#wiki-related-chatroom

1 messages · Page 63 of 1

austere fossil
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iirc it's 0.5 direct and 0.5 area per extra

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hence the +4/+4 at 9 total

celest kettle
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I was also under the impression that the ROF is the loading rate for Salvo missiles

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i,e ROF 4 would take 2ish seconds to load

austere fossil
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It definitely appears to load faster with 4 vs 3 rof

bold plover
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rof does have double the effect for charging rockets with salvo

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err

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+50% iirc

fluid ibex
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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.

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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)

fluid ibex
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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.

glacial topaz
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interesting
so puddle thing is to heat enemies, instead of Burn damage ?

fluid ibex
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and heat adjacent puddle (though relatively slow, takes 4 secs to ignite nearby puddle on its own)

glacial topaz
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interesting thing to balance, without creating a new system of "puddles heat other puddles faster"

fluid ibex
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yes indeed

rancid crest
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Area heat stacks doesnt it?

floral drift
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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?

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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.

floral drift
celest kettle
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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.

rancid crest
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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)

fluid ibex
rancid crest
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1/3 - 0.11 = 2, 1/4 - 0.11 = 1.25, probably it?

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how do shield link perk and boosted converter armor mod stack?

glacial topaz
fluid ibex
fluid ibex
glacial topaz
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I was pretty sure the burn and electrical stuff was from OCs

fluid ibex
floral drift
floral drift
rancid crest
floral drift
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ah, right. yep, i see that now. waking up 💤

floral drift
fluid ibex
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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)

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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?

dense vapor
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do sludge pump fragments have the same damage radius as regular shots?

fading scroll
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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.

dense vapor
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thank you

glacial topaz
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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

indigo kindle
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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.

glacial topaz
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that isn't a reply to what I said, right ?
considering I didn't mention not needing a wiki

indigo kindle
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Uhh. Fixed my response above, I didn't really register your words properly the first time.

acoustic scarab
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I would still appreciate not having to reverse-engineer specific values.

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We are busy enough checking that game mechanics work as intended

rancid crest
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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?

lunar merlin
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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?

floral drift
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i think it can be electrocuted when "not rolling"?

lunar merlin
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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 engi

radiant edge
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Wasn't the tick rate for puddles suppose to be 0.2-0.25 seconds?

floral drift
rancid crest
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Speaking of puddles

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Does the server host not verify clients spawning sludge puddles or something?

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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

dawn moat
misty trail
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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

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how can I download an image file as a .png instead of .webp?

floral drift
glacial valve
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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.

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i don't want to use screenshots, they'll look slightly different and get me all OCD 😂

versed halo
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huh.. guys may I ask a question? do Patrol Bots have a higher burn degrees than the wiki says(100°C)?

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tried to light them up with various incendiary weapons. but after seeing it tank 2 inferno breach cutter shots, I was curious breachcutter

rancid crest
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If you fired them back to back, the patrol bot definitely shouldnt have survived

versed halo
glacial topaz
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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

floral drift
floral drift
glacial topaz
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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

clever thistle
dawn moat
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Can anyone contribute by just making an account?

glacial topaz
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Account is not even needed, though recommended

dawn moat
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Good to know. Just wanted to add some Azure Weald plants to the table.

glacial topaz
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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)

dawn moat
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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

dawn moat
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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!

mystic ingot
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prior to update 35 how much ammo did you get with T1B(dmg) selected on hipster?

weary sonnet
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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.

glacial topaz
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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) 🔥

weary sonnet
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The last infobox look like that so far for temperature:

fluid ibex
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"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)

weary sonnet
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Would it be more clear is it is displayed as ×0.15?

glacial topaz
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if slowdowns are all multiplicative, it would also be more correct and easier to use
x0.15

weary sonnet
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I need to check if I can find the variable, but I think it is.

vivid hill
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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.

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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

alpine gyro
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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

short cloud
weary sonnet
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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.

glacial topaz
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at the very least I have always remembered the "sound effect just so you have a split second to react to a leech"

alpine gyro
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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

short cloud
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I'm gonna try my best to not sound mean but : yes, you don't remember it but it was here before ^^

alpine gyro
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Not mean. Rock and Stone.

celest kettle
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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

glacial topaz
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Now combine that with radioactive zone cave vines

slow acorn
bold plover
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@vivid hill they do it in U32, which is a build that I go back to all the time.

glacial topaz
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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

grave rock
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4 penetrations

glacial topaz
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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

grave rock
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Yeah they definitely could've listed that as +4 pens rather than "+plasma burster missiles"

floral drift
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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...

indigo kindle
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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)
versed halo
versed halo
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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?

indigo kindle
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Both are correct.

viral kestrel
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anyone mind telling me what is the "head" of those patrol bots. Shooty things or that ball?

versed halo
# indigo kindle Both are correct.

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

indigo kindle
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Well yes, it's wrong. I just doublechecked both the Elyth's doc and the game files. No Fire vulnerability/resistance listed.

dense vapor
rancid blade
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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

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sometimes i feel like trying to get to the pod early ends up sending it much farther away from everyone else

weary sonnet
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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.

rancid blade
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hm it'll be cool to try to influence the pod location as scout

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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

weary sonnet
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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.

ionic kiln
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Is LOK-1 firing without lockon hitscan or....?

