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Ammo Power Damage Calls explained - Official


48 réponses à ce sujet

#1
Guest_Aotearas_*

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After numerous debates on how Ammo Powers really work, despite their obvious damage bonus, I wrote a message to our beloved Christina Norman (that is the official part of this topic!) asking for clarification on the damage call mechanic.
This is our brief exchange along with the answers I was longing for:

"Christina Norman
7:32 AM 2010-08-25
Bonuses apply based on damage dealt to the resistance.

So lets say I have an ammo power that increases damage to armor by 25%, damage to health by 50% on organics, and has a chance of stunning organics. I shoot someone for 200 damage who has 100 armor and 500 health.

Damage versus armor is up to 250. He only has 100 armor, leaving 150 scaled up damage that falls through. We scale this damage back down (divide by 1.25) resulting in 120 base damage to be applied to health.

But we get a 50% bonus to damage to health, so we scale it back up to 180 (120 x 1.5), leaving the target with 320 health.

Because we apply damage to health, and this ammo power has a chance of stunning organics when damage is applied to health, they have a chance of being stunned.

Hope that clarifies.

Neofelis Nebulosa
7:47 AM 2010-08-25
Okay, so ammo power have a seperate damage call for each different defense. That should translate into Armor Piercing Ammo dealing extra damage against Armor/Health even if the first defence it hit was Shields or Barrier, I just repeat so there will be no misunderstanding:
-I shoot a Collector for 400 damage and it got 300 Points Barrier and 200 Health
-I deal 400 Damage against the Barrier not getting boni due to Tungsten Ammo (+70% Damage vs Armor/Health) trasferring 100 points damage to deal against Health
-Due to Tungsten Ammo, I deal 170 Damage against health

Unless I misunderstood something, in which case I would be grateful for you correcting me, I'd like to ask whether I can post this on the forums as a similar topic already exists, though it does not contain this specific information.

Thank you

Neofelis Nebulosa

Christina Norman
8:59 AM 2010-08-25
yes your analysis is correct"


In short, every Ammo Power has a seperate Damage Call each time it hits another Defence and forgoing Defences an Ammo Power was not good against (Barrier/Shields vs AP-Ammo) do not mean it will have no effect, the damage not absorbed will still benefit from boni against other defences should the damage transfer into their realms!
Hope this settles the debate once and for all.

@ Pacifien: This might be worth noting in your forum-guide!

Thanks

Neofelis Nebulosa

Modifié par Neofelis Nebulosa, 25 août 2010 - 09:11 .


#2
Pacifien

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I'm still unclear by what measure they scale the damage back if the amount of damage against a defense is greater than the defense the enemy has. Going with Christina's example here, the bonus from the ammo power meant that ammo power should have dealt 250 damage to armor. But the enemy only had 100 armor. So that 250 obliterates the armor, but 150 of it wasn't used.

Apparently, instead of that 150 going to waste, some of the damage is applied to health even though the ammo power was against armor. Where did the division of 1.25 come from? Is that how all damage is scaled back?

For instance, I have 200 damage against 200 shields and 400 health now. My ammo power provides a 20%. Damages versus shields is 240. This wipes out the 200 shields the enemy had, but leaves 40 leftover. Is that divided by 1.25 as well? That leaves me with now 32 damage against health.

So I guess my question is: is the division always 1.25?

#3
Simbacca

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{deleted: double post}

Modifié par Simbacca, 25 août 2010 - 07:34 .


#4
Simbacca

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Pacifien wrote...

...Where did the division of 1.25 come from?...


It came from the fictional ammo power's 25% bonus damage to armor.  In that example, the base damage the weapon deals is 200.  Since it would be hitting armor first, and her fictional ammo power does +25% damage to armor, the weapon damage became 1.25x what it previously was, so 250.  The target only had 100 in armor, so that leaves 150.  Since this remaing 150 damage is now going to be applied to health instead of armor, so first we have to get that damage figure back to base 1.00x by dividing by 1.25.  That gives us 120.  The last step is to see if the ammo power has multiplier against organic health, and Christina's fictional ammo power does indeed at +50% damage.  So now the weapon damage becomes 1.50x what it previously was, so 180.

