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ME 1 weapon and armor calculations


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The Grey Ranger

The Grey Ranger
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Ok, since this has come up in a few ME1 threads lately I thought I'd try and consolidate some of the information from the old boards on weapons, armor and shields in one place.  I hope someone will find it useful.  Note that none of this is my work.  The original weapons testing was done by Macsbug and Zilod with the weapons formula consolidation being done by Ablated Crayon.

Rate of fire by weapon type
Pistol 4 rounds per second
Assault rifle 10 rounds per second.
Shotgun 1.25 seconds per round
Sniper rifle 1.75 seconds per round

Here is the base formula for calculating damage per second
(Ablated Crayon) weaponDamage = (baseWeaponDamage) *(1+s_global) * [1+(s_weapon)(kTwoMods)] * (1+s_carnage) * [1+(kCarnageShot)(s_global) * [1+s_target-kCarnageShot*s_target]

Here is what the differnt variables mean:

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

(from Zilod) a thing about carnage... (and assassinate too)

it seem that base weapon damage is dps but both carnage and assassinate are dmg boosts on single shots

both SR and shotgun have a rof higher than 1s so their per shot dmg is actually higher than the dps value

ran some tests and i got

shotgun rof = 1.25s
SR rof = 1.75s

for this reason base weapon dmg when calculating carnage/assassinate should be multiplied by these values so

base carnage dmg = base weapon dmg * 1.25
base assassinate dmg = base weapon dmg * 1.75

If you're using marksman for your pistol multiply your number from this calculation by the following

Basic Markman 1.25
Advanced Marksman 1.375
Master Marksman 1.5

The reason for this is marksman is a direct increase in your rate of fire.  I'm not quite sure how this would work out with an ammo that lowers your rate of fire (Snoblind) since I haven't done round count per second to see if the rate of fire reduction applies to the bonuses from marksman.

Armor and mods (this includes bonuses from skills and immunity) work like this (with credit to Althernai and Ablated Crayon)

(hong asked)

When a suit of armour says it has damage reduction X/shield Y, what does it mean exactly?

My theory is as follows. First the shields stop all shots until they are depleted. For example, 200 shields means you have to deal 200 pts of damage to take them down. Once the shields are gone, the armour rating is the percentage of damage reduced. Eg 40 armour means that 40% is taken off any damage inflicted by subsequent shots.

Shield mods increase the total shield amount, eg 200 shields + 120 shield mod = 320 shields. Armour mods increase damage reduction similarly, eg 40 armour + 15% DR increase = 55% DR.

Is this correct?

(Althernai) As far as I can tell, the armor addition works as follows: given armor x and damage resistance y (where x and y are expressed as fractions), the total resistance is x + y - xy. So in your example, the total resistance is not 55%, but 40% + 15% - 40%*15% = 49%.

(Ablated Crayon)


I would prefer to express it this way:

init + (1-init) * (modFrac) = new DR
where
0 < init < 1
0 < modFrac < 1

So
.4 + (.6) * .15 = .4 + .09 = .49

Same as you, but it's more clear what's happening--you're moving modFrac's worth closer to full 100% (1.0) DR. You move a percent of what ground remains to be covered.

(Chaw's example)

It means that there's a diminishing returns formula at work.

Let's say you have Damage Protection from three different sources (armor, talent, and armor mod, for example) with values of 10% each. Let's also assume that you get hit once for 1000 points of damage.

The first 10% damage reduction reduces the damage by 100 points, leaving 900 damage. The second 10% damage reduction reduces the remainder by another 10%, that is, 90 points, leaving 810 damage. The final 10% reduces this remainder by 10%, which is 81 damage, leaving you to take 729 points of damage in total.

If you had instead had a single source providing 30% damage reduction, you would only take 700 points of damage, since it would have been reduced by 300.

(with an addition from Ablated Crayon)
And if you did the math from the other direction, like my equation does:
init + (1-init) * (modFrac) = new DR
Apply it three times, once for the skill, once for the armor, once for the armor upgrade:

0 + (1-0) * 0.1 = 0.1 DR
0.1 + (1-.1) * 0.1 = .19 DR
.19 + (1-.19) * 0.1 = .271 DR

Means your final reduction is 27.1% This would be your armor's final 'rating'.

The original threads can be found here:
Pistols vs. Assault rifles http://meforums.biow...forum=123&sp=90

Armor and shield calculations http://meforums.biow...51436&forum=123

Сообщение изменено: The Grey Ranger, 14 Октябрь 2010 - 03:31 .