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Powers and their Hidden Attributes - Updated for Reckoning


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#101
Cyonan

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Dimlor wrote...

Sooo...Biotic Sphere can stagger EVERYTHING?
How many at once?
On another note does the damage one power does also add to the force?
My Turian Soldier Proximity Mine can't stagger some enemies whilst my Geth Infiltrator Proximity Mine
shot from cloak can stagger even Atlases.
They are specced the same way, radius-debuff-damage.


Things that increase damage also have a tendancy to increase force as well. It's hard to test specifics to see if everything that increases damage also increases force, but most likely in this case it would be Tactical Cloak that pushes it over the top.


Rolenka wrote...
I would think Biotic Sphere would have a force of 0, not 1500N. Everything that enters is staggered? I haven't observed that. Are we talking about the warp evo?


The force applies when you cast the Biotic Sphere, rather than when things enter it. I'll add a clarification to the OP.


megabeast37215 wrote...

Cyonan, will you come F my sister?


Is she cute?

#102
stinekandts

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i so love numbers

#103
Constant Motion

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Really cool stuff!

Quick question, Cyonan, and not one big enough to bother making another thread for - but on the subject of hidden stats, do you have movement speeds anywhere? Kit speeds, enemy speeds. Wondering what the fastest and slowest are. Believe drell are fastest (but is that just after fitness?) and batarians are second fastest but I was wondering if you had any of that data handy.

Cheers!

Modifié par Constant Motion, 07 décembre 2012 - 04:37 .


#104
darthxaher

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You sir are awesome :)

#105
Cyonan

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Constant Motion wrote...

Really cool stuff!

Quick question, Cyonan, and not one big enough to bother making another thread for - but on the subject of hidden stats, do you have movement speeds anywhere? Kit speeds, enemy speeds. Wondering what the fastest and slowest are. Believe drell are fastest (but is that just after fitness?) and batarians are second fastest but I was wondering if you had any of that data handy.

Cheers!


They aren't in the Coalesced file, though I got a PM yesterday from someone who said they think they dug it up in the other games files.

If they don't post anything about it, I can go digging for it.

#106
Constant Motion

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Cyonan wrote...

Constant Motion wrote...

Really cool stuff!

Quick question, Cyonan, and not one big enough to bother making another thread for - but on the subject of hidden stats, do you have movement speeds anywhere? Kit speeds, enemy speeds. Wondering what the fastest and slowest are. Believe drell are fastest (but is that just after fitness?) and batarians are second fastest but I was wondering if you had any of that data handy.

Cheers!


They aren't in the Coalesced file, though I got a PM yesterday from someone who said they think they dug it up in the other games files.

If they don't post anything about it, I can go digging for it.

That's cool! Great if you can find them, but I wouldn't like to ask you to go out of your way if it's a tricky thing to come by.  What you've already done is sterling.

#107
Weto25

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Boog_89 wrote...

Cyonan wrote...

Cluster Grenade
Damage to already-listed targets applies to any target primed for a Biotic Explosion, not just lifted targets

Seriously? If thats true then its an extremely misleading decrption in game, I will have to try my drell adept with this choice now. 

Overload
Deals 50% damage to organic health/armour(This penality if removed if you have the Neural Shock evolution)
Neural Shock adds 300% damage to organic shields/barriers(This effectively is 1 free hit, due to the modifiers it naturally gets)


Again this is a strangely hidden factor if true, I always chose recharge speed but I will definitely try neural shock now.

Thanks for the eye opener. :D



Very good post.

About Cluster Grenades, always thought that evo was useless, definitely will try it now. 7 grenades instead of 9, but with 1,5 times the damage? awesome.

#108
Cyonan

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Weto25 wrote...
Very good post.

About Cluster Grenades, always thought that evo was useless, definitely will try it now. 7 grenades instead of 9, but with 1,5 times the damage? awesome.


Even my Drell Adept didn't take that evo until recently. This would actually apply to everything that claims "increased damage to lifted targets"

Which happens to include Warp Rounds(ammo damage is increased by the "biotic damage" amount). Primed targets bring shot by Warp Rounds IV deal 120% extra damage.

#109
Cyonan

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I've added a few notes about ammo consumables.

Thinking about doing melee too, since a few of them have hidden things(such as the Batarian Heavy Melee offering 50% damage reduction during the animation).

#110
Tybo

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Cyonan wrote...

I've added a few notes about ammo consumables.

Thinking about doing melee too, since a few of them have hidden things(such as the Batarian Heavy Melee offering 50% damage reduction during the animation).


To the best of my knowledge, Batarians get 75% damage reduction during melee.  All other heavy melees that  have been tested as far as I know get 50%

#111
Cyonan

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tyhw wrote...

Cyonan wrote...

I've added a few notes about ammo consumables.

Thinking about doing melee too, since a few of them have hidden things(such as the Batarian Heavy Melee offering 50% damage reduction during the animation).


To the best of my knowledge, Batarians get 75% damage reduction during melee.  All other heavy melees that  have been tested as far as I know get 50%


They used to, but it got nerfed because they were becoming immune to damage. That's what I'm told, anyway.