So, in her example, a gun that does 200 base damage a shot with her fictional +25% dmg to armor/+50% dmg to health ammo power active would do a total of 280 damage against an organic enemy that had 100 armor as it's only defense.

So...

Pacifien wrote...

So I guess my question is: is the division always 1.25?


Nope.

Modifié par Simbacca, 25 août 2010 - 07:32 .


#5
PsyrenY

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Pacifien wrote...

So I guess my question is: is the division always 1.25?


The division is whatever it needs to be to scale the damage back down to base values. New modifiers can then be applied to that number (e.g. bonus vs. health in the first example.)

#6
Guest_Aotearas_*

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Both guys got it right. And finally we have clearity that AP-Ammo is not redundant for Infiltrators as it helps migitate lost damage against Barriers if you happen to play class-coherent, aka not picking Warp-Ammo for Infiltrators, because the AP-Damage Mutiplier takes effect even after hitting a barrier'ed enemy.

Satisfactory HAH!

Man that felt good!

#7
termokanden

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That's how I thought it worked already. Can't say I'm unhappy about that. It only makes sense that it would damage armor even after shooting down a barrier.

#8
Guest_Aotearas_*

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termokanden wrote...

That's how I thought it worked already. Can't say I'm unhappy about that. It only makes sense that it would damage armor even after shooting down a barrier.


Most did, but now we got official clarification, no more doubts teething our Skill-Builds! Image IPB

#9
Eric Fagnan

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Unfortunately, the information Christina posted is incorrect. Her explanation matched our original design, but we decided to go with a different design later in the project. I've posted some information in the gameplay data thread that should clear things up. I've also included the new information below.



"Because the ammo power does the damage call before the weapon does its regular damage, using an ammo power against the wrong resistance type can totally negate its damage. For example, if you use Armor Piercing Ammo or Incendiary Ammo against an enemy that has a single point of energy shields, your ammo power's damage will have no effect, even though your weapon's regular damage will take down the shields afterward. Ammo powers do not make 2 damage calls.



Additional effects like Disruptor Ammo's "stun robots" or "overheat weapons" only apply if the target no longer has resistances. So even if you are using Disruptor Ammo against energy shields, the shields must be completely off before the target can be stunned or overheated. "



Hope this didn't cause too much confusion. I'll be happy to answer any other questions if you post them here.

#10
Guest_Aotearas_*

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Waaaaaahhhh!

Sniff, ... everything down the drain. But thanks for the clarification.

#11
Christina Norman

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Sorry for passing on incorrect information, thanks for the clarification Eric!

#12
Guest_Aotearas_*

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Hmm, ... why not patch it in? Add an organic confusion (read temporary dominate-like) effect to Shredder Ammo like I imagined it in my Squadmate Power overhaul topic and some of those Powers might very well get pretty useful.

Pweeeeeeease *twinkletwinkle*

!?

Modifié par Neofelis Nebulosa, 30 août 2010 - 05:13 .


#13
Fiery Phoenix

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Yeah, Eric is definitely correct. I've noticed that unless shields and armor are completely disabled, the target isn't affected by certain abilities of ammo powers.

#14
PsyrenY

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Eh, I mostly play casters anyway -_-

#15
khevan

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Hmm. That's what I thought based off the information in the gameplay mechanics thread that I saw earlier.



I'm glad to have this clarified, and it makes AP ammo for Infiltrators even less attractive. Still useable, certainly, but from a min/max perspective, it's less than ideal. There are other powers that would benefit the Infiltrator more than AP ammo.

#16
PsyrenY

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So let me see if I can clarify what is going on here:

1) The damage bonus on ammo powers is negated completely if used against the wrong defense, regardless of how weak that defense is. For example, against an enemy with both shields and armor (e.g. a YMIR Mech), removing its shields with AP ammo will cause none of the AP damage bonus for that shot to carry through to the Mech's armor, even if the Mech only had 1 point of shields remaining.

2) Defenses must be completely removed before secondary effects can be applied, e.g. Disruptor Ammo's overheat and Cryo Ammo's freeze. Combined with the first point, that means that damage to a shielded enemy will never apply secondary effects, even if the damage from that shot is strong enough to remove the last bit of their defenses and spill over to their "red health."

