Aller au contenu

Photo

Weapons Stats Sheet - Updated for All Balance Changes


  • Veuillez vous connecter pour répondre
454 réponses à ce sujet

#51
Cyonan

Cyonan
  • Members
  • 19 327 messages

MikeSlackenerny wrote...

Thanks for updating the spreadsheet. Good on you. Got two questions:

1) Any chance you can put a better quality picture for the Harrier (I know, picky picky)?
2) The Hurricane. Its rate of fire is based on the nominal number, isn't it (i.e. a magazine size of 40)? However, because it actually fires "two" rounds for every shot, wouldn't that mean its effective rate of fire be only half of 600? Because if that's the case, its DPS would also get halved.

I'm not sure about point 2 above, because if the Hurricane's DPS is indeed the value listed then it'll be on par with the Harrier. I somehow feel though a half of its nominal DPS is more consistent with my in-game experience.


1. Got a better image in there. I actually want to get them all switch to the new style since it's bugging my graphic designer half right now =P
2. The RoF is still 600, the game just thinks that every round should take 2 off the magazine counter. On a side note this is not a bug, the gun is set up in the Coalesced to have each round take 2 off the counter to make it look like it's firing at a rate of 1200.

Also did some stuff with formatting. Might try to get sustained DPS values in there soon to account for reloading.

#52
Ulrich282

Ulrich282
  • Members
  • 223 messages
Will you be updating the melee damage?

#53
Koenig888

Koenig888
  • Members
  • 1 964 messages
Penetration distance for Typhoon should be 0.25 and not 0.5 Thanks for keeping the spreadsheets updated, they have been most useful.

#54
Cyonan

Cyonan
  • Members
  • 19 327 messages

Ulrich282 wrote...
Will you be updating the melee damage?


I can update it. I didn't originally since I just did Tangster's sheets as he's vanished. It doesn't seem the Melee sheet creator is going to update that though.

Koenig888 wrote...

Penetration distance for Typhoon should be 0.25 and not 0.5 Thanks for keeping the spreadsheets updated, they have been most useful.


The distance penetrated is 25, but the armour piercing is 0.5.

However, it's come to my attention that the gun apparently isn't supposed to have armour piercing on it. In-game testing shows that it appears to ignoring some amount of armour, so I don't know what is going on with that. It is admittedly kind of hard to test damage per bullet on something like this.

Bioware clarification would be appreciated on if it currently has armour piercing and if it's supposed to have it =P

#55
Finnegone

Finnegone
  • Members
  • 526 messages
Thanks for updating with the new balance changes so promptly

Now the Indra X has the same DPS as... a Hornet. Yup, that's UR caliber all right.

And the Particle Rifle - what a powerhouse!

#56
Cyonan

Cyonan
  • Members
  • 19 327 messages

Finnegone wrote...

Thanks for updating with the new balance changes so promptly

Now the Indra X has the same DPS as... a Hornet. Yup, that's UR caliber all right.

And the Particle Rifle - what a powerhouse!


The Hornet's DPS actually has a fault in it, because it isn't accounting for the 0.15s refire rate(Meaning you have to wait before you can fire another 3 round burst) while the Indra has no such delay so it has better DPS. This is also the case for the Shuriken and Raptor(I really need to make up a new algorithm to fix that)

The Indra is actually a pretty nice sniper rifle now, especially given the lighter weight of it.

#57
Urdnot Trex

Urdnot Trex
  • Members
  • 1 525 messages
Can you calculate the dps of PPR at rank 1 for before charge up, after charge up, and combine them somehow? I wanna compare to the harrier.

Forgot to add, does adding extended mags change the dps? Since you can fire the 4x multiplyer longer?

Modifié par Urdnot Trex, 31 juillet 2012 - 11:07 .


#58
Cyonan

Cyonan
  • Members
  • 19 327 messages

Urdnot Trex wrote...

Can you calculate the dps of PPR at rank 1 for before charge up, after charge up, and combine them somehow? I wanna compare to the harrier.


Prothean Particle Rifle I:
Burst DPS before charge - 256.00
Burst DPS after charge - 1024.00
Average Burst DPS per "clip" - 802.13
Sustained DPS(Assuming that you stop firing at 10 rounds left) - 500.
One clip lasts 6.75 seconds. 2 without charge and 4.75 with.

Cerberur Harrier I:
Burst DPS - 973.50
Sustained DPS - 598.00 to 744.79 depending on how good you are at reload cancelling.
One clip lasts 2.18 seconds.

All of that assumes that you don't have any mods. The PPR will get a bigger sustained benefit from increasing the clip size than the Cerberus Harrier will.

Adding a magazine mod increases sustained, but not burst(It increases how long your burst lasts, though). Weapons that reload slower get a better sustained DPS boost from these kinds of mods than ones that reload faster.

Additionally on the PPR: It has a 1.5 second delay before recharging if you do not completely deplete the clip. If you do, it's 5 seconds. It also regenerates 35% of the clip per second when recharging.

#59
CmnDwnWrkn

CmnDwnWrkn
  • Members
  • 4 336 messages
Bumping for anyone who missed it. Thanks again Cyonan!

#60
Cyonan

Cyonan
  • Members
  • 19 327 messages
Not really MP related, but I have the Blood Pack Punisher and the Adas Anti-Synthetic Rifle added to the spreadsheet for people interested in those stats. I'll get pictures added later today.

