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Retaliation test results (new weapons // new ammo types)


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#1
peddroelm

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Collector SMG I has 37.4 base damage (calculated X base damage is 46.8)
* 2.5 normal headshot modifier
* 1.5 vs armor modifier (like typhoon it can lose up to 75 damage per shot vs gold/platinum armor)
SMG HVB mandatory (or AP ammo IV) on gold+ 

Collector SR X has 85.4 base damage
*2.5 normal headshot modifier
*0.75 hipfire penalty

Collector AR X has 69.2 base damage
*2.5 normal headshot modifier

Turian Ghost Infiltrator
- TC rank 6 Assault Rifle Damage 20% is applied to base weapon damage (multiplicative)
- stimulant pack up to 27.5% weapon damage bonus is additive (regular weapon damage bonus) ..
Weapon Burst DPS potential output from this class is comparable (superior) to GI ...

Drill ammo
*0 vs shields
*? vs barriers (probably 0)
*1 vs armor
*1 vs health

Phasic Rounds ammo
*10 vs shields (body shot kills vs phantoms potential with IV version  - if a IV version were ever available)
*? vs barriers (probably *10)
*0 vs armor
*0.5 vs health

Explosive Rounds ammo
*1 vs shields
*? vs barriers (probably 1)
*1 vs armor
*? vs health (probably 1)
Has stacking mechanic similar to incendiary ammo - but with capped stack limit so NOT RECOMMENDED WITH AUTO WEAPONS NOR with high damage single shot weapons (lots of wasted damage) ... Ideal use involves switching between multiple targets to allow for the rounds to explode before they exceed the damage cap and start wasting damage...Terrible vs single target regardless of weapon used ...


EDIT incendiary & explosive ammo mechanics update

Modifié par peddroelmz, 17 février 2013 - 04:35 .


#2
peddroelm

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Retaliation tests

TGI
500/750

TC 80% WD / 20% BWD (AR)
SP 17.5% WD +10% WD
AL 30% WD + 20% WD in case headshot

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///////////////////
Weapons

CSR X base damage ? 25% WD
CSMG I base damage ? 25% WD
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Silver Geth Trooper CSMG VS Health (TC off)

Damage Received: 57.969971
Damage Received: 57.969971
Damage Received: 163.625000

37.4 * (1 + 0.3 + 0.25) = 57.97 // OK
37.4 * (1 + 0.3 + 0.25 + 0.2) * 2.5 = 163.625 // OK 2.5 HS modifier

Silver Geth Trooper CSMG VS Health (TC on)
Damage Received: 87.890015
Damage Received: 87.890015
Damage Received: 238.424988
Damage Received: 238.424988

37.4 * (1 + 0.3 + 0.25) = 57.97 OK
37.4 * (1 + 0.3 + 0.25 + 0.2 + 0.8) * 2.5 = 238.425 OK

87.890015 - 57.969971 = base damage * 0.8
CSMG I base damage = (87.89 - 57.97) / 0.8 = 37.4 // Cyonan data mining has this at 75.2 ?!?
No charge up damage modifier ...

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/////////////////////////////////

Light melee vs health 200
Heavy melee vs health 600

With Stimpack 17.5% MD
Damage Received: 235.000000
//200 * 1.175 = 235
Damage Received: 705.000000
// 600 * 1.175 = 705

////////////////////////////////
//////////////////////////////////

Silver Geth Trooper CSR VS Health (TC off// stimpack off // scope on)


Damage Received: 132.369995
Damage Received: 373.625000
Damage Received: 373.625000

85.4 * (1 + 0.3 + 0.25) = 132.37 OK
85.4 * (1 + 0.3 + 0.25 + 0.2) * 2.5 = 373.625 OK // 2.5 HS bonus

Silver Geth Trooper CSR VS Health (TC off// stimpack off // scope off)

Damage Received: 99.277466
Damage Received: 99.277466
85.4 * 0.75 * (1 + 0.3 + 0.25) = 99.2775
Damage Received: 280.218750
Damage Received: 280.218750
85.4 * 0.75 * (1 + 0.3 + 0.25 + 0.2) * 2.5 = 280.21875

132.37 ...100%
99.2775 ..X%

X%= 9927.75 / 132.37 = 75 (hipfire penalty)
373.62500 * 0.75 = 280.21875 OK

Silver Geth Trooper CSR VS Health (TC on// stimpack off // scope on)

Damage Received: 200.689941
Damage Received: 200.689941
Damage Received: 200.689941
85.4 * (1 + 0.3 + 0.25 + 0.8) = 200.69 OK

Damage Received: 544.424988
Damage Received: 544.424988
85.4 * (1 + 0.3 + 0.25 + 0.8 + 0.2) * 2.5 = 544.425 OK

200.69 - 132.37 = X *0.8
(200.69 - 132.37) / 0.8 = 85.4 CSR X base damage (83.4 in cyonan's thread ?)
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Volus adept Predator X ( pistol heavy barrel II (25% WD))

Damage Received: 91.875000 // Predator X
Damage Received: 300.000000 // ball 1
Damage Received: 345.000000 // ball 2
Damage Received: 390.000000 // ball 3
Damage Received: 119.437500 // Predator X + triple ball debuff

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/////////////////////////////////

CAR X body vs health (TC OFF)

Damage Received: 100.339966
Damage Received: 100.339966
Damage Received: 250.849976 HS (*2.5)


69.2*(1+0.2+0.25) = 100.34 ok

CAR X body vs health (TC ON)

Damage Received: 186.839966
Damage Received: 186.839966
Damage Received: 467.099976 (HS no hs perk)
(69.2 * 1.2) * (1 + 0.2 + 0.25 + 0.8) * 2.5 = 467.1 OK

(69.2 * 1.2) * (1 + 0.2 + 0.25 + 0.8) = 186.84 // TC rank 6 AR bonus applies to weapon base damage (multiplicative)

With stimpack (17.5 +10 % WD)

Damage Received: 119.369995
Damage Received: 119.369995
Damage Received: 119.369995
Damage Received: 209.676025
Damage Received: 209.676025
Damage Received: 209.676025
Damage Received: 209.676025

69.2 * (1 + 0.2 + 0.25 + 0.275) = 119.37 OK
(69.2 * 1.2) * (1 + 0.2 + 0.25 + 0.8 + 0.275) = 209.676 OK

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AMMO TESTS VS HEALTH//Shield//armor

drill rounds level 1: damage +10% / penetration 1m /ap rating +10%

CAR X 69.2

Shield Damage Received: 0.000000
Shield Damage Received: 101.000000
Shield Damage Received: 0.000000
Shield Damage Received: 294.000000
Shield Damage Received: 0.000000
Shield Damage Received: 294.000000
Shield Damage Received: 0.000000
Shield Damage Received: 210.000000
Shield Damage Received: 0.000000
Shield Damage Received: 210.000000

Armor Damage Received: 8.303711
Armor Damage Received: 193.041992
Armor Damage Received: 8.303711
Armor Damage Received: 193.041992
Armor Damage Received: 8.303711
Armor Damage Received: 193.041992
Armor Damage Received: 8.303711
Armor Damage Received: 193.041992
Armor Damage Received: 6.919922
Armor Damage Received: 132.975586
Armor Damage Received: 6.919922
Armor Damage Received: 132.975586
Armor Damage Received: 6.919922


Health Damage Received: 6.920044
Health Damage Received: 250.849976
Health Damage Received: 6.920044
Health Damage Received: 250.849976

/////////////////////////////
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CSR vs shields
Shield Damage Received: 133.000000
Shield Damage Received: 133.000000
Shield Damage Received: 210.000000
Shield Damage Received: 210.000000
Shield Damage Received: 210.000000

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///////////////////////////
phasic rounds 1: damage +5%, shield regen delay +100% for 15 sec.

