#wiki-related-chatroom
1 messages · Page 69 of 1
We do have a file history thing and looking at S1 P13 it's still 500
When using "Controlled Magnetic Flow" and "Hellfire" OC on coilgun, not fully charged shots leave a non-heat trail. Bug or intended?
Plz help somebody, I need this information for correct localization
I mean, I have no idea at all
but by just looking at the text
"By using a highly volatile injection fuel the trail radius greatly increases and at a full charge pushes the temperature changes so high it heats up anything in it. The huge amounts of energy required reduces charge time and battery capacity."
unless there is some reason to expect it to leave a heat without full charge
Uh, oh was orienting on the previous wrong localization. For whatever reason I decided that its also unmentioned in original
@tranquil hazel checked in game, for some reason the piercing resistance doesn’t apply to tri-jaw indeed.
It doesn’t work on brundle either.
Do we have the heat numbers for the cooker and/or other guns yet ?
Interesting that it seems a bit harder to find, I think
Wiki still using % hue
MeatShield shoul have them, the repo is up to date for hotfix 1, patch 1 isn’t there yet.
Will cooker Temp Amp + Exo reactor conflict ?
making it harder to trigger the temp shocks effects for example
Is it just me or its a highly wrong description. The trail doesn't ignite ground, it applies heat to enemies by itself

Aerosolized scorpion pepper trail following the trajectory path.
LMAO , so true
Yeah, it's the one time they made an overclock give exact values in its description and they're mostly false.
Is there anything that scales creature ignition/freeze temps? My impression is no.
Also Nemesis voicelines reference 2001 and WarGames as well as Blade Runner, not sure if there's any others
it's on my todo list for this week
i'm not sure i understand this question. some enemies, like Brood Nexus and Patrol Bot, have a "Temperature Change Scale" which divides all temperature changes (effectively multiplying the Ignite/Freeze temperatures).
"My god, it's full of stars" is 2001, "The only winning move is not to play" is WarGames, and there's two Blade Runner ones-"I have seen BET-C glitter in the dark" and another I'm forgetting atm
I was like 99.9% sure that stuff like playercount has no impact on temps unlike HP for many enemies, just wanted to doublecheck
yes, that is correct. Player Count and Hazard level have no effect on enemies' temperatures.
If we're cataloging nem voicelines I've heard "This wasn't a triumph" as a portal reference
All reference voicelines either from AI or in media containing AI
Devs sure watch a lot of movies
I was thinking about it on a single enemy btw
but noticed you could get the issue by having a frozen and burning enemy next to each other
It looks like the Taser Arrow does different amounts of damage depending on where in a creature's body it lands. It can also deal different damage depending on if a creature is moving or not.
I've seen the Taser Bolts stop dealing damage to a Praetorian after it opens its mouth too. The bolt was lodged in the jaw and stopped being in contact with the rest of the creature's hitbox once the jaw opened up.
just finished preliminary testing and calculations.
Driller Wave Cooker
Max Heat (before Overheating/Jamming): 3.0
Overheat/Unjam duration: 2.0
Delay before cooling off: 0.2 sec
Cooling Rate: 3.0
Heat Generation/sec: 0.93?
Ammo consumed RoF does not affect Heat Generation, just like Minigun. Effective "MagSize" is Math.floor(3*RoF/(0.93*HeatGen%))
so, if you let go of it at 99% Heat, it will wait 0.2 sec and then start cooling off from 2.99 Heat at -3 Heat/sec -> ~1.2 sec. Cooling Rate mods affect the 1 sec, but so far i haven't seen anything that affects that +0.2 delay. ranges from 0.8 sec cooldown at 167% cooldown rate to 2.2 sec cooldown at 50% cooldown rate i think.
interesting
that heat gen number is so odd though lol
Heat Gen was the one that i had to actually calculate through moderate trial-and-error
rip, other guns with similar mechanics seemed way easier to find everything we need
wonder how to better discover what is going on with the cooker heating
i've had pretty good success using a combination of
- Gamefiles (courtesy of Elythnwaen)
- In-game numbers
- UUU Console commands
- Doing tests to gather data
- Math
performance pass page, the rival presence part got changed . no?
on patchnotes saying it gets reduced after you get all scrips for it
also, pretty sure that data rack one is 8 now , though wonder if we gonna keep the old S1 info somewhere
is there no more class challenge?
no, there is, I completed one the other day
aaand I currently have one
They're just cut off since they weren't the point of his question.
Does anyone know the numbers for the Blistering Necrosis OC?
Every time the Wave Cooker damages an enemy, it has a 10% chance to spawn a weakpoint on that enemy (maximum of once per second). Each weakpoint has an innate multiplier of x1.5, has 50 health, and does 80 Poison Damage to the enemy when broken.
Interesting, ty
welp, didn't know it was limited like that per second, sad
which means that it is best to burst fire ?
if you're trying to optimize WP creation, yeah. just fire until one spawns, wait a 2-count, and then repeat
is it known how much dreads' corrosive resistance was lowered by?
gamefile from Patch 1 indicates that it's currently PST_CorrosiveResistance: 0.3, aka 30%. Wiki says it used to be 40%
- reduced table and heavy dreadnought corrosive damage resistance from 0.5 to 0.3
- reduced twins corrosive damage resistance from 0.4 to 0.2
- reduced corrosive resistance on the grunt guard from 0.3 to 0.2
- increased corrosive weakness on tri-jaw from 1.1 to 1.2
unless those got changed again, that's the changes I know about
do y'all know if it's intentional that lost pack armour paints are now no longer class locked?
just got this from a pack, and according to the wiki topsoil defender should only be available to gunner
All lost pack armor materials are available on all classes now, likely due to a bug.
so it gives you the skin for all classes when you unlock it?
seems to be a seperate drop per class, I've only got Topsoil on engi and gunner rn
I've had all lost equipment drops for ages, and I'm not getting anything from them now
I may not have tested it since the exp though
ooop nope, I just got grunge buster (engi skin) for gunner from a lost pack, despite having all lost pack items
Would you mind providing a link to the updated list once you're done testing?
Yeah, I plan to. I'm just not done with it yet since I'm including more stuff in it this time. There were a ton of other issues with armor that other people showed me after the last list was made that I'd like to include.
The Shard Diffractor Charge Capacity stat is 75 instead of 50.
Expwrimental stuff, eh ?
this seems very wrong "after being destructed, it will destruct"
one of them is wrong, though not sure which one
- Nemesis page
After its health bar is depleted, it will engage in a self-destruct sequence
Upon its incapacitation
talking about fixes I have to wonder when it would be best to get to fixing the text
wait for things to calm down and be added
or just be fixing while they are being done, there would be a bunch of S2 to pay attention too though...
has anyone tested to see if dreads are immune to taser bolts or not?
I know oppressors are not immune
just tested it, they're not immune
Anyone know if overcharger on the coilgun actually works yet?
I was under the impression it's always worked
I've never heard that it wasn't working
Really? A lot of people were saying it didn't work in experimental
Someone with a damage numbers mod should test
I don't remember that, I remember Evan testing it a bunch and figuring out the exact number for it
maybe those people didn't charge it enough
can't you just use any proper enemy and shoot
see if it kills or not
Well, base gun already instakills grunt tier enemies, I believe
Have to test it on a pretorian
you can test it on a slasher
the regular shot will not kill it to the body, but will with overcharger
Hmn, do you know how much it adds to the damage?
96
my issue is charging too much lol
I didn't have a clue on when to stop charging and it overheated
Tri-Jaw ?
Huh
idk, the data is all fucky right now, test it and find out
alrighty, I'll whip up an egg hunt and see if there's a noticable damage change on a pretorian
loading in now
It's not a very noticable amount of damage? I'd have to use damage number mod to see
that is why we suggested something that would only be killed if the damage was boosted xD
as in, left with 1 hp by a normal shot
a slasher
Also, I tested a normal burst without holding on a slasher, and it killed it regardless, it might have been b/c I was in a solo match
This result was achieved experimentally using Damage Numbers mod
haz4
no, it was either because you had the T1 damage mod on or you hit it in a WP
it shouldn't kill one in a single shot normally
Oh wait, it works with weakpoints?
probably correct then
unless I've been misled, I'm pretty certain it hits WPs
Coilgun does indeed benefit from weak points. I suspect it has a small collision hitbox that might make hitting weakpoints from the side tricky, but straight on shots are easy to see the 2x or 3x damage. No innate bonus, as revolver has.
Question, is Nemesis supposed to spawn on salvage ? asking that since Unknown Horror is disabled afaik
though I guess you can make the case one can be killed and not the other...
Yes.
It's basically just a flying bulk in role and threat-level
kills you if you get too close, carves through terrain, and causes explosions on death
wonder if the speed to HP ratio makes them similar
though I guess it is way easier to deal with bulk using Cryo / Cooker compared to Nemesis
and nemesis can be instakilled with heat
(sometimes, I had it light on fire and not die)
Nemesis can be killed in seconds with some heat sources. I think BC Inferno would be a good one.
Yep.
that's not a good justification
I mean, bulks spawn on salvage/escort
Okay, I think the armor bug document is finally done.
@thick pelican
Thank you!
Jeeze, it varies quite a bit eh
Despite appearances, the number of bugs affecting armor has gone down by a lot moving into Season 2.
Wait... Armor regrows?
Yup, that one was discovered by @versed halo a while ago.
The hell...
It's not uncommon to find people who were thinking that the M1000 is still bugged because of it too. If someone was too accurate with their shots they could end up having to three shot Grunts.
Is it like a client/host weird thing?
I mean I'm more surprised by Praetorians and Guards giving special treatment to radial damage on their front left toes but nowhere else.
That's pretty weird
I always felt like AB on the hurricane was weak, guess I know why now
which is a shame, in theory it'd be pretty nice to be able to blast through armour with an automatic AoE weapon
Also, interactions as a client are still buggy
which can softlock/fail missions due to interactions being pretty damn important
ok, one thing
Should bugs be part of the wiki, and with what limitations ?
Honestly I don't know the a good answer to that. Some bugs have been in the game long enough that they may as well be features at this point.
I mean, there is the "this affects everyone" like the beer buff stuff
and there is the "if you do this specific thing, and this other thing, it will make X happen"
someone posted a bug for infinite crossbow ammo and that bothers me
Oh I see. Yeah it doesn't seem to make sense to have exploits on the wiki.
Like say for example the exploit via autoclicker that allows the Minigun to fire every 10 milliseconds. That's not exactly a weapon feature so much as a bug I'm sure the devs would rather remove sooner than later.
Or placing the Sentry Guns such that they poke into terrain which allows them to fire through the walls and floors of a cave.
oh lol, good word, "exploit" defines it well
also rip x-x the mod table done doesn't even have the usual divisions between tiers
one thing
I have seen text refer to "the dwarves can" and also "the players can"
as in, completely different text styles
wonder how they should be used
Is the armor regrowth bug the only time M1K fails to kill on 2 bodyshots with AB?
As far as I've been able to tell, yes. The bug affects more breakpoints than that, but I figured I'd point that one out in particular since it's a pretty big part of some builds.
I've never been able to get the M1k to fail at two shotting Grunts with any other armor plate.
I think a table that says 'in the current version of the game, despite it supposed to be doing X, it currently does Y'
a sidebar or something
Is difractor range infinite ?
As far as I can tell it is. It appears to behave like any other hitscan weapon.
There's no mention of a range or reach stat in its files either.
Besides radius that is.
what is up with all the unfinished tables... OCs ones I mean
Guessing the people that wanted to do it don't have the means to properly fill them up
and those that can got other things going on ?
- Considering seeing what I can do
I was spending my time testing armor stuff, but I should be able to start working on wiki data pretty soon now.
Not sure how fast I can do it though.
any specific data ?
if it is for OCs, you mean Name + symbol + effect details + description + costs ?
I've spent a bunch of time learning weapon damage numbers. I don't have any symbols or icons unfortunately anything. Stuff like the damage bonuses
Most of my time this past week was spent just testing the mechanics of armor and the new guns.
just because things like description can just be copy pasted, and others are easy to get
so just having the base for it should be very good
I'll see what I can grab for you tomorrow after work then! I'll start with the Wave Cooker.
Perfect, will be better that way
wave cooker has infinite range, right?
it seems to be a sort of 'beam' esque weapon
I can see some range values for it
but not sure about how it is really used, like, if different effects have different ranges
maybe someone knows more already, but if you want to check, values seems to be 30 and 100 meters
Another thing, does phayzionite spawn more often in mineral mania?
Anecdotally, I'd say yes. I got 22 on a Mineral Mania On-Site Refining (before the hazard bonus).
Is the direct damage from the PGL's Spiky Grenade still Explosive element? This video would appear to suggest it isn't (or at least is not affected by Explosive Resistance). https://www.youtube.com/watch?v=v4TuVpXkgEk
110 * 0.7 = 77 explosive area damage
60 * 0.8 = 48 direct damage (because PGL AB is bugged)
77 + 48 = 125 damage which is the damage number seen in the video
not sure where to check that, but so far I can only see kinetic and explosive damage types
if it changed, can't recall how it was before
gamefiles from S02 indicate the direct damage is Kinetic element.
do we know the heating/cooling rate of microwaves "temperature amplifier"
Hey I was looking through the status effects that trigger Bullets of Mercy and discovered something interesting. It actually has the Shard Diffractor's Dazzler mod in the list of STE files that will trigger the damage bonus.
Also the Boltshark's Pheromones for whatever reason.
but not regular pheromones?
Or turret arc as it so happens.
But yeah, Bullets of Mercy works with all of the special bolts apparently.
It also works with the poison from Contagion Transmitter which shouldn't be surprising, but Contagion Transmitter doesn't work with its own poison so I thought maybe Ghost Ship would have forgotten it here too.
well the cooker is not meant to work properly, so that checks out
Has it ever been explained how the wave cooker works? Like its hard to tell if it only damages things around a specific impact point or if it takes into account obstructions while letting the rest of the microwaves shoot past it
Like several raycasts being fired at the same time
Does the Rival Presence daily challenge award scrip or PP?
1 scrip for 3 completed missions
So, looking at the season, the tree requires a total of 92 scrip
With 15 being given from the data cube early boost and 60 on the track, that leaves 17 for daily challenges
I'm assuming those 17 scrip can be gained from any proportion of Data Racks and Rival Presence missions, but that's an open question for me
that would be nice, cause it'd allow you to reroll the awful rival presence objectives for the more pleasant objectives
but I somehow doubt that's how it works
Did you count correctly ? as in 91 is required for the tree
which fits correctly with the 8 Scrip limit for the rival , and 8 limit of racks, for 16 total
that's such an annoying number, why not just make the PP scrip 1 less so it's 90?
because that would require levels to give 59 scrips, or data cubes to give 14
so?
so the total would be 90 scripts
e.g. 59 + 15 + 16 = 90
or 60 + 14 + 16 = 90
well, though you would have to define what an annoying number means
91 total is annoying, 59 as a part of 90 is fine
Collette's overclock table should be done now. I'll try getting to the Shard Diffractor tomorrow.
aligment got messed up
Awesome 
idk if you guys want this but i made this for a mod image, could use a little more cropping but yeah
wait, there is 2 models for sentries ???
if there is then the turret page should show both
on another note
Thoughts on a template for buttons ? many articles says "pressing the Use button" , then we later added , for example " "E" by default " ,
but I wondered if a template would be good measure, would allow for icons to be used , so like an E key, or left mouse button,
as well as controller buttons too
That just goes to show how often it gets picked, lol. I didn't see it on the wiki at all but I could be wrong.
I have a soft spot for hawkeye so I usually take the single sentry personally.
So a user (Daze) tested and the Boiler Ray mod on the microwave works on frozen enemies, microwave also does more damage to frozen targets. Some of this might be known, but I was surprised about Boiler Ray at least.
does the explosion of the Boiler Ray also get the 3x multiplier of the frozen bonus?
Doesn't think so, but the only thing he tested for was that bugs around the frozen exploding target took damage.
You're right, I accidentally counted the first node that's given for free
However, I don't think the fact that 16 is an even number is enough to say we're locked into 8 sabotages + 8 presences in terms of scrip
: S
That was never the reason for me to say that
It was just based on variables related to the challenges "max number of occurences" Iirc
Sorry I assumed then, you didn't specify
By the by, someone claims to have done 100 length-3 PE missions and found only 11 cargo crates, and posits that the spawn rate cannot be 33%
I also had that feeling, there may be something in PE that prevent it from spawing in some cases.
Given how easy it can be to explore any PE map...
Could ask the devs to confirm the spawn rate and check it.
I mean a lost pack can be missed easily, but a cargo is pretty easy to find once you know most of the cave layout in PE.
Will see if I notice something too
Wait, the values seems completly differents for the crates in season 2, did they nerfed it?
0, 0.1 and 0.15 in Season 2
0.1, 0.166, 0.33 before
is there a game data file that clearly defines spawn quantity parameters for primary/secondary objectives? seems like aquarq spawn count is way down (frequently zero extra aquarqs) and I'm encountering more and more hollomite secondaries that are either just enough or seem to come up short. feels like something is off. also had a 325 morkite mission last night where the cave was scoured and we had 15 extra morkite total
wondering if we could confirm from the game data that something's off
There is a file that defines spawn quantity, but it defines the volume of spawned minerals in most cases rather than directly the value that we can use in game.
At least there is such a thing for morkite, gold, aquark and nitra iirc.
Trying to find the location
RES_VEIN_Morkite should be the variable for the morkite mineral.
The quantity spawned seems to be in GameElements>Resource>Veins
There is probably a multiplier applied depending on the mission lenght.
Default morkite spawn seems to be between 350 and 450.
what about GameElements > Objectives > OBJ_1st_PointExtraction ?
can see ""Gems Required": 10, "Gems Spawned Modifier": 0.2," , but nothing for 7 gems
FSD\Content\GameElements\Missions\DNA_Motherlode_Short
"MissionScale": 70.0
Lol xD
well 0.2 x 0.7 = 1.14
and 7 x 1.14 = 7.98
So if it rounds down... that would be 7 still
I'm more interested in deltas between versions I guess
seems like "the magic parameter decreased with U36" would probably be enough evidence
Do you mean for the morkite spawn?
I would be curious about the delta for any of the primary / secondary objectives, I think
Let me check quickly.
maybe they were fed up with people trying to farm short length mission
don't mean to provide busywork - but if you have it at your fingertips, I won't stop you 😉
delta being the variation ?
yes, did the value change between versions (like for cargo crate)
Apoca , Boolo, fossil = 30%
Gunk = 25%
Ebonut = 20% ?
LOL, I didn't know dystrium was banned on Azure weald, or someone have said already and I forgot
Fixed a bug where long Point Extraction missions would have 10 or less Aquarqs spawning
ayyyy
oh, patch finally dropped? dang that was a dry spell
Escort changed, they completely changed the files here so hard to tell what changed, but according to the patch notes it should be the amount of nitra.
Refinery (liquid morkite I think) mission scale changed from 130 to 160 for complexity 3
Refinery mission scale changed from 100 to 120 for complexity 2
wonder if that means longer "pumping" time
Salvage MissionScale: 130 > 180 (complexity 3)
MissionScale: 90 > 140 (Complexity 2)
I think MissionScale if for any minerals/objectives inside like gold, nitra, crafting minerals and such.
ah
I wonder if they've cleaned up some spaghetti code where that value was used in a more complex calculation to arrive at the final spawn rate, could explain why the net outcome is feeling "different"
StarComplex (no idea what mission that is)
MissionScale 100 > 170 (complexity 3)
MissionScale 80 > 120 (complexity 2)
Egg Hunt: Spawn Interval: 180-220 > 190-220
Elimination:
Spawn Interval: 350 > 225
Escort:
Spawn Interval: 500 > 350
PE:
Spawn Interval: 180-220 > 190-220
Refinery:
Spawn Interval: 250 > 220
Salvage:
Spawn Interval: 150 > 110
Theses are the main changes for the missions.
isn't Star Complex the Elimination missions
being star due to how the cave is shaped
Elimination is elimination though so why give it two names?
ask Motherlode lol
Multiple people, including me, have noticed escorts have notably less nitra sometimes
Not always, but pretty often
Half the map gens have werid names
Is that a typo for salvage ? 1110 sounds vastly too different
Would seem it given all most are decreasing, but only devs can anwser
"The beam itself is invisible with visuals only appearing from its point of impact" is that something for multiplayer
I was always under the impression I could seer the beam just fine 
wave cooker page
We have confirmation from Mike that the 0/10/15 change was in Season 1
Time and Value represent the mission lenght and chance.
Hum mistake on my side, some of my history of season 1 is wrong it seems, I will need to fix it.
There is a beam ? I always though it worked like a flashlight...
You can see a beam on flashlights tho, sometimes
Rip, so now it is much harder to get cargo ???
so what you're telling me is they added a fuckton of cosmetics to cargo crates, then lowered their spawn rate, then lied and said they increased it?
(not necessarily in that order)
When did they say they increased it?
if they didn't, where did the idea that they had a 33% spawn rate in longer missions come from?
That has been floating around even when they were 1/6 flat chance
As files did suggest that was the case with the number in them just the code only used the 1/6 chance
the text on the wiki was changed in S1 though
Yes, because I changed it
Note it also changed a few times when it was 1/6 chance flat
Because the numbers of 10/16/33% have been in the code for years, and we knew they weren't working.
well why put numbers that aren't real on the wiki, even if they're meant to be correct?
Then S1 landed and those numbers didn't go anywhere, but devs said the spawn rate now depends on t mission length
I see
so they misled people who knew what the ingame data said
but actually significantly lowered the spawn rate, and in many cases made it 0%
Or we just did not double check the data after they said it
"Many cases" being length 1. How many of your missions are length 1?
The devs don't take the wiki into consideration
I have no idea, but it's enough to be "many"
vague as that word is
It could've been 0/10/15 from the beginning of S1, it could've been changed halfway through, we don't know
tbh I feel like I've gotten crates in length 1 missions since S1
Though we can retroactively find out if we wanted to
but if they did decrease the spawn rate.... why???
there are more cosmetics than ever
people enjoy finding them
who is this for?
Also numbers were put on wiki even when it was just a flat rate to so we could say they were wrong to stop people editing it from the 1/6 rate
Similar thing with the Abyss Bar, buffs are marked as crossed out as the intended effect is diffrent from the actual effect
to be clear, what I'm really frustrated by is the reduction in the number of crates
the lack of correct information is unfortunately very normal in this game, since the devs intentionally obfuscate it for some reason
Well the files don't tell us why, so we are out of anwsers
It's not partially obfuscated compaired to other games, the specifics of things of chance are often hidden to the player
We at least have the tools to find all the numbers, also given how it was intended to work based on length from the start is fair to say the numbers are sometimes more obfuscated to the devs than they are to us
Just thought I'd make a brief showcase of the Colette gaining the benefits of Frozen multipliers.
Well, to alleviate you frustration, this isn't a new change, not by any means. So if you weren't suffering from crate spawn in the last 6 months, no reason to start suffering now
Any chance it also scales per mission?
I don't know. How do you mean that?
Mission 1 - no crate
Mission 2 increase chance - no crate
Mission 3 increase chance even further - crate - reset to default chance
Ig
I'm not noticing a reduction in turrets around the controller in the newest patch
FUN
GOOD TIMES
As in, there is a base cargo chance per length, but each mission type affects that value further
So tge chance would be differwnt for lenght 3 PE vs ME vs Hunt fir example
Guess we can test by modding , or making a spreadsheet ?
it's for people farming them
you can complain about it to them
This would take an insane amount of effort without the "display random events" mod - which is currently broken and offline
To be fair, we regularly get complaints that the cargo crates are empty - from long-term players who had already collected everything from them. The lower the spawn rate, the later this moment will happen for any given player
who cares if people are farming cosmetics?
why does that matter?
We can only speculate. It's not really something for the wiki chat, though.
so all of that said, I can confirm a 0% chance of getting crates in length 1 missions is not true, as I am currently in one and there is a crate right in front of me
4 egg mission (length 1), cargo crate
Hmm, would be hilarious after all this the bug of it only using the middle number was still in effect
Great, now it's even more confusing that before
But likey is what Omega said
the devs do whatever they want with their game 
@silent sierra according to the patch notes, taser bolts are fixed on direct damage
how much should they be doing then?
anecdotally, they do seem to be doing more than before
Probably just whatever the paper math says. The jira ticket I logged for them was marked as resolved.
Have you experienced less crates? Or are you reacting on something someone is saying?
we had a discussion earlier about the notion that crate spawn rates were apparently reduced to 0/10%/15% for Length 1/2/3 missions, contrary to the claim that they were actually increased to almost 33% for length 3 missions
but since they are encounterable in length 1 missions, the former claim is clearly not true, and the latter claim is unproven
so now it's not clear at all what their spawn rates are
It’s not 0/10/15
well, that much is clear
The change was made in Season 1, and the perceptible difference should be unnoticeable. The chance for shorter missions increased as far as I’m told.
The bolt stuck in an enemy does 16 dps, the actual electric beam does 30 dps. The beam uses the Turret Arc file so the two won't stack. Also the Turret Arc beam doesn't proc Bullets of Mercy, so neither will the Taser arcs.
As far as I can tell, back then a fix was also involved making it roll for each type separately.
that's news to me too, because from what I understood shorter missions had a lower chance, while longer missions had a much higher chance
if you stick two bolts in a single enemy will it do 30 DPS, 16 DPS twice, or just 16 DPS?
I'm not 100% sure, I haven't tested that thoroughly for the taser bolts yet.
My guess is 30 and 16 since status effect files don't normally stack with themselves
I think it’s a matter of the numbers. The chance was probably lowered in Season 1, but there’s more rolls, which should even it out. Not entirely sure how 0/10/15 plays into that, but it’s not 0. It’s 10-15 and it’s scaled by mission type, not length.
But I see why there is confusion.
Here is the simplified data we have from the files
"TreasureChanceMissionLengthCurve": {
"EditorCurveData": {
"Keys": [
{"Time": 0, "Value": 0}
{"Time": 1, "Value": 0.1}
{"Time": 2, "Value": 0.15}
] } }```
So certain mission types have a higher chance?
We usually do not shadownerf, because people find out eventually. What we usually do is forgetting to note down a change in the patch notes, because it was made months before the patch notes were made.
wow, I might not take temp shock now, cause close range OC + frozen is basically almost as good, but better as as secondary for big targets.
Hahaha, so I was correct, nice
Now next step is to check some more to get it correctly for wiki
Guessing the roll is per room ?
If you figure out what kind of info you want for this, I can keep an eye out in my missions
If it's going to be statistical research
Anyone know the chance for the explosion on kill on the wave-cooker and damage of such?
It's 50%, the same as Targets Explode
It does 100 damage
can't remember the radius stats though
seeing 1.5m and 2.5m, that's it ? the falloff should be the default one
The explosion mod actually has a huge advantage over Targets Explode too come to think of it. It can explode frozen targets and apply damage evenly to enemies from full health till death. So it's very likely to get multiple explosions at once.
which one is correct for no shield warning ? https://deeprockgalactic.fandom.com/wiki/Mutators?curid=1566&diff=30096&oldid=29947
I think I can shed some light on those values,
There is a function in the unreal engine to create curves, with the option not to use an equation, but to give the curve 3 points, and the engine will map a curve going through the three.
That is how the PP value is calculated, and I suppose how the events are distributed...
