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LATEST ITERATION OF THE ME3 WEAPON DAMAGE FORMULA


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#1
peddroelm

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Weapon_Damage = AmmoPowerDamage + Actual_Weapon_damage_Impact + (AmmoPowerDamageDOT + Actual_Weapon_damage_DOT )

AmmoPowerDamage is separate and applied before Actual_Weapon_damage_Impact (disruptor , AP & warp ammo)

Actual_Weapon_damage_Impact - for most weapons this will be all weapon damage (only Kishok currently has a DOT bleed component)

DOT components - Kishok bleed component and incendiary ammo damage are applied as DOT ticks after Actual_Weapon_damage_Impact


Ammo_Power_Damage
-----------------

Ammo_Power_Damage = ModifiedBaseWeaponDamage * AmmoPowerMod * (1 + sum_debuff_bonuses) * AmmoResistanceBonusMultiplier *WarpvsLifted

ModifiedBaseWeaponDamage = BaseWeaponDamage * BChargeMultiplier*SPSquadmateNerf* (1 + sum_base_damage_bonuses)

BaseWeaponDamage
: For the most part this is the value for the weapon damage read from coalesced.ini .Purchasing (unlocking) weapon versions from II to X upgrades increases this value by roughfully 2.77% per upgrade lvl (~25/9 ~25% damage bonus for Weapon, 9 upgrade lvls) ... (in coalesced.ini there are two values for weapon damage  I and X) ...I say roughfully because Weapon X damage is roughfully Weapon I damage * 1.25 (25%) Its not quite 25% for any of the weapons and differs from weapon to weapon ...

Compacted Formula for Calculating BaseWeaponDamage_n for upgrade level n ( n integer 1 < n < 10 ) ...
BaseWeaponDamage_n = ((BaseWeaponDamage_X-BaseWeaponDamage_I)/9) * (n-1) + BaseWeaponDamage_I

Ex ..for Typhoon II (44.4 55.5)
((55.5 - 44.4) / 9) * (2 - 1) + 44.4 = 45.6333 ..

BChargeMultiplier - for SOME (Graal, Typhoon, PPR , GSMG) of the charged weapons the charge multiplier will apply to the baseweapondamage

 

SPSquadmateNerf

SP only, followers have *0.3 weapon damage multiplier

sum_base_damage_bonuses .. Tactical Cloak rank 6 bonus to Sniper Rifles fired from cloak (SP & MP) ; Geth Bonus With Geth weapons (MP) ; "Operational mastery" rank 6 "SNIPER RIFLE" (5% extra damage , 15% sniper rifle damage (SP) ...

 

 

(In MP there are no AMMO POWERS - there are ammo consumables that function rather similarly to their SP "ammo power" counterparts ..)

When using an ammo power the damage provided by the ammo power disruptor, warp , AP) is applied before the Actual_Weapon_Damage_Impact and as such is has some advantages. (incendiary ammo DOT applies after Actual_Weapon_Damage_Impact and thus can bypass shield gate mechanics - most relevant for 1 head shot kills )

- Will bypass Target_ARMOR_DR adding some damage, potentially more than doubling the damage inflicted by weapons that inflict minimum_damage (it will still be very low damage) because of Target_ARMOR_DR (using a higher base damage weapon would still be a better option)

- Can remove target shield//barrier allowing the actual weapon damage to remove health//armor in the same hit - potentially opening the door to ME2 style 1hit kills (most relevant to infiltrators using Widow/Javelin from cloak ... (In MP with the current lowered shield gate to 25% on gold/platinum using high level incediary to burn reamaining health is a better bet ..)

