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ME3 MP class Builder


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#701
Narida L

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Julian Skies wrote...

Greetings!
I come bearing sad news, of a problem within your tool.
The Saboteur has the standard Turian Fitness in your tool, whereas what it actually has is the same fitness as the other Armiger Turians, which has reduced health and shield bonuses.

I changed it.


@Corvus Black I'm not seeing it...


Added the three new characters, let me know if something is wrong.

#702
Julian Skies

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Hrm... Volus Vanguard's fitness does not seems to be adding to his Health and Shields. Also he appears to have 500 Health?
Haven't unlocked him yet, but doesn't he have 150 like all other Volus?

ALSO, would it be possible to make so that Biotic Orbs, when checked, shows the cooldown reduction on other abilities? Just for the max number of orbs.

#703
Dimlor

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When you add points to Volus Vanguard's fitness points are not deduced from the total pool too.

Modifié par Dimlor, 19 décembre 2012 - 11:08 .


#704
Narida L

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Julian Skies wrote...

Hrm... Volus Vanguard's fitness does not seems to be adding to his Health and Shields. Also he appears to have 500 Health?
Haven't unlocked him yet, but doesn't he have 150 like all other Volus?

ALSO, would it be possible to make so that Biotic Orbs, when checked, shows the cooldown reduction on other abilities? Just for the max number of orbs.

Volus Vanguard Fitness was broken.

Biotic Orbs now show CD reduction for 3 orbs.

#705
Blennus

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Volus Vanguard's cooldown for weapons seems to be off by 15%

#706
ChaseSanchez

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 Hey, love the class builder Narida.
Notice something on the Drell Adept passive tree. Rank 6, heavy pistols weight, gives a cooldown over-bonus to the Acolyte (and could just be calculating wrong for all pistols that weigh less than 0.30 after ULM).

205% cooldown

In game carrying a Mattock X and Acolyte X w/ ULM, the cooldown is 185% (if you take all the weapon weight evolutions). It appears that pistols weighing less than 0.30 become weightless and any positive difference is ignored.

To be honest, don't know why I was messing around with the heavy pistols evolution. :blink:

#707
The Mysterious Stranger

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ChaseSanchez wrote...

 Hey, love the class builder Narida.
Notice something on the Drell Adept passive tree. Rank 6, heavy pistols weight, gives a cooldown over-bonus to the Acolyte (and could just be calculating wrong for all pistols that weigh less than 0.30 after ULM).

205% cooldown

In game carrying a Mattock X and Acolyte X w/ ULM, the cooldown is 185% (if you take all the weapon weight evolutions). It appears that pistols weighing less than 0.30 become weightless and any positive difference is ignored.

To be honest, don't know why I was messing around with the heavy pistols evolution. :blink:



Sorry can't see it in the link provided.

#708
ChaseSanchez

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The Mysterious Stranger wrote...

ChaseSanchez wrote...

 Hey, love the class builder Narida.
Notice something on the Drell Adept passive tree. Rank 6, heavy pistols weight, gives a cooldown over-bonus to the Acolyte (and could just be calculating wrong for all pistols that weigh less than 0.30 after ULM).

205% cooldown

In game carrying a Mattock X and Acolyte X w/ ULM, the cooldown is 185% (if you take all the weapon weight evolutions). It appears that pistols weighing less than 0.30 become weightless and any positive difference is ignored.

To be honest, don't know why I was messing around with the heavy pistols evolution. :blink:



Sorry can't see it in the link provided.


Here is the link

http://narida.pytalh...ock10AA1AA1////

Or just load up the Drell Adept in the builder and puts points under Drell Assassin:

rank 4 - Damage and Capacity
rank 6 - Weapon Weight

Equip the Mattock and Acolyte w/ ULM to see weapon cooldown at 200%

#709
The Mysterious Stranger

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ChaseSanchez wrote...

The Mysterious Stranger wrote...

ChaseSanchez wrote...

 Hey, love the class builder Narida.
Notice something on the Drell Adept passive tree. Rank 6, heavy pistols weight, gives a cooldown over-bonus to the Acolyte (and could just be calculating wrong for all pistols that weigh less than 0.30 after ULM).

205% cooldown

In game carrying a Mattock X and Acolyte X w/ ULM, the cooldown is 185% (if you take all the weapon weight evolutions). It appears that pistols weighing less than 0.30 become weightless and any positive difference is ignored.

To be honest, don't know why I was messing around with the heavy pistols evolution. :blink:



Sorry can't see it in the link provided.


Here is the link

http://narida.pytalh...ock10AA1AA1////

Or just load up the Drell Adept in the builder and puts points under Drell Assassin:

rank 4 - Damage and Capacity
rank 6 - Weapon Weight

Equip the Mattock and Acolyte w/ ULM to see weapon cooldown at 200%


No I can see the link, but i can't see that it gives 205% cooldown. But now I understand that you probably meant that the pistol became weight less or even possitive.

The Acolyte weight "-20%" and with the evo. that give "+30%" the gun became weightless. I also noticed that you get a positive "+10%" in this "Builder", it might be like this in game too. Also there is a diffrents in loadout screen and "really in game", as you can see for exampel with the new mods that are supposed to add weight. It's a little hard notice the diffrence between + - 10% when you play. But it can be possivble with a stop watch, but I don't have any desire to do it.

#710
Julian Skies

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Actually, Chase.
The builder is correct!
The way the game works is that if you have a weapon with the matching class of your weight reduction it does not reduces the weight of the weapon, instead it grants a positive bonus to your carry weight, so the +30% of the drell passive completely overwrites the Acolyte's weight AND also grants an additional bonus that helps with the Mattock!

