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Did Miranda's Cerberus Officer boost break in a patch?


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6 réponses à ce sujet

#1
Graunt

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I honestly don't remember if this was the same issue 9 months ago before the patches and all of the DLC, but currently when I bring Miranda along for her passives it doesn't seem to be doing anything.  Without her I'm sitting at 310 health and Jacob has 210.  With her and a 7.5% boost I'm at 310 and Jacob is at 210.  Miranda is also sitting at 210 and should be higher than Jacob, but is not.  Is this just an issue with the UI not properly displaying health values?  It works with shield values, so I'm not sure why this would be any different.  If she's not correctly applying the health, then chances are she's also not applying the weapon damage either -- which is arguably the most important boost from that bonus.

The reason I'm suspecting the patch or DLC is because I have been noticing countless new issues that were not around when I previously played it for about two months straight.  This just seems like it may be an addition, although it could have always been this way and I simply didn't notice it before, but I swore I always had higher health with her in the past.

Modifié par Graunt, 17 novembre 2010 - 10:59 .


#2
Kronner

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It works fine.

Miranda is not supposed to provide any shield bonus though. (this works fine btw)

a) load a game where you do not have Miranda in squad
B) check your health
c) add Miranda
d) check your health
e) remove Miranda
f) your health is now the same as it was at d) point

Example: (level 30 Vanguard, probably not all 6 health upgrades)
Omega, Shepard (300health) + Grunt (525) + Jacob (260)
remove Jacob, add Miranda (Cerberus Leader +7.5% base health)
Shepard (315) + Grunt (548) + Miranda (240)
remove Miranda, add Jacob
Shepard (315) + Grunt (548) + Jacob (260)
remove Grunt, add Miranda
Shepard (315) + Jacob (275) + Miranda (240)
remove Miranda, add Grunt
Shepard (315) + Grunt (525) + Jacob (275)

The bug I see is that even if you remove her, the bonus is still there. Although this is noticeable only on hubworlds, on missions, you can't swap squadmates at will.

And the 15% squad weapon damage bonus sounds better than it really is. TotalDamage + (0.15*BaseDamage) is not a whole lot of difference compared to just TotalDamage.

Modifié par Kronner, 17 novembre 2010 - 11:26 .


#3
Graunt

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I wasn't suggesting she added a shield boost, I was just talking about gear and passives that increase shields will show up in the UI.  The problem actually may be that I'm honestly only looking right now and am on Omega again, which is a hubworld.  Also, what's the difference between base damage and total damage?  Is the total just factoring in special ammo while the base is not?  If that's how it works, it's still rather significant when you're using something like the Widow.  Or is it only adding a damage boost to what the weapon's damage was prior to any damage boosting upgrades, i.e. stock damage?

Modifié par Graunt, 17 novembre 2010 - 11:45 .


#4
Kronner

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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 .


#5
ryoldschool

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That is the way I understand it, but for Sniper Rifle there is a 50% Armor Piercing bonus you get after 2nd damage upgrade. I'm not sure how it goes into the calculation.



The way the ammo is calculated ( off base damage ) means that it ( and Miranda and Equipment ) are more important damage-wise early in the game, before you have all those weapon upgrades.

#6
Graunt

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That's some very useful information, thanks. I usually included her simply because she's Mrs. Versatility and is pretty decent at stripping Barriers and Shields with not only her powers, but an SMG (when she's actually alive), and she combos fairly well with Jacob/Jack/Samara. Her passive was icing on the cake, but it was never ever the deciding factor on who to bring. It seems that when you factor in the stupidity of the AI, the only real person to truly benefit is you, so the overall contribution is pretty small in the end.

Modifié par Graunt, 18 novembre 2010 - 03:10 .


#7
Magical Master

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Keep in mind 2050/1900 is still a 7.8% bonus, which can be the difference between a sliver of health/shields or destroying them in a given hit. Thus, it matters more on something like a sniper rifle than a SMG.