Weapons Stats Sheet - Updated for All Balance Changes
#301
Posté 16 octobre 2012 - 08:50
Also: As to my bullet point list above on Weapons and Stats I want looked at: I want the data itself looked at primarily. Some was stuff I had to put in from memory as it was new, some was stuff that might've had to be shuffled in the process and I want to be certain I didn't 'corrupt' the data, and some of it is stuff I just don't know, or when viewing I found it to be extremely... broken-looking. (Like MP and SP Damage stats, and how they're so different; is SP Falcon Damage really 407? b/c I always thought it had a damage near 400, but when looking through the balance changes thread, the very first time it appears, the balance says it goes from ~280 damage to ~345 damage; did it already get nerfed before the game came out in a pre-release balance change?)
For the Acolyte, Arc Pistol, Falcon, etc. I would love making certain the Ignores Armor Damage Reduction and Ignores Shield Gate stats are accurate, especially.
Do you have any opinions on my change to the Bloodpack Punisher DPS formulas?
#302
Posté 16 octobre 2012 - 09:55
#303
Posté 16 octobre 2012 - 10:18
Phasic Rounds on a Black Widow with TC would do (923.8 *1.25) * 1.5 = 1732
Enough to break through the shield gate of a decent number of gold trash mobs.
#304
Posté 16 octobre 2012 - 10:20
#305
Posté 16 octobre 2012 - 10:52
Black Widow on an original TC does:
(923.8 * (1 + 0.8) * 1.25) = 923.8 * 1.8 * 1.25 = 2,078.55 damage; not counting weak-point hits and such; nor other bonuses like Extended Barrel and class Skill Passives, etc.
If I understand the damage formula correctly and how Headshots and the new Boss Weakpoints work, the damage against such spots would be:
For 'Trash Mobs':
(923.8 * (1 + 0.8) * (2.5 + 0.25)) = 923.8 * 1.8 * 2.75 = 4,572.81 damage
For Bosses:
(923.8 * (1 + 0.8) * (1.4 + 0.25)) = 923.8 * 1.8 * 1.65 = 2,743.686 damage
Again, without other modifiers, like Extended Barrel, debuffs, passive weapon bonuses, etc.
The Phasic Ammo damage rounds up to 1733 damage, too, because it's vs. shields/barriers, and it gets dealt before doing the Base Weapon Damage! Much death to be had.
EDIT: Krysae's RoF is still nerfed to only 35, which is 15 bullets per minute less than the Falcon; it's a little over 1 shot you can do every 2 seconds; it pretty much makes DPS half of the Damage per Shot...
P.S. lulz and soab's at the people who are messing with game mechanics to missile glitch forcing the 2 charge-weapon changes to temporarily deal with missile glitching...
Modifié par blaze55555, 16 octobre 2012 - 10:54 .
#306
Posté 16 octobre 2012 - 11:45
#307
Posté 17 octobre 2012 - 12:14
#308
Posté 17 octobre 2012 - 01:08
Although it was mentioned their is a template in the game files, would love to see that.
#309
Posté 17 octobre 2012 - 01:31
Modifié par drakon136, 17 octobre 2012 - 01:42 .
#310
Posté 17 octobre 2012 - 03:58
blaze55555 wrote...
...
For 'Trash Mobs':(923.8 * (1 + 0.8) * (2.5 + 0.25)) = 923.8 * 1.8 * 2.75 = 4,572.81damage
For Bosses:(923.8 * (1 + 0.8) * (1.4 + 0.25)) = 923.8 * 1.8 * 1.65 = 2,743.686damage
Again, without other modifiers, like Extended Barrel, debuffs, passive weapon bonuses, etc.
...
(923.8 * 1.25) * (1 + 0.8) * 2.5 = 5196.375
(923.8 * 1.25) * (1 + 0.8) * 1.4 = 2909.97
Modifié par peddroelmz, 17 octobre 2012 - 04:02 .
#311
Posté 17 octobre 2012 - 05:12
It actually varies based on the gun and the way it fires!drakon136 wrote...
This is a very helpful spreadsheet. Bookmarked!Also this is probably a stupid question, but how do you calculate the DPS per clip?Okay I'm stupid nevermind.
We generally find some way of finding the max damage you'll do with the 'clip' when unloading it, and divide it by the time it takes to do that. That's the simple way of saying what we do, in a nutshell.
Also: Heh.. I was wrong on the BW damage, but peddro's true way is even better, so I'm not complainin'!
Suggestion, if you already know how the gun spreads, then perhaps find a common place that you can reliably position yourself in (can you use commands to set your position? I doubt you can on the (360) console (b/c it's a console))and with each gun take a picture, then in paint or some image editor, simply color on top of it the general pattern the gun would have. Kind of like how you covered the bullet-wall-marks with dots, except you don't have to shoot, just show what the screen looks like when holding the gun, the general dimensions of the screen, and the pattern in the aiming reticle that the bullets tend to follow; this also simultaneously gives a comparison of the bullet spread locations on the actual screen ingame. That is, if you do this at all.
#312
Posté 17 octobre 2012 - 04:30
Look the yesterday balance.
Kishock Sniper Rifle
- Damage increased from [774.5-968.1] to [890.7-1113.4]
- Percentage of total damage that is done as bleed damage increased from 33% to 40%
- Bleed damage duration reduced from 10 to 5 seconds (the same damage is spread over a shorter duration)
#313
Posté 17 octobre 2012 - 04:33
Kishock Sniper Rifle
- Damage multiplier for full charge increased from 150% to 175%
I forgot this.
#314
Posté 18 octobre 2012 - 12:50
It's set up to autofill certain things; we just change the base Projectile Fields most often; max damage per shot and DPS stats get updated automatically once we do that b/c they're equations based off of other cells. The Bleed Damage aspect isn't taken out anywhere, but it is noted with a stat near the bottom which has been changed to 60%IronRush wrote...
My bad here Cyonan...
Kishock Sniper Rifle
- Damage multiplier for full charge increased from 150% to 175%
I forgot this.
EDIT: Waiting on the Wikia to get the new images in; someone on there told me the same guy does it every time; it's some screenshot of the weapon in the inventory screen where you choose weapons, and b/c it's the same guy, they're always the same size and resolution b/c he's not changing settings, hence why they're always 512 x 256 and easy to convert to 50% size to fit here. Anyway... they don't take long to get the new images up too often, so the Venom Shotgun and Bloodpack Pistol will inevitably show up!
EDIT 2: Need to fix the format; some edits are messing with stuff, primarily the borders. Slots have been opened for the 7 new weapons in SP. Venom and Executioner seem... interesting. Only put the stats in the Image version; I'll get around to putting them into the mobile version after... (I have an easy 3-5 step way which doesn't require going back and forth and back and forth for all of the weapons for both sheets!)
EDIT 3: Venom Shotgun and Executioner Pistol need stats. Acolyte stats need major looking over. Kishock, Piranha, Striker, and Typhoon stats need double checking (confirmation that I didn't mess them up and that I unupdated them properly to display the un-MP-balanced SP versions of the stats)
Modifié par blaze55555, 19 octobre 2012 - 03:13 .
#315
Posté 24 octobre 2012 - 07:15
Numbers all look to be okay for those guns in SP Blaze.
Executioner Pistol is kind of amazing.
Modifié par Cyonan, 24 octobre 2012 - 07:15 .
#316
Posté 24 octobre 2012 - 10:48
#317
Posté 26 octobre 2012 - 07:25
#318
Posté 26 octobre 2012 - 08:50
Dathorn wrote...
When will you add the Valkyrie AR for the MP sheet? Apparently the numbers are different from the SP Valkyrie.
I need to get the updated stats, which requires me sending a message to Eric(which I just did) and then him replying to me.
After that all happens, I'll go ahead and add it with the proper numbers.
#319
Posté 26 octobre 2012 - 10:11
So as to reduce the amount of actions I have to repeat and data verification and checking over and over. I simply make sure I format it how I like and double check that I didn't mess up any stats, then I copypasta the MP sheet over to SP. That's part of the reason why there's now a White bar across the sheet where images normally go on MP versions. However there is a small caveat: Since the sheet got bigger, I found out that the gDocs thing has issues with copypasta'ing stuff of larger sizes, primarily more than 1000 cells at one time, so to get around this, I copy it in 2 waves:
1st I copy all rows from Row 1 to the row that is the Black Bar row under the HP's or AR's, and paste them (making sure that I click cell A1 on the mobile sheet so as to paste them in the right spot), then I copy the rest of the rows and paste them under where the last one left off, clicking the in the A column that is next after the Row # of the black row I stopped on, to paste.
I cannot form my thoughts into coherent social words which another being can understand without feeling like they're being condescendingly talked to, atm. So I'm just going to click this submit button. I apologize if I come across as arrogant, condescending or otherwise insulting, as I am incapable of properly talking atm. I hope you understand what I mean and can forgive any over-elaboration.
As to the Valyrie: as it's now a promotional weapon, I suspect the stats will be drastically improved. Also: I consistently make sure all promotional UR weapons are at the end of the columns of their gun class, so I "made a spot" or "made room" for the Valkyrie. It was rather hard making space at the very end of the AR class.
Copypasta: It's delicious. Or something.
#320
Posté 26 octobre 2012 - 11:12
#321
Posté 28 octobre 2012 - 04:23
#322
Posté 31 octobre 2012 - 07:05
Based on numbers alone, the GPR should be good for the Turian Soldier in the same way that the Locust is now.
#323
Posté 31 octobre 2012 - 07:18
Cyonan wrote...
Updated for today's changes.
Based on numbers alone, the GPR should be good for the Turian Soldier in the same way that the Locust is now.
But the multi clip dps is still the same from before the patch, I saved it to compare them :/
#324
Posté 02 novembre 2012 - 07:13
Why is there such a big difference Multi Clip DPS between the Graal and GPS? I appears that the GPS is factoring in a 5shot clip with max (charged) damage, even those it uses up multiple rounds/shot in that situation.
#325
Posté 03 novembre 2012 - 12:37





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