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Hardened or Heightened Adreneline Rush


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#1
LURadio

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Okay so I'm going through on Insanity which is a first time thing for me because I play Hardcore, being a Soldier so that's another first since I'm usually a Vanguard, so I need some assistance on what would be better.

Hardened or Heightened Adreneline Rush ??

#2
Simbacca

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 It depends largely on what weapon upgrade you want to choose on the DCS mission.  Common consensus on the best practice is:  if you're going to take the Revenant then you'll want Hardened, if you're going to take the Widow or Claymore then you'll want Heightened.

#3
LURadio

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Your Soldier gets an extra weapon during that mission too......what exactly do they do though because you already have a heavy pistol, assault rifle, shotgun, sniper rifle, and heavy weapon.



Sorry it sounds stupid but I've never been a Soldier through any of my tons of ME2 playthroughs, it just doesn't appeal to me.

#4
Praetor Knight

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LURadio wrote...

Your Soldier gets an extra weapon during that mission too......what exactly do they do though because you already have a heavy pistol, assault rifle, shotgun, sniper rifle, and heavy weapon.

Sorry it sounds stupid but I've never been a Soldier through any of my tons of ME2 playthroughs, it just doesn't appeal to me.


While other classes can get training, only the Soldier can choose between the Revvy, Claymore and Widow, so it gets added to the weapons you can use and pick from, I hope this helps answer you question.

For example, the Vanguard can choose the Claymore or get the training for the other two and so on.

As to appeal I'd guess it depends on the powers you like to use best.

#5
JRKnight

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try Average Gastby's guide
http://social.biowar...index/1649502/1

M300 Claymore Shotgun- excels at CQB; close in range weapon; excellent for breaching stategies.
M98 Widow Sniper Rifle- long range, bolt-action rifle, best used at ranges above 40 meters
M76 Revenat Automatic Rifle- an LMG,excelling at close and medium range,but bullet spread is pretty wide on it

Modifié par JRKnight, 28 novembre 2010 - 07:00 .


#6
ryoldschool

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Simbacca wrote...

 It depends largely on what weapon upgrade you want to choose on the DCS mission.  Common consensus on the best practice is:  if you're going to take the Revenant then you'll want Hardened, if you're going to take the Widow or Claymore then you'll want Heightened.


This is correct.  If you take widow, you can one-shot collectors with full barriers with Heightened AR ( 140% damage boost ) on insanity.  Also, as sinosleep has shown  ( http://social.biowar.../index/4696232/ ) the Mattock destroys armor under AR ( He calls it the "Hand of God" ).

#7
swk3000

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LURadio wrote...

Your Soldier gets an extra weapon during that mission too......what exactly do they do though because you already have a heavy pistol, assault rifle, shotgun, sniper rifle, and heavy weapon.

Sorry it sounds stupid but I've never been a Soldier through any of my tons of ME2 playthroughs, it just doesn't appeal to me.


You said you've normally played a Vanguard. The Soldier gets for all three weapons what the Vanguard gets for Shotguns: a brand new weapon. The three choices are as follows:

Shotgun - Claymore. You've probably seen this in action, so I won't belabor the point.
Assault Rifle - Revenant. Massive ammo capacity, and more damage per shot than most Assault Rifles. However, it's got horrible accuracy compared to other Assault Rifles.
Sniper Rifle - Widow. This is basically the same thing you can get for Legion, but now Shepard can access it. It's an anti-tank rifle, so it's extremely powerful.

As for Hardened vs. Heightened, it comes down to what type of weapons you're using. Hardened is great for fast-firing and full-auto weapons (Avenger Assault Rifle, Viper Sniper Rifle, etc.), as it allows them to keep their damage up. If you use Heightened with these weapons, you'll get more damage per bullet, but do less damage during Adrenaline Rush because you get too few shots off.

Single-shot weapons such as the Widow and the Vindicator, on the other hand, can't get nearly as many shots off, so they have no problems with Heightened to get the larger damage boost.

#8
SSoG

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swk3000 wrote...

As for Hardened vs. Heightened, it comes down to what type of weapons you're using. Hardened is great for fast-firing and full-auto weapons (Avenger Assault Rifle, Viper Sniper Rifle, etc.), as it allows them to keep their damage up. If you use Heightened with these weapons, you'll get more damage per bullet, but do less damage during Adrenaline Rush because you get too few shots off.

Single-shot weapons such as the Widow and the Vindicator, on the other hand, can't get nearly as many shots off, so they have no problems with Heightened to get the larger damage boost.

