Annomander wrote...
Ok, AQ, prepare yourself...
In the patch 02 coalesced, under the biodifficulty section, there is a section for each difficulty.
The phantom string, looks like this (I took gold as an example)...
I used a line break between each data field so it's easier to read, the actual data is in an untidy mess.
{
"Type": 2,
"Value": "(Category="Phantom",
CategoryData=((StatName="CancelFirePct",StatRange=(X=0.05f,Y=0.01f)),
(StatName="MaxFireWaitTime",StatRange=(X=20.0f,Y=20.0f)), <this is the maximum time inbetween bursts. *USUALLY* 1f = 1 second, though for phantoms I'm not sure.
(StatName="EvadeDamagePctLow",StatRange=(X=0.02f,Y=0.01f)), <this is the minimum damage the phantom must sustain in order to trigger it's evasion move
(StatName="EvadeDamagePctHigh",StatRange=(X=0.03f,Y=0.02f)), <this is the maximum damage the phantom must sustain in order to trigger it's evasion move
(StatName="EvadeFrequency",StatRange=(X=2.0f,Y=1.5f)), <this is how often the phantom can evade, again 1f is usually 1 second.
(StatName="EvadeResetDuration",StatRange=(X=2.0f,Y=2.5f)), <this is how long the phantom's evade move takes to "cooldown"
(StatName="EvadeDamageScalePct",StatRange=(X=0.25f,Y=0.25f)), <this is the damage reduction the phantom gets while evading. You only deal 25% damage while she is flipping.
(StatName="ShieldDamageScalePct",StatRange=(X=0.25f,Y=0.25f)), <same as above, except this applies to shield damage.
(StatName="PartialLeanPct",StatRange=(X=1.0f,Y=1.0f)), <this is to do with cover, and isn't important , but it seems phantoms get 0 DR from shooting from cover
(StatName="PowerEvadeChance",StatRange=(X=1.0f,Y=1.0f)), <this shows the phantom has a 100% chance of evading projectile powers
(StatName="FlankReactionTime",StatRange=(X=0.0f,Y=0.0f)), <this is how quickly the phantom reacts to being flanked
(StatName="CloakHealthPct",StatRange=(X=0.8f,Y=0.8f)), <this is what health % the phantom will activate her cloak at
(StatName="VortexDamageWindow",StatRange=(X=2.0f,Y=2.0f)), <I am assuming this is the immuntiy duration for her vortex ability
(StatName="VortexFrequency",StatRange=(X=10.0f,Y=10.0f)), this is the cooldown of vortex. This, looks to be bugged completely.
(StatName="ShieldFrequency",StatRange=(X=5.0f,Y=5.0f)), <
(StatName="AggressiveFrequency",StatRange=(X=5.0f,Y=5.0f)), <this is how frequently phantoms are selected as the aggressive enemy type, similar to banshees, phantoms override existing aggression cycles and prevent other enemies from becoming aggressive while the phantom is agressive. Base aggressive enemy cap in the game is 2 for all difficulties.
(StatName="MeleeAttackInterval",StatRange=(X=0.0f,Y=0.0f)), <the delay inbetween her melee animations
(StatName="SyncMeleeAttackInterval",StatRange=(X=2.0f,Y=2.0f)), <this is the delay inbetween using a melee attack and her sync killing. Reduce this to 0 if you are a masochist.
(StatName="SyncKillChance",StatRange=(X=0.5f,Y=0.5f)), <This is the % chance she has to sync kill you. Increase this if you are a masochist.
(StatName="MaxHealth",StatRange=(X=1125.0f,Y=1687.5f)), <Obvious.
(StatName="MaxBarriers",StatRange=(X=2050.0f,Y=3075.0f)), <obvious.
(StatName="MaxEnemyShieldRecharge",StatRange=(X=0.6f,Y=0.6f)), <the total % of barriers a phantom can regenerate, 60%
(StatName="AIShieldRegenDelay",StatRange=(X=6.5f,Y=6.5f)), <the time taken for a phantom to begin regenerating shields
(StatName="AIShieldRegenPct",StatRange=(X=0.25f,Y=0.25f)), <this is the regeneration rate per second
(StatName="PowerThreshold_Standard",StatRange=(X=600.0f,Y=600.0f)), <something to do with force values, unimportant thanks to the evasion / vortex
(StatName="PowerThreshold_Stagger",StatRange=(X=1000.0f,Y=1000.0f)), <force threshold to stagger
(StatName="PowerThreshold_Knockback",StatRange=(X=1500.0f,Y=1500.0f)), <force threshold to knock her on her ass
(StatName="HitReactionChanceMultiplier",StatRange=(X=0.15f,Y=0.15f))))" <this is the chance that bullets have to cause a hit reaction, % applies to both barriers and health
},
Phantoms receive no DR while moving, they take 100% damage unless they are evading.
Phantom evade frequency / cooldown basically overlap each other, so the DR lasts for longer than the reset, meaning if you try to take a phantom on with an automatic weapon, you continually trigger the evade.
If you want to make phantoms less stupid on host, I'd recommend modifying the damage scale PCT while evading, and the shield damage scale PCT to something like 0.60. Then they still get DR, but it's not stupidly good DR.
Alternatively (and I have no idea if this would work) You could adjust the variables in bold, so the phantom evades only after sustaining a higher % of damage.
But remember, if you do nerf phantoms, at least buff other enemies to compensate. Increasing the aggressive enemy cap to 8, reducing the enemy sight / vision reaction times and increasing the burst fire count on various enemy weapons will show you exactly why basic mass effect 3, with no modified enemies is easy mode.