Though then the Batarian Vanguard did it again anyway.

If I remember right, dodging grants 25% DR as well, except for the Drell which gets 50%.

#112
Kenadian

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No wonder Frag Grenades always seem to stagger Atlases. 1500N base force is ****ing huge.

#113
Imp of the Perverse

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Cyonan wrote...

Weto25 wrote...
Very good post.

About Cluster Grenades, always thought that evo was useless, definitely will try it now. 7 grenades instead of 9, but with 1,5 times the damage? awesome.


Even my Drell Adept didn't take that evo until recently. This would actually apply to everything that claims "increased damage to lifted targets"

Which happens to include Warp Rounds(ammo damage is increased by the "biotic damage" amount). Primed targets bring shot by Warp Rounds IV deal 120% extra damage.


I'm pretty sure there was a thread on the cluster grenades already, and that debuff only counts for one piece of shrapnel, since it detonates and removes the prime.

#114
Cyonan

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Imp of the Perverse wrote...

I'm pretty sure there was a thread on the cluster grenades already, and that debuff only counts for one piece of shrapnel, since it detonates and removes the prime.


That'd make sense, since the game see's each fragment as hitting at slightly different times.

Still a very nice boost to the damage overall though.

#115
megawug

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+1

Thank you!!

#116
Heggy

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Cyonan wrote...

Imp of the Perverse wrote...

I'm pretty sure there was a thread on the cluster grenades already, and that debuff only counts for one piece of shrapnel, since it detonates and removes the prime.


That'd make sense, since the game see's each fragment as hitting at slightly different times.

Still a very nice boost to the damage overall though.


I thought the case was that if one shrapnel hit multiple primed targets, it gave one biotic explosion, but deprimed them all. However, I'm pretty sure corlist/tyhw said that you can get the bonus on all fragments, provided each one hits different primed targets. 

#117
Imp of the Perverse

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Cyonan wrote...

Imp of the Perverse wrote...

I'm pretty sure there was a thread on the cluster grenades already, and that debuff only counts for one piece of shrapnel, since it detonates and removes the prime.


That'd make sense, since the game see's each fragment as hitting at slightly different times.

Still a very nice boost to the damage overall though.


Yup, it's like you get an extra piece of shrapnel. Here's the original thread. With the way the math works out for the various rank 4 and 6 evos you can take, maxing damage gives you the best damage output, though class passives and other damage bonuses probably change that.

490 x (4+1) = 2450 (radius & shrapnel)
714 x (3+1) = 2856 (radius & damage)
630 x (4+1) = 3150 (damage & shrapnel)
840 x (3+1) = 3360 (damage & damage)

#118
The Wayward Vagabond

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No SubNet? I was about to pop in and test some stuff with it.

Modifié par The Wayward Vagabond, 07 décembre 2012 - 07:11 .


#119
Flambrose

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Sorry, not going to read through all 5 pages, but are you sure these are all correct?

I always thought Shockwave hit three targets. I'm fairly sure Frag Grenade doesn't hit through walls, but I could actually test this out tomorrow. Given how convincing the rest of these look, I could be wrong.

It had totally slipped my mind that Throw got a bonus to frozen targets... Might have to take advantage of it.

#120
Cyonan

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The Wayward Vagabond wrote...

No SubNet? I was about to pop in and test some stuff with it.


Sub Net doesn't have anything special with it listed in the game files.

Flambrose wrote...

Sorry, not going to read through all 5 pages, but are you sure these are all correct?

I always thought Shockwave hit three targets. I'm fairly sure Frag Grenade doesn't hit through walls, but I could actually test this out tomorrow. Given how convincing the rest of these look, I could be wrong.

It had totally slipped my mind that Throw got a bonus to frozen targets... Might have to take advantage of it.


Misread on my part for the Frags. Fixed now =P

The files say that Shockwave hits 2 targets, which I did actually find odd since I had thought it hit 3 as well, but I put 2 since the game files said 2. I'll test this either later tonight or tomorrow to double check it.

I've not had the time to personally test every single thing that was listed in the Coalesced and things have been subject to change prior to launch without us being told unfortunately. Most of the untested things are related to force values, since those are nigh impossible to test to 100% accuracy.

I will keep updating as we test more things, though.

Modifié par Cyonan, 07 décembre 2012 - 08:57 .


#121
Flambrose

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I think Cluster Grenade also may not hit through walls. The only ones I know that 100% do are Arc, Lift, and Inferno. I think I remember Sticky doing it too. Stuck it on the other side of a Condor wall a geth rocket trooper was hiding behind. Very satisfying :devil:

#122
HLake

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BTW, any news on how Submission net damage works?
It seems like a pure DoT, but I'm not sure

Edit: oh, sorry, it was answered before

Modifié par HLake, 07 décembre 2012 - 08:31 .


#123
Dimlor

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Thank you for the answers!
And the Biotic Sphere applying its force on cast was pretty clear, I just didn't know it applied such a tremendous amount.

#124
S.Carnage

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Needs a sticky.

#125
Grunt_Platform

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Note to self: Spec Cluster Grenades differently from here on out.

Thanks for sharing all of this, Cyonan!