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


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#151
Creakazoid

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HashimSharif wrote...

could you give me the original link to tangstar documents, the one that is interactive


docs.google.com/spreadsheet/pub

Modifié par Creakazoid, 05 juillet 2012 - 06:42 .


#152
InTheZone

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Thanks so much for this! It's simple stuff I wish BW told us about e.g. I have no idea what the stats are for the mods :(

#153
donnyrides

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I figured out what I was doing wrong. In my shortcut for chrome, at the end of the target I had to put --enable extensions

It works great now. excellent job. I never knew the exact impact of each armor/ammo/rail before.

To bad bioware wouldn't just show these things onscreen while setting up your character. Would be nice to see your characters shields raise if you added a shield gear etc...

#154
vironblood

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Very nice.

#155
HashimSharif

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Creakazoid wrote...

HashimSharif wrote...

could you give me the original link to tangstar documents, the one that is interactive


docs.google.com/spreadsheet/pub


thank you mate

#156
HashimSharif

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could somebody explain to me what is the weight thing, i just don't understand what it means on the spreadsheet, like the falcon 2.0-1.4

#157
Creakazoid

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HashimSharif wrote...

could somebody explain to me what is the weight thing, i just don't understand what it means on the spreadsheet, like the falcon 2.0-1.4


That's the amount it will impact your cooldown bonus. You multiply the weight by 100 to get the percent reduction from the max CD bonus. For instance, the Falcon's would be 200%-200% at Falcon I (2.0 weight) and 200%-140% at Falcon X (1.4 weight).

#158
HashimSharif

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ok truthfully i still don't understand, is it without weight capacity bonuses:unsure:

Modifié par HashimSharif, 05 juillet 2012 - 08:04 .


#159
Shampoohorn

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HashimSharif wrote...

ok truthfully i still don't understand, is it without weight capacity bonuses:unsure:



Weapon weight affects the recharge speed of your powers. On the weapon screen in MP (and SP) you will seen a weight bonus anywhere from -200% to +200% depending on what weapons you carry.  If you carry no weapons then your cooldown will be 200%.  There are hidden bonuses for classes and races so carrying very light guns still gets you 200%.


Without going into the equations, if you are using a power with a 10 second cooldown like Carnage here are how the penalties and bonuses work out.

200% --> 3.33 second recharge
100% --> 5 seconds
0%   --> 10 seconds (no bonus, so your at the base speed)
-100% --> 20 seconds
-200% --> --> 30 second recharges

So...

With no weapons you have a bonus of 200% on the weapon screen.

Equip a Mantis X, which has a weight of 1.0.  That's the same as 100% on the weapon screen.

You subtract the weight of the Mantis from the bonus you have.

In this case that means 200% - 100% = 100% bonus, reducing your recharge time by half.

In the game there are other factors like race, class and power rank and that give you extra carrying capacity, pushing that bonus closer to 160%, but you get the idea.  Yes?

Modifié par Shampoohorn, 05 juillet 2012 - 08:49 .


#160
HashimSharif

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Shampoohorn wrote...

HashimSharif wrote...

ok truthfully i still don't understand, is it without weight capacity bonuses:unsure:



Weapon weight affects the recharge speed of your powers. On the weapon screen in MP (and SP) you will seen a weight bonus anywhere from -200% to +200% depending on what weapons you carry.  If you carry no weapons then your cooldown will be 200%.  There are hidden bonuses for classes and races so carrying very light guns still gets you 200%.


Without going into the equations, if you are using a power with a 10 second cooldown like Carnage here are how the penalties and bonuses work out.

200% --> 3.33 second recharge
100% --> 5 seconds
0%   --> 10 seconds (no bonus, so your at the base speed)
-100% --> 20 seconds
-200% --> --> 30 second recharges

So...

With no weapons you have a bonus of 200% on the weapon screen.

Equip a Mantis X, which has a weight of 1.0.  That's the same as 100% on the weapon screen.

You subtract the weight of the Mantis from the bonus you have.

In this case that means 200% - 100% = 100% bonus, reducing your recharge time by half.

In the game there are other factors like race, class and power rank and that give you extra carrying capacity, pushing that bonus closer to 160%, but you get the idea.  Yes?


yes i understand now , thank you

#161
neurovore

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Hmm. I don't think that calculating DPS with max charge is very prudent since charging lowers rate of fire considerably. Look at Arc Pistol, for example, and you'll see what I mean...

#162
ryanshowseason3

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For some reason can't get it to do anything... my manifest remains unchanged.

#163
Slaanax

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That's a pretty awesome mod man thanks.

#164
ValorOfArms777

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These are some good categories for the guns

Pierce Distance (Widow/BlackWidow/Crusader/Javelin unlike normal piercing from the mod this dmg is not reduced till the set distance is "breached" into the mod then reducing the dmg as such)

Ignore Armor (Graal/Falcon/Scorpion these guns don't ever benefits from a piercing mod and armor ignoring mods effect)

Projectile (A smaller quantity of guns like Scorpion/Falcon/Krysae/Graal/GPS/Ki Shock)

Hit Scan (most guns in the game these don't shoot real projectiles)

Radius (Guns like Scorpion/Krysae/Falcon/Striker)

Geth (Only few guns get this anyways GPS GPSMG GPR and Javelin)

Charge Shot (Arc Pistol 2 to 3) (Graal 1 (uses 1 round) (Ki Shock 1 (uses 1 round) (GPS 1 (uses 2 rounds)

ROFI (Rate of Fire Increase GPSMG/Striker/Reegar Carbine < it starts slower then blasts up faster)

Delay Shot (Javelin/Reegar Carbine)

Pellet Count (Katana/Scimitar/Evisorater/Wraith/GPS/Claymore/Graal/Diciple/Talon)

Burst Fire (Vindicator 3) (Hornet 6) (Shuriken 6) (Incisor 3) (Hurricane 2< it must shoot two per trigger so it's still a burst)

some of these things can be just part of it all whiel some can be marke din a lsit of Special qualites of the weapons

Modifié par ValorOfArms777, 05 juillet 2012 - 09:55 .


