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Dawn of the Melee Human Adept


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#51
soultaker65

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I'm about to test it on the Human Vanguard since they have the same heavy melee.

#52
jaydubs67

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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
Nahuel6

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Lets see a vid

#54
puldalpha

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Tried out the build in Silver, i wasn't able to 2-shot a brute, but i could 2-shot a ravager. Only used a strength enhancer 2 though. Wish i could've played with it more but i am continually losing connection to EA servers.

Modifié par puldalpha, 03 septembre 2012 - 11:06 .


#55
JimmyBazooka

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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
Tybo

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It's wrong. See here:
http://social.biowar.../index/13773218

#57
jaydubs67

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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.  :P  

#58
Influ

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soultaker65 wrote...

I'm about to test it on the Human Vanguard since they have the same heavy melee.

No they don't. They have the same heavy melee as the Drells, aka. the Falcon Punch.

#59
dzero

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landylan wrote...

xGunKungFUx wrote...

 1 heavy melee will take 5 bars off a Banshees barrier.


:mellow:...What?


...this is what immediately caught my eye.

#60
dzero

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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
Tybo

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To xGunKungFux: Have you noticed this huge damage when attacking shields as well?  How much does it do to an Atlas?  I ask because I'm wondering if the huge damage is in the interaction between warp and the heavy melee, or if it is built in to the melee

Modifié par tyhw, 03 septembre 2012 - 11:18 .


#62
Tybo

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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.  :P  


No problem.  Where did you get the base melee damage from?  The ones I've seen list it at 250...

#63
jaydubs67

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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.  :P  


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
Quething

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Influ wrote...

soultaker65 wrote...

I'm about to test it on the Human Vanguard since they have the same heavy melee.

No they don't. They have the same heavy melee as the Drells, aka. the Falcon Punch.


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. :crying:

#65
Tybo

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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.  :P  


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
landylan

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There is no multiplier. I tested this. I meleed the banshee four times.

#67
Tybo

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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
landylan

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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.

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?

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
PsychoticBiotic

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Since when were we talking about the Phoenix Adept? O.o

Modifié par PsychoticBiotic, 03 septembre 2012 - 11:38 .


#70
landylan

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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
Curzyfish

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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
Biotic Wolf

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I'll try this build out but do you absolutely need singularity? I'm not very fond of the power

#73
landylan

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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...

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.

#74
MIA115

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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.  

That would make sense if you classified it as biotic attack, as most biotic powers have a multiplier against barriers and armor.

#75
Zancloufer

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One thing NO ONE has noticed that I will add in. The Adapt Heavy Melee (if it's the same as Shep's in SP) also does 350 FORCE. if that get multiplied by melee damage passives that might help account for the damage it does.

That was why the melee always did half damage, it got a decent amount of force bonus behind it. . .