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


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#526
UnknownMercenary

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Here is this totally scientific video I made of what I experienced re: cooldowns and weight mods

Played a total of 5 games off host today. Human and Krogan Soldiers experienced the added cooldown as intended, but my Turian Sentinel didn't...

#527
Jeremiah12LGeek

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I've been given a definitive answer to the second question in this thread.

But no one appears to be certain as to the answer to the first one.

Does a Geth Turret (or any pet) benefit from debuffs, or powers like the Justicar Warp Bubble?

If a turret is inside the bubble, would it receive DR and a shield regeneration boost?

There is one confident answer of no, but I thought I'd throw it in here as something to test/confirm. Excellent work on all the testing! :wizard:

#528
Dunvi

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UnknownMercenary wrote...

Here is this totally scientific video I made of what I experienced re: cooldowns and weight mods

Played a total of 5 games off host today. Human and Krogan Soldiers experienced the added cooldown as intended, but my Turian Sentinel didn't...


I've noticed what I swear is inconsistencies with the weight bug, but haven't had time to test it. Any evidence that I'm not crazy makes me pleased.

#529
BjornDaDwarf

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Dunvi wrote...

UnknownMercenary wrote...

Here is this totally scientific video I made of what I experienced re: cooldowns and weight mods

Played a total of 5 games off host today. Human and Krogan Soldiers experienced the added cooldown as intended, but my Turian Sentinel didn't...


I've noticed what I swear is inconsistencies with the weight bug, but haven't had time to test it. Any evidence that I'm not crazy makes me pleased.


I had both the Omni-blade and the HVB on a Crusader on the Edibot, and no question that I was getting significantly higher cooldowns.  But I've run that same setup on other shotguns and on the Crusader on other classes, and not had longer CDs.   And without having any other weapons equipped at all (so no ULM affecting anything). 

#530
Dunvi

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BjornDaDwarf wrote...

Dunvi wrote...

UnknownMercenary wrote...

Here is this totally scientific video I made of what I experienced re: cooldowns and weight mods

Played a total of 5 games off host today. Human and Krogan Soldiers experienced the added cooldown as intended, but my Turian Sentinel didn't...


I've noticed what I swear is inconsistencies with the weight bug, but haven't had time to test it. Any evidence that I'm not crazy makes me pleased.


I had both the Omni-blade and the HVB on a Crusader on the Edibot, and no question that I was getting significantly higher cooldowns.  But I've run that same setup on other shotguns and on the Crusader on other classes, and not had longer CDs.   And without having any other weapons equipped at all (so no ULM affecting anything). 


I swear I've had it happen while playing Drellguard and HA, but no proof other than my ragequits...

#531
Deerber

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Dunvi wrote...

BjornDaDwarf wrote...

Dunvi wrote...

UnknownMercenary wrote...

Here is this totally scientific video I made of what I experienced re: cooldowns and weight mods

Played a total of 5 games off host today. Human and Krogan Soldiers experienced the added cooldown as intended, but my Turian Sentinel didn't...


I've noticed what I swear is inconsistencies with the weight bug, but haven't had time to test it. Any evidence that I'm not crazy makes me pleased.


I had both the Omni-blade and the HVB on a Crusader on the Edibot, and no question that I was getting significantly higher cooldowns.  But I've run that same setup on other shotguns and on the Crusader on other classes, and not had longer CDs.   And without having any other weapons equipped at all (so no ULM affecting anything). 


I swear I've had it happen while playing Drellguard and HA, but no proof other than my ragequits...


Are you guys checking that you have the right cooldowns before entering the game? With the "choose another character" trick?

#532
peddroelm

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Jeremiah12LGeek wrote...

I've been given a definitive answer to the second question in this thread.

But no one appears to be certain as to the answer to the first one.

Does a Geth Turret (or any pet) benefit from debuffs, or powers like the Justicar Warp Bubble?

If a turret is inside the bubble, would it receive DR and a shield regeneration boost?

