#wiki-related-chatroom
1 messages Ā· Page 62 of 1
Thank you for the Info
wonder if it is intervals, or a single formula
cerainly way harder to make the graph fit now
I gotta remember which haz + mission type to do for each XP
I already added your values to the spreadsheet
Haz 5 1 person 5996xp -> 2249 (as datacell)
without datacell: 4389xp -> 999
We don't need values with datacells
Yeah just wrote it out with and without as they give xp too
With would muddy the data if not noted
Just from XP it's 2249 - 1250 = 999, right?
250xp * haz bonus
Wait, data cell PP rewards aren't static?
uhm.... 999 doesn't make sense
Weird
That's why I always take screenshots
Unless numbers they give are wrong
2 Person Reg Deep Dive 15750xp -> 1537pp
Do have partial screenshots
that one fits
Let's throw away that haz5 data point for now
Well ignore first one then, data cells might make something go funky
4P Haz5 (failed) 463xp -> 160
1p Haz5 12175xp-> 1360
Where are you getting them from so fast? š
screenshot folder
:S we have too much data in there
we need from 2k-4k xp
Just giving the data I have
Oh wait, I removed the data cell xp but that would use that still to give pp
That's why it's werid
Google spreadsheet auto-trend feature only draws something that fits all data starting from 4th degree
(so guess due to giving xp datacells will cause you to get more pp by haz level)
5996xp -> 999 make sense?
So they count twice, in a way
Yeah
And that adjustment does put it back on the curve
Seems to fit
Ignore the red dot, it was me accidentally drawing on the screencap
outlier data
Talk about a red herring
Can ctrl-z on screencap to remove it
I can
so what's that formula
But I'm not going to
GS doesn't give you the polynomial values, it just draws a line based on your setting, e.g. exponential, logarithmic, polynomial, etc
And I thought I was pedantic š
weird, here it has a give formula button on GS
Hmm might be able to skip through a #drg-streams to get more numbers
1864xp-> 338
https://www.twitch.tv/videos/1207097972 (1:19:40)
below line thickness there is "use equation"
It's plotting the data points weirdly š
Just skim through GSG's channel, they lose plenty of haz 5 matches there š
True, but got those 4 for now
Are we going to assume hazard level is not a factor?
everything is showing that haz doesn't change anything
like my haz 1 point fitting with the haz 3 ones
These two don't fit
Will double check but you can verifiy using timestamp
Also my Discord decided to stop working on desktop
Yeah it dying currently
I bet it's because all the server power is being used to mint NFTs
Yeah I'm watching it
Oh, the 603 one actually fits
:P
Huh werid
Does failed missions have their own curve?
you all probably using wrong patches or using seasonal challenges xp
Which makes me wonder:
- Is @rare plover running difficuly mods in that stream?
- Is the curve different at different PP levels? He's at 49 there
Well if Haz5.5 did not give it away
and x2 enemies lol
Trash data š
Not the later or mine would not have fit, my numbers have wildly diffrent PP levels
I did not read the stream title. Just like anyone else on Twitch
Yeah let's disregard mods of any kind for now
welp, just tiny changes to the values and the graph moves a lot, I guess if it is a single formula only it is probably around there
something to keep in mind: GSG has a long-standing habit of using UE4's "Spline" objects for their curves, instead of true mathematical formulas. Splines have 4-8 "goalposts" that are set by the devs, and then the game engine just draws a curve that hits all of them. it's not always possible to get a perfect mathematical fit to these splines; i know from experience.
Interesting
What, there will be a (maybe messy) way to put it into a formula
which is probably why that getting the earlier XP points will help draw a line better and see how it is
Imagine if we get a formula more accurately than Anders š¤
by that I mean, we noticing a sharp turn
Well there are some numbers on the wiki that are much more accurate
Added my own data from today
heya smart wiki people, I'd greatly appreciate if you could help me with something
so I have seen the repellent node video that banagement posted a forever ago and I know that they are seen as 2x longer distance than regular platforms
but I'm still unsure how to use it effectively to it's fullest potential, I've sorta just been placing 3 platforms in a rough line and then been leaving a small gap for the buggers to squeeze through, between platform lines, for my chokes, but is there a way to be even more efficient without sacrificing 5 minutes on set-up alone
it's not documented ingame and my searches online weren't very fruitful
Happy to contribute to the crowdsourcing of the XP:PP data if thereās a shared sheet somewhere, or I can just paste data points here
Looks like we need 2500-5000 XP data points, and > 15k XP?
don't forget to say which patch it is from
basically yes, lacking points for below 4k XP
so you will need to play some hazard 1-2 for that, and short missions, 7 aquarqs, 4 eggs
These two comments are a pretty good "all around" explanation of how Repellent Platforms work, from Mr_Gneiss_Guy and myself: https://www.reddit.com/r/DeepRockGalactic/comments/nl1ivw/bug_repellent_doesnt_work/gzg7ks9/?context=3
Feel free to ask follow-up questions if there's anything not clarified.
so one of my questions would be, how would such a structure look like?
"I recommend making a structure that is two platforms wide, 1 platform thick, and 2 platforms tall (4 total)."
and what is the most optimal shape/way/amount of platforms to place in most situations before it becomes painfully ineffective
something like this. two columns of platforms, 2 tall each, touching each other. when i did those tests (way back then) this seemed to have the most noticeable effect relative to how quickly the structure could be deployed and how few platforms it uses. if you take 10-15 minutes and 30+ platforms you could obviously devise something hyper-efficient at funneling enemies, but for on-the-go combat that one-magazine 2x2x1 setup is my preference.
as for the optimal setup: i haven't tested it enough to tell you the one best way to do it. i encourage you to do your own tests, develop your own techniques, and then share them with others. Repellent is a very nuanced mechanic, so the more time you invest into it the more effectively you can use it.
hmm, I usually just put 3 platforms next to each other and that seems to be efficient enough, but I will test out this method as well
thank you for all the info! really wish this was documented better ingame
heh. nothing like trying to skip a secondary objective and instead all 10 fester fleas suicide in the radiation crystals on REZ biome
ah well, not quite the data point I wanted
A few XP:PP data points from version 1.35.63432.0:
8060 XP / 1127 PP / Haz 1
2709 XP / 684 PP / Haz 1
4478 XP / 891 PP / Haz 3
YoshkinCat/Omega Sentinel, if you want to DM me a link to a shared sheet I'll enter these, otherwise I'll just dump here
@hollow path i should mention that Molly will be affected by Repellent, too, so you can use her on Haz1 for easy testing š
getting close to the 2500-4500 mysterious range
it seemed she wasn't? as I placed down just 3 platforms in a row on a sloped surface and she went over them?
or maybe that specific setup didn't work
god knows
hmm, I'm wondering if (3500,800) is one of those goalposts MeatShield mentioned.
having some trouble with the math here trying to hit that magic 3500 number. can anyone help me decipher how I got 893 mineral XP from this?
I assume base is (175 from aquarq + 69 from enor + 36 gunk) = 280, +105% = 280 + 294 = 574. can't figure out where it got 893
nitra ?
I had 14 in the bank, so I guess there's a bit from that
but tried to avoid it
so that's 28
ish
30
All nitra deposited, not just leftovers
I'll put it this way...I didn't mine/deposit 100+ nitra
Number of supplies * 80
didn't call any supplies
times modifiers
hmm
doing another run of same mission, I'll pay closer attention and get a capture just to make sure I'm not insane
Do the beer mats give xp?
Also, 69 is 3 xp per enor but the wiki says it's only 2 (which doesn't help)
hmm, yup, thanks
I might have a solution? lemme write this out
ok, it works out if it's just aquarqs
2917 XP / 716 PP / Haz 3
(Omega)
continuing the mineral XP conversation, the above one made sense. that's purely XP from depositing 7 aquarqs
well, shit
Cause the first one had 175 xp (before haz bonus) extra if the beer mats were 1xp each unaffected by haz bonus
yeah. it's weird. going to gather some more data on that while trying to hit this magic XP number
893 - 7 - 527 (expected) = 359
359 / 2.05 = 175
roughly, the 527 is slightly rounded but it's rounded consistently
well, almost
this implies minerals mined xp is rounded down
while this requires it to be rounded up to match perfectly
yeah, unfortunately without a more controlled experiment where I capture the entire run, I'm going to assume I just missed something, though it's bizarre
did another run just now (with secondary this time) and it also came out proper
my last two XP:PP data points, taking a break for now:
2917 XP / 716 PP / Haz 3
4031 XP / 850 PP / Haz 3
20k XP will require double XP on lenght 3 escort, or sabotage, right ?
Gold rush + pots of gold can help on that
or a crassus
can somebody send me the spreadsheet of pp(xp) values we currently have please? i want to try different methods to figure out a function that suits it best
are we including deep dives in this data set?
why not
gg for 2 different formulas fitting different points
but neither fit all
makes sense for that "multiple formulas curve" thing, but considering (last I know) that AC is a single one, perhaps PP is a single one too
I think I have a recording at home of the results of when I did this week's EDD on Friday and iirc it gave 20XXX xp. I can let y'all know exactly how much in about 90 min
finally!
3563 XP = 800 PP (Haz 2)
nice, that went right in the middle of the blue line
I had a 44k XP run the other day that gave in the neighborhood of 2500 PP. sadly I don't have the exact screenshot value but I recall the chat comment on it
will try to duplicate if I see another 2XP pop up
it does seem to be shaping up like a piecewise function
based on the curve
I guess the formulas for the XP:PP ratio stuff canāt be datamined easily by the modding community?
okay so, I did some amateurish observation of the basic behaviour of bug repellent and this is what I noticed
if placed directly on ground, the bugs simply walk over the platforms ignoring the property entirely, no matter the amount
if placed on a wall with no stable/horizonal/cliff ground nearby, you can easily place roughly 5 platforms right next to each other in a line with no gaps and the bugs will still walk around it (probably can do the same in a roughly triangle shape)
if placed next to a cliff/sharp drop or climb, then you can place 3 platforms next to each other in a line before the bugs ignore the property. if you place a 4th platform anywhere within roughly 5/5,5 ingame meters of any of the edges, the bugs begin to walk over the platforms
sidenote, if you extrude/extend platforms slightly above the ground from a wall, you can get away with attaching 3 to one another before the bugs choose to climb the platforms instead of walking around them
man, bug repellent is one hell of a š
idk if that's common knowledge, but I thought I'd share
Thereās a lot of nuances to this sort of research unfortunately. Remember that where your dwarf is standing affects the path calculation too, so absolutes like āmore than X number of platforms are ignoredā donāt really hold true
(Also, plats on open ground absolutely do work)
I am very much, a certified idiot doing a big smart people thing (not me)
probably a waste of time, but I learned something so I thought I'd share
Since weāre sharing anecdotesā¦Iāve observed that the repellent effects seem to be ignored entirely if you stand on the platform while a bug is trying to path to you
(Which sort of makes sense)
I'd like to test if that applies to all repellent or just the section you're standing on
As in, if you have a strip on the wall above you, does standing on one on the ground negate the wall one
Ah. Yeah good question.
