#wiki-related-chatroom
1 messages · Page 67 of 1
Like Update 32 ages ago
Hmm. Should we add a second picture to show that one kind of hot rock spawns on the surface of the ground in the biome, and another results from damaging the terrain?
I don't think it's necessary personally, but if it doesn't look bad it also wouldnt hurt to add it
it looks like most/all other features only have one pic
so perhaps not
Made a small edit. There are certainly other biome features that affect enemy pathing, but I don't think there are other biome features that the player can create that affect pathing.
Can someone confirm this?
https://www.reddit.com/r/DeepRockGalactic/comments/szmgtz/tip_you_can_change_your_player_during_loading_if/
Yeah, made the rounds a bit ago. I think it's only when latejoining? And it still adheres to class restrictions if they're set.
It has been around for quite a while, you can (used to?) exploit it to ignore duplication settings (at least on Xbox).
on Bet-C's page the Charge Suckers are said to be immune to Freeze but they aren't immune to it. and the second picture is heat, and then cold on Elythwaen creature stats chart
I guess the correct would be immune to the Freeze stop but not the damage
Immune to frozen model, lul.
it's just weird, 3 foes are immune to freeze but still take x3 damage
it also doesn't help that Bet-C hides her temp bar
Talking about weird, so far my suspicions seemed correct, though not denied by anyone else
-I spent from like level 60-100 without getting a data rack challenge (2500 pp version), and I think after the 10 scrips, I only got 3-4 times the pp version
Now, how many challenges I completed since then ? Given everything... 30-40 ?
The scrip data rack challenge is forced to happen if you don't already have that challenge in store, but afterwards, the 2500PP version has the same weight in the pool than any other challenge - Source Dagadegato or Anders, I think, it was a long time ago.
That same weight part is the confusing one, Am I just that unlucky to have stopped seeing it ?
I guess I could keep playing past 100, but since the rewards is just more credits...
also another thing about the Shield link boost bug, it takes away your shields, so if you are below 60 shields you gain negative it's not just if you are at 0
Hey I'd like to add the damage types (direct, radial, DoT) as well as Meatshield's explanation of the enemy materials to the wiki somewhere. Do you guys think the Materials explanation would be best as an addition to the Damage page after all of the elements and damage types seeing as it's directly related to how damage from the weapons is applied?
page is all about damage
having the damage elements + damage types seems fitting ?
as well as flags too
I wonder if there is a specific variable to check what type it is, since element is quite easy to identify
but type seems less direct
From what I can see in the files, the game doesn't so much have any particular variable that claims for a particular source of damage to be 'direct' or whatever, so much as the damage just behaves in a particular way that we as players are intuiting to be 'direct' or 'radial' and whatnot. The game simply acts upon different properties of damage sources such as radius, falloff, tick intervals, and material flags.
That said Radial seems to have something in the game files that's recognized for the purposes of the Hiveguard's radial damage resistance. So we may be able to look into that.
like "so much as the damage just behaves in a particular way"
there must be something telling it to behave that way, heh
Do CRISPR flames still melt foam mkII platforms?
the trivia section on the CRISPR page still says they do, but I thought they fixed that.
based on some line you saw on patchnotes, or testing in game ?
no explanation, revert ?
https://deeprockgalactic.fandom.com/wiki/Mission_Control?curid=1210&diff=28613&oldid=27012
mission control race
// and this for hyper prop, did it change or we never noticed it ?
https://deeprockgalactic.fandom.com/wiki/Template:Overclock_table_deepcore_40mm_pgl?curid=2436&diff=28614&oldid=28164
// https://deeprockgalactic.fandom.com/wiki/Point_Extraction?type=revision&diff=28610&oldid=27243
there is nothing on hotfix 9 talking about it...
is there any true to it ?
it's been this way since U32, when the damage got buffed.
unconfirmed rumor AFAIK. to the best of my knowledge PE has always been time-based, and i've been going since U18
would it be worthwhile to put a link to elevator plant's death scream somewhere in the trivia section for Biozone?
Curious thing I noticed yesterday: the Huuli is not startled by Mine Head turrets, but the turrets identify it as an enemy and fire
So it just strolled around the Mine Head, letting the turrets chip away at its health
It always has been time based
Nothing states mission control is a something or an other
I've seen the same for engi turret
perfect, going to fix
still a thing on PE ?
Don't think so...
i've had this happen to me a couple of times, at the last 10 seconds of extraction
recent ?
within the last two months
I will add it again
though I wonder what should bug policy be
this wiki doesn't seem to have its own Manual of Style. does it just follow gamepedia's MoS?
never ever heard, so nay ?
it is not that free for all however, we do follow some styles, just that it is not written anywhere ?
I think ever since the Fandom-Gamepedia merge, the "manual of style" has been "how do we make it not look atrocious" 😄
That's accurate. That's how it worked when I last played with it
probably not the best person to do it, but since I was the first to be interested in seeing it...
Including every source like enemy damage would probably be overkill,
so now to try figuring out what to fill the gaps with or what to change
I can confirm that we don’t have a manual of style here, there have been some talks about it like 2 years ago or something like that but that’s it.
As Omega say, we still follow a couple implicit rules and try to keep it organized but nothing is written.
If someone want to writte a MoS feel free to do so, we can talk here to decide on the rules to follow for the non obvious one.
Flying nightmare benefit from frozen, but not weakpoint and isn’t affected by armor reduction.
Breach Cutter isn’t stopped by armor reduction but can break it, it benefit from weakpoint, not sure about frozen.
Cryo Cannon and Flamethrower don’t benefit from frozen or weakpoint and ignore armor reduction.
Updated, appreciated
wonder which other sources / variations would be important to include that are interesting
hopefully something that is different
Thank you all wiki contributors. I just want to let you guys know we appreciate you.
Update to the Dev Q&A page coming tomorrow. The recent events left me with less attention to DRG than usual
is there other non radial, area damage to HP , done by players, other than boomstick blastwave ?
and what are the damage flags for that blastwave ? (frozen, armor, weakspot)
off the top of my head, Minigun Burning Hell
Frozen -> false
armor -> uncertain
weakpoint -> false
burning hell is Temp damage last I know though
also what about sludge pump flags ?
Burning Hell
5m cone in front of Minigun muzzle
5 Fire Damage + 20 Heat per Tick
4 ticks/sec
all of Sludge Pump's attacks are Radial Area. Regular, Charged, Fragments, etc
oh sht, I confused with angry venting
i've seen evidence that Aggressive Venting does a smidgen of damage too. like 5 Fire Damage + 60 Heat, then falloff
a video by... was it SnowingFate? someone.
might be worth confirming, since wiki still mentions heat only
Both versions of Aggressive Venting (DRAK and Minigun) have 10% of the heat damage converted to Fire.
know if any area damage (Non radial) deal extra weakpoint damage ?
Not off the top of my head. I'd actually say that if the damage source has UsesAreaOfEffect flag, it can't benefit from weakpoints.
Thanks GH 
updated version, so far not seeing much in favor of damage types not being big hints towards damage flags, so far every direct damage is true for all 3 flags, with Stream, Radial and Area being false for all 3,
maybe enemies break the pattern ?
The breach cutter, technically. Its damage is applied over an area dictated by the cylindrical hitboxes of the beams.
could be called Field damage (Line variation)
Something that I've noticed from that chart as well is that the non-radial AoE attacks are all cones.
Stream, Area, Field, etc. It's all just another way of describing a hitbox that persists through enemies and isn't a Sphere.
The streams are conic in nature if I remember correctly as well. Ignore this
considering pheromones, the bite attacks from glyphids
what type are they ? do they interact with any flags ?
The drills are also in an odd situation. I've been meaning to test if those are radial or not because I can't get a clear idea from their files.
I was pretty sure stream is multiple projectiles being released from the gun and having a short lifetime
if it was a cone, I guess you wouldn't see the projectile travel, and it would just be the gun creating a damage field ?
Oh that's true. I guess I was thinking more of what I saw in the asset file for generating the particles rather than the stuff actually telling it how to behave.
Or I'm just completely misremembering what I was looking at.
why is there no TCF in the table?
because nobody said it was important to add
and isn't that just Radial damage ? meaning it would just behave as expected for flags
could be added for the sake of being complete
though then I would have to add snowball, ice spike, etc too ?
I mean most of them are obvious anyways
since it's not just exceptions list I thought it was for the sake of being complete as you say
though then I would have to add snowball, ice spike, etc too ?
ice storm would actually have different colors in one line
isn't ice storm a special case ?
meaning it doesn't have the flag for frozen on (meanign x3 damage, or 2.5 for dreads), but instead deal bonus damage to frozen status
just like mercy bullets or other mods that grant extra damage, tu certain statuses
for regular user it counts as bonus dmg nonetheless
so basically, if ice storm damage changes between frozen dreads and regulars enemies
I think trying to get the wiki to be as close to totally correct as possible would be ideal, so having ice storm incorrectly described as gaining the "Frozen" multiplier would be problematic. It does do extra damage, but not for the same reason as everything else on that list.
ye there's just so much depth to that, it just looks like stock weapons comparison no one use
if I had to guess, I imagine bite attacks will be direct damage, so True for all flags
just not sure how it decides which point to damage, probably the closest one
We can test that using Steeve. Try to line him up to bite the armor of other enemies and whatnot.
The damage numbers mod should be able to pick up what his attacks are doing.
Yeah, Steeve is just direct damage afaik.
The thing to test is not "direct" or "area" though. We specifically want to see how the damage interacts with armor and weakpoints. If it doesn't then it's because of the material flags.
I'm noticing that Steeve distinctly does NOT deal weakpoint damage, and ignores armor.
The damage he does is single target (direct), but it's not following the typical "Direct = weakpoints and armor" logic the wiki currently uses to determine everything.
He does do extra damage to frozen enemies though.
So Steeve appears to have the flags Frozen = True, Armor = False, and Weakpoint = False
so it is not Direct damage
not sure how to call it though
it does fit my first attempt to describe the behavior, if we consider being only able to affect 1 target
though it is a flaw on the description, and not of the system
so we probably have 1- Direct (Ray / Projectile) 2- Direct (Region)
though maybe there is a better way to call it
Stabber vine flags ?
I added a brief description of how the flags work at the bottom of the damage page. I can add a list of flags to the weapons in the "Understanding the Weapon" sections of the equipment pages later on.
The materials would just come in a list of up to three items, and perfectly describe how the damage will interact with the stuff that keeps mucking up the Direct and Area descriptions. As the game continues to get updated we'll end up needing to keep inventing new adjectives if we want to keep describing weapon interactions the way we have been.
Should we rename the Area Damage page to Radial Damage? Currently the page only describes how Radial Damage behaves.
all hyperlinks would be automatically changed ?
worth pinging Ely to ask about that suggestion
As long as the difference between radial and area damage is cleared up we can rename it.
To be clear I mean the stuff MeatShield mentioned about radial resistance covering up more than just area damage.
Not sure if there is an automated tool for the redirect or not, I will check it if needed.
From the look of it renaming the page should handle the hyperlink change automatically, but it is worth checking after the change just in case.
i thought that Flamethrower and CryoCannon streams shot particles in a continuous stream, like TF2's Pyro Flamethrowers. not cones.
which means that if you move fast enough you will see an S shape being formed, right ?
i've never tested it properly. tbh Banagement being able to show particle hitboxes in debug mode would be the best way to test that. kind of like how he did the video demonstration of Platform's repellent stuff.
I was just messing with the streams a little bit ago and I'm pretty sure I was mistaken.
The cryo cannon was doing something weird though. As I swung its stream around I noticed that it was leaving the ice trail way before the particles reached the wall.
It almost felt like the thing was hitscan.
a long time ago, Bebe told me how Flamethrower's Sticky Flames are placed on the ground per unit of time that the flame stream is active, not per unit of ammo consumed. that would lead to the conclusion that the "place trail" mechanic is entirely separate from the "produce stream" mechanic. i don't know if it's hitscan, but there's evidence to support that they're separate.
after i get off of work i'll do a couple of quick tests on it.
Stream long enough, and game slowdown ?
Yeah, when I get the chance later I'm going to mod the stream length to be like 30 meters or something and see what I can observe with it.
Was playing with this recently and my understanding was that the max range at which sticky flame can be created is a function of time since the trigger is pulled to emulate travel time of the fire actually reaching the surface. However, once the surface is in range, it's effectively hitscan and sticky flame will be created instantly where player is looking.
Or rather instead of instant I should say whenever the sticky flame tick happens, which I'd be interested in know more about. Feels like it's tied to framerate.
Yes, essentially imagine there is a rectangle from your flamethrower (or cryo) and it extends the longer you hold the trigger to reach the effective "max range".
Wow. I wonder if that rectangle increases its size by set speed, or proportionally by total stream length?
Question about Unstoppable perk: Does it also reduces slowdowns from Gunner's primaries / pickaxe melee attack?
AFAIK: no. last I heard it's coded for Environmental Slows, such as Sticky Goo, Deep Snow, Earthquakes, Storms, etc.
It also works with Slasher stun for some reason
Hey guys, while scrolling through the wiki I found that the math equations on this page aren't formatted correctly:
https://deeprockgalactic.fandom.com/wiki/Fall_Damage
It's just the the plain (MathJax) code.
Don't know if thats a common fandom bug, just wanted to point it out anyway.
If a dwarf falls from a great enough height, they'll take damage upon landing. The amount of damage is determined by three things: the height fallen, the surface being landed upon, and how much Fall Damage Resistance the player has at the moment of impact. You have to fall a minimum distance before any Fall Damage gets applied, but then it quick...
These ones?
I'm on desktop, are you on mobile?
Yeah, broken on mobile.
Wouldn't be the first thing broken on mobile fandom
I was wondering if achievements that require you to beat missions in Hazard 4 & 5 certain number of times from start to finish count during deep dives?
I would assume not, since dives do not have a set difficulty assigned to them.
3.5, 4.5, 5.5 are approximations
The second EDD is haz 5 difficulty, so that one may count.
i just did a test, and now have definitive proof that the sticky flames are not placed "hitscan". from observation, this might be how flamethrower's stream+sticky flames work?
-
When the player pulls the trigger, it starts shooting "particles" at
6 RoF * Flow Rate %. each particle travels at 15(?) m/sec in a straight line, and gets destroyed on three conditions: the trigger is released, the particle encounters terrain, or it travels its max distance (8-20m depending on build). -
if you don't move the crosshair, then this could be visualized as a cylinder that extends at 15(?) m/sec in front of the player up to a maximum length of Max Flame Stream Reach. if you're sweeping it around then the particles will continue their trajectory but visually it will appear to "bend". that's because the particles already flying in a straight line will continue to do so while the next particle gets spewed out in a straight line at an angle from the previous one. do this at medium-high RoF and add some visual trickery, and it will seamlessly look like a S-shaped stream. i would hazard a guess that GSG added some kind of "spline" that uses each particle as a point and then builds a visual curve from the flamethrower to the oldest particle. by doing thus, it creates VFX that provides an intuitive behavior and appearance for the flamethrower.
-
if the trigger is still being held down, then whenever the VFX spline impacts terrain, it leaves behind an instance of Sticky Flames. if that were the case, then as you sweep it across terrain it can leave an "infinite" number of Sticky Flames no matter how low the RoF is. I expect that a slow-time dilation experiment would prove/disprove this hypothesis. because the VFX spline is dependent on the particles flying through the air, that would explain why the sticky flames don't get placed until a damage particle has reached the terrain (and isn't hitscan) as well as why the RoF is independent of sticky flame placement.
so, that's just my first hypothesis after a very quick test and a little perusal of the DAUM game files, specifically WeaponsNTools/FlameThrower/Particles/P_WPN_Flamethrower_Plume_1stPerson.json. it incorporates all of the knowledge that we know about Flamethrower so far as well as provides a plausible explanation for how the mechanics work under the hood to cause the effects that have been observed.
i'll go take a brief look at Cryo Cannon next, but i suspect that GSG just reused the same system with different numbers and visuals.
first 30 seconds of CC test, and i can already see that it's different than Flamethrower. it looks like the Ice Path is instantly placed. visible by just tap-firing. so, even though the damage particles get destroyed before reaching the destination, the Ice Path is already there.
reasons to think it was supposed to work like crspr, but bugged out ?
update: i'm able to damage+chill a Spitballer from 14m away instantly, even though i'm looking upwards (so the Ice Path isn't being formed)
perhaps this is the same system as Flamethrower, but the particle speed is so fast it's virtually hitscan... 🤔 it's odd how the VFX for the cryo stream unfurl over distance like the flame stream. kind of makes me think it's bugged?
time to datamine gamefiles...
seeing 15 m/sec - 25 m/sec in WeaponsNTools/Cryospray/Particles/P_WPN_Cryospray_1stPerson. nowhere near fast enough to be "instant"
but, that's the VFX. need to find the damage particles...
not seeing anything obviously jump out as "the speed of the particles", sorry.
any chances that the values doesn't exist ? so it uses some other default value instead
chances? yes. even though we've been doing datamining for 2 years now, the sad truth is we still know less than half of how the game works internally.
Yeah these ones exactly.
Oh, I wasn't aware that there was such a difference between desktop and mobile. Then at least for desktop it's fine. Thanks!
What are we currently using for the math formula display? If it is still the js extension, we can add it to the mobile version and it should work.
Did two quick tests, didn’t work.
Quick unrelated question: What exactly do the ammo bars under you HP and Shield account for? Do they represent all your ammo (mobility and support tools included)? Or just your primary and secondary weapon ammo?
@thick pelican all ammo. You can be dry on primary, secondary and grenades, but the UI will show 1 bar of you have tool ammo left.
according to this indicator placing turrets reduces ammo lol
returning turrets = ammo regain
Not really, turrets are not ammo, their bullets are
ikr it just doesn't account ammo in the turrets
Ah, the signs of early access development
nah grenades do not get accounted, I got close to the point where shooting 1-2 bullets would lower the indicator level but nothing happened when I threw all 6 grenades
also it's quite weird that you can reload and ammo hud will just get lowered
platform gun gets accounted, flaregun gets accounted but those have really small parts in the overall 8-step scale
Each item has different ammo counter weightings afaik.
I was gunna suggest, what about adding depth to the wiki on each biome?
Since they all generally generate in a 'range'
Shouldn't be hard, I have tons of empirical data on all the depths.
The issue is more that the depth system is utterly broken for deep dives
I may be able to find the exact value, give me a few min, I think I saw a console command for that.
Well that is a reminder then.
There was indeed a talk about that quite a while ago.
Oh yeah, I'd just ignore DD/EDDs for that
since.. it doesn't really work, apparently
I remember something about those values...
weren't we unsure on how they were used ?
meaning the actual range in game varies due to spawn points ?
Well, stands to reason that biomes extend in a range between depths
According to the discription, shouldn't rad zone be the highest biome?
(since the surface is irradiated)
and obviously magma core is deepest
does it says the radiation source is from space ?
no
Doesn't it?
IIRC, the reason we don't go to the surface is because it's blasted with radiation
Also
What damage type does the plasma carbine do?
Fire/electricity?
disintegrate + kinetic 50/50
that one just shows the radiation from surface is different from the biome one
Hmn
Hey, in the wiki for the lok-1
Armor Break Module says it grants 1250% armor breaking
also "Ravaged by thousands of years of high-intensity gamma radiation"
and if you look for gamma radiation sources: "Gamma radiation is released from many of the radioisotopes found in the natural radiation decay series of uranium (...)"
also mentions it can come from space, complex stuff...
Is that additional armor breaking?
(to a total of 1400% armor break)
since base is 150%
oh, we didn't add the details
if you check other weapons we always have a "+" to show it is adding
but lok1 is just missing
so gotta fix that or check with who added it
Also, with the addition of the sludge pump, corrosion resistance could be nice to add to.. all applicable enemies
Unless there aren't any
Yes. I can find data points for depth outside of those bounds, creeping up on adjacent biomes. My theory is that the range in the code counts from the top of the cave, so depending on cavegen the landing point can end up a few dozen meters into the "wrong" biome
one solution would be a mod that makes the values be fixed,
I've got a few hundred screenshots of depth & biome pairs (looking from inside the drop pod), ping me if you want to check something
I meant, that if value is fixed you can alwaya see where the value appears, if you are able to tell outside drop pod
Wait LOK1 has base AB?
negative. from the tests i did in U35XP ABM raises it from 150% to 1250%. +1100% is another way to phrase it.
i would phrase it as "changes it from 150% AB to 1250% on Full Lock"
Cant be the same
Either it is +1100 or sets to 1250
We added Corrosive damage resistances to the creatures' respective pages and the main table a while ago.
Huh, so oppressors do resist corrosion
Though the corrosion gun does.. kinetic damage with most of it's 'impact' damage
How does re-applying fear work? Can't seem to find it on the wiki
After the target moves the specified distance (usually 10m), you can reapply it. Not sure if there is a cooldown or not.
Hm, good to know
So if I apply fear to an enemy that's already fleeing, only the original fear will be on the bug?
Yes.
I'm pretty sure that is how it works but not 100%.
When someone checks that it should probably go on the page somewhere
I'm not super active on the wiki, but could someone change how the resistances in https://deeprockgalactic.fandom.com/wiki/Creatures are listed?
Right now there's no way to ctrl+f resistances
The little logos are cute, but very very infuriating for someone trying to see which creatures have a certain resistance
Either that, or electrocuted should have its own page. Potentially both
Fear's sorta weird in how it works
It has kind of a 'power' percentage that means how powerful it is
and there's also 'super-fear' from effects like SYIH and field-medic
I don't know if aggresive venting also counts
It does iirc
What's the deal with dreadnoughts and electrocution? https://deeprockgalactic.fandom.com/wiki/Glyphid_Dreadnought
They're listed as immune, but have a 60% resistance to it
Is electricity and electrocution different?
Yes
For example, the EPC partially does electrical damage
But electrocution is a status effect
It's like how fire and heat are different
it's more accurate to say that Fear percentage indicates how likely that the "Terrified status effect" gets applied. higher percentage doesn't equal a "stronger" effect.
I know that, it's more that it can affect braver enemies
Anything above 100% anyway
Well, sorta
Electricity resistance and electrocution immunity are differents.
Electricity resistance affects the electric damage taken and the slow from electric based slow.
A creature with 100% electric resistance will be immune to electrocution because it will resist all damage and slow.
Electrocution immunity is being immune to the electrocution status effect itself, some creature have this tag without having a 100% electricity resistance.
P.S. if you want to search creatures by elemental resistances or status resistance you may want to check my spreadsheet for that, the link is in the last pin in this channel.
Question, for combo based upgrades/overclocks, i.e. conductive bullets, volitile bullets, BoM.. what damage type is the bonus damage?
Example being volitile bullets (upgrade) says it does 50% extra fire damage to burning targets
For volatile bullets, the extra damage type is fire, most of the time it is just kinetic.
BOM is kinetic
Need to check for conductive bullets, not sure on that one, but based on the way it was added, I would say electric.
For conductive bullets it is indeed electric damage, the damage class is specified in the files (and in the wiki as well, I double checked just in case).
Does electrocution resistance affect both DoT and Slow Effect?
I suppose it does not affect Slow because to me Dreadnought looks fully electrocuted by Turret Arc despite having 50% Resistance.
So I am wrong about Dread Electrocution?
Is he slowed down by 40% or 80%?
In case of Turret Arc
The slow from turret arc comes from the electro crystals iirc, not sure how that one behave.
That is a possibility.
Alright, thanks for the answers 
Trying to find the file to see if there is anything in it that would allow to answer.
Wait, they changed it in U34.5 actually, turret arc has its own file now.
It is flagged as PST_MovementSpeedEnvironmentalPenalty
That may be why it behave differently, the base pawnstat is PST_MovementSpeedPenalty for slows.
so you were right about environmental part!
Turret arc is pretty buggy at times
What about the smart rifle upgrade?
Since it's both burning AND electrocution
And unlike other combo based upgrades/ocs, stack
If you mean Electro-Chemical Rounds, the wiki description should be right for that one:
- Bonus Damage to Electrified and Burning Targets
(+20% bonus damage with damage type matching the corresponding element, and can stack for each element)
Hmn, makes sense
Question, does smart targeting take into account explosive rounds damage?
I think MeatShield updated most if not all of the weapon descriptions on the wiki, for advanced weapon data, he is the one with the most knowledge afaik.
Hm
For smart targeting, I think it does, but not completely sure.
I'd be a nice qol thing
Testing it in game would be the easiest way to confirm it, just spawn a grunt and check how many lock you can get on it.
Hm, yeah, on my phone now atm
With damage on T1, Smart targetting and explosive rounds.
Hey, does ECR affect explosive round damage?
you mean the -5 damage?
The explosion
wait, there is two ECR on that weapon, which one are you talking about, the mod or the OC?
The bonus damage to burning/shocked upgrade
Does that work with explosive rounds damage
It has no reason to affect it, the damage type don’t match.
What?
Or I am not understanding at all what you mean.
I'm asking, does the explosive damage from the overclock get modified by the weapon upgrade that makes the gun do extra damage to burning/shocked?
Oh, I think I see.
Not sure in that case, I will check what kind of multiplier is used.
Another weird example are the t5 upgrades on the subata with the explosive reload oc
Like, will the explosove reload do bonus damage to mactera or burning?
For the subata is should.
For the lok1 I have no idea since I am not used to this kind of trigger for damage bonus, so it would need to be tested.
I think it should work as well though.
Huh, I thought that the explosive reload was more like a flat status effect style of damage
Ah, shit, I though that was a mod, not an OC I messed up.
OC are "loaded" last so it will apply after all damage multiplier and all and won’t benefit from the fire damage multiplier you are right.
What about the mactera bonus?
Should be the same, the only thing that can affect explosive reload are global modifier or creature side modifier like hazard level or IFG weakening field iirc.
Yeah, IFGs affect ALL damage in the game
It is because it acts as a multiplier for the damage received by the creature.
Also, how do additive damage multipliers work?
Common one is conductuve bullets on ifgs
That’s easy, in DRG they pretty much don’t exist.
Almost everything is a multiplier except for a few things like health, shield and some elemental resistance and fall damage resistance.
So 30% and 30% is more like.. 40%? Rather than 60% bonus
1.3×1.3 = 1.69
Yeah, bit groggy here
If you want to test things in game, there is a spawn menu mod and a damage number mod.
uncertain. i've heard rumors of both yes/no, haven't tested it conclusively for myself.
no. the upgrades for Lok1 T3.A and T5.B only affects the bullets' Direct Damage components. the OC's explosion is not modified by any mod, AFAIK
it used to, but it doesn't anymore. when Subata Explosive Reload was using Explosive-element, then T5.A did increase its damage. back in... was it U32?... when ER was changed to use Internal-element and had its stats buffed, then it was changed so T5.A only affected the bullets, not the detonation on reload.
Thanks for the updates
Oh yeah, does smart targeting take explosive rounds explosive damage into account with its targeting?
As far as I could tell in testing the bonus damage vs X mods only work on the guns' bullet damage and don't affect anything that's added after.
That seems to be the consensus
Even the Stubby's +2 electric damage from EM Refire isn't boosted by the +30% electric damage bonus.
Huh
SMG OC EMRB +2 damage is all sorts of weird. it doesn't get the T4.B bonus, it doesn't do Armor Breaking, it's Electric-element instead of Kinetic...
We can test this in Hazard 2 with a grunt. It would take three locks to deal up to 66 damage and then the 50 damage explosion would kill it. If Smart rounds accounts for the explosion then it would stop at three locks.
If you lock onto an enemy that's behind another enemy, will shooting through such do damage with super-blowthrough rounds?
Also, what enemies resist Neuro-Lasso? It's a unique effect, I'm curious if it'd be good against dreads
Yes, but the way the bullet's vectors work is a little weird. I need to test with a time slow mod active to be sure, but it seems that after colliding with an enemy the bullet's vector becomes 'set' and will continue to travel in a straight line. I lack empirical testing on this, so this is just from observation alone right now.
Enemies don't resist Neuro-Lasso from what I can tell.
It's amazing. Everything I just said was wrong.
Neruo-Lasso is resisted by Electric Resistance IIRC. have to double check gamefiles
So functions similar to IFG slow
Oh interesting.
Wait... I want to look into some more interactions if that's the case.
ok, the right way i should phrase it is: "The Status Effect that multiplies enemy movement speed by x0.9 and can stack with itself (STE_EnemySlowdown_LockOnRifle) has no damage associated with it but it still has DamageClass:DMG_Electric. as a result, i would expect that enemies with Electric Resistance also resist the slow"
Hmmn
Also just confirmed. Explosive Chemical Rounds is not accounted for when using Smart Rounds. It just checks the health of the enemy vs the damage of the bullets.
22 damage bullets engaged 5 locks against a Hazard 2 grunt.
That's sorta lame
Makes ECR (the OC) a bit clunky to use at times
I like to run it with the electrocution upgrade, since it procs the same way
and ERC (the upgrade) since it does extra damage to shocked targets
I was super hoping that this meant it had some hidden synergy with T3.A. After checking this, it does not.
Okay so I ran some better tests with a means of slowing down time and it seems like the bullets do follow their full path to their target even when travelling through another enemy. I was mistaken.
Super Blowthrough will effectively let you use the Lok-1 as a shotgun that will cleave through everything if you set it up for it apparently.
nice! so T3.C SBT is actually designed really well for the Lok-1, cool.
Ahh, thank you. So would a creature that's immune to the effect itself only be able to take electric damage without any slowdown?
If a creature is immune to electrocution, you can’t inflict the status effect on them at all, not the slow, nor the damage.
But you can still inflict electric damage via other source, there is some weapon that have part of their damage that is electric like the EPC normal shot or the breach cutter.
Ah I didn't realize that electric damage was just a damage type like that. Gnarly.
@weary sonnet i checked DAUM branch, apparently Active Perk "Dash" has a 1.3 second duration (not 1.5 sec, like the Wiki lists). are you easily able to find if/when that changed?
Oh yeah, I was meaning to ask if you guys had the previous patches up on a git repo somewhere. And are they extracted from the PAK format so as to just be able to see additions with the history tools?
pretty much, yeah. it's one of the many invaluable services that Elythnwaen provides for the DRG community 
What does DAUM stand for?
DRG Automation Utility for Modding.
I see.
We really need to come up with a word starting with Y between "automation" and "utility". It will improve the acronym tenfold. It's begging to be there.
DRG Automation, Yo: For Modding
From what I can see, it was like that from the start, or at least from when I started to track changes, so back in U28.
Heat is what causes that, which is separate
Though obviously it'll cause fire damage
we wish
From DAUM
Grenade:
-Min # targets: 2
-Affect every 2nd target
-4m splash radius
Status effect:
-Max num attackers: 3
-Attack cost modifier: +12 (🤷)
-Movespeed: either +0.9 or x0.9, it's a little ambiguous
-Duration: 10 seconds
I also recall hearing rumors that it has a max number of enemies afflicted, but I'm not seeing something jump out of the gamefiles for what that value might be. I think i heard someone say it was a max of 12?
so.. it attracts three bugs per bug affected?
up to 3, yes. so, if 12 bugs were affected then 36 bugs could be aggro'd, but that doesn't account for pheromone'd bugs attacking another pheromone'd bug.
Default attacker positioning component max targets is 32, but this is for players but could be shared by enemies.
Looks like 32.
yeah, i grabbed that screenshot almost 2 years ago. right before DRG modding took off and those internal values became accessible
I wonder how that max # of attackers value plays out for broken pipes in liquid morkite missions. It seems to use the pheromone mechanic to attract bugs but it also seems like more than three bugs can attack a broken pipe
Max attackers is 8 iirc.
Uses Object Attacker Positioning Component. I just recently started using this for some custom things for mods.
That screenshot was for a dwarf, the dwarf is there in the middle, just not visible because it disappears if you place the camera just above it iirc.
Its not listed anywhwere on the wiki, does anyone know the exact time it takes to revive someone? (With and without Field medic Preferably)
how do i view last missions stats. everytime the mission ends the stats only show up for a few seconds and then disappear.
you can screenshot it
There isn't any way in game to see them again. You just have to be quick to screen shot them before they disappear.
I believe 6-8 seconds.
I thought it's less but I can't find a rebuttal
The medbay has a screen where it shows short mission details, like time, credits and xp
are there any prominent spreadsheets around that show enemy health numbers?
That's on the wiki but there's also the full creature stats spreadsheet in the pins.
thanks
there's also at least one mod for that on drg.mod.io, search for "screenshot"
Got something for you wiki lads
Adding true reload time, as to how long it is with reload cancelling
Also, assignment voice lines from mission control for the new weapons
Wasn’t there a post on the subreddit with all this info about 3 months back?
I seem to recall a video about it, lemme look.
0:00 Intro
1:42 GK2
2:45 M1K
4:38 Boomstick
7:29 Zhuks
8:37 AC
10:26 Hurricane
11:07 Bulldog
12:21 BRT
13:38 Warthog
14:56 Stubby
15:46 Lok
16:50 PGL
17:39 BC
18:45 CRSPR
19:56 Sludge pump
20:40 Subata
21:50 Conclusions
bgm: "Lunar Clock ~ Lunar Dial" and "Shop Theme - Candid Friend" from Touhou Luna Nights
Why I can't type on the wiki ?
whenever I want to write text, it barely works
so odd that it is hard to describe
here for example, only 1 key works every 10 presses, and I can't paste text either
seems it is about text box getting un-selected, so if I keep mouse button pressed I can type
I know that I have heard it before but I do not believe it is exclusive to him.
I found one line with "Steel-toed" , and that is it only 1, and can't even connect it to scout
I will revert to proper version then
I think it was from the trucker balls. Something like "daddy needs a new pair of steel toed boots".
Quick unrelated question regarding Unique swarms.
Can Dreadnoughts and/or Praetorians swarms happen in solo play? And is it affected by whether you are on true solo or open lobby?
Dreadnoughts can't, pretorians can
Asking because the wiki says the opposite
Dreadnought waves can happen in solo and I have proof if you want it
Oh yeah, does anyone have the mission control voice lines for the new weapons?
(upon unlocking such)
I mean, I think there are guides on how to extract them in the modding discord
But it may be just me
I just discovered that BC lines actually make Bet-C turn into Stationary Turret Mode.
Like she just can't go and throw bombs when under spinning death.
As in "stunning" the suckers or changing stage?
The moment she touches the line - boom, stationary turret activated
Mb it's more like general thing that whenever she's slowed she goes turret mode idk
Huh
Because in turret mode she can't move and it is known
She must be thinking like I'm slowed anyways so why not turn into more effective dwarf destroying mode?
But she can't be in turret mode all the time so when the time comes she switches back to Walk&Bomb mode but then she immediately switches back to Turret mode cause Spinning Death is still in her body. I witnessed 2 of those mode double-switches in a row
it does not work for sludge pump slows - it seems to not have any effect on her behaviour tho
It's actually BC Stun mode that makes her switch shooting mode.
Without it there is no effect.
I've tried several stun sources (not all but still) and only BC's Disruptive Frequency Tuning and Satchel Charge's Concussive Blast seem to make her stop and turn Turret Mode.
Maybe they have high enough.. stun power?
there is only stun duration and stun chance
I know that, so maybe because it's aoe stun or something?
Let's say those both have 100% chance so they can stun
Though that wouldn't explain why PGL stun doesn't work
But why then PGL can't do the same?
Yeah, what I'm saying
Though BC does to continuous instances of stun
since you know, it hits multiple times per second
Tranqs don't work despite having high stun duration too
I've also tried axe and minigun's stun
Strange
and drills too
But yeah, I could see how BC stuns
But I don't know why satchel would
(unless there's hidden 100%+ stun chance)
I've tried Satchel next after BC cause I thought about AoE thing too
Strange
Only thing I can think of is that BC does constant instances of stun
which must 'break' through bet-c's resistance
Because, well, it's 100% stun instance every.. hit the BC does
I can find that for you if you still need it
Make the sound yourself 
That's okay, I just wanna get more fluff
I fucking love lore, I love learning about worldbuilding and seeing how things connect
Sludge Pump :
Congratulations! You've been licensed to use the Corrosive Sludge Pump! It hurts as much as it smells and the effects linger for just as long. Just take care you don't get hit by the backsplash...consider yourself warned!
Plasma Carbine :
Good job. Weapon License upgraded! Adding a plasma weapon to your arsenal is always a welcome change of pace to avoid burning out. I'm sure this will keep you on your feet.
Lok-1 :
Excellent job! Weapon license upgraded for the LOK-1 Smart Rifle, our smartest weapon to date. Less time thinking means more time working. You're welcome!
Hurricane :
Good work! We've got quite the surprise for you this time. We call it the "Hurricane". A Guided Rocket System that lets you make things go "Boom!" with surgical precision.
That seems in-character
You should add it onto the mission-control voice-line page
That would be worth a Jira report...
Reminds me old Menace bug
nah, let's keep it this way to counter zipline cheese 
Bunkering/zipline camping needs some more counters
Maybe a homing projectile eneny that homes on dwarfs that aren't on the ground
It's patrol bot
hearing we still having problems with the confusion with ME swarms being used on all swarms ? lol
currently testing out TEF with plasma splash. It'd be cool if the gun gave extra fire and heat in an AOE
agh, doesn't seem to. that would be a nice synergy
TCF ?
that's how it originally worked in experimental, which was pretty neat, though quickly removed
Oh, cool
I do wish they'd give it half of the bonus or something. Feels like it's just missing right now
Was it too strong? Did people not like it?
it was definitely strong and i also don't think it was ever intended to affect AoE damage
It didn't affect the AoE T4 mod, it gave the effect of T4 AoE splash for free as an unintended side benefit.
Terraria wiki is moving from Fandom to wiki.gg 
Haven't even heard about this website until today
should this line be added ? saying that perks works when carrying bittergem
still, we never said it didn't work
so seems odd to have to say it does
https://deeprockgalactic.fandom.com/wiki/Bittergem?curid=1068&diff=28709&oldid=27997
Probably a nicer way to word it, but would say that main change needed would be to have that paragraph split into 2
the text is the same for all pages, but user only changed it for bittergem
Guess they did not realise it was identical text
https://deeprockgalactic.fandom.com/wiki/Experience?curid=1099&diff=28708&oldid=28448
player rank used as image for XP page, but wonder if there isn't a XP icon to use instead
Niche question: what damage type does a resupply deal?
I think it doesn't even have a damage type IIRC
it's just 1000 damage flat
yea, Typeless damage
unless it changed, but I doubt
To be confirmed:
Most typeless damage now default to kinetic with season 1, not sure typeless damage still exist now.
Edit: Tested it in game, still typeless
(RadialDamageClass = None, DamageClass = None)
What damage type is blast-wave? And what shape is its AoE?
The damage type is explosive, but I'm not 100% sure what the hitbox looks like.
Looking at the files right now to see if I can find the part where AoE is defined. I haven't found it yet, but I did notice an interesting tidbit about the frontal AoE having a 2.0 armor multiplier. While the Boomstick's armor break isn't functioning properly at the moment I think it'd be a good idea to note this on the wiki some time later.
Might be best to leave out until the armor break stat is actually working though.
Weird
Could probably just edit the material or visibility of the cone to see it.
isn't there a better way ?
https://deeprockgalactic.fandom.com/wiki/Assignments?curid=1205&diff=28710&oldid=28638
so we don't have to keep adding all extra missions
"any base mission" "any of the 6 main missions"
or something like that
How does the BC's "initial contact" damage work?
It seems like you can sometimes hit things without this damage actually procing.
I've also heard you can double proc it.
Just wondering if it's something I'm able to control for, as it's pretty important to get the heat from it when running Inferno.
It's not thoroughly documented, but here's my best understanding:
- The first time that the BC's beam contacts an enemy, it does 50 Fire-element Damage (no Heat). OC "Return to Sender" does not apply it a second time. This damage does not get reduced by Armor, it does not get increased by Frozen, and it does not get increased by Weakpoints.
- I do not believe the 50 Fire damage can be double-proc'd.
- When OC "Spinning Death" is equipped, the 50 Fire damage gets reduced to 0.
- When OC "Inferno" is equipped, it applies two status effects entirely separate from the 50 Fire damage. The first one does one tick of 75 Heat, and the second one does 14 Fire-element Damage and Heat per second (7/tick, 2 ticks/sec) for 5 seconds (11 ticks total). Recently, there has been some discussion on whether or not the 75 Heat on initial contact still works or not. It used to work in U32-U34, but it might have been broken in U35. No conclusive evidence has been presented yet.
Much appreciated.
I've definitely been using inferno a lot with the lok1
That extra burn duration helps me get the most out of my electro-chemical-rounds bonus damage
I've been trying to make an autoclicker to rapid fire the EPC, the Subata and the M1000. The firerate of the subata is 8 so I started out by making an autoclicker that clicked every 125ms. I tried the autoclicker then clicked manually and I was getting noticeably faster firerate when clicking manually. I tried setting the click interval at 100ms and it was firing in 2 or 3 round inconsistent bursts then it seemed to be skipping a shot. After trying shorter timings it was still doing the skipping but with more frequent skipping and less frequent bursts even down to 75ms where it would still rarely shoot 2 shots 75ms apart but then wait 150ms to shoot again. After these tests I moved on to 150ms delay and it fired consistently but slowly. Can someone who knows a lot about the technical side of the game pleas explain how the shooting mechanics work for non auto weapons. (sorry for wall of text) copy paste straight from my reddit post, got redirected to this channel
i've had this problem before, try making each click not instant
i have an autoclicker that clicks and holds for 1 ms every 1 ms
so 500 clicks a sec and it works for the m1000 hipster
thats what i was doing i had 50ms pressed duration and i was testiong on the subata
this is what i have been using and it seemed to still fire at faster intervals and slower intervals sometimes
Question about multiple damage sources that have a chance to trigger status effects:
(weapons that I could think of: Auto Cannon, Bulldog Revolver, Warthog Shotgun, Boomstick Shotty)
If you hit a single enemy with multiple damage sources, would the chance to trigger status effects roll again for each damage source? or only specific damage sources trigger the status? or just roll once regardless of multiple hits?
ex) Neurotoxin explosion Revolver with Magic Bullets OC 's near-bug's-surface shot: Does it roll 3 times for Neurotoxin debuff and Stun debuff(ground explosion hit, direct ricochet hit, direct ricochet explosion hit all trigger),
or roll 2 times(only explosion hits trigger, which is false as you can trigger it with direct hit),
or roll 1 time?(ignores multiple hits and just roll once | only direct ricochet hit triggers, which is false as you can also trigger it with explosion hits)
Have a feeling this works differently on multiple guns, but I've heard Warthog(Stun) and Boomstick(also Stun) rolls for each pellet hit. Kinda wonder what would happen to the Auto Cannon(Fear and Neurotoxin) and the Revolver(Stun and Neurotoxin).
Edit: Hurricane Missile Launcher(Stun) and PGL(Fear), totally forgot about those
Magic Bullets+Explosive Rounds Revolver: both stun and neurotoxin should roll 3 times.
As for AC Fear and Neurotoxin, I'm not sure. It might be calculated on launching the shot (so multiple damage instances won't matter), but it might also be calculated per damage instance.
🤔 I don't know the full answer to Lunari's question. I know that the order of operations for damage goes like this:
- Apply the damage of each hitscan bullet in sequence (if hit by 5 pellets from a shotgun, this would do damage 5 times)
- Apply the area damage
so, even though the damage is all taken in one game engine tick ("at the same time") it does happen one-by-one. things like shotguns' pellets stunning enemies rolls per-pellet, so Warthog could roll 10% chance to stun 10 times in one shot.
building off of what GreyHound said above ^, it stands to reason that any weapon which has a Direct damage component and Area Damage component would roll a Status Effect twice (once for Direct, then once for Area).
the only thing i'm not 100% certain about is whether or not Area damage rolls the Status Effect RNG separately for each enemy damaged, or if it's 1 roll that gets determined "yes/no" and then applies the status effect the same way to every enemy. i'll go equip AC NTP and do a quick test to figure that out.
from my test, it looks like each enemy has a separate RNG chance to get NT applied from one Area damage instance.
Thanks for the clarification @indigo kindle and @floral drift !
Now with PGL's Spiky Grenade, I might be able to make Praetorians fear with 75%!... wait
Oh no, another question popped up from nowhere:
I heard Stun and Electrocute(not sure) can only trigger when you manage to damage enemy health. So if those status effects are assigned to a direct damage part, shooting on heavy armor or unbreakable armor will block said status effect.
Fear and Neurotoxin are not one of that, are they?
I guess I could test Neurotoxin with the Revolver, but not sure about Fear 
Maybe I'm just getting confused because Heat can bypass armor, which I'm not sure it's intended or not
I believe every instance of Fear is currently Area-based in some way. during U35XP, Lok-1 T5.C used to do Fear on bullet impact. when I tested it vs Mactera Brundles, it only applied the Fear status effect when it did not hit their Armor plates.
Stun, Electrocute, and probably most/all status effects need to damage an enemy's hitbox, yes. Heavy/Unbreakable armor would negate that from Direct Damage components.
yeah, just equip T5.B on Revolver without T3.B (so it's NT on Direct Damage only) and shoot an Oppressor. i expect it would fail on Unbreakable armor.
Did the test. It was somewhat inconsistent(stun seem to not trigger that much) but I absolutely triggered both Stun and Neurotoxin on a Praetorian / Brundle / Guard 's armor, and Neurotoxin on Oppressor / Shellback 's armor. wtf?
🤔 unexpected. thanks for doing the test.
I think I recall triggering toxin on heavy armor when I miss into armor with my Elephant Rounds Bulldog too.
I remember no damage but toxin is applied.
Guess direct damage Fear could be tested out with 0 explosion range Auto Cannon / PGL
the AC Fear is a separate Area Damage component that does no damage
PGL at zero radius might be a good test
Does fire damage itself proc temperature shock, or is it strictly heating/cooling?
nah, temp shock is all about the temp system
if the fire damage also comes with heat damage, is a whole other thing
you got a bug or non expected interaction ?
Nah, just saw something wrong on the wiki and wanted to double-check before I made an edit
Is it better to ask about potential changes here, or on the discussion tab of a wiki page?
always here
Cool, ty.
Would it make sense to add heat damage and cold damage to the Damage page?
there is a temperature page all dedicated to the system
damage page is for HP type damage
but not sure if a link to temperature page is good measure
Mm, that's fair. I only bring it up because fire damage said
Elemental damage type. Usually increases the target's temperature as described in Fire. May cause Temperature Shock.
I changed it to mention that sources of fire damage usually also apply Heat Damage, which is a seperate thing described in the Temperature article
yea
be careful to disambiguate that Fire-element damage is a separate number from Heat. originally it we referred to it as "Heat damage" but it caused a lot of confusion for readers.
There are two niche instances where it can, but i'm 99% confident that they're bugs.
- If an enemy in Glacial Strata is Burning and stands in a Hot Spring, when its cooling rate ticks down to douse the enemy, the Hot Spring's warming rate will warm it back up at the same time which causes it to spontaneously trigger Temperature Shock even though no Cold was applied.
- similarly, if there is a group of burning bugs all clustered near each other, when one of them would douse and is within the 1-2m range of a nearby enemy who warms it back up, Temperature Shock will trigger.
credit to @cerulean berry and @spare bloom for finding these bugs.
How is any of those examples related to Fire only damage
It is just heating or warming
Thanks for the reply! I'll return to the wording on the page when I get a chance and make sure it's clear.
So "Heat" should replace heat damage?
both of them are "caused" by the On Fire status effect, which does Fire damage. but you're right, i guess. that's not Fire-element damage causing it, technically.
I know that some attacks do only fire damage, like the EPC's TCF explosion. It's a niche but important distinction
because it was in response to the original question which was not clear if it was fire damage in the correct attribution for clarification or asking if there are instances of temp shock with only one temperature change. it became clear with context after that message that it was about fire vs heat. MS just covering the oddities where heat-only sources of temp shock happen.
they may not be examples of "fire only damage", they are examples of "heat only temp shock"
In regards to the discussion way above, is there any more insight on AC rolling the fear/neuro status effect more than once on a direct hit?
because AC T5.B Fear is a separate Area damage component in the code, i don't think it could roll twice. NT... 🤔 maybe. extremely hard to test.
Dumb question, does anyone know if theres a hard cooldown between power attacks? As in, hypothetically, if i reduced my power attack recharge to .01 seconds, and set up an autoclicker, would i be able to powerattack 100 times a second, or is there some internal restriction on how many can be done in a period of time?
Im aware that there is a cooldown between powerattacking and activating Berzerker, but thats there to prevent accidental activation of berzerker after performing a normal power attack. Im more talking about while berzerker is already active, or a modded cooldown
There's an internal CD from what I can tell, or at least you can't power attack as long as the animation for the last power attack isn't fully done, AFAIK
Gotcha, I figured there was, just wasnt sure. Thanks!
no cooldown that I am aware of, didn't try with a macro
there is dev command called no pickaxe cooldown and you can rapid fire power attack
Do status effect damage/DoT get affected by IFGs
afaik yes
I'm shocked that I've never tried to test this before. I've always assumed "yes" but never checked. I'll do that and get back to you.
IFGs do seem to work with everything so far
indeed
they are also the only thing boosting embedded detonators damage
no
nope
only by the IFG
ifg reduces enemy pawn stats for resistances as a whole
Nifty
IIRC
Enemies with electrical resistance aren't slowed down as much, but still take the full extra bonus damage from IFGs, right?
Okay yeah, DoTs are affected by IFG. I just checked, and it looks like all evidence presented by everyone else indicates that there shouldn't be any damage that IFG's don't work with.
Nice
Let me check that last question with an Oppressor or something. One second.
last i checked ifg also just reduced pawn stat speed but since their aoe is small it doesn't affect dreads as much
Yeah, the damage boost appears unaffected by electric resistance.
dreads did get nerfed to have less resistance to slowdown
i believe the way it works is just a multiplier after the source of the slowdown, so if it was a 70% slowdown it'd be halved but not like 35%
idk, i am useless when it comes to math and systems for the game
Come to think of it. IFGs should work with Temperature Shock too right? No idea when this sort of thing would be needed, but it's cool to think about.
yeah it should from what i remember reading
Talking about IFG, does it work against the Caretaker? I guess it works against it, but there's no indication on the UI which confuses me.
Isn't the Caretaker still immune to all status effects? If that's the case, he ignores IFG amp as well.
Wwait it was just immune to all status effects? I didn't know that, thanks for the info!
There is an exception: both Explosive Reload-type overclocks still work on the Caretaker because they were patched to do so.
When overdamaging an OG dread's armor, are the overflowed damage benefitting from the weakpoint bonus or not ?
ayo, which of these is true? first one is veteran depositor page, second is the salvage operation one
wonder who added it...
maybe forgot to change on both
test in game ? you get a symbol when you have the buff , right
yeah no it doesnt work
Don't think so, since they aren't deposit points
This is my test on how grenade trajectories work with dwarf's velocity. My drawings are crude, sorry 
I haven't tested with high velocity, just from walking and jumping.
My test seems it has exceptions on some grenades(Sticky Grenade and Impact Axe doesn't seem to be affected by moving forward/backward) but I haven't tested out all of them.
Driller's Satchel Charge seem to obey this rule.
Didn't test on flares / heavy objects.
Engineer's PGL and Platform Gun's Disabled Inertia Inhibitor mod does input dwarf's vector value correctly.
It works on hand flares. As a Strong Arm user you have to jump back and look down to get one to land at your feet.
Also, throwing one mid Dash makes it pretty obvious.
damn, why I haven't thought about this. Stupid me lol
My own experience confirms that flares respect momentum
Easiest confirmed with scout throwing a flare near the end of a grapple
Well, at least they respect horizontal momentum. I haven't tried with vertical
I think vertical momentum can be tested like so.
Two players stand at different levels. One of them grapples straight up, and once the two are at the same height, both throw flares. The second players is motionless. The trajectories should be different in angle
moving upwards / downwards https://www.youtube.com/watch?v=Xv8QdiK2PM0
moving backwards / forwards https://www.youtube.com/watch?v=1OcmGwBv0ng
Flares fortunately seem to respect momentum, unlike grenades
C4 seems to respect momentum from what I can tell, I often use them to kill Macteras
https://www.youtube.com/watch?v=O0Tgx9rCERc
It seems C4 does not respect momentum.
Placebo effect I guess then
Inherits 50% velocity of the player using the detonator but the det pack itself only has half a meter velocity.
So kind of think of it like the inertia inhibitor upgrade, the spawned projectile (det pack) gets 50% of the velocity when it is thrown but its default velocity is only 500 units so it is not very noticeable since I think max velocity with normal sprinting is around 350 units, so half of that . .
Could using the Karl Class mod to use the Grappling Hook in combination with various grenades and angles be a good option for testing?
on RJ250 page I can't understand what exactly Radius mods improve, there is no such damage radius base stat on the wiki
it's really important to know damage fall-off boundaries on improved weapon
The area damage page has pretty much everything you'll need to know about what the radius stat does for guns' damage. The PGL page has information on its own specific radius stats such as the maximum damage radius and the minimum damage multiplier.
https://deeprockgalactic.fandom.com/wiki/Area_Damage?so=search
TLDR: Increasing the radius has no effect on where the damage falloff starts, but does flatten the falloff curve.
Or were you specifically looking for information about the way RJ250 effects a player's vector when caught in the radius?
Just wanted to calculate some breakpoints with On Fire damage
So I was questioning what mod better improves reliability on T1 - radius mod or dmg mod
and yes, I was doing RJ250
but idk what movement breakpoints can be, so I was calculating only dmg part
mb link that page in the PGL one?
I see. As far as breakpoints are concerned you'll have a bit of a hard time calculating them for the fire damage because of the nature of the On Fire status's duration and damage variance. You do bring up a good point about the way radius affects the Heat damage though, as it is not subject to damage falloff for the PGL in the same way the explosive damage is and I don't think that there is any indication of that on the wiki.
I actually need to go back and edit the On Fire and Frozen entries on the status page as well come to think of it. The duration section of those entries is slightly misleading right now because it doesn't account for the time it takes for the game to update a bug's temperature when it's above or below neutral.
@trail gust For now I would calculate the On Fire status duration and round the duration up to the nearest whole second for Grunts when it concerns the PGL. For its damage you can go ahead and multiply the duration by 15 and then add 6 to the total to account for the first tick of 6 fire damage that happens upon status affliction. It will give you a baseline of how much damage the status is usually going to do to a lone grunt, but understand that any cluster of two or more grunts will take more damage than this because of the radial Heat damage that burning bugs will apply to each other.
Are you sure you should round the duration?
I was thinking it was a floor +1
But I may not be remembering well since it has been a while since my last tests.
The +1 is because the first tick is when you apply the dot.
Floor +1 is different than ceiling, at least for whole numbers.
From what I've been testing the way it works is that the game begins the update timer the moment a bug's temperature stops being neutral and the timer ticks once per second for most bugs. Grunts douse time from 30 heat would be 3.33 seconds if it were continuous, but when tested in game it's 4 seconds from 30 heat.
I tested using a gun that dealt exactly 29 heat and a gun that dealt exactly 1 heat and the time control mod to have one hitscan shot occur while time was frozen and another to occur roughly 0.5 seconds later.
For the timer tick rate, it should match the Update Time variable, so as you said 1s for most of the creatures.
The observed duration then was 3.5 seconds
It's possible we're discussing the same thing and I'm getting tripped up on wording. One second.
The game is starting the update time at the exact moment that the bugs' temperature stops being neutral. Because of this a grunt that takes exactly 30 heat in one instance of damage will require 4 seconds to lose four instances of 6 heat to douse itself, thus yielding a 4 second duration for the On Fire status.
With a continuous iteration the duration would be 3.33 seconds
hens why I stated to round up.
For the PGL specifically, the Heat all comes in one instance of damage, so the update time matches to the second exactly
Rounding up does make sense indeed.
Where your tests consistent? last times I tested heat vs grunts there was a variance of 1 tick for some reason, despite applying always 30 heat instantly.
I modded the On Fire status to have a tick rate of exactly 1 second last time I tested this, so it was easy to observe the duration with the time control mod.
There would always be one instance of damage at the time of status application, and all DoTs appear to do this. From there there would be a single tick of damage every second. At 30 heat the grunt took 5 ticks total (1 on application, 4 over 4 seconds), at 35 heat the grunt took 6 ticks total (1 on application, 5 over 5 seconds).
In my tests I modded it to have a tick every 0.5s and a fix damage, still had a difference for some reason, but this was before season 1.
Your tests match the theory perfectly, that’s the good thing.
There is one last test I did as well. I dealt one hit of 29 heat and then immediately after I did one hit of 1 heat to ignite the grunt. In this case the grunt took only four ticks of damage (1 on application, and 3 over the next three seconds). The grunt kept the burning animation but doused just before the final tick could occur.
The floor+1, it should be for the DoT damage calc, not the duration , just noticed that I mixed it up with the DoT duration (which is rounded up/ceiling as you and omega said).
Yeah, there's always one tick of damage at the exact moment the DoT applies, so the damage calculation needs to take that into account.
I'm pretty sure that additional tick is the main stength behind the Sticky Fuel overclock too. The DPS calculation for the first second a bug is inside it is massively swayed by the guaranteed first tick.
Rather than averaging to 40 dps it has a guaranteed 40 dps with a good probability of the dps being 60 or even 80 for the first second.
I would love to put together an article just going over this concept actually. Pretty much every DoT's true dps value is higher than the tick rate indicates because they all get that first free tick of damage.
There is already a part of that covered in the status effect page.
Oh, well nevermind then.
as it is not subject to damage falloff
hmm didn't know that, thanks
also I do remember the tests mentioned there on temperature rounding up, I accounted that while looking up info in Ely's table
I did 15*integer time to douse + AoE damage, 5 damage is what type btw? if it's fire, does it mean 115 dmg RJ PGL can ignite guards?
The burning DoT does pure fire damage, so that extra tick of damage when it applies is fire damage like the rest of them. And I'm sorry for saying it was 5 damage, I was remembering the damage of the damage ticks incorrectly and misspoke there. What I meant was to add one additional tick of 6 fire damage.
so it does 57.5 heat and doesn't ignite guards?
Yeah, Guards need to take 60 heat to ignite.
That said, it's not uncommon to still manage to ignite Guards if they're in a large enough pack and the cluster can't disperse much before the radial heat ticks come into play.
Told to ask this here. 16 damage Lok 1 (ECR overclock) *1.2 (Unstable lock mechanism) = 19.2 damage per bullet. 19.2 * 3 = 57.6, then 50 explosive damage = 107.6. does this kill the grunt by rounding up, or does the grunt survive with 1 hp on round down?
So the grunt lives with 0.4 hp? Maddening
Probably more than that since they have light armor.
Ah right, armor, ty
The explosive damage can bypass it if it is area damage.
How do y'all get information? Is there a way to get values straight from the game data, or is it mostly just testing?
Both
Is there a guide on how to get game data?
Oh and if anyone knows off the top of their head: How exactly does temperature shock affect temperature? I'll probably test it out later, but if you temperature shock a frozen target, what will their heat value be? Is there any bonus to heating, or does it just bring them from frozen to resting temperature?
Technically no because the guide is on how to mod the game, but it provides all of the information needed for getting data out of the game files as well as how to change that data to test in game.
It's on the DRG Modding discord 'guides-n-tools' discussion.
to get temperature shock you need to make it cross / reach the neutral point
so it is very relative
Also worth noting that temperature shock can happen in both directions.
//I know there is yet no frost only damage, but itsn't it just more simple to say "usually", in case the exception gets added ?
https://deeprockgalactic.fandom.com/wiki/Damage?curid=5054&diff=28875&oldid=28859
//Isn't the right side just the same as the left side but more wordy ?
https://deeprockgalactic.fandom.com/wiki/Temperature?curid=5128&diff=28877&oldid=28373
yes, enemies can be webbed if they walk thru it, tho i'm not sure if any are immune or not
I think I've seen it happen, yeah
There's webbed indicator on enemies I have seen, Web Spitters can web too I think I saw it.
well, it is not about having the symbol at all
it is just if it slows them down or not, is it for any enemy, etc
https://deeprockgalactic.fandom.com/wiki/BET-C#Xynarch_Charge-Sucker
This page has a broken title for the info box
I've got a question, how did you guys get your "Wiki Contributor" role?
You get the role after contributing to the wiki for a while, there is no hard rule for how much work is needed, but most of us got it after editing it for a couple month.
Guess quality is more important than time and quantity ?
isn't there a better way to word this, or have a formula, so it can apply to all example
currently it is only using 1s and 0.25s (which is 1/4 of a second), so in case there is 0.5s in the future or so
https://deeprockgalactic.fandom.com/wiki/Temperature
Round to a multiple of the update time?
You could auto round numbers like this but it's funky
Round(X /Update time)*UpdateTime
X= 4.5, Update time = 0.25
X/UT = 18
Rounded = 18
*UT = 4.5
That's a good point. I was interpreting the wording as "round up to the nearest multiple of the update time" but didn't convey that very well at all.
Unrelated question, is OFM recoil increase still not applied or has the OC been fixed?
Conclusion has been made it is still not working
Weird stuff it feels pretty damn different since it literally does affect recoil, just not as much as it should because the percentage value isn’t working it’s just that the fire rate results in more kickback
Hey just wanted to mention that I did a brief test with Incendiary Compound to see how it's affected by Homebrew Powder. The two mods don't seem to interact with each other at all and Incendiary Compound always deals the same amount of Heat. I kind of figured this would be the case based on what stats it was looking for in the files, but I figured it'd be nice to have a test done in game to confirm.
I added a brief blurb about the lack of synergy on the PGL's wiki page.
Btw, does that rounding up applies to freeze duration?
or it's On Fire effect only?
I see it is so according to wiki page, but that means that everything that rounds up to 1 second gets totally random freeze durations with that [ Time Since Last Temperature Update ] reduction
like dread or oppressor - but it doesn't seem that you can get 0.25s freeze duration in game
if Time Since Last Temperature Update can be 0.9 seconds doesn't it mean that you can get 0.1 s freezes?
never seen those
This need to be confirmed but from what I see in game in my old tests a new time reference is created when the creature is set on fire/frozen.
I'm running some more tests with this right now and am actually having a hard time getting consistent results. Unfortunately the Frozen status doesn't have DoT ticks I can use for time markers, so I have to just go by video footage. I think it's safe to say that the Frozen status seems to have something preventing the duration from being too low to swap guns and take some shots though.
Do we know the relationship between team size/hazard and the number of Sentinels that the Hiveguard spawns?
I can only attest that solo translates into 3 Sentinels.
(it's not on the hiveguard page)
Something I'm noticing is that the warming seems to start at 1 second but then doesn't happen all at once. If warming happened all at once then Mactera are taking too little ammo to freeze. At 8 Freezing Power and 100% Flow Rate the Cryo Cannon needs 16 ammo to freeze a lone Mactera Spawn that's not by any surfaces, but that makes no sense if the 40 Warming Rate happens all at once. The Cryo Cannon in this scenario can only put out 64 Cold damage in one second, so with the Mactera warming by 40 instantly at the 1 second mark it would take 4.5 seconds and 36 ammo to actually freeze the thing.
The warming rate should apply only once the creature is frozen if you are damage it constantly.
That also doesn't work with what I'm observing though. It would only take 13 ammo to freeze them if they didn't warm by any amount prior to freezing.
It should get paused for a duration equal to the warming cooldown if the creature’s temperature is negative but above its freeze temperature and the creature takes damage/temperature damage (not sure which one is the trigger).
Ah, also a minor correction, they need 16 ammo to freeze currently.
Did you start counting when you start damaging it or when you start shooting?
The Cryo Cannon is currently hitscan for some reason, so testing it's numbers is super easy.
So both?
Oh, didn’t expect it to be hitscan now.
Before there was a few ammo wasted to extend the freeze ray.
Yeah, that caught me and Meatshield off guard too.
We aren't sure if it's intended or not.
13 ammo at 8 freezing power match the freeze temperature of the mactera spawn from what I see.
Yes, but what I'm seeing happen in game is that it takes 16 ammo total to freeze the mactera, not the calculated 13.
I'm not eyeballing this either, I'm deliberately lowering the Cryo Cannon's ammo to exactly match each of these numbers so that it has a limit to how much cooling it can do.
I will check the files to see if anything changed just in case.
Ah, I think I got it, the problem may just be the actualisation, do you have the flow rate at 100%?
If so the temperature check every second and it notice the mactera is frozen at 16 ammo when 13 would have been enough.
Did you try to stop at 13-14 ammo to see if you can freeze it?
Let me check again real fast.
With 14 ammo the Mactera came very close to freezing but it's temperature immediately began decreasing when my ammo count hit 0.
Checked the files and didn’t see anything that could explain that.
Even the warming rate kicking in wouldn’t explain it since it should take 1s for it to start and then decrease the temperature by 40.
The only way to explain it would be to hook the creature’s temperature to see it in real time I think, which can be a pain to do depending on the weapon you have.
I have another test in mind, but I'll need to slap together a mod for it. My hypothesis is that the Mactera does in fact begin to warm up at the 1 second mark and that over a brief period of time is rapidly warming toward 0 degrees and counteracting the Cryo Cannon's cooling. The issue then is that if it actually warms by 40 degrees per second then the temperature would still be 88 degrees after 16 ammo has been used over two seconds at 100% flow rate.
Okay this next bit is very weird and I think hooking the creature's temperature is the only possible next step. Even when doing 14.3456789 Cold damage per ammo spent the Cryo Cannon is still unable to freeze a Mactera Spawn with 8 ammo spent over one second.
By all accounts it should have done over 114 Cold to the Mactera before any system for resetting the temperature would have kicked in.
https://www.reddit.com/r/DeepRockGalactic/comments/tpp43i/light_source_information/
Do we have anything to offer?
Okay, just wanted to make one final follow up to this to explain what I found through hooking the values and just recording what the temperature was doing in real time. So first thing's first is that I was making more mistakes with my aim than I thought and I was catching brief points where I wasted ammo, and apparently I was just very consistent at messing up. Second is that Elythnwaen is correct about the Warming Rate not taking affect while a creature is under sustained fire, and I have footage to back that up now if anyone wants to see it.
Okay. I think I have a full answer that I can give you. Heat does work as described on the wiki and does creatures continuously lose heat even while under continuous fire, but Cold does not work this way and will have the update time reset every time an enemy takes cold damage.
Once Frozen the timer is no longer be reset unless the creature unfreezes.
Something that's really important to consider for all of this is that while frozen the update time for a creature behaves exactly the same as described on the wiki. The timer will have reset at the time the creature froze, but the creature will continue warming every second even while under continuous fire until it thaws out.
It's kinda not easy to grasp, but in other words, as I see, minimum frozen time is 1s.
And all the frozen durations are integer, except for bulks, since Time Since Last Temperature Update will always be 0 the moment enemy's frozen
This, assuming the last piece of cold damage that exceeds the threshold almost instantly makes enemy frozen.
is it just me or is the wiki squished now
I think it likes to do that on phone
the website works fine for me
wish I could say that I accidentally zoomed out
oh holy shit
apparently there's a button that squishes it at the top left
why
no idea but I forgot that was a thing 😄
I think Turtle also wrote themseves a custom CSS script that hid the left-side bar
Honestly, I prefer a site's main content to be confined to 4:3, because it makes the lines shorter, requiring less eye movement to read.
I shudder to think what my baby https://deeprockgalactic.fandom.com/wiki/Development_Q%26A looks like at 4:3
I optimized font size and string length for 1920x1080 so that each entry is only one line
I'm aware that optimizing for a specific resolution is a bit unprofessional in terms of web design, but I'm not a professional either
It looks terrible on mobile, but the entire website looks terrible on mobile so who cares
I noticed something yesterday while playing with different heat sources and watching temperature values in Cheat Engine that's pretty funny. It turns out that the Oppressor's hitbox is massively stretched out when it's doing its tremor stomp attack. If the rocks cover up something like Sticky Flames or Sludge Puddles then the Oppressor will take damage from them.
Yes, the rocks are part of the oppressor hitbox in that case, it can get it killed if it reach doretta’s drill for example, that is how we noticed it for the first time iirc.
been always bugged like that or started happening recently ?
It has always been that way and afaik the devs know this, this is how they had to code the attack to make it work.
So if someone sliced the rocks with a roll control breach cutter...
Oh! There was something else I learned yesterday that I thought you guys would like to know as it may change a bunch of the stuff on the Flamethrower page.
Sticky Fuel doesn't actually increase the damage of Sticky Flames by 5. It instead adds another DoT with a Tick Rate of 0.5s and does 5 Fire damage per tick.~~ So this means that the dps of Sticky Flames is able to reach 60 rather than 55.~~ The minimum Sticky Flame dps does go up from 15 to 25, rather than the currently described 15 to 20 dps from the current wiki description.
Because of the initial tick?
And maybe a possible bug with the Sticky Flames' heat output? For some reason when bugs move through the sticky flames they take WAY more Heat from them than expected. A single Sticky Flame puddle can easily jump an Oppressor's Heat level from 0 Heat to 35+ Heat in a second or two.
No, I mean that the additional fire damage added from Sticky Fuel has a minimum and maximum tick rate of 0.5s.
Vanilla Sticky Flames have a tick rate of 0.25-0.75s.
So with Sticky Fuel there is a DoT that deals 15 damage every 0.25-0.75 seconds, and a DoT that deals 5 damage every 0.5 seconds.
Oh I forgot the base tick rate.
Also I just did my math wrong earlier with that dps value. So go ahead and ignore that.
I'm hoping someone else might understand what's up with the Heat output of the sticky flames though. When I was hooking the Heat of an Oppressor it was definitely not taking the assumed 10 Heat per second from the Sticky Flames' DoT. Rather it seemed like the more Sticky Flames it touched the faster its heat value rose. It also seemed to take a ton of extra heat when moving through only a single Sticky Flame puddle as well.
I'm guessing that it's something to do with the way Heat Sources work because the Sticky Flames file uses some value called Intensity that's assigned to the value "ETemperatureIntensity::Heat3".
For the effect of this kind of variable ETemperatureIntensity::Heat3 so far I was only able to find their effect through in game test, similar to the one you did, afaik no one has made more progress on this since then.
Alrighty. I guess the only thing for it is to get more data and record it then.
Or try to ask the devs.
Oh that's true.
Not sure if it will work or not, but I can try since that part is very specific and could help a lot.
Alrighty! I'll see about collecting more footage of the phenomenon later and see if different factors change how it behaves.
You don’t know their effect either right?
I mean how they translate into heat/cold damage.
Nope, enumerators aren't really a statistical value but rather like a switch to change what certain logic does. I don't know how to calculate any of what you are looking for.
Example of enums: Friendly, Enemy, Powered Down are used for Bet-C Team State.
enums are just an easy way to create a sequential list of constants that are used elsewhere
so Cold3 would be 0, Cold2 would be 1, Cold1 would be 3, and so on
the actual values don't matter
they're just used to tell things apart, basically
one part of the code sets some variables to one of those values, and other parts check for them
so this seems to be just be classifying the intensity of the temperature
because some piece of code does something depending on this classification
Is there any good mods for listening to all the voicelines WITH subtitles?
Also, this is confusing me.
The actual voiceline, not this.
note for me later: frost and radioactive praetorians not listed correctly on creatures
https://youtu.be/cSOsYc83IRc?t=3214
Is it just me or does the Iron Will timer stop while the player is frozen?
I see IW got off while he was frozen
mb you're referring to that 1hp situation afterwards?
hp can't be reduced anyways during IW, so even one hit means it's off
I thought he was still moving around after the freeze elapsed, but that might've been the death animation, not sure
how many particles does the flamethrower shoot per second?
Fuel Flow Rate is 6 if you ask about that
Weirdly it seems to make particles before it starts consuming ammo. If you point the CRSPR to the ground and tap the trigger it'll make a Sticky Flame puddle without consuming ammunition.
That's some cheese
it consumes ammo it is just a float instead of an int
Ah okay. That makes sense given everything else is stored that way.
Oh yeah, speaking of sticky flames, I found a little bit more about the way the heat works on them. They seem to produce 35 heat per second. I've not tried seeing how they affect bugs when they are in motion or if multiple puddles are connected to them yet, but I can safely say that the Heat output from Sticky Flames has nothing to do with the damaging DoT.
I set the DoT to deal damage once every 5 seconds and the Heat was still being produced without damage being dealt. I'm going to play with different intensity values and see what that does.
Okay. The sticky flames use the same sort of heat spreading mechanic that the bugs do I'm pretty sure, and Heat Intensity is just telling the game which value to add on top of the base 5 Heat per second. Every level of heat intensity above 0 adds a second instance of Heat that triggers just before the default 5 heat. Intensity 1 adds 12 Heat, Intensity 2 adds 22 Heat, and Intensity 3 adds 30 Heat. There are likely more intensity levels that I haven't looked for yet.
nope, 1-3 for heat and cold
Oh man you're initial single word answer scared the crap out of me.
I thought maybe I'd missed something
Either way, I have footage of it in action against an Oppressor now. I still need to test against other bugs with different cooling rates to see if anything changes.
Let me know if you'd like to see it.
Possibly the most important thing for this is that it means that the Sticky Flames' heat output can overlap to make bugs ignite faster.
Oh this is interesting. Stacking multiple sticky flames does increase the Heat output, but it only increases the output by 5 Heat per puddle. It looks as though the Intensity value won't stack with itself from multiple heat sources.
I need to correct my numbers, there's something wonky happening now that I'm trying against bugs with cooling rates besides 10.
It's like the intensity values above 0 cause the Update Time to reset, because the heat accumulation is the same for Grunts despite them cooling by less each second.
The observed accumulation is Intensity 0 = 5 heat, Intensity 1 = 2 + 5 heat, Intensity 2 = 12 + 5 heat, and Intensity 3 = 20 + 5 heat.
No matter what bug I use the sticky flames on they all gain the same amount of heat per second, but with Intensity 0 they actually lose heat from their respective cooling rates.
I got it! I think that the intensity value replaces the creature's warming/cooling rate. Every bug with an update time of 1.0 gains exactly the same amount of Heat from the Intensity 1+ sticky flames, but Bulk Detonators gain 25% of the heat per tick and have the heat accumulate four times as often.
That'd explain why the Heat Intensity 1-3 values don't accumulate with one another, but the base 5 Heat does stack for every puddle.
It would also explain why Heat Intensity 0 doesn't prevent bugs from losing heat while the other values do.
I also heard that when sticky flames push patrol bot temperature over the limit it doesn't die and just burn
i looked at task manager while i was playing deep rock and deep rock uses 0% of my gpu, can someone explain
also my framerate wont is capped at 60 even though i have it uncapped in the settings
Compare the value you get with wiki value previously tested by other people : incendiary grenade (heat3) 20heat/s, goo bomber (cold1) 1.4cold/s, frost praetorian death cloud (cold1) 2cold/s, ice flame (cold2) 12cold/s
The only one that's a bit off is goo bomber, maybe an error in testing goo bomber? Another thing I'm thinking is if it's actually replacing the natural warming, can it bypass "warming cooldown" mechanism? Like when you use cryo cannon in Magma Core, and enemies are around lava geyser (heat3, large and small), if environmental heat bypasses warming cooldown, it's much harder to freeze enemies (the actual heat from DoT itself is only 3~6/s, insignificant compared to heat3's 20/s)
I can't say for sure yet. I have another test I want to run in a bit to check if there's a way to trigger the bug cooling off while under the effects of the Sticky Flames such as spiking its heat to 100 before the flames run out. My tests yesterday all had set up the Sticky Flames to put down exactly four instances of heat before fading, which leaves out any data involving a bug at maximum heat.
I have footage showing that the warming from Intensities 1-3 do prevent the bugs' cooling rate from triggering in some way, but any way they would do that will look exactly the same in my previous tests.
Maybe that's where "Temperature" in that component takes effect. My guess is when current temp. is beyond the limit (all "temperature" is 100 for heat and -100 for cold), the intensity won't work. It hardly affects environmental heat since enemies' max temp. is mostly 100, but affects cold
what is this
i got low gravity and faster run speed while near it
never seen it before in my 150+ hours of gameplay
a thing that appears on azure weald and gives you low gravity and speed xD
something like that, exclusive to escort, and rare too iirc
gravity well, only found in Azure Weald Escorts, while inside it you gain low grav effect and a 30% speed boost that lasts for 15s while out of it. Bugs can also be affected by the speed boost
but really it's just a hole in the ground
ok
Alrighty, after achieving 100 Heat the bugs' cooling rate starts to take affect as normal even while the Sticky Flames continue heating them up. So I guess maybe the Heat Intensity 1-3 values trigger the same timer reset that the cold damage does and stops resetting the timer at the Heat cap just like how cooling stops resetting the timer at the Cold cap.
Just to fill in for Ely while I have time, we got a dev response to the heat and cold 1-3 enums.
-20
-12
-2
2
12
20
per second
it's then modified by "TemperatureChangeScale" that is set per enemy```
// Enum FSD.ETemperatureIntensity
enum class ETemperatureIntensity : uint8_t {
Cold3,
Cold2,
Cold1,
Heat1,
Heat2,
Heat3,
ETemperatureIntensity_MAX,
};```
About theses, tests seems to shows that heat/cold gained this way bypass some of the standard temperature mechanism, in particular the temperature do not go back to zero with time (ie no warm up/cool down).
Exact behaviour is to be confirmed.
Pretty much, yeah. I put a bunch of the test footage into a playlist on youtube for anyone that wants to view it. It's just aa capture of my game window and cheat engine. Most tests with multiple hooked values, one is always 0 because I was messing with the flamethrower's heat output and didn't want it muddying the data.
https://www.youtube.com/playlist?list=PLby_ZYFfN0f9iQaTWY3v1sxDMUOK-H1Nl
Is this why sticky flames don't ignite gas clouds?
I just double checked to be sure. Sticky flames do ignite gas. Gas ignites after taking 40 Heat damage, so the sticky flames should ignite the gas pretty quickly. From what I can tell it should take one second to ignite the gas if it's in contact with four sticky flame puddles.
Is there footage of this? I feel like it's been very inconsistent in doing that for whatever reason
Here you go!
https://youtu.be/wJC38eiwRUM
Thanks
when you hit an enemy with the sludge pump they take dot, does the dot stack when you hit them multiple times
DoT effect applied by Sludge Pump's normal shot doesn't stack with itself. It stacks with the puddle DoT, though.
ok
It used to stack but that was a bug.
I assume it resets the DoT timer though
Yes
The third phase is the ending of the Swarm, which will be announced by Mission Control. When this happens no further enemies will spawn except for those who were already present before the announcement of the end of the Swarm. Once these last few stragglers are dealt with, enemy spawn rates are reduced back to normal.
It sounds like if last bugs of a swarm are not killed it will prevent further spawns
Like I can leave 1 grunt and it will block passive waves
I'm going to go ahead and update the Sticky Flames section of the CRSPR to include the behavior for how it increases heat and how stacking multiple puddles under an enemy will increase the amount of heat produced.
There's also a set of tests I want to try running later for the Cold Intensity values. Heat Intensity seems to have a default value of 5 Heat for Heat Intensity 0, and then for Intensities 1-3 it adds the previously mentioned bonus values of +2, +12, and +20. When stacking multiple heat sources the bonus added from Intensity 1-3 doesn't appear to stack, but the base 5 heat does stack. Also, the bonus value from Intensity 1-3 causes the temperature Update Interval to reset every time it applies until the bug reaches 100 Heat. Once at 100 Heat the bug's update time won't be reset until it has cooled once (as in it's cooling rate triggered one time).
That "base 5 heat" I've been mentioning may be something specific to the Sticky Flames as well. When running tests with Cold Intensity instead of Heat Intensity I'm noticing that it still updates the temperature with +5 Heat per second despite there being nothing in the file that should trigger this at the moment. With Cold Intensity 1 there is a net gain of 3 Heat per second from the bug taking 5-2 Heat per second.
Okay. The Sticky Flames are technically On Fire and have an On Fire Heat Range of 0.75 cm. That's where the extra 5 heat is coming from. The rest of the heat is coming from the Heat Source system with its Heat3 intensity value. I'll add an article to the Temperature page explaining what I've found this morning about what all this means and how Sticky Flames interact with environmental cooling and warming.
why is the formula not using the value, if it is not gonna vary ? https://deeprockgalactic.fandom.com/wiki/CRSPR_Flamethrower?curid=1368&diff=29084&oldid=29048
confusing stuff... wouldn't negative 8 cold be removing cold ? since after all it is adding 8 cold damage https://deeprockgalactic.fandom.com/wiki/Cryo_Cannon?curid=1417&diff=29052&oldid=28566
great, I was logged off of my account, and now trying to remember how to log back in
technically that isn't true
all flying enemies fall when they freeze and shatter upon landing
if one was somehow able to thaw out before landing, they would live
Fandom made everyone log back in, it seems
ayyy, I was able to get back in with all my glory
time to fix some stuff, and wait on more feedback
It actually can vary is the thing. Sources of environmental cooling will decrement the intensity value. For example Sticky Flames inside of a blizzard in the Glacial Strata will have a Heat Intensity of 2.
So while most of the time the intensity will keep the Heat set at 20 it can go down.
💀 maybe it can be good to display some values, either with a table or list
using default heat, or maybe some "most likely to happen" cases too
Alrighty! I'll add a more visible link to the Environmental Heat entry that houses the table of Intensity values.
I'll also add a brief explanation of what the base Heat will typically be.
How's this?
I switched it to negative because of the degree symbol. It seemed confusing to say that the enemy was cooling by +8° when every enemy's freeze temperature is listed as a negative value.
wait, is it negative on others ? lol
and maybe have the formula ? "most of the time , the heat will be 20 + 5 x nearby sticky flames"
Well typically other places in the wiki that list cold and heat damage just use positive values and list the damage without a degree symbol unless it's being talked about in terms of direct temperature shifts like on the Temperature page or when talking about a creature's burn and freeze temperatures.
Also yes, I like your suggestion there for the Sticky Flame description.
Oh I also just checked and the Burning Goo is also a Heat Source with an intensity of Heat 1
So that needs to be added.
As far as I know, yes, no exceptions, as long as they touch the ground while frozen. I remember Ely had done tests with goo bombers, where if they had the time to unfreeze before hitting the ground would not die.
Don't know if this was changed since though
mightve been since i saw a boolean to just die on frozen
If environmental temperature intensity can override creature's natural warming/cooling rate, suppose one driller sprays some sticky flame besides dreadnaught/bulk detonator to reduce natural warming rate to intensity 3 warming rate (from 520/300 to 20+5*puddle count), it will make another driller easier to freeze it? Even more surprisingly, can it prolong frozen time?
Damn. I was interested on what you were saying, but had no clue what was going on. Thanks for summarizing the entire(I guess?) stuff there
Exceptions are Hexawing Gniffer, Naedocyte Cave Cruiser.
Other aerial creatures die when frozen while airborne so far, even if they have a theoritically reachable unfreeze temperature, the game just instantly kill them a few frames after they are frozen, they even die before touching the ground in practice.
Not quite. Cold damage on its own will already reset the update timer of a creature whose temperature is below 0° until they are frozen, so making the creature take environmental heat will just make it take more ammo to freeze. Once frozen the update timer will not reset from cold damage again until the creature unfreezes.
However, there is something extremely notable when it comes to Environmental Cooling. Environmental Cooling is able to continue cooling a creature beyond its freezing temperature, which is normally impossible to do with normal cold damage. Via Environmental Cooling a creature will continue cooling and continue having its update timer reset until it reaches -100°. Once at -100° the creature won't have its update timer reset again until it has gone above -100°, which is to say at least one tick of the creature's warming rate has occurred.
That second bit there was a test run on Grunts though. Some creatures can go below -100°, so I need to check on what happens to them.
Okay, just double checked with a Praetorian and the -100° rule still holds for Environmental Cooling. Even for a creature whose minimum temperature well below -100° the effects of Environmental Cooling will not go past that point.
There's a float value that comes paired with Intensity for every Environmental Heating and Cooling affect that seems to specify a hard set limit. For example I can set a limit of 0 to a source of Environmental Heat and it will cause the heat to work exclusively on bugs that are below 0° and will not raise their temperature above 0° even if the bug is sitting only at -1° and is in a source of 20 Heat per second.
Most of the sources I've found in the files have a limit of either 100 for warming or -100 for cooling. I imagine this is how the heat vents in the Glacial Strata manage to warm us up without ever igniting us.
Setting the value above 100 doesn't seem to allow Environmental Heat to go beyond 100°. Strangely what seems to happen is the temperature will spike over 100° for one frame and then it will instantly drop back down to 100° no matter what creature is being heated.
I'm not sure if there's a global limit to cooling like there is for heating, I'll see if I can find it.
Okay the temperature is well below -3400° at this point with no end in sight. If there is a hard set limit then it doesn't look realistic to reach it.
100° is a global default value for max temperature, so it may be inherited for environmental temp as well.
For min temp, not sure what the default is, but it isn’t used much, most creatures override it.
-99 999° is the lowest I know of.
Awesome! I don't think I have the patience to wait around for a creature to potentially reach -100k degrees in increments of 20 per second to check though.
If you want to test that, just set a crazy game speed with the time control mod so you don’t have to wait too much.
Edit: Well not sure it is worth checking though, -3400 is low enough.
I can probably check sometime later with a macro that just keeps spawning in frost puddles while I do something else.
Huh.. guys? I was just shooting PGL mindlessly with mods, and found out this:
https://youtu.be/8L7cbHGTHII
My room was set to Haz 5(100 damage PGL should do 83.3 damage).
Question: Does Proximity Trigger upgrade have a condition(far away from the player / projectile lifetime / bounce? no idea about that) which increases PGL's damage?
Or maybe there was a mistake on my test?
It used to be part of Proximity Trigger description that it increased in damage the longer it was in air, though that was removed from the description as it was not working
Certainly a surprise if it now is
It seems to be increasing the damage on missions as well, but it's super inconsistent. With just Compact Rounds and Proximity Trigger the PGL deals 100 damage to a hazard 4 Praetorian on most shots, but sometimes it's doing 128 or so and I'm not sure why that is.
Got another Heat Source with the Incendiary Grenade. The field of fire is an has an Intensity value of Heat 3 and the individual fire puddles are considered On Fire with a 0.75m Area Heat radius.
Also I'm pretty sure the Incendiary Grenade page is listing incorrect information at the moment. It lists the DoT damage as 10 Fire with 20 Heat, but the only damage listed in the files is 10 DMG_Burn which is just Fire damage without any Heat associated with it.
In fact I'm thinking, when a dread/bulk is frozen, use sticky flame to apply environmental heat to reset update timer, so its natural warming (520/s or 300/s) is overriden by environmental heat (20+5*puddle count, which is a lot lower than natural warming). In theory it will work since their temperature is well below the warming limit 100°, but it seems crazy, you can freeze a dread for 15.6s at most.
That's something I need to test actually. I don't think the devs would have set it up so that environmental heat would allow bugs to stay frozen for longer, so I bet there's some sort of logic for that.
Pretty sure it was Ely that got thoe values, if you want some feedback on it I guess
Weird
Interesting interaction I wasn't expecting to find. If a creature is below its freeze temperature when I start using environmental heat on it, then it will immediately warm up to its freeze temperature rather than warm at the rate expected of the heat intensity or the creature's natural warming rate.
Scratch that. Any source of Heat damage will instantly warm a creature to its freezing temperature if their current temperature sits below it.
Okay so it looks like if the environmental heat will warm a creature by some value less than their own warming rate, then the creature will simply warm naturally. Basically it just takes the higher value to make stuff warm as faster, but not ridiculously fast.
This explains why I couldn't get the Refinery to exhibit any signs of warming bugs earlier. It's Environmental Heat intensity is set to Heat 1, so almost every bug naturally warms faster than it and isn't affected. I'll run some tests to see if I can make it temperature shock some grunts.
iirc most creatures' min temperature is freeze temperature
Not with the environmental cooling though. I've successfully gotten a grunt to below -12000° before getting bored.
However, if the creature takes any Heat from any source that isn't its own Warming Rate, then it will instantly pop back to the freeze temperature.
Which leads into the next funny interaction.
That's weird, I thought environmental cooling can't get a creature's temperature below -100°
Because the Environmental Heat won't override the Warming Rate if a creature's natural warming rate is higher than the heat source's warming, then the creature will warm up as normal without taking Heat damage from the Environmental Heat.
Which means that a creature that is below its freezing temperature because of something like a Blizzard or Frost Goo in the Glacial Strata is subject to an Intensity 1 Heat Source, it will still remain frozen longer than necessary because it will ignore the heat source.
Granted, literally every player placed heat source is also On Fire and comes paired with the Area Heat of the On Fire status which falls outside of all of this, so the creature will still warm up much faster.
I think it's more likely that choose "higher value" based on absolute value, so that a blizzard won't make a dread can't warm up naturally. If that were the case, frost praetorian won't be affected by intensity 3 heat since its natural cooling rate is -25/s.
Possible. Let me check.
I know for a fact that an intensity of Heat 1 would still prevent an Oppressor from cooling off despite only applying 2 Heat per second, but I haven't tried the cold side yet.
Nope. Cold 1 Intensity will still continue cooling bugs past their freezing temperature. The limitation is only whatever is set in that specific Cooling sources STE files. I've not seen any that go below -100°, so this really only applies to Grunts.
If the Devs or some modders ever decide to set the Blizzard's minimum temperature for application to something nuts like -10,000 then it can in fact prevent a Dreadnought from warming up while frozen.
So from what I can tell the Frost Praetorian still has a warming rate of only 10°, so Intensity 3 Heat is still affecting it. Give me a minute to try something with an Oppressor.
Okay yeah. Intensity 3 Heat does jack all to Oppressors when they are below 0°. Literally the only thing Environmental Heat serves to do to them when it comes to their warming is to mitigate the effects of Environmental Cooling so that the Oppressor's warming rate can take hold.
For the incendiary grenade, I had to estimate it based on how long it took to ignite different creatures and how much it heated the dwarf, pretty sure I didn’t have the exact value since the ETemperatureIntensity wasn’t known two years ago.
Your estimate was pretty spot on too. The heat wasn’t tied to the DoT, but it should typically be either 25 or 30 heat per second at any given point in time for most bugs with how the system works. With the original description the heat per second would have been 26.67, which is pretty accurate.
does this need updated? I thought hiveguard ads inflicted the status on death and the sludge pump also inflicted it
The sludge puddles are their own thing, though similar.
they put the sticky goo icon on enemies as well as corrosion
another odd thing I noticed is no mention of Wardens protection effect or Gunner's shield recharge thing from his shield
no mobile refinery related lines for mission control page 
what is deep rock's tickrate
Pretty sure it depends on the object.
ima making a macro to throw axes as fast as possible and im noticing distinct jumps at 63ms delay and 50ms delay
if its 50ms it throws the axes at a perfect consistent rate but at 49ms delay it skips roughly 10% of the axes
I'm guessing you're just running into the wind up time of throwing an axe, although I don't know why it seems to sometimes work
maybe the thing executing the macro has a bit of variance?
DRG lets you animation cancel nearly all animations with almost anything else which has lead me to develop a nasty habit of trying to switch to whatever it is I want to do next ASAP, often causing me to fake throw a grenade
this was my final setup which worked for
if i made any of the delays shorter it would stutter
Throw a CTRL or a Q in-between the G presses
There seems to be a bug with Acid spitters and lethal foes, they should only do 34 with a DoT that deals 17-34 damage. Max damage being 68, I took 72 damage from it, I believe the DoT is being doubled but can't check it now
Oh? Again?
it was on lethal bugs but it was certainty a LOT of damage
I do not remember if it went though shields
but if it did it did 102 damage
I'm not so sure now 
https://www.youtube.com/watch?v=2gTK8_6LWJg
Loki's T3.C Super Blowthough Rounds seem to ignore the guided path after penetrating the first target
Weird, when I was trying this using a grunt and a mactera it seemed to work fine, but I may have been overlooking how early the bullet will curve when the angle is particularly sharp.
Can confirm. Observed this behavior when testing ExCR interaction with SBT.
The bullet exits the first targets and continues at the same angle it got out
And if you manage to hit a second target with enough bullets, it triggers another explosion
Figure A might be possible if you lock on the rightmost target and move around so the trajectory line goes throught the other two targets
https://www.youtube.com/watch?v=GGEg_1imQbo
It seems it doesn't work that way.
Loki's Seeker Rounds overclock say it ignores armor.
Electro-Chemical Rounds / Unstable Lock Mechanism's damage buff doesn't work if you hit their Heavy / Unbreakable armor 
Oh I bet the reason for that is that the damage buff is added as a separate damage instance with its own armor interactions. Like how the Stubby's electric damage bonuses don't contribute toward armor break at all.
I would have expected Unstable Lock Mechanism to just be a multiplier, but I guess keeping it additives with Electro-Chemical Rounds keeps it from getting too ridiculous when Bosco and Inferno Breach Cutter are in play together.
Huh. That sounds really odd. And yeah, Unstable Lock Mechanism is an additive with Electro-Chemical Rounds! That must be why it also gets blocked by armor
Looking at the files it seems that T5.B is simply taking 20% of the gun's listed damage and then adding it.
On a slightly related note there's apparently 20 radial kinetic damage in the Lok-1's WPN file that I can't find the purpose of. It has a radius of 1 centimeter and doesn't seem to ever get used in game, but it's sitting right next to the gun's base stats.
you should make a bug report about that
already made it!
nice
Just writing down here instead of Bug-Discussion tab, because I'm not sure these stuff I found would get fixed. Giving a warning if some similar question comes here
you're really complicating this lol
macros 🤮
kinda off-topic but Terraria gave up on Fandom and has moved to wiki.gg
it's waaay better, it looks closer to what Gamepedia was before being bought out by Fandom, everything looks cleaner and better overall, giving people more control over their wikis looks and feel
would be nice if DRG studied doing the same, it seems like the developers have to take the initial step on it
It has be brought up before & does look nice, but is in the hands of the Developers to initiate such a migration not the Wiki Contributors
Do we know the required points for ebonite mutation in relation to team size?
I know it's 15 for solo and 40 for 4 players
Unless it's changed all events only had a solo / not solo ammout
25 for two players
did it just yesterday
Good, just need the number for 3 (it's probably 40)
You can check the event files, it has the values specified the last I checked like a year ago.
It changed ???
When was that
Shadow change then, cuz dont remember any word on that
Maybe done alongside mission payout changes
Mactera Plague's current icon is a Grabber, not a leg
does hyper propellant get extra damage from weakpoints
Yes, the direct damage does.
ok
HP can benefit from the weakpoint multiplier of the enemy, but it doesn't have any weakpoint multiplier on itself.
So I was checking the Wiki and couldnt find an answer.. Is there a reason to do more than a mission's objective? Aka more morkite or aquarks or something
iirc theres a list of xp per deposited mineral. if you go over the objective limit, you still get the amount of xp expected for depositing, it just wont count towards the objective anymore
ok! so you still get xp! good to know!
its negligible tho, most of it is like 1xp per unit
except aquarqs i think, iirc those are 30xp
Any wikiers able to confirm the Reddit thread that states the inferno OC for Breachcutter is bugged and doing more damage?
(Not a wikier, just a guy) After some tests, yes it does indeed do more damage than it should.
Searching Jira about it, I found out that this bug was reported by Evan on February 22. Huh...