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Anthill Inside: Enemy Weapon Damage & Build Survivability Calculator


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#1
count_4

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Update: As of now the Enemy Weapon Damage and the Build Survivability calculator are separated tools. They are still linked to each other with the main tool of the Anthill now being the damage calc.
Also, you can now directly link to a difficulty for the weapon damage.

Enemy Weapon Damage Calculator

Build Survivability Calculator

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The Anthill (yes, I do like Terry Pratchett a lot :P) is a little webtool I built - initially for myself only. The reason was a respec for my Asari Adept where I went from 66606 to 66653 and was kinda surprised how different it felt on gold.

Since a 'feeling' isn't really that accurate, I dived into the Coalesced to dig up some numbers on enemy damage. Since that data alone isn't a lot of help either concerning my problem, I also created a little tool to tell me what the respective enemy damage numbers actually mean for me in-game rolling AA.

Then I thought about the other classes I might play and added them as well...anyway, long story short, the result was this little webtool and now that the first version is kinda done, I might as well share it for those who have an interest in enemy damage stats(based on difficulty) and/or the 'Relevance Calculator' for any particular class.

It is to be found here: Anthill Enemy Weapon Damage and Build Survivability Calculator

It is pretty self explanatory. You select a class and difficulty, specify what you selected in the Fitness Tree(only tick 4 and 6 if you actually selected health/shield bonuses there of course) and hit 'Go'. That's pretty much it.

The tool is far from done yet, so I'll keep this topic updated with current info. If you happen to find any bugs/errors, want to provide some additional information or have a feature request, feel free to post here or send me a PM. :)

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Update 2012-06-16

- Added support for Tech/Blade Armor, equipment and gear bonuses
- Adjusted Nemesis damage to better reflect actual in-game experience
- Updated known issues

Update 2012-06-17

- Fixed some bugs
- Added protective powers

Update 2012-07-18

- Added Earth DLC content
- Fixed bugs
- Enhanced UI 
- Added temporary protective powers

Update 2012-10-16

- Added Retaliation DLC content (characters, enemies)
- Separated Enemy Weapon Damage  and Build Survivability calculator

Modifié par count_4, 16 octobre 2012 - 11:03 .


#2
Zancloufer

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Nice job there! Though be cool if you could include damage reduction, and shield boosting gear in the future (AR w/DR Solider should be able to take a lot more fire than a straight infiltrator).

Modifié par Zancloufer, 15 juin 2012 - 07:00 .


#3
jcamdenlane

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Can't believe that your great tool fell off the front page so quickly. This is fantastic. I'm sure that it's already on your "to-do" list, but it will be even better when you can specify some of the class, equipment, and gear modifiers to damage taken to get a feel for the potential in-game effect of other build and load-out decisions.

#4
datako12

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id give this thread a look if i were you, they were trying to figure out enemy damage stats there

#5
Cyonan

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Nice tool.

Out of curiosity, since I was one of the ones that had a theory on the damage modifiers, how did you calculate them for the different difficulties?

Also for future updates, the Krogan only get 60% from full fitness. They should have 1200/1600(or 1600/1600 for the Kroguard) at max, but yours says 1237.5/1650.

Having effective health and taking into account things like Tech Armour would also be awesome to see, though that might be a bit of work =P

#6
Reofeir

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1 second huh? I knew I always hated turrets.

#7
count_4

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jcamdenlane wrote...

Can't believe that your great tool fell off the front page so quickly. This is fantastic. I'm sure that it's already on your "to-do" list, but it will be even better when you can specify some of the class, equipment, and gear modifiers to damage taken to get a feel for the potential in-game effect of other build and load-out decisions.

 
Thanks. And it actually is on my to-do list. :D
Next up will be Gear, followed by equipment.

Cyonan wrote...
Out of curiosity, since I was one of the ones that had a theory on the damage modifiers, how did you calculate them for the different difficulties?

 
Judging from the earlier damage thread, I basically came to the same conclusion you did back then. The only way the Bronze modifer works is if it is additive to a base multiplier of 1 (although it is named 'scale'). I'd assume the same is true for the other two then.
I did some limited in-game testing and on Bronze an Assault Trooper indeed did about 1.25 * BaseDamage. I still have to do some additional testing though to determine if the range is a random damage jitter or a scale to player level.
Plus I have quite some gold footage to verify some of the results for this difficulty.

