ME3 MP class Builder
#201
Posté 30 mai 2012 - 03:34
#202
Posté 30 mai 2012 - 06:50
The weapons are few and simple so here is the formatted data for them as provided by Tangster's excellent spreadsheets:
http://textsnip.com/43f7c7
Modifié par Creakazoid, 30 mai 2012 - 06:52 .
#203
Posté 30 mai 2012 - 06:56
I already added the Male Quarian Engineer seeing as I got him, so you don't need to do that^^.
#204
Posté 30 mai 2012 - 06:58
#205
Posté 30 mai 2012 - 10:32
#206
Posté 31 mai 2012 - 01:32
Any way you can add some "print" button that formats it the old style? I can scan a pic if you need to see how it used to print.
#207
Posté 31 mai 2012 - 01:53
#208
Posté 31 mai 2012 - 02:23
#209
Posté 31 mai 2012 - 04:09
Narida L wrote...
Should work now.
You are my hero!
*edit* well.. mostly. The old style used to show the boxes still and make it clear which of the two you picked.
Now I at least see the names of the powers (and the branches) but can only tell which I picked by the stats on the right.
Maybe even if the blue colored selection had a black outline around it or something?
Notably (althought it could just be my work PC), in internet explorer I can't get the builder to work at all (it works fine in chrome).
I'll check at home to see if it's just my work pc though.
*edit 2 Used my Cell phone to contact my home Computer..
The editor works fine there on IE, Chrome, and Firefox.. Must be the crappy work computer here giving me a problem with IE (which I had only tried to see if it affected what I saw in printing)
Modifié par demonss, 31 mai 2012 - 04:19 .
#210
Posté 31 mai 2012 - 05:20
#211
Posté 01 juin 2012 - 11:30
#212
Posté 01 juin 2012 - 01:26
#213
Posté 01 juin 2012 - 05:54
#214
Posté 02 juin 2012 - 07:33
Meeeps wrote...
Very nice tool, what is the checkbox on the skill columns for?
seems to be wether to include the ability's buffs in the calcuations. For example you can use it to see how tech armor affects your sentinel's loadout's recahrge rate.
#215
Posté 04 juin 2012 - 09:56
Also on the Krogan Vanguard, it doesn't seem to be applying the damage bonus from the 5th rank evolution of Barrier to any of the other skills.
Modifié par RiverRat, 04 juin 2012 - 10:05 .
#216
Posté 05 juin 2012 - 08:09
But I don't see the problem for the geth infiltrator.
The proximity mine with both enabled says:
It seems correct to me.
Damage: 780
= 400 (base value)
+20% (80) Proximity Mine 3: Damage
+50% (200) Tactical Cloak: Damage Bonus
+25% (100) Hunter Mode: Damage Bonus
#217
Posté 05 juin 2012 - 06:21
What sort of info do you need?Narida L wrote...
Yeah I intend to, I haven't unlocked all the characters yet though.
If anyone wants to help fill in the skills let me know.
All info is at 200% cooldown and 0 passive skills
Tactical scan
Rank 1 - 1.33s recharge, 20s duration, 15% damage taken bonus, 15% move speed penalty
Rank 2 - Increase recharge speed by 50%. Becomes 1.14 seconds
Rank 3 - Increase duration by 30%. Becomes 26 seconds
Rank 4a - Increase all weapon damage done to the target by 7.50%
Rank 4b - Increase all power damage done to the target by 7.50%
Rank 5a - Increase all headshot damage by 25%
Rank 5b - Increase the target's movement speed penalty by 15% (so it's at 30% total). Although its not mentioned, this also takes the recharge speed from 1.14 seconds to 1.07 seconds. However after I confirm and move around, its back to 1.14, so its probably just a bug.
Rank 6a - Increase all damage done to the target by 10% (so 25% max)
Rank 6b - Increase scan duration by 100% (so 46 seconds max). Momentarily reveal enemies within 20 meters of the target with an initial scanning pulse
Arc Grenade
Rank 1 - 450 damage, 8 meter radius
Rank 2 - Increase grenade capacity by 1
Rank 3 - Increase damage by 20% (540 damage total)
Rank 4a - Increase damage by 30% (675 damage total)
Rank 4b - Increase impact radius by 30% (10.4 meters)
Rank 5a - Increase grenade capacity by 1
Rank 5b - Add an electrical effect that does 40% additional damage over 10 seconds
Rank 6a - Increase damage to armor by 75%
Rank 6b - Increase damage to shields and barriers by 75%
Quarian Defender (same for both infiltrator and engineer)
Rank 1 - 2.5% weapon damage, 10% power damage, 10 weight capacity
Rank 2 - Increase weapon damage bonus by 2.5%
Rank 3 - Increase power damage and force bonuses by 10%
Rank 4a - Increase weapon damage bonus by 7.5%
Rank 4b - Increase power damage and force bonuses by 10%. Increase weight capacity by 20
Rank 5a - Increase power damage and force bonuses by 15%
Rank 5b - 20% headshot
Rank 6a - Decrease weight of all weapons by 20%
Rank 6b - Increase weapon damage bonus by 10%
Fitness (same for both male Quarians)
Rank 1 - 15% health & shield, 15% melee
Rank 2 - 15% health and shield
Rank 3 - 20% melee
Rank 4a - 30% melee
Rank 4b - 20% health and shield
Rank 5a - 75% melee damage increase for 30 seconds after an enemy is killed by a heavy melee
Rank 5b - 15% shield recharge delay
Rank 6a - 30% melee, increase power damage bonus by 30% for 20 seconds after an enemy is killed by a heavy melee
Rank 6b - 25% health and shield
Incinerate (engineer) and tactical cloak (infiltrator) appear to be identical to other characters.
