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Weapons Stats Sheet - Updated for All Balance Changes


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#401
KyreneZA

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Cyonan wrote...

peddroelmz wrote...

Cyonan wrote...

Updated for today's changes. Looks like we're nearing the end.

Note about the Venom: I set the modifier to 25% but it needs testing. We were under the impression that the charge modifier was 36.67%, not 10%.

On a side note, there are some images missing and the no images sheet hasn't been updated with the new weapons yet(I'll probably throw this up later tonight). The reason for this is that I have been working on a website to display all this stuff, since it'll make it easier and will have everything in one place.

Had some RL stuff that needed dealing with this last weekend or it would have probably been launched. Should be up soonish.

 

??
was
1.1 / 3 = 0.366
Now will probably be
1.25 / 3 = 0.4166


The game files list the charge modifier as actually being 0.3667 though.

Would be nice if it works like your saying, and make more sense.

So what is the Venom's uncharged damage? And am I right in concluding that fully charged it does damage * 1.25?

#402
Cyonan

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Kyrene wrote...
So what is the Venom's uncharged damage? And am I right in concluding that fully charged it does damage * 1.25?


The uncharged damage is the value listed as the base projectile damage on the spreadsheet.

Assuming that Peddroemlz is right, the fully charged damage would be 1.25x of that.

The game files combined with Eric's wording was just a bit odd from my point of view, but it wouldn't make sense for it to work in  way other than what Peddroelmz is saying.

#403
KyreneZA

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Cyonan wrote...

Kyrene wrote...
So what is the Venom's uncharged damage? And am I right in concluding that fully charged it does damage * 1.25?


The uncharged damage is the value listed as the base projectile damage on the spreadsheet.

Assuming that Peddroemlz is right, the fully charged damage would be 1.25x of that.

The game files combined with Eric's wording was just a bit odd from my point of view, but it wouldn't make sense for it to work in  way other than what Peddroelmz is saying.

So uncharged Venom X does 795 damage per shot, while charged it does 993.7? Not much reason to charge it then if you only get a 25% damage increase, but effective less than half your RoF.

#404
elitehunter34

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Is the typhoons dps really variable? We know it's rate of fire, why would it be still listed as variable.

I also have some questions about the GPS. Is "base projectile damage" referring to only the large projectile with the 1x multiplier, or all 3 projectiles, and is the maximum damage per shot referring to the gun when its charged up?

I also have a suggestion for the formatting of the spreadsheet. I really think that multi-clip dps should be replaced with something along the lines of damage per 10 seconds. Either that or multi clip dps should have a definition because right now I'm not sure what mult-clip dps even means. How many clips is it referring to?

#405
Cyonan

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elitehunter34 wrote...

Is the typhoons dps really variable? We know it's rate of fire, why would it be still listed as variable.

I also have some questions about the GPS. Is "base projectile damage" referring to only the large projectile with the 1x multiplier, or all 3 projectiles, and is the maximum damage per shot referring to the gun when its charged up?

I also have a suggestion for the formatting of the spreadsheet. I really think that multi-clip dps should be replaced with something along the lines of damage per 10 seconds. Either that or multi clip dps should have a definition because right now I'm not sure what mult-clip dps even means. How many clips is it referring to?


It was listed as variable due to the ramp up time with the rate of fire.

The GPS functions a bit oddly from a charge modifier standpoint. The base projectile damage is the damage of the primary projectile while charged(the other 2 each do 30% of the damage of the main projectile).

While not charged, damage is 45% of normal damage. Once fully ramped up it does 832.5 single-clip/burst DPS(keep in mind the gun also has a 1.5x modifier against everything but health).

As far as multi-clip DPS goes it's another way of simply saying sustained DPS. It's out much damage you'll put out over time taking into account the fact that you need to reload at some point which is time where you're doing 0 weapon damage. It wont matter if it's across 2 clips or 20.

For weapons with infinite ammo, reload cancel DPS assumes that you take the clip to 1 each time and let it recharge fully, while no reload cancel DPS assumes that you took the clip to 0 and need to wait through the overheat animation.

#406
peddroelm

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Cyonan wrote...

Kyrene wrote...
So what is the Venom's uncharged damage? And am I right in concluding that fully charged it does damage * 1.25?


The uncharged damage is the value listed as the base projectile damage on the spreadsheet.

Assuming that Peddroemlz is right, the fully charged damage would be 1.25x of that.