I kinda like the mystery of it TBH. Itās almost canon, like R&D doesnāt quite know how it works and neither do the dwarves
But you find certain techniques that are reliable, and you learn new techniques from others, vs some master analysis
always imagine bug rep is just to shoot in front of you to not get attacked
though using it to not get attacked from above sounds interesting, if it works
It definitely does, use it all the time on salvage (to keep bugs off the teamās back when defending uplink/fuel cells)
EDD "Blue Comeback": 20250 XP / 1731 PP
right most dot,
I guess I have to figure out how to "stretch" the line, if that makes sense
I assume 0xp-> 0 and should be a point
can always confirm by aborting wtihout getting any xp
purple is more expensive for the AI to pathfind
similarly to platforms, certain cave formations and crystals have the same "expensive" pathfinding that bug repellent has
confirmed, 0xp = 0pp
On the voicelines wiki page in the dwarf shouts section there are two voiclines which I cannot find. The "Over here!" one is familiar, but the "Come here! Come here!" one I don't recall. Do you know anything about it?
https://www.youtube.com/watch?v=9tEfPJo57IY just noticed something about swarmer slash attack that's not listed on the wiki
That might be a bug, but best be noted on the wiki
"another one"
17433 XP / 1614 PP
Ok, kind of a bigger deal than the last thing: it looks to me like player HP is actually displayed correctly now ingame
Which is to say, with all armor 3 armor masteries and healthy, you now actually have 145 HP(and 25 shields) instead of 148 HP.
I'm saying this both due to seeing the player's max HP value with masteries+healthy as 145 via external tools, and after seeing that I went and tested it via hazard 5 4 player scaled slashers: https://www.youtube.com/watch?v=6qKeC96vRIw
if the masteries multiply max HP(instead of giving flat +5 and +20 amounts) like the wiki says they do the player should be able to just barely survive 34 damage attacks hitting 5 times. instead, it's consistently exactly killing me, as you would expect if the game's stat of 170 total HP is correct
hazard 5 with 4 player scaling, confirmation of 145 health+25 shield=170 HP total
A good use on salvage is to channel bugs into certain paths to kills more efficiently
I also tend to use it to make a ceiling and I've yet to see bugs crawling over that to attack us from above
But maybe we just don't get too many spawning above us on the wall
There is a maximum pathfinding value somewhere though.. if you open box yourself in for example the bugs have "no path" to you and will walk over the platforms.. if you make a MASSIVE canopy on salvage and the path to reach you from spawning above that canopy is too long (unknown value?) they will path over the plats rather than take the exceedingly long path around. There is a threshold somewhere but I have yet to determine it exactly. One thing I can say for sure .. no repellant on salvage or dotty missions you really notice it
I'll add what you've already posted, but the sheet should now be open for editing:
https://docs.google.com/spreadsheets/d/1q_hnpTpP4RP2yCBLj_yBeUMTDtJ9zc1UFUEYnqRn2BY/edit?usp=sharing
And thanks!
@white plume ā¬ļø
Trying to find if those HP mods variables changed, though it is probably easier to just get the maxhp in game...
If they didn't, something else is causing the player to have 145 max hp with masteries+healthy
can't that be the damage instead
I'm looking at both the max HP values and my current damage taken via 3rd party program
which program, you can probably guess
well well well
look at that, before, the variable for mastery had "Amount": 1.0455 now it is ""Amount": 5.0
which means dwarves gets x5 more HP now
I wonder if anything changed about red rock blasters as well as mastery/healthy
less likely for sure
healthy is 20
if that is the mod and I read it correctly
didn't check red rock
sneaky change sneaky change
good change for my sanity tbh
also, that only happened for S1 from what I can see
did anyone check double beer buffs now ?
well, red rock still has a 1.3 value
Red rock blaster only apply once now, didnāt check the other beers.
Oh and the health mastery health is now a proper +5 health per tier instead of the weird Ć1.0455 multiplier.
Aye š
was for S1
Still outdated on the health page IāÆthink, I will update it after work if IāÆcan.
slayer stout seems to be applying twice still
"PowerAttackCooldownRate" is 1.5 and "CarryingSpeedModifier" is 1.15
not sure if it changed, let's see
welp, no luck
oh lol, there are 2 stouts
ty
I think the hp changes were mentioned in #changelist-only-for-experimental-branch ? I don't remember seeing them in #patch-notes-steam though
Missing from initial patch notes:
Extended the range of the Heat Radiance upgrade on the Flamethrower to match the Cold Radiance upgrade on the Cryo Cannon.
I remember there being a lot of questions to the wiki about that
There's
Improved Armor Stats Display
On 10/29 and
Fix armor health upgrades not showing correct value.
on 11/2
Which I guess is supposed to mean they changed them to flat additive values instead of the old multipliers they used to be.
Did the 10/29 change make the display show the true 148 and then the 11/2 change was fixing the underlying math to match the intended 145?
one thing is changing the displayed value, which I don't think ever happened, but the internal bonus HP value only changed for S1
From MeatShield in a server only Elythnwaen and I have access to among Wiki editors/contributors:
"I don't know if anyone else has already figured this out, but i just pieced together the Radiance changes in U35.
- Heat Radiance was buffed from 80 DMG_Fire with 3m radius to 4m radius (3m MaxDamageRadius, 25% Falloff)
- Cold Radiance is still 60 DMG_Cold at 4m radius (4m MaxDamageRadius, 25% Falloff but since the MaxDamageRadius = DamageRadius it functionally has no falloff)"
Yeah I've seen this happen occasionally. I don't do a huge roof just enough that we don't have to look up
Wait the radiance effects do damage not just temperature? Nice
Is that 80/60 damage at the same rate as the flamethrower/cryo or less frequent ticks?
temp damage
damage isn't just for HP
there is damage for temperature, which won't affect HP
Isn't that called "heat"
Whereas "fire" damage does both HP and temp
Guess that's in weapon stats whereas the code is different
wiki and game code is different
"DMG_Burn / Fire
DMG_Heat / Heat
DMG_Fire / Fire + Heat"
from Ely
Heat Radiance does damage to enemy HP AND Temperature. Cold Radiance only changes Temperature.
just noticed that Fire is something that burns and heats
which is why Fire damage is the combination of Burning and heating
Similarly, Ice is combined Freezing and Cold. Freezing is the damage part, Cold is the temperature part.
1 XP is how many PP ?
want to check what is the lowest PP you can get and which XP it needs
I would imagine 3-4 XP
But at values this low you're bound to get curve distortions from rounding
is hurricane T5C nitro compound just 1 aoe dmg per second now?
or did they also increase the dmg scaling on it
Files say the damage value is still 1 per second.
do we have the distance per second for Hurricane
Missile speed per second: starts at 10 m/s, ramps up to 15 m/s over the flight duration.
that is quite the long distance required to get big damage bonuses for compound, isn't it
I thought the bonus damage was over time in the air and not distance though ?
it is all related
if you know the distance, you can get the time, given that Speed equals Distance over Time
surely you can make the missiles do some backflips, and even do a 180° (ziplines ftw)
but distance just seems like a good guide on how far away you need to be for different bonuses
how does napalm work on the hurricane now? I'm getting all sorts of conflicting answers from the game
It starts with going "25% of damage converted to heat" but then specifies "reduce direct damage" in the sentence immediately after, and then the statbox display it as "Extra Damage as Heat" instead of "Damage Converted to Heat"
it says "just like the PGL"
so probably just 75% HP damage and 25% Heat up damage ?
Yeah but it does both aoe and direct dmg
does it convert 25% of both to aoe dmg, 25% of each to aoe and direct dmg respectively?
also doesn't that make it impossible to set grunts on fire now then
impossible because you kill them before getting enough heat ??
yes
I'm playing around with the numbers
and the best case scenario I can get is that you set them on fire the same instant you deal 108 dmg to them
i haven't taken a look at today's new stuff yet. but for PGL, that 25% conversion is just "any damage dealt to an enemy (direct or area), convert 1/2 of it to Heat". as a result, i expect that the Direct Damage only does more Heat when the enemy is directly hit, rather than adding to all Area Damage.
Judging by Maple's video in reg chat, it converts 25% of both (but appears to ignore any bonus from salvo)
The video being a full 16 direct/24 area, 9 rocket salvo onto a praet that almost ignites it
I feel like they unintentionally nerfed it too hard
25% dmg conversion is almost perfectly too low/high simultaneously
where it's too low an amount for you to reliably set stuff on fire but also too high an amount that it makes the breakpoints on everything a lot worse while not getting the benefits of fire
has no one yet considered that GSG want this to only ignite the big bois that everyone was cheesing with Volatile Bullets, and then have an opportunity cost of slower DPS vs small enemies?
twice as long to ignite large enemies, and -25% DPS vs normal enemies
also provides incentive to, you know, equip the other two mods
Hurricane is not defined by T5.A
That's certainly plausible
but that also means they've now added a mod solely balanced around and useful for a specific OC for a different weapon
It was until this patch. To be fair.. I concur.. 2 tapping grunts from any distance was as massive break point advantage making every other build strictly inferior
Except you now have to run Savlo or both rof increases or you aren't igniting large targets in a reasonable time frame
I feel like having a bunch of other weapons/builds and mechanics intentionally gimped just to balance one specific OC is even more problematic an issue
that i concur with -- the nerf should have hit VB first, before Hurricane.
but that's not the choice they made š¤·āāļø
And it's not something we should discuss in the wiki chatroom, that's more drg-chat related.
ah yeah sorry my bad
If that came out as me attempting to police/moderate the discussion, I'm sorry. I'm also pissed off about the nerf but that's how it goes I guess.
nah it's fine, I definitely went way off topic when I shouldn't have
Have the weapon pages been updated with new data by the way?
nope
been using the wiki pages to get the old values right now to compare the changes
anyone know if minelayer inherits armor break?
