#ror-wiki-discussion
1 messages Β· Page 15 of 1
https://riskofrainreturns.wiki.gg/wiki/Commando#Skills trying the new template, need some feedback (cooldowns are not showing up for some reason, trying to fix it lol)
"The Commando is a jack-of-all-trades character with the tools to deal with any situation. His high range and rate of fire provide great combat proficiency, while Tactical Dive grants increased survivability and mobility."
β In-game description
first thing I'm seeing is, these lines are really distracting I need to tone them down somehow
maybe limit them to the length of the skill box
also, need to display skill boxes side by side on larger screens I think
there we go cooldowns are fixed
lmk what you all think
tactical slide animation has horizontal scrolling with commando completely off screen by default
gif complaints should go to @void flume, I'm looking for feedback on the display of the skills on the page
if you open animation and then close it again the top of the gif is still there
but idk if that's fixable
ah wait I see the issue you're right
that's on me
some of these gifs are wiiiide
fixed if you CTRL+F5
what browser are you using?
firefox
okay i dont remember the enemy page lookin' like this
we've been working
I can tell. Must've been working HARD because this looks amazing.
thx it took a while
https://github.com/StarCitizenTools/mediawiki-extensions-TabberNeue/issues/38 yup known issue of the extension
weirdly, a "fix" would be to have the "details" section filled out for every skill, and then the top of the gif would not show up
Only verified Time scaling, and since there is time scaling and you get different amount of gold each stage making teleporting to stage time vary some haven't really wanted to test stage scaling. Also haven't personally looked at code, just going off intuition and what I've read in this discord.
That being said I just have to do run to sunken, note time I teleport, drone first crab, reset and wait till time to teleport and Drone first crab.
still taking feedback if anyone's seeing this
Chasing Shadows?
I was gonna say it doesnt look like Nemforcer, but I can see the resemblance in the SS1 sprite bar the gold armor
https://riskofrainreturns.wiki.gg/wiki/Template:SkillLink got this done with tooltips in case anyone wants to redo all the trials links lol
fixed, ty
Np
Do you think cooldowns should show on abilities that don't have one innately? 
By that, I mean primaries, but not sure if there are other skills like that.
idk, but yeah 0s CD looks a bit awkward
so not a question, an affirmation lol

alright, removed from skill boxes and tooltips
other changes will have to wait until tomorrow, my eyes are closing by themselves
No idea what you mean, I just had my breakfast recently.
how the fuck do you function like this while living in europe
Btw skills should look good on mobile also
Only glaring issue I see is that the gif sticks out of the tabs if you're using Firefox but I can't fix it
Soft "fix" is to have details on every skill
No idea!
it just works
red whip and goat hoof are just flat movement increases 
just be glad that red whip stacks now
hey @void flume, any clue when you're gonna finish these skill gifs?
kinda love having them under the skills ngl
Ah I was waiting for the template to be in use before carrying on, just in case the gifs ended up not being used
aah, gotcha
well I think the template is fine now
"The Commando is a jack-of-all-trades character with the tools to deal with any situation. His high range and rate of fire provide great combat proficiency, while Tactical Dive grants increased survivability and mobility."
β In-game description
Looks great! Nice to see the skills actually given some flair, the boxes were a rough sight
I'll get to some new gifs once I'm free of this doom infinite run
yeah no pressure
should these be swapped, anointed seems way more probable reference
ehh ill keep asking devs when they appear until i find out
wiki gods I request your testing aid
would you be so kind to test if wicked ring proc can animation cancel chefs alt primary but only if youre tapping the button constantly rather than holding it
it doesn't have a cooldown to reduce
the only limiting factor is the animation speed, which is increased by attack speed
Thats what I thought but playing with it it seemed to interact weirdly
No attack speed or anything, just wicked ring and whenever I'd crit while tapping, it would instantly attack again post crit
Unfortunately I never got far in that run to see it in full action but it did feel like it DID reduce the nonexistant cooldown
only while mashing the button though
not noticing anything weird, sorry
how is that not weird though
you have no attack speed yet he slashes way faster than he would
he attacks way way slower normally
nah, he attacks very fast if you mash
ah wait
I have 100 stacks of primary
lemme see
it does have a small cooldown yeah
yeah you're right
so it does reset itself
man i really need to give the trivia sections a pass over
there you go, proof
sorry, was testing with a hundred stacks of primary so I wasn't getting any cooldowns
probably has like a 0.5s cooldown or something? can't know for sure
please lol
btw if someone with more time and courage than me wants to edit Trial Pages with this: https://riskofrainreturns.wiki.gg/wiki/Template:SkillLink
that'd be swell
the first trial i went to do 
added it, try now?
I think that's the only skill I missed, too
ye its good
Thank you you are wonderful and not just for this but all other wiki related things, other ppl too
obligatory thanks for the wiki people, you are all wonderful
ya
@old summit can you also replace the skills in the loadout part of the infobox? I feel like that would be useful for ppl who don't know the skill icons, they can just hover over them
true true
here's what I'm thinking: make the skills in the infobox and body text links, make the second mention of the survivor colored text instead of a link and maybe separate the fail/gold conditions cliche at the end into 2 sentences. was meaning to touch up the older pages anyway so I'm going to start working on this too
If its not inconvienient
Could this be tested on Engi's default primary?
