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


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#26
peddroelm

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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..


Not the base damage of the gun- that would really double both the weapon damage  & ammo damage...

Look at this example

Third ammo pack test HM ON Cloak bonus on

Calculated
(1059.1222 * 1.25 * (1 + 0.04 + 0.175 + 0.8 +1)) - 30 =3961.5667

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...

Modifié par peddroelmz, 21 août 2012 - 04:19 .


#27
Taritu

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Very nice. Did this deliberately a couple times on my shotgun infi w/Claymore. Very noticeable difference.

#28
peddroelm

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Ashen Earth wrote...

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


What do you mean would be ? 

#29
Black Phantom

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peddroelmz wrote...

Ashen Earth wrote...

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


What do you mean would be ? 


I haven't actually tried it with either weapon since reading this thread, so I lack firsthand experience.

I'm not going to pretend that I knew about a hidden multiplier.

#30
peddroelm

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Ashen Earth wrote...

peddroelmz wrote...

Ashen Earth wrote...

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


What do you mean would be ? 


I haven't actually tried it with either weapon since reading this thread, so I lack firsthand experience.

I'm not going to pretend that I knew about a hidden multiplier.




While the damage bonus applies to all weapons ..I think its effects will be easier to spot with powerful single shot weapons such as - single shot sniper rifles (javelin, widow) or the claymore ... Keep in mind the duration is really short so with a typhoon you will waste most (all of it ?) during ramp up time ...

Modifié par peddroelmz, 21 août 2012 - 06:10 .


#31
Major Durza

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Well, they really want us to use our Ammo Boxes.

Nah, I like them being replaced with something useful!

Anyway, I wonder if anyone will cry for a nerf on this one. Not likely, but you never know.

#32
MaxShine

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Thanks to Creakazoid and peddroelmz for educating me ! ;)

#33
Guest_MastahDisastah_*

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Field tested with harrier, the difference is very noticeable, even if the effect is short.

#34
Rokayt

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New favorite kishook combo.

Shoot grenade after reload starts *Reload finishes during grenade animation* shoot grenade * magic reload shoot AR shoot reload cancel shoot reload cancel shoot AMMO PACK shoot grenade * magic * shoot grenade *magic* shoot Adrenalin RUSH shoot.....

#35
peddroelm

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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)

Human Soldier

Claymore X 206 Base Damage per pellet / 8 pellets

Passives 27.5% WD
AR 70% WD
Shotgun AMP III 15% WD (gear)
Shotgun RAil III 30% WD (consumable)
AP ammo IV - 50% AD 90% armor piercing
Ammo supply pack consumable 100% WD (very short duration)
25% WD EB
==============

Triple shot damage vs Gold/Platium Armor DR (50)

First shot

1 Pellet
(206 * 0.5) + (206 * (1 + 0.275 + 0.15 + 0.3 + 0.25)) - (50 * (1 - 0.9)) = 504.85
504.85 * 8 = 4038.8

Second shot after supply reload
1 pellet
(206 * 0.5) + (206 * (1 + 0.275 + 0.15 + 0.3 + 0.25 + 1)) - (50 * (1 - 0.9)) = 710.85
710.85 * 8 = 5686.8

Third Shot after AR reload
1 pellet
(206 * 0.5) + (206 * (1 + 0.275 + 0.15 + 0.3 + 0.25 + 1 + 0.7)) - (50 * (1 - 0.9)) = 855.05
8 * 855.05 = 6840.4

Total triple shot damage vs armor
4038.8 + 5686.8 + 6840.4 = 16566


If target were proxi mine debuffed
((206 * 0.5) * 1.2) + ((206 * (1 + 0.275 + 0.15 + 0.3 + 0.25)) * 1.2) - (50 * (1 - 0.9)) = 606.82
((206 * 0.5) * 1.2) + ((206 * (1 + 0.275 + 0.15 + 0.3 + 0.25 + 1)) * 1.2) - (50 * (1 - 0.9)) = 854.02
((206 * 0.5) * 1.2) + ((206 * (1 + 0.275 + 0.15 + 0.3 + 0.25 + 1 + 0.7)) * 1.2) - (50 * (1 - 0.9)) = 1027.06
(606.82 + 854.02 + 1027.06) * 8= 19903.2 (applies same bonus to weapon & ammo power damage)