So a mission with a zero length would have zero chance for treasure, one with a length of 1 would have 10%, 2 has 15%, and three should follow that, if someone traces it.
do we have the meaning of the X axis of that curve yet though? I think we're assuming 0/1/2 = mission length 1/2/3 but not sure if that's known
Don't want to come across as rude but we are aware, given that's how it's always been done (and predates PP)
The thing here is that 0 length (which means length 1 in-game, computers start at 0) should have 0% chance but they still are spawning
Not based on length at all from what we were told
Mission type instead
not counting you have to check how many times it rolls
Well the thing in files still says length
TreasureChanceMissionLengthCurve
But likey just left unchanged as that is what it always was called.
But if it's not based off length what is the 0-2 map to?
There is 2 things at play, First 2x ammount of sugar spawns, and on instead of more health damage is reduced by 30% which does mean sugar is 100/70 (42.857....%) times more effective but there is also double the ammount around
probably if changing one of the values to be 100% and others 0%,
so with just a few missions of a certain type I guess you can tell if are getting crates or not, maybe even do 500%
Though it's only more effective in terms of attacks healed, not in total health healed as really it's just attacks getting weaker
💀 wouldn't it be better to just remove ?
otherwise that is just "Red sugar heals more % of the same attack in a mission with shield"
It's not untrue, you would use less sugar to heal from the same attack
And before health was increased on those missions, not a damage reduction
This is how I found that it only used the middle value when it was first added
not for it being true or not
for it being kinda useless
if anything I can see one saying "Damage is reduced, but healing is not affected"
the part of saying it is more effective by X% is not the best thing to have, as it leaves the impression that you will need less sugar to go from 20hp to 100hp, for example
I think it's best to reword these things to be 100% true as otherwise people will just re-add them
If why Beer buff effects are displayed on the wiki as they are, 100% truth with all the extra info so people don't "correct" them
wouldn't the " healing is not affected" already make it clear nothing changes for it ? other than more spawning
not counting that hazard also comes into play for damage taken
Decided to change it to simply say you need less sugar to heal from the same attack
Any chance to explore if the explosion can occur from sources other than DD from the micro? I don't know how that would work, and I am doubtful, but if it behaves differently, it may behave differently.
From what I've observed it seems like the explosion must be triggered by the direct damage of the wave cooker.
So about the Colette doing low dps without temperature shock...
https://youtu.be/Hhj4tFfVHwA
you should upload it as MP4
unless it is only me not getting a preview
Oh my bad. I was just being particularly lazy.
Here, I'll just swap it to the one I uploaded to youtube.
that's a nice combo for solo driller play
presumably you could stack corrosion on top of /that/ with another dwarf in the mix
wonder how that does vs a frozen dread
Contagion stacks with the Neurotoxin Canister, so it'd actually be pretty good at chipping away Dreads over time with the Sludge Pump
This is what I've been trying to say for a while now. The base guns numbers aren't actually poop like people say. They are almost completely in line with the EPC in various configurations. The only thing it lacks is utility via TCF (which I think is more then made up for by a unlimited range hitscan weapon) and it will never beat Subata for single target damage (but neither will EPC).
But I also don't want to turn this place into DRG chat, so I won't comment on it anymore
Does anyone know where I can find a list of the new ocs? I've checked the wiki but only the coilgun has been added
Karl.gg has them per weapon
share it in #drg-chat and blow their mind
tyty
I mean, it's just ranged drills like this
Isn't that what HH basically is
HH is for killing things that are outside of your freeze range, and for very quickly killing bigger frozen things so you don't need axes
There
I uh... Don't think that's supposed to happen.
no, I get it, but that's really not nearly enough of a benefit to justify removing your ability to damage things that aren't already frozen
Fair. I just like watching the numbers go up.
Though the Collette with that last setup 100% does good damage without the frozen multiplier
The blisters are giving their multiplier for some reason, and on Health Armor plates they're giving 2.5x damage instead because the damage is applying twice.
Once to the plate and once to the blister
is the cooker damaging the bug when it hits the blisters?
Yes
That was how the multiplier got stacked so high the Praetorian was taking over 75 damage per tick instead of 27
so it's bugged again
This gun is basically a weaponized glitch, yes.
fun
poor drillers cant catch a break, first epc and now this
Is something wrong with the EPC right now?
it is not what it used to be
its entire mod and OC pool
it's a clusterfuck of poor design
so many mods invalidate other ones
most of its mods and OCs only work around the charge shot, which is turned into two different things that invalidate many of them by using the T5 mods
I should clarify. I was asking if it had bugs in it.
and the third T5 mod, which doesn't invalidate them, makes you orient towards regular shots anyway
maybe some bits and pieces when they turn into vapors
but otherwise none that i am aware of
gotcha
just dont take an upgrade, problem solved, lul
I'm pretty sure no one has ever used a regular EPC charge shot on purpose
why does the EPC have two mods that increase charged shot damage?
what is that for?
why does it have a charged shot at all?
The direct impact of the charge shot actually gets the frozen multiplier. In Cryo Builds it does better damage than TCF.
why not just have FN and TCF be alt fire options?
yes but you know what does even better?
just shooting
I have other reasons to disagree, but we're getting well into the weeds of #drg-chat at this point so I'll go ahead and stop here.
@silent sierra sorry just to confirm your findings, are you saying cooker is hitting weakpoints?
Wouldn't that just mean that the gun is literally a cylinder of DD, which means it is hitting the Blisters
Nope, just the Boils
So it does WP damage only on boils?
Interesting
That makes Blisters way better though
Kinda hope it stays
Maybe, but I don't think the devs would have intended the cooker to be able to hit heavy armor twice when a boil was on top of it, so I already submitted a jira ticket.
Ah, so it's acting like a seperate instance of damage?
the boils could be a good single target build if there were any consistency to their appearance
The rough average for most loadouts works out to 2 every 3 seconds, with rare chances of 1 or 3.
It's not consistent consistent, but it's not unpredictable either
Seems like Necrosis is additive with Contagion as well.
So instead of 1.5 * 1.3 it's 1.5 + 0.3
Or 2.5 + 0.3 in the Praetorian's case.
nice!! finally was able to get stats on that Trytilite event, just need to get some confirmation from testing,
probably will talk more about that tomorrow, but happy with that
Well.
I guess I'll add the 2.5x multiplier to the wiki later.
Something else I've tested is whether the boils trigger weakpoint mods. They do not. Also the 1.5x damage is applied correctly for everything except for weapons that cleave. So that would be things like the Flamethrower and Cryo Cannon that get a 2.5x multiplier when hitting the boils.
Cleave ?
Cleave as in pass through hitboxes.
So the Flamethrower, Cryo Cannon, and Flying Nightmare.
Basically what's happening is the weapons are damaging the boil for 150% and then damaging the enemy the boil is attached to for 100% damage.
The Wave Cooker deals damage to everything under its crosshair, so it's doing the same thing in a different way.
250%
250% in total, yes.
BC as well or it's just the same rules as normal weakpoints ?
The boil doesn't actually have anything to do with weakpoints or weakpoint multipliers.
If it gets hit it multiplies damage.
I haven't tested the BC yet though. I'll get back to you
This interaction should be pretty broken with Mole come to think of it. Coilgun doesn't seem to get the benefits of hitting multiple hitboxes.
Oh! One other thing. The boils each have their own hitbox, so cleaving through multiple boils will give multiple 150% damage ticks. Flying Nightmare and Ice Storm especially enjoy this.
This also allows the Colette itself to deal insane damage to a boil cluster, which I'm pretty sure was why they lowered the number of boils created each second.
This is an aside, but does anyone happen to know the tickrate on the coilgun damage trail/electric trail effect?
https://www.reddit.com/r/DeepRockGalactic/comments/ujjucr/new_structure_it_doesnt_have_a_name_tagit_glow/i7jg1c4/
Reports of Mike's Magic Hole appearing on missions other than escort duty
As in bug or it just changed
we've got a few in #drg-gallery as well
it used to be bugged, dunno if they fixed it or if it unfixed itself by some magic
they repeatedly said on stream they had no idea why it was bugged out so dunno if it's from them or not
here's one in elimination for example : #drg-gallery message
there's also a report of one being seen in Industrial sabotage and I've seen a few more in different mission types so it looks like it's not exclusive to any specific mission type anymore.
Wonder if the UE update changed it.
Trail has a 0.2-0.25 second tickrate, Electric Trail has its own separate 0.25 second tickrate, and Hellfire Trail has its own separate 0.15-0.2 second tickrate.
2.5 fire damage, 3 electric damage, and 12 Heat damage respectively
Hm, no direct fire damage from hellfire trail effect beyond the normal trail damage?
Not that it really needs it, tbh
By the way what you've been saying earlier about DoTs applying a tick instantly makes a lot of things make sense, including sometimes seeing on recordings sludge direct DoT ticking before the actual direct impact damage hits the healthbar, and also the weird behavior of praetorian's acid spray where despite the DoT wiping itself on a tick it always deals damage at least twice
Oh, also Hellfire Trail has an intensity value of Heat 1 so it prevents cooling and bugs gain 2° every second while they're in it.
I always forget that intensity goes 2/12/20, my brain wants it to work in more even increases
anyone noticed oppressors occasionally taking about double damage (I think it's the extra damage from mole?) from mole hitting the butt? doesn't happen when hitting armor from the front
Albeit with a bit of rounding happening that does seem like it's mole adding 150(125 raw) damage
discovering bunch of funky mole interactions, like corpses count for bonus, and shooting through molly (except the very top part)
she sure takes a load well
I'm suspecting shooting through players would count for bonus too, finally scouts can be useful for something
I'm sorry engis...
