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Incendiary AMMO (confirmed BUG) mechanics (+ corrections)


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#101
Mash3d

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**** man, Is there anything in this game that isnt bugged?

Passives, Ammos, Evolutions, Enemies...

#102
MingoStarr

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Just a question, would a faster firing weapon be better to deal the fire dot (PPR & Reegar)? Or one that does increased damage, like the Paladin you tested with?

#103
AsheraII

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Still, does this prove IT?

#104
corlist

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MingoStarr wrote...

Just a question, would a faster firing weapon be better to deal the fire dot (PPR & Reegar)? Or one that does increased damage, like the Paladin you tested with?


I strongly believe that burst DPS is key. Stacking as much damage a possible within a 3 second window results in the largest possible damage.

#105
MingoStarr

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corlist wrote...

MingoStarr wrote...

Just a question, would a faster firing weapon be better to deal the fire dot (PPR & Reegar)? Or one that does increased damage, like the Paladin you tested with?


I strongly believe that burst DPS is key. Stacking as much damage a possible within a 3 second window results in the largest possible damage.


Dear god...

Would this work with other dot's as well? I'm not the biggest fan of warp, but I really want to see this in action myself!

#106
Maker MEDA

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I'm pretty sure the game can't compute that much maths...

#107
peddroelm

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Delta_V2 wrote...

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.



Those are stats for the single player incendiary ammo power ...



Sulaco_7 wrote...
...
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?
....




Main reason is of course the fact that until now we were lacking the ability too see all those individual damage ticks.. Also because warp gets in the kill feed even thow incendiary does the killing blow ...But people knew something was up (with incendiary ammo & warp)
A 4 months old thread on the subject with lots of video "proofs"



BjornDaDwarf wrote...

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.


RamsenC wrote...

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



I suspect it will ... Will put them all to the test of course (time allowing ...)


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.




Why warp claims the kill in the killfeed when incendiary is the killer ? Talk about misleading game feedback here

Pay attention to the incendiary dot ticks all fallowed by a lone warp damage tick in this example ... But most importantly at the end


....
Target HP Damage inflicted
5305.491211 1987.447266 final 6 incendiary ticks (only 4 applied because the Prime was already dead)
5293.362305 12.128906 warp tick
3305.915039 1987.447266 2-nd incendiary
3293.786133 12.128906 warp
1306.338745 1987.447388 3-rd incendiary
1294.209839 12.128906 warp
0 1294.209839 4-th incendiary (KILLING BLOW)
0 0 warp
0 0 5-th incendiary
0 0 warp
0 0 6-th incendiary
0 0 warp (FINAL BLOW - KILL FEED STEALER)

The last 6 mega inflated incendiary damage ticks ... A warp dot tick applies after each incendiary dot tick .. Target has been killed by the 4-th of the 6 mega incendiary damage ticks .. The game will apply the rest of the dot effect for 0 damage (target is dead doing death explosion animation) ... The last applied damage (0 damage inflicted) was from Warp .... So warp killsteals it from incendiary who actually inflicted the killing blow (and most of the killing damage) ...





SavagelyEpic wrote...

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?


Very different effects .. Probably not (not tested yet) .. Also the lower damage with warp might've been a fluke .. Because the next test with warp + warp + reegar damage was ok ...

Ravenmyste wrote...

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


We'll (eventually) do (look on the mechanics of the flamer) ...

Modifié par peddroelmz, 09 septembre 2012 - 04:34 .


#108
Rifneno

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So the tl;dr is that turian sentinel with inferno ammo and ppr or something = omgwtf?

#109
DHKany

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Rifneno wrote...

So the tl;dr is that turian sentinel with inferno ammo and ppr or something = omgwtf?


bbq. 

#110
ToaOrka

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Acknowledged.

#111
Heggy

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peddroelmz 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.