Got some fresh datamining results coming your way:
Hurricane:
Nitroglycerin Compound now increases AoE damage rather than direct damage (That's according to official patch notes, I'm not even going to bother testing this);
T1C (Increased Blast Radius): 0.5 -> 0.6m radius bonus;
Armour Breaking bonus from T2B: 300% bonus -> x2 AB multiplier (becomes 200% Armour Breaking for the default weapon);
Zip Fuel: +5 area damage -> +4 area damage;
Napalm-Infused Rounds: now convert damage instead of adding it and only apply the effect to 25% of the damage instead of 50%.
Plasma Burster Missiles' active rocket amount got increased from 9 to 18.
Sludge Pump:
T5 Fluoroantimonic Acid now increases direct damage dot by 4 per second instead of 8 (DoT bonus went from 2 per tick to 1), doesn't seem to affect puddles' DoT STE.
I have no idea what happened to Air Sensitive Compound. This needs digging into...
Damage bonus from T3 Potent Goo Mix increased from +10 to +15.
Volatile Impact Mixture OC: penalties reduced from x0.5 puddle lifetime/STE duration to x0.75.
LOK-1 Rifle:
Base time to acquire a lock: improved from 0.1 sec to 0.095 sec.
Shutter Speed Sensor: reduced the lock-on time bonus from x0.8 multiplier to x0.85 multiplier.
T3 Blowthrough mod: now a Super Blowthrough mod, penetrations increased from 1 to 3.
Neuro-Lasso:
Lock-on lifetime increased from 5 sec to 6 sec;
Lock-on time penalty decreased from x1.5 to x1.25 multiplier.
I'd go with yes since Mines inherit most of the rocket stats but I'm not certain. Needs testing.
I have no idea why they're so hellbent on keeping VB the way it is when it's obviously so toxic to balancing
Hurricane T1.C?
base gun aoe went from 1.5 -> 1.4 and mod went from 0.5 -> 0.6 yeah
armor break is +100%
It was 100% base + 300% from mod pre patch, 400% -> 200% total, not 300 -> 200
more of a wording error I think?
Oh, it now multiplies Armour Breaking by a modifier of 2. I see, then it's indeed 400% to 200%.
both direct and weakpoint dmg don't work on minelayer, yeah?
If you mean the embedded mine, that is correct since it is proximity based. The only way that I can think of it working otherwise is by having it embed in air and an enemy walking its face into it very quickly.
So, basically, not at all, lol.
That sludge t5.b nerf is pretty brutal and really immediately noticeable feels like 1.5s longer to kill a grunt. Going to have to double check things later. But wow.. that is much larger nerf than expected at least off initial feel
Should only be half that, ~0.73s longer from a single normal shot
it's really not that big of a nerf, and it was definitely necessary
T5b is still the best mod even after the nerf
It's main draw is the +20 DPS it adds to the puddles
I would get the nerf to puddle damage (which was whack) but the direct damage off the charge shot or direct shots hurts.. a LOT. 16 damage without extended effects mod is quite a lot to knock off one shot.. I suspect some enemies will require more shots now
which over 4s is 16 damage lost
I just did a quick check, and apparently it still meets the grunt breakpoint even with a 4 second duration
so you still only need either T5b or T3a to one tap grunts
unless you get only low rolls
but this change might mean T3a + T5b + HIA won't let you one tap slashers anymore
but that was honestly too strong anyway
actually, you need good rolls, right?
no, you need either good or average rolls
it's 20 DPS average, 4 sec duration without T3a + 30 damage from the direct hit
110
5 * 4 * 4 = 80 + 25 = 105
is it 25?
yeah
well, it's irrelevant to me, because I'll never not take both T3a and T5b
especially now if grunts can survive without one
It does meet the grunt break point.. I also tested that.. it just takes longer to get the job done.. taking away some of the immediacy .. gun does feel worse to play (much worse in solo) and I don't have HIA so can't really test that experience. Nerf is probably valid though. Probably go back to running T2.A now
this is the irony.. the T5.b nerf probably leads to a little less build diversity.. but oh well
I honestly saw no reason to ever go without T3a in the first place
they buffed T3b but it's just +5 damage, and why does that matter?
T3c is pretty nice.. I assume you are taking T1a?
T3a is still the standout mod in its tier, and T5b is still the standout mod in its tier
AND they synergize
no, I don't need either ammo mod, I take T4a
plenty of ammo without T1a or T3c
32112 is the build I use with HIA, GBS, and DC
no reason to change
the butt gun unfortunately has too many dead mods, I see no reason to ever take velocity, direct damage, ammo, or (god forbid) armor break
if they moved some of the puddle DOT from T5b to the base gun then T5a would be usable
fun fact
that is the annoying thing.. I was having a blast playing 21322 with AGMIX but the nerf to T5.b makes that build a lot lot worse. oh well.. puddle bot mode
full dmg napalm salvo build does exactly 99 heat to praetorians, being 1 dmg off from setting them on fire
that is a fun fact
it looks like salvo bonus doesn't get converted to heat
man that sucks.. JFH might be the only build where napalm is viable now due to the increased direct damage right?
I think it's also decent in mactera plague imo
not good or anything
just merely viable
I feel like reducing your explosive damage in mactera plague would be the last thing you want
stun would be good though
if your hurricane does 20 direct, 20 area dmg and you have the +50% weakpoint dmg bonus and the 25% heat, does hitting a praetorian's bum do 12.5 heat or 10 heat
current understanding is that Weakpoint modifiers don't affect Heat. it's just the "raw" damage that gets converted, before the remaining damage has a chance to be affected by Weakpoint materials
^salvo modifier doesn't appear to either btw as maximum dmg salvo build still cannot set praetorians on fire in 1 salvo
Speaking of heat
Does armor damage reduction affect it?
I remember setting oppressor on fire by shooting it in the armor, it clearly shouldn't do 200 damage in this case yet it deals 100 heat
currently, no. Lunari submitted a bug report on Jira months ago to let GSG know that Heavy Armor and Unbreakable Armor are not preventing Heat dealt by Direct Damage from affecting enemies.
DRG-2684
anecdotally that seems to be the case for drak TEF as well
for the Fire-element Damage? i would expect its Heat to bypass armor due to the aforementioned bug.
It's because it also affects puddles, unlike the hydrogen overclock
The nerf didn't change the puddles, only the direct hit DoT
Right, the overall amount given basically overshadowed the other options
oh I think I misinterpreted that
Re: XP to PP, my data point from patch 3 aligns with the curve from patch 2 fine
i dunno, i found slowing enemies by 90% with T5.A and HIA kinda fun š
been toying around with coding up "how much damage dealt to enemies as they walk through puddles" method, just to see how strong the slows are
I just wish they were a bit more descriptive on the mod/overclock interactions with direct DoT/puddle DoT, there's no way anyone would be able to figure that stuff out without consulting the wiki or internal code
do you or anyone else happen to know how much puddle size (T3c) was reduced by in today's patch?
I just used it a few times and I don't notice a difference
so it's probably small
I was trying to compare with/without a few days ago and was having a hard time telling the difference
i got lucky, caught Dagadegatto right before he went to bed. off the top of his head, he said that it was reduced from x1.33 puddle width to x1.25
thanks
is it possible this change didn't actually go through?
like, they wrote that they changed it, but didn't actually?
it's possible, sure. not probable, but possible.
it's just that I, and others, haven't actually noticed a size change
I'd feel like 33-25% would be noticeable
but then again maybe not
that's 6% smaller
1.2m width * 1.33 -> 1.6m
1.2 * 1.25 -> 1.5m
0.1m difference on small puddles, 0.2m on large puddles
i'm not surprised there's no discernible difference.
heck, i even submitted a bug report last week because i thought T1.C was doing nothing at all š¤·āāļø
I don't think the point is for it to be noticed
more like to reduce the time bugs spend walking on goo
I mean I definitely notice a difference between having T1c and not having T1c
yeah. since then i closed the bug report. i was finally able to see its effects using Engineer platforms.
knowing how much extra time creatures spend on it seem interesting
was going to ask if there is a side by side image comparison, but that probably wouldn't help much
knowing that Grunts move at 2.9 m/sec and are approximately 2.7m long (from front legs to abdomen), the time spent in puddle walking full diameter can be calculated:
P = puddle width = 1.5m
G = Grunt length = 2.7m
M = Grunt movespeed = 2.9 m/sec
D = Difficulty Scaling movespeed multiplier = 1.15 on Haz5
C = Corrosive DoT Slow = x0.65
S = Sludge Puddle Slow = x0.55
Time = (P + G) / (M * D * C * S) ~ 3.523 seconds to walk through a small puddle on Haz5, without T5.A or HIA equipped
cases where it is interesting to have it ?
wait... forgot to add the slows. hang on.
so that 0.1m might make a bigger difference when considering slows
I thought the goal of it was to help me cover more area, with less ammo
probably would like it more, even with less slowdown
i mean, it does. that was never contested. i'm just in the middle of comparing the time it takes to walk through the puddles between today's T1.C and yesterday's.
x1.33 width -> 3.607 sec
x1.25 width -> 3.523 sec
-2.4% difference
Not that likely to even get another damage tick that way I don't think
(comparing to older bigger area boost I mean)
what changed here for LOK-1 ?
"Changed the Piercing Rounds upgrade to a Super Blow Through upgrade increasing the number of penetrations"
+1 Penetration -> +3
do we know if they're planning to fix puddle electrification or not?
it was working in experimental
maybe they decided to turn it off?
unlisted grapple gun sfx changes, grapple seems to be louder and there's a new 'beep' when holding grapple and it recharges
thank you for saying that, I mentioned it in chat earlier and no one believed me
the beep is VERY noticeable and annoying, but I guess I'll get used to it
apropos of nothing, @gaunt cipher can you link me the goo video you made? I'm writing a butt gun guide and I'd like to link it with your permission
I'll mention the video shows the old values
fun
interestingly, the grapple beep doesn't trigger if you change weapons before it recharges (like if you have auto-switch grapple turned on)
I noticed the sound in a mission and couldn't figure out what it was coming from
it was fucking driving me crazy
then I eventually noticed what was causing it
what are large and small puddles? aren't all puddles the same size no matter if they're from a non-charged shot or charged shot?
still TBD on the exact values of puddle sizes. the best numbers i can give you just from testing and observation:
- Regular Shots and Fragments: 1.2m diameter width puddle
- Charged Shot (not GBS, those a fragments): 2.4m diameter width puddle
there is a mod that increases puddle size
tier 1 or 2, it is the right most one though
T1.C "Air Sensitive Compound"
is that with or without T1c
those values are without T1.C; the "default" sizes.
so a charged shot that hits the ground leaves a large puddle or something like that?
