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Updated - Ammo supply consumable +100% additive weapon damage bonus for 10 seconds (stacks)


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#1
peddroelm

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test for bonus duration (10 seconds)


Javelin II (((1288.1 - 1030.5) / 9) * (2 - 1)) + 1030.5 = 1059.1222 base damage

------
GI - no passives
17.5% WD Hunter mode
80% WD TC
*1.25 base damage TC 6
4% WD - densified ammunition I

Tests vs Silver ravager 5400 armor // 30 DR

abreviation list
TC tactical cloak
WD weapon damage bonus
HM -hunter mode
GI - geth infiltrator

------

HM off Cloak OFF ammo pack used

Measured
5400 - 3269.3908 = 2130.6092
Calculated
(1059.1222 * (1 + 0.04 + 1)) - 30 = 2130.6092

Bonus expired
Measured
5400 - 4328.5126 = 1071.4874
Calculated
(1059.1222 * (1 + 0.04 )) - 30 = 1071.4870

AMMO PACK DAMAGE BONUS 100% Weapon Damage (additive with the other regular damage modifiers and itself (multiple ammo packs))...

---------

Second ammo pack test HM ON Cloak bonus off (feared it could kill my test subject )
Measured
5400 - 3084.0444 = 2315.9556
Calculated
(1059.1222 * (1 + 0.04 + 0.175 + 1)) - 30 = 2315.9556

Bonus expired
Measured
5400 - 4143.1665 = 1256.8335
Calculated
(1059.1222 * (1 + 0.04 + 0.175)) - 30 = 1256.8334

--------

Third ammo pack test HM ON Cloak bonus on 

Calculated
(1059.1222 * 1.25 * (1 + 0.04 + 0.175 + 1 + 0.8)) - 30 =3961.5667 (ravager will survive)
Measured
5400 - 1438.4335 = 3961.5665 OK

In the above example the Sum of damage multipliers goes from 1 + 0.04 + 0.175 + 0.8 = 2.015 to 1 + 0.04 + 0.175 + 0.8 + 1 = 3.015 .The point being the 100% bonus adds with whatever else weapon damage bonus are already in play...Its NOT straight double weapon damage - it would be too strong


some more calculations regarding possible applications 

Human Soldier triple Claymore X shot ( reload by ammo pack and reload by AR)
Geth Infiltrator double Claymore X shot (reload by ammo pack - double cloaked shot with proxy debuff)



here
 

Modifié par peddroelmz, 10 septembre 2012 - 08:23 .


#2
peddroelm

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double post

Modifié par peddroelmz, 20 août 2012 - 06:59 .


#3
YIRAWK

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peddroelmz wrote...

Javelin II (((1288.1 - 1030.5) / 9) * (2 - 1)) + 1030.5 = 1059.1222 base damage

------
GI - no passives
17.5% WD Hunter mode
80% WD TC
*1.25 base damage TC 6
4% WD - densified ammunition I

Tests vs Silver ravager 5400 armor // 30 DR

------

HM off Cloak OFF ammo pack used

Measured
5400 - 3269.3908 = 2130.6092
Calculated
(1059.1222 * (1 + 0.04 + 1)) - 30 = 2130.6092

Bonus expired
Measured
5400 - 4328.5126 = 1071.4874
Calculated
(1059.1222 * (1 + 0.04 )) - 30 = 1071.4870

AMMO PACK DAMAGE BONUS 100% Weapon Damage (additive with the other regular damage modifiers)... But the duration is a matter of seconds ...

---------

Second ammo pack test HM ON Cloak bonus off (feared it could kill my test subject )
Measured
5400 - 3084.0444 = 2315.9556
Calculated
(1059.1222 * (1 + 0.04 + 0.175 + 1)) - 30 = 2315.9556

Bonus expired
Measured
5400 - 4143.1665 = 1256.8335
Calculated
(1059.1222 * (1 + 0.04 + 0.175)) - 30 = 1256.8334

--------

Third ammo pack test HM ON Cloak bonus on 

Calculated
(1059.1222 * 1.25 * (1 + 0.04 + 0.175 + 1 + 0.8)) - 30 =3961.5667 (ravager will survive)
Measured
5400 - 1438.4335 = 3961.5665 OK

Do you have any idea how long the window of increased damage lasts?