#61
Cyonan

Cyonan
  • Members
  • 19 327 messages
Eric made a post over in the Gameplay, Strategy & Builds boards not long ago that lists every hidden modifier in the game that isn't in the Coalesced, which contained a few modifiers for guns we didn't know about. They are:

Acolyte Pistol (Armor=100%, Barrier=500%, Shields=500%)
Krysae Sniper Rifle  (Armor=150%, Barrier=100%, Shields=100%)
M-358 Talon Pistol (Armor=100%, Barrier=150%, Shields=150%)
N7 Typhoon Assault Rifle (Armor=150%, Barrier=150%, Shields=150%)
Reegar Carbine Shotgun (Armor=50%, Barrier=200%, Shields=200%)

These have been added to the spreadsheet. If you're interested in other modifiers(There are a ton of abilities with them) then you can find the full post here:
http://social.biowar...7/index/9822648

Modifié par Cyonan, 07 août 2012 - 08:07 .


#62
Creakazoid

Creakazoid
  • Members
  • 1 337 messages

Cyonan wrote...
Eric made a post over in the Gameplay, Strategy & Builds boards not long ago that lists every hidden modifier in the game that isn't in the Coalesced, which contained a few modifiers for guns we didn't know about.


Hey Cyonan, do you know when these multiplier are applied? I mean, are they considered before weapon mods? After weapon mods? In the case of the armor damage multipliers, are they applied before the flat armor reductions or after?

I suppose the easiest gun to test on would be the Talon, since its multi-pellet nature magnifies the mathematical differences if anyone else wants to test it.

#63
Atheosis

Atheosis
  • Members
  • 3 519 messages
Good god those new SP weapons have some nutso stats. Can you say nerfbait if they ever get added to MP?

#64
KeeperB5

KeeperB5
  • Members
  • 254 messages
Huh, those hidden modifiers are very interesting. Didn't know Talon had 1.5 modifier against barriers and shields. Wow.

#65
retic

retic
  • Members
  • 280 messages
Can't believe the Argus and Valkryie "suck" compared to the Harrier. :(

#66
Uchimura

Uchimura
  • Members
  • 4 762 messages
If it's not too much trouble, could you continue the spreaders every 4-5 weapons? It gets a little tougher to read with every new weapon added.

#67
Cyonan

Cyonan
  • Members
  • 19 327 messages
 

Creakazoid wrote...

Hey Cyonan, do you know when these multiplier are applied? I mean, are they considered before weapon mods? After weapon mods? In the case of the armor damage multipliers, are they applied before the flat armor reductions or after?

I suppose the easiest gun to test on would be the Talon, since its multi-pellet nature magnifies the mathematical differences if anyone else wants to test it.


Eric posted that all resistance modifiers apply after the final number, which my testing also confirms. It applies after everything else.

Uchimura wrote...

If it's not too much trouble, could you continue the spreaders every 4-5 weapons? It gets a little tougher to read with every new weapon added.


I got some more separators added in. Should make it easier to update as well.

#68
Elecbender

Elecbender
  • Members
  • 2 427 messages
Wow people weren't kidding when they said the Talon was better than the Wraith...

#69
RamsenC

RamsenC
  • Members
  • 1 799 messages

Elecbender wrote...

Wow people weren't kidding when they said the Talon was better than the Wraith...


On top of that the Wraith has a disadvantage against armor due to firing 8 pellets instead of 6. Still love the Wraith, but it still doesn't live up to ME2 Eviscerator. 

#70
grayrest

grayrest
  • Members
  • 282 messages
Would it be possible to put the min/max dps of the gun or the average dps for a normal size clip in instead of "variable, rof increases during fire"?

#71
TherionMEC

TherionMEC
  • Members
  • 223 messages
I think you accidentally renamed the AT-12 Raider to Reegar Carbine Shotgun.

#72
xtorma

xtorma
  • Members
  • 5 714 messages
Thank you for this. This one spreadsheet has done more to help me understand balance than every thread ever written in this forum.

#73
Creakazoid

Creakazoid
  • Members
  • 1 337 messages

Cyonan wrote...

 

Creakazoid wrote...

Hey Cyonan, do you know when these multiplier are applied? I mean, are they considered before weapon mods? After weapon mods? In the case of the armor damage multipliers, are they applied before the flat armor reductions or after?

I suppose the easiest gun to test on would be the Talon, since its multi-pellet nature magnifies the mathematical differences if anyone else wants to test it.


Eric posted that all resistance modifiers apply after the final number, which my testing also confirms. It applies after everything else.


Thanks for the input. So, are these assumptions correct?

1) This damage multiplier is a multiplicative modifier that is applied after weapon mods, gear and consumables. That is to say, it isn't added into the weapon mods and gear modifiers.
2) This multiplier does not affect the subsequent ammo power damage.

Those are what I currently use to calculate stats, but I dont know if they are entirely accurate.

Modifié par Creakazoid, 08 août 2012 - 05:34 .


#74
Beerfish

Beerfish
  • Members
  • 23 819 messages
Thanks for your efforts, good info.

#75
Relix28

Relix28
  • Members
  • 2 679 messages
Bookmarked.

Thank you.