Why warp claims the kill in the killfeed when incendiary is the killer ? Talk about misleading game feedback here

Pay attention to the incendiary dot ticks all fallowed by a lone warp damage tick in this example ... But most importantly at the end


....
Target HP Damage inflicted
5305.491211 1987.447266 final 6 incendiary ticks (only 4 applied because the Prime was already dead)
5293.362305 12.128906 warp tick
3305.915039 1987.447266 2-nd incendiary
3293.786133 12.128906 warp
1306.338745 1987.447388 3-rd incendiary
1294.209839 12.128906 warp
0 1294.209839 4-th incendiary (KILLING BLOW)
0 0 warp
0 0 5-th incendiary
0 0 warp
0 0 6-th incendiary
0 0 warp (FINAL BLOW - KILL FEED STEALER)

The last 6 mega inflated incendiary damage ticks ... A warp dot tick applies after each incendiary dot tick .. Target has been killed by the 4-th of the 6 mega incendiary damage ticks .. The game will apply the rest of the dot effect for 0 damage (target is dead doing death explosion animation) ... The last applied damage (0 damage inflicted) was from Warp .... So warp killsteals it from incendiary who actually inflicted the killing blow (and most of the killing damage) ...


Ahhh.
So no matter how much damage is contributed by the incendiary DoT, it's pretty much 50/50 whether or not warp gets the kill. 
That's very interesting. I clearly misread some of the data earlier. I though the warp DoT disappeared. But it's still there, alive and kicking gently with its tiny feet. 

#112
BjornDaDwarf

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This is anecdotal, but I think it may go a ways towards explaining what I see sometimes with the MQE. It's pretty common for me to use a Harrier with Inferno III or IV on him (though sometimes I go Disruptor). He is already a strong class, but there have been some matches where I really did feel like I was obliterating the enemy quite a bit faster than other times. MQE with Inferno Ammo has 3 DoTs if you take the DoT evo on Arc Grenades.

Of course, I'm not sure if I've paid attention on those matches to see if I had a Warp firing companion.

#113
peddroelm

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Heggy wrote...


Ahhh.
So no matter how much damage is contributed by the incendiary DoT, it's pretty much 50/50 whether or not warp gets the kill. 
That's very interesting. I clearly misread some of the data earlier. I though the warp DoT disappeared. But it's still there, alive and kicking gently with its tiny feet. 



In some of the tests it dissapeared ..But in the warp+warp+reegar incendiary - 1 warp DOT tick fallows pretty much every incendiary DOT ready to 100% kill steal ...

#114
Tallgeese_VII

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I tried my new turinel with Warp 6 + Hurricane IV + Incendiary ammo III + SMG amp III against gold reaper... one clip brute & ravager kill regardeless of range. Amazing.

Modifié par Tallgeese_VII, 09 septembre 2012 - 04:59 .


#115
silencekills

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 Our course of action is obvious.

We gotta nerf the Warp.

#116
peddroelm

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Some N7 Fury damage tests (biotic detonations, DOTs , and PPR & the incendiary ammo BUG)


About the test results (number invasion): First column is Remaining HP on test subject .. Second Column is damage inflicted ... Third one is for eventual observations // formula for damage calculation ...



Added to OP
-neither Dark Channel nor Annihilation Field exhibit abnormal interactions with incendiary ammo DOT ...
-no interaction whatsoever between DC & AF dots (they apply their DOTs independently) ...
-PPR with AP mod seems bugged - some of the bullets will do less damage (regardless of charge state) ... Forgot to add the shoot trough cover penalty from the AP mod ... D'OH moment .. NO BUG ...


