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ME3 MP class Builder


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#626
Miclotov

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Barely use it, but you did some fine work there.

#627
Narida L

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Added the Asari Huntress. Let me know if the health/shield values are off or something.

#628
josef2012

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 for asari infiltrator,you have tac.cloak 6 power as +25% sniper damage,should be +25% power damage.thanks for putting this up,it's been very helpful!

#629
tcarey

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Let me first say I use your class builder all the time and absolutely love it -- many thanks for the effort you've put into keeping it up to date so far! It is greatly appreciated.

I was wondering if it would be possible to merge all shield cooldown stats into one common figure. As it is right now, they can show up as three separate figures depending on the character class you are building. For example, with the Geth Engineer, the stats look like this:

Decrease shield recharge delay by 10%. Advanced Hardware 1
Shield Recharge Speed Bonus: +10% Shield Power Cells I
Shield Regen: +12% Stronghold Package V

As I understand it, all three stats represent the same ability, and so it should be simplified to read something like 'Shield Recharge Speed: +32%" instead. Since the same sort of disparate sources are used to calculate weapon damage, I assume the same can be done for this figure?

Thanks for your help!

#630
mackfactor

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Seriously, dude, pure genius. Myself and many other ME3 players are forever grateful.

#631
THEEAV3NG3R

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Narida L wrote...
Added the Asari Huntress. Let me know if the health/shield values are off or something.

josef2012 wrote...
for asari infiltrator,you have tac.cloak 6 power as +25% sniper damage,should be +25% power damage.thanks for putting this up,it's been very helpful!

Yes, Tactial Cloak evo6 should be "+25% Power Damage" instead of "+25% Sniper Damage".
Also, this power damage evo6 for Tactial Cloak is additive, not multiplicative like other evo6 options.
Tests performed by corlist. Link to test post.

#632
Narida L

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tcarey wrote...

Let me first say I use your class builder all the time and absolutely love it -- many thanks for the effort you've put into keeping it up to date so far! It is greatly appreciated.

I was wondering if it would be possible to merge all shield cooldown stats into one common figure. As it is right now, they can show up as three separate figures depending on the character class you are building. For example, with the Geth Engineer, the stats look like this:

Decrease shield recharge delay by 10%. Advanced Hardware 1
Shield Recharge Speed Bonus: +10% Shield Power Cells I
Shield Regen: +12% Stronghold Package V

As I understand it, all three stats represent the same ability, and so it should be simplified to read something like 'Shield Recharge Speed: +32%" instead. Since the same sort of disparate sources are used to calculate weapon damage, I assume the same can be done for this figure?

Thanks for your help!


Are you sure about that? The way I understand it, shield recharge delay is the time it takes until your shields begin recharging after they have been hit, while shield recharge speed is the speed at which they recharge once they have started recharging.

See www.gamefaqs.com/boards/995452-/63383319
social.bioware.com/forum/1/topic/343/index/15013481/1

In that case I'm not sure it makes sense adding another 2 values...
Although if I get the base values I could add them hmhm...

EDIT:
social.bioware.com/forum/1/topic/343/index/12853150
That thread is usually reliable. See the section "Shield Regeneration"
Since the base values are different on all the difficulties, adding them is a little difficult.

Modifié par Narida L, 28 novembre 2012 - 02:05 .


#633
TheThirdRace

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Narida L wrote...

tcarey wrote...

Let me first say I use your class builder all the time and absolutely love it -- many thanks for the effort you've put into keeping it up to date so far! It is greatly appreciated.

I was wondering if it would be possible to merge all shield cooldown stats into one common figure. As it is right now, they can show up as three separate figures depending on the character class you are building. For example, with the Geth Engineer, the stats look like this:

Decrease shield recharge delay by 10%. Advanced Hardware 1
Shield Recharge Speed Bonus: +10% Shield Power Cells I
Shield Regen: +12% Stronghold Package V

As I understand it, all three stats represent the same ability, and so it should be simplified to read something like 'Shield Recharge Speed: +32%" instead. Since the same sort of disparate sources are used to calculate weapon damage, I assume the same can be done for this figure?

Thanks for your help!


Are you sure about that? The way I understand it, shield recharge delay is the time it takes until your shields begin recharging after they have been hit, while shield recharge speed is the speed at which they recharge once they have started recharging.

See www.gamefaqs.com/boards/995452-/63383319
social.bioware.com/forum/1/topic/343/index/15013481/1

In that case I'm not sure it makes sense adding another 2 values...
Although if I get the base values I could add them hmhm...

EDIT:
social.bioware.com/forum/1/topic/343/index/12853150
That thread is usually reliable. See the section "Shield Regeneration"
Since the base values are different on all the difficulties, adding them is a little difficult.




