#wiki-related-chatroom

1 messages · Page 70 of 1

fathom crag
#

what do you mean danger level

glacial topaz
#

how much threat they are to Dwarves

fathom crag
#

i wasnt talking about danger level anywhere

glacial topaz
#

exactly

tranquil hazel
#

banagement said they have their own spawn system on rival presence, and that they spawn every so often, but more often when the turrets are all destroyed

fathom crag
#

completely seperate of the normal tables?

tranquil hazel
#

yes

fathom crag
#

makes sense

tranquil hazel
#

it's like swarmagheddon/exploder infestation

fathom crag
#

what about prospector drones, would that spawn as an event

tranquil hazel
#

they spawn separately from normal swarms/waves

#

yeah

fathom crag
#

so the special enemy tag on rival enemies is comepletely different from special tag on everything else

tranquil hazel
#

special enemy normal refers to exploders, swarmers, mactera, and spitters, and it represents a pool the spwaner can pull from

#

so if they're called "special enemies" then it does refer to a different kind of category

fathom crag
#

gotcha

gaunt cipher
glacial topaz
#

yea, people mentioned all sorts of materials affecting it

idle tangle
#

The important question is, do dwarf bodies count? Asking for a friend.

idle tangle
#

Btw, coming back to this, I've had a lot of reports now saying that the mod is weird/bugged too. It hits all around you (including behind you) and friendly fires as well.

#

Using it right now with Tripple Tech is hilarious in team fights like Salvage Operations situations.

bold plover
#

Is the triple oc like visually noticeable? Always felt like it didn't work.

floral drift
#

how do you mean?

bold plover
#

Like is it just 1 noticeable beam with 3 instances of procs, are there 3 beams at an angle dispersal, does it fire 3 times in a row?

#

Seemed like trash when I used it casually.

idle tangle
#

You need to fire it twice more after you fire your first shot.

worldly salmon
#

you choose to fire the 3 beams whenever you want (within the short timeframe for refire, that is)

tranquil hazel
worldly salmon
#

its an... adjustment

#

but it actually feels quite powerful, specially for spreading trails around for minimal ammo spent

idle tangle
bold plover
#

So you do a full charge and tap it after?

worldly salmon
#

basically

#

the beams have half the stats of base direct shot, but spawn the same trails

#

(also cost half ammo)

bold plover
#

Interesting, no wonder why I didn't understand it.

idle tangle
#

It's basically a ROF mod, your total output is 2 shots for the price of one charge up.

worldly salmon
#

its like a weird way of making the coilgun have clip size

idle tangle
#

(provided you click twice more)

worldly salmon
#

its really neat, and fun to use, but its really strange when you first start using it

#

also definitely dont take it with shockwave

#

as enticing of a choice as that may sound, right now friendly fire is a doozy with it

#

the 20 damage hit has no FF modifier and the hitbox is massive, as Notbad mentioned a little bit ago

tranquil hazel
#

sounds like a reason to use it

worldly salmon
#

if you would like to kill people yea

#

a reasonable decision

tranquil hazel
#

is that not the goal?

#

gotta help my friends get the most raptors

worldly salmon
#

but im not quite fond of it after failing the recent deep dive bc i stole half of my driller's health

#

several times over off of resupply

#

huge trolling

idle tangle
floral drift
silent sierra
#

Coil Gun files list the shockwave as being 4 meters long and 1.5 meters wide.

idle tangle
#

So it's the FF portion that is bugged then

floral drift
#

my 2m / 4m guess wasn't too shabby, for just raw observation

idle tangle
#

Makes me feel better about my ”I am sure it is 2 seconds sometimes, but also 3” when it was actually 2.5 guess.

floral drift
#

the progress of science. form hypothesis, perform tests, gather data, change hypotheses until the truth has been found

silent sierra
#

Weirdly, the width is listed in a file that claims a 2 meter width in the file name but not the file contents.

worldly salmon
#

the hitbox may not extend behind the player, but it extends far enough out to the side that it might clip the hitbox of a dwarf that isnt on my screen

#

makes it pretty decent area damage with triple tech, but the aforementioned lack of FF modifiers or immunity make it particularly deadly

glacial topaz
#

oh Rip
Sludge pump mod tables have no class level at all
whilte the new S2 weapons have
wonder what should be done

delicate wadi
#

Is the explosion upgrade on the cwc on hit or on kill

#

B/c I haven't really noticed it

#

Also, does the slow upgrade stack with the slowing (and piercing) oc?

delicate wadi
#

I figured, description seemed otherwise

#

Does it work with DoT effects? (like radiation?)

worldly salmon
#

don’t think so, but it seems a bit more complicated than that

#

maybe

delicate wadi
#

It seems to inconsistent to use over the other t5 upgrades

worldly salmon
#

it’s weird

delicate wadi
#

Temp-shock is just really really really good

worldly salmon
#

the damage is actually quite nice at least

delicate wadi
#

Hell, you might as well take it even if you're running CSP for teammates burning/freezing things

worldly salmon
#

And the explosion works like targets explode in that it chains off of itself

delicate wadi
#

OH?

#

That's cool

#

Do you know the % chance?

worldly salmon
#

as far as I’ve seen, it causes a lot of chain reactions

#

The chance as far as I know is 50%

delicate wadi
#

So like crispr explosion

worldly salmon
#

if someone can confirm the explosion triggering off of itself, that would be nice

#

because I’m not entirely sure

#

but it seems very similar to targets explode on flamer

#

Except infinite range

delicate wadi
#

And really really low dps

#

hell, I tried a full DPS build (rof/clean damage oc, bonus damage to corroded)

#

and it barely seemed to tickle enemies

worldly salmon
#

that much is true as well, yeah. It feels like a much larger damage spike in comparison though

#

as long as an enemy is weak enough the explosion ends up being pretty easy extra damage and you don’t have to give up heat radiance

#

Whether you consider that valuable is your decision, but I do like it

delicate wadi
#

It seems sorta worse compared to the temp shock which does aoe burn/freeze and deals damage even if the target doesn't die

#

Unless it does really high damage

worldly salmon
#

Think it’s… 80?

#

It’s higher than targets explode, in that case

floral drift
#

Wave Cooker T5.B does 100 explosive-element radial damage, 2.5m radius. 50% chance on kill

worldly salmon
#

Max damage radius/falloff?

#

100 in 2.5 is pretty good

radiant edge
delicate wadi
#

also

#
Deep Rock Galactic Wiki

The Drop Pod is a short-range personnel deployment spacecraft operated by the Deep Rock Galactic Corporation. It is used to transport parties of dwarves and their mining cargo between the Space Rig and Hoxxes IV.

#

I don't think the drop pod wiki page states the resistance you get by being in it?

#

Whatever that amount is

floral drift
tribal trench
floral drift
gaunt cipher
#

cooker slow is 50%, right?

idle tangle
worldly salmon
#

Densification? I had thought it was 80%

#

but I wasn’t really basing that off of anything besides hearing it lol

idle tangle
gaunt cipher
#

Also what damage types is cooker doing? Based on damage to mactera I feel like it's something like 50% fire 50% something else

worldly salmon
# idle tangle That's Dazzling for Shard.

Heard it for densification too, but I wasn’t sure where it was from. I trust 50% more but out of curiosity is this from files discussed in here? I may have missed it

gaunt cipher
#

50% is what karl.gg says, haven't looked at files myself

worldly salmon
#

It sounds trustworthy, but either way any sort of info from the files would help

#

Overcharger proved far more complicated than +96, of course

#

I’m sure you would know that well enough

wispy marsh
#

I just checked the wiki, does anyone know how much just the blister from blistering necroses adds damage wise

silent sierra
wispy marsh
#

Uh oh

silent sierra
#

MeatShield and I were testing that out yesterday. It's really really weird.

wispy marsh
#

Oh boy, I just want to know how good the overclock is, I didn’t know it would be this hard

silent sierra
#

Well fortunately, if you're the one using the overclock then it should be fine and generally helpful.

wispy marsh
#

But it’s not helpful to others?

#

Bc with my limiting testing of one round it made the Mircowave gun slap and nobody else hit the orange things that popped up so I assumed they just didn’t know what they were

silent sierra
#

Basically when the boil takes damage it will transfer damage back to the creature it's on. If the damage is non-radial then it will multiply the damage by 1.5 and transfer it to the creature. If you have a form of cleave like the Flamethrower or Cryo Cannon then you can actually hit the creature twice with one shot for a total of 2.5x damage.

wispy marsh
#

Oh

silent sierra
#

The Colette can hit the creature twice as well.

wispy marsh
#

That’s kinda neat, but isn’t normal weakpoints more damage than that

silent sierra
#

No. The boil isn't a weakpoint and doesn't trigger weakpoint multipliers.

wispy marsh
#

Oh well that’s weird thought that’s what it would be

silent sierra
#

The boil also is not afflicted with the statuses of the creature it's on, so "bonus vs" mods don't work except when things like the IFG are in effect.

#

But there is one MAJOR limitation that prevents the boil from being helpful to anyone else but the driller using Necrosis.

#

The Boil's damage transfer is hard capped to the current HP of the Boil, and the Boil's max HP is 50 (no hazard scaling) and it depletes by the damage of the shot before it transfers any damage to the creature.

