Poison_Berrie wrote...
I wasn't specifically talking about shields.
Er, so I'm not sure what you're talking about then.
Poison_Berrie wrote...
According to Tangsters sheet and several other sources (who probably pull this from the Coalesced) it's supposed to debuff armor. 50% for level 3.
Armor weakness and armor reduction are two different stats in the game files. Armor reduction actually affects the DR from armor. Last I checked, the understanding is that armor weakness refers to the ability to crack off armor plates with ease (e.g. shoulder plates on a Brute). It is possible that this is not the case, and it should not be terribly difficult to test since a Brute appears on Wave 2 of Gold Reapers.
Poison_Berrie wrote...
Okay since you were talking about a 50% reduction to DR, which as far as we know it doesn't have, but which Warp ammo is supposed to apply.
So the multiplier only starts adding once the gun has ramped-up.
There is a variable in the files called mindamagereduction. It was previously interpreted as 50% reduction to armor DR. Since this variable apparently is not the 1.5x/1.25x multiplier, it seems likely that the original interpretation is correct.
But yeah, based on Rifnero's finding of no shield multiplier when using only the first rounds, the multipliers are probably both ramp-up.
Poison_Berrie wrote...
My point was whether the defense multiplier also adds the ammo power. In most other cases it won't matter, but when a gun has an innate multiplier against certain defense types the question becomes whether you add ammo damage seperatly or it counts towards max damage.
I understand the issue you raise, but based on specter's pre-nerf video, it is unlikely that the ammo power is not being multiplied. If it were not, each bullet's damage would be reduced by 21.853125. Because we're already about at the limit to the number of rounds it will take, we would have to find +20 damage somewhere else. The only alternative explanation would be that Warp Ammo's armor weakness not only applies in an unexpected way but also stacks directly with the Typhoon's innate armor reduction. It's not impossible, but it sure is unlikely.
Cull58 wrote...
It wasnt overpowered!! Great on one class
while having to expose onself for 20 seconds in the open and with a huge
weight and rarity is not overpowered!! God forbid we should have a
decent assault rifle in the game.
Killing a Platinum Atlas in 6 seconds isn't overpowered? Dealing more than twice the DPS of what used to be the damage king isn't overpowered? Are you high?
vinlandhammer wrote...
this is why nerfers fails
...
this is just AR category so please check your facts when you claim that this AR have the highest DPS on the game [smilie]http://social.bioware.com/images/forum/emoticons/uncertain.png[/smilie]
My patience with ignorant responses is wearing thin.
Pre-nerf:
Typhoon X damage per bullet: 55.5
Ramp-up multiplier: 2
Protection multiplier: 1.5
Max rate of fire: 650
DPS: 1803.75
Revenant X damage per bullet: 79.5
Rate of fire: 650
DPS: 861.25
That means the Typhoon X was dealing 109.4% higher DPS than the Rev.
Even now, post-nerf,
Typhoon X damage per bullet: 55.5
Ramp-up multiplier: 1.5
Protection multiplier: 1.25*
Max rate of fire: 650
DPS: 1127.34375
Typhoon X still outdoes the Rev X by 30.9% and is more accurate and has a larger clip to boot.
and since you want other assault rifles,
Saber X damage: 486.2
Saber X rate of fire: 80
Saber X DPS: 648.267
Phaeston X damage: 52.4
Rate of fire: 600
DPS: 524
Now stop talking about things you don't understand.
Modifié par Gamemako, 04 août 2012 - 05:37 .