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


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#376
d_nought

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Flambrose wrote...

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


I know. They cause multiple instances which travel in a straight line, and if two primed targets are hit by a different instance, they will both detonate. What I'm interested in is the number and spacing.

#377
peddroelm

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chipsandwich wrote...

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.


 What I can measure is amounts of  damage inflicted .. Corlist tells me smash opperates more like a short range harder hitting shockwave (not as a one time hit all in range in the same time aoe like nova for example)... So it should be able to detonate multiple combos per cast ... 

Snap freeze + smash (both work trough walls) should make for an easy test ...

#378
VerySeed

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Does TC work with the DoT damage of arc grenades with the QMI, similar to the huntress' DC?

#379
peddroelm

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VerySeed wrote...

Does TC work with the DoT damage of arc grenades with the QMI, similar to the huntress' DC?


My arc grenade tests were done with the enginners ..It will probalby work the same as for the huntress : cloak damage bonus for all DOT duration  (10 seconds).. 

Modifié par peddroelmz, 07 décembre 2012 - 07:50 .


#380
I_pity_the_fool

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peddroelmz wrote...

Jay_Hoxtatron wrote...

Hey Peddroelmz/Corlist, I have a question. Does the Reegar benefit from Smart choke? I remember you said that it was inaccurate, and that not all pellets hit the target.

Thanks in advance for the clarification.

PS ; if it does benefit, can you explain it in detail. :)


I don't know (pretty sure it doesn't benefit +accuracy )...  Pretty hard to tell as Reegar does not leave pellet impact marks like the other weapons ... The "burn" mark it leaves on wall seems to be the same size no matter the range to wall // +accuracy consumables used..  (this would indicate that unlike the other weapons possible trajectories for pellets do not form a cone but a cylinder) ...

About not all the pellets hitting the target (even targets that should be impossible to miss such as ravager/Geth Prime) I have a new theory -  8 pellets at 1000 RPM - is like an assault weapon firing at 8000 RPM ...133 pellets per second .. Game engine might not be able to keep up ...  Lowering the ROF in config file so delay between bursts would be observable would help - but I cannot do that  ... 

MikeSlackenerny wrote...



When the patch goes live, can you guys do some kind of quick testing on Shadow to see if the "double count" on shadow strike with tactical cloak on still applies?




Eric Fagnan said he is not aware of any fix for this issue so it should still "work" the same ...Only now max damage SS builds should be able to get past 10k damage vs shields,barriers or armor ...

Shadow users will swarm the forums when/if that will happen for sure ... WHY IS MY SS no longer killing enemy X ?




Dunno if this has been answered yet, but I can edit the RoF of the Reegar in single player and report my results back.

What should I change/do?

#381
peddroelm

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will not help if you cannot measure damage done to enemies with a third party application (memory editor) ...

#382
Tybo

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Graal only needs to be charged for .8 seconds to reach double damage.

http://social.biowar.../index/15202482

#383
peddroelm

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tyhw wrote...

Graal only needs to be charged for .8 seconds to reach double damage.

http://social.biowar.../index/15202482


added to OP

#384
Guest_MastahDisastah_*

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Hey, can one of you please test if the typhoon really grants extra DR when fired from cover? Thanks in advance.

#385
CmnDwnWrkn

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corlist wrote...

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

Test data


Thanks a lot!!!

#386
Tybo

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 Sabotage tests (Turian Saboteur):

Tech Vulnerability gives a 50% melee bonus:

Gold Assault trooper: 1687.5-1087.5=600 dmg(base):

After Sabotage with TB:1687.5-787.5=900 dmg

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

Sabotage does 2x, not 1.5x damage to shields:

Rank 1 sabotage (300 damage)

Gold Nemesis: 1940-1340=600 damage to shields.  (300*2)

Rank 6 sabotage(480 base damage, TV)

Gold Nemesis:1940-500=1440 damage to shields (480*2*1.5)

Rank 6 Sabotage (QFI, 615 base damage, TV)

Gold Nemesis: 1940-95=1845 damage to shields (615*2*1.5)

#387
RottenBerries

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You would think this would be patched by now.

#388
Deerber

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Deerber wrote...

Ok, I have a question. How does ULM interact with mods that add weight?

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?


I'm bumping this because it's not been answered, as far as I know. Is anyone willing to tell me something about it? I'd appreciate it! ^_^

#389
Heggy

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Does anybody know if Sentry turret gets bonus damage from tech vulnerability?

#390
peddroelm

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Deerber wrote...

Deerber wrote...

Ok, I have a question. How does ULM interact with mods that add weight?

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?


I'm bumping this because it's not been answered, as far as I know. Is anyone willing to tell me something about it? I'd appreciate it! ^_^


Have no idea.. What I can test/measure with great precision is damage inflicted (even for fast rof // DOT effects) ... Cooldown lenghts do not directly impact damage inflicted ... A pretty accurate (and very time consuming ) way of measuring various cooldown lenghts is recorded video analysis which is not really my cup of tea ...

Modifié par peddroelmz, 12 décembre 2012 - 05:14 .


#391
Deerber

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peddroelmz wrote...

Deerber wrote...

Deerber wrote...

Ok, I have a question. How does ULM interact with mods that add weight?

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?


I'm bumping this because it's not been answered, as far as I know. Is anyone willing to tell me something about it? I'd appreciate it! ^_^


Have no idea.. What I can test/measure with great precision is damage inflicted (even for fast rof // DOT effects) ... Cooldown lenghts do not directly impact dmage inflicted ... A pretty accurate (an very time consuming ) way of measuring various cooldown lenghts is recorded video analysis which is not really my cup of tea ...