I see, ty for info
do we know what the new duration for hot feet is?
yes. Overheat duration + 2 seconds
oo, was it tied to OH duration before?
yes. ever since U35XP was released it had been OH + 1
today's patch buffed it to +2
GK2 T5.A, Zhukov T5.B, and Grappling Hook T4.B are all 2.5 sec duration; that's probably why you inferred it
default Overheat duration is 2.5 sec, too, but Hot Feet always had that extra second (2 now)
what is the speed boost btw ?
x1.5 Movespeed, just like all the other Scout movespeed buffs.
before Drak25 was added, none of the movespeeds stacked with each other. their durations could overlap, but you couldn't get +100% or +125% or whatever.
from that, my guess is the devs don't intend for the effects to stack. when I did like 3 tests during U35XP, Hot Feet didn't stack either. i don't know if that's still the case.
strong
should probably try it once
just can't see much cases where it would help
hot feet is really really nice with MHD builds
especially rewiring/AV
I use HF/MHD with bouncy
opinion: T3.C "Hot Feet" is the key to using Rewiring Mod, Aggressive Venting, and Shield Battery Booster effectively.
dunno about SBB, ideally you never want to OH with that
but then again, if you do, you get 7 seconds of speed
so that's kind of nice
7 seconds of 50% movespeed? it's like being The Flash, bugs can't touch you
I feet T3b is better for heat control either way
sorry, this is getting off-topic. we should go back to discussing Wiki stuff
Does it stack with sweet tooth's speed boost?
asking the real questions
the new grapple gun recharge notification sound needs to be undone... like immediately. I literally thought another program was having a fit in the background while playing DRG before I figured out what it was.
got something exciting to test and discover tomorrow, thought we would have the answer, but discovering it myself will be interesting.
more soon
yes, it was really annoying until I realized what it was
then it was just
very annoying
two questions
does the t1 velocity mod on goo gun increase fragment spread from charged shot explosion?
and do fragments that directly hit an enemy form a puddle? directly hit regular shots don't seem to create puddles
i just tested in-game; yes T1.B's +33% Projectile Velocity gets applies to Fragments too.
after a couple of tests vs Praetorians, it seems like a Fragment directly impacting an enemy does not create a Sludge Puddle beneath it. that's the observed behavior of both Regular Shots and Charged Shots, so that's the result I was expecting for Fragments too.
The last time I tested anti-grav mixture, it made fragment spread lower despite adding velocity
which I have to assume has something to do with the antigrav effect making them arc slower
Odd that I kinda remember getting both puddle and body status on an enemy with a single shot
Though never tried to reproduce it
Talking about velocity, that increased damage mod talks about launching goo with more force, but probably doesnt really change speed, find that funny
you can get puddle and body status on an enemy with a single shot because there's a bit of splash
so you can fire a normal shot, hit the ground near an enemy to create a puddle and also just barely splash them for the direct DoT
wouldn't be surprised if that also applied to fragments sometimes tbh
Guessing it explains 2 enemies 1 shot moves too
yeah. easiest to see if you get a swarmer wave
just hop on top of molly and shoot normal shots down at them, you'll frequently hit multiple with one shot despite making no puddle
all three types of Sludge Pump's projectiles (regular, charged, fragment) do Area Damage. [1m, 2.5m, and 1m] radii respectively. any enemy that gets damaged by that Area Damage has a 100% chance to have the Corrosive DoT applied.
similarly, all three projectiles are coded to leave behind Sludge Puddles if the physical projectile impacts terrain, instead of an enemy. Sludge Puddles are the same size for Regular Shots and Fragments (1.2m width), and seem to be twice as wide for Charged Shots (2.4m width). the regular shot and fragment phyiscal models are both 0.25m radius, and the charged shot physical model is 0.45m radius. as a result, it's very doable to hit the ground right in front of an enemy, do full Area Damage to the enemy and apply the Corrosive DoT, and create a Sludge Puddle right in front of the enemy.
it's a very nice mechanic that rewards knowledge of the game as well as the ability to land "skillshots"
Reminds me, is there a logic for armor melting ?
Usually it just strips all prae armor
But I have seem a bit of armor be left sometimes
that must be why regular shots felt the best when shot at grunts feet, huh
does T1.C affect model's impact radius?
If you mean with ingredient X, as far as I know it just lets the corrosive DoT do (a lot of)damage to armor, instead of none
so since it's a DoT still afaik it'll still be subject to the same variable tickrate stuff that introduces RNG into DoT damage
it's like 90 armor damage per second on average or something
correct.
negative. no mod or OC affects the projectile's AoE Radius. T1.C only affects the size of puddles left behind.
So the effect is simply separate for each plate ?
LazyMaybe has already supplied most of the answer to this question, so I'll just fill in the finer details.
Ingredient X adds a random value of [20, 25] Armor Damage dealt at the same time as every tick of the Corrosive DoT ([0.2, 0.3] random interval). that works out to an average of 90 DoT DPS.
I, too, noticed that it doesn't work consistently so i DM'd Dagadegatto about it. he told me that there's code in place to prevent enemies from having all of their Armor plates damaged simultaneously. he didn't provide any details beyond that.
from that information, it's logical that the first armor plate to break means that each of the other plates will get damaged more frequently, and then that effect stacks with itself until the last armor plate remaining takes the full 90 DPS and dies very quickly. so it will probably behave exponentially in practice, despite being a linear DoT.
that is not my understanding, but i don't have enough data to definitively say one way or the other.
by the way, this is an extremely minor detail but I've noticed in my recordings that frequently when you shoot an enemy directly with goo gun, they will take the first tick of DoT damage slightly before they take the 25 normal shot direct damage
From the brief time I played
It looked like the effect just spreads to all plates, regardless of where you hit it
Which is what explained to me all plates getting removed
I wonder if this is a coding workaround, maybe the prototype had issues with direct hits not triggering corrosion so they made the projectile "hit" after it gives corrosion? Just a random theory.
Might be fixed-tick DoT
It would make sense if there was a global timer that dealt the dmg to all enemies currently coated, as a timer for each individual enemy would be less optimized given the amounts of enemies at higher haz levels
So it would apply the dmg if the enemy was hit on the same tick as the fixed global interval
But the direct dmg would be dealt on the next tick
i can definitively deny that; the Corrosive DoT applied by damaging an enemy with a Sludge projectile has a random tick interval between [0.2, 0.3] seconds. so far the only fixed-tick DoTs are Electrocute and Cryo Cannon's Ice Path
So it is a per-enemy interval?
think of it in these terms: every time that the Corrosive DoT applies another tick of damage, it then checks if there's still time remaining on its duration. if it is, then it uses RNG (Random Number Generator) to pick a random time of how long to wait before applying the next damage tick. so, every enemy that has a DoT will have different tick intervals, making the bugs flinch in damage out-of-sync.
Can this explain the DoT before impact dmg?
realistically, no. i've got no clue why that's happening, sorry.
and "at the end of the day" it's such a minor bug, i don't know if it warrants being fixed. the correct amount of damage is being dealt, just a little out of order š¤·āāļø
It could simply be processing the DoT before the direct dmg
Which would make sense if the status is applied before the projectile hit is registered
from how the gamefiles are worded, it sounds like any enemy that gets damaged by the Area Damage dealt by these projectiles has a 100% chance to have the Corrosive DoT applied. thus, i would expect for the Area Damage to be dealt before the first DoT tick š¤
The direct shot damage is area damage?
yes. all three projectiles from the Sludge Pump deal Area Damage.
gas clouds seem revised after H3, from file I get: health is increased from 25 to 1000, add a temperature component with 50ā burn temp. and 5ā/s cooling rate, and damage is changed from 65 Fire+Heat to 65Fire+100.75Heat, friendly fire modifier from 0.5 to 0.25, and fear factor seems removed. Prae's gas explosion radius is increased from 3.5m/2m to 4.5m/3.5m. Still takes in-game testing to see whether it's now only reasonable to use heat source to ignite gas cloud
thanks for confirming
"- Fixed One of the Glyphid Swarmer attacks doing damage twice."
question for the wiki crew: Swarms don't spawn during Elim missions (according to the wiki).. but do they spawn during dreadnaught fights on DDs? because I just saw the biggest swarm I have every seen in a solo EDD mid dread fight?
Note: Mission control announced the swarm mid dread fight
Secondary dread objectives donāt stop swarms sadly. If it happened during a primary dread objective (which I assume, looking at this cycleās DD/EDD), Iād call that unusual
during tests on Mining, having a Dread wave just meant no other swarms would spawn while dread was alive
I know a lot of events pause swarms, but I guess Dread from eggs isn't included ?
Itās definitely not supposed to spawn swarms during primary dread objectives in DD/EDD.
(The patch notes here from April were ambiguous, but play testing determined that waves were only paused for primary dreads, not secondary dreads:)
secondary dread objective so might be by design.. but damn it is obnoxious AF
Ok. Yeah thatās known behavior (not sure if by design or not, but at least known). Accordingly, timing of popping the egg is a big part of DD/EDD with dread secondaries. Particularly bad in PE+dread
stage 1 is a PIG
Someone should probably add the new weapons/frameworks to the weapon skins page
pretty sure the problem isn't "how was that never considered"
and more of "how can one help with it" or "what is missing for them to be added" , and similar
How do I get the transparent pngs for the weapons?
using your favorite image editing program
Heard there is a mod to help with the weapon background
don't know the details on that, weapon images isn't my specialization
Yeah, I havenāt worked on the wiki in a while
And I donāt even have the new dlc so I can use the icon
I also have a question for the wiki crew: i wonder how the Fluoroantimonic Acid mod for the corrossive sludge pump interracts with the direct corrosive DoT and the puddle Dot. It is stated on the wiki that they are both independant and stack with each other but are also both considered corrosive damage. However, the mod only states ''+ Increased Corrosive Damage per sec.'' and i wanted to know if this applied to both these DoTs and if it is by how much? In addition, i wanted to know if Hydrogen Ion Additive works the same way.
