#wiki-related-chatroom

1 messages · Page 72 of 1

rancid blade
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hmm i've always used auto reload so i can point blank double trigger frozen prae into 0 fps from ice particles

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also the miner manual doesn't even show macteras have electric weakness

gaunt cipher
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I just always use born ready on any build that's using reloading weapons.

rancid blade
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oh i like elemental insulation to reduce prae dmg - also this is getting off topic for wiki chat

silent sierra
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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.

austere fossil
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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.

glacial topaz
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Due to range, flags, or types ?

austere fossil
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I don't know. I would expect them to have similar flags.

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Does Ice Spear's AOE have a "can only hit one target" flag?

silent sierra
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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.

glacial topaz
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Just cuz maybe Changing the stats could tell what makes them different

silent sierra
austere fossil
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Ah, so AOEs are evaluated after simultaneous direct attacks and the blister can pop from the direct dmg before the AOE is checked.

floral drift
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yeah. Direct Damage gets evaluated before Area Damage. i think we documented that on Autocannon a while back...

glacial topaz
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So... if you kill a grunt with Hurricane direct damage, the creatures ones around won't get the Area damage ?

silent sierra
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The AoE will always happen. It will simply happen after the Grunt dies.

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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.

gaunt cipher
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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?

bold plover
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30%

radiant edge
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It feels like reload speed and bolt switch speed are two separate stats IMO

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Especially noticeable on trifork

bold plover
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They are, it is a combined upgrade with different assets.

worldly salmon
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yeah, theyre different speeds which are both affected by the upgrade nonetheless

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trifork and bodkin notably have unlisted fire rate bonuses and penalties which make their apparent increased reload time feel more or less prominent

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trifork gets a fire rate penalty and bodkins get a fire rate bonus, to be specific

idle tangle
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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.

glacial topaz
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That doesnt happen on the first bug with hellfire ? Guess you checking the damage type order ?

silent sierra
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@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.

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So basically the mod now causes half the buildup it used to do.

ionic iron
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does difficulty/complexity/length affect spawning of machine events/rival events?

glacial topaz
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difficulty doesn't effect, and it is some mixture of mission type with the complexity and length
full details not 100% known, but yea

ionic iron
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okie dokie, thank you

glacial topaz
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No problem

idle tangle
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Anyone want to have a go at figuring out why my base damage trifork volley is doing 954 damage to a Dreadnaughts butt?

glacial topaz
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shouldn't you be giving the stats ?

idle tangle
glacial topaz
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:S I mean the base stats lol

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89.3 Direct damage ?

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specific xD

idle tangle
austere fossil
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Are you accounting for the *0.75 haz5 1p scaling?

idle tangle
glacial topaz
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wait how can you tell it is haz5 1p

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((89.3 x 2) + 60 ) / 0.75 = 318.13

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that was easy

idle tangle
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The expected damage is: 89.3 * 2 * 3 = 535.8 + 180 (Radial damage * 3) = 715.8

austere fossil
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715.8/0.75=954

glacial topaz
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954 / 3 = 318

idle tangle
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FML sorry

austere fossil
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It also works out perfectly if you use 105*.85=89.25 as the direct dmg

idle tangle
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I didn't know about player scaling

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and that Dreads were different -____-

austere fossil
idle tangle
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Yar, will do going forward.

low hamlet
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first or second one

short cloud
glacial topaz
covert sinew
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First

acoustic scarab
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Has... the hollomite secondary always been 35?

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Because I'm pretty sure I've only ever seen 25

austere fossil
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Patch 4

Increased the amount of holomite required to complete the secondary objective

acoustic scarab
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Feh, reading is overrated

glacial topaz
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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

idle tangle
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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?

weary sonnet
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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.

glacial topaz
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I have seen some values on chance , max spawns, etc
But never seen it tested

short cloud
glacial topaz
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I can find that later

short cloud
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Refinery tend to have a shit ton of lootbugs for some reason, same for salvage

idle tangle
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Ty Ty again

glacial topaz
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not sure how or if it is used, though it can be a start:

Spawn Amount Per Level = 7-9```
low hamlet
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all just based on my experience tho

idle tangle
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Some more absurd Blister behaviour found over at Reddit:

analog rock
acoustic scarab
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(leaving source for reference)

glacial topaz
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changing current aligment it just makes it harder to read, and less organized

low hamlet
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sticking with the left aligned effect column

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and what do you guys think about adding something like the bar to the quote

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which also lets it be left aligned and more readable

glacial topaz
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it makes sense for the start of the page
but not for tables, the bar

low hamlet
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it makes it a lot more readable

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like a lot

glacial topaz
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then have it be aligned without a bar appearing
pretty sure there is some way that doesn't require a patch solution

low hamlet
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having it left aligned without the bar would just put it against the table cell which doesn't look good

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having it floating there left aligned wouldn't look good either

floral drift
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oh hey, Turtle! haven't seen you around in a while. welcome back!

low hamlet
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ello!

glacial topaz
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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

low hamlet
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im just fixing formatting because
1: idk what's going on
2: it's fun

low hamlet
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made this to add to stuff like this

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advanced concepts and shit so people can be like nvm i dont wanna read that

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mostly for the weapons pages

covert sinew
gaunt cipher
covert sinew
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So instead of making other lesser used choices more appealing to use

They make the popular choices less appealing

Cool

tulip schooner
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everyone says this but you really think it's easy to buff and not make things overpowered

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it's much easier to nerf because then whos gonna care

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if something is overpowered everyones gonna use it

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most games act like this

gaunt cipher
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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

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this is not truly wiki related though, I only posted this here due to earlier conversation

rancid blade
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how long does 100% heat gen for wave cooker take to overheat

static shell
low hamlet
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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

low hamlet
glacial topaz
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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

low hamlet
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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

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he went on to explain explicitly the reason sooo...

short cloud
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And pickrate is just one of the things they consider for balance purpose.

tranquil hazel
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What is the charge speed of Coil Gun ?

silent sierra
glacial topaz
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First time I see a charge speed as % hue

low hamlet
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what do ya'll think

glacial topaz
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will it work for all instances we have for unique modifications

low hamlet
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that's what it's for ye

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wait

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sorry misread your message

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im only looking at the crspr page atm, but ill take a look at others and let yk

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but it can probably be adapted yeah

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imo it's a lot more readable and stuff

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im about to go out of the house so ill take a look at the other pages later 👍

glacial topaz
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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

low hamlet
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k ill take a look at that one specifically ty!

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and yeah the idea is to clean up that section since the readability is really poor rn. hard to understand what's going on

silent sierra
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And yeah, the Colette’s mods and overclocks are pretty nuts. Blistering Necrosis could be its own page.

glacial topaz
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seems like a collab work for you 2

gaunt cipher
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Blistering necrosis might need to be a big dropdown or something

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like a "see more details" under a brief explanation

silent sierra
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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.

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It ends up just being a really long list of different status effects with no other real substance when its explained though.

gaunt cipher
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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

floral drift
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probably as a "catch all" damage type

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each of BoM's activators have different elements, so they probably picked the original neutral element

gaunt cipher
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That's true, though it is also true that lok's electrochemical matches the damage type based on the element of the status.

low hamlet
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this is far too technical

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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

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width of what?

glacial topaz
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there is an apostrophe right before that

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which means it is in relation to the Collete Wave Cooker

wary cove
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The wave cooker goes on diets occasionally

glacial topaz
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xD "it increase Dwarf Width"

low hamlet
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wide dorf button

glacial topaz
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but if you want a bit more precision
here is the full name

low hamlet
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k ty!

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i was guessing it increased the projectile width

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ill venture to say that the table is a huge improvement

glacial topaz
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don't forget to have the radius stats linking to the area damage page

low hamlet
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thanks for the reminder

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yes i need to make sure to get those links in

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what is "dousing or unfreeze temperature"?

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is that the temperature just before the creature becomes frozen?

versed halo
low hamlet
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it's a sphere

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so it's the diameter essentially

floral drift
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i was under the impression that CWC's "Shot Width" stat was its radius, not diameter...

low hamlet
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alright sooo let's clarify

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is it 60 cm radius?

floral drift
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i believe so, but i have not yet collected proof

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more common terminology would be 0.6m radius

low hamlet
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also would make more sense in the game as the game is in meters

ionic iron
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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?

low hamlet
low hamlet
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i got the colette's section all done for a first iteration

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take a look and lmk what you guys think

idle tangle
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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.

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That's the only thing I found incorrect though, the rest is concise and readable.

glacial topaz
glacial topaz
glacial topaz
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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

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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

glacial topaz
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== 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,

low hamlet
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im a vet and it still took me a careful read to understand

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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

glacial topaz
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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

low hamlet
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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,

low hamlet
glacial topaz
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wonder, which part of the mechanic is more confusing

low hamlet
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the whole thing lol

low hamlet
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this is poorly written and im not sure what it's supposed to mean

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specifically the "and for Large enemies, the number of players"

glacial topaz
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that the number of players affects that damage they take, and the chance to take damage

short cloud
glacial topaz
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just say difficulty scaling

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that already includes hazard and player count

low hamlet
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👍

low hamlet
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is there supposed to be a graph there?

glacial topaz
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terminology

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tables vs graph vs charts vs spreadsheet vs

low hamlet
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i mean this

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there's no graph...so im wondering if there's supposed to be

glacial topaz
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: S
I can see the image lol

worldly salmon
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I think what he means is that the graph is that table of numbers but agreeably that’s not the correct term

glacial topaz
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just saying there is nothing missing

worldly salmon
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It would be less confusing to just call it a table

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Because it’s definitely not a graph

low hamlet
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yes

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ok good that's what i was wondering

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because yeah that's definitely not a graph lol

radiant edge
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CWC shot width is kinda weird

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It seems like at long ranges, the projectile width doesn't match up with the crosshair

glacial topaz
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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

radiant edge
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Like I've had instances where targets were entirely within the inner crosshair, but took no damage

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It doesn't have some sort of width falloff, does it?

low hamlet
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no falloff

austere fossil
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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.

radiant edge
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Ah, so it's an issue with perspective

worldly salmon
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im not sure if we have a consistent grasp of this weapon's firing pattern

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ive heard cone, sphere, and cylinder

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is there somewhere to look in code for what the gun's actually doing while it shoots?