 

AmmoPowerMod - fixed for MP   consumable description (data mined tables) ... . For SP powers   (sum power damage evolutions)* (1 + sum power damage bonuses  )

(here things get buggy. Passive power bonus works, Fortification does, Soldier's Combat Mastery-Weapon Master adds here

but power bonuses from Gliph/Armor/Squad Power Bonus don't)

ex Disurptor ammo vs health on soldier with Weapon Master & Fortification (5 + 2 + 3 + 5) * (1 + 0.1 + 0.4 + 0.3) = 27%

 

 

AmmoResistanceBonusMultiplier for ammo powers is 0 or 1 (will apply damage vs specified defense type or not) || was changed for MP at some point

ResistanceBonusMultiplier Table for ammo powers
Vs Shield Barrier Armor Health
AP 0 0 1 1
Warp 0 2 1 1
Disruptor 4 4 0 1
Incendiary 0 0 1 1

Phasic 10 10 0 ?

Drill 1 1 1 1 (?)

Incendiary 0 0 1 1

Explosive 1 1 1 1 (?)

 

WarpvsLifted  

warp ammo does extra damage vs bioticaly primed (lifted) targets.

Actual_Weapon_damage_Impact
----------------------------------
for most weapons this will be all weapon damage (only Kishok currently has a DOT bleed component)

=[ModifiedBaseWeaponDamage * GlobalDamageMultipliers * (1+Sum_Weapon_Damage_Bonuses) * (WeaponHSmod * (1+sum_HS_damage_mods) + sum_debuff_bonuses)- Target_ARMOR_DR*DRmodifiers ]* ResistanceBonusMultiplier


quite a mouthful

ModifiedBaseWeaponDamage = BaseWeaponDamage * BChargeMultiplier*SPSquadmateNerf* (1 + sum_base_damage_bonuses)

BaseWeaponDamage : For the most part this is the value for the weapon damage read from coalesced.ini .Purchasing (unlocking) weapon versions from II to X upgrades increases this value by roughfully 2.77% per upgrade lvl (~25/9 ~25% damage bonus for Weapon, 9 upgrade lvls) ... (in coalesced.ini there are two values for weapon damage  I and X) ...I say roughfully because Weapon X damage is roughfully Weapon I damage * 1.25 (25%) Its not quite 25% for any of the weapons and differs from weapon to weapon ...

Compacted Formula for Calculating BaseWeaponDamage_n for upgrade level n ( n integer 1 < n < 10 ) ...
BaseWeaponDamage_n = ((BaseWeaponDamage_X-BaseWeaponDamage_I)/9) * (n-1) + BaseWeaponDamage_I

Ex ..for Typhoon II (44.4 55.5)
((55.5 - 44.4) / 9) * (2 - 1) + 44.4 = 45.6333 ..

BChargeMultiplier - for SOME (Graal, Typhoon, PPR , GSMG) of the charged weapons the charge multiplier will apply to the baseweapondamage

 

SPSquadmateNerf

SP only, followers have *0.3 weapon damage multiplier

 

sum_base_damage_bonuses .. Tactical Cloak rank 6 bonus to Sniper Rifles fired from cloak (SP & MP) ; Geth Bonus With Geth weapons (MP) ; "Operational mastery" rank 6 "SNIPER RIFLE" (5% extra damage , 15% sniper rifle damage (SP) ...

GlobalDamageMultipliers - examples
- AP mod - penalty for shooting trough cover/enemies
- Charge Mod for weapons with continuous ChargeMods (GPS, Kishok)
- Enemy DR (phantoms get *0.25 weapon damage when not standing perfectly still); newly spawned enemies will get 50% spawn DR , Kill objective targets also get DR ..
- Impact Damage percent 1 for most weapons .. Currently 0.666 for Kishok that also has bleed component ..

Sum_Weapon_Damage_Bonuses
- Tactical Cloak weapon damage bonus
- Adrenaline rush weapon damage bonus
- hunter mode weapon damage damage bonus
- passive skills weapon damage bonus
- weapon add-on weapon damage bonus (extended barrel)
- gear weapon damage bonuses (including vulnerability VI in case of headshots)
- consumables (weapon specific damage rails)
- targeting VI consumable
- headshot bonus passive for soldier (SP) - all classes MP
- ammo pack consumable damage bonus
-...

