You may already have seen it, but I've been participating in this thread. Mostly speculation based on the OP, but there is a Bioware response regarding a 4x damage multiplier after it kicks into "hot" mode.GodlessPaladin wrote...
Does anyone have the stats on the new weapon introduced today?
Game Mechanics Clarifications and Information (Updated 8/7)
#276
Posté 13 juillet 2012 - 11:54
#277
Posté 15 juillet 2012 - 06:47
#278
Posté 16 juillet 2012 - 07:40
I saw your sync-kill was incomplete, so, the Phantom can only sync-kill you if you are not moving (in a cover or staggered) so if you run around or roll they cannot sync kill.
The Banshee is way more complicated, she has 3 "states", the biotic-shielded state (while she still have the barrier) where she will try to sync-kill you over 90% of the times. Once the barrier is gone, she will scream and stay without a biotic barrier, in that state she will NOT sync-kill and is more likely to walk slowly and throw her super warp (so you can get close and hit her with melee atacks or charge). Some time before that (not sure how much) she will do another biotic explosion and remain static for some seconds and make another biotic barrier (not actually a barrier, is more like a biotic aura) and she will teleport again and sync-kill, i dont know the real chances but is more likely 50/50 that she will throw warp or teleport to sync-kill.
I will try to explain the 50 meters magnetic grab, even though i thought everyone knowed it (or guess it). Its actually lag, where she teleports in the game mechanics (but not in the graphics) and you run, but is your "graphics" character that moves not your character in the "game mechanics", as the banshee can only grab you while you are not moving, the lag takes the difference between you sending the information to the host and the host receiving it as a lack of movement and therefore being able to sync-kill you while runing. If you take cover, the game mechanics and the graphics will sync, in case of lag you should do it really often.
#279
Posté 16 juillet 2012 - 06:03
Seriously Paladin, you rock *fist bump*
#280
Posté 17 juillet 2012 - 03:00
#281
Posté 18 juillet 2012 - 09:58
#282
Posté 18 juillet 2012 - 10:50
#283
Posté 20 juillet 2012 - 09:05
For example, what's the deal with the "damage multiplier" for the Typhoon in Coalesced?
Modifié par GodlessPaladin, 20 juillet 2012 - 09:07 .
#284
Posté 20 juillet 2012 - 10:05
#285
Posté 21 juillet 2012 - 12:11
#286
Posté 21 juillet 2012 - 02:36
Modifié par rmccowen, 21 juillet 2012 - 02:36 .
#287
Posté 23 juillet 2012 - 05:28
From The N7 Typhoon. A little too good?GodlessPaladin wrote...
For example, what's the deal with the "damage multiplier" for the Typhoon in Coalesced?
Not the whole picture yet, as with the Particle Rifle, but at least more info.Metal Vile wrote...
It actually has several variables / special mechanics built into the gun that, when combined, make the gun extremely powerful. Things like:
- It has a spool-up RoF. This is not a new mechanic, but it combines with...
- It has a heat up damage variable, similar to the Particle Rifle. It's only x2 damage compared to the PR's x4, but takes only 0.75 seconds to achieve the bonus, compared to the PR's 2 seconds.
- It has a BRAND NEW variable that caps the effect of damage reduction on the gun at 50%. This means the gun can never be reduced below 50% damage. This is likely the biggest reason the gun is so powerful, particularly against bosses.
***
Speaking of the new guns, anything special with the Piranha and/or Acolyte? Things like RoF ramp-ups? Charging for extra damage? Special damage against shields/barriers/armor? Enquiring minds want to know...
#288
Posté 31 juillet 2012 - 04:06
#289
Posté 31 juillet 2012 - 04:21
ZombieGambit wrote...
I'm 99% sure that Lift Grenades
trigger Biotic Explosions on armored and shielded targets, since I've
set them off on Primes, Atlases, and Banshees with my Krogan
Sentinel.
That's strange, because I've tested it with an Asari Vanguard and it wasn't working on anything that wasn't down to health.
Modifié par GodlessPaladin, 31 juillet 2012 - 04:24 .
