armor components for infiltrator
#1
Posté 24 janvier 2012 - 01:56
helmet: recon hood + 5% weapon damage
chest: Kestrel Torso Sheath + 10% melee damage, +5% weapon damage, and +3% shield strength
shoulders: amplifier plates: +5% power damage
arms: Stabilization Gauntlets +5% weapon damage
legs:Kestrel Power Pack shields +8% and spare heavy weapon ammo + 5%
opinions?
#2
Posté 24 janvier 2012 - 04:51
I used to wear the whole Kestrel armor to get a total of 27% shield increase ( with the Sentry interface giving 5% ). Honestly i never saw the difference with just wearing a far better looking basic N7 armor.
#3
Posté 24 janvier 2012 - 05:01
IMO, just slap on whatever looks best for you, unless you are going for a CQC Infiltrator build, then go for +% melee damage pieces.
EDIT:
Modifié par Relix28, 24 janvier 2012 - 05:01 .
#4
Posté 24 janvier 2012 - 05:18
Aside from that, I'd suggest stacking bonuses from pieces, the most useful in my view being weapon damage or power damage, depending on build/weapon loadout. Or, you know, go for what is aesthetically pleasing to you. As said by the above posters, the difference might be noticeable, but only slightly.
#5
Posté 24 janvier 2012 - 05:46
Kuwashii Visor
Kestrel Torso Sheath
N7 Shoulder Guards
Off-Hand Ammo Pack
Kestrel Power Pack
close-combat:
Kestrel Helmet
Kestrel Torso Sheath
Strength Boost Pads
Kestrel Arm Sheathing
Stimulator Conduits
but at the end of the day the attributes hardly matter.
Modifié par ahgchyhn, 24 janvier 2012 - 05:48 .
#6
Posté 24 janvier 2012 - 06:53
#7
Posté 24 janvier 2012 - 07:17
So, if you're a Widow Infiltrator for example, you can get + 23% extra headshot damage. As I said, it's a difference, but not a very big one.
Personally, I either slap on the stimulator conduits and the capacitor chestplate and leave the rest to whim, or I go purely for aesthetics.
#8
Posté 24 janvier 2012 - 10:08
I think headshot damage may be calculated separately from weapon damage. Headshots gain either +50% or +100% extra damage. The Sniper Rifle Headshot Damage upgrades adds another +50% damage to headshots. So the Kuwashi Visor would add another 10% to headshots. I am not sure where headshot damage is added to the weapon damage formula, so maybe all the extra weapon damage is added together, I do not know.xelander wrote...
If you stack weapon damage you get +5 from torso and arms each, + 3 from shoulders, and +10 headshot(kuwashi)/+ 5 body(mask from Dr. Pepper promotion)/ +3 body and +5 headshot form Kestrel visor.
So, if you're a Widow Infiltrator for example, you can get + 23% extra headshot damage. As I said, it's a difference, but not a very big one.
#9
Posté 24 janvier 2012 - 10:23
That's an interesting question.RedCaesar97 wrote...
I think headshot damage may be calculated separately from weapon damage. Headshots gain either +50% or +100% extra damage. The Sniper Rifle Headshot Damage upgrades adds another +50% damage to headshots. So the Kuwashi Visor would add another 10% to headshots. I am not sure where headshot damage is added to the weapon damage formula, so maybe all the extra weapon damage is added together, I do not know.
Armor bonuses for weapon damage are calculated in the power portion of the damage equation with the ammo powers. So they aren't affected by upgrades or range. At least that was what one of the threads on the topic stated.
I don't know how the headshot is included... whether it is the entire weapon damage output that is modified or just part of it.
#10
Posté 24 janvier 2012 - 10:35
Sniper Rifles Single Shot damage formulas
Sniper Rifles where ideal for determining the singleshot damage formula
because unlike the other weapons, distance to target has no influence and
thus make sniper rifles damage pe shot consistant. Using the the formulas
determined for sniper rifles the formulas for the other weapons can be
determined afterwards.
So in mass effect 2, for sniper rifles:
Damage_Per_Shot_vsDefence =
B * ( 1+ BonusPowerMod1+..)* AmmoDmgMod * AmmoVsDefenceModifier +
+ B * (1+DamageMod1+..+HeadShotBonus^+RangeMod) * WpnVsDefenceModifier.
B = base weapon damage ("Damage" Column in the linked gamefaqs table)(multiply
with "Damage Squad" in case of squadmates)
BonusPowerMods = (0.15 soldier Combat Mastery Commando, 0.15 Dragon Armor,
0.03 -> Default N7 Chestplate 3%, ...)
