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Game Mechanics Clarifications and Information (Updated 8/7)


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#301
I_pity_the_fool

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Hmm. There seems to be some information about the Quarian sentry turret in bioweapon.ini\\sfxgamecontent\\sfxweapon\\assaultrifle\\sentryturret

I've no idea how to interpret it.
ai_burstfirecount = 3
ai_burstfiredelay = 2.0f
rateoffire = 540
ai_aimdelay = 1

I imagine it means it fires a 3 round burst every 2 seconds, each burst taking 2/9ths of a second and taking 1 second to aim at a new target. Is that plausible?

#302
Merkit91

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social.bioware.com/forum/1/topic/347/index/9822648#13558922 - new information about gameplay data and mechanics  from Eric Fagnan.



#303
Eckswhyzed

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Wow, thanks for linking that.

#304
Mindlog

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That information helps tremendously.

Outstanding OP as well. I missed this, but I know a lot of players that I will be pointing towards this thread.

Modifié par Mindlog, 07 août 2012 - 07:52 .


#305
Poison_Berrie

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I guess the CS multiplier is a bit higher. Guess I've found a good use for this skill.

#306
bunnylover

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If you looked at this post more than 34 minutes ago, look again. He's updated the same post with even more information.

#307
Elecbender

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That may explain why a Dark Channel BE does not do much against Shields.

Then could that mean Biotic Explosions are affected by protection multipliers?

#308
Mobius 1

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It would be' nice to add something about:
- how The shotgun works (missed pellet damage reduction)
- about The shield gate
- non headshotable mobs (banshee
)

#309
Mobius 1

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Great topic tho, Offers great clarification!
:)

#310
Plumwinebunny

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Godless Paladin, there simply is no words for how amazing your collection of information is. I can count the number of times it has helped me and revealed factors I didn't know existed.

I wonder if I can trouble you to turn your investigation to heavy melee force.In the thread linked below, RoZh2400 has been amazing in finding out that 10% of force is converted to damage as well as this...

http://social.biowar...8206/1#13663922
RoZh2400 wrote...

Just got this from reading coalesced (I don't have any DLC numbers, sorry):
(For everyone except otherwise noted, light melee force is 350)
Asari Biosplosion melee thing: heavymeleeforce 650

Drell: heavymeleeforce 900

Female Quarian: heavymeleeforce 0

HA and HV: heavymeleeforce 900

HSol HI HE HSent: heavymeleeforce 0

Krogan: heavymeleeforce 850
meleeforce 450

Salarian: heavymeleeforce 0
meleeforce 100

Turian: heavymeleeforce 0


So what we are now missing is the dlc figures, as they have explained, because the information is locked in .sfar files and there isn't a good program to read them. Do your perhaps have a solution?

One thing I do know from lots of mining through treads is that batarians have 650 heavy melee force and 350 light melee force. Seeing as someone apparently knows this, there must be a way to obtain this information?

#311
Bleachrude

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I believe this should be here ..It's from Brenon Holmes and in a lot of ways explains why when you cloak, enemies still react to you...

(It also explains why when you Shadow strike at times, the mob reacts to you)

http://social.biowar...x/13287526&lf=8

#312
I_pity_the_fool

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Do we know how scoring works? For example, looking in biogame.ini\\sfxgamecontent\\sfxpawn, I see figures for damagescorebudget, killbonusscore and powercontrolassistbudget. For an atlas these are 1000, 100 and 250.

I imagine that the 250 is divided up between those who cast powers on the target (it certainly seems to give points for casting, say, Reave), that the 1000 is divided up by who did the damage and the 100 goes to the guy who landed the killing blow. Do we have information?

#313
Plumwinebunny

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Vironblood provided the rest of the melee force for the dlc characters!

Race/class MeleeForce HeavyMeleeForce
Batarian 350 650
Geth 350 600
MaleQuarian 350 0
Vorcha 350 850
Phoenix 200 450
N7Adept 350 450
N7Engineer 350 650
N7Infiltrator 250 150
N7Sentinel 150 600
N7Soldier 350 450
N7Vanguard 250 150

#314
peddroelm

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Vanguard Nova Damage depends on you current percentage of barriers ...

Vanguard with 25% Extra Barrier from Fitness 500*(1+0.25)=625 max barrier
Nova Damage with 10% power bonus from Passive 350*(1+0.1)=385
Tests done on gold vs Cannibal "healed" to 2000 hit points

Test 625/625 bariers
2000 - 1615 = 385 OK

Test 625*2/625 barriers
2000 - 1230 = 770 (385*2) OK

Test (625/2)/625 barriers
2000 - 1807.8079 = 192.1921 (385/2) OK

Test 2000/625 barriers
2000 - 768 = 1232 (385 * (2000/625)) OK

Don't think you can get over 100% barriers legit in a game so the relevant part is that barriers bellow max will cause reduced nova damage and the fact that +max amount of barriers from passives//consumables will not cause nova to deal more damage at full barrier ... They will help a bit after you lose some barriers due to damage as the remaining amount will be closer to 100% if you have more maximum barriers ...

#315
peddroelm

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sniper rifles hipfire penalties

Mantis 35%
Viper 85%
Raptor 85%
Krysae 75%
Valiant 50%
Indra 50%
Javelin 50%
Widow 50%
Incisor 50%
Kishok Harpoon 100% - no hipfire penalty
Black Widow - not unlocked


numeric tests done in this thread http://social.biowar.../index/13731710

#316
corlist

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Warp

1: The base damage of warp is dependant on power damage bonuses and they stack additively . The power damage bonus is effective on both the impact (75%) and DoT (25%). If evo 3 expose is taken, a single Warp's impact damage does not benefit from its own expose. The DoT however, does.