Max Shields 500 * (1 + 0.25 + 0.17) = 710

Weapon used

PPR II (((25.8 - 19.2) / 9) * (2 - 1)) + 19.2 = 19.9333 base damage
(25% WD extended barrel, 65% armor pierce )

Incendiary ammo *0.5% base weapon damage in 6 dot ticks ...(in vacuum (no interactions with other DOT sources))

45% PD passive
7.5% WD passive

Annihilation Field 100 * (1+0.2+0.3) /s Faster Walk speed & Extra Duration
DarkChannel 75 * (1+0.2+0.3 + 0.5) Recharge Speed
Throw extra force, extra 50% BE damage , extra force +290 damage on impact

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Gold Geth Prime

16875 armor
11812 shield (5906 on recharge)


1 ppr shot vs armor

16866.087891 8.912109 ( 19.9333 * (1 + 0.25 + 0.075) - 50 * (1 - 0.65) = 8.9116225 OK ish Weapon damage
16864.427734 1.660156 DOT OK - incendiary behaves for single shots and no other DOT sources
16862.767578 1.660156
16861.107422 1.660156
16859.447266 1.660156
16857.787109 1.660156
16856.126953 1.660156

1.660156 * 6 * 2 = 19.92 (base damage)

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Some AF DOT numbers vs armor


16582.500000 292.500000 OK impact damage (100%)
16436.250000 146.250000 constant dot ticks as target is in AF range (50%)
16290.000000 146.250000
16143.750000 146.250000
15997.500000 146.250000
15851.250000 146.250000
15705.000000 146.250000
....

100 * (1 + 0.2 + 0.3 + 0.45) * 1.5 = 292.5 vs armor (100% damage on impact)
100 * (1 + 0.2 + 0.3 + 0.45) * 1.5 * 0.5 = 146.25 (Then 2 ticks per second for 50% as DOT )



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DC DOT numbers vs armor

16737.187500 137.812500 OK (50% 2 ticks per second)
16599.375000 137.812500
16461.562500 137.812500
16323.750000 137.812500
16185.937500 137.812500
16048.125000 137.812500
....
9019.687500 137.812500
8881.875000 137.812500
8744.062500 137.812500
8606.250000 137.812500

Total Damage 16875 - 8606.25 = 8268.75 (even if I went for damage over extra duration its still a lot of damage)

75 * (1 + 0.2 + 0.3 + 0.5 + 0.45) * 1.5 = 275.625
75 * (1 + 0.2 + 0.3 + 0.5 + 0.45) * 1.5 * 0.5 = 137.8125

8268.75 / 275.625 = 30 Beautifully fits for the 30 second duration .....


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throw impact damage (unprotected mooks thrown around will fall off cliffs or take extra damage from environment collisions)

Vs Shield
5906 - 5506 = 400

vs Armor
16875 - 16477.5 = 397.5 Why the little difference ??!

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Stacked AF + DC (+ throw BE + AF detonation for good measure)



16737.187500 137.812500 Start off with DC 
16599.375000 137.812500
16461.562500 137.812500
16323.750000 137.812500
16185.937500 137.812500
16048.125000 137.812500
15910.312500 137.812500
15772.500000 137.812500
15480.000000 292.500000 SLAP on AF on cooldown
15342.187500 137.812500
15204.375000 137.812500
15058.125000 146.250000
14920.312500 137.812500
14774.062500 146.250000 AF & DC alternate (no not interact)
14636.250000 137.812500
14490.000000 146.250000
14352.187500 137.812500
14205.937500 146.250000
14068.125000 137.812500
13921.875000 146.250000
13784.062500 137.812500
13637.812500 146.250000
13500.000000 137.812500
13353.750000 146.250000
13215.937500 137.812500
13069.687500 146.250000
12931.875000 137.812500
12785.625000 146.250000
12647.812500 137.812500
12501.562500 146.250000
12363.750000 137.812500
12217.500000 146.250000
12079.687500 137.812500
11933.437500 146.250000
11795.625000 137.812500
11398.125000 397.500000 got Bored - Throw
8866.875000 2531.250000 337.5 * 2.5 * 1.5 * 2 = 2531.25 // 6 6 +50% bonus BE vs armor OK
8720.625000 146.250000
8582.812500 137.812500
8436.562500 146.250000
8298.750000 137.812500
8152.500000 146.250000
8014.687500 137.812500
7868.437500 146.250000
7730.625000 137.812500
7584.375000 146.250000
7446.562500 137.812500
7300.312500 146.250000
7162.500000 137.812500
7024.687500 137.812500
6886.875000 137.812500
6740.625000 146.250000
6602.812500 137.812500
6456.562500 146.250000
6318.750000 137.812500
4856.250000 1462.500000 AF detonation 500 * (1 + 0.2 + 0.3 + 0.45) * 1.5 = 1462.5 OK
4718.437500 137.812500
4580.625000 137.812500
4442.812500 137.812500
4305.000000 137.812500
4167.187500 137.812500
4029.375000 137.812500
3891.562500 137.812500
3753.750000 137.812500
3615.937500 137.812500
3478.125000 137.812500
3340.312500 137.812500
3202.500000 137.812500
3064.687500 137.812500
2926.875000 137.812500
2789.062500 137.812500
2651.250000 137.812500
2513.437500 137.812500
2375.625000 137.812500
2237.812500 137.812500
2100.000000 137.812500
1962.187500 137.812500
1824.375000 137.812500
1686.562500 137.812500
1548.750000 137.812500
1410.937500 137.812500
1273.125000 137.812500
1135.312500 137.812500
997.500000 137.812500 Last DC damage tick

