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TESTED - Tactical Scan Damage calculation mechanics


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#26
BjornDaDwarf

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Asebstos wrote...

I have never experienced this with the MQE whether host or off host.


Neither have I, that I've noticed, and the MQE has become one of my favorite characters.  Outside of some Infiltrators, I'm not sure that there's a character who can put out more damage as fast as he can.  He can carry a fairly heavy weapon (Harrier is my main choice), then the power of Arc Grenades followed up by Ininerate for a TB, and Harrier fire on the next group, as nothing tends to survive the first combo.

#27
synapsefire

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Wow. I always felt that Tac Scan \\ had particularly poor evolutions but I maxed it just to benefit PuGs with area scan. I promise they play better when I'm on a male quarian, lol. Thanks for sharing.

Modifié par synapsefire, 23 août 2012 - 10:25 .


#28
Deathshroud09

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so.....does this mean i have to spec out of headshot damage on the MQI?

#29
TheWarofArt

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Thank you for testing this all out, especially considering the MQE is my favorite class. Is there any chance you will try the power damage route with arc grenade damage as well as incinerate?

#30
Deathshroud09

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v.v just tested it myself.....seems the headshot damage boost is not working.

#31
yarpenthemad21

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great job, still results are just as I though (maybe not the part that it's like headshot bonus, or headshot evo is bugged) but still as nice multiplicative modifier.
armor dr after bonus explaines befavior of some weapons. mostly reegar, typhoon, ppr which just melts bosses with tact scan on.

one question here, does proxity mine/cryo blast damage bonus behave in same way?

Modifié par yarpenthemad21, 23 août 2012 - 10:55 .


#32
Veramocor

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Does it stack with warp's expose and/or prox mine? Could you imagine the damge from guns with all three stacking...

#33
galaxygrunt

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I currently have it specced for area scan. If the bonus to damage is this good though, I wonder if I should spec into the other evo...

#34
FPS Harbinger

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PC gamers pulling out those stats.

#35
corlist

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For the sake of completion perhaps the +7.5% to power could be tested to see if it provides a 32.5% multiplicative to powers?

#36
vironblood

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Nice job peddroelmz.

neteng101 wrote...

Also should be noted that there's a range limitation on larger maps, you can't Tac Scan a target all the way across the map (probably similar to other power lock on ranges).


The range is 40m.

#37
Immortal Strife

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kviksverd wrote...

I currently have it specced for area scan. If the bonus to damage is this good though, I wonder if I should spec into the other evo...


Just wait until tomorrow and then promote :0)

#38
Lexa_D

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Great job, thanx!

#39
Hyperionyht

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I love these threads so much.

#40
YachiruChin

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Thank you for sharing your hard work! =D

#41
peddroelm

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Asebstos wrote...

I noticed it seemed to be adding quite the massive boost while testing out Incinerate on a QME. How's the math on the power damage evo look?


TheWarofArt wrote...

Thank you for testing this all out, especially considering the MQE is my favorite class. Is there any chance you will try the power damage route with arc grenade damage as well as incinerate?


corlist wrote...

For the sake of completion perhaps the +7.5% to power could be tested to see if it provides a 32.5% multiplicative to powers?


The bonus is multiplicative for power damage also (as can be seen in the arc grenade tests)...Only question remaining if the +7.5% bonus to power damage is working or bugged (I have no reason to suspect it is at this point) ...
I've already burnt two respec cards on the TS tests already ...Since even if this works I prefer the other (weapon) damage evolution that would take another 2 respec cards to confirm :(

Will promote my QME for this weekend op - and will test this .. And then respec back ...

Disclaimer - fallowing numbers are how I expect them to work based on the observed damage formulas ... Will test those in game this weekeng when I promote my QME ...

QME -

TS *1.325 Power Damage
Incinerate 330 * (1+0.2+0.3) With extra DOT and vs Armor upgrades
Arc Grenade 400 * (1+0.2+0.3) With extra DOT and vs Shield& Barriers upgrades
Passive 45% PD
No other consumables

Incinerate damage vs armor (TS off)
330 * 1.5 * (1+0.2+0.3+0.45)*1.5 + 330 * 1.5 * (1+0.2+0.3+0.45)*0.5*1.5 (extra DOT) = 2171.8125

Incinerate damage vs armor (TS on)
330 * 1.5 * (1+0.2+0.3+0.45)*1.325 * 1.5 + 330 * 1.5 * (1+0.2+0.3+0.45)* 1.325 * 0.5 *1.5 (extra DOT) = 2877.6515

Arc Grenade damage vs shields&barrier (TS off)
(400 * 1.75 * (1 + 0.2 + 0.3 + 0.45) * 2) + (400 * 1.75 * (1 + 0.2 + 0.3 + 0.45) * 2 * 0.4) = 3822

Arc Grenade damage vs shields&barrier (TS on)
(400 * 1.75 * (1 + 0.2 + 0.3 + 0.45) * 1.325 * 2) + (400 * 1.75 * (1 + 0.2 + 0.3 + 0.45) * 1.325 * 2 * 0.4) = 5064.15



yarpenthemad21 wrote...
one question here, does proxity mine/cryo blast damage bonus behave in same way?



Yes their bonus applies before armor DR also ...Don't think I've tested on headshots (they probably multiply with the headshot multiplier and not add like TS) ...Here is an old SP test result regarding Proximity mine & Warp debuffs
(in SP power damage from passives affects ammo power damage and Garrus proximity mine debuff is 25% )

http://social.biowar...392240#11394111

Last test is inconcussive and begs a retest ..

Modifié par peddroelmz, 24 août 2012 - 07:17 .


#42
TheWarofArt

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Awesome. I'll check back to this thread and see the results when you're able to respec. I appreciate it.

#43
peddroelm

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QFE - power damage build

Test arc grenade damage vs shields& barriers
Test Incinerate vs armor

TS 25% all damage sources 32.5% power damage

45% PD passive

Incinerate
330 * (1+0.2+0.3) 50% DOT 50% extra vs armor has *1.5 vs armor

Arc Grenade
400 * (1+0.2+0.3) 40% DOT 75% extra vs Shields& barrier has *2 vs shields & barriers

No other consumables


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

Arc Grenade TESTS vs gold Geth Prime Shields

No TS

5906 - 2076 = 3830 (after DOT ; 5906-3176 at impact)
A bit more than calculated (3288) (as expected DOT damage causes rounding errors vs shields)

Verification of impact damage before dot
400 * 1.75 * (1 + 0.2 + 0.3 + 0.45) * 2 = 2730
5906 - 3176 = 2730 OK my calculations were correct


TS on

5906 - 898 = 5008 (after DOT ; 2288 at impact)
A bit less than expected (5064.15 calculated - DOT vs shields not reliable for testing )

Verification of impact damage before dot

400 * 1.75 * (1 + 0.2 + 0.3 + 0.45) * 1.32500 * 2 = 3617.25
5906 - 2288 = 3618 OK (shield value rounded up) .. So the extra power damage bonus (TS evolution) works and applies to arc grenades ...


SO - MQI without consumables built for full power (+cloak bonus)
(400 * 1.75 * (1 + 0.2 + 0.3 + 0.45 + 0.8) * 1.325 * 2) + (400 * 1.75 * (1 + 0.2 + 0.3 + 0.45 + 0.8) * 1.325 * 2 * 0.4) = 7141.75 vs shield per arc grenade without power boosting gear or consumables ..


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

Incinerate tests Vs gold Geth Prime Armor

TS off
16875 - 14703.1875 = 2171.8125 (after DOT - note perfect match with my assumed/calculated value - No rounding sheniningans to mess up armor tests)
330 * 1.5 * (1+0.2+0.3+0.45)*1.5 + 330 * 1.5 * (1+0.2+0.3+0.45)*0.5*1.5 (extra DOT) = 2171.8125

So the extra power damage bonus (TS evolution) works and applies to incinerate ...

