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Reckoning new weapon mechanics


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#26
Commander_Rafael

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peddroelmz wrote...

Commander_Rafael wrote...

~I might be missing something very basic, but what's that mentioned magic headshot multiplier the Tsol have? Is it about his higher passive bonus or marksmen?


most "heashot bonuses" in game are not really heashot bonuses (passive heashot, targeting VI, vulnerability VI) but regular damage bonuses that apply in case heashot...  

The headshot bonus from marksman is different/special - multiplicative in most cases {not really multiplicative - as it stacks with a certain pistol headshot mod and debuffs} ... Significant impact in final headshot damage .. On top of that is listed at 25% in skill description but value used in game is 31.25 %  .. So magic ..

one of the main factors that make the Turian soldier  so deadly vs mooks in capable hands with weapons such as locus or eagle ...


Thanks for the enlightment! By "a certain pistol hs mod" you mean the cranial mod? It would be something to try out. Also, I presume then it doesn't work at all on bosses, right? They eliminate any sort of multiplicative hs modifiers as far as I know. Speaking of wich, the 40% bonus on bosses is additive or multiplicative on the total of summatory weapon damage from diverse bonus?

Thanks for the patiente, was searching these questions around bsn but it's search engine isn't really accurate.

#27
2much41

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Thanks for all your work.

#28
peddroelm

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Commander_Rafael wrote...

peddroelmz wrote...

Commander_Rafael wrote...

~I might be missing something very basic, but what's that mentioned magic headshot multiplier the Tsol have? Is it about his higher passive bonus or marksmen?


most "heashot bonuses" in game are not really heashot bonuses (passive heashot, targeting VI, vulnerability VI) but regular damage bonuses that apply in case heashot...  

The headshot bonus from marksman is different/special - multiplicative in most cases {not really multiplicative - as it stacks with a certain pistol headshot mod and debuffs} ... Significant impact in final headshot damage .. On top of that is listed at 25% in skill description but value used in game is 31.25 %  .. So magic ..

one of the main factors that make the Turian soldier  so deadly vs mooks in capable hands with weapons such as locus or eagle ...


Thanks for the enlightment! By "a certain pistol hs mod" you mean the cranial mod? It would be something to try out. Also, I presume then it doesn't work at all on bosses, right? They eliminate any sort of multiplicative hs modifiers as far as I know. Speaking of wich, the 40% bonus on bosses is additive or multiplicative on the total of summatory weapon damage from diverse bonus?

Thanks for the patiente, was searching these questions around bsn but it's search engine isn't really accurate.


 - yes CranialTraumaSystem 
 - sadly neither CTS not marskman magic is strong enough to work with boss headshots .. Only debuffs
 - there are numeric examples of boss heashot damage calcuation in the OP for BPP and Supressor ..Maybe even other guns  .Search page for *1.4

Modifié par peddroelmz, 01 mars 2013 - 02:32 .


#29
cato potato

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peddroelmz wrote...

cato_84 wrote...

Great work as always peddro. About the BP Executioner, does it have have innate cover piercing like the typhoon, widow etc.? I was sure I could fire through light cover with it but I might well have imagined it


99.9 % sure it (BPP - misread the question) does not ... No occurence of the ravager multihit bug whatsoever with the BPP ..

Did not do enough shots vs ravager with the executioner to be sure ..Cyonan datamined table says YES .. Could easily test this vs ravager /atlas ... If unexpectedly high damage spike for 1 shot without any cover penetrating mods (doube/triple hit) confirmed .. 

Just did a bit of testing mysely. Used executioner with heavy barrel & scope and was definitely able to shoot through light cover. 
Also noticed the description in the weapon screen mentions it fires armour piercing rounds, though weapon descriptions are hardly accurate much of the time, eg. avenger is deadly on full auto

#30
cronshaw

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peddroelmz wrote...

Disturbing preliminary venom finding ....

Charged shots do as much damage as uncharged shots .. Doesn't feel right ..


this anecdotally seemed to be the case for me 
though I only have used it in one match. 

#31
unclemonster

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thank you very much for this!
it is much appreciated!

#32
kipac

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Yummy info~ so delicious

#33
Asebstos

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Another odd 'feature' of the Adas. If Marksman ends, you don't lose the ROF bonus until you stop firing. So with the extended clip you can always have the Marksman ROF bonus going.

#34
Cyonan

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Doesn't really need a new thread so I'll post here about the 2 new power mods:

Warp on Asari Adept with Power Magnifier III(+20%) against a Scion:

6719.531250 // 780.46875 initial hit for 75% of Warp Damage
6704.572266
6689.613281
6674.654297
6659.695313
6644.736328

45% from passives, 20% from Warp, 20% from PM III. 1.5x for Pierce and 1.5x for Warp's armour modifier.

250 * (1 + 0.45 + 0.2 + 0.2) * 1.5 * 1.5 = 1040.625 * 0.75 = 780.46875

Damage bonus is additive, and bringing my SMG power mod with +25% damage didn't change the result. It only affects your powers while you have the weapon out.

BE Damage:

6138.152344
4197.527344 // 1940.625 damage

1.5x for Bronze, 1.5x for Warp's detonation evo, 1.5x for Throw's detonation evo, 2x for armour, 1.15x for Warp's Expose evo

250 * 1.5 * 1.5 * 1.5 * 2 * 1.15 = 1940.625

Does not affect combo damage(I didn't expect it to, but people have asked about it).

#35
peddroelm

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bump - many people ignorant of BPP's mechanics

#36
Learn To Love Yourself

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Thank you, Peddro.