Necrosis apparently has a hard cap on how much damage it can put out. So if you hit the boil too hard it will reduce your damage instead of buff it.
been some time since I had the event, so can't really remember if what I got is how it is in game
Anyway, I have noticed that the deposit might be using a 700 HP (Large Enemy) immune to everything (the only defined resistance is for the barrel explosion, which should make it immune to it... so that is odd)
the explosion is 100 Damage at most, 50 damage at the edges
So wonder how the scaling works (different hazards, require different damage to it ??), if it takes full damage from the explosion, etc
Praetorian spray is just a status effect that lasts a certain duration and always "hits" at least twice.
He's aware, he was referring to a thing to do with DoTs in general in DRG. Every DoT always applies a tick of damage immediately upon being applied before the tick rate comes into play. There's nothing special about the Praetorian spray that makes it always hit twice as it's just a normal DoT. Even Temperature Shock is a DoT, but its duration is too short for its 1 second affect interval to apply the damage a second time causing it to only do a single tick of 200 disintegrate damage.
Hey wiki testers, I was going by Regaldog's write up on Boltshark breakpoints and testing in a few games. As a client, in a 4 P game, I could not 1 shot a Acid Spitter in the body. It did a little more then half. I am curious if the radial damage is currently bugged for clients. Is there an easy way to test?
105 * 0.8 = 84 direct dmg against light armor
84 / 144 Acid Spitter haz4+ eHP = 0.583333
Sounds like you may have hit the nail on the head.
Yes, but my data sample is two body shots (1 each against two different Acid Spitters) in a chaotic 4p game. The hard way to test would be for someone to host and we fish for a Acid Spitter spawn.
Or find another BP it should miss as client
I mean, it should fail on a lot of stuff without the 60 area. Like, not oneshotting plain grunts on their armor
if it does end up being bugged and you do a JIRA ticket, let me know.
Aight, imma be embarrassed if it just turns out I missed two point blank shots, that happened to be close enough to do the radial damage only.
I confirmed the bug, will make a jira report later
could not 1 shot a mactera in WP
could not 1 shot grunt in the body
either the radial damage is finnicky, or it doesn't work client
kinkedspark helped me test, and as host, he could
What is cryo bolt radius?
that's weird, it should oneshot a mactera in the WP even if the radial damage doesn't do anything
my guess is you just missed on that one and hit the body
or the direct damage is also bugged
Maybe, it was pretty consistent though.
it's just that mactera have a 3x WP, the base direct damage is 105, and mactere are also apparently 30% weak to pierce
so the direct damage alone should do about 410 damage to their WP, and they have like 270 health or so
Hmmm
Could their weakness be reversed?
105 * 3 * 0.7
is 220.5
which lines up with about how much health was left when I hit em.
Didn't you have the same problem with Trijaws?
@tranquil hazel
apparently trijaws are not meant to have a weakness, so the total damage was exactly what it was supposed to be
I somehow doubt mactera are meant to have a resistance to pierce, since the bestiary specifically says they're weak to it, and so do the game files, but it's possible they're accidentally getting a resistance to it instead of a weakness as a bug
also, if they did have a resistance to pierce, I think you wouldn't be able to oneshot them to the WP even if the radial damage was working
granted, the bestiary also display bugged resistances, like the slasher one
yeah but it matches the game files
in this case
anyway, if my math is right, a shot without +damage to the WP with radial damage working and 30% resistance, which is not enough to oneshot them
but they are able to be oneshot when you aren't a client
you can even oneshot them with bodkins using +damage, which absolutely would not do enough if they had pierce resistance
What if radial damage isn't considered piercing as a possibility?
¯_(ツ)_/¯
Also, aim I doing my math wrong? 165 * 3 = 495
*0.7
Is 346.5
OR, (105 * 3)*0.7 + 60 x 3
well you're tripling the radial damage
I'm assuming it's not, because it's radial damage
ok it does line up though if the radial damage is NOT piercing
(105 * 3 * 0.7) + 60 = 280.5
why are they doing this shit to us
but that doesn't line up with bodkins
Either way, I'll file a report now and hopefully they can figure it out
I am 100% sure, that I couldn't one shot a grunt, as client with the normal shot at least
maybe something funky happened somewhere else
in fact I believe bodkins can only oneshot spawn if there is a piercing weakness on spawn
and they can be oneshot
but my grunts were getting stunned, not dead that I am sure of.
in fact giving mactera spawn weakness makes no sense unless the intent is to make bodkins able to oneshot them to the weakpoint, because that's the only breakpoint it would affect
the only other possibility is radial damage can roll seperate and my shots were just that off, but I don't think they were.
well it's clear something is happening with mactera either way
It does though if Radial isn't piercing :p
FYI I've definitely not experienced radial being bugged in every game
the normal breakpoints have mostly worked for me, though I do remember a situation where I wasn't able to oneshot a guard to the face as a client
Both host and client?
oic hmm
As mentioned I tested with Kinked, he could body shot grunts, I could not.
he was host.
the sharto's radial bug wasn't always happening either
I'm sure it's just happening sometimes
alright, off to clean up guinea pig cage and then file a report.
Doing a full review of the milestone / perk pages btw, find wrong and outdated values
in case for some miracle someone decided to work on it too lol
Hoverboots actually needs an update actually. It acts as a Heat Source when active, so it very quickly heats stuff up.
I'm surprised that is not on there since that has been the case for as long as I can remember.
well, milestone parts I mean
not checking perks no xD
I think the Heat Source part of Hoverboots wasn't added simply because no one really knew what that meant or did in game until relatively recently as far as I'm aware.
Are the stats known or is it wanted?
The stats are known. I have them.
Hoverboots has an intensity value of Heat 3 and applies a DoT that deals 20 Heat damage every 0.25-0.5 seconds. Also applies a 0.8x move speed modifier for some reason.
20% slow
Too late!
Though I like to throw stats into these discussions regardless for anyone just scrolling through them.
Yeah, we got them around the same time actually. You and Ely both got a dev response about it if I remember right, and I was confused because the numbers in game didn't quite match up until we found other stuff to do with Sticky Flames and other heat sources also being "On Fire" and applying that extra radial heat too.
Yeah, some components are instanced so reading hex isn't always right.
I've got a ton of footage of the tests if you'd like to see them.
I'm good, thanks though.
I also added the heat and cold source data to the Temperature page.
Does this heat not apply to Sludge Pump puddles? I tried igniting some today but it didn't work a single time
It is a separate ste
Basically it is a status that emulates heat but likely isn't defined as a source that goo can receive.
Unfortunately no. The heat isn't coming from the Dwarf, but is instead a status effect applied to bugs under the Dwarf. It doesn't apply the status effect to anything except the creatures as far as I've been able to find.
it should target anything that is not a dwarf or friendly
Oh well, that's more logical. A damn shame though
Reason why it does not trigger on goo is likely because of the type of trigger that they used for it.
You can, however, ignite a bunch of stuff that's in the puddles which will cause them to radiate heat that does ignite the puddles. It's a bit janky though.
Status Effect Trigger components by default only target pawns and that is what hover uses, and it only has an on overlap or on end overlap event, so it also has to move inside of the sphere to receive the status.
And yeah, most of the triggers are defined within the STE files in a list. Sometimes a trigger isn't defined so the two things ignore each other. I was learning about that recently when looking at Turret Arc's STE file being uniquely absent from all of the "bonus vs electrified" buffs.
Are you talking about the is exclusive flag for ignoring? But, yeah, it needs to be defined in most cases to work.
No, I'm talking about all of the files associated with things like Bullets of Mercy or Conductive Bullets having a list declared in them that points to the STE files of every status effect that triggers the buff. Turret Arc is in none of those lists, but things like the electric crystals are. Stuff like that.
Ah, yeah.
I haven't looked, but I was thinking maybe the files for the goo puddles may have a similar list for things that they can take heat from.
fire and electricity afaik
Right, but what I'm talking about is a list of other objects in the game that they explicitely interact with. Like the one in the Bullets of Mercy folder
yeah it is vague from what i see
Yeah, the image had like no context to be helpful with. Just "StatusEffects": [List of stuff]
But that's sort of what I'm hoping to find.
I knew exactly what it meant.
I am referring to vague for what is listed as triggers
Ah okay.
Oh wait! The puddles only take damage from defined resistances right? And that was what you listed off.
Now I think I understand what you were saying.
Well I only see fire and electric for goo types so I assume any source should be good enough but it has to be heat to ignite unless they changed charged shot EPC damage types.
I wonder if that means the Shard Diffractor won't be able to ignite it.
Types of parameters for AGooPuddle
May also explain why only 50% of the Plasma Burn's 25% damage -> heat bonus is making it into the puddles.
All the functions don't really indicate a restriction but I know there is . .
Hmm, it actually might just be a heat source only the more I look at it.
I only really messed with the combos during closed testing and that changed drastically.
Are you referring to Hover Boots or the burning puddles?
puddles
The puddles definitely put out their own heat. It's split into three different types though.
not that, what statuses they can be affected by / produce
Oh gotcha.
Huh. Hellfire can't ignite goo puddles either.
Probably for the same reason as Hover Boots actually.
Oy, is EPC still doing odd interaction with the puddles ?
the heating I mean, that we discovered was odd
Yeah, the EPC needs to shoot more 3 shots for puddles and 6 for clouds despite it doing 10 heat per shot. After a bunch of testing I found that the damage conversion is being cut in half against puddles and clouds for some reason. So it's doing 5 + 0.125*<damage> Heat to the gas clouds and puddles.
The tests I ran involved modding the heat output of the EPC in various ways. Setting it to just do a static 10 heat per shot with 0 conversion caused it to ignite the puddles in two shots.
what an interesting bug
I'm not 100% sure it's a bug. The AoE weapons that convert damage to heat have a similar thing happen.
Or at least the Hurricane. I don't know about the PGL.
wait, it was never reported ?
I have no footage of these tests though, so I'm just going off memory here. I'd have to re-run these to give real data on the other weapons besides the EPC
I reported it on Jira a while ago, actually.
I guess they would have marked it as "not a bug" wouldn't they
Either that or it's close enough to the intended behavior that they haven't addressed it while focusing on other stuff.
does the status spread to nearby goo?
Yes. Each Goo Puddle has an OnFireHeatRange of 1.7 meters, so they burn each other.
Ok, it used to not be the case for a while so that is nice.
seems like a pain to make use of burning pools if you need 50 shots to ignite a decent amount
They were changed to spread when they were made to ignite with Heat instead of Fire damage. Before that the way to go was to use Flying Nightmare I recall.
the best way was bouncy drak, because that does fire damage
Right, but Driller doesn't have that.
does the wave cooker have any interaction with sludge other than a seemingly unique particle that tanks my fps
yeah im using contagion transmitter
but like if the waves hit a puddle of sludge i lose a ton of fps
so you mean the puddles
if there is a reason for fps drop
not really about gameplay / mechanics I guess
i wasnt sure if there was a status that could be applied to puddles
other than burning them
never heard about another
does napalm infused rounds decrease the damage the minelayer system mines do?
with the hurricane
nvm i tested it dows
Apparently re-atomizer OC lets you spread steeve/elite status onto other bugs
How is that even possible lol
the OC is very bugged 😛
2m according to karl.gg
I'm recreating this, what exactly does that status do? the AI doesn't change and they keep acting like enemies
Massive player damage resist from steeve perk
actually the fake steeves attack each other lol, they don't seem to resist each others' attacks
potential for a little trolling, but seeing as the bugs attack each other I don't think it's a big issue
Fake steeves created by reatomizer still attack the player too, though, and they’re nigh invulnerable
Steeve has a x0.02 damage multiplier to FF. You're essentially increasing the enemy's effective HP 50 times over.
Just copy it onto an oppressor and create a permanent stage hazard
or put it on a dreadnought and enjoy your 2 hours long fight
Anyone knows the total number of perk points you can get?
by sum gave the same value as last season
meaning at some point milestones changed / got removed
or someone got it wrong
finished adding the missing stuff to the page btw
but then got me thinking that the place probably needs a good rework , as it is getting quite long
I've been doing my own overcharger testing and +40 max damage bonus seems to be incorrect, at least as of current update.
https://www.youtube.com/watch?v=l2Cy9_bbqME
Not sure if this changed in one of the patches but I'm consistently able to hit +48 damage.
Also I'm pretty sure that, at 60 fps, the ratio of time overcharging/extra damage is 2 frames/1 damage.
So if you hold it for 80 frames past full charge, you get 40 extra damage. If you hold it for 96 frames(or a bit more, there's definitely some leniency on the timing) you get 48 extra damage.
I recall people in experimental discussion mentioning that the code relating to Overcharger had the value 96, and people at first thought it was the amount of damage you could get from overcharger.
It seems to be that instead the '96' is the max number of frames it can accumulate overcharge bonus. And then when you fire it, your damage bonus is equal to half the number of frames you held it, with that cap.
It might instead be working on specific intervals rather than being that granular, but it does seem to me that the '96' relates to the amount of time you need to hold it for max bonus damage.
I noticed that Triple Tech Chambers OC's secondary shots now scales with controlled magnetic flow in terms of ammo, does that include the damage?
Either trail or direct
Adding onto that TTC discussion since I couldn't find an answer clearly on here: Is Shockwave (Tier 4B) affected by scale modifiers like TTC's later shots or Controlled Magnetic Flow?
i don't have any solid ground on that but if it works the same way as the shotgun (which is likely in my opinion), it's probably entirely unaffected
Have the same opinion, just not the data to back it up yeah
acknowledged. thanks for the update! i'll add it to my list of things to update tomorrow.
what happens if the framerate gets increased to 120fps, does the max damage get achieved in half the time after reaching full charge?
So what happens with season challenges (rack and warning) , if you don't have the rival assigment (from S1, for sabotage)?
do you just don't get it to spawn ?
Anyone has footage of refinery leaking 3 times in a mission ?
For the%
footage? no. lots of anecdotal examples? yes. it feels guaranteed on Haz5/4Players.
the %s are different most of the time. i've seen the 3rd leak happen on 95%-99%
Haven't noticed any difference based on current framerate, I'd assume that it's happening based on an in-engine timer that runs at 60/second regardless of visual framerate. not that familiar with UE though
The numbers I got were
"Refining Total Duration": 150.0,
"Pipeline Break CoolDown": 50.0 to 70.0
So far cant find aNything for player count or hazard, or third break at 95-99%
Which match exactly the data of yoshkincat, but not third leaks
Pulled up first video I could find https://youtu.be/uleA-hHtKZ0
11:13 - 11:53 (40 secs)
13:01 - 13:42 (41 secs)
14:53 - 15:36 (43 secs)
16:24 - 16:50 (26 secs)
Total 149 secs (numbers may not be perfect)
So 150 total holds true
But 50 sec min does not
Wait, 40s would be 26.6%
That doesnt appear on the data collected, right ?
?
Looks like the Necrosis Boils have a hard cap on how much damage they can put out for some reason.
Also the attack that breaks the boils doesn't do any damage at all, which makes high damage weapons like Ice Spear completely worthless when paired with Blistering Necrosis
This ome
Seems like it needs to have a base damage that's greater than the health of the boil, so weapons with a lot of small damage instances work best.
that's kind of lame
Feels more like a bug
I feel like necrosis has a really low proc chance too
also, does it only work if you hit non-armoured spots on an enemy?
Or am I thinking of something else on the CWC
Here's where I collate my stuff.
See "Jam Percentages".
https://docs.google.com/spreadsheets/d/1q_hnpTpP4RP2yCBLj_yBeUMTDtJ9zc1UFUEYnqRn2BY/edit?usp=drivesdk
So far my working theory is that it has to do more with player count than hazard
Always two breaks solo and 2p, chance of a third break on 3p and 4p
As a sidenote, I've taken it upon myself to only get challenge scrip from Sabotage missions to test if there's a limit.
I'll reroll all challenges for 3x Rival Presence. If Omega's assumption is correct, I should stop getting scrip from Sabotages after 8 of them
how does heat generation with cwc work? is it per ammo like drak or per second like minigun or cryo?
also does blistering necrosis work on dreads?
Odd that I got 3 jams on solo sometimes though, then it can be low chance for solo, higher on 2P+
Also cyrob footage was from 2020, did the mission change ?
Wonder what would be observed if break cooldown was 30 , hmmm
oh rip, so we would need to test it with more players as all that data is for solo
thoughts on changing this thing for resources ?
to instead say "Rarity: 1 in 26 (per mission)" or "Rarity: 1 / 26 (~3.84%) per mission"
Would rather it be the fraction myself
can phazyonite appear in any mission and biome ?
so far I discovered the spawn chance seems to be 1 in 7
afaik there is no restriction for phazyonite spawn other than the 1/7 chance.
is it even possible to get 2 compressed golds, or did I remember it wrong
It was possible in the past, that much is sure, no idea if it is still possible or not. I don’t remember getting two after season 1.
But I played a lot less after S01, so it could be a coincidence.
Used to be almost anytime you had one there was another nearby
if something appears on all missions
should we just say "Every mission" for rarity ?
I would say "Any mission", but not sure if it is the correct way to say it.
thinking that Any mission sounds more like "which missions can it spawn ? Any"
instead of "All / Every mission have it"
also, for banned types, "Any" being used for enemies and warnings with no limitations
Any would be a better fit imo
As "all" suggests it will always be in every mission
well, it will
talking about nitra and gold veins, to be more specific
it is
Well if it's using the 1/26 missions style, then I think Every Mission would fit it best
how recent ? if recent, wonder how it works to make it different from other rare resources
I feel like it's not intentional
My guess would be was a fix to make it spawn when a bug stopped them spawning and that bug itself is now fixed, so just spawns double now
My guess would be that it is affected by a modifier like MissionScale and rounded.
Ooo, that could be the case, could mod it and see
so compressed gold weight of 100%, and large mission scale value
From what I remember not all mission type/length could give you two compressed gold, that’s why I have this theory.
also, for korlok shards
word this to just say it is an enemy drop ?
as it isn't like a random spawn, so... "Exclusive drop" or ?
What about "guarantee drop from korlok"
Since the other way to say it as you pointed it out imply that the material is rare/hard to get.
