6 weeks afterwards and has been that way since.

glacial topaz
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was that fixed now ?
do ask here first if something seems out of place, and you don't have knowledge on how it is supposed to be

autumn flare
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They thought it was duplicate text, probably figured it would be 4 due to the EDD scaling

indigo kindle
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The real reload speed of M1000 is not 2.5 sec, but 2.55 sec. Source: WPN_M1000 from the latest U35 Experimental extract and a U34 copy I've had in CVO files. Not that it matters much.

floral drift
fluid ibex
indigo kindle
fluid ibex
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wiki's description of persistent plasma: "Duration: 7 seconds default duration, with an additional +0.6 seconds added only one time if any enemies either enter or leave the field." does the duration of plasma field really change? I only see the status effect's duration is 0.6s, so the effect will continue for another 0.6s when enemies leave the field or the field disappears, right? maybe rephrase it?

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duration of plasma trail has the same issue

indigo kindle
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It's not the field duration that changes, but the DoT effect inflicted by it.

floral drift
fluid ibex
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whole time

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||in U35 mission length affects spawn rate of machine events (15%/20%/35%) , cargo crate and lost pack (10%/16.67%/33.33%). experimental changelog also mentioned that XP of primary and secondary objective is affected by length and complexity, I can't find the data, worth a test?||

glacial topaz
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probably better if we spoil tag that ?
think people wouldn't like being spoiled for something that is not even out of experimental yet

fluid ibex
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the first part of impact axe's damage seems like an AOE, with a sphere collision box larger than other parts. I purposely missed a little bit on spitball infector and goo bomber to avoid the third part, and they really take 50 damage

lean lodge
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you can clear the farting mushroom things in the snot bogs real quick with them and still pick them up after.

wicked cave
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It’s definitely a small AoE, I have clips of killing a pair of mactera with one axe, and their models weren’t even touching

stark tulip
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That and you can "mow the lawn" in fungus bogs
As in throwing one to destroy multiple of those toxin sprayer things

silent sierra
# fluid ibex the first part of impact axe's damage seems like an AOE, with a sphere collision...

There is a sphere around the axe. You can see it by throwing the axe through a bunch of those poison gas plants in the fungus bogs. It'll destroy the plants around it as it flies without ever touching any of them. Also the axe only multiplies 110 melee damage damage when it hits a frozen enemy rather than all 160 melee damage that it does, so I suspect that the sphere is the 50 remaining melee damage similar to how the pickaxe deals 11 direct melee and then has a small sphere of 16.5 area melee damage.

pure folio
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Hey guys, not sure in which room should I post this, but here we go

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At one point apparently I made a seperate save and kept playing on it, in case of system reboot and such, am I prone to loosing my "almost_main" save ?
Or is there a way I can make the 2nd one as my main ?

shell frigate
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You can delete the current main & rename the almost main one via file explorer (back it all up first)

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steamapps\common\Deep Rock Galactic\FSD\Saved\SaveGames

silent sierra
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Hey guys. I was looking for documentation about the On Fire status effect's area of heat propagation. I remember a while back someone was showing how it dealt both fire damage and heat damage in that area of effect, but I can't find anywhere on the wiki it was documented. Was that information found to be inaccurate, or did this just slip through the cracks?

glacial topaz
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was it on the "Temperature" page ?
if anything I guess it will appear there

silent sierra
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Well that's what I mean. The information is on neither the Temperature page, nor is it on the Status Effects page.

weary sonnet
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It is on the temperature page, on fire heat range.

silent sierra
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The only information on the Temperature page is:

On Fire Heat Range: All creatures act as a heat source when they are on fire, they deal 5 heat damage per second to any creature within a certain radius around them.
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What I'm refering to is a discussion about there being "fire" damage.

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The kind that deals damage to HP.

weary sonnet
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There is no fire damage dealt unless you reach the creature’s burn temperature.
That point has been checked and confirmed recently.

silent sierra
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Okay cool. So the old discussion I remember was proven inaccurate. Thank you!

rancid blade
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is shield regeneration percentage based or a fixed rate

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like does 25 shields regen to full faster than 30 shields when both are starting at 0

glacial topaz
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Nice, was curious what would appear as reward, since I don't have the new weapons unlocked, and have all OCs of the old weapons
-it just gave a weapon OC for a new weapon
Guess that's expected, given everything that happened before

rancid blade
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i'm thinking of using a smaller shield with the plasma rifle oc that gives bonus dmg if shields are full

glacial topaz
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So far, for after S1, Sabotage mission is said to be integrated in the game a different way, and being less frequent
Any clue on when more details about it will be said ?
Hoping it is not a week limited, or daily even

bold plover
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Deep dives and assignments

glacial topaz
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deep dives are weekly, and probably can't be too sure Sabotage will appear, so guessing only once or twice per month (curious about the odds though)
Assigments can be one-time only, and no daily reset ones, so that's gonna be rare too I guess
-in that case, really hoping a new way is figured out, for regular missions

floral drift
rancid crest
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so the hacksy portion?

fluid ibex
glacial topaz
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curious about the caretaker case then, or whatever the big bad is

bold plover
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no caretaker afaik

radiant edge
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y'know, I'm kinda curious

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does the lost dwarf room spawn before or after you scan the helmet?

stark tulip
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After

bold plover
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after for sure

night spade
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That makes me curious:
If you excavated the entirety of a map so that it's just one big room, and then scanned a helmet, would the lost dwarf room spawn floating with walls, or would the backpack and minerals just appear and fall to the ground?

glacial topaz
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can't it spawn inside the walls ? as a third option
seems more likely

floral drift
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i once saw a screenshot of a Lost Equipment room that spawned where Doretta had already rolled through and made a tunnel. if that claim is accurate, then perhaps it would spawn mid-air in the cleared-out room?

glacial topaz
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Bug ? Doretta not making terrain count as digged

rancid crest
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I’ve had the lost equipment room spawn partially exposed once on an egg mission where the driller kept going through walls

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It could be that the game chooses where to spawn the room during map generation but only does so when you scan the helmet?

bold plover
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Nope.

rancid crest
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Speaking of

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What changed with escort map generation?

bold plover
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Since it only has support for 1 lost pack on map gen, it would make all additional packs spawn in the same location.

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Which it does not.

rancid crest
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The first room seems to always be connected to the spawn room now

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Did they attempt to cram all the rooms closer together without taking into account room geometry properly or something

ionic kiln
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wait what? why I can see the wiki-after-dark channel?

shell frigate
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Everyone can now

ionic kiln
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Kinda strange tbh, it should be a secret channel...

wary cove
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Discord broke

glacial topaz
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What did I even miss

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not sure if that makes it better or worse

bold plover
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Now we wait for the secret dev channels to appear

acoustic scarab
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Yeah, I wonder what kind of lewd editing I've been missing out on

rancid crest
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an after-dark channel? Sconk

night spade
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Yeah, I saw it for a while, too.

autumn flare
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Anyone got the description for the new assignment by chance?

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Completed it before I remembered to screenshot it

analog rock
# autumn flare Anyone got the description for the new assignment by chance?

`There's a new player on Hoxxes! An unknown mining company is prospecting this part of the galaxy, and we need to sabotage its prospecting operation and prevent it from reporting back about how prosporous Hoxxes is. Hoxxes is DRG property and we can't allow any other businesses to set up mining operations here!\r
\r
Management takes an extremely dim view of this new development, and it is clear that we must fight fire with fire - the bottom line is at risk!\r
\r
For that purpose, we have devised this short series of training exercises for you, to prove that you are up to the task of facing this new threat head-on. They will be heavy on the combat, and light on the mining - you will need it once you face our new enemy!\r
\r

  • Regards,\r
    Management`
autumn flare
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Danke

lavish marten
autumn flare
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Could be a spelling error in game but I’ll fix it on the wiki page

analog rock
lavish marten
autumn flare
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Could we rename the Drak-25 carbine page, “carbine” in the title has a different spelling/spelling error to how it is in game

glacial topaz
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Don't correct in game spellings for the Wiki, "SIC" exists
Just take notes to correct the typo if it changes

autumn flare
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I’ve noticed the weapon pages have inconsistent formats, some have the labeled “about” section and some don’t have it labelled/below the contents

autumn flare
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Named the Prospector Drone page wrong, needs deletion

weary sonnet
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Do you have the link or name of the wrong page?

shell frigate
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There is the move function to rename a page

weary sonnet
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I can probably rename it though.

autumn flare
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Ah ok thanks, renaming it would work

weary sonnet
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Right name is "Prospector Drone" right?

autumn flare
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Yep

weary sonnet
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Prospector Drone page already exists.

autumn flare
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What

shell frigate
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Can have Prospector be a redirect

autumn flare
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Wasn't there before I made this one

shell frigate
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Was made 7 mins ago

weary sonnet
autumn flare
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@weary sonnet The Prospector states that it has weakness to fire instead of frost in the miner’s manual in game

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Different to the spreadsheet

weary sonnet
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I tested all the resistances to elements directlly and submitted a bug report for the many inconsistencies to the miner’s manual bestiary.

autumn flare
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The manual also apparently doesn’t mention the corrosive weakness

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Ah alright, so the spreadsheet is correct?

weary sonnet
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The forgot every weakness to corrosive damage and tend to mix temperature and damage resistance.
For the prospector it is just plain wrong though since he isn’t weak to heat either.

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Other rival tech are weak to heat, but not fire.
For elemental resistance the spreadsheet should be reliable all the time yes.

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Feel free to ask for confirmation if you think there is a typo though.

autumn flare
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I added the scaling but it only goes up to 640 on 4 player EDD, how do I modify the scaling to state up to 680?

snow shadow
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Does anyone know what to do with the new red event that says something like 'start hacking pod' or something like that

weary sonnet
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Hum, let me check for the EDD scaling, that means that either the wiki template or my scaling is outdate.

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No, actually you used the wrong scaling, the prospector drone use the same scaling than the dread and bet-c: boss scaling not special scaling, I just fixed it.

flint citrus
# snow shadow Does anyone know what to do with the new red event that says something like 'sta...

the hacking pod lands nearby and should be highlighted (though I have experienced a bug where it doesn't, just run round if that's the case, you should find it). When you find the pod, it has a rack of nodes like the bombs from the tritilyte machine event. You have to grab them and make a chain of them from the hacking pod to the data cell storage thingy that you interacted with to call down the hacking pod

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after that you start the event properly at the hacking pod by hitting a button then have to defend the pod from enemies

tidal elm
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Does anyone know if you are supposed to get any scrip after beating the caretaker mission?

acoustic scarab
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Not directly, no

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You get scrip for the first 10 data cells and from some of the PP levels (you can see which by scheduling the rewards at the bottom of the season menu)

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I think some challenges also award scrip?

acoustic scarab
weary sonnet
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Rival tech are not weak to fire: all of them have 0% fire resistance.
They are kind of weak to heat though since all of them except caretaker and prospector drone will blow up once on fire.

acoustic scarab
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Yeah I think that was just poor phrasing

weary sonnet
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As for the armor, none of them have standard armor like bugs, I can confirm that.
For the different damage value, I could find the multiplier for the robotic appendage while testing in game, roughly no damage while shooting the arm, ×1.5 (not a weakpoint) if you shoot the glowing part of the head, ×1 if you shoot the metalic blade part of the head.
From the second link posted by YoshkinCat, there is probably something similar for other rival tech.
(Didn’t check the files for that yet, but it should be visible in the materials files.)

fluid ibex
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do sludge pump's T5A,T5B and clean OC all affect the status effect triggered by normal/charged shot, fragment and puddle?(4Corrosive/0.2~0.3s+MSx0.65, 4s) and the puddle contact status (3Corrosive/0.2~0.25s+MSx0.55, 0.75s) isn't affected by anything above?

glacial topaz
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Will the spread fragments from a charged sludge do damage, or only the initial charged hit ?

trail sphinx
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Karl is King of the Dwarves. Make it known.

dry atlas
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We need more info about corrosive damage in general. There is no info about how much corrosive damage is dealt from both wiki and the weapon description

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Only direct hits from charged shots, normal shots and fragments

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Now that I think about it, there needs to be another weapon section for dot damage. There isn't any for poison effects, either

glacial topaz
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That one goes without saying
But if it was that easy, we would have done it already
Not counting all the other things in need of attention,
Hopefully I will be able to review the wiki to see if quality is kept , near the end of year or so

dry atlas
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I noticed that Neurotoxin Poison is mentioned in Status Effects as always 12dmg. I wonder where that info comes from

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The intervals between dots varies though

glacial topaz
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Through Modding stuff and similar
Which means I might be able to find sludge info, though it sometimes isnt as simple as it looks

dry atlas
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Yeah, the damage can be modified. I don't think that you can modify the neurotoxin damage since it's not really part of the main kit but an addition

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probably need to compare it with the flamethrower dots

glacial topaz
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Through observation, any clue about total damage ?

rancid blade
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what things can damage/kill invulnerable enemies, like hiveguard (with sentinels / 3 weakpoints), korlok weed, or omen tower

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can a bulk dying or doretta hurt any or all of these

weary sonnet
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Bulk can’t, not sure about dotty.

autumn flare
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Drilldozer triggers korlok weed but doesn't damage it iirc

bold plover
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drilldozer kills korlok afaik

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if it hits any of the plants it spawns

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may have been fixed

wicked cave
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Dotty will definitely kill korlok plants, saw this today on an escort mission. Don’t know about the heart though

stone reef
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not sure if i can ask here but i was wondering that for sometime.my question is who is voice acting mission control ?

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since we don't see in person beside screen broadcast

bold plover
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Robert at GSG.

autumn flare
stark tulip
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I just added info about the prototypes to the pages for the new weapons
That was just from memory
I don't have the time right now to try to find those videos

autumn flare
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You added them for Gunner and Engineer right? Think Scout and Driller still need them then, hold on

acoustic scarab
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Gunner and Driller

stark tulip
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Lok-1 didn't have a prototype shown

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The others did

short cloud
indigo kindle
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Experimental patch notes. I'm not sure if it made it into the live release.

short cloud
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Checked the experimental patch notes and didn't find note of it.

indigo kindle
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You'll have to ask Mike then.

fluid ibex
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just checked, same in U35 release

shell frigate
analog rock
shell frigate
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Yeah, was a known bug, remember mentioning it to a dev in VC a few months ago

drowsy sonnet
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Okay So To add for the Wiki is: The frameworks/paint jobs for the new weapons, the Rival tech frameworks for the Already included weapons, and the new Mission type

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Not that I have access To said things I’m on Console so I’m just Vibin

acoustic scarab
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I don't quite understand how the seasonal challenge refresh works. It seems like if there's a blank space (only 2 challenges + blank spot), it will wait for a bit and then put a 24-hour countdown on the blank space

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How I think it should be is, you complete a challenge, and a 24-hour timer is put on that slot, right?

short cloud
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From what I understand, once you complete a challenge, you get a 24-h timer in that slot. You don't get any other timer until that first slot is filled, and you can hold 3 slots at best

acoustic scarab
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I just read an observation that might explain what I experienced.

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It seems that the game starts a timer not when the challenge is completed, but when you log into the game next time

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It would explain why I finished a challenge yesterday (roughly at this time, 28 or so hours ago), saw a blank spot, exited the game, logged on this evening and saw 23:59:00 in that slot

weary sonnet
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23h cooldown or so would be better though, so you can do it everyday at roughtly the same time.
Doing it later and later every day seems a bad idea.

short cloud
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But maybe that's how it works

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🤷‍♂️

acoustic scarab
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Oh well, one more thing to collect data on

short cloud
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It's a bit mysterious lol

glacial topaz
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only remember getting a 1 hour cooldown once, and 23h sometimes, or 8h, all sorts of values

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so, since I have only 1 challenge + 1 timer, I need to complete the first challenge to start the 3rd timer ?

austere fossil
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Has anyone had more than 1 timer at a time? I was under the impression you only had the one timer.

acoustic scarab
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Yeah, it does seem like there can only be one cooldown at time. Actually, that also might be a part of the answer. On Sunday I finished two challenges in one session, and I didn't see two timers. I saw one timer and one blank spot.

glacial topaz
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I saw active + 2 timers too

#

also fun thing to note, it seems the lok-1 won't fire more bullets than you need to kill, had like 12 locks on swarmer but only 1 bullet consumed. Thought that required some mod to work

short cloud
#

it's a valuable info to share I think since a lot of people probably don't know about it

glacial topaz
#

prototype leak, final version leak ?
what got me curious was seeing someone on experimental talking about lok-1 not being usable without smart targetting, something along those lines
so I decided to try it out using another mod, didn't give it too much attention until now on locks vs shots

short cloud
glacial topaz
#

on a similar note, full lock just means using all available locks, regardless of number of enemies ?

short cloud
#

yeah

signal plaza
#

When were machine events, specifically the omen, added in the game?
Id check myself on the wiki but unable to because chrome does not like working

glacial topaz
#

update 27 added Omen (December 2019)
update 26 added Machine Events (november 2019)

signal plaza
#

Oh damn alright, thanks

glacial topaz
#

No problem; also you can use Discord search on #patch-notes-steam , and check the oldest result for when a thing was added

short cloud
#

or check the whole patchnotes pages in the wiki

austere fossil
#

Id check myself on the wiki but unable to because chrome does not like working

signal plaza
#

Being on mobile is a burden in of itself, thanks again though

bright sapphire
#

anyone know the stats to the nitro compound for the hurricane? i havent seen any significant difference, even over a few dozen meters

floral drift
#

that's what i was told by Banagement, who i think was told by Dagadegatto. i also did a couple of tests to verify, and it does seem to do as claimed.

glacial topaz
#

No Limit ?

short cloud
#

otherwise, no cap

#

At least from what I heard

gentle ridge
#

No there's definitely a cap or a single PBM will decapitaite everything with it's infinite life. I heard from Banagement it's 30 sec.

short cloud
#

Good luck keeping it airborne for 60s outside of a big ass cave though lol

glacial topaz
#

interesting, right after the 2nd challenge cooldown ended, the 3rd empty slot started a 24h timer
if that helps understand it

autumn flare
#

You could possibly have the missile around for a long time if you have the 2x velocity/control upgrade, forget the name

glacial topaz
#

I just had 2 shredders clipping on each other, just playing idle animation, but not attacking or moving, no interaction when near, but could kill them,
is that one known ?

autumn flare
#

How much were they clipping into each other?

glacial topaz
floral drift
#

🤔 maybe it's similar to a bug where enemies don't aggro on players until they have line-of-sight. for example, with clever placement of platforms you can negate a Cave Leech without killing it. just stack two on the terrain next to it, then then third directly underneath its grabby hand. because it doesn't have LoS on you anymore, it will never aggro again for the rest of the mission.

looking at the screenshot above, it's a fair guess that those Shredders' "eyes" were inside each other or the terrain, so they couldn't aggro on you. however the hitbox was still extending into the normal "play space" so you could kill them.

glacial topaz
#

crossed them without taking damage either
kinda expect there to be a sphere around it to detected players from behind,

#

I probably could dig around without damaging to see if they would work again

acoustic scarab
#

Someone else also noticed countdowns for challenges are happening one by one

rancid crest
#

You get one challenge a day, the other 2 spaces are for stockpiling so you can do multiple together simultaneously

#

Its not meant to be a daily, its “twice a week”

glacial topaz
#

would probably be more interesting if the other slots displayed "48h"
Will be interesting to see what are challenges that can happen, I only know about Class, Biome, Mission and Sabotage ones

acoustic scarab
shell frigate
#

Well it's been know to always be that way, quite the old bug then

hybrid plaza
#

assignments page

glacial topaz
#

you need the level ? not sure if changed, probably not, but
patch notes says "you will need to have attained Level 20 for the respective class."

hybrid plaza
#

the mission icons

glacial topaz
#

so the name is correct, and not the icon ?

indigo kindle
#

Do the Wiki editors want a quick dump of certain Patrol Bot stats here? It's quite lengthy.

glacial topaz
#

I won't really use it now
but if you judge it is too big for Discord, probably format it to fit in a short space, or use txt (maybe fine, because there is preview, and won't take space ?)

indigo kindle
#

I'll save it for later then. Just one note: Patrol Bots have Large Enemy scaling (scales with Hazard and player count).

glacial topaz
#

curious about Sniper Turret, is that one lengthy too

weary sonnet
next summit
#

Anyone know the damage on T5 corrosive mod for Sludge Pump?

indigo kindle
#

If I read that one right, it adds +2 damage to the DoT's damage ticks.

next summit
#

Cool thx

bright sapphire
floral drift
#

yeah, it feels like its best use-case scenario would be with Manual Guidance Cutoff and sniping Spitball Infectors or Brood Nexus from 60m away or something...

bright sapphire
#

using the plasma missile overclock, it does no damage going through but cuts your damage in half anyway?

