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Updated weapon stats and MP enemy defense pools-July 4th balance


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#1
Tangster

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Updated weapons stats - Updated with July 4th 2012 balance changes

Important relevant changes from Path 1.03(29th May 2012):

- Changes to Kishok, no longer headshots banshee/brute/ravanger.

- Atlas no longer suffers extra damage from canopy shots with AP weapons/ammo/mods

- Geth Prime now cannot be headshot.

Weapon addenums, tips and tricks:

- DPS calculated via: (Damage*ROF)/60, single shot weapons ignored.

- DPS for weapons with a min re-fire time(that is not made pointless by low ROF) and also fire bursts calculated via:

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-Hurricane uses 2 ammo per shot.

- Stat Damage = Value displayed by weapon damage stat bar, Stat Accuracy = Value displayed by weapon accuracy stat bar
- The damage mechanic for the GPS is the same as ME2, in each 3 projectile shot, the 1st projectile deals full damage, 2nd and 3rd deal 30% damage.

- Mechanics of the Arc Pistol, basic shots do standard damage, charged shots do 6x damage but use 3x the thermal capacity. The Thor Damage Multiplier is 2x because the charged shot technically only fire 3 shots, the 2x multi means it does the stated 6x damage. A charged Arc Pistol shot is applied to shield gating in the same way as shotguns(see below).

- Stat bar damage stated for the Arc Pistol is based on the charged shots.

- Shotguns are vastly less affected by shield gates(see Bioware Dev clarification on Gameplay Data and Mechanics), except the single projectile N7 Crusader

- For most shotguns(not GPS or Graal) the armor damage reduction is applied per pellet(8 on all normal shotguns, 6 on the Talon)

- Both the Striker and Geth Plasma SMG fire faster the longer the trigger is held, up to their stated ROF.

- Weapons that get the Geth Damage Bonus are, Geth Plasma Shotgun, Geth Pulse Rifle, Geth Plasma SMG and the Javelin Sniper Rifle. Nothing else.

Kishok Harpoon Notes:
- Peddroelmz Kishok damage mechanics formula.

- Kishok vs Widow Comparision against Ravager and Atlas with video  No longer valid as of Patch 1.03

- What can the Kishok OHK on gold? With videos. No longer valid as of Patch 1.03 

- Fires an arcing projectile, account for this when aiming at heads

- Ignores shield gating

- Does not have it's damage reduced when hipfired like all other sniper rifles.

- No cover penetration when used with AP mods, although it innately penetrates Guardian shields.

- Has a 300% headshot multiplier(compared to the normal 250%) to account for increased difficulty in scoring headshots, as of patch 1.03, cannot score headshots on Banshees, Ravagers or Brutes, same as all other weapons.

- Delivers 80% of it's damage on hit.

- Delivers 20% of it's total  damage in bleeding damage over 10 seconds.

- Fully charged shots deal 1.5x standard damage.

Graal Notes (thanks to peddroelmz):
-Graal appears to do damage over time for 1 sec, unsure if this means that overall it will do double damage. If someone can verify this? Confirmed incorrect, uncharged Graal does not do DoT.

- Graal ignores armor DR

- Graal fires 6 blades

- Graal fully charged shots double base weapon damage (as a consequence they also double ammo power damage)

Geth Plasma Shotgun Notes(again, peddroelmz):
- Fully charged shots do listed weapon damage (100% for plasma ball 1, 30% for the other 2 )

- Ammo power damage applies only to the first shot

- Ingores armor DR

- Cannot score head shots

- Ignores shield gating mechanic

- 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)


- Testing by me and peddroelmz has shown that with an AP mod, you can get a free 200% damage boost to weapons against the Atlas, where a weapon that pierces armor fired at the Atlas canopy will effectively hit the Atlas twice, once when the shot hits the canopy and again when it hit's the interior of the cockpit as documented in peddroelmz's video.  No longer valid as of Patch 1.03

- Armor Damage Reduction values for each level are as follows, if the damage per shot/pellet is < Armor DR then minimum damage is 5:

Bronze = 15
Silver = 30
Gold = 50
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Multiplayer enemy defense pools, Bronze - Updated with July 4th, 2012 Balance Changes
Multiplayer enemy defense pools, Silver - Updated with July 4th, 2012 Balance Changes 
Multiplayer enemy defense pools, Gold - Updated with July 4th, 2012 Balance Changes 

PM me if there is anything wrong.

Addition: All Alien Customisation Previews, including new DLC Characters Rebellion not inculded yet.

Base Melee Stats(by Peddroelmz)

Base Damage Values and Modifiers for Melee Attacks(by Fire Eye)

Stats for MP Mod Consumables(updated with new consumables and gear from Rebellion DLC)

Enemy Weapon damage - Note: All damage values are subject to difficulty level modifers and I don't know how they work yet. These are just the base values.]

Enemy Damage relevance calculator(shots to kill your build) by count_4

Additional relevant threads:
Guide to Weight, Power Recharge Speed and 20%/30% Weight Reduction by royard

Interative Damage Calculator by cruc1al

Bioware Dev clarification on Gameplay Data and Mechanics

List of all power combos by Relix28

Weapon Damage Formula(WIP) by peddroelmz

MP Map Spawn Points by Lynx7725

Guide to applying game mechanics to gold runs by MartialArtsSurfer

Power Leveling and Credit Farming by UK Wildcat
_______________________________________________________________

Additional file formats:
Weapon Data in PDF
Enemy Data in PDF
Consumable Stats in PDF

Weapon Data in XLS
Enemy Data in XLS
_______________________________________________________________

My Youtube Channel

Shameless Bragging(no video):
Quarian Engineer Solo Gold Runs
Krogan Soldier Solo Geth Gold
Krogan Battlemaster Melee+powers only Geth Gold

________________________________________________________________

Finally here's a meme for you guys and girls to post next time someone inevitably asks for an unreasonable nerf.
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Modifié par Tangster, 05 juillet 2012 - 10:13 .


#2
P4NCH0theD0G

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Sticky this! please...

#3
MartialArtsSurfer

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great job, needs a sticky!

http://social.biowar.../index/10417229 -Reverse Engineering Damage formulas thread
& more here:
Weapon Damage Formula (work in progress)

HEADSHOT DAMAGE MULTIPLIER FOR ALL WEAPONS is 250%x

Damage formulas pulled from game files show that BEING IN COVER reduces base damage from some attacks like explosions, fire, etc by 60% (there's a base 0.40 mulitplier to damage if you or the mob is in cover)

Modifié par MartialArtsSurfer, 28 mars 2012 - 04:30 .


#4
WhySoeSerius

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Damn this is good...

#5
WhySoeSerius

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One thing i don't understand is, i can one shot an assault trooper (anywhere on the body) on gold while cloaked with a black widow I. On the sheet it says that only does 514.1 damage and the assault trooper has 1687.5 HP. Cloak gives me +130% damage and i have +12.5 weapon damage bonus but that is still less then 1687.5 by a long shot...

#6
MartialArtsSurfer

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just 12.5 weapon damage? most of my infiltrators have +22.5% to 27.5% weapon damage bonus (this multiplies & added to your base damage).. your final weapon damage is then multiplied by cloak & then finally multiplied by headshot 250% damage

ammo damage of 10% per level is also multiplied (and for warp ammo, it's applied before weapon damage so you can 1-shot shielded enemies on gold with warp ammo 3) ..willl have to test this

Modifié par MartialArtsSurfer, 28 mars 2012 - 03:07 .


#7
DalantiaSilverwing

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514.1 + 25% (extended barrel) (128.5) = 642.6 base weapon damage
642.6 + 12.5% (class weapon proficiency) = 722.9 combat weapon damage
722.9 + 130% (Cloak bonus) = 1662.67 effective damage

I am not sure if this is how bonuses stack, however.

#8
Tangster

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I have no idea how the bonuses stack, sorry. It makes sense that they aren't just added together though.

I've added the stats for the mod consumables-ammo, armor and weapons.

Modifié par Tangster, 28 mars 2012 - 03:29 .


#9
WhySoeSerius

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Martial Arts Surfer you mean if i put on warp ammo i can one shot an engineer on gold?? o.o that would be crazy

#10
WhySoeSerius

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Tangster wrote...

I have no idea how the bonuses stack, sorry. It makes sense that they aren't just added together though.

I've added the stats for the mod consumables-ammo, armor and weapons.


Thank you so much for this!!!!

We should hang out sometime.... I always liked tali.. ;)

#11
WhySoeSerius

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Seems AP ammo 3 can do everything incidinary ammo can do and more. Hmm

#12
WhySoeSerius

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Custom character creator slightly buggy, when i click a skin tone for quarian infiltrator it jumps to salarian infiltrator, otherwise you're amazing ;)

#13
WhySoeSerius

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Is there a enemy weak spot/ damage multiplier thread?

