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


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#26
peddroelm

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MorinthSamara wrote...

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


Wrex would never forgive me :lol:

#27
blaze55555

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So, I wanna try to wrap my head around this...

In the OP, I see stuff I've seen before, you have an *# next to each defense type. For clarification:

Each ammo consumable has a % damage modifier bonus thingy. It's flat across the Rank? i.e. all Rank I AP ammo should have a 10% (Correct value?) bonus at all times? While all Rank III Disruptor rounds have a 15% bonus?

However, there's a secondary modifier which you're reporting which is typically either *1 or *0, but can be *10 in the case of the Phasic Rounds, which multiplies by that other multiplier depending on the defense type?

So the damage of a weapon with ammo powers is:
[Net_Weapon_Base_Damage] + (Base_Weapon_Damage * BWD_Modifiers) * Ammo_Power_Bonus_Damage * Defense_Type_Modifier (Your *1 or *0)

so a Javelin X doing Warp ammo III damage does
(Reg damage ~1288, presumably for the example) + (Base_Damage (1288) * 0.40 (WA III) * 1) vs. barriers
(Reg damage ~1288, presumably for the example) + (Base_Damage (1288) * 0.40 (WA III) * 0) vs. shields
(Reg damage ~1288, presumably for the example) + (Base_Damage (1288) * 0.40 (WA III) * 1) vs. armor/health
Javelin X doing Phasic ammo III damage does
(Reg damage ~1288, presumably for the example) + (Base_Damage (1288) * 0.15 (PhA III) * 10) vs. shields
(Reg damage ~1288, presumably for the example) + (Base_Damage (1288) * 0.15 (PhA III) * 10) vs. presumably vs barriers
(Reg damage ~1288, presumably for the example) + (Base_Damage (1288) * 0.15 (PhA III) * 0) vs. armor
(Reg damage ~1288, presumably for the example) + (Base_Damage (1288) * 0.15 (PhA III) * 0.5) vs. health

That's what you mean by those *# stats, right? So each ammo consumable has 2 damage modifier stats: A defense-type-based multiplier/modifier & A rank-based % Value damage multplier?

Further on the subject, the recent patch said it modified Disruptor ammo to increase damage to shields from 100% to 400%; does that mean they modified the defense-type-based multiplier/modifier stat; it was *1 before, now it's *4?

Because I don't see a gun suddenly doing 0 damage because it used a weird ammo type vs. armor which has a *0 modifer for armor; you could get stuck in a game where you couldn't win b/c you couldn't kill if you could have a gun which could do 0 damage per shot to enemies.

#28
Blind2Society

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I love that you do these tests but seriously, can you give a summary of your findings in words. All those numbers are just.....

Modifié par Blind2Society, 12 octobre 2012 - 02:55 .


#29
BridgeBurner

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blaze55555 wrote...

Because I don't see a gun suddenly doing 0 damage because it used a weird ammo type vs. armor which has a *0 modifer for armor; you could get stuck in a game where you couldn't win b/c you couldn't kill if you could have a gun which could do 0 damage per shot to enemies.


0 probably means it has zero effect on armour DR; so armour DR per shot will still be 50

#30
k1ngl1ves

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Top notch, Peddro!

#31
peddroelm

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Blind2Society wrote...

I love that you do these tests but seriously, can you give a summary of your findings in words. All those numbers are just.....

 

First post in thread contains  the summary .. Second post contains the actual test data ... 


@blaze55555

peddroelmz wrote...


Weapon_Damage = AmmoPowerDamage + Actual_Weapon_damage_Impact + (AmmoPowerDamageDOT + Actual_Weapon_damage_DOT )

AmmoPowerDamage is separate and applied before Actual_Weapon_damage_Impact (disruptor ammo, AP ammo; warp ammo; phasic ammo, drill ammo)

Actual_Weapon_damage_Impact - for most weapons this will be all weapon damage (only Kishok currently has a DOT bleed component)

DOT components - Kishok bleed component and incendiary ammo damage are applied as DOT ticks after Actual_Weapon_damage_Impact


Ammo_Power_Damage
-----------------

Ammo_Power_Damage = ModifiedBaseWeaponDamage * AmmoPowerMod * AmmoResistanceBonusMultiplier

AmmoPowerMod is the % specified in the ammo power skill // consumable description (showed in game since last patch) ...

AmmoResistanceBonusMultiplier for ammo powers is 0 or 1 (will apply AMMO damage vs specified defence type or not Since the last patches this can have other values than 0 or 1 (0.5;4;10))


Modifié par peddroelmz, 12 octobre 2012 - 03:48 .


