ME3 Weapon/Build/Consumable Calculator: Time to Kill every enemy with your setup
#26
Posté 27 novembre 2012 - 12:43
#27
Posté 27 novembre 2012 - 01:24
ISHYGDDT wrote...
Very nice. So I played around with the calculator a bit, are you sure Ravagers don't have headshot bonuses?
Ravagers don't get headshots, but they do take spikes of damage when the sacs break. I wasn't sure how much, so i didn't include it.
#28
Posté 27 novembre 2012 - 01:25
mrs_anomaly wrote...
This is fantastico! I'm such an intuitive *coughlazy* player that this would be awesome to check out. How do I do that?
Use File>Make a copy, and you will make a file you can edit yourself. To do so, you will need to be signed in to a google account. The download as excel spreadsheet doesn't seem to work, as it doesn't import the functions I wrote for this program.
#29
Posté 27 novembre 2012 - 01:29
tyhw wrote...
ISHYGDDT wrote...
Very nice. So I played around with the calculator a bit, are you sure Ravagers don't have headshot bonuses?
Ravagers don't get headshots, but they do take spikes of damage when the sacs break. I wasn't sure how much, so i didn't include it.
Hmm. Maybe there's some double hit detection with the ravager because they seem to take more damage shot in the 'eye.' Or maybe it's just my imagination.
#30
Posté 27 novembre 2012 - 01:31
ISHYGDDT wrote...
tyhw wrote...
ISHYGDDT wrote...
Very nice. So I played around with the calculator a bit, are you sure Ravagers don't have headshot bonuses?
Ravagers don't get headshots, but they do take spikes of damage when the sacs break. I wasn't sure how much, so i didn't include it.
Hmm. Maybe there's some double hit detection with the ravager because they seem to take more damage shot in the 'eye.' Or maybe it's just my imagination.
My gues would be that shooting the 'eye' breaks all the sacs but the bottom one, leading to the highest damage from bursting sacs. But to the best of my knowledge, Ravagers don't get headshots.
#31
Posté 27 novembre 2012 - 02:10
but wasn't this grimybunyips thing months ago?
#32
Posté 27 novembre 2012 - 02:13
UnknownMercenary wrote...
It's great that this got updated. Nice work!
I didn't just update it, I improved it!
But this seriously wouldn't have been possible without Grimy_Bunyip's calculator as a base. I corrected the damage formulas to match the current understanding of weapon damage and added in the time to kill function. I also added in a bunch of features such as weapon damage multipliers against defenses (acolyte, typhoon) and added the new weapons/mods/enemies/modes. But almost all of the database work was in place, and he wrote the spreadsheet in a well organized manner that allowed me to pretty easily add in new things.
#33
Posté 27 novembre 2012 - 02:14
Manuel La Bor wrote...
This is GREAT!
but wasn't this grimybunyips thing months ago?
Yup. I stole his framework and improved/updated it.
#34
Posté 27 novembre 2012 - 03:16
#35
Posté 27 novembre 2012 - 03:22
Regardless, kudos to you for putting in the effort for a calculator.
#36
Posté 27 novembre 2012 - 03:23
Looks good though.
I'll check it out in depth... tomorrow. 11:00 PM isn't the time to be staring at numbers.
Modifié par Hymmnos, 27 novembre 2012 - 03:28 .
#37
Posté 27 novembre 2012 - 03:28
BjornDaDwarf wrote...
Played around with a few things tonight, one thing I noticed is the RoF on the GPSMG. According to some tests Peddro did awhile back, the max RoF on it is 720. You've got it at well over a thousand.
Good catch. I've fixed it now, thanks.
#38
Posté 27 novembre 2012 - 03:29
Hymmnos wrote...
Sniper HVB III is missing.
Looks good though.
I'll check it out in depth... tomorrow. 11:00 PM isn't the time to be staring at numbers.
Good catch, thanks. I've fixed it now. I had Sniper HVB II twice instead...
#39
Posté 27 novembre 2012 - 03:34
Blame the hours. That usually works for me.tyhw wrote...
Hymmnos wrote...
Sniper HVB III is missing.
Looks good though.
I'll check it out in depth... tomorrow. 11:00 PM isn't the time to be staring at numbers.
Good catch, thanks. I've fixed it now. I had Sniper HVB II twice instead...
#40
Posté 27 novembre 2012 - 03:40
#41
Posté 27 novembre 2012 - 04:13
SeanThen1 wrote...
Can people throw out some quick conclusions for each weapon type (SMG, AR, etc)? Curious to see what people are drawing from the spreadsheet.
This spreadsheet is more useful for build/consumable/mod optimization.
With regards to weapons, you'll see the same old things: claymore and javelins one shot enemies. Hurricanes and PPRs and Harriers and Reegars and Piranhas and Typhoons own bosses.
This calculator just shows you how to optimize their use, so you don't waste skill points. The one thing that I find very useful is that it helps you calculate exactly how much weapon damage you need to one shot smaller enemies with the lighter weapons.
Modifié par tyhw, 27 novembre 2012 - 04:15 .
#42
Posté 27 novembre 2012 - 04:14
Modifié par tyhw, 27 novembre 2012 - 04:15 .
#43
Posté 27 novembre 2012 - 06:20
#44
Posté 27 novembre 2012 - 06:26
tyhw wrote...
bump
It looks like the firing rate for Marksman is higher than it should be. Taking all the Accuracy evolutions should give me 35% boost to fire rate but the spreadsheet is showing 50% - even more if you pick Firing Rate evolution.
Thanks.
#45
Posté 27 novembre 2012 - 06:40
AaronEh wrote...
tyhw wrote...
bump
It looks like the firing rate for Marksman is higher than it should be. Taking all the Accuracy evolutions should give me 35% boost to fire rate but the spreadsheet is showing 50% - even more if you pick Firing Rate evolution.
Thanks.
Thanks, you are correct. I've fixed it now. Unfortunately, you will have to make a new copy of the spreadsheet to update it with this fix.
#46
Posté 27 novembre 2012 - 08:39
Epic job Tyhw, and thank you so so much for this!
#47
Posté 27 novembre 2012 - 09:55
#48
Posté 27 novembre 2012 - 10:12
#49
Posté 27 novembre 2012 - 10:32
tthw wrote...
Lord_Sirian wrote...
I KNEW ABOUT THIS BEFORE IT WENT MAINSTREAM!
Nice work.
What a hipster......
get this man a PBR tallboy stat
#50
Posté 27 novembre 2012 - 10:41





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