There is one confident answer of no, but I thought I'd throw it in here as something to test/confirm. Excellent work on all the testing! :wizard:


damage done by pets will be benefit from debuffs (ALL damage sources debuffs ) ..The shock attack from sentry turret will even benefit from tech vulnerability for what its worth ... 

No idea about the Damage reduction from bubble - but pets are so weak don't think it would matter much either way .. 
Don't know why you even care :) .. Even if I go trough the motions of testing for one of the pets there is no guarentee it will work the same for the rest of them .. And I'm never going to test them all :sick:

#533
unclemonster

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Dunvi wrote...

BjornDaDwarf wrote...

Dunvi wrote...

UnknownMercenary wrote...

Here is this totally scientific video I made of what I experienced re: cooldowns and weight mods

Played a total of 5 games off host today. Human and Krogan Soldiers experienced the added cooldown as intended, but my Turian Sentinel didn't...


I've noticed what I swear is inconsistencies with the weight bug, but haven't had time to test it. Any evidence that I'm not crazy makes me pleased.


I had both the Omni-blade and the HVB on a Crusader on the Edibot, and no question that I was getting significantly higher cooldowns.  But I've run that same setup on other shotguns and on the Crusader on other classes, and not had longer CDs.   And without having any other weapons equipped at all (so no ULM affecting anything). 


I swear I've had it happen while playing Drellguard and HA, but no proof other than my ragequits...


http://social.biowar.../index/15553764

I have yet to EVER notice any inconsistencies (playing Edibot as well)

As long as you don't go to your weapon screen, your cooldowns will remain as listed on the powers screen

Modifié par unclemonster, 07 mars 2013 - 05:59 .


#534
UnknownMercenary

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Dunvi wrote...

UnknownMercenary wrote...

Here is this totally scientific video I made of what I experienced re: cooldowns and weight mods

Played a total of 5 games off host today. Human and Krogan Soldiers experienced the added cooldown as intended, but my Turian Sentinel didn't...


I've noticed what I swear is inconsistencies with the weight bug, but haven't had time to test it. Any evidence that I'm not crazy makes me pleased.


I made a thread with a more detailed video on it here 

It may force me to give up on claymore vanguards :(

#535
UnknownMercenary

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Deerber wrote...

Are you guys checking that you have the right cooldowns before entering the game? With the "choose another character" trick?


is that supposed to make it more likely to work in your favour?

#536
Deerber

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UnknownMercenary wrote...

Deerber wrote...

Are you guys checking that you have the right cooldowns before entering the game? With the "choose another character" trick?


is that supposed to make it more likely to work in your favour?


No, it's just supposed to check beforehand if it will work or not. See the thread linked above ;)

#537
UnknownMercenary

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Well I've done that check before and still noticed longer cool downs off host...

Really did not notice it until Reckoning but it's not a huge deal at least with some of my characters.

#538
unclemonster

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UnknownMercenary wrote...

Well I've done that check before and still noticed longer cool downs off host...

Really did not notice it until Reckoning but it's not a huge deal at least with some of my characters.


read the 1st page on the thread I linked above, it explains it very simply and it is accurate

Modifié par unclemonster, 07 mars 2013 - 06:02 .


#539
UnknownMercenary

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I know all about the trick.

#540
unclemonster

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UnknownMercenary wrote...

I know all about the trick.


what kits/weapons are you questioning?
I will time their cooldowns after work
I always look at the power screen and check my cooldown times prior to match
I have yet to ever notice it changing in game

#541
UnknownMercenary

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I noticed it on human and Krogan soldiers, Drell vanguard, Turian sentinel, and the sexbot.

#542
Jeremiah12LGeek

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peddroelmz wrote...

No idea about the Damage reduction from bubble - but pets are so weak don't think it would matter much either way .. 
Don't know why you even care :) .. Even if I go trough the motions of testing for one of the pets there is no guarentee it will work the same for the rest of them .. And I'm never going to test them all  :sick:



Originally I was just curious. It stemmed from one of those "What would happen if: Geth turret, Justicar bubble, Volus, Destroyer etc.?" Questions.

