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


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#426
HolyAvenger

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Which powers stack, in terms of debuff and damage over time? I know reave stacks. So does DC if applied by two different characters.

What about warp? Do two warps stack with each other? Annihilation Fields?

#427
Deerber

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chipsandwich wrote...

This isn't a request for a test, but I'd like to ask about putting points in damage resistance vs points in fitness. Is there a black and white rule for one over the other, or is it dependent upon the character's fitness tree/DR power? I ask because I'm not really all that sure how to convert DR to effective hitpoints.


Ok, I'm not Peddro, but I think I can answer this. Also, I get the opportunity to be easily corrected if I'm wrong so I also check if what I think is right :happy:

Well, first remember that actual DR is equal to 75% of listed DR.

Then, the damage you take is reduced by the actual DR percent. So the formula for the damage you take is:

initial_damage * ( 1 - actual_DR ).

To know how much effective points of health/shields you can save by DR, you put that equal to your total health/shields:

initial_damage * ( 1 - actual_DR ) = full_HP,

so

initial_damage = full_HP / ( 1 - actual_DR ).

So basically, the formula to convert your DR in effective hitpoints goes like:

effective_hitpoints = amount_of_health / ( 1 - 75% * listed_DR ).

While the one for gaining fitness is obviously like

final_hitpoints = base_hitpoints * ( 1 + bonuses ).

They're different, and you should probably work the easy math each time to figure out what is better. Two things I find of general value which I can tell you:

- usually, if you have an ability with DR, it's better to spend 3 points in fitness than to spend those 6 points in the last 10% DR rank of the DR ability and then take no fitness. Example of this is the Geth Trooper.

- the calculus depends on the consumables you use as well. For example, using a cyclonic modulator will make the DR much more attractive than fitness, simply because the DR "bonus" is multiplicative on the cyclonic bonus, while the fitness is additive.

Hope I made it clear and didn't make any bad mistake :happy:

#428
peddroelm

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HolyAvenger wrote...

Which powers stack, in terms of debuff and damage over time? I know reave stacks. So does DC if applied by two different characters.

What about warp? Do two warps stack with each other? Annihilation Fields?


from one of my threads

"
Proximity Mines Debuffs from DIFFERENT players WILL STACK ... (go go all GI PARTY)
Warp Debuffs from DIFFERENT players will stack (both damage bonuses and armor weakening)...
Tactical scan will Remove Tactical scan debuff and then activate its on effect ( DOES NOT STACK EVER)
Biotic Bubble debuff DOES NOT STACK (ever)...
Recon Mine debuff DOES NOT STACK (ever)
Cryo Blast Debuffs from DIFFERENT players will stack (both damage bonuses and armor weakening)...
Snap Freeze Debuffs from DIFFERENT players will stack (both damage bonuses and armor weakening)...
(slow effects not tested yet..)

"

Don't remember testing annihilation field debuff stacking mechanics ...

#429
HolyAvenger

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peddroelmz wrote...

HolyAvenger wrote...

Which powers stack, in terms of debuff and damage over time? I know reave stacks. So does DC if applied by two different characters.

What about warp? Do two warps stack with each other? Annihilation Fields?


from one of my threads

"
Proximity Mines Debuffs from DIFFERENT players WILL STACK ... (go go all GI PARTY)
Warp Debuffs from DIFFERENT players will stack (both damage bonuses and armor weakening)...
Tactical scan will Remove Tactical scan debuff and then activate its on effect ( DOES NOT STACK EVER)
Biotic Bubble debuff DOES NOT STACK (ever)...
Recon Mine debuff DOES NOT STACK (ever)
Cryo Blast Debuffs from DIFFERENT players will stack (both damage bonuses and armor weakening)...
Snap Freeze Debuffs from DIFFERENT players will stack (both damage bonuses and armor weakening)...
(slow effects not tested yet..)

"

Don't remember testing annihilation field debuff stacking mechanics ...


Thanks. We played a 2xValkyrie and 2xFury Plat match last night, went very smoothly so was wondering about the AF mechanics as well.

Warp I suspected, so thanks for confirming. Handy info, will not double cast Tac Scan and Recon Mine when my teammate already hasPosted Image

#430
CmnDwnWrkn

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That's one issue I have with this game - the inconsistent mechanics of powers. This debuff stacks, but that one does not. This type of mine stacks, but a different type of mine doesn't. BioWare can't even keep track of all these "rules" for the powers, so how can the player be expected to? I have no problem with complex power mechanics, but these mechanics really do need to be better explained to the player.

Thank God for peddro and corlist and anyone else who has tested the powers. Otherwise, it would be impossible to figure out how these things work.

Modifié par CmnDwnWrkn, 17 décembre 2012 - 04:29 .


