Aller au contenu

Photo

Ingame Numerical tests - Centralized compilation - sugestions for further tests welcome


  • Veuillez vous connecter pour répondre
658 réponses à ce sujet

#226
Tybo

Tybo
  • Members
  • 1 294 messages

Shampoohorn wrote...



Next request: Dragoons. They seem to get DR during their Smash animation. Is that actually the case? Maybe I'm just annoyed by their high armor value (>6000 on Gold).


You mind showing me where you got >6000 armor from?  On Cyonan's spreadsheets, he has them listed at 4811.  Did someone find this incorrect?

#227
Shampoohorn

Shampoohorn
  • Members
  • 5 861 messages
^^^^  My mistake.  6254 is the Platinum value, not Gold.

Modifié par Shampoohorn, 30 octobre 2012 - 11:22 .


#228
Flambrose

Flambrose
  • Members
  • 1 024 messages

tyhw wrote...

Warp ammo actually states "biotic damage bonus" not damage to lifted targets, so it is not the same variable. It is possible that what you are saying is correct, but my guess is no. Sorry, I currently am not interested in using 2 respec cards to test this. Maybe someone else will.


The only reason I bring it up is because warp ammo used to say lifted targets. The recent patch changed the wording, and since then the true mechanisms of warp ammo have been discovered.

Anyway, here's hoping it catches someone's interest :) I would like to test it myself, but I am a lowly PS3 player, and Reave DoT/Biotic Explosions/multiple grenades make this a messy job to test.

#229
Eckswhyzed

Eckswhyzed
  • Members
  • 1 889 messages
A few things that interest me:
-We already have a good understanding of how DR works, the only thing left is to test the "90% DR cap" (as stated in the Volus' Shield Boost) - whether that applies to all DR boosting powers or whether it's specific to shield boost.
-Low priority: Energy Drain DR on/off host - my informal testing seems to say that it is working in both cases, but numbers on this would be nice.

#230
Cyonan

Cyonan
  • Members
  • 19 354 messages

Eckswhyzed wrote...

A few things that interest me:
-We already have a good understanding of how DR works, the only thing left is to test the "90% DR cap" (as stated in the Volus' Shield Boost) - whether that applies to all DR boosting powers or whether it's specific to shield boost.
-Low priority: Energy Drain DR on/off host - my informal testing seems to say that it is working in both cases, but numbers on this would be nice.


For the first one we figured out today that the 90% DR cap only applies to Shield Boost.

Batarian Vanguard can become damage immune on his own with Charge + Heavy Melee + Blade Armour if your Blade Armour has evo 6.

#231
Tybo

Tybo
  • Members
  • 1 294 messages

Flambrose wrote...

The only reason I bring it up is because warp ammo used to say lifted targets. The recent patch changed the wording, and since then the true mechanisms of warp ammo have been discovered.

Anyway, here's hoping it catches someone's interest :) I would like to test it myself, but I am a lowly PS3 player, and Reave DoT/Biotic Explosions/multiple grenades make this a messy job to test.


So this convinced me to test this.  You were right!  Cluster grenades did do 100% bonus damage when primed for a biotic explosion.

Test:  Gold Brute, 13500 armor.
Asari Justicar, 1755 total damage from reave (rank 6)
Vorcha Sentinel, 750 damage cluster grenades (rank 5 lift damage combo taken)
BE is 100*2.35*3.375*2=1586.25 damage to armor


Brute was hit with reave, then cluster grenades, making sure that both shrapnel hit.
After the Reave DoT finished, the Brute was down to 7908.75 armor, taking 5591.25 damage.
 5591.25-1755 (reave)=3836.25
3836.25-1586.25(BE)=2250
2250=750*2+750.

Conclusion:  the first grenade that hit the primed target did double damage, as stated.  However, this is less useful than it may seem because only 1 shrapnel can benefit from this debuff.

EDIT: Thanks to tthw for the help

Modifié par tyhw, 02 novembre 2012 - 09:58 .


#232
tthw

tthw
  • Members
  • 29 messages

tyhw wrote...

Flambrose wrote...

The only reason I bring it up is because warp ammo used to say lifted targets. The recent patch changed the wording, and since then the true mechanisms of warp ammo have been discovered.

Anyway, here's hoping it catches someone's interest :) I would like to test it myself, but I am a lowly PS3 player, and Reave DoT/Biotic Explosions/multiple grenades make this a messy job to test.


So this convinced me to test this.  You were right!  Cluster grenades did do 100% bonus damage when primed for a biotic explosion.

Test:  Gold Brute, 13500 armor.
Asari Justicar, 1755 total damage from reave (rank 6)
Vorcha Sentinel, 750 damage cluster grenades (rank 5 lift damage combo taken)
BE is 100*2.35*3.375*2=1586.25 damage to armor


Brute was hit with reave, then cluster grenades, making sure that both shrapnel hit.
After the Reave DoT finished, the Brute was down to 7908.75 armor, taking 5591.25 damage.
 5591.25-1755 (reave)=3836.25
3836.25-1586.25(BE)=2250
2250=750*2+750.

Conclusion:  the first grenade that hit the primed target did double damage, as stated.  However, this is less useful than it may seem because only 1 shrapnel can benefit from this debuff.


I don't get credit for helping...........

#233
Stardusk

Stardusk
  • Members
  • 6 353 messages

tthw wrote...

tyhw wrote...

Flambrose wrote...

The only reason I bring it up is because warp ammo used to say lifted targets. The recent patch changed the wording, and since then the true mechanisms of warp ammo have been discovered.

Anyway, here's hoping it catches someone's interest :) I would like to test it myself, but I am a lowly PS3 player, and Reave DoT/Biotic Explosions/multiple grenades make this a messy job to test.


So this convinced me to test this.  You were right!  Cluster grenades did do 100% bonus damage when primed for a biotic explosion.

Test:  Gold Brute, 13500 armor.
Asari Justicar, 1755 total damage from reave (rank 6)
Vorcha Sentinel, 750 damage cluster grenades (rank 5 lift damage combo taken)
BE is 100*2.35*3.375*2=1586.25 damage to armor


Brute was hit with reave, then cluster grenades, making sure that both shrapnel hit.
After the Reave DoT finished, the Brute was down to 7908.75 armor, taking 5591.25 damage.
 5591.25-1755 (reave)=3836.25
3836.25-1586.25(BE)=2250
2250=750*2+750.

Conclusion:  the first grenade that hit the primed target did double damage, as stated.  However, this is less useful than it may seem because only 1 shrapnel can benefit from this debuff.


I don't get credit for helping...........


Lord of Mechanical Engineering, I know you!

#234
Lexa_D

Lexa_D
  • Members
  • 1 111 messages
Thanx a lot for your hard work, gentlemen!

Still, the OP either is outdated or some fixes weren't implemented despite claims. Like "Asari Justicar passive rank 5 Power Damage Does Nothing". Also, are still broken Snap Freeze rank 6 Tech Combo & Electric Slash rank 5 Detonate?

#235
corlist

corlist
  • Members
  • 581 messages

Lexa_D wrote...

Thanx a lot for your hard work, gentlemen!

Still, the OP either is outdated or some fixes weren't implemented despite claims. Like "Asari Justicar passive rank 5 Power Damage Does Nothing". Also, are still broken Snap Freeze rank 6 Tech Combo & Electric Slash rank 5 Detonate?


SF and ES detonate/tech combo were retested very recently - less than a week ago. Still doesn't work.

#236
ISHYGDDT

ISHYGDDT
  • Members
  • 6 930 messages

corlist wrote...

ISHYGDDT wrote...

Question:
Do proxy mine and other debuffs remain in effect after Banshees put their power blocking abilities up? I know DOT effects cease but I'm not sure if it applies to all status effects or not.

Also, will a new proxy mine still give a debuff (just without the power's damage) on a power-blocking Banshee?


Not 100% sure about the first question. Testing has been difficult.

A new proxy mine will give a debuff without damage on a power blocking banshee. The banshee was not already blocking, but the proxy mine did not do damage.