The game files combined with Eric's wording was just a bit odd from my point of view, but it wouldn't make sense for it to work in  way other than what Peddroelmz is saying.


(sum of weapon damage mods =1 Venom I)

charged shot

35862ms | a. trooper damage: 1.000000
1ms | a. trooper damage: 1.000000
0ms | a. trooper damage: 265.021210
1ms | a. trooper damage: 1.000000
1ms | a. trooper damage: 265.021210
1ms | a. trooper damage: 1.000000
1ms | a. trooper damage: 265.021210

snap shot
7892ms | a. trooper damage: 636.000000


1.25 / 3 = 0.4167
636 * 0.4167 = 265.0212

peddroelm was right :P

#407
BYC

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I don't know if this has been asked before or not (didn't read all 17 pages).

I don't see a field for force generated by a gun. Is that listed somewhere I missed it or it's not available? By force I mean ability to stagger an enemy unit. Specifically I was looking for this field for the Disciple.

#408
Cyonan

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BYC wrote...

I don't know if this has been asked before or not (didn't read all 17 pages).

I don't see a field for force generated by a gun. Is that listed somewhere I missed it or it's not available? By force I mean ability to stagger an enemy unit. Specifically I was looking for this field for the Disciple.


Weapons don't actually generate force. Instead, they have a chance to cause a hit reaction(which is really a stagger) based on where they hit the target.

Unfortunately since enemies also have resistance to hit reactions saying something like the Disciple has a X chance to cause a hit reaction wouldn't be very accurate, since it's going to vary from unit to unit.

#409
BYC

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Cyonan wrote...

BYC wrote...

I don't know if this has been asked before or not (didn't read all 17 pages).

I don't see a field for force generated by a gun. Is that listed somewhere I missed it or it's not available? By force I mean ability to stagger an enemy unit. Specifically I was looking for this field for the Disciple.


Weapons don't actually generate force. Instead, they have a chance to cause a hit reaction(which is really a stagger) based on where they hit the target.

Unfortunately since enemies also have resistance to hit reactions saying something like the Disciple has a X chance to cause a hit reaction wouldn't be very accurate, since it's going to vary from unit to unit.


So it's units based...interesting.  If this game was less buggy and had longer life, it might have been worth it to explore that threshold of stagger.

Thanks for the information.

#410
KyreneZA

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peddroelmz wrote...

Cyonan wrote...

Kyrene wrote...
So what is the Venom's uncharged damage? And am I right in concluding that fully charged it does damage * 1.25?


The uncharged damage is the value listed as the base projectile damage on the spreadsheet.

Assuming that Peddroemlz is right, the fully charged damage would be 1.25x of that.

The game files combined with Eric's wording was just a bit odd from my point of view, but it wouldn't make sense for it to work in  way other than what Peddroelmz is saying.


(sum of weapon damage mods =1 Venom I)

charged shot

35862ms | a. trooper damage: 1.000000
1ms | a. trooper damage: 1.000000
0ms | a. trooper damage: 265.021210
1ms | a. trooper damage: 1.000000
1ms | a. trooper damage: 265.021210
1ms | a. trooper damage: 1.000000
1ms | a. trooper damage: 265.021210

snap shot
7892ms | a. trooper damage: 636.000000


1.25 / 3 = 0.4167
636 * 0.4167 = 265.0212

peddroelm was right :P

And this means what in plain English?

#411
elitehunter34

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Cyonan wrote...
It was listed as variable due to the ramp up time with the rate of fire.

The GPS functions a bit oddly from a charge modifier standpoint. The base projectile damage is the damage of the primary projectile while charged(the other 2 each do 30% of the damage of the main projectile).

While not charged, damage is 45% of normal damage. Once fully ramped up it does 832.5 single-clip/burst DPS(keep in mind the gun also has a 1.5x modifier against everything but health).

As far as multi-clip DPS goes it's another way of simply saying sustained DPS. It's out much damage you'll put out over time taking into account the fact that you need to reload at some point which is time where you're doing 0 weapon damage. It wont matter if it's across 2 clips or 20.

For weapons with infinite ammo, reload cancel DPS assumes that you take the clip to 1 each time and let it recharge fully, while no reload cancel DPS assumes that you took the clip to 0 and need to wait through the overheat animation.

So what is the non-charged damage per projectile for the GPS then?

I'm still a little confused about the Typhoon.  If the damage per projectile is 45% when not charged then why is the base damage per projectile for the Typhoon I 44.4?  44.4 isn't 45% of 66.6 (with 66.6 listed as the maximum damage per shot.  Is there something I'm not getting here?  Also, if you can calculate the burst dps, why not put it on the chart?  The ramp up time is consistant right?  If it is then I don't see why it can't be accounted for in the single clip dps and multi-clip dps formulas.

Ok I see what you mean by multi-clip DPS.  Thanks for explaining that.

#412
Cyonan

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elitehunter34 wrote...

So what is the non-charged damage per projectile for the GPS then?

I'm still a little confused about the Typhoon.  If the damage per projectile is 45% when not charged then why is the base damage per projectile for the Typhoon I 44.4?  44.4 isn't 45% of 66.6 (with 66.6 listed as the maximum damage per shot.  Is there something I'm not getting here?  Also, if you can calculate the burst dps, why not put it on the chart?  The ramp up time is consistant right?  If it is then I don't see why it can't be accounted for in the single clip dps and multi-clip dps formulas.

Ok I see what you mean by multi-clip DPS.  Thanks for explaining that.


The GPS will do 401.715 damage in the main projectile while not charged. 2 of the 3 projectiles do only 30% damage which means a full uncharged shot does 642.744 damage.

The 45% while not charged was for the GPS. The Typhoon I does 44.4 damage uncharged then 1.5x after being ramped up(which makes it 66.6). The difference in how the guns are listed is just how they got listed in the game files.

The ramp up can be accounted for if you know all the variables. The variable rate of fire is what made it weird(though I could probably run the calculation on it now since we've figured out all the variables now).

#413
Steppdaddy2

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Bump because I'd love to see the typhoons dps.

#414
Cyonan

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Steppdaddy2 wrote...

Bump because I'd love to see the typhoons dps.


I've not really been doing much testing or calculations since my ME3 MP hasn't worked in a few days. The game just crashes after validating my DLC as long as I have Retaliation(So I can still get the SP to work by making the game think my Retaliation is corrupt, but not MP with all DLC). There is a work around for it but I don't really feel like going through it every time I want to play, so I'll probably not be playing ME3 MP much anymore.

Unless somebody knows of a more permanent fix for that issue.

I can probably look at running the numbers of Typhoon DPS, though.

#415
Nrofl

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There's no Adas on either of the MP mobile versions.

Also, thanks a billion for this whole project. <3

#416
EternalSeekerX9

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did i read that right, the harpoon gun does most damage per shot? DAMN!! but it seems to do less damage to bosses :/

#417
Zjarcal

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Cyonan wrote...

Steppdaddy2 wrote...

Bump because I'd love to see the typhoons dps.


I've not really been doing much testing or calculations since my ME3 MP hasn't worked in a few days. The game just crashes after validating my DLC as long as I have Retaliation(So I can still get the SP to work by making the game think my Retaliation is corrupt, but not MP with all DLC). There is a work around for it but I don't really feel like going through it every time I want to play, so I'll probably not be playing ME3 MP much anymore.

Unless somebody knows of a more permanent fix for that issue.

I can probably look at running the numbers of Typhoon DPS, though.


I had that issue and had to use the workaround for a few days, but eventually it just randomly went away.

#418
Flambrose

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While this topic is bumped, I think your DPS values on the BPP are a little outdated. I dug up http://social.biowar...1529/6#16164641 for reasons, and the sheet has BPP's burst DPS updated for the last balance change, but the sustained and RC sustained still have their old values.

#419
peddroelm

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EternalSeekerX9 wrote...

did i read that right, the harpoon gun does most damage per shot? DAMN!! but it seems to do less damage to bosses :/


on 0 skill no equipment chars it will do most damage ... Problem is the quite significant bleed component of that damage DOES NOT BENEFIT/ SCALE from the sum of weapon damage bonuses (additive bonuses) ... Which means in most practical applications ( using  weapon based kits with sniper rifle rails // gear ) other weapons will do more damage ...

If memory serves they did increase the bleed % twice now in balance changes (NERF) but they also increased base damage // multipliers to somewhat compensate ...

Modifié par peddroelmz, 01 avril 2013 - 06:37 .


#420
EternalSeekerX9

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peddroelmz wrote...

EternalSeekerX9 wrote...

did i read that right, the harpoon gun does most damage per shot? DAMN!! but it seems to do less damage to bosses :/


on 0 skill no equipment chars it will do most damage ... Problem is the quite significant bleed component of that damage DOES NOT BENEFIT/ SCALE from the sum of weapon damage bonuses (additive bonuses) ... Which means in most practical applications ( using  weapon based kits with sniper rifle rails // gear ) other weapons will do more damage ...

If memory serves they did increase the bleed % twice now in balance changes (NERF) but they also increased base damage // multipliers to somewhat compensate ...



Ahh so it balances the weapons out? So is it a bad idea to use equipment on the harpoon gun if it doens't effect it well? As well how does the bleed effect effect synthetics? 

#421
peddroelm

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EternalSeekerX9 wrote...

peddroelmz wrote...

EternalSeekerX9 wrote...

did i read that right, the harpoon gun does most damage per shot? DAMN!! but it seems to do less damage to bosses :/


on 0 skill no equipment chars it will do most damage ... Problem is the quite significant bleed component of that damage DOES NOT BENEFIT/ SCALE from the sum of weapon damage bonuses (additive bonuses) ... Which means in most practical applications ( using  weapon based kits with sniper rifle rails // gear ) other weapons will do more damage ...

If memory serves they did increase the bleed % twice now in balance changes (NERF) but they also increased base damage // multipliers to somewhat compensate ...



Ahh so it balances the weapons out? So is it a bad idea to use equipment on the harpoon gun if it doesn't effect it well? As well how does the bleed effect effect synthetics? 



Is not a bad idea to use equipment on the harpoon gun ... The impact damage component will benefit ...

As for the "bleed" effect ..everything "bleeds" equally in this game ... Discriminations such as organic/syntetic/armor/health/barrier/shield are irrelevant for the kishook..

Modifié par peddroelmz, 01 avril 2013 - 07:10 .


#422
Nrofl

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peddroelmz wrote...

EternalSeekerX9 wrote...

peddroelmz wrote...

EternalSeekerX9 wrote...

did i read that right, the harpoon gun does most damage per shot? DAMN!! but it seems to do less damage to bosses :/


on 0 skill no equipment chars it will do most damage ... Problem is the quite significant bleed component of that damage DOES NOT BENEFIT/ SCALE from the sum of weapon damage bonuses (additive bonuses) ... Which means in most practical applications ( using  weapon based kits with sniper rifle rails // gear ) other weapons will do more damage ...

If memory serves they did increase the bleed % twice now in balance changes (NERF) but they also increased base damage // multipliers to somewhat compensate ...



Ahh so it balances the weapons out? So is it a bad idea to use equipment on the harpoon gun if it doesn't effect it well? As well how does the bleed effect effect synthetics? 



Is not a bad idea to use equipment on the harpoon gun ... The impact damage component will benefit ...

As for the "bleed" effect ..everything "bleeds" equally in this game ... Discriminations such as organic/syntetic/armor/health/barrier/shield are irrelevant for the kishook..


60% of the listed damage is inital impact damage, which is affected by mods and damage boni from skills, etc.
The other 40% is applied over time, but this DoT is of only the base damage of the gun.

So, depending on how much you have invested into types of increases in weapon damage, your personal benefit from the gun will vary. I prefer to use it over the Widow or Black Widow on longer range power-based kits, where I invest much more into power damage, effectively circumventing the diminished effect of weapon damage on the gun. On purely gun damage sniper kits (sniping infiltrators or soldiers. for example), the cumulative plusses to weapon damage are essentially cut by 40%, making it less efficient than the Widow/BW/etc. once you have enough points into weapon damage.

Hope that helped! =]

#423
Cyonan

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I finally got around to adding images and the new guns to the mobile version.

I also ran the numbers on the Typhoon's DPS.

Keep in mind that the gun has an additional 1.5x damage against Shields, Barriers, and Armour. These modifiers are not accounted for in any weapon's DPS calculations.

#424
Xsifilad

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I love that someone made this, but FµC|< it is badly made. Why the boxes are so wide? They are wide even on the non picture version, also list weapons on the X axis and stats on the Y axis.

#425
billpickles

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Cyonan,

I know this party is mostly over, so I'll understand if you don't respond, but I'm curious...

Are the SP stats up to date from the final patch? I noticed the Suppressor is missing, for instance. I'm not touching MP much these days, but I've renewed my interest in the SP and was looking for updated stats to plan a build.

...not that optimum DPS is needed in walk-in-the-park-insanity mode...