Ingame Numerical tests - Centralized compilation - sugestions for further tests welcome
#276
Posté 20 novembre 2012 - 09:09
#277
Posté 20 novembre 2012 - 09:20
TheKillerAngel wrote...
Can you test which will do more damage: Level 4 Incendiary ammo + warp or Level 4 warp ammo + warp?
Assuming vs armor test (both incendiary and warp do 0 damage vs shields ..)
Single shot incendiary wins CONFORTABLY (even vs biotically primed targets) (check the incendiary ammo bug thread) ... With each succesive shot in the 3 second incendiary ammo reset window - incendiary pulls further and further ahead ...
No contest ...
Modifié par peddroelmz, 20 novembre 2012 - 09:22 .
#278
Posté 20 novembre 2012 - 09:26
#279
Posté 20 novembre 2012 - 09:31
TheKillerAngel wrote...
If that's the case, it means a Huntress infiltrator with incendiary ammo will be better off than one using warp ammo?
Yes.
#280
Posté 20 novembre 2012 - 09:31
TheKillerAngel wrote...
If that's the case, it means a Huntress infiltrator with incendiary ammo will be better off than one using warp ammo?
Each and every class that has access to Warp is better off with incendiary ammo until/if ever they fix it ...
#281
Posté 20 novembre 2012 - 09:45
Like, pretty much, just fire up a quick game and see if firing a cloaked proxy mine at a group of enemies does the same damage as firing a proxy mine under cloak, breaking cloak, and luring them into said proxy mine.
Modifié par DeathIsHere, 20 novembre 2012 - 09:46 .
#282
Posté 20 novembre 2012 - 09:51
peddroelmz wrote...
KalilKareem wrote...
How much do we know about evolution 6B (Shredder) on concussive shot? Some things I am curious about;
1) It the 200% listed base damage or total power damage?
2) With consequtive applications of concussive shot does the DOT component stack or refresh (I assume refresh....)?
3) Does this DOT application have any interaction with the DOT from incendiary ammo (like Warp)?
1) total damage
2) DOTs will run in paralel (like reave)
3) No such interations
4) Shatter evolution doubles impact damage and the DOT component from Shredder vs Frozen targets
5) Targets hit with CS will take random bits of damage from hitting the floor//objects//walls (force component) ..
Wopa gangam style! Thanks for the test. But wait just one second here... are you telling me that CS with shredded evolution (with relevant evolations and gear) deals 1500 damage against organics on a 1.39s cooldown (or whopping 6000 damage against a banshee/pretorian barrier)? That sounds like a pretty sweet deal against anything non-geth tbh.
#283
Posté 20 novembre 2012 - 11:44
KalilKareem wrote...
peddroelmz wrote...
KalilKareem wrote...
How much do we know about evolution 6B (Shredder) on concussive shot? Some things I am curious about;
1) It the 200% listed base damage or total power damage?
2) With consequtive applications of concussive shot does the DOT component stack or refresh (I assume refresh....)?
3) Does this DOT application have any interaction with the DOT from incendiary ammo (like Warp)?
1) total damage
2) DOTs will run in paralel (like reave)
3) No such interations
4) Shatter evolution doubles impact damage and the DOT component from Shredder vs Frozen targets
5) Targets hit with CS will take random bits of damage from hitting the floor//objects//walls (force component) ..
Wopa gangam style! Thanks for the test. But wait just one second here... are you telling me that CS with shredded evolution (with relevant evolations and gear) deals 1500 damage against organics on a 1.39s cooldown (or whopping 6000 damage against a banshee/pretorian barrier)? That sounds like a pretty sweet deal against anything non-geth tbh.
Pretty sure your damage numbers are a bit inflated
X = 200 * (1+ sum power damage bonuses) ... With consumables and power damage picks this can reach ~434 (are you really going to spec human soldier out of weapon damage and for extra power damage ? )
CS vs organics X*3 (non barrier) 434 * 3 = 1302
CS vs frozen organics X*6 (must be down to health to be freezable 434 * 6 = 2604
CS vs barriers X*12 434 * 12 = 5208
Major weakness vs Non-organics (mostly vs geth , atlas)
Modifié par peddroelmz, 20 novembre 2012 - 11:46 .
#284
Posté 20 novembre 2012 - 10:55
I recall seeing a post from a dev saying that ULM is supposed to work multiplicatively, or something like that, and that although the CD shown hints at the weapon having the original, unmodded weight, the in game recharge speed would actually be quite lower.
Problem is, I cannot seem to find that post by any means, and I'm starting to fear that I recall incorrectly.
Has someone got any solid knowledge on this?
#285
Posté 20 novembre 2012 - 11:00
peddroelmz wrote...
KalilKareem wrote...
peddroelmz wrote...