X-X sabotage nitra range is like 280, and escort is saying 350, even though escort I can barely get a supply now and sabotage I spawn like 4+
scaling ftw I guess
works well
while at it, hmm, check the refinery stops too ? only worry is that we didn't find if there is something more to it to change
do we know if bet-c and stuff spawn chance is reduced on Haz2 ? as a lot of the rare enemy spawns changed
we do know, there is no longer a different spawn chance based on hazard
Some of the spawn change were changed, the new values should be in the game>gamedata>EncounterSettings file
Meant it as it's something one of us could mod to test (I've not made a mod in at least a year, but as far as I know the old method still works it's just sandbox'ed, if so could try make it)
x-x I know we talked about it, lol
will be adding soon then
lots of things to decide it seems
where is that even on ?
I remember it getting corrected, or was it even on the Health page ?
interesting it didn't get updated
If nobody does correct that
I might do after correcting other stuff, or before
on the wiki it states trifork reduces damage by 15%, however in game it only visually reduces the direct damage, not the radial is it meant to reduce radial by 15% as well or only direct as is properly displayed in game?
I know the in game boltshark numbers have been buggy lately in terms of what they display
of all the things I can see the trifork OC does, it only seems to reduce the direct damage
did you notice a bug or someting ?
Wait, lol
Wonder if the wiki person got it wrong , or tested it
Do you know an oc that reduces both direct and area ?
If I had to guess it is just direct
With the addition of Blistering Necrosis I feel like we actually have a sufficient number of different damage multipliers that it may be a good idea to start categorizing the multipliers into different types and then add a damage formula to the Damage page that people can reference.
For example Contagion Transmitter is multiplicative with Super Focusing Lens, but additive with Blistering Necrosis. Similarly things like Bullets of Mercy don't stack with Necrosis at all because the Boil is a separate entity and isn't afflicted with the debuffs that a creature is carrying. IFGs allow the Boil to carry a debuff for the purposes of "target afflicted with X" mods, however.
yea, I can see one that reduces area, so guessing that indicates it is separated , so Direct only
this is what im wondering as well
it could just be a case of unclearness, but to be fair the game isnt helping by calling the direct damage of the xbo "damage"
I feel in my heart it should reduce both but that doesnt make it a reality lol
most OCs also do not reduce damage by a percent either, they do it by a flat number
and increase by a percent
so trifork is a weird one for sure
actually is trifork the only OC in the game to reduce damage by a percent?
corrected that, and a bunch of other stuff x-x
should be most for now
Is it me, or do explolsive bolts on the xbow sometimes not work with frozen/headshot enemies?
It feels like it sorta works the same way exploders do, sometimes?
I don't think it ever works on frozen enemies
headshots always work though, in my experience
I have used boom bolts on praes a few times
and whenever I use the cryo grenade, I don't see it exploding indeed
fun thing, I was able to hit the haunted ghost with it, lol, only makes the green smoke for some time though
hmmm, bug ?
that it doesn't explode on frozen
I don't know it would interact with the flamer since the damage might simultaneously temp shock the enemy
Well, if it's nearly dead and you finish it off with damage before the heat kicks in
since temp shock isn't from any source of heat
why don't you try it and see what happens
freeze cancels all death effects, or just the same as desintegrate damage ??
Anyone know off hand how long it takes to charge the Coilgun at base?
charge speed of 1.25 -> 0.8 sec for 100% charge time, with no mods/OCs
the second one is with the mod?
T1.C increases it to charge speed of 3 -> 0.3333 sec
what?
for DRG weapons that charge, such as M1000, CoilGun, etc, they use a stat named "ChargeSpeed"
so what is the charge speed in seconds?
the amount of time required to acquire full charge is 1.0/ChargeSpeed
so, with a charge speed of 1.25, the coilgun takes 1/1.25 = 0.8 seconds to reach full charge
T1.C increases the charge speed to 3, thus 1/3 = 0.3333 sec
you said that in an incredibly confusing way at first
i answered the question but neglected to explain the underlying mechanic, yes
fun!
Very interesting, ty Meat. I was talking about this to LazyMaybe, and trying to work out myself how charge speed might interact with Overcharger.
If my interpretation of Lazy's work is correct, 60 fps would result in 30 more damage when held for 1 second. If charge speed does not affect the time needed to hold the charge for more damage, Overcharger is adding a disproportionate amount of time to ROF for not a lot of gain basically, provided you are considering taking T1C.
Whereas if charge speed does affect it, you would get a much better result
i'm convinced that the max damage from CoilGun T2.A is +48. i'm not convinced it's tied to framerate.
under the hood, CoilGun does have a Heat Meter like EPC, Minigun, Drak25, or Drills. the heat/sec while charging and while holding a charged shot are both 0.4
there's a value in the WPN gamefile that says the Max time you can hold a charged shot is 3 sec; i haven't verified that experimentally
if that's true, though, then theoretically max heat would be 1.2
because the heat/sec is tied to "charging" or "holding charged shot", and not the ChargeSpeed, i don't think that T1.C would affect the damage curve to reach +48
my hypothesis is that Overcharger's bonus damage is tied to the internal Heat Meter value, rather than the amount of time after a Charged Shot is ready to fire
EDIT: this hypothesis is wrong; scroll down to see what's probably the correct hypothesis
the HeatPerShot is 0, so that's not a factor
I figured the coilgun secretly worked off of heat because my heat crosshair mod was activating when I used it
what confounds everything is that the upgrade gamefile for Overcharger just cryptically says "Amount: 96"
true, it's double the amount of damage we've observed experimentally
but it doesn't have any indicators of what its activation scaling is tied to
3 seconds definitely feels right experimentally.
or, it's 3 seconds, including charge up time
e.g. 0.8 seconds charge up, 2.2 holding charge
I am testing with charge speed now.
oof, it's very hard to tell, given we are talking 0.5 seconds difference. e.g. 0.33 charge up time 100% feels like I am holding the charge for 3 seconds after, but 0.8 does feel slightly shorter... Someone with better tech and testing them me might need to confirm, but I'll try a bit more.
yes, based on my rough interpretation, 3 seconds includes charge up time.
trying a slower charge now, see if that feels like I can hold the charge for less.
yah ok, it 100% includes charge up time
hellire can hold the charge for very much what feels like 2 seconds, but base gun with T1C definitely feels like 3
So the question is - do guns with shorter charge up time result in more damage from Overcharger?
Mechanically, that would be nice, because if it was capped at 48 - there is little reason to take Overcharger with charge speed at all and OC's with longer charge up time benefit more.
probably about time I download damage texts.
Ok, keep in mind, I am very new to testing these things. I downloaded Sandbox and spawned a Prat on a haz 1 mission and shot it with Overcharger with and without Charge Speed. With charge speed seemed to have a damage limit past 430, but without seemed capped at 400 ish.
ill try a haz 5 mission as soon as I can figure out how to turn off random spawns...
@gaunt cipher I've been doing some more testing on CoilGun T2.A
current hypothesis:
after a Charged Shot has been fully charged, every 0.33 sec that elapse add +8 Kinetic-element Direct Damage to the shot.
Wait so I was right?!
it seems that way
🤩
Window to get max damage is hilarious however. Yes, based on me using the gun, you either have panther like reflexes or you might as well settle on a average.
yeah, Mole and raw T1.C give 0.02 seconds to let go of Mouse1 to get maximum Overcharger damage. if you miss that window, it overheats and you wasted 3 sec
i'm pretty sure i had Mole equipped when i was testing during XP, so it makes sense i concluded "max of 40 damage"
i wasn't as thorough then as i was tonight
just verified the 70%
verified 168%
....and verified 192% charge speed
this model fits the data very nicely
So 96 could theoretically be some arbitrary cap.
It's divisible by 8
And would be reached if the gun could be held for 3.96 seconds
i wonder if the Max Charge Time used to be 4 sec...
no, that wouldn't account for the time to charge a shot
nvm
Or didn't include charge up time?
honestly at this point, i'm just ignoring the "Amount: 96". it was unhelpful
Fair
Given that it takes 3 seconds no matter what to get max damage from Overcharger, and T1 gives 40 damage... It doesn't seem like charge speed is worth it in the end though
for 70%, 80%, and 100% charge speed, T1.C gives +8 to +16 damage to T2.A that would be inaccessible otherwise. that might be crucial for some breakpoint shenanigans
Fair, but T1A gives 40
I suppose it would offer you a balance between 1 really quick shot and 1 long shot that hits a BP though
vs a medium shot and a longer shot.
Night!
interested to see if everyone else can confirm those numbers for T2.A Overcharger...
0.0266s window for max damage is very funny. not quite frame perfect but still
it makes sense that I missed this because I'm not normally taking charge rate
I guess basically the same thing happened to you in the other direction with mole lol
I think for Overcharger, you probably just take the average. So for charge speed + Overcharger, average increase is 54
Anyway, my hunt for a reason to take Backfeed Module OC continues. I thought maybe with Overcharger it might have some merit, but given base fires in 0.8 for 130 damage, Backfeed + Overcharger fires for 88 in 0.66 or 96 in 0.99... The OC is in prison of T1.2 or 3, 3XX3
eh, the ~0.2s window most of these have for max damage isn't unreasonable to hit reliably. it's just 240%/80% max bonus that is fucked up
anyways later I will probably test these numbers via a macro to control exactly how long M1 is held down for
Wait nm, I mathed wrong.
I think what I mean to say is, for me, I'd probably lower each by 1 interval when making any calculations in terms of breakpoints, just for some reasonable margin of error. Especially of course on the 0.02's, but probably on the others too. There doesn't seem like a lot of merit in risking the entire shot for 8 extra damage basically.
oh god lmao
I'm right about to throw a wrench into things
pretty sure I just got a +72 damage bonus on overcharger
unless...? actually wait this number is weird
t1c, t2a. don't have elec trail
haz 5, is this +72 overcharger bonus or something else somehow
You mean t2.a right?
yeah
Well it's not a weird number in that 72 is divisible by 8
but it's past the current theoretical cap.
Someone needs to just hit 96 and then we call it a day 😛
Or it adds damage as soon as a .33 interval starts?
like, is there wiggle room for another interval to start in your test?
The number is weird because, unless I'm messing up my math somewhere, with +72 and the damage tick from the trail I think it should be 169.895833333 damage, rounded to 169.9? but it's 169.5 instead
well above my understanding of the game, so pass.
...I'm currently using an autohotkey script to hold down m1 for very slightly less than 3 seconds, and it keeps overheating. might not be overheat timer of 3 seconds?
I actually might be able to confirm this. Are you using the heat reticule mod as well? I thought it was just me, but on observation, the window to fire the gun was well before the heat reticule filled up for me. E.g. when it went yellow to fire was visually before the heat reticule was full, and my shot would whiff.
No, I am not using that mod
script that holds m1 for 2 seconds does not overheat, 2.5 seconds does
2.4 seconds doesn't overheat though
2.499 seconds also does not overheat. It looks like 2.5s is the actual overheat time
Haha, brain go boom. So in that case, charge time of 0.8 out of 2.5 leaves us 1.7 seconds to hold the charge. Five 0.33 intervals, or back to 40 damage.
It might be adding +8 every 0.25s instead
if that's the case you'd still be able to hit +64 damage bonus with charge speed
also I'm pretty sure the number in that screencap was a shockwave fuckup, so ignore that
but time holding m1 to overheat is definitely 2.5s
@acoustic scarab Hey, just letting you now : On the "weapon overclocks" page, when you click on "expand" for the colette wave cooker, it opens/closes both of the EPC and CWC overclock list
I've never touched that part of the wiki, but thanks 😅
@gaunt cipher are you able to try the heat mod?
Because the Heat mod I am certain is tracking 3 seconds.
So maybe it is pointing at the wrong number for the Coil?
I didn't know who to ping for it, because I forgot I could just check who did the edit
sorry
(well it's not saying much actually)
It's not tracking 3 seconds on my end. When I use this script to charge for just barely under 2.5s, my heat mod's circle is almost totally full. And looking at a recording in my editing software, the time it takes for the heat mod's circle to fill is 2 and a half seconds.
Welcome to the wonderful word of testing in DRG NotBad
Here, have a beer

jokes on y'all, we're still in weird number territory. This is with only t1c and t2a, no other mods equipped.
The trail does 1.875 per tick after guard fire resist, 1.5625 after hazard scaling so accounting for that the direct shot is apparently doing 156.2375 damage, give or take a little bit of decimal rounding from the damage numbers mod.
So where's that number coming from?
For clarity here's me using the macro I mentioned: https://www.youtube.com/watch?v=hAxEGhtG0kw
Overcharger is just bizarre, I feel like it's a damage mod disguised as a ammo efficiency mod. Using the Tripple Tech OC, the base gun with T2C can fire 3 x 3 bursts in 7.42 seconds (ignoring shot time), which is 105.12 DPS (also ignoring trails). It consumes 240 ammo. With T2A, we get 3 x 2 bursts in 8 seconds, which is 85 DPS, and consumes 160 ammo...
The single shot burst for Overcharger is it's only other redeeming quality, but I can't think of a relevant BP for it.
Do we know Error Helix spawn chance ?
(130*0.8 kinetic + 130*0.2*0.75 fire + 64 kinetic + 2.5*0.75 fire)/1.2 = 157.8125
I recommend doing your tests vs Praetorians on Solo Haz4; they only have Piercing Resistance and the Scaling Resistance is 1.0, so you don’t have to do convoluted math to line up the damage number displayed with how much damage it should have done
Yeah, that makes sense. I am still on haz 5 4p but I did switch to praetorians once I started doing my current tests
Apparently rival turrets can be one-shot from a coil gun if it hits the part below the ground, regardless of their shield being up
https://www.bilibili.com/video/BV1TB4y127FK 0:47
🤔 is that verging on Exploit territory?
If it kills a shielded turret 40m away I'd say yes
can't you kill deeptora by destroying terrain too ?
isn't that the same thing
This isn't even destroying terrain to kill, it's hitting the part of the model that's buried and not shielded
which frankly is just clever imo
you can already kill shielded turrets with heat from a far so meh
can you even do that with other guns, kill by damage I mean
Alright, so-concluded my overcharger timings tests.
Using scripts, started at holding M1 for 2.499 seconds, then went to 2.450 seconds, then proceeded to lower the hold time by 50ms each time until I can't shoot anymore.
Results-
Timings that got a bonus of +64: 2.499, 2.45, 2.40, 2.35
Timings that got a bonus of +56: 2.30, 2.25, 2.20, 2.15, 2.10
Timings that got a bonus of +48: 2.05, 2.00, 1.95, 1.90, 1.85
Timings that got a bonus of +40: 1.80, 1.75, 1.70, 1.65, 1.60
Timings that got a bonus of +32: 1.55, 1.50, 1.45, 1.40, 1.35
Timings that got a bonus of +24: 1.30, 1.25, 1.20, 1.15, 1.10
Timings that got a bonus of +16: 1.05, 1.00, 0.95, 0.90, 0.85
Timings that got a bonus of +8: 0.80, 0.75, 0.70, 0.65, 0.60
Timings that got a bonus of +0: 0.55, 0.50, 0.45, 0.40, 0.35
This is with t1c and t2a, no other mods.
All lines up perfectly with the hypothesis that you gain +8 damage for every 0.25s spent charging past full charge, so I think it's safe to say that's how overcharger works.
Awesome! Thanks for gathering such a rich dataset. Science!!! 🎉👨🔬
So it goes up to +64 damage?
if you have T1.C equipped, yes.
Charge Speed | Max Damage bonus
70% | +40
80% | +40
100% | +48
168% | +64
192% | +64
240% | +64
Because the max heat is fixed
So since you charge faster, you can spend more time without overheat ?
and yet ingenious
I don't think I ever found a good use for the charge speed mod since the base rate was good enough and ammo was usually better
Any info on the coil's shockwave? is it like the Boomstick?
Gamefiles indicate 20 Area damage that extends 3m from the muzzle. I haven’t done any testing to verify those numbers.
Do you reckon it's fixed, or does it get half damage on Tripple Tech OC as well?
Do we know how Cooker "reload mods" interact ? I have seen the values, but not sure if it is % or flat
Wide Lense:
Radius Multiplier = 0.25
Heat Modifier = 1.1
PSO:
RadiusMultiplier = -0.9
Heat Modifier = 0.4
RoF Modifier = 2.5
can't say for certain but logically, it should be a fixed amount
Meat and I had a discussion about this, I don't think it is tested between percent or flat, but between flat and multiplying, we concluded it was flat at least.
from all the testing I've done : it seems to be a flat amount
well % and multiplying is the same thing
though interesting, I guess knowing the base values and comparing the time in game can be a good indicator
though given how unit works in game, if I had to guess
Wide lens is probably +25% size, with +1.1 Heat (10% seems too low)
PSO, is -90% size, +0.4 Heat and +2.5 Rof (since x2.5 seems waaay too fast)
wait, you saying, that wide increases it by 0.25m instead of 25% ?
considering the units are always in centimers, I wouldn't expect it to be in meters suddenly
hmm, base heat is known ? should be the only missing value in that case
I thought you meant +0.4%
Or +2.5%
But in that case, yes it is definitely flat and not multiplying
You are right about wide lens though, our focus was mostly on the ROF one.
So I can release this info from my brain finally, with the mechanic discovery of Overcharger on Coil, the practical application of taking charge speed over damage in tier 1 is solely the ability to have a variable shot length, correct? E.g. if your only concern is max damage, T1A is always better. But T1C gives you a fast normal shot, but also access to a bigger long shot. Correct?
Relating this to Backfeed Module. For a extra .25 charge length, you get get a .58 wind up for 88 damage + 23 initial trail DPS (assuming electric), which should result in a clean grunt kill. Then you get a practical max of 136 damage at 2.25 charge, which is just around 42 damage short of the 1 shot on a Slasher (which would likely be covered by initial trail damage + one more tick)
Ponderings again, I still wonder if the gun initially had a charge time of 3, with the same 0.25 tick interval, and it included charge up time, because 3 / 0.25 results in 12 ticks, or 96 damage.
Anyone working on adding bolt shark OCs ?
I can add them later tonight.
Aye, just being sure
there is a bunch of names in need of fixing, mod tables for example
not counting that many mechanics without details known yet
so planning on checking them in game to fix
does anyone know if rival enemies will take spots on the spawn tables
like if nemeses would take a disruptor slot
you mean for the Warning ?
haven't checked spawn rules , no
but guess you asking if nemesis can spawn with 3 opressors for example
yeah assuming its rival presence
i assume it would spawn similar to stationary enemies/events in normal missions
yea, like Bet-C and co
apparently its a special enemy
I can't see nemesis on the Disruptive list
interesting. it looks like all of rival tech is special enemy, but it also doesnt seem like they take up normal special slots
although its also categorizing prospector as special, so it may just be a wiki error
Doubt that
as that isn't any indication on "danger level"