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I am curious that.

weary sonnet
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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>

glacial topaz
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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

floral drift
glacial topaz
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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

acoustic scarab
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If XP for kills isn't affected by hazard bonus, why did I get 537 XP for 348 kills?

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I should've gotten credit for all of Bosco's hits

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There was a data obelisk, which summoned its own monsters, maybe they didn't count in the stat? Although it was hardly 190 emenies

glacial topaz
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XP not couting for kills was stated where ?
never ever heard about that

acoustic scarab
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The wiki says so

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This line was added by Ireuno on 30 August 2019‎

glacial topaz
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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

acoustic scarab
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I don't think it's reasonable to assume this person remembers how they tested something 2+ years ago

glacial topaz
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you sure bosco kills counts towards you ?
also that difference isn't even explained by hazard bonus

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some 4 eggs / short mission without bosco seems better to check it

acoustic scarab
floral drift
acoustic scarab
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Hmm, there were a lot of electro-crystals in that cave

floral drift
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bosco is usually 20% - 30% of all kills in my solo missions

glacial topaz
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for Drak-1 will the +5 fire damage OC affect the splash mod ?

indigo kindle
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No. Both Thermal Exhaust Feedback and Shield Battery Booster's damage bonuses have an explicit DirectDamageCondition stated.

glacial topaz
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What a sad thing
though probably fair on current conditions

indigo kindle
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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.

glacial topaz
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"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

dense vapor
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does betc have weakpoints? executioner lok absolutely shreds it for some reason

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wiki says betc doesn't have weakpoints so I'm wondering

wicked cave
glacial topaz
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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 ?)

wicked cave
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Pretty weird. I’ve been getting blank/cosmetic forever

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Maybe some edge condition with the new weapon OCs coming into the pool

austere fossil
glacial topaz
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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

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thing got fixed, perfect

glacial topaz
rancid crest
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afaik betc doesn't have any weakpoints

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Huh interesting

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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

glacial topaz
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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 ?

floral drift
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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.

glacial topaz
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quite a few times I overheated after it, so either close to 100%, or I am just too slow to stop firing
fun anyway

grave rock
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Do we know if nitro bonus is affected by damage penalty of PBM?

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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

glacial topaz
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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

glacial topaz
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Solo

floral drift
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checking 4.1 gamefiles...

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nothing in the WPN file stood out as an obvious delay before firing the burst. which build were you using for the mission, Omega?

glacial topaz
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BAAAA
Eraser

glacial topaz
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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

floral drift
# glacial topaz BAAAA Eraser

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...

silver mauve
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Wait how long does subatas tranq rounds stun for?

carmine hemlock
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6 seconds

glacial topaz
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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 ?

floral drift
dense vapor
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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?

glacial topaz
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You have the heating mod equipped ?

dense vapor
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talking about the t5 plasma burn? no, and it doesnt affect charged shots anyway afaik

glacial topaz
glacial topaz
dense vapor
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well, charged shot has just fire and it used to be able to ignite gases

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but now it doesn't anymore

glacial topaz
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Gases changed however

dense vapor
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yeah I know, I suppose that change is also the reason why plasma trail doesn't ignite gases anymore either

glacial topaz
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Epc damage type changed few updates ago , think so
Always good to check interactions
Always prone to finding stuff that changed

floral drift
glacial topaz
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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 ?

floral drift
dawn moat
dense vapor
rancid crest
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Did u35 fix the dreadnought resistance/hitbox jank ely mentioned?

weary sonnet
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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.

glacial topaz
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interesting, performance pass page doesn't mention the challenges where you have to complete certain mission types, hopefully will remember that in the future

weary sonnet
rancid crest
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aw rip

dense vapor
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does flamethrower pierce through caretaker barriers like breach cutter does?

dense vapor
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another question, is any creature immune to scout's ifg grenade?

short cloud
dense vapor
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hmm ok, I'm wondering if it's any useful for caretaker, but there's another issue - it just goes through it lol

glacial topaz
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can't engineer platforms be created near it, or any attack destroys it

wicked cave
dense vapor
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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

rancid crest
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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?

glacial topaz
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What is the fastest projectile from Dwarves, no mods or hitscan included ?

bold plover
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Hyper Propellant

glacial topaz
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No Overclocks either, otherwise I would be including mods Lol

bold plover
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Mods mean something different to me, lol.

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Probably PGL or Drak.

indigo kindle
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Turret Whip is considered a weapon mod, right?

glacial topaz
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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

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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

glacial topaz
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the point is of PGL speed upgrades for it would be for hitting stuff farther away instead ?
instead of just hitting faster Sconk
which should make sense from what I remember when doing build variation

silver mauve
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Where can I find stuff about credits and XP earned at mission end from smaller things like all teammates surviving and minerals mined

silver mauve
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But it doesn't have the survival bonus or the other small things

austere fossil
silver mauve
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There's a gold one tho

austere fossil
silver mauve
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Ok cool

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Also when something is weak to fire does that mean it takes extra damage from fire damage or from the burned condition?