#165
Creakazoid

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A new version is up. It alters DPS calculations. Now, burst fire weapons are specially treated as such in terms of DPS calculations. Charged DPS is now calculated assuming uncharged firing using uncharged damage values. In the vast majority of scenarios, this will result in higher sustained DPS.  A few other isolated DPS errors were addressed as well.

Modifié par Creakazoid, 06 juillet 2012 - 01:35 .


#166
Mahrac

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Is there a way to change it to have power stats replace character stats, instead of going back to the weapons page, if you click on the symbol on the character page?

#167
ValorOfArms777

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your penetration mods are all wrong they all vary based for the gun type
Assault Rifle
Piercing Thickness 0.50m 0.65m 0.80m 0.95m 1.10m

Pistol
Piercing Thickness 0.50m 0.65m 0.80m 0.95m 1.10m

Shredder
Piercing Thickness 0.25m 0.35m 0.45m 0.55m 0.65m

Sniper Pierce
Piercing Thickness 0.75m 0.90m 1.05m 1.20m 1.35m

And the dmg minus from a pierce varies for each one none are technically the same for going through objects with the pierce mod itself (look at it in your own menu in game)

DPS caculation for Extended Magazine might be a good idea it does increase the fire amount per burst before a reload <recall that it works now GJ)

btw I'm not critiziing ya ^_- I'm info hunting ot make sur eit's 100% as accurate as it can be

Modifié par ValorOfArms777, 06 juillet 2012 - 02:27 .


#168
EvilDeity

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A few bugs I noticed:

The Javelin and Reegar Carbine have a "Damage Uncharged" line when they don't need one (they do have a delay before firing though). Speaking of which, would it not make more sense to have (uncharged) "Damage", and then "Charged Damage"? It also seems odd to me to use a weapon's charged damage in the "Damage vs Armor" section instead of its uncharged damage.

The damage is wrong for the Eagle because it's taking its damage from the "Stat Damage" portion of Tangster's spreadsheet. It has an actual damage of 74.9 - 93.7 but its Stat Damage is 67.0 - 83.8. I'm not sure if this is a mistake on Tangster's end, or if BioWare forgot to update the Stat Damage of the Eagle when they buffed it.

The Graal Spike Thrower is listing "Damage Uncharged" of just a single spike when it fires six.

Any chance of getting Heat Sink to adjust SMGs' DPS?

Modifié par EvilDeity, 06 juillet 2012 - 02:38 .


#169
Creakazoid

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ValorOfArms777 wrote...

your penetration mods are all wrong they all vary based for the gun type

And the dmg minus from a pierce varies for each one none are technically the same for going through objects with the pierce mod itself (look at it in your own menu in game)

DPS caculation for Extended Magazine might be a good idea it does increase the fire amount per burst before a reload 


Hehe, actually they aren't wrong. I just had it round off to the wrong spot. They all round to the nearest whole number right now so that is the source of the confusion.  That should now be fixed.

As for piercing damage, I'm not sure what you mean. I already list the values as they are uniquely and as Tangster has them in his docs.

I also already include extended magazines (and all relevant mods) in DPS calculations if you select them.

#170
ValorOfArms777

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Yep ... Thank you Evil Deity it's hard to calculate DPS for a numerical chance of not using an ammo at 45% it's unpredictable

#171
Creakazoid

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EvilDeity wrote...

A few bugs I noticed:

The Javelin and Reegar Carbine have a "Damage Uncharged" line when they don't need one (They do have a delay before firing though). Speaking of which, would it not make more sense to have (uncharged) "Damage", and then "Charged Damage"? It also seems odd to me to use a weapons charged damage in the "Damage vs Armor" section instead of it's uncharged damage.

The damage is wrong for the Eagle because it's taking its damage from the "Stat Damage" portion of Tangster's spreadsheet. It has an actual damage of 74.9 - 93.7 but its Stat Damage is 67.0 - 83.8. I'm not sure if this is a mistake on Tangster's end, or if BioWare forgot to update the Stat Damage of the Eagle when they buffed it.

The Graal Spike Thrower is listing "Damage Uncharged" of just a single spike when it fires six.


Ok, the Graal now reflects 6 spikes and the charging has been removed on the Javelin and Reegar (overriding the values from the game). I'll look into the heat sink thing. The easiest way would be to have that just display as tacking more rounds into the mag since that is effectively what it does.

Modifié par Creakazoid, 06 juillet 2012 - 02:47 .


#172
EvilDeity

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Yeah, it'd be a lot of work. It's just a shame that some people might be fooled into thinking the Magazine Upgrade is superior.

#173
Lokiwithrope

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Never mind.

Modifié par Lokiwithrope, 06 juillet 2012 - 02:53 .


#174
ValorOfArms777

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the magazine upgrade CAN be superior depending on the gun ....

#175
ValorOfArms777

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For the weapon mods wanna mark each scopes Zoom pistol is x2 the Assault rifle is x4