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


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#351
corlist

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Xero M XTC wrote...

Quick Question, did anyone get round to testing to see if Prox Mine's rank 5 evo (or any of the other +X% damage from all sources) affects BE damage (the actual explosion, not the damage caused by the primer/detonator) ??


Targets that are debuffed will receive extra damage from combos.

Modifié par corlist, 01 décembre 2012 - 08:52 .


#352
corlist

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CmnDwnWrkn wrote...

Has the damage from the hazards on specific hazard maps been tested? The Reactor on Firebase Reactor, the flying electrical bug swarm thing on Glacier, and the rain on Ghost?? This would be interesting to see.


Hazard damage tests

General
- Hazard/environmental damage is not scaled to difficulty.
- Hazard damage can be reduced with DR, or by going into cover.

Glacier
- The base damage of the seeker hazard is 62.5.
- The RoF of the seekers when close to it is approximately 240. The RoF is doubled in the middle part/ core.
- If the seekers are shot at and become "enraged", the effective area widens significantly.
- Enraged seekers lose their ability to double their RoF even if victims stand near the core.

Reactor
- The base damage of the reactor hazard is 770.
- 5 to 6 instances of the damage is dealt once a second.

Ghost
- The base damage of the acid rain is 15 (may lack precision due to damage rounding).
- As with the glacier hazard, acid rain damage is inflicted four times a second.

Test data

Modifié par corlist, 01 mars 2013 - 01:58 .


#353
Knockingbr4in

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I can't seem to find Barrier (the skill) base force value through a quick forum search, also ig description and narida character builder doesn't show any kind of force value so.. I wanted to ask, could someone help get this little piece of data?

#354
corlist

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Knockingbr4in wrote...

I can't seem to find Barrier (the skill) base force value through a quick forum search, also ig description and narida character builder doesn't show any kind of force value so.. I wanted to ask, could someone help get this little piece of data?


Digging through coalesced reavealed barrier's base force to be 500N. While there was no mention of a force value change in the MP balance changes, this is only a presumed value.

#355
Knockingbr4in

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corlist wrote...

Knockingbr4in wrote...

I can't seem to find Barrier (the skill) base force value through a quick forum search, also ig description and narida character builder doesn't show any kind of force value so.. I wanted to ask, could someone help get this little piece of data?


Digging through coalesced reavealed barrier's base force to be 500N. While there was no mention of a force value change in the MP balance changes, this is only a presumed value.


I see, thank you for looking it up.

Now this got me thinking.. does Barrier's detonation benefit from the Power Synergy evolution?

edit: Also, rank 2 seems to increase the detonation's damage and radius by 30%. Am I right to assume it also increases its force?

Modifié par Knockingbr4in, 02 décembre 2012 - 04:36 .


#356
corlist

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Knockingbr4in wrote...

Now this got me thinking.. does Barrier's detonation benefit from the Power Synergy evolution?

edit: Also, rank 2 seems to increase the detonation's damage and radius by 30%. Am I right to assume it also increases its force?


Yes it does increase barrier's detonation.

-----

595 barrier detonate vs shields350 * (1 + 0.2 + 0.2 + 0.3) = 595- Barrier power synergy worked for barrier detonation

-----

Passives normally always boost the force of applicable powers. It is also mentioned in the in-game text. I'm going to hazard a guess and say yes.

#357
corlist

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himegoto wrote...

Hi peddro / corlist, need your help on the turrets.

On the Quarians

- Does the Shock evo interrupts with Cyro ammo evo, and does that interrupts with Flamethrower and Rockets on rank 6?
- Can the Shock evo actually prime for a tech combo?
- Likewise, the Cyro ammo evo for tech combos?
- Are there any armor damage multipiers from Flamethrower alone? Excluding from having the AP ammo evo chosen.
- Is the AP ammo evo additive or multiplicative?

On the Geths

- What is the innate restore timer? And what is it after having rank 6 Restore frequency chosen?
- Same question about the Flamethrower damage to armors.

Thanks.


We had some inconclusive tests but one thing stood out. The turret can "headshot" do 3x damage with its shots, we're not kidding.

#358
Tybo

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 All projectile weapons ignore Armor DR.  All projectile weapons except for the Krysae bypass shield gate.
This list is: Falcon, Striker, GPS, Graal, Kishock, Acolyte, Scorpion.

Results shown here

#359
Knockingbr4in

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Nice, thank you for your time corlist.

#360
jaydubs67

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corlist wrote...

We had some inconclusive tests but one thing stood out. The turret can "headshot" do 3x damage with its shots, we're not kidding.


Oh wow.  Do you know just how often it scores headshots?  Not looking for exact numbers.  Just something like "a lot," "occasionally," or "rarely."  

#361
Hymmnos

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How about if N7 Phoenix Snap Freeze and Cryo Shield stack?

#362
corlist

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jaydubs67 wrote...

Oh wow.  Do you know just how often it scores headshots?  Not looking for exact numbers.  Just something like "a lot," "occasionally," or "rarely."  


Occasionally.

#363
corlist

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Hymmnos wrote...

How about if N7 Phoenix Snap Freeze and Cryo Shield stack?


Cryo shield armour weakening is bugged as of patch 1.04 and post Retaliation dlc. If it was working it will most probably stack.

#364
jaydubs67

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Two ammo related questions:

-Does explosive ammo's damage apply to all protection types? Are there modifiers?
-Is there a stat-based system that determines the chance a weapon will apply ammo effects like disruptor? Like is it based on weapon type, damage, etc. or do all shots have an equal chance? Or does each weapon have a unique probability assigned by the game?

Also, not sure if you're willing to revisit the the turrets or if the info is already out there, but does the AP ammo evolution on sentry turret increase it's rocket damage?  

