#wiki-related-chatroom
1 messages · Page 61 of 1
there, that's believable
No idea when or how I dumped that, lol.
Oh, I think I know how, dumped it by name which is shared with other objects so it went for the first instance.
Fixed.
ok, so that resolves the electric-to-fire conversion discussion. we're still left wondering what the InitialHitDamageMultiplier is used for.
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.
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
Hey! I would like to ask that the battle pass shown in the trailer will be free?
Yes, It says so in said trailer
Ty
Now that is speedrunning Secondary Objective
I didn't even got out of the Drop pod
Wonder about the odds of it
best guess: the Fleas' locations were spawned inside terrain, so the game moved them to [0, 0, 0] , right where the droppod lands
If this is Crystalline Caverns or REZ, I've got a better guess
"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".
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 strata, solo
You know what the wiki needs? A page all about the different official songs of DRG.
||As per Mike, mission length now affects event spawn chance||
(it's somewhere in the first hour of Tuesday's stream)
values ? is that good ?
He just said that shorter missions aren't the most efficient way of finding them in the new update anymore
And that they are more likely to appear in longer missions.
I guess that commented out piece of code got un-commented
More quotes: ||how data cube rewards work||: https://youtu.be/FdBLeaKwl3I?t=5369
it will be interesting
https://youtu.be/FdBLeaKwl3I?t=5638
Not being able to grab heavy objects while on the zipline is intentional and not a bug
Maybe worth mentioning on the zipline page
https://youtu.be/FdBLeaKwl3I?t=6289
Mike talks about ||Smart rifle targeting/non-overkill mechanic and Hurrican'e damage types||
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
are you claiming "it does reset to Starting RoF right away" or "it doesn't"? the wording is a little ambiguous
Reads to me as "I never did figure out if the AC's rof immediately resets or not"
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)
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?
: | 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
https://deeprockgalactic.fandom.com/wiki/Pre-Alpha
should that type of stuff be part of the main article ?
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?
^ basically is this true?
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.
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
Unknown Horror is known to occasionally fail to spawn completely.
more like despawning, since it was part of the mission from the start
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.
It also always seems to spawn in the chamber where the pod lands, but I don’t know if that’s a hard rule
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
Enemies get despawned if they exceed 150m from a player.
new meta: run all scouts and Special Powder out of the map through droppod hole to despawn all enemies?
I couldn’t figure out the conversion, the values added in the wiki come from in game tests, measuring the current temperature value of the dwarf in game using the console/cheat engine depending on the case.
Yes, but you'll still get level generated enemies as well as stationaries.
hey fellas, i don't really know where else to ask this, but do bullets of mercy trigger with ifg?
it does
oh great, thank you
thx, maybe it's safe to assume it's linear to calculate blizzard's effect. Additionally, I'm curious about dwarves' burn/douse/freeze/unfreeze temp. and cooling/warming rate, do you still remember?
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).
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.
may hafta zoom in to see some of the details
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.
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?
were you using Bullet Hell? that has a x6 Base Spread multiplier
so 25% of 6x would be a lot more noticeable.
Did you try it out or is it only the crosshair not changing that makes you think it's bugged btw ?
because bugged crosshair is a redundant thing
It's that I coulda sworn the 75% applied at all times, not only when at max stabilization
I suppose it's totally possible that I'm just gaslighting myself
Remind me
PGL homebrew randomization is per projectile or per enemy?
per projectile
Sad thing
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
is this any true ? "+78 Max Ammo" instead of "+90 Max Ammo", for Warthog, don't forget to mind multipliers or anything
https://deeprockgalactic.fandom.com/wiki/Template:Overclock_table_warthog_auto_210?curid=2434&diff=25993&oldid=23786
well, and there is this one too, changing values of weapons accuracy stats
https://deeprockgalactic.fandom.com/wiki/Accuracy?curid=4546&diff=25995&oldid=25913
those match the numbers i have for Mini Shells in the DPS Calc, so presumably it's right. IIRC it got nerfed from +90 to +78 ammo in U34
Elephant Rounds should be reverted. in-game it truly is x1.5 Recoil and +3.5 mass, which the Equipment Terminal displays as x2.5 Recoil.
Shaped Shells did get buffed to x0.5 Base Spread in U34, so it's good.
Just checked in the files I can confirm this is the right amount, a flat +78 ammo.
feel free to correct it, before I do later today
the whole point of "internal values per weapon" section in Accuracy page is to reflect the true calculation, right? so why bother revert it?
because i guarantee that people will check the Overclocks page far more often than the Accuracy page, and i don't want the wiki to spread misinformation. additionally, people could see that they're different and then ask in here "which one is correct?"
making the values be correct in every location makes life simpler for everyone.
Do use the correct values on the OC tables too
though, inform the displayed values are different
6, 1.5 sec.
damn i thought it was more
a single turret can only kill at most 3 full health swarmers in a burst :(
Hey, it's faster than Bosco
so, did the normal DD scaling changed or someone made a bad edit ?
Who's the editor?
dunno
let me check
apparently somebody thought it was a typo
Can't see who did it, there's no name
wait, so it isnt 3-3.5-4?
(just to be clear: i never touched the wiki, so it wasnt me lol)
nope, it's supposed to be 3-3.5-3.5
AFAIK Deep Dive Stage 3 started at Haz4 but got nerfed to Haz3.5 about 6 weeks afterwards and has been that way since.
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
They thought it was duplicate text, probably figured it would be 4 due to the EDD scaling
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.
This begs the question if Minimal Clips is -0.25 sec reload... also Killing Machine.
