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


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#76
MartialArtsSurfer

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stribies wrote...

The stats of the geth pulse rifle make me laugh.

ya, and the phaestron too (and avenger, LOL) vs. armor is laughable since they'll always do the mininum 5 pts of damage per bullet on Gold .. their hi rates of fire make them good for applying ammo status special effects though since it increases the chance of it eventually triggering upon hit

Modifié par MartialArtsSurfer, 28 mars 2012 - 09:46 .


#77
Skittls

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Do you think you could fix the DPS for burst weapons in the spreadsheet? I looked at the Shuriken, saw the high DPS and couldn't believe it. Then I noticed that the refire time wasn't factored in. Sure, it fires at 1100 rpm during the burst, but there is a minimum of 0.5 seconds in between each burst, which is quite significant. With the refire time factored in, I calculated that it would take about 4.14 seconds to expend an entire thermal clip. Without, I'm getting about 1.91 seconds. While that would be awesome (and would make the Shuriken a bullet hose), it is significantly different from the actual time. The same concept applies to other burst weapons, to some degree.

#78
peddroelm

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MartialArtsSurfer wrote...

stribies wrote...

The stats of the geth pulse rifle make me laugh.

ya, and the phaestron too (and avenger, LOL) vs. armor is laughable since they'll always do the mininum 5 pts of damage per bullet on Gold .. their hi rates of fire make them good for applying ammo status special effects though since it increases the chance of it eventually triggering upon hit


Not always ...the DR applies after the weapon damage calculations ... even if the weapon base damage is below 50 - it can still go above 50 when adding damage multiplies from - skills, add-ons, equipment ..

Also AP-ammo + AP piercing mod  can reduce the DR to very small ammounts ...

#79
greghorvath

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too much science. just give me a gun...

#80
fallfromgrease

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 @OP: i think u should revise the dps of some weapons such as vindicator/shuriken, aka all those which fire in bursts and have a "min. refire time", pretty sure you have overestimated their sustained dps w/o reloading. also as far as i remember hornet fires in bursts of 3 rounds too but its min. refire time is stated as n/a, which is wierd.

other than that a great collection of useful guides

[Edit] OK I FINDED A CALCULATOR, so here is how i would calculate the dps of those x rounds burst fire weaponz

dps=d / ((rpb-1)*60/rof+mrt) * rpb

d = dmg per shot
rpb = rounds per burst
rof = rate of fire
mrt = mininum refire time

so taking the numbers from game data file, below is the comparisom between the "old" and "new" dps numbers 

vindicator: 572-715 (old), 400 - 500 (new)
shuriken: 616-772 (old), 261-327 (new)
tempest: 445-580 (old), 411-535 (new)
hornet: 937-1170 (old), 624-780 (new)
hurricane: 604-755 (old), 403-503 (new)
raptor: 717-896 (old), 521-652 (new)

if i understood it correctly and unless the rate of fire bonus from marksman also reduce min. refire time, these weapons, along with avenger, falcon and sabre will benefit less from marksman due to their min. refire times. again if i understood it correctly the rate of fire bonus from marksman will not affect raptor, sabre and tempest at all, as their effective rate of fire is capped by their min. refire time. not that its a problem since all them pro turian soldierz r facerollin wit revenant anywayz xD

Modifié par fallfromgrease, 01 avril 2012 - 11:01 .


#81
MartialArtsSurfer

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fallfromgrease wrote...

 @OP: i think u should revise the dps of some weapons such as vindicator/shuriken, aka all those which fire in bursts and have a "min. refire time", pretty sure you have overestimated their sustained dps w/o reloading. also as far as i remember hornet fires in bursts of 3 rounds too but its min. refire time is stated as n/a, which is wierd.

other than that a great collection of useful guides

[Edit] OK I FINDED A CALCULATOR, so here is how i would calculate the dps of those x rounds burst fire weaponz

dps=d / ((rpb-1)*60/rof+mrt) * rpb

d = dmg per shot
rpb = rounds per burst
rof = rate of fire
mrt = mininum refire time

so taking the numbers from game data file, below is the comparisom between the "old" and "new" dps numbers 

vindicator: 572-715 (old), 400 - 500 (new)
shuriken: 616-772 (old), 261-327 (new)
tempest: 445-580 (old), 411-535 (new)
hornet: 937-1170 (old), 624-780 (new)
hurricane: 604-755 (old), 403-503 (new)
raptor: 717-896 (old), 521-652 (new)

if i understood it correctly and unless the rate of fire bonus from marksman also reduce min. refire time, these weapons, along with avenger, falcon and sabre will benefit less from marksman due to their min. refire times. again if i understood it correctly the rate of fire bonus from marksman will not affect raptor, sabre and tempest at all, as their effective rate of fire is capped by their min. refire time. not that its a problem since all them pro turian soldierz r facerollin wit revenant anywayz xD


great work on the updated SMG dps charts... explains how/why they really suck, LOL (too bad since they're fun to play with) on gold

#82
Tangster

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fallfromgrease wrote...

 @OP: i think u should revise the dps of some weapons such as vindicator/shuriken, aka all those which fire in bursts and have a "min. refire time", pretty sure you have overestimated their sustained dps w/o reloading. also as far as i remember hornet fires in bursts of 3 rounds too but its min. refire time is stated as n/a, which is wierd.

other than that a great collection of useful guides

[Edit] OK I FINDED A CALCULATOR, so here is how i would calculate the dps of those x rounds burst fire weaponz

dps=d / ((rpb-1)*60/rof+mrt) * rpb

d = dmg per shot
rpb = rounds per burst
rof = rate of fire
mrt = mininum refire time

so taking the numbers from game data file, below is the comparisom between the "old" and "new" dps numbers 

vindicator: 572-715 (old), 400 - 500 (new)
shuriken: 616-772 (old), 261-327 (new)
tempest: 445-580 (old), 411-535 (new)
hornet: 937-1170 (old), 624-780 (new)
hurricane: 604-755 (old), 403-503 (new)
raptor: 717-896 (old), 521-652 (new)

if i understood it correctly and unless the rate of fire bonus from marksman also reduce min. refire time, these weapons, along with avenger, falcon and sabre will benefit less from marksman due to their min. refire times. again if i understood it correctly the rate of fire bonus from marksman will not affect raptor, sabre and tempest at all, as their effective rate of fire is capped by their min. refire time. not that its a problem since all them pro turian soldierz r facerollin wit revenant anywayz xD

Do the numbers for all the weapons and I'll add the corrected dps values in.

#83
fallfromgrease

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i looked through the whole list and those are all the weapons (i found) that fire in bursts with min. refire time

#84
Tangster

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fallfromgrease wrote...

i looked through the whole list and those are all the weapons (i found) that fire in bursts with min. refire time

Done.

#85
S9ilent

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From my use of tempest + marksman, I can say that it certain does feel like benefits from marksman (You can easily hear the vastly increased fire rate, as well as other factor's like increased DPS, recoil (after anti-recoil effects wear off but fire rate boost remains), ammo runs down much faster etc.)

I suspect either marksman lowers the min refire, or min refire only applies to min refire from manually triggered shots (most noticeable with non-automatic weapons)

#86
Lmaoboat

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-snip-

Modifié par Lmaoboat, 04 avril 2012 - 05:09 .


#87
Genoard

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Incendary ammo really does nothing more than increasing damage and setting enemy on fire in multiplayer?

#88
kskh2o

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 Hello

I've been trying to figure something out, and would appreciate any input.  In the charts there are categories called:

Stat Damage
Stat Bar Accuracy
Thor Damage Multiplier
Instant Fire Damage
Direct Damage Percent

Most of these stats are about shotguns or the chargeable Arc Gun the Thor.

From what I read, these are the conslusions I came to, please coorect me if I am wrong (it would be awesome to put a few lines about these in the first post to clarify thigns for first time readers).

Stat Damage:  The damage amount "displayed in the Weapons Statistics Bar.
Stat Bar Accuracy:  The Accuracy value displayed in the Weapons Statistics bar.

Important because what the weapon does as effective damage may be very different that the damage scale displayed in the stat bar, which can be misleading.

If this is true, isn't the "Stat Damage" of the Arc pistol wrong?  On the damage bars, it shows it having almost the same damage as the Carnifex.  Which should not be true if the stat bar damage for the carnifex is 
276.1 - 345.1 and 
56.6 - 71.1  for the arc pistol.  This is why i'm not very sure about this conclusion.


From posts within the thread, I read that:

When Charged:
Graal deals double damage (from what I know).
Arc Pistol deals 6x its base damage.  Basically the charge consumes 3 shots, during the charge each shot potentially deals double damage.  56.6 * 6 = 339.6.
Geth Plasma Shotgun works inversely.  Meaning there's a stat that reduces the damage you do unless you fully charge it.  It reduces the shot by 55%.

This probably means that the instant fire damage is % reduced of the Geth Plasma Shotgun when fired uncharged.

Would this mean Thor Damage is the % multiplied for chargin the Graal / Arc?

If so the Thor damage multiplier for the arc is 2 not 6 as in the post, which is correct?

Direct damage percent...  I'm not sure, maybe the % of the damage dealt firsthand in the Graal?

Thanks for any clarification

#89
Tangster

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kskh2o wrote...
Stat Damage:  The damage amount "displayed in the Weapons Statistics Bar.
Stat Bar Accuracy:  The Accuracy value displayed in the Weapons Statistics bar.

 
Correct.

kskh2o wrote... 
If this is true, isn't the "Stat Damage" of the Arc pistol wrong?  On the damage bars, it shows it having almost the same damage as the Carnifex.  Which should not be true if the stat bar damage for the carnifex is 
276.1 - 345.1 and 
56.6 - 71.1  for the arc pistol.  This is why i'm not very sure about this conclusion.

  
Mistake on my part, fixed. Actual value is 341.7 - 426.9 for the stat bar damage.

kskh2o wrote... 
Would this mean Thor Damage is the % multiplied for chargin the Graal / Arc?

Thor damage multi is for Arc pistol only.

kskh2o wrote... 
If so the Thor damage multiplier for the arc is 2 not 6 as in the post, which is correct?

Wrong. The Thor damage multiplier is 2x the damage of each shot used. Arc pistol charged shots fire 3 shots, but with 2x Thor multiplier deals the correct 6x single shot damage.

kskh2o wrote...  
Direct damage percent...  I'm not sure, maybe the % of the damage dealt firsthand in the Graal?

As far as I can tell, this is for the charged Graal shots and possibly relates to bleeding damage. I'm not actually sure though.

#90
D Amiri

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Is there anything in the game file that explain the stagger mechanic. In bronze/silver games I can stagger Atlas and Phantoms with a Charge that does 350 damage and 700 N force. But on gold they don't stagger. The Phantom will recover from the hit stun from charge faster than I can shoot, dodge, run, or melee.

I'm considering changing my build to pump my charge damage/force to 463/925 but this will be at the expense of Area Charge (safety, utility) and use 5 pts in my passive that I'm using else where. So before I do that I would like to know if that will actually stagger Phantoms.

I noticed that one of the balance changes was buffing Tech Armor to 1000 N force. Is that number the stagger point for some enemies?

#91
CaspianRoach

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This post should be stickied instead of three posts about Operation Raptor.

#92
kskh2o

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Tangster wrote...

kskh2o wrote...
Stat Damage:  The damage amount "displayed in the Weapons Statistics Bar.
Stat Bar Accuracy:  The Accuracy value displayed in the Weapons Statistics bar.

 
Correct.

kskh2o wrote... 
If this is true, isn't the "Stat Damage" of the Arc pistol wrong?  On the damage bars, it shows it having almost the same damage as the Carnifex.  Which should not be true if the stat bar damage for the carnifex is 
276.1 - 345.1 and 
56.6 - 71.1  for the arc pistol.  This is why i'm not very sure about this conclusion.

  
Mistake on my part, fixed. Actual value is 341.7 - 426.9 for the stat bar damage.

kskh2o wrote... 
Would this mean Thor Damage is the % multiplied for chargin the Graal / Arc?

Thor damage multi is for Arc pistol only.

kskh2o wrote... 
If so the Thor damage multiplier for the arc is 2 not 6 as in the post, which is correct?

Wrong. The Thor damage multiplier is 2x the damage of each shot used. Arc pistol charged shots fire 3 shots, but with 2x Thor multiplier deals the correct 6x single shot damage.

kskh2o wrote...  
Direct damage percent...  I'm not sure, maybe the % of the damage dealt firsthand in the Graal?

As far as I can tell, this is for the charged Graal shots and possibly relates to bleeding damage. I'm not actually sure though.


Thanks so much for the clarification Tangster.  Just a few words in the opening post or maybe even a second sheet with some explanations would be extremely helpful for people reading the chart the first time.

This is amazing work, and now I understand what it means :)

#93
Genoard

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In google docs it is said that warp ammo probarly doesn't deal bonus damage vs barriers. Has anybody proven if this is right or wrong?

#94
Captain_Crouton

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:wub:

#95
Tangster

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Genoard wrote...

In google docs it is said that warp ammo probarly doesn't deal bonus damage vs barriers. Has anybody proven if this is right or wrong?

This is wrong. I've removed it from the document.

#96
Sun Tzglyph

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Are there other weapons that can ignore shield gate ?

#97
Tangster

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fabsmilee wrote...

Are there other weapons that can ignore shield gate ?

All shotguns negate shield gating to a degree(except possibly the Crusader as it fires one massive projectile) due to the 8 pellet spread. Only one pellet will be affected by shield gating, the other 7 will deal nomal damage to the health/armour underneath.

The GPS is currently the only shotgun shown to ignore shield gating entirely, where all 3 plasma balls deal the predicted damage, regardless of shields.

EDIT: All shotguns ignore shield gating, this includes the talon. See first post.

Modifié par Tangster, 10 avril 2012 - 12:17 .


#98
Tangster

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Updated with DLC weapons.

#99
Atheosis

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So we got a pocket GPR? Are they trolling us?

#100
Tangster

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Atheosis wrote...

So we got a pocket GPR? Are they trolling us?

At least it almost weighs nothing if you use UL materials. Suitable shield stripper and cryo brust setup for the Quarian Engineer.

Modifié par Tangster, 10 avril 2012 - 11:26 .