See here:
http://social.biowar.../index/11485213
Modifié par tyhw, 27 septembre 2012 - 06:38 .
Modifié par tyhw, 27 septembre 2012 - 06:38 .
Modifié par vironblood, 27 septembre 2012 - 10:27 .
sareth_65536 wrote...
When you get to this, maybe my experience will be useful...peddroelmz wrote...
lots of things I'll have to test before that - see how reliable/constant amount of damage enemies do (because without such an enemy all hope in testing player damage reduced mechanics are dashed) .. Test if// how much DR melee attacks provide, DR stacking mechanics - see if the currently circulating formulas about it holds any merit ... ... ...
That's all on gold.
Prime's shot deals reliably constant amount of damage for sure. This come to me because full fitness AV (no post-charge DR) after first shot always left with veery small bar of shields - they are almost gone but still shield gate is not triggered.
some not very accurate results...
full futness AJ with 30%DR bubble, 40%DR reave and stronghold package gear:
When staying in cover inside the bubble and spamming reave I receive little damage from all sources. Prime/atlas shoots takes down around 14 of shields. Once a phantom flanked me and meleed by her two-hit melee, and I lost only a bit more than a half of shields.
full fitness meleeing batarian with 45%DR blade armor and stronghold package gear:
Prime's shot takes down something around 1.5 bars of health. If pyro starts to melt me at the same time I start melee, I lose around 2 bars of health.
As i don't see it here, I'm going to assume you didn't do it when testing this the first time, but in Peddroelmz' centralized link to game mechanics tests & conclusions, the link to this test reads "Global melee damage mutliplier?" - the ? mark suggests it hasn't been tested globally (to me). Just spec up some poor sap, a human or a krogan, and have a Quarian with sabotage specced properly join the same match. Have the quarian sabotage then have the krogan/human/other person melee and see if the result is as expected...tyhw wrote...
Update: Sabotage debuff is multiplicative to melee mod multiplier.
Test:
QFI 35% melee damage bonus, Juggernaut IV (8.25%), Omniblade V
Heavy melee:
Geth trooper: 1856-779.7498=1076.2502
Expected: 600*(1+.35+.085)*1.25=1076.25 OK
Sabotage, then Heavy melee:
Geth trooper: 1856-241.6248=1614.3752
Expected: 600*(1+.35+.085)*1.25*1.5=1614.375 OK
Update 2: However, QFI melee is not considered a tech attack.
Test:
QFI 35% melee damage bonus, Engineering kit III (10%)
Heavy melee:
Assault trooper: 1687.5-877.5=810
Expected: 600*(1+.35)=810. Engineering kit is not adding any damage to melee
blaze55555 wrote...
As i don't see it here, I'm going to assume you didn't do it when testing this the first time, but in Peddroelmz' centralized link to game mechanics tests & conclusions, the link to this test reads "Global melee damage mutliplier?" - the ? mark suggests it hasn't been tested globally (to me). Just spec up some poor sap, a human or a krogan, and have a Quarian with sabotage specced properly join the same match. Have the quarian sabotage then have the krogan/human/other person melee and see if the result is as expected...tyhw wrote...
Update: Sabotage debuff is multiplicative to melee mod multiplier.
Test:
QFI 35% melee damage bonus, Juggernaut IV (8.25%), Omniblade V
Heavy melee:
Geth trooper: 1856-779.7498=1076.2502
Expected: 600*(1+.35+.085)*1.25=1076.25 OK
Sabotage, then Heavy melee:
Geth trooper: 1856-241.6248=1614.3752
Expected: 600*(1+.35+.085)*1.25*1.5=1614.375 OK
Update 2: However, QFI melee is not considered a tech attack.
Test:
QFI 35% melee damage bonus, Engineering kit III (10%)
Heavy melee:
Assault trooper: 1687.5-877.5=810
Expected: 600*(1+.35)=810. Engineering kit is not adding any damage to melee
Additionally: Verify that the light melee is also affected?
I'm kinda curious if the game considers light and heavy melee completely separately...