I think you missed the point. The guy wanted to combine the shield regeneration bonus into the same element, not the shield regeneration delay. See the "Shield Regeneration Bonuses Formula" section just below the "Shield Regeneration" section in the very same thread you pointed out to see the difference. And I think the guy has a point since it's been confirmed a couple times on the forums that the wording in-game is wrong and all the values are about the shield regeneration bonus. The delay is inconsequential, the bonus is what it's all about.

Keep the good work, you have no idea how much it's appreciated.

Modifié par TheThirdRace, 28 novembre 2012 - 03:52 .


#634
Shampoohorn

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@ Narida, Like tcarey and TheThirdRace have said, it's been confirmed that all of these poorly worded bonuses apply to the same variable: The delay before shields recharge. There is an old thread that demonstrates this, as well as showing that recharge rate (i.e. how fast the bar fills) is never affected by this bonus.

Here is the relevant link: http://social.biowar...150/10#13018411

So, it should be fine to add these percentages up in a single location in your tool without having to worry about calculating the exact delay that results from that bonus.

++++++++++++

Also, I'm 99% sure* that Sabotages tech vulnerability evolution applies immediately to it's own casting, therefor granting a 1.5x damage boost to backfire without the necessity of casting it a second time. Because of that, you might consider applying that multiplicative bonus to Sabotages damage numbers.

*I'll try to track down the proof.

Modifié par Shampoohorn, 28 novembre 2012 - 05:52 .


#635
Badpanzer

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Firstly thanks for this extremely useful tool its been a real help :)

Now I have a question/request.....

Would it be possible to show the Tech armour and Tac cloak damage and cooldown effects in the character builder?
It would be a nice touch to be able to activate cloak or TA in the builder itself and view all the changes.
If its to hard or if its already been suggested then feel free to ignore me :)

Cheers :)

#636
Narida L

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I fixed AHI TC evo 6b.

Badpanzer wrote...

Firstly thanks for this extremely useful tool its been a real help :)

Now I have a question/request.....

Would it be possible to show the Tech armour and Tac cloak damage and cooldown effects in the character builder?
It would be a nice touch to be able to activate cloak or TA in the builder itself and view all the changes.
If its to hard or if its already been suggested then feel free to ignore me :)

Cheers :)


Check the box beside the ability name.

#637
Tybo

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Shampoohorn wrote...

@ Narida, Like tcarey and TheThirdRace have said, it's been confirmed that all of these poorly worded bonuses apply to the same variable: The delay before shields recharge. There is an old thread that demonstrates this, as well as showing that recharge rate (i.e. how fast the bar fills) is never affected by this bonus.

Here is the relevant link: http://social.biowar...150/10#13018411

So, it should be fine to add these percentages up in a single location in your tool without having to worry about calculating the exact delay that results from that bonus.

++++++++++++

Also, I'm 99% sure* that Sabotages tech vulnerability evolution applies immediately to it's own casting, therefor granting a 1.5x damage boost to backfire without the necessity of casting it a second time. Because of that, you might consider applying that multiplicative bonus to Sabotages damage numbers.

*I'll try to track down the proof.


It definitely does. 

35141ms | cannibal damage: 720.000000 (Sabotage)

This was an uncloaked sabotage from a QFI with backfire specced sabotage and no points in passive.  From a test on multiple tech bursts with overload.

Modifié par tyhw, 01 décembre 2012 - 08:23 .


#638
X-Frame

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THEEAV3NG3R wrote...

Narida L wrote...
Added the Asari Huntress. Let me know if the health/shield values are off or something.

josef2012 wrote...
for asari infiltrator,you have tac.cloak 6 power as +25% sniper damage,should be +25% power damage.thanks for putting this up,it's been very helpful!

Yes, Tactial Cloak evo6 should be "+25% Power Damage" instead of "+25% Sniper Damage".
Also, this power damage evo6 for Tactial Cloak is additive, not multiplicative like other evo6 options.
Tests performed by corlist. Link to test post.


Just wanted to bump this becuase I'd love to spec out the Huntress to see the difference in going with a 4/6/6/6/4 build vs. a 6/6/6/5/3 build, if Power Damage at Rank 6 of TC is worth it.

Thanks!

#639
Narida L

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X-Frame wrote...

THEEAV3NG3R wrote...

Narida L wrote...
Added the Asari Huntress. Let me know if the health/shield values are off or something.

josef2012 wrote...
for asari infiltrator,you have tac.cloak 6 power as +25% sniper damage,should be +25% power damage.thanks for putting this up,it's been very helpful!

Yes, Tactial Cloak evo6 should be "+25% Power Damage" instead of "+25% Sniper Damage".
Also, this power damage evo6 for Tactial Cloak is additive, not multiplicative like other evo6 options.
Tests performed by corlist. Link to test post.


Just wanted to bump this becuase I'd love to spec out the Huntress to see the difference in going with a 4/6/6/6/4 build vs. a 6/6/6/5/3 build, if Power Damage at Rank 6 of TC is worth it.

Thanks!


Sorry, I fixed it but forgot to publish it. Should work now.

#640
Julian Skies

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I updated just now and it still shows Sniper Damage.
Though it could in theory be something on my side involving cache or something so- There a way to remove that from the equation?

#641
THEEAV3NG3R

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X-Frame wrote...
Just wanted to bump this becuase I'd love to spec out the Huntress to see the difference in going with a 4/6/6/6/4 build vs. a 6/6/6/5/3 build, if Power Damage at Rank 6 of TC is worth it.

Thanks!

I created this Google Spreadsheet which shows how much damage Dark Channel and Warp will be doing with and without the evo 6 power damage bonus from Tactical Cloak.
Here is the link.
Edit: Ninja'd by Narida L's update.:bandit:

Julian Skies wrote...
I updated just now and it still shows Sniper Damage.
Though it could in theory be something on my side involving cache or something so- There a way to remove that from the equation?

Yes it will be your cache. Just press Ctrl + F5.

Modifié par THEEAV3NG3R, 01 décembre 2012 - 04:02 .


#642
Narida L

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Hmm, added shield recharge delay, under the assumption that it all affects the same stat.
Kinda sucks that there are like 5 different descriptions for the same thing.

Anyway, demo:

narida.pytalhost.com/me3/classes/#Sentinel/Batarian/GAAAJ////ShieldPowerCells3/Multicapacitor5/

#643
Guest_Air Quotes_*

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Would it be possible to add ammo effect bonuses?

#644
TheInvoker

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Martial Artist and Melee Synergy don't apply bonus passively

#645
Narida L

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TheInvoker wrote...

Martial Artist and Melee Synergy don't apply bonus passively


I know... just select a different evolution if you want to see the value without that bonus.

#646
Stardusk

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Narida L wrote...

TheInvoker wrote...

Martial Artist and Melee Synergy don't apply bonus passively


I know... just select a different evolution if you want to see the value without that bonus.


Praise be to Lord Narida, most holy disciple of the Headshot God...

#647
TheInvoker

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Narida L wrote...

TheInvoker wrote...

Martial Artist and Melee Synergy don't apply bonus passively


I know... just select a different evolution if you want to see the value without that bonus.


Why?? :(

Smash Level 6 (Vanguard Ex Cerberus) down't apply the bonus armor damage

#648
Shampoohorn

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tyhw wrote...

Shampoohorn wrote...

@ Narida, Like tcarey and TheThirdRace have said, it's been confirmed that all of these poorly worded bonuses apply to the same variable: The delay before shields recharge. There is an old thread that demonstrates this, as well as showing that recharge rate (i.e. how fast the bar fills) is never affected by this bonus.

Here is the relevant link: http://social.biowar...150/10#13018411

So, it should be fine to add these percentages up in a single location in your tool without having to worry about calculating the exact delay that results from that bonus.

++++++++++++

Also, I'm 99% sure* that Sabotages tech vulnerability evolution applies immediately to it's own casting, therefor granting a 1.5x damage boost to backfire without the necessity of casting it a second time. Because of that, you might consider applying that multiplicative bonus to Sabotages damage numbers.

*I'll try to track down the proof.


It definitely does. 

35141ms | cannibal damage: 720.000000 (Sabotage)

This was an uncloaked sabotage from a QFI with backfire specced sabotage and no points in passive.  From a test on multiple tech bursts with overload.


Thanks for confirming.

#649
Narida L

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TheInvoker wrote...

Narida L wrote...

TheInvoker wrote...

Martial Artist and Melee Synergy don't apply bonus passively


I know... just select a different evolution if you want to see the value without that bonus.


Why?? :(

Smash Level 6 (Vanguard Ex Cerberus) down't apply the bonus armor damage

It's not really a problem is it?
I fixed smash, thanks.

#650
THEEAV3NG3R

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Narida L wrote...

TheInvoker wrote...
Smash Level 6 (Vanguard Ex Cerberus) down't apply the bonus armor damage

I fixed smash, thanks.

Reave (Drell and Justicar) also do not apply their bonus' to armour and barriers with their evo 5 option.

Modifié par THEEAV3NG3R, 03 décembre 2012 - 05:55 .