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Oh probably both considering on fire does fire damage

austere fossil
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bingo

silver mauve
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Ok and then the only thing that determines when an enemy is on fire is their heat temp right?

rancid crest
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yep

silver mauve
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Simple enough

glacial topaz
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For breach cutter plasma delay value, does it affect how far away the Line starts damaging ?

floral drift
glacial topaz
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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

austere fossil
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0.2s delay, and I thought it still did damage it was just tiny so you could only really hit 1 enemy with it?

rancid crest
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nitro's dmg bonus doesn't appear to increment while minelayer's rockets are mines

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any damage bonus they got while in the air stays tho

floral drift
glacial topaz
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fester flea would be good to test ?

bold plover
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By the way, I'm well on my way to getting a shooting range ready to make stuff easier to test.

rancid crest
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does it come with all the features the spawn menu mod removed?

floral drift
tranquil hazel
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has someone figured out the stats of ignited goo?

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what does the fire effect do?

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heat/fire damage?

tranquil hazel
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thank

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pretty good, average 18 DPS

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and keeps things ingited, meaning another average 16 DPS

dense vapor
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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?

shy pawn
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Question: How long will it take to add all the new weapons' cosmetic previews to the wiki?

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Along with the new Frameworks and such

ionic kiln
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Should I post a bug report for none-matched stats for Megnatic Pellet Alignment?

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Some mates of me tested.

ionic kiln
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Sry for bothering, who should I dm to for some CC Protocol related stuff?

high geode
#

EN текст

dense vapor
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what is radial damage? saw it on hiveguard's wiki page
is it the same as area damage?

glacial topaz
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should be the same, can't tell exactly why different names

glacial topaz
weary sonnet
#

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.

floral drift
#

All Radial is Area, but not all Area is Radial. Boomsticks blastwave is my go to example of Area that isn’t Radial

glacial topaz
#

so boomstick blastwave isn't resisted by hiveguard , affirmative ?

floral drift
#

AFAIK yes

glacial topaz
#

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

austere fossil
#

What other non-radial sources of Area damage are there? Is it just Boomstick and Burning Hell?

glacial topaz
#

maybe drak-25 venting OC ? some creature attacks ?

floral drift
glacial topaz
#

behave like area damage means what ?

floral drift
#

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
austere fossil
#

Which is complicated by Ice Storm, I imagine

floral drift
#

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.

glacial topaz
#

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"

floral drift
#

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

glacial topaz
#

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

tranquil hazel
#

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

dawn moat
tranquil hazel
#

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

lavish bone
#

Wasn't the main report for this EPC charged shots?

#

Might also be client related.

dawn moat
#

the main report was demonstrated with EPC charge shots, and the visual glitch happened when I was host

lavish bone
#

Interesting.

timber drum
#

btw i saw a trivia thing in the Mutation section of the wiki saying the allegedly the unknown horror can sprint, is this true?

glacial topaz
#

checking

#

. . . actually that is just stuff to be undone

timber drum
#

what does that mean?

glacial topaz
#

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

timber drum
#

ah

#

could it have been scaremongering?

tranquil hazel
#

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?

glacial topaz
#

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

tranquil hazel
#

3850

#

so it'd have to be the actual total

#

how did hypro do that much damage though?

#

unless you were using homebrew powder?

glacial topaz
#

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

tranquil hazel
#

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

weary sonnet
#

The caretaker health for the eye is total/shared health indeed.
For the intakes (corners) health it is per intake/corner.

glacial topaz
#

considering that the main HP is limited at each third, wouldn't it be more helpful to list the HP of each section ?

weary sonnet
#

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.

glacial topaz
#

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)

rancid crest
#

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?

gaunt cipher
#

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

indigo kindle
#

That's probably a bug.

gaunt cipher
#

Definitely. I can't get it to occur without the elec mod, so I assume it's inheriting the chance to electrocute from that.

rancid blade
#

does the sludge pump dot damage the bulk's weakpoint

short cloud
rancid blade
#

oh i meant the weakpoint hp

#

like it pops them despite getting no bonus weakpoint dmg

gaunt cipher
#

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

ionic kiln
#

uh, I am wondering is Battle Frenzy only stacks with speed boosts from"Rich Atmosphere" and "Sweet Tooth" or... not?

dense vapor
rancid blade
#

hm what about the corrosive dot tho

dense vapor
#

dot isn't area damage

rancid blade
#

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

dense vapor
#

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

rancid blade
#

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

dense vapor
#

it would probably affect goo bombers and nexuses too

acoustic scarab
#

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

shell frigate
#

Could try with calling mule to area blocked off by platforms

wicked cave
#

I think she phases through the dirt.

versed halo
acoustic scarab
#

I didn't check if the hole was there before, but I assume it generated with the cave

#

Just a coincidence

wicked cave
#

Probably same behavior as blocking all available paths with platforms

rancid crest
#

molly will phase through dirt or platforms to get to the drop pod if there's no alternative iirc?

rancid crest
#

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

bold plover
#

There's a boolean that allows them to "force path".

glacial topaz
#

Bosco attacking xynarch is intended or bug ? I didnt check if there is a report yet, but probably there is

arctic prairie
#

How many ticks per second are the in DRG?

glacial topaz
#

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

austere fossil
#

They may mean the engine tick rate

#

Like, how frequently is the world state updated.

glacial topaz
#

which mechanic does that affect though ?

#

or calculations
could be just a random curiosity thing
but can't think of many uses of it

austere fossil
#

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.

glacial topaz
#

maybe limitless, only limited by the machine ? so it can support 120 fps or other things

austere fossil
#

It could be in sync with the frame rate since iirc the HUD ammo counter updates 1 frame after the gun model one does.

tranquil hazel
#

hi i cant find any numbers regarding fluoroantimonic acid and protein disruption mix, like how much extra damage/slowdown does it do exactly?

floral drift
tranquil hazel
#

@floral drift ty ty

barren mural
#

Hurricane question: does nitroglycerin compound work with Minelayer System? 2 guys in general were arguing about whether or not it does

lavish bone
floral drift
lavish bone
#

Sweet

floral drift
vivid hill
# floral drift I've been told that Nitroglycerin _does_ interact with Minelayer, but only while...

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

floral drift
#

🤷‍♂️ 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.

rancid crest
#

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

vivid hill
#

@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

tranquil hazel
#

but I said I didn't care

#

I'm not watching a video

vivid hill
tranquil hazel
#

no

barren mural
#

omg I just saw your name I was literally JUST watching some of your old overclock videos lmao

#

SnowingFate that is

vivid hill
barren mural
#

but yeah I watched the proof vid imma trust you

glacial topaz
#

Also,almost forgot
Caretaker page needs to get all those tips removed and moved to the tips page

floral drift
#

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?

vivid hill
glass star
#

Just noticed that the image of the mactera grabber has a leg clipping through one of its wings

floral drift
glacial topaz
dawn moat
#

Any objections to me changing p[[[[[[[{0}]]]]]]]q from "Supportive" to "Hazardous/Supportive"? Since it can also buff the bugs.

craggy wraith
#

Sounds good to me

dawn moat
#

Is PunchyTurtle still working on the Voice Lines page?

floral drift
#

uh... i don't think PunchyTurtle is in the server anymore...

when did that happen?

shell frigate
#

They still are working on the wiki even when not on the server

#

They have come and gone a few times

dawn moat
#

Should I not touch the page then?

#

Since its theirs on the to-do list

shell frigate
#

You can ask on their talk page

#

But unless you are remaking the whole page you should be fine to make additions to it

gaunt cipher
#

Does anyone know if any of the twins attacks get faster depending on player count, like OG dread stomp?

acoustic scarab
tranquil hazel
#

does the T4 plasma splash 1m aoe from plasma carbine have dmg falloff? not sure if its worth using

gaunt cipher
#

I don't believe so. Generally it's worse than the elec chance, but with impact deflection it's very strong.

tranquil hazel
#

thx

fluid ibex
fluid ibex
tranquil hazel
#

hmm ok thx

tranquil hazel
#

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

glacial topaz
high panther
#

are the armor breaking mods broken now? I can't seem to kill grunts with armor in 2 shots with the m1k anymore.

floral drift
glacial topaz
#

just fyi, I reported that "maybe-bug" now already (not armor breaking one, another)

trail gust
#

Reversed Nitroglycerine OC

dawn moat
rancid crest
#

Uranium could be considered purely hazardous to dwarves? Since everything in REZ is immune to radiation

ionic kiln
#

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

dawn moat
glacial topaz
#

can't creatures also ride elevator plants to get to you faster ? Sconk

#

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

wicked cave
rancid crest
#

That sounds more like a bug

dawn moat
#

No it doesn't

#

They kill themselves on hazards in every biome that has them

dawn moat
wicked cave
#

Thought I've seen loot bugs suicide in radiation as well, but now I can't recall for certain

dawn moat
#

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

glacial topaz
#

those mysterious gold and nitra chunks near electro-crystals... Sconk xD

austere fossil
#

They can also trigger Huulis to flee, evidenced by loose enor chunks (instead of full pearls).

silver mauve
glacial topaz
#

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

dawn moat
#

We don't really need those classifications at all if we're already describing how they work well

tranquil hazel
#

@floral drift thx

glacial topaz
#

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

dawn moat
#

there's already separation for those things tho

#

So the type column is pretty superfluous

glacial topaz
#

good

radiant edge
#

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

shell frigate
#

They still are around

short cloud
indigo raft
#

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

glacial topaz
#

I think it makes more sense to upload on the wiki instead of dumping it all here, cuz makes it harder to chat

indigo raft
#

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

glacial topaz
#

you could either ask if someone wants the images, or ask how to upload
there is no access required , as far as I know

indigo raft
#

But why were the Thorn Pot and Goo Sac removed from the wiki?

glacial topaz
#

which page

dawn moat
#

Are backgroundless images preferred for biome features?

glacial topaz
#

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

wicked cave
#

or meme

gaunt cipher
floral drift
glacial topaz
#

is there more patches planned for S1 ?

floral drift
arctic prairie
#

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?

glacial topaz
#

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 ?

dawn moat
#

yes. breakpoints are the damage thresholds you need to meet to lower the amount of shots needed to kill the enemy

glacial topaz
#

wouldn't that be "to lower the breakpoint" ?
the act of having enough extra damage to change ammo required

arctic prairie
#

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?)

glacial topaz
#

I might have to check the page for clarity later on I guess

floral drift
# arctic prairie Would anybody here know what breakpoints are in DRG? And if there is some way to...

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) = 8 bullets. That doesn't account for the Mouth's 2x Weakpoint multiplier, nor the Light Armor's x0.8 multiplier. Weakpoint would be ceil(108/(15*1.1*2)) = 4 bullets, and if the Light Armor plate never broke then the breakpoint would be ceil(108/(15*0.8)) = 9 bullets. 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.

Deep Rock Galactic Wiki

Most creatures on Hoxxes IV possess some degree of armor, reducing the damage dealt by dwarven weapons. It can typically be destroyed by shooting it, or avoided by shooting weakpoints or non armored body parts.

arctic prairie
#

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.

floral drift
sharp gate
#

I'm very confused about the mechanics of Plasma Splash for the Drak. Do we have info on how it works, exactly?

indigo kindle
#

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.

glacial topaz
#

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

indigo kindle
#

According to Leaving, Plasma Splash has 0.5m max damage radius so falloff makes sense

glacial topaz
acoustic scarab
#

Amusing fact: Hack-C's transfer nodes deal damage upon expolosion

craggy wraith
#

I wonder if you could use that for an instant dreadnought/betc kill or something

bold plover
#

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.

rancid blade
#

m1000 hipster with no mods on the face on grunts maybe

floral drift
bold plover
#

Thank you, so the expected result should be 3 more shots in hazard 5 and it is still alive?

tranquil hazel
#

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

glacial topaz
#

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 Sconk

floral drift
#

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

glacial topaz
#

was it tied to some patch, or do you remember it getting scarce after getting an X number of scrip bonus

floral drift
#

i wasn't paying close enough attention to notice where the correlation occurred

glacial topaz
#

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

rancid crest
#

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

wicked cave
#

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

dawn moat
#

I noticed this as well

#

they were EVERYWHERE early on

#

now they're more scarce

wicked cave
#

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

glacial topaz
#

next up it was supposed to be 25% , but they deleted the 5, and it is now 2% chance

tranquil hazel
#

I'm still getting them relatively often

#

so does anyone actually know the answer to my question about prospector health?

weary sonnet
#

P.S. the health should be the total health, not per segment.

acoustic scarab
#

AoE from grenades doesn't deal any extra damage to weak spots, correct?

weary sonnet
wicked cave
#

Has anyone recalculated (for Season 1) the forge mastery level you’d be at after forging all weapons/cosmetics?

austere fossil
#

Should be 92.0 if you haven't forged any Mineral Cores.

acoustic scarab
#

Does falling into snow negate fall damage or just cut it by a large percentage?

glacial topaz
#

can't it be a flat value too ?

acoustic scarab
#

Ah, thanks

gaunt cipher
#

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?

short cloud
gaunt cipher
#

unless I'm crazy, fall resist platforms melt everywhere

short cloud
#

haven't tested it so I don't know

floral drift
gaunt cipher
#

Cool, that's what I expected. Right now the zhukov page's explanation of conductive bullets doesn't mention that

gaunt cipher
#

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?

glacial topaz
#

we always include the true value somewhere if it has too many decimal digitis

gaunt cipher
#

I'm like 99.9% sure it is, but bullets of mercy's bonus damage is just done as kinetic damage, right?

glacial topaz
#

wiki doesn't specify, so might be better to do so

tranquil hazel
glacial topaz
#

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

austere fossil
#

Is Area Damage blocked by terrain? I always thought explosions right above them could hit them while submerged.

bold plover
#

They can be damaged while submerged.

#

There are like mouth tentacles sticking out.

glacial topaz
#

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

bold plover
#

Makes seeker rounds more useful.

tranquil hazel
#

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

gaunt cipher
#

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

glacial topaz
#

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

bold plover
#

It is rng if it even grabs you.

glacial topaz
#

in before 90% grab chance

bold plover
#

50% iirc

glacial topaz
#

what is the size of the caretaker btw ?
also curious about grunt and praetorian

floral drift
#

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.

shell frigate
#

Why not export all the models into something like blender for this?

floral drift
#

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.

shell frigate
#

Must be some scale number in the files then

bold plover
#

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.

shell frigate
#

Dwarf height is known, laser pointer can also be used

bold plover
#

That is odd. Didn't expect them to put dummies for the hats, lol.

rancid crest
#

What is that

bold plover
#

The bones.

#

Not sure what exactly changes these, but they seem decent like the bottom left bolt cutters.

rancid crest
#

The equipment terminal has a really whack looking skeleton

bold plover
#

It doesn't have any, that is just the guns on the table.

rancid crest
#

Oh

gaunt cipher
#

Learned recently that bulldog's VB inflicts heat on burning targets, prolonging the burn just like subata's VB-currently not mentioned on wiki

glacial topaz
#

interesting, the size and scaling stuff

#

but I thought glyphids had 0.85m on the longest axis, no idea why I imagined that

glacial topaz
#

Gunner shield visual is precise on the size displayed at the terminal ?

weary sonnet
floral drift
celest kettle
floral drift
#

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.

celest kettle
celest kettle
rancid blade
#

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

gaunt cipher
wicked cave
#

curious if anyone has seen similar still-bugged behavior

pure flicker
#

@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.

wicked cave
#

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

tranquil hazel
#

I'm surprised enough people are using AB on the BC to notice the difference

pure flicker
#

❤️ AB on the breach. Allright, I'll try to put a report in.

silent sierra
#

I always thought that the breach cutter ignored armor. Or are people using AB for stripping bugs to finish them off easier?

tranquil hazel
#

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)

gaunt cipher
#

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

tranquil hazel
#

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

gaunt cipher
#

+500% is a really big number and that means it's good

tranquil hazel
#

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

gaunt cipher
#

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

tranquil hazel
#

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?

short cloud
#

Not the place for that

tranquil hazel
#

tell me about it

#

mhm

trail gust
dawn moat
idle niche
#

k

silent sierra
#

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?