Cool - thanks for the quick response. And thanks for the info, too!peddroelmz wrote...
blah blah blah awesome quick resonse stuff-blaze55555 wrote...
blah blah blah request stufftyhw wrote...
blah blah blah. statistical test stuff
we did test this - only other QI will get the melee damage bonus from sabotage...
blaze55555 wrote...
Dear Peddroelmz, testers, and the gang of awesome,
I hope to god I'm not annoying you guys with all my inquiries, requests, and occasional second-guessing of posted data. DX
I just wish I could help and want to learn more about the game mechanics (I presume just the same as you). Thanks for all data given, responses typed, and humoring of my posts. You guys are awesome. And on the off-chance that I'm just annoying you guys, sorry!
corlist wrote...
blaze55555 wrote...
Dear Peddroelmz, testers, and the gang of awesome,
I hope to god I'm not annoying you guys with all my inquiries, requests, and occasional second-guessing of posted data. DX
I just wish I could help and want to learn more about the game mechanics (I presume just the same as you). Thanks for all data given, responses typed, and humoring of my posts. You guys are awesome. And on the off-chance that I'm just annoying you guys, sorry!
Are you annoying us with constant queries and requests?
No at all. I feel that it would be great if were requests as it would make me feel as though my tests would have helped someone rather than doing random tests that nobody would really care about.
Second-guessing of data is annoying?
Second-guessing results are what we do all the time unless all factors are confirmed and known. Doing so helps to point out any possible factors which are not considered.
You wish to help and learn more about game mechanics?
The most direct way to help is by putting up requests for unknown mechanics, which is what this thread is all about.
Disclaimer: These are all my personal views and not necessarily representative of the views of all other testers, even though they may feel the same way.
Modifié par blaze55555, 04 octobre 2012 - 04:54 .
Modifié par peddroelmz, 04 octobre 2012 - 11:20 .
Jay_Hoxtatron wrote...
Hey Peddroelmz/Corlist, I have a question. Does the Reegar benefit from Smart choke? I remember you said that it was inaccurate, and that not all pellets hit the target.
Thanks in advance for the clarification.
PS ; if it does benefit, can you explain it in detail.
MikeSlackenerny wrote...
When the patch goes live, can you guys do some kind of quick testing on Shadow to see if the "double count" on shadow strike with tactical cloak on still applies?
Modifié par peddroelmz, 04 octobre 2012 - 12:22 .
peddroelmz wrote...
corlist wrote...
Are you annoying us with constant queries and requests?
No at all. I feel that it would be great if were requests as it would make me feel as though my tests would have helped someone rather than doing random tests that nobody would really care about.
Second-guessing of data is annoying?
Second-guessing results are what we do all the time unless all factors are confirmed and known. Doing so helps to point out any possible factors which are not considered.
You wish to help and learn more about game mechanics?
The most direct way to help is by putting up requests for unknown mechanics, which is what this thread is all about.
Disclaimer: These are all my personal views and not necessarily representative of the views of all other testers, even though they may feel the same way.
+1
We didn't test this one because of thisMiaoven Winter wrote...
Inferno Grenades Shrapnel Evo; comprehensive how-does-it-work (surprised this isn't one you guys tried to tackle early on).
Miaoven Winter wrote...
Striker + Ammo damage boosts, specifically AP and Warp.
And since the patch is out, you'll definitely need to test the new headshot bonuses on Primes/Banshees/Brutes, as well as the Atlas exhaust port.
Modifié par peddroelmz, 04 octobre 2012 - 12:59 .
blaze55555 wrote...
One request, peddro: A second reegar test request (I requested one above). Try to see if you can pull this off:
Charge the weapon and fire a single pellet, then release the trigger, and repeat through a full 22 ammo clip to prove that 22 x 8 x 66 damage can be done with a single reegar clip. This is mainly to test to see if there is any burst-fire mechanics or whatnot. (Or if you have, in the past, successfully shot only 1 single reegar ammo in the past, say so)
peddroelmz wrote...
blaze55555 wrote...
