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
MorinthSamara wrote...
Bump for excellent information. BTW you should change your avatar to a Salarian. You feel like a Salarian more than a Krogan.
Modifié par Blind2Society, 12 octobre 2012 - 02:55 .
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.
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.....
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 .
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?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...
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)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
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...
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)
Just to keep some spacing for clarity.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
Notes/Questions are Bold, Underlined, and in Brackets [], in the middle of the quote.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
Spacing.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
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: 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
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?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
Modifié par blaze55555, 12 octobre 2012 - 04:48 .
Modifié par peddroelmz, 12 octobre 2012 - 08:12 .
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."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
Modifié par blaze55555, 12 octobre 2012 - 10:44 .
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."
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!!!
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
/////////////////
///////////////////
Modifié par peddroelmz, 12 octobre 2012 - 01:41 .
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?
Modifié par peddroelmz, 17 novembre 2012 - 03:10 .
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 ...
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!
Modifié par peddroelmz, 17 novembre 2012 - 06:26 .
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...)