Minimal Clips is indeed -0.2s in U35 Experimental
-0.2 sec for Minimal Clips, -0.75 sec for Killing Machine. I think that either someone at GSG fatfingered an additional 5 in the base reload speed or it's intended to be at 2.55 sec.
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?
duration of plasma trail has the same issue
It's not the field duration that changes, but the DoT effect inflicted by it.
to clarify, it was 2.50 on U34 and now changing to 2.55 on U35? or it's been 2.55 this whole time?
whole time
||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?||
probably better if we spoil tag that ?
think people wouldn't like being spoiled for something that is not even out of experimental yet
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
you can clear the farting mushroom things in the snot bogs real quick with them and still pick them up after.
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
That and you can "mow the lawn" in fungus bogs
As in throwing one to destroy multiple of those toxin sprayer things
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.
Hey guys, not sure in which room should I post this, but here we go
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 ?
You can delete the current main & rename the almost main one via file explorer (back it all up first)
steamapps\common\Deep Rock Galactic\FSD\Saved\SaveGames
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?
was it on the "Temperature" page ?
if anything I guess it will appear there
Well that's what I mean. The information is on neither the Temperature page, nor is it on the Status Effects page.
It is on the temperature page, on fire heat range.
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.
What I'm refering to is a discussion about there being "fire" damage.
The kind that deals damage to HP.
There is no fire damage dealt unless you reach the creature’s burn temperature.
That point has been checked and confirmed recently.
Okay cool. So the old discussion I remember was proven inaccurate. Thank you!
is shield regeneration percentage based or a fixed rate
like does 25 shields regen to full faster than 30 shields when both are starting at 0
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
Fixed
do you know what that regen rate is
i'm thinking of using a smaller shield with the plasma rifle oc that gives bonus dmg if shields are full
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
Deep dives and assignments
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
i've heard rumors that parts of Sabotage will be incorporated to Deep Dives as secondary objectives. if i had to guess, hacking a power station/data deposit seems like a Black Box equivalent?
so the hacksy portion?
5.5s cooldown, 3/s regen with no mod afair, and mod modification is accurate
curious about the caretaker case then, or whatever the big bad is
no caretaker afaik
y'know, I'm kinda curious
does the lost dwarf room spawn before or after you scan the helmet?
After
after for sure
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?
can't it spawn inside the walls ? as a third option
seems more likely
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?
Bug ? Doretta not making terrain count as digged
I’ve had the lost equipment room spawn partially exposed once on an egg mission where the driller kept going through walls
It could be that the game chooses where to spawn the room during map generation but only does so when you scan the helmet?
Nope.
Since it only has support for 1 lost pack on map gen, it would make all additional packs spawn in the same location.
Which it does not.
The first room seems to always be connected to the spawn room now
Did they attempt to cram all the rooms closer together without taking into account room geometry properly or something
wait what? why I can see the wiki-after-dark channel?
Everyone can now
Kinda strange tbh, it should be a secret channel...
Discord broke
Now we wait for the secret dev channels to appear
Yeah, I wonder what kind of lewd editing I've been missing out on
an after-dark channel? 
Yeah, I saw it for a while, too.
Anyone got the description for the new assignment by chance?
Completed it before I remembered to screenshot it
`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`
Danke
It says "prosporous" instead of prosperous
Could be a spelling error in game but I’ll fix it on the wiki page
Good point, I'll make a bug report for it.
Thank you! 
Could we rename the Drak-25 carbine page, “carbine” in the title has a different spelling/spelling error to how it is in game
Don't correct in game spellings for the Wiki, "SIC" exists
Just take notes to correct the typo if it changes
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
Named the Prospector Drone page wrong, needs deletion
Do you have the link or name of the wrong page?
There is the move function to rename a page
I can probably rename it though.
Right name is "Prospector Drone" right?
Yep
What
Can have Prospector be a redirect
Wasn't there before I made this one
Was made 7 mins ago
I have most creature data here btw, spent a lot of time testing it to update it for the current update:
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit#gid=1072639983
Movement data need a double check and I am missing some tests on immunities, assume that anything in yellow is wrong/untested.
@weary sonnet The Prospector states that it has weakness to fire instead of frost in the miner’s manual in game
Different to the spreadsheet
I tested all the resistances to elements directlly and submitted a bug report for the many inconsistencies to the miner’s manual bestiary.
The manual also apparently doesn’t mention the corrosive weakness
Ah alright, so the spreadsheet is correct?
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.
Other rival tech are weak to heat, but not fire.
For elemental resistance the spreadsheet should be reliable all the time yes.
Feel free to ask for confirmation if you think there is a typo though.
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?
Does anyone know what to do with the new red event that says something like 'start hacking pod' or something like that
Hum, let me check for the EDD scaling, that means that either the wiki template or my scaling is outdate.
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.
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
after that you start the event properly at the hacking pod by hitting a button then have to defend the pod from enemies
Does anyone know if you are supposed to get any scrip after beating the caretaker mission?
Not directly, no
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)
I think some challenges also award scrip?
https://youtu.be/mclog0vnhMo?t=1441 hacksy health mechanics
https://youtu.be/mclog0vnhMo?t=1855 robot armor isn't like bug armor
https://youtu.be/mclog0vnhMo?t=2278 robots are weak to melee and fire
https://youtu.be/mclog0vnhMo?t=3621 bulks don't target Doretta
https://youtu.be/mclog0vnhMo?t=3865 no limit on how many patrol bots can be hacked, but they slowly lose health
https://youtu.be/mclog0vnhMo?t=10826 IS does not appear in assignments, but elements of it might get into DD in the future
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.
Yeah I think that was just poor phrasing
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.)
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?
Will the spread fragments from a charged sludge do damage, or only the initial charged hit ?
both do dmg
Karl is King of the Dwarves. Make it known.
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
Only direct hits from charged shots, normal shots and fragments
Now that I think about it, there needs to be another weapon section for dot damage. There isn't any for poison effects, either
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
I noticed that Neurotoxin Poison is mentioned in Status Effects as always 12dmg. I wonder where that info comes from
The intervals between dots varies though
Through Modding stuff and similar
Which means I might be able to find sludge info, though it sometimes isnt as simple as it looks
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
probably need to compare it with the flamethrower dots
Through observation, any clue about total damage ?
what things can damage/kill invulnerable enemies, like hiveguard (with sentinels / 3 weakpoints), korlok weed, or omen tower
can a bulk dying or doretta hurt any or all of these
Bulk can’t, not sure about dotty.
Drilldozer triggers korlok weed but doesn't damage it iirc
drilldozer kills korlok afaik
if it hits any of the plants it spawns
may have been fixed
Dotty will definitely kill korlok plants, saw this today on an escort mission. Don’t know about the heart though
not sure if i can ask here but i was wondering that for sometime.my question is who is voice acting mission control ?
since we don't see in person beside screen broadcast

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
You added them for Gunner and Engineer right? Think Scout and Driller still need them then, hold on
Gunner and Driller
btw, do we have any source on the ME spawn changes ?
Experimental patch notes. I'm not sure if it made it into the live release.
Checked the experimental patch notes and didn't find note of it.
You'll have to ask Mike then.
data mining. in Content\Game\GameData\GD_SpecialEventSettings and GD_TreasureSettings
just checked, same in U35 release
alrighty, thanks
Are those the curve numbers? As they have been in forever, only the 1/6 was used by the code
The fact that the game was only using one was a bug, Mike noticed during the exp and fixed it (And slightly balanced the numbers too)
Yeah, was a known bug, remember mentioning it to a dev in VC a few months ago
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
Not that I have access To said things I’m on Console so I’m just Vibin
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
How I think it should be is, you complete a challenge, and a 24-hour timer is put on that slot, right?
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
I just read an observation that might explain what I experienced.
It seems that the game starts a timer not when the challenge is completed, but when you log into the game next time
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
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.
I don't think so no
But maybe that's how it works
🤷♂️
Oh well, one more thing to collect data on
It's a bit mysterious lol
only remember getting a 1 hour cooldown once, and 23h sometimes, or 8h, all sorts of values
so, since I have only 1 challenge + 1 timer, I need to complete the first challenge to start the 3rd timer ?
Has anyone had more than 1 timer at a time? I was under the impression you only had the one timer.
only ever saw 1 timer
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.
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
yeah, it's been like that since the leak on the dev stream
it's a valuable info to share I think since a lot of people probably don't know about it
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
the stream leak so neither prototype nor final version. More like "Somewhat close to finished but no entirely" version
on a similar note, full lock just means using all available locks, regardless of number of enemies ?
yeah
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
update 27 added Omen (December 2019)
update 26 added Machine Events (november 2019)
Oh damn alright, thanks
No problem; also you can use Discord search on #patch-notes-steam , and check the oldest result for when a thing was added
or check the whole patchnotes pages in the wiki
Id check myself on the wiki but unable to because chrome does not like working
Being on mobile is a burden in of itself, thanks again though
my bad, didn't see it
anyone know the stats to the nitro compound for the hurricane? i havent seen any significant difference, even over a few dozen meters
current data indicates that Hurricane T5.C adds +1 Direct Damage for every full second that the missile has been airborne before impacting an enemy.
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.
No Limit ?
missiles have a life limit of 60s IIRC so that's the limit
otherwise, no cap
At least from what I heard
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.
Well I did say the missile have a lifetime
Good luck keeping it airborne for 60s outside of a big ass cave though lol
interesting, right after the 2nd challenge cooldown ended, the 3rd empty slot started a 24h timer
if that helps understand it
You could possibly have the missile around for a long time if you have the 2x velocity/control upgrade, forget the name
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 ?
How much were they clipping into each other?
🤔 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.
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
Someone else also noticed countdowns for challenges are happening one by one
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”
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
https://youtu.be/mclog0vnhMo?t=13675 Doretta repair speed unrelated to the # of dwarves is a bug
Well it's been know to always be that way, quite the old bug then
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."
the mission icons
so the name is correct, and not the icon ?
Do the Wiki editors want a quick dump of certain Patrol Bot stats here? It's quite lengthy.
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 ?)
I'll save it for later then. Just one note: Patrol Bots have Large Enemy scaling (scales with Hazard and player count).
curious about Sniper Turret, is that one lengthy too
I should have most if not all creature stats here already just need to find enough time to add them in the wiki.
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit?usp=sharing
Stuff that could be missing is rival tech parts that are resistant to damage in case you know them (couldn’t find any so far) and the movement speed stat that I need to recheck.
Anyone know the damage on T5 corrosive mod for Sludge Pump?
If I read that one right, it adds +2 damage to the DoT's damage ticks.
Cool thx
unless theres an overclock that makes the missiles super slow, the upgrade needs a buff IMO, its too situational compared to the stun or fire options
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...
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
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
That probably means the laser
good luck seeing the turrett itself blink from far away
is it a hitscan attack ?
