A question about the armor-piercing weapon mod
#1
Posté 19 mars 2012 - 08:04
Specifically, does an armor-piercing mod make a gun better against Brutes and Ravagers or less?
#2
Posté 19 mars 2012 - 08:19
#3
Posté 19 mars 2012 - 08:20
I only bring it up because armor piercing is related to shooting through cover, last I heard.
#4
Posté 19 mars 2012 - 08:23
TheProfessor234 wrote...
I've also been wondering about shooting through cover. I've never tried that before. It was my thought that cover was equal to god mode.
I only bring it up because armor piercing is related to shooting through cover, last I heard.
I haven't tested shooting through cover or Guradian shields, but the AP mod DOES seem to blow right through the armor Marauders give Husks and Cannibals (and Cannibal armor, too).
#5
Posté 20 mars 2012 - 06:27
dipdunk wrote...
TheProfessor234 wrote...
I've also been wondering about shooting through cover. I've never tried that before. It was my thought that cover was equal to god mode.
I only bring it up because armor piercing is related to shooting through cover, last I heard.
I haven't tested shooting through cover or Guradian shields, but the AP mod DOES seem to blow right through the armor Marauders give Husks and Cannibals (and Cannibal armor, too).
It works very well against Guardians and through cover. I also think it does more damage to Atlases when their only defense is Armor. I'm not sure about the other heavies though.
#6
Posté 20 mars 2012 - 06:50
example:
Assault Rifle Peircing Mod Rank 1
Defense Ignored 25%
Mattock single shot is 100 damage
enemy = health 100 points + armor 100 points
when hit will deal 25 dmg on health and 75 dmg on armor
works the same way with sheilds but not with barrier
while the piercing distance + piercing damage say it all
Assault Rifle Peircing Mod Rank 1
Piercing Distance: 0.50m
Piercing Damage: 40%
when u hit an enemy in cover of 0.50m
u will only deal 40% damage base of your weapon shot
Modifié par jrus018, 20 mars 2012 - 06:55 .
#7
Posté 20 mars 2012 - 07:32
#8
Posté 20 mars 2012 - 08:42
Oh there is one thing that can make it do more damage vs the big nasties is to shoot them from an angle where the damage sees it as 2 hits, works on Geth Pyros for sure head shot ignites there tanks if you line them up right.
#9
Posté 20 mars 2012 - 08:49
#10
Posté 20 mars 2012 - 08:51
Frostmourne86 wrote...
Does anyone know what the stats are with Penetration Mod X?
http://masseffect.wi...(Mass_Effect_3)
#11
Posté 20 mars 2012 - 08:53
#12
Posté 20 mars 2012 - 09:01
there is none after that, playing on my 3rd playthrough already!
#13
Posté 20 mars 2012 - 09:11
#14
Posté 20 mars 2012 - 09:38
Frostmourne86 wrote...
Why then do weapons go up to X if mods don't?
I guess it's because it's how BioWare decided to do it.
Modifié par Xariann, 20 mars 2012 - 09:39 .
#15
Posté 21 mars 2012 - 02:03
Modifié par x-president, 21 mars 2012 - 02:03 .
#16
Posté 21 mars 2012 - 02:39
jrus018 wrote...
this is how the piercing mod works...
example:
Assault Rifle Peircing Mod Rank 1
Defense Ignored 25%
Mattock single shot is 100 damage
enemy = health 100 points + armor 100 points
when hit will deal 25 dmg on health and 75 dmg on armor
works the same way with sheilds but not with barrier
This is wrong. See social.bioware.com/forum/1/topic/347/index/9822648#10321708
Modifié par Athenau, 21 mars 2012 - 02:40 .
#17
Posté 21 mars 2012 - 04:06
This is why there's two different aspects to penetration mod/powers.
First there's cover (and things that work like cover, like a buffed Cannibal's plating or a Guardian's tower shield). The mod/powers will penetrate a certain thickness of cover (dealing reduced damage after penetration).
Second is the Yellow bar, which functions similarly to a health bar but negates all incoming damage by a flat amount. (That's why slow high damage weapons are better than fast low damage weapons for that.) Armor effectiveness decrease reduces the amount it negates.
What this means is that against a Brute, a sniper rifle won't see much difference in damage off the Yellow bar because the armor wasn't reducing a signifigant portion of the incoming damage, but there will be a noticable difference with an assault rifle.
Example: (Armor takes off 10 points, mod weakens armor by 50%.)
Sniper rifle fires 1 round every 2 seconds at 1000 damage. 500 DPS.
Without mod, target takes 990 damage on a hit, for 495 DPS.
With the mod, target takes 995 damage on a hit, for 497.5 DPS.
Assault rifle fires 20 rounds every second for 25 damage. 500 DPS.
Without mod, target takes 15 damage on a hit, for 300 DPS.
With the mod, target takes 20 damage on a hit, for 400 DPS.
See the difference?
Modifié par Dark83, 21 mars 2012 - 04:56 .
#18
Posté 08 décembre 2012 - 09:54





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