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LATEST ITERATION OF THE ME3 WEAPON DAMAGE FORMULA


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#51
peddroelm

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 OK - small update  (you can remove/ignore all DR from armored targets using AP ammo and AP mod)
Tested Predator V (~65.333315 base damage) with AP mod lvl 5 (65% AP) and AP ammo lvl 1 (50% AP)

15% ED Liara room upgrades
5% ED passive
22.5 % ED Extended  Barrel lvl 4 add on
35% ED 

Body Shot vs ravager (50 DR)
5000 - 4877.5 = 122.5 
(65.333315 * 0.1) + (65.333315 * (1 + 0.35 + 0.05 + 0.225 + 0.15)) - 0 = 122.499966

Adding more than 100% AP will NOT add extra damage 


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Also the test was done vs a Ravager .. Ravagers have no weak spots on their frontal side (he always turns to face me when I do my tests ). Shooting the "eye"  has or any other body part yields no bonus damage ...

Użytkownik peddroelmz edytował ten post 06 kwiecień 2012 - 06:21


#52
peddroelm

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Shotguns Tests (Graal & Geth Plasma Shotgun Mechanics)

Scimitar 35.4-44.2

(((44.2 - 35.4) / 9) * 100) / 35.4 = ~2.76208412 % per upgrade lvl

Base damage for Scimitar V = 35.4 * (1 + (0.0276208 * 4)) = ~39.3111053


35% WD 30% HS equip
5% WD 15% HS damage passive
Liara 15% ED


Test VS Ravager (50 DR) - no add-ons

5000 - 4912.5429 = 87.4571
((39.3111053 * (1 + 0.35 + 0.15 + 0.05)) - 50) * 8 = 87.4577057
Regular shotguns fire 8 pellets per shot ...

Same with 90% cloak

5000 - 4629.5039 = 370.4961
((39.3111053 * (1 + 0.35 + 0.15 + 0.05 + 0.9)) - 50) * 8 = 370.497664


Same with 90% cloak and AP ammo rank 6 (20% Ed , 75% pierce)

5000 - 4266.6054 = 733.3946
((39.3111053 * 0.2) + (39.3111053 * (1 + 0.35 + 0.15 + 0.05 + 0.9)) - (50 * (1 - 0.75))) * 8 = 733.395432


Damage per 1 of 8 pellets as expected .... Moving on to the Grail and GPS


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Graal 80 - 100

(((100 - 80) / 9) * 100) / 80 = 2.77777778 % ed gained per upgrade lvl

Graal LVL 5
80 * (1 + (0.0277777 * 4)) = 88.888864

Add-on extended barrel lvl 4 22.5%

Uncharged vs shield
1100 - 152 = 948
88.888864 * (1 + 0.35 + 0.225 + 0.05 + 0.15) * 6 = 946.666402 {the shield value is rounded after each hit so its plausible}
Graal fires 6 spikes ..

Uncharged vs health
1700 - 753.3337 = 946.6663
88.888864 * (1 + 0.35 + 0.225 + 0.05 + 0.15) * 6 = 946.666402 {INSTANT DAMAGE NO DOT}

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Uncharged Ravager Body (50 DR)
6850 - 5903.3330 = 946.66700
88.888864 * (1 + 0.35 + 0.225 + 0.05 + 0.15) * 6 = 946.666402 (Graal Ignores DR)

======================
Activate WArp ammo 27.5% vs Armor (not charged)
6850 - 5756.6669 = 1093.3331
((88.888864 * 0.275) + (88.888864 * (1 + 0.35 + 0.225 + 0.05 + 0.15))) * 6 = 1093.33303

It will get the bonus damage - piercing effect is of course irrelevant
================
Charged Shot body - no ammo power

6850 - 4956.6660 = 1893.334
88.888864 * 2 * (1 + 0.35 + 0.225 + 0.05 + 0.15) * 6 = 1893.3328 {could this double the base damage ? - this would mean it doubles ammo power damage as well }

================
Charged Shot body - WArp Ammo 27.5% vs armor || CHARGING THE GRAAL DOUBLES BASE WEAPON DAMAGE - as such double the damage done by the ammo power as well