Total Damage Inflicted 16875 - 997.5 = 15877.5
(137.8125 * 60) + (146.25 * 22) + 397.5 + 1462.5 + 2531.25 = 15877.5 OK

NO shenanigans


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ENTER INCENDIARY AMMO


FULL PPR CLIP VS ARMOR (102 ammo)


16866.087891 8.912109 19.9333 * (1 + 0.25 + 0.075) - 50 * (1 - 0.65) = 8.9116225 COLD SHOT Damage OK
16861.087891 5.000000 PPR BUG minimum damage // AP piercing mod not applying for all shots ?!?

*EDIT NO BUG* Geth Prime "Drone Tanking" (spwans a drone in front of him to eat bullets in stead of him and occupy selected enemy cursor for powers ..)

You get the *0.6 penalty to weapon damage when shooting trough the drone ..
(19.9333 * 0.6 * (1 + 0.25 + 0.075)) - (50 * (1 - 0.65)) = -1.6530265 So 5 (minimum damage is inflicted)

16852.175781 8.912109
16847.175781 5.000000 PPR BUG minimum damage // AP piercing mod not applying for all shots ?!?
16838.263672 8.912109
16829.351563 8.912109
16824.351563 5.000000 PPR BUG minimum damage // AP piercing mod not applying for all shots ?!?
16800.470703 23.880859 first incendiary ammo DOT tick
16791.558594 8.912109
16782.646484 8.912109
16773.734375 8.912109
16764.822266 8.912109
16755.910156 8.912109
16746.998047 8.912109
16738.085938 8.912109
16685.560547 52.525391 incendiary DOT picking up speed
16676.648438 8.912109
16667.736328 8.912109
16658.824219 8.912109
16649.912109 8.912109
16641.000000 8.912109
16632.087891 8.912109
16623.175781 8.912109
16546.847656 76.328125 incendiary
16537.935547 8.912109
16529.023438 8.912109
16520.111328 8.912109
16511.199219 8.912109
16502.287109 8.912109
16493.375000 8.912109
16399.494141 93.880859 incendiary
16311.347656 88.146484 Shot 28 Weapon Charged up (19.9333 * 4 * (1 + 0.25 + 0.075)) - (50 * (1 - 0.65)) = 88.14649 OK
16223.201172 88.146484
16177.313477 45.887695 PPR BUG Even without AP ammo damage should be at least 19.9333 * 4 * (1 + 0.25 + 0.075)) - 50 = 55.64649 AP mod not responsible ?