No, it's just a very fast projectile
(I think that's mentioned in the clip there)
sniper turrets certainly appear to fire projectiles
They do
I didn't stare at them long enough to see the firing itself
Corrosive sludge pump page, isn't that wrong ? mostly the tick interval
i just finished parsing through Sludge Pump gamefiles tonight.
the base Corrosive DoT inflicted by hitting an enemy directly with a projectile has these values:
DamageClass DMG_Corrosive
ApplyEffectsInterval [0.2, 0.3]
Duration 4.0
DamageAmount [4, 4]
PST_MovementSpeed x0.65
AffectedByResistances true
It will be, at some point
https://youtu.be/0MFE9Exgw2Y?t=5632 the PP is curved so that you can't grind it super-hard
Yes, I was very deliberate with my phrasing
https://youtu.be/0MFE9Exgw2Y?t=7754 spawns are reduced, but don't completely stop when Hack-C hides inside; there are also waves triggered by hacking completion %
non fixed values ? how many times ?
You'll have to ask Johan it seems
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
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
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
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.
Do note it might fire a second shot even if it kills it, not sure how it works out if it should
is it hit scan ?
would kinda expect it to just not fire if the target dies before the next shot is ready to fire
Something else to test
correct. i know for sure that the +20% Electric and +20% Fire/Heat stack with each other, but i'm not quite sure if it's additive or multiplicative. very hard to test when Burn DoT does inconsistent damage.
500% Fear Factor, 5m radius, procs on the last bullet fired during Full Lock
Lok-1 tapfire is hitscan, lock-on functionality seems to be projectile
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
Yeah but question is e.g. if anti-overkill makes it only fire one shot after max lock-on do any of those effects still trigger and what if you interrupt the firing?
@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.
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.
Hitscan as well, but the bullet path is calculated as a straight line, tangent to the aiming curve at the point of impact (be it ground or mob)
That’s a weird way of doing it, I would think just using projectile would be easier
Does anybody know the exact weakpoint bonus from the lok1s executioner overclock?
And if not does anyone know where I can find it?
+100% Weakpoint Bonus on Full Lock (changes a 2x weakpoint to do 4x damage, 3x -> 6x)
Whoa shit ok, thanks meat shield!
It is literally a line trace on a spline tangent, the tracers are purely visual since they wanted to make the hitscan look cool.
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?
Yeah that is what hitscan is as opposed to projectile, a simpler system for performance but isn’t always accurate to the visuals
Correct, I believe it might have a slight delay just to sell the prj idea.
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?
I think because the "start" of that line isn't you.
exquisite
see crappy illustration above. the hitscan straight line is drawn to match the incoming angle of the tracer beam thingies, so it doesn't matter where you're shooting from; only what angle it approaches the enemy from.
Beautiful
is there complexity / length variation for sabotage ?
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?
Not that I know of. Looks to have gotten caught in the crossfire during the Great Tips Page Consolidation.
... 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.
Maybe it is fixed? It definitely did nothing for carry speed at one point but that was a while ago.
Wasn't this for Veteran Depositor?
check the time it takes to run the same distance ? a long one, multiple times for consistency
alternatively: have two players do Point Extraction and race while holding Aquarqs. one with Unstoppable, one without. only one test needed.
I checked it before by chasing another dwarf carrying something that didn't have it way back when
just be sure to check the time for both free hands and with aquarqs to compare the difference with perk
I checked 4 or 5 sabotage missions and all of them were C2/L2
smh, no triple Caretaker mission
Correct, tier 3 complexity or length don't exist anymore due to them being too large.
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
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.
Add the data to the wiki pages? Sure
So!
The thing with the challenge timer was a bug, if the patch notes are to be trusted
Does anyone have the MC text for unlocking the sludge pump?
Congratulations! You've been licensed to use the Corrosive Sludge Pump! It hurts as much as it smells and the effects linger for just as long. Just take care you don't get hit by the backsplash...consider yourself warned!
interesting part is that I haven't noticed any friendly damage from it
but maybe it is only for fragments, not pools
reading through the gamefiles, my understanding is that the projectiles' Area Damage has 20% FF and then the Puddles have 0% FF. the Corrosive DoT applied by direct hits can only be applied to hostiles, so i don't think it has a FF% set.
A nice screenshot I took in case anyone will need confirmation that random events carve out space for themselves
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 ?
You can always backup your save folder
C:\Program Files (x86)\Steam\steamapps\common\Deep Rock Galactic\FSD\Saved\SaveGames
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
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
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
hey, found these four posts on reddit that detail the stats, weapon mods and overclocks for each of the four new weapons
Likely out of date now, but a good start
corrosive sludge pump: https://www.reddit.com/r/DeepRockGalactic/comments/pkyrak/transcription_of_all_mods_and_overclocks_for_the/
DRAK-25 plasma carbine: https://old.reddit.com/r/DeepRockGalactic/comments/p7kyqn/transcription_of_all_mods_and_overclocks_for_the/
Hurricane guided projectile launcher: https://old.reddit.com/r/DeepRockGalactic/comments/pbzv1e/transcription_of_all_mods_and_overclocks_for_the/
LOK-1 smart rifle: https://old.reddit.com/r/DeepRockGalactic/comments/pgiqb6/transcription_of_all_mods_and_overclocks_for_the/
yup, that's out of date
the pages dont have the icons for the overclocks and i haven't cross-referenced them yet
ah ://
I have images for that if needed
i just want the overclocks list on the wiki to be up to date tbh
I see
the new U35 weapon info will be added to the Wiki soon ™️
i'm finalizing the Sludge Pump right now, and then hopefully tomorrow some of the other Wiki editors will help update the relevant pages with all the data i've been gathering for the past 17 days
nice! if there's a way i can help, feel free to ping me. I'm bored and slightly obsessed with this game lmao
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
The very un-polished and a little unfinished alpha release of DPS Calculator 1.1.2 is out: https://github.com/drg-tools/drg-weapons-calculator/releases/tag/v1.1.2a
if anyone is willing to start transcribing info from that release into the Wiki pages, it would be greatly appreciated. over the next few days i'll start doing some Wiki editing, too, while i wait on Karl.gg stuff.