#4
Razerath

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I've noticed this before and I don't think it lasts longer than 2-3 seconds if that. It's easy to see under the right conditions such as using a GI w/Piranha on Platinum and needing to use a pack to reload to finish off a boss unit like an Atlas, Prime or Banshee.

#5
MaxShine

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It was a bit hard to follow what you were actually doing because there are so many abbreviations like you used the GI on FBGRS with HM on and TC off, but apart from that it is really interesting. Was this known before?

I can somehow support this find because when we are doing platinum farming on Glacier and the enemies are about to overwhelm us, then I just an ammo pack on my Piranha GI instead of reload canceling and then cloak. This results in incredible damage output and your post seems to be the explanation for this...

#6
peddroelm

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Very short duration .. As a poor approximation under 5 seconds .. Cannot really measure the duration from my tests ..

Fired the boosted javelin shot .. alt-Tab to the application showing the ravager current hp ..copy paste to text file - alt tab back in me3 fire the Javelin again with no bonus ...


*UPDATE* - managed to measure duration ..Its 10 seconds 

Modifié par peddroelmz, 10 septembre 2012 - 08:31 .


#7
MaxShine

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peddroelmz wrote...
Fired the boosted javelin shot .. alt-Tab to the application showing the ravager hp ..copy paste to text file - alt tab back in me3 fire the Javelin again with no bonus ...


Actually I wanted to ask this question before... What is the application that can show the ravager HP?

Modifié par 100RenegadePoints, 20 août 2012 - 07:19 .


#8
peddroelm

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100RenegadePoints wrote...

peddroelmz wrote...
Fired the boosted javelin shot .. alt-Tab to the application showing the ravager hp ..copy paste to text file - alt tab back in me3 fire the Javelin again with no bonus ...


Actually I wanted to ask this question before... What is the application that can show the ravager HP?


Mass effect 3 is a windows application (PC client)... Running windows applications store variables (such as monster HP) in memory ... You will need an application that allows you to read/edit memory locations for other running applications ... Editing memory locations of the running ME3 executable is eula breaking teritory ...I'm hopping just taking a peek "under the hood" is on the safe side of the border ...

#9
MaxShine

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peddroelmz wrote...
Mass effect 3 is a windows application (PC client)... Running windows applications store variables (such as monster HP) in memory ... You will need an application that allows you to read/edit memory locations for other running applications ... Editing memory locations of the running ME3 executable is eula breaking teritory ...I'm hopping just taking a peek "under the hood" is on the safe side of the border ...


ME3 uses about 500-650MB of main memory. Thousands of variables are changing when the program is running. How would you locate that one number (which is probably only 4 bytes in size) you want in this huge chunk of memory? It is off topic, but maybe you care to explain me this...

#10
Creakazoid

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100RenegadePoints wrote...
ME3 uses about 500-650MB of main memory. Thousands of variables are changing when the program is running. How would you locate that one number (which is probably only 4 bytes in size) you want in this huge chunk of memory? It is off topic, but maybe you care to explain me this...

I believe that what you do is perform multiple scans of the memory used by the game. You perform an initial scan with an initial, confirmed value. Then, you change that value somehow in-game (like use a mod or consumable) and then perform another scan against the list of memory addresses from the initial scan. You keep doing this until you are left with the memory location you want.

Modifié par Creakazoid, 20 août 2012 - 09:48 .


#11
peddroelm

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100RenegadePoints wrote...

ME3 uses about 500-650MB of main memory. Thousands of variables are changing when the program is running. How would you locate that one number (which is probably only 4 bytes in size) you want in this huge chunk of memory? It is off topic, but maybe you care to explain me this...


Without additional info the would be an iterative process ... 


Search vor variable in expected interval ..Do low damage to target..Search on previous results to see which ones decreased.. search again for interval constraints.. Wait a bit ..Check which of the variables from the remainig list stayed the same .. Damage target some more .. Check which ones decreased .. eventualy you would narrow it down to one (or two - as there is sometimes a duplicate used for display purposes) ...Iterative process with finite number of steps to result...

But when you know the enemy max HP (there are google docs table with the various HP values for difficulty levels) - the initial search is for exact value not interval ...(much shorter initial match list) .. And then damage the target  for a known amount of damage (typically light melee easy to calculate) ... Again search not for values that decreased - but for the ones that decreased by that exact known value ... 2 step process most of the time ...

Modifié par peddroelmz, 20 août 2012 - 10:12 .


#12
vironblood

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peddroelmz you should consider a WIP thread collating the information from your tests.

#13
Neumeusis

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 I knew there was a damage boost (1.03 Patch note, last "common platform" line), but didn't knew the value.

Thanks peddroelmz !

#14
megawug

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Coolness! No point continuing to stockpile ammo supply consumables!

#15
BoomDynamite

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Neumeusis wrote...
Thanks peddroelmz !



#16
jfruelas521

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Very good to know. Bump for the views.

#17
Fierydragon30

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is it only weapon damgae,hoping for grenades on my drell

#18
BjornDaDwarf

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Dude, awesome! I've been wondering about this ever since that change was made. I've always suspected the window is very short, since I'm usually refilling grenades and chucking them immediately, which means I'm probably missing the weapon damage window a majority of the time.

#19
ParatrooperSean

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Trying to understand what was said...

So pressing 8 = doubling base weapon damage for a few seconds?

#20
Mgamerz

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peddroelmz wrote...

100RenegadePoints wrote...

peddroelmz wrote...
Fired the boosted javelin shot .. alt-Tab to the application showing the ravager hp ..copy paste to text file - alt tab back in me3 fire the Javelin again with no bonus ...


Actually I wanted to ask this question before... What is the application that can show the ravager HP?


Mass effect 3 is a windows application (PC client)... Running windows applications store variables (such as monster HP) in memory ... You will need an application that allows you to read/edit memory locations for other running applications ... Editing memory locations of the running ME3 executable is eula breaking teritory ...I'm hopping just taking a peek "under the hood" is on the safe side of the border ...




... as opposed to Mac or Linux.

#21
Creakazoid

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ParatrooperSean wrote...

Trying to understand what was said...

So pressing 8 = doubling base weapon damage for a few seconds?


About 90% right.  It doubles the base damage of the gun. So, it could appear less than double of what you'd expect with mods, consumables, passives, etc..

#22
ParatrooperSean

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Creakazoid wrote...

ParatrooperSean wrote...

Trying to understand what was said...

So pressing 8 = doubling base weapon damage for a few seconds?


About 90% right.  It doubles the base damage of the gun. So, it could appear less than double of what you'd expect with mods, consumables, passives, etc..


That's still significant. Has it been tested and shown *not* to affect powers like Multi-frag, or do we just not know at this point?

#23
megawug

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Yeah, if it also affects grenades, that would be gravy! :-O

#24
peddroelm

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ParatrooperSean wrote...

Trying to understand what was said...

So pressing 8 = doubling base weapon damage for a few seconds?


No it only adds +1 to the sum of damage multipliers ....This adds with the rest of the regular damage bonuses like passives, extended barrel, cloak bonus , consumables , ...

It would only "double" weapon damage on a character without any passives, weapon damage skills , gear and consumables ....

ParatrooperSean wrote...

 Has it been tested and shown *not* to affect powers like Multi-frag, or do we just not know at this point?


 Did not occur to me to test power damage . Will check proximity grenade damage next time but I doubt it will affect them ...

#25
Black Phantom

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This would be so ridiculous with a Typhoon, or Harrier.