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


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#51
peddroelm

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MartialArtsSurfer wrote...

I read on another poster quoting a dev that each level of ammo/equipment is about 10% bonus so level = +30% ..

Multiplayer equipment only goes up to level III


Another poster said Energy Drain does 3x damage to shields ..my own tests show that it does at least 2x to 3x damage on Geth from estimated number of shield bars removed


30% is really low. This means LVL 3 disruptor ammo can at most remove 1083.8 * 1.4 * 0.3 = 455.19600 shields per cloacked infitrator shot using Widow X ...Gold enemies have much more shields than that ...

#52
Aranha

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Did you misscalculate the Shuriken? 616 - 771.8 seems a tad high!

#53
Ladi

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Great info, thanks. What's the formula you're using for DPS?

#54
Tarkhein

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Skittls wrote...

Another question for anyone who might know: what is up with the fire rate of the Hurricane? Yeah, I know it sucks, but I had to try it at least once. No matter how short my trigger pull is, I always fire two shots. I have also noticed that in both single-player and multiplayer, after a burst of any length, I have an even number of rounds remaining. I kinda figured that it fired two bullets at once. Is that actually how it works, or am I just pulling that out of nowhere?

The Hurricane has an interesting property called AmmoPerShot, which is set at 2. I'm assuming this means every bullet shot uses up two ammo, since the burst fire weapons have the property RoundsPerBurst (set at 2 or 3 depending on the weapon).

Aranha wrote...

Did you misscalculate the Shuriken? 616 - 771.8 seems a tad high!

Ladi wrote...

Great info, thanks. What's the formula you're using for DPS?


I'm not the one who made the spreadsheet, but it's pretty simple. ROF is in rounds per minute. Damage * rounds per minute / 60 seconds in a minute = damage per second.

Modifié par Tarkhein, 28 mars 2012 - 11:29 .


#55
Kittstalkur

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Tarkhein wrote...

The Hurricane has an interesting property called AmmoPerShot, which is set at 2. I'm assuming this means every bullet shot uses up two ammo, since the burst fire weapons have the property RoundsPerBurst (set at 2 or 3 depending on the weapon).


wat.

Unless it actually fires two projectiles per shot, that's just silly, they could have just halved its ammo count.

#56
Atheosis

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Aranha wrote...

Did you misscalculate the Shuriken? 616 - 771.8 seems a tad high!


The DPS numbers assume you are holding the trigger down or pulsing it as fast as the gun can refire.  If you actually did that with the Shuriken you'd be shooting at the sky in no time.  Recoil massively hurts certain guns' actual in-game DPS, and in the case of most SMG's it ruins them outright.

#57
mekabar77

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Regarding ammo mods:
- Incendiary Ammo has a chance to ignite stuff and set up fire explosions.
- Do I read it correctly that all ammo mods except Cryo have flat damage modifiers regardless of defense type? So Disruptor III does 15% more damage to barriers/shields/armor/health without any effectiveness bonus?

#58
Twisted Mind

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Great. Bookmarked the weapon stats.
And one more thing that is not that important. Scrolling is now smooth. It was messed up in previous version. Feels so nice now and i can navigate much easier

#59
Tangster

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peddroelmz wrote...

@Tangster do you have the stats (enemy defense pools) for the SP also ? I would make my future tests run so much quicker ....


Yes, not really got the willpower to put up every difficulty level though.

mekabar77 wrote...

Regarding ammo mods: 
- Incendiary Ammo has a chance to ignite stuff and set up fire explosions.
- Do I read it correctly that all ammo mods except Cryo have flat damage modifiers regardless of defense type? So Disruptor III does 15% more damage to barriers/shields/armor/health without any effectiveness bonus?

 

I never use Incendiary ammo so I don't know if this is true. However it's not mentioned in the stats, that property is mentioned in the SP ammo power only.

I believe that some ammo powers have more effectiveness on certain defense types. As far as I know the only ammo powers that provide a flat damage bonus regardless of defense is AP and possibly incendiary.

Warp ammo is known not to be effective against shields. Disruptor ammo is probably more effective against shields.

#60
peddroelm

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Tangster wrote...


Yes, not really got the willpower to put up every difficulty level though.


Only need those for insanity - no need for the nice formating with pictures ... a plain text file would do ....

#61
Tangster

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peddroelmz wrote...

Tangster wrote...


Yes, not really got the willpower to put up every difficulty level though.


Only need those for insanity - no need for the nice formating with pictures ... a plain text file would do ....


YGPM

#62
MrTango LXXII

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one question: where the **** do i find an argus?!?

#63
Tangster

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MrTango LXXII wrote...

one question: where the **** do i find an argus?!?


Preorder bonus from certain stores. It might end up as a prize in the MP at some point and will probably be released as standalone DLC later.

#64
DalantiaSilverwing

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Going from memory here:

Incendiary bonus - Armor, organic health.
Disruptor bonus - Shields, barriers, synthetic health.
Warp bonus - Barriers, health, weakens armor.
Cryo bonus - None, weakens armor.
Armor Piercing - Armor, health.

As said, I could be wrong.

#65
MrTango LXXII

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Tangster wrote...

MrTango LXXII wrote...

one question: where the **** do i find an argus?!?


Preorder bonus from certain stores.


http://t0.gstatic.co...MyD2FeTOch4Q-an

It might end up as a prize in the MP at some point and will probably be released as standalone DLC later.


oh,... 
:( 

#66
Ladi

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Tarkhein wrote...

I'm not the one who made the spreadsheet, but it's pretty simple. ROF is in rounds per minute. Damage * rounds per minute / 60 seconds in a minute = damage per second.


Ah, simple enough. Does it take into account reload speed at all?

#67
stribies

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The stats of the geth pulse rifle make me laugh.

#68
Tangster

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Ladi wrote...

Tarkhein wrote...

I'm not the one who made the spreadsheet, but it's pretty simple. ROF is in rounds per minute. Damage * rounds per minute / 60 seconds in a minute = damage per second.


Ah, simple enough. Does it take into account reload speed at all?

No, especially since reload speed=/=reload animation length.

#69
Lynx7725

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BTW Tangster, thanks for consolidating the info. It's a very interesting read. Having some impact on my loadouts.

#70
Ladi

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Tangster wrote...

Ladi wrote...

Tarkhein wrote...

I'm not the one who made the spreadsheet, but it's pretty simple. ROF is in rounds per minute. Damage * rounds per minute / 60 seconds in a minute = damage per second.


Ah, simple enough. Does it take into account reload speed at all?

No, especially since reload speed=/=reload animation length.


Good point, I should have known as an avid user of the reload trick on the Claymore in ME2 :P

Thanks again.

#71
Tangster

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Lynx7725 wrote...

BTW Tangster, thanks for consolidating the info. It's a very interesting read. Having some impact on my loadouts.

I added your MP spwan thread.

Also updated with the damage reduction values per bullet for each level.

#72
Skittls

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Kittstalkur wrote...

Tarkhein wrote...

The Hurricane has an interesting property called AmmoPerShot, which is set at 2. I'm assuming this means every bullet shot uses up two ammo, since the burst fire weapons have the property RoundsPerBurst (set at 2 or 3 depending on the weapon).


wat.

Unless it actually fires two projectiles per shot, that's just silly, they could have just halved its ammo count.


Unless it does twice the damage as well, then the Hurricane is even more useless than I originally thought. Double the damage and double the ammo used per shot would give it some usability, because that would effectively jack the ROF up to 1200 from 600. With its decent damage, I don't know if anything could match it in DPS at close range. However, if it just does the listed damage while still using 2 ammo per shot, then it has my nomination for the worst weapon in the game.

#73
mekabar77

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I don't think that's the case. the spread and recoil of the Hurricane make it downright unusable at range, even as Turian, but it is actually very powerful at point-blank. Even my ****ty MK I.

#74
Tangster

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Skittls wrote...

Kittstalkur wrote...

Tarkhein wrote...

The Hurricane has an interesting property called AmmoPerShot, which is set at 2. I'm assuming this means every bullet shot uses up two ammo, since the burst fire weapons have the property RoundsPerBurst (set at 2 or 3 depending on the weapon).


wat.

Unless it actually fires two projectiles per shot, that's just silly, they could have just halved its ammo count.


Unless it does twice the damage as well, then the Hurricane is even more useless than I originally thought. Double the damage and double the ammo used per shot would give it some usability, because that would effectively jack the ROF up to 1200 from 600. With its decent damage, I don't know if anything could match it in DPS at close range. However, if it just does the listed damage while still using 2 ammo per shot, then it has my nomination for the worst weapon in the game.

No it does the listed damage, but uses 2 ammo pre shot. The 2 ammo per shot is a cosmetic thing to make it fit in with the sound effect.

#75
Skittls

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Tangster wrote...

Skittls wrote...

Kittstalkur wrote...

Tarkhein wrote...

The Hurricane has an interesting property called AmmoPerShot, which is set at 2. I'm assuming this means every bullet shot uses up two ammo, since the burst fire weapons have the property RoundsPerBurst (set at 2 or 3 depending on the weapon).


wat.

Unless it actually fires two projectiles per shot, that's just silly, they could have just halved its ammo count.


Unless it does twice the damage as well, then the Hurricane is even more useless than I originally thought. Double the damage and double the ammo used per shot would give it some usability, because that would effectively jack the ROF up to 1200 from 600. With its decent damage, I don't know if anything could match it in DPS at close range. However, if it just does the listed damage while still using 2 ammo per shot, then it has my nomination for the worst weapon in the game.

No it does the listed damage, but uses 2 ammo pre shot. The 2 ammo per shot is a cosmetic thing to make it fit in with the sound effect.


Never using that thing again then, unless they super-duper buff it. Super inaccurate, eats through ammo like nothing else, and only does moderate damage. Why couldn't I have gotten something like the Crusader or Valiant? :pinched: