ME3 MP class Builder
#851
Posté 14 mars 2013 - 10:54
#852
Posté 14 mars 2013 - 11:30
ThatOddGuy wrote...
Is there a reason none of the new weapons are on the class Builder? They were before.
yeah its only new chracters none of the new weapons weapon mods or gear bonus
#853
Posté 15 mars 2013 - 12:25
#854
Posté 15 mars 2013 - 01:01
#855
Posté 15 mars 2013 - 06:35
ThatOddGuy wrote...
the new weapons used to be there, though, so I don't understand why it went backwards.
last time i used it they were back but som of the weapon mods are gone.
#856
Posté 15 mars 2013 - 09:09
Modifié par Grotaiche, 15 mars 2013 - 09:10 .
#857
Posté 15 mars 2013 - 09:23
#858
Posté 15 mars 2013 - 01:40
Modifié par animedreamer, 15 mars 2013 - 01:44 .
#859
Posté 20 mars 2013 - 09:15
#860
Posté 20 mars 2013 - 09:34
Kommandant Schäfer wrote...
are the values for cyclonic modulator and power enhancer correct? cause in game it says additional 150%, while the class builder only calculates 50%. also, a dev said not so long ago that the power magnifier adds 30% of the value after all other bonuses and not of the basic value, but the class builder adds 30% of the basic value.
Cyclonic IV is saying it adds 150% base shields. You might want to recheck something.
#861
Posté 20 mars 2013 - 10:17
http://social.biowar...x/16075348&lf=8Kommandant Schäfer wrote...
are the values for cyclonic modulator and power enhancer correct? cause in game it says additional 150%, while the class builder only calculates 50%. also, a dev said not so long ago that the power magnifier adds 30% of the value after all other bonuses and not of the basic value, but the class builder adds 30% of the basic value.
Unless the commentary there was contradicted elsewhere, looks like the power mods are additive (which is pretty consistent with what I've seen out of them).
#862
Posté 20 mars 2013 - 11:30
#863
Posté 22 mars 2013 - 02:08
#864
Posté 30 mars 2013 - 11:48
I've found this error:
Turian Sabotuer's passive
Turian Veteran > Armiger Legion
#865
Posté 11 avril 2013 - 08:35
N7 Shadow Sword Mastery rank 5a does not a give an extra melee damage bonus of 50% that I can see. Only the extra 50% for 20 seconds after a melee kill.
#866
Posté 17 avril 2013 - 04:58
Modifié par Wadmaasi, 17 avril 2013 - 04:58 .
#867
Posté 17 avril 2013 - 05:17
#868
Posté 17 avril 2013 - 08:27
The class builder assumes that the melee damage bonus from Sword Mastery is active.Matthias King wrote...
I think I found an error.
N7 Shadow Sword Mastery rank 5a does not a give an extra melee damage bonus of 50% that I can see. Only the extra 50% for 20 seconds after a melee kill.
#869
Posté 19 avril 2013 - 10:08
Narida L wrote...
Known Current Issues
I am aware of the following issues. I might fix them at some point.
N7 Shadow "Sword Mastery" tree evo's 5 and 6 do not apply their melee damage bonus' to shield/barriers and armour respectively
Shadow Strike's damage modifiers are effected by 'Sword Mastery' evo's 5 (Shields/Barriers) and 6 (Armour)
All "Damage Taken" attributes not being applied. This includes QFI Tech Vulnerability applying to Sabotage.
Ammo Power are missing. These have weird effects, it would be a pain to add them. Maybe at some point.
First: is that 2nd one in your quote a typo? Your sheet currently has Evo 5 and 6 (Rank 6a and 6b) of Fitness not modifying either Shadow Strike OR LMelee/HMelee damage, but it should, or is that all you're saying? It should but your sheet doesn't account for it? I do believe R6 evos of fitness boost LMelee damage, too.
So...