#

maybe it applies status effects? UPDATE: they dont

#

cant deal ANY damage to airborne enemies unless they run out of pierces, so maybe it could be good with a few seconds of nitro but still not worth it

acoustic scarab
#

https://youtu.be/mclog0vnhMo?t=16618 sniper turrets are supposed to blink before they shoot, but that effect doesn't seem to work now; they lead their shots so you can actually dodge the shot if you switch directions just before they shoot

glacial topaz
#

That probably means the laser
good luck seeing the turrett itself blink from far away
is it a hitscan attack ?

acoustic scarab
#

No, it's just a very fast projectile

#

(I think that's mentioned in the clip there)

floral drift
#

sniper turrets certainly appear to fire projectiles

bold plover
#

They do

glacial topaz
#

I didn't stare at them long enough to see the firing itself

autumn flare
#

I’ve already added the stats for patrol bot

#

From the spread sheet

glacial topaz
#

Corrosive sludge pump page, isn't that wrong ? mostly the tick interval

floral drift
misty trail
#

is the Weapon Overclocks article being updated to include the new weapons?

acoustic scarab
#

It will be, at some point

acoustic scarab
#

Yes, I was very deliberate with my phrasing

acoustic scarab
glacial topaz
#

non fixed values ? how many times ?

acoustic scarab
#

You'll have to ask Johan it seems

glacial topaz
#

just something to remember for later, so we can try discovering it too

#

On another note, does the Lok-1 Burn-Electroction damage bonus stacks with itself ? (a target with both statuses), would be quite the increase, if I got the +20% dmg correctly

shell frigate
#

Something to test is when it procks

#

Mainly the Max lock-on bonuses, as seems may do more often then first thought

#

E.g. the base "non-smart" overkill prevention saving you bullets still can have the max lock on bonuses apply even if it was only a single shot actually fired

glacial topaz
#

So you need something with just bately more hp than 1 shot
So it will get killed by any bonus, but wont need 2 shots

shell frigate
#

Or test out fear

#

But may be diffrent for each one

indigo kindle
#

Should be fairly easy to test. Haz 4 exploder vs LOK, T1 ammo mod and T5 lock-on damage. Exploders have 24 HP, and unless you hit a headshot it's impossible to one-shot them with LOK's 21 damage.

shell frigate
#

Do note it might fire a second shot even if it kills it, not sure how it works out if it should

glacial topaz
#

is it hit scan ?
would kinda expect it to just not fire if the target dies before the next shot is ready to fire

shell frigate
#

Something else to test

floral drift
floral drift
floral drift
glacial topaz
#

maybe by changing the bonus to +200% the difference will be more clear, it will either be 500% damage if add or 900% damage if mult

shell frigate
indigo kindle
#

@weary sonnet I've checked your Excel table and Twins' files, and Twins are missing a 30% melee vulnerability.

#

Regular Dreadnought and Hiveguard are also missing a 40% melee vulnerability.

weary sonnet
#

It doesn’t apply, they used the wrong variable.
PST_MeleeDamage instead of PST_PhysicalResistance

#

So all dreads have 0% melee resistance, it has been checked in game using a modded subata and power attacks.

analog rock
autumn flare
#

That’s a weird way of doing it, I would think just using projectile would be easier

silver mauve
#

Does anybody know the exact weakpoint bonus from the lok1s executioner overclock?

#

And if not does anyone know where I can find it?

floral drift
silver mauve
#

Whoa shit ok, thanks meat shield!

bold plover
floral drift
#

so to clarify: the enemies get damaged the instant that the gun fires, and then the things flying through the air are purely visual, like the bullet tracers left behind by other hitscan weapons?

autumn flare
#

Yeah that is what hitscan is as opposed to projectile, a simpler system for performance but isn’t always accurate to the visuals

bold plover
radiant edge
#

Man that's wild
How exactly am I able to hit praetorians in the behind if it draws a hitscan vector in a straight line?

austere fossil
#

I think because the "start" of that line isn't you.

floral drift
#

hang on, using Paint for crappy illustration...

austere fossil
#

exquisite

floral drift
radiant edge
#

Beautiful

glacial topaz
#

is there complexity / length variation for sabotage ?

silent sierra
#

It looks like the page for the Unstoppable perk no longer lists that it has a bug preventing the second part of the perk from working. That being the increased movement speed while carrying heavy objects. Was the perk fixed at some point, or was that information just deemed unnecessary for that page?

austere fossil
#

Not that I know of. Looks to have gotten caught in the crossfire during the Great Tips Page Consolidation.

floral drift
#

... how certain are we that Unstoppable doesn't increase speed while carrying Heavy Objects? just a couple weeks ago i was carrying nanite bombs faster than my teammates because i had Unstoppable equipped on my Gunner. it certainly felt like it was working.

#

i thought the bug was that the final rank doesn't increase the bonus, not that the bonus didn't work.

austere fossil
#

Maybe it is fixed? It definitely did nothing for carry speed at one point but that was a while ago.

austere fossil
glacial topaz
#

check the time it takes to run the same distance ? a long one, multiple times for consistency

floral drift
austere fossil
#

I checked it before by chasing another dwarf carrying something that didn't have it way back when

glacial topaz
#

just be sure to check the time for both free hands and with aquarqs to compare the difference with perk

acoustic scarab
glacial topaz
#

smh, no triple Caretaker mission

bold plover
#

Correct, tier 3 complexity or length don't exist anymore due to them being too large.

glacial topaz
#

didn't even know it existed
not that am the fastest, but solo sabotage takes me 40 minutes at least
next tier would probably be competing with deep dives

floral drift
#

just to keep everyone here in the loop: i'm starting to wrap up on an un-polished "alpha" release of the U35 DPS Calculator. once that's out, i imagine that a lot of the new weapon pages on the Wiki can start having data filled in. although i'm capable of doing it, it would be preferable if a few people in this channel would be willing to transcribe the data from DPS Calc into the Wiki so that i can keep working on polishing it up for the post-hotfixes full release.

autumn flare
#

Add the data to the wiki pages? Sure

acoustic scarab
#

So!
The thing with the challenge timer was a bug, if the patch notes are to be trusted

acoustic scarab
#

Does anyone have the MC text for unlocking the sludge pump?

night spade
glacial topaz
#

interesting part is that I haven't noticed any friendly damage from it
but maybe it is only for fragments, not pools

floral drift
acoustic scarab
#

A nice screenshot I took in case anyone will need confirmation that random events carve out space for themselves

glacial topaz
#

My game was reset back to the tutorial with everything restarted after I had a "crash"
so I exited it, is there something to be careful to not lose recovering the progress ?

shell frigate
#

You can always backup your save folder

#

C:\Program Files (x86)\Steam\steamapps\common\Deep Rock Galactic\FSD\Saved\SaveGames

glacial topaz
#

and to actually recover I just go the space rig and mess with save options ?
I have to check what the buttons do so I don't press the wrong one

shell frigate
#

Should really pop out at you

#

But as long as you have it backup you should be fine as can always loa the backfiles back there

glacial topaz
#

only 1 option was shown

#

well well well, look what happens when you exit tutorial

#

now trying to discover which save to use from the dozens it has

#

oh well, sound options were not recovered

drowsy spruce
#

hey, found these four posts on reddit that detail the stats, weapon mods and overclocks for each of the four new weapons

acoustic scarab
#

Likely out of date now, but a good start

short cloud
#

yup, that's out of date

drowsy spruce
#

the pages dont have the icons for the overclocks and i haven't cross-referenced them yet

drowsy spruce
short cloud
drowsy spruce
short cloud
#

I see

floral drift
drowsy spruce
glacial topaz
#

Is there a quantity limit for season challenges in queue ?
the ones that are hidden, but as soon as you complete one challenge they appear

floral drift
radiant edge
#

I can already tell, trying to explain the lok1's internal mechanics on the wiki will be a delight

floral drift
#

if you have clarifying questions, feel free to peruse the source code or just @ me. there's a ton of stuff hidden under the hood for these new weapons.

floral drift
#

@drowsy spruce you asked to get pinged -- if you want to get an early look at new weapon data that will make its way into the Wiki soon, take a look at that release of DPSCalc. hope this helps!

cunning hare
#

HELLO, I am trying to dub the game, and i need the specific voicelines related to the Cue files to do so (the translation will be a mod), does anyone know where to find such lines?

wicked cave
cunning hare
#

the meme

wicked cave
#

...yeah

cunning hare
floral drift
cunning hare
acoustic scarab
#

Not sure where to ask this, but does anyone know how to make Steam prompt me if I want to run DRG with DirectX 11, 12 or without it?