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Or is this all guessing from anecdotal experience?

glacial topaz
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from testing
otherwise we would just have gotten said shape stats with more precision

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but funny how there are some material variables, wonder if you can just make it solid so you can see that thing hitbox

gaunt cipher
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cwc hitbox is actually a pyramid spinning at 169 mph

worldly salmon
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the wave cooker pyramid scheme

floral drift
foggy bay
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That does make it sound like a cylinder

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But I guess you never know what they do with those variables

radiant edge
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Interesting, so the range isn't technically infinite

old crypt
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but isn't the entire cave smaller than 10k?

glacial topaz
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that is 100 meters, just in case

old crypt
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that makes more sense

worldly salmon
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assuming both values are in centimeters, which i think would make sense, then yeah it would be 100m

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still quite a bit larger than most caves to the point that anything past that range probably wouldnt be reliably hit even by hitscan

low hamlet
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not the 1.3.7 update...syntax highlighting was nice until this and now that lack of margin looks bad

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welp, time for the personal css lol

rancid blade
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does red sugar heal in percent or flat values

weary sonnet
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almost sure it is flat

rancid blade
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ok i also just did some testing: deep dive same sugar vein gave 95 hp whether i used +5 shield or +20 hp

tranquil hazel
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Is the heat SD deals converted from direct damage or direct + area damage?

floral drift
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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

foggy bay
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Anecdotally, I don't think I can recall setting anything on fire by proximity

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I run heat shard constantly so I feel like I'd have noticed, but obviously that's not very scientific

worldly salmon
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By the description and testing in-game, I am almost certain direct damage is the only way SD can ignite without overclocks like VIR

glacial topaz
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so the 25% , and 100% heat is all from direct damage ?
meaning that making it 0, would make stuff never heat up ?

worldly salmon
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technically, yeah

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based on my understanding from using the weapon

tranquil hazel
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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"

worldly salmon
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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

glacial topaz
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though it gets bonus to frozen, doesn't it ?

tranquil hazel
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Well, I'll just keep calling "Damage"

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Does BC's Explosive Goodbye change the weapon RoF?

floral drift
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CWC is BreachCutter-esque type damage

worldly salmon
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so yeah, i think itd be more comparable to breach

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kindof direct kinda not

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because it applies flat damage to anything within its range (benefitted by damage multipliers like frozen) but cant hit weakpoints

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or rather, gains no benefit from hitting weakpoints

worldly salmon
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if youre letting the beam go out far enough

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if you instantly explode the beam before the refire delay is over, youll have base rof

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you just have to detonate the beam really early

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which means a way lower effective range

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the further you let the beam go past the refire delay, the slower the effective "rate of fire" is

tranquil hazel
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Hmm, guess I'll have to think a way to model that

tranquil hazel
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Reduce its distance traveled to Speed * 0.4s or consider the RoF based on the max distance traveled?

gaunt cipher
glacial topaz
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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

hybrid oar
acoustic scarab
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Can Bosco carry fuel canisters?

marsh osprey
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Don't think so

weary sonnet
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I think he means a way to control the volume of any audio file inserted into a wiki page.

tranquil hazel
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If editing the file volume is an option, I think Audacity should do the job.

delicate wadi
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bosco can mine the ommoran beamers

weary sonnet
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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.

acoustic scarab
delicate wadi
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Maybe because it's unique in the sense it has the ability to mine stuff?

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It can't if it's full though, would that mean bosco could carry full canisters, but not empty ones?

acoustic scarab
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I can't remember and don't really have time to check right now, so I asked

glacial topaz
glacial topaz
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weird, wiki isn't loading page editor normally like it usually do
guessing it is a problem on their end

glacial topaz
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anyway it seems to be working, so there is that at least
adding missing costs

acoustic scarab
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Had this too. I reload it "manually" and it looks all wonky

glacial topaz
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change the theme, light themed was ok, dark wasn't

radiant edge
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Is that 4m thing regarding the CWC true? It's kinda hard to test properly

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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

glacial topaz
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💀 after like some hours I finished adding the missing costs for S1 stuff, hope it was all, certainly could have been faster

woeful jackal
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It seems complete to me. Great job!

glacial topaz
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Thanks a lot

idle tangle
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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?

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I may have answered myself, I am pretty sure it is 0.81.

rancid blade
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yea it's multiplicative

acoustic scarab
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on on hit

glacial topaz
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added a third on

short cloud
dense vapor
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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

dense vapor
worldly salmon
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Aka it doesn’t

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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)

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and it wouldn’t work at all on strength armor past that range

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(And as you say, direct damage is working as expected)

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at least I think that’s how it works last time I read the epic doc

idle tangle
dense vapor
glacial topaz
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which damage element is constagion transmitter effect ? Poison ?

somber summit
#

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?

floral drift
somber summit
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Thanks so much!

glacial topaz
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do we know the range the cooker contagion mod spread is ?

glacial topaz
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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

low hamlet
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think of it from the frame of mind of a new player

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serve them up that section and they'll be very lost

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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

glacial topaz
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which jargon exactly ?
so I can fix them

glacial topaz
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Nothing too complex to not be simplified
Nobody too dumb to not understand

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motto

tranquil hazel
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CWC is not mentioned in the sources of Radiation and Neurotoxin, on the Status Effect page

tranquil hazel
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Anyone has the icon for Radio Transmitter Module?

