#wiki-related-chatroom
1 messages · Page 63 of 1
I was also under the impression that the ROF is the loading rate for Salvo missiles
i,e ROF 4 would take 2ish seconds to load
It definitely appears to load faster with 4 vs 3 rof
BET-C is actually 3 enemies combined together, the machine which controls AI part (movement, attack) will not take damage and has burning/freezing temp. way beyond max/min temp. so can't be ignited or frozen. However, 2 charge-suckers who actually take damage and heat has a frozen temp. of -50, so when its temp. drops below -50, it can be identified as frozen, takes bonus damage and triggers temp. shock when heated, but it can't be frozen solid because mobility is in machine's control. It's been like this all along, not a S1 change.
Also I'm thinking about a somewhat similar case, the omen exterminator's cooling tank proxy actually has a burning temperature of 30, it can be ignited but has no visual effects afair (so it probably can trigger Volatile Bullet OC)
About newly introduced puddle temperature, it has burning temp. 20, cooling rate 5, on fire heat range 1.7m (strong feeling that slow+ignite puddle will be nerfed). Also gas cloud burning temp. is reduced from 50 to 40.
interesting
so puddle thing is to heat enemies, instead of Burn damage ?
not only heat enemies, but also do fire+heat damage. the temperature component is added apart from previous effect (the stickyflame-like 12 fire+heat/0.5~1s
and heat adjacent puddle (though relatively slow, takes 4 secs to ignite nearby puddle on its own)
interesting thing to balance, without creating a new system of "puddles heat other puddles faster"
yes indeed
Wouldnt it be faster the more puddles there are on fire in an area
Area heat stacks doesnt it?
not entirely. from what i saw in U35.3 gamefiles, it looks like Sludge Puddles have 1.0 SimpleHealth (doesn't scale with anything, like Lootbugs), have 100% Fire Resistance and 100% Electric Resistance, and don't take any damage from non-defined resistances. So they can't lose health, but they only trigger effects for DMG_Burn and DMG_Electric.
i'm not readily seeing where their Temperature is defined, sorry.
EDIT: Leaving wrote it above, i just hadn't read that message yet. "ignite temp 20, cooling rate 5"
when ignited it does 12 DMG_Fire Damage per Tick (Fire-element + Heat), Tick Interval of [0.5, 1], and 4 second duration. something weird happens where it stays ignited as long as the puddle is alive, so maybe its Heat source affects itself?
i haven't finalized my research of Hurricane OC "Salvo Module" yet, but the last thing i wrote down in my notebook about it was the formula
5/8 + 3/8 * Rockets Loaded
both the Direct and Area Damage components are DMG_Kinetic element.
i've observed a small damage bonus, even on individual rockets. it doesn't change the Projectiles fired to PRJ_MicroMissileLauncher_BuckShot unless 2 or more are loaded, at which point the Starting and Max Velocities are both set to 20 m/sec. T2.A is still able to add +5 m/sec to that Max Velocity.
Hurricane's RoF affects a variable called ChargeTime which is used by Salvo Module. at 3 RoF, it takes 2 seconds to load all 9 rockets. at 4 RoF, that gets decreased to 1.25 seconds. i haven't devised a formula for this relation, it's just a simple "a implies b" thing for now.
thanks.. that ROF change really is dramatic.. a 3 -> 4 ROF change (the mod choice) would have a truly huge impact in sustained DPS (i.e number of total rockets fired over the course of say 10s) much larger than the 3-->4 ROF would indicate particularly has 9 rocket has the highest damage/rocket. Might have to revisit the Salvo module now.
Salvo has a base “rof” of 4.5, the rof mod jumps it up to 7.2 instead of the expected 6, 20% higher rof than expected (x1.6 instead of 1.333)
found a variable "ProjectileChangeChargeValue": 0.11. maybe charge time per missle is (1/RoF - 0.11)s?
yes it should be
that fits
1/3 - 0.11 = 2, 1/4 - 0.11 = 1.25, probably it?
how do shield link perk and boosted converter armor mod stack?
that made me wonder about puddles being electrified
shield link active effect is replenish shield + flat 60 extra shield (will not regenerate), not affected by armor mod
U35.4 removed the mention of electrical STE in puddle file
I was pretty sure the burn and electrical stuff was from OCs
it has a passive effect
the puddle has a "StatusEffectTriggers" property which controls damage-induced extra STE like stickyflame and electrified, and after U35.4 the electrified STE has been removed
are these numbers calculated, or found in the game somewhere? i don't recognize them.
yeah i saw that too. I think that the Charge Meter internally goes from 0 to 1, and every 0.11 charge value it adds another rocket to be fired. at least, that was my guess as to what that variable does 🤷♂️
but you're right, that 9 * (1/RoF - 0.11) does match up very nicely to the ChargeTime 2 and 1.25 values; 2.01 and 1.26.
I just took the values you gave and calculated it
ah, right. yep, i see that now. waking up 💤
i don't know if the Sludge Puddle's Electrocute is still activatable or not, but here's what its values are:
- Damage per Tick: 3 DMG_Electric
- Tick Interval: 0.25 sec (4 ticks/sec, no variance)
- Duration: 4 sec
- x0.2 Movespeed
the electrocute status effect file exists after U35 but never added into trigger property like stickyflame status (in experimental, it uses smg's status effect and it's in the trigger property)
and afair, the trigger property contains radiation damage trigger nuke's cloud status effect against enemies in every U35 build from initial experimental. since puddle health is no longer immune to anything but fire and electrical (as far as code says) after patch 4, maybe it now can prolong radiation cloud's effect after the cloud disappears? and maybe it can validate the effectiveness of trigger property that every listed status effect will be triggered by corresponding type of damage?
do sludge pump fragments have the same damage radius as regular shots?
I hate how the patch notes say they increased the damage gain rate but don't say how much. We shouldn't have to do tests and look in chatrooms to discover how much they actually changed it.
yes, 1m/0.5m/25%
thank you
Having patch notes that detailed would mean no work for wiki other than writing articles or getting images
Doubt that will ever happen, no testing or exploring needed
There would still be a fair bit of work for a wiki, acting as central hub of all knowledge about the game, spelling out certain interactions that still would not be detailed enough as those tend to slip through. But whatever floats GSG's boat I guess.
that isn't a reply to what I said, right ?
considering I didn't mention not needing a wiki
Uhh. Fixed my response above, I didn't really register your words properly the first time.
I would still appreciate not having to reverse-engineer specific values.
We are busy enough checking that game mechanics work as intended
I don't think it's unreasonable to at least expect the game to let you have a general idea of what the mods you're choosing do, is it?
Don't know if anyone else has had this happen yet, but I was just able to electrocute an adult Q'ronar shellback. Not running any mods (aside from changing the dwarf bobble at the abyss bar).
Was using T4A on drak, but it stands to reason that it'd work with other weapons too. Anyone wanna help me test this to see if it's not just a fluke?
i think it can be electrocuted when "not rolling"?
Yep just checked the wiki and it loses it's resistance to electricity when just walking, and it was walking when I saw that
guess you learn something new every day, my bad for the false alarm 
Wasn't the tick rate for puddles suppose to be 0.2-0.25 seconds?
i'm glad you asked; i took a look at Patch 4's STE_GooPuddle_GC object and it looks like the tickrate was changed. used to be [0.2, 0.25], now it's [0.2, 0.3] like all the other DoTs that Sludge Pump does.
i definitely missed that (because i wasn't looking for it) until your question.
Speaking of puddles
Does the server host not verify clients spawning sludge puddles or something?
That nasty host disconnect exploit people are complaining about seems to be caused by massive numbers of sludge puddles getting spawned simultaneously by client and there is at least one video of someone who wasnt even a driller doing it
This has not functioned since Experimental build 62833 and has yet to be fixed to my knowledge. Worth testing since the electrocution of puddles has never had a visual component.
so I'm trying to download an image from the Wiki, but I'm only able to access the file as a .webp in spite of the file's official extension being .png
how can I download an image file as a .png instead of .webp?
for Firefox, i had to download an extension named "Don't Accept image/webp" for it to work. for whatever reason, because Firefox can handle the webp file format, it seems to become the preferred format for images. that browser extension enabled me to download images as PNGs
yo i think the armor paintjob page needs an update. anyone able to provide the paintjob icons from the game files, and I'll get on that and update the page.
i don't want to use screenshots, they'll look slightly different and get me all OCD 😂
huh.. guys may I ask a question? do Patrol Bots have a higher burn degrees than the wiki says(100°C)?
tried to light them up with various incendiary weapons. but after seeing it tank 2 inferno breach cutter shots, I was curious 
If you fired them back to back, the patrol bot definitely shouldnt have survived
maybe I was wrong on the breach cutter, as I wasn't testing it out in a controlled environment(just playing with friends).
but I think it definitely has more burn degrees than 100°C. My CBABB PGL with Compact rounds OC did not light it on fire with direct shot
maybe try something with boomstick ? (not sure if that can get enough burn in a single attack) while other variables get checked afterwards
not sure if Fire + heat is 1:1 or 1 : 0.5
boomstick T5.C converts 50% of both Pellets and Blastwave Damage from Kinetic/Explosive element respectively to Fire + Heat in equal proportions.
According to Elythnwaen's spreadsheet, Patrol Bots have 100 IgniteTemp but they also have a TempChangeScale of 0.6, so it should be closer to 166.67 Ignite Temp
unsure if that needs to be more clear , or if people already assume that the heat damage will be the same as the HP damage
also that tempchangescale changes how fast it loses heat , right ? might be more interesting to use effective ignite temp, just like eHP

Can anyone contribute by just making an account?
Account is not even needed, though recommended
Good to know. Just wanted to add some Azure Weald plants to the table.
last I know we are still stuck on the Azure and Hollow features, think everyone that mentioned working on it went to do other projects lol
Basically it was about documenting / screenshoting every feature on those biomes to be able to include in the table and not miss any (all kinds, laser pointer or not)
gotcha. I've already gotten some nice clean screenshots (following the pinned message's recommendations for screenshots) of some of these plants. I'll try to get em all as I go
I just realized I've been making tons of edits to the Azure Weald biome features table without writing what I was doing in the description for history. I'm NULL182! Sorry!
prior to update 35 how much ammo did you get with T1B(dmg) selected on hipster?
The temperature change scale is basically a hidden multiplier for all the temperature variable, you can see it as a weakness/resistance to temperature.
(So yes using an effective temperature like we do for the eHP would be possible.)
It affects (it is a direct divider):
Burn Temperature
Douse Fire Temperature
Cooling Rate
Freeze Temperature
UnFreeze Temperature
Warming Rate
Unsure for now if it affects min and max temperature or not since they are defined differently.
also Max temperature should probably be listed next to burn one ?
not sure how we did it for the more complex infobox
but for the current one it could be:
Burn T°C
60° (90° Max) 🔥
The last infobox look like that so far for temperature:
"max cold slowdown" seems confusing, it actually means "the lowest movement speed multiplier is x0.15", equals to 85% slowdown, but it's easily mistaken for MS x0.85 (intuitively 15% slowdown)
Would it be more clear is it is displayed as ×0.15?
if slowdowns are all multiplicative, it would also be more correct and easier to use
x0.15
I need to check if I can find the variable, but I think it is.
