#wiki-related-chatroom

1 messages Ā· Page 62 of 1

bold plover
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Everything but the damage boost stays in affect.

wispy marsh
glacial topaz
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wonder if it is intervals, or a single formula
cerainly way harder to make the graph fit now

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I gotta remember which haz + mission type to do for each XP

acoustic scarab
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I already added your values to the spreadsheet

shell frigate
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Haz 5 1 person 5996xp -> 2249 (as datacell)
without datacell: 4389xp -> 999

acoustic scarab
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We don't need values with datacells

shell frigate
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Yeah just wrote it out with and without as they give xp too

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With would muddy the data if not noted

acoustic scarab
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Just from XP it's 2249 - 1250 = 999, right?

shell frigate
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250xp * haz bonus

acoustic scarab
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Wait, data cell PP rewards aren't static?

shell frigate
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Well it gave 607 xp in that mission

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But the pp is always 1250

glacial topaz
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uhm.... 999 doesn't make sense

shell frigate
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Weird

acoustic scarab
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That's why I always take screenshots

shell frigate
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Unless numbers they give are wrong

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2 Person Reg Deep Dive 15750xp -> 1537pp

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Do have partial screenshots

glacial topaz
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that one fits

acoustic scarab
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Let's throw away that haz5 data point for now

shell frigate
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Well ignore first one then, data cells might make something go funky

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4P Haz5 (failed) 463xp -> 160

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1p Haz5 12175xp-> 1360

acoustic scarab
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Where are you getting them from so fast? šŸ˜„

shell frigate
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screenshot folder

glacial topaz
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:S we have too much data in there
we need from 2k-4k xp

shell frigate
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Just giving the data I have

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Oh wait, I removed the data cell xp but that would use that still to give pp

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That's why it's werid

acoustic scarab
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Google spreadsheet auto-trend feature only draws something that fits all data starting from 4th degree

shell frigate
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(so guess due to giving xp datacells will cause you to get more pp by haz level)

#

5996xp -> 999 make sense?

acoustic scarab
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So they count twice, in a way

shell frigate
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Yeah

austere fossil
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And that adjustment does put it back on the curve

shell frigate
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Well whoops was accounting for stuff I should not have

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Well glad it adds up now

acoustic scarab
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Ignore the red dot, it was me accidentally drawing on the screencap

glacial topaz
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outlier data

austere fossil
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Talk about a red herring

shell frigate
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Can ctrl-z on screencap to remove it

acoustic scarab
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I can

glacial topaz
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so what's that formula

acoustic scarab
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But I'm not going to

austere fossil
acoustic scarab
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GS doesn't give you the polynomial values, it just draws a line based on your setting, e.g. exponential, logarithmic, polynomial, etc

shell frigate
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Well that failed haz5 is the only low mission I have

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Next lowest is 7K+

acoustic scarab
glacial topaz
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weird, here it has a give formula button on GS

acoustic scarab
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I could've missed it

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Or maybe you have an add-on

shell frigate
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Hmm might be able to skip through a #drg-streams to get more numbers

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1864xp-> 338

glacial topaz
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below line thickness there is "use equation"

shell frigate
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2234xp -> 603 (2:01:50)

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3815xp -> 730 (2:56:41)

acoustic scarab
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It's plotting the data points weirdly šŸ˜•

shell frigate
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938xp -> 301 (3:44:53)

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You added these new ones?

acoustic scarab
shell frigate
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True, but got those 4 for now

acoustic scarab
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Are we going to assume hazard level is not a factor?

shell frigate
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Would seem so

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But those are all at Haz5.5

glacial topaz
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everything is showing that haz doesn't change anything
like my haz 1 point fitting with the haz 3 ones

acoustic scarab
shell frigate
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Will double check but you can verifiy using timestamp

acoustic scarab
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Also my Discord decided to stop working on desktop

shell frigate
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Yeah it dying currently

acoustic scarab
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I bet it's because all the server power is being used to mint NFTs

acoustic scarab
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Yeah I'm watching it

shell frigate
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Is it off the curve by a lot?

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As the numbers are correct

acoustic scarab
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Oh, the 603 one actually fits

shell frigate
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:P

acoustic scarab
shell frigate
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Huh werid

acoustic scarab
shell frigate
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Does failed missions have their own curve?

glacial topaz
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you all probably using wrong patches or using seasonal challenges xp

acoustic scarab
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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
shell frigate
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Well if Haz5.5 did not give it away

glacial topaz
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and x2 enemies lol

acoustic scarab
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Trash data šŸ˜›

shell frigate
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Not the later or mine would not have fit, my numbers have wildly diffrent PP levels

acoustic scarab
acoustic scarab
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Yeah let's disregard mods of any kind for now

glacial topaz
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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

floral drift
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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.

acoustic scarab
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Interesting

shell frigate
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What, there will be a (maybe messy) way to put it into a formula

glacial topaz
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which is probably why that getting the earlier XP points will help draw a line better and see how it is

acoustic scarab
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Imagine if we get a formula more accurately than Anders šŸ¤“

glacial topaz
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by that I mean, we noticing a sharp turn

shell frigate
acoustic scarab
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Added my own data from today

hollow path
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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

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it's not documented ingame and my searches online weren't very fruitful

wicked cave
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Happy to contribute to the crowdsourcing of the XP:PP data if there’s a shared sheet somewhere, or I can just paste data points here

Looks like we need 2500-5000 XP data points, and > 15k XP?

glacial topaz
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don't forget to say which patch it is from

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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

floral drift
hollow path
floral drift
# hollow path so one of my questions would be, how would such a structure look like? "I recomm...

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.

hollow path
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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

wicked cave
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heh. nothing like trying to skip a secondary objective and instead all 10 fester fleas suicide in the radiation crystals on REZ biome

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ah well, not quite the data point I wanted

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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

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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

floral drift
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@hollow path i should mention that Molly will be affected by Repellent, too, so you can use her on Haz1 for easy testing šŸ™‚

glacial topaz
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getting close to the 2500-4500 mysterious range

hollow path
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god knows

austere fossil
wicked cave
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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?

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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

analog rock
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nitra ?

wicked cave
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I had 14 in the bank, so I guess there's a bit from that

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but tried to avoid it

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so that's 28

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ish

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30

austere fossil
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All nitra deposited, not just leftovers

wicked cave
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I'll put it this way...I didn't mine/deposit 100+ nitra

analog rock
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Number of supplies * 80

wicked cave
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didn't call any supplies

analog rock
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times modifiers

wicked cave
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I'm speedrunning PEs

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as scout

austere fossil
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hmm

wicked cave
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doing another run of same mission, I'll pay closer attention and get a capture just to make sure I'm not insane

austere fossil
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Do the beer mats give xp?

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Also, 69 is 3 xp per enor but the wiki says it's only 2 (which doesn't help)

wicked cave
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hmm, yup, thanks

austere fossil
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I might have a solution? lemme write this out

wicked cave
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ok, it works out if it's just aquarqs

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2917 XP / 716 PP / Haz 3

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(Omega)

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continuing the mineral XP conversation, the above one made sense. that's purely XP from depositing 7 aquarqs

austere fossil
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well, shit

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Cause the first one had 175 xp (before haz bonus) extra if the beer mats were 1xp each unaffected by haz bonus

wicked cave
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yeah. it's weird. going to gather some more data on that while trying to hit this magic XP number

austere fossil
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893 - 7 - 527 (expected) = 359
359 / 2.05 = 175
roughly, the 527 is slightly rounded but it's rounded consistently

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well, almost

austere fossil
austere fossil
wicked cave
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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

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did another run just now (with secondary this time) and it also came out proper

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my last two XP:PP data points, taking a break for now:
2917 XP / 716 PP / Haz 3
4031 XP / 850 PP / Haz 3

glacial topaz
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20k XP will require double XP on lenght 3 escort, or sabotage, right ?

analog rock
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Gold rush + pots of gold can help on that

white plume
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or a crassus

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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

austere fossil
glacial topaz
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why not

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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

austere fossil
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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

wicked cave
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finally!

3563 XP = 800 PP (Haz 2)

glacial topaz
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nice, that went right in the middle of the blue line

wicked cave
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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

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will try to duplicate if I see another 2XP pop up

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it does seem to be shaping up like a piecewise function

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based on the curve

wicked cave
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I guess the formulas for the XP:PP ratio stuff can’t be datamined easily by the modding community?

hollow path
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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 šŸ„

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idk if that's common knowledge, but I thought I'd share

wicked cave
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(Also, plats on open ground absolutely do work)

hollow path
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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

wicked cave
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Since we’re sharing anecdotes…I’ve 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

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(Which sort of makes sense)

austere fossil
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I'd like to test if that applies to all repellent or just the section you're standing on

hollow path
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Man, bug repellent is so cool, yet so poorly explained

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😩

austere fossil
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As in, if you have a strip on the wall above you, does standing on one on the ground negate the wall one

wicked cave
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Ah. Yeah good question.

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I kinda like the mystery of it TBH. It’s almost canon, like R&D doesn’t quite know how it works and neither do the dwarves

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But you find certain techniques that are reliable, and you learn new techniques from others, vs some master analysis

glacial topaz
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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

wicked cave
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It definitely does, use it all the time on salvage (to keep bugs off the team’s back when defending uplink/fuel cells)

austere fossil
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EDD "Blue Comeback": 20250 XP / 1731 PP

glacial topaz
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right most dot,
I guess I have to figure out how to "stretch" the line, if that makes sense

shell frigate
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I assume 0xp-> 0 and should be a point

glacial topaz
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can always confirm by aborting wtihout getting any xp

fathom crag
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purple is more expensive for the AI to pathfind

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similarly to platforms, certain cave formations and crystals have the same "expensive" pathfinding that bug repellent has

wicked cave
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confirmed, 0xp = 0pp

arctic prairie
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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?

gaunt cipher
shell frigate
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That might be a bug, but best be noted on the wiki

wicked cave
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Another data point, 25486 XP = 1916 PP

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and 21410 XP = 1776 PP

austere fossil
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"another one"
17433 XP / 1614 PP

gaunt cipher
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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

ā–¶ Play video
stark wing
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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

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But maybe we just don't get too many spawning above us on the wall

celest kettle
# stark wing 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

acoustic scarab
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@white plume ā¬†ļø

glacial topaz
gaunt cipher
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If they didn't, something else is causing the player to have 145 max hp with masteries+healthy

glacial topaz
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can't that be the damage instead

gaunt cipher
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I'm looking at both the max HP values and my current damage taken via 3rd party program

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which program, you can probably guess

glacial topaz
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well well well
look at that, before, the variable for mastery had "Amount": 1.0455 now it is ""Amount": 5.0

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which means dwarves gets x5 more HP now

gaunt cipher
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I wonder if anything changed about red rock blasters as well as mastery/healthy

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less likely for sure

glacial topaz
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healthy is 20

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if that is the mod and I read it correctly
didn't check red rock

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sneaky change sneaky change

gaunt cipher
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good change for my sanity tbh

glacial topaz
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also, that only happened for S1 from what I can see

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did anyone check double beer buffs now ?

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well, red rock still has a 1.3 value

weary sonnet
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Red rock blaster only apply once now, didn’t check the other beers.

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Oh and the health mastery health is now a proper +5 health per tier instead of the weird Ɨ1.0455 multiplier.

weary sonnet
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Still outdated on the health page I think, I will update it after work if I can.

gaunt cipher
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slayer stout seems to be applying twice still

glacial topaz
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"PowerAttackCooldownRate" is 1.5 and "CarryingSpeedModifier" is 1.15
not sure if it changed, let's see

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welp, no luck

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oh lol, there are 2 stouts

white plume
rancid crest
acoustic scarab
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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.
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I remember there being a lot of questions to the wiki about that

austere fossil
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Which I guess is supposed to mean they changed them to flat additive values instead of the old multipliers they used to be.

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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?

glacial topaz
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one thing is changing the displayed value, which I don't think ever happened, but the internal bonus HP value only changed for S1

wicked cave
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That’s certainly interesting

indigo kindle
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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)"
stark wing
stark wing
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Is that 80/60 damage at the same rate as the flamethrower/cryo or less frequent ticks?

glacial topaz
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damage isn't just for HP
there is damage for temperature, which won't affect HP

stark wing
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Guess that's in weapon stats whereas the code is different

glacial topaz
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wiki and game code is different

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"DMG_Burn / Fire
DMG_Heat / Heat
DMG_Fire / Fire + Heat"
from Ely

indigo kindle
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Heat Radiance does damage to enemy HP AND Temperature. Cold Radiance only changes Temperature.

glacial topaz
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just noticed that Fire is something that burns and heats
which is why Fire damage is the combination of Burning and heating

indigo kindle
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Similarly, Ice is combined Freezing and Cold. Freezing is the damage part, Cold is the temperature part.

glacial topaz
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1 XP is how many PP ?
want to check what is the lowest PP you can get and which XP it needs

acoustic scarab
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I would imagine 3-4 XP

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But at values this low you're bound to get curve distortions from rounding

rancid crest
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is hurricane T5C nitro compound just 1 aoe dmg per second now?

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or did they also increase the dmg scaling on it

indigo kindle
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Files say the damage value is still 1 per second.

glacial topaz
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do we have the distance per second for Hurricane

indigo kindle
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Missile speed per second: starts at 10 m/s, ramps up to 15 m/s over the flight duration.

glacial topaz
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that is quite the long distance required to get big damage bonuses for compound, isn't it

short cloud
glacial topaz
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it is all related

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if you know the distance, you can get the time, given that Speed equals Distance over Time

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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

rancid crest
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how does napalm work on the hurricane now? I'm getting all sorts of conflicting answers from the game

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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"

glacial topaz
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it says "just like the PGL"
so probably just 75% HP damage and 25% Heat up damage ?

rancid crest
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Yeah but it does both aoe and direct dmg

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does it convert 25% of both to aoe dmg, 25% of each to aoe and direct dmg respectively?

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also doesn't that make it impossible to set grunts on fire now then

glacial topaz
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impossible because you kill them before getting enough heat ??

rancid crest
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yes

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I'm playing around with the numbers

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and the best case scenario I can get is that you set them on fire the same instant you deal 108 dmg to them

floral drift
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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.

austere fossil
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Judging by Maple's video in reg chat, it converts 25% of both (but appears to ignore any bonus from salvo)

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The video being a full 16 direct/24 area, 9 rocket salvo onto a praet that almost ignites it

rancid crest
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I feel like they unintentionally nerfed it too hard

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25% dmg conversion is almost perfectly too low/high simultaneously

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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

floral drift
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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?

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twice as long to ignite large enemies, and -25% DPS vs normal enemies

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also provides incentive to, you know, equip the other two mods

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Hurricane is not defined by T5.A

rancid crest
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That's certainly plausible

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but that also means they've now added a mod solely balanced around and useful for a specific OC for a different weapon

celest kettle
austere fossil
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Except you now have to run Savlo or both rof increases or you aren't igniting large targets in a reasonable time frame

rancid crest
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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

floral drift
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that i concur with -- the nerf should have hit VB first, before Hurricane.

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but that's not the choice they made šŸ¤·ā€ā™‚ļø

indigo kindle
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And it's not something we should discuss in the wiki chatroom, that's more drg-chat related.

rancid crest
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ah yeah sorry my bad

indigo kindle
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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.

rancid crest
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nah it's fine, I definitely went way off topic when I shouldn't have

indigo kindle
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Have the weapon pages been updated with new data by the way?

rancid crest
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nope

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been using the wiki pages to get the old values right now to compare the changes

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anyone know if minelayer inherits armor break?

indigo kindle
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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.

rancid crest
#

T1C was a nerf btw

#

Its not a bonus, it was moved from base gun to the mod

indigo kindle
tranquil hazel
floral drift
rancid crest
#

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?

indigo kindle
#

Oh, it now multiplies Armour Breaking by a modifier of 2. I see, then it's indeed 400% to 200%.

rancid crest
#

both direct and weakpoint dmg don't work on minelayer, yeah?

bold plover
#

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.

celest kettle
#

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

austere fossil
#

Should only be half that, ~0.73s longer from a single normal shot

tranquil hazel
#

T5b is still the best mod even after the nerf

austere fossil
#

It's main draw is the +20 DPS it adds to the puddles

celest kettle
tranquil hazel
#

according to greyhound it went from +50% to +25%

#

so it adds 4 DPS instead of 8

celest kettle
tranquil hazel
#

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

austere fossil
tranquil hazel
#

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

austere fossil
#

5 * 4 * 4 = 80 + 25 = 105

tranquil hazel
#

is it 25?

austere fossil
#

yeah

tranquil hazel
#

well, it's irrelevant to me, because I'll never not take both T3a and T5b

#

especially now if grunts can survive without one

celest kettle
#

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

celest kettle
tranquil hazel
#

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?

celest kettle
#

T3c is pretty nice.. I assume you are taking T1a?

tranquil hazel
#

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

rancid crest
#

fun fact

celest kettle
rancid crest
#

full dmg napalm salvo build does exactly 99 heat to praetorians, being 1 dmg off from setting them on fire

tranquil hazel
#

that is a fun fact

rancid crest
#

it looks like salvo bonus doesn't get converted to heat

celest kettle
rancid crest
#

I think it's also decent in mactera plague imo

#

not good or anything

#

just merely viable

tranquil hazel
#

I feel like reducing your explosive damage in mactera plague would be the last thing you want

#

stun would be good though

rancid blade
#

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

floral drift
rancid crest
#

^salvo modifier doesn't appear to either btw as maximum dmg salvo build still cannot set praetorians on fire in 1 salvo

austere fossil
#

If Zip Fuel was still +5 it could

grave rock
#

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

floral drift
tranquil hazel
floral drift
radiant edge
austere fossil
#

The nerf didn't change the puddles, only the direct hit DoT

radiant edge
#

Right, the overall amount given basically overshadowed the other options

austere fossil
#

oh I think I misinterpreted that

acoustic scarab
#

Re: XP to PP, my data point from patch 3 aligns with the curve from patch 2 fine

floral drift
radiant edge
#

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

tranquil hazel
#

I just used it a few times and I don't notice a difference

#

so it's probably small

austere fossil
#

I was trying to compare with/without a few days ago and was having a hard time telling the difference

floral drift
tranquil hazel
#

is it possible this change didn't actually go through?

#

like, they wrote that they changed it, but didn't actually?

floral drift
#

it's possible, sure. not probable, but possible.

tranquil hazel
#

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

glacial topaz
#

that's 6% smaller

floral drift
#

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 šŸ¤·ā€ā™‚ļø

glacial topaz
#

I don't think the point is for it to be noticed
more like to reduce the time bugs spend walking on goo

tranquil hazel
#

I mean I definitely notice a difference between having T1c and not having T1c

floral drift
#

yeah. since then i closed the bug report. i was finally able to see its effects using Engineer platforms.

glacial topaz
#

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

floral drift
#

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
glacial topaz
#

cases where it is interesting to have it ?

floral drift
#

wait... forgot to add the slows. hang on.

#

so that 0.1m might make a bigger difference when considering slows

glacial topaz
#

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

floral drift
#

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

gaunt cipher
#

Not that likely to even get another damage tick that way I don't think

#

(comparing to older bigger area boost I mean)

glacial topaz
#

what changed here for LOK-1 ?
"Changed the Piercing Rounds upgrade to a Super Blow Through upgrade increasing the number of penetrations"

floral drift
#

+1 Penetration -> +3

tranquil hazel
#

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?

gaunt cipher
#

unlisted grapple gun sfx changes, grapple seems to be louder and there's a new 'beep' when holding grapple and it recharges

tranquil hazel
#

the beep is VERY noticeable and annoying, but I guess I'll get used to it

gaunt cipher
#

really? it's so noticable

#

almost seems like grapple sfx is playing twice at once

tranquil hazel
#

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

wicked cave
#

ooh they also changed the "who called molly" icon

#

actually visible/useful now

glacial topaz
#

fun

wicked cave
#

interestingly, the grapple beep doesn't trigger if you change weapons before it recharges (like if you have auto-switch grapple turned on)

tranquil hazel
#

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

dense vapor
floral drift
glacial topaz
#

there is a mod that increases puddle size

#

tier 1 or 2, it is the right most one though

floral drift
tranquil hazel
floral drift
dense vapor
#

so a charged shot that hits the ground leaves a large puddle or something like that?

#

I see, ty for info

tranquil hazel
#

do we know what the new duration for hot feet is?

floral drift
tranquil hazel
floral drift
tranquil hazel
#

I see, I had thought it was 2.5s for some reason

#

this is a fun fact

floral drift
#

default Overheat duration is 2.5 sec, too, but Hot Feet always had that extra second (2 now)

tranquil hazel
#

I guess

#

I thought I read that about it somewhere

#

doesn't matter

glacial topaz
#

what is the speed boost btw ?

floral drift
tranquil hazel
#

does it stack with any of them?

#

do the others stack?

floral drift
#

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.

glacial topaz
#

strong
should probably try it once
just can't see much cases where it would help

tranquil hazel
#

hot feet is really really nice with MHD builds

#

especially rewiring/AV

#

I use HF/MHD with bouncy

floral drift
tranquil hazel
#

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

floral drift
#

7 seconds of 50% movespeed? it's like being The Flash, bugs can't touch you

tranquil hazel
#

I feet T3b is better for heat control either way

floral drift
#

sorry, this is getting off-topic. we should go back to discussing Wiki stuff

radiant edge
#

Does it stack with sweet tooth's speed boost?

tranquil hazel
#

asking the real questions

solid wagon
#

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.

glacial topaz
#

got something exciting to test and discover tomorrow, thought we would have the answer, but discovering it myself will be interesting.
more soon

tranquil hazel
#

then it was just

#

very annoying

dense vapor
#

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

floral drift
gaunt cipher
#

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

glacial topaz
#

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

gaunt cipher
#

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

glacial topaz
#

Guessing it explains 2 enemies 1 shot moves too

gaunt cipher
#

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

floral drift
# glacial topaz Odd that I kinda remember getting both puddle and body status on an enemy with a...

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"

glacial topaz
#

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

versed halo
gaunt cipher
#

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

floral drift
glacial topaz
#

So the effect is simply separate for each plate ?

floral drift
# glacial topaz Reminds me, is there a logic for armor melting ? Usually it just strips all prae...

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.

floral drift
gaunt cipher
#

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

glacial topaz
#

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

fading scroll
stark tulip
#

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

floral drift
stark tulip
#

So it is a per-enemy interval?

floral drift
#

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.

stark tulip
#

Can this explain the DoT before impact dmg?

floral drift
#

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 šŸ¤·ā€ā™‚ļø

stark tulip
#

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

floral drift
#

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 šŸ¤”

stark tulip
#

The direct shot damage is area damage?

floral drift
fluid ibex
#

gas clouds seem revised after H3, from file I get: health is increased from 25 to 1000, add a temperature component with 50ā„ƒ burn temp. and 5ā„ƒ/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

glacial topaz
celest kettle
#

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

wicked cave
glacial topaz
#

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 ?

wicked cave
celest kettle
wicked cave
#

Ok. Yeah that’s 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

celest kettle
#

stage 1 is a PIG

hallow charm
#

Someone should probably add the new weapons/frameworks to the weapon skins page

glacial topaz
#

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

hallow charm
#

How do I get the transparent pngs for the weapons?

glacial topaz
#

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

hallow charm
#

Yeah, I haven’t worked on the wiki in a while

#

And I don’t even have the new dlc so I can use the icon

naive bone
#

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.

hallow charm
#

I guess I could find it in the game files?

austere fossil
naive bone
#

thank you

rancid blade
#

does the 30% elemental insulation perk reduce temperature dmg or is it just the hp hurting dmg

austere fossil
white plume
#

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

tranquil hazel
#

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

trail gust
#

yes 100%

#

frost bomber is 50% lmao

#

I guess corrosion doesn't like low temp

stark wing
tranquil hazel
#

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?

wicked cave
tranquil hazel
#

you can never get swarms in elim either way

wicked cave
#

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 I’ve seen otherwise but maybe I need to validate

analog rock
wicked cave
#

right...thanks. that's what I'm saying šŸ™‚

#

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

arctic prairie
#

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?

wicked cave
tranquil hazel
#

those are waves

wicked cave
#

heh

#

so when I said "you can still get ambient waves" and you said "nope" you can see my confusion šŸ˜‰

tranquil hazel
#

I think I thought you meant during a dread fight

wicked cave
#

ah, nope.

stark wing
#

Which are a pretty substantial difference

glacial topaz
glacial topaz
#

Here wanting to test what will happen when I complete all 3 at once
Obstacle being, no Hollow or Sandblasted available... twice

shell frigate
#

Well can use the system time trick for this

tranquil hazel
#

I've gotten that for like the last seven days straight

#

not really complaining cause I'm getting all that scrippity scrip

glacial topaz
#

daily reset
which was used twice

tranquil hazel
#

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

glacial topaz
#

if that ever happened I would call it not intended and bugged
defeated the whole purpose of a reset

glacial topaz
#

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 yikes

tranquil hazel
#

on the other hand, I got my 8th sabo daily in a row!

silent sierra
#

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.

tranquil hazel
#

hey so karl.gg says the drak's elec is 4 secs, but I was told it was 3

#

so is 4 secs correct?

floral drift
tranquil hazel
#

karl.gg also says drak's AV scales its radius with heat in addition to damage/temp dealt

floral drift
wary cove
#

uhh

acoustic scarab
#

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

white plume
#

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

white plume
#

im this close

analog rock
white plume
#

i have acquired 3 Confirmed ā„¢ļø keypoints:
0 xp - 0 pp
6000 xp - 1000 pp
53000 xp - 2300 pp

glacial topaz
#

we have a lot more points btw

white plume
#

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

acoustic scarab
#

Cyrob had 999 pp @ 5996 xp

white plume
#

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

white plume
#

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

wicked cave
#

Decribes arrive/leavetangent

wicked cave
#

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)

glacial topaz
#

which mechanism

wicked cave
glacial topaz
#

oh, the part that game uses non-single formula curves was known,
it was most likely just a reminder of it

wicked cave
#

Sure

glacial topaz
#

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

rancid crest
glacial topaz
#

That is the mission end screen
not the terminal

glacial topaz
#

the first image ofc, other one is terminal

acoustic scarab
#

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

floral drift
white plume
#

sure

glacial topaz
indigo kindle
#

Are Rival Tech enemies invulnerable to Fear?

glacial topaz
#

You saw something that indicates that ?

weary sonnet
#

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 didn’ try to fear them just to be clear, just checked the property value.

indigo kindle
bold plover
#

Afaik they are immune to fear, I don't recall where I saw it though.

weary sonnet
#

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.

bold plover
#

Patrol bot is not affected.

weary sonnet
#

Hum custom rules for robots hidden somewhere in the code then.

silver mauve
#

Wait so how does this keypoint thing work?

weary sonnet
#

Fear works on shredders, but not on patrol bots indeed.