Cyonan wrote...
Also for future updates, the Krogan only get 60% from full fitness. They should have 1200/1600(or 1600/1600 for the Kroguard) at max, but yours says 1237.5/1650.

Thanks for the hint, I'll adjust the values.

Cyonan wrote...
Having effective health and taking into account things like Tech Armour would also be awesome to see, though that might be a bit of work =P

I never used Tech Armor myself (not playing any Sentinels) but I'll look into it. Since it is a permanent power (if you decide to keep it active) it should definitely be in there.

#8
Cyonan

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count_4 wrote...

Judging from the earlier damage thread, I basically came to the same conclusion you did back then. The only way the Bronze modifer works is if it is additive to a base multiplier of 1 (although it is named 'scale'). I'd assume the same is true for the other two then.
I did some limited in-game testing and on Bronze an Assault Trooper indeed did about 1.25 * BaseDamage. I still have to do some additional testing though to determine if the range is a random damage jitter or a scale to player level.
Plus I have quite some gold footage to verify some of the results for this difficulty.


I did a bit more testing and kept finding the same thing.

Though one oddity that I did note was the Nemesis. She actually has 2 attacks. One is the red beam of death we all know, and she can also actually just fire off a round from her rifle instantly for less damage. The red beam seems to do roughly 3k damage on gold, as it took off just over 50% of my Krogan Sentinel's shields with 50% Tech Armour and full equipment(So 2900 shields).

Unfortunately, I haven't found anything in the coalesced file yet to give me actual numbers for it. I just know that the Nemesis seems to get assassinate from ME1 which gives them bonus damage. The 700 + modifiers seems to be the damage of her just firing off a shot at random, which rarely happens.

#9
count_4

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I just got an official reply regarding the damage modifier range: There is no scaling/jitter whatsoever in multiplayer. It's always the max value, so we have 1.25 for Bronze, 1.9 for Silver and 2.5 for Gold as effective multipliers.



Cyonan wrote...
Though one oddity that I did note was the Nemesis. She actually has 2 attacks. One is the red beam of death we all know, and she can also actually just fire off a round from her rifle instantly for less damage. The red beam seems to do roughly 3k damage on gold, as it took off just over 50% of my Krogan Sentinel's shields with 50% Tech Armour and full equipment(So 2900 shields).

Unfortunately, I haven't found anything in the coalesced file yet to give me actual numbers for it. I just know that the Nemesis seems to get assassinate from ME1 which gives them bonus damage. The 700 + modifiers seems to be the damage of her just firing off a shot at random, which rarely happens.

That's quite interesting, I never noticed that. Never played a class that can actually withstand any of her shots either, though. :D
I'll see if I can dig up some actual numbers...

Modifié par count_4, 16 juin 2012 - 08:49 .


#10
Quxorda

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A rocket trooper does more damage with his nearly 100% accurate rockets that can fire up to three at at a time then a Ravager does. That just seems wrong to me..

#11
count_4

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Quxorda wrote...
A rocket trooper does more damage with his nearly 100% accurate rockets that can fire up to three at at a time then a Ravager does. That just seems wrong to me..

I think the rocket damage itself is fine. BioWare should just fix the double-tap bug so Rocket Troopers actually fire only one Rocket per burst and not 2.
Oh, and someone should tell them that rockets aren't supposed to go through walls...


@Nemesis: I got myself (or rather my Krogan Sentinel(1600 shields, 50% TA)) into some hot latex action to check on that. Here's what I found:

Nemesis have two fire modes, one with targeting laser, one instant. Both do the same damage. However, the 700 damage from the files is rather off. 
A single hit(50% damage reduction from TA) from a Nemesis dropped my shields (1600) to zero, without hitting shieldgate though (that could be a HUD bug not showing the shieldgate indication when damage exactly equals shields however).
So a single shot does roughly 3200 damage which is close enough to what Cyonan experienced. Base damage would be 1280.

This raises two questions: Where does the almost doubled damage come from and is the non-targeting shot intentional?
Up to now I couldn't find anything in the files either.

