ME3 MP class Builder
#626
Posté 27 novembre 2012 - 08:37
#627
Posté 27 novembre 2012 - 09:13
#628
Posté 28 novembre 2012 - 12:25
#629
Posté 28 novembre 2012 - 04:05
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
Posté 28 novembre 2012 - 04:07
#631
Posté 28 novembre 2012 - 01:44
Narida L wrote...
Added the Asari Huntress. Let me know if the health/shield values are off or something.
Yes, Tactial Cloak evo6 should be "+25% Power Damage" instead of "+25% Sniper Damage".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!
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
Posté 28 novembre 2012 - 01:55
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
Posté 28 novembre 2012 - 03:33
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
Posté 28 novembre 2012 - 05:52
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
Posté 01 décembre 2012 - 06:07
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
Posté 01 décembre 2012 - 08:15
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
Posté 01 décembre 2012 - 08:23
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
Posté 01 décembre 2012 - 02:38
THEEAV3NG3R wrote...
Narida L wrote...
Added the Asari Huntress. Let me know if the health/shield values are off or something.Yes, Tactial Cloak evo6 should be "+25% Power Damage" instead of "+25% Sniper Damage".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!
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
Posté 01 décembre 2012 - 03:49
X-Frame wrote...
THEEAV3NG3R wrote...
Narida L wrote...
Added the Asari Huntress. Let me know if the health/shield values are off or something.Yes, Tactial Cloak evo6 should be "+25% Power Damage" instead of "+25% Sniper Damage".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!
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
Posté 01 décembre 2012 - 03:54
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
Posté 01 décembre 2012 - 03:56
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.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!
Here is the link.
Edit: Ninja'd by Narida L's update.
Yes it will be your cache. Just press Ctrl + F5.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?
Modifié par THEEAV3NG3R, 01 décembre 2012 - 04:02 .
#642
Posté 01 décembre 2012 - 06:51
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_*
Posté 01 décembre 2012 - 06:57
Guest_Air Quotes_*
#644
Posté 02 décembre 2012 - 03:38
#645
Posté 02 décembre 2012 - 10:12
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
Posté 02 décembre 2012 - 10:13
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
Posté 02 décembre 2012 - 06:03
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
Posté 02 décembre 2012 - 06:09
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
Posté 02 décembre 2012 - 07:30
It's not really a problem is it?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
I fixed smash, thanks.
#650
Posté 03 décembre 2012 - 05:45
Reave (Drell and Justicar) also do not apply their bonus' to armour and barriers with their evo 5 option.Narida L wrote...
I fixed smash, thanks.TheInvoker wrote...
Smash Level 6 (Vanguard Ex Cerberus) down't apply the bonus armor damage
Modifié par THEEAV3NG3R, 03 décembre 2012 - 05:55 .





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