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Collectors are bugged - confirmed by bioware


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#1
corlist

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Re-tests done on 20 Mar 2013, post reckoning DLC and patch 1.05.

Collector bugs are fixed.

Incomprehensive combo test
Scion damage test

Thanks to everybody who helped with bumping and getting bioware's attention, which resulted in the bugs being fixed.

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*Edit* Collector bugs are confirmed

Brenon Holmes - Image IPB 
Yeah, just finished looking into the other issues with Chris - there are some data bugs with the way the normalized damage computations work for the Collectors (and probably some other enemies as well). This would cause them to receive damage that had been scaled incorrectly from certain sources (combos being one of them).

With Scion damage, it looks like there was a bug introduced with an optimisation that is resulting in a double call to the radius damage... we'll look into possible fixes for both issues.

Thanks for bringing this up guys.


I'm sure a lot of us at BSN would like to thank you guys for looking into it too.
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All collector units, possessed or not, take 33.3% less damage from any combo explosion.

Bronze collectors take base damage.
Silver collectors take bronze damage.
Gold collectors take silver damage.
Platinum collectors take less-than-gold damage.

Also, scions cannons are most probably doing 2x more damage than they should. (Whenever a scion shoots a character, 2 instances of the same damage is dealt. This does not bypass protection gates.)
Scions do 2800/4256/5600/6720 damage per shot in the 4 difficulties respectively. (These numbers are already doubled.)

*added some cryo explosion tests
*made OP less ambigious
*added "subtitles" in the formulae for interested laymen.

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legend
[bm] = base multiplier
[det #] = detonate bonus for warp/throw/shockwave/snap freeze
[dif b/s/g/p] = difficulty multipliers for the 4 difficulties
[deb] = debuff bonuses for warp/snap freeze
[def a/s/b] = damage multipliers against armour/shields/barriers

*All damage done to shields are barriers are rounded up in-game.

Bronze

warp 6 + throw 6 vs trooper
Damage 646.875061
100 * 2.5 [bm] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] = 646.875

warp 6 + throw 6 vs p. trooper barriers
Damage 1294.000000
100 * 2.5 [bm] * 1.5 [det 1] * 1.5 [det 2] * 2 [def b] * 1.15 [deb] = 1293.75

warp 6 + throw 6 vs p. trooper health
Damage 646.875061
100 * 2.5 [bm] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] = 646.875

warp 6 + throw 6 vs captain health
Damage 646.875061
100 * 2.5 [bm] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] = 646.875

warp 6 + throw 6 vs scion
Damage 1293.750000
100 * 2.5 [bm] * 1.5 [det 1] * 1.5 [det 2] * 2 [def a] * 1.15 [deb] = 1293.75

warp 6 + throw 6 vs praetorian barriers
Damage 1294.000000
100 * 2.5 [bm] * 1.5 [det 1] * 1.5 [det 2] * 2 [def b] * 1.15 [deb] = 1293.75

warp 6 + throw 6 vs praetorian armour
Damage 1293.750000
100 * 2.5 [bm] * 1.5 [det 1] * 1.5 [det 2] * 2 [def a] * 1.15 [deb] = 1293.75

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Silver

warp 6 + throw 6 vs trooper
Damage 970.312561
100 * 2.5 [bm] * 1.5 [dif b] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] = 970.3125

warp 6 + throw 6 vs captain barriers
Damage 1941.000000
100 * 2.5 [bm] * 1.5 [dif b] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] * 2 [def b] = 1940.625

stasis 6 + warp 6 vs captain barriers
Damage 1294.000000
100 * 2.5 [bm] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] * 2 [def b] = 1293.75

warp 6 + throw 6 vs scion
Damage 1940.625000
100 * 2.5 [bm] * 1.5 [dif b] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] * 2 [def a] = 1940.625

cryo ammo + incinerate 6 vs trooper
Damage 206.250000
(75 + (200 - 75) / 10 * (7 - 2)) [bm] * 1.5 [dif b] = 206.25

snap freeze 4 + incinerate 6 vs scion
Damage 525.000000
(75 + (200 - 75) / 10 * (10 - 2)) [bm] * 1.5 [dif b] * 2 [det 1] = 525

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Gold

warp 6 + throw 6 vs p. trooper barriers
Damage 2911.000000
100 * 2.5 [bm] * 2.25 [dif s] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] * 2 [def b] = 2910.9375

stasis 6 + warp 6 vs p. trooper barriers
Damage 1941.000000
100 * 2.5 [bm] * 2.25 [dif s] * 1.5 [det 1] * 1.15 [deb] * 2 [def b] = 1940.625

warp 6 + throw 6 vs p. trooper health
Damage 1455.468872
100 * 2.5 [bm] * 2.25 [dif s] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] = 1455.46875

stasis 6 + throw 6 vs p. trooper health
Damage 843.750000
100 * 2.5 [bm] * 2.25 [dif s] * 1.5 [det 1] = 843.75

warp 6 + throw 6 vs captain barriers
Damage 2911.000000
100 * 2.5 [bm] * 2.25 [dif s] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] * 2 [def b] = 2910.9375

warp 6 + throw 6 vs captain health
Damage 1455.468872
100 * 2.5 [bm] * 2.25 [dif s] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] = 1455.46875

warp 6 + throw 6 vs scion
Damage 2910.937500
100 * 2.5 [bm] * 2.25 [dif s] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] * 2 [def a] = 2910.9375

warp 6 + throw 6 vs praetorian barriers
Damage 2911.000000
100 * 2.5 [bm] * 2.25 [dif s] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] * 2 [def b] = 2910.9375