I guess I could find it in the game files?
T5b is +1 dmg per tick on the direct hit DoT (base is 4 per tick, ~4 ticks per second)
T5b also adds a separate 20 DPS effect to the puddles in addition to the base 13.3 DPS effect
HIA is just +2 dmg per tick on the direct hit DoT
thank you
i also did a very-detailed writeup of Sludge Pump DoT interactions here:
https://www.reddit.com/r/DeepRockGalactic/comments/qw7vxb/drg_update_34_weapon_discussion_thread_corrosive/hl3fhv7/
does the 30% elemental insulation perk reduce temperature dmg or is it just the hp hurting dmg
From https://deeprockgalactic.fandom.com/wiki/Elemental_Insulation:
Provide damage reduction against: Fire, Frost, Electricity, Poison, Radiation, Heat (temperature), Cold (temperature).
||Yes||
I was going to add values to the Creatures page for new enemies, but there seems to not be a thing for Acid/Poison resistance, while they do have it
what i take from this is that there was no need for an icon so there isn't one
btw do mactera have a weakness to corrosive?
it feels that way, like I'm able to oneshot spawn when the numbers don't imply I should
but I am also very bad at math
Doesn't having primary dreads mean you don't get normal waves? Is this pausing things like egg swarms
oh that's cool, so mactera spawn should be oneshot by normal shots very easily
even without a max DOT build
but trijaws should be oneshot without too much trouble as well
nope, just did that math, nvm
I don't mean to be needy, but does anyone know exactly what enemies are weak to the butt gun?
and by how much?
You can still get ambient waves during Elim, I think? Just not announced named swarms
nope
you can never get swarms in elim either way
Not announced swarms, but ambient spawned waves
So if you kill all the adds in an elim mission you can literally sit there for hours and not see a bug?
Could swear Iāve seen otherwise but maybe I need to validate
The only case I ever had of fully disabled spawns was during a dread wave (The 1% or so chance of having that swarm). But as long as the dread was alive, not a mob spawned.
You still get ambient waves during elim missions though
right...thanks. that's what I'm saying š
that if elimination is the primary objective (in a DD or not), you will never get a MC-announced swarm, but you will definitely still get ambient waves that crawl out of the walls on occasion
So, I want to add even more dwarf voicelines to the DRG wiki and I was thinking about the laser pointer ones. Would it be insanity to include every laser pointer voice line in the wiki?
I just confirmed that ambient waves spawn in Elim via testing...not sure if we are using "swarm" in the same way but new bugs absolutely will spawn in Elim
I mean an announced swarm
those are waves
heh
so when I said "you can still get ambient waves" and you said "nope" you can see my confusion š
I think I thought you meant during a dread fight
ah, nope.
You can get like, batches of spawns in an elim mission, but not full swarms
Which are a pretty substantial difference
Do check if you can get those voicelines, how many there is, and how to use them
Not sure if the question is about you having a lot of work, or the wiki having a giant page for the lines
Here wanting to test what will happen when I complete all 3 at once
Obstacle being, no Hollow or Sandblasted available... twice
Well can use the system time trick for this
how did you get three dailies in a row that aren't sabo
I've gotten that for like the last seven days straight
not really complaining cause I'm getting all that scrippity scrip
daily reset
which was used twice
every time I've used that it turned into sabo
so I'm afraid if I use it on a sabo it'll turn back into sabo
if that ever happened I would call it not intended and bugged
defeated the whole purpose of a reset
Oh well, eventually I will do it, after 4-5 mission map restarts I get the mission I need, sandblasted refinery, and even though it was complexity 3, all wells spawned near the refinery with minimal height difference
Pc decides to not help and shut down, so that test will be for another time 
on the other hand, I got my 8th sabo daily in a row!
So a few days ago I posted asking about the Unstoppable speed bug and whether or not it was still in the game. I've been trying to test it by chasing people around and it feels like one of the patches from the last few days has in fact fixed the bug. I haven't been able to get anyone to join me for any conclusive testing, so I would encourage others to try and verify for me, but from what I'm experiencing the perk now behaves as intended.
hey so karl.gg says the drak's elec is 4 secs, but I was told it was 3
so is 4 secs correct?
Drak's gamefiles indicates that it has a 15% chance to inflict the M1000 Electrocuting Focus Shots status effect. that has a 4 second duration (unless it was changed since last i checked) so yes it should be 4 sec as well.
EDIT: just looked it up, yep it's still 4 sec.
karl.gg also says drak's AV scales its radius with heat in addition to damage/temp dealt
thanks
that's just from my observations while testing it. for sure the Damage and Heat scales, that's easily demonstrable. going off of that, i concluded that the Fear and Radius would scale too.
uhh
Yeah, sorry
It's an online tool that lets you put both points and a plot on the same graph
I tried something quick & dirty like sqrt(150x), and it doesn't quite fit, but is good enough for a first approximation
seems that both logarythmic and root deteriorate quickly towards higher values
we could just ask someone who mods to boot up unreal engine and just find the function
i think im onto something
@acoustic scarab
its a function from unreal engine
ok im just gonna download unreal and unpack the game files
That's for all bombers, and it's intentional
i have acquired 3 Confirmed ā¢ļø keypoints:
0 xp - 0 pp
6000 xp - 1000 pp
53000 xp - 2300 pp
we have a lot more points btw
yeah ik
from the code i mean
i unpacked the game files
the curve is defined by 3 keypoints
cubically interpolated with weighted tangets
im gonna try to just run the c++ code but thats gonna require a bit of work
Checks out
Cyrob had 999 pp @ 5996 xp
good
the unreal interface looks like this, three points with tangents. i have acquired the values of these points from the game files, i'm now working on somehow putting them back into an unreal project
"time" means x-coordinate and "value" is y
arrivetangent and leave tangent are a mystery currently
obviously they describe the left and right tangets, but idk in what way. in the interface tangets seem to be defined by the coordinates of their end points
ok i've been doing this for 4 hours now im gonna probably finish this up tomorrow
Seems like slope to me, rise/run would be near zero for horizontal line
Edit - itās the tangent of the incoming/outgoing angle per the docs
Decribes arrive/leavetangent
Nice sleuthing, I think we can stop data collection of XP:PP data points now
(And as usual, MeatShield called it with the prediction of the underlying mechanism used to describe the curve)
which mechanism
Was referring to the comment here about splines fit to points:
#wiki-related-chatroom message
oh, the part that game uses non-single formula curves was known,
it was most likely just a reminder of it
Sure
oh, not by you exactly
I mean more like, myself and some others that have worked or heard about them
such as armor breaking curves, autocannon, accuracy, can't remember others
also finally did it, while also advancing assignment, let's see what the results will be...
:| that doesn't make sense, how can it be still 24h left, when that other time, I completed a challenge there was only 6h left
and that's with me waiting 5+ days after all the current challenges were added
did you complete 3 daily assignments simultaneously
That is the mission end screen
not the terminal
the first image ofc, other one is terminal
In my experience, you'll have to wait 24 hours, get 1 new challenge, then wait 24 hours more for the 2nd, and then 24 hours again for the third
whoa -- this technique could be groundbreaking.
would you be willing to do a similar process to look up keypoints in the following curve objects?
- Minigun Heat Curve
- Drak25 Heat Curve
- Minigun Spread Curve
- Revolver Spread Curve
- GK2 Spread Curve
- M1000 Spread Curve
sure
That part I was aware,
The issue is, the challenge that is after the third one
Since one time a slot got free the challenge cooldown was 6 hours or so
As if it had been counting outside of view
Are Rival Tech enemies invulnerable to Fear?
You saw something that indicates that ?
They all have 0 courage so stat wise there is nothing preventing fear (at least if they use the regular stats), but there may be a custom logic for them, like they did with the on fire status.
I didnā try to fear them just to be clear, just checked the property value.
No, just asking as the Wiki doesn't show anything. I'm busy writing loadouts on Karl.gg, and lying to the readers because I didn't double check my sources isn't exactly good practice.
Afaik they are immune to fear, I don't recall where I saw it though.
If they follow the usual rules, anything stationary should ignore fear (so turrets, caretaker, robotic appendage).
It should work on Shredders and Patrol Bot.
As for the prospector drone since it has a weird pathing it probably ignores it.
Patrol bot is not affected.
Hum custom rules for robots hidden somewhere in the code then.
Wait so how does this keypoint thing work?
Fear works on shredders, but not on patrol bots indeed.
I put the blame on their weird movement pattern.
Fun fact: apparently Shredders die instantly when Frozen, but they can't be frozen.
They can be frozen, it is just almost impossible to freeze them before killing them.
Effective Freeze temperature is -1250°
I froze some when testing them.
Update: ignore what I said above, that used to be the case only in older versions. Somewhere between Experimental and Live that line disappeared completely.
So much sneaky changesā¦
I think QA is just a little overwhelmed and forget to write things down
Correct.
As someone who meticulously documents every long project at work, I understand that often it's only possible only if you either a) spend less time doing actual work, or b) spend your own time documenting
Prospector and deposit spawn chance are the same as ME or cargo ?
so far so good
Hoping drak is done to make it easier to keep heat over 50%
For minigun heat curve it is
FloatCurve=(Keys=((InterpMode=RCIM_Cubic,TangentMode=RCTM_User,ArriveTangent=17.005507,LeaveTangent=17.005573),(InterpMode=RCIM_Cubic,Time=9.500000,Value=100.000000,LeaveTangent=22.066628)),DefaultValue=340282346638528859811704183484516925440.000000,PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,KeyHandlesToIndices=())
There's more than 175 curve types in total.
What are the drak cooldown values ? Not the delay
0.045 heat per shot, 2 max heat, 1.1 cooling rate after 0.3 sec delay
ooo, a departure from the 1 max heat norm?
i mean... Minigun max heat is 9.5 š¤·āāļø
Oh right, it is. Guess I was just stuck on EPC since I don't ever really think about minigun heat values.
