DRG update 2

by metaBot

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DRG Season 2 Weapon FAQ

Preface

Greetings Miners!

This unofficial document is a collection of speculative values and educated guesses of interactions, discovered from testing or datamining, gathered by the community for the duration of the experimental branch. Some of this information might be outdated, and if you're reading this well after the season 2 patch hits, refer to the wiki for better sourced information.

Please DO NOT use this document to make snap judgements on the quality of the weapon options described. Not only could this information be wrong, but the exclusion of certain details in the game and patch notes is at least partially intentional by the devs - we too HIGHLY RECOMMEND you try the weapon options by playing the game BEFORE reading the FAQ. Consider this document spoilers and read at your own risk.

As of 4/28: this is a work in progress. Ping olgac#8127 on the DRG discord for any updates/fixes

New Secondaries FAQ

Weapon Mods and Attributes:

Shard Diffractor

  • Deals disinitgrate damage
  • 0.2x self slow while firing
  • Direct target heating: flat percentage of base direct damage, does not take into account mods, OCs, or AOE damage
  • Total Capacity: As usual, does not include mag (charge capacity).
  • Recharge time: cooldown time between when you stop firing before you can fire again, scales with % mag used ~linearly
  • T4 Nitrogen Vaporizer (Armor breaking): AOE damage and Direct damage proc armor separately, armor breaking bonus seems to only apply to the direct damage portion
  • T5 Biomass Converter (Special): Adds 3 ammo per direct/AOE damage kill, with a cooldown of .25 seconds, excluding swarmers
  • T5 Dazzler module (Slowdown): AOE damage and Direct damage proc slow, but do not stack
  • T5 Hydrogen Rupturing (Electricity): AOE damage and Direct both benefit from +33% damage boost as electric damage

Nishanka Boltshark X-80

  • Deals a new damage type, piercing, which certain enemies most notably Ops (50%) and Praets (30%) have resistence to
  • listed special ammo does not count the one "loaded" (+1 ammo)
  • Reload time effects special swap time
  • T1 Pheromone dart: 8 (?) maximum bugs triggered
  • T1 Chemical Explosion: 10 DPS, 300 damage at 4m w/ 2m falloff
  • T1 Taser: 2 damage every 0.1 to 0.15 seconds, 50% slow
  • T5 Magnetic shafts: +25% percent damage as electric (not piercing)
  • T5 Banshee Module: procs fear at a radius of 2m at a rate of ~3 times a second, triggers in flight

Armskore Coil Gun

  • Coilgun trail does 2.5 fire damage in intervals of 0.2-0.25
  • T1 +1.75 charge rate (Base charge rate is 1.25)
  • T2 Overcharger: maximum charge at 3 seconds, dealing an additional 96 damage
  • T2 Controlled magnetic flow: 25% per charge level, trail and other damage fires at 100%
  • T4 Shockwave: flat 20 damage 3m out by 1.5m wide, with a 50% stun chance for 3s
  • T5 Necro-thermal catalyst: 90 (?) damage at radius of 1.5m (?)
  • T5 Electric Trail: 3 damage at 0.25/s, 80% slow

Colette Wave cooker

  • Deals fire damage
  • Shot width is not angular, despite gui
  • T3 densification ray: Slows for 50%
  • T3 temperature Amplifier: Deals area Heat/Cold damage centered on Burning or Frozen targets.
  • T4 Wide Lens Add-on: +100 (?) shot width, 2x heat
  • T4 Power supply overdrive: -50 (?) shot width, + 30% firerate
  • T5 Contagion Transmitter: 10% proc on hit, status stacks with other neurotoxin. +30% damage (boost also procs on goo puddles) as fire damage of base gun
  • T5 Boiler Ray: 50% chance to explode (on kill w/ direct damage)
  • T5 Radiant Superheater: Temp shocks (200) 50 Heat/Cold in 2m radius, dropping off at 1.5 to 15%

Overclocks:

Feedback loop

  • AOE radius increases at rate of 50%/s to a max of [x]
  • AOE damage increases at a rate of 100%/s to a max of [x]

Overdrive Booster

  • Increases damage by 25% and increase fire rate by 2x, resulting in a net DPS increase of 250%
  • recharge increased by ~2 seconds

Volatile impact reactor

  • Magma deals 5 Fire and 5 Heat damage every 0.1-0.15 seconds. (40 fire dps + 15 dps from fire status), radius of 0.3 meters lasting for 7 seconds, also applies 0.7x

Endothermic Explosion

  • 400 Explosive damage in 5m radius, dropping off* to 10% at 3.5

Bodkin bolts

  • 2 bounces for 3 hits total

Fire bolt

  • 2.0 Heat every 0.1s (20 heat/s) radius of 2m for 5s. Target stuck instead gets 2.0 heat every 0.1-0.15 (16 heat/s) for 6s duration
  • Not a heat source* so passive cooling applies concurrently (e.g. -5 heat/s for grunts)

Cryo bolt

  • 2.25 Cold every 0.1 seconds, radius of 2m. Target stuck instead gets 2.25 cold every 0.1-0.15s. 6s duration for both

The Mole

  • terrain penetration +5m (reduced by terrain hardness)
  • 150 damage boost per penetration

Hellfire

  • 12 fire damage in intervals of 0.15-0.2, Heat source* with intensity value Heat 1 and max temperature of 100

Triple-tech Chambers

  • 2 shots of 70 (?) damage

Gamma Contamination

  • has a 25% chance to proc
  • single target dot: 5 damage every 0.2-0.25 seconds,
  • aoe dot: 3 damage every 0.2-0.25 seconds.

Blistering Necrosis

  • 10% to proc, 1.5x damage weakpoints dealing 80 poison when popped

Super focus lens

  • 50% damage to enemies within 4 m

Weapon Tweaks

Weapon Mods and Attributes:

Corrosive sludge pump

  • Base fire rate: 2-> 4
  • Base ammo: 100 -> 120
    • T3 More Goo Canisters: +50 -> +40
  • Base magazine size: 25-> 20
    • T1 High Capacity Tanks: +25 -> +20 (moved to base)
  • Base normal shot damage: 25 -> 16
    • T2 Potent Goo Mix: damage bonus +15 -> +8
  • Base corrosive effect DoT: 5 damage -> 8 damage per tick
  • Base normal/charged corrosive damage conversion: 75% kinetic -> 75% corrosive (?)
  • Base puddle size: 0.6 -> 0.7
  • T1 Better Air Pressurizer: projectile velocity: +33% -> +40%
  • T4 Improved Spooling Mechanism: charge time -50% -> -60%
  • T5 Fluoroantimonic Acid: dot bonus +1 -> +2
  • T5 Ingredient X armor melting mechanic added to base weapon

Drak-25 Plasma Carbine

  • Base projectile speed reduced
    • T1 Particle Accelerator upgrade: +50% -> +100%
  • Base fire rate slightly 13->12
    • T1 High-volume Plasma Feed upgrade: +3 -> +4 (moved from base)

Boomstick

Deepcore GK2

Scout Phermone Grenade

  • Increased the max number of enemies that can attack a target affected by pheromones
  • Extended the pheromone effect duration 10->15
  • Enemies affected by pheromones can fight back when attacked by normal enemies. (previously they could only target other pheromone-affected enemies)

Overclocks:

Sludge Blast OC

  • Removed clip size penalty
  • Ammo penalty from percentage to a flat value: 0.8x -> -40
  • Removed charge time penalty
  • fragment damage conversion: 20 -> 24

AG Mixture OC

  • projectile velocity bonus: 15% -> 30%

Volatile Impact Mixture OC

  • Damage bonuses changed to percentages: +10 normal/ +20 charged -> 2x both
  • DoT duration penalty: effects duration -.75 -> -.5

Impact Deflection OC

  • Changed from Clean to Balanced
  • Added a rate of fire penalty: -2

Aggressive Venting OC

  • Changed from Balanced to Clean
  • Removed all penalties
  • overheat recovery bonus: -0.5

Rewiring Mod OC

  • ammo penalty: 0.6x -> 0.7x

Shaped Shells OC

  • Replaced the pellet count penalty with a small ammo penalty: -4

Electrifying Reload OC

  • Replaced damage penalty with an ammo penalty: -55

Final notes

  • *Highly recommend reading the wiki pages on "Area Damage", "Status Effects" and "Temperature".
  • The contents of this document are for reference only and may be subject to change, view live copy at tinyurl.com/drgS2faq
  • Document created by GMBinder using UA template.
  • Special thanks to [Evan#9248] [Daze#2229] [Hmoorkin#2816] [Regaldog#6000] [MisterTheX#6820] for help with this document
 

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