WeaponHSmod
Weapon Constant from coalesced.ini ... For weapons that can score headshots is usually 2.5 ... Graal & Kishock have it at 3 in MP ...

sum_HS_damage_mods
-Pistol_trauma_Add_on_bonus : using a pistol with the Pistol Cranial Trauma system (0.4 at lvl V)
-Marksman_HS_bonus : Selecting the 25% headshot evolution for marksman gives (0.3125) bonus
-SP ammo power HS damage bonus 25% (rank 5)  add here (tested 2016)

sum_debuff_bonuses
- will never stack if casted multiple times from the same player
- Warp(expose) , Tactical Scan , Biotic Bubble , Snap Freeze , Cryo blast, Proximity Mine
- Snap Freeze , Cryo blast, Proximity Mine , Warp, Annihilation field, Biotic Orbs WILL STACK ONCE FROM EACH PLAYER
- Biotic Bubble & Tactical Scan & Recon Mine debuffs NEVER STACK

Target_ARMOR_DR - constant from config files ... Armored enemies in ME3 get fixed amount damage reduction from each weapon shot ...
Values for difficulty levels (15/30/50) ( / /insanity) SP (bronze/silver/gold&platinum) MP

DRmodifiers
=(1-sum_armor_weakening_effects)*(1-sum_armor_piercing_effects) ...
-Armor weakening effects are party friendly (can get them from debuff powers like cryo blast, warp , snap freeze or ammo powers//consumbles warp, cryo) ...
-Armor piercing effects are for the individual player (can get them from AP ammo and AP piercing mods on weapon) ..
-If 1-sum_armor_weakening_effects or 1-sum_armor_piercing_effects gets <= 0 Target_ARMOR_DR is effectively nulified ..

ResistanceBonusMultiplier Some newly added weapons have bonuses//penalties vs certain defence types .. 
Bioware Dev " _fcksavedurl="http://social.biowar...822648#13558922
">table with the values


DOT components
----------------------
Incendiary ammo damage % of modified_base_weapon damage is applied as DOT over 3 seconds after actual weapon impact damage ...It has some special stacking mechanics explained in more detail here Incendiary ammo (buugy ) stacking mechanics explained

Kishock DOT component

=ModifiedBaseWeaponDamage * 0.334 * ChargeMod * (WeaponHSmod * (1+sum_HS_damage_mods) + sum_debuff_bonuses) // DOT bleed damage - 10 seconds - 20 damage ticks

Notice (1+sum_weapon_damage_bonuses) term is missing from here and the % damage of the kishok applied as DOT is severely nerfed because of it ...


Użytkownik peddroelm edytował ten post 24 marzec 2016 - 05:40


#2
TheInvoker

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What do ou mean for "BaseWpnDamage"??? is it DPS or what?

#3
peddroelm

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TheInvoker wrote...

What do ou mean for "BaseWpnDamage"??? is it DPS or what?


"... For the most part this is the value for the weapon damage read from coalesced.ini .Purchasing (unlocking) weapon versions from II to X upgrades increases this value by roughfully 2.77 %  per upgrade lvl (~25/9   ~25% damage bonus for Weapon, 9 upgrade lvls) ... (in coalesced.ini there are two values for weapon damage  I and X) ...I say roughfully because Weapon X damage is roughfully Weapon I damage * 1.25 (25%) Its not quite 25% for any of the weapons and differs from weapon to weapon ... "

#4
Kronner

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Good work. The mechanics seem pretty similar to ME2.

#5
Fortack

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Good stuff OP!

Would be nice when a dev could confirm this so we know you're on the right track.

Great job and thanks for posting this.

#6
peddroelm

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Kronner wrote...

Good work. The mechanics seem pretty similar to ME2.


The ammo part of the formula yes (separate damage percentage of base weapon damage , aldough I do remember you could boost ammo damage with Power Bonus modifiers ) . .

Biggest diffrences from ME2 are

- lack of diffrent modifiers vs defense  type (helped enforce weapon roles)
- lack of range to target influence  (good riddnace :P)
- HS bonus transformed from a regular damage bonus to a global multiplier (it also has its own modfiers to make it even stronger) ... 

