#wiki-related-chatroom
1 messages · Page 72 of 1
I just always use born ready on any build that's using reloading weapons.
oh i like elemental insulation to reduce prae dmg - also this is getting off topic for wiki chat
Not sure why this didn't occur to me earlier, but the Necrosis Blisters are amazing targets for Power Attacks now. A player can place a blister on an enemy and then power attack it to deal up to 560 damage to an enemy or 1040 damage to a Frozen enemy.
Hmm. Those definitely indicate the Power Attack's AOE can hit both the target and the blister but this video of Ice Spear yesterday indicate that its AOE does not.
Due to range, flags, or types ?
I don't know. I would expect them to have similar flags.
Does Ice Spear's AOE have a "can only hit one target" flag?
This makes sense. The Blister itself is a weakpoint now. It will deal the damage it takes to an enemy at a 1:1 ration instead of a 1:1.5 ratio it used to do, and that damage has the Frozen flag on it.
Just cuz maybe Changing the stats could tell what makes them different
No, the AoE isn't hitting the Blister in that video because the Blister is breaking before the AoE is able to do damage to it.
Ah, so AOEs are evaluated after simultaneous direct attacks and the blister can pop from the direct dmg before the AOE is checked.
yeah. Direct Damage gets evaluated before Area Damage. i think we documented that on Autocannon a while back...
So... if you kill a grunt with Hurricane direct damage, the creatures ones around won't get the Area damage ?
The AoE will always happen. It will simply happen after the Grunt dies.
It's not like the AoE is a part of the Grunt, after all. The projectile will hit something and that impact will do damage if applicable and then trigger an explosion.
So the changelog lists this for boltshark:
"- Moved some of the reload speed bonus and ammo switch speed bonus from the T3 Stabilizing Arm Brace upgrade to the base weapon"
despite using this mod I didn't actually realize it changed ammo switch speed. I assumed that ammo switch speed was static after noticing it didn't become slow when equipping bodkins or trifork. Does anyone know how much this does/did affect ammo switch speed?
30%
It feels like reload speed and bolt switch speed are two separate stats IMO
Especially noticeable on trifork
They are, it is a combined upgrade with different assets.
yeah, theyre different speeds which are both affected by the upgrade nonetheless
trifork and bodkin notably have unlisted fire rate bonuses and penalties which make their apparent increased reload time feel more or less prominent
trifork gets a fire rate penalty and bodkins get a fire rate bonus, to be specific
I just found a vid on Reddit. It looks like Atomizer will spread fire to enemies behind it, and if they die with T5A from the Coil, the bugs set on fire behind explode.
That doesnt happen on the first bug with hellfire ? Guess you checking the damage type order ?
@floral drift Just wanted to let you know that I tested the new values for Temperature Amplifier and its 3.5 Heat and 3.5 Cold. I'm not 100% sure that the radius and falloff stats are the same, but they appear to be unchanged as far as my testing has shown so far.
So basically the mod now causes half the buildup it used to do.
does difficulty/complexity/length affect spawning of machine events/rival events?
difficulty doesn't effect, and it is some mixture of mission type with the complexity and length
full details not 100% known, but yea
okie dokie, thank you
No problem
Anyone want to have a go at figuring out why my base damage trifork volley is doing 954 damage to a Dreadnaughts butt?
shouldn't you be giving the stats ?
Sure, my bad. So Trifork Volley does 89.3 DD and 60 Radial * 3.
I am just using Karl numbers haha
Are you accounting for the *0.75 haz5 1p scaling?
Yes, because it's doing more then expected, my bad, gimme a sec
wait how can you tell it is haz5 1p
((89.3 x 2) + 60 ) / 0.75 = 318.13
that was easy
The expected damage is: 89.3 * 2 * 3 = 535.8 + 180 (Radial damage * 3) = 715.8
715.8/0.75=954
954 / 3 = 318
FML sorry
It also works out perfectly if you use 105*.85=89.25 as the direct dmg
You'll need to use the multipliers in this table when comparing numbers from the dmg numbers mod https://deeprockgalactic.fandom.com/wiki/Difficulty_Scaling#Resistance_Scaling
Yar, will do going forward.
second one IMO
first one IMO
First
Has... the hollomite secondary always been 35?
Because I'm pretty sure I've only ever seen 25
Patch 4
Increased the amount of holomite required to complete the secondary objective
Feh, reading is overrated
oh lol, did you think that even though you probably have played for a long time / hundred of hours
that you didn't know the hollomite quantity xD
should have said that it was 55 and got nerfed
I have checked the wiki on this one (couldn't find anything), and I think I heard previous discussion about this, but do lootbugs have different spawn rates across mission types?
I don’t think it is documented at all, afaik the lootbug spawn rate is related to the number of rooms and to the room size but I am not completely sure about that.
I have seen some values on chance , max spawns, etc
But never seen it tested
Pretty sure they do, though I have absolutely no proof for that at all
I can find that later
Refinery tend to have a shit ton of lootbugs for some reason, same for salvage
Ty Ty again
not sure how or if it is used, though it can be a start:
Spawn Amount Per Level = 7-9```
this
all just based on my experience tho
Second
https://youtu.be/BgmyfK5BBX4?t=5808
Armor break mods - they're aware of the broken mods, the bugs have to be fixed case by case, they'll get them done eventually
(leaving source for reference)
changing current aligment it just makes it harder to read, and less organized
sticking with the left aligned effect column
and what do you guys think about adding something like the bar to the quote
which also lets it be left aligned and more readable
it makes sense for the start of the page
but not for tables, the bar
then have it be aligned without a bar appearing
pretty sure there is some way that doesn't require a patch solution
having it left aligned without the bar would just put it against the table cell which doesn't look good
having it floating there left aligned wouldn't look good either
oh hey, Turtle! haven't seen you around in a while. welcome back!
ello!
just some padding and aligment seems to work just fine
though then I can later add it to my sandbox page to check it out expanded
and probably should take care of other stuff before focusing, well, I will see
im just fixing formatting because
1: idk what's going on
2: it's fun
made this to add to stuff like this
advanced concepts and shit so people can be like nvm i dont wanna read that
mostly for the weapons pages
Seeing how many there are in Refinery, you'd think this is a thing
very late addition here, but apparently the reason for drak(and cooker?) nerfs was due to pickrates https://clips.twitch.tv/OptimisticBumblingDunlinKappaWealth-BLqVtTklnu17d0-D
So instead of making other lesser used choices more appealing to use
They make the popular choices less appealing
Cool
everyone says this but you really think it's easy to buff and not make things overpowered
it's much easier to nerf because then whos gonna care
if something is overpowered everyones gonna use it
most games act like this
I don't believe you should only buff and never nerf. However, I also do not think drak was/is overpowered(and especially do not think cooker t3b was), and I think pickrates are a really really limited tool for determining if something deserves either nerfs or buffs
this is not truly wiki related though, I only posted this here due to earlier conversation
how long does 100% heat gen for wave cooker take to overheat
lol the microwave was overpicked where??? haz 3???
kind of a dumb move from gsg tbh. unimpressed
ofc they're going to be the most used weapon....right after they release..
they did the same thing to the hurricane. i loved that thing before they nerfed it. now it's just a hard pass compared to ac with carpet bomber
a little bit of everything happens here 
Ree, I knew people would be having wrong interpretations..., it says "I think", meaning that is not the full story for the nerf or that they don't know everything about it, and says "a lot to do", so it was probably a big part of , but not everything
sure, he says "a lot to do with." so yeah, there are some outside factors. when he said "i think" though, pretty sure that was just an english moment
he went on to explain explicitly the reason sooo...
specifically talking about Cooker in this clip if you're wondering
And pickrate is just one of the things they consider for balance purpose.
What is the charge speed of Coil Gun ?
120% charge per second, so 0.833 seconds to charge without mods.
First time I see a charge speed as % hue
what do ya'll think
will it work for all instances we have for unique modifications
that's what it's for ye
wait
sorry misread your message
im only looking at the crspr page atm, but ill take a look at others and let yk
but it can probably be adapted yeah
imo it's a lot more readable and stuff
im about to go out of the house so ill take a look at the other pages later 👍
the whole deal was it was too "unique" and "long" to be explained on the mod table itself
but as long as it can be made to fit in a 3 cells format
the Collete wave cooker ones should be the most "different one"
so if that one can fit, everyone will. lol
k ill take a look at that one specifically ty!
and yeah the idea is to clean up that section since the readability is really poor rn. hard to understand what's going on
I’m not sure what the internal value actually is, I just know the amount of time it takes to charge to 100% capacity, and 1/1.2 matches that time. I just converted it to percentage to make it easier to read.
And yeah, the Colette’s mods and overclocks are pretty nuts. Blistering Necrosis could be its own page.
seems like a collab work for you 2
Blistering necrosis might need to be a big dropdown or something
like a "see more details" under a brief explanation
A similar solution could work for Bullets of Mercy as well. The stuff that does and doesn’t work with that overclock isn’t intuitive at all and don’t follow the rules laid out in its description.
It ends up just being a really long list of different status effects with no other real substance when its explained though.
Also a bit unintuitive how most 'damage boost against status' effects copy the type that the status does, like elec for conductive bullets, but BoM is just kinetic
probably as a "catch all" damage type
each of BoM's activators have different elements, so they probably picked the original neutral element
That's true, though it is also true that lok's electrochemical matches the damage type based on the element of the status.
this is far too technical
i think because there's so much technical stuff for cwc, there needs to be a basic version and then a technical version for those that have technical stuff going on
??
width of what?
there is an apostrophe right before that
which means it is in relation to the Collete Wave Cooker
The wave cooker goes on diets occasionally
xD "it increase Dwarf Width"
wide dorf button
but if you want a bit more precision
here is the full name
k ty!
i was guessing it increased the projectile width
ill venture to say that the table is a huge improvement
don't forget to have the radius stats linking to the area damage page
thanks for the reminder
yes i need to make sure to get those links in
what is "dousing or unfreeze temperature"?
is that the temperature just before the creature becomes frozen?
Huh. May I ask what 60 'cm' mean? I thought width represented an angle. Is the hitbox of CWC not a cone shape, but some kind of cylinder like MeatShield said?
i was under the impression that CWC's "Shot Width" stat was its radius, not diameter...
i believe so, but i have not yet collected proof
more common terminology would be 0.6m radius
also would make more sense in the game as the game is in meters
bug attack range is 2.5 meters, yeah? do the heating/freezing radius perks really make that much of an impact at such a short range?
i got the colette's section all done for a first iteration
take a look and lmk what you guys think
At a quick glance, the info on T5A is incorrect based on my testing. The self inflicted Neurotoxin will now enable the 30% damage boost. It's only the Corrosive dot that doesn't work right now.
