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Spice Up Your Multiplayer Manifest with Stats! (Retaliation Guns/Gear/Mods)


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#376
Creakazoid

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Bluebeam2012 wrote...

Thanks man! Awesome script!!! :D

btw, what's the meaning of of (sust) and (rc) in the 2 categories of DPS vs Armor.


Sust DPS is an abbreviation for Sustained DPS and RC is an abbreviation for reload cancelled.

#377
Creakazoid

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Tiny update up. I've made it display the weapon slots used by each weapon mod in the mods tab. I have always had it consider this when you select weapon mods for weapons, but I didn't have it displayed in the weapons mods tab before.

#378
haisho

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Seems to be restricting SMG's ULM and and Magazine Capacity mods, even though you can combine the two mods ingame.

Still, pretty nifty!

#379
RGFrog

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SMG ULM's still are only reliable on the Geth SMG.

There's some talk that ULM will work on an SMG other than the geth but only if you also carry a pistol with a ULM mod.

But, then there's the bug with the SMG/Pistol combo where your ammo power only works on one and not the other.

However, the stats are great, i use them all the time. Big props to the creator!

#380
Creakazoid

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haisho wrote...

Seems to be restricting SMG's ULM and and Magazine Capacity mods, even though you can combine the two mods ingame.!


Okay, that should be fixed now. I had never checked that they could be combined, as they technically share the same slot.


But, then there's the bug with the SMG/Pistol combo where your ammo power only works on one and not the other.!


Which one is that? I checked the Combative and Guerrilla and they both seem to work on both types of affected weapons.

Modifié par Creakazoid, 03 août 2012 - 05:09 .


#381
Lexa_D

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Best utility ever!

#382
JackLazar

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Creakazoid wrote...

haisho wrote...
But, then there's the bug with the SMG/Pistol combo where your ammo power only works on one and not the other.!


Which one is that? I checked the Combative and Guerrilla and they both seem to work on both types of affected weapons.

I think it's this one.
http://social.biowar.../index/12947389

Modifié par JackLazar, 03 août 2012 - 10:59 .


#383
EvilDeity

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JackLazar wrote...

Creakazoid wrote...

haisho wrote...
But, then there's the bug with the SMG/Pistol combo where your ammo power only works on one and not the other.!


Which one is that? I checked the Combative and Guerrilla and they both seem to work on both types of affected weapons.

I think it's this one.
http://social.biowar.../index/12947389


That thread also suggests that Armour-Piercing Ammo does do bonus damage to health as I had always thought, not just armour.

#384
bd2eazy

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Alright.. so i have Firefox 3.6.25 and this isnt working.

not supported?

#385
AbhijitSM

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bd2eazy wrote...

Alright.. so i have Firefox 3.6.25 and this isnt working.

not supported?


That looks like a older version of firefox. I have 14.0.1 & works fine as it is updated.

#386
IronRush

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Creakazoid wrote...

IronRush wrote...

I just over to see that Creak. Seems a great, great job man. Thanks!
All values are correct mate?

I was trying to test level IV ammo, but they aren't there. Also Disruptor and Incendiary ammo.


Yes, as far as I can tell all values are correct. I did notice yesterday that my pre-balance Typhoon had a wrong charged damage value. The game files reported that differently than it does other weapons so that was wrong then. But, the post-balance Typhoon has the correct one which is just 1.5X the uncharged damage.

As for ammo, level IV ammo does not have available stats. They seem to be implemented as a server-side balance change type thing and not as a patch/DLC addition. Thus, no one knows the values except BioWare.

Disruptor is not in right now since the damage bonus affects only shields and synthetics, if I remember correctly. Incendiary ammo isn't in there since its extra damage is completely damage-over-time and not instant damage. The one place I may try to add incendiary ammo into (stats-wise) is the DPS calculations, since the DOT has a measurable effect there.


I will ask to devs about the ammo IV correct values and let you know.

#387
bd2eazy

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i guess im SOL. cuz i dont wanna update my Firefox. =(

#388
bd2eazy

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i tried reinstalls... no luck =\\

#389
Creakazoid

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bd2eazy wrote...

i tried reinstalls... no luck =


I briefly looked into this and I don't think there is a quick and easy fix for this on my end. Between the old browser and Greasemonkey's idiosyncracies, I think several things would need to be altered. So, at least for now, it will definitely not work on 3.6. If this ever changes, I will let you know. I definitely wouldn't count on it though.

Modifié par Creakazoid, 03 août 2012 - 07:08 .


#390
bd2eazy

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thanks for trying creak.! u a good dood.

#391
Stinja

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Are the stats for the post-nerf Typhoon correct?
Specifically the DPS (normal and armour), as I was wondering if the ramp up times are considered? Ditto particle rifle, GPSMG.

Excellent tool by the way.  If I was Bioware I'd ask permission to incorporate it into their manifest page by default...

Modifié par Stinja, 05 août 2012 - 11:58 .


#392
Creakazoid

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Stinja wrote...

Are the stats for the post-nerf Typhoon correct?
Specifically the DPS (normal and armour), as I was wondering if the ramp up times are considered? Ditto particle rifle, GPSMG.

Excellent tool by the way.  If I was Bioware I'd ask permission to incorporate it into their manifest page by default...


I do think the Typhoon and Particle Rifle are correct. I consider both the ROF increase as well as the charged damage increases on these guns. The DPS assumes you fire till the clip is completely used/drain before reloading. Then it assumes you keep your finger on the trigger for the entire next clip so that you only go through the ROF and damage changes once every reload.

One thing that really hurts the Typhoon is the observation (by Cyonan, I think) that the built-in armor weakening effect does not combine additively with weapon mods and ammo consumables. That really decreases the improvement you would normally expect to see from mods and ammo consumables.

The GPSMG and Striker, though, are shooting a bit above their actual "performance" since I currently treat them as constant-ROF weapons. I will go back and address that sometime.

Modifié par Creakazoid, 05 août 2012 - 07:29 .


#393
Stinja

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Cheers. Just someone was calling them out in the Typhoon thread.

http://social.biowar...dex/13493153/18

#394
Creakazoid

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With the newly released modifier info today, I decided it was the right time to go ahead and add in Damage Against Shields/Barriers as a stat. I also incorporated the new armor damage modifiers too. This also means that I have incorporated Disruptor and Warp ammo.

I assume that the multipliers are applied to the damage values right after weapon mods, but I'm not sure whether this is accurate. I also assume that this is applied only to the weapon and not the ammo bonus portion of damage. If someone could shed some light on this uncertainty, that would be much appreciated.

Modifié par Creakazoid, 08 août 2012 - 12:03 .


#395
Creakazoid

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I accidentally broke something while updating the first time. It is fixed now. Thanks go to Mysteryman2000 for letting me know.

#396
Mysteryman2000

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Creakazoid wrote...

I accidentally broke something while updating the first time. It is fixed now. Thanks go to Mysteryman2000 for letting me know.

It was nothing, I use the detailer alot when building characters.  Still got to give you credit for an awesome detailer though.

#397
megawug

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Hmmm... the new version is not working for me. Not sure why ATM.

Edit: Oh, nevermind.  Flushed cache, reloaded page from scratch, and it worked.
:innocent:

Modifié par megawug, 08 août 2012 - 04:48 .


#398
awpdevil

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This is a fantastic little mod creak, I LOVE IT. Question though, sorry if it has been asked before, but when there are weapon changes and such, do you have to release a new script? Or does that info just automatically update?

#399
Creakazoid

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awpdevil wrote...

This is a fantastic little mod creak, I LOVE IT. Question though, sorry if it has been asked before, but when there are weapon changes and such, do you have to release a new script? Or does that info just automatically update?


The early versions didn't need new script versions to update as they were hot-linked to separate data sources (Google Docs). But, for the sake of performance and speed when loading the manifest page, I converted it into using pre-digested data files that are downloaded alongside the script once (at install).

That means that each balance change, patch, or DLC requires a new script version to be released. This is often purely to force your browser to get the newest data files. Both Greasemonkey and Tampermonkey have the ability to auto-update, so that helps keep everyone up-to-date (sooner or later). If you have auto-update turned off, you'd have to either manually check for updates or just see this thread and install a new version over the old one.

#400
Creakazoid

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Okay, the post-balance Piranha is now in the newest version 1.5.2.