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ME3 Weapon/Build/Consumable Calculator: Time to Kill every enemy with your setup


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#126
GorgonInfernalis

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Cool goodie! Thank you.

#127
Tybo

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Updated for balance changes. No need to download a new calculator to see the effects, I've updated these values on my database, and all copies of the calculator pull weapon damage and power damage values from my database.

#128
DocDAM

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Nice!
A couple of things I noticed while playing around with the Raptor on a Geth Inf...

Raptor base dmg is given as 78.2. But it was re-balanced to 86-107.5 on Oct31.

Is Targeting VI doing the right thing? L3 is a 100% headshot bonus, right? With TC, HM, Net AI, I get 586.5 headshot without it, 672 with it, only 85.5 pts added damage. Which is close to a straight 100% on just the unmodified base dmg. If my understanding is correct, it should be added in with all the other dmg bonuses, then get multiplied by TC-6 and HS and do 782 dmg. In your spreadsheet, Vulnerability VI works this way, but not Targeting VI.

#129
Tybo

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Thanks for the Raptor bug catch, it is now fixed.

Targeting VI and Vulnerability VI are actually both additive bonuses to headshots, like the passive rank 5 evolution. Targeting VI goes up to 15-25-35%, and Vulnerability goes 8-20%. They are both working correctly. You are correct that it comes close to an additive 100% bonus(.35*2.5=.875)

#130
Tybo

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Updated to reflect that Asari Huntress Cloak does not boost weapon damage.

Modifié par tyhw, 04 décembre 2012 - 11:11 .


#131
DocDAM

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Okay, I was using the old info on Targeting VI (100% vs. 35%). But I have another one for ya...

GPSMG. I'm not 100% sure, but I see two possible errors:

1) Network AI isn't applying the Geth weapon dmg bonus (10%). Strange, I thought I did a case where it had, but additively (1+0.225+0.1), instead of the correct multiplicatively (1+0.1)*(1+0.225). But now I don't see the 0.1 at all.
[edit: ditto on all the Geth weapons]

2) The charged gun's effective fire rate is double the 720 rpm (effectively 2 bullets per round). Your DPS is correct, but I think it will take more reloads against something like an Atlas, thus more time to kill.

Modifié par DocDAM, 06 décembre 2012 - 08:47 .


#132
Tybo

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As far as I can tell, Network AI is applying the geth weapon damage bonus. Can you tell me specifically what you're doing, so I can try to troubleshoot it?

http://social.biowar...5314/7#14124365

is my source for GPSMG data. Does it also consume 2 ammo per shot in ramp up mode?
if so, i can easily update that.

#133
DocDAM

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I copied your 2.2 spreadsheet today, and set the following:
subclass: Geth Infiltrator
Col B/C, cells 3-14 as follows:
Geth SMG
10
blank
None (x6)
blank
False (x2)
Bronze

Col f, cells 4 down as follows:
(skills) 0, 0, 0, 6, 0
target primed: FALSE
debuff: blank
ramp state: FALSE

Network AI set to: wpn dmg, headshots, wpn dmg

result: dmg per shot (cell E19) = 24.6.
Narida's sheet, Peddro (your link) and my calc give 27.08
If that's what you get, I must have busted the calculator.

As to the 2 bullets/rd, I did a FRAPS capture and watched the ammo counter progress with each frame. It isn't consistent, jumping around a bit like Peddro's results above. I also did some hand timing for exhausting a mag and got pretty consistent #'s. Blaze5555 (again, in same Pedddro link) quoted an un-named source claiming the 2 rounds, so at least someone else agrees with me :-) I'll go back and re-time tonight.

#134
Zoran501

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According to some of the results in the numerical tests thread, certain global debuff powers (like Proximity Mine) appear to multiply ammo power damage, but others that specify increasing weapon damage and power damage (like Warp's Expose evolution) do not. Can you implement separate debuff boxes for the two types?

#135
count_4

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How the hell did I miss this great tool? Awesome work, OP.

#136
Tybo

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Ok, I believe you on the 2 bullets per round. I've added that change.

I've also figured out the source of the GSMG problem. The cell which was supposed to check for points in networked AI was actually pointing to points in hunter mode, so when you set that to 0, it lost the multiplier. It is fixed now in what I'm calling version 2.3.

#137
Tybo

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Zoran501 wrote...

According to some of the results in the numerical tests thread, certain global debuff powers (like Proximity Mine) appear to multiply ammo power damage, but others that specify increasing weapon damage and power damage (like Warp's Expose evolution) do not. Can you implement separate debuff boxes for the two types?


This is a good idea, and i will add it in soon.  I just need to think a bit about how exactly to implement it.  

#138
Zoran501

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Also, does ammo damage on pellet weapons like shotguns only get applied once per shot? That's what the calculator suggests, but I thought it was per-pellet.

#139
Tybo

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Zoran501 wrote...

Also, does ammo damage on pellet weapons like shotguns only get applied once per shot? That's what the calculator suggests, but I thought it was per-pellet.


Ammo Damage is applied once per pellet.  It is applied before each pellet hits, instead of a lump sum before any pellet hits.  Thus, to make my calculations easier for exactly how much damage from a shotgun is lost to shield gate, I set the ammo damage to be the damage from each pellet.  If you want to know how much damage the ammo does total, multiply the ammo damage by the number of slugs.