I noticed in a late game engi run (before having unlocked Predetory Instincts) that my attacks speed was being increased to an insane degree when hitting an enemy
I did have max crit wicked ring (and 4 heaven crackers but that can be tested seperately)
It applied to my sentries too
the skills will be actual links thx to the template I'm asking ppl to use
they just need to be updated on every page
yeah that's what I meant
tbh I think the wicked ring interaction applies to every primary with a slight delay between attacks
but I can test it
yup
Tysm, saw it and was just curious as to what caused the interaction
Im pretty sure its the same idea for the sentries 3 shot burst, which has a delay
they don't seem to be affected? or is that delay longer usually
Seems like how it usually is
Thats odd then
hey @grave rose don't forget to put imgSize=32 in the template, looks a bit a small otherwise
for the loadout part in the infobox I mean
oop flamethrower is using nanobomb picture
ill call them out if i spot them
ty
ive done up to bullseye but im out for the night
thx a lot, bye!
https://riskofrainreturns.wiki.gg/wiki/Huntress#Skills Huntress' skills section rework is done!
"The Huntress is extremely proficient at 'kiting' (running and firing while remaining unhurt). Remember that Laser Glaive does the highest damage on the last bounce! Blink can be used to reposition or re-aim abilities, and Cluster Bomb can take out grouped enemies at range."
βIn-game character description
all of my spells are CSS properties
My doom run met its end at a slow crusher, so now Miner is on my docket
was wondering why CHEF's skills weren't getting colored
what the hell does it do this only for chef
uppercase/lowercase issues, weird
what would it link to though π€
but yeah I can add it
just need to check its details cause I have no idea
maybe a separate page on multiplayer content/changes?
should work now, links to "multiplayer drone" for now
ok so this should be about half of the trials done, I'll get around to doing the rest tomorrow
Miner is now in the database, as well
nice
And now Sniper, as well
I'm doing some more testing while editing the survivor skill pages
standoff's description is just very wrong
so weird
huh
ancient scepter on standoff turns it into the scepter version of lights out
only happens in trials ok weird
but it means I can't test alt specials' scepter versions
finished bandit's skills, but it's made me realize I need to go back and test the scepter versions of all the special skills
but I can't do the alts 
do we have numbers on how much dmg protect and serve does? i feel its 200% or close
210
makes sense
i was comparing the numbers to disperse when I was playing
and it seemd close to 200%
It's the same as shield slam IIRC
it's on the wiki π
epik
sorry I had a brain dmg moment and instead of checking wiki first Iasked first
whos in charge of the wiki
gummy i think
I just wanted to give my personal gratitude towards their work and any others who contributed to the pages. Your work does not go unnoticed and on the off chance you see this message, I jus want you to know how thankful I am @granite flax
Danger Orbits is still considered complete if the explosion of the sun after you die brings the total kills to more than 50. I was pretty bad this one and I onlyu got it becasue of this.
1K edits when
is this some sort of testing ground trial?
yeah, we can setup custom trials, and we made this to test stuff in
how does one get that kind of custom trial?
@granite flax Hive Cluster #3
need to edit the main.trials file in your data/trials folder
personally I added this to the top #ror-wiki-discussion message
and then edited the trials.layout file to add the trial in the named "test" to the trials grid
the version of the file I sent is a bit outdated but it has the essentials I think
okay, thank you!
no problem! at some point I might make a guide for this lol
prob should just put it somewhere on github
@granite flax Dried Lake #3 Artifact
true
will the old sprites you see at the end of the credits be shown on the wiki?
not all of them i mean like the character specific ones
@granite flax Ancient Valley #3 Log
I don't think so? but we could add them in each survivor page's gallery maybe
that would be nice to see
@granite flax Sky Meadow Log #5
https://riskofrainreturns.wiki.gg/wiki/Routine_Maintenance are the skill boxes missing the pics for other people on this?
As HAN-D, push golems and bisons off a bridge. In order to unlock this trial you need to unlock HANβD and complete either Think of the Children or Blades in the Wind. Successfully completing it will unlock the first alternate secondary ability DRONE - SPEEDFile:HAN-DX2.pngDRONE - SPEEDSecondaryFIRE A DRONE FOR 190% DAMAGE WHILE ALSO TEMPORARILY ...
Oh, I'm guessing the dash is messing it up
I'm off to sleep for now but I'll fix it when I wake up
cool cool ill keep going then
That'll probably happen to every HAN-D trial
drifters cube does the same
noticed on pilot's page theres a little idle sprite on there? none of the other survivors have this so im assuming its not supposed to be there
(also where are the rest of them i cant find sprite rips anywhere </3)
huh. i noticed the idle sprite but not the fact that the portraits are missing for pilot
the info box needs a fix up as huntress has neither as well
and i dont think the proper sprite rips have been uploaded yet
but we have this for full sprite rips #ror-wiki-discussion message
awesome ty 
what sprites are we after, i have all of them locally
we have the images i think its just the data module didnt like the dash in han-d
I cannot believe how much missing info/wrong info is in the descriptions for things
ah but for the survivor pages i dont know if we have a set order of what to show
very thankful for you all testing these
Wait, the piercing factor for bullet damage is variable?
Just noticed the wiki states damage from Point-Blank is reduced to 65% with each pierce, instead of 50%

I didn't account for that possibility
how does sacrifice work? is it a flat chance to get an item?
no clue yet
damn
Yup, tested that while reworking the skills section for commando
Well shit, I suppose I should double check the other attacks then. Steady Aim is 50%, and I think Pilot's primary, but it'll need to be revisited to be sure
Also not sure why I got 7 damage instances out of Suppresive Fire the first time I tested it, but I'm seeing six now. Maybe I should tripple check Flamethrower, too...
Have you checked suppressive fire's details? The formula for bullet count is in there, you probably had attack speed
I knew about the attack speed interaction, was certain I didn't.
Oh true, I meant to do that eventually
And it seems that in trials, you can't have alt scepter skills?
