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


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#176
Bleachrude

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So, reading the numbers, for both the FQE and the Paladin, the incinerate/freeze combo works for both the paladin and the FQE?

Weird...there's a thread on the board saying it doesn't work....

#177
blaze55555

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Okay, cool, thanks for the quick response; any input on the conclusions I suggested could be true?
Additionally, do you mind checking Cyonan's data sheet over the next few days and making sure I didn't mess anything up or put in any inaccurate new info? Primarily the bright pink parts, as that's a new format block we're/I'm considering using; the idea is universalizing certain stats across all weapons b/c it would seem all weapon classes have at least 1 weapon with some function that every other weapon class shares.

i.e. chargeable weapons; SMG's, HP's, AR's, Sg's, and SR's all have chargeable weapons; some have RoF chargeable weapons, 1 uses a Scope that technically follows a charge mechanic, some have boolean damage modifiers, and some have proportional damage modifiers; etc. And yet there was no mention in the SMG's section of any row talking about Charge stats.
Additionally; refire times seem to be universal but some weapons lacked them (I think Sg's and maybe HP's)
And so on.

So to specify, the parts I specifically want you to verify and look into is the Chargeable weapons. I want you to verify that the charge times mentioned and whatnot and the multipliers and stuff are all accurate, and that I'm not missing charge-based stats on a weapon with a charge mechanic (that I may not know about).

Also: I've seen it said somewhere that TC has a min duration of 1 second and you concluded it has a duration after it breaks of 2.5 seconds where the damage boost remains; if you did it this way then simply say so, but if not could you test this: Could you make sure that you weren't breaking it too soon and that you weren't including the 1 second base duration in the test?
i.e. Verify that you weren't including the 1 sec min duration worth of cloak time which would give a damage boost into the 2.5 second post-break damage boost duration; hold cloak on for like 1-2 seconds then start the test once more to see if it lasts 2.5 seconds of fire or only 1.5 seconds with w/e weapon can fire for 2.5 seconds on end without killing an enemy (phaeston seemed to work well)

Also: Mind doing 1 more striker/cloak test? This time activate cloak and then start firing the striker to break it, to see if the duration lasts more than 5 seconds w/o the ammo clip pack? I have a feeling if you include the charge-up duration with an extended clip mod it might make it last just long enough to see if it works the same or not (more than the 2.5 seconds-worth of cloak-damage-bonus base-duration), and if the Thermal Clip Pack is part of either a very specific bug or very specific mechanic intended for balance reasons.

Modifié par blaze55555, 08 octobre 2012 - 01:17 .


#178
peddroelm

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Bleachrude wrote...

So, reading the numbers, for both the FQE and the Paladin, the incinerate/freeze combo works for both the paladin and the FQE?

Weird...there's a thread on the board saying it doesn't work....


Re-read the post .. Got the wrong conclusions ... The freeze combo appears to work/not work depending on which defence type is hit (shield/armor/health..) and this seems to  vary with the power used to chill/freeze ..

#179
Bleachrude

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weird...

So the combo is useless for the FQE then since it doesn't work versus shields OR armour...but didnt your test show it working versus BOTH shields and armour?

Yet the paladin's snap freeze DOES work versus both shields and armour?

#180
peddroelm

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blaze55555 wrote...
After, the gun fires the 10 shots 'charged' costing 2 ammo per 1 round fired, which depletes the clip.

Not the case - displayed ammo counter decreases by 1 on full auto fire ...

blaze55555 wrote...
QUESTION: Even between each 8-projectile cluster, the difference in contact millisecond difference isn't all that off, are you certain you didn't miss more than it would seem?


Point blank shots on stationary ravager trapped into a corner ... Should be 0 misses - Of course impossible to tell with the Reegar that does not display pellet impacts ... The "missing" pellets either "go trough" or are dropped altogether.. (there might be some swarmer tanking involved (minor possibility) - if swarmers are spawned high enough - all further tests should be performed using shredder mod )


blaze55555 wrote...

So to specify, the parts I specifically want you to verify and look into is the Chargeable weapons. I want you to verify that the charge times mentioned and whatnot and the multipliers and stuff are all accurate, and that I'm not missing charge-based stats on a weapon with a charge mechanic (that I may not know about).