*EDIT NO BUG - AP MOD penalty for shooting trough the Geth Prime Drone*
(19.9333 * 4 * 0.6 * (1 + 0.25 + 0.075)) - (50 * (1 - 0.65)) = 45.887894


16089.166992 88.146484
16001.020508 88.146484
15955.132813 45.887695 PPR BUG
15866.986328 88.146484
15673.321289 193.665039 incendiary
15585.174805 88.146484
15497.028320 88.146484
15451.140625 45.887695 PPR BUG
15405.252930 45.887695 PPR BUG
15359.365234 45.887695 PPR BUG
15271.218750 88.146484
15022.099609 249.119141 incendiary
14933.953125 88.146484
14845.806641 88.146484
14757.660156 88.146484
14669.513672 88.146484
14581.367188 88.146484
14493.220703 88.146484
14167.073242 326.147461 incendiary
14078.926758 88.146484
13990.780273 88.146484
13902.633789 88.146484
13814.487305 88.146484
13726.340820 88.146484
13638.194336 88.146484
13252.554688 385.639648 incendiary
13164.408203 88.146484
13076.261719 88.146484
12988.115234 88.146484
12899.968750 88.146484
12811.822266 88.146484
12723.675781 88.146484
12635.529297 88.146484
12182.220703 453.308594 incendiary
12094.074219 88.146484
12005.927734 88.146484
11917.781250 88.146484
11829.634766 88.146484
11345.155273 484.479492 The last 6 incendiary DOT ticks after the weapon stopped firing
10860.675781 484.479492
10376.196289 484.479492
9891.716797 484.479492
9407.237305 484.479492
8922.757813 484.479492


27 Cool Bullets
(102 - 27) / 2 = 37,5 (gun eats 2 ammo per hot shot - but I can only find 36 hot bullet damage hits - maybe nimble Geth Prime dodged a bullet...)


16875 - 8922.757813 = 7952.24219 Total Damage Inflicted
23.880859 + 52.525391 + 76.328125 + 93.880859 + 193.665039 + 249.119141 + 326.147461 + 385.639648 + 453.308594 + (484.479492 * 6) = 4761.37207 damage inflicted by incendiary ammo (60% of total damage instead of 33%)

Incendiary damage ammo bugs up on its own (on repeated applications) but you need warp for truly insane numbers ...

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DC + PPR & incendiary

16737.187500 137.812500 DC dot tick OK
16728.275391 8.912109 PPR cold shot OK
16719.363281 8.912109
16581.550781 137.812500 DC dot tick OK
16572.638672 8.912109
16563.726563 8.912109
16554.814453 8.912109
16545.902344 8.912109
16536.990234 8.912109
16507.630859 29.359375 incendiary
16498.718750 8.912109
16360.906250 137.812500 DC dot tick OK
16351.994141 8.912109
16343.082031 8.912109
16334.169922 8.912109
16325.257813 8.912109
16316.345703 8.912109
16307.433594 8.912109
16250.195313 57.238281 incendiary
16241.283203 8.912109
16103.470703 137.812500
16094.558594 8.912109
16085.646484 8.912109
16076.734375 8.912109
16067.822266 8.912109
16058.910156 8.912109
15981.551758 77.358398 incendiary
15972.639648 8.912109
15834.827148 137.812500
15825.915039 8.912109
15817.002930 8.912109
15808.090820 8.912109
15799.178711 8.912109
15790.266602 8.912109
15781.354492 8.912109
15684.390625 96.963867 incendiary
15596.244141 88.146484 PPR Shot 28 - gun got Charged OK
15458.431641 137.812500
15370.285156 88.146484
15282.138672 88.146484
15236.250977 45.887695 PPR BUG shot through drone
15148.104492 88.146484
15059.958008 88.146484
14971.811523 88.146484
14768.325195 203.486328 incendiary
14680.178711 88.146484
14542.366211 137.812500
14454.219727 88.146484
14366.073242 88.146484
14277.926758 88.146484
14189.780273 88.146484
14101.633789 88.146484
14013.487305 88.146484
13715.015625 298.471680 incendiary
13577.203125 137.812500
13489.056641 88.146484
13400.910156 88.146484
13312.763672 88.146484
13224.617188 88.146484
13136.470703 88.146484
13048.324219 88.146484
12679.906250 368.417969 incendiary
12591.759766 88.146484
12453.947266 137.812500
12365.800781 88.146484
12277.654297 88.146484
12189.507813 88.146484
12101.361328 88.146484
12013.214844 88.146484
11925.068359 88.146484
11484.436523 440.631836 incendiary
11396.290039 88.146484
11258.477539 137.812500
11170.331055 88.146484
11082.184570 88.146484
10994.038086 88.146484
10905.891602 88.146484
10817.745117 88.146484
10729.598633 88.146484
10231.557617 498.041016 incendiary
10093.745117 137.812500
10005.598633 88.146484
9917.452148 88.146484
9829.305664 88.146484
9741.159180 88.146484
9216.810547 524.348633 incendiary final 6 ticks
9078.998047 137.812500
8554.649414 524.348633
8416.836914 137.812500
7892.488281 524.348633
7754.675781 137.812500
7230.327148 524.348633
7092.514648 137.812500
6568.166016 524.348633
6430.353516 137.812500
5906.004883 524.348633
5768.192383 137.812500
5630.379883 137.812500
5492.567383 137.812500 Only DC dot from now on ...
....
27 cold shots ...
Less manifestation of the PPR "weak bullet" bug ...