#

It pops up sometimes, but not always, and I think the no DX oprtion looks the same while taking up less resources

glacial topaz
#

right click game, properties, general
at the botton there is "Launch options"
now you just need to know which command to use

#

if there even was, I don't think there is a no DX option anymore

acoustic scarab
#

It exists, I got prompted at least twice just last week, and was prompted regularly on my old Win 7 PC

glacial topaz
#

so 4 options total, interesting, I only get 3

wicked cave
#

Same, how does “no DX” even work

shell frigate
#

Think using a shortcut to launch it should mean no DX promt

austere fossil
#

When clicking the "Play" button on the DRG page in My Library it often gives 3 options

Play Deep Rock Galactic
Play Deep Rock Galactic (DirectX 12)
Play Deep Rock Galactic (DirectX 11)
(wording and order of 11/12 might be different)

IIRC, the first one isn't "no DX", it's just "whatever you used last time" which is also what happens if you start DRG from the right-click menu of the system tray icon.

acoustic scarab
#

Ooh, I'll try the Play button instead of tray right-click

glacial topaz
#

:| I knew that was odd
it only makes sense for games to allow for a default option, so people don't have to go looking for which option they should use

austere fossil
#

I was pretty sure a dev made a post somewhere about there being 3 options and what they do when they were added but I can't seem to find it now.

floral drift
#

THB is correct. devs said DX12 and DX11 options would launch as selected, and the option that just says "Play DRG" uses the most recently selected DX version. also that launching from shortcut uses the most recently selected, too. the only way to switch DX11 <-> DX12 is through Steam's Play button.

95% sure this was added during the Modding Support update (between U34 and U35)

wicked cave
#

yep

austere fossil
#

@floral drift is "Increases Corrosive DoT's average DPS by +8" on Hydrogen Ion Additive just "+2 dmg per tick"? Thinking of making the stat line in the overclock table read "+50% Corrosive DoT damage" but want to make sure it's not actually an increase in the tick rate.

glacial topaz
#

is that an OC

austere fossil
#

Yes

floral drift
#

the risk of saying "+50%" is that it could be misinterpreted as "x1.5" so people might mistakenly believe that equipping both T5.B's +50% and HIA's +50% gives +125% DoT DPS, which is incorrect. when possible, i try to express percentage changes as "x1.5" and additive changes as "+2" to prevent that ambiguity.

austere fossil
#

Speaking of, I noticed you sidestepped that with the "35% to 51.25%" for the Slow portion of HIA

floral drift
#

indeed. trying to convey how multiplicative slows work without spelling it out is a pain 😔

austere fossil
#

I'm leaning towards "x1.46 Corrosive DoT slow"

floral drift
#

🤔 under the hood, the Corrosive DoT has a x0.65 movespeed multiplier. T5.A and HIA both apply a x0.75 multiplier, which do stack with each other.

austere fossil
#

Yeah, I reversed the 0.75 out of that

#

But how the hell to convey that fact

floral drift
#

i lean towards writing a whole section about Corrosive DoT and another section about Sludge Puddle mechanics

#

kind of how the Stats Panels in DPSCalc have 6 rows detailing those 2 status effects

austere fossil
#

The Sludge Pump's gonna have a bit in the "Unique Overclock" section for 4/6 OCs, huh?

glacial topaz
#

Will it, and should it ?

floral drift
#

Should: absolutely
Will: ...probably?

austere fossil
#

gimme another hour or two and it'll be "has"

floral drift
#

after i finish lunch, i'm gonna start working on Smart Rifle page so i don't step on your toes on Sludge Pump, THB

austere fossil
#

I did the other 3 yesterday if anyone wants to give them a once over.

#

Overclock tables, I mean

#

And by did I mean the main stats

#

Who's usually the one to upload new icons to the wiki?

glacial topaz
#

no idea on what the OCs are, and trying to not get too spoiled
just that unique overclock is meant for when it is absolutely needed to explain a mechanic
not for just being different

austere fossil
#

Unambiguously and accurately explaining how something increases a Slow multiplier will very probably require a section

glacial topaz
#

I have seen all sorts of people uploading icons on wiki
including me
but not working on it until end of year
will be... interesting

austere fossil
#

Unless y'all think this is adequate

glacial topaz
#

the importantpart is listing the x0.75 effect
no need to show the total

austere fossil
#

Trying to avoid "Wouldn't x0.75 Slow make it less slowing and be bad?" questions.

glacial topaz
#

say it multiplies with the base value or so

austere fossil
#

Ideally "Slow multiplier" solves that but I know the depths of stupid are deep

#

Also wondering if AG Mixture/Sludge Blasts's "Changes launch angle from 9° to 3°" is important enough to mention as its own stat line or as a hoverover vs just leaving it out

floral drift
#

🤔 hmmm, that launch angle is only really useful when calculating trajectory distance, and that's already mostly impacted by player crosshair placement. i'd vote only mention in hoverover...

#

also, i think Sludge Blast's -6 degrees only applies to the Charged Shots, AG's applies to all projectiles

glacial topaz
#

maybe " extra x0.75 multiplier" or so

austere fossil
glacial topaz
#

comes from Ely making it after I suggested we used it
iirc

#

Though we never ever needed anything neutral

austere fossil
#

Pretty sure this means you can just use it in whatever

This image of simple geometry is ineligible for copyright and therefore in the public domain

#

Stuff like Homebrew Powder on the Subata/GK2 could use it.

glacial topaz
#

usually the game terminal indicates when it is positive or negative
so I would have to see the new OCs

austere fossil
#

Also Double Barrel on the Boomstick

glacial topaz
#

that one is listed as positive

floral drift
#

is the Wiki being really slow for anyone else? taking seconds to load, sometimes failing to load.

shell frigate
#

2.75s server response time

floral drift
#

kinda putting a damper on my efforts to edit the new weapons...

next jewel
#

Where can I get the sound of a glyphid detonator bug?

glacial topaz
#

Probably wiki, if you know how to look for files lol
uploaded them to be used, but didn't get to how to use it yet
and pretty sure detonator was there
you didn't specify which sound exactly, but if it is the signature roar it should be there (creature name is "Glyphid Bulk Detonator")

next jewel
glacial topaz
#

wait, you want the pre-explosion sound from Glyphid Exploders ?

next jewel
glacial topaz
next jewel
#

"Glyphid Bulk Detonator"

glacial topaz
#

FIle isn't the same as articles

#

articles are the pages, where text and images are used to talk about a topic
looking for files means searching for the collection of images, videos and sounds that were uploaded to the wiki, either being used or not

rancid blade
#

for the salvo module oc on the hurricane, does a higher fire rate make loading missiles faster or is it a set rate

#

also does the +25% stun mod only apply to direct hits or aoe radius

radiant edge
#

Definitely loads faster with the mod

next jewel
#

So... What i should do?

radiant edge
#

You could always download ue viewer and export the audio files from the game folder

glacial topaz
#

that will most likely not work well
considering everything that could be used I have already uploaded
so good luck trying to find what I haven't

#

but it is an option

floral drift
floral drift
glacial topaz
#

would probably be odd to not specify it is on direct hits
doesn't it do that ? when the effect is meant for only the direct damage, and not the AoE, forgot

rancid blade
floral drift
floral drift
rancid blade
#

oh right i'm dumb

acoustic scarab
trail gust
#

@acoustic scarab np, I helped as translator

tranquil hazel
#

just noticing here that in the DPS calculator it shows executioner's WP bonus as 100%, but on the wiki it says 50%

fluid ibex
#

the newest code says 50%, don't know when did they change it (last experimental build was 100%)

indigo kindle
#

That came in with the latest patch afaik.

weary sonnet
#

It should be updated in the DPS calculator soon, I reported it to MeatShield yesterday, he just didn’t have time to updated it yet.
(Silaise was the one who told us about the change.)

tranquil hazel
#

so the DPS calc also mentions T5b almost triples the DPS of the puddle's DOT (13 to 33)

#

is this correct, and if so, is there a catch (other than enemies only taking the damage while in the puddle)?

#

speights mentioned something about T5b only having a .5 sec duration but I'm not sure what that means

#

another question: do the slow from the shot debuff and the slow from the puddle stack, or does it just take the biggest slow out of the two (usually the puddle)

glacial topaz
#

funny thing how I thought that bigger puddles were the default size
just to later notice it wasn't as big as I expected

#

and not too sure, but getting 3 dmg every 0.2-0.25s (12-15 dmg /s) for default, and 5 dmg every 0.2 - 0.3s (16-25 dmg/s) for improved version
you only get 32 if you sum 3 with 5, so 8 / 0.25s = 32
but it is probably not like that
shouldn't be too hard to check anyway

floral drift
floral drift
# glacial topaz and not too sure, but getting 3 dmg every 0.2-0.25s (12-15 dmg /s) for default,...

Sludge Pump T5.A and T5.B both add a second Status Effect to the Sludge Puddles; STE_GooPuddle_ImprovedSlow and STE_GooPuddle_ImprovedPoison respectively. when those are equipped, enemies in the Sludge Puddles have two Status Effects pushed; the default one and an improved one. so, not only do the enemies take the normal x0.55 Slow and 13.33 DPS from the default puddle, they also take either an additional x0.5 slow or additional 20 DPS depending on which mod is selected. T5.C doesn't affect puddles in any way.

floral drift
# tranquil hazel another question: do the slow from the shot debuff and the slow from the puddle ...

yes, the slow from Corrosive DoT and slow from Sludge Puddle both multiply together. in fact, all slow in the game are multiplicative numbers and they multiply with all other slows.

Corrosive DoT: x0.65
Sludge Puddle: x0.55

T5.A: additional x0.75 for Corrosive DoT, additional x0.5 for Sludge Puddle
Hydrogen Ion Additive: additional x0.75 for Corrosive DoT

total potential slow from only Sludge Pump: 1 - (0.65 * 0.75 * 0.75) * (0.55 * 0.5) = 0.1005... => ~90%

floral drift
glacial topaz
#

that is quite the number of stacking effects, 4 total ? goo + improved goo + puddle + improved puddle

floral drift
#

from my interpretation of the gamefiles, i think that the effects on Corrosive DoT only affect the Status Effect itself; multiplying Movspeed Slow by x0.75, adding +2 Damage per Tick, or +[20, 25] Armor Damage per Tick. so, only 3 Status Effects total i believe.