At quick glance they seem ok .. If I find errors in the future I'll PM ...

blaze55555 wrote...
Also: I've seen it said somewhere that TC has a min duration of 1 second and you concluded it has a duration after it breaks of 2.5 seconds where the damage boost remains; if you did it this way then simply say so,



Breaking TC cloak by weapon fire resulted in TC damage bonus with 2.5 game time seconds duration- for all weapons tested (with or without ammo packs) - except the striker ...


blaze55555 wrote...

Also: Mind doing 1 more striker/cloak test? This time activate cloak and then start firing the striker to break it, to see if the duration lasts more than 5 seconds w/o the ammo clip pack? I have a feeling if you include the charge-up duration with an extended clip mod it might make it last just long enough to see if it works the same or not (more than the 2.5 seconds-worth of cloak-damage-bonus base-duration), and if the Thermal Clip Pack is part of either a very specific bug or very specific mechanic intended for balance reasons.


Further tests will have to wait until the next DLC (tomorrow ?) .. I'm trying to scrounge up some credits to be able to test the new stuff (new ammos, abilities, weapons ...)

#181
peddroelm

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Bleachrude wrote...

weird...

So the combo is useless for the FQE then since it doesn't work versus shields OR armour...but didnt your test show it working versus BOTH shields and armour?

Yet the paladin's snap freeze DOES work versus both shields and armour?


I did no freeze combo tests after the  "fix" ... My tests are before the path and they showed the combo not working vs shieds for QFE ...

Modifié par peddroelmz, 08 octobre 2012 - 01:46 .


#182
blaze55555

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peddroelmz wrote...

blaze55555 wrote...
Also: I've seen it said somewhere that TC has a min duration of 1 second and you concluded it has a duration after it breaks of 2.5 seconds where the damage boost remains; if you did it this way then simply say so,



Breaking TC cloak by weapon fire resulted in TC damage bonus with 2.5 game time seconds duration- for all weapons tested (with or without ammo packs) - except the striker ...

blaze55555 wrote...

Also: Mind doing 1 more striker/cloak test? This time activate cloak and then start firing the striker to break it, to see if the duration lasts more than 5 seconds w/o the ammo clip pack? I have a feeling if you include the charge-up duration with an extended clip mod it might make it last just long enough to see if it works the same or not (more than the 2.5 seconds-worth of cloak-damage-bonus base-duration), and if the Thermal Clip Pack is part of either a very specific bug or very specific mechanic intended for balance reasons.


Further tests will have to wait until the next DLC (tomorrow ?) .. I'm trying to scrounge up some credits to be able to test the new stuff (new ammos, abilities, weapons ...)


Well, yeah, your test concluded that the guns when fired received the DBonus for 2.5 seconds, but did you ever cloak and wait a full second or two before firing, just to verify that you weren't getting a result where the concluded DBonus post-cloak-break duration included the 1 second minimum duration of Cloak? Does that make sense?

And I understand on the testing stuff, it's all good.

Also: As to the QFE tests, Could you/corlist redo the tests for Cryo Blast, Cryo Ammo, and Snap Freeze for each defense type for BOTH organics and synthetics? It appears that the Freeze Combo worked against the Cannibal with a QFE but not against the Armor of a Prime, perhaps test vs. a ravager or brute?

#183
peddroelm

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blaze55555 wrote...

Well, yeah, your test concluded that the guns when fired received the DBonus for 2.5 seconds, but did you ever cloak and wait a full second or two before firing, just to verify that you weren't getting a result where the concluded DBonus post-cloak-break duration included the 1 second minimum duration of Cloak? Does that make sense?



Most of the rof tests I've done measured either with cloak (2.5 seconds) or ammo pack (10 seconds) damage buffs were for charged up auto weapons (GPSMG, Strikerm, PPR , Typhoon) ... For those weapons you need to activate cloak after the weapon reached maximum rpm (can only reliably measure maximum rpm for charged autoweapons this way)... Obviosuly cloak will break as soon as you activate when firing auto weapons ...