1. You say you may add ammos but have yet to b/c the mechanics are weird and they're a pain. (They really are; don't worry about putting in mechanics/numbers/stats/calculations, really, ever, I can do without; only ammos with effects you need to worry about the stats of are:
Disruptor Ammo and Phasic Ammo and their damage v. shields and barriers, and quick slapstick math is good enough to get the gist here, so no need for the sheet to do it
and incendiary ammo's DoT effect; No need to do that b/c not a single person who's tested the game mechanics to find out the mechanics of the ammo have a single clue as to how it works, not to mention the multiple glitches where it feeds off of other debuffs/DoT effects to get even weirder DoT... )
What I wish to ask in regards to this, is can you just add them in to the sheet? Literally just a drop-down menu where you add them in? Just text. It helps LEAGUES when you're trying to share builds on sites and you can just link to a full and complete build, esp. when there are no variable options in the build (Like an evo in a power which COULD go a different way). The current way, you need to post a link then go "Oh yeah, and uh... put on X Ammo rank I - IV"And if/when you add them in, could you also be sure to make sure Phasic and Explosive ammo go in correctly only having ammo I through III, no ammo IV as no Phasic ammo IV or Explosive ammo IV exist. And at the same time, could you fix that first issue where a few consumables inaccurately claim that there's a rank IV version. Just do it all at once if you can/would, please?
2. Okay, weird request you maybe never got, and probably I'm the only one who will ever require this, but, well, suffice it to say, my internet connection set-up at home doesn't allow me to be connected all the time thanks to me using wired internet, and not always having access to a connection point for various reasons. For that reason, around the time Reckoning was announced I got the idea, "What if I could find a way to be able to access the builder and mess with build ideas while offline" a little research later, and not too much effort, I found out I could save webpages. YEAH!!! Cool, right? So I did, I saved your editor (though b/c I couldn't view the builder on any page that WASN'T already a build with a #<text> string at the end of it, I was at first worried that the builder would be perma-stuck, no matter which page I saved it on, in the build of the page I saved it from... I was wrong!)
For reference, I got the magical idea, remembering something, to tell you the version # as recorded at the bottom of the page of the version I saved: It's the one you last updated on February 25th.
Then I knew, with reckoning coming out, you'd have to add the new kits and it could take a while to get all of the new stats, shields/barriers/health/powers/evolutions/math/melee/etc. so I figured, I'd have to wait a while and come back and download a more complete version. 4 weeks later, I come back and yay! it's all here (though i'd used it between then and now, I hadn't downloaded the new version b/c I either didn't remember to or it was yet to be up to date enough to be worthwhile), so I downloaded it yesterday, and to play with my brand new offline toy... I opened it up and started playing with it... except the issue I was afraid of in the earlier version I saved, come to think of it, is the EXACT issue I'm having now. No matter which page I save it on, it's stuck on that build, in fact, no 'button' or clickable object works! I click "class" to change class, no pop-up. I reloaded the page and saved it while online, deleted the other non-working version, and the new version didn't work either; I thought maybe b/c I was using a blank slate page to do it, it wasn't working, so I put in a random build on a random character, saved, and this time when I loaded my offline save of the page, it was stuck on that build- but the build wasn't highlighted. The powers and numbers from the calculations were there, but none of the blue squares were highlighted other than that starting blue first box of the top power; weapons were in the right spots, but I couldn't open the dialog box to change them; gear and equipment were applied properly but equipment wasn't showing in the non-drop-down-menu. Suddenly, between the last version and this version, something you did made the sheet uninteractive when saved to be used offline. Could you try to fix this PRETTY please!? SO MUCH PLEASE!!!! I'm probably going to be the only one who is going to find this an issue, too...
The current version that is currently unsaveable/usable offline, it was last updated on March 14th
3. I tried doing research but it seems Peddroelmz doesn't have a thread link with an answer, but I'm afraid your Asari Huntress cloak R6 bonus may apply incorrectly; the weapon variants of other Infiltrators apply the R6 bonus as a global modifier making it an evolution to be reckoned with, however, though you have it done correctly for them, you have it as a generic additive bonus for the Asari Huntress. At first I assumed this was incorrect because it's contradictory to other cloaks, however after finding no research to support either way, I don't know if your version is correct or not; I'll do a search after this.
4. Your KroLord melee/power damage evos are calculated really awkward... and KroLord's version is obviously pretty broken, I can get his HMelee to well over... 10,000 damage per hit? 18,000? It's weird and funny, a glitchy input that should be looked into XD as for the the Omni-Bow alternative; I dunno if it's correct or not; seems alright, maybe; it might be under-reporting the damage. Do Weapon Melee Mod attachments apply to these 2? I didn't check, but they should.
5. Tactical Cloak seems to apply it's 40/80% damage bonus twice to shadow strike, once as a power and once as a melee damage bonus. I think so, at least. Here's a link on the subject; essentially the bonus to damage from it gets applied twice, so it's double the additive damage bonus. I dunno if you can account for that easily.(http://social.biowar...855086#13863413)
6. Any chance, considering they announced they're done patching the game, you can add in some weight-exceptions to portray the weight glitch, where weight increasing mods don't increase weapon weight or count towards power recharge calculations if they're put on guns in the original game files? (Any gun that you could use in SP or MP DLC and knew about before the first DLC, Resurgence, was even announced, aside from the PPR, only exception)
7. Juggernaut Fitness Shield Bonuses (Shield bonuses in general; Cyclonic Modulator SHOULD have an effect as well) should improve the strength of Hex Shield; they do so ingame and you can see them in the lobby power screen. You can get a 4600 strength Hex Shield at rank 1; very handy.
8. Debuffs are applied in a weird power; kudos to you for even thinking of adding them in. On a related note: over the next year, as I imagine this is no small feat, could you add in the optional checkboxes that you have for stating whether a power is active or not, for things (damage formulas and such) like, whether or not a gun gets a headshot (account for this in the damage formula) and whether you have base, 1, 2, or 3 stacks of Bloodlust, and whether or not R5 of fitness, martial artist/speed boost are active. Things like that; if it's not an always-active effect, put in a checkbox for it? Please. I don't expect this; it sounds like SO much work, just throwing it up b/c if it doesn't come to your mind, you probably wouldn't end up doing it unless someone else suggests it. This would include things like debuffs; debuffs aren't always in effect just cuz you used a power... like annihilation field, just cuz it's active doesn't mean it's debuffing an enemy; you need to be in range.
Things that could apply:
Bloodlust, has 4 stacks if I understand it correctly; 1 base always active, and up to 3 more; when active a peddro noticed it had the 5% melee damage bonus already active; It may be 1 base always active and up to 2 stacks, 3 total, though. I just don't know. Would need 3-4 checkboxes.
Annihilation Field: Although, I suppose, seeing as it's not like Tactical Cloak, the checkbox for this power COULD be the checkbox for whether or not it is debuffing; it's a moot point to click the checkbox at this point because it has no effect other than the debuff, which isn't accounted for in the builder yet, which affects other powers. This could give the checkbox purpose.
Proximity Mine: Same as annihilation field; no purpose for the checkbox as it's currently in the builder, unless debuffs are accounted for.
Recon Mine: Same as last 2.
Fitness R5 temporary boosts
Omni-Bow power and Hammer power optional debuffs; though they seem to be like Proximity Mine/Annihilation Field/Recon Mine in this regard; currently the checkbox for them is useless (esp. as long as the Hammer Powers' damage gets applied to the melee damage improperly)I mainly want debuffs and optional temporary buffs from powers to be applied like Rage Mode on krogans is applied; an optional checkbox.
9. Your reegar stats are off; the gun shoots 8 projectiles (like a standard shotgun), hitscan (like a standard weapon) per shot, and fires at a RoF of 1000 or 1100 (that's in shots per minute); with a clip of 22, and a damage per projectile of... 44.0 to 66.0? I'm 99.999% certain the base damage per projectile stat at X is 66.0, but I'm unsure of the stat at I; you can find the legit stat in Cyonan's weapon stats sheet.
http://social.biowar...ndex/13255314/1
10. Dunno if you have it in right or not, but Peddro noticed that the ingame tooltip on Frag Grenades and Biotic Hammer's Resistance-multiplier damage bonuses are incorrect; for Frag Grenades, the Shield/Barrier damage bonus is only 50%, and same for Armor damage, it's only 50%, it's not even 65% which is what it was before it supposedly got the weekly balance change buff. And Biotic Hammer's 50% Damage bonus v. armor and barriers is actually 75% (I may be remembering the evo incorrectly; I know the power gets a damage bonus v. armor and barriers, but I may be confusing the innate damage bonus v. those 2 defense types with the R5 evolution which increases damage vs. specific defense types)
11. Thought of another after typing #2 below: DoT optional effects; arc grenade, frag grenade and incinerate and shadow strike and a few other powers have this; currently it just adds a nifty description below the power acknowledging it. From reading many of Peddroelmz' game mechanic posts, I've noticed that the DoT effect seems to be based off of final damage, so all damage bonuses affect these. Maybe you could add in an additional stat on these powers acknowledging the additional damage? It'd just take the final damage stat for said powers for all defense types, and multiply them by the damage % of extra DoT, so, for example, if Arc Grenades end in 700/1400/1400/700 damage, and you choose the 40% DoT effect, under everything at the bottom of the power, could be one last thing (or just somewhere snuck in along the stats) you could add in a line that reads something like "DoT Damage: 280/560/560/280" and the stats would somewhat simply be calculated simply by taking the result of your complex damage formula for a given power, and simply multiplying it by the DoT added damage %.
12. Armor Piercing Arrows R5 armor damage currently is doing nothing. If you already know this, sorry.
13. Probably a pain in the butt to do hence why you haven't yet, but perhaps you could put a checkbox next to each weapon? and make it such that if one is checked the other can't be, and if you check one, it unchecks the other, if you uncheck one it rechecks the other, and you can never have neither checked (make it so that one has to be checked at all times); use this checkbox for the game to know which Power Magnifier mod and Melee mod properly; as it currently stands, if you have a melee mod on a pistol, and the OB on a Shotgun, the pistol stunner overrides the OB every time. It's a tad annoying; 9 times out of 10 If I'm using the OB I have the SG equipped to benefit; the Pistol is just conditional for other backup bonuses... but I can't see the damage bonus properly.
14. Perhaps add a little statsection for movement speed? On the destroyer, this is relevant for the movement penalty when devmode is active; for drells it's relevant if you invest in fitness enough, for Cabals/AIU's/Geth it's relevant if you invest in and have active the relevant powers, for the Geth Spitfire it's relevant, if you can find out what the penalty is, to see what character's end movement speed is. For any character with Adrenaline modules on you can see what kind of movement you're looking forward to. For Juggernauts, you can see what kind of movement speed you're looking at if you have speed boost active; for the most part, this is pretty minor; it just might be interesting to see the final movement speed %age to see if you have an overall bonus or penalty and how big said change is on builds with more than 1 way to manipulate the stat. For AIU's/Geth/Drell with maxed abilities, they get 20% + 25% from adrenaline rush, which is easy, but for others, it can get odd, esp. with the Spitfire.
15. Charged checkboxes for chargeable guns? Whether a gun is chargeable or not and the effects can be visible on Cyonan's weapon stat sheet; guns like the GPSMG even have charge mechanics you wouldn't know about; the charge status of the BPP is important, too as the shot is 5x as strong, and only the AP shot gets a 2.5x armor damage multiplier.
16. Penetration distance stat? All penetration mechanics are additive; the damage reduction is also based off of the lowest damage reduction penalty between either mod and the gun itself; if the gun has innate penetration then there's no damage penalty when shooting through cover; if the gun doesn't have innate penetration, then the penalty is w/e the mod says it is. If there are 2 mods, then the penalty is the smaller penalty of the 2 (only applicable in the case of Shotgun double-piercing mods)
Some questions:
1. For Geth weapon damage bonuses and the Awakened collector Prothean/Collector weapon damage bonuses, you have it set to be a global multiplier that multiplies against all other bonuses; I was wondering your source on this? I imagine, as it's unconvetional and not the default ways bonuses are applied, that you must have had a source which informed you that that's how the bonuses are applied. I'd love to read it.
2. I think I've exhausted all requests and questions I have at this point; If I think of anything else, I'll post again... sorry and thank you for reading my long post. Hopefully you know that I do not expect you to do any of this; it's your time and project to do with as you please, but I hope you can and do find time to address all of these. Either way, your entire sheet is awesome and I'll keep using it; it's epic-cool.
P.S. if you already fixed any of these things before I posted this and I just missed it, or before you read this, and it is a moot point, so sorry!
Modifié par blaze55555, 19 avril 2013 - 10:10 .
#870
Posté 19 avril 2013 - 12:27
uuhhhhh...
Open the class selection table and then save the page, should work.
#871
Guest_GohanOwns_*
Posté 19 avril 2013 - 12:30
Guest_GohanOwns_*
i expected a bigger answer lolNarida L wrote...
@blaze55555
uuhhhhh...
Open the class selection table and then save the page, should work.
#872
Guest_Ghostknife72_*
Posté 19 avril 2013 - 12:36
Guest_Ghostknife72_*
Is the Concussive Shot radius bugged? If you choose radius for 4 and then again for 6, it always shows 1.5m. Am I missing something?
#873
Posté 19 avril 2013 - 01:40
P.S. if my post totally overloaded you, sorry, I was just kinda putting up any thoughts I'd had on it, just about ever... Spitballing, really.
Modifié par blaze55555, 19 avril 2013 - 01:45 .
#874
Posté 23 avril 2013 - 11:49
Its not as easy as just removing the incorrect IV consumable items from the drop down lists, as the core coding has to be modified as well. Just removing them from the list would cause their values to be applied to the next items within the list.blaze55555 wrote...
And at the same time, could you fix that first issue where a few consumables inaccurately claim that there's a rank IV version. Just do it all at once if you can/would, please?
Evo 6b, 'Power Damage' from the Huntess' cloak is an additive bonus, see this test by Corlist.3. I tried doing research but it seems Peddroelmz doesn't have a thread link with an answer, but I'm afraid your Asari Huntress cloak R6 bonus may apply incorrectly; the weapon variants of other Infiltrators apply the R6 bonus as a global modifier making it an evolution to be reckoned with, however, though you have it done correctly for them, you have it as a generic additive bonus for the Asari Huntress. At first I assumed this was incorrect because it's contradictory to other cloaks, however after finding no research to support either way, I don't know if your version is correct or not; I'll do a search after this.
Note: This test was performed before the buff to the Huntress' cloak damage bonus'. Balance Change.
The "0.8" is the first two "+40%" cloak bonus' [added together], and the "0.25" is the bonus from Evo 6b, power damage.
I believe you have misunderstood. What Predo means, is that the power damage bonus part of Tactial Cloak [+40/80%] is applied to Shadow Strike, as well as the melee damage bonus part of Tactial Cloak [Evo 5b [+50%], if chosen]. The class builder is applying these damage bonus' correctly.5. Tactical Cloak seems to apply it's 40/80% damage bonus twice to shadow strike, once as a power and once as a melee damage bonus. I think so, at least. Here's a link on the subject; essentially the bonus to damage from it gets applied twice, so it's double the additive damage bonus. I dunno if you can account for that easily.(http://social.biowar...855086#13863413)
The damage stats for the Reegar Carbine do seem to be off. Here is a link to some test [Lv X].9. Your reegar stats are off; the gun shoots 8 projectiles (like a standard shotgun), hitscan (like a standard weapon) per shot, and fires at a RoF of 1000 or 1100 (that's in shots per minute); with a clip of 22, and a damage per projectile of... 44.0 to 66.0? I'm 99.999% certain the base damage per projectile stat at X is 66.0, but I'm unsure of the stat at I; you can find the legit stat in Cyonan's weapon stats sheet.
http://social.biowar...ndex/13255314/1
Yes, Geth characters and the Awakened Collector gain multiplicative damage bonus' to their respective race weaponry.Some questions:
1. For Geth weapon damage bonuses and the Awakened collector Prothean/Collector weapon damage bonuses, you have it set to be a global multiplier that multiplies against all other bonuses; I was wondering your source on this? I imagine, as it's unconvetional and not the default ways bonuses are applied, that you must have had a source which informed you that that's how the bonuses are applied. I'd love to read it.
Here is a test by Predo on the Reckoning characters, Collector at top.
Modifié par THEEAV3NG3R, 23 avril 2013 - 11:53 .
#875
Posté 24 avril 2013 - 04:16





Retour en haut