Użytkownik peddroelmz edytował ten post 26 marzec 2012 - 11:29


#7
Athenau

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Just a note, there are armored enemies with weak points. The geth prime is vulnerable to headshots, and I believe the ravager is too.

#8
swn32

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peddroelmz wrote...

- lack of range to target influence  (good riddnace :P)


umm...Im not sure, but wasnt that a good thing, encouraging u to play more upfront for more damage.

#9
peddroelm

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Athenau wrote...
Just a note, there are armored enemies with weak points. The geth prime is vulnerable to headshots, and I believe the ravager is too.

I will test against those type of monsters in one of my next testing rounds .. I only tested on brutes and banshee (armored) so far ...


swn32 wrote...

peddroelmz wrote...

- lack of range to target influence  (good riddnace :P)


umm...Im not sure, but wasnt that a good thing, encouraging u to play more upfront for more damage.


I wasn't talking from a gameplay point - more from a reverse engeering point (in ME2 sniper weapons were the only weapons that did consistent damage and could be used for my tests .. :)  ) .

But also from a gameplay point of view I belive this change was a direct boost to shotguns (and thus CQC) .... In ME2 not only were shotguns wildly innacurate out of point blank range  - they also lost damage very rapidly because of the short operational range ...

#10
Blennus

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Wait... as a cloaked infiltrator I think I remember that shooting Brutes in the head did increase damage taken. It's just that Their head's are weirdly disjointed from their body that you have to aim right. Am I recalling this incorrectly?

#11
peddroelm

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Blennus wrote...

Wait... as a cloaked infiltrator I think I remember that shooting Brutes in the head did increase damage taken. It's just that Their head's are weirdly disjointed from their body that you have to aim right. Am I recalling this incorrectly?


When I did my tests against the brute  I was being chased around by one tring to dodge its 1 hit kill melee attacks ...So it might be possible I faild all my aiming attempts ...

Vs banshee I have almost 0 doubts - put more than 50 shots into one who decided to chill in a balcony ...and about 50 into one who bug out tring to kill James trough a wall (her back was turned )... No weakspot when she was facing me - no weakspots shen she had her back turned to me ...

#12
Blennus

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I believe you with the Banshee, never saw any difference. Just did some testing with the brute right now. Head-shots definitely make a huge difference. As a cloaked infiltrator with a black widow, just shooting the armored parts of the body hardly makes a dent, at least on insanity. However with luck you can take it down with three well placed head-shots.

#13
peddroelm

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Blennus wrote...

I believe you with the Banshee, never saw any difference. Just did some testing with the brute right now. Head-shots definitely make a huge difference. As a cloaked infiltrator with a black widow, just shooting the armored parts of the body hardly makes a dent, at least on insanity. However with luck you can take it down with three well placed head-shots.


Actually with widow,  if headshots work vs brute - it shoud only take 1 hit from cloak  to massively overkill it... You can almost get enough damage to kill the brute from a body shot with the Widow without HS modifiers (infiltrator , right specs , right equipment , shot from cloak)...

Użytkownik peddroelmz edytował ten post 27 marzec 2012 - 11:25


#14
Blennus

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Actually with further testing I think you're right. I didn't realize I was just blowing off pieces of armor. Bleh. And what specs do you need to be able to (nearly) one shot a brute on insanity? AP ammo?

Użytkownik Blennus edytował ten post 27 marzec 2012 - 12:51


#15
peddroelm

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Blennus wrote...

Actually with further testing I think you're right. I didn't realize I was just blowing off pieces of armor. Bleh. And what specs do you need to be able to (nearly) one shot a brute on insanity? AP ammo?


All the information relevant to answering this is  already in the first post ... I will do a quick recap ...