However the paheston tests did not have this restricton - I'm not 100 % pozitive but pretty sure I some of the phaeston rof tests activated TC well before the phaeston .. Same 2.5 second damage bonus window after breaking cloak ....


blaze55555 wrote...
Also: As to the QFE tests, Could you/corlist redo the tests for Cryo Blast, Cryo Ammo, and Snap Freeze for each defense type for BOTH organics and synthetics? It appears that the Freeze Combo worked against the Cannibal with a QFE but not against the Armor of a Prime, perhaps test vs. a ravager or brute?


Yes more tests are needed ...We'll get to them ..eventually :) ...

Modifié par peddroelmz, 08 octobre 2012 - 03:03 .


#184
vironblood

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Cryo Blast + Incinerate Freeze Combo applies on all organic defenses

Cannibal Health

Damage: 928.125000 //impact: (1 + 0.1 + 0.15) * 2 * 330 * (1+0.2+0.3) * 0.75 = 928.125 OK
Damage: 51.562500 //DoT: (1 + 0.1 + 0.15) * 2 * 330 * (1+0.2+0.3) * 0.25 * 1/6 = 51.5625 OK
Damage: 38.671875 //BD DOT: (1 + 0.1 + 0.15) * 2 * 330 * (1+0.2+0.3) * 0.5 * 1/16 = 38.671875 OK
Damage: 51.562500
Damage: 38.671875
Damage: 51.562500
Damage: 38.671875
Damage: 51.562500
Damage: 38.671875
Damage: 51.562500
Damage: 38.671875
Damage: 51.562500
Damage: 38.671875
Damage: 38.671875
Damage: 38.671875
Damage: 38.671875
Damage: 38.671875
Damage: 30.937500 //Cryo Blast 1.25 multipliers expire, Incinerate Freeze Combo multiplier still applies
Damage: 30.937500
Damage: 30.937500
Damage: 30.937500
Damage: 30.937500
Damage: 30.937500


Marauder Shields/Banshee Barrier (damage done to shields/barrier rounded up)

Damage: 465.000000 //impact: (1 + 0.1 + 0.15) * 2 * 330 * (1+0.2+0.3) * 0.75 * 0.5 = 464.0625
Damage: 26.000000 //DOT: (1 + 0.1 + 0.15) * 2 * 330 * (1+0.2+0.3) * 0.25 * 1/6 * 0.5  = 25.78125
Damage: 20.000000 //BD DOT: (1 + 0.1 + 0.15) * 2 * 330 * (1+0.2+0.3) * 0.5 * 1/16 * 0.5  = 19.3359375
Damage: 26.000000
Damage: 20.000000
Damage: 26.000000
Damage: 20.000000
Damage: 26.000000
Damage: 20.000000
Damage: 26.000000
Damage: 20.000000
Damage: 26.000000
Damage: 20.000000
Damage: 16.000000 //Cryo Blast 1.25 multipliers expire, Incinerate Freeze Combo multiplier still applies
Damage: 16.000000
Damage: 16.000000
Damage: 16.000000
Damage: 16.000000
Damage: 16.000000
Damage: 16.000000
Damage: 16.000000
Damage: 16.000000
Damage: 16.000000


Brute Armor

Damage: 1392.187500 //impact: (1 + 0.1 + 0.15) * 2 * 330 * (1+0.2+0.3) * 0.75 * 1.5 = 1392.1875
Damage: 77.343750 //DOT: (1 + 0.1 + 0.15) * 2 * 330 * (1+0.2+0.3) * 0.25 *1/6 * 1.5 = 77.34375
Damage: 58.007813 //BD DOT: (1 + 0.1 + 0.15) * 2 * 330 * (1+0.2+0.3) * 0.5 *1/16 * 1.5 = 58.0078125
Damage: 77.343750
Damage: 58.007813
Damage: 77.343750
Damage: 58.007813
Damage: 77.343750
Damage: 58.007813
Damage: 77.343750
Damage: 58.007813
Damage: 77.343750
Damage: 58.007813
Damage: 46.406250 //Cryo Blast multipliers expire, Incinerate Freeze Combo multiplier still applies
Damage: 46.406250
Damage: 46.406250
Damage: 46.406250
Damage: 46.406250
Damage: 46.406250
Damage: 46.406250
Damage: 46.406250
Damage: 46.406250
Damage: 46.406250


Modifiers:
0.1 Cryo Blast Cryo Explosion evolution
0.15 Cryo Blast Frozen Vulnerability evolution
2 Incinerate Free Combo Evolution
0.2 Incinerate Rank 3 Damage
0.3 Quarian Defender power damage bonus
0.75/0.25/0.5 impact_damage/DOT/BD DOT
0.5 modifier against shields/barrier
1.5 modifier against armor
1/6 and 1/16 DOT is applied in one tick every 0.5sec (in this case 3sec and 8sec respectively)

DOT = damage over time
BD DOT = Incinerate evolution 3 Burning Damage DOT

Modifié par vironblood, 08 octobre 2012 - 03:44 .


#185
corlist

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So cryo blast freeze combo works if you take the cryo explosion evolution instead of speed reduction.
*edit* or it was against organics, will wait for more results

Modifié par corlist, 08 octobre 2012 - 03:16 .


#186
blaze55555

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corlist wrote...

So cryo blast freeze combo works if you take the cryo explosion evolution instead of speed reduction.
*edit* or it was against organics, will wait for more results

Considering the sanffu with learning the weird mechanics behind the Neural Shock evo of Overload, this should certainly be considered and looked into for powers like Incinerate; double check on Synthetic and Organic Health/Armor/Shields/(Barriers) with different evolutions up to the Freeze Combo, just to see if they might be messing with things. (Barriers don't exist on Synthetics that I know of)

To the above tests, just to confirm/summarize, it would seem that:

CBlast > Incinerate Freeze Combo against Organic Cannibal Health
Worked, Twice; [Here] and [Here]

CBlast > Incinerate Freeze Combo against Organic Marauder Shields
Worked, [Here]

CBlast > Incinerate Freeze Combo against Organic Brute Armor
Worked; [Here]

CBlast > Incinerate Freeze Combo against Organic Banshee Barriers
Worked; [Here]

CBlast > Incinerate Freeze Combo against Synthetic Prime Shields
Didn't work (Are you 100% certain the chill effect activated?) [Here]

CBlast > Incinerate Freeze Combo against Synthetic Prime Armor
Didn't work (Are you 100% certain the chill effect activated?) [Here]

SFreeze > Incinerate Freeze Combo against Synthetic Prime Armor
Worked [Here]

I request every test be done ~5 times in a given match? Just to verify that the freeze and chill effects are occuring?

#187
Tybo

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I've done, but haven't posted Snap Freeze>Incinerate. Works on organic shields but not organic health

#188
EmericaJosh

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I have to say, I appreciate a lot of your work and testing. Nice work man.

#189
Tybo

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Some assorted results from tests today:

Turian Havoc Soldier melee damage:

600 damage base.

100% vs shields and health
Armor and barriers untested


Collector Sniper Rifle X

85.4 damage per shot

Collector Rifle X

69.2 damage per shot

Turian Ghost Infiltrator
20% cloak bonus to assault rifles is multiplicative.
Stim Pack bonus is additive

EDIT:  Previously had wrong numbers for the Collector Sniper Rifle.  Updated number matches peddroelmz's, and is correct.

Modifié par tyhw, 10 octobre 2012 - 09:42 .


#190
peddroelm

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tyhw wrote...

...
Turian Ghost Infiltrator
20% cloak bonus to assault rifles is multiplicative.
Stim Pack bonus is additive

 

this means TGI is edging GI as top weapon DPS dealer and is more durable to boot ...

Modifié par peddroelmz, 10 octobre 2012 - 10:35 .


#191
Veramocor

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Two items I'd like to see are 1. an update to the Fire explosion formula. 2. confirm that shotgun omniblade melee damage multiplier works in the same as the other weapon melee attachments

#192
peddroelm

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Veramocor wrote...

Two items I'd like to see are 1. an update to the Fire explosion formula. 2. confirm that shotgun omniblade melee damage multiplier works in the same as the other weapon melee attachments


I've spend my saved up gredits before the last update that enbled the "new" weapon add-ons so I don't have any of them ... Probably Vironblood has it and will be able to test it (pretty sure will work the same (multiplicative) ) ... 

About the fire explosion formula - corlist will update his combo post when he can (think he is traveling atm ..) ..
Formula should be the same (they only changed base damage) - unless they fixed the DOT component ...

Modifié par peddroelmz, 11 octobre 2012 - 03:50 .


#193
BrainsplitterUK

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Could you possibly do some tests on the new weapon mods. In particular the effects on armour when using High velocity Barrel and Piercing mod together. Do they stack or is it redundant to have both equipped. Would be good to know. Thanks

#194
peddroelm

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BrainsplitterUK wrote...

Could you possibly do some tests on the new weapon mods. In particular the effects on armour when using High velocity Barrel and Piercing mod together. Do they stack or is it redundant to have both equipped. Would be good to know. Thanks


I currently lack most of the new weapon mods ... HVB + AP mod should stack (there is even a dev post on the matter) ...

#195
Veramocor

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One more. On recon mine with invasive scan 25% damage modifier. When the mine detonates does the 25% extra damage count for the mine damage or does the 25% extra damage not count because you detonated the mine thus stopping the scan.

#196
corlist

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blaze55555 wrote...

corlist wrote...

So cryo blast freeze combo works if you take the cryo explosion evolution instead of speed reduction.
*edit* or it was against organics, will wait for more results

Considering the sanffu with learning the weird mechanics behind the Neural Shock evo of Overload, this should certainly be considered and looked into for powers like Incinerate; double check on Synthetic and Organic Health/Armor/Shields/(Barriers) with different evolutions up to the Freeze Combo, just to see if they might be messing with things. (Barriers don't exist on Synthetics that I know of)

To the above tests, just to confirm/summarize, it would seem that:

CBlast > Incinerate Freeze Combo against Organic Cannibal Health
Worked, Twice; [Here] and [Here]

CBlast > Incinerate Freeze Combo against Organic Marauder Shields
Worked, [Here]

CBlast > Incinerate Freeze Combo against Organic Brute Armor
Worked; [Here]

CBlast > Incinerate Freeze Combo against Organic Banshee Barriers
Worked; [Here]

CBlast > Incinerate Freeze Combo against Synthetic Prime Shields
Didn't work (Are you 100% certain the chill effect activated?) [Here]

CBlast > Incinerate Freeze Combo against Synthetic Prime Armor
Didn't work (Are you 100% certain the chill effect activated?) [Here]

SFreeze > Incinerate Freeze Combo against Synthetic Prime Armor
Worked [Here]

I request every test be done ~5 times in a given match? Just to verify that the freeze and chill effects are occuring?


I am quite sure that the target is chilled - the 15% cryo blast debuff was applied. I can probably test more extensively in the next few days.

#197
Quething

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Not sure how easy this is to test, since I know there's been a lot of guesswork involved in DR calculations before, but: according to the Shield Boost DR evolution, damage reduction is capped at 90%. Is this true? And if they did sneak a DR nerf into the patch or the DLC to remove the possibility of invulnerable meleeing batarians, is that 90% figure a real 90% damage reduction, or a 90% reported-by-the-game damage reduction (and therefore lower real max DR in practice)?

#198
IronRush

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Please Corlist/Peddro
Could you guys test the new Phasic and Explosive ammos please? If all is working as intended.
Thank you so much.

#199
peddroelm

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IronRush wrote...

Please Corlist/Peddro
Could you guys test the new Phasic and Explosive ammos please? If all is working as intended.
Thank you so much.


here

#200
Guest_MastahDisastah_*

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hey, can someone test the exact value of Scion's cannon damage on each difficulty? Because apparently it's not a base damage of 800, but much higher.
Thanks in advance.

the difficulty multipliers should be
1,65x bronze
2,3x silver
2,9x gold
3,4x platinum

but it's no way possible that scions do 1320 damage per shot on bronze, seems to be over 2k