6850 - 4663.3339 = 2186.6661
((88.888864 * 2 * 0.275) + (88.888864 * 2 * (1 + 0.35 + 0.225 + 0.05 + 0.15))) * 6 = 2186.66605

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

Charged Body damage from cloak (90%)

6850 - 3703.3342 = 3146.6658
((88.888864 * 2 * 0.275) + (88.888864 * 2 * (1 + 0.35 + 0.225 + 0.05 + 0.15 + 0.9))) * 6 = 3146.66579
======================

Graal  does get the HS damage modifier 

Calculated Charged HS damage from cloak (30 ED HS damage from equip 15 ED HS damage skill ) - no ammo power
88.888864 * 2 * (1 + 0.35 + 0.225 + 0.05 + 0.15 + 0.3 + 0.15 + 0.9) * 2.5 * 6 = 8333.331


Did not test if Graal ignores shield gate mechanic like the GPS - only occured to me as a possibility when noticing it while testing the GPS ...

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Geth Plasma Shotgun 714.2 - 892.7

(((892.7 - 714.2) / 9) * 100) / 714.2 = 2.77699991 % per upgrade lvl

GPS V 714.2 * (1 + (0.0277699 * 4)) = 793.53305


GPS will not score headshots ...

The GPS calculated base damage is for a fully charged shot. Visually it fires 3 projectiles (of which 2 do reduced damage ) ...I say visually because the shield gating mechanic has no effect on the GPS shots - a few shield HP will NOT negate 1 projectile damage ...

Body shot Ravager Full charge no ammo

6850 - 4596.3652 = 2253.6348 (full charge damage is consistent)
793.53305 * (1 + 0.3 + 0.3) * (1 + 0.35 + 0.225 + 0.05 + 0.15) = 2253.63386
1 projectile does full damage - the other 2 do 30% damage

The projectile that does full damage is the actual weapon damage (ammo power damage amounts are calculated based on it .. the other two projectile don't generate ammo power damage). LIKE THE GRAAL GPS ALSO IGNORES DR ...

Body shot Ravager Full charge AP ammo 30% vs armor

6850 - 4358.3051 = 2491.6949
(793.53305 * 0.3) + (793.53305 * (1 + 0.3 + 0.3) * (1 + 0.35 + 0.225 + 0.05 + 0.15)) = 2491.69378

Body shot Ravager Full charge, AP ammo 30% vs armor, 90% Cloak

6850 - 3215.6171 = 3634.3829
(793.53305 * 0.3) + (793.53305 * (1 + 0.3 + 0.3) * (1 + 0.35 + 0.225 + 0.05 + 0.15 + 0.9)) = 3634.38137

=====
Calculating uncharged shot damage has proven less successful ...The GPS gets continuous damage increase (up to max damage at full charge) as you hold the fire button down ...

Minimum damage (instant fire - no charge build up) should be something like this

793.53305 * 0.45 * (1 + 0.3 + 0.3) * (1 + 0.35 + 0.225 + 0.05 + 0.15) = 1014.13524 (0.45% base modifier for unchanged shots)

Recorded damage figures however are always a bit higher
1800 - 723.9804 = 1076.0196
6850 - 5773.7915 = 1076.2085
...

Recorded Ammo power damage on snap shots is also higher than expected ..

6850 - 5546.2846 = 1303.7154 (snap shot with ap ammo 30% ed armor)
6850 - 5773.7915 = 1076.2085 (snap shot)
AP ammo damage for snap shot 1303.7154 - 1076.2085 = 227.5069
AP ammo damage for fully charged shot = 793.53305 * 0.3 = 238.059915



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EDIT Multiplayer Breakpoint test

GPS X (892.7) + barrel V
No passives
Warp I (15% AD, 25% weakening, 25% biotic)


//Full charge
14437ms | trooper damage: 133.905029 // 892.7 * 0.15 = 133.905
0ms | trooper damage: 1115.875000 // 892.7 * (1 + 0.25) =1115.875
0ms | trooper damage: 334.762573 // 892.7 * 0.3 * (1 + 0.25) =334.7625
0ms | trooper damage: 334.762573



