I personally have bias against Gold, but this is an info thread. Please try to keep it objective and clean.
What stays the same across all levels
- Weapon damage stays consistent as an absolute number throughout the three difficulties. The same Revenant you're totting around will do the same damage to the enemy no matter the difficulty. This means weapon damage does NOT scale.
- Player class abilities stays consistent throughout the three difficulties. They do not scale unless otherwise indicated below. As a lot of class abilities are based on % increase of weapon or power base damage, that just means your class ability to kill things decreases as you go up in difficulty.
- Powers (Biotic and Tech) that has a number assoicated with the damage does not change across difficulties. This is not referring to Biotic/ Tech Explosion/ Burst, but the base power. <-- not 100% sure.
- Biotic Explosion damage stays consistent as a percentage throughout the three difficulties. The same Warp-Throw Biotic Explosion will do the same percentage damage to the same mob no matter the difficulty. This means Biotic Explosion scales.
- Tech Burst damage also stays consistent as a percentage. However, for Tech Bursts based around Incinerate and Cyro, you have to kill the mob so the consistent damage number of the base Tech Power becomes more of an issue. Overload-ED combos need not kill and is such more aligned with Botic Explosions.
- Mob protection types does not change across difficulties. If a mob in Bronze does not have shields, it won't have shields in Gold. The strength of the protection (e.g., shield strength) may change but the prescence/ abscence does not.
- The protection offered by armour against Biotics does not appear to change across difficulties.
- Enemy HP and Shields changes across difficulties, in some cases dramatically. For exact values, please refer to Tangster's excellent thread linked in my sig. This can be tweaked by Bioware as needed. Effect: Tougher Mobs.
- Additional Enemy behaviour may change across difficulties. E.g., Geth Hunter speed is increased for Silver and above. What exactly can change is not known. This can be tweaked by Bioware as needed. Effect: Mobs have different behaviour on different level. Typically, higher levels have nastier behaviour/ ability.
- "Armour Gate": Enemy with armour gets better armour protection as you scale up. Armour subtracts a fix amount from weapon damage to a minimum of 5 damage. This is currently believed to be 50 at Gold, 30 at Silver and 15 at Bronze. Bioware probably can adjust this as they see fit. Effect: This means automatic weapons tend to have lesser ability to harm armoured opponents in higher levels.
- Related: AP mod, specifically, the Piercing effect reduces armour by percentage. That means the effect scales with difficulty, and becomes increasingly important in higher levels. This is not the same as the Penetration effect, which governs how much cover you can shoot through to hit an enemy. Effect: pack those AP mods, guys.
- "Shield Gate": Enemy with Shields gets some damage reduction when the shields are depleted. Hits that deplete the shield will lose a certain percentage of damage before the remaining is rolled over into the next level. It is known to be 100% in Gold, 75% in Silver and 50% in Bronze. Effect: High powered weapons cannot one-shot-kill (OSK) shielded enemies on Gold. The shield must be depleted first.
- Also, enemy shield/ barrier recharge rates are improved; not sure if player shield/ barrier recharge rates are improved. Effect: You have less time after a shield/ barrier comes down to kill a mob. If you let an enemy disappear behind cover, his shields may regenerate to give you a new set of problems. This is particularly severe in Gold, as the mobs have more shields, more HP, faster recharge rates, and "shield gate". Combined together, it takes significantly more firepower to drop something that's shielded.
- Mob spawns per Wave/ Map is also substantially upped in higher difficulties. Where you might get one Boss in certain waves, you will have multiples (2 or more in Silver, reputedly 4 or more in Gold). Mid-tier bosses will also spawn more per spawn. Frequency of spawn is unknown if affected.
- To elaborate on the Mob Spawn further, each wave apparently gets a budget to spend on mobs; each mob cost the same across difficulties, but as noted earlier, each mob typically has more HP or shields as the difficulty increases. This wave budget also correspondingly increases as the difficulty ups; the minimum in Gold exceeds the maximum in Bronze. Effect: More mobs, more tough mobs.
- There appears to be a limit on number of mobs and number of boss mobs. However, this is at the moment speculation and observed behaviour, not hard known design parameters. Maximum number in a spawn may be 8, but number of spawns per wave, when the spawn recur, whether difficulty adjusts these rates, etc. are all unknown.
- Reloads of Ammo and Grenades from boxes are lower as you go up higher in difficulty. Effect: less ammo to work with.
- Reloads of Ammo across Waves also are lower as you go up higher in difficulty. Effect: harder to replenish expended ammo.
- Health replenishment across Waves may not be full as you go up higher in difficulty. In Gold, health do not fully replenish between Waves. Effect: easier to die as time goes on.
Modifié par Lynx7725, 03 avril 2012 - 10:53 .





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