#290
Posté 31 juillet 2012 - 05:55
#291
Posté 31 juillet 2012 - 08:40
I don't have hard facts, but as a programmer I would assume the same way the charged guns like GPS, Graal, Arc Pistol, etc. works. If those double ammo powers damage (or 6x like the Arc Pistol), then so would these guns.GodlessPaladin wrote...
@Kyrene: Do you happen to know how the damage multiplier for the Typhoon and Particle Rifle fits into the damage formula? Does it multiply all other damage sources including ammo powers?
***
For the Typhoon, the part I quoted is possibly incorrect surrounding the built-in AP on the Typhoon. Coalesced states:
damagereductionamount = 0.4
so I'm gonna assume that the cap is 40% not 50%. I think that means that only AP mod V is worth using on it. After the adjustment it got, it can only penetrate 0.25m though, so you'd still use AP mods to increase that.
It has:
gethottime = 0.75
ramptime = 0.75
but also:
fullychargedtime = 1.5
which I'm assuming at this stage does nothing. It ramps and gets 'hot' during the same period of time (0.75s). I've run the math and if it has to ramp from RoF 250 to 650 in that time it's gonna take 5 bullets. Edit: This takes 0.24s (RoF 250), 0.20s (RoF 300), 0.16s (RoF 375), 0.14s (at this point we are at 0.74s so have not hit the ramptime marker yet; RoF ~429) and 0.11s (for an actual ramp up time of 0.85s; RoF ~545) respectively.
***
I have also dug up some more data on the Particle Rifle, but have not had it confirmed by empirical testing yet. Edit: Coalesced states:
fullrechargedelay = 5.f
partialrechargedelay = 1.5f
reloadduration = 5.0f
This (and anecdotal evidence seems to support this) means that if you stop shooting before it empties the current clip, there is only a delay of 1.5s before it starts ammo charging, plus however the rechargeratepersecond = 0.35f interacts with extended clip size from Magazine Upgrade and others to actually charge the clip back to 100%. If, however, you empty the clip it takes a monumental 10s before it will start ammo charging again (5s reload, 5s delay).
The part I have yet to get clarity on is how the recharge rate works. Is that figure 35% of the whole clip per second, e.g. Magazine Upgrade V giving clip size of 180 and gets recharged in ~2.86s, or 35% of the whole clip percentage wise, e.g. 180% / 35% giving something like ~5.14s to recharge fully.
If someone with a Particle Rifle would be so kind as to confirm these hypotheticals, it would help a lot.
***
As for the Acolyte, all I can say from using it myself is it's a PoS. You cannot fire it unless it is charged, so your effective RoF is actually 60 rpm, not the advertised 80 rpm. It does have that funky bounce effect on the projectile, but I don't know how useful that is.
Modifié par Kyrene, 01 août 2012 - 09:55 .
#292
Posté 02 août 2012 - 08:26
GodlessPaladin wrote...
How was it tested?rmccowen wrote...
The Armor Damage evolution of Carnage at Rank 6. I think most evolutions that offer damage against a particular defense type are multiplicative, but I've tested Carnage.
Would you be able to provide a video or anything like that? I'm short on respec cards
Still no video capture for my XBox, and probably not forthcoming--but I sent a PM to Mr. Fagnan on the heels of this week's Carnage buff, and got answers. I can send a PM or e-mail with a screenshot of the conversation, if need be, but here's the TL;DR:
* The power has an inherent +50% damage versus armor, and -50% versus shields/barriers. This is calculated on total damage, outside the usual bonus structure.
* The Armor Damage evolution at Rank 6 multiplies the inherent bonus, outside the additive structure. So, like Incinerate's 225% versus armor, Carnage with Evo 5 presumably gets a 1.5 * 1.65 = 2.475 multiplier against armor.
* The DoT is 25% of the total damage done to the target.
#293
Posté 02 août 2012 - 10:40
rmccowen wrote...
GodlessPaladin wrote...
How was it tested?rmccowen wrote...
The Armor Damage evolution of Carnage at Rank 6. I think most evolutions that offer damage against a particular defense type are multiplicative, but I've tested Carnage.
Would you be able to provide a video or anything like that? I'm short on respec cards
Still no video capture for my XBox, and probably not forthcoming--but I sent a PM to Mr. Fagnan on the heels of this week's Carnage buff, and got answers. I can send a PM or e-mail with a screenshot of the conversation, if need be, but here's the TL;DR:
* The power has an inherent +50% damage versus armor, and -50% versus shields/barriers. This is calculated on total damage, outside the usual bonus structure.
* The Armor Damage evolution at Rank 6 multiplies the inherent bonus, outside the additive structure. So, like Incinerate's 225% versus armor, Carnage with Evo 5 presumably gets a 1.5 * 1.65 = 2.475 multiplier against armor.
* The DoT is 25% of the total damage done to the target.
Awesome, thanks.
#294
Posté 02 août 2012 - 11:12
1) How long does the DOT last?
2) Do all weapon mods affect the magnitude of the DOT?
3) Is the DOT instantaneous in kicking in?
4) Does it proc 100% of the time?
#295
Posté 02 août 2012 - 11:17
Or I may be missunderstanding this totally. I read today that the Typhoon has built in damage reduction for the person using it. This part in Coalesced might refer to that, but then where does the so-called 50% cap on armored taget's DR come from?Kyrene wrote...
I don't have hard facts, but as a programmer I would assume the same way the charged guns like GPS, Graal, Arc Pistol, etc. works. If those double ammo powers damage (or 6x like the Arc Pistol), then so would these guns.GodlessPaladin wrote...
@Kyrene: Do you happen to know how the damage multiplier for the Typhoon and Particle Rifle fits into the damage formula? Does it multiply all other damage sources including ammo powers?
***
For the Typhoon, the part I quoted is possibly incorrect surrounding the built-in AP on the Typhoon. Coalesced states:
damagereductionamount = 0.4
so I'm gonna assume that the cap is 40% not 50%. I think that means that only AP mod V is worth using on it. After the adjustment it got, it can only penetrate 0.25m though, so you'd still use AP mods to increase that.
#296
Posté 02 août 2012 - 11:21
Creakazoid wrote...
I was wondering about the mechanics of incendiary ammo.
1) How long does the DOT last?
2) Do all weapon mods affect the magnitude of the DOT?
3) Is the DOT instantaneous in kicking in?
4) Does it proc 100% of the time?
Tell me if you find the answers
Modifié par GodlessPaladin, 02 août 2012 - 11:22 .
#297
Posté 02 août 2012 - 11:22
I agree. Had to post the stuff though so that people can test against those numbers and see what is what. I have neither it, nor the PPR to test these things myself for now. Let's hope the RNG is kind to me (for the sake of science, purelyGodlessPaladin wrote...
I'm not updating it with the Typhoon stuff yet because making assumptions about what Coalesced numbers mean doesn't cut it. We need to actually know what those numbers mean, not guess. Updated with some other stuff though.
Modifié par Kyrene, 02 août 2012 - 11:27 .
#298
Posté 06 août 2012 - 11:25
If I cryo-blast, say, a cannibal, then shoot him with a gun with incendiary ammo so that the DoT effect of incendiary kills him, does that cause a cryo explosion? Because I swear they seem to explode into icy chunks when that happens (and it seems to happen at around 1:06 and at 4:14 on this video https://www.youtube....&feature=relmfu - there's a husk killed by claymore and a then second killed by cryo explosion and then a cannibal killed with a claymore and a husk is frozen)
If it does, then that implies that ammo "powers"/consumables count as powers for the purposes of setting off combos, no? So if ammo power damage is applied first and separately, then if I shoot a frozen cannibal with just a tiny bit of health with a weapon with warp ammo equiped, would that set off a cryo explosion, no?
Modifié par I_pity_the_fool, 06 août 2012 - 11:31 .
#299
Posté 07 août 2012 - 04:15
Confirmed that Overload apparently does 600% damage to shields with Evolution 6.
Modifié par GodlessPaladin, 07 août 2012 - 04:21 .
#300
Posté 07 août 2012 - 08:13
Did a Gold match as a Turian Soldier and was last man standing, remembered I had specced 4 ranks into CS so at long distance I started spamming it at a Banshee. Each shot undid 1 bar of the barrier.
That's about 1100 damage to barrier, with base damage of 300 that's comes to about a 3.5 modifier to barriers (with the last bit of damage probably coming from the Force).





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