#

So, for example, if a Gunner with a 24 damage BRT-7 shoots three shots into the boil, then the boil will transfer 26, 2, and 0 damage into the creature before popping for 80 damage.

wispy marsh
#

Oh that kinda sucks

#

Is that intentional

silent sierra
#

No it's not supposed to do that, and fortunately Ghost Ship already has someone working on the bug ticket I logged for it the other day.

wispy marsh
#

Well that’s good

silent sierra
#

One other thing that can make it somewhat of a problem is that the boil can occasionally block a weakpoint which can lower damage dealt to creatures.

#

The Boil does benefit from the Frozen multiplier though. It's actually possible to get the Colette to do like 75 damage per shot because of this.

wispy marsh
#

Is there any issue with client side boil poping up bc my teammates said they couldn’t see them

#

Also thank you for all your research

silent sierra
#

That I don't know. All of the tests were run on host using the sandbox utilities mod.

wispy marsh
#

Well appreciate the info you could give me

silent sierra
#

Oh, one last thing about the boils.
While they don't multiply radial damage they do still transfer radial damage from the boil to the creature. So using the Sludge Pump to do 16 damage to the Boil will cause the creature to take 32 damage in total because it's effectively being hit twice.

radiant edge
#

Tried using it on radioactive swarmers and it does less damage to them

silent sierra
#

The files back this up as well. The main beam is using a property called DamageConversionBonus_0 which maps to another property that adds DMG_Radiation.

floral drift
wispy marsh
glacial topaz
#

Would that mean one will get more damage with crspr and cryo ?

silent sierra
#

Yes, and because the CRSPR and Cryo are not radial damage they will get the 1.5x multiplier on the damage dealt to the boil. Effectively providing them 2.5x damage overall.

glacial topaz
#

Exciting, I thought it would only work on coop lol

glacial topaz
#

anyone knows if Warthog upgrade costs changed ?

#

hmm, noppe it didn't

radiant edge
#

Is it actually called "ArmsKore" instead of Armskore? Everything is capitalized in game so its hard to tell

glacial topaz
#

Yea, armskore ArmsKore

silent sierra
#

When I finally get to writing the Blistering Necrosis section it is going to be friggen ridiculous.

idle tangle
#

Or do you think working as intended?

#

Also, what exactly am I see here?

#

I see the damage, but I don't get how

silent sierra
#

Well, I logged a bug report for the behavior presented by the stacked hitboxes, but Ghost Ship actually responded saying they weren't planning on changing that.

austere fossil
#

FF on its own Boil?

silent sierra
#

The one they care about is the damage capping situation.

idle tangle
#

Ohh

#

It shot its own boil?!?

silent sierra
#

And yeah, the Tri-Jaw is hitting itself by shooting the boil.

#

The boil is on its face where the projectiles come out.

idle tangle
#

I applaud GSG for going weird this season, but man I can only imagine they are at their desks going "why did we do this to ourselves...".

#

Because no conversation started with "what if the players put a boil on the enemies mouth?". Of that I am sure.

austere fossil
#

Do the Boils spawn in a random spot or is it dependent on where you hit them?

gaunt cipher
#

It definitely depends on where you hit them, but how cooker determines where you hit within its radius seems a bit ambiguous to me

#

like it seems in general that the way cooker works is, every shot is sending out multiple hitscan lines in almost a shotgun-like effect, but each individual creature can only be hit by the shot once.
which is why it can hit multiple creatures per shot, but only if they aren't obscuring each other because it doesn't actually have blowthrough

floral drift
#

I like to think of wave cooker like a cylinder of parallel spaghetti noodles. Each noodle can travel up to 100m but stops early after hitting an enemy or terrain, and enemies can only be damaged once no matter how many noodles hit them

silent sierra
#

At least that's what I think it's doing.

gaunt cipher
#

which of course is also what Evan means lol

#

I've seen a lot of confusion over how it works wrt "why is there an OC that gives blowthrough"

silent sierra
#

I feel like my interpretation is a little different because I'm thinking of it like the gun having one long cone and it attempts to draw a ray to each creature in it, and if the line has no obstructions then the creature is damaged.

#

I've been working under the assumption that with blowthrough the rays will be able to continue through creatures they're drawn to.

gaunt cipher
#

my understanding is based on testing trying to shoot multiple creatures when one partially obscures the other

silent sierra
#

I see

gaunt cipher
#

not much of the second creature needs to be exposed to get hit, so I don't think it's just drawing the most direct line to it and checking that

#

could be wrong tho based on what the hitboxes are like exactly

#

oh also I have an AB thing to show you evan

#

gotta render first tho

silent sierra
#

Man, I thought for sure we had most of the armor break bugs found by now. This is getting nutty.

gaunt cipher
#

also you can see for some of these grunts, armor plates on their back are popping when I shoot them in the leg

#

and then in a slightly different back plate when I shoot a different leg

#

grunt's right front small leg: regrows armor, plate on the back of the grunt in this place breaks

#

grunt's right middle small leg: regrows armor, plate on the back of the grunt in this other place breaks

cerulean berry
#

wait wait wait, so I'm not really familiar with the state of armor, but it seems the core of the issue is that the wrong armor plate is breaking?

gaunt cipher
#

well, also the leg armor becomes unbreakable after that first shot which means subsequent shots can't penetrate armor and do less damage

#

and other armor plates don't always break

#

grunt's right back small leg: regrows armor, no other plate breaks

#

grunt's left front small leg: doesn't regrow, armor functions properly

#

grunt's left middle small leg: regrows, no other plate breaks

#

grunt's left back small leg: regrows, no other plate breaks

#

in conclusion, ¯_(ツ)_/¯ it's fucked

silent sierra
#

I think I'm going to use the Sludge Pump to test the rest of these then. I've noticed that by dialing up the damage resistance factor I can get bugs to strip bare except for the regrowing plates. I'll update the document when I'm finished.

#

Thanks for pointing this out @gaunt cipher !

gaunt cipher
#

np. very funny to me that exactly 1 of the 6 small legs functions properly

glacial topaz
silent sierra
#

Yeah, I just wanted to stick with the flags as they were explained way back when MeatShield gave his write-up on them. I'm fine with us tweaking them to be more descriptive so long as we don't accidentally make them less accurate.
I want to eventually add the flags associated with each of the damage sources since we now have many examples of damage sources behaving outside of the expected behavior of "Area" and "Direct" damage.

#

We actually have had a section for a while that's been describing what those flags mean, we just haven't used the flags in the equipment pages yet.

glacial topaz
#

we have been talking about having a template for it iirc
we have that one that shows enemy damage, with radius and all
but I can see it being expanded for players
with multiple information

lean pebble
glacial topaz
#

Fire Bolt
The cooler Fire Bolt

#

fixed]

silent sierra
#

That was my bad. I was copy pasting the Fire Bolt entry around the OC table and updating the details. I must have left that one unfinished.

dense vapor
#

is dazzler module supposed to also slow the player caught in the aoe or is that a bug? mod description says enemies

#

well, found the bug report on jira from over a week ago

dawn moat
#

several of the new slows on the new weapons lack tags to exclude dwarves and friendly players from their effects

glass star
#

This text on the wave cooker page is incorrect, since the cooker does not deal weak point damage.

#

“While a creature is afflicted with Neurotoxin or standing within a Goo Puddle, it will deal 1.3x damage from the Colette Wave Cooker. This damage bonus is multiplicative with Super Focusing Lens for a combined 1.95x damage and additive with the bonus from Blistering Necrosis for a combined 1.8x damage.”

glacial topaz
#

did you test that or you assumed that cooker doesn't have its own interaction with Blisters ?

glass star
#

Tested it back in experimental. I don’t believe it had any extra effects.

glacial topaz
#

make sure to test stuff on the current builds
so you might want to talk with Evan about that

floral drift
#

That misinformation is my fault. I have it on Karlgg as x2.5 because I had only read the game file and guessed it was a multiplier

#

I have a lot of updates and edits staged to do tonight for the tooltips to correct the faulty stuff

#

It’s probably +2.5

glacial topaz
#

nah, wouldn't blame you, just shows that being more careful to ask and check instead of copying stats from other sources

#
  • also since it is such a simple mechanic, should it just go on the mods table, ? instead of having a section for it
#

also lol, is it really only a 10% reduction on the size ? Sconk huh, seems too small

short cloud
#

I don't think it's 10% reduction either, the difference is too big

floral drift
#

My current understanding of that mod is +2.5 RoF, x0.1 shot width, and raises cooling rate from 0.93 to 1.33.

That said: 2 nights ago I gathered enough data to disprove my original guess that heat gen per sec is a flat 0.93, so that “heatGenModifier: 0.4” is still a mystery

glacial topaz
#

as in, heat generated is variable ?
yea... as of now , saying +0.4 heat means nothing

floral drift
#

It heats up faster, and the number is 0.4. Those are the only two facts; everything else is educated guesses at this point

glacial topaz
#

lol, that
I mean it doesn't tell you how much faster you heat up

glass star
#

Could it mean you heat up 40% faster?

floral drift
#

that is a possible interpretation. not enough data to draw a conclusion yet.

glacial topaz
#

the problem is that base heat that makes it too close to 1
if that could be changed it would make more sense
but I guess checking the heat time with different mods will give something to work with

silent sierra
#

Your hands are clean here.

#

The mistake on that section was my own.

