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Reverse engineering the weapon damage formulas - Numerical examples galore


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#26
TheInvoker

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ok but you never used the weapon bonus damage from assault mastery and weapon damage mod and i don't know when i must add them

edit this one
Predator lvl 1 + WpnMod AP lvl2 (35%) vs brute( torso) 6000-5973.7 = 26.3
58.8-50*(1-0.35) =26.3

#27
peddroelm

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TheInvoker wrote...

ok but you never used the weapon bonus damage from assault mastery and weapon damage mod and i don't know when i must add them

edit this one
Predator lvl 1 + WpnMod AP lvl2 (35%) vs brute( torso) 6000-5973.7 = 26.3
58.8-50*(1-0.35) =26.3


"
Sum_Damage_Mods
---------------
Most damage mods from all sources add here ..
- extra weapon damage from equipment
- extra weapon damage from most skills (AR, infiltrate)(passives) (I found that 2 of the skills for the infiltrator class affect base weapon damage)
- extra weapon damage from weapon add-ons
- extra weapon damage from Liara room - upgrades  ...
... "

#28
TheInvoker

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peddroelmz wrote...

TheInvoker wrote...

ok but you never used the weapon bonus damage from assault mastery and weapon damage mod and i don't know when i must add them

edit this one
Predator lvl 1 + WpnMod AP lvl2 (35%) vs brute( torso) 6000-5973.7 = 26.3
58.8-50*(1-0.35) =26.3


"
Sum_Damage_Mods
---------------
Most damage mods from all sources add here ..
- extra weapon damage from equipment
- extra weapon damage from most skills (AR, infiltrate)(passives) (I found that 2 of the skills for the infiltrator class affect base weapon damage)
- extra weapon damage from weapon add-ons
- extra weapon damage from Liara room - upgrades  ...
... "


if you add them calculating all from the base damage,the total damage is lower.
ammo bonus should be calculated from the total damage,and not from the base damage...this is what i don't understand

to me the formula should be

58.8+20% from weapon mod=70.56
10% from passive power + 20% from armor should be applied on the total weapon damage,so...
70.56+30%=91.73
and last the ammo power on my total damage (or at least taking the 70.56 damage,but not base damage)
91.73+30%=91.73+27.5(fire)

if the weapon becomes more powerful thanks to a mod,it' like having a better weapon in your hands so damage must be calculated from that.

#29
peddroelm

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TheInvoker wrote...

if you add them calculating all from the base damage,the total damage is lower.


that's how the game does it ... 

#30
TheInvoker

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i really don't see the difference between the 2 level 6 options of armor piercing ammo.

let's see how a mattock I works against an enemy with 50 armor (no other bonus)

Level 6 - Damage
76.1+30%-50x(1-0.5)=73.93

Level 6 - Pierce
76.1+20%-50x(1-0.75)=78.82

what????? only 5 points difference???

Let's take an enemy with 20 armor

Level 6 - Damage
76.1+30%-20x(1-0.5)=88.93

Level 6 - Pierce
76.1+20%-20x(1-0.75)=86.32

Damage option here is better...

with high single shot damage weapons like Carnifex Level 6 - Damage is always better

Level 6 - Damage
276.1+30%-50x(1-0.5)=333.9

Level 6 - Pierce
276.1+20%-50x(1-0.75)=318.8


Level 6 - Damage
276.1+30%-20x(1-0.5)=384.9

Level 6 - Pierce
276.1+20%-20x(1-0.75)=326.3


Level 6 - Pierce seems to be more useful for low damage/high rating weapons but the bonus you will receive is not good enough to make you fight an high armored enemy with such a weapon.


So....is 50 the highest armor in the game??

#31
peddroelm

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TheInvoker wrote...

So....is 50 the highest armor in the game??


So far I have only tested vs Brute & Banshee .. They both have 50 DR ... 

#32
TheInvoker

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so i think they made a bad job for armor piercing ammo....