#14
A Wild Snorlax

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If the phantoms only have 1700 health I would love to know why I couldn't one shot unshielded phantoms on gold today with cloaked bodyshots from a widow that should do well over 3000 damage when you multiply 1000 damage with 130% from cloak, 25% from extended barrel, and 15% from the racial tree. Hell, I even had a rail amp II on it and a cloaked bodyshot would still leave them with 2 bars of health -__- I call hax.

Modifié par A Wild Snorlax, 28 mars 2012 - 03:56 .


#15
WhySoeSerius

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Also when i shoot a shielded enemy can i take them out in one hit? Or can i only take out all their shield then their health?

#16
Skittls

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I love you. As a math/stats geek, this is awesome. Bookmarked. Will probably be visiting this page quite often from now on. Thank you.

#17
Lextra

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vote for sticky

#18
Kittstalkur

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A Wild Snorlax wrote...

If the phantoms only have 1700 health I would love to know why I couldn't one shot unshielded phantoms on gold today with cloaked bodyshots from a widow that should do well over 3000 damage when you multiply 1000 damage with 130% from cloak, 25% from extended barrel, and 15% from the racial tree. Hell, I even had a rail amp II on it and a cloaked bodyshot would still leave them with 2 bars of health -__- I call hax.


http://social.biowar...2648/1#10321708

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



#19
WhySoeSerius

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Also by "armor reduction of 55%" does this mean i do 55% more damage to armor?

#20
A Wild Snorlax

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Those enemy stats have to be wrong. There's no way a phantom has the same normal health as the rest of the cerb troops, not with the way I saw unshielded phantoms tank cloaked claymore shots, widow shots and several black widow shots today.

#21
Elecbender

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WhySoeSerius wrote...

Also by "armor reduction of 55%" does this mean i do 55% more damage to armor?


No.

It means the damage threshold an enemy has due to armor is reduced by 55%.

#22
WhySoeSerius

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Elecbender wrote...

WhySoeSerius wrote...

Also by "armor reduction of 55%" does this mean i do 55% more damage to armor?


No.

It means the damage threshold an enemy has due to armor is reduced by 55%.


i'm sorry can you dumb it down for me even more so. And when it says like can penetrate 1.0m how do i know the thickness of an enemies armor? Atlas for example

#23
Kittstalkur

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WhySoeSerius wrote...

i'm sorry can you dumb it down for me even more so. And when it says like can penetrate 1.0m how do i know the thickness of an enemies armor? Atlas for example


Armored enemies reduce damage dealt to them by a flat amount. So, say you're fighting a brute. This brute's armor reduces damage done to it by 50 per shot. You're using a gun that does 60 damage a shot. You're now doing 10 damage per bullet.

With the penetration mod, you reduce the Brute's damage reduction by 55%, to 22.5 per shot. Now you're doing 37.5 damage per shot.

Penetration on a weapon refers to the distance it goes through cover. The Javelin will go through up to one meter of cover and deal damage to anything on the other side.

#24
Skittls

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The penetration refers to whether or not it will pass through whatever it hits and continue onwards to whatever is behind it. Armor reduction refers to the partial neutralization of the enemy's damage resistance. Enemies with armor negate a certain number of damage points per round that hits them. Let's say this number is 100, for simplistic reasons (of course, it wouldn't actually be 100). Every round you fire at the enemy would have 100 subtracted from its damage. So, if you fired a round with a damage value of 150, it would be reduced to 50. Armor reduction works against their damage resistance. Armor reduction of 55% means that your bullet would then do 150 - (100% - 55%)*100 = 105 damage. Note that enemy armor can't completely negate your weapon damage. There is a minimum amount of damage your guns will always do to your target. If I got any of that wrong, somebody who knows what they're talking about, please correct me.

#25
Elecbender

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WhySoeSerius wrote...

Elecbender wrote...

WhySoeSerius wrote...

Also by "armor reduction of 55%" does this mean i do 55% more damage to armor?


No.

It means the damage threshold an enemy has due to armor is reduced by 55%.


i'm sorry can you dumb it down for me even more so. And when it says like can penetrate 1.0m how do i know the thickness of an enemies armor? Atlas for example


Enemies which have armor have a stat which reduces the amount of damage weapons do.  This stat is constant regardless of which weapon is hitting the enemy.  Armor reduction reduces this stat so more damage can go through.  I'm only talking about weapons, I'm not sure on powers.