Any time I try I get the default one
Wanted to check bandit's assassinate, could never get it to work
This is going to keep bugging me, though. Wish I'd saved the footage, because I was surprised I was getting 7 with no items. This was also after Dee mentioned a fix was made to attack speed scaling for suppressive fire some time ago, when discussing the extra hits from flamethrower, so I know it caught me off guard 
Apparently it wasn't hitting enough times, and a change was made to fix that (which may have had some relation to flamethrower hitting more than expected)
Checked it with command instead of in a trial, fires once for 500%, so no buff to damage or number of shots.
Wait what, it says 2x600% this is so dumb
Note that this is with glass and 200% damage
Need to test the damage buff also, cause default is 25%/stack instead of 50%, so maybe with scepter it is 50%
(2240-415)/(12+7*3.5)/10 = 5, or 500% 
ah damn I forgot to test that
I just knew people had complained about the ability not firing twice
And having experienced that myself
But this is the same skill as lights out and this one's scepter skill works properly π
I'll fix it on the wiki then
It is a bit weird, since the animations and damage are identical for the un-scepter'd skills
so, whoever uploaded HAN-D's icons used a β and not a - in the file names
so of course it doesn't work
I don't even know how to get this character on my keyboard, is this an american thing
ββββ ----
or maybe it's better to say, I used - instead of β since that seems to be the correct one
vscode agrees with me
β β β my phone has 3 lmao. but leftmost is default have to hold for others
Using β for HAN-D is just wrong, anyway.
https://www.thepunctuationguide.com/en-dash.html
The en dash is wider than a hyphen and narrower than an em dash. It can be used in phrasal adjectives, to show a range or span, or to show conflict or connection.
Should be a hyphen, not an en dash
Though I'd argue you should avoid en dash in general
#risk-of-rain-returns message @swift plinth is this right lol (+2.4 dmg/per level)
wtf
I'm pretty sure it isn't
says +3 in green on the sheet, so either this guy is wrong or the testing is
Yeah, and while I don't know who confirmed it was +3 initially, when I tested damage +3 made sense
give me like a minute and I'll figure it out
yeah but I was wondering cause it's a weird thing to put there lol
It's from RoR2 π
Absolutely do doubt them, the 'mando special thing still gets to me 
alright I "fixed" that issue on firefox where the gifs peeked out of the closed tab when the "details" section was empty on a skill
by adding default text when the "details" section is empty lol
holy shit that's also why HAN-D's color template was not working
because of this stupid en dash
it all makes sense now
i dont get why people put so much effort for a different looking dash/minus sign
like dude, just use the one that everyone uses π
why are there ones with different lengths

https://riskofrainreturns.wiki.gg/wiki/HANβD#Skills alright HANβD done
lmk if there are any errors
oh no the color for the skill names isn't working because of the stupid dash
oh, the misery
alright, so I thought it was like that in the lang file (because who in their right mind would use an en dash, right)
BUT NO IT'S A HYPHEN
I'm going on a rampage and changing every en dash on the wiki
who is Lantern47 this is all their fault
you are now my sworn enemy
no more en dashes only hyphens 
question
should I add infoboxes to engineer's page with the turrets' stats
since for instance laser turret's damage is based on its damage stat which is higher than engi's
so either more infoboxes below engi's one, or a "Turrets" section under the skills
made a page on the tutorial so bandit prism's link can lead somewhere
infobox would be good
@stuck saffron this is a valid way to spawn blighteds right? ["elite_set", ["get_arg", 0], "blighted"],
not sure, I've been spawning them with the director_spawn_elite_type parameter
neat
can you show me how i should make sure blighted magma worm is not borked because i spawned him weirdly
blighted magma worm seems to have his own boss music which is funny
This is why I added βhandβ to the colors

I'm not sure tbh I haven't tried with bosses
I think what you're doing is right
prob im trying your method just to be sure
doesn't seem to work properly with bosses
realistically they prob just did not implemented blighted worm fully
hes so cool though :(
discord really hates me
your files are encoded weirdly
default windows player wants the AV1 codec to read it
these bells are ominous
reminds me of a roguelands boss
is the worm usually this big
no he is huge
nope
are those bells because of it lol
seems cool
rn is does not do damage though
do other blighted bosses trigger these bells too
yes he is also delayed spawn
dont think so
damn
he is meant to spawn instantly
but the bells plays before he spawns
so fucken cool
yeah this feels like it was worked on but discarded mid-way through
looks very cool, maybe we'll see it fully working in a future update
i should have disabled normal music to make it more ominous
also notice how he spawns under you
and not where he says he will spawn
very silly
they probably couldn't find a way to keep it this big and still make it work normally
needed to straigten him
spawning in the wrong spot and clearly teleporting in instead of looking like it comes out of the ground
shame they removed it instead of just making it smaller or something
well i imagine theyre able to finetune it they just removed it for other reasons (not enough time or maybe they just thought it wouldn't work well/be fair)
oh hey, spawning without a scepter and getting one after spawning seems to work! I can test alt special damage now
blighted providance seems to have had some work also, his visuals look weird, he resets his elite status it seems though when he goes to 2nd phase
with weird do you just mean buggy or
i mean he looks worked on because his visuals are special, doesn't look that buggy ill get a clip
could just be an artifact from provs normal visuals and blighteds
welp, already found that enforcer alt special does not increase damage, and HAN-D's alt special's burn is very weird
@stuck saffron have you been able to get stats of drones?