glacial topaz
#

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

tranquil hazel
#

I really really doubt that's the case

#

when a bug's toe is in an IFG the bug itself gets the status effect

glacial topaz
#

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 Sconk

bold plover
#

Status, not location.

versed halo
#

huh, it seems Magnetic Pellet Alignment OC got nerfed.
attack speed multiplier went from x0.75 to x0.55 (if my guess is correct)

indigo kindle
#

This is incorrect. The RoF multiplier for Magnetic Pellet Alignment OC is still x0.75, source: fresh unpacked files from Patch 5.

tranquil hazel
#

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?

versed halo
#

more complicated than I thought it would be, how is it still x0.75?

tranquil hazel
#

the current tooltip has to be wrong if the ROF wasn't changed

#

or I'm really bad at math

#

(I am)

indigo kindle
#

Yeah, wait a sec, I'm booting stuff up to verify.

tranquil hazel
#

thanks!

versed halo
indigo kindle
#

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.

tranquil hazel
#

MYSTERY TIME

versed halo
tranquil hazel
#

look what you've done @versed halo

versed halo
indigo kindle
#

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.

tranquil hazel
#

the day is saved

indigo kindle
#

Don't forget to report the stat presentation issues.

tranquil hazel
#

but why did they change the tooltip then

#

was it a mistake, or did they actually intend to nerf it?

versed halo
#

what have I done

#

so it was just a tooltip?

tranquil hazel
#

that's what greyhound said

indigo kindle
#

I mean, that was worth asking and testing.

tranquil hazel
#

definitely

wicked cave
#

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

weary sonnet
#

afaik it is a sphere despite what the visual look like

celest kettle
weary sonnet
#

yes something like that

glacial topaz
#

describing a disk with only one value doesn't seem possible

short cloud
#

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

glacial topaz
#

sounds more like ground status, than aoe attack
or whatever how that thing works
the hit box is what ?

wicked cave
#

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

queen sedge
#

@next sail but why it only shows me this in DeepRockExpedition terminal and not in equipment section

next sail
#

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.

ionic kiln
#

That would be lucky if you found one.

tranquil hazel
#

are spitballers weak to corrosive?

#

it seems like they are

floral drift
acoustic scarab
#

Dense Biozone has a slightly larger dig size than all the other biomes
Is this true re: pickaxe carving?

bold plover
#

yes

#

it is enough for a player to fit through 1 break

acoustic scarab
#

Interesting

weary sonnet
#

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.

glacial topaz
#

best way would be to have a subata projectile or similar be changed to Corrosive element ?

weary sonnet
#

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.)

floral drift
bold plover
#

Sludge is supposed to have impact damage iirc.

obsidian tide
#

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 (

obsidian tide
#

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.

weary sonnet
#

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)
silent sierra
#

@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.

glacial topaz
#

Is enemy behavior affected by hazard ?

bold plover
#

Yes, as well as player count.

glacial topaz
#

Any examples on changes, other than boss-type ?
(for hazard to be more specific)

bold plover
#

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.

glacial topaz
#

is there a friendly patrol bot hard limit ?
just had 2 at once

floral drift
#

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.

tranquil hazel
#

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

indigo kindle
#

They do; I saw that in the Patrol Bot files. This is implemented by having them take 2 damage per tick every 4 seconds.

tranquil hazel
#

2 damage per tick 4 seconds?

#

what does that mean?

indigo kindle
#

Hacked Patrol Bots take 2 damage every 4 seconds as a permanent DoT effect until they die. There, is that better?

bold plover
#

That was their way of capping the amount.

floral drift
#

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?

obsidian tide
upbeat parrot
#

what is the aoe of lok-1 fear frequency? And how many can it affect?

gaunt cipher
#

5m radius

indigo kindle
#

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.

upbeat parrot
#

does the fear chance only apply to locked targets or all targets within the radius?

indigo kindle
#

Fear Chance applies in a radius around the player himself.

glacial topaz
#

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

indigo kindle
#

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.

austere fossil
#

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

glacial topaz
#

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

gaunt cipher
#

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.

austere fossil
#

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)

indigo kindle
#

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.

glacial topaz
#

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%

austere fossil
#

It would appear to scale with shots fired and not locks.

glacial topaz
#

was that reported ? not intentional
is it consistent with other effects ?
not counting the description

austere fossil
#

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.

austere fossil
#

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

silver mauve
#

Does explosion damage fall off with distance from the explosion center

rancid blade
tranquil hazel
#

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

short cloud
#

I shit you not

#

We get at least 2-3 times this topic on the steam forums after every big update.

tranquil hazel
#

yeah, I'm not surprised

#

people see two bulks and a rumor starts because they don't realize how mundane that is

floral drift
#

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.

short cloud
#

Also, people coming back to the game after barely playing it, or not at all in the past month

tranquil hazel
#

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

short cloud
#

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

shell frigate
#

It's likely just people rolling some unlucky spawns and such, bound to happen with the numbers playing

short cloud
#

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

silver mauve
#

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

tranquil hazel
#

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?

trail gust
#

nah

#

it's 810 on h5

#

Use ely's table

#

@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

tranquil hazel
#

I see, thanks for that

#

what's it mean where it says the tentacles have a "fake weakpoint"

trail gust
#

it doesn't get amplified with weapons mods

tranquil hazel
#

that's really weird, but ok

vivid hill
#

Stunner on the wiki is using the wrong Image, it should be the stun symbol but it's using a mag size symbol

vivid hill
weary sonnet
#

@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).

vapid trellis
#

@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?

vapid trellis
#

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)

silver mauve
#

Oh I just used meatshields data

#

So u can ask him about it

floral drift
#

he already did, that's what got him started on this project

glacial topaz
#

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

vapid trellis
#

is it possible to find the source code that calculates it?

floral drift
# glacial topaz is the drak overheat duration the delay needed for it to start cooling down from...

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.

glacial topaz
#

always forget the overheat thing doesn't let you start firing again at like 30% heat

tranquil hazel
#

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?

rancid crest
#

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

tranquil hazel
#

I figure if the thing I said is true they're an exception

rancid crest
#

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?

tranquil hazel
#

swarmers aren't always on the spawn table

weary sonnet
#

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.

tranquil hazel
#

that's what I assumed, thanks

cobalt lake
#

There seems to be an error in the description for Impact Deflection (Plasma Carbine OC)

glacial topaz
#

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

cobalt lake
#

Did the devs mess up

#

Oh

glacial topaz
#

now no idea on which one is wrong
if it is 2 or 1 bounce, someone should know more

cobalt lake
#

Impact deflection is literally the only OC I use and I still don't know how many times it actually bounces

full sleet
#

It only bounces once now. It originally bounced twice on the experimental branch, but they nerfed it before season 1 released

glacial topaz
#

now patch 8 to fix that text

tranquil hazel
#

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

glacial topaz
#

Were those reported ??

fossil jasper
#

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!

dawn moat
fossil jasper
#

Thanks so much! I'll move my questions to there instead :)

glacial topaz
#

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

floral drift
#

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.

glacial topaz
#

the added heat from the lok chemical rounds then
can it happen the other way around ? Cold added when about to Thaw

tranquil hazel
#

it happens a lot around those oases in glacial strata for obvious reasons

coral moat
#

does anyone know if ecr explosion can trigger t5 fear on lok1? or how the t5 fear works

glacial topaz
#

last I heard "15% Fear Chance that increases by 15% per each lock, radius is 2.4m + 0.15m per each lock"

austere fossil
#

*per shot fired

glacial topaz
#

confused on the part that we were to test it vs reporting it as working like intended

#

rip full fear with Swarmer

floral drift
glacial topaz
#

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

glacial topaz
#

better to have it added on the wiki later on, if I remember

weary sonnet
#

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.

wicked cave
#

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

acoustic scarab
#

Yes, I included them at the end

wicked cave
#

Cool. Reddit on mobile browser is often an…incomplete experience

acoustic scarab
#

I use Relay for Reddit (Android)

acoustic scarab
#

I can read it

tranquil hazel
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I can't

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you probably can cause you posted it?

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idk

wicked cave
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Earlier, on mobile browser, I just saw the one picture with the crowdsourced data plot, no text or other pics

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Currently I see (on PC):

wicked cave
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So it does appear that the post is screwed up

acoustic scarab
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Oh, now that I think about it, there was a hiccup when I clicked "submit"

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It was stuck processing the request. I went to my page and saw my thread there, and assumed it was posted normally

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repost

wicked cave
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it's...still not working

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at least here, on PC browser

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same problem

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and I did do a hard refresh, it says posted 5 min ago

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(we can take it to PM)

acoustic scarab
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Well this is strange

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Me seeing my own posts but not others sounds like a shadowban, but that can't possibly be true, there's something else here

wicked cave
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easy enough to test, pop open a private / incognito browser (without your login cookies) and check anonymous visibility

acoustic scarab
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Okay it didn't work until I tried to post it as an image post (instead of a text post)

wicked cave
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"Honorable mention to GhostShip Games for playing their game on Twitch and providing valuable data with low XP from failed hazard 5 missions." 😆

tranquil hazel
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anyone happen to know the % chance a present will drop an error cube?

tranquil hazel
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wow, that's very high

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explains how I've gotten 2 today

tranquil hazel
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can gunner stickynades fear the same target twice?

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for example, you throw it onto a praeto and it gets feared

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then during that fear, the nade explodes

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can the explosion fear it during the first fear?

tranquil hazel
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quiet you

vivid hill
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I mean I've been playing with stickies for a tiny bit

vivid hill
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Fear can not be reapplied on an already feared creature

tranquil hazel
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that doesn't prove it, it was only two times

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also it was a frost praetorian in salt pits, I don't trust hackers

vivid hill
tranquil hazel
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what if every time it got feared the second time it just kept moving in the exact same direction it was already moving in?

vivid hill
tranquil hazel
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yeah but it just didn't happen that time

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the second fear is only 100% FF so there's a 50% chance it'd be resisted

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show a recording of you doing it 100 times in a row so I can be sure it's not a fluke

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but I won't watch it tonight cause I'm going to sleep soon

vivid hill
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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

bold plover
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Afaik fear cannot be reapplied until they reach their original destination like 10m away or so.

vivid hill
tranquil hazel
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unlike this charlatan

floral drift
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i have not seen any evidence that Fear can be reapplied before its original Flee Distance has been fulfilled.

trail gust
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if you could some bugs would've already ran into the space scared of dwarves in their own home environment

versed halo
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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

floral drift
versed halo
limpid forge
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ah yes; the floor is made out of floor

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from the Caretaker's page

glacial topaz
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that should be on the description of the mission, not really trivia, btw

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also fear being reapplied probably is easier to check if you have a fast firing 1000% fear weapon

silent sierra
# limpid forge ah yes; the floor is made out of floor

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."

silent sierra
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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?

floral drift
silent sierra
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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.

weary sonnet
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Do you mind telling me what mod you mean? I must have missed it.

bold plover
weary sonnet
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ty

silent sierra
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Yeah, that's the one.

bold plover
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It is nice to see that the help that I gave them managed to get a nice mod made.

indigo kindle
# silent sierra Hey, seeing as Persistent Plasma deals its damage via a status effect when bugs ...

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.

silent sierra
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Yeah I just ran the same test. Persistent Plasma did stack with Plasma Trail, but it did not stack with Explosive Goodbye.

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That's a little unfortunate, but good to know.

dense vapor
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what a coincidence, I came here to ask if persistent plasma stacks with itself, got my answer and more rocknstone

tranquil hazel
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hey @floral drift, in the DPS calculator, what does it mean when an option has a red outline?

floral drift
acoustic scarab
wicked cave
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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.

acoustic scarab
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I must admit it never occured to me to note such a minute detail

wicked cave
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It’s a pretty big time saver for teams that like to predrill

tranquil hazel
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I don't think anyone is pre-drilling to save time

wicked cave
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Not quite what I said. 😉

acoustic scarab
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Yeah, I always wonder if players who pre-drill are the same players who complain that Escort is too long

vivid hill
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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

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only thing I can find searching for changing bug pathfinding is repellant

wicked cave
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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

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I had a similar hypothesis about sticky flames affecting pathing a while back but couldn’t prove it

weary sonnet
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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

acoustic scarab
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Aww, murder snowflake!

celest kettle
glacial topaz
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wonder how much damage radius you would need to damage all of those

weary sonnet
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You can work with that image from MeatShield if you want to calculate that:

glacial topaz
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2.73 each, so couting the middle, around 3 grunts of radius , so like 8.19 radius

weary sonnet
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I would say roughly 4× mouth to butt length so ~7.2m radius?
Since they are overlapping a bit

glacial topaz
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well... not even fatboy gonna be enough
being limited at 6.5m

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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

silent sierra
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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.

silent sierra
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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?

floral drift
spare bloom
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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

silent sierra
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Awesome! Thank you guys so much. I'll definitely go check out the video as well.

craggy sentinel
glacial topaz
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Weird, the boosted converter just seems like a weaker improved generator,

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Only near the end it surpasses the other one

stark tulip
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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

tranquil hazel
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hello, question about the damage numbers mod

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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

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this is because of damage resistance, right?

thick pelican
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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

tranquil hazel
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it has to take WPs into account

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otherwise it'd say it did 6 damage when I hit the warden bulb, instead of 17.2

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I think it has to be doing what it's doing because of damage resistance

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enemies don't actually have more health, they just take less damage

thick pelican
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Oh

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So it displays True HP instead of eHP?

tranquil hazel
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but why 96?

thick pelican
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48×2

tranquil hazel
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right but I also noticed it doesn't seem to display damage past the enemy's max health

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if you just one tap a grunt it should just show the full health

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but that shouldn't be 96, it should be 90

thick pelican
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Yeah I figured as much

tranquil hazel
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unless I'm missing something

thick pelican
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But when I focus shot a Slasher with the same parameter, it displays 148

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Which is the average Slasher HP

tranquil hazel
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that's correct

thick pelican
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Weird

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Well, more like confusing

tranquil hazel
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so like, I hit praetorians in the face with the EDs and it did 5 damage per bullet

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and I think it did like 11.something to menaces in the face

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I'm confused

thick pelican
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If damage displays uses values we're not used to, it's bound to be confusing

stark tulip
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Embedded dets do internal damage, I think it's called
I remember a discussion about it once

thick pelican
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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?

tranquil hazel
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ok so it'd be 11.5 for 2x WP, and it would actually then be 17.25 for x3

tranquil hazel
thick pelican
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Why does it flashes yellow then? It's so confusing 😂

tranquil hazel
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because it's still hitting the WP

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I mean you can clearly see if it's actually doing double damage or not

thick pelican
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So my impression of the OC was due to placebo effect

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Bummer

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Not to mention it's a bit stupid

tranquil hazel
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it's too punishing for not enough reward

thick pelican
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Relegates GR to so-so swarm clear or frozen targets prioritization

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Wish it still benefited from regular WP

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Heh, I'm still gonna use it

tranquil hazel
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just lower its damage bonus but let it benefit from WPs

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zhuks should have a real +damage OC FFS

thick pelican
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If it did benefit from WP in it's current state, a 23232 build would kill a grunt in 6 (3) bullets

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I wouldn't mind that nice

dense vapor
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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?

dawn moat
dense vapor
dense vapor
dawn moat
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yeah they're all radial damage

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so no frozen/wp bonuses

dense vapor
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thank you, wiki is not updated for the new weapons yet 😛

dawn moat
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thank Meatshield, I'm just the messenger

rancid crest
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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

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The list of enemies that satisfy those requirements include: praetorians, oppressors, dreadnought shields, betc, rolling shellbacks/younglings, korlok core, caretaker shields