29.359375 + 57.238281 + 77.358398 + 96.963867 + 203.486328 + 298.471680 + 368.417969 + 440.631836 + 498.041016 + (524.348633 * 6) = 5216.06055 total damage inflicted by incendiary ammo ...
While it is a bit higher - its not significantly higher as in the case of Warp DOT interaction ...DC DOT tics apparently unaffected ...No significant (if any) interaction between incendiary ammo & dark channel ..


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AF DOT + PPR incendiary

Almost impossible to test with a class vulnerable to stagger ...Must be close for AF DOT to work .. At that range PPR shots will be constantly interrupted by geth prime melee & cannon shots :(...


16697.218750 146.250000 AF DOT ticks OK
16550.968750 146.250000
16542.056641 8.912109 PPR cold shot OK
16395.806641 146.250000
16386.894531 8.912109
16377.982422 8.912109
16366.949219 11.033203 incendiary
16358.037109 8.912109
16211.787109 146.250000
16202.875000 8.912109
16193.962891 8.912109
16185.050781 8.912109
16176.138672 8.912109
16167.226563 8.912109
16130.063477 37.163086 incendiary
16121.151367 8.912109
16112.239258 8.912109
15965.989258 146.250000
15957.077148 8.912109
15908.247070 48.830078 incendiary
15761.997070 146.250000
15753.084961 8.912109
15744.172852 8.912109
15735.260742 8.912109
15726.348633 8.912109
15717.436523 8.912109
15655.654297 61.782227 incendiary
15567.507813 88.146484 Weapon HOT OK
15479.361328 88.146484
15333.111328 146.250000
15244.964844 88.146484
15156.818359 88.146484
15068.671875 88.146484
14919.350586 149.321289 incendiary
14773.100586 146.250000
14623.779297 149.321289 incendiary
14477.529297 146.250000
14468.617188 8.912109 (WAS STAGGERED - PPR LOST CHARGE)
14370.228516 98.388672 incendiary damage goes down (lower base weapon damage without charge)
14361.316406 8.912109
14352.404297 8.912109
14206.154297 146.250000
14197.242188 8.912109
14188.330078 8.912109
14179.417969 8.912109
14170.505859 8.912109
14161.593750 8.912109
14046.785156 114.808594 incendiary
14037.873047 8.912109
14028.960938 8.912109
13882.710938 146.250000
13873.798828 8.912109
13751.780273 122.018555 incendiary
13605.530273 146.250000
13483.511719 122.018555 incendiary
13474.599609 8.912109
13328.349609 146.250000
13319.437500 8.912109 STAGGERED
13310.525391 8.912109
13301.613281 8.912109
13292.701172 8.912109
13283.789063 8.912109
13181.144531 102.644531 incendiary
13172.232422 8.912109
13163.320313 8.912109
13017.070313 146.250000
13008.158203 8.912109
12999.246094 8.912109
12990.333984 8.912109
12981.421875 8.912109
12972.509766 8.912109
12854.065430 118.444336 incendiary
12845.153320 8.912109
12836.241211 8.912109
12689.991211 146.250000
12681.079102 8.912109
12672.166992 8.912109
12663.254883 8.912109
12654.342773 8.912109
12645.430664 8.912109
12513.645508 131.785156 incendiary
12504.733398 8.912109
12358.483398 146.250000
12349.571289 8.912109
12340.659180 8.912109
12331.747070 8.912109
12322.834961 8.912109
12313.922852 8.912109
12172.562500 141.360352 incendiary
12163.650391 8.912109
12075.503906 88.146484
11929.253906 146.250000
11841.107422 88.146484
11752.960938 88.146484
11664.814453 88.146484
11576.667969 88.146484
11488.521484 88.146484
11254.332031 234.189453 incendiary
11166.185547 88.146484
11019.935547 146.250000
10931.789063 88.146484
10843.642578 88.146484
10755.496094 88.146484
10667.349609 88.146484
10579.203125 88.146484
10264.080078 315.123047 incendiary
10117.830078 146.250000
9802.707031 315.123047 incendiary
9656.457031 146.250000
9341.333984 315.123047 incendiary
9195.083984 146.250000
9186.171875 8.912109 STAGGERED AGAIN
9177.259766 8.912109
9168.347656 8.912109
8984.661133 183.686523 The last 6 incendiary DOT ticks - not very impressive - weapon is not charged
8838.411133 146.250000
8654.724609 183.686523
8508.474609 146.250000
8324.788086 183.686523
8178.538086 146.250000
7994.851074 183.687012
7848.601074 146.250000
7664.914063 183.687012
7518.664063 146.250000
7334.977051 183.687012
7188.727051 146.250000 Only AF dot from now on OK
7042.477051 146.250000
6896.227051 146.250000
6749.977051 146.250000
6603.727051 146.250000
6457.477051 146.250000
6311.227051 146.250000
6164.977051 146.250000
6018.727051 146.250000
4556.227051 1462.500000 AF detonation OK


