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ME3 MP class Builder


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#151
r0estir0bbe

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Just wanted to drop that it seems the ability "Lift Damage" from Singularity is broken somehow. It shows 2 recharge speeds...

#152
M0tuk

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I did not read full thread an maybe this is mentioned before, but is there any chance to add weapon mods?
Also after selecting soldier class, the fifth race selection button gets stuck in Batarian Soldier.

#153
Mozts

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Didn't read the whole thread, but I've been using the class creator a long time now and its awesome. Sure there a few minor glitchs, but all thinks considered this is amazing work.

Thank you very much and keep up the good work.

Modifié par Mozts, 17 mai 2012 - 07:41 .


#154
ctr2yellowbird

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Great stuff. I was hoping such a web tool existed but haven't found it (or looked) until yesterday.

Issue: Skill upgrade description needs better placement/implementation.
So when my mouse hovers over a rank upgrade, the upgrade's affect is displayed on the bottom of the page just above the weapon selection. Now, this tool looks good when my browser (Waterfox) is set to fullscreen at 1920x1080 resolution, but I usually prefer to have my window size reduced to about... half that because most sites just don't utilize all that space with pertinent information or accessibility. Also, smaller window sizes usually help with multitasking, etc. At my preferred window size, this means that I would have to hover my mouse over a skill upgrade and scroll down to the bottom of the page to read what the upgrade does without passing over any other upgrade that might change the upgrade description. Also, the description's text does not really stand out (i.e., small, bunched close to weapon selection, very bottom of page, same font as standard in this tool). Not ideal, and I shouldn't have to scroll down to see what the upgrade does in the likely event that I can't remember exactly what every ability does. And let's not forget about people with smaller maximum resolutions.

Solution:
Could you move the skill upgrade description to below the skill path with the highlighted ability? I imagine the description should, for example, hide itself completely when nothing is being hovered over, causing the skill paths beneath to realign to close the now empty space.
OR, and perhaps more preferably, display the skill upgrade's description in a text box beside the mouse when hovering over said skill upgrade.
OR, both or something else. My intention with this suggestion is to have the skill upgrade description present on the screen at all times without the need to scroll.

Issue (related to above): Lots of text on the screen with a fully spec'd out build!
As I mentioned before, this tool looks great on a fullscreen 1920x1080 display, of which I am quite happy to have my screen space utilized (!), but, again, this may not be the most typical scenario. A fully spec'd build really does take up lots of screen space, especially with all the additional text listing out each skill upgrade bonus, which can detract from readability or usability when a user just wants to make quick references of certain key information, even though these values are bolded and color theming is used for emphasis/de-emphasis, I know... It's still a bit much with less pertinent information clogging up the page on smaller window sizes.

Solution:
Could you add the option for a simplified page, compressing secondary information (i.e., mostly stat modifiers) and unused skill path upgrades (or entire trees)? This could just be a check box somewhere up top, perhaps beside the chosen character class title that says and toggles "Simplified", "Advanced", "Show Calculations", "Show Modifiers", "Full Detail", etc. I'm thinking... for the skill trees, hide unused skill upgrades (e.g., skill upgrade #5 is unused, so display a gray box that says "#5", "5", "Rank 5", etc.) that, for ranks 4-6, display both options when hovered over with the mouse, and perhaps hide an entirely unspec'd skill tree except for the skill's title. Perhaps skill trees can be toggled on via a check box beside their title or just by hovering the mouse over the title. And for the class' stats, I would display only base and current values (only one if both are the same), hiding the purple and black text modifiers, but perhaps still display the modifiers that appear with toggled abilities in pink text. I guess you could still display the abilities' descriptive flavor text in simplified mode and also those oddball black text abilities that don't fit in anywhere (e.g., Headshot Damage Bonus: +20%) and perhaps weapon weight.

Issue: Weapon selection should be given greater attention.
I just don't think the weapon selection should be relegated to the bottom of the page, especially when there's more to choose from, in a sense, than skill upgrade paths. It just seems more intuitive to require the user to do the most configuring at the beginning of any such form and less as they progress than vice versa. So, obviously...

Solution:
Could you move the weapon selection area above the skill upgrade trees? I'm thinking just place the weapon selection above the skill trees but keep the skill tree-class stat divider intact, which would require moving the weapon stats below the weapon selection for each weapon. I know this is not ideal for quickly comparing weapon statistics, but I would argue that the current weapon selection implementation is not ideal either. Perhaps the weapon level selector could be abbreviated into another form of input like a drop down box, slider, or keyboard input box, but I'm not sure if the fully detailed weapon calculation can be compressed into a single line to retain the ability to directly compare those calculations without moving the skill tree-class stat divider. Should be possible with some tweaking.

OK! Moving on...

Now, the first that I tried was to set up my Krogan Soldier's build to see if I could gain a more concise understanding of it whereupon I noticed some other issues:

http://narida.pytalh...es/#11PAKRKG8i9

Issue: Fortification Melee Bonus can be unclear
It was for me when I first tried the ability, so I had to test when the melee bonus is applied. It is indeed only active after purging Fortification for just 20s. I only noticed that you did include that parameter under the ability's description after I typed an explanation out.

Solution:
Under the Melee/Heavy Melee area, could you make it more obvious that the Fortification melee bonus is only active for 20s after the ability is purged? I'm thinking "+X% (X/X) Fortification: Melee Damage Bonus (20s after purging)" for people like me...

Issue: Martial Artist melee bonus is not calculated
I like taking Martial Artist on my Krogans because it provides a significant melee damage bonus, and it's easy to fulfill and maintain. I would like to see this tool modified to display Martial Artist's conditional damage bonus.

Solution:
Simply add a check box under the melee calculation for Martial Artist.

Issue: Pure Rage not affecting Rage's description
Pure Rage reduces the melee requirement to enter Rage and the Rage section should be altered to show that, if the Pure Rage upgrade is used. I see that Pure Rage's text is added to the other general bonuses, but I feel as though it belongs under the Rage section since it ultimately only affects Rage.

Solution:
Add a section under Rage detailing its requirements such as:
Melee Kills Required (within 30s): 2 kills
= 3 kills (base value)
-1 kill Rage 6: Pure Rage

Suggestion: Add calculation and color coding for type-based damages, may entreat further expansion.
In my build, I have spec'd Inferno Grenades with Armor Damage (e.g., Increase damage to armor by 50%.). I think it's reasonable and furthermore consistent with this tool's presentation to explain conditional, type-based damage calculations. Tell the users what a 50% damage increase to armor comes to! The same goes for damage bonuses against organics, synthetics, barriers, and shields. I'm sure users would really appreciate calculations on abilities that affect armor's damage reduction on all three difficulties, not to mention the affect that armor's damage reduction has on weapon damage.

Well that was exhausting.

I'm going to send a PM too just make sure this doesn't get lost.

Modifié par ctr2yellowbird, 17 mai 2012 - 07:11 .


#155
Mash-X-ToDieSlower

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Narida L wrote...

I made a class builder. Basically you can choose class, race and skills and it will show you your stats. Like in the game but with greater detail; it shows you how the different values are calculated and also includes some that aren't shown, e.g. melee damage.
http://narida.pytalh...om/me3/classes/

At the moment I'm still missing lots of skills, the Drell Adept, Salarian Infiltrator and the Human Soldier are complete however.

If there's interest, I'll complete it; or if someone want's to help me, send me a message^^.

EDIT 4th April 2012:
The skills have now all been added, thanks to heshkelgaii!


It would also be possible to add a weapon selection so that you can choose which weapon you want and it would show you the actual weapon damage as well as the adjusted cooldown times; again, only if there is interest^^.

EDIT: The BB code doesn't like my links :-/
EDIT 2: Fixed the links:
Drell Adept: http://narida.pytalh...lasses/#01BAAAA
Human Soldier: http://narida.pytalh...lasses/#10BAAAA
Salarian Infiltrator: http://narida.pytalh...lasses/#41BAAAA


This is just cool. Thank you for doing this!!

#156
Narida L

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@FortunePaw
Moved the weapon weight/damage info.

@r0estir0bbe
Fixed the lift damage.

@ctr2yellowbird
Thanks for the extensive post. I added the tool tips. They're kind of buggy at the moment: they don't update properly when you change class... might look into it later, for the moment just press F5 if they're wrong...
For Fortification it says: "Reinforce armor using protective Foucault currents. Purge the current and send its charge to your gauntlets for increased melee damage."
I moved Pure Rage to the right place^^.
Unfortunately everything else you suggest is rather complex so I'm not planning on adding it at the moment.

Thanks to everyone who posted bug reports.

I also worked in the new balance changes.

#157
Creakazoid

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I just wanted to comment that I just noticed the little check boxes next to certain powers that alter other stats when active. Those are super-helpful! Now I can painlessly figure out how much things like tech armor and hunter mode affect power recharge. Thanks!