#

Corrosive Dot + Sludge Puddle + Improved Puddle

#

when i was doing tests and using GetAll StatusEffectsComponent ActiveStatusEffects it only ever returned three.

glacial topaz
#

for both damage and slow ?
I have to take some more time to fully understand all the parts used

floral drift
fathom zephyr
#

dunno if this is the right channel to ask, sorry if that's not the case, but, does armor breaking upgrades apply to dreadnoughts, or just plateorian armor?

floral drift
# fathom zephyr dunno if this is the right channel to ask, sorry if that's not the case, but, do...

this is the place.

the OG Dreadnought's Shell is not affected by Armor Breaking, the Hiveguard is not affected by Armor Breaking, but the Twins do have Heavy Armor on their legs and around their abdomens.

As a result, Armor Breaking mods help kill the Lacerator and Arbalest a bit quicker but have no effect on the other two.

ever since the Twins were added in U33, there was a bug where only their front legs' armor would take the increased damage from AB mods, but U35 seems to have mostly fixed that.

weary sonnet
#

Armor breaking upgrade also apply to other creatures armor like menaces (their back is armored) and to light armor like on grunts and spitters.

fathom zephyr
#

thanks for clearing this up, lads 🙂

glacial topaz
#

Can I even turn a save into my main one ?

glacial topaz
#

since save menu says I have one active save and a main save

radiant edge
#

Or just really bad coding lol

glacial topaz
#

Been alwaya like that
Why would it change now
Such as sticky flames, right?

acoustic scarab
#

Do buff beers increase drunkenness?

bold plover
#

Yes.

#

Drinking 2 will get you drunk.

autumn flare
#

@floral drift Is there still info from the calculator I could put into the wiki?

floral drift
bold plover
#

I'm making a mod for making screenshots of the equipment terminal really easy.

bold plover
#

Looks like this, but this doesn't work super well with similar colors. I could make black and green versions I guess.

glacial topaz
#

Hurricane weakpoint mod is for any weakpoint near the area of effect radius, correct ?

floral drift
glacial topaz
#

Disappointing

#

There was once a critical weakness sabotage, would caretaker be affected by it ?

fluid ibex
glacial topaz
#

oh well, at least any of the hostile robots ? only ones I can imagine would be patrols and the claws

silver mauve
#

Is it known how much heat is generated per shot for the drak, how many shots until overheat, and what the ammo regain rate of the rewiring mod is for drak?

fluid ibex
floral drift
#

disclaimer: that 31.5 is an average calculated after the fact; the true heat-to-ammo formula is still technically unknown.

silver mauve
#

Oh I see

#

Thanks guys

floral drift
#

last time i worked on it, i was using -3.5 + 9.8x + 4.7x^2 + 3.76x^3 + -2.14x^4 as my approximation of Heat-to-AmmoRegen but i don't think that's entirely accurate...

silver mauve
#

whered u get ur fit from?

#

is that just a guess based off testing?

floral drift
#

Eggboy#2141 did a bunch of tests for me, firing a certain number of bullets then manually overheating to measure ammo regen'd. from those ~100 data points, i just used Google Sheets' trendline (polynomial 4) to find a formula for me.

silver mauve
#

Oh i see

#

are the data points public knowledge?

floral drift
#

not at the moment

#

but neither are they "trade secrets" or anything 🤷‍♂️

silver mauve
#

Would u mind sharing them with me so i can mess with em?

#

Im just curious

floral drift
#

sure. sending via DM

silver mauve
#

Thank you

fluid ibex
#

plasma carbine T5A, T5B and thermal OC depends on heat meter or actual heat value? (meter is not linear)

radiant edge
#

Seems like the heat meter just from a visual standpoint

fluid ibex
#

with no heat related modification other than T5A, I can overheat manually immediately after firing 18 times (40% heat)

radiant edge
#

Yep, heat meter

fluid ibex
#

autocannon can deal friendly fire after u35?

short cloud
vagrant plume
#

says on wiki machine events have a 25% chance to spawn no matter what, that info still accurate?

#

I could just be unlucky but its been 13 missions now and nothing

tranquil hazel
#

I think that they're disabled on DD and EDD, but other than that, you're just really unlucky.

vagrant plume
#

Heard some people saying mission length or cave complexity or haz lvl affects spawn rate, anyone know if that info was made public by DRG's devs and if yes where?

short cloud
vagrant plume
tranquil hazel
#

damn

#

thats annoying

#

time to grind length 3 missions then

fluid ibex
#

in GD_DamageSettings, the default value of AOE min damage percent is 0.5, but wiki says 25%, which is accurate?

weary sonnet
weary sonnet
indigo kindle
#

Targets Explode doesn't have MinDamagePct defined in the WPN either.

weary sonnet
#

Same for target explode: 0.25

acoustic scarab
#

Can anyone confirm that patrol bots stay in a hackable state only for a limited time?

celest kettle
acoustic scarab
#

Okay, then I'll stopwatch it next time I get one

weary sonnet
#

I can confirm it as well, when I was testing the other rival tech resistances I didn’t want to hack them and they were waking up after a while.

floral drift
# fluid ibex plasma carbine T5A, T5B and thermal OC depends on heat meter or actual heat valu...

it's a strange mixture of both Heat Meter and Heat Value. T5.A, T5.B, and Thermal Exhaust Feedback all activate when the Heat Meter is > 50%. however, the internal Heat Value is linear -- heat generated per shot times Rate of Fire up to a max of 2. there's a spline-style "Heat Curve", just like Minigun, which converts that linear heat/cool mechanic to look non-linear. i don't have an exact value, but i'm pretty sure that 50% Heat Meter is around 0.76 Heat Value.

celest kettle
fluid ibex
celest kettle
# fluid ibex yeah, and minigun's heat is similar

This explains the numbers I was getting when testing increased RoF at T5.B and the time to overheat numbers didn't quite make sense.. thanks.. even more so when taking the cooling rate mod and testing 3-5 round burst tap firing.. if heat value and heat meter were like for like I should have overheated more than I was. At lest this was my reasoning

vague terrace
#

Who are those voice acting people ?
Just curious, and i thing that might be wiki-related

wary cove
#

Robert, the art director

#

Pitch shifted a few times

acoustic scarab
#

Mission Control is Robert, art director at GhostShip Games.
Every dwarf is voiced by a friend of GSG, an American (?) of Puerto-Rican descent

wary cove
#

Hmm, I thought they were all Robert

bold plover
#

Dwarves are not.

acoustic scarab
#

I think his name is Xavier?

#

Not sure, he was mentioned a few times in the streams, but I can't remember anything except him being half-Puerto-Rican

bold plover
#

Yes.

autumn flare
#

Dwarves are definitely not Robert

misty trail
#

Javier

radiant edge
#

Anyone know the exact formula for Rewiring Mod's ammo return?

silver mauve
#

Hey this is actually relevant

#

Ive been doing some data analysis on the rewire mods ammo return and it seems to be kinda weird

#

The most conclusive stuff I have for you right now are these two graphs

#

The trend for both of these shows that it is best to fully overheat your weapon if you have taken the T1B mod and its best to get to ~35 ammo if you haven't

radiant edge
#

Man, looks like lowering the heat generation really gimps your ammo economy

celest kettle
radiant edge
#

Yea it's clear that you'll want to always go for some degree of overheat to get some ammo back

analog rock
silver mauve
#

I've been attempting to fit the data I was given for the right formula but it's a bit all over the place

#

I don't feel strong about any of my results yet

tranquil hazel
#

jeez, almost 75% ammo return at 35 ammo spent

#

so ~80% is the best return ratio

silver mauve
#

I should say this could be off by a bit based on recording error

tranquil hazel
#

well it's close to what meatshield said during experimental

#

he wasn't specific but he said 80-90% is the best return

silver mauve
#

Makes sense

radiant edge
#

That seems a bit strange honestly, getting more ammo from manually overheating at 85% rather than a full overheat doesn't make much sense

#

At least from a design standpoint

tranquil hazel
#

it actually makes sense from a design standpoint

#

they're encouraging you to use MHD with it

#

and to OH at key times

#

it makes it more engaging and fun

#

False: "Machine Events are more likely to spawn in length-3 missions" - in common misconceptions

#

this isn't true anymore, right?

#

if so someone should remove it

radiant edge
#

I mean, I'd agree with you but taking the T1.B mod doesn't seem to have that same philosophy

silver mauve
#

Yeah I think if anything that one's just a data outlier

#

If somebody wants to collect better data and send it to me I'll check again

floral drift
#

remember: good science means test results are repeatable. everyone can do the same tests that Eggboy did, see if the data you get is different.

low hamlet
#

so someone made a prospector data deposit page. im going to turn it into a redirect to what is now the machine events page. i plan to change the machine events page to "events" and leave a redirect when i move the page

then we can make a section for the prospector data deposit on that page. how does that sound?

#

(ping with a reply i won't check otherwise)

wary cove
#

Hi Turtle, welcome back 👋

radiant edge
#

Data deposit is just a seasonal event, no? Might get removed in the next update

shell frigate
shell frigate
low hamlet
low hamlet
glacial topaz
#

not like content was never removed or changed, so not much need to worry about it

#

and not even too sure on what an "event" is, Cargo crate is ? Bet-C is ? Korlok ?
was easier to tell with just the machine events page

rancid crest
#

I feel like there would easily be enough info for every machine event to have its own page if you included more data as filler

glacial topaz
#

Perks have their own page, so little content isn't the only reason to have it grouped together

rancid crest
#

Each perk also has its own page though despite the “little content”

#

Not true for machine events

#

I can think of a lot of questions about machine events the wiki kinda glosses over

#

Stuff like, does the kursite pickaxe buff work the same as berzerker perk? How long does it last? How much hp do ebonite enemies have and how much dmg do they deal? Do they take weakpoint dmg from power attacks? Etc

glacial topaz
#

did you get confused about perks meaning the perks page
I am talking about individual perks

rancid crest
#

There is an overall page talking about perks in general and pages for every individual perk

#

It seems odd to dump every single event into a singular page when each event itself has enough info/content/data that is useful to already fill their own page

glacial topaz
#

someone will remember
again, pretty sure lack of content was never the entire reason to have a single ME page, instead of 4 pages
and surely you can get more info to include, but good luck getting the values

bold plover
#

Same buff but custom timer.

#

600 something health for ebonite praes iirc

rancid crest
#

Doesnt ely have a spreadsheet for the hp values

bold plover
#

No idea, it would be easy to check but I am too lazy tonight to bother, lol.

rancid crest
#

Ely lists ebonites in the sheet

#

They also dont appear to have weakpoints so where you hit them is irrelevant

#

And the buff granted by the dispenser is not 10s I’m like reasonably sure so its not quite exactly the same as berzerker

glacial topaz
#

( . . .)
The point is that the wiki sometimes lacks content because we have not figured out some value / formula
not much to do about that, unless you start taking guesses
-there is a lot of content still waiting to be added, stuff we know about, but either doesn't fit yet, or wasn't planned
also, it is an expression, it means "if you can, go ahead"

silver mauve
#

Speaking of formulas we don't know

#

If anybody would like to assist me in coming up with a good fit for the rewire mod formula dm me and I can tell u what data I need collected

#

Also are there any other testable formulas we don't know yet?

autumn flare
#

Think adding more information like ebonite enemy stats to the machine events page would be useful, not really "filler"

tranquil hazel
#

does anyone here know if patrol bots have armor?

#

or if they just take 1x damage on their body

gaunt cipher
#

I think they take 1x everywhere but head but I do not actually know that for sure

#

I could test actually

gaunt cipher
tranquil hazel
#

thank 4 test

celest kettle
#

Regarding units of measure.. On the sludge pump page the HIA OC states +2 Corrosive DoT damage.. is that per second, per tick or otherwise? In general data without unit is confusing/misleading.. there was some discussion in the #drg-chat about corrosive pump damage TTK last night and the wiki should be the source of truth to resolve this. Although not my place I thought I would mention this -- too much time in the workplace screaming at people who present graphs without labelled axes.

vague terrace
wary cove
#

nah, I got it wrong

#

robert only did the mission control voice

vague terrace
#

But that's him, for sure ?

marsh osprey
#

Yes

vague terrace
#

Well, my question was about "mission control guy" too, so you get the question right

marsh osprey
#

Ik lmao

vague terrace
#

Thanks for answering guys

gaunt cipher
celest kettle
#

Perhaps once the data for T5.B is there complete the Corrosion Mechanics section the same way slowdown is done for completeness

gaunt cipher
#

I'm just gonna go record and count damage ticks on grunts

celest kettle
gaunt cipher
# celest kettle Thanks.. if I had HIA i would do it myself

Alright, so: going frame by frame through my recording and counting damage ticks after direct hits:

Base goo gun kills a 108 HP haz 5 grunt in 21 ticks after the direct hit.
25+(21 * 4)=109, so this is consistent with 4 damage per tick.

Goo gun with t5b mod kills a 108 HP haz 5 grunt in 14 ticks after the direct hit.
25+(14 * 6)=109, so this is consistent with 6 damage per tick(+2 damage per tick).

Goo gun with HIA also kills a 108 HP haz 5 grunt in 14 ticks after the direct hit.
25+(14 * 6)=109, so this is consistent with 6 damage per tick(+2 damage per tick).

Goo gun with both t5b mod and HIA kills a 108 HP haz 5 grunt in 11 ticks after the direct hit.
25+(11 * 8)=113, so this is consistent with 8 damage per tick(+2 damage per tick per upgrade, +4 total).

#

As for puddle damage, I timed them instead to save my poor fingers from going frame by frame since the puddles take longer to kill.
Base goo gun kills 108 HP grunt with puddle in ~8 seconds.
Goo gun with t5b mod kills 108 HP grunt with puddle in ~slightly over 3 seconds.
Goo gun with HIA kills 108 HP grunt with puddle in ~8 seconds.
Goo gun with both t5b mod and HIA kills 108 HP grunt with puddle in ~slightly over 3 seconds.

#

This all shows to me pretty clearly that yes, it is +2 damage per tick on t5b and HIA-but HIA doesn't apply to puddles, just direct corrosion, while the mod applies to both the direct corrosion and puddles.

short cloud
#

interesting, thanks for those infos Lazy 👌

gaunt cipher
#

What are the official names for those two debuffs, btw? 'direct corrosion' vs 'puddle corrosion'.

celest kettle
#

So HIA does in fact offer a massive buff to TTK and total damage for a clean OC .. thanks again for confirming

short cloud
#

was it in here that someone dropped a video on how the mod and the OC affecting the projectile speed were affecting the charged shot puddle spread btw ?

gaunt cipher
short cloud
celest kettle
#

HIA + T3.A + T5.B effectively creates some of the highest total damage for a DoT in the game now. I look forward to @floral drift calc for this

gaunt cipher
#

Worth mentioning that the slow increase from HIA also does not apply to puddles, just direct hits

tranquil hazel
celest kettle
short cloud
#

but the mod does, I suppose. So basically, the OC changes direct hits only

gaunt cipher
#

yup

celest kettle
tranquil hazel
#

HIA only changes the direct damage DOT, but it buffs the slow for both the direct dot and the puddle

tranquil hazel
#

I don't have the link

gaunt cipher
#

Also I broke something when I tried to edit it so I reverted, but-HIA's description on the wiki ought to change from "+2 Corrosive DoT damage" to "+2 Corrosive DoT damage per tick", with hovertext that clarifies that it does not apply to puddles

tranquil hazel
#

frankly the damage from T5b is so much on the puddle that kiting bugs through puddles without it feels horrible

#

it almost triples it

#

and with HIA and both DOTs you can do 65 DPS from DOTs alone

gaunt cipher
#

isn't t5b taking the puddle from 3 to 5 per tick?

tranquil hazel
#

it turns the DPS from 13 to 33.3333

#

I think based on that the tick damage goes from 3 to 7.5

#

but I'm not great at math

gaunt cipher
#

I don't know exactly what is going on behind the scenes, and there is some variability due to the tickrates. All I can say is from my testing t5b has a huge impact on how fast puddles kill things, while HIA has none at all

tranquil hazel
#

yup

gaunt cipher
#

I didn't want to say it was more than doubling the puddle dps since that doesn't make a lot of sense on the face of it, but that does line up with my timings

celest kettle
tranquil hazel
gaunt cipher
#

Right. I guess I'm just curious how exactly that's happening

tranquil hazel
#

I think meatshield described what was happening with it up aways

celest kettle
#

seems to be 8 effective DPS for both HIA and T5.B so the initial shots has a DPS of 32 on the DoT .. + puddle DoT which is amplified by T5.B only

tranquil hazel
#

it adds an additional effect apparently

#

not just buffing the normal DOT

gaunt cipher
#

This is another case of the ingame mod description really not explaining what is happening at all

#

it doesn't make it clear whether or not t5b even affects puddles, much less that it's boosting their damage by a much larger amount than the direct DoT

tranquil hazel
#

another case?

#

how dare you

celest kettle
#

given the HUGE dot diff between T5.b and T5.a not sure it will ever be mathematically correct to do T5.A.. unless you are on CC patrol for the team

tranquil hazel
#

this has never happened before

tranquil hazel
celest kettle
#

hmm based on the calc and the AOE of the charged shot (2.5m) which is something i did not know before.. taking T2.A over T2.B might be viable.. damn the sludge has some strange mechanics/interactions

tranquil hazel
#

it's not really about the damage for T2a, it's that T2b spreads goo more effectively

celest kettle
gaunt cipher
#

...I sort of wonder if both puddle effects aren't supposed to be happening at the same time.
If the intention was for the STE_GooPuddle_ImprovedPoison to replace the normal puddle DoT, it would be going from 13.3 dps to 20 dps.
So it would be close to a +50% dps increase, much like the effect on the corrosive DoT.

tranquil hazel
#

iunno

acoustic scarab
silver mauve
#

Wait does anybody have a link to meatshields damage calc?

celest kettle
glacial topaz
#

When activating Lok-1 scanning with multiple hostiles in its view field, how does it decide how to place lock ons ?
considering no smart targetting mod

silver mauve
#

Ooh that's a good question, I wondered that myself

glacial topaz
#

I imagine one way to test it (if unknown)
would be to have multiple stationary enemies (such as deeptoras),
get in a position, and activate scanning, switching equips, and activate scanning again without moving, to see if it changes
so that will probably show how random it is

floral drift
#

the lok-1 order of placing locks is still an unknown mechanic. during my light testing during XP it seemed to prioritize placing locks on enemies closer to the center of your screen, but truth be told i don't have enough data to firmly assert that.

glacial topaz
#

sadly my testing requires modding, or just some good luck
and in that case, it would explain why I felt moving my aim helped spread the locks

celest kettle
#

Anecdotally from playing a lot of LOK! my feeling is that closest to the centre of the "target field" acquires locks until full then moves to the next closest target in the field unless you move the centre of the field to collect more locks.. I'll validate it later with spawn menu

glacial topaz
#

if it is full , it can't move to the next target lol
since I am considering not having smart targetting

celest kettle
celest kettle
#

So from testing (using CCA for max acquisition) the sequence seems to be:

  1. Acquire first target to entre the acquisition area and start placing locks
  2. Even if the crosshair is locked on ONE target if something else enters the acquisition field - even if further away from the centre of the crosshair - at some point locks will start being applied to that target.

