Dawn of the Melee Human Adept
#51
Posté 03 septembre 2012 - 11:03
#52
Posté 03 septembre 2012 - 11:04
tyhw wrote...
jaydubs67 wrote...
Actually, a +100% multiplier vs whatever defense would be enough to achieve 5,000 damage. Here's the math. To be clear, I haven't tested it, and I don't know if there are any multipliers at all. I can't actually confirm that HA melee does 5,000 damage, just that it could in fact do 5,000 damage if a +100% multiplier was in effect.
Base HA heavy melee = 500.
500 * (1[this is the base melee] + .95[this is the fitness melee tree] + .75[martial artist from fitness] + 1[melee damage amp] + .3[melee gear]) * (1[base] + .25[melee stunner and bayonet are multiplicative bonuses]) = 2,500
So the maximum damage before multipliers for the HA heavy melee is 2,500. If you add a +100% multiplier vs certain defenses (which is also multiplicative when applicable) you get 5,000.
Edit:
Whoops. Hydraulic joints (gear) actually adds 15% not 30%. So the damage is actually 2,406.5. Not a big difference, but worth noting I suppose.
Actually, melee gear only gives 30% as well. So the damage is
500*(1+.95+.75+.3+.15)*1.25=1968.5.
This number is consistent with the one bar of damage to banshee barriers, but to nothing else. There must be either a gigantic multiplier to defenses, or some sort of bug going on here. Unexpected behavior has previously been seen in the interaction between warp and incendiary ammo. Will have to try this out and see.
The melee consumable "Strength Enhancer" increases melee damage by 100%. At least according to the mostly widely used stats spreadsheet.
https://docs.google....X2c&output=html
#53
Posté 03 septembre 2012 - 11:04
#54
Posté 03 septembre 2012 - 11:05
Modifié par puldalpha, 03 septembre 2012 - 11:06 .
#55
Posté 03 septembre 2012 - 11:06
jaydubs67 wrote...
tyhw wrote...
jaydubs67 wrote...
Actually, a +100% multiplier vs whatever defense would be enough to achieve 5,000 damage. Here's the math. To be clear, I haven't tested it, and I don't know if there are any multipliers at all. I can't actually confirm that HA melee does 5,000 damage, just that it could in fact do 5,000 damage if a +100% multiplier was in effect.
Base HA heavy melee = 500.
500 * (1[this is the base melee] + .95[this is the fitness melee tree] + .75[martial artist from fitness] + 1[melee damage amp] + .3[melee gear]) * (1[base] + .25[melee stunner and bayonet are multiplicative bonuses]) = 2,500
So the maximum damage before multipliers for the HA heavy melee is 2,500. If you add a +100% multiplier vs certain defenses (which is also multiplicative when applicable) you get 5,000.
Edit:
Whoops. Hydraulic joints (gear) actually adds 15% not 30%. So the damage is actually 2,406.5. Not a big difference, but worth noting I suppose.
Actually, melee gear only gives 30% as well. So the damage is
500*(1+.95+.75+.3+.15)*1.25=1968.5.
This number is consistent with the one bar of damage to banshee barriers, but to nothing else. There must be either a gigantic multiplier to defenses, or some sort of bug going on here. Unexpected behavior has previously been seen in the interaction between warp and incendiary ammo. Will have to try this out and see.
The melee consumable "Strength Enhancer" increases melee damage by 100%. At least according to the mostly widely used stats spreadsheet.
https://docs.google....X2c&output=html
No. Don't spread false information. SE3 does 30% damage. Checked in Coalsced file.
#56
Posté 03 septembre 2012 - 11:06
#57
Posté 03 septembre 2012 - 11:10
tyhw wrote...
It's wrong. See here:
http://social.biowar.../index/13773218
Thank you. I was not aware of that. Other things to note in that thread, heavy melees (at least some of them) do have damage type modifiers.
So... things get even more mysterious.
#58
Posté 03 septembre 2012 - 11:10
No they don't. They have the same heavy melee as the Drells, aka. the Falcon Punch.soultaker65 wrote...
I'm about to test it on the Human Vanguard since they have the same heavy melee.
#59
Posté 03 septembre 2012 - 11:13
landylan wrote...
xGunKungFUx wrote...
1 heavy melee will take 5 bars off a Banshees barrier....What?
...this is what immediately caught my eye.
#60
Posté 03 septembre 2012 - 11:13
soultaker65 wrote...
I'm about to test it on the Human Vanguard since they have the same heavy melee.
The vanguard's is more of a punch than the adept's blast.
Modifié par dzero, 03 septembre 2012 - 11:13 .
#61
Posté 03 septembre 2012 - 11:15
Modifié par tyhw, 03 septembre 2012 - 11:18 .
#62
Posté 03 septembre 2012 - 11:16
jaydubs67 wrote...
Thank you. I was not aware of that. Other things to note in that thread, heavy melees (at least some of them) do have damage type modifiers.
So... things get even more mysterious.![]()
No problem. Where did you get the base melee damage from? The ones I've seen list it at 250...
