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Firefight DLC Weapon Stats


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#1
Soja57

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This is a list of the weapons in the Firefight DLC Pack with specific numbers, extracted from the .sfar file within the DLC folder. All MP weapons included in this DLC retain their pre-nerf state (i.e. balance changes for MP don't affect any of these weapons).

Note that these numbers don't tell the whole story in terms of effectiveness, but are useful tools for "calculating" the relative effectiveness of each weapon. For example, a weapon like the Revenant may deal lots of damage per second, but its horrible accuracy prevents it from doing all of its potential damage.

This list will be updated over time as more information is found. Feel free to contribute information or correct any mistakes, but please list the source if you do so.

- - - - - - - - - - - - - - - - - - - -

Updates
-Added Adas Anti-Synthetic Rifle multipliers vs protections (2x vs shield, 0.5x vs armor)
-Confirmed
that the Adas Anti-Synthetic Rifle deals the same amount of damage
against organics and synthetics (i.e. no bonus multiplier vs synthetics)
-Added descriptions for special cases for certain weapons
-Bloodpack Punisher SMG's armor-piercing round has at least a 1.5x multiplier vs armor


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Stats Layout
Weight: Weight of weapon in percentages (Level I - Level X)
Damage: Base damage (Level I - Level X)
Rate of Fire: (rounds fired per minute or RPM, disregarding reloads; divide by 60 to find rounds fired per second or RPS; take inverse of RPS to find the time in between every shot or refire time)
DPS: Damage per second (Level I - Level X), Calculated by multiplying damage by RPS
Mag Size: Shots per magazine or thermal clip
Spare Ammo: Shots in reserve or not in current thermal clip (Level I - Level X)
Reload Duration: Seconds required to reload weapon

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Harrier Assault Rifle
Weight: 175% - 100%
Damage: 106.2 - 129.5
Rate of Fire: 550 RPM; 9.166 RPS; 0.109 seconds refire time
DPS: 973.5 - 1187.08
Mag Size: 20
Spare Ammo: 80 - 100
Reload Duration: 1.37 seconds

Reegar Carbine
Has a slight charge time before you are able to fire. Deals bonus damage vs shields and barriers, but a damage reduction against armor.

Weight: 175% - 100%
Damage: 52.8 - 66.0 (2x vs Shields/Barriers; 0.5x vs Armor)
Rate of Fire: 1000 RPM; 16.66 RPS; 0.06 seconds refire time
DPS: 880 - 1100
Charge Time: 0.25 seconds (Must charge to max in order to fire)
Mag Size: 22
Spare Ammo: 66 - 88
Reload Duration: 2.57 seconds

Krysae Sniper Rifle
Deals damage in a wide radius upon impact of the projectile, and can detonate when the projectile is within close proximity of an enemy. Charging the weapon will allow you to zoom up to 10x magnification from the normal 2x.

Weight: 200% - 140%
Damage: 531.2 - 664.0 (1.5x vs Armor)
Rate of Fire: 50 RPM; 0.833 RPS; 1.2 seconds refire time
DPS: 442.6 - 553.3
Mag Size: 3
Spare Ammo: 9 - 21
Reload Duration: 2.97 seconds

Indra Sniper Rifle
Weight: 175% - 100%
Damage: 47.9 - 59.9
Rate of Fire: 500 RPM; 8.33 RPS; 0.12 seconds refire time
DPS: 399.16 - 499.16
Mag Size: 25
Spare Ammo: 180 - 225
Reload Duration: 1.8 seconds

Geth Plasma SMG
Starts out with a low rate of fire, but ramps up over time.

Weight: 75% - 35%
Damage: 16.1 - 21.1
Rate of Fire: Variable, ROF increases over time
DPS: Variable, ROF increases over time
Mag Size: 100
Spare Ammo: 500 - 625
Reload Duration: 1.5 seconds

Adas Anti-Synthetic Rifle
Despite what the description says, there isn't a bonus damage vs synthetics, proven by thorough testing. Has slight homing capabilites and deals splash damage in a small radius. Deals bonus damage vs shields and barriers, but a damage reduction against armor.

Weight: 200% - 140%
Damage: 129.5 - 161.9 (2x vs Shields/Barriers; 0.5x vs Armor)
Rate of Fire: 350 RPM; 5.83 RPS; 0.172 seconds refire time
DPS: 755.416 - 944.416
Mag Size: 24
Spare Ammo: 72 - 96
Reload Duration: 2.9 seconds

Blood Pack Punisher SMG
Fires a very powerful Armor-piercing round for every 8 normal rounds fired. 8 normal rounds must be fired in one burst to occur (i.e. firing 6 shots, then firing 2 shots won't fire an AP round). The AP round has a bonus multiplier against armor, but unsure whether if this round is affected by enemy armor damage reduction.

Weight: 75% - 35%
Damage: 63.7 - 79.7
AP round Damage: 5x base damage or [318.5 - 398.5] (1.5x vs armor)
Rate of Fire: 600 RPM; 10 RPS; 0.1 seconds refire time
AP round ROF: Occurs for every 8 normal shots fired [75 RPM, 1.25 RPS, 0.8 seconds refire time]
DPS: 637 - 797
DPS w/ AP Rounds: 1035.125 - 1295.125
Mag Size: 40 (5 AP rounds if all 40 rounds are fired non-stop)
Spare Ammo: 320 - 400
Reload Duration: 1.5 seconds

Modifié par Soja57, 13 août 2012 - 11:26 .


#2
The JoeMan

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I don't know why nobody's posted in this thread but thanks for posting this information. It's just what I was looking for.

#3
poptdp

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this is great... good to know my cerberus harrier is the pre-nerfed version XD

#4
SSS47t

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So the Adas has no shield/synthetic health modifier? Could you check again?

#5
samb

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Pre nerfed Krysae. Thank the goddess. I can actually get a harrier X in SP too.

#6
NegativZero

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Is the BPSMG a traditional SMG with the added armor piercing round? Or is it not very effective against shields?

#7
Soja57

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NegativZero wrote...

Is the BPSMG a traditional SMG with the added armor piercing round? Or is it not very effective against shields?


The Punisher SMG is simply a modified Tempest that fires a very powerful round for every 8 normal rounds fired. While the AP round is still affected by armor damage reduction from enemy armor, it is powerful enough that the reduction is negligible at best. It probably deals the same amount of damage against shields as it does to health.

SSS47t wrote...

So the Adas has no shield/synthetic health modifier? Could you check again?


The in-game files doesn't state any shield/synthetic damage modifier. This is most likely because the damage modifier is inside .PCC files, files that I don't have access to, nor do I know how to navigate through. Note that the Reegar also has a damage bonus vs shields, but it wasn't until people tested it thoroughly that they found it it had a 2x mulitplier vs shields. In this case, thorough testing will be required before I can clarify on the Adas' shield piercing.

#8
RedCaesar97

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The Adas is not listed in this post, but that may have been posted before the DLC came out. It seems to me like there is an inherent shield damage modifier, and according to the description it should have an inherent health multiplier against synthetics.

#9
Soja57

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I can confirm that the Adas has a 2x multiplier vs shields, and a 0.5x vs armor. Don't know about synthetics though. Will update the original post.

#10
Soja57

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Hmm, that's odd. It seems that the Adas doesn't have a bonus multiplier against synthetics. My testing method is as follows:

1. Modifed Coalesced.bin file so that the Geth Troopers and Assault Troopers have equal health.

2. Same level, class, and build Shepard equipped with only the Adas, travelling to Geth Dreadnought and Gellix Science Lab, Geth and Cerberus respectively.

3. Squadmates are directed to cover, while I put on Godmode and Slow-motion and charge into enemies that are behind cover (enemies that the squadmates can't shoot at)

4. I fire slowly with the aid of slow-motion, making sure that each shot hits directly without any headshots

5. Both the Geth Trooper and Cerberus Assault Trooper drop dead in the same number of shots, concluding that there is not bonus multiplier vs synthetics

Modifié par Soja57, 09 août 2012 - 10:19 .


#11
Ares Caesar

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Thanks for the info, I was curious to know what versions of these weapons (between MP vs SP) would make it into the game.

