DREDGE
darkly77 Apr 9, 2023 @ 1:21pm
Aberrant Chance + Other Stats [spoilers]
This started as a reply to saltmummy626 in this post, but got long enough to warrant its own post.

Contains SPOILERS related to upgrades / abilities.

The DLC item "Sign of Ruin" is a 1-slot rod item that gives a +5% bonus to the aberrant fish chance. Certain special rods also give a bonus, albeit a much smaller one. I've added the exact stats to the wiki, here: https://dredge.fandom.com/wiki/Rod#Aberrant_Bonuses

Originally posted by saltmummy626:
5%? I think bait gives a better bonus? I used a ton of bait trying to fill out the book. As a side note, getting the aberrations for wreckfish without atrophy was a nightmare. [...]

I'm glad saltmummy626 mentioned Bait and Atrophy, it got me digging for more data. Here's what I have found:

Aberrant chance is calculated as the sum of these values:
  • 1 - Time of day: Chance at daytime is 1%, chance at night is 3%.
  • 2 - Uncaught bonus: Each non-aberrant fish caught increases the chance. I can't find the exact value though.
  • 3 - Spot chance: The glowing spots have a 35% chance, and guarantee at least 1 aberrant.
  • 4 - Gear chance: Set by certain rods, see stats here: https://dredge.fandom.com/wiki/Rod#Aberrant_Bonuses

Additionally:
  • Aberrant fish only start spawning on day 5.
  • The max aberrant spawn chance is 35%.

The exact stats are:
  • aberrationStartDay: 5
  • baseAberrationSpawnChance: 0.01
  • nightAberrationSpawnChance: 0.03
  • specialSpotAberrationSpawnBonus: 0.35
  • maxAberrationSpawnChance: 0.35

For Bait, I haven't found an indication that it increases aberrant chance yet, but I can share the stats I did find:
  • numCellsPerFishBait: 4
  • numFishInBaitBallMin: 2
  • numFishInBaitBallMax: 4
  • numFishSpeciesInBaitBall: 4
  • baitedTrophyNotchSpawnChance: 0.4

For Atrophy, it guarantees at least 1 aberrant fish. Here's the stats I found:
  • atrophyStockPenalty: -10
  • atrophyGuaranteedAberrationCount: 1
  • atrophyTotalParasiteChance: 0.5
  • atrophyConditionMin: 0.75
  • atrophyConditionMax: 1.5

I would guess the `condition` values there set the freshness. Max freshness ("fresh") is 3 (see `maxFreshness` below), so stale must be 2, and rotting would be 1. So Atrophy fish are always rotting (1.5), and I'd guess that the atrophyConditionMin value of 0.75 would mean that it's very close to become mush.

Other interesting stats:
  • researchItemDredgeSpotSpawnChance: 0.07
  • researchItemCrabPotSpawnChance: 0.02
  • specialSpotChanceDay: 0.025
  • specialSpotChanceNight: 0.1
  • freshnessLossPerDay: 2
  • maxFreshness: 3
  • trophyNotchSpawnChance: 0.075
  • baitedTrophyNotchSpawnChance: 0.4
  • fishToCatchBetweenTrophyNotches: 5
  • banishMachineDurationDays: 0.5
  • itemInfectionSpreadIntervalDays: 0.2
  • itemInfectionSpreadChance: 0.15
  • infectionAberrationSwapChance: 0.15

Notes for fellow data miners: I got these values from dumping the game with AssetRipper[github.com]. The stats listed are from GameConfigDataProd.asset (eg `aberrationStartDay`). The aberrant chance is in ItemManager.cs, in the function CreateFishItem (search for the debug note "[ItemManager] aberration spawn chance").

Also note that while these values are correct at the time of writing, they might be balanced differently in patches.
Last edited by darkly77; Apr 9, 2023 @ 1:25pm
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Showing 1-10 of 10 comments
saltmummy626 Apr 9, 2023 @ 4:37pm 
I'd completely forgotten about the parasites. Both of the wreckfish aberrations I pulled up were infected. Was there any data to find regarding the occult fishing gear items?
darkly77 Apr 9, 2023 @ 5:02pm 
Yes, the occult rods increase the aberrant chance, like the DLC item (Sign of Ruin) but less so. Here's their values, the numbers are a bonus chance %. Beyond this, they don't appear to do anything else special.