Are those two points correct under the clarification?

Modifié par Optimystic_X, 30 août 2010 - 05:40 .


#17
Eric Fagnan

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Both your points are correct.

#18
khevan

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Edit:  Nevermind, Eric answered before I did.   Image IPB

Modifié par khevan, 30 août 2010 - 05:47 .


#19
Kronner

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What if it is used against the correct defense.

Example:

Consider Klixens - lots of health, little armor, if you can take out the armor in one shot (inferno rounds) and take out some of the health with the same shot too, do you get the inferno 1.6x bonus against health (and is it damage over time or immediate damage) in this very specific case?

#20
khevan

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Kronner wrote...

What if it is used against the correct defense.
Example:
Consider Klixens - lots of health, little armor, if you can take out the armor in one shot (inferno rounds) and take out some of the health with the same shot too, do you get the inferno 1.6x bonus against health (and is it damage over time or immediate damage) in this very specific case?


It sounds very much to me that ammo powers make their damage calls first, in all cases.  If it hits armor, it does damage based on its damage bonus against armor.  If it hits health, it does damage based on its damage bonus to health (which are the same, I think).

Actually, now that you mention it, there's a question here.

For example:  Inferno Ammo vs.  Armor/health

Inferno does +60% damage to both armor and health, so an enemy with 100 armor and 400 health, with a base weapon damage of 100, the damage against armor would be increased to 160.  Does the remaining 60 damage carry over to health (since health recieves a damage bonus of +60% as well), or is the damage reduced to 37.5 (60 / 1.6 = base weapon damage that carries over, reduced from the +60% damage bonus)?

#21
Kronner

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Yes, that is exactly what I am curious about. Also Inferno does damage over time to health, not direct damage (at least the description says so).

Modifié par Kronner, 30 août 2010 - 06:05 .


#22
khevan

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Kronner wrote...

Yes, that is exactly what I am curious about.


Yeah, I answered at first thinking that it was a case of "Ammo Power damage call comes before weapon damage, so it applies to the first thing it hits."  In this case, armor.  But since the ammo power has a bonus against health as well it wouldn't make sense for the ammo power to lose its bonus.

Maybe it works this way:  base damage of 100, the ammo power adds 60 damage.  60 damage is then applied to the armor, dropping it to 40.  Base weapon damage then takes over, removing the remaining 40 armor and doing 60 damage to health.  This would make more sense then adding the damage bonus to the base weapon damage.

It would explain situations like Shielded / Armored YMIR mechs, where disruptor would do damage to its shields, but whatever ammo damage is left over after the shields drop is wasted, and no extra damage to the armor is applied.

If it works this way, then the "extra" damage to health in this example is in fact simply weapon damage, and no special effects from the weapon transfer.  The damage would be instantaneous, not DoT, and there would be no fire panic CC effects, unless the ammo power damage hits health.

Modifié par khevan, 30 août 2010 - 06:11 .


#23
PsyrenY

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Eric ****nan wrote...

Both your points are correct.


Excellent, thank you.

EDIT: Wow, the filter did not like that one.

Modifié par Optimystic_X, 30 août 2010 - 06:14 .


#24
khevan

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Optimystic_X wrote...

Eric ****nan wrote...

Both your points are correct.


Excellent, thank you.

EDIT: Wow, the filter did not like that one.


Yeah, Eric F. has an unfortunate last name for the Bioware forums.  I'd say it's amusing, but I don't want to insult him, because he's been quite helpful in explaining how the game works.

#25
OniGanon

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So what exactly is happening with Cryo Ammo and shotguns?

A shotgun with Cryo Ammo will almost certainly freeze an enemy on the same shot that strips their defense.

Do individual shotgun pellets have different travelling speeds or something?



Also, say Shepard has +Power Damage from an evolved passive or armor or something, and Jacob uses Squad Incendiary Ammo. Does the Incendiary Ammo on Shepard's gun benefit from that +Power Damage?

Modifié par OniGanon, 30 août 2010 - 07:47 .