Game Mechanics Clarifications and Information (Updated 8/7)
#201
Posté 06 juillet 2012 - 01:40
Also wonder if there is a threshold on shield recharge with mods and evolutions?
#202
Posté 06 juillet 2012 - 02:18
NuclearTech76 wrote...
Sorry if this has already been asked but do you gain any advantage by using cooldown mods if you are already at 200% CD?
Also wonder if there is a threshold on shield recharge with mods and evolutions?
1. Yes but due to diminishing returns, there is no point in using cooldown mods when you are already at 200% CD.
2. From earlier in this thread, max reduction in shield recharge delay is 0.45 seconds. (I do not know if this is correct though)
#203
Posté 06 juillet 2012 - 02:24
GodlessPaladin wrote...
But yeah, hidden fundamental mechanics really tick me off, and the game actually providing serious misinformation to me about crucial mechanics drives me up the wall.
Most game designers don't want people to know every single function of the game though...
"It takes exactly 1.61528 milliseconds to kill the overlord mega boss when you use the BFG-9001!"
They want people to figure it out for themselves and actually have fun playing the game instead of thinking about exactly how much damage it takes before an enemy changes its RoE to retreat mode and such.
If they gave out ALL the info, then there would be no point in experimenting at all... just use the stuff that kills the fastest and take the guns with 0.045 deviation...
It would kill the spirit of exploring your options.
Bioware already gives out quite a bit of info about the stats of things anyways... exact hitpoints of enemies and damage values of guns is plenty.
#204
Posté 06 juillet 2012 - 03:01
Modifié par GodlessPaladin, 06 juillet 2012 - 03:51 .
#205
Posté 06 juillet 2012 - 03:02
Bioware already gives out quite a bit of info about the stats of things anyways... exact hitpoints of enemies and damage values of guns is plenty.
I thought those figures came from looking at the coalesced.ini file rather than bioware's statements.
#206
Posté 06 juillet 2012 - 03:17
I_pity_the_fool wrote...
Bioware already gives out quite a bit of info about the stats of things anyways... exact hitpoints of enemies and damage values of guns is plenty.
I thought those figures came from looking at the coalesced.ini file rather than bioware's statements.
Correct, the game does not inform you of enemy health or gun damage values. And it claims that it informs you of the effects of power evolution choices, which would be important for facilitating informed character building choices, but often provides misleading information instead. For example, 50% DR apparently does not reduce damage taken by 50%.
Modifié par GodlessPaladin, 06 juillet 2012 - 03:51 .
#207
Posté 06 juillet 2012 - 03:58
Simbacca wrote...
Great post GP, thanks for compiling.
Here's a few things that have been mentioned many times, would love confirmation or some testing.
Cryo Blast
Many people claim evo 2 radius only spreads the freeze effect, not any of the debuffs from evos 4 and 6. I don't know if their claims include the evo 3's slow down or not. Would love to see this thoroughly tested, and/or if a dev could chime in to confirm or deny.
Sticky Grenade
Have heard that claim that this grenade power is underrated due to many not realizing it's the only grenade power that gains the bonuses from ammo round consumables. Again, would love to see this thoroughly tested, and/or if a dev could chime in to confirm or deny.
Concussive Shot
It has appeared to many for a long time that evo 5 amplification does not work, which if true is a real shame. Not sure if this belief applies to both MP and SP or just the former. Yet again, would love to see this thoroughly tested, and/or if a dev could chime in to confirm or deny.
Ammo Powers
All I could find is this though there seems to be a few questions there too. Would really like to know if Warp rounds do more damage to health, barriers, or only biotically affected targets. Have always thought the latter, if not true then they just became a lot more versatile.
Nothing? No one?
#208
Posté 06 juillet 2012 - 04:38
Simbacca wrote...
...
Ammo Powers
All I could find is this though there seems to be a few questions there too. Would really like to know if Warp rounds do more damage to health, barriers, or only biotically affected targets. Have always thought the latter, if not true then they just became a lot more versatile.
Nothing? No one?
Warp ammo ONLY does the listed damage vs barriers, health & armor ..And does 0 damage vs shields ...It is supposed to do lots of extra damage vs lifted targets (health) but I think that feature is bugged (no extra damage vs lifted targets ..)
social.bioware.com/unity.freeforumshosting.org/forum/1/topic/347/index/10417229/1#10553012
Modifié par peddroelmz, 06 juillet 2012 - 04:49 .
#209
Posté 06 juillet 2012 - 04:44
Can we get a bw to sticky this, by any chance?
#210
Posté 06 juillet 2012 - 06:17
Added DR formula.
Added unlisted DR sources.
Added Incinerate damage multiplier information.
Modifié par GodlessPaladin, 06 juillet 2012 - 06:21 .
#211
Posté 06 juillet 2012 - 06:22
peddroelmz wrote...
Simbacca wrote...
...
Ammo Powers
All I could find is this though there seems to be a few questions there too. Would really like to know if Warp rounds do more damage to health, barriers, or only biotically affected targets. Have always thought the latter, if not true then they just became a lot more versatile.
Nothing? No one?
Warp ammo ONLY does the listed damage vs barriers, health & armor ..And does 0 damage vs shields ...It is supposed to do lots of extra damage vs lifted targets (health) but I think that feature is bugged (no extra damage vs lifted targets ..)
social.bioware.com/unity.freeforumshosting.org/forum/1/topic/347/index/10417229/1#10553012
I see that you mention the single player version. Does this apply in multiplayer?
#212
Posté 06 juillet 2012 - 07:17
GodlessPaladin wrote...
I see that you mention the single player version. Does this apply in multiplayer?
Only if the MP version inherits from the SP version .. (like you said it happens with class abilities ...)
#213
Posté 06 juillet 2012 - 07:45
peddroelmz wrote...
GodlessPaladin wrote...
I see that you mention the single player version. Does this apply in multiplayer?
Only if the MP version inherits from the SP version .. (like you said it happens with class abilities ...)
The ammo consumables are listed as a separate thing from powers in Coalesced. If you didn't test in MP it doesn't count
Modifié par GodlessPaladin, 06 juillet 2012 - 07:50 .
#214
Posté 06 juillet 2012 - 07:45
peddroelmz wrote...
Only if the MP version inherits from the SP version .. (like you said it happens with class abilities ...)
I would guess that it does not inherit from the SP version, since the SP version is considered an ability while the MP version is considered a consumable game effect.
It's possible that it still affects the same things as the SP versions just for consistency, though.
#215
Posté 06 juillet 2012 - 07:52
Modifié par xabkish, 06 juillet 2012 - 07:54 .
#216
Posté 07 juillet 2012 - 02:58
Do the force bonuses affect melee?
#217
Posté 07 juillet 2012 - 05:21
GodlessPaladin wrote...
hidden fundamental mechanics really tick me off, and the game actually providing serious misinformation to me about crucial mechanics drives me up the wall.
QFT
#218
Posté 07 juillet 2012 - 06:59
Elecbender wrote...
Here's something:
Do the force bonuses affect melee?
Not sure. I don't know too much about the specifics of the force mechanics. Probably not.
Modifié par GodlessPaladin, 07 juillet 2012 - 10:28 .
#219
Posté 07 juillet 2012 - 08:21
Elecbender wrote...
Here's something:
Do the force bonuses affect melee?
No.
Many times during my test sessions I used normal/heavy melee attack damage (known/easy to calculate) to help find the memory address of the current test subject (target) ... no mystery damage bonuses (force related or of any nature) ever encountered ...
That being said - even if the melee activation damage will be as expected/calculated some heavy melee attacks do have the option to throw unprotected targets (asari heavy melee area attack comes to mind ) (limit to one target thrown per attack ?) .. In which case the target will take some extra impact damage when hitting objects/grownd ...
Modifié par peddroelmz, 07 juillet 2012 - 08:30 .
#220
Posté 07 juillet 2012 - 09:20
About the Expand evolution for Singularity: What do you need details on? All I can say is that it slowly expands in size for the first 10 seconds after it is cast. Whether it actually affects any other aspect (number of people lifted, lift duration, etc.) or if the number is actually correct is beyond me.
#221
Posté 07 juillet 2012 - 02:32
#222
Posté 07 juillet 2012 - 03:08
I_pity_the_fool wrote...
Bioware already gives out quite a bit of info about the stats of things anyways... exact hitpoints of enemies and damage values of guns is plenty.
I thought those figures came from looking at the coalesced.ini file rather than bioware's statements.
I get them from looking at the balance changes...
You CAN get them from the files, but just looking at the balance changes is way easier.
#223
Posté 07 juillet 2012 - 03:49
#224
Posté 07 juillet 2012 - 03:56
RecoonHoodie wrote...
What exactly the force in powers do? Makes them fly further? Adds damage in some way? Explain please.
Based on what I've seen while playing, force basically governs how far enemies fly when hit. Human Adept melee does little damage, but a high amount of force causes enemies to fly across the room the same way that Krogan Heavy Melee does. Enemeis can also take additional damage from hitting the environment (floors, walls, ceilings, etc.) so I imagine force increases this environmental damage. That is all purely based on what I've experienced and as I do not have any way to clarify for certain, that is the best I can do for now.
#225
Posté 07 juillet 2012 - 04:08
Drummernate wrote...
I_pity_the_fool wrote...
Bioware already gives out quite a bit of info about the stats of things anyways... exact hitpoints of enemies and damage values of guns is plenty.
I thought those figures came from looking at the coalesced.ini file rather than bioware's statements.
I get them from looking at the balance changes...
You CAN get them from the files, but just looking at the balance changes is way easier.
good thing the balance changes only gives you geth troopers, hunters, pyros, atlas, centurion, guardians, cerb turrets, and nemesis health values, that leaves out over half of the enemies and shows none of the reapers, and for most of the guns they show in the balance changes they only give you whatever value they decided to buff, and you have to scroll through 4 months of balance changes to see if you can find the values, or you know you could just look at the values that people have pulled from coalesced.ini, idk, seems kinda obvious which one is easier





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