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Platinum

warp 6 + throw 6 vs p. praetorian barriers
Damage 3784.304688
100 * 2.5 [bm] * (4.3875/1.5) [dif p/1.5] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] * 2 [def b] = 3784.21875

warp 6 + throw 6 vs scion
Damage 3784.304688
100 * 2.5 [bm] * (4.3875/1.5) [dif p/1.5] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] * 2 [def a] = 3784.21875

warp 6 + throw 6 vs p. scion barriers
Damage 3785.000000
100 * 2.5 [bm] * (4.3875/1.5) [dif p/1.5] * 1.5 [det 1] * 1.5 [det 2] * 1.15 [deb] * 2 [def b] = 3784.21875

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Other factions
bronze

stasis 6 + warp 6 vs assault trooper
Damage 646.875061
100 * 2.5 [bm] * 1.5 [dif b] * 1.5 [det 1] * 1.15 [deb] = 646.875

stasis 6 + warp 6 vs geth trooper
Damage 646.875061
100 * 2.5 [bm] * 1.5 [dif b] * 1.5 [det 1] * 1.15 [deb] = 646.875

stasis 6 + warp 6 vs cannibal
Damage 646.875061
100 * 2.5 [bm] * 1.5 [dif b] * 1.5 [det 1] * 1.15 [deb] = 646.875

Modifié par corlist, 19 mars 2013 - 07:38 .


#2
Brenon Holmes

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I'm not totally clear on the methodology of some of the tests... but one thing to keep in mind, is that possessed collectors get a health boost. This is a direct modification of the actual health value... which means that normalized combo damage will appear to do "less" on possessed targets.

#3
Brenon Holmes

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Jack Crapper wrote...

Brenon Holmes wrote...

I'm not totally clear on the methodology of some of the tests... but one thing to keep in mind, is that possessed collectors get a health boost. This is a direct modification of the actual health value... which means that normalized combo damage will appear to do "less" on possessed targets.

Thank you for responding, but the OP is claiming that this is the case whether possessed or not.


I think we'd have to look into that, there's no code to do anything like that specifically... the same with the double damage on Scion shots, they work exactly the same as Ravagers guns - so I would expect that any issues would be shared between the two (and I don't think we're currently aware of any issues).

I'll follow up with QA and see what we can see. :happy:

#4
Brenon Holmes

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MrScottBear wrote...

Brenon Holmes wrote...

I'm not totally clear on the methodology of some of the tests... but one thing to keep in mind, is that possessed collectors get a health boost. This is a direct modification of the actual health value... which means that normalized combo damage will appear to do "less" on possessed targets.


Certain PC players aparently found a way to poke the game and figure out exactly how much damage is actually done to the enemy.  I play on Xbox, so I've no clue as to how they do this, but this is worth looking into.


There are some damage profiling screens that we used in development... however those don't (reliably) work in MP. The only reason I'm curious about the methodology is so that I can compare it to our internal tests for validation. :happy:

#5
Brenon Holmes

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corlist wrote...

Brenon Holmes wrote...

There are some damage profiling screens that we used in development... however those don't (reliably) work in MP. The only reason I'm curious about the methodology is so that I can compare it to our internal tests for validation. :happy:


I can most definitely detail the methodology used in these tests... provided it doesn't come with a banhammer - hopefully.


I think it was described to me in PMs, using memory watches with external tools? I wouldn't really be concerned about bans and whatnot for stuff like that.

Edit: I should read the rest of the thread, yes - extracting information on damage done that way would be pretty accurate. :happy: Nice.

I was more just curious if you guys were somehow turning on the in-game debuggers for damage, since those are known to have a few issues depending on how you use them. :happy:

If you're tracking the health value in memory, that should be pretty accurate.

Modifié par Brenon Holmes, 23 octobre 2012 - 07:25 .


#6
Brenon Holmes

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corlist wrote...

The ravager's cannons are functionally identical to the scion's with the exception that the scion's cannons also apply an effect which prevents regeneration. This effect may be the culprit behind the doubled damage.


Yeah, they have the same base code... Chris Schanche took a peek and there's definitely something wonky going on (not that I didn't believe you fine folks :happy:, just with a repro case we can probably look at how we can fix whatever's busted).

I'm in the middle of some other stuff for another thing - but hopefully we can get a bit of time today to figure out exactly why things are not working the way they're supposed to be.

Modifié par Brenon Holmes, 24 octobre 2012 - 11:27 .


#7
Brenon Holmes

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Shampoohorn wrote...

Brenon, thanks for checking on this and giving us an update.

Any info on the Biotic Explosion damage reduction Collectors seem to have?


Yeah, just finished looking into the other issues with Chris - there are some data bugs with the way the normalized damage computations work for the Collectors (and probably some other enemies as well). This would cause them to receive damage that had been scaled incorrectly from certain sources (combos being one of them).

With Scion damage, it looks like there was a bug introduced with an optimisation that is resulting in a double call to the radius damage... we'll look into possible fixes for both issues. 

Thanks for bringing this up guys. :happy: