I don't think Kronner's formula is far from the truth; it's how it functions in-game. Ammo powers don't receive any multipliers, I'm sure about that and it wouldn't make sense - it's illogical and it would be extremely bad for balance. Just consider what you're saying is true, that would mean ammo powers add Warp-/Overload-like damage per shot. Fortunately it doesn't, it would break the game. Ammo power damage is small (using fully upgraded weapons), you can test it yourself. I did, and I didn't noticed any real difference - the Mattock needs to fire the same number of shots to kill a Collector Drone. Maybe you save one or two shots against more powerful enemies, but that's about it. Ammo power's true strength are their CC effects, not the extra damage.Omega-202 wrote...
As stated above, I think that Kronner fudged up with the range modifier. I'm pretty sure that Christina Norman said that it was actually the only multiplicative bonus, so therefore he only half counted for the ammo bonus (or double counted the rest, depending on whether you want to use the range mod in your calc).
My example only left out armor, class and Miranda bonuses which add up to an extra ~45%? Not a huge difference.
Let's hope the devs will finally enlighten us how to calculated ammo damage. We can only guess based on experience right now, but it's hard to determine the difference between a 10 or 20 % increase in-game. You know when someone in a vid has researched the +50% shield/barrier SG upgrade, for example. But it's impossible to see if someone has 3 or 4 shotgun upgrades. I only know that late-game the extra damage you'll receive from ammo powers is pretty small, whether it adds 10 or 20% damage I dunno.ryoldschool wrote...
I wonder about the range calculation in Kronner's example. I posted a PM to Eric ****nan ( have not heard back yet). If the 2x multiplier also applies to the ammo damage then it would make about a 20% effect in the calc example. Its not clear in the gameplay thread exactly how the range multiplier works ( also how the Soldier AR works - it might multiply the entire damage by the 140%). There is no doubt that the ammo effect ( and Miranda passive and armor bonuses ) is greatest at the beginning of the game before the weapon upgrades dwarf their effect.
Modifié par Bozorgmehr, 12 décembre 2010 - 08:19 .





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