That one is missing on wiki btw, just so we know
So from 2 to 0 it takes 2.12s to cool
Typo
DRAK overheat keypoints are:
"Time":"+0", "Value":"+0", "ArriveTangent":64.6358871459961, "LeaveTangent":64.6358871459961
and
"Time":2.0,"Value":100.0, "ArriveTangent":12.316628456115723, "LeaveTangent":12.316628456115723
dont really understand what the "time" represents here, with pp(xp) it was pretty clear but here not so much
well... sort of. remember, if it hits 2 Heat (max) then it turns into Overheat mode which has its own set duration. the most Heat you could get and still cool down the normal way would be with only T1.B equipped, firing 59 projectiles, and cooling down from 1.99125 Heat.
apparently, those values are poorly named. "Time" should be thought of as "Heat Value" and "Value" should be thought of as "Percentage displayed on Heat Meter"
ok then
well "time" and "value" are parts of unreal engine so can't change that
but the devs can just plug them wherever they want
seems like spread might not be handled by a curve
Can we get visuals
this assumption is based solely on the fact that i could find curves for pp and heat very quickly but just can't seem to find any curves that represent spread. all i can find are data on upgrades that modify spread
i found reference to it in the WPN files. HitscanBaseComponent.SpreadCurve
Actually iirc the thing doesnt even display a %
How am I supposed to tell I got to 50% heat Drak
the circular meter bar changes from green to yellow right around 50%. also, it's very near "12 oclock", right above the ammo counter.
Interesting
A line there, or changing crosshair color would be interesting
Though other than get used to telling the meter, I gotta get used to keeping it over 50%, always think more heat is better to reach it faster, hue
For ST + AoE projectiles, enemies only get hurt with one , but not both, right ? Such as drak
Pgl should be both iirc, due to fire mod burning oraes
negative. if a projectile has both Direct and Area Damage components, then any enemy directly hit by the projectile takes both Direct and Area damage, but all the enemies nearby only take the Area Damage.
Does anybody know how much the nitroglycerin compound, for the new rockets gun, increase the damage? And also how long the missile needs to be on air to get this bonus? The upgrade lacks this info.
Also I do not know if I am on the right channel
Weird...
Drak makes it look like you sacrifice damage, to get splash, but in that case, as you said, not really
Well, weakspots and frozen...
So there is variation
this is the right channel. for every full second that a missile is airborne, it gains +1 Area Damage.
Thank you Meatshield! Does it have a limit? This is best community i ever met. You guys are great
leave it flying for an hour to instakill Dreads
Imagine it hahah
No cap, only from missile death either from hitting or by it running out of time (1 minute by default iirc)
Do the plasma missiles have a max penetration?
oh sick
Yes, the gamefiles indicate 5 max impacts (aka 4 penetrations)
Thank you Banagement!
What are the ranges for the drak splash ?
1m DamageRadius, 0.5m MaxDamageRadius, 50% Falloff
there're 18 projectiles with guidance at most simultaneously, any more missle fired will make the first missle stop following crosshair pointed target. For plasma OC, max penetration per missle should be 5 (or 4 depending on interpretation of "MaxPawnImpacts")
which means a missle can hit 5 or 6 times at most
right, right. i remembered the wrong number. Leaving is right -- MaxPawnImpact is the number to use, not 18
curious whether sludge's normal shot, charged shot and fragments have damage falloff?
they do. Regular Shots and Fragments: [1m, 0.5m, 25%], Charged Shots: [2.5m, 1m, 25%]
Does it still increase direct damage or did they completely change it to area damage?
just area
To me that seens only noteworthy if you deliberately spiral it in the air, is that right?
I haven't timed them but I think my missiles usually take like 1 second, maybe 2 tops at long range
But then the only other good mod on that tier now is the stun one, so if you're say bringing it on an elimination the nitroglycerin could still be your best choice
The wiki doesnt have on fire heat range right ?
What is the radius for the grunts variations and praes ?
Is the DPS calc on karl.gg supposed to account for the weakpoint bonus from executioner in the weakpoint sustained DPS section?
It isnāt in the wiki so far yes, only on my spreadsheet.
With a short explanation (without the range values) in the temperature page.
Was doing some head calculations on how hard to light praes on fire using heat from nearby grunts and other pgl or hurricane variations
yes, the DPS Calculator accounts for Executioner's Weakpoint bonus in the Lock-On model. due to a coding limitation, Karl.gg can only display data from one model per weapon, even though it has access to both models.
in general, no matter what DPS gets displayed on Karl.gg, it will never be as robust or as useful as what is displayed in DPSCalc. at the end of the day, one is a loadout sharing website and the other is a mechanics explainer / calculator.
is weakpoint bonus from weapons additive or multiplicative with creature's own weakspot multiplier?
say my deepcore has a +30% weakpoint bonus and I'm shooting a mactera spawn in the weakpoint (+200%), is the final damage multiplier
a) 200%+30% = +230%, or
b) 200% * 1.3 = +260% ?
b) Multiplicative.
thanks
based off of a DM i got from u/Burnheart2244, i just did a test on Refinery and spawning many Deeptora Honeycombs, using Lok-1 with T3.C "Super Blowthrough Rounds" and OC "Seeker Rounds".
i was able to definitively prove that Seeker Rounds does not intersect other enemies on its path from gun muzzle to enemy hitbox. the rumor that Seeker Rounds bullets "teleport" to the enemy seems to be true. the Blowthroughs only applied to Honeycombs behind the locked-on one, never to Honeycombs in the red line between myself and the locked-on one.
that's pretty good evidence that Seeker Rounds is coded to just ignore the visual red/yellow splines entirely, and just starts its path at the locked-on enemy.
I can 100% confirm this.. did the same test. Seeker rounds clearly ignored everything on the path to a locked target
however the "curve line" is still valid for calculating blowthrough path on exit
Am I right in assuming that all modifiers applied to initial projectile are applied to subsequent targets post blowthrough.. I.e if the weapon damage from a say a full lock executioner path through a WP or to a WP after blowthrough do they get the executioner bonus. I tried to validate this.. but sadly "escort rocks" or Deeptora do not have accessible WP making this a little difficult
yes, that is the current understanding. think of it in these terms:
- A hitscan bullet is just a ray; a straight line extending from the gun muzzle that continues on infinitely until one of two conditions are met: either it intersects (1 + Blowthroughs) number of enemies, or it intersects an object or terrain.
- The damage dealt by that hitscan bullet is the determined at the time of firing, both the Direct Damage and Weakpoint Bonus modifier.
- That damage gets multiplied by Weakpoint multiplier and Bonus depending on what material it intersects on each enemy, making it theoretically possible to hit multiple weakpoints on separate enemies with one bullet.
Only way to damage enemies twice is by aiming at 2 weakspots only then ?
Or can it happen if it hits the weakspot on exit (same enemy)
negative. as far as we've been able to tell, one DamageComponent is only able to damage an enemy once in an instant. even though you could theoretically hit 2 Bulk Detonator weakpoint bulbs with one blowthrough-hitscan, it would only take the Weakpoint damage once. as a result, it's most likely that the damage dealt to an enemy (or not dealt) is dependent on the first material that the bullet hits -- [flesh, weakpoint, armor].
it's also set up so that if it could damage an enemy multiple times, one Weakpoint and one non-Weakpoint, it prefers doing the Weakpoint damage instead. this is most easily demonstrable with Breach Cutter vs Bulk Detonators.
2m
Huge
You are talking about the enemy fire spread, right?
Like enemy is on fire > heats up nearby enemies.
Enemy on fire increasing temperature of creatures near it
Having multiple enemies on fire increases heating ?
So one near 2 on fire gets +10 heat/s
It should, yeah, I am pretty sure you need like 3 enemies on fire and next to each other to keep them constantly ignited.
burning enemies do ~5 Heat/sec, so you would only need enough nearby burning enemies to overcome each enemy's cooling rate.
Prae loses 10 heat /sec
So 2 to keep it stable, or 3 to increase
Looked at my old post, looks like you only need 2 at least for grunts.
cooling rate -6, checks out.
So the issue with hurricane is that enemies wont heat up around them due to being almost dead when on fire ?
While pgl keeps everything burning, not sure
Takes like 4 rockets to ignite grunts iirc, so they die before even igniting.
Next hotfix is buffing it though.
it takes 90 dmg to ignite a grunt with hurricane
Apparently the patrol bots that spawn during the Caretaker fight cannot be hacked
With the recent changes to how gas clouds ignite, does that mean that the EPC can no longer detonate clouds? I've been trying to get Neurotoxin Canisters to explode using the EPC with no luck so far, but I haven't tried with praetorian clouds yet.
Plasma trail breach cutter not doing it either from what I can see
That's odd, I just got the breach cutter to ignite a Praetorian cloud but needed to use more than one breach line on it. I was using RTS at the time with Explosive Goodbye. It could be that the amount needed to detonate has changed.
Supposed to be much harder now or bugged ??
heat is supposed to set it off
so maybe there's a heat threshold, which the breach cutter can't reach with a single line
these are the new Praetorian Gas Cloud stats, courtesy of Leaving
Sweet! That does wonders for my sanity, thank you.
you would think 1 inferno BC line would do it
Inferno does work
It adds a crapload of heat to the BC so it ignites really fast. It's the non-Inferno lines that have a bit of a hard time now with the 1000 hp that only takes damage from Fire.
so 1000 HP entity that is immune to all non-burn damage ? (HP wise)
How am I able to burn gas clouds with just a single boomstick shot if that's the case?
I feel like I'm missing something
meaning that you calculated that the heat shouldn't be enough to Burn, but it still does ?
I'm confused, is it that you need to deal 1000 fire damage to the gas cloud or that you need to deal 50 degrees of heat to make it ignite
I have had inferno BC shots go through praet gas and not set it off 100%
so guessing 2 shots would do it
needing the 1000 HP doesn't make much sense
12 * 8 * 0.5 + 20 * 0.5 = 58 Heat with no upgrades other than T5.C
So what exactly was the significance of them increasing the HP to 1000
the thing not dying before being set on fire
to make it much more reliant on igniting via Heat, instead of via Fire-element Damage
while also being able to heat up from fire damage, I think
Ah, so it was the fact that it could've been ignited from either sources, just that now it's harder to do it with fire type damage
A lot harder, I should say
not only prae's actually, after U35, all gas clouds inherit basic properties (like explosion damage, health, temperature) from the same base, so it applies to gas cloud from neurotoxin grenade, spore and green maggot (only difference is explosion radius)
Wait the maggots can be used as mini grenades? That's awesome!
so new gas clouds cannot be ignited by persistent plasma anymore like they could be before U35? what about sticky flames?
Sticky flame generate some heat so it should work.
On average it should take 5s to ignite it with sticky flames.
Actually, clouds dont consume pierce, but will take damage from anything with fire heat dmg ?
Such as fiery hurricane going throught it
are Cave Leeches able to grab Dwarves through dome shields?
how does LOK's explosive chemical rounds interact with unstable lock mechanism and electro-chemical rounds? is the explosion damage increased or unaffected?
not to my knowledge, but i don't know that for a fact.
Explosive Chemical Rounds' Area Damage is not affected by either T3.A or T5.B; both of those only affect the Direct Damage of the bullets.
Does anyone know how exactly warthog pellet distribution works? Is it fully random, or is it weighted in any way(for instance, semi-randomized in a way that guarantees the pellets won't randomly be grouped too close together)
that is probably on the accuracy page
it's not known, but the working understanding is that shotguns' pellet distribution is just 7-16 repeated hitscan bullets fired in the same trigger pull, each one having its own RNG trajectory.
i've heard claims that shotguns pellets have 3 or so guaranteed to always shoot in the center, but i have not seen convincing proof behind those claims. when i tested it for myself, i could get a shot that had no pellets in the center, thus making me disbelieve said claim.
Heat map of multiple shots ?
see if the bullet quantity gets spread evenly
i dont have anything like that, but if someone makes one i'd be very interested in taking a look at it
I imagine easiest way is by joining multiple images of the same surface being shot ?
takes some time, but wouldn't need modding
š¤ you would want something consistent, like a Broken Drop Pod in Salvage missions, or a Platform (if it gets bullet decals), or a tunnel made by a Driller or something. that way layering the pictures has a consistent background, and might be able to chroma-key the bg out and have only the decals...
Mod might help to make flat walls
iirc modding pickaxe carves amounts can end up with a large cube
problem is the part where you wait for decals to run out
if you are screenshotting it multiple times
Better Time Control mod would fix that. ++ on numpad for 4x time after the screencap
then -- on numpad to go back to 1x speed for the next shot
if you could make it low alpha, 2% or so, and a different color
I guess you could just shoot a place multiple times and see the decals stack together
though yea, without new mods, time increase helps
I thought that any cave wall smooth enough would work
maybe requires 2 players so one can screenshot the wall while the other is much further back
sadly game here doesn't always work for now
so mostly giving ideas if anyone wants to check it out
@floral drift
Unupgraded / OC'd.
U32 though, but you could use getall as usual now that you know most of the properties.
yeah, i already have all this data. it's what i used to write up the Accuracy page in the wiki, as well as what i use for my AccuracyEstimator class in DPSCalc.
nothing in here (that i'm aware of) makes the pellets group together or spread out beyond RNG.
I was doing that on the salvage broken drop pod, but there's an issue with how the rapid blinking of the pod's lights at 8x speed becomes a sincere eye strain
I'll probably still do that and just grab screenshots from video afterwards
...actually, I don't think I have the tools to reasonably do this without excessive time spent. (anecdotally I do also believe it's random, I just like to be sure about these things.)
You can use my teleport players mod to teleport to the top of the space rig which has flat walls and the mod I am providing below:
Need to edit and pack it for you guys first.
Requires the blueprint mod manager to work. Just use the scroll wheel or whatever to switch gear, switch to a different class and back to update loadouts. If you have the speed boost on grapple hook you can switch to it and then off for a speed boost but don't hook to anything otherwise you'll crash.
@floral drift @gaunt cipher ^
ah, nice!
hex-mod Warthog T3.A to do x0 recoil, and there's an easy way to do a "heat map" test
I was just gonna use time control and let the recoil reset between shots, unless recoil doesn't reset to the exact same position in this game when you stop firing(but I don't believe that's the case)
it does reset to its starting position, yes. but x0 recoil would make life a lot faster.
https://www.dropbox.com/sh/a2jt0ktkeunpoki/AABkalTIWlCywLIa8o1Un2Gxa?dl=0 Well, there's 100 warthog spreads, all from 10m away against a flat wall.
I'm not going to take the time to edit this together into anything fancier, but from this I'm comfortably sure that the spread is just random.
Someone did a similar exercise in here a while back: #wiki-related-chatroom message
thank you
From experience last night, no, BUT they will get close before backing off, so the instant the dome drops they can be very close.
Any idea what does the effective area of boomstick's shockwave look like? (relative parameter: "ShockWaveRadius": 150.0, "ShockWaveLength": 150.0, so a 1.5m sphere centered 1.5m away from scout?). And that of Minigun's OC Burning Hell ("BarrelProximityDamageDistance": 300.0, "BarrelProximityDamageRadius": 150.0, "BarrelProximityDamageLength": 150.0)
what a weird way to make a blast
would expect a cone or cylinder
that can probably be modified to see how it behaves, make it go behind scout, extend it, etc
i've interpreted those values for the Boomstick as a Cone, with a 1.5m radius base that stands 4m tall.
as for Burning Hell, those values are new to me but my intuition is that it's either or cone or cylinder, 1.5m radius base and 4.5-5m in length.
what is the trigger radius for proximity mine again ?
https://www.reddit.com/r/DeepRockGalactic/comments/qzn98l/drg_myths_are_you_a_victim/
There's some mis-information flying about in this thread
there is a myths page on the wiki
what kind of misinformation ??
ah that's handy, i must read that section
Cave length and complexity increase the chance of a lost pack or cargo crate
Was the case but should be more likey the longer the mission now I think
"in U35 mission length affects spawn rate of machine events (15%/20%/35%) , cargo crate and lost pack (10%/16.67%/33.33%)"
Then the Common Misconceptions page needs an update.
looking in gamefiles now...
110 Explosive Radial Damage
10% Falloff
5m Radius
3m MaxDamageRadius
ArmingDelay 3
i also see a SphereComponent named "Trigger" that has a 4m radius, so that's probably the answer you're looking for.
there's also a variable named Delay that doesn't show its value in gamefiles, going to console to find its value...
wasn't it 50% falloff ?
maybe it was, doesn't mean it is š¤·āāļø
For context: the page still lists "Machine Events are more likely to spawn in length-3 missions" as False, despite that being changed in U35. Should probably explain that it applies to all event-type stuff.
couldn't find Delay via console either. i'm betting that it's the time between when the 4m trigger radius is passed and when the explosion actually goes off.
"MinDamagePct" is 0.5, so 50%
i'm seeing
{
"name": "MinDamagePct",
"type": "FloatProperty",
"size": 4,
"sizeStartOffset": 20196,
"contents": [
{
"name": "Float32",
"value": 0.1
}
]
},
where are you seeing the 0.5?
wait...
talking about PGL
i'm talking about the Proximity Mine, Engineer's 3rd throwable
I confused due to checking both proximity and PGL
weird that the visual guide, atleast on wiki
seems smaller than 4m
just not sure if it is me
PGL's T5.A "Proximity Trigger" has a 2m radius and a 0.1 sec delay before it detonates due to proximity, so it's reasonable that Proximity Mine has a delay too. that's what i was trying to find, but no luck. from what i remember when i've used it in game, there's a rapid beeping that happens for ~0.5 sec before it blows up. i'm betting that's what creates the illusion that the trigger radius is smaller than 4m
Fun fact, I'm pretty sure that 4m trigger Sphere can interact with environmental webs and is what causes them to break when a proxy arms nearby.
that sounds whack
I haven't retested that in some time so it might be outdated but I think I still have video of the original test.
Yeah, it was real weird to discover when I was testing all the ways you could destroy them a while ago.
really wanted to be able to compare, using a screenshot, different PGL radi
non hyper or nuclear OCs
Was there a source for this? Dev stream or something? Iāve seen this post referenced (and I know the OP is a trusted source here in general) but they also said āI canāt find the data to back this up, should we testā
Devs said it, but not publicly.
Either Anders or Mike (Mike, I think) made a passing mention during one of the streams. I think it was right before S1 release, and he said they were going to change it
I forgot to grab a link and I sure as hell ain't rewatching several streams to find it
I think the wiki page for the M.U.L.E. has an outdated image and it's explanation. It's the one that has a checkmark beside the completed resource objectives.
updated the myth page
are we in U35 or U34? Does this mean in U35 mission length will afect events?
S1 = U35
so 35
so the mission length is in effect related to events
Yes
I ask because of the subreddit thread today which said "Cave length and complexity increase the chance of a lost pack or cargo crate ( Nope )"
Yes, I am also in that thread, and I clarified there in one of the comment chains
Also that
do we happen to know the spawn rate of season events?
and if that's affected
never got a reply
so maybe not ?
I think the three pellet thing was only ever claimed by me with insufficient testing. I was able to do more testing to disprove it, and everything in the tests acted as evidence supporting your interpretation. I still have some of the screenshots if youād like then, but itāll need to wait until after Thanksgiving.
I found that Engi platforms stacked up and then mined into a flat surface make a really good location for viewing bullet decals and checking the spread. Some surfaces in the Crystal Caverns are pretty good as well because there are lots of long flat textures.
Issue being gettinh enough spread, while not making image too far away
Which requires moving or 2 playera
From my experience the spawn rate of Prospectors is much lower than that of helmets or cargo crates
I'd estimate it's about Huuli Hoarder rate but just slightly lower
From my experience the spawn rate of Prospectors is much higher than that of helmets or cargo crates
I'd estimate it's not about Huuli Hoarder rate but just much higher
Lol
Point being, lets not use personal experiences
I know the thing has a base chamce variable, but cant get the value
hoarders are rarer than crates/helmets
especially now
prospector/data center spawn rate seems to be 25-33% to me
but it's hard to say
"BaseChance" on "SE_ProspectorDrone" might give a start
not sure how to check for modifiers
dayum yoshkincat, that myths section in the wiki nice
I just noticed that the Glyphid Sentinel spawned by the Hiveguard does not have a bestiary entry in the Miner's Manual
Could be because it's not a natural spawn like the Robotic Appendage but still odd
does the projectile velocity bonus for sludge pump in the t1 upgrade applies to fragments as well or just the main projectile?
yes, projectile velocity seems to affect the fragments too. #wiki-related-chatroom message
How do conductive bullets/electrochemical rounds bonuses work with self proc? Does the shot that electrify target get bonus damage or only all shots after proc?
