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Armor penetration stats and armor piercing rounds /w sniper rifles, Dev please respond to clarify mechanics.


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#51
nicodeemus327

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Poekel wrote...

That's not true. With high powered sniper riflers you probably would not notice much of an effect. On the contrary with assault rifles you would notice the effect directly. If my calculations are correct, at a DR of 50, depending on other loadout, Warp Ammo should outdamage AP Ammo at either around 160 damage or around 290 damage, which is basically the case for almost every sniper rifle.


Sure it is. As long as the max damage of the weapon is greater than the target’s damage reduction you will always see an increase in actual damage dealt from armor piercing.

I do notice a decent damage increase with my Black Widow and the AP mod. It makes the difference between two heads shots versus three to take down a geth prime on silver.

#52
Poekel

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The intrinsic mod on the widow is just the piercing of objects (0,5m). With armor pen mods and armor pen ammo you can enhance the penetration effect (added on to the 0,5m) to penetrate thicker objects (2m walls).
The pierce effect (percentage one) on pen mods and pen armor pierce the static armor buff (e.g. every shot on armor gets reduced by 50 damage, 100 damage would do 50; with armor pen ammo you would do 75 damage instead of 50, when reaching a pierce value of 100 or above (pen ammo and mod) you would do the full damage per shot; not sure if damage can exceed that amount with pierce > 100.). Armor weapon damage cant get below 5.
The penetration damage bonus is the damage you inflict on a target after penetrating an object (shoot through wall/shield - at 0,5 penetration damage youre doing 50% of your normal damage, at 0,3 penetration youre doing 70% of your normal damage).

#53
nicodeemus327

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Poekel wrote...

The penetration damage bonus is the damage you inflict on a target after penetrating an object (shoot through wall/shield - at 0,5 penetration damage youre doing 50% of your normal damage, at 0,3 penetration youre doing 70% of your normal damage).


Maybe this is why I see a good increase in damage when using my Black Widow with an AP mod. I'll have to do a bit more testing.

Modifié par nicodeemus327, 20 mars 2012 - 10:01 .


#54
Poekel

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If you're shooting through walls, you should see a significant increase in damage. But for a direct headshot the damage mod should be stronger than the penetration mod. If you even use a damage and a penetration mod there should be almost no reason for a sniper to go with armor piercing ammo instead of warp ammo (if it's available).

#55
FiGhTiNCoWBoY

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Love the multiplayer development team on this game, it's a great feeling when you find out they're listening and willing to help the community.

#56
ValorOfArms777

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I love a list of what the real stats of the ammunition equipment bullets are I mean just reading description wasn't enough I like to know the meters of APA Or the Disruptive ammo effect so on then again I love to see the stat changes applied via armor equipment changes to my char power or how much the weapon is boosted via at least percent via rail amps

Modifié par ValorOfArms777, 03 avril 2012 - 10:06 .


#57
peddroelm

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ValorOfArms777 wrote...

I love a list of what the real stats of the ammunition equipment bullets are I mean just reading description wasn't enough I like to know the meters of APA Or the Disruptive ammo effect so on then again I love to see the stat changes applied via armor equipment changes to my char power or how much the weapon is boosted via at least percent via rail amps


Check the links in my signature ... While they will not make the game show you the stats like it should (at list as a toggleable option) - it would at least allow you to calculate stuff for yourself ...

#58
GGW KillerTiger

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Eric Fagnan wrote...

Scyley wrote...

Eric, since you have clarified how Armor works, Can you now clarify how shields and barriers work? Is there any difference between the two? Why do rapid fire weapons not seem to do any more damage to shields than single fire weapons, despite their descriptions and mechanics in prior games (I.E. Mass Effect 2)


Shields/Barriers are no longer stronger/weaker versus certain weapons in ME3 like they were in ME2.

There is a new mechanic for shields and barriers in ME3, which we call the shield gate. Whenever an enemy shield/barrier is destroyed (last point taken off), the rest of the damage that passes through to the health/armor is cut by X%, where X is:

50% on Normal/Bronze
75% on Hardcore/Silver
100% on Insanity/Gold

This means that if an enemy has a single sliver of shields on Insanity/Gold, any weapon bullet will only take the remaining point off, and then a second bullet is required to start damaging the health/armor. This means that even the most powerful sniper rifle will take 2 shots to kill any shielded enemy on Insanity/Gold. For shotguns, keep in mind that most fire multiple pellets, so even if some of the damage gets cut off on one of the pellets, the remaining pellets should pass through to the health/armor.

Then can you explain to me why it is when I snipe the head of an enemy with shields/barrier left it just takes away what is left of the shields/barrier but then someone else using the same build/weapon can get a headshot on a fully healthed and fully shielded/barriered enemy and they get a kill? I think shield gate mechanic is broken ....

#59
peddroelm

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GGW KillerTiger wrote...

Then can you explain to me why it is when I snipe the head of an enemy with shields/barrier left it just takes away what is left of the shields/barrier but then someone else using the same build/weapon can get a headshot on a fully healthed and fully shielded/barriered enemy and they get a kill? I think shield gate mechanic is broken ....


Easy now ... (After extensive testing I would say it works as intended)

There are two ways that could happen (the third one I would call theoretical until I will test it later today)

1. Far the most common -  Salarian Infiltrator specced for maximum Energy Drain Damage  (ED has a *3 multiplier vs Shields&Barriers ) . When fired from cloak it also gets extra 90% cloak bonus damage ..This means enough damage to 1 shot most enemies Shield&Barrier protection and leave health exposed for the Sniper rifle kill ...

2. Ammo powers  (disruptor vs Shields & barriers and Warp vs barriers)- their damage is applied before actual weapon damage  -> if its enough to eliminate shield - Barrier protections - again health exposed for the kill ... Limitation here is that Ammo Powers are severely gimped in MP and 1 shoting full protections is impossible .. Still it can be combined with method 1 ...

3*. Raptor X  - used vs target not immune to head shots - on an inflitrator speeced  for maximum damage & HS damage it  can down any non boss gold enemy max 2-6 shots to the head  (trick is to click the fire button fast enough to get the cloak bonus on multiple shots and before monsters react to damage and move ...) ... Drawback - finger pain :P and decreased effectivity vs armored targets ....(could be somewhat compensated with a backup weapon - Raptor is light...)
[will test today if//how this works]  

Modifié par peddroelmz, 03 avril 2012 - 01:03 .


#60
Gorwyn87

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Eric Fagnan wrote...
Shields/Barriers are no longer stronger/weaker versus certain weapons in ME3 like they were in ME2.


Just want to point out then: There is actually still a loading screen message that gave me the advice to choose fast-firing weapons for those, similar to ME2. So it would be great to change that one or remove it from the game in a future patch. As far as I know there's something about this in the codex as well.

#61
peddroelm

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Gorwyn87 wrote...

Eric Fagnan wrote...
Shields/Barriers are no longer stronger/weaker versus certain weapons in ME3 like they were in ME2.


Just want to point out then: There is actually still a loading screen message that gave me the advice to choose fast-firing weapons for those, similar to ME2. So it would be great to change that one or remove it from the game in a future patch. As far as I know there's something about this in the codex as well.


Because a slow firing - high damage per shot weapon can waste all damage removing 1 point of shield//barrier ....(extreme case) ....1 bullet wasted - big dent in DPS

Low damage per shot rapid fire weapons however will not feel a singnificant drop on DPS if one bullet is wasted (when they fire 500 per second ...)

#62
Yev001

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There is a happy middle ground in weapons like black widow. 3 weapons like mattock and geth shot gun. Heavy pistols don't suffer from this either.

The really heavy hitting single shot weapons need a backup for shield gate such as energy drain.

Modifié par Yev001, 03 avril 2012 - 01:31 .


#63
ValorOfArms777

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IDK you have to be a tad more specific on the matter of which targets you are shooting at with shields and difficulty as let take it Marauders , Cents, Combat Engs, Phantoms, Atlas, Pyros, Geth Hunters and Rocket all have variable shields