That's the only thing I found incorrect though, the rest is concise and readable.
how would that even work ?? converting centimeters to an angle
that is on the temperature page
it is Not the temperature right before freezing, otherwise it would be called "freezing" or "burning"
it is the temperature where it loses the freeze or fire state
X-X why are we having it in a section like that
instead of having a simple version first, and then a collapsed section with more details (or just have it like all others modifications if worded in a more simple manner)
also, reading that seems very simple and not really advanced
given you reword it ofc
Though I am saving that for a better moment
also the notice is like a thing that you can apply to the whole wiki
it is all about knowing game in more details,
if you want to enjoy you can do so without never opening any page of the wiki either
== Anyone knows some options for audio converting ? somehow Fandom decided to make it a pain to upload files ?
Since if I try uploading Ogg it says it is Ogx, if I convert to mp3, it says it is mpga, and so on, only Wav worked (but it is like 20x bigger)
never had that issue before,
also, reading that seems very simple and not really advanced
imagine reading that as a new player
im a vet and it still took me a careful read to understand
and if you wanna make a simpler version as well, go for it. it'd be good. i was just going off the information there as i didn't want to spend the extra time getting values and stuff
guess it just seems like that due to how it was worded / being lenghty, as the mechanic itself seems simple for even someone that only played 1 mission to understand
let me test with my friend that only played 2 missions
it's just pretty advanced information for your average player and especially a new one and it definitely isn't necessary to understand to enjoy the game. we have to consider that people can get here from a search and not in the way we'd want them to navigate the wiki so,
it's just an advanced mechanic that's definitely gonna confuse some people
wonder, which part of the mechanic is more confusing
the whole thing lol
this is poorly written and im not sure what it's supposed to mean
specifically the "and for Large enemies, the number of players"
that the number of players affects that damage they take, and the chance to take damage
"The hazard scaling and the number of players (the latter only being true for large enemies)" ?
👍
is there supposed to be a graph there?
: S
I can see the image lol
I think what he means is that the graph is that table of numbers but agreeably that’s not the correct term
just saying there is nothing missing
It would be less confusing to just call it a table
Because it’s definitely not a graph
yes
ok good that's what i was wondering
because yeah that's definitely not a graph lol
👍
CWC shot width is kinda weird
It seems like at long ranges, the projectile width doesn't match up with the crosshair
crosshair not being a 1:1 relation is a common thing for other weapons too
more of a visual guide
unless you mean it is crazy different
Like I've had instances where targets were entirely within the inner crosshair, but took no damage
It doesn't have some sort of width falloff, does it?
no falloff
afaik the CWC "fires" in a cylinder shape and not a cone so it makes sense that you can have distant enemies within the crosshair but not get hit. Similarly, you can have nearby enemies (or teammates) well outside but still get hit.
Ah, so it's an issue with perspective
??
im not sure if we have a consistent grasp of this weapon's firing pattern
ive heard cone, sphere, and cylinder
is there somewhere to look in code for what the gun's actually doing while it shoots?
Or is this all guessing from anecdotal experience?
from testing
otherwise we would just have gotten said shape stats with more precision
but funny how there are some material variables, wonder if you can just make it solid so you can see that thing hitbox
cwc hitbox is actually a pyramid spinning at 169 mph
the wave cooker pyramid scheme
the closest i've come to finding how Wave Cooker works in gamefiles:
(the data is old -- Width is 60 now)
That does make it sound like a cylinder
But I guess you never know what they do with those variables
Interesting, so the range isn't technically infinite
but isn't the entire cave smaller than 10k?
that is 100 meters, just in case
that makes more sense
assuming both values are in centimeters, which i think would make sense, then yeah it would be 100m
still quite a bit larger than most caves to the point that anything past that range probably wouldnt be reliably hit even by hitscan
not the 1.3.7 update...syntax highlighting was nice until this and now that lack of margin looks bad
welp, time for the personal css lol
does red sugar heal in percent or flat values
almost sure it is flat
ok i also just did some testing: deep dive same sugar vein gave 95 hp whether i used +5 shield or +20 hp
Is the heat SD deals converted from direct damage or direct + area damage?
Wording in gamefiles indicates just direct damage gets converted to heat, but I haven’t proven it. If someone can demonstrate that SD’s area damage becomes heat, then that’s probably the truth.
An easy way to test that would be to try to ignite a preatorian using only area damage
Anecdotally, I don't think I can recall setting anything on fire by proximity
I run heat shard constantly so I feel like I'd have noticed, but obviously that's not very scientific
i am certain area damage is not capable of igniting
By the description and testing in-game, I am almost certain direct damage is the only way SD can ignite without overclocks like VIR
so the 25% , and 100% heat is all from direct damage ?
meaning that making it 0, would make stuff never heat up ?
Also, how are the damage of CWC and Coil Gun classified? Meaning, is it known if they are direct or area damage?
The wiki and mod upgrades just say "Damage"
coil gun's shot is considered direct for the purposes of weakpoint multipliers but the trail is considered area damage, CWC does not deal weakpoint damage so if i had to guess its considered area damage
though it gets bonus to frozen, doesn't it ?
Well, I'll just keep calling "Damage"
Does BC's Explosive Goodbye change the weapon RoF?
CWC is BreachCutter-esque type damage
thats why im kinda guessing, because while it doesnt benefit from wp it does benefit from frozen
so yeah, i think itd be more comparable to breach
kindof direct kinda not
because it applies flat damage to anything within its range (benefitted by damage multipliers like frozen) but cant hit weakpoints
or rather, gains no benefit from hitting weakpoints
i think it literally doesnt but effectively does
if youre letting the beam go out far enough
if you instantly explode the beam before the refire delay is over, youll have base rof
you just have to detonate the beam really early
which means a way lower effective range
the further you let the beam go past the refire delay, the slower the effective "rate of fire" is
Hmm, guess I'll have to think a way to model that
Reduce its distance traveled to Speed * 0.4s or consider the RoF based on the max distance traveled?
very late but same. even with huge radius from feedback loop hitting right next to something, it won't heat up
anyone knows if there is volume control for audio ?
as in, if you want to display an image, you can control size
but for audio, can I control how high it is ? so I don't have to manually adjust in case it is too high
Just noticed the "removed" salute voicelines have been added in S2 https://deeprockgalactic.fandom.com/wiki/Voicelines#Removed_Voicelines
Can Bosco carry fuel canisters?
Don't think so
Wdym?
I think he means a way to control the volume of any audio file inserted into a wiki page.
If editing the file volume is an option, I think Audacity should do the job.
bosco can mine the ommoran beamers
Back to the audio files, from what I see the default extension don’t allow to change the volume when creating the page, but there is a volume slider when reading it.
I know, it's just that the wiki says "Bosco can carry everything the player can", and that seems to not be true as of the Escort Duty update
Maybe because it's unique in the sense it has the ability to mine stuff?
It can't if it's full though, would that mean bosco could carry full canisters, but not empty ones?
I can't remember and don't really have time to check right now, so I asked
something like "Fille: Sound. ogg | volume = 70% |align-left" when using it in a page
but in that case I can upload some and ask if you guys think the volume is ok
weird, wiki isn't loading page editor normally like it usually do
guessing it is a problem on their end
anyway it seems to be working, so there is that at least
adding missing costs
Had this too. I reload it "manually" and it looks all wonky
change the theme, light themed was ok, dark wasn't
Is that 4m thing regarding the CWC true? It's kinda hard to test properly
I know there was some discussion earlier about how the crosshair doesn't represent the cylindrical projectile too well, but I can't tell if there's actually a larger width in that range area
💀 after like some hours I finished adding the missing costs for S1 stuff, hope it was all, certainly could have been faster
It seems complete to me. Great job!
Thanks a lot
Any wikiers able to explain to me how Neuro Lasso "stacks". I get 1 lock will slow a creature by 0.90, but is 2 locks 0.80 or 0.81?
I may have answered myself, I am pretty sure it is 0.81.
yea it's multiplicative
on on hit
added a third on
that's the real shit 👌
I just tested this extensively and I can say with great confidence that boiler ray does not interact with blisters in any way, not once did the boiler ray explosion trigger for me
tested by spawning tight groups of guards and popping blisters with CWC one enemy at a time and checking if nearby enemies took damage
I did however get several 170 damage blister pops from seemingly just one blister, without boiler ray equipped - likely some case of pop damage applying twice, perhaps the pop happening on the same tick as new blister spawning
also the pop has large enough radius that it will kill any other nearby blisters, essentially multiplying the pop damage dealt to enemy
also the armor break mod seemingly only applies to direct damage
That’s probably not special in consideration of how armor break in general works with aoe
Aka it doesn’t
the only case it would work is against health based armor and only within 0.5 meters with a noticeable effect (otherwise a weaker bonus outside of that radius)
and it wouldn’t work at all on strength armor past that range
(And as you say, direct damage is working as expected)
at least I think that’s how it works last time I read the epic doc
Possible it got patched in the Hotfix? Because I was getting explosions with the CRSPR as well. I'll redo my tests today
didn't know, I thought armor break can apply to area damage too since area damage can already break armor
which damage element is constagion transmitter effect ? Poison ?
Can anyone tell me how PGL Proximity Trigger triggers? The wiki states that the trigger radius is based on the explosion radius, so how long is the trigger distance exactly? Half the explosion radius? The entire explosion radius?
PLG T5.A "Proximity Trigger" has a 0.2 sec arming delay. After being armed, if it passes within 2m of a hostile hitbox then it will trigger. After being triggered, there is a 0.1 sec delay before it explodes and deals damage.
Thanks so much!
do we know the range the cooker contagion mod spread is ?
fixed blister and contagion to be way simples and only mention what is necessary
Though now cryo shatter and sticky flames is considered too complex ??? I will have to fix those too I guess
think of it from the frame of mind of a new player
serve them up that section and they'll be very lost
we can't expect everyone who reads the wiki to be a drg guru and understand every mechanic enough to understand the jargon thrown around
which jargon exactly ?
so I can fix them
CWC is not mentioned in the sources of Radiation and Neurotoxin, on the Status Effect page
Anyone has the icon for Radio Transmitter Module?
It's missing on the wiki and I can't get it from Karl.gg
{
"Type": "FSDProjectileMovementComponent",
"Name": "ProjectileComponent",
"Outer": "Default__PRJ_Crossbow_Projectile_C",
"Properties": {
"InitialSpeed": 5000.0,
"MaxSpeed": 5000.0,
"ProjectileGravityScale": 0.75
}
},```
Afaik it should be in cm/s.
aka 50m / s
we never ended up adding projectiles speed , did we...
I think this is an info we usually don’t display indeed.
Thanks
for weapons it fits on the stats infobox
but on creatures it probably needs to be part of the attack template
projectile speed + gravity scale
Yes, 100 units in this game is the equivalent of 1 meter in-game. I haven't seen any deviation from such so far.
Funnily enough, MeatShield added a comment mentioning that // From what Omega Sentinel said in the Discord, Regular Shots move at 35 m/sec by default, and Charged Shots move at 13 m/sec..
Now, a long time after, I added something like that for Crossbow lol
EPC ? lol
yea, I have a bunch of numbers not ready for wiki yet
to be fair, i added that comment long before i had access to the gamefiles. pretty much all projectile speeds can be found in the associated PRJ files
I mean at least now I don't have to go finding information when you want
but hey, it is nice to be asked for information, even more if you already know where to find it
also, didn't we talked about a list of rewards of S1 levels ? where did that even go ?
did we do it for S2 ?
No problem, I just found the almost same event happening again quite interesting, both with Omega answering you back then and answering me now.
How are CWC's T4 working when affecting Heat Generation? It doesn't change the in-game panel because the game gives the value with the Add-On turned off?
Isn't that on wiki ? let me check
this ?
having it be displayed as the "base stats" wouldn't be a good idea though
Yeah, but I meant the bug with other Heat Generation mods
I can test it again, but I won't be capable of doing so until the late afternoon on the 20th.
what is the bug
"Wide Lens Add-On : [...] exchange for +110% Heat Generation (this penalty is currently bugged and not affected by other upgrades that affect Heat Generation) "
If it’s just added heat gen per second then this doesn’t look like bugged functionality at all
or, well
Does it just override the heat gen benefits from other mods
probably someone recorded both to compare
the formula is 1 Heat/sec * Heat Gen % + Tier4's Heat/sec
as a result, any mod/OC that affects the Heat Generation percentage would not affect the penalties imposed when Tier 4 mods were active. i already submitted that bug report a while ago, and I haven't re-tested if the recent patches fixed that or not.
Lool, guess we skipped doint it
Have S1 and S2 level rewards on the same page ? (Performance pass,)
confused about a wiki point mentioning that the bullet hell overclock's initial shot doesnt have a damage penalty, but the ricochet shot does
can i get a confirmation of if this was... something that was discovered while tesing, or something
cant really find a mention on it in here
this is blatantly false. the damage penalty applies to the initial shot, ricochet, and blowthrough.
yeah just found that out myself, would be nice if they fixed it to work like that
I believe the claim comes from this
https://www.youtube.com/watch?v=1gIXOdVUE0k
This video by EvitanReita demonstrates a different issue with Bullet Hell/Blowthrough interactions, namely, that Ricochet chance is rolled on projectile launch and doesn't get "a second chance" after Blowthrough happens. Nowhere does he mention that the damage penalty applies to ricochets only. He mentions that Ricochet itself is inconsistent and doesn't have a 75% ricochet chance in reality because bullets may hit terrain instead of valid targets.
I could've sworn someone told me a long time ago that bullets were still capable of rolling a ricochet after blowthrough happens
Was this not true?
where is even that though?
Leadstorm’s page
It describes bullet hell’s initial shot as doing “full damage before a ricochet”
What is that supposed to mean
It is just saying it does full famage, nothing more
It never said it gests reduced afterwards
hello wiki-related fellas, I would like to ask if anyone here has easy access to the voice files, I need the "what a jaw dropping experience" line for a meme but the wiki doesn't have it 
you need the sound file ?
yes ser
hold on
it does not say it is reduced afterwards, no. but the mention is confusing, it implies the damage penalty of the weapon isnt applying to the main shot
what else would this be trying to explain?
that the full damage of the shot isnt split between the ricochet?
because that could be described a lot better
or, honestly, just not clarified at all because the line is just confusing
i dont see any reason that it has to be clarified the initial shot deals "full damage", whatever that means relatively
there you go
I am forever in your debt
what a jaw dropping experience
Have to ask who wrote it like that
To modify or remove
Or anyone that knows it well
LS Bullet hell text btw, last sentence
What was the point of adding all of this??
isn't that just making the paragraph longer than it should
https://deeprockgalactic.fandom.com/wiki/Deep_Dives?curid=2231&diff=31027&oldid=30547
That doesn't necessarily contradict what GreyHound posted. Consider this possibility: ricochet is rolled once per bullet, and will occur at the first hit where there is a valid target for the ricochet. If there are no other enemies within the ricochet range (6 m) of the first enemy hit, then the blowthrough hit will ricochet and otherwise not.
So the wiki seems to imply that there are subsequent rolls if it fails the first time
Is that not the case and that there is actually just one initial roll to determine if it’ll ricochet?
checked just now and it isn't implying anything
and if it happened, that would be a 100% ricochet ratio
However, if the path impacting the enemy does NOT roll a Ricochet, it can roll them os subsequent enemies, with the same null effect as if the first was a Ricochet, or with the terrain, which WILL result in a valid, damage dealing Ricochet.
I dunno, could've been a bit clearer shrug
And I just wanted to see whether or not that was true based on that recent video I saw
isn't that blowthrough interaction ? also I checked the LS page
guessing that is another one
Yea the Ricochet mechanics page
Meatshield is the creator of the page, so they probably know better what they meant
i didn't add this line. someone edited the article after i finished it.
to the best of my knowledge, that is true. i believe that a ricochet can occur after a blowthrough provided that it has not already ricocheted on an earlier target. not only did i do those tests during that XP branch, i also remember watching this video last year: https://youtu.be/6SCUNQhq7IU?t=232
my understanding of the system:
- Every HitscanComponent has some kind of counter for "how many enemy hitboxes can i hit before i stop tracing"
- Blowthrough mods increment that value by +1 or +3
- Ricochet has a separate counter that defaults to 0. Ricochet OCs add +1 to that counter.
- every time that a Hitscan hits an enemy it does this logic:
- reduce number of enemies i can hit by 1.
- check if it has a Ricochet available.
- if yes, check if the impact point matches the conditions for the Ricochet to happen (weakpoint, enemy body, terrain)
- if yes, roll RNG to check if ricochet happens. If so, reduce number of ricochets by 1 (back to zero)
- check if the number of enemies that can be hit > 0
- if yes, continue tracing the path until the next enemy (go back to Step 1) or terrain. if no, stop tracing.
if that's how it works under the hood, then a ricochet could happen on any of the four enemies hit by a +3 Blowthrough hitscan, but it would have lower and lower probability to happen. right now, at 75% chance to ricochet, the odds of making it past the second enemy is very very low.
But based on this video, wouldn't it be the case that subsequent rolls do not occur? Or was it simply bad luck that the minigun just failed to roll a second time after failing the first roll?
2 failures in a row isn't really that unlikely, you'll get occasional outlier strings as part of any large dataset
it'd be more weird if that didn't happen sometimes
by the way, what exactly happens when you inflict fear on a menace? does it just force it to burrow?
nope. Menace does the same "flee" animation as other ground-based Glyphids.
runs 10m from the source
Interesting. Off the top of my head I want to say I don't think I've ever seen that before.
their 70% Courage makes it a rarer animation. i've seen it ~20 times.
Probably also that they're awkward to hit with most high fear inflictions, and people tend to burst them down very fast
buffed coilgun fear likely the best way to see that
Actually, now that I'm thinking about it-inflicting fear forces grabbers to do their "stop grabbing" animation, right?
Seems to be. Just something you wouldn't normally see because usually anything that would scare a grabber would do enough damage to stop a grab attempt anyways.
i don't know for certain. the Aggressive Venting upgrades do the least damage for Fear chances if you want to test it
Coil Gun's fear trail, too, like you already said
After having just done it it seems to work that way. Grabber's only taking a single trail damage tick but it still does the same animation.
...that almost makes me think that it's always actually fear, and grabbers just inflict fear on themselves after taking enough damage during a grab attempt.
Yes, they use a danger component which triggers off of a set % of damage to their health. A few other things use it.
i believe these are the values in question -- 25 "true" damage in less than 4 seconds to interrupt their grab attack.
People have been saying that trail radius on T5 doesn't affect hellfire.
Is this accurate, or are people just misreading the OC's 2m terrain condition.
DRG players don't spread misinformation challenge! Rating: impossible
The trail radius mod on coilgun does affect the size of the hellfire trail.
Here's an easy example: https://www.youtube.com/watch?v=bKI1TuK9Je4
My feeling on this mod was actually right?! Oh my, should've believed myself.
I guess people were confused on the Karl.gg data, where it says 2m radius on the fire trail.
Maybe it's hard not to spread misinformation as some in-game description are really hard to figure out how it works, and lack of shooting range to accurately test and compare loadouts with ease(like Sandbox Utilities mod) really hurts.
Because of it, people seem to rely gathering these information on the official Wiki and Discord / Karl.gg and DRG dps Calculator / Youtube videos even if they are misinformed or outdated.
Thanks for clarifying as always, learned a lot from your videos 
P.S. Wait.. could this mean I shouldn't blindly follow your videos too? uhhhh
Yes, it does mean exactly that! I mean, I put effort in. But pobody's nerfect and you shouldn't really blindly trust anything 100% of the time.
Not sure if this is the right channel for this question, but seeing as it's related to the wiki, I'll put it here; I looked at the season 3 road map and have a question: what exactly is Creus?
the hoxxes page doesn't mention it ? afaik it is the star it orbits
That makes sense. Thanks
no problem, btw it is blue
Da bu dee
wasnt this changed? I feel like i remember testing this, and the held chunks counted
maybe im crazy tho idk
AFAIK, they still don't count if not deposited, just like secondary objectives
but if you can test it and get proof that it does count, don't hesitate to share in here 👍
unfortunate
a friend had said it was changed and we had > the amount in the bank, but maybe it was just hazard boost. i didnt do the math lol
ig its hard to tell since the amount varies right? i dont actually know that lol
it's "easy" enough to test
make a quick mission, rush the objective, dig and carry and chunk and bring it with you when you leave
see if you get minerals
yea i was thinking of trying with a haz 100% but actually just having 0 + held would be perfect. ill have to try it later!
if it does count thats pretty slick and i can update (though i dont know when it was changed if it was, so idk how the usual format is for the misconceptions page)
I can safely confirm that they don't count until deposited
Unfortunate...
Well, thanks for checking it out at least :)
Reduced the time it takes to trigger the explosion and made the weapon auto-cycle after an explosion is triggered
when did they remove this mechanic? my gun keeps firing after explosion just like it did before that update
plastcrete OC
well I tested as a host now and the gun stops shooting as expected
i'm getting confused by this trails section
it looks like the trail durations work independently from each other
if i use hellfire + electric trail, do the electric and normal trail both get reduced to 3 sec or stay at 5 sec?
