#wiki-related-chatroom
1 messages · Page 68 of 1
Quick question related to cold.
Does Frozen multiplier applies to temperatures? As in, if I were to shoot Heat at a frozen target, would the amount of heat be multiplied?
It doesn’t.
Yes
Figured as much, thanks for your time, it'll help clear out a misunderstanding
Ok, in which case, how does one explain this?
Glyphid Grunt Guard, freeze temperature -80, defrost temperature -40. When frozen, should take 40 heat damage to defrost. Gains 6 heat per second when cold.
EPC with no mods except Plasma Burn. 20 damage per shot. Deals 5+(20*0.25) = 10 heat per shot. Should take 3-4 shots to defrost a grunt guard depending on whether it took me more than one second to fire them all.
Freeze grunt guard with cryo cannon "snowball" mode to avoid damaging it, shoot once with EPC, guard defrosts instantly.
Like, I'm not saying you're wrong about what the code does. I haven't looked at it. I'm just confused about how to reconcile this because I literally tested it myself, just now, and it's definitely working the way I describe.
It should warm up by 6° per second, the warming up starting once it is frozen.
In which zone were you? The guards in different maps can have different temperature stats, namely in RZE and glacial strata.
Perhaps the heat dealt by EPC Plasma Burn shots is based on the actual damage dealt by the projectile (which would be tripled by the frozen grunt) and not the base damage of the weapon? That would make it 5+(60*0.25) = 20 heat per shot, but it should still take two shots.
The only thing I could come up with was that the heat must be getting multiplied.
It was a "Grunt Guard" spawned using the enemy spawner mod, and it was in Salt Pits.
If it is spawned by the enemy spawner mod it should be the base creature then.
So -80° freeze, -40° unfreeze, 6° warming rate.
Yep.
And I'm sure it didn't take me more than two seconds to switch to the EPC and tag it once.
It definitely unfroze and it definitely took temperature shock damage from only a single round
Like, maybe the temperature formula for the EPC Plasma Burn mod is wrong?
Regardless I have to pop to the shops
As for the EPC, the heat amount should scale with the damage done, so it would be 20 heat per shot.
Right, but that's still not enough to defrost a frozen guard with one shot
Like, maybe I'm fucking this up somehow or maybe Snowball works in a strange way, so I'd be very happy for someone else to test it.
Regardless, I think it's an EPC quirk.
Frozen multiplier doesn't affect anything but Direct Damage
Right, but I'd still like to know what's going on here.
No recent changes in the guard temperature stats.
Because it'd actually be better for me if a single EPC shot didn't defrost a guard, because then I could actually fire a few shots to weaken it enough that temp shock would finish it off
Anyway, GTG
Good luck finding out what's happening here.
Just ran some tests using Cheat Engine. EPC does appear to calculate the Heat after getting the Frozen multiplier. Strangely it does not do the same for Weakpoints. The weird part about this is that this means that all of the Heat from the EPC is affected by Frozen and not just the 25% of the listed damage added as Heat.
I kind of want to test if other heat sources are also affected by the Frozen multiplier now. I could easily mod the Boomstick to have only one pellet and see what it does to frozen bugs.
Looking for a quick ruling here - does digging out aquarqs trigger mini-waves? My perception is no...
It doesn’t.
Spawns with map gen, PE probably has more obvious ones since it is open and somewhat compacted.
Just for curiosity, why is setting Image Sharpening to 100% recommended for screenshots?
Hmm. The PE page has this text:
"Swarms in this mission type do not have a warning from Mission Control before they occur, otherwise they play out the same as a regular Swarm. "
Yet MC clearly announces swarms in PE
(as distinct from the timer-based "waves" that are unannounced)
Looks like that text has been there a while
Am I missing some nuance of terminology, or is it ripe for a bit of clarification?
That particular piece of text has been there for at least 3 years now
I think it's safe to assume it hasn't been tested as rigorously as we are used to these days
MC does not say "Yo crew, get ready swarm is gonna happen, prepare"
it is more like "you got a swarm, good luck"
exactly why it says "before they occur"
People mistake the ambient spawns that ramp up with announced swarms.
It makes cropping a lot easier since the separation between an object the background is more clear.
Ah, thanks. Now the text makes sense. Didn’t consider that fine distinction.
Maybe I'll use it instead of AA to soft-remove the aliasing I have because of my resolution, thanks!
About GK2 T1A's hidden stats, the MaxSpread and MinSpreadWhileSprinting are both modified by "0.5", but "IsPercentage" is NOT specified to "True" (default value is "False"), so it will actually +0.5? I'm pretty sure it's not intended.
GreyHound brought that to my attention back in U33. yes, the current belief is that those stats are malformed/unintentional. here's the bug report i submitted about it: https://ghostshipgames.atlassian.net/browse/DRG-3340
For information, I updated the health scaling and resistances for the flying rocks on the wiki.
This error was brought up by Lunari (as a comment on my creature spreadsheet).
I was wondering what the mission requirements are before you can do the egg hunt?
@merry chasm or @opal locust could you guys help?
The egg hunt mission is unlocked during the first Breath The Core Conquer Hoxxes IV assignment (the long intro assignment for all new players)
Around here, we only ping mods if someone is breaking rules
oh ok thanks
Beyond the first assignment there are no requirements that would limit access.
ok thank you I was wondering y my friend couldn't do the event lol
Unsure if this is the right chat to post this:
The line "Being frozen kills Mactera and other flying enemies almost instantly, as well as the Glyphid Swarmers" seems to be incorrect regarding Swarmers on page https://deeprockgalactic.fandom.com/wiki/Status_Effects
This is provable by hanging out near a frost vent (Like the sandblast vents in sand zone, but frost version) and allowing swarmers to be hit by it, freezing them but not killing them.
Afaik they die from being frozen by players, noticeable with cryo grenades that do no actual damage.
Ah, player caused 'Cold' Sources will kill them upon freezing? Got it. -- Sorry, was poking around the wiki and happened to notice that line.. and was like.. Wait a second...
Just tested it.
Someone pointed out that the Refinery MC voice lines aren't on the wiki
Also, a heads up: once S2 arrives I'll be reopening the crowdsourcing doc for the PP curve.
This could be tied to the Environmental Heat and Cooling mechanics. This should be pretty easy to test, so I can look into it after work and update the wiki if I find anything.
I'm pretty sure the environmental temperatures aren't so much applying heat or cold damage to enemies so much as telling the enemies to update their own temperatures through the same warming/cooling system they use to clear their burning and frozen statuses. There's not really any way to test it, but having the bugs track their own warming/cooling would make it a lot easier to program the way environmental temperatures combine with both each other and the warming/cooling rates of bugs.
Are fractional mineral amounts in a dwarf’s pocket deposited into the hoard or kept on the dwarf?
e.g. if three dwarves each have 30.4 morkite on them, and they deposit into an empty hoard, does the hoard show 90 or 91?
I think the hoard would show 91, but I didn’t test it.
My reasoning is that everything is stored as float and there is almost no rounding in the game.
Rounding is to display values to the players or for some special cases like supply ammo.
Huh. On hitting heavy armor, Revolver can trigger stun when it also triggers neurotoxin.
That must be why I was able to trigger it before @floral drift , it CANNOT trigger stun when I unequip T5.B Neurotoxin Coating.
Clarify: cannot stun at all without T5.B, or just can’t stun through Heavy Armor?
This brings up a question for me then. Does the Neurotoxin proc have its own stun application separate from the bullet damage? If so then is that stun application independent of the neurotoxin proc or must they come paired together?
Without T5.B, cannot stun through Heavy Armor
it can still stun like normal on hitting fleshy bits
I'm also curious about that, but I am not so sure
I doubt it. More likely GSG coded stun to only trigger when the bullet does damage and NT proc’ing must be triggering that flag inadvertently
oh and also without T5.B, it cannot stun through Heavy Armor when the target is suffering Neurotoxin by other means(Neurotoxin grenade etc)
I’ve long suspected that the damage engine runs on 50 ticks/sec or something and the first damage tick from NT occurs within that window. Thus, the “bullet did damage to enemy health in same engine tick as impact?” Evaluates to true and lets RNG stuff proc, like stun or fear
How long is that "tick" window? I was able to trigger a stun between Neurotoxin damage ticks.
https://www.youtube.com/watch?v=qWZWGjks72c
was running 23312 Six Shooter Revolver
Evan's theory might be true? Damage window is larger than I think it is? Or maybe I'm just missing something?
i don't know if the damage is evaluated on a "tick" rate or not. i suspect that it does, and it's probably a multiple of 50 ticks/sec to cleanly sync up with Breach Cutter's line
so, assuming that 50 ticks/sec is the minimum, that would be a 20ms window for all damage to be aggregated and then applied
iirc the maximum value that register reliably was 20 times per second, that’s why they reduced the fire rate for the zhukov and minigun, so wouldn’t it make more sense for it to be 50ms or 20 ticks/s?
that is entirely possible. we don't even know if the damage is tickrate-based
it might be coded to be "instant" under-the-hood and i could be entirely wrong
but 50ms/20ticks or 20ms/50ticks are both good potential candidates
Okay so Mactera instantly explode without falling when frozen by a source of Environmental Cooling, but Swarmers simply freeze where they are and do not die when frozen by the environment.
Seems like this is probably an oversight similar to the one that prevents Drones from dying when lit on fire by the Stick Flames.
I went ahead and put together some Jira tickets to show this off. I would assume the devs don't intend for the Driller's sticky flames to actively prevent him from killing Robots via overheating.
I also logged a ticket for the frozen swarmers.
I think I've experienced this!.. I had just been told that lighting machines on fire = instantly kills them, so pulled out a stickyflamer build.. and I swear I saw an ON FIRE patrol bot still actively fighting... So I can sorta confirm this occurs if it matters.
Im trying to find the name of this song in the jukebox, i checked the wiki and youtube but i got no luck. any idea?
(also ignore Control in the middle of the audio)
I couldn't find it too, there must be someone more knowledgeable than me here somewhere.
https://www.youtube.com/watch?v=w6f9pr968s4
Impact Deflection can hit the same target 2 times without T4.B Plasma Splash. Angle's bit wonky though.
Closest thing we have to it is that it's a stripped down version of Rob Johnson - Psychedelic Surfer
Wiki says Electrocution debuff can be refreshed, but all Engi's Electrocution(both base Stubby and T5.B, Lok-1 T5.A, and Breach Cutter oc High Voltage Crossover) are not refreshable 
Should I report this as a bug?
They are not the same Electrocution effects and can only be refreshed by effects of the same category
Huh, so that's why Stubby's electrocution is not able to refresh itself?
I'd need to check gamefiles to be sure
all of them cannot refresh itself's electrocution effects
expect Scout's / Gunner's electrocution which seem to refresh its duration
I'm pretty sure that's intended, to avoid "electrocution" lock
(Stunlock but electric)
oh..
Have you tried crossing effects together? Like HVC and EFS for exemple?
EFS?
Electrifying Focus Shot
I think "cross class refresh" is possible
but I haven't tried that
rather than refreshing the duration, electrocution stacks. damn.
Ha! DRG keeps surprising me
just tried HVC with EFS, and it was doing two electrocution effects on the same target
And then you dropped an IFG 🤪
M1000's Electrifying Focus Shot and GK2's Electrifying Reload stacks.
But BRT7's Electro Minelets and GK2's Electrifying Reload does not stack, it just refreshes.
Ah? We're getting somewhere
I'm all ears
After some testing, I think...
Electrocution other than Engi's:
If they have different durations(ex: M1000 EFS 4s / GK2 ER 6s), it can stack but doesn't refresh the duration.
But if they have the same duration(ex: BRT7 EM 6s / GK2 ER 6s), it cannot stack but it refreshes the duration.
Engi's Electrocution:
Cannot stack, nor refresh the duration.
Correct me if I'm wrong, but other weapons seem to work this way too.
Other status effects? Maybe?
Like Fire, Frozen or Neurotoxin? They seem to work normally(so I guess they stack).
So wym by other weapons?
Sorry, but I don't get it. My english is a bit dumb, can you explain what does "other weapons" mean?
I meant, what other weapons with similar effects are you referring to here 👆
Drak's 4s electrocution can stack with Engi weapon's electrocution(Stubby, Lok-1, or Breach Cutter), and 6s electrocution(BRT7, GK2).
But it cannot stack with other 4s electrocution(M1000), it just refreshes the duration.
Hmm... Peculiar
@thick pelican https://www.youtube.com/watch?v=l1WYQ_okdy4
look at me stacking 3 types of electrocution at once

In summary for future references:
Engi weapon's Electrocution: Cannot refresh the duration / Cannot stack on itself / Can stack with 4 seconds and 6 seconds
4 seconds Electrocution: Can refresh the duration / Cannot stack on itself / Can stack with Engi weapon's and 6 seconds
6 seconds Electrocution: Can refresh the duration / Cannot stack on itself / Can stack with Engi weapon's and 4 seconds
Wish Engi weapon's Electrocution works the same way like other Electrocutions.
Various Electric DoT effects will stack with others if they have their own STE file in the game files. That happens if the DoT has a different duration/tick rate/damage per tick from the "base one" so to speak - see Stubby's 3 sec duration/0.25 sec tick rate/3 dpt DoT for reference. Exclusion: High Voltage Crossover and Stubby's Electrocution DoT won't stack because they have an "Exclusive" flag (EXKEY_Electricity) that prevents said stacking. I've covered this the last time that got brought up.
To give the full story of why this is the case:
Engi's electric procs all have an "exclusive" flag assigned to them. This makes it so that none of his guns are capable of applying electrocution while a bug is electrocuted from another "exclusive" electric proc.
The electric procs from Electro Minelets and Electrifying Reload use the same STE files with no "exclusive" flag, so they can apply at the same time as the Engi's electric procs, but will not stack with each other.
Electric procs from the M1000 and Drak share an STE and will stack with everything except each other.
Bosco's electric procs use the Stubby's STE file and thus comes paired with the "exclusive" flag, which can prevent Engi from applying electric procs.
So long story short, the wiki is super wrong about how Electrocution works, but it's really hard to nail down what is and is not intended with this mess.
Question, for dreads/hiveguards, how does the shell regen work?
Is it after taking a set amount of health damage?
you mean OG dread, right ?
for that one, don't remember anyone saying more about it
but from my tests some time ago, it is time or getting enough % damage, whatever happens first
so like 30% HP needed iirc
From my playing, I think OG dread is 30% per regen, hiveguard is 40% per regen, and it's hardlocked so any damage that exceeds the threshold will be nullified
pretty sure the OG is not hard locked at all
as in , if you do 29% damage, an later, a 10% damage attack
you will deal 39% damage total, and then it will regen
Yeah, the strat is to make the final shot before the shield regen be high damage like elephant rounds or hyper propellent, etc.
The highest damage I think is HP with frozen and IFG
Speaking of IFGs..
will IFGs make enemies freeze/burn faster?
It is strictly damage resistance, but it does increase elemental damage but not rate.
Fair enough
Does the auto cannons damage fall off scale linearly with radius? The wiki says it’s damage fall off begins after .75 of the 1.4m. So at 2m is the fall off after 1.07m?
I am having trouble finding this info anywhere on the wiki
The info is here:
https://deeprockgalactic.fandom.com/wiki/Area_Damage
The fall off is linear between the maximum damage radius and radius.
thanks
so if im reading this right, nothing in the game actually affects when the fall off starts, just how far it takes to reach its minimum?
a bug 2.1m away from a pgl blast will always be taking less damage no matter what your aoe radius is?
so if im reading this right, nothing in the game actually affects when the fall off starts, just how far it takes to reach its minimum?
That’s right, nothing affects the maximum damage radius, all radius upgrades only affects the Radius (ie the one with fall off).
alright, thanks
Hello wiki nerds, would it be helpful for someone to come up with a list of questions that require answers re: the new weapons?
Hidden stats, damage types, etc?
How do I extract voicelines from the game?
You can use UE Viewer
https://www.gildor.org/en/projects/umodel
The current unreal version is 4.25, you need to tick the box to be able to export sounds.
Oh yeah, speaking of audio. Can I use the same tool to extract sound effects? I've been meaning to isolate Caretaker sounds for a while now
It should work if you can find them afaik, but I am not an expert about sound at all, barely touched them.
Yes, SFX > Enemies > Facility > FacilityBoss > CareTaker
Thank you!
Yes please
Ok!
Hey I just noticed a value in the HeavyRain file that called "PST_FireResistance" denotes a stat change to Fire Resistance of 1.0. Are there other places in the game that have similar effects, and has anyone run any experiments to see how this affects different weapons?
I'll make a Google doc later and add some people to help me compile what we need to find out, then I'll link it here and ask you/others here what we missed and give permissions to those who want to use it
Just ran a short experiment where I had every type of rain running at once in a mission. Enemies were unaffected by the stat change, but the Dwarf was completely immune to all fire damage while the rain was going (all three stacked together).
Scratch that. A single rainstorm made my driller 100% immune to fire damage.
well this is a rare moment -- i've never even heard of a hint or rumor about that mechanic. nice discovery, Evan!
tbf, isn't there like one source of Fire damage other than Hot Rock that isn't also directly Friendly Fire?
The rain increments Fire Resistance by 1.0 so while it's raining the flamethrower can't do team damage, and neither can gas explosions.
most of magma core -- geysers large and small, maggots, hot rock, bulk detonator slam causes Burning on dwarves
oh, right, gas explosions
It was Gas explosions that I was thinking of, then remembered Bulks
I guess this also cuts down on the team damage dealt by the Breach Cutter, White Phosphorus Boomstick, and Incendiary explosives.
Also Lacerator fire breath
ooo, that's a good one
🤔 maybe that's why so few enemies do Fire-element damage to dwarves. the devs didn't want the biomes with rain to trivialize certain enemy types
help refresh my memory, which biomes can get rain storms? Dense Biozone for sure -- does Crystal Caverns get rain, too?
yeah
i think some sections of Egg Hunts are always raining but that's different than the random timed rain events
don't think I've seen the rain anywhere else yet
I thought I saw one in Radioactive Exclusion Zone
was it on an Egg Hunt?
there's a tile in Egg Hunt cave generation that has permanent rain
think so
but like, they could just have not made rain do that
I'm actually pretty sure I've seen rain on every biome, even sandblasted
but I could be wrong
did you see rain on every biome but not in an Egg Hunt?
It's weird it doesn't rain in Azure, it's sort of an underground jungle
from description, dense biozone is the jungle and azure is more underwater feeling
the problem is dense biozone being a very old biome 😄
Dense is the coral that grows below Azure.
There are only two biomes with a BP_New_HeavyRain file that calls the STE_HeavyRain file with the fire resistance effect. Those being Dense Biozone and Crystal Caverns.
So it's only raining in those, confirmed
I can't find one involving egg hunts yet, but I know there are three different types or rain because of the spawn menu mod.
You can see "rain" in every biome but not the actual event.
yeah
I don't know if the third type of rain will cause the fire resistance either. If it has an STE file or calls the one that's used for the biome specific rain events, then it could still work.
I miss the Pepto Bismor colored sandstorms.
There are literally corals in biozone, and they call Azure underwater?
Yes.
I wasn't asking you
They're both "underwater"
I mean, i guess the cave angels are like mantas
Dense Biozone is the shallow Reefs while Azure is the deep Ocean
Guess so
they're gone ? 😱
Deep jungle and subterranean rainforest.
So where should we put this information in the Wiki? Should we just have it as a part of the pages for the Dense Biozone and Crystal Caverns that there will occasionally be rain events that darken the caves and make the dwarves immune to all fire damage?
I wonder if that'd allow you to survive a bulk attack better as a non driller.
Doesn't the Ghost do Fire damage, or was it just weaker and dealt a bunch of Heat?
I think driller is capable of surviving a hit at the very edge of the radius on hazard 5 since he doesn't ignite. I remember pulling that off one day.
The Gunner would probably stand the best chance of surviving in higher difficulties during the rain, but I don't know about anyone else.
Sorry to interrupt but uh... About this, how do I convert uassets to .ogg files?
You can go to that path in ue viewer and export it as a sound directly iirc.
Did that once, can't do it again, doesn't export anything for some reason
NVM I'm dumb
Just a brief follow up on this. While I can't find any STE for the localized rain that comes from certain terrains, I did test it in game and was unable to find any evidence of it affecting the Dwarfs' damage resistances.
Also the Unknown Horror is easy to survive with the rain going as it so happens. It still does a huge amount of Explosive damage to the player, but it applies 0 Heat to the player.
And I was able to survive a Bulk Detonator's stomp attack at Hazard 5 solo scaling in the rain. I was brought to critical hp, but I didn't die to a burn DoT which is pretty huge.
So I was right? Just curious.
I think so, yeah. At the edge of a Bulk Detonator's radius it's possible to avoid death if the player is resistant enough to Fire that they don't ignite, and Rain accomplishes this.
Well uh, donno if this was correct... just tested 6 hrs ago. Scout's WP Rounds convert 50% damage into fire damage and adding equal amount of heat, that does not sounds like it would lose any damage, and it wont increase any damage.
That's correct. It effectively changes 50% of the damage to Fire element and adds an equivalent amount of Heat. Meaning you can now set stuff on Fire
yes, which means if the enemy shot is resistant/vulnerable to fire, it can do less/more damage, aside from the DoT
hello wiki nerds, I made the spreadsheet for unknown new weapon data that I mentioned the other day
I'd love to get contributors to help figure out the answers to these questions, so we have a place to compile all the new unknown info so we can get it on the wiki and/or damage calc ASAP
let me know if you want in, I'll give permissions to any contributor
how could i help in editing the wiki'
btw this is for wiki fandom right? cuz ive seen multiple drg wikis
so if it converts damage to heat type, would it be affected by enemies with weaknesses / resistances to fire?
Heat damage isn’t affected by fire resistance.
The "resistance" for temperature is called "temperature change scale".
so heat/ cold resistance doesnt affect damage delt? just temperature change?
Yes, this resistance only affect how temperature damage is taken, not damage.
The same resistance is used for both the heat and cold side.
The wiki has been updated about it but I just wanna double check : xp from minerals mined was never affected by hazard level and modifier ? Or it's a recent change/a bug ?
And could it be tied to the error cube xp changes/bug ?
given everything
the files says it is 2000xp, while in game it is giving 4000xp, always
(same for minerals)
which seems to be a thing that only happened recently
could be either a bug or sneaky change, can't tell you myself
so there was a change
just need to know if it's intended or not. Once I get the answer, I'll let you know.
And haz bonus XP multiplier removed at the same time
Must have been, as meant that mining XP was as if stuck at Haz 4 bonus, so fast leveling for those playing below and slower for those above
*Compared to before the change
hmm make sense
doesn't cost anything to double check though
besides it could give answer about the error cube changes as well
hello! how do I get template edit permissions?
I am trying to make room for the upcoming secondaries, but a lot of the places that would link TO the coilgun page are templates
nevermind, I just wasn't signed in
Started on the Armskore
some of the intricacies of table and template formatting are beyond me, so it looks a little messy at the moment
Wiki is not supposed to have non-release content
so those will need to be deleted
looks like there is a lot to review in the days I didn't check x-x
what? but this information is literally from the narrated trailer
this is official confirmed information from Ghost Ship Games
people can't play with it on Live version
therefore, it is non-released
specifically full release, Experimental doesn't count too
what a silly rule
technically that excludes the Season 02 announcements up on the wiki
that does seem pretty arbitrary, experimental is fully playable for the majority of the playerbase if they want to participate
why bother acknowledging the season at all before release if the line in the sand is "can you play it in-game"?
most videogame wikis commonly cover removed, hidden, or yet-to-be-released content
the only issue is whether or not it is clearly marked as such
is this a fandom rule or a rule that the people who run this wiki have self-imposed?
we aren't other wikis however
would be odd to have that as a fandom rules
so it is a guide-line for the DRG ones
this guideline is still silly in a vacuum
you cannot just pretend the season does not exist
these things are coming, and documenting their impending release is important
news about the game is almost as important as the game itself
especially when it is a major release like this
it seems like an odd rule to me in the first place, which is why I asked
how things are done go all over the place
wonder what is part of fandom guidelines specifically
have seen wiki that posts user generated content for example, like speed runs
I'd completely understand if there was a rule against posting actual leaks, but this is stuff the devs have released in streams and official trailers
fandom has very few guidelines - mostly just don't post illegal content, ect.
this is my point exactly
this information I have pot on the wiki is from an official press release on the official developer youtube channel
we are explicitly meant to have this information
if anything it would make more sense to start posting things during experimental so everything is ready when S2 is actually released
agreed, regaldog
when the Smart Rifle released it was annoying as hell trying to look it up that first week
it's not like we aren't going to be openly compiling this information for that very purpose
if you're interested I have a spreadsheet made to compile the hidden stats for the new weapons
you're welcome to contribute if you want
datamined, i assume?
ah, this is empty so far?
yes, so far we just have the stuff we want to find out
ah ok
unfortunately right now I am too busy to contribute to such a project, but I wish you luck
np
my goal is to help meatshield get the next version of the DPS calculator up ASAP
anyway omega sentinel frankly it's disappointing you are reverting users' edits just because they do not meet some personal level of official-ness
I go to the trouble of trying to provide accurate information for the community-maintained wiki as soon as it is available, and it all gets reverted because an official trailer isn't good enough?
this is a wiki, designed to be run by fans for fans. if my information isn't false or vandalism, why is it being removed?
This rule mainly came from the fact a lot of pre-released content was on pages of released content
& With practically nothing distinguishing it as such it was just confusing for anyone reading those pages
that makes sense of course
but it doesn't really make sense for a separate page to be taken down
that's fair, pre-release content should be signposted as such
but "no pre-release content" is the wrong response to that problem
you people know it only takes 10 minutes to upload and update all content / pages right
have TXT ready, wait for release, paste it on page and upload
this is also the wrong solution
we are supposed to pretend the season does not exist until it releases?
the front page of the wiki literally mentions Season 02 news in multiple places, but there are no pages about it at all
I'm not planning to upload any content, but I do agree with @nova hawk here
I'm sure they're frustrated that the effort they put in for the sake of others was just taken down because of an arbitrary rule
you are of course allowed to set those rules if you run the wiki, but I don't agree with it
All past edits can be viewed indefinitely, so nothing has been lost
well that's good, just reactivate the page later I guess
sure, but it was still pulled from view and that revision is unlikely to be restored as part of the documentation being put up for Season 02 upon release
pretending items from the upcoming season do not exist by refusing to document them is silly
it is not the appropriate solution for previous instances of pre-release content not being signposted as such
just edit the content so it's clear that it is not in the game yet
I don't see why, if I want to contribute to documentation of Season 02 on the wiki, I have to maintain offline mirrors of all the pages I want to contribute just because some people on the wiki don't want to document content for the Season that is all over the wiki's front page
obviously I do not run the wiki and I am sure whoever does will have the last say - but if this is truly how the wiki will be run, then I no longer care to jump through all these hoops and will just let those who want it this way do the work instead.
(I'm also pretty sure this rule is not actually written anywhere - I can't find any mention of it on the wiki)
we don't have written guidelines lol
it is more of "we have talked about it, so we know"
and also, "check how other things are done"
though the idea of some guidelines being compiled somewhere isn't a bad one
it would be good to have that, and to have contributors read it before contributing
Yeah that is true we should have them all written down
it is more of "we have talked about it, so we know"
and also, "check how other things are done"
neither of which were capable of showing me that you don't want pre-release content on the site
also, who decides these rules?
fantastic, looks like the wiki is due for a vote on rules
I'll put it on the frontpage's Talk
(unless there is a more appropriate place to put wiki metadiscussion)
Best to put it here
We are thinking of a mid ground on it, New content pages getting a banner saying such & linking to a new page (PageName/WIP) for putting together the page and Which would them moved into the original page upon release
That sound good to you guys?
sounds good to me
I feel like a special WIP variant of the page is unneccessary though
as long as the page is clearly marked as pre-release content, it shouldn't be an issue
Just ensures the Wiki do not have anyone be unaware it's not existing content (as some links will make you not see the banner at the top of a page) and hides what will likey start off as ugly pages behind a small warning of such
I will move Armskore Coil Gun to Armskore Coil Gun/WIP so it keeps it History and everyone can go wild with that page
Will make a banner template for WIP linking too
the pre-release banner would serve as a suitable warning for an ugly page
some links will make you not see the banner at the top of a page
use Haunted Horror as the symbol for it lol
as for link previews, I believe that's an acceptable tradeoff
we cannot cover every downside
Was thinking of making an R&D logo, but that will do for now
I see the current soloution as coving the most, only downside is 1 click extra needed
So the way I understand it, the actual page will just be a banner pointing to the WIP version?
Good point then, the idea sounds good to me
e.g. for this update https://deeprockgalactic.fandom.com/wiki/Mutators
Ah I see
Good idea
Yeah, sure, you make good points
WIP page system has better tradeoffs
First draft of banner
wait, but if that is on the blank page
it won't have "content" in it
isn't it more like "meant for future update" or similar ?
the mention of "content" doesn't mean the content is there
just that the content is coming
It's so it fits on pages like Mutators if needed
"make live" should be "made live"?
It's the first pass, will fix that typo and see if I can make it smart with the text it uses
I think I can have it check the page size
also, what should we do for templates like the equipment infoboxes?
Hmm, either soloution to that could be messy, may be simpler to have a blanket; Dupe to a /WIP and add content, though may be fine to make additions as long as it's not shown on non-WIP pages
that seems too small to not just change it when update gets live
sure I can see it for pages with a lot of content to be added
but templates you just gotta add a few links
Won't rule out the need for it
unfortunately templates is how you navigate to most pages, in my experience
unless you search for the title directly, you will use the templates as indexes
make a new template for WIP pages
so you can have it at the end of the S2 WIP pages,
Could also have that one add a category to said pages
So then you can see all /WIP pages easily
true, forgot about that
that category page would have all the S2 pages being worked on
that's a good idea
Well weird thing; Pages with just a template count as having 0 bytes
Empty Page:
This Article is for content coming in a future update!
Please help us build the page if you can. It will be made live when the update arrives.
Existing Page:
This Article has content coming in a future update!
Please help us update the page if you can. It will be made live when the update arrives.
This be good?
Good good
guess it is as simple as it can get
also rip, I thought we had an image for haunted horror itself , instead of the mutator icon xD
The nice thing is that it will not need any parameters
Will just detect if page is empty or not
Ah it was looking at the last version not the preview well that make sense, but now need to fix template
And Imo should be easy for anyone to make additions / changes to it
| image = [[Image:Warning haunted cave icon.png|60px]]
| type = '''This Article {{#ifeq: {{PAGESIZE:{{FULLPAGENAME}}}}|7|is for|has}} content coming in a future update!'''
| border = yellow
| info = Please help us {{fullurl|{{FULLPAGENAME}}/WIP|action=edit|text={{#ifeq: {{PAGESIZE:{{FULLPAGENAME}}}}|7|Build|Update}} the page}} if you can. It will be made live when the update arrives.<br />}}<br /><!--
--><noinclude>[[Category:Notice templates|{{PAGENAME}}]]</noinclude>```
Nice work
Thanks very much for meeting me halfway
I appreciate that we could come to a compromise we are all happy with
So am I
and I am also relevant somehow
I was doing errands while you guys solved everything, but I like to think I helped
Is always good to have more voices
Currently thinking I can also make the same template work on /WIP pages
Top version would apply if page ended in /WIP
Icon & colour switch
Making it live (as it depends on page names its very hard to test overwise)
Well it works kind of, the edit link does not but that's all
And code is neat enougth to still understand imo
| <!--
/WIP Pages-->{{Ambox
| image = [[Image:Mutator critical weakness icon.png|60px]]
| type = '''Page Under Construction for future content!'''
| border = yellow
| info = Please help us {{fullurl|{{FULLPAGENAME}}|action=edit|text=Build this page}} if you can. It will be made live when the update arrives.<br />}} [[Category:Future Content Pages|{{PAGENAME}}]]
| <!--
Non /WIP Pages-->{{Ambox
| image = [[Image:Warning haunted cave icon.png|60px]]
| type = '''This Article {{#ifeq: {{PAGESIZE:{{FULLPAGENAME}}}}|7|is for|has}} content coming in a future update!'''
| border = red
| info = Please help us {{fullurl|{{FULLPAGENAME}}/WIP|action=edit|text={{#ifeq: {{PAGESIZE:{{FULLPAGENAME}}}}|7|Build|Update}} the page}} if you can. It will be made live when the update arrives.<br />}}}}
<br /> <noinclude>[[Category:Notice templates|{{PAGENAME}}]]</noinclude>```
I could have the template not included there but thought would be nice for easier access of it
👁🗨 My operations are based on the Guidelines we have come to internally agree
therefore, saying it is personal wouldn't be fair, neither that it is the opinion of a few editors
given that the veteran editors (or whatever you call those that have been around for some time and do quality contributions), have agreed on
To change something, we do have this channel, and it is not that hard to change our opinions or find a middle ground
so just going with "I will do differently" isn't the preferable way to go, for me I say
Good thing I don't need to explain every single fixing I need to do on wiki, though looking forward to being able to link to some guidelines
probably a protected page, just unsure if it is just going to be a new page, or if there is a section for it by default.
I expect there to be such a page, but there does not seem to be
you could probably just write up a list of agreed upon guidelines and pin it here
works, but makes it a bit harder to contribute
as you have to say "hey, you forgot that one, add it "
well, the person who wrote it could just edit the pinned comment
don't most Wikis have a "contribution guidelines" page in the Wiki itself?
is there an actual reason people have been saying the 19th is when experimental starts?
because I've noticed everyone is saying it, but I haven't seen any evidence
april 28 is steam release
therefore, 28 - 7 = 21
isn't it 7 days of experimental ?
The date appears to have been edited out of the announcement post, now mentioning something about "mid-week" instead.
From the description of the narrated trailer
so something like this ?
DRG Wiki Guidelines: 
1- All content needs to be factual / non-opinative; Don't use guessing for numbers / facts without a base for it
2- All tips and recommendations should go on https://deeprockgalactic.wiki.gg/wiki/Tips,_tricks_and_strategies
3- Content that is part of a future update (not part of Live version yet) should only be worked using the WIP sub-pages
4- Whenever displaying a ratio as percentage, round it to 2 decimal places
5- Use the "preview page" feature, and do Not spam post edits (constantly updating a page and hitting the "save" button), instead of doing it all in one go
6- All text should be written using American English
7- To translate a page, use the proper wiki for that language, NOT the main wiki. for [French] get in contact with @analog rock for help.
8- All Trivia should be about game's history or references, not about bugs , and neither about how the game works internally.
I'm sure we could go into a lot of nuance with it but I think this is a nice starting point (also is good to have it simple)
Another option would be for me to make a google document and link to it,
that way I can add people to edit it, and we can have a published version here (as well, as being able to go past any discord limits)
whatever works best
Well best have it as a wiki page itself
Community portal would be a good place for the full ruleset or a link to it
You planning on doing that this week ?
here could be used for the "simple" version
Think it should be put up as is, allows people to suggest mission additions etc.
just change 'decimal houses' to 'decimal places'
done
@merry chasm Could we have a pin for this please ?
Just wanted to bring up something about Heat Sources that I forgot to test way back and is kind of important. The Heat and Cooling Sources seem to only work on enemies and players. Which is to say that a Heat Source cannot ignite Gas Clouds or Goo Puddles. It's not a huge deal, but it does explain why the Sludge Pump doesn't synergize with Hoverboots to let players ignite puddles with the perk. Hoverboots doesn't deal heat damage and instead is just an Environmental Heat Sources with intensity Heat3.
A bit late to the matter, but it seems pretty normal to me to not publish information that has yet to be fully verified (keep in mind even if we do have information about the new weapons, it is prone to change in the coming days before release).
So while deleting edits might have been harsh, the reason behind that decision was entirely understandable.
Just my 2 cents. The point being to avoid spreading misinformation.
are gas clouds supposed to be ignitable but are bugged?
I had a player who was saying that they tried to get rid of a pretorian gas cloud but couldn't (flamethrower)
definitely supposed to be ignitable, yes
"bugged", not really, but I feel like there is a disconnect between VFX and actual gameplay effect? The clouds remain visible for longer than they are ignitable or deal damage, I believe.
Yes, definitely
The dispelling animation once it effectively is gone should be quicker
well, I skipped one day and there's over 100 msgs
Wiki edits I mean lol
Discord is easier to check, as there is nothing to review
If anyone has suggestions on what more is important to cover on guidelines, let me know (pins)
I've experienced the same in a few games yesterday. Inconsistent ignition with both flamethrower and EPC heat. Sometimes it works, sometimes not. (and I was aiming at the ground in the center of the cloud)
DeathBurst's explanation could be it, maybe a VFX timing problem
on the plus side, the butt gun is so strong now I don't feel the need to pair plasma burn EPC with it all the time
I can go to ER subaru and have a really powerful secondary
but I'd really like to enjoy this new one
I hope they buff it
If it is for the twins, there is a ×0.5 multiplier in the files, but I wasn’t able to figure out where it was on their model so far.
Afaik there is no 1.5 damage multiplier for them and I can’t see anything with that value in their files either.
weird...
so shooting there always do reduced damage, right ?
i will revert that one then
Didn’t try shooting in the jaw directly, so far I only found ×1 damage and ×1 weakspot damage.
I couldn’t find the ×0.5 damage part, but I didn’t try the jaw.
I tried the inside of the mouth though it was doing normal damage.
I will try to ask the devs for that, maybe I will be lucky.
I think @gaunt cipher covered the jaw topic on the twins while back: #wiki-related-chatroom message
and he determined experimentally that the lower jaw had a 0.5x multiplier (net damage resist)
Silaise confirmed it as well, upper jaw takes ×1 damage, lower jaw takes ×0.5 damage.
This one seems more of a grammar mistake or something, if the person is still working on it, so I don't change the meaning ?
https://deeprockgalactic.fandom.com/wiki/Temperature?curid=5128&diff=29187&oldid=29185
From my knowledge the roll phase and flight phases are just on timers where they swap once every 10-15 seconds
The material file for the jaw is called "PM_DreadTwinFlesh" no wonder I didn’t think to test the jaw.
For the temperature part, you should check with Evan, I think he is the one who modified that.
I think for the patrol bot the odds are really 10%, I remember seeing it somewhere.
I will try to find it.
Not sure for the second part about the evasive roll.
For the hack chance, it seems to be wrong.
5% for the bots from the caretaker fight, 25% for other bots.
There is a "HackChance" property in their respective ENE files.
Let me know if someone fixes or removes the values / non confirmed information
@silent sierra just letting you know, if you are still working on it, so you can rework that paragraph
Sure thing!
and guessing that rain + fire resistance thing you tested yourself ?
Yes. I tested that via the spawn menu and various forms of self damage and a Bulk Detonator.
Excellent
How's this?
I thought there was a dev comment or release note (shortly after S1 release) that the chance to get a hackable bot decreased as you acquired more hacked bots in your team. Can't find it now though...
ah, found the comment in here on it, but not the source: #wiki-related-chatroom message
and found it:
Season 01: Experimental build 62833
CARETAKER
- now summons patrol bots
- patrol bot hacking chance reduces the more hacked bots you have with you at the time
wonder if that only applies to the caretaker fight?
well, so we shouldn't be including any number it seems ?
// also, updated guidelines with item 6
"Overridden" in this case is referring to something mentioned just above the bit about Temperature Shock. Heat sources and Cooling sources override the bug's cooling and warming rates depending on a few conditions. Basically Heat sources will override the bugs' warming/cooling rates if its temperature per second value is higher, and Cooling sources will override the bugs' warming/cooling rates if its temperature per second value is lower.
So, for example, if a bug's natural cooling rate is lower than the temperature per second of a Cooling source, then the Cooling source is completely ignored until the cooling rate can no longer apply at 0°. The game will still recognize that the cooling source is affecting the bug though, and as a result it will apply Temperature Shock in the appropriate situations.
Honestly I could stand to redo the explanation on the Temperature Page to make it simpler as well. It's needlessly wordy at the moment.
Interesting
So basically environment is able to cause temp shock, regardless of an override taking place
Yup!
I'm not 100% sure if this is intended or not to be honest. Seeing as throughout Season 1 we've been able to apply temperature shock with the inappropriate temperature damage types if we land the hits right as a creature is cleansing one of the temperature statuses.
Still, the Environmental Heat and Cooling thing is a bit tricky. Ultimately what's going on is the game having each bug recognize what is happening at its current location and then deciding how to update its own temperature values outside of the damage system. This also allows for weird interactions like Swarmers freezing without dying and Patrol Bots igniting without dying. This also allows for enemies to go beyond their usual temperature limits.
The thing where plasma burn EPC immediately temp shocks most swarmer types on hit still exists as well I think, though it's been some time since I tested it. (I think this might not happen as client?)
It isn't actually temp shock, it is just flavor particles added to make it seem more powerful. Just like a "you used plasma on a tiny meat sack, it vaporized" kind of thing.
I will revert this one then
as those information so far seems non-confirmed
once we know more about the chance decrease / change
and evasive move logic, we can rework on it
So then why doesn't it apply to all swarmers, and why only with plasma burn and not other EPC shots? Why not other powerful fire weapons? I don't really buy that tbqh
does anyone happen to have any info about the crossbow's "piercing" AOE and/or its explosive bolt damage/radius?
I think experimental are considered spoilers here ?
as in, it needs spoiler tags or something
really? I remember people asking these questions here the last few experimentals
maybe it was in the discussion channel
though it's hard to get real info there
from the #experimental-discussions pins
alright, my bad
all good
just using ||spoilerinos|| probably works fine to discuss it in more depth here
personally curious to see the different stats and mechanics, though didn't even get to personally check myself
https://deeprockgalactic.fandom.com/wiki/Glyphid_Dreadnought_Twins?curid=4879&diff=29188&oldid=29157 This has not changed right?
(Twins Jaw Multiplier)
I fixed that one , have't I ?
we discussed earlier here
they said 0.5
so you saying it changed on a S1 , or S1 hotfix ?
Ah sorry was patrolling edits, it separates them by day so did not see you fixing it
No wait it's as you are autopatroled and I have those hidden
doesn't that makes it more confusing lol
Not as clueless as I thought I was, only partially
Never had it as an issue till now
Normally don't have the option to patrol old edits even
like, if a patroled edit/ page, gets edited by a non-pratoled,
would make sense for the last edit to appear or something
Yeah certainly would, well showing all edits now
Just a heads up on the CRSPR page it states “Heat Radiance is a modification that causes the Flamethrower to emit an aura of heat onto all enemies within 3 meters” when 3m is its fall off radius not its actual radius, which is correctly listed as 4m below.
Fixed the description, that one should indeed include the radius and not just the max damage radius.
👍
Looks like some fixes to armor breaking mechanics for warthog and boomstick made it into today’s experimental patch. Fingers crossed, though I think there are more weapons still with bugged AB mechanics
Anyone know if I can transfer my DRG progress from PlayStation to Steam?
There is not, though there are tools on the PC platform to edit player progress which could be a way to accomplish the same goal.
(Also this is the wiki channel, you probably want #playstation or #bug-discussion )
At least two programs I’m aware of do savefile platform transfers, but I think it’s for xbox not PS. Let me see if I can find them…
Yeah, these are both for Xbox/steam transfers not PS
The reason is that there's no easy way to access saves on the PS local disks
Does this happens for shield link ? https://deeprockgalactic.fandom.com/wiki/Shield_Link?curid=3217&diff=29197&oldid=24294
I'm pretty sure, I know that is the visual effect for the passive for sure, just not the when.
Is there anywhere on the wiki people can read about enemy pools?
A creature's infobox might say "Category: Disruptive Enemy", but I skimmed over the bulk detonator page and couldn't find any link to what that means.
I know there's Ely's spreadsheet.
It should be on the hazard level page iirc.
N-n-not that I can see.
Neither there nor on [[Creatures]]
Indeed, there is only very partial info there.
[[Difficulty Scaling]] has stuff about small, medium, large, etc. creatures, but I think that's only for the purpose of damage resistance
Oh well, another set of pages to revise never when there's time
Can make it page categories to start with
Small thing, but the sludge pump's page is listed as a stub, which doesn't seem accurate to me
Would assume that's as it's Skins & Gallery section are empty
Cant read if we dont even know how it completely works iirc XD
that doesn't even have everything
and either already on wiki, or not enough info to be added
so yea... still missing a bunch
yeah, was just an example, not the compendium of all knowledge...I suspect most folks making custom difficulty mods have a lot of that enemy pool data
hey does anyone know if the actual temperature change scale is listed anywhere on the wiki?
I know patrol bots have 40% heat resist but its not mentioned anywhere on their page, and its just kind of mentioned as an aside on the temperature page with no actual numbers listed
which with nemesis coming in with 85% heat resist I foresee being a very confusing issue
Check the creature spreadsheet in the second pin message.
On the wiki, the effective temperature should be used on most pages, it already take that into account.
Made a small update to the GK2. Bullets of Mercy listed Acid as one of the acceptable statuses for gaining the bonus damage, but testing shows this to be incorrect. Acid Spitters and Praetorians unfortunately cannot give Scouts a damage boost.
On the bright side I learned that the spawn menu has two versions of the Acid Spitter with one having non-functioning AI that makes it the perfect test dummy. I'm definitely going to be using this when re-testing Armor Break in Season 2.
that Acid from sludge pump iirc, did you test that ?
also, rip, gotta do something about those new pages not being used correctly
💀
The Sludge Pump doesn't apply acid or poison. It uses its own unique status effect called Corrosion which doesn't trigger BoM.
Neither the puddles nor the direct DoT will trigger the overclock's bonus.
Acid on the Status page is currently being used to describe the damage over time from the Acid Spitters' projectiles and the Praetorian's breath/death cloud.
well, I can discover about that later
how do I make a sub page again ?
That I don't know. I'm sorry.
hope it works
subpages are just mainpage/subpage
There we go
ended up having to copy the contents of the page and pasting on the WIP though
it didn't let me just move to that page, maybe because I had created it already
this isn't a new page, but for changes on existing pages, do we use WIP too to work on it ?
https://deeprockgalactic.fandom.com/wiki/Ommoran_Heartstone?curid=4681&diff=29216&oldid=28543
Nah that's too minor
💀 how are we going to control it ?
not counting how it is annoying to see "new weapon"
that just means we will have to change the text later
?
It wont be New forever, so the correct is "engineer's third secondary weapon" or so
- that being on the page just leaves the impression the thing is out already
Something so minor could just wait to be added after update
Your choice
How much would the damage increases with Overdrive Booster OC from Shard Diffractor?
Pressed R when firing?
I heard someone saying Damage is Doubled when boosting
That's more a discussion for #experimental-discussions
But so far it's +125%
thanks
<@&296918282403840000>
we got a imposter
Sus
thanks mods!
@glacial topaz When the new patch drops. Is it standard practice to just wait a bit for the hotfixes to slow down before going in depth on the new content's pages?
If not I can put in the more visible stuff from the game files on Thursday or Friday.
we never wait, no
and the hotfix should be easy enough to add in once most content is in anyway
Whats the official stance of posting numerical values to supplement official patch notes? I'm guessing the wiki guys don't have a complete spread, but even so I usually compile at least the in-game information into docs that the public can review
Would it be alright to post aggregated pages with that information? I've collected a bunch of information already, but I'd like if I could compare notes to make sure I don't have things wrong and to complete the rest of the information
As far as I know, our entries for patch notes are official patch notes copied verbatim.
Yes, but you effectively supplement the official patch notes by including additional information in relevant wiki pages that the notes would touch. E.g. if a patch note was "increased weapon's ROF" users could fairly easily find out by how much by visiting the relevant weapon page
@weak cedar I'd suggest creating your own, unofficial doc with numerical values just like LucentGlow did during U34, then ask the Wiki editors if they want that added as a supplement.
Hmm, I guess I'm also asking whether creating unofficial docs and sharing them is kosher... Like, is it intentional that the dev's want to make it a little hard to find the patch details?
I'm assuming the wiki proper is fine, but where does one draw the line?
I'm not going to stop you from committing time and effort to compile this stuff. There are and will always be players who want to see the nitty-gritty stats, and the demand is high enough that we have explanations for weapon overclocks on our weapon pages.
The stats are pertinent. But I'm not sure the change history of those stats is worth the effort, even if it's just next to the Trivia section.
What knowledge is gained by the viewer from reading that Face Melter got +25 tank size after release, then +1 heat per second two months later, then -50 total fuel the next year?
It's a curiosity, sure, but that's a lot of upkeep for a curiosity.
You can use HexZyle's doc for your purpose too:
https://docs.google.com/spreadsheets/d/18ssBEdWCUV-SsivbHMw42Sqcii-9qP3KD-AHkv5tTZw/
That looks like something worth pinning
https://media.discordapp.net/attachments/556171459517480973/968440146968076308/unknown.png
Yes, but not all materials will allow for such deep penetration. Harder materials will reduce that distance.
From Anders - Game Design in experimental-discussion.
First time I heard that, in case the question is asked at some point in the future.
Thanks for letting us know, a user is purposely modifying a lot of pages with troll content, I will revert it and block him.
Do I get a Badge?
No
It has a set time which once elapses you would be unbanned
Looks like they got banned from here too, seems for the best
Wonder why people will waste their time doing such crap in wikis
Boredom, probably
They were tagged as mobile edits. Could be going/traveling somewhere and passing the time by vandalizing a wiki.
what is the point if nobody is going to see it
seems like a twisted way of passing time
isn't it vengeance for not being able to provide help ? "I am jealous other have good contributions, so I will just make their lifes harder on Wiki, which is what I can do best"
💀 what do we do with useless edits keep or revert ? changes nothing on the page , both links work
https://deeprockgalactic.fandom.com/wiki/Scout?type=revision&diff=29764&oldid=29758
I blame the visual editor
I'd revert that one for the sake of optimization. Less code for the parser to interpret, although I'm aware the difference is probably closer to 0.001 seconds.
okay, completed the armskore mod table based on beta info, but the formatting still needs a little work - can't work out how to center text in a table cell, as that option becomes greyed out on the toolbar, and one of the entries needs moving between mod tiers.
if anyone else is filling in beta info in preparation for launch, I reccomend this video which shows every new mod and OC: https://www.youtube.com/watch?v=vir-MJO9rpE
also I would say that change history is a valuable thing to record on the wiki
a full accounting of the game's history can be invaluable now and again, even if it is to just settle arguments
if the list of changes becomes too long, it can always be hidden behind an expanding table
Also, Charged Shot Ammo Use and Charge Speed need to be added as fields to the Weapon Stats template now that we have multiple weapons using these stats
Unfortunately, I do not understand wiki editing well enough to do it myself
if you check source code, and for different pages, you will understand how stuff is done
Hmm, we don’t seem to have attack damage listed for caretaker’s robotic appendages
Ah, it’s in the to-do list linked in the pins
How much damage does the impale move from a tentacle from care taker do?
I notice now that the conversation above this one is the exact question I'm asking
that's a good one
I need to go to bed
Beat you by 2 minutes, saw your post in exp channels 😉
strange that the damage isn't listed for any of caretaker's attacks
as in "why nobody added it "
or "Why are the values harder to find" ?
The latter makes much more sense
I assumed they were just hard to fine
I think someone is griefing the wiki
most seem fixed
but not this one for example https://deeprockgalactic.fandom.com/wiki/"Warthog"_Auto_210?curid=1372&action=history
Fixed
Fixed the other 2 pages he modified.
You rock 
https://deeprockgalactic.fandom.com/wiki/Fear List of Fear sources does not include DRAK-25 Plasma Carbine's Aggressive Venting overclock, which inflicts up to 500% fear factor within a 5 meter radius of the Scout when the weapon overheats.
Entry should probably also note that the fear factor scales linearly from 0% 250% to 500% proportional to the amount of heat in the case of manual heat dump
Was going to update the Season page but the editor is working against me so will have to bow out for now
Not mentioned in patch notes, leaving for the record:
There is a new milestone for spending 5/10/15/20/25 perk points
Also not mentioned in patch notes: the Pickaxe Throw victory animation now uses the modified pickaxe instead of the stock one it used to show
What is the new RoF of CSP? Did it get change from the Experimental patch?
Was 2 in U35, got changed to 4 in U36. No changes from Experimental.
Is there a way to know which S1 reward went to which pool? (crates, packs, shop, forge)
Do you also have the value for DoT bonus DPS?
LazyMaybe did a "Sludge Pump updated" video, that vid has all DoT damage changes laid out.
( https://www.youtube.com/watch?v=GiS5BdONfK4 for reference )
oh I see
How do I check in game files? I want to contribute to the wiki
There is several way to do it, the easiest way to start if you know where to search would be to use FModel to check the files.
It will directly parse the file into json to make it easier to read.
You can get it from the DRG modding discord in the guides-n-tools channels (last message).
If you plan to do that a lot, exporting and parsing all the files would be better, but doing that can take some time.
Will that method let me extract that info? ⬆️
https://www.reddit.com/r/DeepRockGalactic/comments/ue6p1t/phazionyte_conversion/
Conversion rate for the wiki page (once we have it)
Oh boy, new update, time to write about rival tech again
I'm assuming I can move this page to a section in the resources page?
Why would you move it
Or you mean "add a new section to resources page"
Yes, that is the page containing pretty much all minable minerals
but no, don't move it
I'm making a gist with new weapons' base stats (on panel), mod tree and overclocks (if it's of any help)
https://gist.github.com/fabriciomjacome/653f7337bb8b45767d27700db322287a
:S Why did they make that... https://deeprockgalactic.fandom.com/wiki/Hoxxes?curid=747&diff=29804&oldid=29777
would make more sense to have just removed the link
I will see about fixing that later
Unless someone can point out there is a good reason to have a page talking about the company that isn't just another Karl page
Man, all of these new mods that are just listed as '+[Effect]' really making me appreciate the wiki more
How does wave cooker work?
It feels like it's getting obscene DPS if you're hitting more bugs at once, is this something to do with how the weapon functions?
Or is it a bug? Or placebo?
it definitely doesn't have an effect like that, are you using temp shock with it?
Negative, T5A.
w/ both wide lens mods.
dunno what to tell you then
by DPS you mean
"I am killing the exact same bug, in much less time, if other bugs are nearby" ?
Yes, it feels like it's doing some crazy amount of extra damage to swarms.
sadly I won't be adding much content
though will still try to be around for seeing if things are being done properly
test that out ? record maybe, though it is a good step to see if it is placebo or not
and also see if there is any variable that points to it
Yeah, prolly gonna load into solo PE and poke around.
Seems to be placebo.
Minor DoT stacking w/ wave cooker just kills grunts really really fast, and I think it's just really standing out to me since it doesn't hurt tankier foes that bad.
Actually, how does T5A work?
Does this straight boost damage into targets w/ any kind of corrosion DoT?
Looking at the files I believe the Corrosion DoT, the Goo Puddles, and the Neurotoxin debuff from grenades and gunner weapons all activate a 1.3x damage multiplier on the gun. I have not been able to test this in game yet, so take this with a grain of salt for the time being.
Just to clarify one thing. the multiplier shouldn't stack with itself in the presence of multiple triggering debuffs.
Figures
Weirdly I'm not seeing Contagion Transmitter's own neurotoxin STE file in the list of effects that can trigger the 1.3x multiplier, so I'm wondering if it's possible to lose the damage multiplier while still spreading poison.
ok, this might help, but might not be 100% accurate currently
found a list of statuses that might be tied to it: Neurotox grenade, Revolver neuro and all goo effects (puddle and direct hit)
oh ree, I didn't notice that, now that sentence makes more sense,
How is the status called ? could just use te same status as the grenade or revolver ?
Well it gets especially weird when looking at the name of the file. It uses its own STE file called "STE_Neurotoxin_MicrowaveGun_USE-REVOLVER.uasset". This file uses the stats of the Bulldog's STE file, but it is neither the Bulldog's STE file nor is the Bulldog's file referenced in any way. It reads like a developer comment that went ignored.
In the main WEP file of the wave cooker it references this file along with the other STE files for the relevant statuses to decide when to trigger the 10% poison spread chance, but it doesn't reference the file when deciding to trigger the 1.3x damage multiplier.
I don't have any in game tests to fully understand the behavior of this yet, however, so I don't know if this status will stack with the Bulldog or not or if this really doesn't trigger the 1.3x multiplier.
Might just be a note to copy over the stats from the bulldog neuro.
Assuming you find the good file for it yes.
Yeah, well, that's the biggest hurdle
Extracting and parsing everithing would let you search for some specifing string or regex no matter where it is so that can help.
How so?
Because when the game just tells me 'electric bolts'
...i'd like to know slightly more specific numbers than that
Anyone knows why regular disperser shot kills Nemesis with DoT so quickly?
is it AB dmg from Ingredient X that affects parts?
or it's just one of his weaknesses to buffed corrosion DoT
AoE CC build and nemesis is nothing to it smh
You can check game's code, as people are still gathering data
I would add the rival presence warning to the warnings page but I don't know how.
Saying you can check game's code is underselling how hard it can be to find some information
-Pretty sure they just mean that it is nice to be able to have information easy to find on wiki, and that they can just wait / count on group effort
Makes sense
I just gathered data I could find within a sandbox save, to group it up and make it easier for future use
to whoever is making the cooker page, be sure to add the equip navbox and stub notice btw
This is wrong, right ?
Season terminal intructions
Yeah, it's 15 Data Cells iirc
And for the record, Data Rack challenges (Sabotage) that give Scrip do still exist.
did it get reported ?
i wonder if this is like the Ingredient X bug where it would kill breakable weakpoints... but it does damage on breaking, llike a Brood Nexus...
two nemi death voicelines that I've heard: "my god it's full
of stars" - 2001 a space Odyssey, "my battery is low and it's getting dark" - that one Mars Rover
if you're looking for the nemesis voicelines, I got both the audio files and the strings if needed
wonder if burst turrets being in a permanent barrier - sleep state is a thing of S2
(meaning they don't don't attack, lower shield, or can be killed)
also, Nemesis isn't made for any special rewards, right ?
killed one thinking it would drop something
As far as I have seen, nothing yet. Unless you consider phase bombs a reward XD
Ya guys got wiki like text for new weapon upgrades yet?
it's in progress.
Sounds like a bug with the pawn sensing component.
It’s just a robot bulk
Does anyone know what the biomass converter actually does on the shard diffractor?
Does it just give ammo back and if so how much?
3 ammo per kill bigger than a swarmer, .25s cooldown
It doesn't drop anything relevant to season progression like data cubes. They said somewhere in the Mar 22 stream it was a conscious decision so that they don't have to regulate/limit how many Nemesises (Nemesi? Nemeses?) can spawn.
Rip´, I thought it could be like hoarder, and drop minerals, or give some credits/xp reward, I didn't finish mission tho
x-x I got that bug on S1 with the shreders, and even mentioned it here
guess I didn't connect both being similar
It loots phase bombs, what more do you want ?
What are the damage values on those bombs because I swear they couldn't even kill lootbugs
so I got the BS' chem bolt to do about 163.3 damage to a guard on H5
considering a guard's 30% explosive damage resistance and the H5 damage modifier (20% damage resistance?), what would that be normally? I am math bad
it can't just be 50% less
@tranquil hazel I would recommend testing by using an Acid Spitter and a Praetorian on solo Hazard 4. That way the Praetorian will take 1x damage from the hazard modifier. The spawn menu mod can make Acid Spitters that have no working AI, and the Praetorian it spawns is a Frost Praetorian so its easy to kite into position.
I'll try to have that happen later I guess
but can't the true value be determined based on what I gave?
Yeah, it can. I just figured I'd let you know about that tip in case you wanted to try more tests.
I wasn't actually testing, I just realized my damage text mod was working so I tried to pay attention when I hit something that didn't die in one hit 
so what do you think the damage is, based on the fact that it did 163.3 damage to a guard?
I am not math good
crossbow chemical bolt does Poison DoT and Poison boom. not explosive. that might affect breakpoint calculations
This is odd. The files say the chemical explosion should be only 140 Radial Poison damage. So how did 163.3 manage to happen?
interesting, poison damage explosion
didn't expect that
well, they have to be doing more than that as well, because they oneshot slashers too
Yeah, I just saw 196 on a Guard in Haz 2 which should have no damage mitigation of any sort.
I'm going to try again at closer proximity. This may be another one of those multi-applying damage bugs like what happened with Fluoroantimonic Acid at the start of season 1.
Okay 196 damage at point blank. That doesn't seem right.
does to me
it's always looked like it was doing around 200 damage to guards
I assumed it was explosive so it was 300 and shaving off 1/3
but if it's poison then it's doing what it should
What I mean is that the damage being dealt is a very clean 40% buff over what is being listed in the game files. I can't find anything that would be boosting it by that amount anywhere, so it just seems really strange.
I'm going to try different bugs and see if it changes.
Nope. It's the same. I was hoping maybe there was like a sort of health pool to damage conversion.
it also seems to me that the Taser electrocution is significantly stronger than 16 DPS, because it's definitely killing grunts much quicker than 7 seconds
I know the game files don't always reflect reality, so I think they're wrong here too
I was testing Chemical bolts with my teammates on Experimental and we assumed that they're actually bugged to explode twice, doing x2 the intended damage.
why did you assume that?
196 is definitely not double what they're probably intended to do
The damage was closer to 300 than 140 on Praetorians.
honestly, I just assumed it was that much
between 170ish and 300 damage is pretty irrelevent, as long as it kills slashers
Anyone know if bodkin bolts reduces by a percentage or a flat amount?
presumably flat, since the damage mod adds the same amount when it's on or off
flat amount as far as I'm aware
Also so long as the bug with the stats screen exists, what is the increase you get from broadhead bolts?
+25 IIRC
can't recall tbh
The sheet for plotting out the Season 2 XP to PP curve is open for editing
https://docs.google.com/spreadsheets/d/1q_hnpTpP4RP2yCBLj_yBeUMTDtJ9zc1UFUEYnqRn2BY/edit?usp=sharing
_
The working assumption is that it's identical to the S1 curve, but science doesn't get by on working assumptions. Get to work, roughnecks!
Nemesis page: "Getting grabbed is a guaranteed down unless your team mates can eliminate the Nemesis before it depletes your health"
???? Was it Bosco saving me ? I got grabbed like 3 times
You be freed when you are grabbed by a nemesis, the nemesis won’t let you go.
It can be killed afaik, but that’s it.
There is no guarantee kill though, just a lot of damage I think.
it's unclear, because I've been dropped at times too, and other people have as well
something's really confusing about it
I suspect it's very bugged
it doesn't even always die when heated up even though it's supposed to
Oh, is it bugged? From what the devs said they wanted a grab attack with very high damage that you can’t expect from once you get caught.
💀 that thing has so much range, and with the cave I got it was quite very hard to keep distance without getting trapped in a hole or falling dozens of meters
Going to be interesting to see if there are some variables on grab time / damage, and solo vs multiplayer
it has 8 meters range
double your melee range
probably about the same size has the bulk attack range I think
8m radius yea, but at least bulk you hear from the other side of the cave, nemesis is sneaky af
About Deep Dives, do ALL weapons reload between sections ?
this got added, but seems odd to have that if it is a common behavior https://deeprockgalactic.fandom.com/wiki/LMG_Gun_Platform?curid=1404&diff=29882&oldid=29626
"sneaky"
big noise, loud voicelines, glowy lights
okay it's not as loud as a bulk but come on
Unless behavior changed in U36, only support ammo gets reset to full between stages. Flares, turret, C4, shields
you mean restocked ?
cuz C4 doesn't have reload iirc
Well this can be a number of things actually. Heat sources don't kill the robots when they heat them to 100°. The robots will only die when they ignite from Heat damage. This means that Sticky Flames, Hellfire, burning Sludge, and Incendiary Grenades can all sometimes ignite the robot in a way that causes them to simply take the 15 damage DoT without dying.
I mean I shot at it directly with the flamer
and it ignited
and didn't die
happened a few times so it's not even a rare thing
Oh I see. That's really weird then.
🤷♂️ bugs
and I was host too btw, in case you're wondering
the update got a lot of jank, it'll be fixed sooner or later
I think I remember one of the devs saying it was also going to let you go if it tried to drag you through terrain
Undocumented change: radioactive Praetorians emit a high-pitch whine when attacking with their AoE
not sure it's a whine, as in a sound coming from their lungs
but yeah, they do have a new sound attack
the microwave gun can't do any burning or freezing (without OCs) while paired with Sludge, right ?
I was like " ;-; why is the pool not catching fire ?"
my bad then, I thought it was
did I miss something ? wasn't it going to be 21h ?
Apparently, Mikkel overrode that change
Isee, Even 23h would be nice...
And not because it was hard to complete the season
Uh hello, I think the unlock requirements are off on the Hurricane Rockets for gunner, they say you need lvl 20 but I was able to get it at 18, unless they changed it with the season
were you promoted ?
no it was not that long ago, I had just gotten to 18 or 19, and the assignment board let me take the assignment
pretty sure it was 18 because I was working on mineral trade before it and I leveled up during that time
Check wiki for level needed
Seems to be 20 on wiki, but we can double check later for some sneaky change
You say 20 in game, or wiki ?
Any dataminers know if the 'rival presence/data rack' dailies are the same 'pool' of scrip
Or do you have to do both an X number of times each
B/c in s1 you had to do (10?) data rack dailies if you wanted everything from the tree
There's no indication of the range of the grab, bulks have very very ominous sparks that clearly show it's slam radius
There's also no way to escape once it's decided to grab you, it's instant
It will also do it immediately after if you happen to escape in any way
Heightened senses, Iron Will, you name it
If they intended it to be like a bulk, they fucked it up pretty badly
You can count how many scrips you can get on season levels, data cells, and compare to vanity tree
Reminder to use preview function so we can avoid things like this one... cooker gun
though I am guessing you guys that are here already know
???? https://deeprockgalactic.fandom.com/wiki/Machine_Events?curid=2972&diff=29904&oldid=29734
What is up with Seasonal events on Machine events page
I could just put page back to proper version, but if anyone has a suggestion for it other than putting it on data cells page, tell me
ok, it worked
moved all 3 events to data cell
all things considered and calculated
it seems to be 8 for each, so 16 total for season challenges scrips
Hey, big news. The Mole overclock applies its damage bonus with all penetrations rather than just from terrain. You can fire through a hoard of enemies and eviscerate a Praetorian or Oppressor in a single shot.
pfff
also, nemesis is 100% chance on the warning, and otherwise, is it a fixed chance like bet-C , or is it added just like normal enemies in the pool ?
Maybe, but this was specifically catered toward one shotting a Praetorian using a group of enemies with their AI turned off. I ran the numbers and the Praetorian at hazard 5 would only die from a full damage build if the bullet penetrates at least five times before reaching it. Without a full damage build it takes at least six penetrations. From there it requires a reload which adds a ton of downtime. I'm not sure how realistic it'll be to kite enemies into a line like that in most fights.
I've had rival warnings with no nemesis
I'm assuming it's just in the pool
hey @floral drift when do you think you'll have the new version of the damage calc up?
hmmm
should say "Increased chance of Nemesis spawning" probably
unless someone knows the exact parameters
i mean, yes on paper that's a solid argument. counterpoint: https://www.youtube.com/watch?v=Yw-LhMdnHug
any time an infinite conditional damage boost is in a game, players will find a way to abuse it. Cryo Nades hold them in place 5-7 sec, extra enemy spawns will add to density, etc etc.
i'd rather patch it out preemptively than hope it doesn't get abused and become meta-defining like b0re did for Zer0 in BL2.
I mean if a praetorian's frozen it's gonna take triple damage anyway, you won't need to line up five things
but I see your point
<long, weary sigh> not soon. my 5 day vacation which would jumpstart getting DPSCalc finished has not gone according to plan. all the prices that i gathered for the new OCs in experimental were reset, and Elyth hadn't posted the updated gamefiles yet. as a result, the first 2 days have been sunk into unlocking all the new weapons and OCs on live so i can get the updated costs and do some more tests.
i'm just now finishing adding content to Karl.gg, the thing i had slated to do on Thursday. tomorrow i have IRL responsibilities to take care of, so i only have Monday to work on DPS Calc. optimistically, i could probably finish up U35's content and add U36's handful of balance tweaks to Sludge Pump, Shaped Shells, and Electrifying Reload.
all the hard, grindy work of creating 4+ new weapon classes and loading data in and mathematically modeling things would need to be done in my post-workday evenings and weekends, which will significantly delay how long it will take to finish U36 DPSCalc.
just a sucky situation to lose 2 days of my vacation to OC grinding, leading to having to prioritize stuff. Karl.gg has more visibility, and this let me finish doing all my data discovery and documentation.
That's totally fair. Ultimately I agree, but I'm skeptical about the average amount of value the overclock will provide outside of the most perfect conditions. The game having random levels and random enemy seeds makes this a lot less easy to exploit than the BL2 variant of this where each encounter was mostly set and comes in a sandbox with vacuum abilities. In DRG we'll be hoping for the game to provide us with the tools of achieving this.
There is, however, a similarly powerful strategy that involves punching holes in platforms to do the same thing without enemy clusters required. This is always available in any lobby of two or more players willing to eat a little Nitra for big damage numbers, and for that I think having a hard limit on the gains would be a healthy decision.
I'm getting us off topic though, so I'll shut up now.
that's fair. i don't think either position is "objectively better"; i'm an overcautious nerf-happy person. adding a cap to the damage bonus would work too.
i just finished like 10 min ago 😫
(that emoji doesn't look tired, it looks in pain 🤔 )
move it to DCT server, not here
for example chem bolts do not do 140 damage, I'm consistently getting them to do 163.3 damage to grunt guards
this is Wiki channel
where?
DRG Community Tools server: https://discord.gg/pdh5RMf
centralized place to provide feedback for Karl.gg, DPSCalc, DRG Completionist, KarlSaver, and any other community-made programs
i just kind of assumed you were already in the server, sorry
nope, but thanks
Shredders, Patrol Bots, Terminators (Nemesis) are apart of the Rival Incursion warning spawn group, it has 2 intervals both of which have a weight of 1 (so guaranteed afaik but likely mutually exclusive), interval one has a range of 1-2 (likely terminator [Nemesis]), interval two has a range of 2-3.
Other effect of Rival Incursion is spawning a bunch of turrets (hardcoded [not accessible with data files]) but they do affect how often the spawn group occurs:
Min of 150s, max of 210s between spawns with no turrets, min of 180s, max of 240s with turrets active.
I've just done three rival incursions and I only saw a nemesis in one of them
it's definitely not a guaranteed spawn, though it may be given enough time
Yeah, assuming it is mutually exclusive then it would do one or the other per each time it tries to spawn something.
So like a 33% chance to spawn 1-2 Nemesis per 4 minutes or so.
is there a good list of the new overclocks yet or is it still a WIP
Someone throwing shade at the wiki
https://www.reddit.com/r/DeepRockGalactic/comments/ufqz5b/did_season_2_buff_patrol_bots_ignite_breakpoint/
Effective burn temperature for patrol bots should be 166.6.
The burn temperature is right, but it doesn’t take into account the temperature change scale.
… looks like they added piercing resistance to some enemies, just noticed that while looking at the bomber resistance to update it for season 2.
bombers seem to be weak against piercing to me, if anything
20% weakness
eyyy I was right
I did notice they seemed to be taking more damage than I would have expected
people have said protatos are 30% resistant and oppressors are 50% resistant
I am updating my spreadsheet for season 2, trying to at least, some tests will probably be needed to confirm some of the values.
Mactera Spawn, Tri-Jaw, Brundle -33% to piercing.
Looks like I will need to recheck most of the creatures, ice praets was changed as well: -25% fire res, +25% ice res, 30% piercing res.
30% piercing res for praets and 50% for oppressors indeed, not sure if it apply to kursite/elites praets, will need to test it.
I would be surprised if kursites were able to be hurt by it at all
What weapon is doing piercing damage? Is it the shard?
Edit, nope, crossbow it seems.
I don’t see why it wouldn’t be able to hard the kursite enemies, they are vulnerable to most attacks, unlike the ebonites.
that's what I meant, nevermind
Ebonites are immune to any non defined resistance, since their piercing res isn’t defined, they should be properly immune to it.
what about bulks?
No piercing res, I can check if anything else changed.
have you noticed anything but protatos and oppressors being resistant?
They changed the way his explosion works internally, probably to counter some bugs with the wave cooker.
Both bombers, all macteras except grabber, all praets and oppressor.
"Both bombers, all macteras except grabber" but these are weak, not resisant
No resistances change for the bulk, all the changes seems to be some debugs related to temperature/explosion.
Another undocummented change: tri-jaw corrosive res -120%
Looks like I will really need to do a full check on resistance again…
Oh, can you share this tool with me? It looks way more useful than what I have atm
Sorry for the ping
don't we always consider the change scale for the tables ?
or did we forget to do that for rival tech ?
Funny how last night I suspected something was wrong with the burn values, but didn't say so here
Visual Studio Code, shift right click open will add all of the files from that location into a search list so you can search through all files (requires DRG Parser outputs for this case). DRG Parser can be found in the modding server in the guides & tools channel in the most recent zip.
We should consider it and use effective temperature yes, in that case it wasn’t used for some reason.
odd that I have only seen arouind 50 nitra in this escort mission (and only at the very last room), so no idea if something messed up or if I was that bad at finding it, not even lootbugs around I think
even screenshoted the pause screen, just in case
areescorts different somehow ?
I went ahead and updated the Goo Cannon page. I can get to some of the other guns later when I have time.
Let me know if I missed anything.
What did you use to check for changes btw ?
Patch notes, game itself or files ?
I used the game files and in game testing using hazard 4 Q'ronar Younglings and Praetorians..
Fortunately the sludge pump's file changes were all super straight forward and everything lined up pretty neatly between the files and in game behavior.
To check for changes I check the files directly, usually comparing the current value with the previous one using the history in the repo (blame comment can show that directly for each line in vs code) and test in game when there is any doubt.
Yea, I imagine that file difference is the best way to not miss anything
Git is a godsend.
It seems that nemesis doesn't have the same frost damage vulnerability as other bots, is this correct?
From what I see, it seems to only be immune to poison, no other res/weakness.
The freeze temperature is so low iirc tho
Hmm, tho you only thinking about damage, not temp i guess
Guys i have a question: I just got the Bullet hell OC for the minigun. Now if i take Blowtrough rounds, how does this interact? Can someone please explain this to me as simple as possible?
Wiki should have a section on that
Hey, big news on some undocumented changes that went through. The Lok-1 and Powered Drills have working Armor Break again. I'm testing every weapon again to see what is and is not still broken. Hurricane is still borked, and I'll have more news on the rest with some videos later on.
What is wrong with hurricane
Also, we didnt make a todo list for S2 lol
Curious on what needs to be done
Oh it's just the armor break mod. It's been busted for almost the entirety of the gun's existence and does literally nothing right now.
Assumbly's sandbox mod is going to be a massive help in retesting all of these. It took over a week last time I wanted to test all of the armor break mods.
About armor break, they went through everything known bug and tried to fix it afaik.
There was a talk about it in the tester channel.
Yeah, I'm seeing that in several of my tests now. The PGL's armor break mod works now too which is great.
This was the list they were given to list what was bugged:
https://docs.google.com/document/d/e/2PACX-1vT4IR8IcWvzlNVjC0VELKQm7RkLVJwOogYK_wEtz0Npf8_QlPyULvb7-boo2EubTNkrvBkvh9QfOOB6/pub
It seems like the Drak and the Hurricane are still bugged though, so I'm still going to be checking everything again.
apparently it wasn't even the complete list
No, it wasn't
I made that list.
I'm glad that it proved useful though!
There were other bugs found after the fact like the one Lunari documented where the armor above a creature's head will regrow upon breaking and then become indistructible.
That one is still around and easy to reproduce.
There are a number of ways to get the Gk2 to deal damage through heavy armor without breaking it as well.
https://deeprockgalactic.fandom.com/wiki/Ricochet#Interaction_with_Blowthrough_Upgrades
the explanation for the question
@floral drift Do you know if the bug that causes radial damage to always do 25% damage to armor after 0.5 meters ever got fixed? I'm seeing some wonky stuff in my tests that I can't explain and was thinking that maybe this could be the cause.
Unrelated to the armor break tests, but I checked how The Mole interacts with Controlled Magnetic Flow and it's pretty straight forward. The 150 damage bonus is multiplied by the charge level the same as the base damage, so a single charge will 150*0.25 = 37.5 bonus damage per penetration, and so on.
so out of curiosity I tried to see if trijaws could be oneshot by the base arrow without the +damage mod, and that doesn't seem to be the case, even when you hit a weakpoint
if you assume the trijaw has no pierce weakness at all, the base bolt should do 375 damage to a trijaw when you hit in the WP, and when I did so it did appear to leave it with ~10% health (presumably the 45 remaining health, specifically)
so it appears trijaw pierce weakness is not working
because if it had even 15% weakness to pierce, that would have oneshot it
I just realized I replied to the wrong comment lol, but earlier you had said trijaws are supposed to have 33% pierce weakness
i do not know, i'm sorry.
No worries. I have footage that diffinitively shows that something is wrong either way.
A lot more wrong than I expected too.
Not a lot wrong in terms of quantity though. A lot has been fixed since season 1 in terms of the armor break stat, but a couple things stuck around, and unless there's something I'm missing with how radial damage works I suspect that some really old bugs are still messing with my test results.
that bug applies in two ways: for instances when Direct + Area Armor Damage are dealt together (PGL, Autocannon), the Area Damage usually gets reduced to 25%. when the source of Area Armor Damage is within 0.5m of the armor plate but not hit by the Direct Damage, then it does full damage. finally, after getting further than 0.5m away then it drops to 25% Area damage once more until the outer edge of the radius.
so that might be what you saw?
Yeah, I went back and re-read your blog post on it just to be sure I was remembering correctly. I was testing the HE Grenades and the PGL explosion vs light armor though, so the direct damage isn't a factor in this fortunately.
The part that made me think of the bug mentioned in your blog was that the HE Grenade did 50.4 to an Acid Spitter's back and failed to break its armor.
Acid Spitters have 10 armor strength, so there's no way it should have kept the plate under normal circumstances.
Here's another issue I'm seeing that's really weird. The Hurricane with 50 Direct and 10 Area damage with 200% armor break is able to break a Praetorian's front left foot armor with only one shot, but everything else requires two shots.
praetorian's feet plates are what created the the Area Damage usually gets reduced to 25% clause 😆
they're the exception to the 0.5m bug or something
or for whatever reason the 0.5m evaluates correctly on them, as if the bones are set correct distance
So here's the thing. I'm testing a fresh praetorian every time. The front left foot is different from the others.
And only the tip of it. And only with the Hurricane so far.
Quick question, what level do I / my scout need to be to get the crossbow unlocked?
I'm actually not sure what level is required, but it should be listed on the assignment board in game. It's most likely going to require you to be level 25 if it's following the same pattern of level requirements as the rest of the weapons.
Ok, thank you. I just started but it looked really cool and I love crossbows in general
you should ask questions like this in #drg-chat btw
Aah, apologies
np
information is information though
as long as it is not asking for gameplay tips,
I guess it is fine here ?
otherwise everyquestion that is "too easy" would go in there ?
Hey, it looks like Frost Praetorians gained a 25% weakness to fire this last patch. They used to not have that.
Also here to confirm that Inferno still does 1.4x the damage that is listed on its card. I just tested it again. It's been like this for several months.
Inferno with T2.B vs a Frost Praetorian will do 20.1 damage per tick.
I had just did a double length escort in which there was exactly enough ammo for three resupplies
did they change the cavegen for escorts?
I've consistently noticed a significantly lower amount of nitra
i've noticed that at least 60% of escort missions are really nitra-light. something changed, for sure
I have consistently seen no more than 60ish nitra in the starting room, when it used to be at least 100 nearly 100% of the time
the amount of nitra seems to have been halved, or around there
it's pretty awful
ayyy, I thought it was stupid for me to consider that my map spawned with not enough nitra for a single supply pod
at least I said it here, instead of being afraid of commenting it, if it helps, I can give the seed,
I couldn't check it well, since playing solo, so... can't explore at all without dozer breaking
I think nitra numbers are something we could find in mission files
FSD/Content/GameElements/Missions/MissionType_Escort
S02 - 350
U34 - 500
U33 - 500
30% Reduction in Nitra
in my experience it can be at least half as much
I assume there's quite a bit of variability and those are weighting numbers
We do not know how the game uses the numbers, just what the numbers are
I think that I was at most able to call 2 supply pods
but more like 1 supply only, so if that's 80-160 nitra, and I round to "100"
500 -> 100
350 -> 70, so a bit more of what I was able to find without searching very hidden parts
having enough nitra for exactly three supply pods on a double length escort makes it impossible to complete
you simply run out of ammo halfway through the heartstone event
does napalm infused rounds decrease the damage of the mines with minelayer compound?
definitely not true, dunno if you do but I don't normally call a resup every stop
in the particular seed we were in it was necessary
the refueling took a very long time each time because the rooms were massive and the shale was spread out
lots of bugs, lots of shooting required
but yes, even in a normal double length escort, three resupplies is not enough
(for four people)
I agree that it's not enough, I just wouldn't call it impossible. More like unrealistic without some combination of advance knowledge/good team/luck
it's impossible unless you're repeating a seed or you've got 4 NTP gunners or something
sad that I need that mission to unlock tungsten gun, guessing I have to figure out how to do it with no supplies, do it on haz2, or wait for a hotfix
also, interesting that the S1 gun pages are still listed as stubs, wonder what big thing they have missing / needs checking
yeah, just do it a hazard level lower than normal
It was already 350 in S01 (I documented some data during S01, and it was 350)