#33
peddroelm

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Some basic tests regarding melee attacks

Nomal attack 150 
With 15% MD(melee damage from fitness)  = 150 *(1+0.15) = 1000 - 827.5 = 172.5

Base Heavy attack soldier (600 damage vs shield, 600 damage vs health)
With 15% MD (fitness) = 600 *(1+0.15) = 1000 - 310 = 690 

 OK - tests regarding the head shot modifier 



Raptor I 78.2 

No skills no equipment

Body
1000 - 933.5300 = 66.47 (without a scope)  (6647/78.2 = 85% damage)

1000 - 921.7999 = 78.2001 (from now on all tests done trough scope)  (Raptor I base damage) 0 + 72.8 * 1 * 1 - 0

Head
1000 - 804.5 = 195.5
78.2 * 1 * 2.5 = 195.5 (2.5 default HS modifier)

Head + AR lvl 1 50% WD(SP)
1000 - 706.75 = 293.25
78.2 * (1 + 0.5) * 2.5 = 293.25

Body + Combat mastery lvl 1 (5% WD)
1000 - 917.8900 = 82.11
78.2 * (1 + 0.05) = 82.11

Body + Combat mastery lvl 3 (10% WD)
1000 - 913.9799 = 86.0201
78.2 * (1 + 0.1) = 86.02

Body + Combat mastery lvl 3 (10% WD) + AR lvl 1 50% WD(SP)
1000 - 874.8800 = 125.12
78.2 * (1 + 0.1 + 0.5) = 125.12

----------
Body + Combat mastery lvl 3 (10% WD) + AR lvl 1 50% WD(SP) NO SCOPE
1000 - 893.6480 = 106.352
78.2 * (1 + 0.1 + 0.5) * 0.85 = 106.352  // firing SR without scope is a global * 0.85% damage (most heavy weight sniper rifles can probably body drop Gold husks without scope - without leaving cover for a heavy melee EDIT  85% is the penalty for Raptor. Most of the other SRs have it worse EDIT)
-----------

HS + Combat mastery lvl 3 (10% WD) + AR lvl 1 50% WD(SP) + Combat Mastery HeadShots (20% extra HS damage)
1000 - 648.0999 = 351.9001
78.2 * (1 + 0.1 + 0.5 + 0.2) * 2.5 = 351.9

--------

HS + Combat mastery lvl 3 (10% WD) + Combat Mastery HeadShots (20% extra HS damage)

1000 - 745.8499 = 254.1501
78.2 * (1 + 0.1 + 0.2) * 2.5 = 254.15
----------
SO THE HS MODIFIER REMAINS 2.5 - the perk adds 20% with the rest of the damage multipliers ...

Final tests involves HS modifier from equipment (reset skills)


Body + 5% WD 10% HS from a piece of equipment + 25% wpn add ons

1000 - 898.3400 = 101.66
 78.2 * (1 + 0.25 + 0.05) = 101.66

Body + 5% WD 10% HS from a piece of equipment + 25% wpn add ons + 50% AR

1000 - 859.2399 = 140.7601
78.2 * (1 + 0.25 + 0.05 + 0.5) = 140.76

Head + 5% WD 10% HS from a piece of equipment

1000 - 726.300048828125 = 273.6999
78.2 * (1 + 0.25 + 0.05 + 0.1) * 2.5 = 273.7 

Head + 5% WD 10% HS from a piece of equipment + Combat mastery lvl 3 (10% WD) + Combat Mastery HeadShots (20% extra HS damage)

1000 - 667.64990234375 = 332.3500
78.2 * (1 + 0.25 + 0.05 + 0.1 + 0.2 + 0.1) * 2.5 = 332.35

================================================
TL DR - HS modifiers (from equipment SP or passive from skill Combat Mastery rank 5 HeadShots - are in fact regular damage multipliers that are added with the rest in case of a head shot ...

I will update the Weapon Damage Formula with those new "revelations"



Modifié par peddroelmz, 19 février 2013 - 10:11 .


#34
TommyNg

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can u do the damage of biotic explosion ? is all biotic explosion the same damage ?