~16875 - 15789 = 1086 at impact, rest applied as dot


TS on

16875 - 13997.3476 = 2877.6524 (after DOT)
330 * 1.5 * (1+0.2+0.3+0.45)*1.325 * 1.5 + 330 * 1.5 * (1+0.2+0.3+0.45)* 1.325 * 0.5 *1.5 (extra DOT) = 2877.6515 OK - close enough

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

Casting two incinerates on top of each other TS on

16875 - 11119.6953 = 5755.3047
2877.6524 * 2 = 5755.3048 OK - you can spam incinerate at cooldown (which its lower than its DOT duration) and will still do all the expected damage ...

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

TLDR no surpises - my calculated values were correct ..Arc Grenade DOT component vs shields has a bit of variance (as do al DOTs vs shields & barriers ) too to the rounding to integer shield & barrier mechanics ...


==================
As personal observation - not impressed at all with incinerate (on paper the damage seems okish) - the very long DOT duration makes it only useful vs the 3 big boss units (prime, atlas, banshee  - include brutes & ravagers if soloing) anything else dies too fast for the DOT to take effect ... Will respect back towards weapon damage spec ...

Did a test run after the respec - used a huricane instead (hard to spam incinerate with a claymore ) - liked incinerate more - damage is crap (especially with a weapon focused) but it has utility  (triggers rolls, doges , panics organics, can cause fire explosions, can trigger tech bursts ...)

Modifié par peddroelmz, 28 août 2012 - 08:12 .


#44
galaxygrunt

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Immortal Strife wrote...

kviksverd wrote...

I currently have it specced for area scan. If the bonus to damage is this good though, I wonder if I should spec into the other evo...


Just wait until tomorrow and then promote :0)


LOL...good advice...done and done

#45
N7 Whiskey

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Pedro, thanks for the link to this thread. A quick question to give this thread a needed bump.

With the extra damage to chilled/frozen targets now working on Incinerate, is that evo with DoT evo now a better choice for spamming on boss units considering that Cryo ammo debuffs armor? Or are we better sticking with recharge speed and armor damage?

#46
corlist

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BuckshotSamurai wrote...

Pedro, thanks for the link to this thread. A quick question to give this thread a needed bump.

With the extra damage to chilled/frozen targets now working on Incinerate, is that evo with DoT evo now a better choice for spamming on boss units considering that Cryo ammo debuffs armor? Or are we better sticking with recharge speed and armor damage?


Evo 3 vs 4
Burning damage: Add an additional 50% overall damage over 8 seconds.
118.75% over 3 seconds vs 100.00% over 3 seconds. (18.75% increase)
The extra burn duration, while not FE-able, can panic organics for a longer time.

Recharge speed: Increase recharge speed by 25%.
At 200% cooldown, 2.29s vs 2.46s (6.7% increase)

Evo 5 vs 6
Freeze combo: Increase base damage by 100% against any chilled/frozen target.
Armour damage: Increase base damage by 50% against armour.

#47
IronRush

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Is Tactical Scan headshot bonus bugged even after last patch and dlc? Anyone knows for sure?

#48
darkpassenger2342

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you deserve all the praise you get. thanks.

#49
peddroelm

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IronRush wrote...

Is Tactical Scan headshot bonus bugged even after last patch and dlc? Anyone knows for sure?


Nobody bothered to test after last patch DLC ...Really low chance of them fixing it and not listing it in the patch notes ...
Especially considering the fact Marksman and Pistol CTS mega headshot bonuses don't work vs bosses aftter the last patch either...

#50
IronRush

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peddroelmz wrote...

IronRush wrote...

Is Tactical Scan headshot bonus bugged even after last patch and dlc? Anyone knows for sure?


Nobody bothered to test after last patch DLC ...Really low chance of them fixing it and not listing it in the patch notes ...
Especially considering the fact Marksman and Pistol CTS mega headshot bonuses don't work vs bosses aftter the last patch either...


You mean both together? Marksman + Pistol Cranial?
I dont knew Pedro.

Devs know about it? Could you re-test tactical too Pedro? Please.