KalilKareem wrote...
How much do we know about evolution 6B (Shredder) on concussive shot? Some things I am curious about;
1) It the 200% listed base damage or total power damage?
2) With consequtive applications of concussive shot does the DOT component stack or refresh (I assume refresh....)?
3) Does this DOT application have any interaction with the DOT from incendiary ammo (like Warp)?
1) total damage
2) DOTs will run in paralel (like reave)
3) No such interations
4) Shatter evolution doubles impact damage and the DOT component from Shredder vs Frozen targets
5) Targets hit with CS will take random bits of damage from hitting the floor//objects//walls (force component) ..
Wopa gangam style! Thanks for the test. But wait just one second here... are you telling me that CS with shredded evolution (with relevant evolations and gear) deals 1500 damage against organics on a 1.39s cooldown (or whopping 6000 damage against a banshee/pretorian barrier)? That sounds like a pretty sweet deal against anything non-geth tbh.
Pretty sure your damage numbers are a bit inflated
X = 200 * (1+ sum power damage bonuses) ... With consumables and power damage picks this can reach ~434 (are you really going to spec human soldier out of weapon damage and for extra power damage ? )
CS vs organics X*3 (non barrier) 434 * 3 = 1302
CS vs frozen organics X*6 (must be down to health to be freezable 434 * 6 = 2604
CS vs barriers X*12 434 * 12 = 5208
Major weakness vs Non-organics (mostly vs geth , atlas)
In the patch 4 notes, it says the damage against frozen targets now also applies to chilled targets. Is this true? If so, how much damage are we talking about against a chilled barrier target? I'm assuming 2*5208?
Modifié par Arctican, 20 novembre 2012 - 11:03 .
#286
Posté 21 novembre 2012 - 05:53
Arctican wrote...
In the patch 4 notes, it says the damage against frozen targets now also applies to chilled targets. Is this true? If so, how much damage are we talking about against a chilled barrier target? I'm assuming 2*5208?
was not aware of that particular patch note when we tested ... But yes - all damage vs chilled targets should be doubled ..CS should do X *24 damage vs chilled Barriers (always organics) with shredder and shatter ...
Will test vs a chilled shielded target at some point ...
Modifié par peddroelmz, 21 novembre 2012 - 05:55 .
#287
Posté 22 novembre 2012 - 06:24
I've been playing this build for a couple days and it seems to do more damage than with other ammo powers, but I'd like to be sure. I also use warp rounds on an acolyte with the geth trooper and flamer, and it seems to do much more damage.
#288
Posté 22 novembre 2012 - 07:15
Cobalt Crimson wrote...
If I read the thread about how armor debuffs stack correctly, then warp ammo is by far the best ammo to take on characters like the paladin and Valkyrie, right? Used on a paladin with the tech combo rank 6 evolution for snap freeze, you should be able to approach max armor weakening and still trigger some pretty crazy combos.
I've been playing this build for a couple days and it seems to do more damage than with other ammo powers, but I'd like to be sure. I also use warp rounds on an acolyte with the geth trooper and flamer, and it seems to do much more damage.
-Tech combo evolution on Snap Freeze is broken, but yes, armour weakening effects do stack nicely.
-Warp ammo goes well with Warp's pierce+expose+primed for a BE (you get a damage taken debuff, armour weakening, and warp ammo bonus damage in one easy package).
#289
Posté 22 novembre 2012 - 07:23
Cobalt Crimson wrote...
If I read the thread about how armor debuffs stack correctly, then warp ammo is by far the best ammo to take on characters like the paladin and Valkyrie, right? Used on a paladin with the tech combo rank 6 evolution for snap freeze, you should be able to approach max armor weakening and still trigger some pretty crazy combos.
-paladin with the tech combo rank 6 evolution for snap freeze - This is broken - does nothing
- yes warp ammo IV would be a good choice ... There is always the issue of incendiary bugged stacking mechanics and its extreme case when interacting with Warp - which pretty much makes incendiary ammo always best(solid) choice on classes that have Warp (valkirie, Turian seninel , krogan shaman , adepts ... )
Cobalt Crimson wrote...
I've been playing this build for a couple days and it seems to do more damage than with other ammo powers, but I'd like to be sure. I also use warp rounds on an acolyte with the geth trooper and flamer, and it seems to do much more damage.
Flamer does much more damage
#290
Posté 22 novembre 2012 - 07:45
peddroelmz wrote...
-paladin with the tech combo rank 6 evolution for snap freeze - This is broken - does nothing
- yes warp ammo IV would be a good choice ... There is always the issue of incendiary bugged stacking mechanics and its extreme case when interacting with Warp - which pretty much makes incendiary ammo always best(solid) choice on classes that have Warp (valkirie, Turian seninel , krogan shaman , adepts ... )
Equal parts disapointing and interesting to hear about the combo evolution being broken. Next time I play I'll respec and try to pay more attention to what I'm exploding. It really seemed like it was doing more damage, but I'll defer to your wisdom on this. Thanks to both of you for clearing that up.
peddroelmz wrote...
Flamer does much more damage? Acolyte
? This doesn't make much sense .. There should be no interaction between the two ...
I just used an example weapon there, I meant the effect from warp ammo, not the actual acolyte.
#291
Posté 22 novembre 2012 - 07:59
Cobalt Crimson wrote...
peddroelmz wrote...
Flamer does much more damage? Acolyte
? This doesn't make much sense .. There should be no interaction between the two ...
I just used an example weapon there, I meant the effect from warp ammo, not the actual acolyte.
But you cannot see the effect of the Warp ammo in game without using memory editor.. You will see a combined effect of weapon damage, flamer DOT ticks and warp ammo damage truncated over the health/armor bars ... I will test this eventually but I'm highly sceptical ...
Modifié par peddroelmz, 22 novembre 2012 - 08:00 .
#292
Posté 22 novembre 2012 - 03:46
peddroelmz wrote...
But you cannot see the effect of the Warp ammo in game without using memory editor.. You will see a combined effect of weapon damage, flamer DOT ticks and warp ammo damage truncated over the health/armor bars ... I will test this eventually but I'm highly sceptical ...
Is the memory reading tool public or are you keeping it private for now?
Aaron
#293
Posté 24 novembre 2012 - 12:07
I know the Justicar's Warp Bubble effect is considered level 1 for the purposes of biotic explosions, and all ammo primers are level 1 as well. What about
a) The two Smash evolutions for tech and biotic priming?
#294
Posté 24 novembre 2012 - 02:22
Quething wrote...
Priming question:
I know the Justicar's Warp Bubble effect is considered level 1 for the purposes of biotic explosions, and all ammo primers are level 1 as well. What about
a) The two Smash evolutions for tech and biotic priming?The paladin's Fire Shield DoT?
The biotic sphere has an impact damage that is unrelated to the warp effect which sets off biotic explosions. This is most probably tied to the level of the biotic sphere.
Fire and cryo shield set up level 6 explosions.
Not sure about the others.
#295
Posté 24 novembre 2012 - 07:50
AaronEh wrote...
Is the memory reading tool public or are you keeping it private for now?
Aaron
The program I use (there are multiple options) is free software - but I will never advertise it on BSN ...
#296
Posté 24 novembre 2012 - 07:52
Quething wrote...
Priming question:
I know the Justicar's Warp Bubble effect is considered level 1 for the purposes of biotic explosions,
You knew wrong... Warp from justicar Bubble is considered level 6 for the purpose of biotic explosions ... (Biotic Bubble must be ranked to 6 for it to even have the warp effect) ..
99.99% it works the same for combos set up by smash (smash lvl will matter) ...
Modifié par peddroelmz, 24 novembre 2012 - 07:57 .
#298
Posté 24 novembre 2012 - 10:30
peddroelmz wrote...
You knew wrong... Warp from justicar Bubble is considered level 6 for the purpose of biotic explosions ... (Biotic Bubble must be ranked to 6 for it to even have the warp effect) ..
99.99% it works the same for combos set up by smash (smash lvl will matter) ...
Really? I swear I read that in one of these very test threads, that the warp on lvl 6 evo is only a lvl 1 warp in terms of priming combos. Which always made it sound pretty unappealing, not that I ever play Justicar to begin with to worry about it anyway.
What Corlist's tests show on Smash makes more sense from a "why the hell you'd ever take that evo" perspective (and help me feel totally vindicated in meleeing Atlases with my paladin instead of incinerating from a safe distance). Thanks to you both for the info
#299
Posté 24 novembre 2012 - 06:52
Is that actually what is going on? How does that work with things like warp and AP ammo? For instance, does warp ammo do its damage only if you hit the enemy directly, or do you still get extra damage to health/armor/barriers if an enemy is just caught in the explosion?
#300
Posté 24 novembre 2012 - 07:01
jaydubs67 wrote...
Question on the Scorpion. Ammo effects like burning, disruptor, and the priming for fire and tech bursts only seem to work if you hit an enemy directly with the Scorpion round.
Is that actually what is going on? How does that work with things like warp and AP ammo? For instance, does warp ammo do its damage only if you hit the enemy directly, or do you still get extra damage to health/armor/barriers if an enemy is just caught in the explosion?
Ammo damage on the scorpion is only applied to the target which the explosive sticks on, even for warp and AP. The damage is applied the instant the sticking occurs (even incendiary) before the explosion.





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