#wiki-related-chatroom
1 messages · Page 70 of 1
how much threat they are to Dwarves
i wasnt talking about danger level anywhere
exactly
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
completely seperate of the normal tables?
yes
makes sense
it's like swarmagheddon/exploder infestation
what about prospector drones, would that spawn as an event
so the special enemy tag on rival enemies is comepletely different from special tag on everything else
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
gotcha
I'm sure this has been mentioned before, but mole gets the damage bonus not only from piercing enemies, but enemy corpses too
https://www.youtube.com/watch?v=T2cCD7vude4
yea, people mentioned all sorts of materials affecting it
what are the rules???
The important question is, do dwarf bodies count? Asking for a friend.
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.
Is the triple oc like visually noticeable? Always felt like it didn't work.
how do you mean?
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.
You need to fire it twice more after you fire your first shot.
you choose to fire the 3 beams whenever you want (within the short timeframe for refire, that is)
yeah, it fires three full trails
its an... adjustment
but it actually feels quite powerful, specially for spreading trails around for minimal ammo spent
LazyMaybe did a video on it on his channel, showcases it well.
So you do a full charge and tap it after?
basically
the beams have half the stats of base direct shot, but spawn the same trails
(also cost half ammo)
Interesting, no wonder why I didn't understand it.
It's basically a ROF mod, your total output is 2 shots for the price of one charge up.
its like a weird way of making the coilgun have clip size
(provided you click twice more)
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
sounds like a reason to use it
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
Step 1) use it to kill dwarves, Step 2) confirm dwarf corpses work for the Mole. Step 3) profit?
i was not able to replicate dealing damage to enemies behind me with CoilGun T4.B. it seems to be a cylinder or cone that's probably 2m wide and 3-4m long in front, does 20 Explosive Damage. i got it to double apply a couple of times, something's weird with hitbox detection.
Coil Gun files list the shockwave as being 4 meters long and 1.5 meters wide.
So it's the FF portion that is bugged then
nice! i hadn't found that yet, thanks
my 2m / 4m guess wasn't too shabby, for just raw observation
Makes me feel better about my ”I am sure it is 2 seconds sometimes, but also 3” when it was actually 2.5 guess.
the progress of science. form hypothesis, perform tests, gather data, change hypotheses until the truth has been found
Sorry, small correction. It was 3 meters long and 1.5 meters wide.
Weirdly, the width is listed in a file that claims a 2 meter width in the file name but not the file contents.
maybe i should better clarify my experience, I was hitting teammates with friendly fire that could only be caused by the shockwave who were not even on my screen
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
oh Rip
Sludge pump mod tables have no class level at all
whilte the new S2 weapons have
wonder what should be done
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?
On kill
I figured, description seemed otherwise
Does it work with DoT effects? (like radiation?)
It seems to inconsistent to use over the other t5 upgrades
it’s weird
Temp-shock is just really really really good
the damage is actually quite nice at least
Hell, you might as well take it even if you're running CSP for teammates burning/freezing things
And the explosion works like targets explode in that it chains off of itself
as far as I’ve seen, it causes a lot of chain reactions
The chance as far as I know is 50%
So like crispr explosion
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
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
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
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
Wave Cooker T5.B does 100 explosive-element radial damage, 2.5m radius. 50% chance on kill
Oh, they changed it from 10%?
also
I don't think the drop pod wiki page states the resistance you get by being in it?
Whatever that amount is
max damage radius 1.5m, no falloff listed implies that it uses the default of 25%
Does the shard defracter have falloff?
yes. baseline values are 1.3m damage radius, 1m maxDamage radius, and 50% falloff.
cooker slow is 50%, right?
Yup
Densification? I had thought it was 80%
but I wasn’t really basing that off of anything besides hearing it lol
That's Dazzling for Shard.
Also what damage types is cooker doing? Based on damage to mactera I feel like it's something like 50% fire 50% something else
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
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
I just checked the wiki, does anyone know how much just the blister from blistering necroses adds damage wise
Oh boy do I have a tail to tell for that one...
Uh oh
MeatShield and I were testing that out yesterday. It's really really weird.
Oh boy, I just want to know how good the overclock is, I didn’t know it would be this hard
Well fortunately, if you're the one using the overclock then it should be fine and generally helpful.
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
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.
Oh
The Colette can hit the creature twice as well.
That’s kinda neat, but isn’t normal weakpoints more damage than that
No. The boil isn't a weakpoint and doesn't trigger weakpoint multipliers.
