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Game Mechanics Clarifications and Information (Updated 8/7)


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#26
GodlessPaladin

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rmccowen wrote...

GodlessPaladin wrote...

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.

  How was it tested?

I used a level 20 Kroguard with a completely power-damage focused spec using Carnage Evolution 5. With Barrier on, damage against armored targets is either 315*(1+1.1+0.65) = 866.25 if the bonus is additive, or 315*(1+1.1)*1.65 = 1091.475 if it's multiplicative.

I set up a solo Bronze Geth on Dagger, used a Phaeston to remove the shields from a Pyro (1050 armor), and then used Carnage (with a three-second wait to make sure the DoT expired). I did two replications, and both times the Pyro was destroyed at about two-Mississippi.


Have you tested this with different evolutions?  It may have an inherent damage multiplier against armor like I think Incinerate does.  Does Carnage have any inherent modifiers against any defense types?

Modifié par GodlessPaladin, 29 juin 2012 - 04:59 .


#27
Mozts

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About synch kills:

Brenon Holmes wrote...

Alternatively... you can look at the timings. The Banshee is the only one with a truly random sync kill - all the other enemies will only attempt a sync kill after a melee. So as a Vanguard (esp. as an Asari Vanguard), you can always charge with impunity... just make sure you roll away afterwards and wait a bit (3-5 seconds). If you practice it a bit, you can get the timing down.

If you spamguard it... yes... you'll probably die. If you take a nuanced approach and are careful, you can charge the crap out of them just fine.


Source: http://social.biowar...1435/2#11332649

Also this about enemies damage scaling:

Brenon Holmes wrote...

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.


Source: http://social.biowar...2140/3#12630205

I'm trying to find where Thomas Abram or Brenon Holmes said that Banshee grab reach was 2.3m.

Edited:

And guess what, I really found it.
social.bioware.com/forum/1/topic/343/index/11331435/3#11333575

Banshee grab reach is, theorytically, 2.3 meters. :whistle:

Modifié par Mozts, 29 juin 2012 - 05:21 .


#28
Xaijin

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Phantoms will sync kill without warning, they will initiate it in neutral state after ATTEMPTING to do another action, and if they are interrupted by ANYTHING, they can sync kill you just as if they had actually done the action.

I've seen countless KV's go down to "instant" syncs due to taking the Phantom back to neutral after a charge.

GP, you forgot Krogan melee. Might also wanna list all the times it will miss. (Stun, Crumple Stun, Grounded enemy, Stasis, Net, Ragdolled.)

Carnage does fire damage like Incin, has the same innate armor damage properties.

Modifié par Xaijin, 29 juin 2012 - 05:06 .


#29
Mysterious Stranger 0.0

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Xaijin wrote...

Phantoms will sync kill without warning, they will initiate it in neutral state after ATTEMPTING to do another action, and if they are interrupted by ANYTHING, they can sync kill you just as if they had actually done the action.


I think you're wrong here.


If a Krogan VG charged her that means she was staggered,unless she was in invunerability mode.  and as i mentioned Staggering is one of the triggers for sync kills. 

#30
Black Phantom

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Mysterious Stranger 0.0 wrote...

I have some observations on sync kills. although no actual evidence that you can see firsthand.


Banshees seem to be able to do it at anytime so long as they are not in the middle of another animation such as the AOE or Biotic bubble of death.


To expand on this, a Banshee has two states. In the first, where she used biotic jumps to chase the player she can sync kill at random (or so it would seem), but in her second state (where she uses Nova, Warp, and blocks projectile powers) she can not sync kill, or melee. A Banshee will always scream before entering her sync kill state

Modifié par Ashen Earth, 29 juin 2012 - 05:24 .


#31
Grunt_Platform

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With Bloodlust —I'd need more controlled tests to say with absolute certainty, but from what I've seen, it takes only two kills to get the Vorcha to do the happy Vorcha scream and max out Bloodlust.

Saw this when at the start of a wave I killed a single Marauder and a Brute in a short span and triggered it. Further observations seem to confirm that..

#32
FellishBeast

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This needs to be seen.

BioWare needs to make one of their own, too. How do they expect us to figure all this out?

#33
Cyonan

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I've figured out how the waves work and am working on a spreadsheet for it.

It's way too much data for a single post.

