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Errata: Siege pulse Evo 6/6B is multiplicative


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#1
corlist

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Siege pulse +60% damage vs protections also gave a 40% bonus instead of the 60% listed.
This is quite probably a bug.

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We had originally made the mistake of saying that it was a 60% additive bonus because of an unfortunate coincidence while testing against armour.

Siege pulse build (damage, DR, protection damage)
Damage to armour: 1,701

Originally assumed wrong calculation
600 * (1 + 0.2 + 0.3 + 0.6) * 1.35 = 1,701

Correct calculation
600 * (1 + 0.2 + 0.3) * 1.35 * 1.4 = 1,701

data

Modifié par corlist, 22 mars 2013 - 02:49 .


#2
Mendelevosa

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So....it's still the same result?

#3
corlist

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The results are only the same if you choose that build exactly and did not use power amps or the rank fitness 6 power transfer -15% damage penalty. Bleedthrough damage to health is also affected.

#4
jimcamx

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But throw a power amp, or power mod in and it should give better results right?

#5
corlist

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jimcamx wrote...

But throw a power amp, or power mod in and it should give better results right?


If you stack up power damage it will do much better yes.

#6
mybudgee

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So, in short; the Juggz' pulse cannon is bugged? It kinda requries an amp?!?

#7
BlackDahlia424

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I'm confused, what caused the initial miscalculation?

#8
Fang92

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So is 4 shots better? Assuming they all hit?

#9
corlist

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BlackDahlia424 wrote...

I'm confused, what caused the initial miscalculation?


The initial miscalculation stemmed from trying to fit 0.6 into the formula because it was listed as a 60% damage bonus and it made sense. It fit perfectly as an additive bonus and was assumed to be so.


Fang92 wrote...

So is 4 shots better? Assuming they all hit?


3 shots with 40% is better (3 * 1.4 > 4 * 1), but not by much.


mybudgee wrote...

So, in short; the Juggz' pulse cannon is bugged? It kinda requries an amp?!?


Yes it is bugged (gives 40% instead of 60%), I should probably mention that in the OP.

Modifié par corlist, 22 mars 2013 - 02:48 .


#10
FlowCytometry

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So it *is* multiplicative, but the listed number is wrong? It should be 40%, not 60%?

So is 4 shots better? Assuming they all hit?


if I read that right, then no
3 shots * 1.4 multiplier = 4.2 shots worth of damage > 4.0
:bandit: but yeah the 40% evo is barely better

Modifié par FlowCytometry, 22 mars 2013 - 02:53 .


#11
Fang92

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hmm ... i think ill stick with the 10% extra DR then. I think the difference is around 300 overall. 3 shots is better burst damage with less chances to miss but 4 shots just has more versatility IMO.

#12
Arni90

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Considering shield gating, and health numbers, it's reasonable to assume 4 shots is better in practice if you slap on power amps.

#13
corlist

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Arni90 wrote...

Considering shield gating, and health numbers, it's reasonable to assume 4 shots is better in practice if you slap on power amps.


Shield gating is irrelevant to powers.
Because of the very low bonus that the 40% provides 4 shots is generally better. The juggernaut can't really boost his power damage by very much because unlike other geth,
1) He doesn't have hunter mode
2) He doesn't have power melee synergy
3) He can only get 15% in his passives

#14
FlowCytometry

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yeah imo the evo needs to actually be at 50-60% for it to be worthwhile. 4 shots for more DR, more stagger chance, and more detonation chances is simply better than slightly more total dmg.

#15
Fang92

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corlist wrote...

Arni90 wrote...

Considering shield gating, and health numbers, it's reasonable to assume 4 shots is better in practice if you slap on power amps.


Shield gating is irrelevant to powers.
Because of the very low bonus that the 40% provides 4 shots is generally better. The juggernaut can't really boost his power damage by very much because unlike other geth,
1) He doesn't have hunter mode
2) He doesn't have power melee synergy
3) He can only get 15% in his passives


Doesnt he also get 10% from Hex Shield if you spec that way? Its still not that much.