Again no significant interaction between AF DOT & incendiary ...

Modifié par peddroelmz, 11 septembre 2012 - 06:26 .


#117
Heggy

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I'd be curious to see the stacking effect from a single claymore shot with warp. I posted before how a warp and incendiary claymore shot annihilates a ravager, with each DoT tick knocking around two bars off.

Modifié par Heggy, 09 septembre 2012 - 01:05 .


#118
Rifneno

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Never has this been more appropriate:

Image IPB

#119
peddroelm

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Updated OP

- NO AP mod BUG ... Forgot to add the *0.6 damage penalty it adds when shooting trough cover (lor the Geth Prime Drone he likes to spwan as a personal meat shield ..)

All the Reegar hits from the Warp + Reegar tests were done shooting trough cover /corner/ some obstacle .
...

Modifié par peddroelmz, 11 septembre 2012 - 06:28 .


#120
mybudgee

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My favorite part by far: "//////////////////////"
HA! classic..

#121
Dorje Sylas

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Explains why my inferno ammo Reeger Korguard was so bloody effective when I was using him. It kinda felt like stuff melted like butter, I just put it down to using the Shredder Mod for the armor reduction.

#122
peddroelm

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bump

updated OP- with a how to use with auto weapons - apparently it is needed ...

#123
Asebstos

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Here's a question, how does Incendiary ammo interact with the Kishock's DOT?

#124
Heggy

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Asebstos wrote...

Here's a question, how does Incendiary ammo interact with the Kishock's DOT?


That is interesting, since the incendiary DoT is supposed to be a % of the base damage. Is it a % of the total base I wonder, or only the on hit damage.

#125
JackieLee13

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@peddroelmz, do you work for BW? If not, I feel sad cause it seems we have one single player doing more testing than the devs at BW. :(
Now, if only you could fix these problems...