I would assume all after, but I don't actually know.
I keep seeing people say it applies to first shot as well, doesn't sound right
from the tests i've done with Lok-1 recently, the behavior seems to be that the bullet does its damage first, and then the electrocute happens. i imagine it works similarly for SMG.
simple enough to test, actually...
huh. SMG gets its x1.3 damage on the first bullet after all.
9 * 1.3 + 36 = 47.7, the damage measured on Praetorian on Haz4 Solo.
does moving decrease the drak's accuracy
the crosshair doesn't move but i have trust issues with it
unknown. it doesn't use the same HitscanBaseComponent object (for obvious projectile reasons) so i haven't figured out how it all works together. from observation, i think it doesn't.
ok
does the drak use the same variables as the epc normal shots
i've never seen the internal workings or numbers, but the drak feels like it uses the same recoil "system"?
like both crosshairs wobble in random directions when shooting
Big if true
Holy crap
Well
This means people who spam resupplies at the end of a mission are unwittingly robbing everyone of XP
Yep
Again, I'm not going to trust one Reddit post, even if it sounds like they did some work
The reason I even brought it to this channel's attention is so that we can verify
I passed it along to one of the game devs, so maybe they can get back with info on it
Jacob is saying it's not intended
So I'm guessing we can say it's a bug
That post is a troll, I did a quick test, the xp didnāt changeā¦
yeah thought so
So from what I can see there's no render of the Robotic Appendage in the presskit folder for season 1
I'll make a placeholder one for the wiki page
Pain
not only it is annoying to fix misinformation on wiki, that could also be reported, though I guess "non bug" reports aren't that bad
The trivia on the breach cutter doesnāt mention that itās VERY likely inspired by the line gun from dead space
Down to the fact that the line gun is a mining took for sediment deposits and the breech cutter was converted from a mining tool used to break down sediment deposits
i think trivia should be confirmed stuff from the devs, not focus on speculation, lets get someone to ask it in a dev stream and then we'll get a clear answer on that one
Very very curious what sludge pump corrosion/puddle DoT numbers are now.
Not surprised at all that t5b was not supposed to increase puddle DoT by 20 dps.
Out of curiosity, how do you check the stats of a weapon in the code?
I keep hearing a rumor that magic bullets is bugged, so Iām looking to verify it
You mean the "it also ricochets on weakpoints" bug?
Yes, that
And Iāve heard that using the explosive bullets mod with it causes it to ricochet and explode twice
curious to see what is the new heat % for hurricane and the nitro scaling
Or something along those lines
Pretty sure MeatShield was the one to add that to the Wiki so I'll trust it's true, though if you want to check if U35 changed that go right ahead. U35 seems to have fixed lots of stuff not explicitly mentioned in the patch notes.
also on how much heat I need to combust puddles, see how EPC works with that one, hue
Itās not in the wiki, and I would like to know how and where to check if thatās true
Also interested to see how loki's Fear Frequency scales
Just looking at a weapon/OC's code is not always going to verify if a bug exists or what causes it, it's often going to be kind of ambiguous
Darn
Thanks
Also, should somebody add the old mk1 and mk2 armors and mission icons to the old/unused content tab?
yes. all weapons use the AmmoDrivenWeapon.RecoilSettings.
SpartanLemon is the one who originally noticed the bug. reading Magic Bullets' in-game description, it's only supposed to ricochet off of terrain. However when I tested it on Feb 20th, 2021 it was very obviously ricocheting off of Weakpoints too.
Yes, the double-explosion is a well-documented mechanic. No one's sure if it's a bug or not, but it seems to be one of the only reasons why T3.B is picked so I'm guessing it might be notated as "bug feature" in the game nowadays.
This patch balance changes, if someone could verify what I'm seeing I'd appreciate it.
Hurricane:
Napalm: improved from 25% to 33% damage conversion to heat.
NitroglycerinMaxIncreaseTicks: set to 10, bonus growth is still the same. Needs clarification here, GSG added a new variable and that's it from what I can see.
Plasma Burster OC: direct damage penalty set to x0.5 (was x0.25).
Minelayer OC: ammo penalty reduced from -72 to -36, radius multiplier kept,
damage bonus multiplier increased from x2 to x2.75, mine lifetime increased from 10 to 15.
LOK-1:
T5 Fear: recoded.
Now has 15% fear factor by default, increased by 15% per each shot in the burst instead of fixed 500%.
Range decreased from 5m to 2.4m increased by 0.15m per each shot in the burst.
Neuro-Lasso: lock on time penalty changed from x1.25 to x1.15.
Sludge Pump:
T5B: direct damage DoT bonus decreased from +1 to +1(?)
Direct shot Corrosive DoT improved from 4 per tick to 5 per tick.
Puddle DoT DPS changed from 3 damage per tick every 0.2-0.3 sec to 4 damage per tick, same tick rate (thanks MeatShield).
T5B: Puddle DoT DPS bonus reduced from 5 damage per tick every 0.2-0.3 sec to 1 damage per tick every 0.2-0.3 sec.
Hydrogen Ion Additive: direct damage Corrosive DoT bonus reduced from 2 per tick to 0.5 per tick;
Slow bonus reduced from x0.75 speed multiplier to x0.85 speed multiplier.
Plasma Burster OC: direct damage penalty set to x0.5 (was x0.75).
Wasn't the previous x0.25?
Oh, right. Fixed.
T5B: direct damage DoT bonus decreased from +1 to +1(?)
i thought T5.B was +4 in XP, +2 recently. that means it was changed from +2 to +1 today...this is wrong, i woke up 10 min ago
I'm pretty sure it was +2 until recently when it was reduced to +1
Puddle DoT DPS changed from 4 damage per tick every 0.2-0.3 sec to exactly the same stats(?)
Sludge Puddle was 3 damage per tick, so this buffed it to 4.
in season 1 patch 3
you right, you right.
any of you know what the zhukov's embedded detonators fix was?
Cosmetic/sound changes, not going to go in detail as #patch-notes-steam should have it pretty well detailed.
I mean this one
Fixed a bug that caused Embedded Detonators OC and other reload OCs triggering effects excessively
Yeah, the visual effects.
oh, so the damage was unaffected? and the patch notes mean purely cosmetic aspects? I see ty
Those were also in the patch notes for the update last Thur so I'm not confident today's patch actually changed anything.
I see, embed detonators seemed to deal a lot of damage so that line in patch notes made me wonder if something was bugged and the OC did more damage than supposed
does nitro compound affect minelayer mines?
I can't say my tests are conclusive, but I'm inclined to say no because there's no significant benefit anyway.
Disregard previous message. According to Silaise (source: DMs), it looks like Nitroglycerin affects Minelayer but it only takes into account the amount of time rocket spent flying until it planted into a surface and doesn't scale off mine lifetime.
thank you, sound pretty much like what I expected
Another one from my DMs with Silaise: according to Dagadegatto, Nitroglycerin Compound now gets +1 explosive damage bonus per every 0.75 sec instead of 1 sec.
you don't get any visual indicator that the damage is increasing on nitro, do you ?
just like Lok-1 shows number of lock ons
No. I've never seen any visuals reflecting a damage bonus.
I just played a game where I was consistently not oneshotting webbers and not twoshotting regular grunts with hipshots with armor breaking mod equipped, shouldn't the hit that breaks armor deal full damage? I even looked back at my recording and my shots clearly had stripped armor off but the webbers lived
is this a bug or a new mechanic?
haz5 difficulty, build is 13211 with hoverclock
There were no changes to that mechanic, so it is a bug
I'll play some more to see if this was a one time occurence š
launching DRG, going to attempt to replicate
I was a client btw
replicated on M1000 as host.
oof thats not good
PGL AB isn't letting the T5.B 60 Direct Damage pass through, either.
very likely that the second AB thing fixed in U32 (passing through Direct Damage on shot that breaks the plate) got un-fixed in today's hotfix.
i'll check if it's already been reported in Jira. if not, i'll report it.
thanks
the wiki says the betc charge suckers are immune to cold and freeze, but i think you can still freeze them and get 3x dmg
cryo grenade + white phosphorus rounds set off temperature shock on betc
S1 do be changing a heckton of stuff
wonder how that change wasn't documented, or if it was just a bug fix
doing some more tests on that, and getting values should be interesting, for freeze
I was checking the thing :s
oh :(
update: it has been reported. DRG-4570.
busy cross-linking issues... no one ever checks if a bug has already been reported so there's 3-7 of everything.
i was just using 17 dmg drak 25 and was definitely doing 3x dmg to betc
for minelayer, is it known if nitro's bonus applies pre or post x2.75 dmg bonus?
this ?
Nah, that one's about whether Nitroglycerin works with Minelayer at all.
According to Silaise (source: my DMs with him), Minelayer does indeed multiply the bonus gained from Nitroglycerin. Could use verification by other testers though.
isn't that.. really strong? given nitro itself also got hugely buffed
yes, but because people don't use either option (and probably not both together) the devs buffed them both š¤·āāļø
that had nothing to do with minelayer being bad though, it's just not fun
the mines don't even explode, they just "pop"
anyway, what exactly is the nitro dmg cap?
theoretically 60? it used to be 60 sec lifetime, 1 dmg/sec. however, GreyHound noticed a new number in the files, 10, so maybe that's the limit? not sure, haven't tested yet.
can you check if they increased the tick rate itself
really odd if it was / is 60
"The max damage bonus remains the same as before."
don't think they would note that for such a limit
is 60s that easy to get ?
Cap is 10 now afaik
how long does it take to reach 10?
based on the 0.75s
that should be 7.5s ?
so based on the 10-15 m/s speed I guess that is between 75- 112.5 meters
Does anyone know the fire rate of the Sludge Pump?
2 RoF
Do we have the numbers for sludge puddle combustion ?
I know we have Salvo numbers on fully stacked salvo.. does anyway know the break points for damage bonus/missile below a fully stacked 9? i.e is there a damage buff at 2 missiles or we you need to stack up to 3 to see the first +1/+1?
It applies at intervals, not sure what exactly the count is but it does not require 9. 9 is just for the max bonus.
Oh hm Iāve been fed bad info then 