3 sec
it is kinda confusing you're right, the hellfire trail duration includes the -2s drawback from the overclock, the other two durations are the default non-hellfire durations
this is kind of minor, but i just saw that the wiki page for engineer, gunner, and driller talk about almost every other weapon at the bottom of the "About" section, except for the new weapons. The page links to them later in the equipment table, and mentions them at the top, but it doesn't give general overviews for their purpose like the other weapons.
is this correct ? " In case of a failed event, the Communications Router will explode in a 30 meter radius"
and "and proceed to disable them, however the blinking will switch to another antenna every 20 seconds."
for the rival antena event
ok, I can see a 30 meters thing, among many other radi, so guessing the one used might be the 30m one
though for the time I can only see 30s, and not 20s, so might be a typo from them
what about this one ? "a wave of Patrol Bots and Shredders will spawn upon reaching 1/3rd and 2/3rds of the hacking progress bar" (hack-C event)
I can confirm the 30m explosion radius as i tested it like the first week or season 2 cuz i was curious, if its changed i wouldnt know. as for the 20 second swapping, i remember it being around 20 seconds before the update yesterday but then it got swapped to 30 seconds. I also can confirm that only a select amount of rivals spawn during the hacking thing but i not exactly sure about 1/3rd and 2/3rd, all i know is that there are only a few waves, its not constant or infinite if you were to say, leave hackc offline for a long time
when were the edits made?
june 14
hah, day of the update isnt that funny
should this even be a trivia ?
https://deeprockgalactic.fandom.com/wiki/Performance_Pass?curid=5404&diff=31103&oldid=30816
it is not saying anything about game history, or even talking about reference,
just seems useless / not interesting
I can see value in linking the Wikipedia Battle Pass article as a kind of "see also" with the caveat that DRG's implementation was a free addition to the base game. The current wording feels a bit too self-righteous imo.
something like "the name performace pass is a reference to battle pass" ?
The temperature page wrt heat spreading says "The Heat Radius will be either 1.5m, 2.0m, or 2.5m depending on creature size", but does not specify what sizes of bugs it's referring to. If I'm remembering right it's small/medium/large, which is kind of implicit but it'd be good to specify
Also, what's dwarf burn temp? 100?
when i looked up the values many moons ago:
Ignite 50
Douse 25
CoolingRate 12.5
Hm, a lot lower than I expected. Guess the cooling rate is very high though.
The line for hurricane minelayer about Nitroglycerin is wrong the rockets do gain the bonus but clear any damage bonus from it when they transfer to mine form, #wiki-related-chatroom message if it kept any damage bonus it would be able to two shot a slasher on hazard 5
The video is old but still holds up
if the line is right then please reword it as it is worded poorly
By the way, caretaker's vents and eye now seem to be completely immune to the radiation field from fatboy. This definitely was not always the case and isn't currently mentioned on wiki.
when a weapon does direct and area dmg simultaneously, does armor breaking calculate both dmgs as 1 combined or 2 separate instances
I think the area ignores armor, the direct doesn't.
For damage purpose yes but not for armor breaking
what's the damage type of DRAK bullets? I don't see it mentioned on wiki
doesnt it say on the drak section of the equipment terminal?
50/50 Kinetic Disintegrate
Is BoM page up to date? I had no idea it worked for so many status effects
disintigrate, nice
ty
should this be ordered based on the alphabet, or organized using the same order for every class ?
Alphabetical is usually the clearest form of sorting. Right now it looks like a jumbled mess
Maybe with two sections (one for armors common to all classes, and one for the other armors) both sorted alphabetically ?
I like this
Out of this list, 5 are common and 4 are unique per class. It's not going to look uniform to matter the sorting method
I would start each list with unique paintjobs at the top alphabetically, followed by common paintjobs, also sorted alphabetically
That would honestly be the best approach.
what about
unique - common - Season 1 ? so 3 sections, (maybe have a line to separate them for organization)
or common - season 1 simply goes together ?
All seasonal paintjobs eventually become common, I don't think there's a compelling reason to split them
easier to add in, more organized as it gets easier to check which ones you got from just playng the season, and which are base
Sure, but the list will get out of date every season anyway. I'd rather have it reflect the current state of the game.
Right now, for someone picking up the game for the first time, it doesn't matter whether a hat came from S1 or not. To them, it's in the matrix core pool like all the hats that have been there since the beginning
So in that sense, I think splitting cosmetics by season 1, 2, 3, etc. adds visual clutter when only the latest season is actually relevant.
💀 you have to decide smh
'> "I would start each list with unique paintjobs at the top alphabetically, followed by common paintjobs, also sorted alphabetically"
'> "I think splitting cosmetics by season 1, 2, 3, etc. adds visual clutter"
you basically said to divide, and then to not divide
smh my head my head
My point is, list the unique paintjobs alphabetically, then list every other paintjob (the common ones), also alphabetically, without adding more distinction
this ?
Yeah, I think this is as organized as we can make it
I don't think this is true for the lost pack
why not ?
While we haven't found the parts of the code that say Bosco cosmetics go into Lost Packs, there has been no precedent to let us assume it should be elsewhere
You can ping GoldMath and ask where they got that piece of info from
it was from me lol, and not sure where the "we haven't found" part is from, cuz I had found that weeks ago
I just got the message that i have all lost pack loot and i don't have barrel bosco
can't say for certain about moss crawler, but i am pretty sure i already had it unlocked for s1
so either it got bugged, you didn't notice you have it, or they forgot to activate it
check if the bug got reported, will ya ?
or see if everyone is missing it too (that didn't complete S1 , etc)
doesn't seem like it is
https://deeprockgalactic.fandom.com/wiki/APD-B317
Additionally, Bosco will not engage any parts of the Korlok Tyrant-Weed at all; if directed to, he will simply instantly revert to his idle behavior.
I'm fairly sure I had Bosco help me with my last Korlok 🤔
Will recheck
doesnt say if awaken or something ?
do check when it was added, and who added too
i know from personal experience that Bosco will not attack an idle korlok
but he does attack an active, hostile korlok
Hi wiki friends, I was just testing Target Explodes on the CRSPR, and while I understand the damage component of Target Explodes has significant falloff damage, I think, based on testing that the heat portion doesn't? I could reliably get Grunts ignited even at the edge of the explosion.
Heat doesn't have falloff, indeed
woot, 20m range and free heat in 3 meters for temp shock cooker is GG.
It does in some cases though. Heat has no falloff for the damage conversion mods, but several forms of AoE heat damage do have falloff like the Aggressive Venting mods. Not sure if this applies to Targets Explode or not though.
а
Hmm I see the area damage falloff calculation on the wiki, I guess its time to find out at what metre it still does 30 heat to ignite Grunts if it did have falloff.
Here is my test though in Sandbox so far: https://youtu.be/IrVeowwCn3E
you mean for thing with the fire+ heat damage
or things with 2 different damage instances ?
T5B of the CRSPR does 55 fire damage and 55 heat. I am trying to determine of the heat portion has falloff or not conclusively.
yes, but as 1 instance, or as 2 ?
I don't know :(
np
Targets Explode deals 55 Radial damage of the DMG_Fire type, so that's Fire + Heat in one damage calculation with a radius of 3 meters and no set minimum damage radius that I can find which should make it use the default value of 0.5 meters.
I don't know for certain how DMG_Fire interacts with damage falloff. For testing I would recommend having only two targets and spacing them apart at set distances and facing the same direction so that the hitboxes will be easy to predict. For this if you utilize the Spawn Menu mod and span in Acid Spitters they'll have their AI turned off by default which makes them great for this sort of thing.
I'll run some tests with the Heat values of each target hooked in Cheat Engine later to see if the spitters' heat buildup is lower than 55 when hit past the falloff range.
oh, warden is 50 heat, seems best option, no ?
as in, only way to not ignite is to have falloff
Personally I don't know how to pause the AI of bugs outside of simply spawning in the ones that don't function properly, so that's why I was planning to just hook the heat values and see what happens when everything is completely controlled. If there's falloff the value of heat added to the Acid Spitter will come out to some Float value below 55.0 and will be extremely obvious to see in Cheat Engine.
It'd have like 20 decimal places and they won't be changing as the bug cools off because the cooling rate is exactly 6.
I mean, that or you can change the bugs burn temp to be 55 too
Right, but once we get to that point we're doing a different test that requires the same effort but involves me building a different tool for it. I already have an environment set up for the previously proposed test that will yield the same results, so it'd just be less work on my end to hook the heat values. Even if I change the ignite temperature I'd still be hooking the heat values just to have a number I can reference for double checking the math. The status effect is just fluff at that point.
<@&296918282403840000> 👆🏽 Scam (issue solved)
@silent sierra Sandbox mode now can disable all enemy AI
Oh wow, really?
Yup yup
Dang. I wonder what else I missed while I was away.
You can make yourself invulnerable too now :D
But ya, in my vid, I used 60 disabled Grunts for my test.
Oh nice. I was previously doing that via the enemy damage scaler in the custom difficulty mod, but if this works with fall damage and self damage as well that'd be super nice.
I used the formula set out here in the wiki: https://deeprockgalactic.fandom.com/wiki/Area_Damage
And based on my math, 30.25 heat can either occur at 1.1 m or 1.9 m. I solved for 1.9, but I don't get the part where 3-1.9 isn't solving for damage/heat generated at 1.1 m. I am lame at maths though.
I'll do the Warden test in Sandbox though, because ya, they take 50
Ok, the Warden test proves it then, I think it does have falloff, I could not ignite any Wardens except those hugging the one I was targeting. Sad panda. Though I get mixed results still, so more conclusive testing needed. Nm, still inconclusive. Using some rough distance measurements with the pointer, I think things are igniting at 3 m.
well... " Additionally, Bosco will not engage any parts of the Korlok Tyrant-Weed at all" (Apd / bosco page)
I just got myself a idle korlok, and a bosco
so... wonder how to go about this
ok, he doesn't start the battle
:| yes, he is attacking now just fine
I just had to start the battle
Here are some quick tests showcasing Targets Explode and Heat Radiance having damage falloff and the falloff affecting their Heat damage
Also something I found out is that the damage from Aggressive Venting on Scout isn't all subject to damage falloff. Specifically the AoE comes in the form of Radial Heat damage with a 1.5m max damage radius and 5 meter total radius with 25% minimum damage, and 10% of the base damage is converted into DMG_Fire resulting in up to 6 Fire + Heat damage that will not be subject to the limitations of damage falloff.
I went ahead and added the 6 Fire + Heat that has no damage falloff to the Drak's wiki page.
Thanks Evan that ended up being my conclusion as well after repeated trials that are way less flashy then yours :D
While thinking what tier 2 upgrade would be better on Shard Diffractor Volatile Impact Reactor oc, just had this question in mind:
Does Volatile Impact Reactor have a hitbox where it makes hot magma(like Sludge Pump, which can make a puddle by hitting near the surface)?
I don't really think so, but just curious.
Something I looked into regarding the Shield Battery Booster OC:
The wiki says that your shield begins recharging after an overheat soon as the weapon recovers from overheat.
from what I can tell, it doesn't work like the puddle no
From my tests, this is only true if you overheat and drain your shield from full.
If you've taken any damage, the shield will recharge after its normal recharge delay, and if you overheat the gun between the original discharge and when it would normally begin recharging, it doesn't affect the timer
So as an example, i took a bit of fall damage, overheated my shield, and 9 seconds after it depleted, it began recharging.