#32
blaze55555

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So the first ammo powers with an AmmoResistanceBonusMultiplier not equal to 1 or 0 are:Disruptor, since the patch; went from *1 to *4Phasic, since retaliation; it's *10 for Shields and presumably Barriers, tooandPhasic ammo, as well; it's *0.5 for Health?
And yeah, I'm pretty sure I get the formula now... Thanks
As to the Explosive rounds, I'm not 100% certain I follow...

peddroelmz wrote...

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 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 before they exceed the damage cap and start wasting damage... Terrible vs single target regardless of weapon used...

Does the damage cap for Explosive Rounds ever change? What is the damage cap? What is the damage cap per Rank of the consumable? How does it add up to the cap/reach the cap?

Is the cap something like "Up to X shots can stack to contribute to the explosive damage" or more like "X damage is the maximum damage, and each shot contributes X% of the damage dealt towards and explosive value, and when said value reaches X, it stops contributing damage to the explosion until it detonates and starts again" or is "X damage" a %age of damage based on the Base_Projectile_Damage of w/e weapon you're using..? :pinched:

peddroelmz wrote...

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

This is just you testing to see if the Biotic Orb debuff works properly, as described (stacks up to 3 times @ 15% bonus damage each, totaling 45% debuff)

I don't see any conclusions for the debuff, though...

peddroelmz wrote...

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)

Have you tested it with an Ammo power to see if TC R6 AR Evo boosts base weapon damage and thusly effects Ammo Power Damage?

peddroelmz wrote...

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 [What is this? Is this Ammo damage, then Actual Weapon Damage over and over? Does the 0 prove that the Ammo doesn't do extra damage to Shields? It seems that this shows that ResistanceMultiplier stat you mention above ~Blaze55555]
Shield Damage Received: 101.000000 [But, one quick question: Why is this first shot lower, 101, and why are the last 2 shots lower, 210, and why are the 3 lower damaging shots doing 2 different damage values?]
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 [Why does this number suddenly dip to ~133?]
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

Just to keep some spacing for clarity.

peddroelmz wrote...

CSR vs shields
Shield Damage Received: 133.000000 [What does this test/prove?]
Shield Damage Received: 133.000000
Shield Damage Received: 210.000000 [Why is this different? Headshot? It's not even 2x the damage, so it shouldn't be]
Shield Damage Received: 210.000000
Shield Damage Received: 210.000000

----------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------

phasic rounds 1: damage +5%, shield regen delay +100% for 15 sec.
[I take it it doesn't provide some shield bypass like in ME1? I miss that mechanic... Got shields? TOO BAD, IMMA SHOOT YOUR HEALTH ANYWAY!!! MWUAHAHAHAHA!!! Have you noticed any weird such mechanics or any weird interaction between this ammo and the ShieldGate?]

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 [Again, why the sudden dip on this hit?]

Armor Damage Received: 129.975586 [No 0's between hits? What does this show?]
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 [I'm sorry if it's more tedious for you, but whenever the numbers change suddenly, when you put the calculation next to the suddenly new number to prove/show why and how it changes, it's pretty awesome and makes things clearer. It also helps show what you were testing b/c of the values contributing to the damage, you can kinda see what mechanics/bonuses are active, and it's clear what you're testing; I take it this shows that Health somehow gets the 0.5x multiplier]
Health Damage Received: 250.849976
Health Damage Received: 3.459961
Health Damage Received: 250.849976

Notes/Questions are Bold, Underlined, and in Brackets [], in the middle of the quote.

This is the other part of what I find still not clear enough (For me) to fully comprehend the explosive round mechanics summarized above. The multiple questions I have for the explosive rounds applies to this stuff, too. SORRY IF I'M PESKY!!!

peddroelmz wrote...