#63
Posté 03 septembre 2012 - 11:17
tyhw wrote...
jaydubs67 wrote...
Thank you. I was not aware of that. Other things to note in that thread, heavy melees (at least some of them) do have damage type modifiers.
So... things get even more mysterious.![]()
No problem. Where did you get the base melee damage from? The ones I've seen list it at 250...
You can find it on the Multiplayer Balance Changes sticky.
Copy paste:
Human Adept Heavy Melee
- Base damage increased from 250 to 500
#64
Posté 03 septembre 2012 - 11:18
Influ wrote...
No they don't. They have the same heavy melee as the Drells, aka. the Falcon Punch.soultaker65 wrote...
I'm about to test it on the Human Vanguard since they have the same heavy melee.
Which, for the record, used to be arguably the best human melee in the game - 100 lower damage than the other human melee, but tons of force (while other human heavies have none) and with the fastest available animation - but now lags sadly behind human adept and Phoenix heavies.
Not that those two should be nerfed, but the guards could tolerate a buff. An adept outpunching a vanguard is just sad.
#65
Posté 03 septembre 2012 - 11:18
jaydubs67 wrote...
tyhw wrote...
jaydubs67 wrote...
Thank you. I was not aware of that. Other things to note in that thread, heavy melees (at least some of them) do have damage type modifiers.
So... things get even more mysterious.![]()
No problem. Where did you get the base melee damage from? The ones I've seen list it at 250...
You can find it on the Multiplayer Balance Changes sticky.
Copy paste:
Human Adept Heavy Melee
- Base damage increased from 250 to 500
I see. Thanks
#66
Posté 03 septembre 2012 - 11:25
#67
Posté 03 septembre 2012 - 11:30
landylan wrote...
There is no multiplier. I tested this. I meleed the banshee four times.
Did you warp it first? I suspect that is what is causing the extremely high damage for the op.
#68
Posté 03 septembre 2012 - 11:35
Melee is unaffected by armor, so an armor debuff wouldn't affect warp that much. It would only get like 15% to 25% boost maybe?tyhw wrote...
landylan wrote...
There is no multiplier. I tested this. I meleed the banshee four times.
Did you warp it first? I suspect that is what is causing the extremely high damage for the op.
He's talking about the phoenix adept, so he can't warp. The regular humans melee does track and doesn't hit in a cone. The OP said that the melee hits in a cone and doesn't track.
He did say something about warp. I'll waste another respec card I guess.
SINCE WHEN DOES THIS MELEE HIT IN A CONE???
Modifié par landylan, 03 septembre 2012 - 11:36 .
#69
Posté 03 septembre 2012 - 11:38
Modifié par PsychoticBiotic, 03 septembre 2012 - 11:38 .
#70
Posté 03 septembre 2012 - 11:40
PsychoticBiotic wrote...
Since when were we talking about the Phoenix Adept? O.o
That's just what I assumed when he said the melee didn't track and hits in a cone.
#71
Posté 03 septembre 2012 - 11:43
landylan wrote...
PsychoticBiotic wrote...
Since when were we talking about the Phoenix Adept? O.o
That's just what I assumed when he said the melee didn't track and hits in a cone.
He also mentioned using warp and shockwave...
#72
Posté 03 septembre 2012 - 11:46
#73
Posté 03 septembre 2012 - 11:48
I saw shockwave, but I thought he just had a mix up in words since smash is a shockwave power. I didn't pay attention to warp really. I was focused on the 5000 melee damage.Curzyfish wrote...
landylan wrote...
PsychoticBiotic wrote...
Since when were we talking about the Phoenix Adept? O.o
That's just what I assumed when he said the melee didn't track and hits in a cone.
He also mentioned using warp and shockwave...
#74
Posté 03 septembre 2012 - 11:50
That would make sense if you classified it as biotic attack, as most biotic powers have a multiplier against barriers and armor.jaydubs67 wrote...
Actually, a +100% multiplier vs whatever defense would be enough to achieve 5,000 damage. Here's the math. To be clear, I haven't tested it, and I don't know if there are any multipliers at all. I can't actually confirm that HA melee does 5,000 damage, just that it could in fact do 5,000 damage if a +100% multiplier was in effect.
Base HA heavy melee = 500.
500 * (1[this is the base melee] + .95[this is the fitness melee tree] + .75[martial artist from fitness] + 1[melee damage amp] + .3[melee gear]) * (1[base] + .25[melee stunner and bayonet are multiplicative bonuses]) = 2,500
So the maximum damage before multipliers for the HA heavy melee is 2,500. If you add a +100% multiplier vs certain defenses (which is also multiplicative when applicable) you get 5,000.
Edit:
Whoops. Hydraulic joints (gear) actually adds 15% not 30%. So the damage is actually 2,406.5. Not a big difference, but worth noting I suppose.
#75
Posté 03 septembre 2012 - 11:54
That was why the melee always did half damage, it got a decent amount of force bonus behind it. . .





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