I then broke my shield with fall damage and overheated a few seconds later. The shield began recharging 9 seconds after the break, unaffected by my overheat
It's known, it's been broken since the end of Season 1 experimental
Does anyone have data on how the mission mutators affect the cave generation? Do mutators cause the caves to use different seeds and thus a larger variety of layouts? I've always assumed that they do, but I've never tested if cave terrain with mutators was different from cave terrain without mutators.
wait, you saying that volatile guts is objectively creating cave layouts that can never exist on missions without it ?
I am asking if that is the case.
Sorry if my wording implied a conclusion. What I mean is that I "feel" like mutated caves have different layouts, but I also know that I'm prone to confirmation bias with these sorts of things and have no empirical evidence to back up my thoughts. I was hoping maybe somebody at some point has checked.
never heard anyone mention it
or find anything that can indicate a possible change
so either really really super obscure feature we have no way of knowing yet , outside heavy testing
or bias
steeve related voicelines anywhere on the wiki?
I think they weren't added, no
since I would expect it here ? https://deeprockgalactic.fandom.com/wiki/Voicelines
that page has only a fraction of all the many voicelines in the game. there's plenty of voicelines for petting/taming steeve, they are just not on the wiki
if I weren't having so much trouble uploading stuff to fandom I would have added it
it's not unlikely, I know shield disrupt causes x2 red sugar to spawn in the map
that would be warning however
and they are most likely talking about layout, not spawning of enemies or minerals
//boltshark chemical explosion, where is that even from ??
closest thing I can find is saying 140 explosive, not poison
anyone knows it better ? https://deeprockgalactic.fandom.com/wiki/Nishanka_Boltshark_X-80?curid=6044&diff=31157&oldid=31155
There was a patch a little bit ago that said it got change but as far as I know the only change was the timer for the bug's death from 2s to 1s
and there is the bosco one too, though that one should probably be reverted until proven it is not a bug and it is actually somewhere else to be found
https://deeprockgalactic.fandom.com/wiki/Lost_Pack?curid=3482&diff=31158&oldid=31119
It is not.
Awesome! Thanks for the clarification.
Same layout and seed, it just changes the quantity of certain resources (red sugar) if shield disruption is active.
There are different phases to map gen and lots of factors besides seeds.
There are 3 types of mutators as well.
Base Mutators which are active on certain mission templates, such as increased enemies in map gen on Escort, extra minerals in the tutorial, Mutators which are yellow, Warnings are red, both of which inherit from mutator data assets. Some use Running Mission BPs for more scripted events such as the ghost maintaining sight, spawn logic of exploders or swarmers, explosion logic, parasite logic, some just edit certain variables that affect certain things on map gen, all can be combined into one, there isn't much limitation. No Shields is 2 Mutator data assets, increased red sugar spawns and a shield multiplier of 0 in a single Warning data asset.
I've been working with them a lot as of late. 😉
is chemical explosion still doing poison , instead of explosive damage ?
yes
still not fixed
so that Means it will appear on patch note and I won't forget to update on wiki ?
No idea. I guess ?
REZ, not RES probably
I know, thank you though.
On this table- https://deeprockgalactic.fandom.com/wiki/Accuracy?so=search#Table_of_baseline_values
-most weapons have a "min spread" of 0. As I understand it, the actual "minimum" spread as most players understand that term are more accurately represented by the first 2 columns, despite the names used-is this correct? eg, 12/6 horizontal/vertical spread for warthog at base, with no extra spread from movement or bloom.
This page is an in-depth, highly technical explanation of how all the different pieces of Accuracy all work together for weapons in Deep Rock Galactic. What is described on this page explains how Accuracy works as if the player is standing still. There are additional penalties to accuracy while moving, but this topic is already complex enough wi...
And if that's the case, why is the internal value that is actually called "Min Spread" only a number above 0 for warthog?
I don't have a full answer to give you yet, but this does remind me that we need to add the new weapons from Seasons 1 and 2 to those tables.
any specific thing stoopping it from being added ?
If the values are easy to pull from there files, then no. I can look into that later today.
will be out today, otherwise if you had trouble finding one I could also try finding it too
i've wondered the same thing myself. why is warthog's min spread > 0, especially when it has no spread per shot?
i wrote that table using the internal names of variables, rather than the intuitive names that players would think of. I think in the top section there's some light renaming/contextualizing.
Are the Min Spread While Moving/Sprinting additions or replacements for Min Spread?
"Replacement" would imply it gets more accurate when walking, but addition means only 2 of the While Sprinting's 8 is actually applied due to the 6 Min Spread and 8 Max Spread
effectively, yes.
standing still is when Base Spread is apparent, walking adds the While Moving penalty, and sprinting applies the While Sprinting penalty. when you start firing a gun it takes you out of Sprint so that penalty decreases down to Walk penalty + first shot
the full Spread equation is
MaxHorizontalSpread + Movement Penalty (defaults to 0) + CurrentSpread, where CurrentSpread is between [0, MaxSpread] and is governed by SpreadPerShot, SpreadRecoveryPerSecond, and Rate of Fire
"While moving" penalty applies to jump as well even with no horizontal movement for all weapons, right?
iirc, yes. It also applies to being on a Zipline
I've heard people say that at the apex of the jump the penalty doesn't apply so you can shoot accurately with bulldog in midair if you time it right.
No idea if it's true, I suppose it could be if there's a moment where you've stopped rising and haven't started falling yet so you're not technically "in motion".
So there is no flag to check if you are on ground ??
Since being in the air implies movement there's probably not much of a reason for one.
[[noclipping increases]] 😆
Yeah, I think LM’s right. GSG probably coded it without a grounded flag, just checking if player.velocity==0
That sounds like a "probability 0 but not impossible" kind of thing since player.velocity is presumably a float.
I'm pretty sure that I have seen most crosshairs become more accurate while midair.
There is in general, maybe not for this specific case.
It's definitely at least more accurate than when sprinting, despite being able to carry forward sprint momentum.
Hey not sure if anyone else noticed this, but the low gravity pits are showing up outside of escort again. I got one on a dreadnought mission. I'm not sure what other mission types they can spawn in though.
They should be able to spawn in all so long as it is Azure.
It being exclusive to a mission type was a bug, should generate like normal cave assets now.
Was that called out in the patch notes? If so then I must have missed it.
no
i have a screenshot of a Magic Well in Salvage mission from Apr 29
was that updated or changed on wiki ?
they also can spawn in mining missions as well
haven't seen them outside of those 3 mission types yet
guess you can check if they are banned on those mission types
If I recall, the devs had no idea why they were bugging out, and I'm not entirely sure they fixed it too. Could have very well started fixing itself, because why the hell not.
I've heard reports of magic holes in various mission types
Well, yeah, specifically, Morkite, Elimination and Escort
so they might still be kinda bugged
If it was not already confirmed by now, lost pack rooms generate AFTER using the helmet.
yea, I guess that was known for a long time
unless you mean they were invisible
Nah, it chooses a point somewhere in current terrain.
Just made a 400 by 400 room out of the map bounds and it spawned there.
can we have more than just a random steam comment as "confirmation" ?
entire argument seems to be based on a single person posting they got it from cargo, no screenshots either, expected something better...
so seems way too weird (barrel bosco reward)
I recall bringing that up on the sub a long time ago, and someone went to check with noclip mods and posted a video.
There was no isolated room before they activated the helmet. I reported it here, but someone here said it wasn't conclusive evidence
If memory serves me
Correct.
https://deeprockgalactic.fandom.com/wiki/Gold says that gold is worth 1 xp each, https://deeprockgalactic.fandom.com/wiki/Experience?so=search#Other_ways_to_obtain_XP says it's worth 2 xp each
So mentioned this briefly in #drg-chat but was looking for somewhere a little more willing to discuss game mechanics, and was pointed here. I'm not sure if this is known already, but I discovered today that you can effectively reload-cancel the Shard Diffractor by weapon-swapping shortly after a burst ends and then switching back to the SD. The time between bursts is much shorter when swapping in-between, by an amount that varies depending on how much charge was used (anywhere from about a third as long for very short bursts, to about the same amount of time for a full mag-dump). I'm working on uploading my test video and data right now, but I wanted to see if anyone was aware of this, and maybe whether anyone could help work out exactly what's going on here.
Test footage: https://www.youtube.com/watch?v=bq_0z5-birY
Direct link to charted data: https://i.imgur.com/GWORxza.png
Meet Frost Dreadnought 👀
https://gfycat.com/measlyoldarcherfish
Honestly, I'm... not seeing a noticeable difference in damage output. With creating a ticket for, but I doubt it'll get high priority
Could be missing something though
just another useless info about re-atomizer 
~~I know it's supposed to be for direct damage only (according to the description) but I don't recall it ever being the case so I still need to ask you : Napalm-infused round for the hurricane applies to both direct and AoE damage, right ? ~~
Just tested it : It does.
PGL's incendiary compound also says it reduces "direct" damage. So I don't think either of those descriptions are supposed to mean it lowers just direct damage, the damage type, but 'direct' damage as in 'immediate' damage as opposed to over time.
Fair enough, but on a weapon with both damage type, it's a bit misleading 😄
could be reworded for sure
hey
do you guys know where i could find the rocket take off horn?
it goes like BEEEEP--BEEEEP-BRRRRRRP
is there a file with a series of .wavs
kind of like how dota/tf2 has all of its sound files for download?
you should be able with this
sadly there is not a series of .wavs, as if I remember it is .ogg,
but if you really want it to be wav, you will have to figure out how to convert it
I'm more interested in understanding the mechanics at play I guess. Maybe this also isn't the right place for discussing it
Confirmed for myself that Data Rack scrip is limited to 8. Nine challenges for a Sabotage mission, the 9th gave me PPoints instead of scrip. I have deliberately rerolled all Rival Presence challenges up to this point, so I've finished zero of those
Took me almost two months 😂
1 vote and 3 comments so far on Reddit
Do we know anything about the interaction between Iron Will and power attack cooldown?
It appears in the perk status effect file:
{
"Type": "StatChangeStatusEffectItem",
"Name": "StatChangeStatusEffectItem_3",
"Outer": "Default__STE_IronWill_C",
"Properties": {
"Stat": {
"ObjectName": "PawnStat PST_PowerAttackCooldownRate",
"ObjectPath": "FSD/Content/GameElements/PawnStats/PST_PowerAttackCooldownRate.0"
},
"StatChange": 3.0
}
},```
Other effects are :
×1.2 movement speed
×2.5 melee damage
-30% movement speed penalty reduction
Oh and it seems all of this was already known since it is on the wiki already.
So I discovered a new trick today.
At least I don't think it is known because it is so hard to execute.
You can unfreeze yourself with your pickaxe.
wait what 😄
Requires you to power attack like a moment before you freeze solid.
Does anyone know what happened to impact axe dealing great damage to armoured targets like shellbacks and praets?