I should be able to
I got the stats of the imps from the boss item
so this should be similar
yup
can i steal your file?
do you want me to compile test data for drones or are you going to
Does anyone know what the stats are for the game difficulties (Drizzle, etc)? Like damage received, defense, that typa stuff.
only known one is like, 50 more hp on drizzle
because I wanna edit the language file to show the stats in the game, but the wiki doesn't have info on the difficulties, and the internet doesn't help
yeah, because we dont know
you could test for them(how long per level increment on top right)
put blighted only spawn on monsoon
@spring storm Something like this...
perhaps. thanks bg
thanks dude
I can't right now, feel free to do it
ima prob just put it in player stat place
yep
did you try removing the update to player hp_regen
cause I'm setting it really high and maybe the drones inherit some of that?
your updating regen?
yeah I was testing fire shield or smth
where, your file is formated so weirdly
sorry, vscode doing that lol
got rid of it
yep its the same
gilded beam drone has 41 regen damn
you can control as many player drones as you want how funny
idk how to spawn the specific player drone to make sure they all have same stats/ base stats for player, prob just base stats for player
but 60 speed
but yeah some weird stats
whos this guy in spriites?
how did you spawn him
idk just looked at sprite file
oh okay, lemme check
spectator drone
also drones deal different % damage which maybe ill test eventually
damage % be wild though, gold attack>gunner>attack
i wonder if attack drone is just a bad idea to upgrade to
it sure is, and it gets worse over time, red is gunner and blue is attack, purple is gold
this is without damage % though
they probably have different skills but it's impossible to see
DroneDisp
is he arms race drone?
no clue
idk if it's just me, but ive noticed gunner drones dying a lot more than attack drones. perhaps they have different HP values?
@analog thunder yeah i was talking about a pure dps perspective drone stats are here
it's interesting that loader has the slowest move speed
this is a nightmare
thats why i dont edit the wiki
I blame the turrets
@stuck saffron how do you get speed of a flying dude
they dont seem to care about phmax or phspeed
I'm not sure :/ it's probably a combination of phspeed and pvspeed
there's also speed for the actual speed of an actor iirc
but ofc you won't get a nice value with that because it fluctuates
phspeed is always not showing on the terminal thats what im confused about
so its negitive/0
ah yeah it's negative if moving towards the left iirc
but both ways
really? weird
so sad no speed value for player drones
prob 60 though since if you spawn them from a chest there phmax says that
should they be seperated?
1 log so they are together
ig gup isnt seperated either, or cavalry so its good
ask the game why they dont get logs, and why smol boar does not have one :c
and worms, yea its good
pHspeed works for me
yeah not for drones though
jelly's pHmax is like 20 but log says 40 so they have another way of calculating it
maybe pHmax + pVmax or something
yeah, no point making a page for each gup lol
same for cavalry, these mobs come together
ye its consistent that way
sad π¦
maybe ill just add the vectors and see if it somehow works all of a sudden
wait no sqrt
are imp vanguards and purple imps worth listing on enemy page in that case?
and maybe maybe direseeker
im not challenging it, just wondering reasoning
they don't have their own pages, it redirects to a section of the page of the enemy they're based on
I think what we have rn makes sense
also I spent way too long making the gifs for this page I don't want to touch it lol
@stuck saffron do you have any plan to put fire rate of primarys on the wiki
no real plan, but it wouldn't be hard to add
why icons here and not there(next to cooldown bit) @stuck saffron ?
one is a recharge per turret, other is a cooldown per cast
Has anyone added that the Imp Vanguard from the Artifact of Origin is applicable to Huntress' achievement to kill 3 unique hidden bosses? I just unlocked her alt by killing acrid, the vanguard, and provi.
it's not on there
The list still includes the armored boarlit as well which does not count
also on huntress page, there needs to be the ancient scepter description of her special bc its not on there but the rest of the characters are
Acrid has dummy images uploaded, now.
Corrosive Wounds really just stacks forever, huh
Logs say top speed, and they have a dashing move, so the top speed probably refers to that and not their standard speed.
yo just wondering, does sniper charge faster if it uses attack speed?
For this, wouldn't be better to show something like /stock or /charge?
does drill replace the m1 when procing?
I noticed my engi not throwing any nades and just drilling and was wondering if drill takes priority
Yes, they do
And yes, it does
Drill can actually be detrimental to some characters for that reason
does it carry over m1 properties in full?
like how exactly does it interact with m1/primary attack
I believe it needs to be tested, but my hunch is no
if you're playing enforcer with nade launcher will each enemy hit by the drill get hit 3 times for 60%
Oh in that scenario, I believe it's completely overridden
I can set up a test, though
give me a couple minutes
okayy
I'm really curious how it intearcts with the dmg % of primaries and such
interesting thing to note with engi turrets they will still fire normally and drill on top of their normal attack
so it'll double their dmg output
from whative seen people say it doesnt use any of the default parts of the primary so things like acrid dont poison
It does however inherit Sniper's reload bonus

But just testing, can confirm it overrides Acrid poison
even up close?
that's disappointing
so it does the dmg of one grenade more or less
drill has just become another one of those items that are "a reason for manual pick up to come out faster"
nah it looks like around 2,5
Oh if you were curious, the reload action for grenades doesn't count as an "attack" for the sake of drill activating sooner
Interesting for a red item to be activately detrimental to some characters
it's just like how bottled chaos was basically more of a lunar item than red in ror2
but there's quite a few items that are detrimental to survivors
Red items, though?
well not as much but even lower rarity items being detrimental is odd, maybe even more odd as they make up more of your item pool
tho repusion armor can be bad on alt turret engi
as it can potentially make it last indefinitely breaking the hourglass tech
boxing gloves are a green that's detrimental to quite a few survivors
because of the knock-back
Repulsion and boxing gloves seem more like making things a bit more inconvenient though, compared to removing core ability behavior like Acrid's poison or Enforcer's grenade multi-hit.