I can already tell, trying to explain the lok1's internal mechanics on the wiki will be a delight
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.
@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!
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?
you might have better luck in #babelfish-lounge (though I /think/ most of the chat there is for text-based translations only, but still)
(edit - nevermind, I see you got bounced here from there, sorry)
the meme
...yeah
yeah don't worry about it 😆
Twitch streamer Siirvend has done something similar, replacing all of Mission Control's voicelines with his own voice for this mod: https://drg.mod.io/siirvend-mission-control
he might be a good source of information about the voiceline cues?
that's a good piece of information, will try to contact him, thank you
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
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
It exists, I got prompted at least twice just last week, and was prompted regularly on my old Win 7 PC
so 4 options total, interesting, I only get 3
Same, how does “no DX” even work
Think using a shortcut to launch it should mean no DX promt
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.
Ooh, I'll try the Play button instead of tray right-click
:| 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
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.
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)
yep
@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.
is that an OC
Yes
yes. for Sludge Pump, both T5.B and HIA increase the Damage per Tick by +2. so, the range of Damage per Tick is 4 by default to 8 with both equipped.
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.
Speaking of, I noticed you sidestepped that with the "35% to 51.25%" for the Slow portion of HIA
indeed. trying to convey how multiplicative slows work without spelling it out is a pain 😔
I'm leaning towards "x1.46 Corrosive DoT slow"
🤔 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.
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
The Sludge Pump's gonna have a bit in the "Unique Overclock" section for 4/6 OCs, huh?
Will it, and should it ?
Should: absolutely
Will: ...probably?
gimme another hour or two and it'll be "has"
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
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?
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
Unambiguously and accurately explaining how something increases a Slow multiplier will very probably require a section
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
Unless y'all think this is adequate
the importantpart is listing the x0.75 effect
no need to show the total
Trying to avoid "Wouldn't x0.75 Slow make it less slowing and be bad?" questions.
say it multiplies with the base value or so
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
🤔 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
maybe " extra x0.75 multiplier" or so
Where'd the https://deeprockgalactic.fandom.com/wiki/File:Pos.svg and https://deeprockgalactic.fandom.com/wiki/File:Neg.svg icons come from? I'd like to get a neutral one for the really special OC stat lines that incorporate both positives and negatives (and for other short "important to know but may be good, may be bad" stuff)
comes from Ely making it after I suggested we used it
iirc
Though we never ever needed anything neutral
Does this seem like a good option? https://commons.wikimedia.org/wiki/File:Neutral_icon_C.svg
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.
usually the game terminal indicates when it is positive or negative
so I would have to see the new OCs
Also Double Barrel on the Boomstick
that one is listed as positive
is the Wiki being really slow for anyone else? taking seconds to load, sometimes failing to load.
2.75s server response time
kinda putting a damper on my efforts to edit the new weapons...
Yup, Trigger was right
Where can I get the sound of a glyphid detonator bug?
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")
I checked this file, but it is not a glyphid detonator sound: /
wait, you want the pre-explosion sound from Glyphid Exploders ?
I need a loud roar
Also, no need to use reply when the previous message is so recent,
not counting how it creates a ping
were you checking here ?https://deeprockgalactic.fandom.com/wiki/Category:Creature_Audio
which file were you checking ?
"Glyphid Bulk Detonator"
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
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
Definitely loads faster with the mod
So... What i should do?
You could always download ue viewer and export the audio files from the game folder
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
yes. it decreases the time to load all 9 rockets from 2 sec to 1.25 sec.
i believe all enemies damaged have a chance to get stunned, including the AoE radius. like PGL's T4.C.
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
wait with what fire rate, 4 or 5?
if you can find an instance where Direct and Radial-Area damage coincide where the Stun% only applies to Direct, let me know. Revolver and PGL both have stun on AoE, from moderate testing i think Hurricane does too.
rof 3 = 2 sec
rof 4 = 1.25 sec
rof 5 is mutually exclusive with Salvo Module, requires the clean oc Overtuned Feed Mechanism
oh right i'm dumb
Can we help a soul out?
https://www.reddit.com/r/DeepRockGalactic/comments/qssh3y/list_of_loading_screen_tips/
@acoustic scarab np, I helped as translator
just noticing here that in the DPS calculator it shows executioner's WP bonus as 100%, but on the wiki it says 50%
the newest code says 50%, don't know when did they change it (last experimental build was 100%)
That came in with the latest patch afaik.
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.)
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)
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
Elyth is correct; Executioner's +100% in DPSCalc is incorrect. Smart Rifle was the first one i finished, back during XP, and i didn't catch that it was nerfed to +50% since then. thankfully that's just the unpolished alpha release; the numbers should be correct for the full release after U35 Hotfixes end.
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.
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%
yeah, the Sludge Puddle status effects only have a 0.5 sec duration, but it gets reapplied constantly as long as an enemy is touching the puddle. think of its duration as "while touching puddle + 0.5 sec"
that is quite the number of stacking effects, 4 total ? goo + improved goo + puddle + improved puddle
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.
for both damage and slow ?
I have to take some more time to fully understand all the parts used
correct. T5.A, T5.B, T5.C, and HIA all affect the Corrosive DoT status effect's values directly (x0.75 slow, +2 damage, +[20, 25] Armor Damage, [x0.75 slow & +2 Damage]), whereas T5.A and T5.B add an additional Status Effect to the puddles.
it's quite convoluted, which is why i had the DPSCalc only list the cumulative effects for the sake of being understood.
