Updated weapon stats and MP enemy defense pools-July 4th balance
#251
Posté 26 avril 2012 - 05:36
(MC X Dmg)
_________________________________
(MC/SS) + RD
Where
MC=mag capacity
dmg = dmg/shot
SS = shots per second
RD = reload duration
All info is already in the spreadsheet, you'd just need to add two rows to add this new formula. It can be used to calculate DPS of single shot weapons. Can use the shortened reload time for those wanting to figure out DPS with cloak and multi shot rifle.
#252
Posté 26 avril 2012 - 06:08
Took a peek into the coalesc file last night. Have updated my thread on the Spawn points with some spawn mechanics. Can take a look to see if I tripped up anywhere? Link's in the first post of this thread (thanks Tangster!) and in my sig.
#253
Posté 26 avril 2012 - 10:30
Zerodivision has already provided the formula, I just haven't had time to update them yet.<_<gaminazn wrote...
To calculate DPS with reload, the formula is thus:
(MC X Dmg)
_________________________________
(MC/SS) + RD
Where
MC=mag capacity
dmg = dmg/shot
SS = shots per second
RD = reload duration
All info is already in the spreadsheet, you'd just need to add two rows to add this new formula. It can be used to calculate DPS of single shot weapons. Can use the shortened reload time for those wanting to figure out DPS with cloak and multi shot rifle.
Lynx7725 wrote...
Et. al,
Took a peek into the coalesc file last night. Have updated my thread on the Spawn points with some spawn mechanics. Can take a look to see if I tripped up anywhere? Link's in the first post of this thread (thanks Tangster!) and in my sig.
Yep, read and commented. Good stuff.
Modifié par Tangster, 26 avril 2012 - 10:43 .
#254
Posté 26 avril 2012 - 04:05
Iodine wrote...
You're on the right track and basically there, so I'll just clarify...
Oh, I see. So my totals are right, the [2] just means the power is at Rank 3, because 0 is Rank 1.
Modifié par Rolenka, 26 avril 2012 - 04:29 .
#255
Posté 26 avril 2012 - 04:16
#256
Posté 26 avril 2012 - 05:57
Modifié par GroverA125, 26 avril 2012 - 05:59 .
#257
Posté 26 avril 2012 - 06:04
All headshots are 2.5x except the Kishok, 3x.GroverA125 wrote...
I believe that you should add the headshot mutipliers to this chart. Currently, it shows the Saber as having higher damage per shot than the black widow, which for headshots I know not to be true. If not, can someone at tell me what the multipliers are? I know the snipers have 2.5x (kishock 3x) but I am unsure about the other weapons.
#258
Posté 26 avril 2012 - 06:05
GroverA125 wrote...
I believe that you should add the headshot mutipliers to this chart. Currently, it shows the Saber as having higher damage per shot than the black widow, which for headshots I know not to be true. If not, can someone at tell me what the multipliers are? I know the snipers have 2.5x (kishock 3x) but I am unsure about the other weapons.
kishock * 3
GPS , Falcon, Striker , Skorpion ? * 1
everything else * 2.5
"Currently, it shows the Saber as having higher damage per shot than the black widow, " - no it doesn't ...
#259
Posté 26 avril 2012 - 06:09
Might just be better to say the GPS, Falcon, Striker and Scorpion have no headshot multiplier.peddroelmz wrote...
kishock * 3
GPS , Falcon, Striker , Skorpion ? * 1
everything else * 2.5
#260
Posté 26 avril 2012 - 07:28
peddroelmz wrote...
GroverA125 wrote...
I believe that you should add the headshot mutipliers to this chart. Currently, it shows the Saber as having higher damage per shot than the black widow, which for headshots I know not to be true. If not, can someone at tell me what the multipliers are? I know the snipers have 2.5x (kishock 3x) but I am unsure about the other weapons.
kishock * 3
GPS , Falcon, Striker , Skorpion ? * 1
everything else * 2.5
"Currently, it shows the Saber as having higher damage per shot than the black widow, " - no it doesn't ...
Oops. Misaligned the bars. Now the world makes sense. That's the one issue I seem to have with the charts, other than absolutely no idea about recoil yaws and all that stuff.
Strange though, I always assumed that sniper rifles would have a larger damage bonus than other weapons. In fact, I was under the assumption that SMGs were given larger headshot multipliers when compared to other automatic weapons in an effort to make them viable. Ah well, now things make more sense.
#261
Posté 28 avril 2012 - 03:57
In general, are the AP mods ever worth using on gold?Tangster wrote...
I've always assumed so. But the increased damage is negligable as even a level V piercing mod will only reduce the armour DR on gold by 65%, which is 32.5 damage per shot.Timerider42 wrote...
Another question: the Scorpion and the AP mod. How does it work?
It can't pass through targets, but does it still do more damage to armored targets?
#262
Posté 28 avril 2012 - 04:26
SMG's, automatic AR's and the low damage per pellet shotguns all benefit from the armor DR. The main benefit to AP ammo or mods is the ability to hit targets through cover rather than the decrease in armor DR, it's always better to hit targets that aren't moving or shooting at you.Timerider42 wrote...
In general, are the AP mods ever worth using on gold?Tangster wrote...
I've always assumed so. But the increased damage is negligable as even a level V piercing mod will only reduce the armour DR on gold by 65%, which is 32.5 damage per shot.Timerider42 wrote...
Another question: the Scorpion and the AP mod. How does it work?
It can't pass through targets, but does it still do more damage to armored targets?
#263
Posté 29 avril 2012 - 12:47
#264
Posté 29 avril 2012 - 01:03
#265
Posté 29 avril 2012 - 06:32
Check the first post of this thread. Scroll down a bit further.Korjyan wrote...
I was wondering if there was a complete list of all the equipment stats. Like how much damage does Targeting VI give for each level, how much Power Recharge Speed for each level, what damage each ammo mod does and so on...
Poekel wrote...
Got a question about stability consumable. Equipping stability consumable 3 and stability mod 5 will result in downwards recoil (more than 100% stability). Same with Turian with 55% stability and consumable 3 (though to a lesser degree). Wouldnt this suggest that stability consumable 3 adds 50% stability instead of 30 (if so, a Turian with 45%stability should have a slight upwards recoil (same range as the downwards recoil with 55% stability)
I don't know how it stacks, a multiplicative stack would give a different result to a additive stack, obviously.
#266
Posté 02 mai 2012 - 10:46
DPS formula edits to include reload time incoming tomorrow.
Modifié par Tangster, 02 mai 2012 - 10:46 .
#267
Posté 03 mai 2012 - 11:08
#268
Posté 03 mai 2012 - 11:36
#269
Posté 04 mai 2012 - 04:01
8 for the shotguns, 6 for the Talon.Sakaja wrote...
Where is the number of pellets for shotguns? Am I just missing something?
#270
Posté 06 mai 2012 - 04:30
https://docs.google....RoTWJxalE#gid=0
Edit: chart updated.
Modifié par Fire Eye, 12 mai 2012 - 01:21 .
#271
Posté 07 mai 2012 - 12:00
I was putting the Arc Pistol through its paces seeing what it can or can't OHK with a Geth Infiltrator. I equipped a Targeting VI III as well as Warp Ammo III.
A Cloaked shot to the head should have wiped out the Centurion on Gold. Instead it left it at one bar.
After the math, I'm doing 1832 damage per bullet, Centurions have 1687.5 health. I should be one-shotting the Centurion.
Irritated I used up level 3 equipment I tested it without any equipment. Ended up leaving the Centurion with only 3 bars.
You need a Proximity Mine debuff for the OHK which defeats the purpose of a OHK.
Targeting VI doesn't seem to apply the damage bonus to all bullets from multi-shot weapons which is unfortunate because I probably would actually use the Arc Pistol quite a bit on Gold otherwise.
OR they could buff the base damage to 98.
#272
Posté 10 mai 2012 - 05:32
#273
Posté 10 mai 2012 - 06:41
#274
Posté 16 mai 2012 - 05:23
#275
Posté 18 mai 2012 - 10:11





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