I believe it also affects Artificer's fire application.
Drill isn't just making certain abilities harder to use or item synergies harder to get, it's actively removing benefits you'd otherwise have without anything at all.
so the damage on a single target is 24 on a normal grenade and then 22 on the heaven cracker
Fixed, ty
Dumb question:
How did people found a way to access test trials like this one?
We created our own by editing the main.trials file in the data/trials folder
I dont really get why drill isnt just, in addition to your attack
for the enemies page, would it be more intuitive to just list the elite aspects blighted can have instead of ones they can't?
it's not longer and more straightforward
Yeah it's weird
Gonna have to write something on the wiki about it if it's not already there
Probably yeah? This section needs a revamp anyway
if it's not accurate yeah I guess
I should make a to-do list for the wiki there's so much to do
- Add images to drone page
I SAW YOU TYPING AND I KNEW WHAT YOU WERE GONNA ASK
you're the drones guy to me now
sorry
TO-DO:
- finish reworking skills section for every survivor
- finish damage items testing
- put relevant results on the wiki
- do the same for every other item, pretty much
- game mechanics pages? (armor, leveling, scaling, etc.)
- rework drones page (different tiers of drones give different items in a scrapper, drones stats, DRONE IMAGES)
- rework all infoboxes so their style is in line with the enemy infobox
- by popular demand, add in-game sprites of survivors on their respective page (maybe enemies too)
also should risk of rain 2013 be formatted wit hthe brackets or without?
im thinking with
I think so as well
ok, ill sift through pages and check
i love random page button
just noticed
is the game of origin section staying?
for now it's not, but I'll add it back later
but rn not every item has it filled out and it's a pain
when I rework this infobox I'll add it back in
ill do later
https://riskofrainreturns.wiki.gg/wiki/Heaven_Cracker added some... interesting observations I made while testing Heaven Cracker
drone page is also just missing golem drone which is odd
It's called Friendly Construct, and it's already listed
their name is kinda ambiguous, one trial calls them Friendly Constructs and the lang file calls them Acquainted Construct
but yeah they're on there
are you fucking kidding me
should have trusted the icon
gotta love everything being wrong
should I replace all the movement items' false % value with the actual value in km/h
aren't some % based?
none of them are lol
even hunters harpoon?
ok I need to test harpoon, warbanner, and arcane blades
and filial imprinting I guess
but I'm not optimistic
@stuck saffron loaders secondary is a 20% bonus
would be funny if its the only thing
yeah i remember lazily testing that and tacking it on the wiki a while ago
good to know that i was right with my pretty much guess
Hunter's Harpoon is NOT a 125% boost
got removed since it seems
i wonder why they couldn't have just, put the right info in the boxes
so not even consistent with whip's 60% = 1.2 MS
also stacks go up to 20 and not 25 like stated
hellooooo just wanted to bring this up one last time
the applicable bosses section for Huntress's "The Hunt" is wrong
The armored boarlit isn't eligible, and the Imp Vanguard is
slipped my mind
I'll fix it, but fyi anyone can edit the wiki
ty for reminding me
you might have to register an account on wiki.gg I'm not sure
but that's it
you do
warbanner gives 0.6MS instead of 30%
same for Arcane Blades
aaaand I think that's every item that gives MS
burning witness gives a flat amount as well
Speed being in km/h on the wiki feels very weird to me
what else would it be
that's how it's written in the stats section of the logs
and it's just the game engine's value for movement speed * 10
Yeah that makes sense
Km/h just feels hard to parse in the context of the game
for some reason
pilots fall speed 21.83 km/h, horizontal speed 65km/h neat (parachute)
I'm hesitating on how to update the movement speed items' text because km/h doesn't mean much to a player reading it
the unit "meter" by the game is terrible and incorrect though
yeah exactly
I agree there
but for speed we just keep it as km/h for now
should I report this as a bug or something? all of these percentages are base on a value that is not the character's speed
it's just 2 for some reason
except harpoon
300km/h is max fall speed
daaamn
FLAT AGAIN
damn
What's the speed of Sniper backflip vs Commando roll?
7ms penelty for enforcer
84, 62.4
me when no move speed for huntress dash :c
That explains why backflip feels so much better
@granite flax if you read a bit above you can see our discussion on movement speed items and how they lie to us
don't really know how to translate raw MS values to something players will understand for the wiki. if you have any suggestions (or if you think this is a bug cause wtf) please lmk cause I'm not sure what to do there lol
i think just saying an additional x km/h is fine
also this rant kinda #game-questions-returns message
yeah but it doesn't rly mean anything to someone playing the game
anyway this can wait till tomorrow, good night
just link the word "km/h" to a page dedicated to speed or something
and list some speed values
then you can have all my trivia i just got with max 300km/h fall speed and other useless info
yeah I'm thinking of having a "Game mechanics" page (or at least a category of pages)
with stuff like MS, Armor, scaling, etc.
be sure to note it down somewhere cause it'll be annoying to scroll up to here to find it again lol
ill throw it in misc testing
normal gravity 5.2: pilot parachute, 1.73, artificer, 2
I think thats a good idea
break down all of the stats on their own in depth pages
include weird exceptions etc and explanations for things that don't follow rules or function like their tooltips say regarding stats
and we can even throw in the funny descrepency where a "meter" by this games logic is equal to like 4 different values, as in meter derived from speed values != caustic climbs meter != razor wire meter, prob more incorrect meters
idk if its a different value but warbanner and key also use it
imagine if we get 5 different values
i kinda want to live in this ignorance of only 3 values
Do we have access to html and CSS when editing the wiki? or is it strictly like a text and tables editor kind of situation?
