#wiki-related-chatroom

1 messages · Page 66 of 1

analog rock
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It is impossible for the dreads to get to the same point, by design (if it happens, then it's a bug)

wicked cave
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Scaling health gained with Haz wouldn’t make much sense IMO as they already get scaled DR

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So they kinda get scaled eHP gain anyway

glacial topaz
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How is it impossible,

analog rock
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Maths, I guess ?

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Some equation that would make them able to be close but not equal ?

glacial topaz
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Twin A hp = X
Twin B hp = Y
To make it equal they must have
(X +Y ) / 2 hp
If X > Y,
Twin A must lose (X - Y)/2 hp
Twim B must gain (X - Y)/2 hp

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Which is just saying
"Get the diference in hp and bring both to the mid point"
Quite simple formula, meaning the reason is the limit on how much hp can be donated, and that it is not a 0 sum game

acoustic scarab
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Expect that it's more complicated than that.
Twin B must gain (X-Y)/2 * m*(X-Y), where "m" is some constant that I assume to be >1
If Twin A just loses (X-Y)/2, then it'll end up having less health than B, and their health isn't going to be equal. Therefore, Twin A must lose less then (X-Y)/2 by some amount to make it equal to (X-Y)/2 * m*(X-Y)

glacial topaz
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It is not complicated at all
It is just different how they Want it to function

glacial topaz
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unreleased patchnotes ?
just got an update for the game today

silent sierra
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Hey I was poking through the EPC files and found a block on the charged shot indicating these values:

MinDamagePCT: 0.33,
DamageRadius: 200.0,
MaxDamageRadius: 125.0

I'm assuming that the radius values are centimeters, which would put the radius at the 2.0m we have listed on the wiki, but then the max damage radius would be at 1.25m which is lower than what's listed on the wiki.

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Do we have the right value listed and I'm just interpreting the numbers wrong, or is the wiki currently incorrect?

glacial topaz
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first thing is to check patch notes
other is to assume sneaky change on S1 that we didn't notice
also, to use tools and test it out

silent sierra
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Alrighty!

acoustic scarab
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There's a tweet about a PS quickfix

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Probably why there was a download but no version change

glacial topaz
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now that is new
got some faulty nanite bombs, only exploding after the second or third throw

acoustic scarab
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I have those regularly. I've always assumed the bomb has to hit the orange/unarmored part to go off, but I've never actually tested that

glacial topaz
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doesn't it explode for hitting the ground too ?
I have seen plenty of times it go off but no damage done
usually for throwing it too weakly

silent sierra
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I've been running some experiments with a modded EPC and have found that both corrosive puddles and gas clouds are only taking half of the converted heat damage. I can't figure out the reason for it. The direct 5 heat goes through just fine, but the only way to get the EPC to ignite puddles and clouds with the expected number of shots was to double the heat conversion from 25% to 50%.

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I tried seeing if the electric damage conversion had anything to do with it, but even if the EPC dealt 100% electric damage there was no difference.

glacial topaz
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<@&296918282403840000> ☝️ scam (issue solved)

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And about EPC, guess we will know next Season if it will get fixed
Was it reported ? Wonder if intentional somehow

analog rock
barren linden
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any wiki friends know how to access gun "accuracy" stats?

austere fossil
plush hull
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how do you generate the lines that sit under headings/sub headings? can't seem to see where they are from.

plush hull
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oh the lines for sub headings aren't generated in preview. ya nvm, all the lines are just generated on publish. 👍

weary sonnet
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Fandom preview is pretty bad compared to the one we had with gamepedia, some format and template don’t generate properly and if you are modifying a template, the preview don’t work at all.

acoustic scarab
acoustic scarab
glacial topaz
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Did someone said it killed everywhere and didnt check for radius ?

acoustic scarab
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No, but I assumed the Ommoran worked like machine events and kills everything around it

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Apparently bugs that are sitting directly at the center of the explosion are safe

glacial topaz
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How would that even work
Bug ,?

analog rock
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I though the Ommoran explosion did a set amount of damage...

dawn moat
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Oppressors and Bulks will survive pretty regularly

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Not sure it has anything to do with radius

silent sierra
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Hey I'm going to be updating the Max Damage Radius on the EPC to be 1.25m instead of the currently listed 1.5m. The game files list it as 1.25m and it seems accurate from observations as well.

glacial topaz
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Hmmmm, cant check now, but curious to see at which moment it changed

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What was used to observe btw ?

silent sierra
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I had to spawn in a bunch of lootbugs and use the damage display mod. I don't know how LazyMaybe has been spawning in enemies that have their AI turned off, so I just went with one that hardly moves.

glacial topaz
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Any luck reporting puddle epc heat bug ?

silent sierra
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Oh yeah, I reported that last night.

weary sonnet
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From what I can see, looking in the files history, that value was changed during U29 from 1.5m to 1.25m.

glacial topaz
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Now that makes more sense

glacial topaz
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Losing elite deep dive resets the 5 haz5 in a row achievement ?

bold plover
silent sierra
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A mod for it would be pretty helpful for testing things like hitboxes and positioning.

short cloud
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if only we had a shooting range

bold plover
short cloud
tranquil hazel
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does pots of gold work with pickaxe power attack, does anyone have a definitive answer on this?

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cant find any info on wiki

tranquil hazel
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how do you know? did you see this information somewhere or did you just test

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seems similar amount when testing, but it could be that power attack just destroys a larger chunk of gold compared to regular mining

dawn moat
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I just tested it on suitable vein of gold. Got 8 gold from without pots o gold, 28 with pots, from a similarly sized section about the same distance away. accounting for the fact that this isn't all actually perfectly uniform, that sounds about right

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tested with spawn menu to give myself pots o gold mid-mission

glacial topaz
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That would be quite the odd bug to have

tranquil hazel
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@dawn moat thanks

glacial topaz
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Anyone knows how many seasonal challenges were done in total to get to PP level 100 ?
Hmmm, or just the current level + season challenges completed

glacial topaz
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The total appears on the perk - milestones screen, so wonder if season 2 will have a separate counter, or just join s1 and s2 together , probably the latter

sharp gate
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I'm a little confused about electric procs... Do they stack or not? Because I swear I've seen two different electric dots (with different colors) on the same target.

Also, will a weaker dot refresh/override a stronger one? Is it just the latest application, or does it do some checks?

weary sonnet
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Electric procs from the same source don’t stack but refresh duration.
Didn’t test how different source of electric proc works with each other.
As for the icons, it could be from a slow, IFG or something similar.

dawn moat
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The electric status icon is also used by many other status effects but with a different color. Azure weald's error pillar buff has dark blue, the gravity well's are lighter blue. Hot rock in Magma Core is dark umber, and snow in Glacial is white

glacial topaz
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Most probable electric combo is stubby and bosco I guess

floral drift
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to the best of my knowledge, different Electrocute status effects can stack but it still only shows one Electric icon, i think.

Bosco, SMG, and several other places use the default 3 sec Electrocute. M1000 and Drak25 use the 4 sec Electrocute. having trouble remembering if BRT and GK2 use the same 6 sec Electrocute... then BC's High Voltage Crossover is the last one I can think of, another 4 seconds but higher DPS.

silent sierra
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With the damage text mod it should be fairly easy to test this actually. Just spawn in a Haz 4 praetorian and proc once with the Stubby and Proc again with the Breach Cutter.

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Against expectations it looks like the High Voltage Crossover is actually not reproccing the electric DoT on enemies that are already afflicted. I haven't tested other sources of electricity yet, but so far it seems like the two electric procs don't interact at all.

floral drift
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to clarify: you mean that the damage per tick does not increase when the second Electrocute would be applied?

silent sierra
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No I mean that neither the damage per tick nor the current duration of the DoT appear to be changing.

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I do not currently have the time to dive much further into testing, but later I'd like to make some recordings of it and compare the footage to get a better idea.

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From what I've seen in initial tests, however, it looks like the Stubby's electric proc cannot be refreshed or overwritten by High Voltage Crossover and vice versa.

dense vapor
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can enemy health values have decimals in them or are they rounded to full numbers? I'm curious about the glyphid swarmer page on wiki and how much damage is needed to kill them, since weapons deal damage in full numbers

weary sonnet
dense vapor
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I see, thanks

glacial topaz
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Considering the HP is fixed , and what we use is Effective HP, the only thing that would change is damage taken

trail gust
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Does ingredient x work on twins?

silent sierra
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I don't see a reason why it wouldn't, and it appeared to be working the last time I tried it on them.

glacial topaz
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aren't machine events supposed to stop swarms ?
during haz4 PE, while doing a tritilyte, MC said "swarm is upon you"
and then I got like 9 webspitters, and multiple grunts, felt way more than just a regular swarm, as if I got 2 swarms together

hot cedar
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lol they never fixed the pe me swarms

short cloud
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not in PE at least

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but PE kinda has specific swarm triggers so you know....

glacial topaz
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so bug, and not intended interaction ?

hot cedar
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yeah swarms shouldnt happen during me's

short cloud
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Best ask the devs on the next stream

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or whenever you get the chance

glacial topaz
glacial topaz
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right, just got a leech right above the mine head on PE
is that yet another unknown change ? (haz4, dense biozone, 7 aquarqs)

austere fossil
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That's referring to the Cave Leech Cluster Warning, not Cave Leeches in general

hot cedar
glacial topaz
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interesting, in case they think it was fixed, probably better to make them aware it got unfixed

glacial topaz
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first one was from a regular haz4 , second was from heavy modding
shows how much one twin donated, and how much the other received, with the green bars to compare the increase in difference
oddly enough it was quite hard to make them heal without doing much damage, I needed like 30-40% HP damage, if not more, on a twin to get it to work, and that doesn't seem right... not sure why is that

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though interesting to see that the "x3 HP" part stayed the same with different damage taken,
just left to see if it is always x3 or not
(btw, both were manually spawned in)

glacial topaz
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I guess the increase is how much HP will be donated then, maybe always proportional to make both at close enough HP bars
probably will need to take notes on the HP values

silent sierra
silent sierra
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The video file is too big to upload, so here's a link of a super short showcase of what I'm seeing with the Electricity DoTs.
https://youtu.be/IZvfRdbi5rE

silent sierra
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I'm going to go ahead and update the "Can Be Refreshed" line in the Electrocution section of the Status Effects page if that's alright.

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Actually. Before I do that there is one more thing to try using mods.

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Okay @floral drift you were partially correct about Electric DoTs stacking but showing only one icon. Some of them do stack, but others won't stack with each other such as the Stubby and High Voltage Crossover.

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High Voltage Crossover is stacking with Electrocuting Focus Shot, but not itself or anything from the Stubby.

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Electrocuting Focus Shot does seem to be refreshing itself as well.

indigo kindle
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You could have just asked a few veterans to chime in on the topic of electric DoT effects stacking.
The rule is: if the effects have a separate STE file (which can be determined by checking damage per tick and electrocution time in most cases), they will fully stack. I abuse this unwritten interaction in CVO on Engineer's turrets. If the effects reuse the same STE file (aka exact same duration and damage per tick), they won't stack. HVC and Stubby should stack, they use 2 different effect files.

silent sierra
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Well that's the thing. I'm looking at some of these files now and it's not looking like that's holding true in a few cases. Such as, for example, the SMG and LineCutter STE files indicating separate status properties but not stacking and are in fact impeding each other.

indigo kindle
silent sierra
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I see. I guess the obvious speculation would then be that the Engi being the only class with electric DoTs in both primary and secondary slots had a part to play in that being there.

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It's a little odd, but I guess the general rule still stands then.

indigo kindle
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Hah. The obvious speculation would be that GSG forgot to put that in other electrocution-based effects so they don't stack at all.

silent sierra
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That may also be it.

floral drift
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🤔 well if that EXKEY is only in SMG's 3 sec and HVC's 4 sec, does that mean that GSG only wanted to prevent Engineer from stacking Electrocutes by himself but they wanted the DoTs to stack when mixing classes?

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indirectly encouraging teamwork and diverse team composition

silent sierra
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I'd assume the latter if not for the Electro Minelets and Electrocuting Reload using the same STE file.

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I'm curious if they did or didn't intend for the plasma fields to stack as well given how Explosive Goodbye and Persistent Plasma use the same status file while Plasma Trail uses it's own.

glacial topaz
# glacial topaz first one was from a regular haz4 , second was from heavy modding shows how mu...

ok so some stuff I observed for twins

  • the Twin with More HP is always donating 1/4 of the HP difference (between both)
  • the Twin with Less HP is always getting 3x the HP the other Twin donated
  • When one of them is at low HP, they will not heal, however I am not sure how low it must be
  • the HP difference to trigger a heal so far seems to be 40% if I round it, but I want to try figuring that one better
    // thoughts ? Planning on adding to Wiki later (also fun how that is such a simple way to make both at the same HP, since losing 1/4 leaves you with 3/4 , and healing triple of 1/4 leaves you at 3/4 too)
austere fossil
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My guess for the behind-the-scenes logic is:
Greater HP Twin: remove diff * X hp
Lesser HP Twin: add diff * (1 - X) hp
Any X between 0 and 0.5 would give you a positive amount of total healing (smaller X = more healing) and result in equal HP at the end.
In this case X being the 0.25 you've found.

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Side note: 1 - 2*X gives you the "healing factor" aka how much of the difference is regained per heal, this case being 50% of the difference

glacial topaz
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the table I used to take notes, using %, 1 being 100%

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Difference = HP gap right before heal,
Donation = how much HP was lost to donating
Healed = How much was healed

austere fossil
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Did you manage to get a heal with one Twin at like 1 hp?

glacial topaz
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0 means no damage btw (so values on left side are damage %)

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but no, this is an example of it not wanting to heal, the HP gap was of 50% way more than it usually needs

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so it is like "enough difference to make it heal, but not enough damage that makes it unable to heal"

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hmm, odd that it healed being at 95.96% damage so barely more than 4%...
wonder if the "no healing" trigger is really that much lower, maybe 3%...
also if the HP gap really is that greet (to trigger heal), being 40%...

austere fossil
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Is it different on different scalings?

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Like solo haz1 vs 4p haz5

glacial topaz
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I didn't check precisely, but at least solo haz1 to haz5 got me a lot of trouble to get them to heal

austere fossil
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Thinking it could be a static value instead of %

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solo haz 1/2 they might not have enough HP to ever trigger it

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If your spreadsheet is haz4/5 that'd put the static value somewhere around 1300, which is higher than their hp at low scaling

glacial topaz
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I know I used haz1 since it is the only way to make one be at 5% HP while the other is at 100%
but forgot if any values were using haz4 (I know I used that, but not if I put in table, probably)

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kinda slow process of doing small damage , and waiting some time to see if it will heal after the attack stops
not sure if there is some extra check for them to decide to heal, such as that even with enough gap, it will not heal

bitter mango
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anyone know what is the exact value for SBB's damage boost?

dawn moat
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says it on the wiki page

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+5.5 direct damage

bitter mango
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bare with me but

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where does it say that

short cloud
bitter mango
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I feel downright stupid, but I cant find pages like that for overclocks

bitter mango
short cloud
bitter mango
trail gust
short cloud
bitter mango
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damn Im blind as hell

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thanks

short cloud
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when you get on the wiki => equipment => click whatever weapon you wanna check => everything's describe in here

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that's the easiest way to get the info you want on a weapon

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and his overclocks

bitter mango
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thanks again

glacial topaz
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oh lol, rock solid is tied to the steam / game instead of individual save files
lost progress on it for quitting haz5 games during my twins testing

rancid crest
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the listed effect and description seem to be contradictory?

glacial topaz
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oh yea, I forgot about that
so, basically A LOT of stat names changed, that we were unaware
some that are not even appearing on all weapons yet
e.g. hurricane lists damage as "direct damage" and "area damage", while thunderhead, only uses "damage" (for direct) and "area damage"
that napalm one has another name in game iirc,

rancid crest
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Why does cold radiance have a minimum dmg stat

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^wiki lists its max dmg radius to be the same as its actual radius

glacial topaz
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it was 3m before, so just leftovers from that time

glacial topaz
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we need a way to change the damage type, using custom labels won't work since it puts the text at the end
but as of now, the only options are damage, and area damage, without thr direct damage option

silent sierra
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Something else we could stand to improve is our consistency with the use of hover-over dialogue vs putting additional information in parenthesis in the weapon mods table.
When comparing the Flamethrower mods table with the Sludge Pump mods table it should be evident how both options provide a very different experience to readers.

glacial topaz
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crspr is much older article

silent sierra
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I'm personally partial to the older articles' use of parenthesis, but my opinion isn't so strong that I would be opposed to updating them to use hover-over dialogue boxes. I can go through and update the older mods tables later today if you'd like.

glacial topaz
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I know I didn't work on the newer weapons
but can't recall if I was the one that added the parenthesis on the first weapons either
by all means parenthensis works really well when done correctly,

wicked cave
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Hover-over is hidden on mobile, no?

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Another plus for parens

weary sonnet
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There is a way to replace it / make it work in some way on mobile, but it isn’t implemented for now.

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This is the tool that would allow it:
https://dev.fandom.com/wiki/WdsTooltips basically it would replace the hoverover by a click to see a popup on mobile.
Still as you said parenthensis works all the times, just saying that this is a possibility.

glacial topaz
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nah, was turtle, at least for the specific part I was looking
though the tool will be useful since a bunch of places have the hoverovers
for mods table effect column, parenthesis whenever possible is good

weary sonnet
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The tool still need to be tested on mobile, but there is a demo on the page I linked so that should be enough for a quick test to see if it works as intended.

glacial topaz
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ok, one thing
some effects in game have a label on the mod / OC , and another on the weapon stats
such as hurricane using both "AoE" and "effect" for the same thing
which one to even use when listing effects on wiki ?

plush hull
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speaking of consistency: I was gonna start making the sections on the weapon pages consistent with each other. Is there any preference for having an "about" section vs not having it? for reference 8 of 12 primary weapons don't have an about section (gk2, m1, lead storm, and thunderhead do have 1) & 4 of 8 secondary weps don't have one (bulldog, brt, boomstick, and zhukov do)

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the about section (on pages that have it) just moves the descriptions, unlock table, and initial stats table from the top section their own section.

glacial topaz
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about is for mechanics that need explaining
if the weapon has nothing different, there isn't what to say,

plush hull
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isn't that the "understanding the weapon" section?

glacial topaz
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that is just the header lol, they both have the content

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just the BC doesn't include "about"

plush hull
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ya, i think that was what i was trying to say lol. so for consistency, should pages have the about section or shd everything just be in the top section?

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and whats bc stand for?

glacial topaz
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Breach Cutter

plush hull
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ah

glacial topaz
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20 weapons, how many have about on them

glacial topaz
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wonder why

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on what they have in common, or when that happened

plush hull
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it's gunner/scout 1st & 2nd primary/secondarys, so probably just whoever edited those added the about section.

glacial topaz
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BC had about section before, but got removed

plush hull
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was there a reason?

glacial topaz
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might have been discussed here

plush hull
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ah, well found this at least

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lol might be inconsistent with fandoms manual tho, gonna go check. but if thats the standard on wikipedia then it's probably 👌

glacial topaz
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I guess the removal of about sections got stopped in the middle

plush hull
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ah i see, alright ill go ahead and remove the about from the 8 weapon pages. seems like some other pages have about sections too, like each of the dwarf pages but at least those are consistent with each other. so probably gonna leave them for now

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unrelated: is there any sort of process or guidelines for removing a category from a page? wanted to do some work on reducing the amount of 'stubs', 'cleanup', and 'potentially out of date' pages but didn't know under what circumstances those categories are removed or if there are specific things that need to be improved, etc

glacial topaz
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first have to cehck what is wrong
and then can always discuss here on what was changed, and if it should be moved out,, etc

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check if that Drak got everything other weapons pages have

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I guess it was added early on, and not removed

plush hull
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ya it does 👍

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did some work on it a couple days ago

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oh actually not sure i went over what usually goes under skins/gallery

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oh weapon skins page hasn't been updated with 3rd primary images, didn't realize that lol

plush hull
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got secondary weapon about sections removed, will work on primaries tomorrow. the empty space created by having all the info tables in line on the right side is kinda weird but it is consistent at least lol

silent sierra
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Bullets of Mercy's entry in the overclocks table seems a bit overkill given there's an explicit explanation of what causes its effects in the description column.

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It currently looks like this:

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But would it be better as something like this?

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Or maybe this?

glacial topaz
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description and effects columns are 2 different things

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descripion is just how it is said in game

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where the details / true effects are said on the effects

silent sierra
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Alrighty then I'll leave it alone.

glacial topaz
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Hurricane Nitroglycerin icon is missing, do we have any clues on it ?

plush hull
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ah nice 👍

glacial topaz
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:S did they used a scrapped OC icon for that hurricane Mod... lol nice
uploading it then

glacial topaz
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oh lol, forgot how to do it, since the table uses upg icons, and I am trying to use an OC one

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right, done

plush hull
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shouldn't the image be tagged/categorized as upg icon instead of oc anyway? since it's a mod icon, or is that icon also used for ocs?

glacial topaz
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the name used is the original one
which is why you see the same image used as upgrade and OC

plush hull
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ahh i see

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weird lol

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ah wow ya never realized how many of the icons were used in both mods and ocs lmao

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mind putting the category tags and licensing info on that page whenever you get the chance

glacial topaz
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Should I make a new section for the twins healing attack, or just include it on the big battle description ?
leaning towards a section...

plush hull
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my votes for a section, it's a pretty unique mechanic

glacial topaz
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added the share %s, not much luck with what triggers it though...
thought it was 44% HP diff, but not consistent, as sometimes way more is needed, like 50%

glacial topaz
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I used hazard 4, 4P btw
so thing should be % based, just the other values need to be checekd for consistency on heal trigger

wicked cave
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Anyone know how to check spawn rate for (flying) prospector event, and if it changed in latest update? Played 5 missions and got 3 prospectors

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Could just be a fluke, but I could also see how they might tweak the drop rate to nudge along that late season PP gain

glacial topaz
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last I know we have 0 clues on that

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is the 2500 data rack one limited quantity too ?
I stopped getting sabotage challenges since some a bunch of them...
if I get none by level 100 I will have to rely on just doing it for milestone completion

silent sierra
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I stopped acquiring Scrips from the Data Rack challenges after acquiring a certain amount. I hadn't finished leveling the performance pass yet and the amount I got from Data Rack challenges and Data Cells gave exactly enough for the performance pass to fill up the cosmetic tree.

weary sonnet
glacial topaz
silent sierra
somber summit
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How does fractional damage work? It's the SBB's 14.5 damage rounded at all?

silent sierra
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Enemy health is stored as a Float value I believe, so it's able to be a non whole number. Damage is very often caught between two whole numbers because of how hazard scaling works, and I don't believe there are any places where it does any rounding for the most part.

short cloud
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a lot of damage are fractional in the game anyway

rancid crest
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Due to hazard scaling applying as a damage reduction effect, I think almost every amount of damage ends up having a fraction under the hood?

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When discussing enemy hp and damage amounts, there’s almost always an implicit e (ffective) in front because discussing true hp/dmg is a mess of decimals

bold plover
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Only thing that I know of that rounds is resupplying stuff like Det Packs.

silent sierra
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A good chunk of the pickaxe damage is literally never a whole number. There's 11 direct damage and then 16.5 area damage around the tip.

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Float values can store quite a few decimal places without needing to round too, so I don't think the game has any scenarios where it's needed.

somber summit
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Thanks

austere fossil
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Instead of 40 * 3 = 120 it's actually 40/1.2 = 33.3 , 33.3 * 3 =/= 100

silent sierra
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Right, I didn't think about the infinitely repeating decimals like one third and one sixth.

glacial topaz
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wait, explosive reload (subata), isn't supposed to work against OG Dread shells ?
even if I hit the shell directly, reloading does nothing,
only main HP is affectect when it is broken

trail gust
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shell jams radio waves and by the time you break it - detonators are already melted inside the shell

floral drift
#

mechanically, the Explosive Reload/Embedded Detonators only accumulate when they damage an enemy's primary healthbar. Heavy Armor, Unbreakable Armor, and OG Dread's Shell all prevent the bullet's damage from affecting the enemy's health, therefore ER/ED doesn't build up for reload detonation.

glacial topaz
#

So sad

rancid crest
#

^this effect is consistent in that it works the same for dwarves too

#

if you shoot someone and they have shield, it doesn't embed dets, but shooting them while they have shield down will embed

glacial topaz
#

Wish it was damage to shield = explode shield

wicked cave
#

Sorta makes sense tho, detonators can’t embed in something impervious

glacial topaz
#

so bullets just bounce off

glacial topaz
weary sonnet
#

The base idea seems right, until you notice explosive guts exists.

trail gust
#

alternating gameplay mutators

glacial topaz
#

page is kinda confusing ...
the intro says "Warnings are negative mutators and Anomalies are positive or neutral mutators"
then warning section says Nothing
and mutators says "Anomalies are the polar opposite of warnings, providing beneficial mutators to a mission."

wicked cave
#

Anomalies vs mutators definitely doesn't seem like a "polar opposite" - it's not that black and white. IMO low gravity can be a "neutral" one as well, since you can't maneuver / dodge as fast in the air as you can on the ground. I hate low grav elimination missions for example

austere fossil
#

Or Low Grav Mactera Plague

glacial topaz
#

how do differentiate the 2 ? other than one giving more hazard bonus
so page can be improved

floral drift
#

one is red, the other is yellow.

floral drift
plush hull
floral drift
#

both are just random mission change-ups. red ones are universally harder to deal with, but give more reward.

austere fossil
#

Warnings' rewards/benefits are seen post-mission (haz bonus) while Anomalies' are seen mid-mission (more gold/minerals available, easier traversal with low grav)

#

Double XP being the obvious exception

#

though that might (probably) be a retroactive classification and just caused by Anomalies' lack of a haz bonus

glacial topaz
#

hmm... thoughts ?
-"Missions may have Mutators, which are mission modifiers. Warnings are designed to make a mission more challenging, while increasing the Hazard Bonus. Anomalies are designed to be mostly beneficial or neutral to Dwarves, with a small disadvantage being compensated by a larger advantage, Hazard Bonus is not affected by them."
-"Warnings modify missions to be more challenging to Dwarves."
-"Anomalies modify missions to either be beneficial to Dwarves, or neutral, without the goal to make it more challenging."

acoustic scarab
#

Missions may have Mutators, which are mission modifiers. Warnings are designed to make a mission more challenging and increase the Hazard Bonus. Anomalies are designed to change up the gameplay in ways beneficial or neutral to Dwarves, with a small disadvantage being compensated by a larger advantage. Hazard Bonus is not affected by Anomalies.

austere fossil
#

Hazard Bonus is not affected by Anomalies.
vs
Anomalies do not affect the Hazard Bonus.
I think I'm leaning towards the second to make it more symmetric with "Warnings... increase the Hazard Bonus"

plush hull
#

@austere fossil i was also debating this xD

#

i prefer how the 2nd sounds, cuz it's consistent with the previous sentence structures, but I can also see how #1 is good, cuz it's deviating from the info type and saying something isn't changing. lol probably overthinking it. I think i'd vote for the 2nd one as well, "Anomalies do not affect the Hazard Bonus."

upper oxide
#

i just did the lunar asignment thing and it said i got a set for driller and something else for a gun i forgot the word for it but i cant find where they are? i looked in equipment and everything but i cant find my rewards

glacial topaz
#

check the forging terminal, the equip one is matrix

upper oxide
#

Oh I don’t have the forge yet, makes sense they would go there though thanks

rancid crest
#

Does repellent’s effect only apply on the boundary between the platform and the floor

glacial topaz
austere fossil
plush hull
austere fossil
bold plover
#

Let me know if you guys need a more in-depth video than that one.

rancid crest
#

that video is why I'm asking, I don't understand how the 1900 units is applied to the area within the platforms

cedar dragon
#

Does the t5 electric arc mod work on the sentry when using em discharge oc?

rancid crest
#

Is the spawn rate of enemies also something randomly generated at the start of a mission?

#

I’m aware the possible enemy spawn pool is

wicked cave
glacial topaz
#

Sounds more like enemy quantity
If mission says spawn rate of enemy type will be more often than normal

glacial topaz
#

which could explain the feeling that sometimes a mission is loaded with a certain enemy type, while other times it appears way less

wicked cave
glacial topaz
#

by all that I expect that is for the entire wave, and will probably be unique for each one, not a value that affects a specific enemy type

short cloud
#

you guys got any ways to deal with people adding weird stuff to the wiki and/or potential griefing it ?

cyan beacon
weary sonnet
#

There is some ways, but it is limited afaik, we can protect some pages, prevent anonymous edits or bloc a specific ip/user iirc.

cyan beacon
#

you might need to block this IP, seems to be making several troll pages

short cloud
weary sonnet
#

Can’t do it right now on my side, I have a meeting soon at work soon, but I will give it a look when I have some free time.

cyan beacon
#

Cool, thanks

acoustic scarab
#

I've reverted their edits on high-traffic pages like Promotion and Scout

#

The rest of the trash can be cleaned up whenever Ely has the opportunity

analog rock
#

I blanked the troll pages, just in case.

weary sonnet
#

Checking how to properly block him.

#

Permanent ban on the user profile, 1 month ban on the ip adress in case it is shared.
I will check to delete/revert what he modified.

analog rock
weary sonnet
#

Deleting the spam images/pages.

#

Hum, I think everything is fixed, thanks for reverting the edits, made it a lot easier for me.

glacial topaz
#

1 month only ?

analog rock
glacial topaz
#

also gonna revert another account causing issues too

#

the proper version of the page and the last edit by troll have no differences
do I keep it like that ?

analog rock
#

Remove them anyway, better be sure

acoustic scarab
stark tulip
#

since that isn't an actual undo, that guy is presumably using some kind of automation to replace one string with another

acoustic scarab
#

Yeah, I would imagine Ctrl+H

rancid crest
#

I think this is inaccurate now isn't it?

glacial topaz
#

probably ?

bold plover
#

I have a 15 minute bug repellent video in the works. Wasn't scripted at all or anything so it is me just coming up with scenarios on the spot.

bold plover
#

Even has an awful thumbnail, lol.

glacial topaz
#

effective for getting attention at least

bold plover
wicked cave
#

Haven’t watched it yet, but did you find a new way to visualize? Vs. the old debug mode?

bold plover
#

Nope, just a longer version. This is the actual pathfinding debug used for the game and not a mod so it is authentic.

wicked cave
#

Cool. Is this in the latest version?

bold plover
#

Nope, U32 as getting a build with this enabled is pretty much never.

wicked cave
#

Ok. Figured.

#

Was curious if sludge puddles and sticky flames caused pathing changes

#

I guess sticky could at least be tested

bold plover
#

I doubt they have touched up on the upgrade. I could try making a mod to enable this for live builds I suppose. There should be a boolean on those projectiles / attacks to determine if they are considered hazards.

wicked cave
#

Is the pathing debug for all pathing? Or just repellant effects?

bold plover
#

From everything that I do know, for a few updates they were considered hazards and enemies would pathfind around them but the devs got berated by people so they have been making anything that a player shoots not affect pathfinding outside of repellent.

#

All.

wicked cave
#

That’s awesome info.

#

amazing video, thanks for the run-through. a lot to digest there

rancid crest
rancid crest
#

So do all "decorations" (pillars, rocks, etc) and bedrock have a repellent like effect? I assume the mesh doesn't tell you which ones have higher pathing weight

bold plover
glacial topaz
#

lack of enemy gravity is quite the interesting feature when destroying terrain

rancid crest
#

I’m curious how the game decides the repellent zone around platforms

#

The left side seems to hug the platform more tightly compared to the right side

#

And sometimes the platforms seem like they “snap” their repellent zones together while not doing so other times

glacial topaz
stark tulip
#

visual editor is just bad
I use source editor and and the preview button

glacial topaz
#

source editor do get the upper hand sometimes for working with tables

wicked cave
#

quick sanity check here before I go file a bug on something I captured during play a while back...

I took this clip of jumping off a high cliff, trying (and failing) to snag a zipline, and then triggering dash /just/ before I hit the ground:

https://youtu.be/gC97l4CnpZQ?t=109

and I somehow took zero fall damage, not even a little shield nick.

Does dash reset your vertical velocity to zero when triggered?

glacial topaz
#

meaning that when falling you would see the dwarf going in a perpendicular line to gravity direction ?

wicked cave
#

that's a fair visualization, yeah

#

A is what I would've expected to happen (splat)

#

B appears to be what happened

glacial topaz
#

guessing the recording was in first person ?
getting an outside camera could show the effect in pratice

wicked cave
#

yeah, I was the player, I just hit the "save a clip" button

#

I'll test some more next chance I get, just curious if there was some subtle mechanic to either fall damage or dash that was known by this group that would explain it

glacial topaz
#

is it consistent ?
I might have some situations like that too, but think it was either ledge grabbing or drilling

wicked cave
#

not sure re: consistency, will have to test

austere fossil
#

To me it looks like A is what happened more than B, but without the expected fall damage.

short cloud
#

could be A but hitting dash while in the air just make you "pause" your momentum, thus resetting it

austere fossil
#

Doesn't appear reproducible as solo (Host)

#

My guess is network weirdness

wicked cave
#

I also noticed that I appear to hit an upward slope during the dash, so feet touched ground while dash was proccing

#

But I wouldn’t think that would matter

#

I’ll file a bug, thanks

indigo raft
#

I got what I hope is a better image of the Cave Vine for the wiki but I dunno

#

Not that it was needed, I just don’t like that the current one doesn’t show the full body

glacial topaz
#

seeing the original the full one makes more sense
even if it can be adjusted later

#

// Do lok seeker rounds Ignore terrain ?

analog rock
#

Teleported to the enemy

silent sierra
high timber
#

Hey guys, I was wondering about the damage formula on creatures

#

What's the formula for direct damage and weakpoints?

#

To my understanding, direct damage on weakpoints gets multiplied by that creatures' weakspot bonus, and then there's a weakspot modifier that comes into play somewhere

silent sierra
#

Pretty much, yeah. The a gun doing 10 damage with a 30% weakpoint bonus against a 2x weakpoint will do 10 x 1.3 x 2 = 26 damage.
Speaking of which it could be beneficial to put a short bit clarifying where the weapons' weakpoint bonuses line up on weakpoint damage in the Damage page.

rancid crest
#

Has the heavy armor on the Twins been fixed to work correctly with armor break?

silent sierra
#

I made a ticket on Jira for this back around Christmas time. The devs have mostly been working on fixing bugs that cause the game to crash though, so this hasn't had a chance to be addressed. It may get fixed when Season 2 comes around at the earliest, but who knows.

floral drift
#

armor bugs & armor breaking bugs seem to get ignored, or marked low priority. i've submitted like 5 AB bug reports so far...

the last time i tested, Twins' Heavy Armor was still not working correctly.

high timber
dense vapor
#

armor breaking appears to be bugged again?
should have read last two messages lol

silent sierra
#

Not so much "again" as much as "not ever fixed". The initial armor break fix that came through only addressed a select few guns like the M1000 and the Gunner's equipment.

dense vapor
#

well, I am having AB bugs with m1k

#

two hip shots consistently not killing grunts

#

haven't noticed a focus shot not killing grunts yet

silent sierra
#

I'm unable to replicate the issue you're having. Are you on PC?

dense vapor
#

yes

#

13111 electrocuting focus, two hip shots to the armor consistently doesn't kill grunts on haz5

#

nvm, just had a focus shot not kill a grunt

dense vapor
lilac coral
#

Input on this build?

glacial topaz
#

I think you will have better luck on #drg-chat
if you want to learn about specific mechanics and numbers here is the right place

vivid hill
#

more accurately, I'm wanting to know if Hyper with armor break is bugged on Prae's/shellbacks, because someone says it is and I don't believe them because shell backs still die to a hyper shot regardless if it hits their heavy armor or not

lost flint
vivid hill
#

now my next question, shoot a rolly polly

#

with hyper

#

I would do it myself I'm just in the middle of something dderp

#

because now we need to check if it's all heavy armor or just prae armor

lost flint
#

yep

vivid hill
#

and now I'm checking for myself dderp not because I don't believe you anymore but because I want to see sadness with my own eyes

#

and now I ask anyone know what update broke it?

rancid crest
#

didn't it break at the start of u35

vivid hill
#

Yeah but I assumed all of it was fixed but I guess I just haven't played with hyper on non sabo missions or used it for anything but dreads since

#

just another thing to add to the pile of bugs that GSG has yet to fix

silent sierra
#

One final armor break bug that's not documented in my Google Doc from before is also that the Sludge Pump's T5.C mod, Ingredient X, is applying damage to all breakable parts and not just armor. This makes Ingredient X ironically make Goo Bombers, Detonators, and Menaces tankier than they otherwise would be by destroying their weakpoints. Menaces at least still have their mouths, but losing their side weakpoints makes it a bit harder for the team to focus fire them.

floral drift
#

ironically, Ingredient X's bug should be the easiest AB bug to fix. it's just that destructible Weakpoints are implemented on the same system as Heavy Armor with a couple of different flags.

i think that Ingredient X must be applying its damage to any "armor plate" on a bug (the parent class), which correctly works for Light Armor, Heavy Armor, and Medium Armor, and incorrectly for the destructible Weakpoints.

silent sierra
#

Oh yeah! There's another weird armor bug I forgot about. The GK2 is capable of ignoring armor without breaking it when using Homebrew Powder. If the GK2 is running 17 or more damage with Armor Break and Homebrew Powder then it will ignore all armor regardless of whether or not the armor actually breaks from the shot.

floral drift
# silent sierra Oh yeah! There's another weird armor bug I forgot about. The GK2 is capable of i...

this is one of the aforementioned bugs that i've reported but hasn't been fixed in over a year now.

Heavy Armor is supposed to inherit the Elemental resistances/vulnerabilities of its parent enemy, but the bug is that when Direct Damage gets applied it also divides the incoming damage by Normal Scaling resistance (1.2 at Haz4+). however, the code they wrote in U32 that lets Direct Damage with AB apply its damage when it breaks a Heavy Armor plate does not account for that division.

so, what's happening is that a Praetorian's Heavy Armor has 100 true hp, but vs Direct Damage it has 120 effective hp. GK2's AB is +500%, so any damage between 100/6 = 16.67 and 120/6 = 20 will do 100-120 Armor Damage, trigger the "pass the damage through because the armor plate broke", but not actually break the armor plate. the Normal Scaling resistance will bring the damage down below 100 "true" damage.

in summary: if the GK2 with 600% AB can do 20+ damage, it will break the Praetorian's heavy armor in one shot. if it does 16.7-19.9 damage, it will pass the damage through as if it broke the plate on the first shot (because it's checking if "damage times 6 > 100") without breaking the armor plate. if the damage is 16.6 or less, then it will neither break the Praetorian's armor plate nor pass the damage through.

lost flint
#

on the wiki the acid spitter is listed as an "elite" enemy, while all other veterans are listed as the same type as their counterparts, like oppressors and guards/slashers are all common and trijaws/brundles are special

#

is this for a reason?

rancid crest
#

wdym listed as an elite enemy

#

ah the category section

thick pelican
#

Speaking of AB, is it fixed on Hurricane? And does PBM affect it?

glacial topaz
dawn moat
#

It should probably be shortened, I think you're right. all it needs to say is that it's found at the center of the shell at the end of the escort mission

glacial topaz
#

that is on the intro :p
"Ommoran Heartstone Core is a primary objective in Escort Duty. It is found at the center of Ommoran Heartstones. "

dawn moat
#

then yeah, the whole section is kinda unnecessary. you can just cut it

glacial topaz
#

interesting that escort and dozer page got tweaked too
might just be reordering of things, but contain some wording changes

bold plover
#

By the way there is a special mechanic to Prospector Drones that isn't documented yet.

rancid crest
#

Is it related to their ability to dig up ores

bold plover
#

Sort of, yeah.

#

The longer you keep it alive without attacking it, it can generate up to 30 "samples" of gold and nitra but each chunk has a 10% chance to be a biome related mineral.

#

No idea what the timeline is for reaching the 30 sample cap, but that is a thing.

rancid crest
#

It generates them ex nilho, independent of its digging behavior?

bold plover
#

I assume it is tied to the digging, which has a pretty long in-between.

silent sierra
wicked cave
#

TIL prospector drones dig

glacial topaz
dawn moat
#

what do you think is not real?

glacial topaz
#

getting 6+ helix to spawn

rancid crest
#

doesn't look that unusual

dawn moat
#

totally possible in a huge cave like that

#

if you have no proof it's faked, no reason to worry about it

#

it's a nice screenie anyways

glacial topaz
#

I don't need proof it is faked
:S I need confirmation it is possible
if nobody here has ever seen more than 1 helix, believing getting 6 is possible seems too much

dawn moat
#

i dont see how anecdotal evidence from us would be proof of anything

#

just dig around in da files maybe

bold plover
#

I've seen plenty of screenshots of 4 or more.

glacial topaz
#

There we go, Perfect

bold plover
#

And we can't really edit map gen stuff like that afaik.

austere fossil
#

I've seen multiple plenty of times, thought it was common knowledge

acoustic scarab
#

I'm gonna add this to Trivia on [[Karl]]:

In one of the first iterations of the game there was, and still is a line, that says “This is for Karl” when you shoot an enemy. It’s just the game director, Mikkel Pedersen, who wrote that in just for fun. And then the players just picked it up and started thinking about this Karl character.

#

Eh, nevermind, it's sort of already there in "Other information"

dreamy wraith
#

Isn’t driller a she? The wiki says he

glacial topaz
#

Nay

#

Not just the wiki, the game and everyone else too

short cloud
dreamy wraith
#

Oh okay I just heard someone say that

short cloud
thick pelican
#

Haha no beard means girl haha

#

Or

#

Haha higher voice means Scout's a girl haha

#

Pick your poison

dreamy wraith
acoustic scarab
#

Well, some people want to be right so badly that they don't let facts (or lack thereof) get in the way

#

Usually you can come here for the facts

acoustic scarab
#

Funnily enough, I played haz 3 solo OSR so much that I forgot pipes can break down more than twice

steep halo
#

I'm trying to find the attacks and damage numbers for the attacks that Rival Tech enemies have. The Wiki appears to only have the names of their attacks with pictures, but not any stats, is that information available anywhere?

dreamy wraith
glacial topaz
#

Existing

steep halo
#

Probably female iterations of existing characters, since they've also said they aren't planning on adding any new classes

glacial topaz
#

8 total classes would be overkill

burnt prairie
#

Would also be too much work

glacial topaz
cerulean berry
#

when couldn't brood nexuses spawn in glacial? i have video evidence of them being in glacial

analog rock
weary sonnet
#

More info on that:
There a line in the code to prevent them from spawning in glacial strata, but it doesn’t seem to be working.
It use the enemy replacement, trying to replace it with nothing.

glacial topaz
#

reported ?

weary sonnet
#

I don’t think so, not sure if it is a bug or an artifact in the code.

versed halo
#

Hmmmmm.. Wiki says EPC's Flying Nightmare does direct damage. From my experience, it seems to be unable to get the benefit of weakpoints(or maybe it's just 0x?) but able to get the damage bonus from Frozen enemies. Kinda weird.

If it's really considered as direct damage, will it ignore Hiveguard horn's 50% resistance to area damage?

floral drift
#

Flying Nightmare doesn't conform to the standard Direct/Area/DoT damage-type categories.

weary sonnet
#

Flying Nightmare doesn’t benefit from weakpoints.
As for the radial damage resistance from Hiveguard’s prostrusion, I would need to test it to be sure, my guess would be that it ignores it.

glacial topaz
#

oh... what a sad thing
exploding a Bulk near a Prospector still makes HP stop at the thresholds...

weary sonnet
#

There is a variable that govern whether or not a creature can be damage through its health segments.
HealthComponent class, CanDamageThroughSegments property

#

Should be true by default, it will be in the ENE file or BP file.

wicked cave
#

Do we have consensus here that a dreadnought swarm replacement can only occur in PE / refinery / mining mission types? If so I think the Swarm page needs an update with that information for dread swarms (I don't mind making the edits)

glacial topaz
#

if it is what I am thinking, the swarm info was initially only for Mining mission
which is where I tested everything and included
but it got moved later on

wicked cave
#

under Dreadnought attack

#

(might also explain why they "seem" more rare than 1-in-65, if they can't spawn in some mission types...and what happens if that 1-in-65 comes up in a banned mission type? does it reroll for another swarm type, or use a substitute?)

glacial topaz
#

yes, that unique swarms was also from my Mining research

wicked cave
#

cool. was that data mined or just massive data collection from lots of play?

glacial topaz
#

both, data mine and testing to confirm if I was seeing the correct values, and how they worked

#

I guess the big mistake might be not making clear it is for mining expedition
or making the necessary changes for each mission type
took quite a big part of the mining expedition page as you can see

wicked cave
#

(I don't follow...looks like mining expedition#enemy spawning just links to swarm page? Did that swarm detail used to be embedded only in the mining page?)

glacial topaz
#

it was Part of it, an entire section of mining page, and only mining page

#

then the section got moved to a new page
and the mining page just got a link to it

wicked cave
#

ah, gotcha. so the original data just applied to mining mission type. prok_hand

#

I wonder then if there are other forbidden combos for special swarm types

acoustic scarab
#

Anyone wanna participate in another crowd-sourcing activity?

wicked cave
#

always

acoustic scarab
#

I've been tracking when exactly the pipes break on OSR.
On the surface, the answer seems to be fairly simple: with 1-2 players, they jam twice, with the first jam taking place between 30% and 50% refining progress, and the second jam taking place between 70% and 90%.

wicked cave
#

(interesting, my conclusion based on my hours of play would be different - in my experience, # of players correlates to # of breaks to repair per jam, and mission length influences # of jams between 0-100, with 2 jams for 2 mission length, 3 jams for 3 mission length, but that's just a theory)

austere fossil
#

With 4p the third jam can (and has) happened at >95%

acoustic scarab
#

Yeah, I don't have nearly enough data points for 4 players. I also haven't considered mission length, but I can go back through my screenshots and add that factor. But even then, in a data set of 31 missions, the jams aren't distributed uniformly

#

So, while the range for jam 1 is between 30% and 50%, it is more likely to happen between 34% and 38%

glacial topaz
#

that sounds more like weights ?

acoustic scarab
#

I'll open the doc for you to fill in when you feel like it

glacial topaz
#

just like swarm timers
with each weight being a range the break can happen

acoustic scarab
#

(I also have no idea how many jams happen with 3 players)

glacial topaz
#

guessing no other factors affect it ? mission type, hazard, longer pipes

acoustic scarab
#

I'm not even sure pipe segments affect it.

#

Another bit of trivia: on a solo haz 3, out of 30 missions I've never had all three pipes break down. It's always just two.

wicked cave
#

yeah my hypothesis is that # of repairs per break event scales with player count, not haz, but it's a fun thing to dig into

glacial topaz
#

wait, the chance for breaking at 30,31,32,33 and 34% is the same ?
or just the way the data is displayed

acoustic scarab
#

Oh no it's just the auto-grouping GS did

#

12 missions had 1st jam between 34% and 38%

glacial topaz
#

sad thing... seeing the list with each value individually would be nice
maybe it is a curve funcion being used
just like PP

acoustic scarab
#

Here are the individual values

#

I also take a screenshot of every jam as soon as it appears (because I don't want to pause for data entry)

#

Any screenshot that has the upper-right HUD of the refinery, completion %, and which pipes broke is fine

#

I would appreciate if you did that too, but I won't insist

wicked cave
#

how are you capturing # of breaks per pipe? the UI only shows "a break exists" but not how many

acoustic scarab
#

I don't

#

I could, in theory, bring up the HUD and rotate it a bunch, capturing all the flashing red dots

#

But that's too much disk space

marsh osprey
#

Then get the game at a lower res for the ss's to take less space dderp

acoustic scarab
#

They all just look like this

acoustic scarab
#

The game does seem to have "favorite" moments to have a jam

high timber
#

Oo, neat

glacial topaz
#

guessing lack of enough data points is what makes it look so weird rn

acoustic scarab
#

Well, yeah, but solo even one OSR takes me 30+ minutes 😛

#

Here's the whole deal if you want

glacial topaz
#

if only there was a faster way...
to just start the refining process

#

not having pipes might break it, and you wouldn't see how many are breaking
but at least you would see the % triggers

acoustic scarab
#

I haven't really looked for a way to speed this up, I want to play the game too, not just test it 😄

wicked cave
#

huh. references to pheromones in the refinery-related assets. I wonder if the game is actually using the pheromone mechanic to get bugs to attack broken pipelines during the refine phase

#

no luck finding any parameters related to frequency of pipes breaking though

acoustic scarab
#

Liquid Morkite is bug pheromone. Case cracked.

#

Someone being confused about Nitroglycerin compound stats. Is it not mentioned on the wiki?

trail gust
#

Ye, I just linked convo from this channel that happened earlier 😄
I looked that both Karl.gg and wiki are saying the same thing without mentioning max cap:

For every 0.75 seconds that a missile has flown through the air, it gains +1 Area Damage.

#

So people might try to reach +100 dmg or so to oneshot stuff with a few rockets

short cloud
#

I think it has a cap in the sense that the missiles have 60s of lifetime iirc

trail gust
#

yeah but I linked him the latest 10 max ticks stat mention

weary sonnet
#

I think Ser Pounce is right the cap is linked to the missile lifetime.

wicked cave
#

from the recent patch notes:

-Fixed the Unstoppable Perk’s faster speed bonus not being listed in the correct order

anyone know if this is cosmetic or a gameplay change?

short cloud
#

it was just the description who was wrong AFAIK

silent sierra
#

It was in reference to how the tiers 2 and 3 versions of Unstoppable had their slowdown resistance descriptions swapped.

#

The perk is still exactly the same as it was. So cosmetic change only.

wicked cave
#

I guess the wiki chose to correct that proactively rather than copy the bad text verbatim. Looks like the Unstoppable page is already correct

acoustic scarab
#

Is this really the case that this hair requires different ranks depending on which class you are?

#

This is the only cosmetic I can find with such a distinction.

#

I would check myself but I can't seem to find how to start a new savefile

stark tulip
#

I know for sure I haven't bought that for any classes, so I can check if the price is different, at least

#

if this is true, that should be two separate rows with a rowspan applied to the cells on the left

silent sierra
#

Hey, the Stubby's weapon file has this value listed under the damage component: "ArmorDamageMultiplier": 0.5"
Should that get added to the wiki's stats?

floral drift
#

potentially. i haven't heard of SMG doing 50% AB before. i know that subata and BRT do, M1000 is 30%, PGL used to be 50% then buffed to 100%

#

i remember scanning through the weapon file a long time ago, i don't recall seeing it then. either my memory is faulty, the file was incomplete, or that was added since then.

silent sierra
#

What's interesting here is that the 2 electric damage from EM Refire doesn't appear to have the same multiplier attached, so I'm not sure if it would do a separate amount of armor damage using a 1.0 multiplier or not.

floral drift
#

just tested, Solo Haz4 vs Praetorian's Heavy Armor. one bullet did 6.5 "true" Armor Damage, when the build has 13 Direct Damage and 2 Electric Damage from EMRF Booster.

so, it appears that the 50% AB is applied to the base Kinetic-element Direct Damage, and the Electric Damage potentially has 0% AB?

from just one experiment

#

🤦‍♂️ i should have checked if it did +2 damage at all before closing...

silent sierra
#

Huh, I didn't expect that at all. I'll see if I can run some tests as well over the weekend.

floral drift
#

just did another test, it does 15 damage per bullet as expected. so, yeah, EMRF might have 0% AB?

versed halo
#

Huh, smg did 50% AB damage? It's just like Subata! Delicious new info, I love it.

That said, it's kinda confusing what AB mods work or not

marsh osprey
glacial topaz
#

<@&296918282403840000> 👆🏽 Scam issue (Solved)

acoustic scarab
#

This was an event during early access, correct?

shell frigate
#

Yeah, if it was in the store they had prices of either 0 or 1 credits

acoustic scarab
#

Was it an event, or was it in the store for the duration of early access?

#

Not that it super matters, but I'm wading through these anyway, might as well learn

shell frigate
#

An event

#

I don't thing there was anything that was only buyable till release

short cloud
rancid crest
#

can the caretaker appendages get their own entry in the Creatures page

glacial topaz
#

no creatures have their own entry though
unless you mean something else

wicked cave
#

does this mean that I can kill e.g. swarmers without consuming an axe? does this also mean that my axe isn't consumed if I throw it at a grunt with < 50 eHP?

#

and does this mean that if I throw an axe near a creature but it doesn't hit the creature that I can kill it with area damage without consuming the axe?

#

(pretty sure none of that is true, but the wording suggests it is)

floral drift
#

I know that Impact Axes can kill fungus bogs mushroom spore cloud things and then be retrieved, and they have 50 hp I think.

I don’t know if it can kill grunts less than 50 eHP and then be retrieved.

wicked cave
#

the poison spore fungi comment is another interesting mechanic...there seems to be an AoE radius that surrounds the axe's trajectory where it will clear out things like that

#

it's definitely wider than the axe's model

dawn moat
wicked cave
#

also the "consume" rule only seems to trigger on creatures vs environmentals

dawn moat
#

ive done this many times on purpose

#

even still procs vampire

wicked cave
#

like, I can hit an electro crystal with 3 axes

#

and it doesn't consume any of them

#

but kills it

#

I never really considered using axes as swarmer defense but based on the description of the mechanics it seems like it would be quite powerful

#

if it's doing AoE bursts when it hits them

#

and I can pick them back up for free

dawn moat
#

ive honestly never tried against swarmers since i just use my primary

wicked cave
#

same!

#

perhaps a research project for the weekend

rancid crest
#

isn't the whole point of the creatures page to have all creatures listed in one easily readable page

glacial topaz
#

"own entry" is more like, having a section just for them
if it isn't on the table , no idea why not yet

austere fossil
#

(recorded and posted in here 9 months ago)

#

Of note, you can deal the first 50 but still miss the actual axe and it'll still be retrievable.

#

The next question being can you near-miss multiple enemies like this with one throw? If so, could you spam near-misses to kill some grunts and then still be able to retrieve all your axes?

#

More directly wiki-related, I feel like we should include a note about that first 50dmg component's hitbox being larger than the actual axe's. I'm assuming it's so much larger than the axe itself just so it sticks out "in front" enough to make sure it always hits first.

wicked cave
#

Agreed, in fact I feel like the axe page in general needs a cleanup/clarification/rewording of some of the mechanics. (though before I can clean up I need to understand it...)

#

sounds like the triggers for the AoE explosive proc (third damage type) are the outstanding question.

#

the near-miss mechanic shown in that video is interesting, as that's also the same behavior seen when killing environmental stuff like poison spore fungi

#

where it cuts a path wider than the axe

austere fossil
#

I have a video of that, too, if interested.

wicked cave
#

sure

austere fossil
cerulean berry
wicked cave
#

hmm, that's a good point, I've seen that behavior too

silent sierra
#

Hey guys, I wanted to do a brief followup to a discussion from a few weeks ago. I've been testing the way the On Fire DoT duration works since it seemed weird to calculate the duration with decimal units when the enemies only reduce heat once per second. From what I've been testing it seems like the duration should be rounded up to the nearest whole second and then reduced by the amount of time since the last heat reduction tick.

#

The timer also appears to start the exact moment the bug's heat stops being neutral.

#

So if I do 29 Heat to a Grunt and wait 0.5 seconds before doing exactly 1 heat to ignite the Grunt, then it takes 4.0 - 0.5 = 3.5 seconds for the grunt to reduce its heat by enough to go below 10 heat and douse itself.

#

Similarly if I were to instantly do 30 heat to a Grunt then it will stay ignited for 4 seconds rather than 3.33 seconds because the grunt needs to reduce its heat four times before it's heat drops below its douse temperature of 10 degrees.

stark tulip
floral drift
silent sierra
floral drift
#

we all raise each other up. Rock and Stone my dude

acoustic scarab
vivid hill
silent sierra
#

@vivid hill Have you reported that in a Jira ticket yet? That seems like something that would be great for the devs to see.

vivid hill
#

I posted it here because it’s an interesting bug that may have been in the game for a long time

#

The only reason I found out about it was the hp display mod

stark tulip
# acoustic scarab And the level requirements? Different depending on class?

presumably, since the prices were correct
I don't know because I'm way past the required ranks and it doesn't show you the rank requirement after you've met it
all of my greenbeard friends have reached rank 4 already so I can't easily check
I'll ask one of my other friends when he gets the game (he hasn't decided yet)

versed halo
#

Me: "sees Drak's Thermal Exhaust Feedback OC ingame"
5 damage every 10 heat?! I dunno how much 10 heat actually is, but it must mean 10%? Gonna try it out!
"toy around a few times"
Huh. It does quite a decent job, but doesn't do absurd amount of damage than I thought.
"sees wiki info"
Someone put this description ingame plz

thick pelican
#

Annnnd you just realized in-game tooltip is misleading

#

Welcome to the club, have a Smart Stout

dawn moat
#

im pretty sure beers being double applied is known

gaunt cipher
#

it's not just that it's being double applied, it's that you're also getting an extra +1 HP on top of that

#

(also I have seen people in here saying for a while now that red rocks specifically are not double applied)

short cloud
#

That +1 hp is funny tho 😄

gaunt cipher
#

a real difference maker

short cloud
#

"buy 1, get 1 free, plus a bonus"

gaunt cipher
#

also the wiki says that it's multiplicative, but for whatever reason it's additive

#

so it's x1.6, not x1.69

gaunt cipher
#

actually wait!! no!!! I just realized a mistake

#

it's not affecting armor masteries, is it

#

so it's 110 * 1.3 * 1.3, +15

#

=200.9, and then it rounds up

#

deleting that to prevent confusion 😫

fading lion
#

Is there a consensus on whether the hurricane nitro t5 does anything for the mine layer overclock?

short cloud
fading lion
#

To the mine damage?

short cloud
#

since it's AoE damage that are added, the mines kinda benefit from it yeah

fading lion
#

Tbh I have no idea how much damage nitro even adds besides "not enough"

short cloud
#

there

fading lion
#

Thank you

short cloud
#

np 👍

wild cipher
vivid hill
#

this was a while ago but I haven't seen any patch notes about it

short cloud
vivid hill
#

just like armor break dderp

#

on hurricane

short cloud
vivid hill
#

let's ask jacob he'll know if it's a bug or not dderp

#

but Yeah I don't think I ever reported it as a bug because imo I don't think it's a bug

#

the reason why I don't think it's a bug is because the minelayer looks at gun stats for the minelet not rocket stats, and nitro affects rocket stats

short cloud
#

worth asking though, I'll do it eventually.

versed halo
#

Couldn't find a good explanation about it so gonna question here: Does pickaxe power attack have damage falloff? If it does, how much is falloff range / falloff damage?

versed halo
#

0.2m? 15%?!

#

Thanks @floral drift you're the best

#

now I just need to figure out if the range mod is worth using..

thick pelican
#

No it isn't

rancid crest
#

That is a tiny max dmg radius on power atk wow

vivid hill
#

it's why it's inconstant at high pings

bitter mango
#

what exactly is "armor mastery"?

acoustic scarab
#

The total number of different modifications you buy for each armor rig

bitter mango
#

ah

#

so then the health of a promoted player would be at mastery 3 right?

acoustic scarab
#

At the bottom here

bitter mango
#

I see

#

thank you

silent sierra
# versed halo now I just need to figure out if the range mod is worth using..

At the very least it can serve as a 2 meter swarmer and/or naedocyte clear tool. Without perks or specific weapons it can be quite deadly if a handful of swarmers manage to surround you, and a 2 meter radius power attack would solve that problem. Would cost the burst damage potential against Oppressors though.

#

Seeing that the power attack is supposed to have armor break makes me want to see if it's also experiencing any of the armor break issues currently plaguing the rest of the weapons.

pseudo locust
#

Question: do Oppressors and Dreads have corrosive resistance? Wiki does not mention it but I have heard they do

weary sonnet
glacial topaz
#

Wonder what went wrong for the stats to be missing

weary sonnet
#

Tried to check, can’t access the wiki at all for some reason.

cloud flax
austere fossil
#

It's weird in that his XP numbers are actually higher than expected.

#

Like unused Nitra is getting double-counted

wicked cave
#

Also, the general claim of “undeposited minerals don’t give XP” is a bit broad based only on a nitra experiment.

#

OTOH, kudos to the new PS player trying to gather some data, verification would be nice though.

acoustic scarab
#

Wow, now we have someone in the thread claiming OP's point is wrong based on their post history

#

I don't know if there could be a better illustration of argumentum ad hominem than this

silent sierra
vivid hill
#

interesting thing about ingredient X on breakable weakpoints I am reporting it as a bug

#

NVM it's already been reported

bold plover
#

💩

#

That is awful.

#

Does that make brood nexus eyeless?

vivid hill
bold plover
#

it doesnt

vivid hill
#

weird

#

I like how I load into a map to spawn a nexus and the game gives me a data vault, Bet-C, and Korlok

dawn moat
#

The game ALWAYS knows when you're testing

#

ALWAYS

vivid hill
#

I have no idea how many cube/crassuses I've passed up because it's hazard 1-2

glacial topaz
#

fixed that one, guessing it was a mistake, since done on Eng wiki ?

floral drift
#

in terms of "hardness", then "Medium" would be the correct descriptor. between "Soft" and "Hard".

golden pine
#

Do lootbugs eat minerals besides gold and nitra?
And if so do they still pop out only gold and nitra when they die?

austere fossil
#

They can eat other kinds of mineral chunks. They return them to you when they die.

golden pine
#

Ok thanks

dawn moat
#

"They are attracted to loose mineral deposits, and they will converge on any minerals lying on the ground in an attempt to eat them. Whatever minerals they consume are added to their internal "total", and will be released upon their death with a x1.5 multiplier."

glossy karma
#

So, wait, lootbugs actually make MORE minerals than what it eats?

bold plover
#

Yes.

wicked cave
#

red sugar is also included in the minerals they will eat (if you knock some down and a chunk is left on the ground)

silent sierra
#

@weary sonnet On the wiki we have the OG Dreadnought's shell only resisting Fire and Explosive damage, but the bug stat's spreadsheet lists both health phases as having the same resistances. Should the wiki be updated to reflect this?

silent sierra
#

@glacial topaz What do you think about adding a resistance icon for Radial damage so that we can add it to the enemies that have a general AoE resistance like the Hiveguard's shell hp? I slapped together some icons using the old "splash" icon and the radius upgrade icon that could possibly get the message across.

stark tulip
#

these are going to be tiny though

silent sierra
#

True, but they need to have something to distinguish them from the other damage resistances. Using the official explosive icon could give players the wrong idea if they inspect it closely, but these two are distinct and relatively neutral.

glacial topaz
#

that is the icon for push damage on miner's manual, isn't it

silent sierra
#

The second one is similar, yeah. The push icon doesn't have the center dot from what I remember when I checked it. I do admit that they can be confused with one another though, but figured I should throw it in anyway in case it was preferred. I was just using the select and fill tools in Gimp, so it's not like I was spending a lot of time on it.

#

The first splash icon isn't being used by anything in the game anymore from what I can tell, so it should be safe tot use though.

#

Oh one sec. I have an idea for a radial damage icon.

#

How's that?

#

It's just the punchy bit of the berserker icon flipped around a bit.

glacial topaz
#

was thinking about something like a target, showing it is all about "radius"
though probably good idea to show them all and vote between the option later

silent sierra
#

Yeah. I'm no graphics designer, so I'm totally open to other ideas.

weary sonnet
# silent sierra <@!88687704232951808> On the wiki we have the OG Dreadnought's shell only resist...

The shell damage resistance was bugged for a while, at some point it was working, then it has no resistance at all, then double resistance…

It now seems to be stable and have the stat I entered in my spreadsheet, same resistance for the shell phase and health phase.
I am not sure if it is what the devs intended or not though. The last info we had from the devs was that the health and shell resistances should be different (similar to what was written on the wiki), but it doesn’t work like that in game anymore.

#

I retested it for the electric resistance just in case, they are still the same for the health and armor.

silent sierra
#

Alrighty, I’ll go ahead and make the changes then.

wicked cave
#

is it documented somewhere in the wiki that Crit Weakness mutator doesn't apply to dreads?

#

I couldn't find it under crit weakness page

#

have seen it discussed anecdotally in here that it "used to" which implies that it doesn't now

bold plover
#

Correct, the devs added immunity to the bonus vs the dreads due to how fast you could kill them when hitting weakspots.

wicked cave
#

OK. Is there a source for that? I don't see it in the patch notes, but maybe my search-fu is weak

bold plover
#

I don't recall, it was ages ago but I know that it was official and that is more than likely the actual notes.

wicked cave
#

(not debating the fact that it's true - it clearly is, based on playtesting - just curious if there was a source)

trail gust
#

I remember they wrote smth like it got angrier and scarier than ever 😄

wicked cave
#

dev log from "Update 33 Experimental build: 49269"

trail gust
#

ye they did it along with adding the twins

#

I actually earned 30 sec 2 dreads achievement on haz5 randomly before that change 😄

wicked cave
#

added some verbiage to the crit weakness section, thanks.

weary sonnet
#

@wicked caveabout that crit weakness thing, it is defined in the creature file now, in the FSD\Content\Enemies\Spider\TankBoss\ENE_Spider_Boss_Base file.
AffectedByGlobalWeakpointDamageMultiplier is set to false

dawn moat
#

anyone else unable to reach the wiki rn?

indigo kindle
#

That's on your side probably, as I've just loaded the main wiki page, no issues.

wicked cave
#

good here as well

dawn moat
#

strange. thanks for the answers!

acoustic scarab
wicked cave
#

Kinda like drilldozer repairs

acoustic scarab
#

Say, if nitra and kills give XP, why is every regular DD exactly 15750 in XP?

glacial topaz
#

not hard for a certain game mode to have a flag that makes certain sources not give XP

marsh osprey
#

Just a quick question I remembered, i think tall can answer this: imagine a mission with dbl xp and an anomaly. Which bonus come 1st, dbl xp, anomaly or both added?

acoustic scarab
#

AFAIK the double comes at the end

glacial topaz
#

if it wasn't given at the end, the hazard bonus wouldn't even be considered

#

given how anomaly, as well as cave / mission sizes is just extra hazard bonus

silent sierra
#

I don't think that it would matter when the multipliers are applied actually. 2 * [hazard + complexity + anomaly] would still be the same as [hazard + complexity + anomaly] * 2. Commutative law of mathematics and whatnot. The only thing that would matter is if the double exp was additive with hazard rather than multiplicative.

glacial topaz
#

I guess we would see a "+100%" if it was additive
but it just appears on the XP awards list

silent sierra
#

That makes sense. Since it shows up on the XP rewards list then I imagine the 2x multiplier happens at the end of the formula since then the game would have all of the other rewards already calculated for the list to then sum it all up and add the total sum to the list again.

glacial topaz
#

on another note, symbols can always change
in case we find a better way to represent Area damage

wraith jewel
#

Is there any ETA on when the new weapons and the waster framework will get images in the skin gallery?

silent sierra
#

Like the cracked skull symbol and some kind of clock or something?

#

It wouldn't serve a purpose in the creatures page, but it'd allow for the use of images on pages like the Status page explaining that only Direct damage gets a bonus from hitting Frozen enemies.

glacial topaz
#

Seems too much

silent sierra
#

Alrighty

vivid hill
acoustic scarab
#

Added some info to the DD page

#

Even clearer now

vivid hill
#

because different main objectives have different EXP value though I'm not certain that goes into the dive

glacial topaz
#

you don't need to do any tracking

#

just checking how every single picture on gallery has the same XP already indicates it isn't supposed to vary

vivid hill
#

I more mean between deep dives, like is last weeks a different EXP total

glacial topaz
#

:S Did you think that I only checked the recent images

vivid hill
#

I have no idea what you checked

#

all that I know is that I didn't check dderp

glacial topaz
#

lol

vivid hill
#

weird that it's 100% set exp

acoustic scarab
#

Look at the "PP Curve" sheet

#

Every DD and EDD by GhostShip has a link to the stream, timestamped to the victory screen, you can see for yourself that it's the same XP no matter the objectives

vivid hill
#

I'm always surprised with how much effort people put into this community

acoustic scarab
#

For everything else you'd be better off doing regular missions

#

Btw you are welcome to contribute to any of the currently opened sheets, as long as you're playing vanilla

steep blaze
#

Hi guys. Just wanted to make you aware that perk icons are not responsive to the wiki mode (a.k.a light or dark), so in the light one, those icons are merged with the background. I'm sure you guys can fix it yourselves considering the amazing things you guys do in the wiki, just making you aware of it in case it has not been noticed until now.
From my side, I've struggled a bit now and finally managed to fix it, being now responsive to the mode and displaying the correct colors in each (have a look at "Médico de combate" perk page if you want to see more) and I am now updating all the Spanish wiki accordinly for all icons displayed everywhere.
I dislike touching somebody else's templates, but if you want me to help with that in the English one as well, let me know. You could moderate it afterwards if you want (I'm no coding expert, so you might be able to make it smoother than me, hehe).
Hope you're having a nice weekend.

glacial topaz
#

is there something special about Drak or Zhukovs that sometimes make foes not do death attacks ?
several times I have been seeing praetorians not releast gas clouds (not all the time) and just now goo bomber with 1 sack left didn't release goo spew when dying

indigo kindle
#

DRAK does half Kinetic/half Disintegrate damage. Disintegrate disables certain special death states like Praetorian/Oppressor gas.

glacial topaz
#

not that is missing in wiki
damage types

bold plover
#

"But disintegrate is just kinetic"

silent sierra
#

I went ahead and threw the radial resistance into the Hiveguard's entry of the Creatures table. While I'm at it though I wanted to ask others' thoughts on renaming the radial resistance to AoE Resistance or Area Resistance so that it will better convey to readers that it is not necessarily it's own unique damage type.

#

Also do we know whether or not Radial Resistance works against Blowthrough?

glacial topaz
#

how is using Radial different than Area
and I think the name is used is either the in game one, or the name on the variable

floral drift
#

"Radial Resistance" has to be the name. there are forms of AoE/Area in the game that aren't radial which also don't get resisted by Radial Resistance. that would be both a misnomer as well as misleading

#

Boomstick Blastwave, Minigun Inferno

silent sierra
#

Oh I didn't realize that Radial was something distinct from other forms of AoE.

floral drift
#

Radial is like > 95% of Area Damage types in the game, and pretty intuitive, but it's not all Area

#

i think Praetorian's Acid Spray attack is Area + Not Radial?

silent sierra
#

Oh right, that would make sense as the attack is an AoE that itself just applies a status effect that deals the damage ticks over time.

floral drift
#

oh right, the big boys' dig attack is Area + Not Radial i think... Bulks, Dreads, Oppressor's carve attack deals damage to anything caught inside the cylinder

silent sierra
#

Given that the name Radial will stay, then how would be a good way for us to inform readers that their Explosive damage PGL is going to be affected by both the radial damage and the explosive damage stats?

floral drift
#

Oppressor's Rage Quake (the earthquake thing that knocks players up)

floral drift
silent sierra
#

It's something that I think is generally intuitive, but I would like to maybe have something in the Damage page that we can link to that has an explanation of the damage Element vs Category situation.

#

Would anyone be opposed to me adding something like that?

floral drift
#

that is a possibility. however, i know from experience that explaining such "dry" content is usually glossed over, or sometimes skipped entirely.

silent sierra
#

Yeah, I know. I work in software. This is more for our own ability to quickly link it when the question arises rather than for people to learn it themselves.

glacial topaz
#

if radial resistance was more common...

silent sierra
#

Come to think of it. Are the Powered Drills' damage considered Radial given that they can benefit from weakpoints? What about Flying Nightmare since it can benefit from Frozen?

floral drift
#

Flying Nightmare and Breach Cutter don't fit "neatly" into the three main categories of Direct, Area, or DoT -type damage.

#

Flying Nightmare in particular is what made me stop thinking of damage in those three categories in my head. it's still good shorthand for 90% of the game, but at the end of the day it's incomplete

silent sierra
#

Right, I remember you mentioning that back when U34 dropped.

floral drift
#

Drills: the names of variables in the WPN file indicate that they started out as Direct Damage, but most of the evidence i've seen indicates it's Area Damage. simplest way to test is "can you damage more than one enemy at once per Damage Tick of the drills?" and i'm pretty sure the answer is yes

silent sierra
#

The drills definitely deal damage in an AoE. I'm curious if the game itself considers the drills' damage as radial for the purposes of the resistance. I guess I can just test that myself though.

floral drift
#

only way i can think of testing that is drilling a Hiveguard in the face during phase 2

#

maybe with the damage numbers mod on?

silent sierra
#

Yeah, that's what I was planning to do. The damage numbers + enemy spawn mods have been a godsend for testing these sorts of things.

#

The only improvement I can see for the setup would be the ability to change the hazard scaling on the fly.

floral drift
#

there's a button to do that in the UUU menu, but i have absolutely no clue if it works or not

#

for my old tests, pre-damage-numbers, i had to rely on Haz4 Solo Large Damage Resistance being 1.0 and shooting Praetorians over and over

glacial topaz
#

do we have like a table of damage sources vs interactions ? (such as benefiting from weakpoints, frozen, etc)

floral drift
silent sierra
glacial topaz
#

well, now that's an idea
initially just for curiosity sake of seeing how much is common and what isn't

floral drift
silent sierra
glacial topaz
#

pretty sure something similar was being planned for the infobox though

#

saying if it benefits from certain bonuses
but no, I didn't think that far ahead for the table
just "should be fun to see", and later think on how or if it will be used

floral drift
#

under the hood, mechanically, it's governed by the physical materials of the enemies themselves that the "flags" of damage interact with

silent sierra
#

I'm unfamiliar with this. By physical materials are you referring to the parameters associated with a given hitbox?

glacial topaz
#

I am guessing like "weakpoint" material, "frozen" material , "terrain" material ?

floral drift
#

the hitbox of every enemy is the physical space which it occupies in-game, right? but unlike jello, the different parts of the enemy's body is made up of different physical materials. Heavy Armor, Light Armor, Unbreakable Armor, Breakable Weakpoints, Unbreakable Weakpoints, and regular "flesh" are the major categories.

so, even though your shots might be hitting the enemy's hitbox, where you hit the enemy has different effects (because of the underlying physical material). Heavy Armor and Unbreakable Armor means the enemy doesn't get damaged, Light Armor reduces the damage, and Weakpoints multiply the damage.

when an enemy becomes Frozen, all of their body parts' materials get changed to the Frozen material which is what makes all Direct Damage do 3x. (there are some exceptions, like Shellbacks, Brood Nexuses, and Trawlers, but that's neither here nor there)

so, for each source of damage in the game, they have Boolean flags of "can i interact with this material type?"

  • Armor
  • Weakpoint
  • Frozen

if you're shooting an enemy with that damage source and it the damage source's flag doesn't match the material being shot, it defaults to just "flesh" damage. that's why DoTs ignore armor and weakpoints; all those flags are set to false. Area Damage also has all 3 flags set to false, but it can deal damage to ArmorHealth because it extends SimpleHealth (the thing that takes damage, which is within the AoE). Direct Damage has all 3 set to true.

Flying Nightmare has Weakpoint=false and Frozen=true, Breach Cutter has Weakpoint=true and Frozen=false, and it doesn't interact with Armor. Breach Cutter can still break armor by dint of being Area-Damage-esque, but it's not stopped from damaging an enemy like hitscan or projectiles that interact with armor are.

silent sierra
#

Okay, I always thought of the enemies as a collection of different hitboxes with each hitbox having its own associated properties. This clears up several things.

#

This especially explains a lot of the stuff within the game files.

#

Okay, so with this in mind I think that it would be a good idea to reconsider the language that we use in the wiki currently. General terms like Area and Direct damage are helpful for explaining the behavior of weapons, but in our Weakpoint and Frozen wiki entries I think our explanation of the logic leads to the implication that the game itself actually cares about Direct vs Area as opposed to having flags that decide what materials the damage will interact with.

floral drift
#

i have cursed you with knowledge, i'm sorry. forevermore this shall weigh upon your soul

#

this is the revelation U34 gave to me

glacial topaz
#

now I wish to find the really old conversation we had here lol

silent sierra
#

I actually don't think it would be too terribly difficult to make steps at improving readers' understanding of how damage behaves. If we have a "Creature Material" page that gives literally exactly the explanation that @floral drift just gave and then has a brief blurb about what the materials do. From there I can add a table to each of the weapons' pages at the bottom that just lists off everything that does damage associated with the gun and lists what materials they interact with.

#

We will need to remove a chunk of the "Frozen" article and just have it explain that it changes all hitboxes to the "Frozen" material and link to the material article.

glacial topaz
#

if it can be adapted
and isn't taking not needed space
no need to remove content

silent sierra
#

I'm referring to this sort of language specifically: "Direct damage is any damage from weapons being directly impacted onto a target. This excludes Area-of-effect (AoE) attacks such as the AoE from the "Thunderhead" Heavy Autocannon"

#

From what was just explained there really isn't such a thing as "Direct" damage outside of what we as players associate with "direct" damage.

#

Anything and everything may act as "Direct" damage up to and including the Cryo Cannon itself now after U34.

glacial topaz
#

the names are the ones used in game
surely explaining how it works helps
but if the game is using "direct" and "area" for certain weapons no need to throw it away, as it helps connect game information with extra details
given that it is a bit inconsistent, but I guess if lucky enough that wil be reported or fixed for next update...

silent sierra
#

That's true. I guess as long as we can make it clear that the materials and interactions with them are the ultimate determining factor in how a weapon behaves when hitting an enemy it should be fine.

#

Should we just add something like "Material Interactions: A, B, C" to the weapons' pages under the Understanding and overclock explanation sections?

#

I'm a big fan of just slapping tables and graphs everywhere, but I can't imagine that's something everyone else would like.

floral drift
floral drift
# silent sierra Should we just add something like "Material Interactions: A, B, C" to the weapon...

honestly, a relational database would be better than a spreadsheet.

enemy material types:

  • flesh
  • armor
  • weakpoint
  • frozen

weapon damage flags:

  • armor
  • weakpoint
  • frozen

weapon damage elements:

  • <insert long list here>

weapon damage sources:

  • elements (multiple values, foreign key wpn_dmg_elements)
  • flags (multiple values, foreign key wpn_dmg_flags)
  • interactsWithEnemyMaterials (multiple values, foreign key enemy_materials)
#

hmmm... flags/interactsWithEnemyMaterials would be identical, except the latter would include Flesh... maybe not as good for relational tables...

silent sierra
#

A reader may be going to the wiki to look at the awesome new overclock they got. Then under the Icicle Spear section it'd just say right there that it interacts with Armor, Weakpoints, and Frozen materials on the "Direct" damage portion, and that the "Area" damage interacts with none of those. With the flags comes a handy link to the Materials page and they gloss over most of it but see a juicy 300% damage on the Frozen bit and move on.

#

It would also provide a much more natural way to introduce the fact that the Breach Cutter does do extra damage to weakpoints.

floral drift
#

that's an excellent idea rocknstone

silent sierra
#

There is one bit that I'd like to clarify really quick though. When a source of AoE deals damage to armor it typically still deals armor damage despite ignoring its resistance. Is that because the damage is applied to a creature's body part that is an armored material and therefore the armor takes damage despite being treated as Flesh by the damage source that does not have the "Armor" flag?

#

I do remember there being a blog post a while ago about the behavior of AoE against armor, so maybe there's a bit more to it.

floral drift
#

if i understood your question correctly, then the answer is "no".

Light Armor, Heavy Armor, and Breakable Weakpoints are all separate chunks of the hitbox that can be broken off. Heavy Armor and Breakable Weakpoints have their own healthbar, too. when Area Damage does its damage to an enemy "through" Light Armor or Heavy Armor, it also does that damage to the armor as if it were a distinct entity. that's where Light Armor's breaking probability curve comes in, as well as the Armor Breaking mods that increase the damage dealt to them.

silent sierra
#

Alrighty cool! Thank you for clearing that up for me.

#

In fact, thank you for all the information you've been providing throughout this whole discussion. It's been extremely helpful!

floral drift
#

rocknstone part of why i hang out in this channel is to freely share the info i've learned 🙂

silent sierra
#

So on a completely different topic. I found another interesting quirk of EM Refire. The +2 electric damage isn't being considered at all for the T4.B mod's +30% damage vs electrified targets. The 30% is calculated only from the Kinetic portion of the damage. This also makes me wonder if the 30% bonus is subject to the same Armor Break quirks of EM Refire.

glacial topaz
# floral drift this is the curse. there is no Direct/Area/DoT. there is only damage, with flags

using "how it interacts with materials" shouldn't be the only way to differentiate different damage types
such as
Direct = Affects 1 target per instance (even if projectile may breach through or ricochet)
Area = Affects All targets within a 3 dimensional shape
Radial = Affects All targets based on their distance from a center
DoT = damages based on intervals and ticks, even if it is a single instance (temp shock...)
Etc

weary sonnet
thick pelican
#

Read this entire conversation and you guys are doing God's work. Can't wait for the updated version of the Damage page of the wiki

#

You have my thanks, from nerd to nerds

glacial topaz
silent sierra
#

How about "After being completed 10 times the reward changes to 2500 PP."

glacial topaz
#

something like that

acoustic scarab
#

The one on the left is plain incorrect. You don't always get PP for data racks

#

That statement is true for data cubes, but not racks. Although I guess I should be saying this to Vizthex

glacial topaz
#

not even the point...
I would be asking which one was correct if it was about being right or not
the difference is saying 1 scrip first, or 2500 pp first

acoustic scarab
#

Then you should've specified what the point was ¯_(ツ)_/¯

#

I don't use comma between orders of magnitude, but I'm not American so that's a given

#

Someone should probably do a consistency pass over the wiki to bring all numbers to a single format. We have 10,000, 10000 and 10 000 currently.
Might get on it if I have nothing better to do

glacial topaz
#

10000 too hard to read it fast
10,000 and 10.000 too confusing with decimals
10 000 is perfect as well as 10'000

acoustic scarab
#

On that we agree.

#

What about 2 500? Worth the space or readable enough without it as 2500?

glacial topaz
#

4 digits numbers should be fine to read without separators
or it can have for consistent sake

pallid prawn
#

Good carpet bomber build?

glacial topaz
#

the good builds are always the one you have fun with, game is not that restrictive on what you can be using
but if you want recommendations, you should use #drg-chat
here is better for getting stats and information

versed halo
#

Breach Cutter can hit weakspots? Damn. I wonder they can get the benefit by hitting multiple weakspots of one enemy, like Menaces / Bulk Detonators / Goo Bombers etc.

#

Talking about Breach Cutter, does Inferno overclock inflicts 75 heat on first contact? Few times when I shot the Sniper Turret(which has the effective burn temperature of 50), it did not light them up on fire.

That happened when I tried to shoot a far away Sniper Turret, where my Breach Cutter's line barely touched it before dissipating. Maybe the 75 heat hitbox disappeared?

silent sierra
#

The robotic enemies have temperature change resistance, so while they technically ignite at 100 Heat they actually need a lot more than that to light on fire.

#

I believe the use of "Effective Temperature" was something that's been brought up before, but it hasn't been added to the wiki yet.

#

To fully answer your question though. Yes, the 75 Heat from Inferno's initial contact is still there.

versed halo
silent sierra
#

Let me run some tests and see. I could have sworn the temperatures were behaving as usual earlier but I may have missed something.

floral drift
#

the breach cutter can't damage an enemy more than once per tick

#

at least, that's the current understanding of the weapon

silent sierra
floral drift
#

i just checked, Inferno vs Frost Praetorian. it definitely does not do half of its ignite temperature on first contact. i had tested in the past, and it used to work, so it must have been broken/changed in the past 6 months or so.

silent sierra
#

Something else is confusing me slightly. It's doing 11.2 damage per tick against a haz 4 solo Frost Praetorian, but it should be doing 8 per tick because I didn't take any damage mods.

versed halo
#

huh.. this IS kinda confusing

floral drift
#

remember, Glacial variants take +25% Fire-element damage and Inferno is 90% convert to Heat/Fire

silent sierra
#

Frost Praetorians don't have the fire weakness I thought.

#

The damage is the same against Wardens and Menaces as well.

versed halo
floral drift
#

so, in Elyth's repo i see two files: WeaponsNTools/LineCutter/Overclocks/OC_BonusesAndPenalties/STE_Fire_Plasma_Linecutter.json
WeaponsNTools/LineCutter/Overclocks/OC_BonusesAndPenalties/STE_Heat_Plasma_Linecutter.json

the first one is the 5 second, 0.5 sec interval, 7 Heat+fire per tick DoT

the second one is a 1 second duration, no interval specified, 75 Heat DoT. i'm betting that STE_Heat_Plasma_Linecutter isn't getting pushed anymore. i'll verify

floral drift
silent sierra
#

The damage numbers mod displays those as distinct values between the line and DoT. The DoT's first damage tick is added to the very first damage tick against the creature since it goes off at exactly the same time so the numbers get combined, but otherwise they all show separately.

floral drift
#

alert: i got the 75 heat. i had to pass the center of the BC beam through the center of the Frost Praetorian's hitbox

#

maybe it requires a full second of contact, for the STE_Heat to trigger?

#

instead of applying instantly like it used to

#

theoretically if a hitbox were too small for a full second of contact it wouldn't trigger, such as sniper turrets...

#

just a wild guess

silent sierra
#

Okay so without Inferno I'm getting the expected 11.5 damage per tick against a Haz 4 praetorian, but with Inferno I'm doing 11.2 damage per tick. It seems like somewhere the conversion is getting messed up and the negative aspects of Inferno are being massively mitigated to the point where I'd argue it's a clean overclock.

#

I'll try to test it more tomorrow after work. Unfortunately I have to get to bed.

versed halo
#

thanks for the tests, much appreciatedrocknstone

silent sierra
#

So I think that the most like culprit for what's going on is that the 8 damage is still using the 50% conversion value for Electric damage rather than 10%. 8*.9 = 7.2 Fire + Heat damage, but 8*.5 = 4 Electric damage for 7.2 + 4 = 11.2 damage total. That is my hypothesis for what is happening, but I need to run some tests for this tomorrow with time slowing mods to really be sure.

raw shadow
#

Yo people, i read the wiki and found that there isn't an entry about an error structure in the game

#

I wanted to see if i could get some help on redacting an entry as it'd be my first one or if there's any work being done on it now

dawn moat
#

do you mean the DNA things in radioactive?

acoustic scarab
#

The Experience page is in the "Potentially Out Of Date" category, so I can't really spam it as the definitive answer
But this is annoying

raw shadow
#

Nope, it takes the form of a circle of pillars with blue particles flowing in circles

raw shadow
#

Oh sick thanks

vivid hill
silent sierra
#

So perhaps the 90% Fire + Heat conversion is replacing the 50% Electric conversion and leaving the original 50% Fire conversion? I don't think I'll be able to know for sure with just in game tests, but the fact is that the Overclock is 40% stronger than the stats would lead players to believe.

#

I'll go ahead and log a bug on Jira for it.

marsh osprey
vivid hill
silent sierra
#

Fun fact, Inferno with T2.B currently hits harder than the vanilla Breach Cutter is capable of without the overclock while also providing DoTs.

#

16.1 damage per tick instead of 15 damage.

#

Actually, scratch that. Inferno + T2.B deals more damage per tick than any other Breach Cutter setup by a small margin.

floral drift
#

i was experimenting last night with the idea that the BC's Damage/Tick was doing something like this:

100% DMG_Electric
DamageConversion DMG_Burn -> 50% Electric, 50% Fire
Inferno DamageConversionBonus 0.9 DMG_Fire -> 50% Electric, 90% Fire -> 140% Damage/tick

#

the best way to test this would be to launch Haz2 (so the Normal Scaling is 1.0), damage a Grunt (with no resistances), then damage an Acid Spitter (which takes +10% Electric element)

silent sierra
#

Mactera take 50% more Electric damage, which was why I chose them as the test to see how the numbers would line up.

#

The numbers have been consistent with many test dummies so far as well, but I'll check Acid Spitters next.

floral drift
#

🤦‍♂️ you're right. i keep finding this format so hard to read:

#

i see it as Icon: Resistance

instead of Resistance: Icon

silent sierra
#

I also want to check the Heat output before submitting a ticket to see if that's at least acting as expected.

#

Okay yes, the Heat is 100% acting as it's supposed to. 8*0.9 added as Heat, and 8*1.4 added as Fire, which makes me think that the original 50% fire conversion is still in place after Inferno is equipped.

short cloud
weary sonnet
#

Should I edit the template to invert that?

#

I don’t mind it either way since I know most of their resistance after digging all of the data anyway.
1 keep it that way
2 invert it

silent sierra
#

If editing the template is on the table I would suggest we have some form of divider between the icons of one weakness and the numbers of another.

weary sonnet
#

I can add dividers like pipes as well, just not sure how to handle the one at the end we won’t need.
Edit: slash would be better, forgot that pipes were used for the template code.

#

I mean to make them all conditional.

silent sierra
#

Also, while testing this stuff with the time controller mod I think I've been able to find some evidence that the initial 75 Heat is missing from Inferno. The Praetorian is being ignited entirely by the beam dps and DoT ticks, and time moves slow enough to follow when each instance of Heat is being applied.

weary sonnet
#

Icon and text are swapped.

glacial topaz
weary sonnet
#

As for a divisor, I can add one in each conditional resistance (or in the resistance template), but that would add a useless one at the end.

#

Not sure how to get rid of that one.

#

I can also add some non breaking space (like 2-3) in the resistance template, that could help a bit.

silent sierra
#

Swapping the icons to be in front does noticeably improve readability for me at least. It reminds me of the prefix vs postfix function notation debate in programming. Like writing 2+2 as +(2 2) as opposed to (2 2)+.

glacial topaz
#

<@&296918282403840000> ☝🏽 Scam (issue solved)

gaunt cipher
#

Does anywhere on the wiki currently list the base amount of credits given by the survival bonus per dwarf? It's not on the credits page.

#

Also this is incredibly niche info, but-messing around with the 'mission selector' mod that lets you input a level seed, it seems that whether you launch a mission in actual solo mode, or launch a multiplayer mission where you're solo at the beginning, influences level generation

#

which is to say that if I load up the same seed as a public lobby I will get different results from when I load it up as a solo lobby, despite only having 1 player actually there in both cases

floral drift
wicked cave
glacial topaz
#

Given the crazy situations I got myself into I am not so sure it is to make traversal easier on solo...

gaunt cipher
# wicked cave Is it completely different caves, or just different static enemy placement?

Mineral placement is also different, at least. Haven't done extensive testing-noticed it when doing tests of gold mining times.
When loading in a seed as a solo mission, I would repeatedly get gold veins in the same spots, as expected.
But loading that same seed as a public lobby(although still actually playing solo with no joiners), the gold veins would be in a different second set of spots.

#

Same for red sugar, nitra etc

acoustic scarab
#

150 x 4 = 600, 600 x 2.3 = 1380

glacial topaz
#

So the mineral quantity is the same, just oddly changes locations ?
Bug ?

gaunt cipher
#

I don't know if this is a bug, exactly, or just a strange property of how levels are seeded/generated.

#

Like, you wouldn't normally even be able to experience this, since the 3rd part of a mission's seed changes every time you load into it via the normal mission selection-which is why choosing the same mission that way results in different cave gen

#

you can only even see that launching in solo/multiplayer lobby changes things when you're using the mod to load the exact same seed repeatedly

glacial topaz
#

If they use seeds to spot bugs
Seems important to be aware it might change

bold plover
#

Yes, the PLSSeed is used for bugs afaik.

cerulean berry
zenith torrent
gaunt cipher
wicked cave
#

Hmm. Was going through some clips of gameplay, and it appears from a recent (accidental) test I did that "hot rock" in the Magma Core biome has a higher pathing cost, with an effect similar to repellent platforms. At least when carved via C4.

https://www.youtube.com/watch?v=ladQIEtT2sI

#

I don't see this behavior documented in the wiki - curious if anyone else can corroborate.

dawn moat
#

It's been that way for ages, I've seen it ages ago