Aller au contenu

Photo

Incendiary AMMO (confirmed BUG) mechanics (+ corrections)


  • Veuillez vous connecter pour répondre
183 réponses à ce sujet

#51
Asebstos

Asebstos
  • Members
  • 3 909 messages

Ronnie Blastoff wrote...

Asebstos wrote...

Ronnie Blastoff wrote...

....The DoT from incendiary ammo was always bugged...It also stacks ontop of itself. (can be seen when using a pirahna on QMI with Incen ammo. Thing is everyones obsessed with using AP rounds so no one notices.)

But does it stack additively or multiplicatively?

Not nessisarily sure, going by eye from experiences shooting atlus solo with Soldier/Claymore/AR/Incendiary ammo and QMI with Pirahna/Incendiary. I always noticed that "big damage" guns like widow/claymore/paladin if multiple shots were fired I could just leave an enemy like a brute to burn when I've only shot it 2 times and it still had 2~3 armor bars left. The DoT on incendiary ammo, and as modok8 mentioned grenades have always piled "additively" from the "looks" of it.

I don't have alot of solo experience with my HS. I use Hurrican II/Scorpion X with incen or Indra X/Scorpion. I always evo for detonate/expose/pierce. While shooting atlus with scorpion I do notice it takes a shytload of damage after I apply R6 warp, but no actual numbers to tell if its from DoT from ammo/scorpion, or some other source.

If OP #s for warp/ammo combo are correct though, I can see it being patched within a week. LOL can you imagine if not only it stacked, but stacked with an entire TEAM using incendiary ammo.


Based on his above posted numbers with the Reegar the incendiary DOT is already stacking in a very odd way, doing more damage than it should. The Warp effect would likely just multiply that strangness further.

I'm off to test a Turian Sentinel with a Reegar with Incendiary ammo in Gold game and see how quickly I can melt an Atlas.


Edit: Nevermind, it appears that the warp debuff makes the base damage from the Reegar weaker? WTF?

Modifié par Asebstos, 08 septembre 2012 - 08:50 .


#52
ShaggyWolf

ShaggyWolf
  • Members
  • 829 messages
I know that if I use incendiary ammo, bad guys get lit on fire and they die faster. I burninate the country side and all the ppl with incendiary ammo.

Working as intended.

#53
xx DJ ONE xx

xx DJ ONE xx
  • Members
  • 829 messages

peddroelmz wrote...


....assorted words & a S***-ton of numbers ...



Very funny, I thought my computer was crashing<_<

#54
Kenadian

Kenadian
  • Members
  • 5 031 messages

Ronnie Blastoff wrote...

....The DoT from incendiary ammo was always bugged...It also stacks ontop of itself. (can be seen when using a pirahna on QMI with Incen ammo. Thing is everyones obsessed with using AP rounds so no one notices.)


Oh people notice. Why do you think everyone uses it on their Reegar or PPR?

#55
Booshnickins

Booshnickins
  • Members
  • 301 messages

DHKany wrote...

I can make one mean bowl of cereal.


What kind?

#56
DHKany

DHKany
  • Members
  • 8 023 messages

Booshnickins wrote...

DHKany wrote...

I can make one mean bowl of cereal.


What kind?


The kind that makes your toilet experience wish you were never born.

That mean. =]

#57
peddroelm

peddroelm
  • Members
  • 2 396 messages
OP updated with hopefully human readable conclusions ...

#58
hawgwild5757

hawgwild5757
  • Members
  • 849 messages
Since the Reegar is an electrical arc weapon, how can you measure "shots", "pellets" or "# of pellets hit"?

#59
Drummernate

Drummernate
  • Members
  • 5 356 messages
So... what you are saying is Warp + Particle Rifle + Incendiary = EPIC WIN?

#60
peddroelm

peddroelm
  • Members
  • 2 396 messages
Warp + Warp + Reegar (finnaly we reach astronomical numbers)


16242.187500 632.8125 Warp 1 impact damage OK
16230.058594 12.128906 warp dot tick OK
16217.929688 12.128906
16205.800781 12.128906
16193.671875 12.128906
16181.542969 12.128906
16169.414063 12.128906
16157.285156 12.128906
16145.156250 12.128906
16133.027344 12.128906
15405.292969 727.734375 second warp impact damage OK
15393.164063 12.128906
15381.035156 12.128906
15368.906250 12.128906
15356.777344 12.128906
15344.648438 12.128906
15332.519531 12.128906
15320.390625 12.128906
15308.261719 12.128906
15296.132813 12.128906
15284.003906 12.128906
15271.875000 12.128906
15259.746094 12.128906
15200.923828 58.822266 Reegar Pellet damage - this time is closer to expected ((66 * (1 + 0.25 + 0.3) * 1.15) - (50 * (1 - 0.5) * (1 - 0.65))) * 0.5 = 54.4475 (the double warp minor damage boost )
15142.101563 58.822266
15083.279297 58.822266
15024.457031 58.822266
14965.634766 58.822266
14906.812500 58.822266
14649.931641 256.880859 incendiary tick
14637.802734 12.128906 lone warp tick (guess not all dot effects are "absorbed"
14578.980469 58.822266
14520.158203 58.822266
14461.335938 58.822266
14402.513672 58.822266
14343.691406 58.822266
14284.869141 58.822266
14226.046875 58.822266
14167.224609 58.822266
14108.402344 58.822266
14049.580078 58.822266
13990.757813 58.822266
13931.935547 58.822266
13873.113281 58.822266
13814.291016 58.822266
13755.468750 58.822266
13696.646484 58.822266
13637.824219 58.822266
12742.886719 894.937500 incendiary tick
12730.757813 12.128906 warp tick
12671.935547 58.822266
12613.113281 58.822266
12554.291016 58.822266
12495.468750 58.822266
12436.646484 58.822266
12377.824219 58.822266
12319.001953 58.822266
12260.179688 58.822266
12201.357422 58.822266
12142.535156 58.822266
12083.712891 58.822266
12024.890625 58.822266
11966.068359 58.822266
11907.246094 58.822266
11848.423828 58.822266
10489.898438 1358.525391 incendiary tick
10477.769531 12.128906 warp tick
10418.947266 58.822266
10360.125000 58.822266
10301.302734 58.822266
10242.480469 58.822266
10183.658203 58.822266
10124.835938 58.822266
10066.013672 58.822266
10007.191406 58.822266
9948.369141 58.822266
9889.546875 58.822266
9830.724609 58.822266
9771.902344 58.822266
9713.080078 58.822266
9654.257813 58.822266
9595.435547 58.822266
9536.613281 58.822266
9477.791016 58.822266
7658.000977 1819.790039 incendiary tick (already HUGE)
7645.872070 12.128906 warp tick tick
7587.049805 58.822266
7528.227539 58.822266
7469.405273 58.822266
7410.583008 58.822266
7351.760742 58.822266
7292.938477 58.822266
5305.491211 1987.447266 final 6 incendiary ticks (only 3 applied because the Prime was already dead)
5293.362305 12.128906 warp tick
3305.915039 1987.447266
3293.786133 12.128906
1306.338745 1987.447388
1294.209839 12.128906
0 1294.209839 
0 0
0 0
0 0
0 0
0 0

60 Reegar Pellets hit

Incendiary ammo damage in this case (warp warp reegar)
256.880859 + 894.9375 + 1358.525391 + 1819.790039 + (1987.447266 * 6) = 16254.8174 !!!!!!!!!!!!!!!!!!!!!

Vs 66 * 0.5 * 60 = 1980 expected incendiary ammo damage
And 58.822266 * 60 = 3529.33596 Reegar weapon damage

Modifié par peddroelmz, 08 septembre 2012 - 09:50 .


#61
peddroelm

peddroelm
  • Members
  • 2 396 messages

hawgwild5757 wrote...

Since the Reegar is an electrical arc weapon, how can you measure "shots", "pellets" or "# of pellets hit"?


Reegar is an 8 pellet shotgun ..The electrical arc its a display thing ...

Drummernate wrote...

So... what you are saying is Warp + Particle Rifle + Incendiary = EPIC WIN?

 

will test that tommorrow

Modifié par peddroelmz, 08 septembre 2012 - 09:43 .


#62
Heggy

Heggy
  • Members
  • 1 201 messages
So one warp has a tiny effect but a second one and the damage skyrockets?

#63
peddroelm

peddroelm
  • Members
  • 2 396 messages

Heggy wrote...

So one warp has a tiny effect but a second one and the damage skyrockets?


Even the first one alone had significant effect .. but in that test reegar weapon damage bugged out and the total damage was less impressive ...Also less pellets (50 vs 70) hit the Geth Prime in that 1 warp test (which was probably a more importanf factor - reegar weapon damage - not terribly significant when incendiary does so much damage)...

Modifié par peddroelmz, 08 septembre 2012 - 09:55 .