CSS is admin only
And you can do HTML directly in the editor
fair
Yeah it's a global CSS sheet that affects the whole wiki sooo
You can use the ol' ugly style= in your html element lol
lol
cool maybe I can find some time to add value to the wiki if I can find somewhere to be useful
But tbh the only places where html/CSS should be used are templates
Like what I did for the skill boxes and the enemy infoboxes
Yeah go for it
yeah you wanna keep the wiki homogenous ofc
Does the alien head decrease the laser turret chargeup time?
i don't think so
it only affects skill cooldowns
also #game-questions-returns is a better channel for this
yep, just read through. i think list km/h and always have km/h link back to an explanation of the games movement system on like a "game mechanics" page which i think weve mentioned before
but alongside the km/h listing, i think listing a tiles per second is probably a good metric we can go by
1 tile being 32 pixels
its what each level is made of so its nice and consistent, and something you can get a pretty good natural feel for through playtime
also sory for being less active
wish i was doing more but im having some health issues
ooh haha, yep! thats exactly wht im talking about!
Alright sounds like a plan then
No worries, hope you feel better soon
yo guys, hello, hope everyone has a great day, just a question. Is there a monster spawn number cap on each stage?
no idea :/
https://riskofrainreturns.wiki.gg/wiki/Heaven_Cracker no one reads the notes π¦
;-; im sorry
there isn't as far as I know. I remember in the first game I would screw around and just stay on stage one with command and sacrifice and farm for hours, enemies never stop spawning
enemies that can spawn at once and the quality of those enemies are affected by the credit system for 'purchasing' enemies iirc
which goes up with scaling
An exception is the teleporter event, enemies will stop spawning once the teleporter is charged
alright, got miner, sniper, and acrid's skills sections done!
only 6 (well... 7) left
Yeah the only good thing about holding him back is the wiki looks good and has templates now so his page is easy to make

lmao yeah we can make the page nice and proper from the get-go
I don't even have his skills in the DB though, I haven't unlocked him yet
too busy testing and editing the wiki lol
Praying for you big dawg
So should we note the fact that Drones can proc on kill items?
robomando really ought to be added to the wiki by now, he's become fairly common knowledge but his strange directions and unclear stats would give the value of a wiki entry on him even more value.
playing in an online lobby, looking up videos on the game, or even playing with friends will probably result in learning about him anyway
It's really only been a few weeks
hmm
its almost been a month since ror returns' release, and robomando was found fast
yeah that's a few too long
also the "top of all time" (english) for guides on steam for ror:r features at #1 a guide on unlocking all survivors including robomando and #4 a guide specifically for unlocking robomando
Are there any on-kill items that are not proced by drones?
make his link a secret in the wiki itself
Woops
No idea, would need to test, but I'd imagine no
@void flume caught up to your GIFs btw
Ah yeah, I was doing some destiny then I was going to catch up on that as well
I'm sure it'll be added soon now
Awesome
id hope so
Quick question
On the giant imp overlord shrine page it says that they count towards the hunt but in my last run I killed the cognation golem stage 1 then acrid stage 13 and then on stage 14 I found two such overlord statues but did not get the hunt until I killed providence
I'm not sure if the achievement pops up during a run or only at the end
but this page seriously needs a rework anyway, lots of unverified info and the grammar is very bad
We know that cognation, direseeker and acrid work though for the hunt so It might pay to only hit one then do giant shrine then do providence on a save that hasnβt done hunt
yup, that would be a good idea
I can confirm from the two shrines I hit that there will always be 2 reds regardless of the number of overlords
They definitely can be elite as well because I got frenzied spawns (they also have a health bar at the top like TP bosses)
damn I'm looking at the page what is this about monster logs drop chance
idk
I got a lot of log drops from that run but idk if i got the overlord log from those ones (wouldnt be conclusive evidence anyway)
they probably can drop logs but we don't have any way to check drop chances
or if looping more affects shrine spawn rate
Can confirm they are in fact a different colour tho lol so thatβs something thatβs right on that page
this is all biased by personal experience :/
I mean I wouldβve thought so because I had never seen one on my usual runs and then found 2 on the same stage 14
But again not enough datapoints
are they just Imp Vanguards, same as Artifact of Origin?
I forgot to check when I encountered one
they are overlords and I think they had a yellow-ish tinge to them (the health bar said overlords but honestly I havenβt done origin yet)
Just noticed Inp overlords in the last sentence lol
the dangers of public wiki editing I guess
but I can't fault them for trying to add info, it's more that most ppl
Also this would require a LOT of alternate save related testing because we would want to check if first they count for the hunt (by doing the test i suggested earlier) and then if they do then do a run where you kill one of them and a vanguard and then see if it triggers hunt
(After providence ofc)
they seem like regular overlords
Huh may have just been frenzied on both then mb
yeah probably
Didnβt really clock the prefix on the second shrine but mustβve been there
accidentally spawned them blighted, and just knowing it can happen is terrifying
Yup actual nightmare fuel right there
Also we might want to try to find a range on how many overlords it can spawn
because it would make sense for the minimum to be 2 but I swear I had upwards of like 5 spawn in my run and they were all elites
probably depends on stage / time scaling and director credits
not sure how to test this effectively tbh
But would it have a max? Like if you crank it to absurd levels will it spawn a lot or the same as something say halfway between
would be fun if it had no upper limit lol
Would also be absolutely horrific to have your screen fill with overlords in exchange for 2 reds
at a certain point it's just not worth it lol
imagine seeing this deep into a monsoon run
Welp guess ill die
does the item spawn out of the shrine? can you just lead the imps off the edge?
I had 2x blighted imp from the big jar before
it wasnt an issue as I had knife
but yeah the jar is very unlikely to spawn a regular imp due to being only able to spawn so late
after about 80-100 minutes they only ever spawn as blighted. though it's one of the easiest bosses so who cares
you can indeed lead big shrine imps off the stage and still get the rewards
Ye
Pretty sure it only spawns overlords not regular imps
I meant non elite sorry bad wording
hmmmm
do we need the skin palette there π€
also might need a better way to arrange the stats I'm not sure I like it
You could bulletpoint them?
Like:
HP: 110 (+32 per level)
Regen: 0.60 Hp/s (+0.12 per level)
I think maybe include prisms and judgement skins but otherwise probably not
they're in the gallery, I don't think I'll keep them in the infobox
maybe yeah, I wanted to be somewhat consistent with what I did for the enemies
like on here https://riskofrainreturns.wiki.gg/wiki/Ancient_Wisp
"Could this be the architect of the smaller wisps?"
β The Survivor
I feel that but honestly I think that it would be hard with 5 stats and as long as all survivors match and all enemies match i feel like it would work
probably better yeah
a little bit yeah, I like them quite a lot
youre killing it as usual!
I'll try to get this on the wiki and then only item infoboxes will be left I think
oh maybe the stages as well
ty
Glad I helped lol and I do quite like the look of it
yeah the font isn't ideal
unfortunately I can't use the one from the game
if anyone finds a nice pixelated font similar to this, free for commercial use, lmk
accidentally applied the font to the tooltips and they look so much better??
for reference
Definitely not me, saying I was gonna get more gifs done after playing destiny and forgetting for 8 hours
@stuck saffron With how you're doing the boxes, how would you want me to handle CHEF?
He's quite a er, special case.
oh yeah that's right
I'd say showcase regular and boosted skill in the same gif
I'll have them displayed like the scepter skills, pretty much
Righto, I was planning on doing it that way at the very start, so that's good that I don't have to change up the plan
perfect π
Oh, I think I've discovered something... pretty fucked up about merc.
After-image dupe attacks have reduced damage.
yup, 50%
Yeesh, half?
yeah it's rough
Eviscerate looking mighty enticing, still.
Scepter probably still goes crazy for after-image, though.
a 1.5 dmg increase is still very nice but it's not as good as it seems at first glance
Yeah, definitely not as strong as it sounds on the tin.
damn I was retesting and getting 100% damage, but it turns out the after-images are considered players for the sake of the trial code I'm using, and I was setting their damage to the same value as me lol
that means they're actually entities with their own stats though
interesting
Oh now THAT is weird
So has anyone cataloged the cognition golem's items? Drones
someones edited the wiki and wrote that it barbed wires and panic mines, I haven't had time to confirm the info yet
Soonβ’
The difference here is actually insane
in damage?
in range, actually
You can stand on Engi's turrets
look at em go
lmao
@stuck saffron Making sure I wouldn't break anything, if I were to go back and upload a new gif of an ability, would that break anything for the characters with their infoboxes already filled out?
IE, Commando's roll, that one bugs me now that I have a solid format.
no it won't break anything, I limited their size
nice π
There we go, all in the database now
I thought this was interesting, as well
deceptively high range
is it the same in all directions?
Neglected to test, give a moment
Sure is
Well, horizontally speaking, turning away had no diminishing effect on range
it's a bit harder to test verticality with how my environment is set up
I think it has the same range vertically as well (from what I've seen playing, no actual test)
blech, loader has so much forward movement using his melee
lol I've fallen off of stage 1 of judgement a couple times trying to punch enemies off the ledge
good luck 
this is what we could be dealing with, any thoughts?
that's pretty good I think!
Man, the thing with chef is to include everything, he takes up so much space
tall guy with tall abilities
Alright, I'm not sure I'll ever be happy with how they look, but CHEF is all in the database, now.
I did however get this out of it, who knows when it'll be useful
now how do I explain this
oooh that's nice
Could this be some useful reference?
yeah that's what I had in mind, it's just the decimal throwing me off lol
it's 1.5*115% also
Could say the third hit is multiplied by that value? It's certainly a strange case
hopoo really just picks a number thats kinda close enough to the truth for descriptions huh
kinda seems that way
I mean if you average the values it's 134.16% so close enough I guess
but like why not 135% at tjat point lol. ig its gotta be a nice looking number too
barring any of the blatantly incorrect ones, like Disperse, Laser Cyclone, Engineer Turrets, and so on.
The turrets in particular, I mean man
is disperse wrong?
Supposedly
ah, the scepter skill is
Er Evacuate, yeah
Oh now that is just ridiculous
I reported this one as a bug lol
https://www.reddit.com/r/riskofrain/comments/18b17j6/now_i_can_say_i_help_communities/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1&utm_content=share_button accidentally came across the person
they got corrected in the comments and didn't change the page π’
https://www.reddit.com/r/riskofrain/comments/18a3xp5/imp_overlord_shrine/ ah I understand now lol
That definitely makes sense
I think i see where the hunt misconceptions came around from
Because another person on that thread mentioned that the first time they found one was while going for the hunt (didnt say if they counted but whoever edited the wiki mustβve thought so)
Anyone else just have no idea what Aerobatics icon was trying to show, other than forward motion? Well I figured out that it's actually got one of Pilots wall cling sprites in it. So they were probably going for a Pilot is dashing forward thing.
all i saw was some kind of sword
lol
Yup drones can proc any on-kill item
I won't fall for your subliminal messages
also, that's actually kinda cool I couldn't see it at all
Yeah, I'm not sure if it's Wiki worthy, but I don't think most people can tell that it's supposed to be portraying Pilot.
Maybe it would work in a trivia section
does anyone know what the damage multiplier is on the 'weakness' aspect of Umbrella?
seems to be around 23.16%
umbrella numbers are very weird
it also does dmg depending on the boss' max HP it seems, but it looks like the number of ticks of dmg is kinda random
damn, someone actually started doing individual pages for the challenges
even made a template and everything using the CSS I cooked up
looks nice tbh
sniper isn't really a spoiler right?
I think the spoiler warning is for providence
prettified the main challenges page
but idk how I should go about spoiler tagging the judgement/prism skins (and Him)
no Him allowed yet
ok this should be all the challenges on the main page. not sure about the whole individual page per challenge thing but I guess we'll see what it develops into
damn, mercenary's scepter skill is kinda cool
though it does seem to be kinda bugged
it doesn't reset properly if it takes 4 hit to kill a target? or when the skill resets it only does 4 hits
so it's not a "full" reset, you get a slightly less powerful version
I'm convinced it was a noble effort at first and now we're all being played
the fact judgement skins and prism skins were put on instantly but robomando has been kept off is like so dumb
prism skins shoudlve been there from the start yea theres no way you find those things but like similarly theres no way to organically find robomando
Tomorrow it will have been a month since the game's release, which I think would be a good time to lift that burden and to get people to stop complaining about it
can confirm that mace replica does not work with crit
its probably the only on hit item it doesnt proc
idk if thats worth adding as a note to the item page for it
what's the point of a wiki if I can't find documentation on hard to find details or obscure unlocks?
yeah I do feel like having spoiler rules on a wiki is sort of dumb
if you're going to a wiki and get upset that you've been spoiled... I feel like that's your fault
thats what i was thinking, yep
do u have any data mining or are u literally just like getting averages in a test
Woohoo tomorrow is free Robo day
Can't look at the code, this is all manual testing
I'm setting up a trial and giving myself 1000 base damage and hitting a dummy with 100k health
Or in this case a teleporter boss
And a hit that should do 600 dmg did like 739 during Umbrella
icic
I mean the prisms are just actively in the runs which is a significantly easier thing to find over tHe cHiLd
i mean they're relatively easier to find sure, doesnt mean they arent in insane spots
and you have to get close to one for it to actually appear
i mean, who is gonna check the tutorial for a prism
It's Robo Day in Europe π₯³
https://riskofrainreturns.wiki.gg/wiki/CHEF#Skills this one was a doozy
"The CHEF is extremely proficient at dealing with large groups of customers. Combining a delicious Glaze with a finishing Sear is sure to dazzle even the toughest of crowds!"
βIn-game description
got the meals' actual effects, too
Oh wow, I didn't know COOK actually did have an execute
It really didn't feel like it at all
the damage one stacks rly well, the barrier + armor combo is rly good
yup, enemy with 1001 / 10.000 HP lives, enemy with 1000 / 10000 dies
actually tempted to try and get the most out of cook now that i know of the execute and food stats
it only has 50% dmg and not 80% but it's not that bad?
does the execute apply before or after cook's damage
though boosted secondary damage is kinda insane
huh, during I believe
cause it's like 6 hits
yeah that makes sense
Each hit has the execute ability, pretty much
yup
I really just wonder why it can't crit, at all.
sucks that cook deals so little damage anyways
I haven't really tested it now that I think about it
but I feel like it would have been mentioned somewhere if it could
suffocate does only deal 200% damage compared to cook's total 300% but it still feels way better
Suffocate has a way higher execute threshold, is the major thing
yea
That's why it feels so much better
Double that of CHEF's, more specifically
20% on Suffocate over CHEF's (hidden!) 10%
only thing I'm not sure of for the meals is the cooldown reducing one, did my best to test it properly but it's kinda hard
but it seems right
how hard is this area to test?
can't you just spawn enemies and see how far they have to be
hm
Yeah I'm pretty sure it just like, lies
That's just it, it's supposedly meaningless
awesome
From what I heard it's not even in parity with other aspects mentioning "meters"
I think speed was the prime example
#ror-wiki-discussion message I measured it in pixels at some point and the increase per stack didn't really make sense I think
measure in pixels until @granite flax decides on what we should use as distance pretty much
Now, it does seem like maps use a "grid" of some degree, at least
but that conflicts with the other 4 or so definitions of meters we can derive which is so cool
"blocks" of collision (at least in the testing trial I'm very familiar with, by now) are measured in 32x32 pixels
well speed is a gamemaker value I'm fairly sure, and for the logs they just timed it by 10 and called it "km/h", but it doesn't have any relation to "meters"
now, "barbed wire meters" and "acrid bubble trial meters" are completely different
you can get "meter" from the speed conversion though
I just want a single, cohesive unit of measurement π
does this mean the second stack just gives a massive increase for no reason or am i missing something
meter should prob be 32 pixels though, i do think speed values should be changed to fit that but that would be a little silly
wiki values should make mathmatical sense
the problem there comes from that value not coming from something tangible in-game, or worst-case outright contradicting it
We'd have to at least explain these inconsistencies
yeah it should just link to this "game mechanics" page that is planned and explain all these silly things there
or just turn everything into pixel measurements and never even say km/meter
px/s instead of km/h is more tangible tbh
actually I think these measurements are wrong
hold on
Something that's nice at least, I do believe Returns uses true pixel-locked movement, so there's no misalignment between a character and the pixels beneath them
could make a "pixels per hour" measurement system pretty reliable
PPM is probably fair enough, I was just thinking speedometer at first
per minute, even
128 - 156 -180 - 208 - 232