#431
Deerber

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CmnDwnWrkn wrote...

Thank God for peddro and corlist and anyone else who has tested the powers. Otherwise, it would be impossible to figure out how these things work.


Quoting for Truth.

#432
Learn To Love Yourself

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Deerber wrote...

CmnDwnWrkn wrote...

Thank God for peddro and corlist and anyone else who has tested the powers. Otherwise, it would be impossible to figure out how these things work.


Quoting for Truth.

Yes, thank you guys for the dedication you have brought to the community.  Simply invaluable and much appreciated.

#433
Learn To Love Yourself

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Jack Crapper wrote...

Not sure if this was asked already, or if others already know the answer to this, but:

If an Armor debuffing power, like Cryo Blast, Snap Freeze, Homing Grenades, etc is applied prior to another defense being dropped, such as shields or barriers. Will the debuff still apply to the armor once that defense is stripped within the debuff's duration?

One bump for this.
Thank you for your time, guys.

#434
peddroelm

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Jack Crapper wrote...

Jack Crapper wrote...

Not sure if this was asked already, or if others already know the answer to this, but:

If an Armor debuffing power, like Cryo Blast, Snap Freeze, Homing Grenades, etc is applied prior to another defense being dropped, such as shields or barriers. Will the debuff still apply to the armor once that defense is stripped within the debuff's duration?

One bump for this.
Thank you for your time, guys.


99% yes ... 

#435
Learn To Love Yourself

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peddroelmz wrote...

Jack Crapper wrote...

Jack Crapper wrote...

Not sure if this was asked already, or if others already know the answer to this, but:

If an Armor debuffing power, like Cryo Blast, Snap Freeze, Homing Grenades, etc is applied prior to another defense being dropped, such as shields or barriers. Will the debuff still apply to the armor once that defense is stripped within the debuff's duration?

One bump for this.
Thank you for your time, guys.


99% yes ... 

Many thanks, Peddro.

#436
Flambrose

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I'm wondering if you guys have ever done any tests with Half Blast Nova and Split Homing Grenade (also Hydra ML). Those evolutions are said to reduce the damage to 60%. I'm wondering if this means it reduces the base damage to 60% or gives a flat 40% deduction.. and if it's the former, whether Rank 5 burning damage on homing grenades goes off the modified base damage or the reduced one.

#437
Deerber

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Hi Peddro, I'd like to pose a simple request. Could you guys test the new characters a bit and see if there is any strange behaviour? I didn't notice any, but after what happened with the huntress etc, it's better to be safe than sorry. Would you mind? Thanks! :)

Edit: one thing I'd like to know, for example: does homing with evo5 fire damage + recon blow create a fire explosion? It's pretty hard to tell in the mess recon creates :lol:

Modifié par Deerber, 19 décembre 2012 - 05:57 .


#438
peddroelm

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Deerber wrote...

Hi Peddro, I'd like to pose a simple request. Could you guys test the new characters a bit and see if there is any strange behaviour? I didn't notice any, but after what happened with the huntress etc, it's better to be safe than sorry. Would you mind? Thanks! :)

Edit: one thing I'd like to know, for example: does homing with evo5 fire damage + recon blow create a fire explosion? It's pretty hard to tell in the mess recon creates :lol:


Will be away for the holidays .. Last time I've tried ME3 from that location I've got a high Origin disconnects (100% could not complete any game) so I had switched to other games for the duration ...

Will probably run some tests one the new classes but it might take a few weeks ..

According to Relix28 homing grenade does not set up(prime) fire explosion combos ...

#439
Deerber

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peddroelmz wrote...

Deerber wrote...

Hi Peddro, I'd like to pose a simple request. Could you guys test the new characters a bit and see if there is any strange behaviour? I didn't notice any, but after what happened with the huntress etc, it's better to be safe than sorry. Would you mind? Thanks! :)

Edit: one thing I'd like to know, for example: does homing with evo5 fire damage + recon blow create a fire explosion? It's pretty hard to tell in the mess recon creates :lol:


Will be away for the holidays .. Last time I've tried ME3 from that location I've got a high Origin disconnects (100% could not complete any game) so I had switched to other games for the duration ...

Will probably run some tests one the new classes but it might take a few weeks ..

According to Relix28 homing grenade does not set up(prime) fire explosion combos ...



Ok, no pressure, thanks for your time as always :)

Yeah I saw Relix posting about that, interesting info :unsure:

#440
CmnDwnWrkn

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NOOOOOOOOOOOOOOOOOOOOOO!

peddro, you can't take time off for the holidays!! WE NEED YOU

#441
Zero132132

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I've heard that a missile has 50,000 base damage, and that they must have increased it because we can kill some stuff with more total health/armor than that. Thing is, a friend of mine was running a level 1 character that was spec'd into Fitness and (I think) Tech Armor. He missiled a Possessed Praetorian directly, and it didn't die.