Oh well that’s weird thought that’s what it would be
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.
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.
Well that’s good
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.
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
That I don't know. All of the tests were run on host using the sandbox utilities mod.
Well appreciate the info you could give me
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.
Seems like it does 50% radiation type damage
Tried using it on radioactive swarmers and it does less damage to them
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.
Gamefile indicates 50/50 Fire and Radiation
Edit: I should have read to the bottom before replying, lol
That’s awesome I am trying to make a sludge pump support build with the boils
Would that mean one will get more damage with crspr and cryo ?
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.
Exciting, I thought it would only work on coop lol
Is it actually called "ArmsKore" instead of Armskore? Everything is capitalized in game so its hard to tell
Yea, armskore ArmsKore
Well this is funny.
When I finally get to writing the Blistering Necrosis section it is going to be friggen ridiculous.
Isn't it likely to change in the next patch though?
Or do you think working as intended?
Also, what exactly am I see here?
I see the damage, but I don't get how
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.
FF on its own Boil?
The one they care about is the damage capping situation.
And yeah, the Tri-Jaw is hitting itself by shooting the boil.
The boil is on its face where the projectiles come out.
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.
Do the Boils spawn in a random spot or is it dependent on where you hit them?
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
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
The cooker seems to be ray tracing to the creature. Basically it will draw a line between itself and the point on the creature's body that is closest to the center of its cone of influence.
At least that's what I think it's doing.
yeah, that's exactly what I mean
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"
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.
my understanding is based on testing trying to shoot multiple creatures when one partially obscures the other
I see
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
Man, I thought for sure we had most of the armor break bugs found by now. This is getting nutty.
https://www.youtube.com/watch?v=Lv4pleam1Vo Grunt head plates aren't the only armor plates grunts have that have the regrowth bug. It also happens to their small leg plates, but not their larger front leg plates.
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
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?
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
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 !
np. very funny to me that exactly 1 of the 6 small legs functions properly
maybe would be better to use other names to explain better ?
"weakpoint bonus, frozen bonus, reduced by armor" etc
from here: https://deeprockgalactic.fandom.com/wiki/Experimental_Plasma_Charger?curid=1392&diff=30370&oldid=30137
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.
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
The wiki has an error on the Nishanka page. It says it has 2 OC's called Fire Bolt one balanced and one unstable. https://deeprockgalactic.fandom.com/wiki/Nishanka_Boltshark_X-80#Overclocks
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.
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
more like an oversight
several of the new slows on the new weapons lack tags to exclude dwarves and friendly players from their effects
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.”
did you test that or you assumed that cooker doesn't have its own interaction with Blisters ?
Tested it back in experimental. I don’t believe it had any extra effects.
make sure to test stuff on the current builds
so you might want to talk with Evan about that
?? wait, you sure it goes from 7 to 17.5 RoF ? https://deeprockgalactic.fandom.com/wiki/Colette_Wave_Cooker?curid=6056&diff=30387&oldid=30369
Cooker
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
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 ?
huh, seems too small
I don't think it's 10% reduction either, the difference is too big
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
as in, heat generated is variable ?
yea... as of now , saying +0.4 heat means nothing
It heats up faster, and the number is 0.4. Those are the only two facts; everything else is educated guesses at this point
lol, that
I mean it doesn't tell you how much faster you heat up
Could it mean you heat up 40% faster?
that is a possible interpretation. not enough data to draw a conclusion yet.
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
I actually went off of what I was reading in the file and I misread "RateOfFireModifier" as "RateOfFireMultiplier"
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.
Cooker doesn't need weak point damage to deal extra damage against blisters. Blisters aren't normal weak points.
There should be a list for all the messages on the mineral trade terminal
I was thinking about that, but there is some variation I don't fully know yet
They're all in Content/Game/Text/News_Headlines and ''/News_WordLists
Headlines has all the sentences (Example: {Person} And {Person2} Joining Forces In New Mining Operation) and WordLists has all the stuff that can be randomized to fill in the blanks
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
hmm, still, what about the numbers used ?
numbers used?
All of the information about Blistering Necrosis on the Wave Cooker page is stuff that I tested extensively and made recordings demonstrating.
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.
E.G. "{HighNumber}"
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?
ah yeah, I'm not sure myself. I assume that rolls a random number but that's conjecture on my part
for the part of cooker heat being flat or %, what is the standard used ? if everything heat related on other weapons is flat, I find it hard to expect that cooker will use a %
explode as in, damage, or... something else ?
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
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".
Depositing aquarqs all over again
trying to find any indication of some "exploding chance" or so
i cannot corroborate. in my hundreds of Salvage missions, i've only ever seen the following behavior upon completion of repair:
- 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
- 1 pod opens, any of the four positions. no dependency on terrain being cleared out.
- 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.
have you noticed an increase in bulk spawns since S2????
afsaggghhh
Wiki Pain
i'm going to do some more robust testing and math later tonight to calculate the heat generation and max heat values by hand, the hard way. until then, i don't have confidence to answer questions about the way Wave Cooker handles overheating.
Wanna @ the exploding pod person? They last messaged less than an hour ago
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
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.
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
pretty sure you can interact with them yeah
you can interact with them, but you don't have time to actually get them afaik
Oh no. No no not this again 
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
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
Ooooh.. Cylinder of noodles.. that made it quite clear! Thanks 
oh and also, May I ask how does the Colette Wave Cooker's T3.B and T5.C work? I.. still don't get it exactly.
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.
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.
10%, 50%, and 25% 😎
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.
he's asking if the goo puddle, direct dot, or both, trigger T5a on the cooker
afaik, only puddles which is presumably a bug
geh ?! now it only puddle that proc that T5 CWC ?
now am more confused. 
I'm pretty sure I read somewhere it only worked on puddles but now I can't find where
And now I find it. It was Evan and he gave this video as evidence of it not working with the direct dot/its own neuro https://youtu.be/ejb-rBMV-sA
It's possible they just repurposed the mechanic belonging to the Lok-1 rifle
Where any target within the crosshair is tagged
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.
Not to mention unreal has shape tracers for wider raycasting purposes
omg tracer 👁️👁️ like from overwatch
it's still 30% damage reduction internally (x0.7). the 50% on Equipment Terminal isn't representative of what you'll experience in-game.
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
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?
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.
ya tots fair, I get it. But if what you say is true, it's surely worth asking about or investigating why.
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.
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:
- Launch Haz3 Solo as Gunner with Armor Rig T2.A (+5 shield, 30 total)
- Spawn 1 Exploder
- Let it detonate on you. 60 Explosive-element Damage -> 30 -> breaks shield perfectly, does no hp damage
- Quit back to Space Rig, equip T4.A on CoilGun, relaunch Haz3 Solo
- Spawn another Exploder, start charging CoilGun before it explodes.
- 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..."
it quite explicitly relies on it
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)
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)
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.
on Solo Haz3 vs an Exploder?
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
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.
Health/Shield Numbers mod is working on my end. Did you test with that for a more accurate result?
I did
Nah Meat must be right, or something is wonky.
It just did 42 damage
Which is 0.7 of 60
i'm not always right. yes, do this test please.
Maybe both files are working and bugging the hell out of the mechanic, giving a random chance of 50% or 30% DR lol
Wouldn't be the first DRG feature xD
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?
they do indeed
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
it's hard to turn off the self-preservation instinct, isn't it? even in video games 😆
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?
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.
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).
From what I've been testing the Heat output is only 25 or so despite what the file says. I think it's just using the "RadiantSuperheaterMinHeatDamage" value and not the defined 50 radial Heat damage value. Cold is definitely doing 50 but has damage falloff.
I added this video to your ticket.
https://youtu.be/SLndArL8M5E
For future reference
Can someone post the wardrobe names of the Robot Rebellion armors and helmets?
What? Full face and half face are called the same?
sigh
Alright. Thank you
does anyone know where i can find mineral spawn rates per biome and/or mission
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
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
Well, biomes certainly affect what minerals spawn, but we don't have anything more precise than "abundant" or "scarce"
hmm damn do you know how much mineral mania increases mineral spawn rate
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
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)
50-60 bismor per mission is a good number, given bismor always come in little chunks
besides, escort in particular is one of the worst mission for minerals
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
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
wait where did u get those numbers
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
abundant is just a word used in game iirc, and to show it is the "more common" resource
oh lol, I have listed all values already
if it didn't change , ofc, was in december 2021
I feel like I've definitely gotten more than 1 Jadiz in fungus bogs maps before
so only maps with no random variation at base would be
Radioactive with 1 Enor Pearl
and Fungus with 1 Jadiz
I've 100% gotten more than one pearl on REZ maps
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
since mission scale is fixed
wonder if you will Always get 2 jadiz or 2 Enor on the appropriate mission types
Hum, I may be able to check that.
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.
well, but there is variation on enor for salt pits though
that being 2-3 enors
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.
rounded down, up, or to closest integer ?
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.
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
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.
newbie question, could you clarify what tool is UUU? I've been looking for a tool to inventory what minerals spawn in a map (to help with bug reporting on maps that seem to have insufficient secondary objectives)
sending you the info in private
ty
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
what exactly is the mission scale? how does it go from 100 > 180?
well... 2.1 x 1.2 is already 2.52, getting only 2 should be equally as hard then
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.
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?
It is a hardcodded number that is set for each mission type in the Content>GameElements>Missions folder.
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?
8 + 9 > mission > resources
Is it just one value for the mission type or are there also values for each length and/or complexity of that mission type?
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
it is different for each type
otherwise you would get the same rewards for 4 egg and 8 egg hunts xD
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
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
that's what I'm getting from this at least
nah, is for each
looks like the first one
I don’t have access to a resource submenu if I do that.
length/complexity don't actually mean anything, they just tell the player that mission variant will give X more % of xp/minerals
Sorry I forgot the name, but the far right
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.
I mean
mined vs collected,isn't it
If you just want gems and stuff you can do
getall CarriableItem
For veins I don't quite remember how to get the info but I did a while ago:
#wiki-related-chatroom message
I mean, there is the intended spawn values
but I guess actually knowing how much there is, is a whole other problem
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.
would need a mod that mines everything in a map , and the count the dropped quantity ?
if you can count chunk values and all
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.
X-X I thought it could only do that to specific minerals, like mine only bismor, for example
Hum way above my level of modding.
That is because the DeepCSGWorld VirtualMemory runs out.
Carve noise also heavily impacts performance and how fast it carves. Carve noise at 100+ causes a lot of problems.
Would having more RAM/VRAM help?
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.
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
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.
Yea, just kinda doubting there is anything for it in game
so only way might be some creativity
Well, I just posted a link to a way to get the data for it but I forgot the specifics.
looks like the source was debug logs (or other "under the hood" logs) from terrain generation
outputs from FSDLog_Procedural / FSDLog_Terrain
Yes, which is only available on dev builds afaik.
sadge
Checked on live build I didn’t manage to access it.
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
Oh sure thing!
Awesome 
I think the mole one could be "Damage: 50 Kinetic (per penetration)" ?
150
:| I am talking about format
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 .-.
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?
not updated AFAIK
Was that trick ever intended in the first place or was its removal a bugfix?
From what I know, it's neither
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?
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
that's pretty funny
96 is just 8 x 4 x 3
which probably means total damage for 3 seconds of overcharging, with 0.25 intervals, and 8 damage per tick
so I imagine that changing that value will affect the damage bonus in the same manner
Seems like an odd way to implement that value
have you ever heard of this game called deep rock galactic?
do shield / energy barriers from rival tech reflect projectiles? or do they just collide?
from my observations, it seems to collide with projectiles/hitscan. i have not yet seen a reflection of damage.
sad
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.
help how do i join the union
#bug-discussion FAQ in the pinned message
Lost Pack generated 52
and 3
. Is this something that's supposed to happen? I always assumed the chunks generate in equal amounts
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
Yes it is used, same goes for OCs but for OCs they are all equal weighting last I checked.
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.
🤔 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?
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
remember, when no duration/chance is specified that means it uses the default values
Ah okay
default damageRadius: 1m
default falloff: 0.25
etc etc
Is the default duration 1 second then?
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
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
Awesome! Thanks guys.
Oh and the in game name is stun, but that one was clear I think.
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
News_Monitor/NewsTicker/TradeMenuTicker are several names I see for it
It should be a ×2 multiplier
^ all 5 of the defined weakpoints that i found for Nemesis (4 breakable, 1 hidden underneath the heavy armor) had 2x
that was my next question, how many weakpoints
do they all have the same amount of health?
as far as i can see, the 4 breakable weakpoints all have 250 hp and the 16 heavy armor plates all have 200 hp
is the weakpoint covered by armor on the top?
underneath all the heavy armor plates lies the aforementioned unbreakable 2x hitpoint, both top and bottom
oooo
does it have any resistances, or weaknesses other than instadeath at ignite?
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.
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.
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.
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.