CAR X 69.2


Shield Damage Received: 35.000000
Shield Damage Received: 141.000000
Shield Damage Received: 35.000000
Shield Damage Received: 141.000000
Shield Damage Received: 35.000000
Shield Damage Received: 141.000000
Shield Damage Received: 35.000000
Shield Damage Received: 79.000000


Armor Damage Received: 129.975586
Armor Damage Received: 129.975586
Armor Damage Received: 129.975586
Armor Damage Received: 129.975586
Armor Damage Received: 129.975586

Health Damage Received: 3.459961
Health Damage Received: 250.849976
Health Damage Received: 3.459961
Health Damage Received: 250.849976


/////////////////////////////////
/////////////////////////////////

K V
27.5 %

1849 shields

CSMG Vs Silver Pyro

Shield Damage Received: 58.000000
Shield Damage Received: 58.000000
Shield Damage Received: 58.000000
37.4 * (1 + 0.275 + 0.25) = 57.035

Armor Damage Received: 40.552490
Armor Damage Received: 40.552490
((37.4 * (1 + 0.275 + 0.25)) - 30) * 1.5 = 40.5525 // has * 1.5 vs armor

CSR X vs shields

Shield Damage Received: 131.000000
Shield Damage Received: 131.000000
85.4 * (1 + 0.275 + 0.25) = 130.235

CSR X vs armor

Armor Damage Received: 100.234985
Armor Damage Received: 100.234985
Armor Damage Received: 100.234985
85.4 * (1 + 0.275 + 0.25)) - 30 = 100.235

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/////////////////////////
predator X 73.5
explosive round 1: explosion damage 50, explosion damage per shot 10%

vs shields

Shield Damage Received: 79.000000
Shield Damage Received: 8.000000

.......................

Shield Damage Received: 89.000000
Shield Damage Received: 89.000000
Shield Damage Received: 89.000000
Shield Damage Received: 89.000000
Shield Damage Received: 89.000000
Shield Damage Received: 89.000000
Shield Damage Received: 89.000000
Shield Damage Received: 89.000000
Shield Damage Received: 50.000000
Shield Damage Received: 26.000000
Armor Damage Received: 5.000000
Armor Damage Received: 7.349976
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 22.050049



///////////////////
//////////////////
Armor Damage Received: 58.199951
Armor Damage Received: 7.349976

Armor Damage Received: 58.199951
Armor Damage Received: 7.349976

Armor Damage Received: 58.199951
Armor Damage Received: 7.349976


////////////////////

Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 50.000000 // explosive

///////////////////
////////////////////
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 29.400024 // 7.349976 *4

#3
Eckswhyzed

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Bumping, because more people need to see this.

#4
vironblood

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I'm really disappointed by the explosion rounds ammo.

#5
peddroelm

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bump

#6
Xaijin

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Thanks much peddro

#7
Ramsutin

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vironblood wrote...

I'm really disappointed by the explosion rounds ammo.



#8
TMB903

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Nice as always.

#9
Epique Phael767

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vironblood wrote...

I'm really disappointed by the explosion rounds ammo.



#10
darkpassenger2342

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peddroelmz wrote...

Explosive Rounds ammo
*1 vs shields
*? vs barriers (probably 1)
*1 vs armor
*? vs health (probably 1)
Has stacking mechanic similar to incendiary ammo - but with capped stack limit so NOT RECOMENDED WITH AUTO WEAPONS NOR with high damage single shot weapons (lots of wasted damage) ... Ideal use involves switching between multiple targets to allow for the rounds to explode ...


any specific weapon suggestions?

#11
peddroelm

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darkpassenger2342 wrote...

peddroelmz wrote...

Explosive Rounds ammo
*1 vs shields
*? vs barriers (probably 1)
*1 vs armor
*? vs health (probably 1)
Has stacking mechanic similar to incendiary ammo - but with capped stack limit so NOT RECOMENDED WITH AUTO WEAPONS NOR with high damage single shot weapons (lots of wasted damage) ... Ideal use involves switching between multiple targets to allow for the rounds to explode ...


any specific weapon suggestions?

 

I find it hard to find a specific combination that will make this "work' // "worth using" over other ammo types ... Maybe on typhoon with Cover Piercing  when multiple targets are around (ideally clumped toghether) - spray it among targets and hope the fallowing explosions will stagger//hit multiple targets ... Explosion range seems low,  damage % low and the stack capping mechanics prevents it from killing a target by walking away after you shot down its shields like you can with incendiary ammo (DOT kill)...

Pretty sure falcon/striker applies ammo effect on explosion (unlike scorpion on contact) so they might add extra group staggers on a falcon (damage would be negligible ... ) .. And with the buff to cryo//fire explosions you might want to use them on a falcon isntead of the explosive rounds ...