Oh I see. Thanks for all the other amazing tests then! =]

#392
peddroelm

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fail quote

Modifié par peddroelmz, 12 décembre 2012 - 05:13 .


#393
DieselL

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is there any difference on the damage a FIRE EXPLOSION deals by detonating it with a warp (level 4 specced for detonate),than a warp specced for(detonate/expose/pierce) deals against a primes armor?

How much damage does a FE deal and are there FEs that can deal more or less ?

#394
peddroelm

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DieselL wrote...

is there any difference on the damage a FIRE EXPLOSION deals by detonating it with a warp (level 4 specced for detonate),than a warp specced for (detonate/expose/pierce) deals against a primes armor? How much damage does a FE deal and are there FEs that can deal more or less ?


Say you prime with level X primer X in (1..6)

-------------------
detonate with Warp lvl 4 detonator

vs gold armor
100 * (1 + ((X + 4 - 2) * 0.15)) * 3.375 * 2

------------------
vs gold armor
detonate with Warp lvl 6 detonator (expose 15%)

100 * (1 + ((X + 6 - 2) * 0.15)) * 3.375 * 1.15 * 2
------------------------


gold 1/6 FE detonation vs armor (incendiary ammo as primer ;warp 6 with expose as detonator )

100 * (1 + ((6 + 1 - 2) * 0.15)) * 3.37500 * 1.15 * 2 = 1358.4375


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

gold 6/6 FE detonation vs armor (incinerate 6 as primer ;warp 6 with expose as detonator )

100 * (1 + ((6 + 6 - 2) * 0.15)) * 3.37500 * 1.15 * 2 = 1940.625



the formula for calculating combo damage

Modifié par peddroelmz, 12 décembre 2012 - 06:06 .


#395
DieselL

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thanks for the quick answer and the link

#396
Relix28

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DieselL wrote...

is there any difference on the damage a FIRE EXPLOSION deals by detonating it with a warp (level 4 specced for detonate),than a warp specced for(detonate/expose/pierce) deals against a primes armor?

How much damage does a FE deal and are there FEs that can deal more or less ?


The power of your FE depends on the lvl of both your primer and detonator powers.  So in your case, you would get more damage from your FE with rank 6 warp, than you would with a rank 4 warp.

For the exact damage numbers, refer to this thread.

EDIT: :ph34r:

Modifié par Relix28, 12 décembre 2012 - 06:04 .


#397
Quething

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I come on behalf of friends with questions about enemy power blocking.

My understanding is that if you apply a DoT on a banshee, and she puts up her hand of denial, the DoT does no damage but remains "active" and can start doing damage again once she drops her hand, provided there's any duration left. True?

Do phantoms and praetorians work the same? If I Reave a phantom and she bubbles, does she stop taking Reave damage? If the bubble drops while Reave has time left on it, does she start taking damage again? Does her bubble block Incendiary ammo DoT? Does it block the damage from front-loaded ammo effects like AP? What about prae bubbles?

If I drop a Warp on a hand-of-denial banshee, does it just fizzle out, or does it apply its damage (zeroed by the hand) and its DoT (zeroed while the hand is up, resumes once the hand falls)?

#398
peddroelm

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Quething wrote...

I come on behalf of friends with questions about enemy power blocking.

My understanding is that if you apply a DoT on a banshee, and she puts up her hand of denial, the DoT does no damage but remains "active" and can start doing damage again once she drops her hand, provided there's any duration left. True?

Do phantoms and praetorians work the same? If I Reave a phantom and she bubbles, does she stop taking Reave damage? If the bubble drops while Reave has time left on it, does she start taking damage again? Does her bubble block Incendiary ammo DoT? Does it block the damage from front-loaded ammo effects like AP? What about prae bubbles?

If I drop a Warp on a hand-of-denial banshee, does it just fizzle out, or does it apply its damage (zeroed by the hand) and its DoT (zeroed while the hand is up, resumes once the hand falls)?


Don't know ...

Running tests against insta kill capable enemies is nearly impossible ... Most accessible one is the phantom after her sword gets blown up - but  up to this point I have not tested the infamous power absortion buble (time consuming ) ..

#399
Shampoohorn

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OP and team, two questions:

-Does the 15% Vulnerability from Warp5b:Expose also apply to melee damage? The wording would suggest otherwise: "Increase weapon damage taken by a target by 15%. Increase power damage taken by a target by 15% for 10 seconds." But as we know, the tooltip wording in the game is frequently wrong.


-Does the 40% damage resistance from hard cover continue to apply when weapons are hip-fired from hard cover? The hipfire animation is substantially different versus when guns are aimed/zoomed. It seems to me that I take less damage when hipfiring but that may just be due to having a smaller hitbox (or whatever) exposed to enemy fire.

#400
peddroelm

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Shampoohorn wrote...


OP and team, two questions:

-Does the 15% Vulnerability from Warp5b:Expose also apply to melee damage? The wording would suggest otherwise: "Increase weapon damage taken by a target by 15%. Increase power damage taken by a target by 15% for 10 seconds." But as we know, the tooltip wording in the game is frequently wrong.


-Does the 40% damage resistance from hard cover continue to apply when weapons are hip-fired from hard cover? The hipfire animation is substantially different versus when guns are aimed/zoomed. It seems to me that I take less damage when hipfiring but that may just be due to having a smaller hitbox (or whatever) exposed to enemy fire.


1. no
2. yes . As long as you are facing towards the cover - you will get the cover DR even from enemies that flank you completely