#

I put the blame on their weird movement pattern.

indigo kindle
#

Fun fact: apparently Shredders die instantly when Frozen, but they can't be frozen.

weary sonnet
#

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.

indigo kindle
#

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.

weary sonnet
#

So much sneaky changes…

acoustic scarab
#

I think QA is just a little overwhelmed and forget to write things down

acoustic scarab
#

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

glacial topaz
#

Prospector and deposit spawn chance are the same as ME or cargo ?

glacial topaz
#

Hoping drak is done to make it easier to keep heat over 50%

bold plover
#

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.

glacial topaz
#

What are the drak cooldown values ? Not the delay

floral drift
austere fossil
#

ooo, a departure from the 1 max heat norm?

floral drift
austere fossil
#

Oh right, it is. Guess I was just stuck on EPC since I don't ever really think about minigun heat values.

glacial topaz
#

That one is missing on wiki btw, just so we know
So from 2 to 0 it takes 2.12s to cool

#

Typo

white plume
#

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

floral drift
floral drift
white plume
#

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

white plume
glacial topaz
#

Can we get visuals

white plume
floral drift
glacial topaz
#

Actually iirc the thing doesnt even display a %
How am I supposed to tell I got to 50% heat Drak

floral drift
glacial topaz
#

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

glacial topaz
#

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

floral drift
#

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.

umbral veldt
#

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

glacial topaz
#

Well, weakspots and frozen...
So there is variation

floral drift
umbral veldt
#

Thank you Meatshield! Does it have a limit? This is best community i ever met. You guys are great

glacial topaz
#

leave it flying for an hour to instakill Dreads

umbral veldt
#

Imagine it hahah

bold plover
#

No cap, only from missile death either from hitting or by it running out of time (1 minute by default iirc)

silver mauve
#

Do the plasma missiles have a max penetration?

floral drift
umbral veldt
#

Thank you Banagement!

glacial topaz
#

What are the ranges for the drak splash ?

floral drift
fluid ibex
#

which means a missle can hit 5 or 6 times at most

floral drift
#

right, right. i remembered the wrong number. Leaving is right -- MaxPawnImpact is the number to use, not 18

fluid ibex
#

curious whether sludge's normal shot, charged shot and fragments have damage falloff?

floral drift
radiant edge
bold plover
#

just area

stark wing
#

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

glacial topaz
#

The wiki doesnt have on fire heat range right ?
What is the radius for the grunts variations and praes ?

silver mauve
#

Is the DPS calc on karl.gg supposed to account for the weakpoint bonus from executioner in the weakpoint sustained DPS section?

weary sonnet
#

It isn’t in the wiki so far yes, only on my spreadsheet.
With a short explanation (without the range values) in the temperature page.

glacial topaz
#

Was doing some head calculations on how hard to light praes on fire using heat from nearby grunts and other pgl or hurricane variations

floral drift
#

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.

dense vapor
#

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% ?

weary sonnet
#

b) Multiplicative.

dense vapor
#

thanks

floral drift
#

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.

celest kettle
#

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

floral drift
#

yes, that is the current understanding. think of it in these terms:

  1. 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.
  2. The damage dealt by that hitscan bullet is the determined at the time of firing, both the Direct Damage and Weakpoint Bonus modifier.
  3. 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.
glacial topaz
#

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)

floral drift
#

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.

glacial topaz
#

Huge

bold plover
#

You are talking about the enemy fire spread, right?

#

Like enemy is on fire > heats up nearby enemies.

glacial topaz
#

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

bold plover
#

It should, yeah, I am pretty sure you need like 3 enemies on fire and next to each other to keep them constantly ignited.

floral drift
#

burning enemies do ~5 Heat/sec, so you would only need enough nearby burning enemies to overcome each enemy's cooling rate.

glacial topaz
#

Prae loses 10 heat /sec
So 2 to keep it stable, or 3 to increase

bold plover
#

Looked at my old post, looks like you only need 2 at least for grunts.

floral drift
glacial topaz
#

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

bold plover
#

Takes like 4 rockets to ignite grunts iirc, so they die before even igniting.