Modifié par count_4, 16 juin 2012 - 10:45 .


#12
count_4

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A new update of the tool went live. Now supporting Tech/Blade Armor, equipment and gear bonuses.

#13
somewherenoplace

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There isn't an option to show your hunter mode for geth. but this is amazing thankyou

#14
Kenadian

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Nifty. Would like to see things like Reave and Bubble added.

#15
Bone_Mosaic

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This is very cool, a big thankyou for taking the time to do this!

#16
Big Jack Shepard

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Excellent tool, thank you.

I may have found one error. Your calculator says that my Turian Sentinel with fitness rank 2 and no other modifiers should have 825/826. Looking at my Powers screen in game it says that I have 625/938.

#17
Rildok

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This is GENIUS!

#18
Karstedt

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Someone probably pointed it out already, but your Phantom stats are off. Phantoms fire 4 round bursts. Not sure of the actual RoF, but they will definitely kill you fast than calculated.

#19
Brenon Holmes

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count_4 wrote...

@Nemesis: I got myself (or rather my Krogan Sentinel(1600 shields, 50% TA)) into some hot latex action to check on that. Here's what I found:

Nemesis have two fire modes, one with targeting laser, one instant. Both do the same damage. However, the 700 damage from the files is rather off. 
A single hit(50% damage reduction from TA) from a Nemesis dropped my shields (1600) to zero, without hitting shieldgate though (that could be a HUD bug not showing the shieldgate indication when damage exactly equals shields however).
So a single shot does roughly 3200 damage which is close enough to what Cyonan experienced. Base damage would be 1280.

This raises two questions: Where does the almost doubled damage come from and is the non-targeting shot intentional?
Up to now I couldn't find anything in the files either.


The damage computations are pretty complicated. I'm pretty sure (not at work right now so I can't look at the code) that the damage reduction from TA isn't a flat 50% reduction of damage after everything has been resolved.

More likely, it adds into the other values that go into the damage computation. So for a simple example, 

If you get +90% incoming damage from silver difficulty, your TA would reduce it to +40%... Again - not at work - so most of this is kind of off the cuff. It's possible that the TA value is applied differently (since some bonuses and penalties are multiplied instead of added, it depends on their category) - but I think it's more likely that you'll find this sort of thing matches your empirical data better. :happy:

#20
BoomDynamite

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Thanks. I'll use this.

#21
dream3873

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Good stuff

#22
BoomDynamite

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You might want to add Reave bonuses.

#23
Cyonan

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Brenon Holmes wrote...
The damage computations are pretty complicated. I'm pretty sure (not at work right now so I can't look at the code) that the damage reduction from TA isn't a flat 50% reduction of damage after everything has been resolved.

More likely, it adds into the other values that go into the damage computation. So for a simple example, 

If you get +90% incoming damage from silver difficulty, your TA would reduce it to +40%... Again - not at work - so most of this is kind of off the cuff. It's possible that the TA value is applied differently (since some bonuses and penalties are multiplied instead of added, it depends on their category) - but I think it's more likely that you'll find this sort of thing matches your empirical data better. :happy:


Ah yes, I forgot. Some of us did find that the listed damage reduction wasn't multiplying the total damage recieved. We figured it was roughly 75% of what is listed, which matches up fairly close with what you're saying, and our tests involve a lot of eyeballing so we had room for slight error.

Also, are you saying that Silver is indeed +90% damage and that my theory on how you guys worked the damage modifier variable(and that they're added to the damage rather than multiplied) is correct? I had to ask =P

Modifié par Cyonan, 16 juin 2012 - 07:44 .


#24
Javo2357

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Thanks! Very useful :)

#25
BoomDynamite

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Cyonan wrote...

Nice tool.

Out of curiosity, since I was one of the ones that had a theory on the damage modifiers, how did you calculate them for the different difficulties?

Also for future updates, the Krogan only get 60% from full fitness. They should have 1200/1600(or 1600/1600 for the Kroguard) at max, but yours says 1237.5/1650.

Having effective health and taking into account things like Tech Armour would also be awesome to see, though that might be a bit of work =P

Korguard gets 65%