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?
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.
Armor breaking upgrade also apply to other creatures armor like menaces (their back is armored) and to light armor like on grunts and spitters.
thanks for clearing this up, lads 🙂
Can I even turn a save into my main one ?
since save menu says I have one active save and a main save
Sounds like a bug
Or just really bad coding lol
Been alwaya like that
Why would it change now
Such as sticky flames, right?
Do buff beers increase drunkenness?
@floral drift Is there still info from the calculator I could put into the wiki?
probably. i couldn't tell you what is/isn't on the wiki yet, though.
I'm making a mod for making screenshots of the equipment terminal really easy.
Looks like this, but this doesn't work super well with similar colors. I could make black and green versions I guess.
Hurricane weakpoint mod is for any weakpoint near the area of effect radius, correct ?
negative. Weakpoint only applies to the Direct Damage dealt by the projectiles impacting Weakpoint materials on enemies. it has no effect on the Area Damage dealt within the AoE Effect Radius.
Disappointing
There was once a critical weakness sabotage, would caretaker be affected by it ?
caretaker won't, just like dreads
oh well, at least any of the hostile robots ? only ones I can imagine would be patrols and the claws
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?
by default, 0.045 heat per shot, max heat 2(45 shots overheat), cooling rate 1.1/s, regaining rate varies depending on current heat (regain more ammo per heat on higher heat), regain 31.5 on max heat
disclaimer: that 31.5 is an average calculated after the fact; the true heat-to-ammo formula is still technically unknown.
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...
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.
sure. sending via DM
Thank you
plasma carbine T5A, T5B and thermal OC depends on heat meter or actual heat value? (meter is not linear)
Seems like the heat meter just from a visual standpoint
with no heat related modification other than T5A, I can overheat manually immediately after firing 18 times (40% heat)
Yep, heat meter
autocannon can deal friendly fire after u35?
yes, with direct damage
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
I think that they're disabled on DD and EDD, but other than that, you're just really unlucky.
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?
that's how RNG work.
But no, the info is not accurate anymore apparently
@vagrant plume #wiki-related-chatroom message
ty sir, was the answer I was looking for, although not hoping for lol, guess it's back to grinding normally ig
in GD_DamageSettings, the default value of AOE min damage percent is 0.5, but wiki says 25%, which is accurate?
Need to check in game to see if it apply or not, I check an older GD_DamageSettings file, the MinDamagePct variable was not in there.
Need to find a weapon that use the default value for that.
Default is still 0.25 or 25%, checked it by asking the game what was the value for TCF since it is not in the files.
Targets Explode doesn't have MinDamagePct defined in the WPN either.
Same for target explode: 0.25
Can anyone confirm that patrol bots stay in a hackable state only for a limited time?
definitely - at least in my gameplay experience.. not sure what that time is (feels like 10-15 seconds somewhere around there)
Okay, then I'll stopwatch it next time I get one
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.
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.
this would imply that things that happen over 50% heat have higher potential "uptime" if I am reading that right.. assuming an overheat at heat value 2?
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
Who are those voice acting people ?
Just curious, and i thing that might be wiki-related
Mission Control is Robert, art director at GhostShip Games.
Every dwarf is voiced by a friend of GSG, an American (?) of Puerto-Rican descent
Hmm, I thought they were all Robert
Dwarves are not.
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
Yes.
Dwarves are definitely not Robert
Javier
Anyone know the exact formula for Rewiring Mod's ammo return?
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
Man, looks like lowering the heat generation really gimps your ammo economy
It also makes T3.B a counterproductive choice (not sure if you want to include that in the wiki) .. effectively every time you burst off a few shots and don't either full dump or MHD at -35ish ammo you are wasting ammo.. pretty badly
Yea it's clear that you'll want to always go for some degree of overheat to get some ammo back
I don't have the exact formula, but the OC was designed to give more ammo if you have a higher heat, in a non linear way, to encourage players to reach a very high overheat
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
I should say this could be off by a bit based on recording error
well it's close to what meatshield said during experimental
he wasn't specific but he said 80-90% is the best return
Makes sense
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
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
I mean, I'd agree with you but taking the T1.B mod doesn't seem to have that same philosophy
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
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.
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)
Hi Turtle, welcome back 👋
Data deposit is just a seasonal event, no? Might get removed in the next update
Depends on the total page size with it all together (as too large would warrant separating them :P)
And then it can be moved again if it does
lemme look at the existing page size for the ME page. the thing i remember we discussed however long ago is none of those pages would have enough stuff in them to have it make sense to have indiv pages
hi
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
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
Perks have their own page, so little content isn't the only reason to have it grouped together
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
did you get confused about perks meaning the perks page
I am talking about individual perks
Referring to this msg
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
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
They are the same buff iirc
Doesnt ely have a spreadsheet for the hp values
No idea, it would be easy to check but I am too lazy tonight to bother, lol.
Dont need luck
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
( . . .)
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"
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?
Think adding more information like ebonite enemy stats to the machine events page would be useful, not really "filler"
does anyone here know if patrol bots have armor?
or if they just take 1x damage on their body
I think they take 1x everywhere but head but I do not actually know that for sure
I could test actually
can confirm they do not have armor-H5 1 player patrol bot has 1080 HP, and I just killed one with exactly 9 shots from 120 damage bulldog, as expected
thank 4 test
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.
Is this a rumor, or that's confirmed by GSG ?
But that's him, for sure ?