AmmoDmgMod = (0.3 lvl 1 AP ammo vs armor(30% bonus damage),0.2 lvl 1 disruptor
ammo vs shields (20% bonus damage), ..)
AmmoVsDefenceModifier = 1 for most situations they are described as effective,
0 elsewhere. One exception i'm aware of is incendiary ammo vs synthetic health
0.25. Incendiary ammo on synthetic health will burn for the duration but do
only a quarter damage and not make them "dance". For example Disruptor ammo
has this parameter 1 vs shields, 1 vs synthetic health, 0 vs armor, barrier
and organic health. Inferno ammo has this parameter 1 vs armor and organic
health | 0.25 vs synthetic health | 0 vs barriers and shields. ...
DamageMods =
- weapon research upgrate 1/5 .. 6/5 0.1 .. 0.6 (only assault rifles can get
to 6/5 -> 0.6)
- wpn damage equipment ( default N7 Shoulder Guards 3% 0.03, Stabilization
Gauntlets 5% 0.05 , ...
- miranda squad bonus (ex at lvl 4 can be 15% 0.15)
- passive skill wpn damage bonus ( up to 0.5 on Zaeed, Thane, 0.15 soldier
Combat Mastery Commando, ...
- damage bonus from abilities(1 for adrenaline rush, 1.4 Heightened Adrenaline
Rush, 0.75 Infiltrator Assasination cloak, ..)
HeadShotBonus^ = head shots get additional +0.5 damage modifier. Sniper rifles
Headshot upgrade turns this to 1 (0.5 + 0.5). Wearing the Kuwashii Visor
adds 0.1 to this parameter.
RangeMod = (range from target)for sniper rifles this is always 0(sniper rifles
don't get damage bonus because of range). For the other weapons this parameter
varies from 0 (the way its put in my formula) at "long" range and going
towards 1 (+100% weapon base bonus damage) at point blank range(melee range)
(exact function unknown, somesort of interpolation). In my experiments Vs an
YMIR mech the highest i could get this was ~0.73. Maybe vs foes with smaller
3d model its posible to get this closer to 1. This parameter is important for
close combat... Damage formulas for the other weapons will require further
investigation of this parameter.
WpnVsDefenceModifier = 1 vs health. Values vs Armor, Shield and Barrier in
gamefaqs linked table. (Ex. for Mantis 1.5 vs armor, 1 vs shield and barrier).
All weapon types have a "penetration upgrade" and this parameter is affected
by it. (Ex. Sniper Rifles get 50% extra armor penetration turning the 1.5 vs
armor of mantis for example into 1.5 * 1.5 = 2.25). It might be worth to
notice that while the damage mods are additive the penetration upgrate is
multiplicative, greatly increasing the effectivity of the affected weapon.
from here:
www.gamefaqs.com/boards/944907-mass-effect-2/55117441
#11
Posté 24 janvier 2012 - 10:49
but the weapon damage bonuses make a difference right? all together its
15% weapon damage thats the same amount of damage as the assassin
specialization for infiltrators.
the problem is any theorectical damage bonus has to matter ingame. if i achieve a great damage bonus by stacking armor pieces, but my number of shots to kill doesn't change, i have gained nearly nothing.
for example early in a new game+ i can't oneshot shielded standard enemies with the widow until i researched 3 damage upgrades + headshot upgrade regardless of other gear/bonuses. after that point more damage is overkill against standard enemies but simultaneously not enough to kill "elite" enemies with fewer shots etc.
Modifié par ahgchyhn, 24 janvier 2012 - 10:53 .
#12
Posté 25 janvier 2012 - 01:19
ahgchyhn wrote...
but the weapon damage bonuses make a difference right? all together its
15% weapon damage thats the same amount of damage as the assassin
specialization for infiltrators.
the problem is any theorectical damage bonus has to matter ingame. if i achieve a great damage bonus by stacking armor pieces, but my number of shots to kill doesn't change, i have gained nearly nothing.
for example early in a new game+ i can't oneshot shielded standard enemies with the widow until i researched 3 damage upgrades + headshot upgrade regardless of other gear/bonuses. after that point more damage is overkill against standard enemies but simultaneously not enough to kill "elite" enemies with fewer shots etc.
This. In best case scenario, you could save a couple of Viper shots against a though boss, which is not really much.
#13
Posté 25 janvier 2012 - 02:44
As for the noticeablity, you aren't necessarily using everything in a vacuum. For the standard enemies it probably never is. For the more elite it might matter. Perhaps not if you only shoot them, but it may be that some unit now only takes two shots from the Carnifex + Incinerate to kill, whereas before that combo would leave it with a little health. Saving a little time on various units adds up.
