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


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#576
peddroelm

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sobit wrote...

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).


I personally did not test this (except some AIU gauntlet tests - AIU has same modifiers as batarians :( ) ...

Should be pretty easy to "test" with a maximum melee specced AsariInfitrator with melee gear and consumables... No need for precise damage readout ...

Modifié par peddroelmz, 14 mai 2013 - 01:30 .


#577
sobit

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peddroelmz wrote...

sobit wrote...

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).


I personally did not test this (except some AIU gauntlet tests - AIU has same modifiers as batarians :( ) ...

Should be pretty easy to "test" with a maximum melee specced AsariInfitrator with melee gear and consumables... No need for precise damage readout ...

True. Thing is, my playtime is pretty limited and I'd be happy if someone else could do it. If noone else does it until next weekend I'm gonna do it and report back.

#578
Riccoshot

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As well as PC Master Race has access to Chakram Launher would be great to test it.
Main question is charged damage multiplayer.

Chakram and other stuff threas is here:
http://social.biowar.../index/16683168

Modifié par Riccoshot, 14 mai 2013 - 02:26 .


#579
corlist

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Chakram launcher mechanics
- Does 75% damage on impact.
- Does 25% damage in an area when it explodes.
- Charge multiplier is 3x. Strictly 1x or 3x. No continuously increasing variable charge.
- Takes about 1.3s to charge.
- Applies 100% ammo damage only on impact. No ammo damage or ammo effects are applied on AoE. Charging increases ammo damage.
- *edit* Can't score headshots.

Extra SP stuff:
- Formula for enemy HP: min_hp + (Shepard level / 60 * (max_hp - min_hp))
- Soldier passive ammo damage bonus is multiplicative additive with power bonuses.
- Ammo power headshot bonus is fully multiplicative with the all other headshot bonuses.
- Ammo power explosions in SP are based on the level of the ammo power instead of a fixed level 1 (unlike MP).

Test data

Modifié par corlist, 14 juin 2013 - 08:20 .


#580
Koenig888

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corlist wrote...
Charging increases ammo damage.


Hi, may I know whether this applies to any other chargeable weapons?

#581
Tybo

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Koenig888 wrote...

corlist wrote...
Charging increases ammo damage.


Hi, may I know whether this applies to any other chargeable weapons?


It does.  Graal and arc pistol charge in stages, with the accompanying ammo damage changes.  GPS always does ammo damage as if it was fully charged, even if it is not.  I believe the Kishock always does ammo damage as if it was uncharged, regardless of charge state.  PPR, Typhoon, etc.  will do increased ammo damage with the ramp modifier as well.

#582
Riccoshot

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Great stuff, my thanks corlist :)

#583
Koenig888

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tyhw wrote...

Koenig888 wrote...

corlist wrote...
Charging increases ammo damage.


Hi, may I know whether this applies to any other chargeable weapons?


It does.  Graal and arc pistol charge in stages, with the accompanying ammo damage changes.  GPS always does ammo damage as if it was fully charged, even if it is not.  I believe the Kishock always does ammo damage as if it was uncharged, regardless of charge state.  PPR, Typhoon, etc.  will do increased ammo damage with the ramp modifier as well.


Thanks, much appreciated.

#584
corlist

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[quote]sobit wrote...

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).[/quote]

[/quote]

The batarian gauntlet does not inherit defence multipliers.
Tested with AA.

Data

#585
sobit

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[quote]corlist wrote...

[quote]sobit wrote...

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).[/quote]

[/quote]

The batarian gauntlet does not inherit defence multipliers.
Tested with AA.

Data
[/quote]
Thanks a lot.

#586
Riccoshot

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How about test Polonium Rounds, i wonder what how exaclty stack happens and from what Dot base damage calculating.
If anybody interested in i'll give tutorual how to add them for test.

Or maybe anybody could give me software to test it myself, that would be great.
Thanks)

#587
Guest_Ghostknife72_*

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Riccoshot wrote...

How about test Polonium Rounds, i wonder what how exaclty stack happens and from what Dot base damage calculating.
If anybody interested in i'll give tutorual how to add them for test.

Or maybe anybody could give me software to test it myself, that would be great.
Thanks)


VERY good question. 

Also, can you have two different ammo powers with a mod?  That could be....interesting.  :devil:

#588
Forquetsson

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Just a quick question (and it's setup):
I've used the Graal on damage specced infiltrators before. I usually use it on a damage specced Human Soldier (with 70% damage bonus adrenaline rush.)
It seems a little lackluster on the infiltrators... does the : Charge, cloak, fire charged shot (without breaking cloak)
routine work correctly damage-wise?
Un-charged shots seem to be fine.

Thanks!

Example: This human soldier
narida.pytalhost.com/me3/classes/#Soldier/Human/OAMNR/GraalSpike10AO5AA1//ShotgunRailAmp3/CyclonicModulator4/StrongholdPackage5/

(Sorry about the links, not sure how to do it better here...)

and this infiltrator
http://narida.pytalh...ngholdPackage5/

Modifié par Forquetsson, 22 mai 2013 - 12:59 .


#589
Arctican

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I have a question about the Shadow's light melee. Normally, the Shadow's shields would get one shot by Atlas homing rockets, but there are rare instances times where the rocket does not even hit shield-gate while I am using light melee. I'm curious if her light melee also gives DR like the Slayer's light melee and if so how much?

#590
peddroelm

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I doubt there is a light melee in this game that doesn't provide some DR but I don't ever remember testing the precise amount for the shadow (most chars - long time to set up- time consuming) ..

Doubt this will ever get tested in the foreseeable future (I haven't started ME3 in maybe over 4 months , corlist moved on , ..)

#591
Guest_MasterReefa_*

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For rank 6 incinerate frozen damage evo, does that apply to the DoT?

#592
peddroelm

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MasterReefa wrote...

For rank 6 incinerate frozen damage evo, does that apply to the DoT?

yes

#593
vodkarules

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Against a chilled armoured enemy (cryo ammo or cryo blast), will incinerate do more damage with armour damage evo than with freeze combo?, and if so is it a significant difference?

#594
peddroelm

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vodkarules wrote...

Against a chilled armoured enemy (cryo ammo or cryo blast), will incinerate do more damage with armour damage evo than with freeze combo?, and if so is it a significant difference?


going from memory here - freeze combo is *2  and vs armor evo is *1.5 .., If you've got a source of chill freeze combo will do more vs armor ..

#595
Groth666

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I was trying to find some info here, as well as in the other parts of the internet but couldnt get the answer. How do you guys get all the data of the damage done? I guess it's some sort of memory viewer, though I'd appreciate maybe a quick, general guide how to do this particularly in ME3. I'd like to run a few tests on my own, maybe contribute to this topic a bit as well. Thanks in advance.

#596
Dunvi

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memory viewers, cyonan's got the coalesced memorized, i've been looking at decompiled game scripts...

#597
peddroelm

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https://docs.google....DFoSG53dW8/edit

#598
Groth666

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 Thanks very much for the fast response. It works perfectly. I did the test I was intending to do and got some interesting conclusions, regarding N7 Shadow's Shadow Strike. 

As I expected, evo 6 in sword mastery DOES increase SS damage to Armor, but ONLY the part on impact. Didn't backup the log, though I can remember the damage values, hope it's fine. If needed can run test again and post the log. 

My bonuses to SS damage:
-0.8 tactical cloak
-0.5 tactical cloak melee
-0.35 power passives
-0,65 melee passives(no evo melee 5)
-0.2 SS bonus(no full damage build, kinda defensive as well)
-x1.5 shotgun omni-blade 

Measured values:
Brute, gold(13500 armor) cloak ON
-5805 (impact)
-10x 154.799..... 

impact_without_armor_mod = (600 * (1 + 0.8*2 + 0.5 + 0.35 + 0.65 + 0.2))*1.5 = 3870
3870 != 5805 //something is wrong
impact_with_armor_mod = impact_without_armor_mod * 1.5 = 5805
5805 == 5805 //so sword evo 6 does work!

Dot component(SS evo 5)
dot_component = (impact_without_armor_mod * 0.4)/10 = 154.8 //damage of each dot
154.8 == 154.799... //sword evo 6 doesn't affect dot component

Highest theoritical damage per SS, additionaly include:
-0.5 sword evo 5a
-0.3 SS evo 4a
-0.5 SS evo 6a
-0.5 Power Amplifier IV
-0.3 Strength Enhancer III
-0.2 Hydrualic Joints V

impact_with_armor_mod_top = (600 *(1 + sum_all_bonuses))*1.5*1.5 = 8910
overall_dot_top = (600 *(1 + sum_all_bonuses))*1.5*0.4 = 2376
damage_top = 8910 + 2376 = 11286 //so buggy

Didn't test for sword evo 6a shields/barriers but I assume it's gonna work the same. And SS still uses 80% tactical cloak twice!

#599
Dunvi

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:P could have told you some of that. i don't know as much about ss yet as i would like - it's got a buggy relationship between the melee and power elements of it, hard to follow. maybe i'll take a look at it again, see if i can properly map it out.

Modifié par Dunvi, 10 août 2013 - 08:55 .


#600
Dunvi

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Posting the shotgun spreads more carefully here, complete with graphs courtesy of wolframalpha and paint:

Katana, Scimitar, and Claymore
(-256.0, 256.0), (-256.0, -256.0), (256.0, -256.0), (256.0, 256.0),
(-512.0, 512.0), (-512.0, -512.0), (512.0, 512.0), (128.0, -128.0)
http://img.photobuck...51.png~original

Disciple
(-112.0, 112.0), (-336.0, -336.0), (336.0, -336.0), (336.0, 336.0),
(-473.0, 0.0), (-473.0, 0.0), (0.0, 473.0), (0.0, -473.0)
http://img.photobuck...89.png~original

Eviscerator, Wraith
(-105.0, 105.0), (-315.0, -315.0), (315.0, -315.0), (315.0, 315.0),
(-420.0, 0.0), (-420.0, 0.0), (0.0, 420.0), (0.0, -420.0)
http://img.photobuck...e2.png~original

Raider
(-1024.0, -256.0), (-1024.0, 256.0), (1024.0, -256.0), (1024.0, 256.0),
(-512.0, 512.0), (-512.0, -512.0), (512.0, 512.0), (512.0, -512.0)
http://img.photobuck...e7.png~original

Piranha
(-1024.0, -256.0), (-1024.0, 256.0), (1024.0, -256.0), (1024.0, 256.0),
(-256.0, 1024.0), (-256.0, -1024.0), (256.0, 1024.0), (256.0, -1024.0)
http://img.photobuck...b2.png~original

Graal and Talon seem to use random values determined by their min/max aim errors.

Modifié par Dunvi, 14 août 2013 - 06:45 .