I am not sure, just a guess.
Was the Haunted Caves mutator originally inteended to have multiple types of ghost?
Originally no, but they consider it as a possibility for the future iirc.
It came up to my mind after seing the mutator image on terminal
Hey, I'd like to translate the "Common Misconceptions" page to French. How do I go about that?
Oh apparently I can just... create the page. Nevermind.
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
I work with translations.
Morgân is one of the french translators
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.
If we have an icon in there it means it was possible in the first place lol
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"
Looks like they fixed the coilgun DR bug
''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
so you saying there is a minimum that can be used ? would be intertesting to see what that value is
I'm going to assume the minimum is 50.
I think I tried to use it on 41 ammo, but not 100% sure.
that would mean it changed sneakly or something
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

Someone else can test it out and confirm with me
I can unfortunately confirm that DR for the Coilgun has been fixed, but for the Thunderhead, it is still 30%.
Amazing
to be fair, the notes don't mention the thunderhead
Yeah but you'd figure if they're gonna fix 1 bug, they'd fix the same exact bug in another gun
Is it any true that volatile guts prevents Bulk Final Blow ?
Disappointing, smh
It's most likely an unproperly defined variable somewhere than a full on bug with the mechanic, but who knows
i knows. the STE files that give the actual damage resistance said 0.7, whereas the upgrade files where changed to 0.5. i haven't looked today, but i'm betting that the STE for CoilGun was changed but not the one for Autocannon.
(yes, there are four files; an upgrade file and a Status Effect file for each of the two upgrades)
interesting, that the challenge doesn't update if you had it already, I think
Mine was updated, but I was at 0/3.
https://ghostshipgames.atlassian.net/browse/DRG-5704 is the aggregate bug I've tried to establish, looks like it's been picked up by GSG
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
does it consider the loaded ones ?
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
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
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
base crossbow bolts have 0% AB, so the Direct Damage will always be reduced by the Youngling's 50% Light Armor
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
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?
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
ah, I didn't notice they had 150 with 4p, but still, I've actually noticed this almost entirely when solo and using +damage
which haz level?
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
i'll go try to recreate this experiment. i have a hunch what it might be...
what do you think it is?
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
interesting
so sometimes if you hit them wrong they only take the half direct
that's a reasonable hypothesis
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
that's ironic because it's exactly what holmes did
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
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
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
Just jumping into this convo
Would the above account for why I couldn't one shot acid Spitters?
As client?
hm
this hypothesis is wrong.
replication case: shooting the Youngling in a leg and it does no Direct Damage, but full Area Damage. works vs both rolling and standing.
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
so why is it happening?
unknown. given the discovery about shooting a Youngling's leg to do no Direct Damage, i doubt it
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.
mmm
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
I figured it probably happened on them too, but it's harder to tell
crossbow base projectile vs Q'ronar Shellback mouth weakpoint is producing extremely inconsistent numbers
do we have a list of things that need to be updated on wiki after hotfix3 ?
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
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.
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.
Is there a damage cap for Feedback Loop OC?
I know I shouldn't be surprised, but holy misleading description Batman.
Pretty sure the leg is not part of the health component for the q’ronars.
As for the armor component I didn’t test it.
For the Shellback, the mouth weakpoint is smaller than what it seems to be (a bit thinner).
Edit: Wait, it even has been removed now I think.
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.
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?
Negative. It adds +1 AoE damage per each second spent firing uninterrupted, I haven't seen caps for either that or the range bonus in the OC files itself.
I got the mouth weakpoint to give a [130 direct/75 area] bolt +4 damage dealt twice, +9.87 something once, and then no bonus all other tests.
I couldn’t do weakpoint damage to the tail until I broke the armor plates above it, and didn’t succeed at hitting the eyes weakpoint.
I was wondering if gsg made it brundle-like where you have to break certain armor plates before the weakpoints work
To be fair to the in game description, it does explicitely state "buning or frozen targets".
Something changed for sure you are right, did a quick test:
No more mouth weakpoint.
Tail and eye weakpoint are still there but require a specific armor plate to be broken.
(Just tested the shellback.)
Here's some footage of Temperature Amplifier btw. I finally did some tests for it.
https://youtu.be/pfRxjwpU8fM
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.
Max damage meaning heat / cold?
And fair point. I was going off a different external description.
Yes, the AoE deals Heat or Cold damage, and it does have damage falloff.
