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So I Updated the Manifest Detalier


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#101
Grinch57

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OK, it worked that time, thanks Dark_Frezzer.

I did something wrong the first time I tried it, I have no idea what I mucked up.

All the other changes, including yours worked fine the first time I tried it.

Now I've got the whole thing working, again, thanks for your efforts and the efforts of others, I really rely on this tool.

Maybe in ME4 MP, BioWare can make this part of the baseline N7HQ (whatever they end up calling it).

So I contribute something, here are some incorrect values I've noticed:

Warfighter V gear: Grenade value is correct, but AR value should be 12% (level V value), not 10% (level IV value)

Commando V gear:  Biotic and Pistol values should be 12% (level V value), not 10% (level IV value)

Stronghold V gear:  Shield value is correct, but Regen value should be 12% (level V value), not 10% (level IV value)

Berserker V gear:  Melee and Shotgun values should be 12% (level V value), not 10% (level IV value)

Expert V gear:  Power CD and SMG values should be 12% (level V value), not 10% (level IV value)

Operative V gear:  Tech and Sniper values should be 12% (level V value), not 10% (level IV value)

There are no values or descriptions for Explosive, Drill & Phasic ammo.

Collector SMG X weight incumberance is listed as 0.35, it should be 0.45, same as Hornet X or Hurricane X.

Modifié par Grinch57, 15 avril 2013 - 03:04 .


#102
Dark_Frezzer

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@Grinch57 Glad it works for you. Good job spotting all those incorrect values. It shouldn't be hard to change them. I'll have a look when I have time.

#103
Dark_Frezzer

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I have updated my post to [V 1.04]! HERE

Please re-install if you want these updates. This is mostly a descriptions update.

I could not figure out how to get the descriptions for Explosive, Drill & Phasic ammo to work so those changes won't be made for now. Everything else and some more have been done.

Here is the change log:

Collector SMG changed
from > "Weight I":0.75,"Weight X":0.35,
to > "Weight I":0.85,"Weight X":0.45,

Warfighter Package I-V changed
from > "(3,5,7,8.5,10)% extra AR damage"
to > "(4,6,8,10,12)% extra AR damage"

Stronghold Package I-V changed
from > "(3,5,7,8.5,10)% faster shield regen"
to > "(4,6,8,10,12)% faster shield regen"

Responder Loadout I-V changed
from > "(3,5,7,8.5,10)% faster shield regen"
to > "(4,6,8,10,12)% faster shield regen"

Omni-Capacitors I-V changed
from > "Increase power damage by (4,6,10,8.5,12)%"
to > "Increase tech power damage by (4,6,8,10,12)%"

Commando Package I-V changed
from > "(3,5,7,8.5,10)% extra biotic power damage","(3,5,7,8.5,10)% extra pistol damage"
to > "(4,6,8,10,12)% extra biotic power damage","(4,6,8,10,12)% extra pistol damage"

Expert Package I-V changed
from > "(3,5,7,8.5,10)% faster power cooldown","(3,5,7,8.5,10)% extra SMG damage"
to > "(4,6,8,10,12)% faster power cooldown","(4,6,8,10,12)% extra SMG damage"

Operative Package I-V changed
from > "(3,5,7,8.5,10)% extra tech power damage","(3,5,7,8.5,10)% extra sniper damage"
to > "(4,6,8,10,12)% extra tech power damage","(4,6,8,10,12)% extra sniper damage"

Berserker Package I-V changed
from > "(3,5,7,8.5,10)% more melee damage","(3,5,7,8.5,10)% extra shotgun damage"
to > "(4,6,8,10,12)% more melee damage","(4,6,8,10,12)% extra shotgun damage"

Modifié par Dark_Frezzer, 15 avril 2013 - 10:18 .


#104
Guest_GohanOwns_*

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@Dark_Frezzer i am unable to get the 'manage userscripts' and hence 'edit userscripts' option in chrome on tampermonkey.