2: Warp's expose cannot stack with itself.

Some tests below:
HSe
Warp (Combo, Expose, Pierce)
Alliance Training (35% power / 10% weapon)
Tech Armor (30% power)

Warp base damage: 250 * (1 + .20 [warp rank 2] + .35 [AT]) = 387.5 (462.5 with TA)

Test for case 1:
vs bronze cannibal (900 health)

observed damage
900 - 497.96875 = 402.03125

calculation
402.03125 = (387.5 * 0.75) [impact] + (387.5 * 0.25 [DoT] * 1.15 [Expose])

---

Test for case 2:
vs silver cannibal (1350 health)
2x warp (no TA) maximum damage =
402.03125 [first warp] + 402.03125 *1.15 (+15% 2nd warp) = 864.972

Weapon: Viper X with no mods, +15% gear
Viper X = 332
Base damage = 332 * (1 + .10 [AT] + .15 [gear]) = 415

If warp's expose cannot stack with itself, total damage will be 1342.222
If it can, total damage will be 1413.810

Result: Cannibal survived after 2 warps and Viper bodyshot.

#317
corlist

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Just to throw it here in case I forget later (all these are done via in game tests, like the warp test)

1: Base damage of a Supply Pylon explosion is 700.
2: Supply Pylon's 15% weapon damage bonus is additive.

#318
peddroelm

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Test the HeadShot 20% damage passive

Raptor X 97.7 with extra ammo and extended barrel (25% WD) , 17.5% WD from passive, 20% WD in case of HS (HS passive), Densified Ammunition 4%

Measured
750 - 343.3237 = 406.6763
Calculated
97.7 * (1 + 0.25 + 0.175 + 0.2 + 0.04) * 2.5 = 406.67625


(need to link this in another thread)

#319
sareth_65536

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I have a question about sabotage. What does it exactly do except sabotaging syntetics? My ingame description isn't clear.
Does it increase damage taken by enemy?
It deals damage over time (that doesn't count in points) right? How often does it do it and how much times?
Rank 4 evo 2, what does it do?
Does tech damage bonus apply to organic enemies?
If I use sabotage on an enemy who is already under it's effect, what happens?
If I use sabotage on an enemy who was under it's effect some time before and immune now, does the bonus tech damage apply on the target and does the target start to take damage from sabotage?

I think all this should be added to the first post

#320
rmccowen

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sareth_65536 wrote...

I have a question about sabotage. What does it exactly do except sabotaging syntetics? My ingame description isn't clear.
Does it increase damage taken by enemy?
It deals damage over time (that doesn't count in points) right? How often does it do it and how much times?
Rank 4 evo 2, what does it do?
Does tech damage bonus apply to organic enemies?
If I use sabotage on an enemy who is already under it's effect, what happens?
If I use sabotage on an enemy who was under it's effect some time before and immune now, does the bonus tech damage apply on the target and does the target start to take damage from sabotage?


I won't go point-by-point, but here's the gist.

When you use Sabotage against a non-synthetic enemy (any Reaper, and any Cerberus except the Atlas and Cerberus Turret), it applies a stun effect. After a short time--I believe it's one second, but I'm not positive--it applies a second stun effect as well as a lump of damage (not a DoT) to the target. This damage starts at 300 points, but it's increased by Evo 2, as well as by any other effect that increases power damage.

The game describes this as "backfire" damage, but it doesn't specifically require the target to wield a weapon. Every enemy in the game (well, almost every enemy) is subject either to the hack effect or the backfire effect, and no enemy is subject to both. That is, Sabotage can never damage Geth, and it will never hack an organic unit. (The Guardian shield blocks the effect.)

If you take the tech vulnerability evolution (Evo 6), it applies to all targets.

The tech vulnerability effect is also applied when you first cast the power--meaning it's already in effect when the backfire damage occurs. This handy fact means that the FQI can easily get upwards of 1000 damage from this power.

If you apply Sabotage multiple times to an organic creature, it will take multiple instances of damage, and the vulnerability debuff will stack with itself. If you apply it multiple times to a synthetic creature, the hack duration will be refreshed (I think). Synthetic targets who have become immune do not start taking backfire damage, although I believe the tech vulnerability effect is still placed.

#321
sareth_65536

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wow, best answer.thanks

#322
Kabab11

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Do powers gain damage from tactical cloak (excluding grenades)?
And what is the damage reduction on a sniper when you shoot it unscoped?

#323
peddroelm

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Kabab11 wrote...

Do powers gain damage from tactical cloak (excluding grenades)?
And what is the damage reduction on a sniper when you shoot it unscoped?


Yes and Yes ..

#324
sareth_65536

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I've played a QFI using incendiary ammo and I was able to detonate self-fire explosions using a combo shoot+sticky grenade.
The question is, can sticky grenade detonate a fire explosion if you aren't using ammo?

#325
spudspot

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sareth_65536 wrote...

I've played a QFI using incendiary ammo and I was able to detonate self-fire explosions using a combo shoot+sticky grenade.
The question is, can sticky grenade detonate a fire explosion if you aren't using ammo?


Fire/Cryo explosions trigger when a burning/chilled or frozen enemy is killed with a power that - I think - has to deal direct damage. 

So no, Stickies alone can't trigger fire explosions.