Has anyone tested whether or not missiles are affected by racial passives in terms of damage?

#442
CmnDwnWrkn

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Zero132132 wrote...

I've heard that a missile has 50,000 base damage, and that they must have increased it because we can kill some stuff with more total health/armor than that. Thing is, a friend of mine was running a level 1 character that was spec'd into Fitness and (I think) Tech Armor. He missiled a Possessed Praetorian directly, and it didn't die.

Has anyone tested whether or not missiles are affected by racial passives in terms of damage?


I know what you're talking about.  It might be passives, although I could swear I've both killed and left some damage on bosses with the same character.  I think it's also possible that it does less damage the further out from the point of impact. 

#443
peddroelm

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CmnDwnWrkn wrote...

NOOOOOOOOOOOOOOOOOOOOOO!

peddro, you can't take time off for the holidays!! WE NEED YOU


The location has a ME3 capable computer and decent internet connection ...
Origin however for some reason behaves like Amelie in this video

Modifié par peddroelmz, 20 décembre 2012 - 04:43 .


#444
Astreon

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This may have already been answered, but:

How is armor piercing handled on weapons with inherent penetration? For example if I'm running a Widow with its natural 0.50 m penetration and hit an armored target on gold, does the shot lose a full 50 damage or do these weapons have some amount of natural armor piercing?

My assumption is that all the weapons with inherent penetration (Typhoon, Crusader, Widow, Black Widow, and Javelin) have 0% armor piercing, but some amount of penetration, e.g. Black Widow + High Velocity Barrel V = 1.35 m penetration distance and 65% armor piercing.

Also related, how about penetration damage on these weapons? As I understand it, this game treats penetrated shots as boolean, hence a flat cut in damage based only on if the shot penetrated something or not. We have the piercing mods in this game topping out at -30% and -40%, do these add to or replace some base value on the naturally penetrating weapons?

#445
peddroelm

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Astreon wrote...

This may have already been answered, but:

How is armor piercing handled on weapons with inherent penetration? For example if I'm running a Widow with its natural 0.50 m penetration and hit an armored target on gold, does the shot lose a full 50 damage or do these weapons have some amount of natural armor piercing?


Projectile weapons ignore armor DR mechanic ... None of the hitscan weapon (the one capable of cover penetration) has innate armor piercing//weakening
(lose 50 damage per shot to gold/platinum armor DR )


Astreon wrote...
Also related, how about penetration damage on these weapons? As I understand it, this game treats penetrated shots as boolean, hence a flat cut in damage based only on if the shot penetrated something or not. We have the piercing mods in this game topping out at -30% and -40%, do these add to or replace some base value on the naturally penetrating weapons?


Until some recent patch all hitscan weapons lost damage due to piercing trough cover (drawback on the AP piercing mod) .. But at some point devs decided weapons with innate cover penetration should be immune to this drawback ..

#446
Astreon

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Thanks for the reply! With regard to the patched penetration damage, are these guns outright immune to penetration damage penalties or only up to their natural penetration distance?

#447
Eckswhyzed

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Flambrose wrote...

I'm wondering if you guys have ever done any tests with Half Blast Nova and Split Homing Grenade (also Hydra ML). Those evolutions are said to reduce the damage to 60%. I'm wondering if this means it reduces the base damage to 60% or gives a flat 40% deduction.. and if it's the former, whether Rank 5 burning damage on homing grenades goes off the modified base damage or the reduced one.


I am 99% confident that Half blast is a 40% additive deduction (so it's -40% of the base damage). I'm not sure about the other powers though. 

#448
peddroelm

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Astreon wrote...

Thanks for the reply! With regard to the patched penetration damage, are these guns outright immune to penetration damage penalties or only up to their natural penetration distance?


probably the first case .. 

#449
I_pity_the_fool

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There are some oddities with the figures for volus shield boost in the power screen of my volus characters.

Looking through the coalesced files, it seems my base shield boost should be 400 shields with 100 shields per second for 3 seconds. But, it seems that when I invest points in power damage for my passive, the amount of shields restored by shield boost goes up as well. Is this a bug? Is it just something that appears in the power screen and not "in real life"?

Also, I've noticed that evolution 6 in rank 6 increases shields boosted by 50%. The power description implies that it gives the volus and his allies 50% damage reduction for 6 seconds as well. (Actually the description is a little unclear - it seems to imply that it's the 50% increase in shields that reduces all damage taken by 50%). Well, if that's true, why would anyone take evolution 5?

#450
Poison_Berrie

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Don't know if this has come up before, can't find it, but is there a way to determine the AoE radius of the explosive weapons.