#105
Dark_Frezzer

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@GohanOwns I have updated the install instructions for you.

#106
Guest_GohanOwns_*

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Dark_Frezzer wrote...

@GohanOwns I have updated the install instructions for you.

Thanks!

Modifié par GohanOwns, 15 avril 2013 - 01:51 .


#107
Guest_GohanOwns_*

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Anyway, i believe the proper calculation of the BPP by including the AP rounds isn't possible in this system?

#108
NeoDobby

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I went through some of the older posts in this thread and found some things that still need to be fixed:

K9lArthur wrote...

I think the Lancer isn't in any weapon category there, AR Gear don't add damage, only densified ammo, and mods cannot be put on it.


I'm not sure what's causing the error here, as the Lancer clearly is marked as an Assault Rifle in the data. However, the entry:

"Weapon Type" : "Assault Rifle"

is there twice, so it's possible that this is causing the error. I can't try it out locally because I can't edit the data.


EDIT: Never mind, the mods for the Lancer work, I must have blinked when the values changed :whistle:

Vlandis wrote...

Nydus Templar wrote...

Thank you for the hard work. I can't comment on proper values and such since the only other reference I have is the narida class builder.

However, on weapons like the Collector Sniper Rifle, it shows a capacity of 1000000. That's probably because the weapon doesn't technically have a capacity, but wouldn't it be more accurate to have the capacity simply mirror the clip size? Or replace it with N/A like on a few other weapon values?

Its really minor, so don't put it up there on things to do unless its a stupid easy fix. Given I hate coding, I'm sure it isn't.

Edit: Also, the full weapon descriptions don't show when you mouse over a weapon, the top of the text is cut off.


It would make more sence to do it you're way, but I think it makes more sence to keep it as a rediculously large number since it's ammo supply is "infinate" but since infinity dosn't exist in code you have to use just some very large number. Finally since the number displayed is actually used in calculations of somesort from the pre-existing code you can't have it return a null value

Looking into fixing the descptions error, but that has been there for a while. and since I'm not really familear with javascript(mostly just java, C++ and baisc) I'm not sure if I can get it to work


I suggest doing the same as with the headshot damage: Excluding the weapons where it doesn't apply from displaying a capacity. The calculations Vlandis mentioned that use the capacity value are only done in the function that calculates the capacity for display, so if this is skipped, the capacity in the data won't matter anymore (and could be removed, though it shouldn't be necessary.

For this fix, enter the following between line 602 and 603 (below "makeProperty(PROP_CAPACITY,...":

if(manifestEntry.item.name.indexOf("Particle Rifle") !== -1 || manifestEntry.item.name.indexOf("Collector Sniper Rifle") !== -1 || manifestEntry.item.name.indexOf("Collector SMG") !== -1 || manifestEntry.item.name.indexOf("Lancer") !== -1)
return;

There are of course more elegant solutions to implement this, meaning dynamic stuff that doesn't require updating the script when a new weapon is added, but there won't be any more weapons, so it doesn't really matter.

I noticed the weapon description not displaying completely, but as of now, I don't know how to fix this.

I'll be looking through more of the old posts to find stuff to fix, and maybe we'll eventually get to adding the missing passives.

PS: Is there a possibility for you to just update the datafile on pastebin instead of uploading a new one when something changes? It would make things a bit easier for other users to keep their data updated.

PPS: My nick is NeoDobby, not NeoBobby ;)

Modifié par NeoDobby, 15 avril 2013 - 02:12 .


#109
NeoDobby

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GohanOwns wrote...

Anyway, i believe the proper calculation of the BPP by including the AP rounds isn't possible in this system?


There's always the possibility to add a specific formula just for the BPP, if anyone knows how the damage is calculated exactly.

#110
NeoDobby

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ValorOfArms777 wrote...

Venomshotgun is showing to be effected by armor when it's not (none of the projectile weapons are)


This should be fixed by changing the Venom's attribute:

"Affected By Armor Attenuation" : true

to

"Affected By Armor Attenuation" : false

Apart from possibly wrong Burst DPS calculations (haven't checked that out), that should be everything from the older posts. If anyone finds something that's still wrong, feel free to mention it.

Edit: Update on the cut off weapon descriptions:

At the end of line 19, look for:

div.cardHolder{overflow:auto

and replace it with:

div.cardHolder{overflow:visible

This solution works for Firefox at least. Don't know about other browsers, there's sometimes weird stuff happening with html and css on different browsers.

PS: Raider, Argus, Collector Sniper Rifle and Collector SMG don't have Weapon descriptions yet, those need to be added to the data in the attribute "General Description"

By the way, are there descriptions of the various mods, gear items, ... too? I should look in-game for it next time I play.

Modifié par NeoDobby, 15 avril 2013 - 05:23 .


#111
Guest_GohanOwns_*

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NeoDobby wrote...

Update on the cut off weapon descriptions:

At the end of line 19, look for:

div.cardHolder{overflow:auto

and replace it with:

div.cardHolder{overflow:visible


This solution works for Firefox at least. Don't know about other browsers, there's sometimes weird stuff happening with html and css on different browsers.

I can confirm that this works on chrome. Thanks!

#112
Cyonan

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NeoDobby wrote...

GohanOwns wrote...

Anyway, i believe the proper calculation of the BPP by including the AP rounds isn't possible in this system?


There's always the possibility to add a specific formula just for the BPP, if anyone knows how the damage is calculated exactly.


Burst DPS: ((7 * damage_per_shot) + (damage_per_shot * AP_modifier)) / ((60/600)*8)

Sustained DPS: (((damage_per_shot) + ((damage_per_shot * AP_modifier))* (clip_size / 8)) / ((60/600)*clip_size) + reload_duration)

AP_modifier is either 5 normally or 12.5 against armour. If you want to factor in armour mitigation then for just the AP Round it is 2.5x as effective(so 125 reduction per round on Gold/Plat).

reload_duration is either 0.83 or 1.50 depending on reload cancel.

#113
NeoDobby

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Cyonan wrote...

NeoDobby wrote...

GohanOwns wrote...

Anyway, i believe the proper calculation of the BPP by including the AP rounds isn't possible in this system?


There's always the possibility to add a specific formula just for the BPP, if anyone knows how the damage is calculated exactly.


Burst DPS: ((7 * damage_per_shot) + (damage_per_shot * AP_modifier)) / ((60/600)*8)

Sustained DPS: (((damage_per_shot) + ((damage_per_shot * AP_modifier))* (clip_size / 8)) / ((60/600)*clip_size) + reload_duration)

AP_modifier is either 5 normally or 12.5 against armour. If you want to factor in armour mitigation then for just the AP Round it is 2.5x as effective(so 125 reduction per round on Gold/Plat).

reload_duration is either 0.83 or 1.50 depending on reload cancel.


Thanks!

Hmm, first of all: The AP round has a bigger armour penalty than the normal rounds? That sounds a bit counter-intuitive. (This is more of a "lore"-question than questioning your formula)

Ok, if I understand armour mitigation correctly, Burst DPS vs. armour  on Gold/Plat would then be:

Burst DPS: ((7 * (damage_per_shot - 50)) + (damage_per_shot * 12.5 - 125)) / ((60/600)*8)

Is that correct?

Modifié par NeoDobby, 16 avril 2013 - 12:53 .


#114
Guest_GohanOwns_*

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NeoDobby wrote...

Cyonan wrote...

NeoDobby wrote...

GohanOwns wrote...

Anyway, i believe the proper calculation of the BPP by including the AP rounds isn't possible in this system?


There's always the possibility to add a specific formula just for the BPP, if anyone knows how the damage is calculated exactly.