#64
Bhatair

Bhatair
  • Members
  • 3 749 messages
This reminds me of really early world of warcraft mages where the talent 'ignite' that caused the targets to take damage over time after fire spells crit would stack endlessly on one ignite until the effect ended, even if it were different mages who were critting.

#65
Freaksh0w56

Freaksh0w56
  • Members
  • 128 messages
I want to see a video of someone actually doing all this. How does someone know how many pellets hit? How does one break down damage to a hundred thousandth of a point? It all just seems redundant to me.

#66
Heggy

Heggy
  • Members
  • 1 201 messages

Freaksh0w56 wrote...

I want to see a video of someone actually doing all this. How does someone know how many pellets hit? How does one break down damage to a hundred thousandth of a point? It all just seems redundant to me.


I asked this earlier. How are you working out your damage Peddroelmz?

#67
peddroelm

peddroelm
  • Members
  • 2 396 messages

Heggy wrote...

Freaksh0w56 wrote...

I want to see a video of someone actually doing all this. How does someone know how many pellets hit? How does one break down damage to a hundred thousandth of a point? It all just seems redundant to me.


I asked this earlier. How are you working out your damage Peddroelmz?


My initial damage tests for reverse engineering the weapon damage formula involved searching for and then watching the memory location that holds the float variable resposible for the current HP value for the "test subject" ...

That method works well enough for single shot weapons - you can observe damage between shots...Copy paste manually ...

With high rof weapons and/or multiple dot effects however that becomes inadequate ... Next step was setting a breakpoint on write access for said variable and automatically calling on breakpoint hit (damage taken) a script that would copy the new HP value to separated list ... 

Modifié par peddroelmz, 08 septembre 2012 - 10:06 .


#68
Heggy

Heggy
  • Members
  • 1 201 messages

peddroelmz wrote...

Heggy wrote...

Freaksh0w56 wrote...

I want to see a video of someone actually doing all this. How does someone know how many pellets hit? How does one break down damage to a hundred thousandth of a point? It all just seems redundant to me.


I asked this earlier. How are you working out your damage Peddroelmz?


My initial damage tests for reverse engineering the weapon damage formula involved searching for and then watching the memory location that holds the float variable resposible for the current HP value for the "test subject" ...

That method works well enough for single shot weapons - you can observe damage between shots...Copy paste manually ...

With high rof weapons and/or multiple dot effects however that becomes inadequate ... Next step was setting a breakpoint on write access for said variable and automatically calling on breakpoint hit (damage taken) a script that would copy the new HP value to separated list ... 


Excellent. I hoped there was some way of getting a direct feed from the game. Fantastic work. Did you write the scripts/program yourself? To be honest, based on what you're doing, Bioware should be paying you to do debugging. 

#69
Godzilla87

Godzilla87
  • Members
  • 122 messages
could you use inferno grenades and "carry" the DoT longer using Inferno rounds and gpsmg?

#70
Asebstos

Asebstos
  • Members
  • 3 909 messages
Someone needs to start a team of Turian Sentinels armed with rapid fire weapons with Incendiary ammo and stacking Warps on enemies.

#71
Nightmare137

Nightmare137
  • Members
  • 573 messages
I probably read about half of the post before I decided to quit. All I can say is incendiary ammo is still one of my favorite ammo types to use, particularly w/ the reegar. I know at one point I used the reegar w/ incendiary 4 ammo on a MQE on gold vs a prime and managed to take down the shields & armor w/ a single clip.

#72
Heggy

Heggy
  • Members
  • 1 201 messages

Asebstos wrote...

Someone needs to start a team of Turian Sentinels armed with rapid fire weapons with Incendiary ammo and stacking Warps on enemies.


4 Turian Sentinels with Claymores and Incendiary Ammo IV. "Armour lol"

#73
peddroelm

peddroelm
  • Members
  • 2 396 messages

Nightmare137 wrote...

I probably read about half of the post before I decided to quit. All I can say is incendiary ammo is still one of my favorite ammo types to use, particularly w/ the reegar. I know at one point I used the reegar w/ incendiary 4 ammo on a MQE on gold vs a prime and managed to take down the shields & armor w/ a single clip.

 

Tactical scan its a straight *25% bonus to ammo (incendiary) damage ... (and weapon damage and power and melee) 

#74
Rokayt

Rokayt
  • Members
  • 5 990 messages
This is likely caused by the incendiary ammo multiplying the halfed damage of the Reegar.

#75
peddroelm

peddroelm
  • Members
  • 2 396 messages

Rokayt wrote...

This is likely caused by the incendiary ammo multiplying the halfed damage of the Reegar.


Happens with all (most ?) weapons ...