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 [Regular Shot damage? Explosive Round's extra damage hasn't been dealt yet; it stacks and waits a 3 second delay to explode, right?]
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 [And here's the extra (Ammo_)damage that the explosive rounds add on, right? They stacked and waited until you stopped shooting for 3 seconds to detonate, but were capped at 50 damage? Does Rank 3 ExAmmo have a cap of 250? b/c Cyonan's datamining suggested it did/could... Does that mean that ExAmmo II has a cap of 150 (The average of 50 and 250, the supposed caps of ExAmmo I and III from what I can tell; What's the radius as best you can tell? Cyonan posted "250" as the maxumim radius iirc, but i'm curious if that's 250 millimeters or 250 centimeters; i.e. 2.5 meters or 0.25 meters]
Shield Damage Received: 26.000000 [Waaaiiiit!!! What's this and where does this come from!?!?!!!???]
Armor Damage Received: 5.000000 [This, too! WhereTF does this come from!?]
Armor Damage Received: 7.349976 [OMG. New number and I can't see what is doing this!]
Armor Damage Received: 58.199951 [More new numbers that I can't figure out what is causing them from the #'s I see!?]
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 22.050049 [Yet another new, and unexplained (to me) number! AAAAAHHH!!!!]

Spacing.

peddroelmz wrote...

Armor Damage Received: 58.199951
Armor Damage Received: 7.349976
[1-shot each, explosive tests, seeing what it does with no stacking, guaranteed, right?]
Armor Damage Received: 58.199951
Armor Damage Received: 7.349976

Armor Damage Received: 58.199951
Armor Damage Received: 7.349976

Spacing.

peddroelmz wrote...

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

Same test as above but forcing them to stack, right?

peddroelmz wrote...

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

It would seem 7-9 Shots from w/e gun/build this is would be quite effective w/ explosive rounds for CC; Shoot a single enemy 7-9 times, reaim, wait for explosion as you shoot something else; Do headshots help speed up the process of reaching the Explosive damage cap faster?

Again, sorry if I'm making things more tedious than they need be, I'm just uneasy with/uncertain of all I'm seeing here. Thanks for all of these tests, though, you're awesome!

Modifié par blaze55555, 12 octobre 2012 - 04:48 .


#33
peddroelm

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[quote]blaze55555 wrote...

So the first ammo powers with an AmmoResistanceBonusMultiplier not equal to 1 or 0 are: Disruptor, since the patch went from *1 to *4 [vs shield& barries only]; Phasic, since retaliation it's *10 for Shields and presumably Barriers, too and Phasic ammo, as well it's *0.5 for Health?
And yeah, I'm pretty sure I get the formula now... Thanks
[/quote]

OK


[quote]blaze55555 wrote...
As to the Explosive rounds, I'm not 100% certain I follow...

Does the damage cap for Explosive Rounds ever change? What is the damage cap? What is the damage cap per Rank of the consumable? How does it add up to the cap/reach the cap?
[/quote]

Damage stack cap for explosive rounds is listed in the new detailed statistics for ammo powers in game ... Cap is 50 damage for Explosive I and 250 for Explosive III ..

[quote]blaze55555 wrote...
[quote]peddroelmz wrote...

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[/quote]
This is just you testing to see if the Biotic Orb debuff works properly, as described (stacks up to 3 times @ 15% bonus damage each, totaling 45% debuff)

I don't see any conclusions for the debuff, though...
[/quote]

Works as adertised + in game evolution description accurate ... No need to comment on it ... I tend to comment on things that don't work as expected or things with previously unknown mechanics ...

But taking a closer look 73.5 * (1 + 0.25) * (1 + 0.3) = 119.4375 .. Second Predator X shot only got 30% damage bonus .. No timestamps and Vironblood performed this test ... Maybe he waited too long ? What is the duration of the balls debuff ? Worth taking another look at some point...


[quote]blaze55555 wrote...
[quote]peddroelmz wrote...

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)[/quote]
Have you tested it with an Ammo power to see if TC R6 AR Evo boosts base weapon damage and thusly effects Ammo Power Damage?
[/quote]

yes you even quoted in this very post :) ... check bellow


[quote]blaze55555 wrote...
[quote]peddroelmz wrote...

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
[/quote]

[What is this? Is this Ammo damage, then Actual Weapon Damage over and over? Does the 0 prove that the Ammo doesn't do extra damage to Shields? It seems that this shows that ResistanceMultiplier stat you mention above
[/quote]

Precisely ...

[quote]blaze55555 wrote...
Shield Damage Received: 0.000000
Shield Damage Received: 101.000000 [But, one quick question: Why is this first shot lower, 101, and why are the last 2 shots lower, 210, and why are the 3 lower damaging shots doing 2 different damage values?]
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 [Why does this number suddenly dip to ~133?]
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[/quote]

Again shooting was done by vironblood with TGI using collector AR X (69.2 base damage) ... You see the effects of the various buffs going on and off (stim pack; TC; TC AR bonus ) + some of the hits might be headhsots (armor and shield tests performed vs geth prime)...

Did not bother to track their effects because except for the rank 6 bonus for AR they have no effect on Ammo damage ...
Here you see that the TGI TC rank 6 is indeed applied to base weapon damage and as such applies to ammo damage ..
69.2 * (1 + 0.2) * 0.1 = 8.304


[quote]blaze55555 wrote...
CSR vs shields
Shield Damage Received: 133.000000 [What does this test/prove?]
Shield Damage Received: 133.000000
Shield Damage Received: 210.000000 [Why is this different? Headshot? It's not even 2x the damage, so it shouldn't be]
Shield Damage Received: 210.000000
Shield Damage Received: 210.000000
[/quote]

It was a headshot vs GethPrime
85.4 * (1 + 0.3 + 0.25) = 132.37
85.4 * (1 + 0.3 + 0.25 + 0.2) * 1.4 = 209.23



[quote]blaze55555 wrote...

phasic rounds 1: damage +5%, shield regen delay +100% for 15 sec.
[I take it it doesn't provide some shield bypass like in ME1? I miss that mechanic... Got shields? TOO BAD, IMMA SHOOT YOUR HEALTH ANYWAY!!! MWUAHAHAHAHA!!! Have you noticed any weird such mechanics or any weird interaction between this ammo and the ShieldGate?]

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 [Again, why the sudden dip on this hit?]
[/quote]

Did not save the full damage output (lots of repeats) .. that 79 is probably the bullet that hit shieldgate (target ran out of shields) ..

[quote]blaze55555 wrote...
Armor Damage Received: 129.975586 [No 0's between hits? What does this show?]
Armor Damage Received: 129.975586
Armor Damage Received: 129.975586
Armor Damage Received: 129.975586
Armor Damage Received: 129.975586
[/quote]

Could be measuring error - don't have the script code I used for handling armor Breakpoints at hand but it might've been missing 0 damage hits ...

[quote]blaze55555 wrote...
Health Damage Received: 3.459961 [I'm sorry if it's more tedious for you, but whenever the numbers change suddenly, when you put the calculation next to the suddenly new number to prove/show why and how it changes, it's pretty awesome and makes things clearer. It also helps show what you were testing b/c of the values contributing to the damage, you can kinda see what mechanics/bonuses are active, and it's clear what you're testing; I take it this shows that Health somehow gets the 0.5x multiplier]
Health Damage Received: 250.849976
Health Damage Received: 3.459961
Health Damage Received: 250.849976[/quote]

CAR X 69.2
69.2 * 0.1 * 0.5 = 3.46 // 10% ammo modifier and *0.5 vs health


[quote]blaze55555 wrote...
This is the other part of what I find still not clear enough (For me) to fully comprehend the explosive round mechanics summarized above. The multiple questions I have for the explosive rounds applies to this stuff, too. SORRY IF I'M PESKY!!!

[quote]peddroelmz wrote...

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


Shield Damage Received: 89.000000 [Regular Shot damage? Explosive Round's extra damage hasn't been dealt yet; it stacks and waits a 3 second delay to explode, right?]
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 [And here's the extra (Ammo_)damage that the explosive rounds add on, right? They stacked and waited until you stopped shooting for 3 seconds to detonate, but were capped at 50 damage? Does Rank 3 ExAmmo have a cap of 250? b/c Cyonan's datamining suggested it did/could... Does that mean that ExAmmo II has a cap of 150 (The average of 50 and 250, the supposed caps of ExAmmo I and III from what I can tell; What's the radius as best you can tell? Cyonan posted "250" as the maxumim radius iirc, but i'm curious if that's 250 millimeters or 250 centimeters; i.e. 2.5 meters or 0.25 meters]
[/quote]
[/quote]
Correct ... NO clue about explosion range or if it staggers .. ME3 window was minimized ... Vironblood was doing the shooting .. I was directing him via origin chat ..

[quote]blaze55555 wrote...

Shield Damage Received: 26.000000 [Waaaiiiit!!! What's this and where does this come from!?!?!!!???]
Armor Damage Received: 5.000000 [This, too! WhereTF does this come from!?]
Armor Damage Received: 7.349976 [OMG. New number and I can't see what is doing this!]
[/quote]
Here you see the shield gate in action ... 26 shield left .. 5 damage bleeds to armor ((88.2 - 26) * 0.25 = 15.55 (less than 30 silver armor DR 5 is applied)) .. And 7.35 is the explosion damage for one round ..(10% of predator X damage 73.5)



[quote]blaze55555 wrote...
Armor Damage Received: 58.199951 [More new numbers that I can't figure out what is causing them from the #'s I see!?]
Armor Damage Received: 58.199951
Armor Damage Received: 58.199951
Armor Damage Received: 22.050049 [Yet another new, and unexplained (to me) number! AAAAAHHH!!!!][/quote]

Predator vs silver armor will lose 30 damage per shot because of armor DR ..

89 (shield damage rounded up) -30 = 59 armor damage
73.5 * (1 + 0.2) = 88.2 predator X damage vs shield (20% WD) (game rounds up to 89)
73.5 * (1 + 0.2) - 30 = 58.2 predator X damage vs silver armor (20% WD)

Here asked Vironblood to fire 3 quick shots ... can see the explosion ammo stacking mechanic ...
73.5 * 0.1 * 3 = 22.05 (< 50 gets applied)



[quote]peddroelmz wrote...

Armor Damage Received: 58.199951
Armor Damage Received: 7.349976
[1-shot each, explosive tests, seeing what it does with no stacking, guaranteed, right?]
Armor Damage Received: 58.199951
Armor Damage Received: 7.349976

Armor Damage Received: 58.199951
Armor Damage Received: 7.349976[/quote]
CORRECT


[quote]blaze55555 wrote...
[quote]peddroelmz wrote...

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[/quote]
Same test as above but forcing them to stack, right?
[/quote]
Correct again.. Here stacked explosion ammo damage should be
73.5 * 0.1 * 9 = 66.15 But the limit for explosion ammo I is 50 so 50 is applied - rest is wasted ...

[quote]peddroelmz wrote...

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[/quote]

again explosion stacking for 4 quick predator X shots
73.5 * 0.1 * 4 = 29.4

Sorry about the unusual lack of detail .. was late (half asleep) and was trying to get it posted before I went to sleep ...

Modifié par peddroelmz, 12 octobre 2012 - 08:12 .


#34
blaze55555

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Awesome and that clears up just about everything as best I can remember. If you didn't answer any questions I had, I certainly can't remember the question I wanted to know the answer to!

And no, seriously, thank YOU. I'm sorry for being particularly nit-picky about the data and assuming what I see. I greatly appreciate the initial data and this awesome follow-up response to the questions I asked after reading the OP; both sets of info were very hasty and great info. I greatly appreciate all of this data you post, it's as awesome as you are. Thanks for doing this stuff.

One new question:

peddroelmz wrote...

It was a headshot vs GethPrime
85.4 * (1 + 0.3 + 0.25) = 132.37
85.4 * (1 + 0.3 + 0.25 + 0.2) * 1.4 = 209.23

I don't know if you've tested the following, yet, but as soon as you do the headshot, suddenly the damage gets a 0.2 bonus that it didn't get before; only thing I can think of is the Geth Prime received some passive Headshot Bonus Multiplier "suddenly."

Do the new Boss weak-points benefit from Headshot damage modifiers? Even the Atlas despite it not being a 'Head'? Which Bosses have the weak-point again? Brutes, Ravagers, Banshees, Primes, Atlases..?
Pyros always had it, right? Do Praetorians have them? I imagine Scions have a weak point... I also imagine Dragoons have a weak point as well. What about Geth Bombers; are they big enough to have a weak spot?
Do all HS Bonus thingies give bonuses v. boss weak points? Or just some?
Pistol Cranial Trauma System?
Character Kit class Passive Skills?
Marksman Evolution Bonuses?
Doesn't Tactical Scan have a HS Damage Bonus evolution?
Targeting VI Equipment? (If so, then all enemies should now be affected by this, and it's not a regular-troops only kind of thing, and that 35% just might be worth it)
Is there a Gear that boosts HS Damage?(Am I missing any?)[/list]
(I don't take you or any tester on here for a poor user of the scientific method. You'd keep your processes and actions taken as similar as possible to keep an easy-to-compare control test at all times, thus you wouldn't change multiple 'variables' at once. Thus, I don't believe you (or whoever did the test) suddenly used a some debuff power, like Cryo Blast or sumsuch, between the Prime non-headshot and the Prime headshot, because that would taint the data. So my urge is to assume that the 0.2 magical bonus appearance is, in fact, a really awesome HS Bonus from a passive; IF SO: That is a REALLY good tidbit of off-topic, relevant info to be included somewhere worth noting!!!)

P.S. Well shoot... Now I dun gone and asked like 50 bajillion new questions, which aren't even related to the OP... darnit! BUT I WANNA KNOW!!!

Modifié par blaze55555, 12 octobre 2012 - 10:44 .


#35
BridgeBurner

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blaze55555 wrote...

I don't know if you've tested the following, yet, but as soon as you do the headshot, suddenly the damage gets a 0.2 bonus that it didn't get before; only thing I can think of is the Geth Prime received some passive Headshot Bonus Multiplier "suddenly."


The passive tree at rank 5 has a 20% headshot damage evolution. That's where the extra 20% came from. Those evolutions provide a flat 20% bonus to weapon damage if your shot strikes the target's head.

#36
peddroelm

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blaze55555 wrote...

..

P.S. Well shoot... Now I dun gone and asked like 50 bajillion new questions, which aren't even related to the OP... darnit! BUT I WANNA KNOW!!!


Annomander explained the 20% passive headshot bonus ...

begining of second post (test data)

peddroelmz wrote...

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 // turian ghost passive

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



Here are the tests regarding Boss headhsots .. Not everything works ...Did not run headshot tests vs the Collector units but most of their units have "head" spots  ... 

Modifié par peddroelmz, 12 octobre 2012 - 01:41 .


#37
Deerber

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Got a question about the new ammo, I think this is the right place to post.

Lately, I've seen quite some evidence of all-damage specced GIs with Javelin killing gold phantoms with 1 bodyshot. I thought that was not supposed to be possible, as Peddro hinted in the OP. Any idea on this?

#38
peddroelm

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Deerber wrote...

Got a question about the new ammo, I think this is the right place to post.

Lately, I've seen quite some evidence of all-damage specced GIs with Javelin killing gold phantoms with 1 bodyshot. I thought that was not supposed to be possible, as Peddro hinted in the OP. Any idea on this?


Doable

1545.8 * 1.35 * 0.15 * 10 = 3130.245 (>3075)

Javelin got buffed in the mean time ...

Modifié par peddroelmz, 17 novembre 2012 - 03:10 .


#39
Deerber

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peddroelmz wrote...

Deerber wrote...

Got a question about the new ammo, I think this is the right place to post.

Lately, I've seen quite some evidence of all-damage specced GIs with Javelin killing gold phantoms with 1 bodyshot. I thought that was not supposed to be possible, as Peddro hinted in the OP. Any idea on this?


Doable

1545.8 * 1.35 * 0.15 * 10 = 3130.245 (>3075)

Javelin got buffed in the mean time ...




Mmm... So I'm guessing that the evo 6 of TC actually applies a 1.35 multiplier and not a 1.25?

Nice to know that. Thank you! =]

#40
peddroelm

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Deerber wrote...

peddroelmz wrote...

Deerber wrote...

Got a question about the new ammo, I think this is the right place to post.

Lately, I've seen quite some evidence of all-damage specced GIs with Javelin killing gold phantoms with 1 bodyshot. I thought that was not supposed to be possible, as Peddro hinted in the OP. Any idea on this?


Doable

1545.8 * 1.35 * 0.15 * 10 = 3130.245 (>3075)

Javelin got buffed in the mean time ...




Mmm... So I'm guessing that the evo 6 of TC actually applies a 1.35 multiplier and not a 1.25?

Nice to know that. Thank you! =]


You are guessing wrong.. That extra 10% is the bonus for geth weapons Javelin gets when used on a geth ... (its not an ordinary weapon damage bonus - is "special" like the TC rank 6 bonus is...)

Modifié par peddroelmz, 17 novembre 2012 - 06:26 .


#41
Deerber

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peddroelmz wrote...

Deerber wrote...

peddroelmz wrote...

Deerber wrote...

Got a question about the new ammo, I think this is the right place to post.

Lately, I've seen quite some evidence of all-damage specced GIs with Javelin killing gold phantoms with 1 bodyshot. I thought that was not supposed to be possible, as Peddro hinted in the OP. Any idea on this?


Doable

1545.8 * 1.35 * 0.15 * 10 = 3130.245 (>3075)

Javelin got buffed in the mean time ...




Mmm... So I'm guessing that the evo 6 of TC actually applies a 1.35 multiplier and not a 1.25?

Nice to know that. Thank you! =]


You are guessing wrong.. That extra 10% is the bonus for geth weapons Javelin gets when used on a geth ... (its not an ordinary weapon damage bonus - is "special" like the TC rank 6 bonus is...)


I see. Thanks for the patience with all my questions! :whistle: