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


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#651
Deerber

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It seems like incendiary ammo prime has to do with the amount of damage DoT damage inflicted. If you shoot incendiary ammo slowly, one shot at a time, with a weapon like GPR, there will never be a FE primed. One shot from a javelin on the other hand will probably guarantee a prime.

 

Regarding disruptor ammo tech burst, I'm never really noticed any considerable delay. I use my HV a lot with talon + disruptor and I could quite often get 3 tech bursts in a shoot charge, shoot nova (x2) cycle. Just how much of a delay are we talking about?

 

My experience is in agreement with this. It's the reason why a Slayer with disruptor ammo is such a beasty setup.

 

It might be hard to tell but the very beginning of this video shows it.



EDIT: I meant certain detonators in my previous comment. Not certain primers.

 

Sorry man, I don't understand what that vid is supposed to show... Care to elaborate a bit? :)



#652
capn233

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It seems like incendiary ammo prime has to do with the amount of damage DoT damage inflicted. If you shoot incendiary ammo slowly, one shot at a time, with a weapon like GPR, there will never be a FE primed. One shot from a javelin on the other hand will probably guarantee a prime.

 

Regarding disruptor ammo tech burst, I'm never really noticed any considerable delay. I use my HV a lot with talon + disruptor and I could quite often get 3 tech bursts in a shoot charge, shoot nova (x2) cycle. Just how much of a delay are we talking about?

This seems unusual.  So the FE priming is separate from ammo proc chance?  For IA, the proc uses the same basic formula as DA or whathaveyou where it uses adjusted ROF to calculate the final chance.

 

edit:

 

digging around in the FireDamageOverTime game effect, PowerComboDamageThreshold=30.0
 

at least if it uses the same thing as IA the power.



#653
me0120

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Sorry man, I don't understand what that vid is supposed to show... Care to elaborate a bit? :)


Watch the routine on the Geth Prime. After I detonate the first Tech Burst the Disruptor visuals don't appear until some time after I continue shooting again. And what's interesting is the visuals appear in between shots.

#654
Deerber

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Watch the routine on the Geth Prime. After I detonate the first Tech Burst the Disruptor visuals don't appear until some time after I continue shooting again. And what's interesting is the visuals appear in between shots.

 

Ah I see. Well, it seems to me mostly a visual thing. HG have a visual effect too, and then only one of those can be displayed each time, probably. Which one it is, will probably depend on lots of things. If the game decides it's HG's, then it displays fire instead of electricity... Until the DoT of HG runs out, then it turns to electricity once more. Something like that. I doubt that there is anything more than just visuals involved, though...



#655
Heldarion

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I haven't even reasearched this, but I have a theory that the higher the damage value of a power, the higher its force. At least for certain powers. However, I have no idea how that scales. What I experienced while playing:

 

GI with this build can stagger a Gold Phantom with a Proximity mine (in or out of cloak). This changes if you take away the PM evolution 6a or go for the headshot bonus in the passives.

 

SI with this build cannot stagger a Gold Phantom with a Proximity mine (in or out of cloak).

 

I went for the same evolutions in PM and passives but the discrepancy remains.

 

The same should apply for Platinum, since the stagger threshold for Phantoms is 1000N on both difficulties.

 

 

Is there any data on this and if not, can you test this?



#656
capn233

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I always thought power damage bonus from passive affected force, but consumables didn't.



#657
Jeremiah12LGeek

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I always thought power damage bonus from passive affected force, but consumables didn't.

 

That's my understanding. I know Tech Armour's passives have an effect on force. I think the pistol/smg amps are like consumables, in that they only directly add to power damage, but not force.



#658
peddroelm

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updated op with a few SP test results

http://forum.bioware...p-test-results/


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#659
Jeremiah12LGeek

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That's my understanding. I know Tech Armour's passives have an effect on force. I think the pistol/smg amps are like consumables, in that they only directly add to power damage, but not force.

 

It's a two-year-old post about game mechanics, and I didn't sound completely clueless.

 

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