#14
Posté 25 janvier 2012 - 04:07
Also, not having some of the extra weapon damage upgrades really sucks. I dislike the Scimitar at the best of times, except on my Infiltrator, and not having the Shotgun Shield Piercing upgrade makes me hate it all the more.
#15
Posté 25 janvier 2012 - 04:21
I probably used Aegis Vest and Life Support Webbing more than any other armor except maybe Off Hand Ammo Pack and Strength Boost Pads. I like the health, but looks does play a role. I think it matters, especially on non-shield driven classes.RedCaesar97 wrote...
I am actually playing a Shotgun Infiltrator on NG+ at the moment. I am using all health armor since I tend to go out of cloak at shotgun range. Having the extra health certainly helps while I run around looking for cover after de-cloaking.
Also, not having some of the extra weapon damage upgrades really sucks. I dislike the Scimitar at the best of times, except on my Infiltrator, and not having the Shotgun Shield Piercing upgrade makes me hate it all the more.
#16
Posté 25 janvier 2012 - 09:29
RedCaesar97 wrote...
I am actually playing a Shotgun Infiltrator on NG+ at the moment. I am using all health armor since I tend to go out of cloak at shotgun range. Having the extra health certainly helps while I run around looking for cover after de-cloaking.
Also, not having some of the extra weapon damage upgrades really sucks. I dislike the Scimitar at the best of times, except on my Infiltrator, and not having the Shotgun Shield Piercing upgrade makes me hate it all the more.
After having played the game >15 times on Insanity/NG+, I tend to go for burst damage on all the shooting classes now. Scimitar has great firing rate but ,especially on NG+, I'd rather use the Eviscerator (OSOK or OSOelbowK). On my Widow Infiltrator I use the Shuriken for the same reason (I could never get into the Locust for CQC, even though it might proc better).
My Shotgun Infiltrators spec to either ED or Reave. In the latter case, it doesn't really matter much what you wear, you can top your health off upwards of 500-600 pts; in the former - I go for the capacitor chestplate. That, coupled with the ED, makes sure that I get my shield back up as frequently as possible. I find the half a second invulnerability after your shields get stripped more useful than having more shields, even with the 3rd upgrade (hard shields). They just go down so fast, it's not even funny.
@capn233 You're right about not playing in a vacuum. But then again, the difference is small enough that I go moslty for looks these days.
Besides, overkill is not so bad, it's Shepard's middle name. I can imagine the ad slogan already: Shepard! When nuclear obliteration just isn't enough...
#17
Posté 25 janvier 2012 - 08:12
#18
Posté 25 janvier 2012 - 09:14
jdmteggy4life wrote...
so you're saying if i use the n7 armor components you start out with it would be the same?
It would not be the same, but you would not likely notice the difference. For example, loading up on weapon damage armor will make your weapons deal more damage, but you are unlikely to notice the extra damage.
To further illustrate the point, the Avenger assault rifle deals about 11 points of damage. An extra 10% damage from armor would only increase the damage by 1 (12 damage total), not enough to be noticeable. Higher damage weapons like the Widow (about 370 damage) will benefit more from weapon damage armor, but again, you are unlikely to notice that extra damage.
The one exception seems to be the Kestral Armor set and the Strength Boost Pads. They can can increase your melee damage, and combined they can add +45% melee damage, which is rather noticeable, especially combined with the Heavy Muscle Weave.
Note: Weapon damage information can be found here.
Modifié par RedCaesar97, 25 janvier 2012 - 09:18 .
#19
Posté 25 janvier 2012 - 10:04
You can set a fully shielded guy on fire with one shotgun shot if the first set of pellets break the shield and the remaining ones hit health. ( We are told that they calculate the effect of each pellet separately ).
#20
Posté 25 janvier 2012 - 10:55
#21
Posté 26 janvier 2012 - 12:55
Considering the armor you start with has only +3% weapon damage (N7 Shoulders), I would definitely say yes, +28% is greater than +3%jdmteggy4life wrote...
so with all the armor components i have on now combined with assassin evolution it gives me 28% weapon damage is that a difference from the starting n7 armor?
#22
Posté 26 janvier 2012 - 12:59
Equipment
Head – visor for 10% headshot damage
Shoulders – N7 armor – 3% weapon damage
Chest – Kestral – 5% weapon damage
Arms – Kestral 3%, then stabilization gauntlets from Omega Markets ( after Collector Ship ) 5%
The shoulder piece ( 3% ) is the only N7 piece that gives weapon damage. So you are better with the mix.
#23
Posté 26 janvier 2012 - 04:13





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