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Combo explosion damage formula + Damage table (Tested in-game)


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#76
vironblood

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Nice job with the update.

corlist wrote...

Dragoon armor values
- Cyonan may have already datamined the values and we'll just wait for confirmation.


The Dragoon armor values are:
Bronze: 2138
Silver: 3207
Gold: 4811
Platinum: 6254

#77
corlist

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Paladin elemental omni shield combo tests

Summary
Both Fire Shield and Cryo Shield melees count as level 6 powers in combos.

N7 Paladin 1
Incinerate 1
45% PD
Fire shield

N7 Paladin 2
Cryo shield

Damage 540.000000 //Cryo shield melee
Damage 358.875000 //Incinerate impact 330 * (1 + 0.45) * 0.75 = 358.875
Damage 309.375000 //Cryo explosion (75 + (200 - 75) / 10 * (7 - 2)) * 2.25 = 309.375

Damage 262.500000 //Fire shield shield plant damage
Damage 35.000000 //Fire shield DoT
Damage 35.000000
Damage 35.000000
Damage 35.000000
Damage 358.875000 //Incinerate impact 330 * (1 + 0.45) * 0.75 = 358.875
Damage 393.750000 //Fire explosion (100 + (250 - 100) / 10 * (7 - 2)) * 2.25 = 393.75

#78
Alfonsedode

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corlist wrote...
Snap Freeze (Evolution 6 "Tech Combo" +100% tech combo damage)
- No effect on any tech power combo.

Electric Slash (Evolution 3 "Tech Combo" +100% force/damage on tech combos)
- No effect on any tech power combo.


Is it still true ?
Like the ED damage protection (level 6) evolution who doesn't work ?

#79
corlist

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alfonsedode wrote...

corlist wrote...
Snap Freeze (Evolution 6 "Tech Combo" +100% tech combo damage)
- No effect on any tech power combo.

Electric Slash (Evolution 3 "Tech Combo" +100% force/damage on tech combos)
- No effect on any tech power combo.


Is it still true ?
Like the ED damage protection (level 6) evolution who doesn't work ?


Tech combo and detonate for those still do not work.
The popular opinion is that ED's armour boost does work off host, just without the shiny shield overlay.

#80
Spiffspoo

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Ammo powers only count as a level 1 power? I would assume the ammo level would equate to the same level power...

That is some sad news.

And if the +100% tech combo evolutions did work, would it only be for TBs, or would it work on Fire and Cryo Explosions?

#81
corlist

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SP combo scaling tests
Combo damage is scaled to both the difficulty and Shepard's current level

Max damage multipliers for the various difficulties
Narrative: 0.583333 (70% of casual)
Casual: 0.83333 (55.6% of normal)
Normal: 1.5 (same as MP bronze)
Hardcore: 2.25 (same as MP silver)
Insanity: 3.375 (same as MP gold)

Because the defence values of enemies in difficulties above bronze scale from 1x to 1.5x, combos should scale in the same way. Ostensibly, the minimum multiplier for the damage should be 0.667x (with 67.2% observed with a level 1 Shepard).

--------------------------------------------------
Priority Earth: London
Marauder
Level means Shepard's level

Javik: Dark channel 6
Liara: Warp 5 (Damage/Lasting Damage) (auto level up FTW)

----------
Narrative
Level 60
137.083328 vs health
100 * 2.35 * (0.7 / 1.2) = 137.08333

----------
Casual

Level 56
193.222229 vs health

Level 60
195.833313 vs health
100 * 2.35 * (1 / 1.2) = 195.83333

----------
Normal

Level 1
236.958313 vs health
~67.2% of max damage

Level 56
345 vs shields

Level 60
352.5 vs health
100 * 2.35 * 1.5 = 352.5

----------
Hardcore

Level 60
528.750000 vs health
100 * 2.35 * 2.25 = 528.75

----------
Insanity

Level 60
793.125000 vs health
100 * 2.35 * 3.375 = 793.125

#82
Javo2357

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Barely found this and wow, this is a lot of work. Thanks for posting Corlist, definitely needs to be bumped.

#83
Julian Skies

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Excuse-me, but I have a question.
When a detonation occurs, do other latent effects such as Snap Freeze's damage taken debuff, Warp's armor weakening, Incinerate's DoT, etc. continue to take effect or do they vanish?

#84
corlist

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Julian Skies wrote...

Excuse-me, but I have a question.
When a detonation occurs, do other latent effects such as Snap Freeze's damage taken debuff, Warp's armor weakening, Incinerate's DoT, etc. continue to take effect or do they vanish?


Detonating a combo will never remove any debuffs or lingering DoTs. The only notable thing they will do is make them ineligible for warp ammo's biotic damage bonus.

#85
GoWest89

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does the damage taken evolution of annihilation field increase BE damage?

#86
peddroelm

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GoWest89 wrote...

does the damage taken evolution of annihilation field increase BE damage?


yes


and timely necro bump

#87
xabkish

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Raising the thread from the dead for the sake of awareness isn't such a bad thing to do :)

#88
Gaw_Damnit

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Just wanted to bump this thread because the findings are awesome.

#89
JediHarbinger

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Ya got ballz son

#90
Boopitty

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So, before dropping a respec card, I want to make sure: a snap freeze detonated even by a level 3 incinerate will still cause the double damage CE? In other words, it will do 1857 damage on Gold?

#91
corlist

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Boopitty wrote...

So, before dropping a respec card, I want to make sure: a snap freeze detonated even by a level 3 incinerate will still cause the double damage CE? In other words, it will do 1857 damage on Gold?


It'll do 1522 rather than 1857 damage (level 9 instead of level 12 combo) but yes, double damage still applies.

#92
megawug

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corlist, I was looking at the spreadsheet. Why is the electrical hammer explosions so much greater than the 6+6 combos? It appears to be much greater than the 65% bonus.

#93
corlist

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megawug wrote...

corlist, I was looking at the spreadsheet. Why is the electrical hammer explosions so much greater than the 6+6 combos? It appears to be much greater than the 65% bonus.


This is because the 20% chill debuff of electrical hammer is included.

#94
ThatOddGuy

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List doesn't include Tech Vulnerability tech bursts, which I think is relevant because of all the Sabotage hate.

#95
TALAN1986

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lol this is fantastic but man does my head hurt. thanks for taking the time to figure all this out your a champ

#96
MasterPeras

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Great work OP. Finaly after all this time

#97
mirage2154

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Thank you very much, bookmarked! Very appreciate your effort!

#98
NuclearTech76

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Biotic Explosions
- Have a 2-4 meter radius
- Deal 100-250 damage (this scales somehow)
- Have 500-1000 force
- Hit up to 4 targets
- Biotic Explosions can be set up by Barrier (only if it actually lifts an enemy), Biotic Sphere (with Evolution 6 upgrade only), Dark Channel, Lash, Lift Grenade (only if it actually lifts an enemy), Pull, Reave, Shockwave (only if it actually lifts an enemy with the Evolution 6 upgrade), Singularity, Slam, Smash (with Evolution 1 upgrade only) Stasis, and Warp.

Tech Bursts
- Have a 4.5-7.5 meter radius
- Deal 100-250 damage (this scales somehow)
- Have 200-450 force
- Hit up to 4 targets
- Tech Bursts can be set up by Overload, Energy Drain, Submission Net, Arc Grenade, Smash (with rank 4 Electrical Damage evolution), and Disruptor Ammo.

Fire Explosions
- Have a 3-6 meter radius
- Deal 150-375 damage (this scales somehow)
- Deal 20-50 damage per second for 4 seconds
- Have 300-600 force
- Only occurs if the enemy died from the triggering power
- Hit up to 4 targets
- Fire Explosions can be set up by Incendiary Grenades, Incinerate, and Inferno Ammo, Carnage, Sentry Turret (w/ Flamethrower upgrade), and GethTurret (w/ Flamethrower upgrade).

Cryo Explosions
- Have a 3-5 meter radius
- Freeze for 2-5 seconds
- Reduce movement speed 30%
- Deal 50-125 damage (this scales somehow)
- Have 200-450 force
- Only occurs if the enemy died from the triggering power
- Hit up to 4 targets
- Cryo Explosions can be set up by Cryo Blast or Cryo Ammo.

 



#99
NuclearTech76

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Ugh disregard. I need coffee, too many tabs. 


  • Alfonsedode aime ceci

#100
The NightMan Cometh

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