TSo
CSR X
85.4
Barrel V (25% WD)
Piercing Mod V (65% AP, 70% penetration damage)
37.5% WD passives
30% headshot passives
75% hipfire damage

vs platinum banshee barriers

Damage 231.000000
//scoped headshot
85.4 * (1 + 0.25 + 0.375 + 0.3) * 1.4 = 230.153
Damage 231.000000
Damage 139.000000
//scoped bodyshot
85.4 * (1 + 0.25 + 0.375) = 138.775
Damage 139.000000
Damage 139.000000
Damage 231.000000
//proxy was launched at banshee here, which was blocked and did 0 damage.
Damage 264.000000
//scoped headshot + proxy
85.4 * (1 + 0.25 + 0.375 + 0.3) * (1.4 + 0.2) = 263.032
Damage 264.000000
Damage 264.000000
Damage 117.000000
//scoped bodyshot on unknown banshee strong point?
Damage 167.000000
//scoped bodyshot + proxy
85.4 * (1 + 0.25 + 0.375) * 1.2 = 166.53
Damage 167.000000
Damage 167.000000
Damage 167.000000
Damage 167.000000
Damage 167.000000
Damage 167.000000


Just noticed this thank you very much for your hard work corlist!

Modifié par ISHYGDDT, 02 novembre 2012 - 09:42 .


#237
tthw

tthw
  • Members
  • 29 messages

Stardusk wrote...

tthw wrote...

tyhw wrote...

Flambrose wrote...

The only reason I bring it up is because warp ammo used to say lifted targets. The recent patch changed the wording, and since then the true mechanisms of warp ammo have been discovered.

Anyway, here's hoping it catches someone's interest :) I would like to test it myself, but I am a lowly PS3 player, and Reave DoT/Biotic Explosions/multiple grenades make this a messy job to test.


So this convinced me to test this.  You were right!  Cluster grenades did do 100% bonus damage when primed for a biotic explosion.

Test:  Gold Brute, 13500 armor.
Asari Justicar, 1755 total damage from reave (rank 6)
Vorcha Sentinel, 750 damage cluster grenades (rank 5 lift damage combo taken)
BE is 100*2.35*3.375*2=1586.25 damage to armor


Brute was hit with reave, then cluster grenades, making sure that both shrapnel hit.
After the Reave DoT finished, the Brute was down to 7908.75 armor, taking 5591.25 damage.
 5591.25-1755 (reave)=3836.25
3836.25-1586.25(BE)=2250
2250=750*2+750.

Conclusion:  the first grenade that hit the primed target did double damage, as stated.  However, this is less useful than it may seem because only 1 shrapnel can benefit from this debuff.


I don't get credit for helping...........


Lord of Mechanical Engineering, I know you!


Lord of Mechanical Engineering? i don't know who you are talking about.

#238
Lexa_D

Lexa_D
  • Members
  • 1 111 messages

corlist wrote...

Lexa_D wrote...

Thanx a lot for your hard work, gentlemen!

Still, the OP either is outdated or some fixes weren't implemented despite claims. Like "Asari Justicar passive rank 5 Power Damage Does Nothing". Also, are still broken Snap Freeze rank 6 Tech Combo & Electric Slash rank 5 Detonate?


SF and ES detonate/tech combo were retested very recently - less than a week ago. Still doesn't work.

ok, thanx for the info

#239
Relix28

Relix28
  • Members
  • 2 679 messages

tyhw wrote...

Flambrose wrote...

The only reason I bring it up is because warp ammo used to say lifted targets. The recent patch changed the wording, and since then the true mechanisms of warp ammo have been discovered.

Anyway, here's hoping it catches someone's interest :) I would like to test it myself, but I am a lowly PS3 player, and Reave DoT/Biotic Explosions/multiple grenades make this a messy job to test.


So this convinced me to test this.  You were right!  Cluster grenades did do 100% bonus damage when primed for a biotic explosion.

Test:  Gold Brute, 13500 armor.
Asari Justicar, 1755 total damage from reave (rank 6)
Vorcha Sentinel, 750 damage cluster grenades (rank 5 lift damage combo taken)
BE is 100*2.35*3.375*2=1586.25 damage to armor


Brute was hit with reave, then cluster grenades, making sure that both shrapnel hit.
After the Reave DoT finished, the Brute was down to 7908.75 armor, taking 5591.25 damage.
 5591.25-1755 (reave)=3836.25
3836.25-1586.25(BE)=2250
2250=750*2+750.

Conclusion:  the first grenade that hit the primed target did double damage, as stated.  However, this is less useful than it may seem because only 1 shrapnel can benefit from this debuff.

EDIT: Thanks to tthw for the help


Thank you for testing this. Time to respec my drell adept.

#240
Deerber

Deerber
  • Members
  • 16 836 messages

Relix28 wrote...

tyhw wrote...

Flambrose wrote...

The only reason I bring it up is because warp ammo used to say lifted targets. The recent patch changed the wording, and since then the true mechanisms of warp ammo have been discovered.

Anyway, here's hoping it catches someone's interest :) I would like to test it myself, but I am a lowly PS3 player, and Reave DoT/Biotic Explosions/multiple grenades make this a messy job to test.


So this convinced me to test this.  You were right!  Cluster grenades did do 100% bonus damage when primed for a biotic explosion.

Test:  Gold Brute, 13500 armor.
Asari Justicar, 1755 total damage from reave (rank 6)
Vorcha Sentinel, 750 damage cluster grenades (rank 5 lift damage combo taken)
BE is 100*2.35*3.375*2=1586.25 damage to armor


Brute was hit with reave, then cluster grenades, making sure that both shrapnel hit.
After the Reave DoT finished, the Brute was down to 7908.75 armor, taking 5591.25 damage.
 5591.25-1755 (reave)=3836.25
3836.25-1586.25(BE)=2250
2250=750*2+750.

Conclusion:  the first grenade that hit the primed target did double damage, as stated.  However, this is less useful than it may seem because only 1 shrapnel can benefit from this debuff.

EDIT: Thanks to tthw for the help


Thank you for testing this. Time to respec my drell adept.


Mmmm. That sounds interesting. I wonder...

Does the double damage only apply to the primed target? Or does that shrapnel do double damage against enything in his radius?

#241
Relix28

Relix28
  • Members
  • 2 679 messages

Deerber wrote...

Relix28 wrote...

tyhw wrote...

Flambrose wrote...

The only reason I bring it up is because warp ammo used to say lifted targets. The recent patch changed the wording, and since then the true mechanisms of warp ammo have been discovered.

Anyway, here's hoping it catches someone's interest :) I would like to test it myself, but I am a lowly PS3 player, and Reave DoT/Biotic Explosions/multiple grenades make this a messy job to test.


So this convinced me to test this.  You were right!  Cluster grenades did do 100% bonus damage when primed for a biotic explosion.

Test:  Gold Brute, 13500 armor.
Asari Justicar, 1755 total damage from reave (rank 6)
Vorcha Sentinel, 750 damage cluster grenades (rank 5 lift damage combo taken)
BE is 100*2.35*3.375*2=1586.25 damage to armor


Brute was hit with reave, then cluster grenades, making sure that both shrapnel hit.
After the Reave DoT finished, the Brute was down to 7908.75 armor, taking 5591.25 damage.
 5591.25-1755 (reave)=3836.25
3836.25-1586.25(BE)=2250
2250=750*2+750.

Conclusion:  the first grenade that hit the primed target did double damage, as stated.  However, this is less useful than it may seem because only 1 shrapnel can benefit from this debuff.

EDIT: Thanks to tthw for the help


Thank you for testing this. Time to respec my drell adept.


Mmmm. That sounds interesting. I wonder...

Does the double damage only apply to the primed target? Or does that shrapnel do double damage against enything in his radius?


My guess would be that it only applies to the primed target.

Modifié par Relix28, 05 novembre 2012 - 06:59 .


#242
Deerber

Deerber
  • Members
  • 16 836 messages
Ok, I've got another question about the cluster grenades evolution.

I see that the damage from CG in that calculation is considered to be 750. Now, I was under the impression that the least damage a shrapnel could do when specced up to 5 was 850. Am I wrong?