Thanks, I've always kind of wondered what the point of Hardened AR was. I know that Hardened has the damage reduction, but the damage reduction is a joke. When in Hardened AR, you take 50% less damage per second to your shields (thanks to the time dilation), and 75% less damage per second to your health (combination of time dilation and damage reduction). In Heightened AR, though, you take a flat 70% damage reduction to both health and shields (thanks to the time dilation), which winds up being more effective damage reduction because players take more hits on their shields than they do on their health. That does make sense about how automatic weapons will do more damage per AR cycle thanks to the lower time dilation, though.

Even still, I'm going to continue taking Heightened AR every single time. With automatic weapons, Hardened will get you 19% increase in damage per AR cycle, which increases your damage output in absolute time (for instance, in 4 minutes of game time you could dish out 10% more total damage if all your bullets hit) but Heightened gives you better ammo efficiency, better survivability, and better damage output in relative time (for instance, in the time it takes your enemies to fire 1000 shots, you can deal 20-40% more damage with Heightened AR). The goal is to kill enemies faster than they can kill you, and Heightened does a better job of accomplishing that goal, imo.

#9
ryoldschool

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SSoG - not sure how you calculate those numbers. Heightened give you a 140% boost, Hardened gives 100% boost.



From the gameplay thread:



Adrenaline Rush



Adrenaline Rush gives you a 100% damage bonus. Heightened Adrenaline Rush increases this bonus to 140%. This damage bonus is not affected by any other bonuses, like +Power damage %.



Also not sure about the damage reduction for Heightened, thought it was only for Hardened.

#10
SSoG

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ryoldschool wrote...

SSoG - not sure how you calculate those numbers. Heightened give you a 140% boost, Hardened gives 100% boost.

From the gameplay thread:

Adrenaline Rush

Adrenaline Rush gives you a 100% damage bonus. Heightened Adrenaline Rush increases this bonus to 140%. This damage bonus is not affected by any other bonuses, like +Power damage %.

Also not sure about the damage reduction for Heightened, thought it was only for Hardened.

For the damage reduction... only Hardened has "damage reduction" (i.e. bullets deal less damage to you), but both reduce the damage that you take. Consider this: imagine you have a collector Assassin who is hitting you 10 times per second with his collector particle beam for 10 damage each hit (note: I'm making all the numbers up to make the math easy to calculate). Now, if you activate Hardened AR, then time slows down by 50%- now the Collector Assassin is only hitting you 5 times per second. If he's hitting your shield, he deals 10 damage per shot still, resulting in 50 damage per second. If he's hitting your health, then Hardened's damage reduction kicks in and suddenly the Collector only hits you 5 times per second for 5 damage per shot, resulting in 25 damage per second. So, the net result is that Hardened Adrenaline Rush causes enemies to deal (50/100) 50% as much damage to your shields and (25/100) 25% as much damage to your health.

Now, Heightened AR features a higher level of time dilation- 70%, to be exact. Now, instead of that Collector Assassin hitting you 10 times per second, he's only hitting you 3 times per second. Heightened doesn't have any "damage reduction", so you're still taking 10 damage per shot... but 10 damage per shot * 3 shots per second means you're only taking 30 damage per second, which is just (30/100) 30% as much damage as you were originally taking.

So, using this example, if you're getting hit by a Collector Assassin and your shields are still up, activating Hardened Adrenaline Rush will reduce the incoming damage to 50%, while activating Heightened AR will reduce the incoming damage to 30%. You'll be able to survive a lot better under Heightened AR than you will under Hardened, even though Hardened has the additional "damage reduction" and Heightened does not.

As for the damage difference... I actually screwed up the math (for some reason which made sense at the time but which now escapes me, I halved the final result) but to illustrate it with nice round numbers, imagine you have a gun that normally fires 10 times per second and deals 10 damage per shot. If you activate Hardened Adrenaline Rush, your gun fires 5 times per second (thanks to the time dilation) for 20 damage per shot (thanks to the damage boost), resulting in 100 damage per second, times 5 seconds = 500 damage per AR cycle. If you activate Heightened Adrenaline Rush, your gun fires 3 times per second (thanks to the time dilation) for 24 damage per shot (thanks to the damage boost), resulting in 72 damage per second, times 5 seconds = 360 damage per AR cycle. Despite the fact that Heightened has a bigger damage boost, Hardened actually deals 39% more damage per cycle (not 19% as I originally stated). All of the other percentages were made-up values meant to illustrate the difference between "absolute time" (i.e. the amount of time measured in seconds) and "relative time" (i.e. the amount of time measured against some sort of in-game comparison).

