Anthill Inside: Enemy Weapon Damage & Build Survivability Calculator
#26
Posté 16 juin 2012 - 08:02
#27
Posté 16 juin 2012 - 08:09
#28
Posté 16 juin 2012 - 08:09
For example, at 100% DR you would be calculating double base shields, when in fact, each incoming attack would be reduced to zero, making the character invulnerable.
You can see a good example of this by taking an Asari justicar, using reave maxed for DR, bubble shield maxed for DR, and taking cover for 40% DR, adds up to 120% DR. Since your DR is reduced by 3/4, the effective DR is 90%. This would effectively be compared to multipling your total (not base) shields by 10.
Under testing you can see how strong this is, you can take almost negligible damage from attacks, including banshee warps, grenades, brute punches. (unfortunately sticking to cover too long also leaves you open to synch kills)
#29
Posté 16 juin 2012 - 08:12
No.TherionMEC wrote...
I noticed your Damage resistance calculations are off. You seem to be multiplying the base shields/barrier by (1 + damage resistance value). Since damage resistance negates incoming damage, it would be more appropriate to multiply the total shields/barier by 1 / (1 - damage resistance value).
For example, at 100% DR you would be calculating double base shields, when in fact, each incoming attack would be reduced to zero, making the character invulnerable.
You can see a good example of this by taking an Asari justicar, using reave maxed for DR, bubble shield maxed for DR, and taking cover for 40% DR, adds up to 120% DR. Since your DR is reduced by 3/4, the effective DR is 90%. This would effectively be compared to multipling your total (not base) shields by 10.
Under testing you can see how strong this is, you can take almost negligible damage from attacks, including banshee warps, grenades, brute punches. (unfortunately sticking to cover too long also leaves you open to synch kills)
#30
Posté 16 juin 2012 - 08:16
BoomDynamite wrote...
No.TherionMEC wrote...
You can see a good example of this by taking an Asari justicar, using reave maxed for DR, bubble shield maxed for DR, and taking cover for 40% DR, adds up to 120% DR. Since your DR is reduced by 3/4, the effective DR is 90%. This would effectively be compared to multipling your total (not base) shields by 10.
Yes, I know of the previous calculations, and even addressed them already in my post.
Modifié par TherionMEC, 16 juin 2012 - 08:22 .
#31
Posté 16 juin 2012 - 08:30
Anyway, I think the stats for Asari Justicar are off, at full fitness I think you should have 990 shields but the tool gives only 825.
Thanks for this
#32
Posté 16 juin 2012 - 08:34
#33
Posté 16 juin 2012 - 08:44
#34
Posté 16 juin 2012 - 08:52
0.47 seconds, Dat turretZenor wrote...
1 second huh? I knew I always hated turrets.
Modifié par Gamecontact, 16 juin 2012 - 09:01 .
#35
Posté 16 juin 2012 - 09:02
cato_84 wrote...
This is pretty cool, turrets confirmed as just about the most dangerous enemies in the game.....why don't cerberus just strap a turret or two onto an atlas to create an unstoppable killing machine?
Anyway, I think the stats for Asari Justicar are off, at full fitness I think you should have 990 shields but the tool gives only 825.
Thanks for this
Nah, stick a turrent on a phantom and then you'll have a quick moving death machine. The weakness of a turret is that it's stationary and can be largely avoided if you pay attention to where engineers are announcing they are placing them.
#36
Posté 16 juin 2012 - 09:07
Modifié par Blackest_Knight, 16 juin 2012 - 09:07 .
#37
Guest_Air Quotes_*
Posté 16 juin 2012 - 09:09
Guest_Air Quotes_*
#38
Posté 16 juin 2012 - 09:27
deaddecoy wrote...
cato_84 wrote...
This is pretty cool, turrets confirmed as just about the most dangerous enemies in the game.....why don't cerberus just strap a turret or two onto an atlas to create an unstoppable killing machine?
Anyway, I think the stats for Asari Justicar are off, at full fitness I think you should have 990 shields but the tool gives only 825.
Thanks for this
Nah, stick a turrent on a phantom and then you'll have a quick moving death machine. The weakness of a turret is that it's stationary and can be largely avoided if you pay attention to where engineers are announcing they are placing them.
Yeah a phantom wearing a turret hat might look like a boss but would probably move like it was wading through treacle.
#39
Posté 16 juin 2012 - 09:28
#40
Posté 16 juin 2012 - 10:13
Yeah, you're right, thanks for the hint. Didn't think that through enough apparently. Should be fixed now (DR will now actually reduce damage instead of altering shields).TherionMEC wrote...
I noticed your Damage resistance calculations are off. You seem to be multiplying the base shields/barrier by (1 + damage resistance value). Since damage resistance negates incoming damage, it would be more appropriate to multiply the total shields/barier by 1 / (1 - damage resistance value).
For example, at 100% DR you would be calculating double base shields, when in fact, each incoming attack would be reduced to zero, making the character invulnerable.
You can see a good example of this by taking an Asari justicar, using reave maxed for DR, bubble shield maxed for DR, and taking cover for 40% DR, adds up to 120% DR. Since your DR is reduced by 3/4, the effective DR is 90%. This would effectively be compared to multipling your total (not base) shields by 10.
Under testing you can see how strong this is, you can take almost negligible damage from attacks, including banshee warps, grenades, brute punches. (unfortunately sticking to cover too long also leaves you open to synch kills)
I'll sift through the DR thread tomorrow and incorporate the math there as well.
Also, for those asking/requesting, Reave and Bubble will be added as a protecting power, Turian Sentinel and AJ are corrected already and the Phantom does now fire the appropriate amount of shots per burst.
And thanks a lot to Brenon Holmes for chiming in. Much appreciated.
Modifié par count_4, 16 juin 2012 - 10:14 .
#41
Posté 16 juin 2012 - 10:21
The one thing that would perhaps make it beyond brilliant, would be if you could compare two builds side by side, to get a real time comparison of what difference it makes when you use gear/fitness etc.
#42
Posté 16 juin 2012 - 10:23
#43
Posté 17 juin 2012 - 01:49
One thing I'm confused about...the number of shots you can survive is equal to the number of shots to shieldgate plus the number of shots to healthgate, but after that, you still have the 1 HP, right? Or is that included in healthgate?
#44
Posté 17 juin 2012 - 02:57
its very useful. Thank you
#45
Posté 17 juin 2012 - 03:08
#46
Posté 17 juin 2012 - 05:24
#47
Posté 17 juin 2012 - 05:36
#48
Posté 17 juin 2012 - 06:11
I'd suggest adding Barrier, Fortification, Reave, and Biotic Sphere bonuses as well. Alternately, just have a dropdown menu with damage reduction values in 5% increments so we can pick and choose.
#49
Posté 17 juin 2012 - 11:05
Exactly - that's why you'll usually find shots to healthgate + 1 in the shots to death column. Exceptions are Guardian and Hunter(once I come around to adding the damage fall-off to the database...) because they fire several pellets per shot and therefore are able to circumvent shield-/healthgate sometimes.Zero132132 wrote...
One thing I'm confused about...the number of shots you can survive is equal to the number of shots to shieldgate plus the number of shots to healthgate, but after that, you still have the 1 HP, right?
#50
Posté 17 juin 2012 - 11:21





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