#

The 0.9 was just a typo at the time. I took the -0.9 from the shot width multiplier and forgot to change it to 0.1.

gaunt cipher
mossy void
#

There should be a list for all the messages on the mineral trade terminal

glacial topaz
dawn moat
glacial topaz
#

oh, yea, the thing I wasn't sure about was what goes in "person"
I was doing other research though xD
Appreciated

#

I will consider if it should be a new page
or just a collapsed table

glacial topaz
#

hmm, still, what about the numbers used ?

dawn moat
#

numbers used?

silent sierra
#

Granted the multiplier being additive with Contagion Transmitter is mostly from technicality. It's actually not working with Contagion Transmitter at all and is in fact hitting both the blister and the poisoned enemy to deal 1.3x damage to the creature via a direct hit and 1.5x damage from the boil, thus combining to 2.8x damage.
I actually should update that bit on contagion since its pretty poorly worded and may cause confusion though, you are correct there.

glacial topaz
gaunt cipher
#

By the way, I've been seeing people say that they've had the lost supply pods on salvage sometimes either 1). explode, or 2). give the full 4 resups.
Can anyone corroborate this?

dawn moat
glacial topaz
glacial topaz
gaunt cipher
#

Damage. Two people on a forum I go on recently claimed broken supply pods exploded when repaired, and I found a message on discord from someone months ago mentioning the same thing: #suggestions message

#

I've never seen it happen(or seen a recording) in over 1,200 hours of gameplay so I'm pretty sure it's bullshit, I'm just confused where it's come from

austere fossil
#

As someone who goes out of their way to repair them, I have never seen either so unless it's a S2 change I assume those are "misinterpreted circumstances".

gaunt cipher
#

Depositing aquarqs all over again

glacial topaz
#

trying to find any indication of some "exploding chance" or so

floral drift
# gaunt cipher By the way, I've been seeing people say that they've had the lost supply pods on...

i cannot corroborate. in my hundreds of Salvage missions, i've only ever seen the following behavior upon completion of repair:

  1. 2 pods open across from each other, and then it does the dance where it spits the resup things in and out, and finally they all close and it blinks red
  2. 1 pod opens, any of the four positions. no dependency on terrain being cleared out.
  3. 2 pods open at a right angle to each other, and both are available to give ammo/health.

i've been told the odds of those things are 25%, 50%, and 25% respectively. like THB just said, unless S02 changed their behavior then it's a myth.

tranquil hazel
glacial topaz
#

afsaggghhh
Wiki Pain

floral drift
austere fossil
#

Wanna @ the exploding pod person? They last messaged less than an hour ago

gaunt cipher
#

Not really, no. The thing is, if it could happen the chances of no one ever uploading video of it happening would be incredibly low

silent sierra
#

Plus I'm pretty sure we can spawn those things in using the spawn menu mod. It'll be super easy to replicate with that and the Time Controller mod if it can happen.

#

Okay I opened 105 broken pods to see what would happen. Never got a full resupply or an explosive one.

gaunt cipher
#

yeah that tracks

#

deep rock players notice exploders challenge(rating: impossible)

gaunt cipher
#

this is the last thing I'll mention on this now, but now someone is telling me that if you act quickly you can press E on the resupplies while they're doing the "go in and out" thing and get them. which I'm like 99% sure is someone not realizing it actually just did one of the regular animations that gives you 1-2 resupplies, and now it's time for me to go eat and stop thinking about it

cerulean berry
#

pretty sure you can interact with them yeah

gaunt cipher
#

you can interact with them, but you don't have time to actually get them afaik

cerulean berry
#

probably not

#

oh I now I see the "and get them" part of your original message 🤦

versed halo
#

Aside from that..
Do you guys think Colette Wave Cooker's damage hitbox shaped like a cylinder? or a cone?
I was just trying to make a direct damage build to use it with cryo(which is kinda iffy), and just had that question in my mind.

#

Was rummaging through this wiki tab, but not sure about it

floral drift
#

my current hypothesis is that Wave Cooker is a cylinder of "parallel spaghetti noodles". each "noodle" can extend up to 100m as a hitscan raytrace, but will stop early if it hits terrain, debris, or an enemy.

if Diffusion Ray is enabled, then each "noodle" gains +3 penetrations.

enemies can be hit by any number of "noodles" but only take damage once, because they're all calculated as part of the same hitscan damagecomponent.

theoretically, each "noodle" could damage a different enemy if they were of sufficiently small size and densely packed.

#

P.S.: i think the Shot Width stat is the cm radius of the cylinder. so, 80 -> 0.8m radius -> 1.6m diameter

versed halo
floral drift
#

i've got most of the info about T5.C; T3.B is still beyond my ken, sorry

#

my current understanding of WaveCooker T5.C:

every time that a shot from WaveCooker damages a Burning enemy, it has a 25% chance to proc T5.C. if that happens, it will set the enemy's temperature to 0, trigger Temperature Shock for 200 Disintegrate-element damage, and deal 50 Heat to enemies within 2m of the target (but it doesn't affect the target itself).

same effect vs Frozen enemies, but it does 50 Cold to nearby enemies instead of Heat.

there's a value called "MinHeatDamage" = 25, but i haven't seen anything that uses that yet.

versed halo
#

It was also a chance?! I mean, it has good fire rate to compensate it but.. all of Tier 5 was based on luck all along. wow.

floral drift
#

10%, 50%, and 25% 😎

fair saddle
#

Driller Collete cooker, T5 "contagion transmitter".
enemies in the Puddle that don't have direct sludge on em, does still count as enemies with Corrosive debuff ?

does the cooker T5 contagion apply to enemies in puddle without the direct corrosive one em ??

cause i notice Direct corrosive have certain logo above enemies HP, while the one on the puddle only did not.

tranquil hazel
#

he's asking if the goo puddle, direct dot, or both, trigger T5a on the cooker

austere fossil
#

afaik, only puddles which is presumably a bug

fair saddle
austere fossil
#

I'm pretty sure I read somewhere it only worked on puddles but now I can't find where

radiant edge
#

Where any target within the crosshair is tagged

idle tangle
#

I haven't figured out if it is relevant/practical or not, but you can pick axe cancel Coilguns charged shots. For the DR mod specifically, this means you can run around with 50% DR almost perpetually if you can be bothered.

#

Or at minimum, if you are quick, reduce a big attack by 50% without wasting ammo.

radiant edge
#

Not to mention unreal has shape tracers for wider raycasting purposes

hard parcel
#

omg tracer 👁️👁️ like from overwatch

floral drift
radiant edge
#

Yea, it's right here

idle tangle
floral drift
# idle tangle Mind elaborating? O_o, so what was it before when it was listed as 30%?

Equipment Terminal said 33%, it was x0.7. Now Equipment Terminal says 50%, it's still x0.7.

in the gamefiles, it shows that it applies a Status Effect to you while you're charging the shot. that STE has the x0.7 DamageResistance multiplier, and it's not affected by changes to the upgrade file which says "33%" or "50%" on the EqTerminal. the damage reduction STE has been x0.7 since U36 went live, AFAIK

idle tangle
#

That has to be a bug though at least right?

#

Even if it's a long standing one

#

They deliberately buffed it and mentioned it in the patch notes.

#

But didn't?

floral drift
#

my purpose in this channel is to relay my best understanding of how the game works, rather than what the game tells the player. i don't know if the change to display 50% was a bug, or if the STE not being changed was a bug, or if they deliberately want it to be misrepresentative.

idle tangle
#

The display change was intentional, because it was in the last hotfix:

#
  • Damage Resistance at Full RoF Mod (Autocannon) and Defense Enhancement Mod (Coil Gun) damage resistance bonus has been significantly increased.
#

I guess I am popping into a game and testing now.

floral drift
# idle tangle I guess I am popping into a game and testing now.

this is what i typed in Milligin's discord server the night I tested this bug.

"gamefile for STE still has DamageResistance 0.7, which is what prompted me to do the test.

if you want to recreate the results, i did this test:

  1. Launch Haz3 Solo as Gunner with Armor Rig T2.A (+5 shield, 30 total)
  2. Spawn 1 Exploder
  3. Let it detonate on you. 60 Explosive-element Damage -> 30 -> breaks shield perfectly, does no hp damage
  4. Quit back to Space Rig, equip T4.A on CoilGun, relaunch Haz3 Solo
  5. Spawn another Exploder, start charging CoilGun before it explodes.
  6. Observe that you have 1/3 shield, not 1/2. QED 30% dmg reduction, not 50%

i've been having a bunch of problems with mods tonight, so i had to figure out a way to test it w/o the Health/Shield Numbers mod..."

idle tangle
#

wouldn't that be skewed by gunners explosion resist? just asking.

#

or nm

floral drift
#

it quite explicitly relies on it

idle tangle
#

I just redid your test

#

it def does 50%

#

If you don't take the Gunners Armor mod (which grants 50% explosive resist)

#

and ONLY take the coil DR mod

#

it will block exactly 30 damage like your test above

#

It's just the two together work multiplicatively.

#

Unless I am misunderstanding you (very possible)

floral drift
#

with Gunner's 50% explosive resistance, it should do 30 damage

#

with explosive resistance + coil gun it should to either 15 damage or 21 damage.

#

the test i did, the shield (30 max) remaining was definitively less than half. therefore, it did 21 damage. therefore, x0.7 resistance.

#

if it does an additional 50% dmg resistance, as EqTerminal claims, then it should have left exactly half of the 30max shield (15)

idle tangle
#

Ok, but that seems to be an issue with the interaction between the two mods. But what I tested was the DR mod on the Coil alone

#

and it blocks 50%

#

so I dunno.

#

I have 41 HP right now, and so long as I am charging the Coil, I take no health damage either.

floral drift
#

on Solo Haz3 vs an Exploder?

idle tangle
#

yes

#

I'll make a recording

#

gimme 2 secs ( a bit more than that)

radiant edge
#

I'll bet the STE file is antique code they just forgot to take out

#

Cuz the UPG file says 0.5

#

They probably didn't want it to be a self inflicted status effect so they made it internal

idle tangle
#

Well saying that, I am of course not able to replicate it.

#

So Meat may be right

#

but I am 100% certain I had 3 exploders in a row and I blocked 30 damage exact.

thick pelican
#

Health/Shield Numbers mod is working on my end. Did you test with that for a more accurate result?

idle tangle
#

I did

#

Nah Meat must be right, or something is wonky.

#

It just did 42 damage

#

Which is 0.7 of 60

floral drift
radiant edge
#

Wouldn't be the first DRG feature xD

idle tangle
#

I used Health/Shield numbers as well, so I think my test was accurate, and I am certain I experienced both. I will do more trials though.

#

ah, I think I found my variation. I am guessing exploders have fall off damage?

floral drift
#

they do indeed

idle tangle
#

then I must have been stepping back instinctively.

#

cause I confirm 21 damage

#

but I stepped back a tiny bit on one test and it did 20

floral drift
#

it's hard to turn off the self-preservation instinct, isn't it? even in video games 😆

idle tangle
#

Placebo is soooo strong. I've been rockin the new DR mod for a bunch of games and honestly felt like I was a hulk.

#

Anyway, did you submit a ticket Meat, or should I?

floral drift
#

i have not yet submitted a Jira bug report about it. you are welcome to do so. i'm sending it along with the rest of my feedback/bug reports that i'm going to send to Dagadegatto soon.

acoustic scarab
#

I just realized that with 4 new guns, the cosmetic tree has to be bigger. With 3 primaries and 3 secondaries, the season tree has to have 24 nodes just for weapon flameworks, so to fit stuff that isn't those (like beards and resources) the total amount of scrip has to go up

#

And that's already after they tried to save space by merging some paintjob unlocks (those used to be class-based in S1, so 4 unlocks, but they're just 1 global now).

silent sierra
acoustic scarab
acoustic scarab
#

Can someone post the wardrobe names of the Robot Rebellion armors and helmets?

rancid blade
#

they're all called Robot Rebellion

acoustic scarab
#

What? Full face and half face are called the same?
sigh
Alright. Thank you

rancid blade
#

does anyone know where i can find mineral spawn rates per biome and/or mission

glacial topaz
#

we didn't add on wiki that yet
mostly because we haven't figured out how to translate the values to what you find in game
usually the easier ones is jadiz and enor pearl stuff
but mined stuff is a bit more complicated and I don't think anyone did tests on it yet

rancid blade
#

hmm is there a doc i can read on what there is so far

#

i'm just trying to figure out if certain mission types or biomes spawn more of one mineral than others

acoustic scarab
#

Well, biomes certainly affect what minerals spawn, but we don't have anything more precise than "abundant" or "scarce"

rancid blade
#

hmm damn do you know how much mineral mania increases mineral spawn rate

glacial topaz
#

well, do make a spreadsheet with the values you can mine
I will post to you the values I can find
but give me a single biome, or a few,
gonna take time to find and type it all for you , zzz

rancid blade
#

wait do you already have a bunch of numbers

#

i'm just sus about dense biozone and its "abundant" bismor

#

i've done some length 3 salvage and escorts, and only found about 50-60 per mission

#

while radiative exclusion zone with the same mission safely gives like 100 umanite (no crate, pack, hoarder)

short cloud
rancid blade
#

oh that's with mineral mania too, and yea i've noticed escorts aren't too good

#

i've good experiences in salvage and egg hunts but i've no internal numbers to back these up

glacial topaz
#

Mind the values might and much probably are, not a 1 to 1 relation to what you mine in game, so
Dense Biozone:
Bismor = 15-25 range
Umanite = 5-15 range

rancid blade
#

wait where did u get those numbers

glacial topaz
#

Landscape/Biomes/Biomes_Ingame/LushDownpour/BIOME_LushDownpour

#

I know some biomes have a fixed spawn number, like, fungus bogs is 1 for jadiz
so since it isn't a range seems easier to check if you can find 2

#

also, if you want to know, for example
Bismor is 9 units per carver, while Umanite is 6 units

glacial topaz
#

oh lol, I have listed all values already

#

if it didn't change , ofc, was in december 2021

tranquil hazel
#

I feel like I've definitely gotten more than 1 Jadiz in fungus bogs maps before

glacial topaz
#

so only maps with no random variation at base would be
Radioactive with 1 Enor Pearl
and Fungus with 1 Jadiz

tranquil hazel
#

I've 100% gotten more than one pearl on REZ maps

weary sonnet
#

Other than the values Omega talked about, there is probably at least one other multiplier that apply, the most probable being MissionScale, but this is to be confirmed.
That one can be found in Content>GameElements>Missions

glacial topaz
#

since mission scale is fixed
wonder if you will Always get 2 jadiz or 2 Enor on the appropriate mission types

weary sonnet
#

Hum, I may be able to check that.

weary sonnet
#

In a short and simple egg hunt mission (difficulty 1, length 1) there is 2 enor pearls in saltz pits.
MissionScale = 100% (ie default value)
File in use: FSD\Content\GameElements\Missions\DNA_FracturedSimple

#

In a long and complex salvage mession, there is 5 enor pearl on the first try, I will reload it to see how it changes.
file in use: DNA_SalvageFractured_Complex
MissionScale = 180%

#

2 Enors on PE with a 70% MissionScale multiplier, it seems to be the right number at least.

#

Trying to see how the rounding works or if there is any use of float numbers for the intermediary numbers of enor before spawning them.

glacial topaz
#

well, but there is variation on enor for salt pits though
that being 2-3 enors

weary sonnet
#

Ok, from what I found so far it seems the Enor Pearl number is used as a float between the two possible value, then multiplied by the MissionScale and rounded.

glacial topaz
#

rounded down, up, or to closest integer ?

weary sonnet
#

Closest integer.

#

Not 100% sure, but this is what it looks like based on the ~20 runs I did (and I couldn’t miss pearls, I checked how much there was with UUU).

#

Too bad I don’t know how to do that for other resources.

glacial topaz
#

would modding it to be a fixed 10 at base help more ?
also 2-3 x 1.8 would be 3.6 to 5.4

weary sonnet
#

I checked it on an elimination mission on ×1.2

#

I only got a couples of times the 2 pearls, the rest were 3 pearls.
Didn’t manage to get 4 pearls though, but it should have been possible.

wicked cave
weary sonnet
#

sending you the info in private

wicked cave
#

ty

glacial topaz
#

2.9 x 1.2 is 3.48 though
to make it 4 if it rounds up you need more, so that is less than 10% chance
considering the 2-3 range

tranquil hazel
glacial topaz
#

well... 2.1 x 1.2 is already 2.52, getting only 2 should be equally as hard then

weary sonnet
#

I got 2 three times.

#

Mission scale is a parameter that every mission has depending on its lenght and complexity, so far we don’t know what it affects other than the mineral spawned.

tranquil hazel
#

right, but what determines it?

#

the 180% apparently is a meaningful number, so what makes it 180 when the base is 100?

#

where does that 80 come from?

weary sonnet
#

It is a hardcodded number that is set for each mission type in the Content>GameElements>Missions folder.

tranquil hazel
#

ok so it's not actually determined by any particular thing, it's just a value that's given to each type of mission?

#

and that therefore determines the number of minerals?

bold plover
austere fossil
#

Is it just one value for the mission type or are there also values for each length and/or complexity of that mission type?

tranquil hazel
#

I think that's what they meant

#

but it's not determined by the hazard modifiers, it's just a flat number that's arbitrarily decided

glacial topaz
#

it is different for each type

#

otherwise you would get the same rewards for 4 egg and 8 egg hunts xD

tranquil hazel
#

so for example a complexity 3, length 2 mission of one type might not have the same "mission scaling" as a complexity 3, length 2 mission of a different type, they just have a set mission scale value based on the mission variant

#

and eggs have 3 variants, and each one has a set mission scale

austere fossil
#

I was asking if length/complexity was added in a separate step or if it was defined as e.g.
salvage 2/2: 160%
salvage 3/3: 180%

or if it was
salvage: 120%
+10% per length
+10% per complexity

tranquil hazel
#

that's what I'm getting from this at least

glacial topaz
#

nah, is for each

weary sonnet
tranquil hazel
#

length/complexity don't actually mean anything, they just tell the player that mission variant will give X more % of xp/minerals

bold plover
weary sonnet
#

That one is empty for me for some reason.
I mean for gold, nitra and any crafting materials.

#

And yes there was bismor in sight, just a few meters in front of me, same for nitra and gold.

glacial topaz
#

I mean
mined vs collected,isn't it

bold plover
#

If you just want gems and stuff you can do
getall CarriableItem

glacial topaz
#

I mean, there is the intended spawn values
but I guess actually knowing how much there is, is a whole other problem

bold plover
#

Yeah, I don't recall what actually keeps track of that outside of the dev menu.

#

I think I might know.

#

Well, there is this. Going to keep looking.

#

Haven't found anything for the actual map gen quantity though.

glacial topaz
#

would need a mod that mines everything in a map , and the count the dropped quantity ?
if you can count chunk values and all

weary sonnet
#

Hum trying to mine too much of the map at once tend to crash the game, talking from experience.

#

Missed a decimal while editing the carve radius of a C4 mod at some point and tried to carved in a 500m radius.

glacial topaz
#

X-X I thought it could only do that to specific minerals, like mine only bismor, for example

weary sonnet
#

Hum way above my level of modding.

bold plover
#

Carve noise also heavily impacts performance and how fast it carves. Carve noise at 100+ causes a lot of problems.

weary sonnet
#

Would having more RAM/VRAM help?

bold plover
#

Ideally in any carve scenario you do it in stages instead of all at once. But it also comes down to how many instances of carve are happening per carver.

#

You can mine a huge part of the map in one go with no problem if there are no resources and stuff. Game kind of shits itself when it has to generate a lot of chunks simultaneously while all the terrain detection components and pathfinder waypoints are updating.

glacial topaz
#

maybe making map translucid (80% transparency), and the mineral emit light would help to find all of it in a map ?
would still need manual collecting, but them you won't miss any

#

like those Minecraft texture mods, that makes dirt and stone invisible so you can only see ores

bold plover
#

I mean, I probably could not care less about it for making a mod to figure it out. The data has to be stored somewhere but my cursory glance over it did not yield anything so I'm moving on. If I notice it during my actual workload then I'll give it a try.

glacial topaz
#

Yea, just kinda doubting there is anything for it in game
so only way might be some creativity

bold plover
#

Well, I just posted a link to a way to get the data for it but I forgot the specifics.

wicked cave
#

looks like the source was debug logs (or other "under the hood" logs) from terrain generation

#

outputs from FSDLog_Procedural / FSDLog_Terrain

bold plover
#

Yes, which is only available on dev builds afaik.

wicked cave
#

sadge

weary sonnet
#

Checked on live build I didn’t manage to access it.

glacial topaz
#

Oy Evan, join damage values and damage types together, as it makes it shorter
for mult type things, "Damage: 20 (50% Explosive / 50% Fire)" works

silent sierra
#

Oh sure thing!

glacial topaz
#

Awesome rocknstone
I think the mole one could be "Damage: 50 Kinetic (per penetration)" ?

floral drift
#

150

glacial topaz
#

:| I am talking about format

glacial topaz
#

The assigment page is missing the new S2 one, isn't it ?
and oh wow, I ended up opening page without a login, and what is up with ads the size of the page .-.

scenic jewel
#

Hey I noticed on the drak-25s page under Shield Battery Booster it mentions the shield trick but I thought this was unintentionally patched out by the devs and was never re added? Was this readded when I wasnt looking or just never updated on the article?

silent sierra
#

Was that trick ever intended in the first place or was its removal a bugfix?

short cloud
tribal cradle
#

Can the It's My Party Achievement be obtained through hosting an empty public lobby/friend (private) only lobby or do you have to actually have 1 or more people in the lobby to have it count towards it?

rancid blade
#

idk how useful this is, but i made a mod that removed coil gun overheating, so i overcharged it for 32 seconds and did 574.8 dmg to haz 4 solo praetorian

#

looks like there is no limit to how much u can overcharge it and idk what that 96 means either

tranquil hazel
#

that's pretty funny

glacial topaz
radiant edge
#

Seems like an odd way to implement that value

tranquil hazel
#

have you ever heard of this game called deep rock galactic?

bold plover
#

do shield / energy barriers from rival tech reflect projectiles? or do they just collide?

floral drift
bold plover
#

sad

idle tangle
#

Huh, I just did the math, and for Cryo specifically only, temp shock as a horde clearing tool on the Cooker is mostly a placebo I think.

#

Basic math: 7 x 3 x 5 = 105 damage, which will kill every Grunt in front of you for 5 ammo (assuming 3 min damage from getting frozen).

#

A Slasher would take 8.

#

For temp shock to almost guarantee (95%+ chance) killing every immediate Grunt in front of you, you need on average 10 ammo or 5 on average over time.

#

But taking temp shock means not taking Boiler Ray.

#

And Boiler Ray brings the average down vs Slashers within grouped Grunts significantly.

polar lintel
#

help how do i join the union

short cloud
acoustic scarab
#

Lost Pack generated 52 bismor and 3 jadiz . Is this something that's supposed to happen? I always assumed the chunks generate in equal amounts

glacial topaz
#

hmm, not much luck, though I think I found the gold one ?
that being: Chunk Amount = 20-25 and Chunk Value = 3-5
but not sure about the other minerals...

#

also, huh, is it even used ? seems there is different weights for rewards for lost equip and cargo crate ?
like, lost pack: 2/3 pickaxe part, 1/3 vanity, and for cargo crate: 5 / 7 Skin, 2/7 victory pose

bold plover
#

Yes it is used, same goes for OCs but for OCs they are all equal weighting last I checked.

silent sierra
#

Does anyone know the difference between Stagger Chance and Stun Chance with regards to the game files? All I can seem to tell from testing is that Stagger is a stun that instantly clears itself.

floral drift
#

🤔 my understanding is that "Stagger" was the original term they used, and it was renamed to "Stun" on the front end.

#

what things do you see that are labeled Stagger, Evan?

silent sierra
#

The Chemical Explosion bolt has a listed Stagger Chance of 1.0, but no duration that I can find. In game it just seems like a stun that clears itself super fast.

#

It even has the stun icon

floral drift
#

remember, when no duration/chance is specified that means it uses the default values

silent sierra
#

Ah okay

floral drift
#

default damageRadius: 1m
default falloff: 0.25
etc etc

silent sierra
#

Is the default duration 1 second then?

floral drift
#

it might be. i haven't tested it or looked it up

#

getall damagecomponent stunchance ?

just a blind guess at where it might be found

weary sonnet
#

In the files stagger and stun should be the same thing afaik, at least I am not aware of an effect with a similar name but a different effect.

#

Stagger is used for creatures resistance, not sure what stun is used for, maybe on the weapon side.

#

Checked a bit more:
StaggerChance, StaggerDuration, StaggerOnWeakpointOnly are property linked to damage upgrades
Staggered is a target state
Stagger is the name of the status
Stun count as a damage type
In practice most if not all files should use stagger

silent sierra
#

Awesome! Thanks guys.

weary sonnet
#

Oh and the in game name is stun, but that one was clear I think.

glacial topaz
#

Question, how is the mineral trade news thing called exactly in game? is there a correct name used ?

#

"news feed ticker" on patch notes it seems

cerulean berry
#

News_Monitor/NewsTicker/TradeMenuTicker are several names I see for it

tranquil hazel
#

does anyone happen to know how much health nemesis has?

#

and how its WPs work?

glacial topaz
#

seems to be 3500, Large Enemy ?

#

you mean WP damage bonus ?

weary sonnet
#

It should be a ×2 multiplier

floral drift
#

^ all 5 of the defined weakpoints that i found for Nemesis (4 breakable, 1 hidden underneath the heavy armor) had 2x

tranquil hazel
#

that was my next question, how many weakpoints

#

do they all have the same amount of health?

floral drift
#

as far as i can see, the 4 breakable weakpoints all have 250 hp and the 16 heavy armor plates all have 200 hp

tranquil hazel
#

is the weakpoint covered by armor on the top?

floral drift
#

underneath all the heavy armor plates lies the aforementioned unbreakable 2x hitpoint, both top and bottom

tranquil hazel
#

oooo

#

does it have any resistances, or weaknesses other than instadeath at ignite?

silent sierra
#

Looking at the files it takes neutral damage from everything with the exception of Poison which it's immune to.

#

That said it's pretty much helpless when electrified with how much it gets slowed down.

#

Does it have any form of slow resistance? It seems like two tesla bolts is enough to stop it from moving completely.

idle tangle
#

Has anyone tested if Atomizer applies the status effect generated by the coil shot itself? I'd go test, cause I am curious, so if no one knows, this is my reminder when I get home.

bold plover
#

I think it does but only after the 2nd shot.

#

Since I assume that the enemy has to be already affected by the status on the initial hitscan shot.

idle tangle
# bold plover I think it does but only after the 2nd shot.

I was hoping for the 1st shot, just to find some redeeming quality of the OC. E.g. if it turned a initial coin toss of 50% into a 100% stun for everything behind it. If it only works on the 2nd shot, the stun might not even last long enough.

bold plover
#

I am not sure, just a guess.

tranquil hazel
#

Was the Haunted Caves mutator originally inteended to have multiple types of ghost?

weary sonnet
#

Originally no, but they consider it as a possibility for the future iirc.

tranquil hazel
#

It came up to my mind after seing the mutator image on terminal

rancid cloak
#

Hey, I'd like to translate the "Common Misconceptions" page to French. How do I go about that?

rancid cloak
#

Oh apparently I can just... create the page. Nevermind.

glacial topaz
#

Hmm, better to wait for the people that work with translations

#

Chances are your page will just be deleted iirc and moved, so better do it right first

#

Maybe I should put translation instructions on guidelines X-X

rancid cloak
#

I work with translations.

short cloud
rancid cloak
#

Oh by the way the icon for the Mactera Plague warning is outdated.
I uh, don't know if anyone can do something about it.

glacial topaz
#

If we have an icon in there it means it was possible in the first place lol

rancid cloak
#

What I actually meant is "I don't know how to retrieve the new icon nor how to update it in the wiki, please someone do it"

radiant edge
#

Looks like they fixed the coilgun DR bug

covert sinew
#

''If you don’t have enough fuel available in the chamber, it’ll use all the fuel available and the damage for both components of the projectile will scale down linearly with the amount of fuel that was used.''