#11
ryoldschool

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This has been discussed before, I think in AverageGatsby's Soldier thread.



Not using AR, say it takes 50 widow shots to kill everyone on a mission ( made up number ).

With Hardened AR it would take 25 widow shots.

With Heightened AR it would take 50 / ( 2.4 ) = 20.83 widow shots.

If you always fire using AR, then with Hardened you will use 100/ ( 100 + 100 ) = 50% of the ammo you would need to kill everyone, and Heightened AR you will use 100 / ( 100 + 140 ) = 41.6% of the ammo.



That is why swk3000 said to use Hardened AR for assult rifles and the Revenant because the damage per cycle is higher. But if you use a sniper rifle you are only going to get off one shot per cycle, so you go for the highest damage per shot.

#12
SSoG

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That is why swk3000 said to use Hardened AR for assult rifles and the Revenant because the damage per cycle is higher. But if you use a sniper rifle you are only going to get off one shot per cycle, so you go for the highest damage per shot.

I understand that, which is why I said that Heightened is more ammo efficient. I just don't view the fact that Hardened AR does more damage per cycle (and, by extension, more damage per second) as all that meaningful. I mean, when you get right down to it, unless you're using the Mattock or a single-shot weapon such as the Widow, Claymore, or a charged Geth Shotgun, going into Adrenaline Rush actually decreases your damage output. AR gives you a +100% damage bonus (which does not double your damage, since damage bonuses are additive instead of multiplicative), but it cuts your RoF in half (again, barring the exceptions I already mentioned), meaning your total damage output is lower in AR than it is outside of AR. The point of activating Adrenaline Rush isn't to send your damage through the roof (again, barring the exceptions I already mentioned), it's to send your survivability through the roof. As a result, the fact that Hardened does a bit more damage per cycle doesn't really matter to me, because Heightened offers better survivability *AND* it works better with the weapons that I already mentioned as exceptions to the "you aren't using AR to increase your damage output" rule.

#13
swk3000

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SSoG wrote...

meaning your total damage output is lower in AR than it is outside of AR.


I'm not sure where you get that idea. Sure, it's true with Heightened, but not with the basic or Hardened. Half the shots at double the damage equals out to the same damage, so there's no damage reduction. Also consider that the increased damage means you take half the bullets to inflict the same damage. That's an important consideration when there's an ammo system involved.

#14
ryoldschool

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SSoG, there was a discussion 9 months ago, and swk3000 was in the middle of it.



http://social.biowar.../index/1649502/




#15
Tony Gunslinger

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SSoG wrote...

For the damage reduction... only Hardened has "damage reduction" (i.e. bullets deal less damage to you), but both reduce the damage that you take. Consider this: imagine you have a collector Assassin who is hitting you 10 times per second with his collector particle beam for 10 damage each hit (note: I'm making all the numbers up to make the math easy to calculate). Now, if you activate Hardened AR, then time slows down by 50%- now the Collector Assassin is only hitting you 5 times per second. If he's hitting your shield, he deals 10 damage per shot still, resulting in 50 damage per second. If he's hitting your health, then Hardened's damage reduction kicks in and suddenly the Collector only hits you 5 times per second for 5 damage per shot, resulting in 25 damage per second. So, the net result is that Hardened Adrenaline Rush causes enemies to deal (50/100) 50% as much damage to your shields and (25/100) 25% as much damage to your health.

Now, Heightened AR features a higher level of time dilation- 70%, to be exact. Now, instead of that Collector Assassin hitting you 10 times per second, he's only hitting you 3 times per second. Heightened doesn't have any "damage reduction", so you're still taking 10 damage per shot... but 10 damage per shot * 3 shots per second means you're only taking 30 damage per second, which is just (30/100) 30% as much damage as you were originally taking.

So, using this example, if you're getting hit by a Collector Assassin and your shields are still up, activating Hardened Adrenaline Rush will reduce the incoming damage to 50%, while activating Heightened AR will reduce the incoming damage to 30%. You'll be able to survive a lot better under Heightened AR than you will under Hardened, even though Hardened has the additional "damage reduction" and Heightened does not.


I think AverageGatsby's thread only discussed the Soldier's damage output, not about rate of damage you're receiving under ARush. I think you're right; the amount of damage you're taking over time is less under Heightened than Hardened, despite what most people initially interpret the ARush's descriptions in the game (another case of cryptic BW writing.). It must be, because enemies are shooting slower. If I had Super-Duper Adrenaline Rush, where my time dilation is 100%, then time stops, bullets are not hitting me, therefore my rate of damage is zero. It makes sense to add damage amount reduction on Hardened to compensate somewhat for its higher rate of damage you're taking.

#16
SSoG

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swk3000 wrote...

SSoG wrote...

meaning your total damage output is lower in AR than it is outside of AR.


I'm not sure where you get that idea. Sure, it's true with Heightened, but not with the basic or Hardened. Half the shots at double the damage equals out to the same damage, so there's no damage reduction. Also consider that the increased damage means you take half the bullets to inflict the same damage. That's an important consideration when there's an ammo system involved.

You don't deal double damage under Adrenaline Rush, though. +100% damage is not the same as double damage, because it's additive with other damage bonuses. If you have a gun that deals 100 damage, and you have 5 damage upgrades (+50% damage), then it's dealing 150 damage per shot outside of AR. Activate Adrenaline Rush and suddenly your gun has +150% damage, which means it's dealing 250 damage per shot. 250 / 150 = 1.67, meaning it's a 67% net increase in damage per shot. 167% damage * 50% fire rate = 83% damage per second. That's a damage reduction.

In the most extreme possible scenario... with 7 AR upgrades (+70%), +Tungsten Ammo (+70%), +Recon Hood (+5%), +Kestral Torso Sheath (+5%), +N7 Shoulder Guards (+3%), +Stabilization Gauntlets (+5%), +Miranda (+15%), you can get up to +173% weapon damage. If you're firing at Armor and using a Revenant (+40%) with the Penetration Upgrade researched (+25%), that puts you at a whopping +238% weapon damage outside of Adrenaline Rush. Hardened AR increases that to +338%, while Heightened takes it up to a whopping +478%. The Revenant deals 21.3 damage per shot. Outside of Adrenaline Rush, the Revenant could fire 59 shots in 5 seconds (5 seconds @ 700 RPM = 58.3 shots, rounded down to 58, +1 because the first shot occurs instantaneously upon pulling the trigger), which at (21.3 * 3.38) 72 damage per shot works out to 4248 damage per 5 seconds outside of Adrenaline Rush. If you activate Hardened AR, the Revenant can fire 30 shots in 5 seconds, which at (21.3 * 4.38) 93.3 damage per shot works out to 2799 damage per 5 seconds in Hardened AR. If you activate Heightened AR, the Revenant can fire 18 shots in 5 seconds, which at (21.3 * 5.78) 123.1 damage per shot works out to 2216 damage per 5 seconds in Heightened AR. In other words, going from no AR to Hardened AR causes your damage to drop to (2799/4248) 66%, while going to Heightened causes your damage to drop to (2216/4248) 52%. So yes, activating Adrenaline Rush always results in you doing less damage per second. Unless, I suppose, you are playing a no-upgrade, no-ammo-power, no-Miranda playthrough wearing the Blood Dragon armor, in which case Hardened AR deals the same damage as not using AR in the first place.

That's what I mean when I say that raw DPS isn't the point of Adrenaline Rush. No matter what you do, AR is lowering your raw DPS (again, excluding the exceptions I already listed: Widow, Mantis, Mattock, charged GPS, Claymore). As a result, I'm not particularly concerned that Heightened gives a bigger DPS drop than Hardened, because Adrenaline Rush isn't about the DPS. Absolute DPS, or "stopwatch DPS", is totally meaningless in video games. In theory, if there was a power that tripled the speed of everything in the game, that power would triple your DPS... and it would also be completely worthless. Unless you're doing speedruns, the key in video games isn't "absolute DPS", it's "relative DPS", or the amount of damage that you do relative to events in the game. In other words, how much damage can you deal in the time it takes an enemy to fire 100 shots. In terms of relative DPS, Heightened AR handily beats Hardened AR. Someone with Heightened AR and 1 weapon upgrade can deal as much damage in the time it takes an enemy to fire 100 shots as someone with Hardened AR and 5 weapon upgrades. The big advantage that Hardened AR is supposed to offer over Heightened, then (outside of being more useful for speed runs, I suppose), is that Hardened gives you a nice survivability boost... but in my experience, my Soldier has better survivability under Heightened AR, too. This is because the damage reduction portion of Hardened AR only applies to health (and I take substantially more shield damage than health damage), and because Heightened AR gives me more time to react to incoming threats and gives me HUGE boost to my relative move speed (you move 66% faster relative to in-game elements in Heightened compared to Hardened), two damage-avoidance bonuses that are much more universal and, (to me, at least), practically useful than Hardened's health-only damage reduction. Throw in the other miscellaneous advantages Heightened AR has (signifiantly better ammo efficiency, better aiming facilitation, and the bonus "stopwatch DPS" boost when using the Mattock, Widow, Claymore, or charged GPS), and Heightened AR wins over Hardened AR by knockout.

ryoldschool wrote...

SSoG, there was a discussion 9 months ago, and swk3000 was in the middle of it.

http://social.biowar.../index/1649502/

Thanks for the link. I'd found Gatsby's blog, but hadn't seen that thread yet. ^_^

#17
ryoldschool

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SSoG wrote...

You don't deal double damage under Adrenaline Rush, though. +100% damage is not the same as double damage, because it's additive with other damage bonuses. ...


I don't think this is true at all, pretty sure it does double the damage.  A few months back I had asked Eric ****nan about Power damage effect on AR ( there is none ) and here is what he posted back to me.

"Ah, I see. Power damage bonuses do not affect Adrenaline Rush damage bonuses. The damage increase of Adrenaline Rush was just meant to compensate the player's weapon damage output based on the time slowing down. So if time slows down by 50%, you get a proportional increase in damage. For the evolved AR that slows time further, we increase the damage more to compensate again. This damage increase is not affected by anything and never changes. "

#18
SSoG

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ryoldschool wrote...

SSoG wrote...

You don't deal double damage under Adrenaline Rush, though. +100% damage is not the same as double damage, because it's additive with other damage bonuses. ...


I don't think this is true at all, pretty sure it does double the damage.  A few months back I had asked Eric ****nan about Power damage effect on AR ( there is none ) and here is what he posted back to me.

"Ah, I see. Power damage bonuses do not affect Adrenaline Rush damage bonuses. The damage increase of Adrenaline Rush was just meant to compensate the player's weapon damage output based on the time slowing down. So if time slows down by 50%, you get a proportional increase in damage. For the evolved AR that slows time further, we increase the damage more to compensate again. This damage increase is not affected by anything and never changes. "


Everything I've read suggests that AR's damage bonus is additive, not multiplicative. For instance, in the Gameplay Data thread, Eric ****nan says "Adrenaline Rush gives you a 100% damage bonus. Heightened Adrenaline Rush increases this bonus to 140%."

He specifically calls it a "damage bonus" . Contrast that with the paragraph immediately above concerning Kasumi's Shadow Strike: "The other power is when Kasumi hits her target, which is considered a
combat power so it does not benefit from tech damage upgrades. However,
it does have a base x2.0 multiplier against shields, armor, and barrier."

Within a two sentence span, he specifically labels the increased effectiveness of certain powers against protection as a "multiplier", while calling the additional damage from AR a "bonus". He's actually very consistent with the terminology throughout that thread, always referring to things like upgrades (which we know for fact are additive) as "bonuses" and expressing them as percentages, while referring to actual multiplicative damage factors (such as warp explosions, or stripping powers vs. the appropriate type of protection) as "multipliers" and mentioning them as whole numbers with one decimal place.

Now, it's possible that he misposted, or wasn't being consistent in his terminology, or wasn't specific enough, but it seems to me from that thread that he's saying AR's damage bonus is additive and not multiplicative. Several posts in the big Soldier thread you linked to agree with that assumption.

Of course, that's all just random speculation based on a few words and really isn't worth all that much. Does anyone have any testing data or any clear statements from devs that definitively state whether AR's damage boost is additive or multiplicative? Or are there any devs out there now that could weigh in on just which bonuses are additive and which are multiplicative?

#19
Tony Gunslinger

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Tony Gunslinger wrote...
I think AverageGatsby's thread only discussed the Soldier's damage output, not about rate of damage you're receiving under ARush. I think you're right; the amount of damage you're taking over time is less under Heightened than Hardened, despite what most people initially interpret the ARush's descriptions in the game (another case of cryptic BW writing.). It must be, because enemies are shooting slower. If I had Super-Duper Adrenaline Rush, where my time dilation is 100%, then time stops, bullets are not hitting me, therefore my rate of damage is zero. It makes sense to add damage amount reduction on Hardened to compensate somewhat for its higher rate of damage you're taking.