#16
BYC

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Fang92 wrote...

corlist wrote...

Arni90 wrote...

Considering shield gating, and health numbers, it's reasonable to assume 4 shots is better in practice if you slap on power amps.


Shield gating is irrelevant to powers.
Because of the very low bonus that the 40% provides 4 shots is generally better. The juggernaut can't really boost his power damage by very much because unlike other geth,
1) He doesn't have hunter mode
2) He doesn't have power melee synergy
3) He can only get 15% in his passives


Doesnt he also get 10% from Hex Shield if you spec that way? Its still not that much.


His Fitness tree also has -10% to all damage dealt if specced for max shields and health.

#17
corlist

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Fang92 wrote...

Doesnt he also get 10% from Hex Shield if you spec that way? Its still not that much.


So the juggernaut can get a grand total of 25% general power bonuses from all his powers. 10% if you took the 6B fitness. I think this really justifies a siege pulse 6B buff.

#18
ThatOddGuy

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Guess I gotta respec my Rank 6... Good thing I just got 2 respec cards from consecutive Specter Packs.

#19
Fang92

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Definitely needs to be buffed in some way. It looks like the Devs intended for there to be a choice between offense and defense, BUT:

IMO the whole B - line in the Siege Pulse power is pretty lackluster. You have guaranteed damage competing against what? another 1 meter? a trivial cooldown recharge competing against DR and then a multiplicative bonus that comes out to around 500 more damage over the extra shot.

The only saving grace about 6B is that if you put engineering kit on (Doubt anyone will) is that the increase is bigger and more noticeable, although the difference is the difference between 1% and 2%.

#20
Kittstalkur

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Meanwhile the knockdown bonus in 6A means teammates are more likely to be alive by the time you get your slow arse over to their body...

#21
corlist

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Fang92 wrote...

Definitely needs to be buffed in some way. It looks like the Devs intended for there to be a choice between offense and defense, BUT:

IMO the whole B - line in the Siege Pulse power is pretty lackluster. You have guaranteed damage competing against what? another 1 meter? a trivial cooldown recharge competing against DR and then a multiplicative bonus that comes out to around 500 more damage over the extra shot.

The only saving grace about 6B is that if you put engineering kit on (Doubt anyone will) is that the increase is bigger and more noticeable, although the difference is the difference between 1% and 2%.


Indeed. I doubt anybody will use a power amp over cyclonics too.

#22
Kittstalkur

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corlist wrote...

Indeed. I doubt anybody will use a power amp over cyclonics too.


The kit needs an adrenaline mod more than a Cyclonic. Another two or three thousand shields isn't going to do much unless you're trying to tank Scions anyways.

#23
Curzyfish

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corlist wrote...

Fang92 wrote...

Definitely needs to be buffed in some way. It looks like the Devs intended for there to be a choice between offense and defense, BUT:

IMO the whole B - line in the Siege Pulse power is pretty lackluster. You have guaranteed damage competing against what? another 1 meter? a trivial cooldown recharge competing against DR and then a multiplicative bonus that comes out to around 500 more damage over the extra shot.

The only saving grace about 6B is that if you put engineering kit on (Doubt anyone will) is that the increase is bigger and more noticeable, although the difference is the difference between 1% and 2%.


Indeed. I doubt anybody will use a power amp over cyclonics too.



I use a power amp on the jugg all day 'err day.  On platinum.  Come at me bro. 

But really, I found a cyclo mod unneeded if you go all health in the fitness tree.  Most of my kills come from siege pulse too.

#24
Lucky

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I know they say don't shoot the messenger, but man Corlist you are on the MVP for the bad new department today... Posted Image

#25
vironblood

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It's nice you decided to retest, this type of bugs are quite hard to catch. Good job.