#35
Soja57

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TommyNg wrote...

can u do the damage of biotic explosion ? is all biotic explosion the same damage ?


Biotic explosions scale based on power rank. The range of biotic explosion damage min/max: 100 - 250 damage. Therefore a rank 1 biotic detonator power will deal 100 damage, while a rank 6 biotic detonator power will deal 250 damage. I'm unsure whether if biotic damage bonuses from passives affects this base damage, but detonation damage from Throw/Warp evolutions affect it.

Also, peddroelmz, in the Coalesced.bin file, I know where the enemy health stats are located, and they scale based on player level. Each difficulty has a different base enemy health stat, and have a different multiplier when scaling enemy health based on player level.

Also, all of the base melee damage and base heavy melee damage can be found, along with all power damage and many other stats. Simply ask, and I'll see what I can find in the Coalesced.bin file.

#36
peddroelm

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Soja57 wrote...

TommyNg wrote...

can u do the damage of biotic explosion ? is all biotic explosion the same damage ?


Biotic explosions scale based on power rank. The range of biotic explosion damage min/max: 100 - 250 damage. Therefore a rank 1 biotic detonator power will deal 100 damage, while a rank 6 biotic detonator power will deal 250 damage. I'm unsure whether if biotic damage bonuses from passives affects this base damage, but detonation damage from Throw/Warp evolutions affect it.

Also, peddroelmz, in the Coalesced.bin file, I know where the enemy health stats are located, and they scale based on player level. Each difficulty has a different base enemy health stat, and have a different multiplier when scaling enemy health based on player level.

Also, all of the base melee damage and base heavy melee damage can be found, along with all power damage and many other stats. Simply ask, and I'll see what I can find in the Coalesced.bin file.


I did receive the intervals for SP enemies HP from Tangster and I posted a table link on the Weapon Damage thread (not the first post)

#37
Waltzingbear

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How do you measure the damage done to enemies so precisely? I wonder about how the damage scales with chargeable weapons like the Graal or the Geth Shotgun.

#38
peddroelm

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Waltzingbear wrote...

How do you measure the damage done to enemies so precisely?.


Reread the first paragraph in this thread ...


Waltzingbear wrote... 
 I wonder about how the damage scales with chargeable weapons like the Graal or the Geth Shotgun 



They are next on my list of todo tests ... 

#39
peddroelm

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Hitting Atlas twice with the same bullet with cover penetrating weapons... (double damage)

Bug or feature ?

Infiltrator shooting from cloak ..

Tested with Mantis X on bronze vs Atlas canopy - by default Mantis does not penetrate cover ... 6 shots required to kill atlas ..(~3 for shield // 3 for armor) {as the weapon damage formula confirms - nothing fishy }

Activate AP ammo lvl 1 for Mantis and shoot again the canopy. AP ammo should add no extra damage vs shields .. But the Mantis X with AP ammo does double the damage the Mantis X without vs Atlas shields ... Atlas is killed in 3 shots this time ...I'll try to post an youtube video documenting this ...

Only reasonable explication is when you use cover penetrating weapons (from certain angles ?) you can hit the atlas twice with the same bullet and thus do double damage to it....

Modifié par peddroelmz, 10 avril 2012 - 07:14 .


#40
peddroelm

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SP - infiltrator melee tests (reversing the melee damage formula)

Armor collector - health & shield bonuses
Weapon SP Talon V (22.5% WD Barrel IV, 22.5% MD pistol stunner IV)
AP ammo rank 6 33% AWD (10% PD)
15% WD from liara upgrades
Passives - 10% WD
Cloak 90%


=============================
Normal Melee attack vs Ravager

6000 - 5816.25 = 183.75
150 * 1 * 1.225 = 183.75
=============================
HM vs Ravager

6000 - 5448.75 = 551.25
600 * 1 * 1.22500 * 0.75 = 551.25 // HEAVY MELEE ATTACKS VS ARMOR DO ONLY 75% damage
=============================
NM attack vs Ravager from cloak 90%