In general, I wonder if the 100% more damage stacks multiplicatively or additively. I mean, if I spec the grenades for damage, I get a total of 100% more damage on them. If I take evo 5 lift damage, does it mean that that single shrapnel does 300% basic damage, or 400%?

Thanks!

Edit: I'm sorry, I didn't take power damage passive bonus into account. The question is still there though.

Modifié par Deerber, 10 novembre 2012 - 02:15 .


#243
Deerber

Deerber
  • Members
  • 16 836 messages
Bump! Anyone knows the answer? :)

#244
Tybo

Tybo
  • Members
  • 1 294 messages
Multiplicative. If you look at the test I showed, the listed damage for cluster grenades was 750. When hitting a primed target, it did 750*2

#245
corlist

corlist
  • Members
  • 581 messages

Shampoohorn wrote...



Next request: Dragoons. They seem to get DR during their Smash animation. Is that actually the case? Maybe I'm just annoyed by their high armor value (>6000 4811 on Gold).


Dragoons don't have special DR. We shot them while they're running, leaping, smashing, heavy meleeing and rolling. The shots did the same damage.

#246
Astreon

Astreon
  • Members
  • 50 messages
A couple of questions about shield recharge delay:

1) I assume all classes have the same default shield recharge delay—if so, what is it?

2) WRT the Multicapacitor uncommon gear: is the bonus applied to shield recharge rate or shield recharge delay? The in-game text can be interpreted as either one. If it is the delay, I would guess this simply adds to Fitness evolution 5, e.g. Multicapacitor V + Fitness evo 5 = -30% to shield recharge delay?

#247
corlist

corlist
  • Members
  • 581 messages

Astreon wrote...

A couple of questions about shield recharge delay:

1) I assume all classes have the same default shield recharge delay—if so, what is it?

2) WRT the Multicapacitor uncommon gear: is the bonus applied to shield recharge rate or shield recharge delay? The in-game text can be interpreted as either one. If it is the delay, I would guess this simply adds to Fitness evolution 5, e.g. Multicapacitor V + Fitness evo 5 = -30% to shield recharge delay?


1) Yes all classes have the same default shield recharge delay, it's listed below.

2) All of these bonuses seem to apply to only the shield recharge delay. The shield recharge rate cannot be influenced outside of difficulty.

From this thread (search "shield regeneration")
Shield Regeneration
On Gold, base shield recharge delay if your shield is completely broken is 4 seconds.  If your shield is only partially depleted, the delay is 3 seconds.  I am not sure how exactly this interacts with percentage bonuses to shield recharge delay.   Shield regeneration rates apparently vary by difficulty.

Bronze: 33% regeneration per second, 3.5 second delay before regeneration from shields being completely destroyed destroyed, 2.5 second delay before regeneration after shields are partially depleted.
Silver: 28.6% regeneration per second, 4 second delay before regeneration from shields being completely destroyed, 3 second delay before regeneration after shields are partially depleted.
[color=rgb(170, 170, 170)">Gold: ]25% regeneration per second, 4 second delay before regeneration from shields being completely destroyed, 3 second delay before regeneration after shields are partially depleted.[/color]
Platinum:  20% regeneration per second, 4.5 second delay before regeneration from shields being completely destroyed, 3.5 
second delay before regeneration after shields are partially depleted.

Shield Regeneration Bonuses Formula
Bonuses such as Fitness Evolution 4, Multicapacitors, and Shield Power Cells reduce the delay before your shield regenerates according to the following formula:

Shield regeneration delay = base delay * (1-(Bonus 1 + Bonus 2 + Bonus 3 + et cetera)

video

#248
Astreon

Astreon
  • Members
  • 50 messages
Thanks for the quick response!

#249
Deerber

Deerber
  • Members
  • 16 836 messages
Oh thank you tyhw for the answer, I didn't take power damage modifiers into account in my reasonment.

#250
d_nought

d_nought
  • Members
  • 4 747 messages
I don't know if this is already known, but what is the nature of the Barrier/Armor evolution for Smash?

Also, since the electrical DoT is affected by the total rather than the base damage, does it affect the electrical DoT damage against armor/barrier?