So max damage is 7 Heat or Cold
Interesting. I can't figure out if the mod was designed to work with temp shock (exo) or directly conflict now.
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.
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
so... remove it, or reword it to something different ?
just not sure what, so if anyone wants to fix it...
https://deeprockgalactic.fandom.com/wiki/Industrial_Sabotage?curid=5336&diff=30635&oldid=30114
"[[Season 02: Rival Escalation]] was the first time Industrial Sabotage was part of an assigment."
In the trivia section of https://deeprockgalactic.fandom.com/wiki/Old_and_Unused, there seems to be a completely irrelevant link listed as “information provided by the art director Robert”
Am I missing something?
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.
given how old that thing is big chances it just changed
which is why using waybackmachine and stuff is better to show some stuff (the stuff that saves pages how they were in the past)
no picture of s2 weapons framework yet?
btw, I have made the news ticker feed page, though nothing links to it yet
if anyone has some suggestions for it, guess there isn't much to do about it being long
https://deeprockgalactic.fandom.com/wiki/Space_Rig/News_Feed_Ticker
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

I'll get to that after I'm off work. Thanks for pointing that out!

. . . aaand like I expected you do not make translated pages by making subpages
anyone able to fix ? I thought user would look out for someone, but they didn't it seems
so this can properly go into the sub tabs, not sub pages
https://deeprockgalactic.fandom.com/wiki/Common_Misconceptions/fr
actually there is a big list of those:
-https://deeprockgalactic.fandom.com/wiki/Deep_Rock_Galactic_Wiki/ru
-https://deeprockgalactic.fandom.com/wiki/Hoxxes/ru
-https://deeprockgalactic.fandom.com/wiki/Driller/ru
-https://deeprockgalactic.fandom.com/wiki/Engineer/ko
-https://deeprockgalactic.fandom.com/wiki/Cargo_Crate/Ru
-https://deeprockgalactic.fandom.com/wiki/Common_Misconceptions/fr
-https://deeprockgalactic.fandom.com/wiki/Creatures/ru
-https://deeprockgalactic.fandom.com/wiki/Gunner/ko
-https://deeprockgalactic.fandom.com/wiki/Scout/ru
-https://deeprockgalactic.fandom.com/wiki/Perks/ru
-https://deeprockgalactic.fandom.com/wiki/Subata_120/ru
-https://deeprockgalactic.fandom.com/wiki/System_requirements/ru
-https://deeprockgalactic.fandom.com/wiki/Resources/ru
-https://deeprockgalactic.fandom.com/wiki/Диструм
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
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
Ah well, that's better then. I'm glad someone's thinking about it, however seldom
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
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
Done
For French, there is a localised wiki for deep rock on fandom, so new pages should be made there.
Making subpages is the right way to do localization, if there is not yet a local version of the wiki, as a proof of concept for the admins so they can create a local version.
I'll be moving that page to the fr wiki. Got in contact with @rancid cloak , he'll move it since he is the original author.
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
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.
💀 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
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.
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
isn't left version more clear ?
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.
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 ?
"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
thanks dud
Can abandoned resupply pods spawn on any other mission type other than salvage?
No
Right, cheers
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.
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
It is an easter egg, we have a page for it if you want a bit more info about it:
https://deeprockgalactic.fandom.com/wiki/Error_Cube
But basically it just gives you a lot of xp.
Flamethrower T4.A applies a 20% Base Fear Chance every time one of its ammo damages an enemy. That chance gets reduced by "Fear Resistance" so vs Grunts and Praetorians (50% Fear Resistance) it's only 10% chance per ammo to inflict Fear.
https://deeprockgalactic.fandom.com/wiki/Fear
The "for every second that it is in your flame" phrase is both wrong and misleading.
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"
Barely ever
People ask about error cubes because they show a weird reading when pointed at
Bittergems show up as bittergems
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
thats neat, thanks
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.
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
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
Does anyone have a list of all the death effects that prevent explosive chemical bolts from working?
(Also they last for 8 seconds, right?)
I thought it was just Frozen that caused it to not work. Has it been happening in other ways too?
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 ?
Thoughts on this ?
this is basically saying "they didn't tell us"
https://deeprockgalactic.fandom.com/wiki/Morkite?curid=879&diff=30685&oldid=29676
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
if anything that would probably just go in the main article, "Morkite, which its used, is a management secret" or something
I thought I saw it happen with disintegrate but haven't really tested, which is why I ask
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
Just upload memories
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
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
unless they were cloned the first time they lost a mission/died. were cloned on retrieval that once, drg realized how costly it was to send a retrieval team etc.. so then everytime after drg just makes clones in teh bay cutting out the need for retrieving
so everytime you appear in medbay your dwarves think they lost that very first mission over and over and over again
Does banshee module apply (up to)3 times to bodkin bolts?
or are banshee bolts just so bugged that no one can tell
i had to ask Dagadegatto about Banshee Module. 3m radius, 5 sec duration, one Fear pulse per second. so either 5 or 6 applications depending on how the pulses are coded.
as far as i can tell, it only applies to Bodkin on the final resting point, not the intermediary enemies?
any clue why it consistently fears oppressors?
none. presumed to be a bug. also works vs Bulk Detonators, last i tested.
@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
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
I did use a damage mod.
Wtf
So it still reduces damage partially even if you take ab?
and it just reduces it less?
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
maybe the damage mods don't work? 😄

ill test, one sec
dmg number mod would be showing 18/1.2=15 on haz4+ if it's ignoring armor
since it shows numbers after resistance scaling
Right
Isn't it 18×0.8?
That's for armor reduction
...Yes?
resistance scaling
no
Do you still break light armor in one shot
yes
yes
So mathematically we can kill a grunt with 2 shots, but in DRG world, we cannot 😄
18 / 1.2
Because armor reduces your damage by 20%
ok and why is it further being reduced to 12
is it applying the damage resistance twice?
Because 15÷1.2
ok so it’s applying the damage resistance twice
no, Chozo is right
What
Yes, it has to be applying the damage resistance twice
yes
FIX YOUR GODDAMN GAME GSG
The damage text mod shows the numbers after the haz scaling

It sounds like it's working fine to me
ok, but what about it not managing a kill despite working out in math
Care to elaborate?
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
what haz for grunt scaling is turned off? I will test.
but why is it not killing in two shots
3
At that point they have 90 eHp
Grunts never get hp changes
it is all a multiplier
haz2 for 1.0 grunt scaling
if you two weren’t aware of this, it’s how hazard scaling works
I thought it was haz3?
Is it it’s own multiplier?
Nah, Haz 3 is like 1.1 iirc
haz2 1.0
haz3 1.1
haz4 1.2
hm
They have... 96 ehp?
why guess, when we have a wiki page: https://deeprockgalactic.fandom.com/wiki/Difficulty_Scaling#Resistance_Scaling
Ok, but no two shot on armor with ER
why. Is this something to do with the electrocution debuff?
the highlights are:
Normal = 1.0 @ Haz2
Large = 1.0 @ [Haz2/4p, Haz3/3p, Haz4/1-2p]
That I don't have an answer for
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
14.4 damage without AB on Haz 2
18 with it
that’s what it technically should be
I'll go back to haz 5 and test.
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
Is it… an inconsistent two shot
Or is it a consistent not two shot
There should not be
if we could compare side by side we could see if there are tick rate differences
Electrocution is the only status with no tick rate variation
ok, but we need to explain this video
and the explanation seems to be that there is tick rate variance
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
alright.
Are you shooting armor on both shots?
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.
That's not right...
It clearly is
Hmmm...
which is… weird
No I mean the fact it doesn't work. It doesn't feel right and that's frustrating
so I just spawned 4 grunts
For what it’s worth it technically does
ok, do it in sequence again
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
humor me -- if you shoot the 2 shots such that they break separate armor plates, does the DoT kill reliably?
the grunt dies
checking
I was wondering that
no
It's seems shot speed is a factor
as best I can tell
testing more.
You didn’t need two fast shots to kill the first one in vid 1
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
are all your mods disabled, excepting Sandbox Utilities?
i did full vanilla
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?
Like, giving the grunts their AI back?
Why not try
I’m down to test anything at this point
No difference in Haz 4
because this makes no sense
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
at this point, the difference between our tests is in-mission vs Sandbox
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)
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
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
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
Ya, so the only feasible explanation is a descrepency between Sandbox and live
if true, that has pretty big implications though ya?
potentially, yes
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
the videos you posted looked like the right Grunts to me 🤷♂️
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.
clarify: how short the interval between bullets' damage and starting the reload, or how quickly you complete the reload animation? (via animation canceling)
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.
do you think you're reloading within 1/7 of a second (the rate of fire interval)?
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?
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.