Burst DPS: ((7 * damage_per_shot) + (damage_per_shot * AP_modifier)) / ((60/600)*8)

Sustained DPS: (((damage_per_shot) + ((damage_per_shot * AP_modifier))* (clip_size / 8)) / ((60/600)*clip_size) + reload_duration)

AP_modifier is either 5 normally or 12.5 against armour. If you want to factor in armour mitigation then for just the AP Round it is 2.5x as effective(so 125 reduction per round on Gold/Plat).

reload_duration is either 0.83 or 1.50 depending on reload cancel.


Thanks!

Hmm, first of all: The AP round has a bigger armour penalty than the normal rounds? That sounds a bit counter-intuitive. (This is more of a "lore"-question than questioning your formula)

Ok, if I understand armour mitigation correctly, Burst DPS vs. armour  on Gold/Plat would then be:

Burst DPS: ((7 * (damage_per_shot - 50)) + (damage_per_shot * 12.5 - 125)) / ((60/600)*8)

Is that correct?

Not really. It faces a bigger armor penalty due to the multiplier. Its the same for the Typhoon/csmg etc

As an example, a csmg shot vs armor goes like - (base damage(1-0.5))*1.5
If you open the bracket, it becomes (base damage*1.5-base damage*0.5*1.5)=(base damage*1.5-base damage*0.75)
So the csmg loses 75 damage per shot instead of 50. For the BPP the multiplier is 2.5 so it becomes 50*2.5=125. ;)

#115
NeoDobby

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GohanOwns wrote...

NeoDobby wrote...

Cyonan wrote...

Burst DPS: ((7 * damage_per_shot) + (damage_per_shot * AP_modifier)) / ((60/600)*8)

Sustained DPS: (((damage_per_shot) + ((damage_per_shot * AP_modifier))* (clip_size / 8)) / ((60/600)*clip_size) + reload_duration)

AP_modifier is either 5 normally or 12.5 against armour. If you want to factor in armour mitigation then for just the AP Round it is 2.5x as effective(so 125 reduction per round on Gold/Plat).

reload_duration is either 0.83 or 1.50 depending on reload cancel.


Thanks!

Hmm, first of all: The AP round has a bigger armour penalty than the normal rounds? That sounds a bit counter-intuitive. (This is more of a "lore"-question than questioning your formula)

Ok, if I understand armour mitigation correctly, Burst DPS vs. armour  on Gold/Plat would then be:

Burst DPS: ((7 * (damage_per_shot - 50)) + (damage_per_shot * 12.5 - 125)) / ((60/600)*8)

Is that correct?

Not really. It faces a bigger armor penalty due to the multiplier. Its the same for the Typhoon/csmg etc

As an example, a csmg shot vs armor goes like - (base damage(1-0.5))*1.5
If you open the bracket, it becomes (base damage*1.5-base damage*0.5*1.5)=(base damage*1.5-base damage*0.75)
So the csmg loses 75 damage per shot instead of 50. For the BPP the multiplier is 2.5 so it becomes 50*2.5=125. ;)


Hmm, I think you mean (base damage - 50) * 1.5 = base damage *1.5 - 75? (Your formula would halve the damage instead of taking away a flat 50 damage for Gold/Plat)

(I wanted to compare the damage with the one displayed in the Manifest Detailer, but it seems the CSMG doesn't have a damage modifier for armor yet, so that needs to be changed.)

So instead, I looked at the Typhoon with its 1.5x armour damage:

At level X, it has a charged damage per shot of 83.25. That means the armour damage would be:

(83.25 - 50) * 1.5 = 49.875

The Manifest Detailer currently displays an armour damage of 75, which equals

(83.25 * 1.5) - 50 = 74.875 -> rounded 75

Which is the correct formula? Either the Manifest Detailer is wrong or the Damage Multiplier doesn't effect the Armour Damage mitigation.