#34
Xaijin

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Mysterious Stranger 0.0 wrote...

Xaijin wrote...

Phantoms will sync kill without warning, they will initiate it in neutral state after ATTEMPTING to do another action, and if they are interrupted by ANYTHING, they can sync kill you just as if they had actually done the action.


I think you're wrong here.


If a Krogan VG charged her that means she was staggered,unless she was in invunerability mode.  and as i mentioned Staggering is one of the triggers for sync kills. 


Hence the use of quotes "". It's still state-triggered but all that is required is the STATE to be called, whether YOU see it or not is irrelevant. To a user it's "instant", there's no animation.

#35
BjornDaDwarf

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Great job man, nice to see this all gathered together in an easy to find location.

One thing I'm curious about:

GodlessPaladin says...

Tactical Cloak
- Tactical Cloak's damage bonus applies to a 1.5 second window, not just to the first shot after the cloak ends.


Previous commentary from GrimyBunyip on this pointed to a total 2.5 second window, that cloak takes 1 second for the effect to drop, and then the damage window lasts 1.5 seconds after that.  You can see his comment on it here.  Unless someone has proven otherwise and I missed it, that's the number I've been quoting for awhile now. 

#36
BeardyMcGoo

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GodlessPaladin wrote...

POWER CLARIFICATIONS:

Lift Grenade:
- Can only actually lift one target, making it rather bad at actually, well, lifting things. 


This is also true for the 6th evo of Shockwave, even though it says "Suspend targets in the air for a short time."

#37
Metal Vile

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Couple of things;

- I'm fairly certain the value of Armor Reduction on Silver difficulty is 30, not 25. It was mentioned in the DPS Piercing vs Damage Barrel thread.

- You may want to mention that the Reegar can be fired during power animations such as the Vorcha Flamer. I'm not certain if this is possible during other animations (Tech armor or Tac scan activation?) but it's worth mentioning. It's also very likely a bug, so I'm not sure if you want to mention that as well.

- As far as the Scoprion goes, in my experience the proximity detonations are actually motion based. So they will only explode immediately if fired at an enemy in motion. Not only that, but it's possible they may only be set off by "forward motion" or moving in the direction of the grenade relative to target's current position. I'm not entirely sure if this is true, and it's somewhat difficult to test. Essentially, you'd need to shoot the grenades at the feet of a target walking AWAY from you, and see if they explode instantly.

#38
GodlessPaladin

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BjornDaDwarf wrote...

Great job man, nice to see this all gathered together in an easy to find location.

One thing I'm curious about:

GodlessPaladin says...

Tactical Cloak
- Tactical Cloak's damage bonus applies to a 1.5 second window, not just to the first shot after the cloak ends.


Previous commentary from GrimyBunyip on this pointed to a total 2.5 second window, that cloak takes 1 second for the effect to drop, and then the damage window lasts 1.5 seconds after that.  You can see his comment on it here.  Unless someone has proven otherwise and I missed it, that's the number I've been quoting for awhile now. 


Whoops, typo.  Fixing.

BeardyMcGoo wrote...

GodlessPaladin wrote...

POWER CLARIFICATIONS:

Lift Grenade:
- Can only actually lift one target, making it rather bad at actually, well, lifting things. 


This is also true for the 6th evo of Shockwave, even though it says "Suspend targets in the air for a short time."


Good catch, will add.

Modifié par GodlessPaladin, 29 juin 2012 - 06:01 .


#39
Ikilledkillab

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five star thread!!!

#40
Drayce333

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Sucks that they did a power mechanics thread for ME2 but never ended up doing one for ME3.

Anyways off the top of my head I'll add is lift grenade won't biotic detonate protected targets and submission net does not in fact do massive damage.

Modifié par Drayce333, 29 juin 2012 - 06:23 .


#41
Lord Rosario

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Think this link will be very helpful to the OP.

https://docs.google....l6WG5PUEE&gid=1

#42
Lord Rosario

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I'm also curious as to what the new lvl IV consumables do. :innocent:

#43
Stonebo1t

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5 stars - awesome!
This will no doubt help many, many players!

#44
ka243

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Can you plz talk about smgs, ars and tac cloak? I read somewhere that if you start firing during tc, the damage bonus lasts until you stop holding down the fire button or until your magazine runs out. True or false? Same question could be asked about arush expiry and marksman expiry probably...

This is a great thread goddesa. It could probably replace eric fangans existing sticky on game mechanics...

#45
Homey C-Dawg

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Great thread. Answers a lot of little questions I was wondering about but couldn't find anywhere.

btw I play a lot of vorcha I can verify that activating it counts as a stack. The other two stacks come from kills, and you never lose the first stack unless you turn bloodlust off.

#46
BeardyMcGoo

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ka243 wrote...

Can you plz talk about smgs, ars and tac cloak? I read somewhere that if you start firing during tc, the damage bonus lasts until you stop holding down the fire button or until your magazine runs out. True or false? Same question could be asked about arush expiry and marksman expiry probably...


I know if you still have the trigger held down while marksman expires, you still get the benefits of the power. If you time it right, you can basically use marksman forever.

Homey C-Dawg wrote...

btw I play a lot of vorcha I can verify that activating it counts as a stack. The other two stacks come from kills, and you never lose the first stack unless you turn bloodlust off.


That explains why he does his vorcha battle cry after two kills instead of three.

Modifié par BeardyMcGoo, 29 juin 2012 - 07:26 .


#47
Lord Rosario

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ka243 wrote...

Can you plz talk about smgs, ars and tac cloak? I read somewhere that if you start firing during tc, the damage bonus lasts until you stop holding down the fire button or until your magazine runs out. True or false? Same question could be asked about arush expiry and marksman expiry probably...

This is a great thread goddesa. It could probably replace eric fangans existing sticky on game mechanics...


TC's benefits last for about 2.5 seconds after the cloak drops. This means you can get a damage boost for your power, and a few shots from a heavy semi auto gun as well even without the 6th evolution for firing a power and remaining hidden. If you cloak and imidiately fire, you will only be without the damage boost for about 1 second.

#48
TheGoda

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GodlessPaladin wrote...
ENEMIES

Sync Kills:
I'm sure we could use some more information on these especially dangerous attacks.  Anybody have solid info about ranges and patterns?



I'll add the little bit I've figured out about this.

Atlases: They only seem to sync kill right after pounding the ground(vanguards and krogan keep an eye out), range is almost nonexistant, you have to be right next to it.

Brutes: They stand still and bring their arm back and swipe it at you, if you pay enough attention to them you will see a red streak behind their claw as they swing it. range is literally right where his claw hits, sometimes that misses tho.

Banshees...: Banshees... they have a large range and no warning signs that I've noticed, but they do seem to get a larger range(well it feels like it anyways) when lag is involved. I have had a case where i was the host and I ran past one and she pulled me from 6ft behind her.

Phantoms: They are also kind of hard to read, as they don't really seem to give any warning signs, what I have noticed is just... stay away lol

Also idk if this has been mentioned by anyone or if bioware has commented on this... but as of 1.03 patch all sync kills stop halfway through the animation, idk if this is an adverse glitch or if it was intented to stop people from getting saved, if a bioware employee could comment for clarity that would be great, but yea, thats about it.

#49
ValorOfArms777

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piercing mods do effect BUT not via penetrating objects their secondary effect kicks in ignoring the armor a certain percent meaning it's only useless with a Graal/Reegar

#50
Tybo

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Excellent thread, GP.

I have one concern. I suspect that phantoms actually have more than 2362.5 barrier. I have a couple of tests (no video), which indicate this. First, I tried to one shot a phantom's barrier with a paladin 5 headshot, with a vulnerability vi 3, on an asari vanguard. This should have done the job, but as discussed here:

http://social.biowar.../index/12562952

and here:

http://social.biowar...ndex/12461922/1

it doesn't.

Second, I tried to strip the phantom's barriers with a salarian infiltrator with a mental focuser 5, power amp 3, and max power damage spec. This should have done:

220*3*(1+.9(cloak)+.9(ed evolutions)+.3(amp)+.12(gear)+.45(passive))=2422 dmg.

However, when doing this, I consistently failed to oneshot the phantom's barriers. I've been trying to come up with tests to find the actual barriers a phantom has (these attempts usually leave the phantom with about 3 bars of barrier), but phantom's are extremely difficult to test due to their various damage reduction poses. Any ideas/knowledge to share, anyone?

Modifié par tyhw, 29 juin 2012 - 07:45 .