Modifié par jaydubs67, 03 décembre 2012 - 12:52 .


#365
Zoran501

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I was perusing the data on stacking debuff bonuses, but I don't think this was actually addressed: how does Warp's expose evolution stack with other debuffs like Annihilation Field's damage taken bonus? They're technically different effects—the latter is a global modifier, but the former applies only to weapon and power damage (and apparently not ammo damage).

#366
Shampoohorn

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Your mission, Numerical Testers, should you choose to accept it... :o)

Do the drell get DR during their light melee animation?

I've always assumed they did, but Tyhw pointed out to me in another thread that this isn't confirmed or listed anywhere like it is for their dodge (@ 50%). My in game experience would say the answer is yes, but I might just be fooling myself.

Thanks!

#367
Arctican

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There was claim in one of the threads about hidden attributes in powers that the 50% debuff in the Vulnerability evolution of Stasis also works on armor units even if the target can't frozen by Stasis. Just wondering if that could be true.

#368
peddroelm

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Zoran501 wrote...

I was perusing the data on stacking debuff bonuses, but I don't think this was actually addressed: how does Warp's expose evolution stack with other debuffs like Annihilation Field's damage taken bonus? They're technically different effects—the latter is a global modifier, but the former applies only to weapon and power damage (and apparently not ammo damage).

 

All debuff effects add to the headshot modifier ... Base headshot modifier is 1 in case of non-headshots ...

#369
peddroelm

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jaydubs67 wrote...

Two ammo related questions:

-Does explosive ammo's damage apply to all protection types? Are there modifiers?
-Is there a stat-based system that determines the chance a weapon will apply ammo effects like disruptor? Like is it based on weapon type, damage, etc. or do all shots have an equal chance? Or does each weapon have a unique probability assigned by the game?

Also, not sure if you're willing to revisit the the turrets or if the info is already out there, but does the AP ammo evolution on sentry turret increase it's rocket damage?  



Did not do extensive tests with the explosive ammo (only vs armor and shields ) and the modifier was *1.. Pretty sure its *1 vs health and barriers also ...
 
About ammo effects - not sure how it works-  higher grade ammo consumables get higher chance to apply effect... The enemy type also matters (some are more susceptible than others)... Weapon used or damage per shot seems to matter also (some weapons seems to much more effective than others at applying ammo effects  ) ...

About the turrets - don't remember testing it - but it should certainly work that way ...

#370
Zoran501

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How does Tactical Cloak interact with ammo power damage? Same for hunter mode, since they both appear to modify all damage.

Modifié par Zoran501, 06 décembre 2012 - 05:44 .


#371
peddroelm

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Arctican wrote...
There was claim in one of the threads about hidden attributes in powers that the 50% debuff in the Vulnerability evolution of Stasis also works on armor units even if the target can't frozen by Stasis. Just wondering if that could be true.

 
Very doubtfull .. Will look into it at some point ...

Shampoohorn wrote...

Your mission, Numerical Testers, should you choose to accept it... :o)
Do the drell get DR during their light melee animation? 
I've always assumed they did, but Tyhw pointed out to me in another thread that this isn't confirmed or listed anywhere like it is for their dodge (@ 50%). My in game experience would say the answer is yes, but I might just be fooling myself.
Thanks!

 
Not gonna happen soon ... For the moment I've been charmed by fantasy strategy game ...But its on the list ... 

#372
peddroelm

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Zoran501 wrote...

How does Tactical Cloak interact with ammo power damage?

 

For the most part it doesn't ... (ammo damage is % of base weapon damage applied separately of actual weapon damage )

Ammo consumables are not affected by weapon damage bonuses... But there are 2  rank 6 evolutions of tactical cloak that affect base weapon damage and thus affect ammo damage ... ( 25% with sniper rifles for most infiltrators and 20% with assault rifles for TGI)

#373
d_nought

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Another question about smash that I forgot the first time.

I was reading through the combo primer/detonator thread and I got the explanation about targets "losing" their primed status if hit with a certain power:

social.bioware.com/forum/1/topic/343/index/14889947

So, with the radius of smash being 1.5m default and the range being 8m, i would assume it would work like a close range version shockwave? Anyway, it's kind of hard to see, but how many "instances" of smash occur, and how far apart are they if you have the exact numbers? It's also kind of weird with the Radius evolution, where you would decrease the chance of multi detonations by picking radius, but at the same time increasing the cap on the max number possible.

#374
Shampoohorn

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peddroelmz wrote...

Shampoohorn wrote...

Your mission, Numerical Testers, should you choose to accept it... :o)
Do the drell get DR during their light melee animation? 
I've always assumed they did, but Tyhw pointed out to me in another thread that this isn't confirmed or listed anywhere like it is for their dodge (@ 50%). My in game experience would say the answer is yes, but I might just be fooling myself.
Thanks!

 
Not gonna happen soon ... For the moment I've been charmed by fantasy strategy game ...But its on the list ... 


NP.  Thanks for adding it.

#375
Flambrose

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chipsandwich wrote...

So, with the radius of smash being 1.5m default and the range being 8m, i would assume it would work like a close range version shockwave? Anyway, it's kind of hard to see, but how many "instances" of smash occur, and how far apart are they if you have the exact numbers? It's also kind of weird with the Radius evolution, where you would decrease the chance of multi detonations by picking radius, but at the same time increasing the cap on the max number possible.


Smash and Shockwave seem to function differently from other powers. They can both detonate multiple BEs in close proximity.

Fire Explosions may also de-prime enemies burning from incendiary ammo for a short time.

I'm no tester though. It would be nice to hear confirmation with numbers to back it up. I'm also particularly interested in Submission Net's electric field and Shockwave combo and whether it sets off multiple tech bursts or not.