So in U35 in experimental I noticed leeches made a gurgling sound when they miss a grab, I have been told by Banagement it has been in the game since the cave leech got rehauled, but have never heard it till U35 I assume it was bugged until now.
I'm just checking here to get a second opinion if the sounds where in game and just bugged because I have no recollection of hearing them do that preU35
The cave leeches typically did NOT make a sound at all whether the grabbed you or missed, after u35 they seem to be much more audible on both actions
they did make a sound when going to grab you before U35 though
Looked at the PawnStats for movement, all of them are multiplicative, excepts PST_MovementSpeedReduction so it should be safe saying the slow is multiplicative like all other slow in drg.
at the very least I have always remembered the "sound effect just so you have a split second to react to a leech"
The little screech as it gets ahold of me, sure, I dont recall ever hearing the sound which is why I always ran heightened senses. I could be wrong, just dont remember it
I'm gonna try my best to not sound mean but : yes, you don't remember it but it was here before ^^
Not mean. Rock and Stone.
the stupid hiss is almost identical to the sound of the pollen puffing flowers on azure weald.. always messes me up playing AW .. so used to listening for the hiss approach noise
Now combine that with radioactive zone cave vines
it is surely hearable but it is very hard to hear. i do tho
@vivid hill they do it in U32, which is a build that I go back to all the time.
Hurricane's missile penetration from plasma missiles, is that just infinite pierce and explosion on terrain contact ?
thing ain't showing any stats at all about that
4 penetrations
what an weird thing to not have listed, but I guess due to the weapons nature it might not be that big of a deal
Yeah they definitely could've listed that as +4 pens rather than "+plasma burster missiles"
i'm sure that they didn't list the number of Plasma Burster Missile penetrations so that when they change it in the background, people won't lose their minds. dataminers like myself are kinda ruining the magic for GSG...
I would appreciate not having to datamine everything when theorycrafting a build. GSG not listing numbers just makes it a hundred times more inconvenient for good players to give feedback as well. Anyway, this is not a discussion for this chatroom.
I'll repost MeatShield's findings on the AB bug so we might have some reference data if things change (or GSG declares it working as intended).
Did some more thorough testing. AB mod works vs:
- Glyphid Guard's Light & Heavy Armor
- Glyphid Praetorian's Heavy Armor
- Q’ronar Shellback’s Heavy Armor
- Q’ronar Youngling’s Light Armor (“medium” I guess?)
- Mactera Brundle’s Heavy Armor
- Glyphid Menace’s Heavy Armor (it’s letting damage through, at least. can’t visually tell if breaking plates or not)
AB mod fails vs:
- Glyphid Grunt’s Light Armor
- Glyphid Slasher’s Light Armor
- Glyphid Acid Spitter’s Light Armor
- Glyphid Web Spitter’s Light Armor
- Glyphid Warden’s Heavy Armor (tested vs the front legs)
this must be why Sludge Pump's T5.C Ingredient X did not work on Grunt and Slasher's armors 🤔
huh.. on the "Creatures" wiki page, Rival Tech bots have -100% resistance to Fire damage. But on their individual page, they have -100% resistance to Frost damage instead. Which is the right one?
Both are correct.
@versed halo Here's a link to Elythnwaen's DRG Creature Stats spreadsheets, save it for reference: https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit#gid=1072639983
Elyth keeps his stuff up to date and syncs up the Wiki data from these sheets. Top tier doc to have in bookmarks if you want to know ins and outs about enemies in DRG.
Wow. Thanks for the link!
anyone mind telling me what is the "head" of those patrol bots. Shooty things or that ball?
Waaaait. I just noticed Rival Tech bots not having any negative resistance to Fire damage from that spreadsheet. I think the Fire part of the wiki is wrong
Well yes, it's wrong. I just doublechecked both the Elyth's doc and the game files. No Fire vulnerability/resistance listed.
not the ball, head is the top part of the bot
does anyone know how the game determines where the droppod lands? the wiki says 40-200m, but from what tho? the average location of every dwarf or a random selected dwarf or something else
sometimes i feel like trying to get to the pod early ends up sending it much farther away from everyone else
Not sure, but I think it is from molly location when the drop pod is called. It would be best to check that with some speedrunners, they would know it best.
hm it'll be cool to try to influence the pod location as scout
i remember an escort mission where i zipped 3/4 the way to the spawn while the rest of 3 dwarves pushed the button at the heartstone arena and the pod ended up landing next to the heartstone arena <- anecdotal tho
Partial info from Silaise:
The size and shape of the map matters.
The mission type as well (e.g. in small mining mission there is only two possible location for the drop pod: starting room and last room).
What seems to matter when deciding the location of the drop pod is the dwarves position, all of them but the host seem to have a higher priority (easier to manipulate the spawn location as host in duo, but it doesn’t seem to change much in 4 players from his tests).
The time that matter is when you push the button to call the drop pod. You have about 1 s to move after pushing the button to alter your position a bit (in practice only doable with scout).
How he usually do it in speedruns:
One dwarf at spawn (host), one dwarf with the mule at the end of the cave, pushing the button. The dwarf at spawn prevent the spawn of the drop pod there, so the drop pod spawn in the other possible location, end of the cave, near the mule.
It is hitscan, but uses a weird mechanism to spawn the bullets so it can ignores some targets in the way, there should be some messages in the history from MeatShield about that.
<#wiki-related-chatroom message>
One thing about droppod when I play escort is that whenever I go back to the start the thing spawns near omorar, and whenever I call it near omoran it spawns near the start lol
not like I can make molly not follow me, so there is that
an update about this mechanic that has been documented since i wrote that: apparently Blowthroughs will be consumed by enemies who block the red spline on the way to the locked-on target except for Seeker Rounds. SR bullets seem to skip the spline's "is blocked?" check and "teleport" the bullets straight to the locked-on enemy, so SR blowthroughs can only happen behind the locked-on target.
interesting, might be the first time I got a 2 cosmetic - 1 weapon core infuser, didn't think it was possible,
also nay, still have a bunch of weapons OCs to get
If XP for kills isn't affected by hazard bonus, why did I get 537 XP for 348 kills?
I should've gotten credit for all of Bosco's hits
There was a data obelisk, which summoned its own monsters, maybe they didn't count in the stat? Although it was hardly 190 emenies
XP not couting for kills was stated where ?
never ever heard about that
option A is that it was always fake information, and that I / we haven't considered checking yet
option B is that the thing changed at some point
-I know the person is still in the server, though not active anymore I think
I don't think it's reasonable to assume this person remembers how they tested something 2+ years ago
you sure bosco kills counts towards you ?
also that difference isn't even explained by hazard bonus
some 4 eggs / short mission without bosco seems better to check it
No, that'a another thing I've heard told and retold many times
Hostiles Killed by Team counts all enemies killed during a mission, not just enemies killed by players. BET-C, Bosco, Minehead, Bulk Detonators, environmental hazards; all of those kills get counted at the end even though they're not tallied underneath a player's name.
Hmm, there were a lot of electro-crystals in that cave
bosco is usually 20% - 30% of all kills in my solo missions
for Drak-1 will the +5 fire damage OC affect the splash mod ?
No. Both Thermal Exhaust Feedback and Shield Battery Booster's damage bonuses have an explicit DirectDamageCondition stated.
What a sad thing
though probably fair on current conditions
You haven't been testing those two during Experimental. That was indeed sad when you could run 4 Scouts and demolish everything no skill required.
"The reward for reaching each level alternates between a Weapon Core (Blank Matrix Core if all weapon overclocks are owned) or a Cosmetic Core (Mineral Container if all cosmetic overclocks are owned)."
is that one wrong or just outdated ?
Right after getting a cosmetic reward, it showed that the next reward will be cosmetic too
does betc have weakpoints? executioner lok absolutely shreds it for some reason
wiki says betc doesn't have weakpoints so I'm wondering
For forge mastery level, my experience has been as the quoted text describes
Never seen it not alternate in the 70 levels so far
so have mine, until now
well, right before the update I was getting 1 blank - 1 cosmetic - repeat
but now I got 2 cosmetics in a row (think I got weapon one after the update too ?)
Pretty weird. I’ve been getting blank/cosmetic forever
Maybe some edge condition with the new weapon OCs coming into the pool
I've seen the display of what the next reward is bug out and not update until you exit and re-enter the Forge.
had closed game, let's see if it changes
was gonna mention I still had to test if the reward will be cosmetic, though testing how to reset it makes more sense
thing got fixed, perfect
if anything doesn't any lok-1 just shreds it anyway ?
unless it is another sneaky change, on Xynarch, probably just some bias
afaik betc doesn't have any weakpoints
Huh interesting
If your next forge level gives an overclock and it's the last overclock, matrix infusions from machine events give you triple cosmetic options despite not having every overclock
what triggers the drak-25 botton symbol on the heat meter ?
remember it appearing when at really high heat
is that just like "90% heat, about to overheat" warning ?
as near as i can tell, that thing at the bottom of Drak25's heat meter arrives at like 85% - 90%? it's been a long time since i tested it. just count the number of bullets fired till it arrives, multiply by 4.5, and divide by 2 to get the percentage.
quite a few times I overheated after it, so either close to 100%, or I am just too slow to stop firing
fun anyway
Do we know if nitro bonus is affected by damage penalty of PBM?
It makes sense that it's affected by minelayer since multiplier applies after nitro but in this case nitro bonus applies after penalty so I'm not sure
Did sonething change about burst on lok1 recently ?
Quite a few times I have multiple locks, but after releasing trigger it has a big delay to start firing
as host?
Solo
checking 4.1 gamefiles...
nothing in the WPN file stood out as an obvious delay before firing the burst. which build were you using for the mission, Omega?
BAAAA
Eraser
could be that the weapon is more prone to game stutters
I would have to observe some more, but that it is weird, it is
i checked the 8 gamefiles associated with that build, i didn't see anything in them about a delay either. i think it was just game stutters or something...
Wait how long does subatas tranq rounds stun for?
6 seconds
For lok-1 chemical rounds, heard that against burning, it gets a fire bonus, so that can heat up
But what about the electrocution one , will it do anything for the effect ?
not particularly. Lok-1 T3.A adds +20% Direct Damage as DMG_Fire (Fire-element + Heat) to Burning enemies, and +20% Direct Damage as DMG_Electric (Electric-element) to Electrified enemies. so it messes with Breakpoints a little bit, but it doesn't do anything special to affect the Electrocute DoT like the DMG_Fire does.
can charged EPC shot still ignite? it used to be able but now I can't seem to ignite anything. does igniting now require heat specifically instead of just fire damage?
You have the heating mod equipped ?
talking about the t5 plasma burn? no, and it doesnt affect charged shots anyway afaik
What a sad thing
Though not much to complain abot getting +40% dmg
Where does it mess up breakpoints though ?
If the wiki just says fire it wont heat, to heat it needs to be heat, or fire + heat
well, charged shot has just fire and it used to be able to ignite gases
but now it doesn't anymore
Gases changed however
yeah I know, I suppose that change is also the reason why plasma trail doesn't ignite gases anymore either
Epc damage type changed few updates ago , think so
Always good to check interactions
Always prone to finding stuff that changed
instead of adding the +20%/+20% as DMG_Kinetic (the base element of the bullet) it adds it as either Fire-element or Electric-element respectively. many enemies have a Fire Resistance, and a handful of them have Electric Resistance, so that adds another thing to think about for calculating the breakpoints.
Thought it was meant as "bad"
But it is "harder to calculate on the program"
Certainly interesting though
Fire resistance doesnt affect the heat part , right ?
as far as i understand, yeah, the resistance would affect the damage taken by the healthbar but not the heat dealt to temperature.
They can ignite goo puddles, but dunno about gases. They just lack a flaming visual when ignited via fire damage instead of heat (https://ghostshipgames.atlassian.net/browse/DRG-4566)
ah that's good to know, my intention was igniting puddles but not giving up TCF, there indeed was no visual feedback but if it's a bug then that's good news
Did u35 fix the dreadnought resistance/hitbox jank ely mentioned?
Some of the resistances bugs were fixed, not sure about this one.
I need to retest (after work) the double damage hitbox with area damage.
Afaik the fact that the first shell have different resistances than the following shells was fixed on OG dread.
The melee damage weakness that don’t apply was not fixed and probably never will be.
interesting, performance pass page doesn't mention the challenges where you have to complete certain mission types, hopefully will remember that in the future
The damage hitbox bug for area damage seems to be fixed as well.
aw rip
does flamethrower pierce through caretaker barriers like breach cutter does?
another question, is any creature immune to scout's ifg grenade?
not that I know of
hmm ok, I'm wondering if it's any useful for caretaker, but there's another issue - it just goes through it lol
can't engineer platforms be created near it, or any attack destroys it
It’s possible to get it to stick to it during the eye phase (have done it several times) but I haven’t quite figured out why it succeeds vs fails. Also isn’t clear whether it made a big difference, battles are pretty chaotic
yeah engi platform should work actually, and I'm more concerned about the intake phase, was wondering if I could use ifg to make fat boy and c4 do more damage
Your engi should be bridging up to the top anyway so that the driller can c4 the shields
As for the IFG not sticking, only a somewhat small section of the top seems to be solid to the ifg?
What is the fastest projectile from Dwarves, no mods or hitscan included ?
Hyper Propellant
No Overclocks either, otherwise I would be including mods Lol
Turret Whip is considered a weapon mod, right?
comes from a weapon mod / oc
so let's go with, fastest projectile, no matter the origin, as long as it is not having its speed changed
so hyper prop wouldn't count due to it just being a speed modification for a PGL projectile
while Turret whip should be fine, since it isn't changing any speed and is a new projectile
if I got the dates correct, messages says it is "75 m/s projectile speed" , not bad
All because it confuses me on how base PGL can be a slow projectile while having a "30 m/s" projectile speed, last I checked
the point is of PGL speed upgrades for it would be for hitting stuff farther away instead ?
instead of just hitting faster 
which should make sense from what I remember when doing build variation
Where can I find stuff about credits and XP earned at mission end from smaller things like all teammates surviving and minerals mined
In the wiki, e.g. https://deeprockgalactic.fandom.com/wiki/Experience
But it doesn't have the survival bonus or the other small things
I think the only thing missing is the survival bonus which iirc is 150 per dwarf and is affected by hazard bonus. Pretty sure it's in this channel somewhere, gimme a moment to find it.
There is no XP survival bonus.
There's a gold one tho
First mention 1.5 years ago: #wiki-related-chatroom message
Second 8 months ago: #wiki-related-chatroom message
And that's it, I think.
Ok cool
Also when something is weak to fire does that mean it takes extra damage from fire damage or from the burned condition?
Oh probably both considering on fire does fire damage
bingo
Ok and then the only thing that determines when an enemy is on fire is their heat temp right?
yep
Simple enough
For breach cutter plasma delay value, does it affect how far away the Line starts damaging ?
yeah. the sooner it opens, the sooner it starts damaging enemies. also the sooner its lifepsan ends.
Brutal
4 meters to start damaging at base, right ?
10 m/s , 0.4s delay
Also making it open faster being bad for lifespam was unexpected
0.2s delay, and I thought it still did damage it was just tiny so you could only really hit 1 enemy with it?
nitro's dmg bonus doesn't appear to increment while minelayer's rockets are mines
any damage bonus they got while in the air stays tho
you know, that's possible. i just assumed that while the line had not yet opened it didn't do damage; i've never actually tested it.
fester flea would be good to test ?
By the way, I'm well on my way to getting a shooting range ready to make stuff easier to test.
does it come with all the features the spawn menu mod removed?
you MUST ping me if/when that gets done.
has someone figured out the stats of ignited goo?
what does the fire effect do?
heat/fire damage?
thank
pretty good, average 18 DPS
and keeps things ingited, meaning another average 16 DPS
Disconnection Protection grants an extra 25% of Fall Damage Resistance to any team member that disconnects from a Zipline. Although it was probably intended to be a temporary buff (perhaps only for 3 seconds, or until fall damage is taken?), it's currently bugged out and becomes a semi-permanent buff for the rest of the mission.
from wiki
is this still the case?
Question: How long will it take to add all the new weapons' cosmetic previews to the wiki?
Along with the new Frameworks and such
Should I post a bug report for none-matched stats for Megnatic Pellet Alignment?
Some mates of me tested.
Sry for bothering, who should I dm to for some CC Protocol related stuff?
EN текст
what is radial damage? saw it on hiveguard's wiki page
is it the same as area damage?
should be the same, can't tell exactly why different names
check how many there is to add, and how much time you expect to take to work on all of it
if you have done it before you will have a better idea
I can confirm radial damage is the same as area damage, we could rename it in the resistance.
It may be mentioned in the caretaker page as well.
All Radial is Area, but not all Area is Radial. Boomsticks blastwave is my go to example of Area that isn’t Radial
so boomstick blastwave isn't resisted by hiveguard , affirmative ?
AFAIK yes
oh well, guess we didn't handle that difference yet
problem being that radial is pretty much connect to area damage by now I think
so on Direct - Area - Radial type
Not sure how to call them, maybe Direct - Area (cone) - area (radial) ? as variations of area damage
What other non-radial sources of Area damage are there? Is it just Boomstick and Burning Hell?
maybe drak-25 venting OC ? some creature attacks ?
Blastwave is the only obvious one, but the case could be made that BC’s 50 fire impact damage is Area, as well as the particles thrown by Flamethrower and Cryo Cannon. Burning Hell, one of Impact Axes’ damage components, and that’s all I can think of off the top of my head.
Embedded Dets and explosive reload are both DoT-style damage, strangely, but they behave like Area Damage.
behave like area damage means what ?
It has the following properties:
- the damage it deals is not reduced by armor
- its damage is not increased when in contact with Frozen or Weakpoint materials
Which is complicated by Ice Storm, I imagine
In recent months I’ve stopped thinking about the damage system as having different types, and rather being one type with different flags enabled to make it behave differently.
that is just saying they share properties, not that it should be connected to being area damage
if 2 attacks of the same damage type can have different behaviors than that behavior isn't part of the damage type, unless there is a clear override going on
such as "it is area damage, but with an override to be increased by frozen"
To me, there is no longer a difference between Direct, Area, or DoT “types” of damage; every damagecomponent is the same until the weapon changes some its properties
wouldn't that be up to how the variables are set / scripts
seems pretty objective, another thing is if it can be used raw or needs changing for wiki
like Fire ; burn ; heat and Fire + heat ; Fire ; Heat
speaking of the boomstick, it seems like fire boomstick can't ignite goo puddles
however, it can ignite an enemy, which will then subsequently ignite a puddle
what's the deal?
is this intended?
I've also noticed that the changes in the way gas clouds ignite make the boomstick detonate them much more easily
there's a visual bug where fire damage ignites puddles without a visual (the flames). it is possible the goo was ignited but had no visual. the only indicator would be if bugs walked into it and did/didnt heat up
if that's true it only seems to be doing it with the boomstick
other sources are igniting properly, with the visual
like drak AV
the main report was demonstrated with EPC charge shots, and the visual glitch happened when I was host
Interesting.
btw i saw a trivia thing in the Mutation section of the wiki saying the allegedly the unknown horror can sprint, is this true?
what does that mean?
means to undo something that shouldn't have been made in the first place
in that case, that sprining trivia
👁🗨 fixed
we don't go "some people think it happened, so we gonna add as trivia"
if that thing ever has any sprining behavior, that is for the main article, not trivia
the wiki says the caretaker eyes have 9350 health on H5 4p
I assume this is its total actual health, and not actually per eye/third
is that right?
hazard 4 1P is what ?
I could do each third with 2 Hyper prop shots , with first shot doing like 60-75% of the damage
maybe that will help tell
3850
so it'd have to be the actual total
how did hypro do that much damage though?
unless you were using homebrew powder?
oh ye, forgot that detail, homebrew
though even with max 40% bonus it wouldn't 2 shot it
not sure about any element - damage type weakness
yeah, what I mean is 3850 would be the total health of all three thirds combined
that would work if you got mostly lucky hits on homebrew powder
The caretaker health for the eye is total/shared health indeed.
For the intakes (corners) health it is per intake/corner.
considering that the main HP is limited at each third, wouldn't it be more helpful to list the HP of each section ?
So far we don’t use the segment health, except for dotty.
But we could do it, in that case adding it for the korlok as well would be good.
though korlok you can surpass the sections, no ?
as in deal damage to another segment, if the previous one is at low HP
having it be divided for caretaker will probably make more sense when calculating shots needs, as having it carryover damage or not can make a difference when the damage is high per instance (Hyper, Fat, Elephant)
for the korlok I believe the hp segments are to stop the heal pods from full healing it rather than to stop you from over damaging it?
I just noticed something fun about drak's aggressive venting OC
it can electrocute enemies
if you have the elec mod, at least
has noticeable falloff, as well
That's probably a bug.
Definitely. I can't get it to occur without the elec mod, so I assume it's inheriting the chance to electrocute from that.
does the sludge pump dot damage the bulk's weakpoint
pretty sure no dots in the game care about weakpoints
oh i meant the weakpoint hp
like it pops them despite getting no bonus weakpoint dmg
Also, Aggressive Venting on the minigun is doing a small amount of damage alongside the heat, just like Aggressive Venting on drak
this is immediately after overheating at a distance where grunt doesn't ignite
uh, I am wondering is Battle Frenzy only stacks with speed boosts from"Rich Atmosphere" and "Sweet Tooth" or... not?