#

Next hotfix is buffing it though.

rancid crest
#

it takes 90 dmg to ignite a grunt with hurricane

acoustic scarab
#

Apparently the patrol bots that spawn during the Caretaker fight cannot be hacked

silent sierra
#

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.

celest kettle
silent sierra
#

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.

glacial topaz
#

Supposed to be much harder now or bugged ??

stark tulip
#

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

floral drift
silent sierra
#

Sweet! That does wonders for my sanity, thank you.

celest kettle
#

you would think 1 inferno BC line would do it

silent sierra
#

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.

glacial topaz
#

so 1000 HP entity that is immune to all non-burn damage ? (HP wise)

radiant edge
#

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

glacial topaz
#

meaning that you calculated that the heat shouldn't be enough to Burn, but it still does ?

radiant edge
#

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

celest kettle
#

I have had inferno BC shots go through praet gas and not set it off 100%

#

so guessing 2 shots would do it

glacial topaz
#

needing the 1000 HP doesn't make much sense

floral drift
radiant edge
#

So what exactly was the significance of them increasing the HP to 1000

glacial topaz
#

the thing not dying before being set on fire

floral drift
#

to make it much more reliant on igniting via Heat, instead of via Fire-element Damage

glacial topaz
#

while also being able to heat up from fire damage, I think

radiant edge
#

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

fluid ibex
silent sierra
#

Wait the maggots can be used as mini grenades? That's awesome!

dense vapor
#

so new gas clouds cannot be ignited by persistent plasma anymore like they could be before U35? what about sticky flames?

weary sonnet
#

Sticky flame generate some heat so it should work.
On average it should take 5s to ignite it with sticky flames.

glacial topaz
#

Actually, clouds dont consume pierce, but will take damage from anything with fire heat dmg ?
Such as fiery hurricane going throught it

misty trail
#

are Cave Leeches able to grab Dwarves through dome shields?

dense vapor
#

how does LOK's explosive chemical rounds interact with unstable lock mechanism and electro-chemical rounds? is the explosion damage increased or unaffected?

floral drift
floral drift
gaunt cipher
#

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)

glacial topaz
#

that is probably on the accuracy page

floral drift
# gaunt cipher Does anyone know how exactly warthog pellet distribution works? Is it fully rand...

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.

glacial topaz
#

Heat map of multiple shots ?
see if the bullet quantity gets spread evenly

floral drift
glacial topaz
#

I imagine easiest way is by joining multiple images of the same surface being shot ?
takes some time, but wouldn't need modding

floral drift
#

šŸ¤” 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...

shell frigate
#

Mod might help to make flat walls

#

iirc modding pickaxe carves amounts can end up with a large cube

glacial topaz
#

problem is the part where you wait for decals to run out
if you are screenshotting it multiple times

floral drift
#

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

glacial topaz
#

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

bold plover
#

@floral drift

#

Unupgraded / OC'd.

#

U32 though, but you could use getall as usual now that you know most of the properties.

floral drift
# bold plover <@!199367621634686976>

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.

gaunt cipher
#

I'll probably still do that and just grab screenshots from video afterwards

gaunt cipher
#

...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.)

bold plover
#

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 ^

floral drift
#

ah, nice!

hex-mod Warthog T3.A to do x0 recoil, and there's an easy way to do a "heat map" test

gaunt cipher
#

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)

floral drift
#

it does reset to its starting position, yes. but x0 recoil would make life a lot faster.

gaunt cipher
wicked cave
ornate mirage
fluid ibex
#

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)

glacial topaz
#

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

floral drift
glacial topaz
#

what is the trigger radius for proximity mine again ?

gusty bridge
glacial topaz
#

there is a myths page on the wiki
what kind of misinformation ??

gusty bridge
#

actually, a lot of the myths are being corrected.

#

my bad

gusty bridge
shell frigate
#

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

glacial topaz
#

"in U35 mission length affects spawn rate of machine events (15%/20%/35%) , cargo crate and lost pack (10%/16.67%/33.33%)"

indigo kindle
#

Then the Common Misconceptions page needs an update.

floral drift
# glacial topaz what is the trigger radius for proximity mine again ?

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...

glacial topaz
#

wasn't it 50% falloff ?

floral drift
#

maybe it was, doesn't mean it is šŸ¤·ā€ā™‚ļø

glacial topaz
#

4 meters seems too big for what the visual sues

#

*isn't it
lol

indigo kindle
floral drift
#

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.

glacial topaz
#

"MinDamagePct" is 0.5, so 50%

floral drift
#

i'm seeing

        {
          "name": "MinDamagePct",
          "type": "FloatProperty",
          "size": 4,
          "sizeStartOffset": 20196,
          "contents": [
            {
              "name": "Float32",
              "value": 0.1
            }
          ]
        },
#

where are you seeing the 0.5?

glacial topaz
#

wait...
talking about PGL

floral drift
#

i'm talking about the Proximity Mine, Engineer's 3rd throwable

glacial topaz
#

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

floral drift
#

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

austere fossil
rancid crest
#

that sounds whack

austere fossil
#

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.

glacial topaz
#

really wanted to be able to compare, using a screenshot, different PGL radi
non hyper or nuclear OCs

wicked cave
bold plover
#

Devs said it, but not publicly.

acoustic scarab
#

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

arctic prairie
#

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.

acoustic scarab
daring epoch
glacial topaz
#

S1 = U35
so 35

daring epoch
#

so the mission length is in effect related to events

acoustic scarab
#

Yes

daring epoch
#

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 )"

acoustic scarab
#

Yes, I am also in that thread, and I clarified there in one of the comment chains

acoustic scarab
tranquil hazel
#

and if that's affected

glacial topaz
silent sierra
silent sierra
glacial topaz
#

Issue being gettinh enough spread, while not making image too far away
Which requires moving or 2 playera

autumn flare
#

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

glacial topaz
#

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

tranquil hazel
#

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

glacial topaz
#

"BaseChance" on "SE_ProspectorDrone" might give a start
not sure how to check for modifiers

daring epoch
#

dayum yoshkincat, that myths section in the wiki nice

autumn flare
#

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

high panther
#

does the projectile velocity bonus for sludge pump in the t1 upgrade applies to fragments as well or just the main projectile?

floral drift
grave rock
#

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?

bold plover
#

I would assume all after, but I don't actually know.

grave rock
#

I keep seeing people say it applies to first shot as well, doesn't sound right

floral drift
#

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.

rancid blade
#

does moving decrease the drak's accuracy

#

the crosshair doesn't move but i have trust issues with it

floral drift
#

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.

rancid blade
#

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

acoustic scarab
#

Big if true

night spade
#

Holy crap

stark tulip
#

Well
This means people who spam resupplies at the end of a mission are unwittingly robbing everyone of XP

night spade
#

Yep

acoustic scarab
#

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

wary cove
#

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

weary sonnet
#

That post is a troll, I did a quick test, the xp didn’t change…

gritty bear
#

yeah thought so

autumn flare
#

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

glacial topaz
#

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

inland patio
#

The trivia on the breach cutter doesn’t mention that it’s 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

gusty bridge
#

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

gaunt cipher
#

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.

hallow charm
#

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 I’m looking to verify it

austere fossil
#

You mean the "it also ricochets on weakpoints" bug?

hallow charm
#

Yes, that

#

And I’ve heard that using the explosive bullets mod with it causes it to ricochet and explode twice

glacial topaz
#

curious to see what is the new heat % for hurricane and the nitro scaling

hallow charm
#

Or something along those lines

austere fossil
#

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.

glacial topaz
#

also on how much heat I need to combust puddles, see how EPC works with that one, hue

hallow charm
cloud flax
#

Also interested to see how loki's Fear Frequency scales

gaunt cipher
#

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

hallow charm
#

Darn

hallow charm
#

Thanks

#

Also, should somebody add the old mk1 and mk2 armors and mission icons to the old/unused content tab?

floral drift
floral drift
# hallow charm It’s not in the wiki, and I would like to know how and where to check if that’s ...

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.

https://ghostshipgames.atlassian.net/browse/DRG-2896

indigo kindle
#

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.

austere fossil
#

Plasma Burster OC: direct damage penalty set to x0.5 (was x0.75).
Wasn't the previous x0.25?

indigo kindle
#

Oh, right. Fixed.

floral drift
#

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

gaunt cipher
#

I'm pretty sure it was +2 until recently when it was reduced to +1

floral drift
#

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.

gaunt cipher
#

in season 1 patch 3

floral drift
dense vapor
#

any of you know what the zhukov's embedded detonators fix was?

indigo kindle
#

Cosmetic/sound changes, not going to go in detail as #patch-notes-steam should have it pretty well detailed.

dense vapor
#

I mean this one

Fixed a bug that caused Embedded Detonators OC and other reload OCs triggering effects excessively

austere fossil
#

Yeah, the visual effects.

dense vapor
#

oh, so the damage was unaffected? and the patch notes mean purely cosmetic aspects? I see ty

austere fossil
#

Those were also in the patch notes for the update last Thur so I'm not confident today's patch actually changed anything.

dense vapor
#

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

dense vapor
#

does nitro compound affect minelayer mines?

indigo kindle
#

I can't say my tests are conclusive, but I'm inclined to say no because there's no significant benefit anyway.

indigo kindle
#

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.

dense vapor
#

thank you, sound pretty much like what I expected

indigo kindle
#

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.

glacial topaz
#

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

indigo kindle
#

No. I've never seen any visuals reflecting a damage bonus.

dense vapor
#

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

analog rock
#

There were no changes to that mechanic, so it is a bug

dense vapor
#

I'll play some more to see if this was a one time occurence šŸ˜•

floral drift
#

launching DRG, going to attempt to replicate

dense vapor
#

I was a client btw

floral drift
#

replicated on M1000 as host.

dense vapor
#

oof thats not good

floral drift
#

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.

dense vapor
#

thanks

rancid blade
#

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

glacial topaz
#

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

rancid blade
#

oh :(

floral drift
rancid blade
#

i was just using 17 dmg drak 25 and was definitely doing 3x dmg to betc

rancid crest
#

for minelayer, is it known if nitro's bonus applies pre or post x2.75 dmg bonus?

indigo kindle
#

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.

rancid crest
#

isn't that.. really strong? given nitro itself also got hugely buffed

floral drift
#

yes, but because people don't use either option (and probably not both together) the devs buffed them both šŸ¤·ā€ā™‚ļø

rancid crest
#

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?

floral drift
rancid crest
glacial topaz
#

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 ?

bold plover
#

Cap is 10 now afaik

rancid crest
#

how long does it take to reach 10?

glacial topaz
#

so based on the 10-15 m/s speed I guess that is between 75- 112.5 meters

crisp tree
#

Does anyone know the fire rate of the Sludge Pump?

floral drift
glacial topaz
#

Do we have the numbers for sludge puddle combustion ?

celest kettle
#

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?

rancid crest
#

Afaik it only applies on 9 rockets

#

Anything below that is just a ā€œrofā€ bonus

bold plover
#

It applies at intervals, not sure what exactly the count is but it does not require 9. 9 is just for the max bonus.

rancid crest
#

Oh hm I’ve been fed bad info then Sconk