This is stated on the Wiki right now regarding the Ice Spear Overclock for Cryo Cannon.
Which seems to be wrong, since I'm now sitting in a mission trying to fire my Ice Spear at 21 ammo, and I can't fire it.
Just something I noticed

#

I've saved a clip i can trim down for 'evidence' and proof

glacial topaz
#

so you saying there is a minimum that can be used ? would be intertesting to see what that value is

covert sinew
#

I'm going to assume the minimum is 50.
I think I tried to use it on 41 ammo, but not 100% sure.

glacial topaz
#

that would mean it changed sneakly or something

covert sinew
#

Looking at the video, I tried once at 34 ammo, then another time at 21 ammo

#

Here's the clip.
Got no proof im pushing the actual button
But I am trying to use it
drillchamp

#

Someone else can test it out and confirm with me

idle tangle
#

I can unfortunately confirm that DR for the Coilgun has been fixed, but for the Thunderhead, it is still 30%.

covert sinew
#

Amazing

idle tangle
#

to be fair, the notes don't mention the thunderhead

covert sinew
#

Yeah but you'd figure if they're gonna fix 1 bug, they'd fix the same exact bug in another gun

glacial topaz
#

Is it any true that volatile guts prevents Bulk Final Blow ?

glacial topaz
#

Disappointing, smh

limpid crown
floral drift
glacial topaz
#

interesting, that the challenge doesn't update if you had it already, I think

weary sonnet
#

Mine was updated, but I was at 0/3.

wicked cave
tranquil hazel
#

so something interesting is happening with trifork's ammo

#

the info box in the equipment terminal still says 33 ammo

#

but when you start with it in game you have 36

#

and you can resupply up to 39

#

at one point I resupplied from 9 > 29 bolts

#

base bolts and special bolts seem to be giving you the amount listed in the equipment terminal so far

glacial topaz
#

does it consider the loaded ones ?

tranquil hazel
#

in the experimental all of the bolts assumed there was 1 more ammo in the "barrel" when you looked at the total ammo

#

but they changed that when it hit live

limpid crown
#

Also had some weird instances with my crossbow now that i think about it, was running around with trifork and tazers, with the default 10 tazers, and i can swear i was getting more than 5 tazers per resupply on some occasions, will need to check again

tranquil hazel
#

I've been noticing something odd with younglings since the experimental

#

base bolts don't always oneshot them, though they should

#

even without +damage they should always oneshot them

#

about 1/3 of the time they take half damage, as if they're ignoring all of either the AOE or direct damage component

#

but the rest of the time they're always oneshot by them

floral drift
#

base crossbow bolts have 0% AB, so the Direct Damage will always be reduced by the Youngling's 50% Light Armor

tranquil hazel
#

right, but the radial damage shouldn't be resisted at all, right?

#

105/2 + 60 is 112.5, so even without +damage they should be oneshot 100% of the time

floral drift
#

you are correct; the Area damage is Radial-type and Piercing-element, and the Youngling resists neither of those in either state.

have you accounted for the Large Scaling?

tranquil hazel
#

bodkins with +damage should do 102.5 damage through armor as well, so they should always oneshot them to, but I've noticed the same problem

floral drift
#

Younglings are the size of Grunts but scale like Praetorians

#

Haz5/4p -> 150 eHP

tranquil hazel
#

ah, I didn't notice they had 150 with 4p, but still, I've actually noticed this almost entirely when solo and using +damage

floral drift
#

which haz level?

tranquil hazel
#

which should be doing 140 damage to them after halving the direct, but still, sometimes they simply take half the total damage

#

H5 1p, so they have 120 health

#

I did one earlier today 4 eggs, H5 1p in salt pits, and shot like 4 in a row, and one of them just took half damage

#

the others all died

floral drift
#

i'll go try to recreate this experiment. i have a hunch what it might be...

tranquil hazel
#

what do you think it is?

floral drift
#

the RadialDamageComponent has an AoE radius of 0.2m. i wonder if the rolling Youngling and its Light Armor hitboxes have some magical point thats >0.2m away from the damage-able healthcomponent

tranquil hazel
#

interesting

#

so sometimes if you hit them wrong they only take the half direct

#

that's a reasonable hypothesis

floral drift
#

to quote Sherlock Holmes: "It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts."

i gotsta collect data before i can say if that's really what's happening

tranquil hazel
#

that's ironic because it's exactly what holmes did

floral drift
#

our current understanding is that Light Armor and Heavy Armor just hand off the RadialDamage to the parent HealthComponent and it gets evaluated as if it impacted the flesh directly; distance=0. before Crossbow the smallest AoE Radius was Hyper Propellant at 0.5m IIRC.

#

so, if the 0.2m hitbox is too small to damage Younglings in certain areas, that might cause some revelations in game mechanic understanding

tranquil hazel
#

mmm

#

I'm happy to have helped potentially upend everything

floral drift
#

on the 14th shot, it only did 62.5 damage on Solo Haz5. multiply by 1.2 for Large Scaling -> 75. seems to indicate the Area Damage worked properly but Direct did no damage.

attempting to replicate

tranquil hazel
#

oh while we're here, chem bolts do seem to be doing 140 damage now, as intended

#

though I haven't done any real testing

idle tangle
#

Just jumping into this convo

#

Would the above account for why I couldn't one shot acid Spitters?

#

As client?

tranquil hazel
#

hm

floral drift
#

it's easy to do while it stands still and does the animation to spit at you, but to do it while rolling is mainly due to luck. i found it easiest to do when one was charging straight at me along flat ground, and aimed to one side of it to clip the point where the legs stick out, like the axle on a wheel

tranquil hazel
#

so why is it happening?

floral drift
floral drift
# tranquil hazel so why is it happening?

truth be told, i don't know. best guess: the leg is part of the armor hitbox but not part of the healthcomponent? @weary sonnet is generally more knowledgeable about DRG creatures than myself.

tranquil hazel
#

mmm

floral drift
#

update: i was able to recreate this bug on adult Shellback.

...which led to other bug finding...

some bodyshots do Direct + Area

some bodyshots only do Area

tranquil hazel
#

I figured it probably happened on them too, but it's harder to tell

floral drift
#

crossbow base projectile vs Q'ronar Shellback mouth weakpoint is producing extremely inconsistent numbers

glacial topaz
#

do we have a list of things that need to be updated on wiki after hotfix3 ?

floral drift
#

not to my knowledge. i've been referencing Cthepo's post on the subreddit to track things i need to investigate, test, and eventually update on karl.gg

idle tangle
#

Has anyone else noticed that T3B on the Cooker (Temp Amp) doesn't raise temperature at all? It only maintains once a bug is ignited. I haven't tested Cryo yet.

#

You can't partially light a bug on fire for example then raise it with temp amp.

#

Maybe it delays temperature at best, but it definitely does not raise

#

I tested with cold and same thing, partially freeze a guard, use Cooker on it, and temp decreases.

silent sierra
#

That's been known for a bit actually. What that mod does is provide an AoE of Heat or Cold around a bug when it's struck by the Wave Cooker while it is On Fire or Frozen. What's not yet known is how big the AoE is or how much Heat or Cold damage it does.

#

At least I don't think anyone's tested that yet. I've been meaning to get to it but have been pretty distracted with other stuff.

radiant edge
#

Is there a damage cap for Feedback Loop OC?

idle tangle
weary sonnet
versed halo
#

uh... guys? New re-atomizer coilgun acts very weird on burning / frozen. It seems to infinitely burn / freeze affected bugs. This bug is not consistent. sorry.

versed halo
#

Do you guys know how re-atomizer really work on other status effects? There seems to be some that works and some that doesn't. Maybe it depends on status effects being timed or not?

indigo kindle
floral drift
silent sierra
weary sonnet
silent sierra
#

I can't find anything about the radius within the files, but from testing it looks like it should be a 2.5 meters radius with 1.5 meter max damage radius and 25% minimum damage.

#

I don't know for sure though.

idle tangle
#

Max damage meaning heat / cold?

idle tangle
silent sierra
#

Yes, the AoE deals Heat or Cold damage, and it does have damage falloff.

#

So max damage is 7 Heat or Cold

idle tangle
#

Interesting. I can't figure out if the mod was designed to work with temp shock (exo) or directly conflict now.

silent sierra
#

I don't see how they could conflict with each other. Exothermic Reactor has a % chance of causing temperature shock, so it's not inhibited in any way by extra Heat or Cold. Temperature Amplifier would only serve to ignite or freeze nearby enemies to help keep the shock chain going if anything.

glacial topaz
#

is this any true ?
pretty sure that is just some bad wording that happened

#

Not being part of any != can't be used
also, afaik, it still can't be rolled on those "random" ones

#

"[[Season 02: Rival Escalation]] was the first time Industrial Sabotage was part of an assigment."

glass star
#

Am I missing something?

idle tangle
# silent sierra I don't see how they could conflict with each other. Exothermic Reactor has a % ...

It's the randombility of temp shock that conflicts a little. When it procs early, you get a dead bug that isn't spreading heat, somewhat compensated for the mist (which feels like it has a smaller AOE then temp amp, though I might be wrong). It also doesn't proc late enough ever that keeping the bug ignited or frozen matters so much either. It's a small thing that I wish worked better, because all my practical tests are in a weird limbo of mob density. Dense mobs? It feels like it works amazing, but ambient heat on many bodies is doing a lot of the work. Less density? I can't reliably chain heat across mobs, because temp shock is random when it procs and one early trigger can undo a lot of work.

glacial topaz
onyx spear
#

no picture of s2 weapons framework yet?

glacial topaz
covert sinew
#

Just wanted to point out that someone needs to update the Drak-25 Plasma Carbine page.
The overclocks displayed are still the pre-patch ones.
(Aggressive Venting is Unbalanced, while in-game it's clean
Impact Deflection if Clean, while in-game it's unbalanced)

Also does not have the updated stats too

no idea if this has been notified and is worked on or not
Idk how the wiki works

silent sierra
covert sinew
acoustic scarab
#

The /ru pages have been there forever without any activity. Looks like a project that was started and abandoned a long time ago

#

We talked about them once, can't remember what we decided except not to delete them for now

glacial topaz
#

there is actually work done properly
like, if you check the hoxxes russian page it is done correctly
but the subpage version is like 5% translated

acoustic scarab
#

Ah well, that's better then. I'm glad someone's thinking about it, however seldom

glacial topaz
#

my idea was to move them to the correct pages, and delete those subpages
but if there is already a proper translated page, it can just be removed

acoustic scarab
#

Which is proper? The /ru subpage?

#

I don't know how we handle localized pages

glacial topaz
#

no no, the subpage is Wrong, that is like the way to Not do it

#

example, this is a russian subpage (wrong)

#

and this is the proper translated russian page

#

I will check each and add a delete template on the subpage ones

glacial topaz
#

Done

analog rock
glacial topaz
#

then work on having the local wiki version
that seems more important to do First than making pages that will need to be moved later on

analog rock
#

He was not aware of it's existence, I just notified him of it, and he'll be moving that page, and doing future work on the fr wiki.
He saw the /ru pages, and though that was the way.

glacial topaz
#

💀 that is why I said to check with the people on it before starting it, but I was too busy at the moment and didn't remember to give your name
who are the people to contact for translations on different wikis ?
so I can update pins with their tags and avoid stress and all

analog rock
#

I think mostly me, since I don't know who started the Russian wiki (should be the guardian there, but I don't know where to find that info on the fandom interface).
I don't really have time to work on the wiki, but I can at least help those that are willing to do so, so ping me if needed.

glacial topaz
#

well, if there is a way they can do it without needing someone , that would help too
like, step by step how they can do it for an existing wiki

glacial topaz
#

isn't left version more clear ?

austere fossil
#

Definitely revert that, or just remove the (excluding Brood Nexus) entirely.

#

The right side as written there says Huuli and Mactera are immune to Fear.

rough prism
#

hello there, does fear T4 of the flamethrower only work on impact on the bugs or does it work similarly to heat radiance that affects enemies around you but in per heat spent manner ?

glacial topaz
#

"for every second that it is in your flame." shouldn't be around you, since that isn't your flame
also, wiki doesn't mention any radius, and I never heard anyone mention anything other than direct damage proc, also per fuel spent btw

signal plaza
#

Can abandoned resupply pods spawn on any other mission type other than salvage?

acoustic scarab
#

No

signal plaza
#

Right, cheers

unreal iron
#

With the new PE changes in the last big patch does the countdown timer for bigger waves pause when your doing other events? I would assume not as it wasn’t in the patch notes, but it would be good to test. Especially with this new deep dive this week.

spiral granite
#

Guys I found something weird

#

It's named ERR://23

#

It was a square thing, looked like one those cube puzzles

#

But black and white

weary sonnet
spiral granite
#

Ooooh

#

Niceee

#

Thaaanks

#

Oh I need 5 for the achievements? Damn

floral drift
glacial topaz
#

Do people even ask about bittergems ?
compared to Cubes, both have low mission spawn chance, both aren't used on spacerig, both give voice lines when marked, and are heavy objects that can be carried
though then I guess they think it can be used for something ? as in, place cube on some slot, or something to do on spacerig
Wait, did they intentionally made it to get people to ask around ? "let's put something different to get people to access comunnity"

acoustic scarab
#

People ask about error cubes because they show a weird reading when pointed at

#

Bittergems show up as bittergems

glacial topaz
#

well, if you have a scanner, made to detect different materials and creatures, if it detects something not in its database, it will probably say "???" , "unknown" or glitchout, probably
given how much time passed, surprising it can detect Rival Tech but not cube yet though

night spade
#

Have the developers ever talked about what will happen to the game once development stops? I tried looking on the Q&A, but found nothing.

glacial topaz
#

Why would they have to worry about that
I mean, I am not thinking what I will do for my birthday in 2 years
so chances are they don't have much reason to worry about that, if there is even a thing to worry

acoustic scarab
#

They don't really make plans for more than 6 months ahead, so as long as the game keeps paying the bills, I bet they aren't worrying about how to end its life cycle

gaunt cipher
#

Does anyone have a list of all the death effects that prevent explosive chemical bolts from working?

#

(Also they last for 8 seconds, right?)

silent sierra
#

I thought it was just Frozen that caused it to not work. Has it been happening in other ways too?

glacial topaz
#

so I guess there is a table of death types (frozen, event, disintegrate, etc) vs death effects (bulk explosion, gas cloud, etc) to be done ?

glacial topaz
austere fossil
#

Eh, I guess it implies the Dwarves themselves would also not know what all DRG uses Morkite for so I can see worth in keeping a version of it, but it needs work/rewording

glacial topaz
#

if anything that would probably just go in the main article, "Morkite, which its used, is a management secret" or something

gaunt cipher
young veldt
#

many medbay voice lines suggest that the dwarves are fully aware of the mission they lost, so it would be a stretch to call them clones

glacial topaz
#

Just upload memories

acoustic scarab
#

I'm not sure how I feel about personal headcanons listed on the wiki.

#

It's not a discussion board

#

My first thought was hanging a "Speculation" marker over this piece, akin to a "Spoilers" or "Stub" markers, but then that sounds wrong too.

#

By listing someone's interpretation of lore on the wiki, even with the disclaimer, we're inviting other people to list theirs.

#

And like I said, we're not a discussion board

glacial topaz
#

Ha. I am pretty sure that was discussed
and I was like "ok, let Karl be the only page we allow theory on"

#

X-X yea, I suggested a banner back in 2020 but we got sidetracked right after

modern crow
#

so everytime you appear in medbay your dwarves think they lost that very first mission over and over and over again

gaunt cipher
#

Does banshee module apply (up to)3 times to bodkin bolts?

#

or are banshee bolts just so bugged that no one can tell

floral drift
#

as far as i can tell, it only applies to Bodkin on the final resting point, not the intermediary enemies?

gaunt cipher
#

any clue why it consistently fears oppressors?

floral drift
#

none. presumed to be a bug. also works vs Bulk Detonators, last i tested.

idle tangle
#

@silent sierra I believe you were testing this, or discussing it, but in a Haz5 solo game, I cannot get ER on the GK2 with Armor Break to 2 shot a Grunt at 17 or 18 damage.

#

I think the cause is: AB Is broken on GK2

#

when I shoot them in the butt twice, each shot is only doing 15 damage.

#

nm

#

I think Scout you lead me astray

#

haha

thick pelican
#

Wut

#

How so?

idle tangle
#

So I tested a butt shot without AB

#

and it does 12 damage

#

So we get 15 damage with AB, 12 without

#

if we shoot the butt of a grunt.

#

w/ a 18 damage GK2

thick pelican
#

You didn't use a damage mod...

#

OMG

idle tangle
#

I did use a damage mod.

worldly salmon
#

Wtf

#

So it still reduces damage partially even if you take ab?

#

and it just reduces it less?

idle tangle
#

I dunno, I'm not a scientist.

#

ill take a vid

thick pelican
#

With 600% AB and 17-18 damage, you're supposed to ignore light armor

#

Why does it deal 15, that doesn't make any sense

#

Plus it should be 14.4

idle tangle
#

maybe the damage mods don't work? 😄

thick pelican
idle tangle
#

ill test, one sec

austere fossil
#

dmg number mod would be showing 18/1.2=15 on haz4+ if it's ignoring armor

#

since it shows numbers after resistance scaling

worldly salmon
#

Right

thick pelican
#

Isn't it 18×0.8?

austere fossil
#

That's for armor reduction

thick pelican
#

...Yes?

austere fossil
worldly salmon
#

Those work out the same way in any case, no?

