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How does weapon/armor upgrading work?


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#1
Carmen_Willow

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I am so confused by the weapons and armor upgrading system.  I need some help with very basic info.  

1.  If you install an upgrade, does everyone have it, or just one character?
2.  If you have more than one of the same upgrade, do they boost power/sheilds or is the second one redundant?
3.  How can I tell if they are installed?
4.  How can I be certain they are removed?
5.  Do I want one of each kind of upgrade?

I am very ignorant about how these things work in games, particularly this one.  Mass Effect 2's system is so much easier to understand.  Any help would be appreciated.

An idea of what upgrades I would want for a combat specialist and how many of each as an example might help me sort this out.  Again, any help greatly appreciated.

#2
AntiChri5

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You are playing ME 1, yes?



1. It is only applied to the item itself and will only benefit that character.



2. Upgrades stack. You still get the affect.



3. .........when they are installed.....



4. When there is nothing there or something else. When that upgrade isnt there anymore.



5. Do you mean an upgrade in everything?

#3
Pacifien

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I'm guessing you mean Mass Effect 1 then, yeah?

#4
Carmen_Willow

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Yes, Mass Effect 1. I'm almost at my 150 limit and have no idea what I should get rid of and what to keep. I've just installed everything to this point. Very confusing. What do I want to leave on my armor and what ammon upgrades, etc. I am a soldier this time. First playthrough.

#5
AntiChri5

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What upgrades you want depend on what items and, largely, personal choice.



I could offer some pointers, i guess. How far are you? What tier items are you getting?

#6
Pacifien

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Carmen_Willow wrote...
Yes, Mass Effect 1. I'm almost at my 150 limit and have no idea what I should get rid of and what to keep. I've just installed everything to this point. Very confusing. What do I want to leave on my armor and what ammon upgrades, etc. I am a soldier this time. First playthrough.

Okay then, let me see if I can help...

1. Upgrade is only for one individual, not everyone, with one exception. To make use of the Combat Sensor upgrade, only one person in your squad needs to have it equipped.
2. Two upgrades of the same type will both have an effect, but I'm not sure if they stack or work on a decreasing level of effectiveness.
3. You should be able to see what's installed simply by taking a look at  your weapons and armor screen and clicking on them as if you were installing something new. The ones already installed will show up.
4. You can be certain they're removed by looking at them as you would for installation -- the slot should be empty.
5. It's good to keep a couple different types around so you can switch them out. For instance, if you're fighting geth on a mission and then are suddenly fighting organics, you'd want to switch the type of ammo you're using.

Go ahead and sell or turn to omnigel any upgrade for which you have a better version. For instance, if you have Armor Piercing I and Armor Piercing III, go ahead and get rid of Armor Piercing I.

As for what upgrades are the best, it's up to the player to decide. The Mass Effect Wiki will have a list of all the upgrade types and what they do. *Click Here*

Also, I'm going to move this to the ME1 Official Campaign and Storyline forum, simply because I know there are some very helpful posters who frequent that forum who can certainly help you better than I can.

Modifié par Pacifien, 04 septembre 2010 - 03:23 .


#7
The Grey Ranger

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The main thing to consider are Level VII ammo and rail extensions. It's also a decent idea to hang onto some level I-III heat sinks (weapon mod) until you start getting frictionless drops (level VIII) As far as armor mods go medical exoskeletons are where it's at especially if you're playing any sort of caster class.

The main reason to save some of the level VII ammo is that most of the level 8-10 stuff have drawbacks (such as increased weapon heating or reduced rate of fire.) Tungsten/shredder ammo have the highest damage mods against the correct type of enemy and both cap at level VII Most of the other stuff has a higher level equivilant in the VIII-X range that will be more effective. Rail extensions due to the higher damage out than scram rails (do note the increased heat mods however). Medical exos due to the reduced power cooldown, bonus healing and reduced poison time length.

Modifié par The Grey Ranger, 04 septembre 2010 - 09:02 .


#8
The Grey Ranger

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If you're interested in how the weapon math works:


Quote: Posted 06/12/08 23:12 (GMT) by MacsBug

WeaponDamage = (1+S_Global) * (1+S_Global) * (1+S_Weapon*K_TwoMods) * (1+S_Carnage) * BaseWeaponDamage

WeaponDamage = (1+S_Global) * (1+S_Weapon*K_TwoMods) * (1+S_Target) * BaseWeaponDamage


Posted: Thursday, 19 June 2008 02:03AM by Ablated Crayon

These are MacsBug's two seperate formulas for weapon damage. The first applies when you're calculating damage with a shotgun&carnage engaged, the second for anything else--sniper rifle, normal shotgun shell, pistol, AR, etc.

I want to thank him for doing all the legwork figuring this stuff out.

I hope this doesn't come off as glory-robbing but I took his equations and created a new equation which reduces down to either of the other equations, therefore you could call it the "all-encompassing" equation as we understand it. It would apply to carnage shots or non-carnage shots equally well. I prefer a bigger equation allowed to reduce down to either smaller equation than to keep seperate equations laying around. Maybe that's not what you'd prefer, if so, feel free to ignore this one.

weaponDamage = (baseWeaponDamage) *(1+s_global) * [1+(s_weapon)(kTwoMods)] * (1+s_carnage) * [1+(kCarnageShot)(s_global) * [1+s_target-kCarnageShot*s_target]

There's only one new constant added to Mac's fine formulas. It's called kCarnageShot. All other variables are the same as before. I'll list them all for clarity.

s_global = Sum of global damage effects.
Ex: spectre & renegade dmg boni

s_weapon = Sum of those said to increase weapon dmg
Ex: Long Service medal, Pistols,
Assassination, Assault Rifle, Scram Rail X

kTwoMods = constant value. Equal to 1 if weapon has one enhancement slot, equal to 0.625 if weapon has two slots.

s_carnage = Damage bonus from carnage ability. This is obviously zero if you aren't dealing with carnage, else use the value carnage gives if you are.

kCarnageShot = constant value. Equal to 1 if the shot is going to be a carnage shot, equal to 0 if it's not.

s_target = sum of target-specific dmg mods
Ex: Tungsten & Shredder

This equation reduces down to one of Mac's equations based on the value of kCarnageShot. The proper terms appear / disappear. Just plug&chug, so to speak.

Ex: If doing a carnage calculation, set kCarnageShot to 1 and s_Carnage to xxx (based on carnage modifier, should be a positive value between 0 and 1, obviously).
The term [1+(kCarnageShot)(s_global)] will become [1+(s_global)] because any number times one is that number. On the other hand, the term
[1+s_target-(kCarnageShot)(s_target)]
will reduce down to 1 as s_target-s_target=0.

I hope you see now that you have the exact equation Mac gave before for carnage-only calculations, and can go about your business calculating the answer.

It really only looks more complicated in my opinion, but in exchange gives you the whole picture. Like I said, carnage or not, it reduces to the same equations we're already using.

The people most likely to find this approach most appealing are probably those who are writing a small computer algorithym to calculate damage for them without them needing to type out the whole equation into a graphing calculator. The benefit comes from not needing to code around having different equation, but just using one and getting the right result back from the function.


Taken from http://meforums.biow...forum=123&sp=90

With credit to MacsBug and Ablated Crayon.

IIRC (and it's been a long time since it was originally discussed)  Armor mods work in a similar fashion for percentage increase items.

Modifié par The Grey Ranger, 04 septembre 2010 - 09:24 .