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It's missing on the wiki and I can't get it from Karl.gg

radiant edge
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I think this is the one

tranquil hazel
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What is the projectile velocity of boltshark?

weary sonnet
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Afaik it should be in cm/s.

glacial topaz
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aka 50m / s
we never ended up adding projectiles speed , did we...

weary sonnet
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I think this is an info we usually don’t display indeed.

tranquil hazel
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Thanks

glacial topaz
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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

bold plover
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Yes, 100 units in this game is the equivalent of 1 meter in-game. I haven't seen any deviation from such so far.

tranquil hazel
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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..

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Now, a long time after, I added something like that for Crossbow lol

glacial topaz
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EPC ? lol
yea, I have a bunch of numbers not ready for wiki yet

floral drift
glacial topaz
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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

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also, didn't we talked about a list of rewards of S1 levels ? where did that even go ?
did we do it for S2 ?

tranquil hazel
tranquil hazel
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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?

glacial topaz
#

Isn't that on wiki ? let me check

#

this ?

#

having it be displayed as the "base stats" wouldn't be a good idea though

tranquil hazel
#

Yeah, but I meant the bug with other Heat Generation mods

silent sierra
glacial topaz
#

what is the bug

tranquil hazel
#

"Wide Lens Add-On : [...] exchange for +110% Heat Generation (this penalty is currently bugged and not affected by other upgrades that affect Heat Generation) "

worldly salmon
#

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

glacial topaz
#

probably someone recorded both to compare

floral drift
glacial topaz
#

Lool, guess we skipped doint it

#

Have S1 and S2 level rewards on the same page ? (Performance pass,)

worldly salmon
#

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

floral drift
unreal marsh
indigo kindle
# twin wren 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.

radiant edge
#

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?

worldly salmon
#

It describes bullet hell’s initial shot as doing “full damage before a ricochet”

#

What is that supposed to mean

glacial topaz
#

It is just saying it does full famage, nothing more
It never said it gests reduced afterwards

shrewd ermine
#

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 notnice

shrewd ermine
short cloud
worldly salmon
#

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

shrewd ermine
#

I am forever in your debt

worldly salmon
#

what a jaw dropping experience

glacial topaz
#

Have to ask who wrote it like that
To modify or remove
Or anyone that knows it well

glacial topaz
#

LS Bullet hell text btw, last sentence

glacial topaz
valid mountain
radiant edge
#

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?

glacial topaz
#

checked just now and it isn't implying anything

#

and if it happened, that would be a 100% ricochet ratio

radiant edge
#

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

glacial topaz
#

isn't that blowthrough interaction ? also I checked the LS page
guessing that is another one

radiant edge
#

Yea the Ricochet mechanics page

glacial topaz
#

Meatshield is the creator of the page, so they probably know better what they meant

floral drift
floral drift
#

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:
    1. reduce number of enemies i can hit by 1.
    2. check if it has a Ricochet available.
    3. if yes, check if the impact point matches the conditions for the Ricochet to happen (weakpoint, enemy body, terrain)
    4. if yes, roll RNG to check if ricochet happens. If so, reduce number of ricochets by 1 (back to zero)
    5. check if the number of enemies that can be hit > 0
    6. 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.

radiant edge
gaunt cipher
#

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?

floral drift
#

runs 10m from the source

gaunt cipher
#

Interesting. Off the top of my head I want to say I don't think I've ever seen that before.

floral drift
#

their 70% Courage makes it a rarer animation. i've seen it ~20 times.

gaunt cipher
#

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.

floral drift
#

Coil Gun's fear trail, too, like you already said

gaunt cipher
#

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.

gaunt cipher
#

...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.

bold plover
#

Yes, they use a danger component which triggers off of a set % of damage to their health. A few other things use it.

floral drift
#

i believe these are the values in question -- 25 "true" damage in less than 4 seconds to interrupt their grab attack.

bold plover
#

Yeah.

#

I got that confused for the health gate one.

lavish bone
#

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.

gaunt cipher
versed halo
# gaunt cipher DRG players don't spread misinformation challenge! Rating: impossible The trail...