If the Damage calculation in the Detailer is wrong, then that is another thing we need to adress. In the other case, your explaination wouldn't fit ;)

Modifié par NeoDobby, 16 avril 2013 - 05:40 .


#116
Dark_Frezzer

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@NeoDobby
Fixing the weapon mods for the lancer is why I started doing this. I just wanted the lancers mods to work! And while I was here I thought I would include the final balance changes because why not.

As for infinite ammo weapons I rather like the 1000000 ammo capacity as is. It tells me right away it's an effectively infinite ammo weapon. If you take the capacity for said weapons away how will know it is infinite? This is similar to the headshot weapons perhaps and that you just assume/know. Being experienced players most of us would just know but what about new players? Perhaps the no headshot damage might confuse people as well. Others might have a different preference to me and that is ok.

I like your idea about having a pastebin account and only changing one file. You didn’t mention posting the script but the current changes look like they might grow a bit so I’ll mention it. I don’t want to post the script anywhere. However because the author has disappeared I would like to think that both files are property of the Mass Effect 3 Multiplayer Community and open for anyone to improve upon. This script is not mine and neither is the data file but I don’t mind posting the data file as it does nothing without the script.

I have made a pastebin account and will use it in future updates.

PS: Sorry about that typo. :sick:

#117
Dark_Frezzer

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I have updated my post to [V 1.05]!HERE

A small update to change two weapons that ignore armor damage reduction and add some weapon descriptions.
As far as I can see the attribute:
"Affected By Armor Attenuation":true/false,
Does absolutely nothing. I have added the two weapons to projectile weapons variable in the script instead. The spreadsheet which I was/am using for information (here) has the venom listed as "no" for ignore armor damage reduction so I’m not sure if it does or not. All other projectile weapons seem to so I’m assuming yes for now.

[1.05] Changes:
Thanks to NeoDobby the weapon descriptions should now be fully visible.
Added weapon descriptions for the Raider, Argus, Collector Sniper Rifle and Collector SMG.
Added to: PROJECTILE_WEAPONS = ["Acolyte", "Venom Shotgun"]; This means they will ignore armor damage reduction.
Changed the Acolyte’s damage back to what it was. (If I don’t know what it is I shouldn’t change it.)
Removed duplicate attribute for lancer: "Weapon Type":"Assault Rifle",

Modifié par Dark_Frezzer, 18 avril 2013 - 01:26 .


#118
Guest_GohanOwns_*

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NeoDobby wrote...

GohanOwns wrote...

NeoDobby wrote...

Cyonan wrote...

Burst DPS: ((7 * damage_per_shot) + (damage_per_shot * AP_modifier)) / ((60/600)*8)

Sustained DPS: (((damage_per_shot) + ((damage_per_shot * AP_modifier))* (clip_size / 8)) / ((60/600)*clip_size) + reload_duration)

AP_modifier is either 5 normally or 12.5 against armour. If you want to factor in armour mitigation then for just the AP Round it is 2.5x as effective(so 125 reduction per round on Gold/Plat).

reload_duration is either 0.83 or 1.50 depending on reload cancel.


Thanks!

Hmm, first of all: The AP round has a bigger armour penalty than the normal rounds? That sounds a bit counter-intuitive. (This is more of a "lore"-question than questioning your formula)

Ok, if I understand armour mitigation correctly, Burst DPS vs. armour  on Gold/Plat would then be:

Burst DPS: ((7 * (damage_per_shot - 50)) + (damage_per_shot * 12.5 - 125)) / ((60/600)*8)

Is that correct?

Not really. It faces a bigger armor penalty due to the multiplier. Its the same for the Typhoon/csmg etc

As an example, a csmg shot vs armor goes like - (base damage(1-0.5))*1.5
If you open the bracket, it becomes (base damage*1.5-base damage*0.5*1.5)=(base damage*1.5-base damage*0.75)
So the csmg loses 75 damage per shot instead of 50. For the BPP the multiplier is 2.5 so it becomes 50*2.5=125. ;)


Hmm, I think you mean (base damage - 50) * 1.5 = base damage *1.5 - 75? (Your formula would halve the damage instead of taking away a flat 50 damage for Gold/Plat)

You're right at this part. All those parentheses mess my brain up.  Just did it because everyone here does it like that.

(I wanted to compare the damage with the one displayed in the Manifest Detailer, but it seems the CSMG doesn't have a damage modifier for armor yet, so that needs to be changed.)

So instead, I looked at the Typhoon with its 1.5x armour damage:

At level X, it has a charged damage per shot of 83.25. That means the armour damage would be:

(83.25 - 50) * 1.5 = 49.875

The Manifest Detailer currently displays an armour damage of 75, which equals

(83.25 * 1.5) - 50 = 74.875 -> rounded 75

Which is the correct formula? Either the Manifest Detailer is wrong or the Damage Multiplier doesn't effect the Armour Damage mitigation.

If the Damage calculation in the Detailer is wrong, then that is another thing we need to adress. In the other case, your explaination wouldn't fit ;)

I would not use the Typhoon for an example because it  has an innate 1.5 multiplier to shields/barriers/armor(which does not affect armor DR) and another 1.5 multiplier on top of it after ramp up which affects armor DR. Could easily confuse between the  two.

Modifié par GohanOwns, 18 avril 2013 - 01:50 .


#119
Dark_Frezzer

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I have updated my post to [V 1.06]!HERE

Changes made:

[1.06]
Added Powers:
   -   Tactical Cloak (Ghost)
   -   Tactical Cloak (AIU)

Added Missing Passive Kits:
   -   Volus Training
   -   Quarian Defender (MQS)
   -   Armiger Legion
   -   Elite Mercenary
   -   Krogan Warlord
   -   Unshackled AI
   -   Vengeful Ancient (no collecter/prothean weapon bonus yet)

Edited These Passive Kits:
   -   Turian Veteran rank 6a changed weight reduction from sniper rifles to assault rifles.
   -   Quarian Defender (M) rank 6a changed weight reduction from 0.3 to 0.2

The Geth Juggernaut is not in yet I couldn't get the bit of code I made to work.

#120
Dark_Frezzer

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Final update:
I most likely won't be updating this anymore but you anyone can still post suggestions in case someone else wants to improve the script. I have done what I wanted to do and more. I really only did this for personal use and posted it for others. Anyway the demand for updates seems to be zero.

#121
Nova-IN

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Dark_Frezzer wrote...

Final update:
I most likely won't be updating this anymore but you anyone can still post suggestions in case someone else wants to improve the script. I have done what I wanted to do and more. I really only did this for personal use and posted it for others. Anyway the demand for updates seems to be zero.

What?NO!
BSN you should be ashamed of your un-enthusiasm.

#122
JackLazar

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Thanks for the update. But one thing bothers me since we got the N7HQ instead of the old Manifest. The navigation sidebar is gone and the selection box is way to big now and covers to much. Maybe someone can move it to the top or botttom of the screen in a single row and only show the weapon on-demand box on the side but with an option to turn it off.

#123
SWFanatic

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Thank you!

#124
Dark_Frezzer

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I have updated my post to [V 1.07]!HERE

Changes made:

[1.07]
Added Powers:
   -   Ascension Stance

Updated Passive Kits:
   -   Vengeful Ancient (now includes collecter/prothean weapon bonus)


PS. Sorry Midnight98 no updated BPP dps calculation yet.

#125
Viccentelena

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I have a question : where can we find this script ?

userscripts.org has unfortunately be terminated in august 2014 and this script is now out of reach. I do have the one file edited by Dark_Freezer but i lack the rest of it previously hosted by Vlandis on userscripts.org

 

Someone has a link or can rehost it please ?

Or is there a new version of it all ?

 

Thanks for any answer.