Any Area Damage can damage and potentially break them, which can be detrimental since they don’t benefit from weakpoint damage.
https://deeprockgalactic.fandom.com/wiki/Glyphid_Bulk_Detonator#Breakable_Weakpoints
goo projectiles deal area damage
hm what about the corrosive dot tho
dot isn't area damage
ok i just thought that armor break + dot on the pump was destroying the bulbs
they were popping despite no one shooting at the bulk
idk if that was 100% true tho
there could be an interaction with the armor breaking mod, it's the first dot in the game that does armor damage so there could be an unintended result of breaking weakpoints
someone can test with lab (modding) conditions. i would do it but idk how to set up the environment
yea i think the armor breaking mod might be doing it
it would probably affect goo bombers and nexuses too
Just got a Salvage mission where both mini-mules spawned in the starting room, along with the legs.
Want to know what happens if you send Molly to dock at the pod without any valid path to the pod due to dirt?
Well, that's disappointing. The dirt spawned with a Molly-sized hole
Could try with calling mule to area blocked off by platforms
I think she phases through the dirt.
huh. when(before U35) MeatShield demonstrated that peculiar situation to me, Molly just ignored the dirt and went through to the next path.
I didn't check if the hole was there before, but I assume it generated with the cave
Just a coincidence
Probably same behavior as blocking all available paths with platforms
molly will phase through dirt or platforms to get to the drop pod if there's no alternative iirc?
yup
scarily, hostile betc will do it too to reach you if you try to seal her off
if betc wakes up in a sealed room (usually through a breach cutter fence hitting through the wall), she'll happily walk all the way up the tunnel and then through the dirt to get to you
Happens with all pawns.
There's a boolean that allows them to "force path".
Bosco attacking xynarch is intended or bug ? I didnt check if there is a report yet, but probably there is
How many ticks per second are the in DRG?
depends on the status effect, the damage rate isn't global, and varies for different sources
should be on the status effects page, but if you have something more specific, do mention it
They may mean the engine tick rate
Like, how frequently is the world state updated.
which mechanic does that affect though ?
or calculations
could be just a random curiosity thing
but can't think of many uses of it
If it's low enough, could be lots but I don't think it's low enough to really matter.
Maybe if the host's PC starts lagging it might but modelling that is too niche and gets too complicated to be worth worrying about.
maybe limitless, only limited by the machine ? so it can support 120 fps or other things
It could be in sync with the frame rate since iirc the HUD ammo counter updates 1 frame after the gun model one does.
hi i cant find any numbers regarding fluoroantimonic acid and protein disruption mix, like how much extra damage/slowdown does it do exactly?
baseline Corrosive DoT:
- Average of 20 DPS
- x0.65 Slow
- 4 sec duration
baseline Sludge Puddle:
- Average of 16 DPS
- x0.55 Slow
- 12 sec duration
T5.A
Corrosive DoT x0.75 Slow
Sludge Puddle x0.5 Slow
T5.B
Corrosive DoT +4 avg DPS
Sludge Puddle +4 avg DPS
HIA
Corrosive DoT +2 avg DPS
Corrosive DoT x0.85 Slow
@floral drift ty ty
Hurricane question: does nitroglycerin compound work with Minelayer System? 2 guys in general were arguing about whether or not it does
Does this mean the tickrate for puddles is now 0.2-0.3?
yes. i think it was Patch 4? GreyHound was the first one to notice it.
Sweet
I've been told that Nitroglycerin does interact with Minelayer, but only while the missile is in flight. as soon as it hits terrain and stops flying, NGC stops accumulating damage. another way to view it: once the projectile gets changed from a flying missile to a minelet, its Area Damage gets "locked in".
ok that makes sense, thanks
numbers crunch mines deal 66 damage per explosion, slashers are weak to explosive they take 30% extra making it deal 85.8, two of these deal 171.6, and slashers have 177.6 HP, this means if Nitro DID work with minelayer it would 100% kill it if it ticked because it would deal 3.5 damage to a slasher. And it doesn't kill them, meaning Nitro doesn't work with minelayer no mater what even if you let the rocket tick while in air
I have tested this, a lot
I can get you video proof in a bit
🤷♂️ ok. this is but one of many U35 weapon interactions that i haven't tested for myself yet, so i'm willing to believe you.
Can confirm the above, tested it too when snow brought it to my attention and it wasnt killing slashers unless the rocket was in flight for at least ~20m
@barren mural Sorry to ping you but here's some proof to my claim it doesn't work ^
and sorry @tranquil hazel told me I'm wrong and I am a being driven entirely by spite
Then don't tell people they are wrong about that subject next time
no
omg I just saw your name I was literally JUST watching some of your old overclock videos lmao
SnowingFate that is
I get around
but yeah I watched the proof vid imma trust you
Also,almost forgot
Caretaker page needs to get all those tips removed and moved to the tips page
confirmed: NGC doesn't affect Minelayer projectiles, neither direct impacts nor minelets.
@vivid hill do you want to make the Jira bug report about NGC + Minelayer?
I don't have a jira account I think that's required right? if not I'll get around to doing it here soon
Just noticed that the image of the mactera grabber has a leg clipping through one of its wings
DRG-4695. i wanted to get it done tonight so that they devs can see it when their day starts tomorrow. it might be a simple fix, potentially sneak into Patch 5. (but i doubt it. U35 is like +400 bugs)
ok, I checked all bugs with "Xynarch" or "Bet-C"
none mentions the bug of bosco attacking it, so is that intended or not ?
I can't remember if it happened before, most likely not, due to me walking quite far away from it, or attacking from distance first
Any objections to me changing p[[[[[[[{0}]]]]]]]q from "Supportive" to "Hazardous/Supportive"? Since it can also buff the bugs.
Sounds good to me
Is PunchyTurtle still working on the Voice Lines page?
uh... i don't think PunchyTurtle is in the server anymore...
when did that happen?
They still are working on the wiki even when not on the server
They have come and gone a few times
You can ask on their talk page
But unless you are remaking the whole page you should be fine to make additions to it
Does anyone know if any of the twins attacks get faster depending on player count, like OG dread stomp?
A couple months ago, they said they need some time off Discord
does the T4 plasma splash 1m aoe from plasma carbine have dmg falloff? not sure if its worth using
I don't believe so. Generally it's worse than the elec chance, but with impact deflection it's very strong.
kinda getting into #drg-chat territory tho
thx
maximum damage is actually 6 Fire + 60 Heat
0.5m max damage radius, 50% falloff afaik
hmm ok thx
if you make a direct hit with minelayer system, like before the rocket turns into a mine, does it still do double aoe dmg etc from the OC? that kind of information isnt on wiki
Might as well change every hazardous things to be supportive as well, don't they also damage Creatures ?
is there an example of what is only hazardous or supportive to Dwarves, or creatures exclusively ?
Pretty sure that the definition is based on use for Dwarves
are the armor breaking mods broken now? I can't seem to kill grunts with armor in 2 shots with the m1k anymore.
yeah, it's a bug
it does not. that extra x2.75 Area Damage and x1.5 AoE Radius only applies to the minelets created, not every rocket.
just fyi, I reported that "maybe-bug" now already (not armor breaking one, another)
Reversed Nitroglycerine OC
The only reason I asked was because electrocrystals in Crystalline Caverns are also listed as hazardous/supportive. I can change it back to supportive if this is meant to be a measure of how dwarves directly interact with it.
Elevator plants only benefit dwarves, and that’s about all I could think of
Uranium could be considered purely hazardous to dwarves? Since everything in REZ is immune to radiation
There's a typo for "High-Volume Plasma Feed" at the DRAK-25 Wiki Page, located at the 1st block in the sheet. Which the text containing typo is High-Volume Plasma Field
After reading across the wiki, the definitions seem quite nebulous.
can't creatures also ride elevator plants to get to you faster ? 
maybe there is a better word to use than "hazard or supportive" system
or even, why even use it
we already describe what it does, so if we really need to use categories, maybe "weather effect" , "status / damage" , not sure
Fester fleas aren't!
Back when I was doing the XP:PP research, I was running PE missions and trying to do only the primary objective, and 10 fester fleas managed to suicide in the radiation and complete the secondary objective for me
That sounds more like a bug
I began to outline new categories but it all feels really superfluous. If the descriptions are good, I see no real need for that column on the biome features tables, unless they serve some purpose I'm not aware of
Thought I've seen loot bugs suicide in radiation as well, but now I can't recall for certain
They can die to them. They also DO hurt glyphids in REZ
Grunts are resistant but not immune
I think only praets and swarmers are radiation immune in REZ
those mysterious gold and nitra chunks near electro-crystals...
xD
They can also trigger Huulis to flee, evidenced by loose enor chunks (instead of full pearls).
Minecraft uses the terms hostile and passive
doesn't seem fitting or solving the issue
the idea of just not having it is quite interesting
not sure if anyone has something to point out on why we need it
We don't really need those classifications at all if we're already describing how they work well
@floral drift thx
if we are grouping stuff like "void baskets" (azure weald, that does nothing) with "salt spikes"
I can see things being separated
on "just scenery" or "does something"
actually if anything I guess 2 tables might make more sense ,not sure
there's already separation for those things tho
So the type column is pretty superfluous
good
Do those gravity wells still exist or did they completely remove them from the game
I swear I've done hundreds of missions in Azure and I've yet to come across one
They still are around
they still exist and they are still bugged, causing them to only appear on escort missions
Who removed the Goo Sac and Thorn Pot from the wiki’s Biome Features page?
Also here’s some transparent images of the plants for said biome features page
I think it makes more sense to upload on the wiki instead of dumping it all here, cuz makes it harder to chat
Sorry, I just don’t have access to it and even if I did I have no clue how’d I edit it dndjdjdjdj
But my question still stands
you could either ask if someone wants the images, or ask how to upload
there is no access required , as far as I know
But why were the Thorn Pot and Goo Sac removed from the wiki?
which page
Are backgroundless images preferred for biome features?
having a background could make it better looking (as long as the object is clearly seen), as well as showing how it really appears on the world, so light effects, position, etc
always interesting to be able to compare though, or improve
or meme
https://deeprockgalactic.fandom.com/wiki/Template:Hollow_bough_biome_features seems like they weren't added in the first place
replying to something very old here, but: it's not their mouth in general, it's specifically their lower mandibles.
https://youtu.be/4LxUF5lDVWA?t=29
bgm: Old Life Space, from MMZ3 remastered tracks
nice! good eye. i like the work you've been doing lately, keep it up 
is there more patches planned for S1 ?
yes, for sure 1 more. the Jira bug reports have had a handful of comments from GSG devs saying "Patch 5".
other than that, I'm under the impression that GSG is changing gears to work on Season 2 content (aka U36).
Would anybody here know what breakpoints are in DRG? And if there is some way to figure out how well a weapon could break an enemies armour?
the armor breaking info should be in the wiki page about armor
with each weapon have the armor breaking info too
now about breakpoints, last I remember that is related to HP vs damage, so how many full shots to kill the thing, right ?
yes. breakpoints are the damage thresholds you need to meet to lower the amount of shots needed to kill the enemy
wouldn't that be "to lower the breakpoint" ?
the act of having enough extra damage to change ammo required
So, on the page about the creature armour it says "Armor Damage needed for x% Chance" this is how much damage you need to do to the enemy for the armour to have a possibility for it to break? And it would break 100% break if you dealt it's full health? (Ex. Grunt armour has 15 health, so if you do 15 damage it breaks?)
