Enemy Damage Values - Updated for Collectors
#26
Posté 25 juillet 2012 - 03:14
#27
Posté 25 juillet 2012 - 03:17
SOMETHING_FOR_NOTHING wrote...
what is the armor reduction value for plat?
It's the same as gold, which is 50 per bullet.
#28
Posté 25 juillet 2012 - 03:24
#29
Posté 25 juillet 2012 - 03:26
We're going to be reviewing the banshee ball though, it's a bit tougher to dodge than it should be... it suffers a lot more under laggy situations... and having a large payload of damage isn't really fair when that's taken into consideration. :happy:
Modifié par Brenon Holmes, 25 juillet 2012 - 03:27 .
#30
Posté 25 juillet 2012 - 03:45
Brenon Holmes wrote...
We're going to be reviewing the banshee ball though, it's a bit tougher to dodge than it should be... it suffers a lot more under laggy situations... and having a large payload of damage isn't really fair when that's taken into consideration. :happy:
Thank you! That would be a welcome review and making it either less deadly or more consistent to dodge would be a huge quality of life improvement for off-hosts on the higher difficulties.
#31
Posté 25 juillet 2012 - 03:53
Brenon Holmes wrote...
The Banshee warp/DoT currently does 10 DPS over 8 seconds... which would then be scaled by the difficulty values... The base damage on the projectile is something like 200 or so? I'm at home right now, so no access to the data (could be wrong on the base projectile damage, but pretty sure about the DoT damage).
We're going to be reviewing the banshee ball though, it's a bit tougher to dodge than it should be... it suffers a lot more under laggy situations... and having a large payload of damage isn't really fair when that's taken into consideration. :happy:
Very useful info, much appreciated.
200 base damage feels about right with what I'm used to experiencing in game.
I also have noticed it can be kind of hard to dodge sometimes. On occasion, it has even hit me through solid objects =P
#32
Posté 26 juillet 2012 - 07:04
Feel free to use my Enemy Weapon Damage Calculator for reference and checking.
Most of these values have been tested in-game.
Modifié par count_4, 26 juillet 2012 - 07:04 .
#33
Posté 26 juillet 2012 - 07:09
Brenon Holmes wrote...
The Banshee warp/DoT currently does 10 DPS over 8 seconds... which would then be scaled by the difficulty values... The base damage on the projectile is something like 200 or so? I'm at home right now, so no access to the data (could be wrong on the base projectile damage, but pretty sure about the DoT damage).
We're going to be reviewing the banshee ball though, it's a bit tougher to dodge than it should be... it suffers a lot more under laggy situations... and having a large payload of damage isn't really fair when that's taken into consideration. :happy:
Yes please! Her magnet hands are more than enough to cause Banshee related stressful situations.
#34
Posté 26 juillet 2012 - 07:23
Modifié par Pete Zahut, 26 juillet 2012 - 07:25 .
#35
Posté 27 juillet 2012 - 08:00
count_4 wrote...
Just noticed your thread. Your damage values are a little off as you are missing the out-of-cover modifier which adds another +0.4 to the difficulty modifier.
Feel free to use my Enemy Weapon Damage Calculator for reference and checking.
Most of these values have been tested in-game.
Got it updated. Thanks for the clarification.
Pete Zahut wrote...
I think the Geth pyro isn't correct on the google doc, or maybe i'm just not understanding it.
The Geth Pyro fires 4 -7 "rounds" in a burst and does 3 bursts. In the event that a mob fires more than 1 burst at once, they're allowed to ignore the Time Between Bursts until they've hit how many bursts they should be doing at once. This makes it look like a continuous stream of fire that's only 1 burst long.
On Gold, a single burst of flame from a Pyro should do 2262 - 3958.5 damage before mitigation(Tech Armour, Fortification, etc.) depending on how many "rounds" he uses per burst.
Hopefully that clears things up.
#36
Posté 27 juillet 2012 - 08:19
Dang! Im gonna need to bring tank characters on goldCyonan wrote...
count_4 wrote...
Just noticed your thread. Your damage values are a little off as you are missing the out-of-cover modifier which adds another +0.4 to the difficulty modifier.
Feel free to use my Enemy Weapon Damage Calculator for reference and checking.
Most of these values have been tested in-game.
Got it updated. Thanks for the clarification.Pete Zahut wrote...
I think the Geth pyro isn't correct on the google doc, or maybe i'm just not understanding it.
The Geth Pyro fires 4 -7 "rounds" in a burst and does 3 bursts. In the event that a mob fires more than 1 burst at once, they're allowed to ignore the Time Between Bursts until they've hit how many bursts they should be doing at once. This makes it look like a continuous stream of fire that's only 1 burst long.
On Gold, a single burst of flame from a Pyro should do 2262 - 3958.5 damage before mitigation(Tech Armour, Fortification, etc.) depending on how many "rounds" he uses per burst.
Hopefully that clears things up.
#37
Posté 27 juillet 2012 - 08:23
Brenon Holmes wrote...
The Banshee warp/DoT currently does 10 DPS over 8 seconds... which would then be scaled by the difficulty values... The base damage on the projectile is something like 200 or so? I'm at home right now, so no access to the data (could be wrong on the base projectile damage, but pretty sure about the DoT damage).
We're going to be reviewing the banshee ball though, it's a bit tougher to dodge than it should be... it suffers a lot more under laggy situations... and having a large payload of damage isn't really fair when that's taken into consideration. :happy:
Our savior has made himself known! The Banshee Ball will be tamed!
Modifié par Dendio1, 27 juillet 2012 - 08:23 .
#38
Posté 27 juillet 2012 - 08:32
Brenon Holmes wrote...
The Banshee warp/DoT currently does 10 DPS over 8 seconds... which would then be scaled by the difficulty values...
Is this a typo? 10 DPS x 8 seconds is only 80 points of damage.
#39
Posté 27 juillet 2012 - 08:34
Brenon Holmes wrote...
The Banshee warp/DoT currently does 10 DPS over 8 seconds... which would then be scaled by the difficulty values... The base damage on the projectile is something like 200 or so? I'm at home right now, so no access to the data (could be wrong on the base projectile damage, but pretty sure about the DoT damage).
We're going to be reviewing the banshee ball though, it's a bit tougher to dodge than it should be... it suffers a lot more under laggy situations... and having a large payload of damage isn't really fair when that's taken into consideration. :happy:
That would be great, that thing kills me more often than the magnet grabs. I always end up having to chase down a teammate before I bite the dust so I'm easier to revive.
#40
Posté 27 juillet 2012 - 09:21
Morning Elf wrote...
Brenon Holmes wrote...
The Banshee warp/DoT currently does 10 DPS over 8 seconds... which would then be scaled by the difficulty values...
Is this a typo? 10 DPS x 8 seconds is only 80 points of damage.
10 is the base value
for platinum that'd be 30, which means the DoT part deals 30*8 = 240 damage
+ 200 * 3 = 600
That's 840 damage total
#41
Posté 27 juillet 2012 - 09:52
Mandalore313 wrote...
Morning Elf wrote...
Brenon Holmes wrote...
The Banshee warp/DoT currently does 10 DPS over 8 seconds... which would then be scaled by the difficulty values...
Is this a typo? 10 DPS x 8 seconds is only 80 points of damage.
10 is the base value
for platinum that'd be 30, which means the DoT part deals 30*8 = 240 damage
+ 200 * 3 = 600
That's 840 damage total
Ah, got it. Thanks.
#42
Posté 14 août 2012 - 10:33
I just tested the Krogan Vanguard on Gold and with a Cyclonic Modulator I I''m still losing all my shields to a Nemesis shot.
1850 + (1000 * (0.3)) = 2150.
I should have had some shields remaining but I didn't.
#43
Posté 23 août 2012 - 02:12
Phantoms have a LOWER chance of sync-killing than Atlases?
#44
Posté 23 août 2012 - 02:21
DullahansXMark wrote...
Whoa, wait.
Phantoms have a LOWER chance of sync-killing than Atlases?
considering the fact they are too busy trying to dodge the other players, atlases cant dodge so they either shoot, melee, or synch kill. its also why banshee sync kill mainly cause she dont have too much options for standart movement.
my guess anyway.
#45
Posté 23 août 2012 - 05:34
Elecbender wrote...
Are you sure those are the values?
I just tested the Krogan Vanguard on Gold and with a Cyclonic Modulator I I''m still losing all my shields to a Nemesis shot.
1850 + (1000 * (0.3)) = 2150.
I should have had some shields remaining but I didn't.
Did you do anything to reduce damage?(Barrier, Biotic Charge, being in cover)
DullahansXMark wrote...
Whoa, wait.
Phantoms have a LOWER chance of sync-killing than Atlases?
Technically everything does, but the Atlas rarely gets a sync kill since it's so incredibly slow and will always try to melee you first. Same as the Brute, it's just very easy to avoid being in range during the window it can sync kill you in.
Phantoms try to melee you(They can also melee somebody else, then sync kill you), but they move a lot faster and Cerberus loves spamming them on Gold/Platinum =P
#46
Posté 23 août 2012 - 05:37
Brenon Holmes wrote...
We're going to be reviewing the banshee ball though, it's a bit tougher to dodge than it should be... it suffers a lot more under laggy situations... and having a large payload of damage isn't really fair when that's taken into consideration. :happy:
Time stamp = 30 days ago
............................................<_<
#47
Posté 23 août 2012 - 05:46
Morning Elf wrote...
Brenon Holmes wrote...
The Banshee warp/DoT currently does 10 DPS over 8 seconds... which would then be scaled by the difficulty values...
Is this a typo? 10 DPS x 8 seconds is only 80 points of damage.
Scaled to difficulty. 10 is the base (bronze)
#48
Posté 30 août 2012 - 08:30
Gold Nemeis Did 4000 - 1550 = 2450 damage in one sniper shot (NO DR)
4000 - 1550 = 2450
4000 - 1550 = 2450
4000 - 1550 = 2450
...
#49
Posté 30 août 2012 - 08:36
Modifié par ArtGerhardt, 30 août 2012 - 08:37 .
#50
Posté 21 octobre 2012 - 08:31
Thanks.





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