One request, peddro: A second reegar test request (I requested one above). Try to see if you can pull this off:
Charge the weapon and fire a single pellet, then release the trigger, and repeat through a full 22 ammo clip to prove that 22 x 8 x 66 damage can be done with a single reegar clip. This is mainly to test to see if there is any burst-fire mechanics or whatnot. (Or if you have, in the past, successfully shot only 1 single reegar ammo in the past, say so)
I did on numerous occasions fire the first ammo from the clip and got 8 pellet hits ... I did however never try to fire the entire clip shot by shot ... Will do more reegar tests in the future but patch related stuff will probably get tested first...
Modifié par blaze55555, 04 octobre 2012 - 03:33 .
blaze55555 wrote...
peddroelmz wrote...
blaze55555 wrote...
One request, peddro: A second reegar test request (I requested one above). Try to see if you can pull this off:
Charge the weapon and fire a single pellet, then release the trigger, and repeat through a full 22 ammo clip to prove that 22 x 8 x 66 damage can be done with a single reegar clip. This is mainly to test to see if there is any burst-fire mechanics or whatnot. (Or if you have, in the past, successfully shot only 1 single reegar ammo in the past, say so)
I did on numerous occasions fire the first ammo from the clip and got 8 pellet hits ... I did however never try to fire the entire clip shot by shot ... Will do more reegar tests in the future but patch related stuff will probably get tested first...
Understood, SIR! *Salutes* keep being awesome!
Dunno if the guy tested to prove this, or if that's relevant (as he meantions coalesced.ini files) but i believe this post is from page 2 of this thread:
http://social.biowar...855086/13908411
It is relevant to the guy who, higher up on this page, asked about if the accuracy mods aid the Reegar at all. i don't know if the guy did any testing to prove that the game considers the Reegar accuracy stats to be the same/different from the rest of the SG accuracy stats, or if he is the only person in the world who has seen all of the coalesce.ini accuracy stat names, and thusly can actually say what each means and does, but he does give the conclusion that the Reegar does not/should not benefit, at least from the Smart Choke (or all Acc bonuses? I can't remember)
vironblood wrote...
The Reegar accuracy related stats from the DLC bioweapon.ini are 0. These stats can also be seen on Cyonan's weapon spreadsheet as they are datamined from the same sources. For testing purposes, as far as the Reegar visual effect goes, from a range of 4m, there were no differences between a TSol with max accuracy on markman + smart choke vs a KSen with no accuracy bonuses.
Jay_Hoxtatron wrote...
But is there a way to test the Reegar's accuracy without relying on the visual effect?
Modifié par corlist, 08 octobre 2012 - 11:08 .
I mainly refer the first link above, but someone posted on Cyonan's weapon stats thread, this:peddroelmz wrote...
Reegar vs Silver Ravager // with timestamps
link
This is test vs Assault trooper (moving - so some pellets were bound to miss - did not repeat the test vs Stationary Ravager ..
With timestamp delay between shots and also between ammo counter updates (reegar uses 1 ammo per shot ..)
link
I'm going to try to relook at the first link of yours (the first that I quoted, as there are ~3 links in the post I quoted which I truncated for spacial reasons), but I just want to verify, the millisecond delay column, that is milliseconds between the bullet that is hitting and the very last bullet to make contact, right? so going from the data sample, starting from the first bullet:Kyrene wrote...
Has anyone tested the RoF of the Reegar Carbine? I'm getting consistent results of around 700 for a full clip of 22 (57 frames at 30 fps), as opposed to the 1000 the game files claim.
Modifié par blaze55555, 08 octobre 2012 - 12:39 .
blaze55555 wrote...
...but I want to know, the millisecond delay column, that is milliseconds between the bullet that is hitting and the very last bullet to make contact, right? so going from the data sample, starting from the first bullet:
The first bullet hits
It does 36 damage
The second bullet hits
It hits 16 milliseconds or 0.016 seconds after the 1st bullet
It does 36 damage
The third bullet hits
It hits 17 milliseconds or 0.017 seconds after the 2nd bullet
It does 36 damage
The fourth bullet hits
It hits 2 milliseconds or 0.002 seconds after the 3rd bullet
It does 36 damage
And so on and so forth, with the entire clip as stated in your post?
..
Modifié par peddroelmz, 08 octobre 2012 - 12:47 .