I might have to check the page for clarity later on I guess
just to follow up on what [NULL] and Omega Sentinel have already said:
- Breakpoints is "how much ammo has to be spent to kill an enemy". The simplest way to think about it is in terms of Scout's Deepcore GK2 Assault Rifle. By default, it does 15 Direct Damage per bullet. To kill a Grunt at Haz4+ (eHP of 108), it would need
ceil(108/15) = 8bullets. That doesn't account for the Mouth's 2x Weakpoint multiplier, nor the Light Armor's x0.8 multiplier. Weakpoint would beceil(108/(15*1.1*2)) = 4bullets, and if the Light Armor plate never broke then the breakpoint would beceil(108/(15*0.8)) = 9bullets. this calculation has many, many, many things to account for, such as "Number of shots to break Light armor and/or Heavy armor, the damage's elemental components (fire damage, explosive damage), the enemy's elemental resistances to said damage components, the weakpoint multiplier of the damage, the weakpoint multiplier of the enemy, DoT effects such as Burning, Electrocuted, Neurotoxin, etc, and the Difficulty Scaling Resistance of the Hazard Level and Player count". the DPS Calculator has a method that calculates the vast majority of that stuff here: https://github.com/drg-tools/drg-weapons-calculator/blob/master/src/modelPieces/EnemyInformation.java#L394-L777
- Compared to Breakpoints, figuring out how well a weapon can break enemies' Armor is much simpler. there are two ways that armor determines how it breaks: ArmorHealth, and ArmorStrength. ArmorHealth requires a certain amount of damage must be dealt to it before it breaks, and ArmorStrength is a random chance to break every time it gets damaged. ArmorHealth is exclusively found in Heavy Armor, but ArmorStrength is used by both Heavy Armor and all Light Armor.
due to a bug, the number of shots needed to break ArmorHealth is ArmorHealth / (Armor Breaking % * (Direct Damage / Normal Scaling + Area Damage)). For example, the GK2 with 100% AB vs a Praetorian's Heavy Armor plate with 100 base hp on Haz4+ would be:
ceil(100 / (100% * (15 / 1.2 + 0))) = 8 bullets to break. if you were to equip T4.B for +500% AB, then that would change to ceil(100 / (600% * (15 / 1.2 + 0))) = 2.
ArmorStrength uses the curve listed in the Wiki to look up the probability that each shot will break the armor plate. (https://deeprockgalactic.fandom.com/wiki/Creature_Armor#Armor_Strength). Grunt's Light Armor has ArmorStrength of 15, so the x-value to look up for GK2 with no mods would be ((15 Direct Damage + 0 Area Damage) * 100% Armor Breaking) / 15 ArmorStrength = 1.0. find the 1.0 value on the x-axis of that graph, then find the corresponding y-value for the % probability that Light Armor plate will break: 50%. again, pretending that you add T4.B, then the x-value changes to 15 * 6 / 15 = 6. because the maximum value is x=4 -> y=100%, any x-value >= 4 has 100% chance to break that ArmorStrength plate.
the last thing to mention is that if you have an AB mod equipped, the Direct Damage of the shot that breaks an armor plate should pass through its full damage instead of being reduced by Light Armor or negated by Heavy Armor. However, U35.4 introduced a bug that seems to have broken that interaction on Light Armor. hopefully Patch 5 fixes it.
That makes a lot more sense now! Thank you so much, not only for the calculator, but for explaining how to calculate the possibility of breaking armour, and how many shots it would take to kill an enemy without any modifiers.

I'm very confused about the mechanics of Plasma Splash for the Drak. Do we have info on how it works, exactly?
Plasma Splash: -5 direct damage, +5 area damage. Area damage has the following stats: cannot do friendly fire, has 1m area of effect around the point of projectile impact, 50% falloff, damage type is Burn. Elaborating on why Burn is NOT Fire: real Fire damage type has 2 subtypes: Heat, which is temperature damage only, and Burn, which is just hitpoint damage that can be reduced on enemies with Fire resistance.
falloff doesn't make sense when there is only 1 radius last I heard about, right ?
also Burn is Fire damage, that is how we do on the wiki
Heat = Heat
Burn = Fire
Fire = Fire + Heat
According to Leaving, Plasma Splash has 0.5m max damage radius so falloff makes sense
that 0.5m wasn't mentioned here however, which is an important detail , minimum damage %, Radius, and Max damage radius
Amusing fact: Hack-C's transfer nodes deal damage upon expolosion
I wonder if you could use that for an instant dreadnought/betc kill or something
Are there any obvious breakpoints for hazard 1 vs hazard 5 and a specific build of anything?
I need to test to see if changing the difficulty works by having 1 build that could 1-# tap an enemy on hazard 1 that changes to more with hazard 5.
@floral drift you probably know. Something like praetorians I would guess.
m1000 hipster with no mods on the face on grunts maybe
Gunner -> Revolver ACABA + Elephant Rounds
Praetorian
Haz1 Solo: 2 shots to weakpoint will kill it with only 12.5 WP damage "overkill"
Haz5 Solo: 5 shots to weakpoint will leave it alive with only 25 eHP remaining (one pickaxe)
Thank you, so the expected result should be 3 more shots in hazard 5 and it is still alive?
is the wiki correct on prospector health?
it says they have 680 on h5 4p (which I assume is per section, because otherwise wouldn't make sense)
and it also says they have a 3x weakness to melee
therefore a single power attack should do 720 damage and oneshot a health section
which is not something that happens
also, in my experience, a full round of embedded dets (660 damage) does not take out 99% of a health section either
therefore the health listed on the wiki has to be wrong, or something else is happening I don't understand
talking about that, curious gotta love how rng made me get deposits and prospector quite constantly at first, but now that I have only 2 scrip bonus to go, I am not finding any for several missions
unless that is intentional 
same. my first week of U35 i got a data deposit or prospector like 60% of missions, but for the past two weeks they've been as rare as a Korlok
was it tied to some patch, or do you remember it getting scarce after getting an X number of scrip bonus
i wasn't paying close enough attention to notice where the correlation occurred
fair fair, now to see if others noticed a crazy frequency drop too
at rank 25 , if maybe it requires me to get a higher Performance level to get it to appear again
Someone proposed a theory that they accidentally left event spawn rates in debug mode the first few days
Idr who, but it seemed pretty plausible an idea
I also noticed a precipitous drop in spawn rate of prospector / data deposit events between the first week or so vs further into Season 1
The debug flag or maybe just some intentional early player engagement/hype seems plausible. Or maybe they just tuned it based on analytics to slow down PP progression
next up it was supposed to be 25% , but they deleted the 5, and it is now 2% chance
I'm still getting them relatively often
so does anyone actually know the answer to my question about prospector health?
The wiki is wrong, rechecked it in the files, the health value was changed, not sure when.
The base health is now 3000 with the same scaling (boss scaling like dread/bet-c).
So that would be 5100 HP in H5P4.
I edited the page so it should be good now.
P.S. the health should be the total health, not per segment.
AoE from grenades doesn't deal any extra damage to weak spots, correct?
Correct.
Only direct damage (instant single target) benefit from weakpoints.
Plus breach cutter which is the only exeption afaik.
Has anyone recalculated (for Season 1) the forge mastery level you’d be at after forging all weapons/cosmetics?
Should be 92.0 if you haven't forged any Mineral Cores.
Does falling into snow negate fall damage or just cut it by a large percentage?
can't it be a flat value too ?
Behaves like MK2 platforms.
Ah, thanks
also see: platforms with fall resist mod getting melted by flamethrower like snow
by the way, does zhukov's conductive bullets do its extra damage vs electrocuted enemy as electric damage like volatile bullets does fire damage vs burning enemy, or kinetic damage?
isn't it what happens in glacial strata in general ? I remember someone talking about how the platform in this biome like to melt like snow.
unless I'm crazy, fall resist platforms melt everywhere
haven't tested it so I don't know
they do
yes, it's added as DMG_Electric ✅
Cool, that's what I expected. Right now the zhukov page's explanation of conductive bullets doesn't mention that
Here's a very specific niche question: oppressors have 66% fire resist. Is this truly 66%, or is it 66.6 repeating to be an accurate 2/3rds resist?
Exactly 66%
we always include the true value somewhere if it has too many decimal digitis
thanks!
I'm like 99.9% sure it is, but bullets of mercy's bonus damage is just done as kinetic damage, right?
wiki doesn't specify, so might be better to do so
do you happen to know how much health the prospector's weakpoints have?
trawlers are invulnerable while underground, being only ocasionally open to damage when jumping, right ?
asking just to be sure if there anything I can do to avoid getting grabbed
Is Area Damage blocked by terrain? I always thought explosions right above them could hit them while submerged.
is lok-1 supposed to be able to aim at them while submerged ?
could be that I am using macro lens, but don't remember it locking in easily
Makes seeker rounds more useful.
my understanding is they have a "mode" where they become invulnerable and dig underground similarly to how menaces do, but they sometimes show dirt churning where they're moving
at least sometimes part of the trawler is sticking up out of the ground, and a lot of the time you can shoot the ground they're in near them with an AoE weapon to damage them and knock them out
which is probably why using pgl or powerattack pickaxe works
though one has long cooldown, and the other limited ammo
so was just making sure I was not doing something wrong, for getting grabbed 3 times in a row
It is rng if it even grabs you.
in before 90% grab chance
50% iirc
what is the size of the caretaker btw ?
also curious about grunt and praetorian
in-game model sizes are notorious for being unknown.
it took me almost two years to get halfway decent dimensions for a Grunt
this is what i ended up doing; it's a close approximation at best.
i have no clue about Praetorian, Caretaker, etc.
Why not export all the models into something like blender for this?
AFAIK the Blender models don't have a meter scale associated with them. the proportions are good so it doesn't look funny, but i think a Grunt model is just as big as a Bulk Detonator model.
so it's great for 3D printing, but terrible for measuring their sizes relative to each other.
Must be some scale number in the files then
Scales are all based off of the Skeletal Mesh, so usually between 1-2.
Then that changes when you actually spawn the actor, so a bulk is like double its SK size in some files and then spawned at a scale of 1.
The shooting range will have everything spawned in the same spot and rotation each time, so it should be easy to measure it. Although I have no idea what you are using to determine what "size" it is besides pixels.
Dwarf height is known, laser pointer can also be used
That is odd. Didn't expect them to put dummies for the hats, lol.
What is that
The bones.
Not sure what exactly changes these, but they seem decent like the bottom left bolt cutters.
The equipment terminal has a really whack looking skeleton
It doesn't have any, that is just the guns on the table.
Oh
Learned recently that bulldog's VB inflicts heat on burning targets, prolonging the burn just like subata's VB-currently not mentioned on wiki
interesting, the size and scaling stuff
but I thought glyphids had 0.85m on the longest axis, no idea why I imagined that
Gunner shield visual is precise on the size displayed at the terminal ?
The base health of the destructible weak points should be 300, not sure for the scaling, I expect it to be normal scaling (ie same than grunts) for the armor but I would need to test it in game.
my dude, you should really consult Karl.gg and the DPS Calculator. the vast majority of your weapon questions are answered in those resources, including both VB's adding DMG_Fire. also, Revolver VB affects T3.B's Area Damage too.
speaking of which.. with the final patch for U35 dropping today.. I am guessing you will release the latest DPS calc soonish?
I can’t promise “soon”, sorry. My time has been eaten up by my new job, and I still have several things on my checklist before I publish the final U35 version. My hope is within a week, but I have no clue if that’s achievable with my current capacity.
"soon" = a week or 2.. unless it is Valve's soon.. in which case..
Congrats on the new job though!
DRG wasn't paying enough.. he had to go to a rival company
idk if this is useful for anyone, but t5.c armor breaking on the sludge pump pops the weakpoints on bulks and mactera bombers
doesn't pop the weakpoints on brood nexuses tho
Yes, the dps calc is where I learned that bit of info 🙂 I'm bringing it up because it's not on the wiki(and I'm not familiar with this sort of wiki's syntax and last time I edited stuff in a table I broke something)
Cross-posting from @teal forge in #bug-discussion :
curious if anyone has seen similar still-bugged behavior
Yeah, I've noticed the same thing, it seems to knock some of the armor off the front legs of the praetorian, but it doesn't shave the main shell on the thorax off, and it used to. Seems like the AB mod on t4 for the breach still isn't working.
@wicked cave Are you going to submit a bug report through Jira? I had a look and the previous reports have been marked as resolved on the basis they would be fixed in this patch, but it seems they haven't been.
My Jira account is suspended (for a second time) and I haven't gotten around to bugging QA (for a second time)...so no immediate plans to file personally
I'm surprised enough people are using AB on the BC to notice the difference
❤️ AB on the breach. Allright, I'll try to put a report in.
I always thought that the breach cutter ignored armor. Or are people using AB for stripping bugs to finish them off easier?
I guess that's what they're doing, but it's kind of irrelevent when the BC strips armor so easily without it and stun is so much better
the reason so many people considered the AB bug "the M1k bug" was because it's the only weapon that actually uses it to good effect (aside from some edge cases like hypro which were also brought up much more rarely)
I think a lot of players who don't care about/don't know about what is considered good use AB on many things
it seems like there are a lot of people who use AB on gk2, for instance
my assumption is a lot of people use AB on every weapon that has it, which is why they put it there/won't remove it
+500% is a really big number and that means it's good
how?
it does nothing to help the BC
and?
that's actually all the more reason to pick stun
that way you have at least one way to stun stuff
but you can already shoot praetorian without AB, prae armor doesn't cover much
and if you take stun you can shoot the guard in the face while it's stunned
the BC will shred them in two shots already
and I believe it breaks their armor without AB
why
it's the BC
stun will also lock them in place to finish them off with your primary either way
no, it is
but this isn't the place to have a circular argument
wow, getting the most kills as engi?
what's your secret?
Not the place for that
k
Hey I noticed that there hasn't been an entry made for the burning sludge puddles yet. It seems that the damage, heat values, and tick intervals are all known as 12 Fire damage and 12 Heat with a tick rate of 0.5-1.0 seconds. So is there something we're waiting to get confirmation on or would it be alright to just put this information into the wiki?
for IFG, does the part that you are hitting must inside the field ?
example, hitting a praetorian abdomen while only the head is inside the IFG
or even the caretaker
I really really doubt that's the case
when a bug's toe is in an IFG the bug itself gets the status effect
imagine it could have been a conditional of the impact point
but if it is an status, makes sense
now to wonder if the caretaker isn't too high for it 
Status, not location.
huh, it seems Magnetic Pellet Alignment OC got nerfed.
attack speed multiplier went from x0.75 to x0.55 (if my guess is correct)
This is incorrect. The RoF multiplier for Magnetic Pellet Alignment OC is still x0.75, source: fresh unpacked files from Patch 5.
but if you look at the tooltip ingame the weapon shows its ROF being 1.7 with the mod from T1
was anything changed, or is this the actual ROF and they just updated the tooltip?
more complicated than I thought it would be, how is it still x0.75?
the current tooltip has to be wrong if the ROF wasn't changed
or I'm really bad at math
(I am)
Yeah, wait a sec, I'm booting stuff up to verify.
thanks!
(same here)
I have no idea what's going on. The files clearly show that the RoF penalty is still x0.75, but the stat presentation in the terminal matches the x0.55 penalty. As for the actual RoF, I'm unable to determine that properly. Something is definitely off, one way or the other.
MYSTERY TIME
thanks for digging stuff out GreyHound!
should've I just shut myself before? D:
Not a mystery anymore. I've ran some quick tests with a stopwatch and Weapons in Space Rig mod. T1 RoF + T5 Magnetic Pellet Alignment MPA Warthog is supposed to have 2.625 RoF with x0.75 RoF penalty, but only 1.925 RoF with x0.55 RoF penalty. I ran it a few times, and each time I consistently got to fire off 6 shells in 2.3 sec, which approximately matches the 2.625 RoF.
the day is saved
Don't forget to report the stat presentation issues.
but why did they change the tooltip then
was it a mistake, or did they actually intend to nerf it?
that's what greyhound said
I mean, that was worth asking and testing.
definitely
Is the radiation field left by Fat Boy shaped like a sphere, or a disc?
Wiki just says "8m radius field" without specifying the shape. Visually it looks more like a disc to me, but that seems a little unusual
afaik it is a sphere despite what the visual look like
Like OG dread slam?
yes something like that
describing a disk with only one value doesn't seem possible
isn't every AoE attack a sphere anyway ?
I guess you could argue that stuff like sticky flames and incendiary grenade ain't really a sphere though
sounds more like ground status, than aoe attack
or whatever how that thing works
the hit box is what ?
agreed on the disc, it would need a thickness (really just making it a "short, wide cylinder") unless it's some kind of intersecting plane of effect
@next sail but why it only shows me this in DeepRockExpedition terminal and not in equipment section
Because it counts as a resource. As of now there's no use for them, but but maybe in the future there will be.
It's the same as bismor or jadiz, hence why it only shows there.
And if you want to find one. look for pink glows and almost silver-ish spikes around the pink glow
That would be lucky if you found one.
according to gamefiles and Elythnwaen's spreadsheet, they only have Fire vulnerability.
that doesn't necessarily mean that they aren't weak to corrosive, but at the very least it hasn't been documented.
Dense Biozone has a slightly larger dig size than all the other biomes
Is this true re: pickaxe carving?
Interesting
For the spitballer, if there is still a doubt, I can check it tomorrow feel free to remind me, not sure if I will be free to test it after work today.
If the sludge pomp can benefit from weakpoint could it just be it though ?
Most of its damage is kinetic and not corrisive, the dot and 25% of the projectile damage is corrosive iirc.
best way would be to have a subata projectile or similar be changed to Corrosive element ?
Yes, I have this kind of mods ready, I can share them later.
I think I made it that way to make tests easier:
10 damage
×2 weakpoint multiplier
more ammo
one for each damage type
(They are legacy mods, so sandbox mode only.)
Sludge Pump is strictly Radial, no possibility of WP unless bugged.
Sludge is supposed to have impact damage iirc.
Hi, wanted to clarify this interactions with someone, before submitting it as a bug. Hope this's the right place)
Armor Breaking on Hurricane seems still bugged out.
I can't 2 armor-shot a hazard 4-5 grunt with Jet Fuel OC, +direct damage and Armor Break mods.
In-game stated damage is 50 direct + 10 areal, 2 shots total should be 120 > 108 grunt health - but they always survive with slimmer of health. If creature armor works as wiki-stated, and provides grunt 20% DR to direct part of rocket damage, while ignoring the Armor Breaking mod "penetrating with breaking" component, total damage from 2 shots should be 100 ( <108, check )
Haven't tried shooting belly, and aiming 2nd rocket at broken armor piece is too hard also.
M-1 had same light armor problem, but patch 05 for S1 fixed it.
But in case of Hurricane, im not sure AB works at all. Same mod setup can't properly damage Shellbacks when rolling for first few shots, while all armor is still present. If to believe https://deeprockgalactic.fandom.com/wiki/Creature_Armor#Health_per_Plate , it armor has 36-84 health on haz 5, so it should break in 1 shot and therefore damage bug itself instantly...
Is this article is still relevant btw? Kinda hard to access, only shows up in search.
sry for the wall of text (
So, have i missed something, and everything works as intended, or AB is still bugged? Grunts 3-shot was a thing since i acquired Jet Fuel OC (about a month ago), shellback weirdness was spotted recently, playing mostly as host.
If someone want to test the corrosive resistance just put that in the pak folder.
Here are the stat of the modded subata:
Damage: 10
Max ammo: 1000
Rate of fire: 10
Armor damage multiplier: 20
Weakpoint damage multiplier: x2
Damage class: DMG_Corrosive``` (don’t equip any mod/oc that add damage or weakpoint damage)
@obsidian tide I think you're right. I ran some tests with the enemy spawner mod and was unable to one shot Haz 4+ Web Spitters when running 40 direct damage + 10 Area with AB. In the same way I was unable to two shot grunts with 50 direct + 10 area damage with AB.
Is enemy behavior affected by hazard ?
Yes, as well as player count.
Any examples on changes, other than boss-type ?
(for hazard to be more specific)
I think the only one that I know of is enemies getting random speed boosts on hazard 5.
Which might not even be hazard exclusive. They used to attack faster but not anymore.
is there a friendly patrol bot hard limit ?
just had 2 at once
not to my knowledge. i think i've had 4-5 hacked Patrol Bots simultaneously on a 4p team.
wasn't there a patch that said "each hacked bot reduces the probability that future patrol bots can be hacked"? i'm guessing that would be the limiting factor -- the RNG that killing a Patrol Bot makes it hackable steadily decreasing for each hacked.
also don't hacked pots passively lose health over time?
did I make that up?
In addition, a hacked Patrol Bot constantly loses health at a slow rate, which naturally limits its lifespan. - from the wiki
They do; I saw that in the Patrol Bot files. This is implemented by having them take 2 damage per tick every 4 seconds.
Hacked Patrol Bots take 2 damage every 4 seconds as a permanent DoT effect until they die. There, is that better?
That was their way of capping the amount.
more clear, thanks
is that 2 "true" hp or 2 "effective" hp per tick? aka is it divided by the Scaling Resistance of higher hazard levels or more players?
thanks for checking out! And I found the report submitted to jira today )
Sill not sure, is it only light armor related. Tried to shoot off praetorian's armor in normal game, couldn't get consistent results. Hopefully GSG will sort this out
what is the aoe of lok-1 fear frequency? And how many can it affect?
5m radius
Not anymore, it was recoded and nerfed. Let me fetch the data real quick...
Old stats:
5m radius around the player, inflict 500% Fear Chance if firing the weapon with full locks.
New stats:
15% Fear Chance that increases by 15% per each lock, radius is 2.4m + 0.15m per each lock.
does the fear chance only apply to locked targets or all targets within the radius?
Fear Chance applies in a radius around the player himself.
all things and numbers considered that doesn't seem like a nerf
and more of a change
or even buff if you consider you don't need the full lock anymore
could depend on specific builds
Fear Chance was nerfed: from 500% at full lock no matter how many locks to 375% at 24 locks. Doesn't make any significant difference at 24 locks because you're guaranteed to Fear anything that can be feared, but will have some issues fearing Menaces at 12 locks/18 locks.
Eh, with the base 12 locks you can't reach guaranteed fear on a praet anymore
Though with 24 locks you can reach 6m radius
Need 17 to reach 4.95m
Not 100% a nerf but more nerf than buff, I'd say
considering the 50% fear resistance
if fear is 15% x (locks + 1)
you get a 97.5% chance at 12 locks, and 100% at 13 locks
good luck getting the fear on a menace though lol
I think it's a mild buff on most builds but I also think hitting full locks on most builds(not executioner) is super not worth it.
And that's definitely per lock and not bullet actually fired, right?
i.e. you get the full effect from locking a swarmer 24 times instead of as if you had only locked once.
(more reason to not take SMRT)
I can't confirm nor deny that; the variables used are named "FearFactorPerShotBonus" and "RangePerShotBonus", but consistent naming isn't exactly a thing in this game.
testing shouldn't be too complicated if getting a swearmer next to a praetorian, for example, and seeing if flee is more close to 15% or 100%
It would appear to scale with shots fired and not locks.
was that reported ? not intentional
is it consistent with other effects ?
not counting the description
Well, it is consistent with the in-game description, for what it's worth.
...Both the strength of the effect and its range are affected by how many rounds are fired in the burst.
It being per bullet fired does make SMRT somewhat useful.
Hmm, the stat line for it still says "Full Lock Scares Nearby Enemies" but the description and in-game tests say it scales per shot fired.
wait, does it still require full lock? brb
No, it doesn't
Does explosion damage fall off with distance from the explosion center
did anything in U35 change the way enemies spawn on H4-5?
people keep bringing it up, but I haven't noticed that, and I don't recall anything in the patch notes about it
people love saying this after every update for some reason
I shit you not
We get at least 2-3 times this topic on the steam forums after every big update.
yeah, I'm not surprised
people see two bulks and a rumor starts because they don't realize how mundane that is
perhaps it has something to do with "these changes just happened, so i'm looking out for things that are different than what i remember. therefore this thing that's different may have been secretly changed too?" kind of psychology. the mentality of actively looking for changes, vs just going oh that was weird.
Also, people coming back to the game after barely playing it, or not at all in the past month
someone made the comment: "Mob density as a whole was adjusted with U35 a bit on haz4/5. As a result, this means a proportionally increased chance of that maps 3 "special" enemy types spawning, such as bulks"
my reply was "where does it say that in the patch notes?"
no reply
I was just wondering if there was actually something about that in the patch notes
there isn't
not a single line about spawn changes
though we usually don't get them even when some changes are made so you know
doesn't mean much
It's likely just people rolling some unlucky spawns and such, bound to happen with the numbers playing
Yeah, also people come back and play more, because yay new content, so they actually experience a lot more weird spawn with their increased game time
Do all dreadnoughts have the same immunities as the base one?
I'm probably just missing it but I didn't see anything about it on the wiki
yeah, they're all immune to shock/ignite and have similar resistances to various elements
do caretaker tentacles really have 675 health regardless of hazard/player count?
nah
it's 810 on h5
Use ely's table
Data
Could use some help to test immunities.
Family,MM,Name,Weakpoint, Armor and Scaling,Effective Health
Spawn Restriction,Spawn Pool,Weakpoint,Modifier,Armor
Type,Armor
Str/HP,Base,Scaling,H1P1,H1P2,H1P3,H1P4,H2P1,H2P2,H2P3,H2P4
Glyphid,No,Spawn,Spawned by Glyphid Brood Nexus,N/A,-,-,-,-,5,Normal
@silver mauve you can check dread resistances there too
they vary slightly
tentacle survives one 120dmg pickaxe hit and that's like 720dmg
and then you finish it with 1 brt-burst
I see, thanks for that
what's it mean where it says the tentacles have a "fake weakpoint"
it doesn't get amplified with weapons mods
that's really weird, but ok
Stunner on the wiki is using the wrong Image, it should be the stun symbol but it's using a mag size symbol
Fixed
you're a lovely person
@tranquil hazeldid a quick check for the haz 5 difficulty file, the only change from U34.5 to S01 was how elite enemies where handled by the game.
To get any number change we have to go back to the end of U33 and there is still just a few of them (boss resistance change, still no changes in density).
@silver mauve @radiant edge I know im alittle late to the estimation of Rewiring mod
but heres my data
Its No. of Shots vs % Ammo Returned
and I'm confident that the ammo return % values are accurate to at least 1 decimal place
@silver mauve Whats ur method for getting the data points btw?
This also means that the ammo consumed between 18-35 shots doesn't increase significantly
Meaning, u should always overheat at 35 shots or above (since anything less than 35 uses roughly the same ammo, thus u might as well fire the most shots u can)
he already did, that's what got him started on this project
is the drak overheat duration the delay needed for it to start cooling down from 100% ? so the total time would be overheat time + (heat / heat loss per second)
does a no passive cooling mod even helps with it ? so you only overheat with that reloading thing, not sure
not sure, but there is definitely a significant dip in ammo return efficiency at 45 shots(100% heat) vs 44shots manual overheat
is it possible to find the source code that calculates it?
Drak25 has two cooling modes: Overheated, and Normal.
Normal cooling occurs when you stop firing the weapon before the Heat Meter reaches 100%, then there's a 0.21 - 0.3 sec delay, and then the Heat decays linearly. Cooling Rate mods/OCs affect the Normal cooling time.
Overheated cooling can occur in two ways: naturally, when the Drak25 fires enough projectiles to have the Heat Meter reach 100%, or using T5.A "Manual Heat Dump". Natural Overheats have a set duration, and are not affected by Cooling Rate mods. the only thing that affects a natural Overheat duration are certain OCs, like Aggressive Venting, Shield Battery Booster, or Rewiring Mod. "Manual" Overheats are always shorter than a Natural Overheat for two reasons: the duration of the Overheat gets multiplied by the Heat Meter's current percentage (minimum of 50%), as well as some other multiplier. the precise value of the second multiplier hasn't been found in gamefiles, but from testing it seems to be around x0.65 (-35% duration).
so, if you had SBB equipped and raised the Overheat duration to 5 seconds, fired until 50% Heat Meter, and activated Manual Heat Dump, then the Overheat Duration would be about 5 * 0.5 * 0.65 = 1.625 seconds.
always forget the overheat thing doesn't let you start firing again at like 30% heat
out of curiosity, if a special swarm occurs, do the enemies in that swarm have to be on the spawn table already?
or will they just spawn for that swarm if they aren't
for example if there are no goo bombers/grabbers/mactera on the spawn table, can a mactera swarm not occur?
I don’t think Dreadnoughts are ever on the spawn table, are they? But they’re still possible from special swarms in the gamemodes that can have them
I figure if the thing I said is true they're an exception
Arent mactera the only enemy that can have a special swarm that arent always on the spawn table
Unless I’m misremembering, there’s swarmers, grunts, praetorians, mactera, dreadnought?
swarmers aren't always on the spawn table
Single enemy swarm will force the spawn no matter what is in the current spawn pool afaik.
swarmers, mactera and dread can be missing from the pool.
Preats and grunts are always there I think.
that's what I assumed, thanks
There seems to be an error in the description for Impact Deflection (Plasma Carbine OC)
description is supposed to be exactly like it is in game
so if you find an error there, you gotta report to them
the effect is where we list the actual changes instead
now no idea on which one is wrong
if it is 2 or 1 bounce, someone should know more
Impact deflection is literally the only OC I use and I still don't know how many times it actually bounces
It only bounces once now. It originally bounced twice on the experimental branch, but they nerfed it before season 1 released
now patch 8 to fix that text
there's so much text that needs fixing on the drak alone
TEF's text is still wrong, and SBB doesn't even have damage numbers
Were those reported ??
Hey guys, sorry to interrupt but I was wondering if someone could posibly explain to me how to join a DRG Union? I jus saw something about them n it sounds sick, I just am real unsure how to become apart of it!
There's a panel next to the pickaxe customization terminal on the wall that let's you join if you're on the Steam version. You can ask other questions about this in #drg-chat
Thanks so much! I'll move my questions to there instead :)
do On Fire enemies go out in a puff of smoke when you kill them ?
don't remember noticing that before, had a Guard ignited, think Health was around 50%, or maybe cloe to 0%
but 1 Lok shot and the thing disappears in a puff of smoke, not even the usual death sounds
btw, Lok build: BAABA is Executioner
you must have triggered the "heat-only Temperature Shock" bug.
it's not fully documented yet, but if an enemy has Heat added to it at the same time that it's about to Douse (stop Burning) then for some odd reason Temperature Shock does its 200 damage, accompanied by the steam VFX and a "puff" sound effect.
the added heat from the lok chemical rounds then
can it happen the other way around ? Cold added when about to Thaw
oh that explains why I've been hearing that on burning enemies on occasion
it happens a lot around those oases in glacial strata for obvious reasons
does anyone know if ecr explosion can trigger t5 fear on lok1? or how the t5 fear works
last I heard "15% Fear Chance that increases by 15% per each lock, radius is 2.4m + 0.15m per each lock"
*per shot fired
confused on the part that we were to test it vs reporting it as working like intended
rip full fear with Swarmer
LOK-1 OC “Explosive Chemical Rounds” has its own 50% Base Fear Chance that gets applied to all enemies within the 4m radius. It’s independent of T5.C.
for drak aggressive venting, can it even work with the tier 5 A reload mod ?
didn't figured out how to force venting yet, thought that just pressing R would make it overheat and cause the venting
Read the descriptions in Karl.gg
better to have it added on the wiki later on, if I remember
I know it happens if you kill them with temp shock from cold while on fire, not sure if it happens when killed while just on fire.
Nice! Did you catch the actual curve points that were data mined a while back?
Fully supports the crowdsourced data, but it was cool to see the source
Yes, I included them at the end
Cool. Reddit on mobile browser is often an…incomplete experience
I use Relay for Reddit (Android)
Do y'all see something else?
I can read it
Earlier, on mobile browser, I just saw the one picture with the crowdsourced data plot, no text or other pics
Currently I see (on PC):
So it does appear that the post is screwed up
Oh, now that I think about it, there was a hiccup when I clicked "submit"
It was stuck processing the request. I went to my page and saw my thread there, and assumed it was posted normally
repost
it's...still not working
at least here, on PC browser
same problem
and I did do a hard refresh, it says posted 5 min ago
(we can take it to PM)
Well this is strange
Me seeing my own posts but not others sounds like a shadowban, but that can't possibly be true, there's something else here
easy enough to test, pop open a private / incognito browser (without your login cookies) and check anonymous visibility
Okay it didn't work until I tried to post it as an image post (instead of a text post)
"Honorable mention to GhostShip Games for playing their game on Twitch and providing valuable data with low XP from failed hazard 5 missions." 😆
anyone happen to know the % chance a present will drop an error cube?
1/26
can gunner stickynades fear the same target twice?
for example, you throw it onto a praeto and it gets feared
then during that fear, the nade explodes
can the explosion fear it during the first fear?
quiet you
I mean I've been playing with stickies for a tiny bit
Fear can not be reapplied on an already feared creature
that doesn't prove it, it was only two times
also it was a frost praetorian in salt pits, I don't trust hackers
I mean it's not like I've been using stickies for forever and know these details without having to test it 
what if every time it got feared the second time it just kept moving in the exact same direction it was already moving in?
That's why I pulled out the pointer for you so you could see it was roughly 10m
yeah but it just didn't happen that time
the second fear is only 100% FF so there's a 50% chance it'd be resisted
show a recording of you doing it 100 times in a row so I can be sure it's not a fluke
but I won't watch it tonight cause I'm going to sleep soon
That's why I did it 5 times you only saw two because that's what I could record and upload to discord, if there were different results you would see it
Afaik fear cannot be reapplied until they reach their original destination like 10m away or so.

thank you, I believe you
unlike this charlatan
i have not seen any evidence that Fear can be reapplied before its original Flee Distance has been fulfilled.
if you could some bugs would've already ran into the space scared of dwarves in their own home environment
Talking about fear, I remember the buff to Autocannon's T5.B Suppressive Fire on the patch notes somewhere. May I ask how does it scales with damage radius upgrades?
My guess is 100% of the radius, but dunno exactly
what Dagadegatto told me is that it scales 1:1. +0.6m damage radius = +0.6m fear radius too.
hmm.. so it must be either
- entire damage radius = fear radius
or - 1m (original length) + damage radius = fear radius
I guess?
that should be on the description of the mission, not really trivia, btw
also fear being reapplied probably is easier to check if you have a fast firing 1000% fear weapon
There are a few choices of grammar in that sentence that make it flow very strangely. It may flow better as "After removing the batteries from the force field generator, the player can shoot them to create a small and weak explosion."
Hey, seeing as Persistent Plasma deals its damage via a status effect when bugs are in contact with the plasma field, does it stack with similar effect like Plasma Trail and Explosive Goodbye? If it doesn't, then how does the game decide which effect to use when dealing damage seeing as they all deal different damage per tick?
To the best of my understanding Explosive Goodbye reuses the Persistent Plasma object, just with a shorter duration (4 instead of 7).
That’s a good question about EPC Persistent Plasma + BC T5.B Plasma Trail... 🤔
Fortunately someone came out with a damage display mod recently which should be helpful for finding this out. I'll see about running some tests after work.
Do you mind telling me what mod you mean? I must have missed it.
ty
Yeah, that's the one.
It is nice to see that the help that I gave them managed to get a nice mod made.
If they all deal different damage per tick, they all use different Status Effect files; in which case they should fully stack. However, Persistent Plasma and Explosive Goodbye's field reuse the same STE's damage values. The difference is the duration.
Edit of an edit: I've had enough of theorycrafting and picked up Karl Class, Damage Text and Spawn Menu, spawned some enemies on the Rig to check how the science really works. Persistent Plasma and Explosive Goodbye's field do not stack.
Yeah I just ran the same test. Persistent Plasma did stack with Plasma Trail, but it did not stack with Explosive Goodbye.
That's a little unfortunate, but good to know.
Here's a brief showcase of Persistent Plasma stacking with Plasma Trail. I'll get the evidence of Explosive Goodbye not stacking with Persistent Plasma in just a second.
And there we go. Really the only indication that they aren't stacking is the lack of increased tickrate when the two are applied together.
what a coincidence, I came here to ask if persistent plasma stacks with itself, got my answer and more 
hey @floral drift, in the DPS calculator, what does it mean when an option has a red outline?
Red outline = It’s not modeled. Enabling that mod/OC doesn’t change all the numbers as you would expect, or like how the other ones do. A great example is Warthog T5.A Turret Whip; I believe it has no effect other than Utility according to the numbers at the bottom, but in-game it has a massive impact.
https://deeprockgalactic.fandom.com/wiki/Armor_Skins could use a mention of the new paintjob from the progression track
thanks!
Heard a “myth” recently that seems to be true in practice - curious if anyone here has validated it through data mining.
The claim is that in escort missions, the next chamber can always be found by standing on Doretta and drilling/picking towards a heading of 210 degrees on the in-game compass (southwest-ish). Meaning that the roughly straight line that dotty drills is always along that compass heading. (And, I suppose, that the dozer always drops into the map with its drill pointing at that heading)
Experience seems to prove this out, but was curious if we felt it was something solid enough to contribute to the wiki.
I must admit it never occured to me to note such a minute detail
It’s a pretty big time saver for teams that like to predrill
I don't think anyone is pre-drilling to save time
Not quite what I said. 😉
Yeah, I always wonder if players who pre-drill are the same players who complain that Escort is too long
Someone talked about Turrets changing bug pathfinding and bugs avoid going into a turrets view, I'm checking with ya'll to see if there's any evidence of this or not
only thing I can find searching for changing bug pathfinding is repellant
I suspect these “bugs avoid things that hurt them” hypotheses are likely just the flanking/backbiting AI at work. Some bugs will fan out and take indirect longer paths along walls/ceiling to arrive at the dwarf from behind/side
I had a similar hypothesis about sticky flames affecting pathing a while back but couldn’t prove it
For the default bug positionning around dwarves, it is linked to the AttackerPositionningComponent. Enemies have a limited amount of slots they can be assigned to, some of theses slots can be behind the dwarves.
For non flying melee enemies it is 32 at a time, only the one on the closest ring can attack, the other will be waiting.
(Assuming it didn’t change from the last time I tested it, about 1 year ago.)
This is what it looks like with all slots filled:
https://cdn.discordapp.com/attachments/708597919887917107/745695148654198894/unknown.png
Aww, murder snowflake!
the classic downed dwarf murder snowflake.. I love it
wonder how much damage radius you would need to damage all of those
You can work with that image from MeatShield if you want to calculate that:
2.73 each, so couting the middle, around 3 grunts of radius , so like 8.19 radius
I would say roughly 4× mouth to butt length so ~7.2m radius?
Since they are overlapping a bit
well... not even fatboy gonna be enough
being limited at 6.5m
probably because I don't usually get too many grunts at once, or large spread of enemies
but kinda hard to notice the difference between 3m PGL and 5m one
both radius are pretty huge I guess lol
C4 can actually handle it given its radius can reach 7.5 meters with 625 damage. Even with the 20% minimum damage it will still be killing every grunt with 125 explosive damage.
I had a question about the shield recharge.
From the wiki it looks like with Improved Generator the delay is 4.5 seconds and the recharge time is 6 seconds, and with Booster Converter the delay is 7.5 seconds and the recharge time is 3 seconds. So does that mean that ultimately both of those upgrades reduce the total recharge time of a broken shield to 10.5 seconds but with one of them starting the recharge sooner, or was there something I'm missing?
@spare bloom what were the final numbers you arrived at from your testing a few days ago?
Improved generator takes 4.5 seconds before shield regen starts, base shield regen is 3 shield health per second. this means that if you take improved generator on tier 1 and healthy on tier 2, it takes 12.83 seconds to fully charge shield. If you take improved generator and overcharger, it takes 14.5 seconds to fully charge. Boosted converter effectively doubles the base regen rate of the shield. The fastest time from getting hit to fully charged shield is boosted converter with healthy at just under 12 seconds.
you can look at gaming for the recently deceased's video on shields from earlier this year to see more interactions or iterations @silent sierra
Awesome! Thank you guys so much. I'll definitely go check out the video as well.
Despite the outdated version number, this should still be up to date:
https://giant.gfycat.com/SecondaryDesertedIsopod.webm
Weird, the boosted converter just seems like a weaker improved generator,
Only near the end it surpasses the other one
Hm, literally the only advantage is that it regenerates to full slightly faster
Even if it was more significant, I think I'd still use improved generator, just to have some amount of my shield back sooner
Because you already have about 1/3 of it regenerated with improved generator by the time it kicks in with boosted converter
I would take less damage if something hits me in that time frame with improved generator
hello, question about the damage numbers mod
I'm noticing the damage I do is less than expected - for example, when I hit a warden's bulb with embedded detonators my bullets seem to do 17.2 damage instead of the expected ~21
this is because of damage resistance, right?
It seems it doesn't take weakpoints into account. I hit a Haz 5 solo grunt in the head with Damage and HP Hipster and it displays 96 damage
it has to take WPs into account
otherwise it'd say it did 6 damage when I hit the warden bulb, instead of 17.2
I think it has to be doing what it's doing because of damage resistance
enemies don't actually have more health, they just take less damage
but why 96?
48×2
right but I also noticed it doesn't seem to display damage past the enemy's max health
if you just one tap a grunt it should just show the full health
but that shouldn't be 96, it should be 90
Yeah I figured as much
unless I'm missing something
But when I focus shot a Slasher with the same parameter, it displays 148
Which is the average Slasher HP
that's correct
so like, I hit praetorians in the face with the EDs and it did 5 damage per bullet
and I think it did like 11.something to menaces in the face
I'm confused
If damage displays uses values we're not used to, it's bound to be confusing
Embedded dets do internal damage, I think it's called
I remember a discussion about it once
Also, while I'm here... Does Gas Recycling still benefit from Weakpoints? E.G. If I hit a grunt in the face, will I still do double damage?
ok so it'd be 11.5 for 2x WP, and it would actually then be 17.25 for x3
I'm just talking about the bullet
no it doesn't
Why does it flashes yellow then? It's so confusing 😂
because it's still hitting the WP
I mean you can clearly see if it's actually doing double damage or not
So my impression of the OC was due to placebo effect
Bummer
Not to mention it's a bit stupid
it's too punishing for not enough reward
Relegates GR to so-so swarm clear or frozen targets prioritization
Wish it still benefited from regular WP
Heh, I'm still gonna use it
just lower its damage bonus but let it benefit from WPs
zhuks should have a real +damage OC FFS
If it did benefit from WP in it's current state, a 23232 build would kill a grunt in 6 (3) bullets
I wouldn't mind that 
what damage type do sludge pump direct hits (charged or regular) deal? I recall only the DoT dealt corrosive damage, but did direct hits deal corrosive damage too?
it's 75% DMG_Kinetic and 25% DMG_Corrosive. normal shots, charge shots, and fragments all use this damage spread
https://deeprockgalactic.fandom.com/wiki/"Mole"_Armor_Rig#Unique_Modifications
Shockwave
Damage: 8-16
Damage Type: Explosive
Radius: 5 m
thank you
also the direct hits count as area damage, right? so they don't benefit from weakpoints or frozen status?
thank you, wiki is not updated for the new weapons yet 😛
thank Meatshield, I'm just the messenger
GR only looks bad now because they keep buffing embed dets
The point of gas recycling initially was that it was a ~35% boost in damage vs enemies that had no available/easily accessible weakpoints, x1 dmg weakpoints, or had shields
The list of enemies that satisfy those requirements include: praetorians, oppressors, dreadnought shields, betc, rolling shellbacks/younglings, korlok core, caretaker shields