//Lowest observed damage
53266ms | trooper damage: 133.905029 // 892.7 * 0.15 = 133.905
0ms | trooper damage: 507.238159 // 892.7 * 0.45 * (1 + 0.25) = 502.14375
1ms | trooper damage: 152.171447 // 892.7 * 0.45 * 0.3 * (1 + 0.25) = 150.643125
0ms | trooper damage: 152.171447 // 892.7 * 0.45 * 0.3 * (1 + 0.25) = 150.643125

Użytkownik peddroelmz edytował ten post 04 marzec 2013 - 05:38


#53
peddroelm

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TL&DR to the above

Graal

- fires 6 spikes (which behave much like regular shotgun pellets but have travel time and cannot penetrate cover)
- ignores armor DR
- fully charged shots double base weapon damage (as a consequence they also double ammo power damage)
- does instant damage - no DamageOverTime
- can score HeadShots
- did not occur to me to test if it ignores shield gating mechanics like the GPS does ...
- did not occur to me to test if it is has the same continous charge mechanics like the GPS - (firing before full charge will get partial charge modifier ?)

GPS (geth plasma shotgun)

- visually fires 3 projectiles
- fully charged shots do listed weapon damage (100% for shot 1, 30% for the other 2 )
- ammo power damage applies only to the first shot
- igores armor DR
- IGNORES SHIELD GATIG MECHANIC (a few hp of shield will NOT absorb a projectile damage - damage will bleed trough)
- cannot score head shots
- the GPS gets continuous damage increase (up to max damage at full charge) as you hold the fire button down ...
- snap shots (minimum fire button hold down) have a ~ 0.45 % modifier (as you hold the fire button down the weapon charges - at full charge that modifier reaches maximum value 1 , releasing the fire button before fully charged will do partially charged damage (between snap shot damage and fully charged damage)

-added here so I can find it
kishok mechanics
scorpion mechanics

Użytkownik peddroelmz edytował ten post 18 sierpień 2012 - 11:07


#54
lolpunch

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Hmmm, good to know that Graal and GPS ignores armor by default. Means I can take bayonet or extra ammo instead. Maybe choke for Graal.

#55
Captain_Crouton

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<3

#56
Tangster

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Bumping for great justice.

#57
Sen4lifE

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I believe the weapon tier damage seems to follow a fairly simple formula. The config file only carries the minimum and maximum damage with no multiplier constant, and I assume it follows a similar equation to this:

(MAX-MIN)/9*(TIER-1)+MIN

This always gives the exact maximum number when applied at the tenth tier (ninth multiplier) versus deconstructing the difference, finding a percentage for per-tier change, and using that as a constant to find the new tier of damage. For example, with the Geth Plasma Shotgun, using this formula yields 1428.32000... versus 11428.32000034397.

Also, with this formula, each tier of weapon damage has a repeating number after the second post-decimal digit. This being anything from 0-9 in an alternating pattern per tier. This leads me to assume that by default, weapons are made to be 125% of their base strength and adjusted slightly to make the weapon damage outcome more predictable in this pattern. I also believe, as I've noticed BioWare has a tendency to always round down or always round up, that the repeating digits are always dropped. Meaning the game will round down past two digits. As well, each tier multiplier is -1 of the tier. Meaning tier 10 would give a multiplier of 9 (10-1) and tier 5 would give a multiplier of 4. So, if you were to put this in a calculator, it would most likely work like this:

round((MAX-MIN)/9*x+MIN-0.005,2)

(MAX-MIN)/9 is to find the constant at which the damage increases per tier. Then it is applied to a multiplier of X (X=TIER-1). This is added onto the minimal damage, and the 0.005 is to make sure the number is always rounded down (forces the repeating digits to be dropped).

#58
peddroelm

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Reshuffling my guestimated formula for intermediary upgrade level base weapon damage :

Min * (1 + (0.0277841 * (Tier-1)))
(((Max - Min) / 9) * 100) / Min


Min + ((Max-Min)/9) * (100/100) * (Tier-1) =

((Max-Min)/9) * (Tier-1) + Min Exactly same as yours ...
The reason I wrote it like that is beacuse I was curious too see the percentage damage eachweapon got per upgrate level and see if there is any corelation ...

#59
peddroelm

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bump for major updates due to some breakthroughs in the testing techniques ...