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 rocknstone

P.S. Wait.. could this mean I shouldn't blindly follow your videos too? uhhhh

gaunt cipher
#

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.

shy apex
#

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?

glacial topaz
#

the hoxxes page doesn't mention it ? afaik it is the star it orbits

shy apex
#

That makes sense. Thanks

glacial topaz
#

no problem, btw it is blue

acoustic scarab
#

Da bu dee

tepid plaza
#

wasnt this changed? I feel like i remember testing this, and the held chunks counted

#

maybe im crazy tho idk

short cloud
#

but if you can test it and get proof that it does count, don't hesitate to share in here 👍

tepid plaza
#

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

short cloud
#

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

tepid plaza
#

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)

short cloud
tepid plaza
#

Unfortunate...
Well, thanks for checking it out at least :)

dense vapor
#

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

dense vapor
#

well I tested as a host now and the gun stops shooting as expected

rancid blade
#

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?

dense vapor
#

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

lone hull
#

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.

glacial topaz
#

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

glacial topaz
#

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)

merry kernel
#

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?

glacial topaz
#

june 14

merry kernel
#

hah, day of the update isnt that funny

glacial topaz
austere fossil
#

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.

glacial topaz
#

something like "the name performace pass is a reference to battle pass" ?

gaunt cipher
#

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

gaunt cipher
#

Also, what's dwarf burn temp? 100?

floral drift
gaunt cipher
#

Hm, a lot lower than I expected. Guess the cooling rate is very high though.

vivid hill
#

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

gaunt cipher
#

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.

rancid blade
#

when a weapon does direct and area dmg simultaneously, does armor breaking calculate both dmgs as 1 combined or 2 separate instances

azure reef
#

I think the area ignores armor, the direct doesn't.

short cloud
dense vapor
#

what's the damage type of DRAK bullets? I don't see it mentioned on wiki

marsh osprey
weary sonnet
thick pelican
#

Is BoM page up to date? I had no idea it worked for so many status effects

dense vapor
glacial topaz
#

should this be ordered based on the alphabet, or organized using the same order for every class ?

zenith torrent
#

Alphabetical is usually the clearest form of sorting. Right now it looks like a jumbled mess

analog rock
#

Maybe with two sections (one for armors common to all classes, and one for the other armors) both sorted alphabetically ?

trim vine
#

I like this

acoustic scarab
#

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

gilded hare
#

That would honestly be the best approach.

glacial topaz
#

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 ?

acoustic scarab
#

All seasonal paintjobs eventually become common, I don't think there's a compelling reason to split them

glacial topaz
#

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

acoustic scarab
#

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.

glacial topaz
#

💀 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

acoustic scarab
#

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

glacial topaz
#

this ?

acoustic scarab
#

Yeah, I think this is as organized as we can make it

elder wing
#

I don't think this is true for the lost pack

glacial topaz
#

why not ?

acoustic scarab
#

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

glacial topaz
#

it was from me lol, and not sure where the "we haven't found" part is from, cuz I had found that weeks ago

elder wing
#

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

glacial topaz
#

so either it got bugged, you didn't notice you have it, or they forgot to activate it

elder wing
#

straight up don't have it

#

it could be the first or latter

glacial topaz
#

check if the bug got reported, will ya ?
or see if everyone is missing it too (that didn't complete S1 , etc)

elder wing
#

doesn't seem like it is

acoustic scarab
#

I'm fairly sure I had Bosco help me with my last Korlok 🤔

#

Will recheck

glacial topaz
#

doesnt say if awaken or something ?
do check when it was added, and who added too

floral drift
#

i know from personal experience that Bosco will not attack an idle korlok

#

but he does attack an active, hostile korlok

idle tangle
#

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.

short cloud
idle tangle
silent sierra
# short cloud Heat doesn't have falloff, indeed

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.

marble needle
#

а

idle tangle
glacial topaz
#

you mean for thing with the fire+ heat damage
or things with 2 different damage instances ?

idle tangle
glacial topaz
#

yes, but as 1 instance, or as 2 ?

idle tangle
glacial topaz
#

np

silent sierra
#

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.

glacial topaz
#

oh, warden is 50 heat, seems best option, no ?
as in, only way to not ignite is to have falloff

silent sierra
#

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.

glacial topaz
#

I mean, that or you can change the bugs burn temp to be 55 too

silent sierra
#

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.

glacial topaz
#

<@&296918282403840000> 👆🏽 Scam (issue solved)

idle tangle
#

@silent sierra Sandbox mode now can disable all enemy AI

silent sierra
#

Oh wow, really?

idle tangle
#

Yup yup

silent sierra
#

Dang. I wonder what else I missed while I was away.

idle tangle
#

You can make yourself invulnerable too now :D

#

But ya, in my vid, I used 60 disabled Grunts for my test.

silent sierra
#

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.

idle tangle
#

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.

glacial topaz
#

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

silent sierra
#

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.

idle tangle
#

Thanks Evan that ended up being my conclusion as well after repeated trials that are way less flashy then yours :D

versed halo
#

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.

marble delta
#

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.

short cloud
marble delta
#

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

thick pelican
#

It's known, it's been broken since the end of Season 1 experimental

silent sierra
#

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.

glacial topaz
#

wait, you saying that volatile guts is objectively creating cave layouts that can never exist on missions without it ?

silent sierra
#

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.

glacial topaz
#

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

warped rover
#

steeve related voicelines anywhere on the wiki?

glacial topaz
dawn moat
#

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

glacial topaz
#

if I weren't having so much trouble uploading stuff to fandom I would have added it

warped rover
#

this is bs. blasphemy. I can't believe it this is gross

#

steeve erasure

vivid hill
glacial topaz
#

that would be warning however
and they are most likely talking about layout, not spawning of enemies or minerals

vivid hill
glacial topaz
bold plover
silent sierra
#

Awesome! Thanks for the clarification.

bold plover
#

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. 😉

glacial topaz
#

is chemical explosion still doing poison , instead of explosive damage ?

glacial topaz
#

so that Means it will appear on patch note and I won't forget to update on wiki ?

short cloud
#

No idea. I guess ?

acoustic scarab
bold plover
#

I know, thank you though.

gaunt cipher
#

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.

