Game Mechanics Clarifications and Information (Updated 8/7)
#51
Posté 29 juin 2012 - 07:46
Assassination targets gain damage reduction if they're below a certain wave cost:
Cost >= 90 grants 0% DR
Cost 70-89 grants 15% DR
Cost 40-69 grants 30% DR
Cost 20-39 grants 50% DR
For hacking objectives, each player in the circle nets 0.4% of the amount needed to fill the bar per tick. This number is increased if less players are in the game, but not if players are dead.
10% of all force is converted to damage. The exception to this is Pull has a 15% conversion rate. Causing a target to ragdoll will generate additional damage if they hit a solid object.
#52
Posté 29 juin 2012 - 07:52
#53
Posté 29 juin 2012 - 07:57
https://docs.google....g1REpJVmc#gid=0
#54
Posté 29 juin 2012 - 08:00
#55
Posté 29 juin 2012 - 08:10
inakrin wrote...
About combos's damage there is a spreadsheet with values...bad luck it's made by russian...but if you will use translator...
https://docs.google....g1REpJVmc#gid=0
So... I don't speak Russian, but I was able to decipher that.
Provided that he is right, I know how combos work now.
#56
Posté 29 juin 2012 - 08:16
Cyonan wrote...
Random Stuff from the Coalesced:
Assassination targets gain damage reduction if they're below a certain wave cost:
Cost >= 90 grants 0% DR
Cost 70-89 grants 15% DR
Cost 40-69 grants 30% DR
Cost 20-39 grants 50% DR
For hacking objectives, each player in the circle nets 0.4% of the amount needed to fill the bar per tick. This number is increased if less players are in the game, but not if players are dead.
10% of all force is converted to damage. The exception to this is Pull has a 15% conversion rate. Causing a target to ragdoll will generate additional damage if they hit a solid object.
Really good info here. Thanks.
#57
Posté 29 juin 2012 - 08:33
And it seems Tech bursts and Biotic explsions do equal damage.
#58
Posté 29 juin 2012 - 08:34
"Shield recharge delay" and "Shield regen speed"? and instances of "Shield recharge rate"?
#59
Posté 29 juin 2012 - 08:37
Yup, they are...the more health target has the bigger BOOM will be...in comparing techs and biotics please do not forget that biotic powers such as warp, shockwave etc... are able to improve damage and force...unlike techs do...Stahlhammer wrote...
So it seems like combo damage is dependant on the target health value.
And it seems Tech bursts and Biotic explsions do equal damage.
#60
Posté 29 juin 2012 - 08:40
inakrin wrote...
Yup, they are...the more health target has the bigger BOOM will be...in comparing techs and biotics please do not forget that biotic powers such as warp, shockwave etc... are able to improve damage and force...unlike techs do...Stahlhammer wrote...
So it seems like combo damage is dependant on the target health value.
And it seems Tech bursts and Biotic explsions do equal damage.
I know this is true but... how can you tell from that spreadsheet? Or maybe I'm not reading it correctly.
The first set of charts is the damage as it scales compared to the total Rank of the combo powers used.
Second is the same for Force, and Third is for Radius.
Where exactly does it mention about scaling to enemy total health?
#61
Posté 29 juin 2012 - 08:43
PsychoticBiotic wrote...
Thank you very much for this. I hope everyone on forum sees this, it's really helpful.
Agreed. Great job GP!
#62
Posté 29 juin 2012 - 08:43
In the first one - the damage number (depending on the combo rating) is the value delivered from the target's health (250% being max for bio etc.)Metal Vile wrote...
inakrin wrote...
Yup, they are...the more health target has the bigger BOOM will be...in comparing techs and biotics please do not forget that biotic powers such as warp, shockwave etc... are able to improve damage and force...unlike techs do...Stahlhammer wrote...
So it seems like combo damage is dependant on the target health value.
And it seems Tech bursts and Biotic explsions do equal damage.
I know this is true but... how can you tell from that spreadsheet? Or maybe I'm not reading it correctly.
The first set of charts is the damage as it scales compared to the total Rank of the combo powers used.
Second is the same for Force, and Third is for Radius.
Where exactly does it mention about scaling to enemy total health?
#63
Posté 29 juin 2012 - 08:44
#64
Posté 29 juin 2012 - 08:51
well maybe i wasn't clear enough so here are some explains...damage is always based on enemy's health and means percent of enemy's health..250 combo damage of combo means 250% of enemy's health (i.e if it has 1000 hp our BOOM wil be 2500 damage)...what about force and radius...these numbers are constant...and based only on combo's rank no matter of target's parameters.Metal Vile wrote...
inakrin wrote...
Yup, they are...the more health target has the bigger BOOM will be...in comparing techs and biotics please do not forget that biotic powers such as warp, shockwave etc... are able to improve damage and force...unlike techs do...Stahlhammer wrote...
So it seems like combo damage is dependant on the target health value.
And it seems Tech bursts and Biotic explsions do equal damage.
I know this is true but... how can you tell from that spreadsheet? Or maybe I'm not reading it correctly.
The first set of charts is the damage as it scales compared to the total Rank of the combo powers used.
Second is the same for Force, and Third is for Radius.
Where exactly does it mention about scaling to enemy total health?
#65
Posté 29 juin 2012 - 08:59
https://docs.google....g1REpJVmc#gid=0
Max damage combo (biotic):
Human adept (warp 6 + shockwave 6) = 250%
Bio explosions multipliers from evolution trees = 115% (50% warp + 65% shockwave)
EDIT: This one is (base 250) mutipiled buy tree evos (*2.15) = 537,5%
Total: 537,5% (
Total damage on assault trooper (idk about difficulty): 6047 (but trooper's health seems to be 1125)
Radius: 8.6 (probably wrong since max for bio is 4?)
Force: 2100 (base max bio (6+6) being 1000 multiplied buy tree evos by 2.15)
Modifié par Stahlhammer, 29 juin 2012 - 09:08 .
#66
Posté 29 juin 2012 - 09:11
This part needs some examples, as it is difficult to understand, even for someone who is not math deficient.GodlessPaladin wrote...
Tactical Cloak
- Tactical Cloak's cooldown is proportional to the % of Tactical Cloak's duration that was used up. So, for example, if you take the Duration spec of Tactical Cloak, your cooldown for a 4-second long Cloak will be shorter.
It does tighten the spread of the three projectiles. Edit: Forgot to add, if the three projectiles hit the same target, then only is the second and third one at 30% damage. If they hit different targets they are all at 100% damage, except that as you mentioned, the second and third don't ever transfer ammo powers.Mods that don't work on some guns:
- I think the Smart Choke doesn't do anything on the Geth Plasma Shotgun.
This is generalised. Each of those weapons need to be expanded upon with regards to how AP mods work with them. The wiki is a good place to start if you want to hunt for information.- The
Shredder/Piercing mod won't do anything on the Geth Plasma Shotgun,
Graal Spike Thrower, Kishok Harpoon Gun, Scorpion, Falcon, Striker, or
Krysae. It is worth noting that the projectile on the Kishock is so
large that it can actually hit Guardians through their shields.
It is a flat reduction of 15 on Bronze and 30 on Silver.Armor Armor provides a flat reduction to incoming damage (down to a minimum of X damage per shot). This number varies based on difficulty. I think on Gold it's 50 damage reduction. As such, weapons that deal high damage per shot will lose significantly less damage against armor. Armor penetration (not armor weakness) reduces this flat number. Will add more precise information on this in a bit.
Edit: A section on refire time, and how it affects semi-automatic weapons and burst-fire weapons should be added. For the Reegar for instance, one can simply add it to the relaod time when calculating non-burst DPS, but with the Vindicator for instance it actually affects your effective RoF.
Modifié par Kyrene, 29 juin 2012 - 09:20 .
#67
Posté 29 juin 2012 - 09:12
Stahlhammer wrote...
Ok, so here's a translation from the example out of the table
https://docs.google....g1REpJVmc#gid=0
Max damage combo (biotic):
Human adept (warp 6 + shockwave 6) = 250%
Bio explosions multipliers from evolution trees = 115% (50% warp + 65% shockwave)
EDIT: This one is (base 250) mutipiled buy tree evos (*2.15) = 537,5%
Total: 537,5% (not sure about this one and what's it delivered from)
Total damage on assault trooper (idk about difficulty): 6047
Radius: 8.6 (probably wrong since max for bio is 4)
Force: 2100
There are limits before the calculations. And this is an old spreadsheet since the limits are pre-nerf (e.g. radius is limited @ 5 for BEs).
Also, just for everyone's information — according to this document Ammo consumable level is taken as power level for the sake of combo calculations.
And I guess these percentages are based on something else than target HPs. Or these percentages are applied differently. Otherwise BE on one Atlas would one shot another Atlas walking near it.
UPD: Well, here it is, translated the interesting part: https://docs.google....UlE&output=html
Modifié par xabkish, 29 juin 2012 - 09:28 .
#68
Posté 29 juin 2012 - 09:20
I was about to address that. If the damage value is the % from enemy health it's most obvious that if works differently on armor/shields/barriersxabkish wrote...
And I guess these percentages are based on something else than target HPs. Or these percentages are applied differently. Otherwise BE on one Atlas would one shot another Atlas walking near it.
#69
Posté 29 juin 2012 - 09:29
Obviously it works differ against armor...but i wasn't able to find any info about working combos against armor. But it works well against pure hp, even barrier defended...Stahlhammer wrote...
I was about to address that. If the damage value is the % from enemy health it's most obvious that if works differently on armor/shields/barriersxabkish wrote...
And I guess these percentages are based on something else than target HPs. Or these percentages are applied differently. Otherwise BE on one Atlas would one shot another Atlas walking near it.
Well we know how it works at base level...there must be some kind of
multiplier added into the formula a number less than 1. Because we are not able to destry atlas with single BE.
Modifié par inakrin, 29 juin 2012 - 09:34 .
#70
Posté 29 juin 2012 - 09:36
WTH is "target's protection ratio" - no idea
#71
Posté 29 juin 2012 - 09:37
#72
Posté 29 juin 2012 - 09:42
Two warp=>throw (both with BE DMG increase) combos leave 1 brute's armor bar on gold i thing.xabkish wrote...
Well. BEs and armor... As far as I remember it takes two BEs on Human Adept to kill Brutes. According to this spreadsheet it should've dealt 9K * 5.37 or 48K damage — now that would be awesome, right?In fact it's dealing 4.5K or so. I'd say it's 10% multiplier for armor. Further testing needed though.
But yeah, the "earliest source" of this one indicates that it's correct only for targets with health bar.
#73
Posté 29 juin 2012 - 09:50
i'd suggest you to test combo in PURE version with no addition boosts such as BE 50% improving. We can add these boosts later.Stahlhammer wrote...
Two warp=>throw (both with BE DMG increase) combos leave 1 brute's armor bar on gold i thing.xabkish wrote...
Well. BEs and armor... As far as I remember it takes two BEs on Human Adept to kill Brutes. According to this spreadsheet it should've dealt 9K * 5.37 or 48K damage — now that would be awesome, right?In fact it's dealing 4.5K or so. I'd say it's 10% multiplier for armor. Further testing needed though.
But yeah, the "earliest source" of this one indicates that it's correct only for targets with health bar.
#74
Posté 29 juin 2012 - 10:02
I'm afraid i don't have enough time and respec cards for that heh. But maybe we can do some combined effort.inakrin wrote...
i'd suggest you to test combo in PURE version with no addition boosts such as BE 50% improving. We can add these boosts later.
P.S. I think BE have some kind of damage reduction ratio when used on targets with health bar and a shield, cause warp=>throw doesn't kill, for example, a Centurion, and with this stats the damage done is way beyond his health/shield values.
Modifié par Stahlhammer, 29 juin 2012 - 10:05 .
#75
Posté 29 juin 2012 - 10:13
They simply don't work with them. Those mods do nothing at all on all of those weapons. I'm not really sure how I would expand on that.Kyrene wrote...
This is generalised. Each of those weapons need to be expanded upon with regards to how AP mods work with them. The wiki is a good place to start if you want to hunt for information.- The Shredder/Piercing mod won't do anything on the Geth Plasma Shotgun, Graal Spike Thrower, Kishok Harpoon Gun, Scorpion, Falcon, Striker, or Krysae. It is worth noting that the projectile on the Kishock is so large that it can actually hit Guardians through their shields.
Modifié par GodlessPaladin, 29 juin 2012 - 10:16 .





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