There's just almost no dmg through armor smh
axes are very buggy as client
thanks, that's the issue I was wondering about
I have no hope for mobile view on fandom
It's scuffed everywhere and they don't even let wiki admins/guardians edit css/js themselves iirc
I think we asked someone to look into it, but never got a reply
We have been trying hard to push for it, but there has not been much (but still something) from the devs about it so far
exciting
is there a page that details special and disruptive enemy spawns and spawn mechanics
nah, there isn't a page for that
have you watched the vid? https://youtu.be/tLiX_GJRdWw
and still not complete lol
I started trying to understand things myself too with tests,
confusing how it feels people here don't know much about it, but then others do, guess there are some bubbles separating information
That vid while incomplete is still a good collection of data on the spawn mechanics.
For the creature spawn weight afaik you can only see them on a dev build, so if we need them asking a dev would be the only way.
did [[person who browses this channel]] have access to a dev build at one point? that might be a way to acquire spawn weight data...
I do but I believe Ely is referring to the actual FSD UE project.
I checked a bit more, I found out what they are called on a log file.
Looks like we can access them, the spawn weight values is called DifficultyRating now, this value is stored in the Enemy Description file.
: S S S I thought we knew about that since forever
my table with that must be like 1-2 years old
Well that info is one of the bits missing in the video linked by SplitSentro, we had that one, but not the other part, looks like Ike figured out the rest of the problem, but not that part.
so many parts mentioned, confused on which part is which
but then, I would guess what one would do is to change the values to see what happens in a wave, as in, max spawns, rarity, difficulty, as well, making the wave values non random
That difficulty rating also count when filling a room with enemy outside of a wave (either with stationary before the mission or enemies for small waves) in that case, the size of the room is what seems to matter.
tbf, I was first trying to discover how the "enemy types that can appear in a mission worked"
so I wasn't even thinking about using my difficulty rating stats to test out wave formation yet
There are scalars for rooms individually.
There isn't just one set value for a mission but there is a multiplier that affects all.
As for how each enemy can be spawned in a mission, I think I have figured it out for most if not all of them, not in details, but I should be able to tell which one is part of the common category, special, rare spawn at mission start, event only… but even just that is already pretty complex since there is some weird cases.
Any idea what rarity and spawn amount modifier do ?
room being only for pre-spawned , right ?
or will swarms be different if you are on a small vs big room
afaik it is only for pre-spawned yes, but I am not completely sure.
It would appear Ice Path's ticks are not relative to when it was placed. Grunts freeze at -30°. With 11 Freezing Power it should take 2 ammo and 1 tick of 8 from Ice Path to freeze a Grunt. I had assumed these ticks started immediately upon being placed and if they did the first instance in this video should have resulted in an immediate freeze like the second one does.
Instead, they appear to be synced to some hidden global timer as that's all I can think of to explain why the grunt sometimes immediately freezes and other times doesn't.
Is it the same clock that regulates Cold Radiance ticks maybe?
maybe increasing the tick time to be much longer, would show more about it ?
https://deeprockgalactic.fandom.com/wiki/Perks#Milestone_Icons
Some updating is required...
and why is that
No, that procs after 1s of firing, repeatedly
yeah just thinking out loud
@weary sonnet https://deeprockgalactic.fandom.com/wiki/Patrol_Bot
You might wanna revert some edits in this page.
I'm pretty sure
In this state, it will fly around and fuck enemies, similar to the fucked Glyphids when using the Beast Master perk. If the bot remains unfucked for longer than 30 seconds, it will regain a portion of its health, fly back up and continue to fuck players until fucked again. Patrol Bots spawned during the Caretaker fight cannot become fuckable.
is not something any of you people made.
Done
Thanks for the heads up
Someone wrote on that page that the hackable trigger happens when the drone is brought to low health.
And that's annoying to me because I'm pretty sure the "hackable or not" roll happens at 0 hp and if it's hackable, it just refunds some health to the bot.
But unless we ask some of the devs, it's hard to test, so it's speculation against speculation.
Don't thank me, thank the person who talked about it on reddit 😄
https://www.reddit.com/r/DeepRockGalactic/comments/vplen6/hi_patrol_bot_hacking_question/
I don't have a source on that but I'm pretty sure that's how it works, unless it rolls at the moment damage is taken and drop it at 1 hp instead of 0.
before applying the damage
If the bot needs to be brought to low health specifically, it means any spike damage options like M1k focus, hyper prop, etc. are strictly inferior because they have a higher chance to "miss" the window and skip straight to destruction. I don't believe GSG would design it like that.
But just like you, I don't have a source. And that's what's irritating me 😄
I'm more thinking about a roll that's applied between the hit is taken and the moment the damage is dealt. I guess the game could check the amount of damage, and if it leads to death or not, and then do the roll and whether it dies or remain hackable.
Could be that too
But I'm just shooting in the dark.
I'll see if I can ask them eventually.
It is just a control state change.
Requires reaching 0 health afaik, rolls for changing the control state to "disabled" instead of dying (can be changed), there are different death manners which may or may not influence disabling, then it gets hacked and is changed to "hacked".
There are 2 different revive states, one happens after not hacking for a while in which it heals to full afaik, the other is when hacked it regains 30% health. These are editable.
Simply changing the control state to "hacked" and calling the related functions is not enough, even when you set the state to "disabled". There is some additional logic being called to properly change the friend or foe state, which I believe is only done through an event bound to the hackable component which is not BP exposed.
Maybe I'm wrong but I don't think unhacked patrol bots come back to full HP. Been a while since it happened to me but I think they go back 25% as well.
I'll verify it in game later.
Very well could be, I think I am mistaken as I was messing with the values for one of my mutators.
thanks for all the info though 
Not to full. Just a couple days ago I had Bosco bring a patrol bot to a hackable state somewhere off-screen, and when I missed the 30-sec timer, I saw the bot roll around at less-than-half health
Makes sense.
That would be quite dreadful if they were coming back at full hp to be honest 😄
I believe that they cannot be disabled after "reviving".
Like no 2nd chances of hacking.
That would make sense
It's a boolean from what I recall.
lol Wat
The monthly weird edits we get
Also fandom removed the patrol system so can't even systematically ensure all are checked
Hey, just asking if someone might be able to help. It's about Rewiring Mod for the Drak. If for whatever reason you wanted to ensure you fire as many bullets as possible over the course of a misssion, which T5 mod would better allow that? T5A (Manual Heat Dump) gives me 0.7 seconds more firing time (when used optimally/correctly), but T5B (Thermal Feedback Loop) reaches the first overheat faster, subsequently allowing you to technically refire faster as well. What I can't work out is how much faster T5B might be at overheating, and if it is more, less or equal to 0.7 seconds. Forget any practicalities of my scenario, I know the additional benefits of Manual vs Thermal, but I am still curious to know.
If I remember the conversations in this wiki tab correctly, people found out you get most bullets earned per bullets spent at high heat, but not at 100% heat. If that's still true, I guess the answer*(to the most bullets fired without thinking on time spent)* might be T5A.
I think the most efficient was to reload manually at ~85% heat, the message in question with all the details and calculations is probably from MeatShield.
Ok, it was on another discord, here is the message:
Rewiring Mod is my preferred OC -- it can transform 480 base ammo (not equipping T2.A +250) into 1520 with absolutely no micromanagement. just fire it until it Overheats, and it over-triples your starting ammo. if you do micromanage the Heat Meter and manually Overheat at ~85% Heat using T5.A, then it returns nearly 5x your starting ammo. so, with ammo no longer being an issue, just pick up DPS upgrades and you're set!
That said, after reading your question thoroughly(really sorry for just assuming what you said, I am bad at reading) I am not sure about the actual answer of your question about mag dumping within the time restraint. Maybe I have to go test it out what manages to pump out bullets more in a timely manner.
Np, ya, it's a weird question, because I am attempting to create a case for people to stop considering Rewiring necessarily as a ammo mod, but see it as a damage mod instead. E.g. if OPA does 34 damage in 2 bullets, Rewiring does 33 in 3, and can afford to spend 3, because it has extra. Where it gets complicated is sustained fire over time and if Rewiring is actually capable of firing off all that extra ammo. That requires playing around with some unconventional setups that may favour ROF in some cases. I basically don't want to maximise total ammo efficiency, I want to maximise total ammo spent so that it stacks up to the other OCs damage wise.
Oh! Thanks for explaining, that would be a tricky question to solve though.
Haha, I agree. Right now I have a 2233X Rewiring build that matches the total damage of OPA, and also matches the burst damage before overheat of OPA, but I can't decide on X. The Rewiring build is more accurate, but the OPA build has better sustained DPS because it doesn't necessarily need to overheat, and if it does, it does so for a shorter period. But again Rewiring only stacks up if it can actually spend the extra ammo.
personal experience goes against this statement for me
They can be disabled several times, I saw that a few times as well.
Just experimented disabling "revived" hostile patrol bots, and they can be disabled again!
Huh?? wait a sec what?
I was able to disable a disabled patrol bot?
False, I have video of a 4th chance at hacking the same patrol bot. Took forever to get, though.
Side note, headshotting a patrol bot with incendiary hyper Prop will "double kill" it and prevent it from becoming hackable. Presumably it's because the direct damage kills it, it enters the hackable state, and then the heat ignites it and kills it again. The "stop shooting it's hackable now" voicelines after it just explodes give it away.
Uh, that Hyper Prop thing? Do you think my last shot from this video(https://youtu.be/DvoU5gyFpsY?t=47) was a headshot?
Since hackable bots are hackable again(https://youtu.be/A1lcbNXWw1c?t=12), I think there's a chance it can survive a incendiary Hyper Prop headshot.
What’s your load out
If you’re using homebrew it’s possible the low roll caused it to survive the damage and get heated up to kill instead
Oh..! Thanks for pointing it out. Gotta do that whole thing again.
It would be the only explanation that would make sense, in both of these videos we see both situations
One patrol bot dies to direct damage, becomes hackable, but instantly dies due to overheat
And in another video one patrol bot becomes hackable to a headshot hit
And I’m not sure how the math works out, but it’s possible the lowest rolls have a good chance of letting the patrol bot survive direct damage from a shot
How do you think about this video @worldly salmon ? (https://www.youtube.com/watch?v=obNfiAWjuKA)
Now this is just appearing to indicate you need higher rolls on homebrew to guarantee they 100% die
Which means double killing just isn’t ever going to be consistent
But possible, one of your videos shows it happening
Patrol Bots always die if shot to the head with 445 direct damage Hyper Prop shot(~haz 5), so the direct damage alone guarantees they 100% die.
I just think I'm rolling two chances of disabling the Patrol Bot. Since you can make a hackable Patrol Bot hackable again, I think this happens when you shoot incendiary Hyper Prop shot on its head:
Roll a chance to make it hackable(direct damage kill).
If it fails, it instantly dies.
If it succeeds, roll another chance to make it hackable(heat kill).
