All passive bonuses are added together first (class passive, armor parts, upgrades, Miranda), then you take this number and multiply the base damage.
Once you get that, you must add a multiplier (against defenses) and a distance multiplier too. Ammo is another call (though I am not sure if ammo works the way I think it does).
Example:
Claymore (best damage per shot in the game) point blank anti-armor shot:
+15% class passive
+15% armor
+15% Miranda
+60% shotgun damage upgrades
(1+0.15+0.15+0.15+0.6)(passive bonuses)*400(base damage)*1.25(vs. armor modifier)*2(melee distance)
so you get 2.05*400*1.25*2 = 2050 damage
if you remove miranda you get:
1.9*400*1.25*2 = 1900
not much difference, and this is with the highest base damage in the game
-against shields and barriers you'd have to add extra 50% (0.5 to passive bonuses) (research upgrade)
Ammo call is separate, and it should be (for Inferno, for example)
0.6*Base damage ==> 0.6*400=240
you then add this extra damage to your total damage
so in my first Claymore example:
2050 + 240 = 2290 damage per shot (+inferno ammo) against Armor
for Widow it should be: (no distance bonus for SRs)
((passive bonuses added together)*base damage*anti-defense multiplier*potential headshot bonus) + (base damage * ammo bonus)
so you would be hard pressed to actually find Miranda's bonus really useful, it makes only a small difference, but it is still better than nothing
if something is incorrect, please let me know (especially you, devs)
Modifié par Kronner, 18 novembre 2010 - 12:33 .