Actually you and I are not completely right :P. Ack. Damage reduction doesn't aways apply the same way to your rate of damage over time. If you got hit by something big, like a Carnage shot in your fce, you'll get 50% less damage while in Hardened, whereas in Heighted you still get the 100% full of pain. Your analysis makes more sense when you're dealing with continuous damage, such as getting hit by beam weapons, assault rifles, SMGs, fire, etc. So Hardened ARush does make sense if you're going to play very close to the enemy, especially the ones with shotguns and the like.

Modifié par Tony Gunslinger, 29 novembre 2010 - 09:44 .


#20
ryoldschool

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Ok, I looked at that thread and somebody did a test, so I tried something similar to show whats up.

(1) Mattock with 4 Assult Rifle upgrades, Tungsten Ammo, xbox insanity, Retrained my soldier to have Hardened AR ( to make math easier ).

Damage against armored foe should be much better than just Mattock with no upgrades.

On Mordin loyality mission that first Kixen you face has armor.

(1) No AR, with Tungsten Ammo = 18 shots from distance to destroy.
(2) AR with Tungsten Ammo = 9 - 10 shots ( took me two AR cycles ).

Thats pretty close to twice the damage.

The Non-AR damage should have been (Weapon Damage Base) * ( ( 1 + 0.4 ) * 1.3 ) + 0.7 ), not including the headshot bonus, etc. Base Damage * 2.52.

If AR only doulbed the base damage, then it would be ( Weapon Damage Base ) * ) ( ( 2 + 0.4) * 1.3 ) + 0.7  = Base Damage * ( 3.82 )

It looks like the AR doubles the whole thing, cause it would have taken roughly 12 Shots ( 18 * 2.52 / 3.82 )  if AR did not double everything.

Edit: Ammo power not multiplied by Weapon multiplier ( 1.3 for armor for Mattock ).

Modifié par ryoldschool, 30 novembre 2010 - 01:58 .


#21
SSoG

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ryoldschool wrote...

Ok, I looked at that thread and somebody did a test, so I tried something similar to show whats up.

(1) Mattock with 4 Assult Rifle upgrades, Tungsten Ammo, xbox insanity, Retrained my soldier to have Hardened AR ( to make math easier ).

Damage against armored foe should be much better than just Mattock with no upgrades.

On Mordin loyality mission that first Kixen you face has armor.

(1) No AR, with Tungsten Ammo = 18 shots from distance to destroy.
(2) AR with Tungsten Ammo = 9 - 10 shots ( took me two AR cycles ).

Thats pretty close to twice the damage.

The Non-AR damage should have been (Weapon Damage Base) * ( ( 1 + 0.4 ) * 1.3 ) + 0.7 ), not including the headshot bonus, etc. Base Damage * 2.52.

If AR only doulbed the base damage, then it would be ( Weapon Damage Base ) * ) ( ( 2 + 0.4) * 1.3 ) + 0.7  = Base Damage * ( 3.82 )

It looks like the AR doubles the whole thing, cause it would have taken roughly 12 Shots ( 18 * 2.52 / 3.82 )  if AR did not double everything.

Edit: Ammo power not multiplied by Weapon multiplier ( 1.3 for armor for Mattock ).


Thanks ryoldschool, that's really good to know. Has anyone ever compiled a comprehensive list of which bonuses are additive and which are multiplicative?

Tony Gunslinger wrote...
Actually you and I are not completely right [smilie]../../../images/forum/emoticons/tongue.png[/smilie].
Ack. Damage reduction doesn't aways apply the same way to your rate of
damage over time. If you got hit by something big, like a Carnage shot
in your fce, you'll get 50% less damage while in Hardened, whereas in
Heighted you still get the 100% full of pain. Your analysis makes more
sense when you're dealing with continuous damage, such as getting hit by
beam weapons, assault rifles, SMGs, fire, etc. So Hardened ARush does
make sense if you're going to play very close to the enemy, especially
the ones with shotguns and the like.

Only if you're down to health already. Remember, Hardened AR offers no damage reduction on damage dealt to your shields.

Also, while you can't really account for it mathematically, you also have to keep in mind that enemies with shotguns and the like have a much harder time hitting you under Heightened than Hardened.

In actual real-world gameplay, I find that my survivability is substantially better with heightened than it is with hardened.

Modifié par SSoG, 30 novembre 2010 - 04:50 .