Deep Rock Galactic Wiki

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?

silent sierra
#

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.

glacial topaz
#

any specific thing stoopping it from being added ?

silent sierra
#

If the values are easy to pull from there files, then no. I can look into that later today.

glacial topaz
#

will be out today, otherwise if you had trouble finding one I could also try finding it too

floral drift
austere fossil
#

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

floral drift
#

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

gaunt cipher
#

"While moving" penalty applies to jump as well even with no horizontal movement for all weapons, right?

austere fossil
#

iirc, yes. It also applies to being on a Zipline

gaunt cipher
#

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".

glacial topaz
#

So there is no flag to check if you are on ground ??

gaunt cipher
#

Since being in the air implies movement there's probably not much of a reason for one.

floral drift
#

[[noclipping increases]] 😆

#

Yeah, I think LM’s right. GSG probably coded it without a grounded flag, just checking if player.velocity==0

austere fossil
#

That sounds like a "probability 0 but not impossible" kind of thing since player.velocity is presumably a float.

bold plover
bold plover
gaunt cipher
#

It's definitely at least more accurate than when sprinting, despite being able to carry forward sprint momentum.

silent sierra
#

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.

bold plover
#

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.

silent sierra
#

Was that called out in the patch notes? If so then I must have missed it.

bold plover
#

no

floral drift
glacial topaz
bold plover
#

No.

#

I just know it was a bug and I know that is how cave assets are generated.

short cloud
#

haven't seen them outside of those 3 mission types yet

glacial topaz
#

guess you can check if they are banned on those mission types

short cloud
#

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.

acoustic scarab
#

I've heard reports of magic holes in various mission types

#

Well, yeah, specifically, Morkite, Elimination and Escort

short cloud
#

so they might still be kinda bugged

bold plover
#

If it was not already confirmed by now, lost pack rooms generate AFTER using the helmet.

glacial topaz
#

yea, I guess that was known for a long time
unless you mean they were invisible

bold plover
#

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.

glacial topaz
#

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)

bold plover
#

I'm not seeing it in the list.

#

I'll reacquire my files again to double check.

acoustic scarab
#

If memory serves me

bold plover
#

Correct.

lost flint
foggy bay
#

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.

zenith torrent
#

Neat

#

Why's it wiki tho

acoustic scarab
#

Could be missing something though

trail gust
short cloud
#

~~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.

gaunt cipher
#

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.

short cloud
gaunt cipher
#

could be reworded for sure

rain cypress
#

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

rain cypress
#

kind of like how dota/tf2 has all of its sound files for download?

glacial topaz
#

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

foggy bay
acoustic scarab
#

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 😂

acoustic scarab
#

Do we know anything about the interaction between Iron Will and power attack cooldown?

weary sonnet
#

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.

bold plover
#

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.

short cloud
#

wait what 😄

bold plover
short cloud
#

👌

#

great find

bold plover
#

Requires you to power attack like a moment before you freeze solid.

trail gust
#

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

dawn moat
#

axes are very buggy as client

trail gust
#

thanks, that's the issue I was wondering about

acoustic scarab
#

sigh
Mobile view...

craggy wraith
#

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

zenith torrent
acoustic scarab
#

I think we asked someone to look into it, but never got a reply

shell frigate
#

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

glacial topaz
#

exciting

rancid blade
#

is there a page that details special and disruptive enemy spawns and spawn mechanics

glacial topaz
#

nah, there isn't a page for that

rancid blade
#

no i generally read the wiki for info

#

that is a long vid

glacial topaz
#

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

weary sonnet
#

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.

floral drift
#

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...

bold plover
#

I do but I believe Ely is referring to the actual FSD UE project.

weary sonnet
#

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.

glacial topaz
#

: S S S I thought we knew about that since forever
my table with that must be like 1-2 years old

weary sonnet
#

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.

glacial topaz
#

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

weary sonnet
#

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.

glacial topaz
#

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

bold plover
#

There are scalars for rooms individually.

#

There isn't just one set value for a mission but there is a multiplier that affects all.

weary sonnet
#

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.

bold plover
weary sonnet
#

Any idea what rarity and spawn amount modifier do ?

glacial topaz
#

room being only for pre-spawned , right ?
or will swarms be different if you are on a small vs big room

weary sonnet
#

afaik it is only for pre-spawned yes, but I am not completely sure.

austere fossil
#

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.

foggy bay
#

Is it the same clock that regulates Cold Radiance ticks maybe?

glacial topaz
#

maybe increasing the tick time to be much longer, would show more about it ?

acoustic scarab
glacial topaz
#

and why is that

austere fossil
foggy bay
short cloud
#

@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.

acoustic scarab
#

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.

short cloud
short cloud
#

before applying the damage

acoustic scarab
#

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 😄

short cloud
acoustic scarab
#

Could be that too

short cloud
#

But I'm just shooting in the dark.
I'll see if I can ask them eventually.

bold plover
#

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.

short cloud
bold plover
#

Very well could be, I think I am mistaken as I was messing with the values for one of my mutators.

short cloud
#

thanks for all the info though rocknstone

acoustic scarab
#

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

bold plover
#

Makes sense.

short cloud
#

That would be quite dreadful if they were coming back at full hp to be honest 😄

bold plover
#

I believe that they cannot be disabled after "reviving".

#

Like no 2nd chances of hacking.

short cloud
#

That would make sense

bold plover
#

It's a boolean from what I recall.

shell frigate
#

The monthly weird edits we get

short cloud
#

I'm just the messenger lol

shell frigate
#

Also fandom removed the patrol system so can't even systematically ensure all are checked

zenith torrent
#

Yet another reason to migrate to wiki.gg lmao

idle tangle
#

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.

versed halo
weary sonnet
#

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!

versed halo
#

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.

idle tangle
# versed halo That said, after reading your question thoroughly(really sorry for just assuming...

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.

versed halo
#

Oh! Thanks for explaining, that would be a tricky question to solve though.

idle tangle
#

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.

worldly salmon
weary sonnet
#

They can be disabled several times, I saw that a few times as well.

versed halo
austere fossil
#

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.

versed halo
worldly salmon
#

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

versed halo
worldly salmon
#

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

versed halo
worldly salmon
#

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

versed halo
#

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)

glacial topaz
#

stats increase it by 1 or 2 kills ?

short cloud
versed halo
glacial topaz
#

miner's manual is on the base game tho,
it shows how many of each enemy you killed

versed halo
glacial topaz
#

to remember for next time

versed halo
glacial topaz
#

lol, overshooted stats

austere fossil
# austere fossil False, I have video of a 4th chance at hacking the same patrol bot. Took *foreve...

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...

▶ Play video
bold plover
#

👀

idle tangle
#

Is the cooling rate on the Drak the same as the heat generated rate? wiki isn't too clear on that

floral drift
idle tangle
floral drift
#

indeed. Drak25 T3.B also decreases the delay from 0.3 to 0.21 seconds.

idle tangle
floral drift
#

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.

idle tangle
#

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.

versed halo
#

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.

normal lance
#

and also T5B?

silent sierra
#

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.

versed halo
#

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)

idle tangle
#

Tasers also absolute delete the Armor phase of a OG Dread for Haz 5 , 1p.

weary sonnet
#

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.

weary sonnet
#

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.

idle tangle
#

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.

weary sonnet
#

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.

idle tangle
weary sonnet
#

I will look at the file, it is the T3A upgrade for the lok1?

weary sonnet
#

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?

idle tangle
#

I think you answered it already, but the fire and electric damage bonuses basically

weary sonnet
#

Afaik they should all stack, OC being last in the calculation.

idle tangle
#

E.g. if the target is on fire and electrified, do they take listed damage *1.2 * 1.2?

weary sonnet
#

In that case they would take 40% (20% from fire, 20% from electricity) more damage assuming they are not weak to fire or electricity.

idle tangle
#

Ah so it is 1.4 then?

weary sonnet
#

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.

idle tangle
#

Sure, so for my purposes, the damage isn't 27 * 1.2 * 1.2 = 38.88, but instead 27 * 1.4 = 37.8?

weary sonnet
#

I think so.

idle tangle
#

Ok, that could skew things a bit on why T5A could feel better

weary sonnet
#

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.

idle tangle
#

With enough multipliers, 1.4 vs two instances of 1.2 might add up to a difference

weary sonnet
idle tangle
weary sonnet
#

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}

idle tangle
#

@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.

floral drift
# idle tangle <@88687704232951808> or <@199367621634686976> cause this is gonna drive me nuts,...

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.

idle tangle
#

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

floral drift
#

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

delicate wadi
#

Hey, do doretta repairs stack?

acoustic scarab
#

They're supposed to, but they don't.

bold plover
#

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.

acoustic scarab
idle tangle
#

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...

glacial topaz
#

wait, we really don' t have the burst time ?
it is just X time for each lock, and then Y time between each shot

idle tangle
#

Well, lock on time isn't on there either, I asked Meat awhile back and it was 0.095 as far as I remember.

floral drift
#

Lock-on time is 0.095. time between bullets during the burst is 0.06

#

so the RoF during burst is 16.67

idle tangle
#

ak ok, so I was right haha

#

12/16.67 would be a burst time of 1.368 seconds

floral drift
#

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

idle tangle
#

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.

floral drift
#

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.

idle tangle
#

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.

floral drift
#

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

idle tangle
floral drift
#

subjective opinion: Neuro-Lasso is my #2 pick on Lok-1. people sleep on it.

idle tangle
#

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.

floral drift
idle tangle
#

argh

#

that includes lock on time, if that makes more sense.

floral drift
#

what build are you using for Executioner, Neuro-Lasso?

idle tangle
#

E.g. Exec is 0.095 * 0.425, no?

idle tangle
#

Both actually.