Once I had asked, and no one knew for sure, it gradually became a bit of a weird obsession.  :P

Not so much because it makes a difference, but because it was the unknown.

I'm pretty sure they don't benefit from the bubble at all. And I don't think it could possibly make too much of a difference. I've often plopped my turret inside the bubble, if I was dropping it the area anyway. I figured even if it makes no difference, it doesn't hurt if it still has an angle to shoot stuff.

#543
BjornDaDwarf

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Do armored/shielded targets take any damage from Force? Obviously they can get staggered, and aren't going to get the ragdoll environment/physics damage. Just didn't know if they ever picked up some Force damage as well.

#544
Tybo

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BjornDaDwarf wrote...

Do armored/shielded targets take any damage from Force? Obviously they can get staggered, and aren't going to get the ragdoll environment/physics damage. Just didn't know if they ever picked up some Force damage as well.


I've personally never seen force do damage.  You can actually see it in the data logs we get when testing.  They will take damage from the power, then damage when they hit the ground from the ragdoll.  But no damage from force.

#545
BjornDaDwarf

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tyhw wrote...

BjornDaDwarf wrote...

Do armored/shielded targets take any damage from Force? Obviously they can get staggered, and aren't going to get the ragdoll environment/physics damage. Just didn't know if they ever picked up some Force damage as well.


I've personally never seen force do damage.  You can actually see it in the data logs we get when testing.  They will take damage from the power, then damage when they hit the ground from the ragdoll.  But no damage from force.


Thanks, that's what I thought.  I was looking back through one of the tests, and could see the Force ragdoll damage on an unshielded trooper, but had never seen that in a test against an armored target.  

#546
peddroelm

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BjornDaDwarf wrote...

Do armored/shielded targets take any damage from Force? Obviously they can get staggered, and aren't going to get the ragdoll environment/physics damage. Just didn't know if they ever picked up some Force damage as well.


force never damages directly - only when it project them into enviroment - so no ..

#547
Dunvi

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unclemonster wrote...

UnknownMercenary wrote...

I know all about the trick.


what kits/weapons are you questioning?
I will time their cooldowns after work
I always look at the power screen and check my cooldown times prior to match
I have yet to ever notice it changing in game



I never check my cooldown times in the power screen, but I know intimately how long certain characters' cooldowns should be. I have had it very randomly and suddenly (on kits that I have used wtihout problem in the past this way) suddenly feel too heavy. For my most weight dependent kits (Drellguard and HA are the two I'm thinking off of the top of my head) I have removed all heavy mods for now.

I first started noticing this when the last patch was released, but it might have been just chance. Right after it happened I spent several hours testing cooldown times in game with various mods and could not recreate it.

I'm happy to collect data to perhaps identify what might cause it to happen, I have a nice list of useful data from the drellguard match it happened on somewhere.

Modifié par Dunvi, 09 mars 2013 - 08:26 .


#548
Uchimura

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How much more weapon damage do Banshees take when their hand is raised?

#549
taplonaplo

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Dunvi wrote...
I never check my cooldown times in the power screen, but I know intimately how long certain characters' cooldowns should be. I have had it very randomly and suddenly (on kits that I have used wtihout problem in the past this way) suddenly feel too heavy. For my most weight dependent kits (Drellguard and HA are the two I'm thinking off of the top of my head) I have removed all heavy mods for now.

I first started noticing this when the last patch was released, but it might have been just chance. Right after it happened I spent several hours testing cooldown times in game with various mods and could not recreate it.

I'm happy to collect data to perhaps identify what might cause it to happen, I have a nice list of useful data from the drellguard match it happened on somewhere.

Can't it be related to what other people in the group have equipped? Say if the host is using ULM everyone takes the hit?

#550
Kittstalkur

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Hey Peddro. Could you check the shotgun damage bonus on the AIU's tactical cloak? I swear it feels like it isn't working, or it's additive or something. I've been seeing much better shotgun results on my QMI with Tac Scan than I have been on my AIU.