If target were tactical scanned debuffed
*1.25 damage to ammo consumable damage *1.325 for weapon damage
((206 * 0.5) * 1.25) + ((206 * (1 + 0.275 + 0.15 + 0.3 + 0.25)) * 1.325) - (50 * (1 - 0.9)) = 662.8262
((206 * 0.5) * 1.25) + ((206 * (1 + 0.275 + 0.15 + 0.3 + 0.25 + 1)) * 1.325) - (50 * (1 - 0.9)) = 935.7762
((206 * 0.5) * 1.25) + ((206 * (1 + 0.275 + 0.15 + 0.3 + 0.25 + 1 + 0.7)) * 1.325) - (50 * (1 - 0.9)) = 1126.8412
Triple shot damage
(662.8262 + 935.7762 + 1126.8412) * 8 = 21803.5488

////////////////////////////////
////////////////////////////////

Geth Infiltrator

Claymore X 206 Base Damage per pellet / 8 pellets

22.5% WD passive
HM 17.5% WD
Passives 27.5% WD
Cloak bonus 80% WD
Shotgun AMP III 15% WD (gear)
Shotgun RAil III 30% WD (consumable)
AP ammo IV - 50% AD 90% armor piercing
Ammo supply pack consumable 100% WD (very short duration)
25% WD EB

===============

Double Cloaked Claymore Shot with proxy mine debuff

First shot (with proxy debuff - its a GI)

1 Pellet
((206 * 0.5) * 1.2) + ((206 * (1 + 0.175 + 0.225 + 0.15 + 0.3 + 0.25 + 0.8)) * 1.2) - (50 * (1 - 0.9)) = 835.48
835.48 * 8 = 6683.84

Second shot with ammo supply reload

1 pellet
((206 * 0.5) * 1.2) + ((206 * (1 + 0.175 + 0.225 + 0.15 + 0.3 + 0.25 + 0.8 + 1)) * 1.2) - (50 * (1 - 0.9)) = 1082.68
1082.68 * 8 = 8661.44


Total
~1000 (proxi mine damage) + 6683.84 + 8661.44 = ~16345.28


//////////////////
//////////////////

In a solo situation (no other debuffs in play )

HS triple shot vs armor
16566

GI double shot vs armor
~16345.28

#36
peddroelm

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Test for Ammo pack consumable bonus duration

Phaeston X 52.4 base damage (600 RPM - 10 bullets per second)

52.4 * (1 + 0.25 + 0.275 + 0.1) - 30 = 55.15
(52.4 * (1 + 0.25 + 0.275 + 0.1 + 1)) - 30 = 107.55

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ACTIVATE AMMO PACK WHILE FIRING (reloads to 50 and gives 100% damage bonus)
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Full Length reload (1.37 seconds)
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4 left in clip

Ammo pack damage bonus Duration is ~ 5 + 1.37 + 3.8 = 10.17 seconds (probably 10 seconds)

Modifié par peddroelmz, 08 septembre 2012 - 03:02 .


#37
peddroelm

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Another update .. The bonus stacks ..

tested here during my Typhoon damage tests ...

Typhoon offers best synergy with ammo pack reload ..Has large clip - can "double clip" with charge bonus up using ammo pack ... (100% bonus gets multiplied by its special bonuses vs protections (effectively becomes 150%))

#38
Clayless

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So if it stacks that means the Typhoon can get crazy.

#39
Emerald_Phoenix

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Sorry if I missed this somewhere but how long does the bonus provided by the Thermal Clip reload bonus last?

Edit - sorry I didn't read far enough - 10 secs got it

Modifié par Emerald_Phoenix, 10 septembre 2012 - 08:39 .


#40
peddroelm

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Our_Last_Scene wrote...

So if it stacks that means the Typhoon can get crazy.


The test was done specifically with a typhoon ..It stacks ... It can get crazy :devil:..

Ashen Earth wrote...

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


My apologies - you called it right ...It is most ridiculos with a typhoon (keep charge up and bonus gets multiplied vs defences & it stacks ) ...

Modifié par peddroelmz, 11 septembre 2012 - 04:33 .


#41
DHKany

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How would this stack with lets say
AR?

#42
peddroelm

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DHKany wrote...

How would this stack with lets say
AR?


They work very similary (reload weapon while firing , and provide additive weapon damage ) ...There are numerical examples in this thread specifically with adrenaline rush ... 5 posts above ?

Modifié par peddroelmz, 11 septembre 2012 - 04:24 .


#43
ka243

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Does this work with grenades or other powers or is it weapon shots only?

#44
peddroelm

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ka243 wrote...

Does this work with grenades or other powers or is it weapon shots only?


weapons only