Game Mechanics Clarifications and Information (Updated 8/7)
#76
Posté 29 juin 2012 - 11:14
#77
Posté 29 juin 2012 - 11:21
You could point out that neither armor piercing effect or negating armor dr won't work. It's pretty common misconception that Shredder won't make GPS or Graal pierce cover, but it does reduce armor dr for them. Worth pointing out that Graal for example ignores armor dr entirely, without any mods.GodlessPaladin wrote...
Updated with some more stuff.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.
#78
Posté 29 juin 2012 - 11:27
#79
Posté 29 juin 2012 - 11:50
Stahlhammer wrote...
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.
But this can't possibly be how BE's work against even enemies who have ONLY Health, such as Assault Troopers. Case in point; on my Drell Adept, I always spec max Reave (Rank 6) and minimum Pull (Rank 3). This means that, as a combined power of Rank 9, according to that spreadsheet, it should deal "190" damage. Now, if that's "190% of target's health" as damage, that's just flat out wrong. A Biotic Explosion using Rank 6 Reave and Rank 3 Pull will NOT kill an Assault Trooper at full health on Silver difficulty outright. It takes either the falling damage from being thrown, or 1-2 seconds of Reave damage to actually kill him. And since the effects are supposed to scale with difficulty, this should be the case no matter if its Bronze, Silver, or Gold.
So it's simply not possible that the values in the first chart are purely "% of target's health". It's being modified by SOMETHING.
#80
Posté 29 juin 2012 - 11:57
I wonder is it worth noting for Tactical Cloak that throwing a grenade doesn't break it (but you still get the damage boost) however getting your shields recharged by a Geth Turret can?
#81
Posté 29 juin 2012 - 11:59
Metal Vile wrote...
Stahlhammer wrote...
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.
But this can't possibly be how BE's work against even enemies who have ONLY Health, such as Assault Troopers. Case in point; on my Drell Adept, I always spec max Reave (Rank 6) and minimum Pull (Rank 3). This means that, as a combined power of Rank 9, according to that spreadsheet, it should deal "190" damage. Now, if that's "190% of target's health" as damage, that's just flat out wrong. A Biotic Explosion using Rank 6 Reave and Rank 3 Pull will NOT kill an Assault Trooper at full health on Silver difficulty outright. It takes either the falling damage from being thrown, or 1-2 seconds of Reave damage to actually kill him. And since the effects are supposed to scale with difficulty, this should be the case no matter if its Bronze, Silver, or Gold.
So it's simply not possible that the values in the first chart are purely "% of target's health". It's being modified by SOMETHING.
i agree with Metal Vile on this one, it cant be a percentage of an enemies health, it just cant be. from my in game use of an HA with warp at rank 6 with the +50% BE evo, and shockwave at rank 6 with the +65% BE evo and a rank 3 singularity, singy + warp leaves a cannibal with 1 bar of health, singy + shockwave = dead cannibal, but i gotta go to work shortly, i'll do some more testing after i get home if necessary
edit, this was on gold, not that it matters though since BEs scale with difficulty
Modifié par datako12, 29 juin 2012 - 12:05 .
#82
Posté 29 juin 2012 - 12:25
#83
Posté 29 juin 2012 - 12:54
#84
Posté 29 juin 2012 - 12:56
Modifié par nicethugbert, 29 juin 2012 - 01:03 .
#85
Posté 29 juin 2012 - 12:59
datako12 wrote...
i agree with Metal Vile on this one, it cant be a percentage of an enemies health, it just cant be. from my in game use of an HA with warp at rank 6 with the +50% BE evo, and shockwave at rank 6 with the +65% BE evo and a rank 3 singularity, singy + warp leaves a cannibal with 1 bar of health, singy + shockwave = dead cannibal, but i gotta go to work shortly, i'll do some more testing after i get home if necessary
edit, this was on gold, not that it matters though since BEs scale with difficulty
Very interesting fact! Need to test now to re-create a formula.
Actually, swarmer's health is embed into the ravager's stack...so it's health is 10.Made a google doc that calculates the Cost/(Health+Shields) of the enemies, HERE. Since I don't have the health/shield info for geth drones. geth turrets, and swarmers, I put in nonsense to keep the spreadsheet happy.
Modifié par inakrin, 29 juin 2012 - 01:01 .
#86
Posté 29 juin 2012 - 01:05
inakrin wrote...
Actually, swarmer's health is embed into the ravager's stack...so it's health is 10.
Hmm, that would make swarmers the highest HVT in a speed run.
Modifié par nicethugbert, 29 juin 2012 - 01:13 .
#87
Posté 29 juin 2012 - 01:12
#88
Posté 29 juin 2012 - 01:35
#89
Posté 29 juin 2012 - 02:25
nicola_nibhroin wrote...
Fantastic info, thanks for all your work.
I wonder is it worth noting for Tactical Cloak that throwing a grenade doesn't break it (but you still get the damage boost) however getting your shields recharged by a Geth Turret can?
Getting shields from a Geth Turret doesn't actually break Cloak, but it does sometimes cause a visual bug that makes it look like it does.
#90
Posté 29 juin 2012 - 02:26
I noticed this on my Turian Soldier, pre-patch, when Turians still had issues with "reverse recoil".
I had him speced for max stability (55%) from the passive. And when I equiped a Stabilization module III, my Hurricane was kicking downards, wich means that that the stability bonus went over 100%. So the logical conclusion to that is, that the Stabilization module gives you a 50% stability bonus or more.
EDIT: Also, check my thread on Overload's Neural Shock evolutuion and its effects on organic targets. social.bioware.com/forum/1/topic/343/index/12661186
Modifié par Relix28, 29 juin 2012 - 02:31 .
#91
Posté 29 juin 2012 - 02:33
#92
Posté 29 juin 2012 - 02:36
Well, that's what "what do anything" is there forPitznik wrote...
You could point out that neither armor piercing effect or negating armor dr won't work. It's pretty common misconception that Shredder won't make GPS or Graal pierce cover, but it does reduce armor dr for them. Worth pointing out that Graal for example ignores armor dr entirely, without any mods.GodlessPaladin wrote...
Updated with some more stuff.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.
#93
Posté 29 juin 2012 - 02:37
#94
Posté 29 juin 2012 - 02:43
Relix28 wrote...
One thing I should point out, is that Stabilization module III adds more than 30% stability bonus.
I noticed this on my Turian Soldier, pre-patch, when Turians still had issues with "reverse recoil".
I had him speced for max stability (55%) from the passive. And when I equiped a Stabilization module III, my Hurricane was kicking downards, wich means that that the stability bonus went over 100%. So the logical conclusion to that is, that the Stabilization module gives you a 50% stability bonus or more.
Were you in cover? Being in cover adds stability.
#95
Posté 29 juin 2012 - 02:44
Isn't Banshee's cost 100?nicethugbert wrote...
Made a google doc that calculates the Cost/(Health+Shields) of the enemies, HERE. Since I don't have the health/shield info for geth drones. geth turrets, and swarmers, I put in nonsense for them to keep the spreadsheet happy.
#96
Posté 29 juin 2012 - 02:46
#97
Posté 29 juin 2012 - 02:47
#98
Posté 29 juin 2012 - 02:53
#99
Posté 29 juin 2012 - 03:01
Never mind, it says on the bottom of the thread.
Modifié par Ektogamut, 29 juin 2012 - 03:13 .
#100
Posté 29 juin 2012 - 03:16
Thought of something else that should be added, as it creates a lot of confusion.
The SMG Heatsink Mod V, on average, gives you an 81.8 percent larger clips and an 81.8 percent larger total ammo pool. This is because it can save the same round multiple times. This has been confirmed through testing and the math done multiple ways in this thread. I've seen a lot of people who just thought that it gave you 45 percent more ammo, or that it was a theoretical max of 45 percent, but would usually be lower than that (because they thought it couldn't save the same round multiple times).





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