6000 - 5650.875 = 349.125
150 * (1 + 0.9) * 1.225 = 349.125 // MELEE ADD-ON ACTS AS MULTIPLIER FOR MELEE DAMAGE
==============================
HM attack vs Ravager from cloak 90%

6000 - 4952.625 = 1047.375
600 * (1 + 0.9) * 1.225 * 0.75 = 1047.375
==============================
NM attack vs Ravager from cloak 90% + 50% (increased melee damage perk)

6000 - 5559 = 441
150 * (1 + 0.9 + 0.5) * 1.225 = 441
===============================
HM attack vs Ravager from cloak 90% + 50% (increased melee damage perk)

6000 - 4677 = 1323
600 * (1 + 0.9 + 0.5) * 1.22500 * 0.75 = 1323
================================
NM attack vs Ravager from cloak 90% + 50% (increased melee damage perk) + fitness I (15% MD)

6000 - 5531.4375 = 468.5625
150 * (1 + 0.9 + 0.5 + 0.15) * 1.225 = 468.5625
================================
HM attack vs Ravager from cloak 90% + 50% (increased melee damage perk) + fitness I (15% MD)

6000 - 4594.3125 = 1405.6875
600 * (1 + 0.9 + 0.5 + 0.15) * 1.225 * 0.75 = 1405.6875
================================
HM attack vs Ravager from cloak 90% + 50% (increased melee damage perk) + fitness VI (95% MD)

6000 - 4153.3125 = 1846.6875
600 * (1 + 0.9 + 0.5 + 0.95) * 1.22500 * 0.75 = 1846.6875
================================
HM attack vs Ravager from cloak 90% + 50% (increased melee damage perk) + fitness VI (95% MD) + temporary 75% MD from HM kill

6000 - 3739.8752 = 2260.124
600 * (1 + 0.9 + 0.5 + 0.95 + 0.75) * 1.22500 * 0.75 = 2260.125
================================
TESTED WEAPON SYNERGY BONUS 25% WD from fitness - heavy melee kill - IT WORKS - REGULAR WEAPON DAMAGE BONUS (should also test with headshot - talon was less than ideal for the Hs test)

Talon I 72.1
Talon X 90.1

(((90.1 - 72.1) / 9) * 100) / 72.1 = 2.7739251 % Damage per upgrade lvl

Base damage for Talon V pellet = 72.1 * (1 + (0.0277392 * 4)) = 80.0999


6000 - 5162.36718 = 837.63282 (talon vs 50 DR - had 50% AP piercing - with melee synergy bonus )
((80.0999 * 0.33) + (80.0999 * (1 + 0.15 + 0.1 + 0.225 + 0.25)) - (50 * (1 - 0.5))) * 6 = 837.631767


6000 - 5282.5166 = 717.4834 (damage synergy expired)
((80.0999 * 0.33) + (80.0999 * (1 + 0.15 + 0.1 + 0.225)) - (50 * (1 - 0.5))) * 6 = 717.481917
================================


///////////////////////////////////
///////////////////////////////////

Tests Vs atlas (Heavy Melee damage bleed passing from shield to armor)

Changed Armor - terminus set - 15% MD
Changed to Claymore with bayonet V (*1.25)

======================
HM vs Armor (cloak) // 0 HP SHIELD
14000 - 12031.25 = 1968.75
600 * (1 + 0.15 + 0.95 + 1.4) * 1.25 * 0.75 = 1968.75

======================

HM vs Shield (cloak)
600 * (1 + 0.15 + 0.95 + 1.4) * 1.25 = 2625

======================

HM vs Armor (cloak) // 1 HP SHIELD
14000 - 11631.4169 = 2368.5831 (~ 90% of full damage - better than *0.75)

=====================

HM vs Armor (cloak) // 1000 HP SHIELD

14000 - 12781.25 + 1000 = 2218.75 (still better than 2625 * 0.75 = 1968.75 directly vs armor)

=====================

#41
Shampoohorn

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Bwana Peddro, I had no idea you'd been contributing since the demo.

Thanks for a whole year of numerical devotion ME3 MP! You've made this game a better game.