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Incendiary AMMO (confirmed BUG) mechanics (+ corrections)


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#76
Rokayt

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peddroelmz wrote...

Rokayt wrote...

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


Happens with all (most ?) weapons ...


Wait? What.

Why were the tests with the Reegar then?

#77
dzero

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oh my god my eyes

but cool man thanks.

#78
peddroelm

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Rokayt wrote...

peddroelmz wrote...

Rokayt wrote...

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


Happens with all (most ?) weapons ...


Wait? What.

Why were the tests with the Reegar then?


Not all tests were done with reegar ... Its just that with Reegar the effect is very noticeble (it can really stack the effect due to 8 pellets @ 1k rof ) ... But the effect its still quite noticeble on a paladin that fires once in a blue moon ..

Modifié par peddroelmz, 08 septembre 2012 - 10:52 .


#79
peddroelm

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Heggy wrote...

...Bioware should be paying you to do debugging. 

 

I doubt most of the bugs encountered here are news for Bioware .. But they have little to no interest in revealing bugs (even potential exploits) until they have a fix in place ...

Modifié par peddroelmz, 08 septembre 2012 - 10:58 .


#80
Rokayt

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Its probably the same with balance changes.

A lot of the suggestions we are making are old news to Bioware.
However, The testing for said changes are likely going on long enough that when said changes happen seemingly because of the balance requests.....

#81
Guest_MasterReefa_*

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Bhatair wrote...

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.


ahh i remember, scorch spam all day. good times man. Posted Image

#82
Dachau Joseph

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ok

#83
vironblood

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Nice job peddroelmz. The amount of extra damage is certainly unexpected.

#84
SavagelyEpic

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Does the Reegar experience reduced damage with only warp effect from the actual Warp power, or will using Warp Ammo on a Reegar also reduce it's damage output?

#85
Delta_V2

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I was bored, so I checked the ME wiki for the stats on incediary ammo:

Incendiary Rounds - Applies Incendiary Ammo for one mission:
10%/20%/30% extra damage-over-time (DoT) as Ignited, 2s duration
25%/35%/50% 2s armor debuff
25%/50%/75% extra damage to Ignited enemies, 2.50 meters intermittent flame explosion

What is this about the extra damage to ignited enemies? Is any of this accurate? I always thought incendiary ammo only had the DOT, I never realized it was supposed to have an armor debuff or increase the damage taken. That could explain at least some of the oddities.

#86
Vigilante1024

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MasterReefa wrote...

Bhatair wrote...

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.


ahh i remember, scorch spam all day. good times man. Posted Image


Out-damaging the frost mages as a fire mage in Molten Core = lulz

:wizard:

#87
Sulaco_7

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The numbers look big (in fact, game breaking) but I don't know how they compare to other ammo powers. Why have people continued to use AP, Warp, or Cryo ammo even if Incendiary looks 1000 times better numbers wise? I mean, you should really be able to notice a HUGE difference when using incendiary on an automatic weapon vs AP ammo. Right?

If this bug was in the game from the get-go and the numbers make it look game-breaking, why has it gone largely unnoticed for 6 months?

I'm not questioning the validity of the results, I'm just wondering why people haven't been screaming for incendiary ammo nerfs all these months.

#88
Heggy

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Hey. Having played a couple of games with incendiary ammo and warp, often warp goes down as the killer in the kill feed when DoT damage is what's being done. So the warp damage is still there, and somehow separate from that incendiary damage.

#89
Delta_V2

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Looking closely at your numbers, I've noticed something... interesting with the exact DOT numbers. It's kind of hard to explain, but here goes.

From the Paladin data:

On the first Paladin + incendiary ammo test, the dot after the first shot was 23.014, and after the second shot it jumped to 86.80. On the second test, the dot after the first shot was 23.014 (exactly the same), but after the second shot it *only* jumped to 82.22 (a few points less than the first test). The only difference is the amount of time the first dot ran. In the first test, it only ran for one tick before the second shot, but in the second test, there were two ticks of the first dot.

On the first test of warp + Paladin + incendiary ammo, the dot for just the warp was 12.1289, and the dot after the first shot was 193.906. For the second test, the dot for the warp was 12.1289 (exactly the same), but the dot after the first shot was 208.807 (over ten points higher than the first test). The difference? In the first test, 12 ticks of the warp dot occurred before the second shot, but in the second test, only five ticks of the warp dot occurred.

In summary, the spike in DOT seems to depend on how much of the first DOT (either from warp or the first application of incendiary ammo) is "used up".