I will probably make this more clear in an update soon.

#140
DocDAM

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tyhw wrote...

Ok, I believe you on the 2 bullets per round. I've added that change..

[GPSMG]
Yep, the counter goes down 1 at a time for the first 5, then down by 2's, with an occasional 3 or 4 (the "charged" ROF doesn't seem to be even from my tests, nor Peddro's more extensive testing).

I did some hand timing of a full 180 rd extended mag clip and it took on average 6.8 seconds to consume.  So an average of about 1600 RPM ... including the initial slow 5 rds!  That's XBOX, in-game MP, just hand-timing.  But when I tested in the firing range in PC SP, I tested ~8.6 sec for 170 rds (1200 rpm).  Maybe SP vs. MP.  Maybe some PC vs XBOX difference??

So, I can't say it is exactly 720 rpm * 2 shots, but between the data above & Peddro's reports, I guess that's what I'd use.

#141
Tybo

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Update version 3.0

Added breakoffs for scions and ravagers (not Atlases, since you should always shoot an atlas through the canopy for double/triple damage)

Separated debuffs into global and weapon debuff categories

Fixed an issue where time to kill for burst fire weapons was lower than it should have been

#142
Tybo

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DocDAM wrote...

tyhw wrote...

Ok, I believe you on the 2 bullets per round. I've added that change..

[GPSMG]
Yep, the counter goes down 1 at a time for the first 5, then down by 2's, with an occasional 3 or 4 (the "charged" ROF doesn't seem to be even from my tests, nor Peddro's more extensive testing).

I did some hand timing of a full 180 rd extended mag clip and it took on average 6.8 seconds to consume.  So an average of about 1600 RPM ... including the initial slow 5 rds!  That's XBOX, in-game MP, just hand-timing.  But when I tested in the firing range in PC SP, I tested ~8.6 sec for 170 rds (1200 rpm).  Maybe SP vs. MP.  Maybe some PC vs XBOX difference??

So, I can't say it is exactly 720 rpm * 2 shots, but between the data above & Peddro's reports, I guess that's what I'd use.


I don't know what exactly is going on there.  There is the global speed up of multiplayer, but it shouldn't be that much.  I'm not really sure...but thanks for testing!

I'll just use the 2x ammo for ramp shots for now

#143
Hausner85

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The calculator is great but i have one suggestion. From what i see it calculates correctly ammo bonus dmg but it doesn't shows that to you. So maybe you could show damage to health shields barriers and armor next to damage per shot, damage per headshot, damage per boss headshot. This would be very valuable to people as they could learn that AP doesn't increase dmg to shields etc. I

#144
Tybo

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Updated to version 3.1  Added a new passive for the Quarian Marksman and updated his passive to reflect yesterday's balance change.

Hausner85 wrote...

The calculator is great but i have one suggestion. From what i see it calculates correctly ammo bonus dmg but it doesn't shows that to you. So maybe you could show damage to health shields barriers and armor next to damage per shot, damage per headshot, damage per boss headshot. This would be very valuable to people as they could learn that AP doesn't increase dmg to shields etc. I


I don't mind this idea, but I feel the interface is already growing too cluttered.  I suppose I could add a column on the side for ammo damage, but honestly I doubt anyone taking the time to use something like this doesn't know about ammo damage multipliers.

#145
Hausner85

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tyhw wrote...

 honestly I doubt anyone taking the time to use something like this doesn't know about ammo damage multipliers.


Yep but is pain in the a... to calculate it by yourself :)

Modifié par Hausner85, 13 décembre 2012 - 10:04 .


#146
Tybo

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Hausner85 wrote...

tyhw wrote...

 honestly I doubt anyone taking the time to use something like this doesn't know about ammo damage multipliers.


Yep but is pain in the a... to calculate it by yourself :)


I added in this change, as requested.

Also updated for 12/18 balance changes.  Acolyte is re-buffed, new characters included

#147
Hausner85

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Great work :) Also i will bump it up a little :)

#148
Human Mineral

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Great work! Thank you for all your efforts. Rated and bookmarked. :)

#149
brazen_nl

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N7 Fury using EB 5 and Magazine 5.
Tempest X: Takes me 1.85 to kill an Assault Trooper
CSMG X: Takes me 8.06 to kill an Assault Trooper

That doesn't seem right to me?

#150
Tybo

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brazen_nl wrote...

N7 Fury using EB 5 and Magazine 5.
Tempest X: Takes me 1.85 to kill an Assault Trooper
CSMG X: Takes me 8.06 to kill an Assault Trooper

That doesn't seem right to me?


I'm not seeing it that way.  Anyway, the weapon stats for the CSMG and Tempest are both correct.  I assume you have reload cancel set to false?  If so, and by some combination of character/mod your CSMG can't kill a trooper in one clip (remember that the CSMG uses 2 ammo per shot for the first 10 or so, and if you set ramp state to true in this then it counts the CSMG as using 2x ammo the whole way), the reload time for the CSMG is 3 seconds to start recharging and 3.33 seconds to finish recharging.  This is what gets your time to kill so high.