  • Sinew Spindle - 1
  • Viscera Crane - 2
  • Tendon Rod - 2
  • Encrusted Talisman - 2
  • Sign of Ruin - 5

I've also added this info to the wiki, here: https://dredge.fandom.com/wiki/Rod#Aberrant_Bonuses
Pistachio Apr 10, 2023 @ 5:43am 
Thank you so much for sharing this data. For Speedrunning, I tried getting some of those the conventional way (trial and documenting the statistics...). Especially the Research Part chance by dredging materials is huge, because getting Research Parts in the beginning means major time saves later in the run. Would it be possible for you to get some more stats? I would be very interested in following chances:

Catching chances of Aurora Jellyfish & Firefly Squid by Basic Trawl Net
Catching chances of Squat Lobster & Spider Crab in Basic Crab Pot

Also, a real big deal would be to know the mechanics behind Haste. I did some testing and my result was that spamclicking Haste is about 5-15% faster than just holding. Maximizing this effect would matter a lot for improving the time further.

No pressure though, but I would be very thankful and the contribution to the speedrun would possibly be gigantic.

Best Wishes!
Pistachio Apr 10, 2023 @ 6:11am 
One more question: Does the use of a Trawl Net have an impact on movement speed?
darkly77 Apr 19, 2023 @ 12:09pm 
@Antifa_Hussa! - It doesn't look like the Trawl Net affects speed, as far as I can tell only your active engines do.
Last edited by darkly77; Apr 19, 2023 @ 12:16pm
darkly77 Apr 19, 2023 @ 12:16pm 
@Antifa_Hussal - I've found some data that might be helpful, it seems to indicate shows fishing chances (harvestItemWeight). The same property looks like it's used for both general fishing and the trawl net. Here's a spreadsheet with what I found, the fish you mentioned are highlighted with purple:

https://docs.google.com/spreadsheets/d/1yzeAPXCdOZfQ_aJzeOIhpUP8uLOmvb6n0NSOXwSn3NM/edit?usp=sharing

It includes a bunch of other stats, most of the data here is already known but I figured I might as well put everything in one sheet

If you want to modify it with your own notes, you can use File > Make a Copy to save it to your own account.
Last edited by darkly77; Apr 19, 2023 @ 12:40pm
Pistachio Apr 25, 2023 @ 8:04am 
Originally posted by darkly77:
@Antifa_Hussal - I've found some data that might be helpful, it seems to indicate shows fishing chances (harvestItemWeight). The same property looks like it's used for both general fishing and the trawl net. Here's a spreadsheet with what I found, the fish you mentioned are highlighted with purple:

https://docs.google.com/spreadsheets/d/1yzeAPXCdOZfQ_aJzeOIhpUP8uLOmvb6n0NSOXwSn3NM/edit?usp=sharing

It includes a bunch of other stats, most of the data here is already known but I figured I might as well put everything in one sheet

If you want to modify it with your own notes, you can use File > Make a Copy to save it to your own account.
Thank you SO MUCH! this is extremely helpful!!
blue May 12, 2023 @ 4:16am 
Just pitching in to clarify a few things-

Originally posted by darkly77:
Uncaught bonus: Each non-aberrant fish caught increases the chance. I can't find the exact value though.
This is 0.005 in the files as "SpawnChanceIncreasePerNonAberrationCaught", so 0.5% increase per catch.

Also, on the topic of freshness- the bands are:
0-1 Rotting
1-2 Stale
2-3 Fresh
So fish from atrophy are able to spawn just barely still stale at 1.5, and will become mush when their freshness reaches 0.
Last edited by blue; May 12, 2023 @ 5:17am
Curious Duck May 12, 2023 @ 5:13am 
Have any of the values changed for 1.1.0?
blue May 12, 2023 @ 5:18am 
Nope, all of the listed ones are the same
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Date Posted: Apr 9, 2023 @ 1:21pm
Posts: 10