What does this mean? This seems to imply that there is something strange going on with how incendiary ammo cancels out other DOTs and reapplies their damage during it's own DOT.

#90
Zerotick

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Delta_V2 wrote...

Looking closely at your numbers, I've noticed something... interesting with the exact DOT numbers. It's kind of hard to explain, but here goes.

From the Paladin data:

On the first Paladin + incendiary ammo test, the dot after the first shot was 23.014, and after the second shot it jumped to 86.80. On the second test, the dot after the first shot was 23.014 (exactly the same), but after the second shot it *only* jumped to 82.22 (a few points less than the first test). The only difference is the amount of time the first dot ran. In the first test, it only ran for one tick before the second shot, but in the second test, there were two ticks of the first dot.

On the first test of warp + Paladin + incendiary ammo, the dot for just the warp was 12.1289, and the dot after the first shot was 193.906. For the second test, the dot for the warp was 12.1289 (exactly the same), but the dot after the first shot was 208.807 (over ten points higher than the first test). The difference? In the first test, 12 ticks of the warp dot occurred before the second shot, but in the second test, only five ticks of the warp dot occurred.

In summary, the spike in DOT seems to depend on how much of the first DOT (either from warp or the first application of incendiary ammo) is "used up".

What does this mean? This seems to imply that there is something strange going on with how incendiary ammo cancels out other DOTs and reapplies their damage during it's own DOT.

ASsuming i'm reading this right (And i'm probably not) Are you saying by using warp on a Dark channeled foe then using incen ammo on that would somehow supermagnify the damage?

#91
Chaoswind

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hmmm is always nice to have confirmation :D

#92
RamsenC

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Does this also work with the DoT from incinerate, reave, and dark channel?

#93
Asebstos

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Heggy wrote...

Hey. Having played a couple of games with incendiary ammo and warp, often warp goes down as the killer in the kill feed when DoT damage is what's being done. So the warp damage is still there, and somehow separate from that incendiary damage.


I tested it out after the data was posted and this was my experience as well. If the target died from DOT then Warp was pretty much always credited for the kill rather than the weapon that applied the incendiary ammo. Also, targets that were  warped and then lit up with the ammo would not cause fire explosions if detonated with tech powers (the warp still being active and apparently taking precedence as a primer)

Modifié par Asebstos, 09 septembre 2012 - 01:09 .


#94
Elecbender

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Asebstos wrote...

Heggy wrote...

Hey. Having played a couple of games with incendiary ammo and warp, often warp goes down as the killer in the kill feed when DoT damage is what's being done. So the warp damage is still there, and somehow separate from that incendiary damage.


I tested it out after the data was posted and this was my experience as well. If the target died from DOT then Warp was pretty much always credited for the kill rather than the weapon that applied the incendiary ammo. Also, targets that were  warped and then lit up with the ammo would not cause fire explosions if detonated with tech powers (the warp still being active and apparently taking precedence as a primer)


It may be linked to how incendiary ammo kills do not count towards your weapon kill medal.  The game might be taking into account the last inflicted damage.  Perhaps Warp solely as a kill overrides incendiary ammo as a kill.

#95
OneTrueShot

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I actually appreciate and understand your first post. I thoroughly look forward to stacking incendiary DoTs and killing ALL the things.

Suddenly makes sense why my Indra has been crazy recently.

#96
Tallgeese_VII

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Thank you for the post. With ealier post about Overload... now I realize how I limited my Turian sentinel`s performance. I used to play 6/0/6/6/6 Turian.. and I still thought he was awesome. Now I am going to respec him according to the data posted today... thinking 6/5/3/6/6 somethine like that. Anyway enemies better prepare to be burned alive by my hurricane Turinel!!

#97
BjornDaDwarf

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So I'm curious, do you know or suspect that the DoT canceling/absorbing effect goes with every other DoT, or is it just itself and Warp that are buggy? Would be fascinating to know if the other DoT powers can have a similar effect.

#98
Ravenmyste

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pedd can you check if this is happening with the vorcha's flamer {dot} from my soldier when warp is applied by using a crusader or anything that has 4 shot ability weapon that can be used apply the warp and flamer dot to seem this also happening because i notice when i am using warp3 and my flamer on gold they seem to go down really fast than normal when not using the warp ammo debuff with my flamer

Modifié par Ravenmyste, 09 septembre 2012 - 01:39 .


#99
Rifneno

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... Ow. My brain.

This is why I didn't rent Rainman.

#100
MingoStarr

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Holy ****!!!

I will mess with this soon... That's really interesting...