Updated weapon stats and MP enemy defense pools-July 4th balance
#101
Posté 10 avril 2012 - 11:23
Thanks for the update Tangster. I knew I wasn't crazy when the harpoon gun was doing dick damage.
#102
Posté 10 avril 2012 - 11:35
#103
Posté 10 avril 2012 - 11:39
I think it's a 1.5x multiplier at full charge. More updates coming to clairfy how the kishok works.Palladin123 wrote...
Thanks for the quick update on the DLC weapons. Quick question - do you know the damage multiplier on the harpoon gun when it's at full charge? And is the damage on the harpoon gun in the spreadsheet the base damage or at full charge?
Kishok Harpoon Notes:
- Fires an arcing projectile, account for this when aiming at heads
- Has a 300% headshot multiplier(compared to the normal 250%) to account for increased difficulty in scoring headshots.
- 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.
Modifié par Tangster, 10 avril 2012 - 11:50 .
#104
Posté 11 avril 2012 - 04:49
#105
Posté 11 avril 2012 - 05:13
Yes. Stat bar always shows the max damage/accuracy/etc for the level.Timerider42 wrote...
Is stat bar damage for the other chargable weapons also charged damage, not base?
#106
Posté 11 avril 2012 - 05:32
#107
Posté 11 avril 2012 - 05:35
#108
Posté 11 avril 2012 - 07:13
Only Atlas canopies.WhySoeSerius wrote...
Tangster, on the video showing the AP mod, i dont get it. Is the gameplay from gold? Do AP mod make other weapons do 200% damage to atlas canopies? And is this only for atlas canopies?
I think Peddro's video is in Bronze? If it was a stock Mantis X with extended barrel then it takes 6 shots to down an atlas without AP and 3 with AP in Bronze.
Gold is a few more shots.
If you use the Cloak>ED>Widow with damage mods and AP ammo then you can 4 shot an atlas with canopy hits.
Modifié par Tangster, 11 avril 2012 - 07:14 .
#109
Posté 11 avril 2012 - 07:14
#110
Posté 11 avril 2012 - 07:22
No. They do take burst fire and refire times into account though.Sabresandiego wrote...
Those DPS figures do not take reload times and clip size into account, do they?
For now the DPS listed is the DPS achievable with a single clip.
Modifié par Tangster, 11 avril 2012 - 07:22 .
#111
Posté 11 avril 2012 - 07:27
#112
Posté 11 avril 2012 - 07:28
#113
Posté 11 avril 2012 - 07:32
Sabresandiego wrote...
Those DPS figures change drastically in favor of the slow firing, hard hitting weapons once the 50pt gold dmg armor reduction is factored in. My question is this: How is that armor reduction applied to shotguns? It cant be per pellet, otherwise their damage would be abysmal.
It is per pellet but shotguns and shotguns vary in how many pellets they shoot (some shoot 3, others shoot 6 to 12, with most shooting 8)
Listed damage is from level 1 to level 10 (each level increases damage by about 2.7% per level after level 1)
Modifié par MartialArtsSurfer, 11 avril 2012 - 07:40 .
#114
Posté 11 avril 2012 - 07:32
I really don't know, just like we don't know how the shotguns ignore shield gating yet(is it one pellet gated, or just not applied?).Sabresandiego wrote...
Those DPS figures change drastically in favor of the slow firing, hard hitting weapons once the 50pt gold dmg armor reduction is factored in. My question is this: How is that armor reduction applied to shotguns? It cant be per pellet, otherwise their damage would be abysmal.
Sabresandiego wrote...
Also, is the listed damage range due to luck, or weapon level?
Set ranges in the files, not related to luck or weapon level. You get different stagger effects at different ranges.
Some weapons do have a max range where they will not do any damage at all.
Damage increases linearly with level.
MartialArtsSurfer wrote...
shotguns do Double damage at close-range
Modifié par Tangster, 11 avril 2012 - 07:40 .
#115
Posté 11 avril 2012 - 07:34
#116
Posté 11 avril 2012 - 07:34
Bioware dev posted that shield gating does apply to shotguns but since most except the Crusader shoot multiple pellets in 1 shot, the shield gate would nullify only 1 pellet while the remaining pellets get throughTangster wrote...
I really don't know, just like we don't know how the shotguns ignore shield gating yet(is it one pellet gated, or just not applied?).Sabresandiego wrote...
Those DPS figures change drastically in favor of the slow firing, hard hitting weapons once the 50pt gold dmg armor reduction is factored in. My question is this: How is that armor reduction applied to shotguns? It cant be per pellet, otherwise their damage would be abysmal.
For now I assume it's based on the total damage. I should test the shotguns, but I'm not a shotty guy.Sabresandiego wrote...
Also, is the listed damage range due to luck, or weapon level?
Set ranges in the files, not related to luck or weapon level. You get different stagger effects at different ranges.
Some weapons do have a max range where they will not do any damage at all.
He also posted that in Mass Effect 2 shotguns do double damage at close range but this NO LONGER applies in Mass Effect 3
P.S. Great job on the quick update!
Modifié par MartialArtsSurfer, 11 avril 2012 - 07:41 .
#117
Posté 11 avril 2012 - 07:36
Sabresandiego wrote...
Those DPS figures change drastically in favor of the slow firing, hard hitting weapons once the 50pt gold dmg armor reduction is factored in. My question is this: How is that armor reduction applied to shotguns? It cant be per pellet, otherwise their damage would be abysmal.
Actually it is .. on gold normal shoguns lose 50*8 = 400 damage per shot vs 50 DR if no armor piercing mods are used ...
You must remember that the DR is not substrated from weapon base damage - weapon damage is calculated first (all the extra weapon damage sources) and then DR is substracted ...
Graal & GPS ignore DR
#118
Posté 11 avril 2012 - 07:37
MartialArtsSurfer wrote...
It is per pellet but shotguns do Double damage at close-range and shotguns vary in how many pellets they shoot (some shoot 3, others shoot 6 to 12, with most shooting 8)
Listed damage is from level 1 to level 10 (each level increases damage by about 2.7% per level after level 1)
Shotguns DO NOT DO DOUBLE DAMAGE AT CLOSE RANGE - this is not ME2 ...
All normal shotguns shoot 8 equal damage pellets (katana, scimitar, eviscerator, disciple, wraith, claymore) . Those shotguns can be made to penetrate (and thus deal double damage to atlas)
Graal shoots 6 equal damage spikes ...
GPS shoots 3 balls of plasma (middle one does most of the damage) ..
Modifié par peddroelmz, 11 avril 2012 - 07:59 .
#119
Posté 11 avril 2012 - 07:39
Cool, thanks for the update & correction.. I'll update it.. the Bioware dev post must have been regarding Mass Effect 2 instead of 3.peddroelmz wrote...
MartialArtsSurfer wrote...
It is per pellet but shotguns do Double damage at close-range and shotguns vary in how many pellets they shoot (some shoot 3, others shoot 6 to 12, with most shooting 8)
Listed damage is from level 1 to level 10 (each level increases damage by about 2.7% per level after level 1)
Shotguns DO NOT DO DOUBLE DAMAGE AT CLOSE RANGE - this is not ME2 ...
#120
Posté 11 avril 2012 - 07:40
Probably should've read those posts instead of skimming them.:innocent:MartialArtsSurfer wrote...
Bioware dev posted that shield gating does apply to shotguns but since most shoot pellets, the shield gate would nullify only 1 pellet while the remaining pellets get through
He also posted that shotguns do double damage at close range
P.S. Great job on the quick update!
Thanks.
#121
Posté 11 avril 2012 - 07:42
i can confirm the kishock damage, you can do 1 shot kills to nemesis/centurions (didnt get a headshot on phantom yet, it's effing hard to do that) on gold with it (my kishock was level 5 with extended barrel and enhanced scope, no rail amp)
most likely works on marauders as well
the armor damage seems to be quite low for the displayed damage (maybe it doesnt do the 80% initial damage on armor. to be confirmed)
#122
Posté 11 avril 2012 - 07:42
peddroelmz wrote...
Sabresandiego wrote...
Those DPS figures change drastically in favor of the slow firing, hard hitting weapons once the 50pt gold dmg armor reduction is factored in. My question is this: How is that armor reduction applied to shotguns? It cant be per pellet, otherwise their damage would be abysmal.
Actually it is .. on gold normal shoguns lose 50*8 = 400 damage per shot vs 50 DR if no armor piercing mods are used ...
You must remember that the DR is not substrated from weapon base damage - weapon damage is calculated first (all the extra weapon damage sources) and then DR is substracted ...
Graal & GPS ignore DR
That cant be accurate, because if you look at the damage per pellet of shotguns like the scimitar, which is less then 50 per pellet, that means that each pellet would be reduced to the minimum damage per pellet/bullet in the game, which I believe is 5. These guns do not perform this abysmally from my experience.
#123
Posté 11 avril 2012 - 07:43
Added to first post.peddroelmz wrote...
Actually it is .. on gold normal shoguns lose 50*8 = 400 damage per shot vs 50 DR if no armor piercing mods are used
Fuggit, someone test the shotties in bronze/silver/gold with and without an AP mod.
Modifié par Tangster, 11 avril 2012 - 07:44 .
#124
Posté 11 avril 2012 - 07:47
Sabresandiego wrote...
e]
That cant be accurate, because if you look at the damage per pellet of shotguns like the scimitar, which is less then 50 per pellet, that means that each pellet would be reduced to the minimum damage per pellet/bullet in the game, which I believe is 5. These guns do not perform this abysmally from my experience.
TESTED - here are some numbers for the scimitar
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
#125
Posté 11 avril 2012 - 07:48
You must remember that the DR is not substrated from weapon base damage - weapon damage is calculated first (all the extra weapon damage sources) and then DR is substracted ...
Graal & GPS ignore DR
That cant be accurate, because if you look at the damage per pellet of shotguns like the scimitar, which is less then 50 per pellet, that means that each pellet would be reduced to the minimum damage per pellet/bullet in the game, which I believe is 5. These guns do not perform this abysmally from my experience.
[/quote][/quote]
It's possible since if you multiply all your damage bonuses first (about 300% in damage with cloak bonuses multiply 50 pts of shotgun pellet = 150 ppoints of damage per pellet .. then subtract 50 damage reduction = 100 damage per pellet
then again, considering that SMG Ultralight is supposed to reduce weight by 90% & cooldowns but doen'st work, this may need testing --
edit: Peddro already tested
Modifié par MartialArtsSurfer, 11 avril 2012 - 07:50 .





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