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Phasic rounds tested- Huge Problem


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#76
N7Kopper

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Blennus wrote...

The OP mentioned biotic explosions, was this tested as well? I assume that there should be no difference, but I just wanted to double check.

Unlikely, but possible that they're a difference.
I mean, even henchmen get full damage on combo explosions, so the chances of Phasic Rounds making them hurt less is... slim.

#77
Hyperionyht

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Might phasic rounds still have some odd effect on how combo detonations' damage values are determined, as OP describes? I think further number-crunching would help clarify the matter if there is indeed a problem with them.

Modifié par Hyperionyht, 16 octobre 2012 - 08:56 .


#78
Morgax_Warrior

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After all those months of biotics trolling sniper rifle users you say we finally have way to annoy and punish them for screenshaking?
*Evil Laugh* Where is you cocktail shaker now, biotics?

#79
kmmd60

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Thank you for a concrete proof, cyonan.

Time to roll with phasic round.

#80
JaimasOfRaxis

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So what have we learned?

This was a DNC Protoman thread...no one should have taken it seriously in the first place.


That.

#81
dima_che

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Would be nice to read OP comments now.

#82
PendantTurnips

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bioware has f**cked up once again

#83
AbhijitSM

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ItZ LupOz wrote...

bioware has f**cked up once again


Did u even read the full thread?

#84
jancz89

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what a shame, I thought the phasic ammo would work the same way as in ME1 :C

#85
Lexa_D

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Still, OP stated one thing (damage from biosplosions decrease), Cyonan tested another (damage from bioability stays the same).

#86
PreGy

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Lexa_D wrote...

Still, OP stated one thing (damage from biosplosions decrease), Cyonan tested another (damage from bioability stays the same).



OP also said he noticed it with an Atlas (armored unit), and Cyonan tested a Marauder.

#87
Kenadian

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It's worth noting that what I said wasn't meant to argue against DNC's point, just that it's kind of pointless to use phasic rounds on anything but slower, hard hitting weapons. You know, the ones that could actually use em? Yay for not being wrong in the first place.

#88
Indenter

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Judging damage by the amount of bars taken is not a good measure.

They are likely rounded to divisions that are not completely depleted.

#89
DNC Protoman

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Cyonan wrote...

So I tested this myself.

Against a Marauder with no Phasic Rounds

627.800049 // Shot that broke the shields and damaged health a bit
309.050049 // Warp's primary hit. 318.75 damage dealt
302.940674 // Rest is Warp's DoT effect
296.831299
290.721924
284.612549

Against a Marauder with Phasic Rounds III

456.450012 // Shot to break the shields which damaged health
137.700012 // Warp's primary hit. 318.75 damage dealt
131.590637 // Warp DoT
125.481262
119.371887
113.262512

There is no damage reduction against powers after breaking a target's shields with Phasic Rounds equipped. In every account Warp did 318.75 points of damage, regardless of what I broke the target's shields with.

I can confirm that Warp does indeed do 75% of the listed damage upfront, with 25% of the damage following over the duration. Done on a Human Sentinel with 20% from passive, 20% from Warp's tree and 30% from Tech Armour:

250 * 1.7 = 425
425 * 0.75 = 318.75


Incorrect and weak test..  However anyone wishing to believe it go ahead and use Phasic rounds.   You've been warned.

#90
Koenig888

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DNC Protoman wrote...

Cyonan wrote...

So I tested this myself.

Against a Marauder with no Phasic Rounds

627.800049 // Shot that broke the shields and damaged health a bit
309.050049 // Warp's primary hit. 318.75 damage dealt
302.940674 // Rest is Warp's DoT effect
296.831299
290.721924
284.612549

Against a Marauder with Phasic Rounds III

456.450012 // Shot to break the shields which damaged health
137.700012 // Warp's primary hit. 318.75 damage dealt
131.590637 // Warp DoT
125.481262
119.371887
113.262512

There is no damage reduction against powers after breaking a target's shields with Phasic Rounds equipped. In every account Warp did 318.75 points of damage, regardless of what I broke the target's shields with.

I can confirm that Warp does indeed do 75% of the listed damage upfront, with 25% of the damage following over the duration. Done on a Human Sentinel with 20% from passive, 20% from Warp's tree and 30% from Tech Armour:

250 * 1.7 = 425
425 * 0.75 = 318.75


Incorrect and weak test..  However anyone wishing to believe it go ahead and use Phasic rounds.   You've been warned.


I would rather believe (a) Cyonan; (B) his test with actual numbers; or © both of the above.

#91
DNC Protoman

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Koenig888 wrote...



I would rather believe (a) Cyonan; (B) his test with actual numbers; or © both of the above.



That's fine by me.  In time the rest of you will figure out the rounds are glitched.  Then I'll bring this thread back for the "I told you so"

#92
Lexsoar

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DNC Protoman wrote...

Koenig888 wrote...



I would rather believe (a) Cyonan; (B) his test with actual numbers; or © both of the above.



That's fine by me.  In time the rest of you will figure out the rounds are glitched.  Then I'll bring this thread back for the "I told you so"


Just posting to feed the this troll.

#93
Grotaiche

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Kenadian wrote...

People have no sense of humour.

Just some of them but they talk loudly to insult anyone who speaks anything but pure logic. (maybe they're comupters)
I love your posts, keep on doing them ! :wub:

#94
Ronald Jerum

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After a bad string of PUGs I performed some tests. My numbers may be wrong, someone more familiar with the games' mechanics can check them, but my tests were consistent whether Phasic Rounds was used or not.

Setup: Human Adept http://narida.pytalh...0@0@A@@@0@0@0@0 on Bronze with Phasic Rounds III and no ammo bonus. These tests show that Phasic Rounds is probably working correctly.

Warp (3):
581.25

Shockwave (6):
480

BE (9):
100*((9-2)*.15+1)*1.5(Bronze)*2(Armor)*1.65(Shockwave 5a)=1014.75

Total damage per Warp + Shockwave + BE Cycle:
1014.75+581.25+480=2076

Bronze Atlas armor: 9000
It took five attack cycles (jive 10380 total predicted armor damage) to kill the Atlas after depleting the shield regardless of ammo bonus. Both setups were tested twice, each with the same result.

If there is a damage reduction, it is less than 13.3% based on this test.

A second test was conducted using only warp to inflict damage on the Atlas' armor. Warp deals 581.25 damage, therefore it would require 16 casts to destroy the Atlas. In game tests matched this prediction. Warp's DoT was allowed to run the full ten seconds near the end of armor to ensure that the Atlas was not overkilled. Again no difference was observed regardless of whether Phasic Rounds was used. Both setups were tested twice, each with the same result.

This test would require a damage reduction of less than 3.3%.

It's possible that there is something that wasn't tested for causing this (difficulty level, two detonation bonuses, non-host etc.), but Phasic Rounds use appears to perform no different from its non-use regarding powers.

#95
upinya slayin

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DNC Protoman wrote...

Mendelevosa wrote...

Kenadian wrote...

It's not really a problem. You shouldn't be using Phasic rounds on anything but single shot weapons anyways.


Please read what he posted thoroughly. He said that the Phasic rounds increase damage resistance of enemies, meaning that ALL players in the game will have a tougher time taking down enemies shot with the ammo. I am sure that no one would want their damage potential reduced by their own teammates.



That guy's an idiot.  He is only considering that it lets you one shot mooks and phanotms.  It hurts you and your team badly against bosses once shields are down and makes powers worthless.


i was using it on a valiant last night w/o a problem. the damge was th same given to atlas's with or w/o me shooting it

#96
DHKany

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DNC Protoman wrote...

Cyonan wrote...

So I tested this myself.

Against a Marauder with no Phasic Rounds

627.800049 // Shot that broke the shields and damaged health a bit
309.050049 // Warp's primary hit. 318.75 damage dealt
302.940674 // Rest is Warp's DoT effect
296.831299
290.721924
284.612549

Against a Marauder with Phasic Rounds III

456.450012 // Shot to break the shields which damaged health
137.700012 // Warp's primary hit. 318.75 damage dealt
131.590637 // Warp DoT
125.481262
119.371887
113.262512

There is no damage reduction against powers after breaking a target's shields with Phasic Rounds equipped. In every account Warp did 318.75 points of damage, regardless of what I broke the target's shields with.

I can confirm that Warp does indeed do 75% of the listed damage upfront, with 25% of the damage following over the duration. Done on a Human Sentinel with 20% from passive, 20% from Warp's tree and 30% from Tech Armour:

250 * 1.7 = 425
425 * 0.75 = 318.75


Incorrect and weak test..  However anyone wishing to believe it go ahead and use Phasic rounds.   You've been warned.


Here we go with the, "you are wrong and I am right" thing again. 
Seriously, haven't you learned AT ALL from your previous threads? I'd rather believe numbers than bars. 
If anything YOUR test was weak. 

#97
Kristen Schanche

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Investigating.

#98
DNC Protoman

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DHKany wrote...

Here we go with the, "you are wrong and I am right" thing again. 
Seriously, haven't you learned AT ALL from your previous threads? I'd rather believe numbers than bars. 
If anything YOUR test was weak. 



good.  Don't believe.  When it is proven, all of you will bow before me.

#99
N7 Whiskey

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And if you are wrong? Will you stop posting on BSN forever?

#100
codename2o2

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New-found form of griefing biotics...?

Implications... Problematic.