Upgrade the Widow to V //  X asap ... very important as it changes base weapon damage (also one of the few way to increase ammo damage - important to be able to one shot enemies with shields//barriers up) 

Damage for Widow V

867 * (1 + (0.0277841 * 4)) = 963.355259 

with those skills 

(  
"Operatinal mastery" rank 6 "SNIPER RIFLE" (5% extra damage , 15% sniper rifle damage) the 5% extra is a regular damage  multiplier but the 15% sniper rifle damage applies to BaseWpnDamageINFILTRATOR "TACTICAL CLOAK" 

RANK 6 EVOLUTION "SNIPER RIFLE" 40% bonus damage when cloaked applies on base sniper weapon damage {it is much stronger than regular damage bonuses )

963.355259 * (1 + 0.15 + 0.4) = 1493.20065 

Damage done to armor from damage evolved WarpAmmo  1493.20065 * 0.4 = 597.28026
Damage done to armor from damage evolved  AP//InfernoAmmo  1493.20065 * 0.3 = 447.960195


Use a resonable  damage multiplier ~ 3 and you get 

Ammo damage + 1493.20065 * 3 - 50  * AmmoPiercing

With Warp ammo: 597.28026 + (1493.20065 * 3) - (50 * (1 - 0.25)) = 5039.38221
With AP ammo :    447.960195 + (1493.20065 * 3) - (50 * (1 - 0.5)) = 4902.56214 
With Inferno ammo: 447.960195 + (1493.20065 * 3) - (50 * (1 - 0.25)) = 4890.06214                 

========

Same Calculation for Widow X with Warp ammo (40%) and 3.3 damage multiplier ...

 (1083.8 * 1.55 * 0.4) + (1083.8 * 1.55 * 3.3) - (50 * (1 - 0.25)) = 6178.093 (brute has ~6k armor)

========
How to get the damage  mutiplier over 3 ... 
1 (base )
0.05 (Operational mastery" rank 6 "SNIPER RIFLE" (5% extra damage )
0.9 (cloak damage multiplier)
0.4 (weapon add ons 15%+25%) (concentration mod & extended barrel V)
0.15 (3* liara room weapon damage upgrades 5%)
0.6 (extra weapon damage from equipment ?  6 * 10%)
... 

1 + 0.05 + 0.9 + 0.4 + 0.15 + 0.6 = 3.1 


=========

 As a side note max shield//barrier damage from Disruptor Ammo (60%) from a single Widow X shot is 

1083.8 * 1.55 * 0.6 = 1007.934

 ( Marauders have ~1 k shield ; entering  1HKO Marauder with full shields  territory on insanity )
 

Użytkownik peddroelmz edytował ten post 27 marzec 2012 - 01:53


#16
peddroelm

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For the one who think they've discovered the Brute "weak spot" this ( 615.6 * 1.55 * 3 * 2.5 * 1.25 = 8945.4375) means that an infiltrator built and equipped like in the examples before should be able to 1HKO it with a Mantis I) ...

If you cannot 1HKO a brute with the Mantis .. you did not find the proof the brute is vulnerable to head shots ...

#17
Athenau

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The devs have stated that neither brutes nor banshees have weak spots.

#18
peddroelm

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Athenau wrote...

The devs have stated that neither brutes nor banshees have weak spots.

source ?

#19
Athenau

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It was posted on the MP forums a while back. I can't find the link though.

#20
swn32

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Shield gating is the most retarded concept introduced in this game.

#21
peddroelm

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swn32 wrote...

Shield gating is the most retarded concept introduced in this game.


it has been a feature for Sheppard since ME1 I belive ... in the mean time the enemies caught on and upgraded :)

#22
swn32

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peddroelmz wrote...

swn32 wrote...

Shield gating is the most retarded concept introduced in this game.


it has been a feature for Sheppard since ME1 I belive ... in the mean time the enemies caught on and upgraded :)


And it no longer works for shepard. WTF were they thinking.

#23
Athenau

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And it no longer works for shepard. WTF were they thinking.

It does still work for Shepard. No single hit attack will ever do health damage.

Shield gate is a great gameplay mechanic to balance low ROF vs high ROF weapons. I don't see the problem. If anything, it isn't enough because the low ROF semi-autos absolutely dominate most of the automatic weapons.

#24
Aranha

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So if armor has a flat 50 damage reduction that would make the majority of auto AR & SMGs deal 0 damage?

#25
TheInvoker

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a minimum damage is always taken...i think i read it's 5,that's still useless :)