Modifié par peddroelmz, 11 octobre 2012 - 04:42 .


#12
blaze55555

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Have you found anything to imply that the CSMG is even worthy of the UR status? It's DPS is supposedly ~600 @ X, but less than 500 @ I... (~498) (RoF 800 supposedly)

It weighs 0.75 @ I and 0.35 @ X;
Sure, it needs no ammo clips, also has a clip of 30 to 40, it seems, but the DPS to weight ratio... not great, really; The Hurricane has 1281 dps, while it has half that? Hornet has higher DPS...

#13
peddroelm

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blaze55555 wrote...

Have you found anything to imply that the CSMG is even worthy of the UR status? It's DPS is supposedly ~600 @ X, but less than 500 @ I... (~498) (RoF 800 supposedly)

It weighs 0.75 @ I and 0.35 @ X;
Sure, it needs no ammo clips, also has a clip of 30 to 40, it seems, but the DPS to weight ratio... not great, really; The Hurricane has 1281 dps, while it has half that? Hornet has higher DPS...


In properly trained hands this weapon can score lots of headshots ... They probably nerfed its damage per bullet due to this simple fact ...

When you consider its headshot DPS it becomes an impressive weapon (all weapons would) difference is this one has the ability to put that theoretical headshot DPS in practice due to its laser beam accuracy ...

#14
DopedGoat84

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peddro for president

#15
madnyg

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Great work.

#16
AbhijitSM

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Wow...nice extensive testing as always.

I have to say the explosion rounds mechanics are really underwhelming. So its the above reason in the OP which is why the dmg felt really bad while using the Typhoon.

#17
Grunt_Platform

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Thanks, again, for the hard work!

So Phasic Rounds are much better against shields than disruptor, but weaker against health? I like it.

#18
ktong747

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May I ask where the exact numbers come from? I'm going to guess they are extracted from a game file. I'm just curious because there's no way of seeing the actual damage numbers in game.

#19
soultaker65

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Thank for the info.

vironblood wrote...

I'm really disappointed by the explosion rounds ammo.


This^

#20
peddroelm

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ktong747 wrote...

May I ask where the exact numbers come from? I'm going to guess they are extracted from a game file. I'm just curious because there's no way of seeing the actual damage numbers in game.


Not extracted from any game file  .. Tested in game ...

Modifié par peddroelmz, 11 octobre 2012 - 11:54 .


#21
Asebstos

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peddroelmz wrote...

I find it hard to find a specific combination that will make this "work' // "worth using" over other ammo types


A burst fire weapon like the Argus, maybe? Fire a burst then switch targets?

#22
peddroelm

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Asebstos wrote...

peddroelmz wrote...

I find it hard to find a specific combination that will make this "work' // "worth using" over other ammo types


A burst fire weapon like the Argus, maybe? Fire a burst then switch targets?


Pellet shotgun without smart choke// accuracy bonus ?  Assuming the explosions stagger - should allow for some form of crowd control ... Purpose being  CC instead of straight killing them ...( why ?!?!)

Modifié par peddroelmz, 11 octobre 2012 - 12:11 .


#23
ryoldschool

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ktong747 wrote...

May I ask where the exact numbers come from? I'm going to guess they are extracted from a game file. I'm just curious because there's no way of seeing the actual damage numbers in game.


Ha, - I don't understand how he does it, but as I understand what he is doing is he has a way to capture the in-game health/shields/armor of a target by "poking" some memory spot as the game is running.   Pretty amazing, and that is why the output he posts is so cryptic.

#24
Asebstos

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peddroelmz wrote...

Asebstos wrote...

peddroelmz wrote...

I find it hard to find a specific combination that will make this "work' // "worth using" over other ammo types


A burst fire weapon like the Argus, maybe? Fire a burst then switch targets?


Pellet shotgun without smart choke// accuracy bonus ?  Assuming the explosions stagger - should allow for some form of crowd control ... Purpose being  CC instead of straight killing them ...( why ?!?!)

Maybe on a power heavy class that is using a light weapon that sucks at killing anyway? Say, a scimitar with explosive ammo just for the staggers?

#25
MorinthSamara

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Bump for excellent information. BTW you should change your avatar to a Salarian. You feel like a Salarian more than a Krogan.