It looks a wee bit weird, yes, but that's how factually works.

#711
The Mysterious Stranger

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It would be nice if made so you could combine power as you like just for the fun to see what you can create and the result.

#712
ChaseSanchez

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Julian Skies wrote...

Actually, Chase.
The builder is correct!
The way the game works is that if you have a weapon with the matching class of your weight reduction it does not reduces the weight of the weapon, instead it grants a positive bonus to your carry weight, so the +30% of the drell passive completely overwrites the Acolyte's weight AND also grants an additional bonus that helps with the Mattock!

It looks a wee bit weird, yes, but that's how factually works.


It is just a the tinyiest of seconds so it is kinda irrelavant, in the build I presented, but that evolution could be of use to some.

@ Julian, I don't see where the bonus is true in game.

This exact setup in game comes to a 185% cooldown. The heavy pistol becomes weightless if its weight is less than or equal to .30.

Are you suggesting the game's maths is showing the wrong cooldown number?

#713
McAngus

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This is really great, thanks for putting this together!

#714
Godzilla87

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http://narida.pytalh...saultRifleAmp5/

the TGI only adds the TC 6b bonus when you put stim packs on

#715
Rancherion

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ChaseSanchez wrote...

Julian Skies wrote...

Actually, Chase.
The builder is correct!
The way the game works is that if you have a weapon with the matching class of your weight reduction it does not reduces the weight of the weapon, instead it grants a positive bonus to your carry weight, so the +30% of the drell passive completely overwrites the Acolyte's weight AND also grants an additional bonus that helps with the Mattock!

It looks a wee bit weird, yes, but that's how factually works.


It is just a the tinyiest of seconds so it is kinda irrelavant, in the build I presented, but that evolution could be of use to some.

@ Julian, I don't see where the bonus is true in game.

This exact setup in game comes to a 185% cooldown. The heavy pistol becomes weightless if its weight is less than or equal to .30.

Are you suggesting the game's maths is showing the wrong cooldown number?


Weapons never add a bonus to the cooldown, they can only become weightless.

This Build has a 180% cooldown ingame.

But i agree its hard to calculate and with minor impact.



Another thing i just noticed: Sticky Grenades get +200% at Evo 5 but no 300% (=+3 Nades)

#716
ValorOfArms777

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Hey wanna add Ammo "ammo" at least "the ammo that provide damage boost or armor defnsive ignoring" like AP ammo Drill rounds etc.

#717
Sheckysrevenge

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The class builder is the best thing sliced bread and inferno ammo! Thanks.
Questions: The damage listed for the reegar carbine... is that per second? per clip?
Also, the shedder mod for the reegar lists "ignore defenses 0 - 0%" Is this a typo or does the shredder mod have no effect on the reegar?

#718
THEEAV3NG3R

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Sheckysrevenge wrote...
Questions: The damage listed for the reegar carbine... is that per second? per clip?

Damage listed for the Reegar Carbine is per 'round' or 'shot' that it fires.

Sheckysrevenge wrote...
Also, the shedder mod for the reegar lists "ignore defenses 0 - 0%" Is this a typo

This class builder does not take into account armour damage reduction, meaning that selecting any piercing mod(s) will not change any values relating to armour damage.

Sheckysrevenge wrote...
does the shredder mod have no effect on the reegar?

Yes, the Reegar Carbine does benefit from using piercing mods.

Modifié par THEEAV3NG3R, 20 janvier 2013 - 02:16 .


#719
Dontai777

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ValorOfArms777 wrote...

Hey wanna add Ammo "ammo" at least "the ammo that provide damage boost or armor defnsive ignoring" like AP ammo Drill rounds etc.


i too would like to see ammo figured in, helps me find the best bang for my buck....shot.
and i would also like too say how much help the builder is, wish i had found it sooner. ;)

Modifié par Dontai777, 20 janvier 2013 - 01:25 .


#720
THEEAV3NG3R

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[Responded to wrong thread, whoops...]

Modifié par THEEAV3NG3R, 23 janvier 2013 - 08:35 .


#721
Rancherion

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There was a small balance change on January 15th.

Phase Disruptor (Slayer)
Lowered the base barrier drained for Phase Disruptor from 50% to 40%
- Evolution 4 increases the reduction of Phase Disruptor from 25% to 50%

#722
animedreamer

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Ninja'd..

"So that's what that feels like." - Batman, Dark Knight Rises

Modifié par animedreamer, 29 janvier 2013 - 12:21 .


#723
Narida L

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Fixed.

#724
Shampoohorn

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tyhw wrote...

Shampoohorn wrote...

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

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.


OP, I bumped this earlier, but you might have missed it:

1) Sabotage Tech Vulnerability (TV) boosts its own damage.  Confirmed by tyhw above.  You don't need to cast it twice to get this bonus, so it makes sense to increase the backfire and synthetic explosion damage by 50% multiplicative when people select TV in your tool.

2) TV also boosts the QFI's and TSE's melee by 50% multiplicative. QFI confirmation is in my Sig thread. TSE boost is confirmed here. I don't know if anyone's confirmed the QMS sabotage/melee combination.

....

3) In addition, that link above also confirms that the Armiger Heavy Melee is 600 not 650 as currently listed in the tool.  This link is a second confirmation by the playtesters.

4) One last thing, currently the Havoc Strike melee damage bonus is applied regardless of whether HS is checked or not.  Probably doesn't matter, just letting you know.


Thanks again!  (And as you can see, I like melee)

Modifié par Shampoohorn, 31 janvier 2013 - 01:19 .


#725
GordianKnot42

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Never had a chance to say this...

Thanks for the awesome site. I use it a lot.