What is unclear is: 1. Is it based on proximity 2. does the locking of subsequent targets occur at X locks on the primary target

glacial topaz
#

what if there 2 targets already in the acquisition field ?
so,nothing exiting or entering it
it might be random the chance to move to a new target, such as "15% chance to target something else"

celest kettle
#

had 2 very chill grunts that i was lasso'ing around.. looks like if there are only 2 things in the acquisition field it seems to load locks on both starting on the one closest to the centre reticle.. i am going to need to enable spawn menu to get answers

#

last grunt test with 18 locks and 2 targets landed up with 9 locks each and loaded them largely evenly

#

ok went full scientific on this

glacial topaz
#

I guess that makes sense with some variables I am getting, "MaxLockOnDegree" is 10 , and "LoseLockOnDegree" is 70
with the wider lock on mod changng ther lose one by +33%

celest kettle
#

the ratio of locks seems to be based on proximity to crosshair vs number of units in field

glacial topaz
#

perhaps it spreads it equaly for targets between maxlock and loselock range ?
and if something is on the maxlock range, it will prioritize that one ?

celest kettle
#

here is exactly even lock starting in that position

#

so here is the interesting thing.. if you start locking and keep it VERY static position on static targets.. it will load up almost exactly even. If you start lock and move toward another target it prioritises the new target and starts locking that with priority

#

this is a lock and then fast snap to the top one -

glacial topaz
#

so maybe the order is
hostile inside "MaxLockOnDegree" range ? spread locks evenly in that range
nothing inside that range ? spreads locks evenly on the wider range
?

celest kettle
#

the lose lock does seem to be the degree outside of the wide reticle so it really is more than 70 degrees from centre with CCA

celest kettle
glacial topaz
#

I mean, might not be too easy to keep a target out of the maxlock range
as in, hard to move close enough to a target, but not close enough

celest kettle
#

Not sure I follow ?

glacial topaz
#

if you are testing how lock on behaves inside the "Loselock" range
you can't have a target be inside the "Maxlock" range
and not having something enter that "Maxlock" range might be harder than expected

celest kettle
#

hmmm tricky indeed.. CCA mod definitely makes things harder moving to zoom

glacial topaz
#

now I noticed those aren't glyphids

celest kettle
#

static objects for consistency

glacial topaz
#

probably better to check with different mods
or might require some modding to remove / alter the ranges, so really wide + really long
-best way to spread locks is to keep moving center to make sure it doesn't stay focused on only 1 target ?
meaning that if you have a praetorian too close, you won't lock on any grunts around ?

celest kettle
#

Well.. that is the thing.. if you have a preatorian close and there are grunts anywhere in the acquisition area.. even if your crosshair stays dead on the praet you start locking grunts. I have to run.. will explore this one later.. It is now driving me insane

glacial topaz
#

interesting
spreading evenly, or more like 90% locks on prae and 2-3 for grunts

celest kettle
#

Will try test it empirically later using multiple static targets ..but anecdotally the proximity of the other grunts is a major factor as is the lens type used .. for CCA and Zoom lens it seemed more like 60% on the praet at best.. the more grunt around it the harder to stack locks on the praet specifically..

glacial topaz
#

Perfect

#

quite a lot of data points to gather

silver mauve
#

I think it would make sense for it to just go radially out from the center of ur lock range. That way the feel of using a small lock window vs a large one is almost exactly the same with the difference being more leeway for what fits in ur range

#

And when you play the lok1 u can instinctively guide the aiming just by looking at what u want targeted

celest kettle
#

It really doesn't feel that way sadly.. I will be back testing in about 1 hour .. I have a theory that proximity to the LOK1 shooter plays a factor.. in order to calculate subsequent locks.. it is either proximity to previous lock target, proximity to the shooter, combination of the two .. and other factors.. damnit

glacial topaz
#

better make sure you get rid of what is about to bite you lol

#

so it would prioritize target 1 for being closer, instead of target 2, which is closer to the center, but farther away ?

celest kettle
#

that was one theory but that has been disproven already if the crosshair is closer to 2.. .. however.. if the there was 3 and 4 near 2.. then things change

#

after you acquire 2

autumn flare
#

Patrol bots are 3x damage on head and 1x everywhere else

acoustic scarab
#

Honestly, I'm not seeing much of a curve here, I wonder what Anders was talking about 🤔

glacial topaz
#

let me check if what I got 2-3 days ago
10'931 XP -> 1'293 PP
14'720 XP -> 1'488 PP

acoustic scarab
#

The outliers seem to be from an earlier build of the game. If I group my data points by game version, it looks better

#

Patch 2 only

#

And with your two points

floral drift
acoustic scarab
#

This is all hazard 3 solo

glacial topaz
#

what about sub 5k and post 20k+ ?

#

or you can fail a mission
I got like 33 pp once

acoustic scarab
#

Yeah, I thought about that

#

It's something I gathered along the way, didn't intentionally try for very low/high XP values

acoustic scarab
glacial topaz
#

hazard 3, solo

#

that formula looks really close to
PP = 750 + 5% XP

acoustic scarab
#

Let me feed that to WolframAlpha and see what it says

floral drift
#

i suspect the curve of XP:PP doesn't care about Hazard Level beyond the additive effect on XP. you could probably gather data points from Haz1 4egg and Haz5 2XP 400 Morkite and they'd probably fit on the same part of the curve.

i'd be wary of developing a fit for the XP:PP formula based off of your current data set; it seems insufficient.

acoustic scarab
#

It absolutely is insufficient

#

It's a small strip of what I believe to be a curve

analog rock
#

You know there is a simpler way to determine the maths ?

#

@quiet tulip Can we have some details on how the PP are calculated from the XP please ?

floral drift
#

😳 he pinged a dev

austere fossil
#

That's cheating!

acoustic scarab
#

Some spader you are, Azerty!

analog rock
#

I know you will still try to find it yourselves, but now you can make a bug report if what you find is different from what Anders tells us (if he tells us something, ofc).

acoustic scarab
austere fossil
#

He definitely says "curve" and "not linear"
and to "play lots of missions not just one for a really long time"

wicked cave
#

sounds like the design goal then was to make the PP:XP ratio give diminishing returns for larger amounts of XP

austere fossil
#

Yeah, that's definitely the intention. Just gotta see if it actually ended up getting implemented that way.

acoustic scarab
#

Yes, that's what some players have already complained about. They play high hazards and they want to progress faster than those from lower difficulties

glacial topaz
#

Everything is pointing out that Curve Does not imply "non linear"

bold plover
#

Correct, the idea is to make it reasonable to play at your skill level and not make people need to go beyond their capabilities to progress faster.

acoustic scarab
#

Diminishing returns sound like a good solution to that, but we'll need to see how curved the PP really is

#

If it's too straight, we should have Anders take a look at it, see if anything's wrong

silver mauve
#

If he explicitly says he wants people to play a lot of missions instead of 1 long one that is achieved by the base +750 pp

#

Doing 2 missions for 30 minutes gives an extra 750 xp over 1 mission for 30 mins

#

I'm interested in knowing which part of the xp:pp ratio is affected by hazard

acoustic scarab
#

No part, presumably

#

That's the working hypothesis, at least

glacial topaz
#

get the same / similar XP but on different hazards?
wonder how possible that is

acoustic scarab
#

Double warning h3 mission would get a good boost from warnings, comparable to the +50% +25% that a shift to h4 would bring

floral drift
#

so playing a Haz3 4 Egg Hunt would give same reward as Haz2 4 Egg Hunt with Lethal Enemies Warning.

acoustic scarab
#

I have mission end screenshots for all of my data points, I can recreate the data about hazard level, warnings, mission types, biomes, etc. if needed

glacial topaz
#

with the old or the new formula ?

glacial topaz
#

so just have to find a lethal enemies and later the exact same mission without it
curious to see if anything will change

celest kettle
#

Has anyone done the math on time/lock on LOK1? Seeing as I am doing LOK1 testing right now anyway

austere fossil
#

Presumably @floral drift has in his efforts to model it for the DPS Calculator.

glacial topaz
#

no math done, but I know that the "LockOnTime" variable is 0.1 and "TimeBetweenLockedShots" is 0.06
now how that is used no idea

celest kettle
celest kettle
glacial topaz
#

that rate of fire is only used if you use tap firing instead of locks ?
since, if you have 10 locks, that would be 1 second to lock them all and 0.6s to fire them, so 10 shots in 1.6s, or 6.25 shots per second
wait... that is almost the same as that 6 fire rate lol

celest kettle
#

No.. not according to Meatshield math.. the effective ROF of a LOK1 release is 16.66667 (if it took a full second to release all the rounds) .. so if you had eraser and a 24 locks it would take over 1 seconds to deliver them all - but not much

glacial topaz
#

you forgot the lock on time

#

you know, 1 / 0.06 is 16.66...
which is the time between locked shots

celest kettle
#

Eraser user case - 24 locks (2.4s of locking on time) and a dump time of 1.4s = 3.8s to complete all that. surprise surprise.. effective ROF is 6.25

austere fossil
#

Those 24 shots in the 3.8s IS the burst DPS since you can't separate them

celest kettle
#

Executioner + Shutterspeed sensor only gets you to an effective ROF of 10 .. so total 3 ROF gain for MOD + OC

celest kettle
glacial topaz
#

not much use for only knowing lock on RoF, since they will always require you to spend time locking
also if it delivered all shots at once that would "imply" an infinite firerate

celest kettle
floral drift
#

yes, the lockon and burst RoF for Lok-1 Smart Rifle are known and modeled in DPSCalc v1.1.2a. as Omega Sentinel said, 0.1 lockon and 0.06 time between bullets during burst. yes, effective RoF is 6.25.

Seeker Rounds imposes a penalty of x1.9 on the 0.06 BurstCycle time, which reduces the Burst RoF from 16.6667 to 8.7 and change, about -47%.

celest kettle
floral drift
#

there are quite a few erroneous tooltips in 1.1.2a, so if you find something that looks wrong let me know.

  • Lok-1 T5.C is 500% Fear in 5m radius, not 250% (aka 2.5 Fear Factor)
  • Seeker Rounds is x1.33 Lose Lock-on Threshold, not x1.33 Acquire Lock-on Threshold
  • Executioner is +50% weakpoint; no longer +100%

those have already been reported and fixed, and i'm working on polishing it up for the full (non-alpha) release in a couple of weeks.

celest kettle
#

FOV 80 - Zoom Lens - GSG has some explaining to do :p

glacial topaz
#

reminds me that I am curious to compare some numbers on stubby vs lok-1, such as DPS, clip damage, etc

celest kettle
#

This is my usual 115 FOV

#

effectively viewer FOV effects target acquisition!

glacial topaz
#

I thought that was lava before noticing it was just flying rocks

celest kettle
#

flying rocks is the best LOK testing tool ever

#

ok so.. this FOV thing really messes with the 70 degree thing

floral drift
# celest kettle effectively viewer FOV effects target acquisition!

i think that this is a faulty conclusion. FoV distorts and compresses how the game gets shown on your monitor, but the Acquire Threshold is a constant 10 degrees (or 11.3 with T2.B). that 10 degrees is calculated using in-game physics and trigonometry, and doesn't get distorted like the visual camera does.

so, it certainly looks like changing FoV affects the locking mechanic, but i don't think that it actually is affected.

celest kettle
#

would you concur that nothing outside the "locking area reticle" should acquire locks?

austere fossil
#

Knowing what he wrote in the Accuracy page on the wiki, I doubt he would concur.