Both have a base capacity of 30%,
Both male quarians are 500 health 600 shields base
Bloodlust
Rank 1 - The vorcha flies into a frenzy, increasing movement speed, health regeneration, and melee damage. Each kill intensifies these effects and can stack up to 3 times. Slows power use by 60%. 1.33s recharge, 15s duration, 5% movement speed bonus, 50 health regen, 10% melee damage bonus
Rank 2 - Increase recharge speed by 25% (so 1.23s)
Rank 3 - Increase health regeneration by 30% (so 65)
Rank 4a - Increase melee damage of each stack by 10%
Rank 4b - Increase health regeneration of each stack by 50%
Rank 5a - Increase power damage bonus of each stack by 5%
Rank 5b - Increase weapon damage bonus of each stack by 5%
Rank 6a - Increase movement speed by 5% and melee damage by 10%
Rank 6b - Increase health regeneration of each stack by an additional 100%
Flamer
Rank 1 - 2.67s recharge, 200 damage per second, 5s duration, 5m range
Rank 2 - Increase recharge speed by 25% (so 2.46 seconds)
Rank 3 - Increase damage by 20% (240)
Rank 4a - Increase damage by 30% (300)
Rank 4b - Increase range by 50% (7.50m)
Rank 5a - Increase damage by 40%
Rank 5b - Increase duration by 60% (8s)
Rank 6a - Increase damage to armor by 50%
Rank 6b - Increase damage to shields and barriers by 50%
Vorcha Resilience
Rank 1 - 5% weapon damage, 5% power damage, 10 weight capacity
Rank 2 - Increase weapon damage bonus by 5%
Rank 3 - Increase power damage and force bonuses by 5%
Rank 4a - Increase weapon damage bonus by 7.5%
Rank 4b - Increase power damage and force bonuses by 10%. Increase weight capacity by 20
Rank 5a - Increase power damage and force bonuses by 15%
Rank 5b - 20% headshot
Rank 6a - Reduces the weight of shotguns and assault rifles by 25%
Rank 6b - Increase weapon damage bonus by 10%
Fitness is same as the male quarians
Carnage (vorcha soldier) and Cluster Grenade (vorcha sent) are identical to other classes.
750 health, 250 shield base. 30 base weight capacity.
Modifié par Bobkyou, 05 juin 2012 - 06:24 .
#218
Posté 05 juin 2012 - 06:39
Narida L wrote...
You're right about the krogan, I'll fix it.
But I don't see the problem for the geth infiltrator.
The proximity mine with both enabled says:
It seems correct to me.
Damage: 780
= 400 (base value)
+20% (80) Proximity Mine 3: Damage
+50% (200) Tactical Cloak: Damage Bonus
+25% (100) Hunter Mode: Damage Bonus
Eeep. My mistake. The problem is with the Melee damage evolutions for the Geth Infiltrator. If you've taken one or more of the fitness (advanced hardware) evolutions that increase melee damage, then the melee bonus from tactical cloak doesn't seem to be calculated if Hunter Mode is also on.
Correction, it may or may have nothing to do with taking one of the melee fitness evolutions. Also Krogan Sentinel has a similiar issue with calculating melee damage when checking both tech armor (if you took the melee evolution) and rage.
Modifié par RiverRat, 05 juin 2012 - 08:09 .
#220
Posté 05 juin 2012 - 07:25
#221
Posté 05 juin 2012 - 07:57
RiverRat wrote...
Narida L wrote...
You're right about the krogan, I'll fix it.
But I don't see the problem for the geth infiltrator.
The proximity mine with both enabled says:
It seems correct to me.
Damage: 780
= 400 (base value)
+20% (80) Proximity Mine 3: Damage
+50% (200) Tactical Cloak: Damage Bonus
+25% (100) Hunter Mode: Damage Bonus
Eeep. My mistake. The problem is with the Melee damage evolutions for the Geth Infiltrator. If you've taken one or more of the fitness (advanced hardware) evolutions that increase melee damage, then the melee bonus from tactical cloak doesn't seem to be calculated if Hunter Mode is also on.
I'm afraid I still don't see the problem: :/
Melee/Heavy Melee: 580/1087.5
200/375 (base value)
+15% (30/56.25) Advanced Hardware 1: Advanced Hardware
+20% (40/75) Advanced Hardware 3: Melee Damage
+90% (180/337.5) Tactical Cloak: Damage Bonus
+15% (30/56.25) Hunter Mode: Damage Bonus
+50% (100/187.5) Tactical Cloak: Melee Damage Bonus
#222
Posté 05 juin 2012 - 07:58
Lucien Midnight wrote...
Narida, i'd love it if you included gun data! That would be epic.
You can choose your weapons and cooldown times will be adjusted accordingly.
Also weapon damage including weapon damage bonus will be shown.
Or did you mean something else?
Modifié par Narida L, 05 juin 2012 - 07:59 .
#223
Posté 05 juin 2012 - 08:09
#224
Posté 05 juin 2012 - 08:15
Narida L wrote...
I'm afraid I still don't see the problem: :/
Melee/Heavy Melee: 580/1087.5
200/375 (base value)
+15% (30/56.25) Advanced Hardware 1: Advanced Hardware
+20% (40/75) Advanced Hardware 3: Melee Damage
+90% (180/337.5) Tactical Cloak: Damage Bonus
+15% (30/56.25) Hunter Mode: Damage Bonus
+50% (100/187.5) Tactical Cloak: Melee Damage Bonus
Okay... that's weird because for me when I check hunter mode then tactical cloak, the bonus is getting overwritten or replaced rather than added. =/
#225
Posté 05 juin 2012 - 08:19
@Bobkyou
Yeah that's the info I need, unfortunately I already had it :/





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