It'll also be interesting to see what weapons squadmates use the best as they dont always do well with semi auto weapons (sometimes their RoF is too low), and a limited ammo weapon like the Harrier "should" be awesome if they fire in sustained bursts. I'm guessing they'll use the Bloodpack SMG incredibly well because they almost always seem to MASSIVELY correct recoil and bullet spread, so it should be pretty insane on a squadmate.

Thanks again.

#12
Soja57

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Ares Caesar wrote...

Thanks for the info, I was curious to know what versions of these weapons (between MP vs SP) would make it into the game.

It'll also be interesting to see what weapons squadmates use the best as they dont always do well with semi auto weapons (sometimes their RoF is too low), and a limited ammo weapon like the Harrier "should" be awesome if they fire in sustained bursts. I'm guessing they'll use the Bloodpack SMG incredibly well because they almost always seem to MASSIVELY correct recoil and bullet spread, so it should be pretty insane on a squadmate.

Thanks again.


The effectiveness of these weapons on squadmates is hard to tell. Squadmates could have some trouble with the BP Punisher, as they'll need to fire the AP round for maximum effectiveness.

Agreed that Harrier should, theoritically, be the most dominant squadmate AR, as ammo isn't an issue for them.

Found a few minor things about the Adas AR. It has slight homing capabilities and deals splash damage (detonates in a radius upon impact), but the radius is relatively small.

#13
godlike13

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So the Blood Pack Punisher SMG doesn't do any extra damage against armor, or lesser damage against Shield/Barriers?

#14
Soja57

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godlike13 wrote...

So the Blood Pack Punisher SMG doesn't do any extra damage against armor, or lesser damage against Shield/Barriers?


Exactly.

#15
Athenau

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Not quite true. The AP round definitely has a multiplier against armor.

BP punisher I AP round against shielded target on range: 7 bars of damage
AP round against armored target on range: > 10 bars of damage (one hit kill).

For comparison a Saber VII does ~7-8 bars of damage to the armored target and 8 bars to the shielded target.  Given that the saber should be doing ~408 damage per shot, I'm guessing the AP round has at least a 1.5x multiplier against armor.  

Modifié par Athenau, 13 août 2012 - 11:36 .


#16
Soja57

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Athenau wrote...

Not quite true. The AP round definitely has a multiplier against armor.

BP punisher I AP round against shielded target on range: 7 bars of damage
AP round against armored target on range: > 10 bars of damage (one hit kill).

For comparison a Saber VII does ~7-8 bars of damage to the armored target and 8 bars to the shielded target.  Given that the saber should be doing ~408 damage per shot, I'm guessing the AP round has at least a 1.5x multiplier against armor.  


How did you manage to land only the AP round whilst all of the other rounds "miss"? Is there a way for me to test this, personally?

#17
Clayless

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Thank you for this.

#18
Guest_Aotearas_*

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Soja57 wrote...

Athenau wrote...

Not quite true. The AP round definitely has a multiplier against armor.

BP punisher I AP round against shielded target on range: 7 bars of damage
AP round against armored target on range: > 10 bars of damage (one hit kill).

For comparison a Saber VII does ~7-8 bars of damage to the armored target and 8 bars to the shielded target.  Given that the saber should be doing ~408 damage per shot, I'm guessing the AP round has at least a 1.5x multiplier against armor.  


How did you manage to land only the AP round whilst all of the other rounds "miss"? Is there a way for me to test this, personally?


Shoot sideways and miss the target, then switch on target for the AP round. Might need a couple of tries to get the timing right, but it isn't that hard.

#19
JaegerBane

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Soja57 wrote...

I can confirm that the Adas has a 2x multiplier vs shields, and a 0.5x vs armor. Don't know about synthetics though. Will update the original post.


That's interesting - I'm assuming that it must be its combo of base damage and rate of fire, as it certainly didn't feel it had a penalty against armour - just didn't feel as much as it had against shields.

#20
Soja57

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I can confirm that the AP round from the Punisher SMG has at least a 1.5x multiplier vs armor (thanks to Neofelis Nebulosa and Athenau). No bonus against shields.

#21
Kirrahe Airlines CEO

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Heh, these stats were exactly what I was looking for. :D