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Miranda's Weapon Damage Passive


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#1
ryoldschool

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Miranda's passive has an evolution that grants 15% wepon damage to your squad.  In a thread about selecting the best squadmates I recommended Miranda for soldier and vanguard classes because of this boost.  In my experience, she seemed to help my builds with this, so much so that I always max out her passive before anything else.  I've never seen it shown that there really is any effect.  The effect, if any, should be greatest early in the game ( when you don't have a bunch of weapon upgrades ).  For my experiment I used soldier because the 2.4 Arush damage factor would help show the differences.

I was glad to see that there was a difference.

Here are the videos ( look best at 720p HD ), keep reading if you are interested

Sniper Comparison

Shotgun Comparision   Shotgun Less Good Shots

Shotgun Example

Some Numbers.

This video was shot with a level 12 soldier, on Horizon, Insanity.  The target was a collector Guardian, who is tougher (more protection ) than a collector drone.  It is the first guy you come to in the Horizon mission.

Miranda has her passive maxed out for 15% weapon damage, then I positioned her and Grunt out of the battlefield, so they would not hit the collector ( squad powers on manual ).  My non-Miranda Squad was Mordin and Grunt.

I tested sniper damage, and shotgun damage.  The sniper damage was pretty easy, the shotgun was not so easy.  For shotgun I took 10 attempts with each squad and posted the best five of each.  The shotgun damage was more variable because its hard to get all eight pellets to hit the head at the right angle for maximum damage.

 

Gear
Head            10% headshot visor
shoulders   3% N7
Chest           5% Kestrel
Arms            3% Kestrel
 

No Headshot
Damage Calc = ( base ) * ( barrier factor ) * ( base + equip + upgrades + soldier passive )
Damage Calc = ( 263.1 ) * 1.00 * ( 1.00 + 0.10 + 0.30 + .15 ) = 408
 
Headshot
Damage Calc = ( base ) * ( barrier factor ) * ( base + headshot visor + equip + upgrades + sniper headshot + commando )
Damage Calc = ( 263.1 ) * 1.00 * ( 1.00 + 0.10 + 0.10 + 0.30 + 0.50 + .15 ) = 566
 
Headshot With Miranda
Damage Calc = ( base ) * ( barrier factor ) * ( base + headshot visor + equip + upgrades + sniper headshot + Miranda + commando )
Damage Calc = ( 263.1 ) * 1.00 * ( 1.00 + 0.10 + 0.10 + 0.30 + 0.50 + 0.15 ) = 605
 
Compare Headshots

Item       Damage          Arush Damage 2.4    % over base
Normal   566                  1,358                          0
Miranda  605                 1,452                         6.9%
 

Eviscerator
Point Blank shot, with two upgrades
Damage Calc = ( base ) * ( barrier factor ) * ( base + equip + upgrades + 0.5 shield/barrier + commando )
Damage Calc = ( 294 ) * 1.25 * ( 1.00 + 0.10 + 0.20 + 0.50 + .15 ) = 717 
 
With Miranda
Damage Calc = ( base ) * ( barrier factor ) * ( base + equip + upgrades + 0.5 shield/barrier + miranda + commando )
Damage Calc = ( 294 ) * 1.25 * ( 1.00 + 0.10 + 0.20 + 0.50 + 0.15 + 0.15 ) = 772 
 

Item               damage         Arush Damage 2.4    Close Multiplier * 2      % over base
Normal        717                  1,721                                 3,442                             0
Miranda       772                  1,853                                  3,706                         7.7%
 
Edit: fixed formatting., Yikes, forgot soldier passive 15% weapon damage!  Added Less-good shots

Modifié par ryoldschool, 02 septembre 2011 - 12:45 .


#2
CaolIla

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I think I have to change my avatar, you're the real Mordin :D
Little scientist testing thinks out...

Interesting to see a comparison, but would you take Miranda with you just because of the weapon damage bonus, now that you've seen how much difference it makes on a low lvl char?

I know I never did that, but I still take her with me most of the time because she's a really useful char with Warp and Overload.

The bonus simply doesn't look that impressive to me, it's a nice addition to her qualities, but not a big selling point, now that I've seen the difference.

#3
Kronner

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And if you add distance damage modifier (2x for melee range), the difference will double. (at least on paper).

However, I am not sure that Miranda's passive works the way it should. It's hard to prove either way.

Modifié par Kronner, 02 septembre 2011 - 10:44 .


#4
ryoldschool

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CaolIla wrote...

I think I have to change my avatar, you're the real Mordin :D
Little scientist testing thinks out...

Interesting to see a comparison, but would you take Miranda with you just because of the weapon damage bonus, now that you've seen how much difference it makes on a low lvl char?

I know I never did that, but I still take her with me most of the time because she's a really useful char with Warp and Overload.

The bonus simply doesn't look that impressive to me, it's a nice addition to her qualities, but not a big selling point, now that I've seen the difference.


I was a little suprised that the difference looked so small.  If I make a video of the other shotgun runs where my aim was slightly off the difference is a lot larger.  I'll make that today.  In answer to your question, I'm not sure if I would take her on all missions just because of this boost.  I believe every little bit helps, so maybe it is psychological ;)

#5
ryoldschool

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Kronner wrote...

And if you add distance damage modifier (2x for melee range), the difference will double. (at least on paper).

However, I am not sure that Miranda's passive works the way it should. It's hard to prove either way.


I just added to the starting post a video of less-good shots with shotgun.  In those the damage with Miranda is more.  The main difference between the good shots and the not-so-good looks like the distance.  You have to be right on top of the collector to get the max distance multiplier ( which is kind of hard when he is landing and moving ).  I was not trying to show the distance factor being so important, but its a nice side-effect of this study.

Not So Good Shots

#6
Sarah_SR2

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A very nice damage guide and I love Miranda as a squadmate anyway, but how on earth do you go about working out all this stuff with actual gameplay? I just tend to hit the fire button and hope that they go down quickly without fighting back too much!! I certainly do take my hat off to you :o)

#7
Xariann

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ryoldschool wrote...

Kronner wrote...

And if you add distance damage modifier (2x for melee range), the difference will double. (at least on paper).

However, I am not sure that Miranda's passive works the way it should. It's hard to prove either way.


I just added to the starting post a video of less-good shots with shotgun.  In those the damage with Miranda is more.  The main difference between the good shots and the not-so-good looks like the distance.  You have to be right on top of the collector to get the max distance multiplier ( which is kind of hard when he is landing and moving ).  I was not trying to show the distance factor being so important, but its a nice side-effect of this study.


And

CaolIla wrote...

I think I have to change my avatar, you're the real Mordin :D
Little scientist testing thinks out... 


Equals:

"Close combat! Problematic!"

Jokes aside, you got quite the mind Ryo :o

#8
Bozorgmehr 2.0

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CaolIla wrote...

The bonus simply doesn't look that impressive to me, it's a nice addition to her qualities, but not a big selling point, now that I've seen the difference.


Yeah, ryoldschool's comparison does show there's some difference, but it's rather small (and with distance/headshot plus ARush bonus). It doesn't hurt having the bonus, but it confirms my own experience. I never really noticed any effects from upgrades either (except the bonus ones). A 10% shield/weapon/power increase is hardly noticeable. I do notice the difference when you're used to playing an (almost) fully upgraded Shep and start a NG+ (going from a 50-60% (or better) increase to nothing is significant).

Thanks for testing ryoldschool.