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sinosleep's weapon comparison compilation thread (will be updated with requests) (adrenaline rush comparison vs armor now up!)


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#76
curly haired boy

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hmm. what exactly is point blank range? muzzle against the guy? or within melee range/slightly beyond, say, within 1.5 meters?



or does it scale as a percentage - as in, the closer you get the higher your damage?

#77
swn32

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 I think it scales as a percentage. Check this link for an accurate formula for damage calculation. 

Here's where he talks about range modifiers

RangeMod = (range from target)for sniper rifles this is always 0(sniper rifles don't get damage bonus because of range). For the other weapons this parameter varies from 0 (the way its put in my formula) at "long" range and going towards 1 (+100% weapon base bonus damage) at point blank range(melee range) (exact function unknown, somesort of interpolation). In my experiments Vs an YMIR mech the highest i could get this was ~0.73. Maybe vs foes with smaller 3d model its posible to get this closer to 1. This parameter is important for close combat... Damage formulas for the other weapons will require further investigation of this parameter.


You can check out the entire post if you want to know the math behind this game.

Modifié par swn32, 27 septembre 2010 - 01:32 .


#78
curly haired boy

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much obliged. i assumed it was percentage-based, but confirmation is good. :)

#79
swn32

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Yep but the scaling isnt linear according to that post. The damage boost increases rapidly at close range, but the rate of change is much less at medium ranges.

#80
sinosleep

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Is that poster in any way associated with Bioware?

Modifié par sinosleep, 28 septembre 2010 - 06:43 .


#81
swn32

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Nopes, but he used a memory hacking tool to keep track of the numbers and varied different factors and fit the equation.

I also did some testing on my own. It appears that heavy pistol critical hits doesnt double the damage, but add +1 to the Damage Mod in that equation. I also found that the probability of firing a critical shot is around 20%, hence for calculating long term DPS +0.2 can be added to Damage mod in that equation.

For multiple layers of defense, scaling takes place individually for each layer of defense and not just the one on top. One more thing i found out is that the RangeMod variable can take negative values depending on how far you are from the target.

Modifié par swn32, 28 septembre 2010 - 09:29 .


#82
Liliandra Nadiar

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Any word on the SMGs? I'm pretty sure it's a fight out between the Locust and the Tempest, but not too sure which is superior. I usually end with the Locust for the heck of it.



Also, will these numbers be the same for squadmates? Obviously, Grunt wouldn't do the reload trick so the Claymore wouldn't be best for him, but I also don't think they use GPS charging option.

#83
swn32

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If you want to compare numbers, against shields/barriers the DPS of tempest is 1.3 times that of locust, 1.09 times against health. Against armor the DPS of locust is 1.15 times that of locust. These factors are so close to 1 that it doesnt make much sense comparing them. However since the accuracy of Tempest is stupidly low, Locust is a clear winner in my books.

Modifié par swn32, 28 septembre 2010 - 09:43 .


#84
Katamariguy

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Could you do the heavy weapons?