#

I had a rounding error on lock on time for Neuro >_>

floral drift
#

ok, so for Executioner:

  • 12 * 0.66 Locks
  • 0.095 * 0.85 * 0.5 Lock-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 * 1.15 Lock-On Time
  • 0.06 sec ...
12*0.095*0.85*1.15 + 11*0.06 = 1.77435
idle tangle
#

neuro has a penalty

floral drift
#

yes, of x1.15 Lock-On Time

idle tangle
#

hmm, my exec numbers are the same, but I used 8 locks instead of 12

floral drift
#

re-read the equation for Executioner. i used 8 locks too

idle tangle
#

ah ya my bad, I didn't get to the end >_> just hyper focused on the top parts

floral drift
#

so, you did do Executioner right above. NL needed a small tweak. not sure how you got 1.403 sec

idle tangle
#

yup, ty, found my typo in the spreadsheet, I copied and pasted my exec formula, so I was using 8 bullets for Neuro

floral drift
#

alright. i have performed my mathematical nitpicking, carry on rocknstone

idle tangle
#

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.

floral drift
#

...and that's why Eraser is my subjective #1 pick OC on Lok-1 😆

#

BCAAA + Eraser is my go-to

idle tangle
#

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.

hybrid oar
#

DRG makes me like math less because it makes me discard things that I will otherwise enjoy so I largely avoid math

hybrid oar
#

So is eraser for single target or crowds?

zenith torrent
#

Wrong channel

hybrid oar
#

My bad

stray olive
#

math is only good for killing two bird with one fatass stone

silent sierra
versed halo
#

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 dderp

bold plover
#

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.

lusty lark
#

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?

acoustic scarab
#

Probably because we don't know what the odds are

glacial topaz
#

Exactly,
Currently we have no precise info on it, neither for other events

bold plover
#

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.

glacial topaz
#

that seems different from what was told then
how was that calculated ?
1-2 key points being ?

bold plover
#

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:

glacial topaz
#

Think it was Jacob ,weeks ago here, mentioning something about it being a chance per room, instead of per mission

bold plover
#

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.

glacial topaz
#

and the discussion was either machine events, or treasures

bold plover
#

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.

glacial topaz
#

doesn't counts smh

bold plover
#

Those are the stock values.

#

Because you won't really be able to determine the actual chance due to how many factors affect it.

glacial topaz
#

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

bold plover
#

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.

weary sonnet
# bold plover Machine Events: Mission scale of 1, all machine events have a 22% chance to spaw...

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.```
glacial topaz
#

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

weary sonnet
#

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.

acoustic scarab
shell frigate
#

Now there is two three of them

bold plover
glacial topaz
#

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

bold plover
#

Sure if you want to go through like 6k+ combinations.

glacial topaz
#

Those being?

glacial topaz
#

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

acoustic scarab
#

Is this true? 🤔

cerulean berry
#

lol no

bold plover
#

no

acoustic scarab
#

ffs these "trivia threads" spread more myths than they bust

analog rock
#

I see this less as trivia, and more as "greenbeard bait"

zenith torrent
#

Hilarious as it might be to see a greeno accidentally kill himself thinking Lootbugs are sponges, yeah, that's just bait

vivid hill
#

I think you also take full damage landing on a bulk, but praes oppressors, dreads, and wardens are fine.

acoustic scarab
#

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?

thick pelican
#

The same happens for turrets and hostile patrols bots

#

They aggro on hacked bots rather than you

vivid hill
#

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

bold plover
#

Zipline is exclusively a player character state that doubles the murder me value for ranged enemy aggro

analog rock
#

"Murder me value"...
And somehow, I can imagine the devs naming that variable like that...

bold plover
#

It's not, it's called Attack Cost Modifier iirc. It's just why would a value of 2 make sense given that context?

analog rock
#

Missed opportunity

plush night
weary sonnet
#

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.

glacial topaz
#

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

plush night
#

Thanks for your answers !
I was intrigued that this page was publicly accessible, but seems like it's all ok

hexed epoch
#

is loki hitscan

short cloud
hexed epoch
#

3 ppl in drg chat are trying to convince me its not

short cloud
#

as usual

bold plover
#

It is for sure.

glacial topaz
#

how can you even troll someone to think it is not hitscan

vivid hill
inland gull
#

Does praetorian gas and spit deal elemental damage?

glacial topaz
#

what does "elemental damage" means

inland gull
#

Like does elemental insulation affect it?

acoustic scarab
#

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

shell frigate
#

Seems a reasonable change

glacial topaz
#

though every other table that has costs , uses the name of the mineral

acoustic scarab
#

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

shell frigate
#

Does look cool like that imo

shell frigate
#

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

glacial topaz
#

wonder if name could go above mug image to save space
or something

acoustic scarab
#

Honestly, this sounds like something we should've come up with sooner 😄

hollow sail
#

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?

short cloud
hollow sail
#

Interesting, I would have thought it would end up in Old and unused, but I guess not

weary sonnet
#

So far WIP / cut enemies are not in the wiki.
Old enemies or old models that were removed are ok.

hollow sail
#

Do you know where I could find more information about it? or will I just have to go straight to the source and ask the devs?

#

I imagine DRG historian might have talked about them, not sure what video it would be in