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


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#551
peddroelm

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Kittstalkur wrote...

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.


here

#552
Kittstalkur

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peddroelmz wrote...

Kittstalkur wrote...

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.


here


Ten days too slow eh? Thanks. Guess this makes the QMI definitively the better shotgun infiltrator for my PUG exploits. Pretty sad that the multiplic bonus on TC doesn't even last for an entire shot from a Claymore.

#553
Dunvi

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taplonaplo wrote...

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?


I considered it, but I haven't seen anything like that yet. I got the loadout of the host from the drellguard game I quit and rejoined on (took off HVB, suddenly wasn't mashing my charge button and being told it was still on cooldown) and she wasn't using it.

:(

#554
corlist

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DoT and summons do not dynamically change their power damage if power additives are toggled (tactical cloak, power mag). Exploding drone does work with swapped power mags. Link to post. This does not apply to mine-styled powers (have not tested cain trips).

Modifié par corlist, 14 mars 2013 - 12:12 .


#555
RecoonHoodie

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Does the Dark Sphere does 9x700 damage over time or 700 damage over 9 seconds?

#556
peddroelm

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RecoonHoodie wrote...

Does the Dark Sphere does 9x700 damage over time or 700 damage over 9 seconds?


b

dark sphere DOT not very significant

Modifié par peddroelmz, 14 mars 2013 - 04:45 .


#557
elitehunter34

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The collectors being bugged should've been crossed out a while ago. It was reported to be fixed according to the weekly balance changes. Perhaps this should be retested to confirm?

Modifié par elitehunter34, 16 mars 2013 - 01:37 .


#558
corlist

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Brute test

Both of a brute’s arms have a permanent 25% DR.
Brute’s armoured plates (both arms and chest) act as cover. All rules relating to cover and penetration apply as per normal.
Shooting off the plates expose the brute in areas previously covered. The brute will not experience a damage spike afterwards.
Shooting the claw deals an extremely low amount of damage (0.1% to 0.2%) it is not possible to shoot through the claw even with javelin + hvb + piercing.

data
*edit* fixed test link

-----

Also, platinum brute's armour is incorrectly scaled to its gold counterpart, resulting in a weaker brute than expected (15210 vs 17550). Combos are also affected and this weaker platinum brute takes reduced combo damage compared to other platinum enemies.

15210 / 17550 = 0.8666
observed vs calcuated FE: 1330.875000 / 1,535.625 = 0.8666~
observed vs calcuated BE: 4919.484375 / 5,676.328125 = 0.8666~

data

Modifié par corlist, 17 mai 2013 - 04:07 .


#559
Arctican

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This was asked in another thread, but what is the force behind the Juggernaut's light melee?

#560
corlist

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Juggernaut siege pulse 6B/evo 6 (+60% damage to shields, barriers and armour) gives 40% instead. It is multiplicative unlike previously tested.

Will put up the data tomorrow.

#561
corlist

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Arctican wrote...

This was asked in another thread, but what is the force behind the Juggernaut's light melee?


Should be pretty significant since I was testing just now and it very reliably staggered gold dragoons out of their melees (at least 750N). We're not able to determine the exact melee force from testing though.

#562
peddroelm

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corlist wrote...

Juggernaut siege pulse 6B/evo 6 (+60% damage to shields, barriers and armour) gives 40% instead. It is multiplicative unlike previously tested.

Will put up the data tomorrow.

 

probably always was in the previous test we got fooled by the skill description listing 60% witch by coincidence fitted at 60% additive when it was multiplicative 40% all along

600 * (1 + 0.2 + 0.3 + 0.6) * 1.35 = 1,701

600 * (1 + 0.2 + 0.3) * 1.35 * 1.4 = 1,701

tada

#563
Deerber

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corlist wrote...

Brute test

Both of a brute’s arms have a permanent 25% DR.
Brute’s armoured plates (both arms and chest) act as cover. All rules relating to cover and penetration apply as per normal.
Shooting off the plates expose the brute in areas previously covered. The brute will not experience a damage spike afterwards.
Shooting the claw deals an extremely low amount of damage (0.1% to 0.2%) it is not possible to shoot through the claw even with javelin + hvb + piercing.

data

-----

Also, platinum brute's armour is incorrectly scaled to its gold counterpart, resulting in a weaker brute than expected (15210 vs 17550). Combo damage is likewise affected and scaled downwards with this weaker brute.

15210 / 17550 = 0.8666
observed vs calcuated FE: 1330.875000 / 1,535.625 = 0.8666~
observed vs calcuated BE: 4919.484375 / 5,676.328125 = 0.8666~

data


Thanks for testing this, Corlist, Brutes always struck me as strange targets... Sometimes they would get a certain amount of damage, other times next to none. Now I know why.

One question though. When you detonate an explosion on a Platinum Brute, is the explosion itself weaker, or is it simply the Brute taking less damage from it? This is interesting is there are other enemies in the explosion's radius. If you don't want to bother testing it, even a reasonable guess would be nice :)

Thanks!

#564
corlist

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Deerber wrote...

Thanks for testing this, Corlist, Brutes always struck me as strange targets... Sometimes they would get a certain amount of damage, other times next to none. Now I know why.

One question though. When you detonate an explosion on a Platinum Brute, is the explosion itself weaker, or is it simply the Brute taking less damage from it? This is interesting is there are other enemies in the explosion's radius. If you don't want to bother testing it, even a reasonable guess would be nice :)

Thanks!


I'll give you a reasonable guess, then I'll test it. I would guess that it will affect the combo damage (a weaker explosion) overall if a plat brute was caught in the AoE along with other targets.

This behaviour was originally seen a long time ago with ravager and its swarmers. As long as a tech burst also hit the swarmers along with the ravager, combo damage fell to base (1.0x, below bronze multiplier). We surmised that it is because that the swarmer's health do not get scaled across difficulties but never did further tests about it.

--------------------------------------------------
*edit*

Tested and updated the post above. Only the brute itself took reduced combo damage, other targets caught in the AoE took the correct amount regardless of who the combo originates from.

Modifié par corlist, 22 mars 2013 - 01:49 .


#565
corlist

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With the advent of the pistol and SMG power mags, any character will be able to change their current power bonuses on the fly.

I was doing some tests on when power bonuses are calculated but I decided to scrap doing it for all powers and instead focus on important ones. Here's what I have.

Dark channel: The damage for the entire DoT for dark channel is calculated from the point where it is first casted. The damage remains the same even if DC jumps to another target.

Recon mine: The damage of the mine is calculated when you detonate it.

Dark sphere: The explosion damage is calculated at the point where it is detonated.

Cain trip mine: The damage is calculated when the mine is tripped.

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

Extra bonus: Singularity
Singularity's default DoT (not the lift DoT) calculates for damage on every 0.75s tick.

data

#566
Kommandant Schaefer

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corlist wrote...

Snap freeze
Tech combo does not do anything to either TBs, FEs or CEs.
Snap Freeze cryo explosions will always do 2x damage. (bug)


so you say if you put points into the other evolution, you still have 2x cryo explosion damage and the other explosions are not affected in any case?

Modifié par Kommandant Schäfer, 23 mars 2013 - 07:13 .


#567
Koenig888

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Kommandant Schäfer wrote...

corlist wrote...

Snap freeze
Tech combo does not do anything to either TBs, FEs or CEs.
Snap Freeze cryo explosions will always do 2x damage. (bug)


so you say if you put points into the other evolution, you still have 2x cryo explosion damage and the other explosions are not affected in any case?


Yup

#568
I_pity_the_fool

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corlist wrote...

Arctican wrote...

This was asked in another thread, but what is the force behind the Juggernaut's light melee?


Should be pretty significant since I was testing just now and it very reliably staggered gold dragoons out of their melees (at least 750N). We're not able to determine the exact melee force from testing though.


Coalesced says light melee does 250 base damage and 800N force in, if I am interpreting this correctly, a 3m radius in a 360 degree arc.

#569
Deerber

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corlist wrote...

Deerber wrote...

Thanks for testing this, Corlist, Brutes always struck me as strange targets... Sometimes they would get a certain amount of damage, other times next to none. Now I know why.

One question though. When you detonate an explosion on a Platinum Brute, is the explosion itself weaker, or is it simply the Brute taking less damage from it? This is interesting is there are other enemies in the explosion's radius. If you don't want to bother testing it, even a reasonable guess would be nice :)

Thanks!


I'll give you a reasonable guess, then I'll test it. I would guess that it will affect the combo damage (a weaker explosion) overall if a plat brute was caught in the AoE along with other targets.

This behaviour was originally seen a long time ago with ravager and its swarmers. As long as a tech burst also hit the swarmers along with the ravager, combo damage fell to base (1.0x, below bronze multiplier). We surmised that it is because that the swarmer's health do not get scaled across difficulties but never did further tests about it.

--------------------------------------------------
*edit*

Tested and updated the post above. Only the brute itself took reduced combo damage, other targets caught in the AoE took the correct amount regardless of who the combo originates from.


Thank you very much! Nice to see it doesn't work as the swarmer thing - it would have been much disappointing. Thanks again! :wizard:

#570
darkchaosbunny

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Do melee upgrades like fitness/strength enhancer/tac cloak benefit the Batarian gauntlet?

#571
corlist

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darkchaosbunny wrote...

Do melee upgrades like fitness/strength enhancer/tac cloak benefit the Batarian gauntlet?


HA with 35% MD 1 shotted a bronze cannibal, so yes to fitness (and probably strength enhancer).
HI with 35% MD did not 1 shot a silver cannibal when not cloaked. When cloaked, it was a 1-shot, so yes to TC.
HSe with 0% MD 1 shotted a bronze cannibal with a 25% stunner, so yes to melee mods.

#572
darkchaosbunny

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corlist wrote...

darkchaosbunny wrote...

Do melee upgrades like fitness/strength enhancer/tac cloak benefit the Batarian gauntlet?


HA with 35% MD 1 shotted a bronze cannibal, so yes to fitness (and probably strength enhancer).
HI with 35% MD did not 1 shot a silver cannibal when not cloaked. When cloaked, it was a 1-shot, so yes to TC.
HSe with 0% MD 1 shotted a bronze cannibal with a 25% stunner, so yes to melee mods.


Thanks

And in case anyone was wondering:
Bronze Cannibal = 900 health
Silver Canibal = 1350 health
Bat. Gaunt. = 800 dmg
Courtesy of Cyonan

Modifié par darkchaosbunny, 29 mars 2013 - 04:22 .


#573
MikeSlackenerny

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Hey I remember you did some testing on Talon's omnibow, but I don't seem to find the link on page 1?

#574
Domnuxx

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MikeSlackenerny wrote...

Hey I remember you did some testing on Talon's omnibow, but I don't seem to find the link on page 1?

Link.

#575
sobit

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didn't find a link in the OP, but did you test the Batarian gauntlet already? Do you retain your original defense multipliers (1.5 against all defenses on most biotic classes) with the Gauntlet, or do you get batarian multipliers (0.75 againt armor).