#

None of the reticles are perfectly accurate.

glacial topaz
#

reticle is just a guide for aiming , not a perfect representation

arctic prairie
celest kettle
#

left rock is acquiring locks with reticule clearly off of it (at FOV 80) .. at 115 FOV is is just off

gaunt cipher
#

Are these rocks stationary?

celest kettle
#

yes

#

if you summon rocks with spawnmenu they stand still .. it is great

gaunt cipher
#

You should try locking, then changing FoV and locking again, without moving mouse or your position at all

glacial topaz
#

if they weren't stationary, they would be using glyphids instead lol
or something else

celest kettle
#

so current conclusion re: locking precision with Macro lens.. if you are at 120 FOV (max in game) if any part of the reticule crosses the centre of mass it acquired the target.. only hard statement i can make

weary sonnet
#

If you want stationary enemies for testing, https://drg.mod.io/debug-mode should work.

mod.io

Ground enemies ignore you, you are invincible, you can fly by pressing space repeatedly, the map lights up when your flashlight is on, you throw objects farther, falling with large objects does not drop it and you are not slowed by large objects.

celest kettle
glacial topaz
#

Asking how to add files to the wiki would be less disruptive, don't think people will be downloading those files from here

arctic prairie
#

Sorry!

#

I'll do that!

#

How does the naming work with the files, or is it just the name the devs game it?

celest kettle
#

Also I assume this has been acknowledged somewhere but worth mentioning the blowthrough mechanics for the LOK1 are a little special.. as there are 2 blowthrough scenarios.. clear path to object and and object on way to path... from what I can tell so far the former always works.. had a few issue reproducing the latter.. will test with debug mod.
Update: LOK1 BT only works if the path is clean to the primary target.. meaning never aim at bugs behind

glacial topaz
#

preference should be names that make it clear about what the file is about
, there should be a lot of examples on what names to use, if checking files on the same category / group
so like, if you were to add a new milestone image, you check the names of the other milestones images on the wiki already

arctic prairie
#

Alright, got the images uploaded, so now they just needs to be added to the ensnared voiceline section.

glacial topaz
celest kettle
#

if the LOK! is locked onto BUG1 the if BUG2 is on the followthrough of the curve the BT works.. if the curve passes through another BUG (bug3) on the way to the destined target.. then bug3 takes the damage but BT does not happen to BUG2

#

Will verify with debug mod shortly

floral drift
# celest kettle if the LOK! is locked onto BUG1 the if BUG2 is on the followthrough of the curve...

from what i've been told, the Lok-1 Smart Rifle draws a straight line tangent to the red lock-on spline at the point of intersecting an enemy, and then that line is the ray used by the hitscan bullet. as a result, Blowthrough penetrations used in conjunction with Lock-on shouldn't curve like that; just draw a straight line from the point of entry through the enemy's center of mass and that will tell you the blowthrough trajectory.

celest kettle
#

My question was if bug intersects the lock line .. does BT happen or not?

floral drift
#

i don't know the answer to that question. good candidate for testing, though 👍

arctic prairie
#

Woo... Got one whole audio file for the ensnared section! Only 9 more to go...

#

It'll also need some fixing....

acoustic scarab
#

Can anyone confirm?

celest kettle
#

confirmed - it works both ways

#

did some 0.1 speed bug ballet with time dilation.. if you jump and target the back like of grunt and curve the bullets through the front line.. it does BT.. and does front lock into back line

glacial topaz
# acoustic scarab Can anyone confirm?

I mean, as I suspected from before , there is a "MaxOccurences" value of 10 for non PP data racks
also, if you consider that, the total number of scrips is exactly the same as what you would need to unlock everything

#

10 for data cores + 10 for data racks + 60 from rewards
and 80 rewards on the cosmetic tree

arctic prairie
#

Got all of the ensnared already made voicelines for the wiki! Just a few new ones to add!

celest kettle
#

special mention.. blowthrough in the BUG3 scenario does not work if hitting a escort rock .. random but hey ho

arctic prairie
#

There is one more left which I can't tell if he is saying the F word or something else, so I'll leave it to you guys. Other than that, I've added some new audio! P.S. It's the 8th one.

glacial topaz
#

would like to confirm the odds of seasonal challenges too, since I only have some variable values, but since I am not playing enough, can't be any sure on them
those being 33% for data rack, and 70% for a "x5 instead of x3"

celest kettle
#

OK... final LOK test of the evening for me. LOK sequence acquisition. It seem so to be whatever enters the reticule first followed by a random selection of each other enemy in the reticule until lock equilibrium is reached with priority changes made if moving the reticle over specific targets.. that is about as good as I can get it for now

silver mauve
#

When firing a gun which updates first, the ammo counter on the UI or the ammo counter on the gun itself

floral drift
#

in all my tests and recordings, the model updates exactly one frame before the HUD (at capped 60 FPS)

austere fossil
#

Are they not simultaneous? Stepping through a video of the Stubby and at 60 fps they're in lockstep

floral drift
#

taken from a recording i took on Oct 31, U35XP.

#

i use OBS to record in .mkv format at 60fps, and then VLC to scrub through frame-by-frame with the E key.

wary cove
#

🤔

floral drift
#

my DRG runs at 60, i record at 60, so every in-game frame is also an in-video frame.

austere fossil
#

gotcha

floral drift
#

so i think my assertion "gun model updates one frame before HUD" is still true, it's just so much less significant on 200FPS gameplay 🤷‍♂️

rancid crest
#

What are the new resistances on dreadnoughts?

tranquil hazel
#

do we have stats on caretaker tentacles?

#

I'd love to know if they have weakpoints

gaunt cipher
#

as far as I know they do not have any weakpoints, have gotten no weakpoint hits against them on any weapon including breach cutter

gaunt cipher
#

and hiveguard horns resist radial damage by 50%

tranquil hazel
#

why did they give the dreads corrosive resistance hnrrrnnggg

#

can't drillers have anything?

stark tulip
#

It's still the best option, as you don't have to use up as much ammo trying to ignite or freeze it
The slow effect works on them too, I think (don't quote me on that)

tranquil hazel
#

freeze is still better

#

you can't ignite them either way

stark tulip
#

Ah I wasn't sure if it they had immunity or just a super high ignite temp
Corrosion seems be a fairly strong status effect, hence the hefty reduction

tranquil hazel
#

with both DOTs applied it does 65 DPS, which is good, but not game breaking considering how much health dreads have

#

besides, it's very very hard to keep a dread in the floor goo for long with how fast they move

#

sept hiveguards

stark tulip
#

Yeah the effect is decent against them
My first elim after the update had two drillers, and it wasn't that bad because at least one of them was using sludge

analog rock
glacial topaz
#

Yo, can I get some xp to pp values for the latest patch? just numbers, not graphs

acoustic scarab
#

Is CSV alright?

acoustic scarab
glacial topaz
#

thing even has mission names lol

acoustic scarab
#

Eh, they could've been "ID001", "ID002", "ID003", etc. But mission names are more fun

glacial topaz
#

guessing nobody checked yet the lethal enemies thing for checking if hazard affects it ?

acoustic scarab
#

No, but I've been doing some double warnings

#

Anders thinking he's so cheeky and smart, not telling us what his PP curve looks like

#

Like we won't figure it out ourselves 😛

#

Should I make a public spreadsheet to fill? Is anyone going to use it?

glacial topaz
#

personally more likely to just post some values here and hope it gets added

acoustic scarab
#

Fine by me

glacial topaz
#

one day... fine tunning it by hand do be complicated, not counting I don't even know if it is cubic or quadratic
Best attempt so far xD
-0.0000008x^2 + 0.073x + 588

wispy marsh
#

Has anyone tried the shield overclock for the drak on shield disputation I am very curious if the buffs still stay, the wiki doesn’t say anything if it does. Not sure if this goes here or not but I figured I would let you guys know

glacial topaz
#

I guess some failures to get 1000 - 3000 XP will add some nice data

glacial topaz
#

oh lol, I can't abort the mission or I won't get the primary / secondary XP

#

well
haz3, failure, 531 XP -> 182 PP

acoustic scarab
#

Well, yeah, if you abort, you'll only carry the mined/killed XP, and some stuff like ME or the error cube

#

25% of it, that is

glacial topaz
#

so how do I get 25% of primary and secondary

acoustic scarab
#

Get kicked? I don't know. I'm not sure you can

glacial topaz
#

I even had pressed the button

#

doing haz 1 now lol
even got a cargo to spawn on 4 eggs

acoustic scarab
#

The things we do for science

glacial topaz
#

Haz1 , success, 1485 XP -> 445 PP

#

time for a haz1 x3 Elim with disruption

#

later I wanna try getting the lowest data point on haz3, but wonder how to do that while being on haz1, will need double warning ?

acoustic scarab
#

My lowest for h3 is around 4800 XP

glacial topaz
#

.... I can't -_-
haz1, success, 8426 XP -> 1149 PP

#

well, green is my haz 1 data that I am just adding

#

so looks like hazard doesn't matter
I just wanted 4k xp...

#

I will do a 7 aquarq mission, that should help

#

and also adjust the formula to fit the new points

acoustic scarab
#

Try not completing the secondary

floral drift
glacial topaz
#

haz1, 2198 XP -> 596 PP
should have done secondary...

#

well, done for now, do let me know if anyone gets 3k XP