#

18x0.8 vs 18/1.2

idle tangle
#

no

thick pelican
#

18×0.8=14.4

#

18÷1.2=15

#

So no

idle tangle
#

So it's not the mods

#

but 15 is correct at 18 damage

thick pelican
#

Do you still break light armor in one shot

idle tangle
#

yes

thick pelican
#

So the mod is still functioning

#

But only partially

idle tangle
#

yes

thick pelican
#

sighs

#

What else is new...

idle tangle
#

So mathematically we can kill a grunt with 2 shots, but in DRG world, we cannot 😄

thick pelican
#

Way to make GK2 even more underperforming

#

👏

worldly salmon
#

Ok but this is just excessively confusing

#

why 15

idle tangle
#

18 / 1.2

thick pelican
#

Because armor reduces your damage by 20%

worldly salmon
#

ok and why is it further being reduced to 12

#

is it applying the damage resistance twice?

thick pelican
#

Because 15÷1.2

worldly salmon
#

ok so it’s applying the damage resistance twice

thick pelican
#

No

#

That's the maths without damage mod

#

Base GK2 has 15 damage

idle tangle
#

no, Chozo is right

worldly salmon
idle tangle
#

at 18 damage

#

WITHOUT AB

#

damage is reduced to 12

worldly salmon
#

Yes, it has to be applying the damage resistance twice

thick pelican
#

Excuse me

#

WHAT

idle tangle
#

yes

thick pelican
#

FIX YOUR GODDAMN GAME GSG

austere fossil
#

The damage text mod shows the numbers after the haz scaling

worldly salmon
austere fossil
#

It sounds like it's working fine to me

worldly salmon
#

ok, but what about it not managing a kill despite working out in math

thick pelican
worldly salmon
#

That is ultimately what we’re still wondering

#

I’m aware that hazard resist scaling shows lower numbers than actual base damage

#

because they don’t actually get higher health, it’s just a default damage resistance

idle tangle
#

what haz for grunt scaling is turned off? I will test.

worldly salmon
#

but why is it not killing in two shots

worldly salmon
#

At that point they have 90 eHp

#

Grunts never get hp changes

#

it is all a multiplier

austere fossil
#

haz2 for 1.0 grunt scaling

worldly salmon
#

if you two weren’t aware of this, it’s how hazard scaling works

worldly salmon
#

Is it it’s own multiplier?

thick pelican
#

Nah, Haz 3 is like 1.1 iirc

austere fossil
#

haz2 1.0
haz3 1.1
haz4 1.2

worldly salmon
#

hm

thick pelican
#

They have... 96 ehp?

worldly salmon
#

so grunts have a bit more than 90

#

Noted, had never seen that

floral drift
worldly salmon
#

Ok, but no two shot on armor with ER

#

why. Is this something to do with the electrocution debuff?

floral drift
#

the highlights are:
Normal = 1.0 @ Haz2
Large = 1.0 @ [Haz2/4p, Haz3/3p, Haz4/1-2p]

austere fossil
#

That I don't have an answer for

worldly salmon
#

we cannot replicate a two shot on haz5 with electrifying reload

#

against specifically armor with both of the damage mods

#

when the math shows us that it is possible

idle tangle
#

14.4 damage without AB on Haz 2

worldly salmon
#

what

#

oh right

#

yeah, I think that’s correct

idle tangle
#

18 with it

worldly salmon
#

that’s what it technically should be

idle tangle
#

I'll go back to haz 5 and test.

worldly salmon
#

If I had to guess, electrocution just isn’t doing enough ticks of damage

#

Unlike evan’s previous assertion

#

but it’s hard to say right now

#

I’ll wait on notbad’s tests

idle tangle
#

vid incoming

#

there has to be variability on the dot

worldly salmon
#

Is it… an inconsistent two shot

idle tangle
worldly salmon
#

Or is it a consistent not two shot

idle tangle
#

inconsistent

#

now

#

see vid

thick pelican
worldly salmon
#

if we could compare side by side we could see if there are tick rate differences

thick pelican
#

Electrocution is the only status with no tick rate variation

worldly salmon
#

ok, but we need to explain this video

#

and the explanation seems to be that there is tick rate variance

idle tangle
#

ill shoot two grunts and take a vid

#

*shrugs^

worldly salmon
#

Ok there wouldn’t be variance here if they both didn’t die

#

See if you can get one to die but the other to not

idle tangle
#

alright.

thick pelican
#

Are you shooting armor on both shots?

idle tangle
#

Both shots do 15 damage

#

I checked

#

I think the real moral of this story is: Pray N Spray is the best true use of ER.

worldly salmon
#

Yeah, all 4 initial shots did the same damage

#

It has to be the debuff

thick pelican
#

That's not right...

worldly salmon
#

It clearly is

thick pelican
#

Hmmm...

worldly salmon
#

which is… weird

thick pelican
#

No I mean the fact it doesn't work. It doesn't feel right and that's frustrating

idle tangle
#

so I just spawned 4 grunts

worldly salmon
#

For what it’s worth it technically does

idle tangle
#

shot all in the butt twice

#

none died

worldly salmon
#

ok, do it in sequence again

idle tangle
#

The hardest thing I have replicating is getting them to die, but vid 1 shows it is possible

#

nope, 4 again, none die.

#

HMMM

#

if I shoot quickly

floral drift
#

humor me -- if you shoot the 2 shots such that they break separate armor plates, does the DoT kill reliably?

idle tangle
#

the grunt dies

idle tangle
#

It's seems shot speed is a factor

#

as best I can tell

#

testing more.

worldly salmon
#

You didn’t need two fast shots to kill the first one in vid 1

floral drift
#

on all my tests i just did in Solo Haz4 200 morkites, i could not get ER 2 shot to leave a grunt alive.

#

using damage + damage + AB + ER

idle tangle
#

wth

#

I can't get them to consistently die at all.

floral drift
#

are all your mods disabled, excepting Sandbox Utilities?

idle tangle
#

no.

#

lemme test.

floral drift
#

i did full vanilla

idle tangle
#

all disabled except sand, drg lib, and mod hub now

#

still alive

#

I cannot consistently kill em on haz 5

#

in sandbox

#

100% confirmed.

#

in fact consistently isn't even the right word, over 16 grunts, none died once.

#

lemme jump back to haz 4

#

Would AI have any effect on damage?

worldly salmon
#

Like, giving the grunts their AI back?

#

Why not try

#

I’m down to test anything at this point

idle tangle
#

No difference in Haz 4

worldly salmon
#

because this makes no sense

idle tangle
#

all grunts survived

#

testing AI

#

I can't get the grunt to stand still lol

#

got it, nope AI made no diffrence

#

So the last possibility is it is a issue with Sandbox

floral drift
#

at this point, the difference between our tests is in-mission vs Sandbox

idle tangle
#

off I go to a mission

#

test 1, bug died on haz 4

#

(finding Grunts quickly, making sure you don't hit any WP, and not dying without Bosco for backup is hard)

floral drift
#

does GoldBlade's Spawn Menu mod still work? you could disable Bosco from the Space Rig, launch mission, and use the SMenu to spawn grunts one-by-one

idle tangle
#

I am trying point extraction instead first

#

and seeing if I can camp in the pod

#

ya that is working

#

and again, 2nd test it dies

#

So someone may want to replicate Sandbox test

floral drift
#

i tried to, at first. it failed to install the dependencies so i went to my normal testing methods

#

mods have not been kind to me since U36 arrived

idle tangle
#

Ya, so the only feasible explanation is a descrepency between Sandbox and live

#

if true, that has pretty big implications though ya?

floral drift
#

potentially, yes

idle tangle
#

I need a better generated map, this one spawned the rig right in front of the pod

#

but 3 tests = 3 dead grunts

#

Meat, could I be spawning the wrong grunts in Sandbox?

#

spider_grunt

floral drift
#

the videos you posted looked like the right Grunts to me 🤷‍♂️

idle tangle
#

k, just checking

#

ok, 4th test for confirm

#

2 shots on live work

#

here is what I can visually confirm

#

In live, the grunt stops at the same HP as in Sandbox, but a short moment later, dies

#

going back to sandbox to test

#

It's SO WEIRD

#

Haz 4, first test (in Sandbox), all 3 grunts died

#

second test? None

#

Ok, it might have to do with how quickly you reload.

#

if I shoot twice and reload quickly, the bug dies

#

nm, can't replicate

#

(╯°□°)╯︵ ┻━┻

#

Scratch that, can someone else test?

#

I think it is based on how quickly you reload.

floral drift
#

clarify: how short the interval between bullets' damage and starting the reload, or how quickly you complete the reload animation? (via animation canceling)

idle tangle
#

clarify: user not smart, understood half of what you said (kidding, ish?) uhh... Basically if I shoot the bug quickly and reload almost right away, it dies

#

but it's not consistent.

#

but I can reliably get the bug to die if I shoot quick and reload quick. I cannot reliably get it to die if I pause between 2 shots and reloading.

floral drift
#

do you think you're reloading within 1/7 of a second (the rate of fire interval)?

idle tangle
#

Pass, I couldn't give you a straight and fair answer on that one.

#

I think for now, wait and see if someone else can replicate in Sandbox

#

but I am 100% sure of my results in Sandbox, bugs are not consistently dying, but occasionally are.

#

If this helps, bugs are left with exactly 2.5 HP

#

after I pickaxe them to finish them off.

#

So 1 tick of electric damage is being lost?

silent sierra
# worldly salmon If I had to guess, electrocution just isn’t doing enough ticks of damage

Something I found with this the other day was that whenever I ran Better Time Control I was getting slight inconsistencies with electrocution ticks, with time sped up I could get it to perform far fewer ticks of damage than it was supposed to do. It made me wonder if Electrocution might have something going on that can affect the number of ticks based on the game's clock. I'm unfortunately out of town and can't test this myself, but I thought I'd add this tidbit to the discussion in case it helps you guys.