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Anthill Inside: Enemy Weapon Damage & Build Survivability Calculator


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#51
sy7ar

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This should help alot, thanks. Keep up the good work!

#52
sareth_65536

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Some issues I noticed:
1) Taking cover gives you damage reduction. I don't know how many though
2) Gold Prime's shot leaves my full fitness AV with very little of shields, something like 5-10 (I can barely see the shields bar but it's not zero). So it is more than 575 damage.
3) reave and bubble either doesn't stack or only stack when you are covered. When I just stand in bubble and spam reave I only need 3 prime shots for full shields. When I'm covered I need something like 6-7 (full fitness, defensive bubble and 30% reave)

and thanks for the tool

#53
humes spork

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A couple things:

Biotic charge has a hidden 50% DR (if I remember right) for four seconds following a charge, and one of energy drain's level 6 evolutions adds 40% DR as well. Other than that, great work -- I've been arguing that DR and health/shields are best stacked together opposed to one or the other (of which many players are still misconceived), and it's nice to see a tool that finally demonstrates why.

#54
count_4

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sareth_65536 wrote...

Some issues I noticed:
1) Taking cover gives you damage reduction. I don't know how many though
2) Gold Prime's shot leaves my full fitness AV with very little of shields, something like 5-10 (I can barely see the shields bar but it's not zero). So it is more than 575 damage.
3) reave and bubble either doesn't stack or only stack when you are covered. When I just stand in bubble and spam reave I only need 3 prime shots for full shields. When I'm covered I need something like 6-7 (full fitness, defensive bubble and 30% reave)

and thanks for the tool

1) Cover is quite temporary (as are thinks like Energy Drain & Charge @ humes spork), I'm still looking for a way to represent that properly. 

2) I checked my Geth gameplay footage - it seems you are correct (kinda hard to tell in the thick of the battle, though). Problem is that there's nothing in the files explaining the possible discrepancy.

3) The whole damage reduction topic is apparently quite weird. Cover might be applied differently than the rest or something like that. Calculation will be adjusted once I figure out what is actually happening.

#55
humes spork

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count_4 wrote...

1) Cover is quite temporary (as are thinks like Energy Drain & Charge @ humes spork), I'm still looking for a way to represent that properly.

I wouldn't worry about duration and maintance a whole lot, to be quite frank. Energy drain's DR is longer in duration and on par with ease of maintenance to reave if not easier.

Case in point, while you can effectively maintain reave indefinitely against reapers and cerberus you'll never have reave's DR in a geth match. Energy drain's DR can be maintained indefinitely against geth by merit of their synthetic nature, and given shields/barriers are common among cerberus ED can be maintained indefinitely against them as well; though, against reapers who only have two mobs with shields or barriers (marauders and banshees) so against them ED is sketchy for DR at best. Likewise, with charge it's going to be an all-or-nothing prospect, since vanguards will be charging often enough to maintain charge's DR (kroguards and novaguards) or as needed (the others).

If it's a concern, I'd just add a second column displaying results without the active DR for a basis of comparison. Or alternatively, separate the armor powers from reave/ED.

Modifié par humes spork, 17 juin 2012 - 03:47 .


#56
Tangster

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Good stuff, added a link to it in my thread.

#57
count_4

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humes spork wrote...
Or alternatively, separate the armor powers from reave/ED.


I think that's indeed the best way to do it. Having a permanent power slot for armor and such and a temporary power slot for anything that's, well, temporary.


count_4 wrote...
2) I checked my Geth gameplay footage - it seems you are correct (kinda hard to tell in the thick of the battle, though). Problem is that there's nothing in the files explaining the possible discrepancy.


Well, seems like I found one thing I missed before that'd at least explain why my Adept gets shieldgated by one Prime shot on gold. Apparently there's a constant damage increase of 0.4 added to the difficulty modifer on any difficulty when not in cover. Sounds like a rather weird thing to do but damage numbers from some testing seem to confirm it.

edit: Implemented accurate damage reduction calculation and added the not_in_cover modifier (which I still think is weird).

Modifié par count_4, 17 juin 2012 - 04:31 .


#58
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:

#59
TMB903

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Nice TC...thanks for taking the time to do this

#60
LetoII

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sareth_65536 wrote...

3) reave and bubble either doesn't stack or only stack when you are covered. When I just stand in bubble and spam reave I only need 3 prime shots for full shields. When I'm covered I need something like 6-7 (full fitness, defensive bubble and 30% reave)



Biotic sphere and reave do stack, however it seems that reave does not provide damage reduction when used on non organic enemies (like Geths).

Modifié par LetoII, 18 juin 2012 - 03:29 .


#61
DM Clone 1

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if you add stun effect of G hunter for example your survivability is slim to none...

? how enemy weapon is so effective against our shield and barriers...

WE have to choose shield,  barriers or armor in our set up

Modifié par DM Clone 1, 18 juin 2012 - 04:20 .


#62
rmccowen

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This is really, really nice work. Thanks for putting it together!

#63
Dangaard

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This is awesome. Thanks for this! Can you add in Geth Prime turrets to the enemy list? Part of it is just my curiosity on how much damage they do :P

#64
count_4

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Dangaard wrote...

This is awesome. Thanks for this! Can you add in Geth Prime turrets to the enemy list? Part of it is just my curiosity on how much damage they do :P

I'm missing this myself (because that thing is a devious little bastard), so it is on the list.
But as the tool itself now says as well, I'm going on vacation with no decent internet connection so the next update'll probably take a while.
I saved me the files, though, to sift trough them a little more to ease the ME withdrawal. :D

#65
drmoose00

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very cool. You have calculations for the Prime turret - nevermind I see   the post above asked the same thing... I would guess on par with the machine gun turret...

My Krogan vanguard can withstand ~16.5 sec form the Prime... but 2 sec from the cerb turret

Modifié par lemon00, 21 juin 2012 - 04:55 .


#66
JumboWheat01

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This deserves a sticky. Well done.

#67
I_AM_NOOB23

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Very nice, and useful. But is there a reason why "Biotic Sphere 30%" is under Passive Protective Power twice?

#68
count_4

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Added the Cyclonic Modulator IV. Bonus value is currently set to 150% which is just a guess as i dont have access to anyhing atm. Could someone post the correct value so I can adjust my numbers if necessary?

Modifié par count_4, 01 juillet 2012 - 01:51 .


#69
Schnuez1

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thx! that sheet is really helpfull!!!!!!!
great work :wizard:

#70
LT RADCZEK

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This is very well done and extremely helpful, bravo!

One thing I'd like to point out though. With the Geth Hunter Mode shield penalty, it only cuts half off from your base shields. So, if you have any points into fitness, it will take 50% from the base shields, (750 down to 375) and then add on the shields from fitness after the reduction. This also applies to shield equipment bonuses.

Modifié par LT RADCZEK, 05 juillet 2012 - 09:47 .


#71
count_4

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Updated the tool with most of the new Earth DLC content and reworked the form a little to add temporary protective powers like Adrenaline Rush etc.

New stuff: 5 new characters (Destroyer still missing cause I don't have it yet), new difficulty, new temp. powers

Any balance changes have been incorporated as well over the last weeks, so the tool should be entirely up-to-date (except Destroyer of course).


P.S.: Would be great if someone could provide the health/shield and fitness values for the Destroyer. :)

Modifié par count_4, 18 juillet 2012 - 08:36 .


#72
count_4

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Destroyer now added as character. Shield Penalty and Bonus is missing atm but will be added shortly as well.

#73
Zancloufer

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Small error I have to point out - the Turian Solider has the wrong health value. The Sentinel is right, but the solider has 250 more for some reason.

#74
Achire

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Thank you for this calculator, it is very useful. I was wondering if you could add Charge to the list of temporary protective powers. It grants 50% DR for 4 seconds.

#75
Grotaiche

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Hi and thanks for the great tool !
I was wondering, is it possible to take into account the shield recharge time ? Because yes, it might take a Guardian 10 seconds to take my AJ down on Gold when Reave'd and when sitting in her defensive bubble, but I suppose the shields will start to recharge if I have a set up where the shield recharge bonus is like 40% or 50% ?