If the second one fails, it dies after a small delay(heat kills seem to take time rather than instantly dying), getting "double killed".
BUT if the second one also succeeds, it won't "die". (made it hackable)
stats increase it by 1 or 2 kills ?
Pretty sure I already had patrol bots disabled with a HP shot in the head
Sorry, I don't have a stat mod to see it clearly, and it's a bit late here to test it again. I need to sleep.
miner's manual is on the base game tho,
it shows how many of each enemy you killed
OH :'( guess I'll test it tomorrow
to remember for next time
Even though I did not "kill" the Patrol Bot, stat increased by 2 kills! YAAAS
https://youtu.be/pmqZtuzdbFM
I guess disabling a Patrol Bot counts as a kill.
lol, overshooted stats
Finally got it edited down, posting for posterity. https://www.youtube.com/watch?v=wFQTXLcZF-E
I assume there's no actual hard limit but even if there were, in the context of an actual mission 4 might as well be infinity.
This initially started as just me messing around in the sandbox with Hyper Prop vs Patrol Bots (which is weirdly VERY satisfying) during the course of which I discovered a revived Patrol Bot can become hackable again. N...
👀
Is the cooling rate on the Drak the same as the heat generated rate? wiki isn't too clear on that
it is not. Drak25 does not have a static heat generation; instead it accumulates a set amount of Heat per Shot (0.045). the total heat level increases from 0 to a maximum of 2, at which point it Overheats and ceases to function for 2.5 seconds.
if you cease firing before it overheats, there is a 0.3 sec delay before it begins cooling off at a rate of -1.1 Heat/sec.
thank you Meat, you are a legend, so with T3B it's 1.65?
indeed. Drak25 T3.B also decreases the delay from 0.3 to 0.21 seconds.
Does T3B interact with Manual Heat dump? E.g. if Manual Heat Dump reduces 2.5 to 1.625 seconds, will T3B make the gun cooldown in 1.18 seconds instead??
i do not believe so. Manual Heat Dump activates the "jammed" condition and uses the overheat effects and duration. the duration is reduced (proportional to the current heat level and multiplied by x0.65 or so), but i don't think that the Cooling Rate has any effect on that.
Hmm that's a shame, thought I was onto something really cool there.
I suppose the test for certainty would be to overheat naturally on something like Rewiring Mod and see if T3B makes it feel faster.
Uh guys? I think Taser Bolt Electric Beam's "Stackable: False" part needs to change.
https://youtu.be/IKH0l0xgmWw (sorry for the low video quality)
It seems the Electric Beam can be stacked, only once.
This also works on Electric Beam that's connected to the terrain.
So T1C does cause faster overheat due to increased RoF?
and also T5B?
Yeah, it's rather easy to replicate, but what I'm finding is that it will exclusively stack with itself one time and no additional beams will increase the damage. It's really odd.
I can't get the beam to stack with itself when all of the bolts are on a single enemy though. I can only get the damage to stack when the bolts are attached to terrain.
Oh! I found the reason. When they fixed the bug preventing the taser arc from working with the "bonus vs electrified" mods they added a new STE file for it and gave it the property "CanStack: True" with another property "MaxStack: 2".
It used to share an STE file with Turret Arc which incidentally is still bugged to not work with the electrified bonus damage mods. Now it has its own STE so it definitely needs to be updated in the wiki.
Glad I helped! It is kinda scary to see an Oppressor die by 3 consecutive shots with a full duration build.
(Needs to fire fast though, there's a bug which nullifies all damage from the beams when one beam disappears)
Tasers also absolute delete the Armor phase of a OG Dread for Haz 5 , 1p.
About the taser bolt, from what Dagadegatto said the hard cap was set to 3. (It was in a tester build but I don’t think it changed since then.)
I will test it tonight after work if there is still a doubt by then.
From what I see, the MaxStack: 2 means that a given creature can only be affected by 2 arcs at once (which requires 3 arrows, the third arc doing no damage), there is no limit to the number of stacks for the basics STE.
Hi again friends, I remember reading here (80% sure), or possibly somewhere else, that bonus damage granted by certain elemental damage, inherits the elemental damage type. Is this correct? E.g. T3A (ECR) for the Lok 1 does 20% more damage vs electrocuted or on fire targets. Is the bonus damage being dealt then also electric/fire damage and therefore affected by resistances?
Second question relating to ECR again. Are we certain the damage bonuses stack? I'm asking because when I math out 11111 for the Lok 1 vs 11112, the damage on paper should be so close as to be unoticeable for any relevant breakpoints that I can see. However, I have a group of players who swear 11112 with Unstable Lock Mechanism feels and functions better vs Electricity Generator Mod enabling ECR instead.
In that case it would depend on the upgrade, some of them specify a damage type when adding damage, the damage is inherited when no damage type is specified.
Right, by karl.gg it doesn't look like it is specified, so tentavily without going deeper, I can assume it inherits?
I will look at the file, it is the T3A upgrade for the lok1?
Yes, and ty
It looks like the damage type is specified, there is two files for that:
If the target is on fire, it will add 20% damage as DMG_Fire (so fire damage + heat).
If the target is electrocuted, it will add 20% damage as DMG_Electric, so just electric damage.
As for your second question, which bonus do you think may not stack?
I think you answered it already, but the fire and electric damage bonuses basically
Afaik they should all stack, OC being last in the calculation.
E.g. if the target is on fire and electrified, do they take listed damage *1.2 * 1.2?
In that case they would take 40% (20% from fire, 20% from electricity) more damage assuming they are not weak to fire or electricity.
Ah so it is 1.4 then?
Since the two are calculated in parallel I don’t think theses two can stack with each other, otherwise it could create a loop.
I mean you can benefit from both bonuses, but not reach more than 20% damage from each.
Sure, so for my purposes, the damage isn't 27 * 1.2 * 1.2 = 38.88, but instead 27 * 1.4 = 37.8?
I think so.
Ok, that could skew things a bit on why T5A could feel better
Not completely sure but that would be weird to implement it in a way that allow one to benefit from the damage bonus brought by the other.
With enough multipliers, 1.4 vs two instances of 1.2 might add up to a difference
Another potential info:
#wiki-related-chatroom message
Hmm
How would this interact with WP damage, or does it? Say with Executioners bonus 50% vs a 1x WP multiplier?
afaik weakpoint damage is always multiplicative with the rest
Basically it should be like that:
{creature innate weakpoint} × {weapon bonus weakpoint} × {creature elemental weakness/resistances} × {rest}
@weary sonnet or @floral drift cause this is gonna drive me nuts, and to be 100% clear, is the correct Lok 1 Exec formula then: 27 * 2.5 * 1.4 assuming on fire, electrocuted and no resistances, against targets with a WP multi of 2, or is is 27 * 2 * 1.5 * 1.4, or 27 * 2 * 1.9? I am basically trying to be certain about where the bonus WP damage comes into place within all the other bonuses now.
with T1.A's +6 damage, T3.A's conditional damage boosts, T5.B's full lock bonus, and OC "Executioner"s +50% WP bonus, the total damage per shot vs an Electrocuted, Burning enemy in a 2x weakpoint would be:
(21 + 6 from T1.A) * (1 + 0.2 from T3.A/Burning + 0.2 from T3.A/Electrocuted) * 1.2 from T5.B * 2 from Weakpoint * 1.5 from Executioner
= 27 * 1.4 * 1.2 * 2 * 1.5
= 136.08 damage
at least, that's my understanding of how it all breaks down. i'm not infallible, so if someone sees something that i didn't account for feel free to correct me.
Rgr rgr, Ty Meat
The only possible discrepancy is if T5B rolls with the damage bonuses of T3A additively or multiplicatively. I think according to what Ely posted, it's possible it is additive with T3A
back in U35XP i did a test on T3.A in an IFG along with T5.B, and IIRC that result indicated that T5.B multiplied with T3.A. i did not test vs a Burning target.
i think... it was Arthiio0 who was Scout to throw the IFG for me? memory's fuzzy, it's been a while
looked it up in my DM history; i at least talked to Arthiio0 about Lok1 T3.A/T5.B interaction on 2021-10-28
i described the test that i had in mind, but there wasn't any followup messages on what the result was
Hey, do doretta repairs stack?
They're supposed to, but they don't.
I believe that the devs said they didn't want it to stack.
To prevent survival in pretty much all scenarios by just having everyone heal. Gives some risk to the game type.
I'm going off of this https://www.youtube.com/watch?v=mclog0vnhMo&t=13675s
I am full of questions today. The Burst Fire Rate of the Lok 1, how does that translate to time fired when you release your locks? The guess I took was number of locks aquired / 16.67, with 16.67 being a number I picked up from the Seeker Round entry on the Wiki...
wait, we really don' t have the burst time ?
it is just X time for each lock, and then Y time between each shot
Well, lock on time isn't on there either, I asked Meat awhile back and it was 0.095 as far as I remember.
Lock-on time is 0.095. time between bullets during the burst is 0.06
so the RoF during burst is 16.67
while that is an intuitive leap to make, it is incorrect.
12 bullets fired, with 0.06 sec between bullets, would be (12-1) * 0.06 = 0.66 sec
ta, that actually helps, because Seeker Rounds were looking terrible with my numbers lol
I'm trying to compose an argument of just how much skill Exec needs (from the player) to actually perform against the other OCs, provided you used all the OCs in the same way you would use Exec, which is to actually aim at WPs instead of just blind firing it. Basically Exec needs you to aim, lock on, and fire in under 1 second by my calcs right now, and hit over 75% of its shots into WPs for it to out perform other OCs.
Seeker Rounds multiplies the time between bullets by x1.9, for a total of 0.114 seconds. 12 bullets would take 1.254 seconds to fire
neither of those calculations account for lock-on time.
If you can't do the above, there is a case to consider other OCs. E.g. if you take longer to aim, and Neuro slowing down a monster enables you to hit more WPs, it will perform better.
If you can AIM that quickly, but can't consistently hit over 75% WPs, Seeker or the AB OC might be worth considering instead., because they offer more damage for non-perfect shots.
don't forget the passive 150% AB that all Lok-1 bullets have. unknown if it's broken or working, but it has a 1.5 ArmorDamageMultiplier in the gamefiles
Rgr, rgr. That just favours Neuro and maybe even Eraser a bit more though. Exec appreciates it too, but it really needs a threshold of WP hits to be more efficient per burst, since some of its total damage dealt per burst is conditional on it.
subjective opinion: Neuro-Lasso is my #2 pick on Lok-1. people sleep on it.
I 110% agree with you. I kept playing it and realizing this is pretty sweet. The key for me again though was, aim for weakpoints, because per burst, 12 locks hitting a WP is the exact same as 8 locks hitting a WP with a 1.5 multiplier. It just does it slightly slower and for a bit more ammo (but Exec has the ammo penalty)
Exec locks and fires in 0.743 seconds, but Neuro does it in 1.774. A 1.03 second difference. I am 99% sure I spend more then 1 second aiming for most of my WP hits anyway...
If you don't spend the time aiming for WPs and miss, Exec gets punished SUPER hard.
...i don't think you did the math right for these numbers...
what build are you using for Executioner, Neuro-Lasso?
E.g. Exec is 0.095 * 0.425, no?
11112 for Exec
Both actually.
I had a rounding error on lock on time for Neuro >_>
ok, so for Executioner:
12 * 0.66Locks0.095 * 0.85 * 0.5Lock-On Time- 0.06 sec between bullets fired during burst
8*0.095*0.85*0.5 + 7*0.06 = 0.743
then for Neuro-Lasso:
- 12 Locks
0.095 * 0.85 * 1.15Lock-On Time- 0.06 sec ...
12*0.095*0.85*1.15 + 11*0.06 = 1.77435
neuro has a penalty
yes, of x1.15 Lock-On Time
hmm, my exec numbers are the same, but I used 8 locks instead of 12
re-read the equation for Executioner. i used 8 locks too
ah ya my bad, I didn't get to the end >_> just hyper focused on the top parts
so, you did do Executioner right above. NL needed a small tweak. not sure how you got 1.403 sec
yup, ty, found my typo in the spreadsheet, I copied and pasted my exec formula, so I was using 8 bullets for Neuro
alright. i have performed my mathematical nitpicking, carry on 
Forever nitpick Meat, forever nitpick.
This makes me wish we had a clean OC that did not modify max locks, lock on speed, or burst ROF, that isn't also AB, so I could have a WP OC that fires in 1.3 seconds and matches Exec in damage. Give it like +24 ammo, so that it competes with Exec for the first 12 damage bursts in efficiency too.
Actually, that's Eraser with T5A basically....
just don't lock at 16 since you don't need too. Damn.
...and that's why Eraser is my subjective #1 pick OC on Lok-1 😆
BCAAA + Eraser is my go-to
This is why math rocks.
God, if teachers could channel game theory into their maths class, I think we would see a HUGE increase of kids interested in maths...
How to pew pew your friend 15% faster in fortnite is practical maths I could get behind when I was a kid.
DRG makes me like math less because it makes me discard things that I will otherwise enjoy so I largely avoid math
So is eraser for single target or crowds?
Wrong channel
My bad
math is only good for killing two bird with one fatass stone
I've been actively studying both prob & stats and calculous for the past few weeks because of this game.
Huh. Boltshark's retrievable bolts have a 1 min lifetime after being stuck to the terrain while non-retrievable bolts don't(seem to exist infinitely). I thought I could store unused bolts like Driller's Axe cabinet, but that must be why I fail most of the time. Sad..
should've read the wiki 
The max range for crossbow bolt pickup with the upgrade is ~101m. Time to retrieve is always the same regardless of distance. Takes 0.4s to recall.
I might be missing it but on the Data Cell wiki entry and the performance pass entry it does not talk about the likely hood of spawning one of the 3 events that drop it, anyone know what the chance of spawning is?
Probably because we don't know what the odds are
Exactly,
Currently we have no precise info on it, neither for other events
Machine Events: Mission scale of 1, all machine events have a 22% chance to spawn, moves to 27% chance when mission scale is 2, chance does not increase any further. These values increase gradually between 1 & 2 key points.
Treasure Events (lost helmet/pack and cargo crate): Mission scale of 1, all treasure events have a 10% chance to spawn, moves to 15% chance when mission scale is 2, chance does not increase any further. These values increase gradually between 1 & 2 key points.
Bet C chance is 5% base, DD allowed.
Crassus is 3% base.
Korlok is 5% base.
Nemesis is 7% base, DD allowed.
Golden Lootbug is 15% base.
Huuli Hoarder is 15% base.
Prospector: uses the same chance (not really) as the first special enemy (not Loot Bug or Huuli Hoarder) that actually gets chosen during map gen, then has a 50/50 chance to replace it. Remaining special enemies will spawn like normal, just the first one gets replaced afaik.
Prospector Data Deposit: same as Machine Events.
that seems different from what was told then
how was that calculated ?
1-2 key points being ?
Mission scale 1 = 22%, Mission Scale 2 = 27%, the key points are in the spawn chance curves so gradually increase X value from Y as it goes to Z.
how was that calculated ?
Literal values from the files and my understanding of map gen as I have been messing with it a lot.
that seems different from what was told then
By whom?
Example of how curves work in UE:
Think it was Jacob ,weeks ago here, mentioning something about it being a chance per room, instead of per mission
For what? Special enemies?
Because yes, that is how it works. I'm just giving the dumbed down version.
There are a multitude of factors that affect it.
didn't see mentions of the chance being per room here
and the discussion was either machine events, or treasures
That is how map gen works, yes.
Each PLS has a set amount of rooms so if you want the highest chance of getting events then you should probably go for a long mining expedition now that the system works.
doesn't counts smh
Those are the stock values.
Because you won't really be able to determine the actual chance due to how many factors affect it.
even more when some stuff is per mission (special creature spawns ?)
so telling what is per room vs what is per mission seems to vary
page is super outdated sadly, wonder if it will need complicated explanation, like the accuracy one
PLS mission scale, room count, room density, what rooms it randomly chooses from a DNA pool with various types of expressions with various tags for available room types, etc, it is always different.
Plus all the room burners and other stuff.
Nothing is guaranteed per mission unless it is generated by the objective or PLS (tutorial for example).
Most things are done through debris settings, density and influence curves.
Even using quantities is not guaranteed, it heavily relies on search amount for valid locations based off of the min and max values for rotation and scale, distance to important locations, etc.
There's just so much shit to it and I don't even really have access to any of the logic, lol. I just know from experience via testing and whatever info I do have access to, which is quite a lot.
It's one of the few things in this game that actually can use the idea of "I know a guy who knows a guy who knows a guy that knows a guy . ." but for what affects map generation which affects a whole lot of other things.
😆
Hell, even the developers have to go to other developers to get "basic" info about things. Happens all the time in internal discussions.
Pretty much is like "I just use this guys template that he made", you want gun info then you go to Daga, want mod info go to Jonas, want Bosco logic go to Johan, etc.
And obviously I don't know the specifics but I am probably your best bet as to how this works out of the other community members.
I focus on mechanics in general (if applicable to what I want to do), not so much the values.
I have well over 3k hours in the game and 98% of my time is modding it which doesn't even require the game to be open, lmao. In most situations I can point people in the right direction for what thing they want to do as I have dedicated an insane amount of time into understanding the inner workings of most things, just not the values. Damage and such I have put like no time into though.
Nemesis is 7% base, DD allowed.
I think Nemesis is 5% chance now, at least this is what is in the GD_Encounter setting file.
Prospector: uses the same chance (not really) as the first special enemy (not Loot Bug or Huuli Hoarder) that actually gets chosen during map gen, then has a 50/50 chance to replace it. Remaining special enemies will spawn like normal, just the first one gets replaced afaik.
If it get it right, would that be ok as a summary ?
Maximum one per map.```
wouldn't that mean that the spawn chance of rare enemies is half the listed ammount ?
as in if nemeis is 5%, it is actually 2.5% chance to spawn since 50% of the time it will turn into Prospector ?
or some variation of that, what is even the order it can spawn in, since it is about the first one
Didn’t know that the prospector now behave that way, just learned that today, but that would indeed reduce the spawn chance of the other creature, but not by 50% (almost though). since several of them can spawn in the same mission.
Omega is referring to this conversation, I think
#wiki-related-chatroom message
Now there is two three of them
Ah, right, guess my files are slightly outdated.
And for the lack of logic for event spawns iirc, I imagine it can be overcomed with testing, which I imagine will be challenging nonetheless
Sure if you want to go through like 6k+ combinations.
Those being?
I meant the variables lol, not the combinations
I imagine it can be simplified, and if you have to actually go through 6 thousand variations the method wasn't working
Is this true? 🤔
lol no
no
ffs these "trivia threads" spread more myths than they bust
I see this less as trivia, and more as "greenbeard bait"
Hilarious as it might be to see a greeno accidentally kill himself thinking Lootbugs are sponges, yeah, that's just bait
I think you also take full damage landing on a bulk, but praes oppressors, dreads, and wardens are fine.
I've noticed that more than once hacked patrol bots draw the attention of mactera
Could this be the effect of the mechanic where mactera prioritize targets on ziplines?
The same happens for turrets and hostile patrols bots
They aggro on hacked bots rather than you
As far as I know anything ranged targets in air/zip first then on the ground dwarves second. Going so far to even change aggro
Probably uses pet attacker positioning component
Zipline is exclusively a player character state that doubles the murder me value for ranged enemy aggro
"Murder me value"...
And somehow, I can imagine the devs naming that variable like that...
It's not, it's called Attack Cost Modifier iirc. It's just why would a value of 2 make sense given that context?
Missed opportunity
https://deeprockgalactic.fandom.com/wiki/User:AtrociousAmbition/Sandbox
Found this on the wiki, and dunno what purposes it serves or why is it on the wiki, so I thought about askin here
It is a private profile page, it is often used to write WIP articles and such, in practice that part belong to the user I think.
yea, sandbox is like the name says, a sandbox, for the user to test out stuff without fcking up the wiki
there is probably guidelines to it, like hatespeech stuff etc, but yea
other than that, anything goes
Thanks for your answers !
I was intrigued that this page was publicly accessible, but seems like it's all ok
is loki hitscan
yes
3 ppl in drg chat are trying to convince me its not
well, they don't know shit 🤷♂️
as usual
It is for sure.
how can you even troll someone to think it is not hitscan
Because you can see the particles trace out the line I guess
Does praetorian gas and spit deal elemental damage?
what does "elemental damage" means
Like does elemental insulation affect it?
Do you think we could remove the names of the beer hops being repeated in every license description?
For one, hovering over the icons will show their names, and for two, their names are written in the "cost" column anyway
Seems a reasonable change
though every other table that has costs , uses the name of the mineral
I'd go even further and say that, without the names of the hops spelled out, the license cost could be made its own column like the cost
Instead of the slightly weird horizontal break inside a table cell
Does look cool like that imo
They are all names in the price and just before the table so I think it's fine
Also on default view it word wraps a lot
Expanded view still has it a little
And you can't remove the right sidebar unless logged in
Awesome
wonder if name could go above mug image to save space
or something
Honestly, this sounds like something we should've come up with sooner 😄
Hey, I've been looking into the cut Mactera Fire Bomber and I noticed there's no info on the wiki I could find. Idk if this is a topic that's already been extensively debated here so go easy on me if that's the case
I just found it weird because it's one of the most complete cut enemies we have, but there's nothing on the wiki about it. Did I just miss a page or something?
because it's concerning content that's not in the game, which the wiki is not really documenting
Interesting, I would have thought it would end up in Old and unused, but I guess not
So far WIP / cut enemies are not in the wiki.
Old enemies or old models that were removed are ok.