Yes
Well, my question was about "mission control guy" too, so you get the question right
Ik lmao
Thanks for answering guys
The way it's worded as "+2 Corrosive DoT damage" and not "+2 Corrosive DoT damage per second", I would expect it to be per tick(which would track with how the mod is +2 per tick). Won't deny that it would be more unambiguous for it to list that though.
I concur.. however based on the discussion +2 Corrosive DoT/tick = a massive damage uplift which is why it was the point of discussion. A green OC doing something like 50% damage uplift (4 damage per tick to 6 damage per tick) seemed unlikely as this both shortens TTK and adds a lot of overall damage.
Perhaps once the data for T5.B is there complete the Corrosion Mechanics section the same way slowdown is done for completeness
I'm just gonna go record and count damage ticks on grunts
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.
interesting, thanks for those infos Lazy 👌
What are the official names for those two debuffs, btw? 'direct corrosion' vs 'puddle corrosion'.
So HIA does in fact offer a massive buff to TTK and total damage for a clean OC .. thanks again for confirming
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 ?
Are you thinking of my video from during the experimental? https://www.youtube.com/watch?v=F2kdNadK8gI
yes, that's the one ! Thank you
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
Worth mentioning that the slow increase from HIA also does not apply to puddles, just direct hits
perfectly agrees with meatshield's data on the damage calc
The wiki currently states this which is good (in the mechanics section)
but the mod does, I suppose. So basically, the OC changes direct hits only
yup
has meatshield published a new version of his calc?
HIA only changes the direct damage DOT, but it buffs the slow for both the direct dot and the puddle
yeah, someone can probably link it
I don't have the link
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
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
isn't t5b taking the puddle from 3 to 5 per tick?
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
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
yup
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
HIA only applies to the initial corrosive mark with a shot, charged shot or fragment
well the damage calc says 13 to 33
Right. I guess I'm just curious how exactly that's happening
I think meatshield described what was happening with it up aways
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
this is where he was discussing it
it adds an additional effect apparently
not just buffing the normal DOT
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
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
this has never happened before
well the game doesn't even make it clear that the puddle HAS its own DOT
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
it's not really about the damage for T2a, it's that T2b spreads goo more effectively
but this is more #drg-chat
agreed.. strayed too far.. /me out.. although the AOE details in the wiki would help as the AOE damage is mentioned but he AOE itself is not.. adding that to the base weapon details might help people make informed choices.. seeing as the data is already modelled
...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.
iunno
It appears the window to hack a patrol bot is 30 seconds
Wait does anybody have a link to meatshields damage calc?
scroll up.. I posted it earlier today. i,e link to the new alpha version of u35 - #wiki-related-chatroom message
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
Ooh that's a good question, I wondered that myself
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
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.
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
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
if it is full , it can't move to the next target lol
since I am considering not having smart targetting
sorry that wording was poor, i meant to say if you do not move the cursor and stick on a central target I believe it will full lock that target.. even if other targetable entries are in the field.
So from testing (using CCA for max acquisition) the sequence seems to be:
- Acquire first target to entre the acquisition area and start placing locks
- 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
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"
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
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%
the ratio of locks seems to be based on proximity to crosshair vs number of units in field
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 ?
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 -
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
?
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
def doesn't do it evenly unless they are equidistance from the crosshair
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
Not sure I follow ?
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
hmmm tricky indeed.. CCA mod definitely makes things harder moving to zoom
now I noticed those aren't glyphids
static objects for consistency
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 ?
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
interesting
spreading evenly, or more like 90% locks on prae and 2-3 for grunts
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..
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
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
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 ?
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
Patrol bots are 3x damage on head and 1x everywhere else
Honestly, I'm not seeing much of a curve here, I wonder what Anders was talking about 🤔
let me check if what I got 2-3 days ago
10'931 XP -> 1'293 PP
14'720 XP -> 1'488 PP
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
Have you done any testing for XP:PP on Hazard 1 missions, like 4 Egg Hunt? it seems your lowest XP point is ~5000. Maybe the XP:PP curve is more apparent at low rewards, such as 2000?
This is all hazard 3 solo
Yeah, I thought about that
It's something I gathered along the way, didn't intentionally try for very low/high XP values
Which hazard are these from?
Let me feed that to WolframAlpha and see what it says
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.
It absolutely is insufficient
It's a small strip of what I believe to be a curve
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 ?
😳 he pinged a dev
That's cheating!
Some spader you are, Azerty!
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).
Here's what he said: https://www.youtube.com/watch?v=0MFE9Exgw2Y&t=5632s
He definitely says "curve" and "not linear"
and to "play lots of missions not just one for a really long time"
sounds like the design goal then was to make the PP:XP ratio give diminishing returns for larger amounts of XP
Yeah, that's definitely the intention. Just gotta see if it actually ended up getting implemented that way.
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
Everything is pointing out that Curve Does not imply "non linear"
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.
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
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
get the same / similar XP but on different hazards?
wonder how possible that is
Double warning h3 mission would get a good boost from warnings, comparable to the +50% +25% that a shift to h4 would bring
for all hazard levels except 5, the XP rewards are Haz N = Haz (N-1) + Lethal Enemies because each Haz Level awards +25%, as does Lethal.
so playing a Haz3 4 Egg Hunt would give same reward as Haz2 4 Egg Hunt with Lethal Enemies Warning.
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
with the old or the new formula ?
so just have to find a lethal enemies and later the exact same mission without it
curious to see if anything will change
Has anyone done the math on time/lock on LOK1? Seeing as I am doing LOK1 testing right now anyway
Presumably @floral drift has in his efforts to model it for the DPS Calculator.
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
According the @floral drift 1_1_2 calculator it aligns exactly with my match 100ms/lock base so I can understand both the metrics
it doesn't deliver all locked shots simultaneously it seems to roll them out in order of locks with the 0.06 interval between shots.. except Seeker which is double the time
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
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
you forgot the lock on time
you know, 1 / 0.06 is 16.66...
which is the time between locked shots
in terms of burst DPS the number doesn't change in terms of sustained DPS yes 100%
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
Those 24 shots in the 3.8s IS the burst DPS since you can't separate them
Executioner + Shutterspeed sensor only gets you to an effective ROF of 10 .. so total 3 ROF gain for MOD + OC
I don't disagree. But from Cold gun to damage delivered you have to include the delivery time - i think this was @glacial topaz point
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
worth knowing the effective ROF range - because in terms of delivery either cold->burst damage or sustained damage the "effective ROF" is that value. Faster lock rate is the only thing that effectively improves ROF as the delivery rate is a constant (with the exception of Seeker)
TL;DR - T5.A always increases DPS .. more locks becomes only viable if trying to avoid full locks
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%.
I just found your new calc this afternoon so a bit of reproduction work on my part for no reason.. but amazing work as usual sir! I am trying to model the locking sequence.. captured a vid and analysing it now to see if it is random or consistent
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.
FOV 80 - Zoom Lens - GSG has some explaining to do :p
reminds me that I am curious to compare some numbers on stubby vs lok-1, such as DPS, clip damage, etc
I thought that was lava before noticing it was just flying rocks
flying rocks is the best LOK testing tool ever
ok so.. this FOV thing really messes with the 70 degree thing
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.
would you concur that nothing outside the "locking area reticle" should acquire locks?
Knowing what he wrote in the Accuracy page on the wiki, I doubt he would concur.
None of the reticles are perfectly accurate.
reticle is just a guide for aiming , not a perfect representation
Got some audio files for cave leech snares for this page, if you want them!
https://deeprockgalactic.fandom.com/wiki/Voicelines
yup
left rock is acquiring locks with reticule clearly off of it (at FOV 80) .. at 115 FOV is is just off
Are these rocks stationary?
You should try locking, then changing FoV and locking again, without moving mouse or your position at all
if they weren't stationary, they would be using glyphids instead lol
or something else
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
If you want stationary enemies for testing, https://drg.mod.io/debug-mode should work.
This is gold.. will tinker with this as well. I can try do more accurate lock acquisition with glyphids If can find a pattern in the video anyaysis..
Asking how to add files to the wiki would be less disruptive, don't think people will be downloading those files from here
Sorry!
I'll do that!
How does the naming work with the files, or is it just the name the devs game it?
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
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
Alright, got the images uploaded, so now they just needs to be added to the ensnared voiceline section.
a drawing would be interesting
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
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.
Oh I 100% agree that the BT has zero curve it is just point of entry at the relevant angle through the target (i.e the rainbow line in my "diagram")
My question was if bug intersects the lock line .. does BT happen or not?
i don't know the answer to that question. good candidate for testing, though 👍
Woo... Got one whole audio file for the ensnared section! Only 9 more to go...
It'll also need some fixing....
Can anyone confirm?
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
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
Got all of the ensnared already made voicelines for the wiki! Just a few new ones to add!
special mention.. blowthrough in the BUG3 scenario does not work if hitting a escort rock .. random but hey ho
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.
Thanks
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"
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
When firing a gun which updates first, the ammo counter on the UI or the ammo counter on the gun itself
the gun model always updates first, followed by HUD
in all my tests and recordings, the model updates exactly one frame before the HUD (at capped 60 FPS)
Are they not simultaneous? Stepping through a video of the Stubby and at 60 fps they're in lockstep
Unless youtube's done something fucky with it (or the frame step isn't actually one frame) I can't see any where they differ in this video https://www.youtube.com/watch?v=gL53CjxEU_w
You can just barely see its hidey hole after the first flare toss.
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.
🤔
this vid has DRG running at ~200 FPS, that's probably why the 60fps recording on YT shows it in sync.
my DRG runs at 60, i record at 60, so every in-game frame is also an in-video frame.
gotcha
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 🤷♂️
What are the new resistances on dreadnoughts?
do we have stats on caretaker tentacles?
I'd love to know if they have weakpoints
as far as I know they do not have any weakpoints, have gotten no weakpoint hits against them on any weapon including breach cutter
to my knowledge-
OG dread and hiveguard: 40% fire, 20% frost, 40% explosive, 50% electricity, 50% corrosive
twins: 30% fire, 15% frost, 30% explosive, 40% electricity, 40% corrosive
and hiveguard horns resist radial damage by 50%
why did they give the dreads corrosive resistance hnrrrnnggg
can't drillers have anything?
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)
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
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
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
I got the answer, quote :
trade secret
Yo, can I get some xp to pp values for the latest patch? just numbers, not graphs
Figures 😛
thing even has mission names lol
Eh, they could've been "ID001", "ID002", "ID003", etc. But mission names are more fun
guessing nobody checked yet the lethal enemies thing for checking if hazard affects it ?
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?
personally more likely to just post some values here and hope it gets added
Fine by me
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
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
I guess some failures to get 1000 - 3000 XP will add some nice data
oh lol, I can't abort the mission or I won't get the primary / secondary XP
well
haz3, failure, 531 XP -> 182 PP
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
so how do I get 25% of primary and secondary
Get kicked? I don't know. I'm not sure you can
I even had pressed the button
doing haz 1 now lol
even got a cargo to spawn on 4 eggs
The things we do for science
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 ?
My lowest for h3 is around 4800 XP
.... 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
Try not completing the secondary
<sarcasm> heresy! </sarcasm>