Warp Ammo in campaign
#1
Posté 13 janvier 2013 - 10:14
#2
Posté 13 janvier 2013 - 10:24
What was it that you think does not work correctly? What was your testing methodology in the shooting range?
#3
Posté 13 janvier 2013 - 10:36
The current wording is very misleading. I thought it's damage bonus to health/armor/barriers AND to "lifted" targets.
Also, does damage bonus work on a lasting ability (e.g. Warp) after it has been detonated?
Modifié par Totally_Mad_Rat, 13 janvier 2013 - 10:37 .
#4
Posté 13 janvier 2013 - 10:40
If the target is primed for a biotic explosion, then you would do 180.
Lifted in the description just means that the target is primed for biotic explosion, they don't actually have to be lifted. So if you use Warp on a target, then you get the bonus. However, if you use Warp, then detonate the biotic explosion, the target does not count as primed / lifted and you don't get the bonus any longer.
Why is it that you think the extra damage isn't being applied? What was your testing methodology?
Modifié par capn233, 13 janvier 2013 - 10:41 .
#5
Posté 13 janvier 2013 - 10:45
Then it doesn't work. Weapons have exactly the same damage with and without warp ammo.capn233 wrote...
It does. That is why I said you get .4*Base weapon damage applied to health, armor or barriers. So if you have base weapon damage of 100 and have Warp Ammo on, you do 140 damage.
Methodology: measure how many shots are needed to "kill" health and armor targets without ammo, with disruptor ammo, armor-piercing ammo, and warp ammo. Warp ammo is the only one that doesn't work at all.
Modifié par Totally_Mad_Rat, 13 janvier 2013 - 10:48 .
#6
Posté 14 janvier 2013 - 02:34
You made me go and review peddroelmz's tests, since Warp Ammo was one of the ammo powers he used to reverse engineer the weapon damage formulas. And because I know that Warp Ammo works correctly in MP (corlist tested, and my half-assed tests).
Damage versus health, barriers, and armor were as expected with Warp Ammo in his tests (couldn't find the barrier test specifically, but the others were definitely there). Damage bonus to lifted targets was not working as expected. Maybe I will send him a PM and see if he can shed any more light on the subject.
Modifié par capn233, 14 janvier 2013 - 05:30 .
#7
Posté 14 janvier 2013 - 10:32
Weapons: I tried many weapons with low damage per shot. Either I or V level, with and without mods. See an example below.
All targets used.
Example: M-12 Locust V, no mods. Numbers represent the number of shots needed to "kill" a shield/health/armor target respectively.
No ammo: 13/13/47
Disruptor ammo: 9/11/47
Armor-piercing ammo: 13/10/15
Warp ammo: 13/13/47
P.S. All ammo powers are level 6 with max damage bonuses.
Modifié par Totally_Mad_Rat, 14 janvier 2013 - 10:46 .
#8
Posté 14 janvier 2013 - 09:42
#9
Posté 15 janvier 2013 - 03:45
Loaded up a soldier game I had, switched to Warp Ammo as bonus power and went to the Citadel. Long story short, the Warp Ammo damage bonus was not being applied to the targets in the range.
Loaded my recent Sentinel game right after Menae, and switched to Warp Ammo as the bonus.
Level 13 Sentinel
Throw 3
Tech Armor 3
Warp Ammo*
Weapon was Mantis III with Extended Barrel I and Concentration Mod I. Team was Garrus and Liara (for Singularity, Rank 4). Test location was Sanctum (N7 Cerberus Lab).
Control: A single Mantis body shot (no ammo power) would leave a Cerberus Assault Trooper with 4 bars of health. If they were in Singularity they would be left with 4 or 3 sometimes (physics damage?)
With Warp Ammo 2 a body shot would leave one with 3 bars. If I took Warp Ammo 4 Damage, it left them with 2 bars. Warp Ammo 4 Squad was still 3 bars.
Lifted targets: Had some irregular results with targets in Singularity (Rank 4, Duration). Targets were definitely receiving bonus damage, but sometimes it seemed like it was more than if the target was not lifted, and sometimes it didn't (basically they would be left with 2 or 3 bars).
This is an unsophisticated test, but the point is that Rank 2 through 4 Warp Ammo is applying the damage bonus to health on actual targets. This mirrors what has been tested before.
The Citadel firing range targets are likely bugged for certain ammo powers. I do not know why Disruptor works correctly on shields and health targets there (tested that one myself). There is an old thread I found where someone felt that ammo powers are not being applied correctly to those targets though.
In any event, I feel reasonably confident that Warp Ammo gives you bonus damage to all the proper defense types, even though I personally didn't test them all in the campaign. I don't know what is going on with lifted target damage exactly.
Here is peddroelmz's old thread with some examples of Warp Ammo tests:
http://social.biowar...7229/1#10553012
Modifié par capn233, 15 janvier 2013 - 03:48 .
#10
Posté 15 janvier 2013 - 08:27
#11
Posté 15 janvier 2013 - 03:41
It was getting bonus damage from Disruptor Ammo on the Shield and Health targets. Can't say if it was the correct amount of damage, since I don't know the total hp of the targets, and because going by the bars isn't very precise.Nightdragon8 wrote...
So basicly the firing range is bugged... I think its also bugged for disruptor damage also.
#12
Posté 15 janvier 2013 - 09:47





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