#158
jupitersj

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Got a few more fixes for ya =)

Geth Infiltrator

Hunter Mode Rank 5 Power Damage is 15% in-game, you have it listed as 20%

When activating Hunter Mode, Rank 4 Power Recharge 20% isn't decreasing power cooldown times in your tool, also alternative Rank 5 Increase rate of fire of all weapons by 15% while active, doesn't change the listed weapon DPS, though i don't know if your tool is setup to be able to incorporate that :)

#159
ctr2yellowbird

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Hey, thanks for taking my input into consideration. I'm just glad I could help in some way. I like this game, and I like your tool. I wouldn't have posted if I didn't.

About Fortification, I know how it works now. I just wanted to get the point across that the bonus is temporary, and perhaps its damage modifier to the Melee/Heavy Melee calculation (pink text) could be updated to reflect that (e.g., "(20s after purging)"), even though you already have the appropriate information displayed under the Fortification section. It's just that when a user toggles Fortification on your tool, they see all the added, passive bonuses (and cooldown penalty) factored into calculations elsewhere on the tool. But the melee damage bonus is a triggered--not passive--bonus, and yet it's displayed as if it were a passive effect under the Melee/Heavy Melee section (without reading Fortification's description). In fact, the melee bonus is supposed to be active when the other Fortification bonuses are not, even though the ability can be reactivated again in a few seconds after purging. Things like that are easy for people like me to miss or forget, and it's easier for people like me if these things were made abundantly obvious :). That's all.

Also...

Issue: Fortification and Rage melee damage bonuses are not stacking (in the tool) when both are toggled
I don't even know how those bonuses are applied together to the melee damage calculations. To that end, Martial Artist's bonus further complicates that calculation, which is neither here nor there at the moment.

I bet, working on this tool to perfection, you've gotten to learn all the abilities and relevant game mechanics inside and out!

Thanks again.

#160
Dracian

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Great work, congratulations !

However, I have a little request : do you plan to implement Weapon mods and Equipement ? Or maybe I missed them ^^

#161
Killahead

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Any chance this will be updated with the latest changes anytime soon?

#162
Narida L

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Oh, yeah, didn't realize balance changes were posted.
I'll update it tommorow.

#163
Narida L

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Added Tuesday's balance changes and fixed a minor bug with the sentry turret.

#164
Kev87

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this is a really helpful tool. i appreciate all the work that went into it.

#165
Neumeusis

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Ho, i've found that Krogan's Soldier Fortification is 60%. Was modified to 50% a fiew weeks ago.

#166
Rogue Eagle

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aahhh! can't get by popup.

#167
Bobkyou

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The tool is fantastic, great job. Have you ever considered adding an 'Effective Health' entry? To show the effects of damage reduction from reave, biotic sphere, tech armor, ect?

http://social.biowar.../index/11481777

Modifié par Bobkyou, 24 mai 2012 - 11:42 .


#168
DF075

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i tried using this to see my female vanguard's melee damage and notice it said cooldown +170% with Eviscerator X but in my game it says +190%? also what are the check boxes for?

F.Vangaurd Build
6/3/5/6/6 not spec for decrease in weight

#169
Stonebo1t

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Would pay for this as an iphone app ;)

#170
MaximilianPower

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Stonebo1t wrote...

Would pay for this as an iphone app ;)


+1

#171
Bobkyou

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DF075 wrote...

i tried using this to see my female vanguard's melee damage and notice it said cooldown +170% with Eviscerator X but in my game it says +190%? also what are the check boxes for?

F.Vangaurd Build
6/3/5/6/6 not spec for decrease in weight


According to https://docs.google....bWc&output=html the character builder has the wrong weight for the eviscerator.  It's supposed to weigh 1.25 to 0.7.

The checkboxes activate abilities, so you can see some of the effects they would have.  For example, activating the checkbox for hunter mode will show you dealing more damage with proxy mine.  For most of the abilities though the checkboxes have no effect.

#172
oDEEKo

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Great tool, many thanks for all the hard work you're putting in to this :-)

#173
Narida L

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Image IPB

Sorry, no IPhone App, it's just a link to the site :-P

I did however reformat the site for handheld devices:

Image IPB
It's functional if not particularly pretty.
Adding the site to the home screen will now also show the icon above^^.

Also fixed the Eviscerator weight.

Modifié par Narida L, 25 mai 2012 - 11:37 .


#174
Freskione2

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This is awesome! Wish I would've read this weeks ago!

Modifié par Freskione2, 25 mai 2012 - 06:34 .


#175
Narida L

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I improved design and overall user friendliness of the mobile version.

Use the following link to get the most out of it:
http://narida.pytalh...classes/?mobile