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Anthill Inside: Enemy Weapon Damage & Build Survivability Calculator


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#1
count_4

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
Brenon Holmes

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:

#3
Brenon Holmes

Brenon Holmes
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Cyonan wrote...

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


Incoming damage on (silver) players is scaled by 1.9 (or base + base * value). So yes, if I'm understanding what you're asking correctly. :happy: