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Introducing a New ME3 Character Builder


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#226
Zero132132

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I don't mean to sound like a choosy beggar, but any chance you can give an update (or a flat of refusal) for ammo types? Would be supermazing, but if it isn't going to happen, I'd rather quit hoping for it.

#227
Sir_Alan_

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peddroelmz wrote...

Sir_Alan_ wrote...

*Retracted Statement*


It appears you did not inspect "close" enough  ... plenty of numbers and overall quite a bit more accurate than narida's ...


My mistake, there is indeed more detail available, I just wasn't aware how to view it :pinched:

Apologies to the OP, I'm just used to seeing everything fully displayed, my bad.

#228
Schachmatt123

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Great addition, 10/10 :)

Some little bug I found (don't know if it has been mentioned yet), while choosing the shield recharge evo on blade armor, the shield recharge time was not affected when the armor got activated (melee worked just fine). Tested on the batarian sentinel.

#229
Krushar

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unless i am mistaken it is flawed, the melee attachments for guns and the rank 6 damage boosts of tactical cloak are multiplicitive, not additive

#230
Eagles316kid

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Nice job, I can't wait to get home and work with it! Thanks for all of your hard work!

#231
Wadmaasi

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Krushar wrote...

the melee attachments for guns...are multiplicitive, not additive

I think that's just for the shotgun attachments, and possibly just for the SG omni-blade.

#232
Shampoohorn

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Wadmaasi wrote...

Krushar wrote...

the melee attachments for guns...are multiplicitive, not additive

I think that's just for the shotgun attachments, and possibly just for the SG omni-blade.


All melee weapon attachments are multiplicative. The builder is accurate with respect to this bonus.

The other +50% multiplicative melee bonus from Sabotage:TV is not yet correct.

#233
AnotherRho

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SeasonedTurtle wrote...

That is correct. The Batarian Guantlet does not inherit defense multipliers [source].


Thanks for the info and link, Turtle.

#234
SeasonedTurtle

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Figured that I should probably mention some recent changes from the last week or so...
  • Blade Armor: Rank 5A now propertly decreases shield recharge time instead of its own recharge speed. Reported by @Schachmatt.
  • Sabotage: Rank 6B now adds the correct multiplicative melee damage bonus. The tech damage component no longer improperly interacts with other powers either, which means...
  • Combat Drone, Geth Turret, Sentry Turret, Arc Grenade, and Homing Grenade are now flagged as tech abilities and receive tech damage bonuses.
  • Corrected an issue with power damage calculation when there was an enemy damage taken debuff.
  • The bleed damage component of the Kishock Harpoon Gun has now been corrected.
  • Added a shim to allow IE8 or older browsers to run the minified JS. Note that said browsers still do not support the CSS rules. This change only allows you to see the error message you were supposed to get, instead of a non-existant character selection screen.
  • Added a fallback for IE9 to fix a seperate issue that resulted in a crash before character selection images were displayed.

Krushar wrote...

unless i am mistaken it is flawed, the
melee attachments for guns and the rank 6 damage boosts of tactical
cloak are multiplicitive, not additive

The Tactical Cloak bonuses were discussed several pages ago. They are correct. Additionally...

peddroelmz wrote...
*snip*

Jav X GI mook headshot damage
1546 * (1 + 0.25 + 0.1) * (1 + 0.25 + 0.8 + 0.175 + 0.225 + 0.2) * 2.5 = 13827.0375 EDITOR OFF by 2 points

13825 (too much intermediary rounding ?)

This 2 point discrepancy is because the builder uses a base value of 1545.8 (from Cyonan's spreadsheet).

#235
Reizo Ryuu

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Great stuff, seems like a worthy replacement for narida.

#236
AnotherRho

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Responder Loadout V tooltip says Shield Regen Speed +10%.
In-game, the same tooltip says +12%. Is the latter incorrect?

#237
sobit

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Warp doesn't work properly yet.
In this build, the predator X does 74 damage and 24 against armor. (correct)

when activating Warp, damage against armor is 36 when it should be 49. only the additional 25% armor weakening from 6A are applied, the base armor weakening of 25% is not respected.

when adding a pistol piercing mod, damage against armor is 60 (= 73.5 - 50 * 0.35 * 0.75 = 60.375) (checking if you distinguish between armor penetration and armor weakening, correct)

when removing the mod again and changing evo 5 from A to B (expose) normal damage is 85 and armor damage is 47 (= 73.5 * 1.15 - 50 * 0.75) (checking the order of bonuses, correct)

I first thought the order was wrong but when checking peddroelmz' spreadsheet again it turned out I was wrong, so it's really only the armor weakening. Cryo Blast is faulty as well btw.

Edit: Also checked whether armor penetrating bonuses from different sources stack correctly, which they do, at least for shotgun piercing mod and HVB.

Modifié par sobit, 05 juillet 2013 - 03:34 .


#238
SeasonedTurtle

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AnotherRho wrote...

Responder Loadout V tooltip says Shield Regen Speed +10%.
In-game, the same tooltip says +12%. Is the latter incorrect?

Probably not. The game is usually correct, unless proven wrong. In this case, I used values from the Mass Effect wiki and/or Cyonan's consumable/gear spreadsheet, but it looks like Bioware may have standardized shield recharge speeds on gear at some point. I suspect that the new values should be:

Responder Loadout: 3/5/7/8.5/10 to 4/6/8/10/12
Stronghold Package: 3/5/7/10/12 to 4/6/8/10/12

I can confirm Responder Loadout V and Stronghold Package I and V. If anyone has an intermediate rank and would like to validate this, it would be appreciated.

sobit wrote...

Warp doesn't work properly yet.
In this build, the predator X does 74 damage and 24 against armor. (correct)

when
activating Warp, damage against armor is 36 when it should be 49. only
the additional 25% armor weakening from 6A are applied, the base armor
weakening of 25% is not respected.

when adding a pistol piercing
mod, damage against armor is 60 (= 73.5 - 50 * 0.35 * 0.75 = 60.375)
(checking if you distinguish between armor penetration and armor
weakening, correct)

when removing the mod again and changing evo 5
from A to B (expose) normal damage is 85 and armor damage is 47 (= 73.5
* 1.15 - 50 * 0.75) (checking the order of bonuses, correct)

I
first thought the order was wrong but when checking peddroelmz'
spreadsheet again it turned out I was wrong, so it's really only the
armor weakening. Cryo Blast is faulty as well btw.

Edit: Also
checked whether armor penetrating bonuses from different sources stack
correctly, which they do, at least for shotgun piercing mod and HVB.

Well... nice to know that the rest of it is working as intended...

#239
JB27

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So okay, here is my rant with third party tools like this ... .... okay i guess i don't have one cuz it's FLIPP'N AMAZING! Thanks so much.

P.S. - I would suggest setting up a paypal where we can donate currencies to for your work.

#240
xDusty81

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Great job and thanks for sharing.

#241
BNRasec

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Awesome work, thank you for doing this!

#242
juli4n0liver

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10/10 would use

#243
dudemacha

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Can OP implement a script to determine the possible combo damages that can be created by the kit

#244
Arctican

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Just a little correction. Barrier base cooldown is actually 6 seconds, exactly like Tech Armor, not 10 seconds base. The balance changes didn;t cover it, but it;s there in-game if you would like to check.

#245
Shampoohorn

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Turtle: there seems to be some funny math when weapon encumbrance bonus is near 0%.

Look at this build and toggle the second weapon.  Changing the cooldown bonus from +40 to -3% * causes Throw's recharge to go from 1.78 to 0.73 seconds.

*(Change the Paladin from X to V as second weapon, with ULM)

#246
SeasonedTurtle

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Arctican wrote...

Just a little correction. Barrier base
cooldown is actually 6 seconds, exactly like Tech Armor, not 10 seconds
base. The balance changes didn;t cover it, but it;s there in-game if you
would like to check.

Looks like the Mass Effect wiki has failed me again, but I always knew that a lot of the base values there were incorrect so it's not surprising.

Shampoohorn wrote...
Turtle: there seems to be some funny math when weapon encumbrance bonus is near 0%.

Look at this build and toggle the second weapon.  Changing the cooldown bonus from +40 to -3% * causes Throw's recharge to go from 1.78 to 0.73 seconds.

*(Change the Paladin from X to V as second weapon, with ULM)

Hmm... seems to be a problem with power recharge bonuses and the formula conditional.

#247
Shampoohorn

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I was updating a few bits in my turian melee thread and have a few notes:

1) Vanilla turians' first melee bonuses is different from the Armigers. It should be +25%, not 15% at rank 1.

2) Proxi mine and Cryo Blast debuffs can be toggled to affect weapon and power damage but not melee damage. This is also the case with Tac Scan (QME checked).

3) The cabal's base melee is 750, not 700. Confirmed by peddroelmz.
http://social.biowar...ndex/16187178/1

#248
SeasonedTurtle

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Shampoohorn wrote...

I was updating a few bits in my turian melee thread and have a few notes:

1) Vanilla turians' first melee bonuses is different from the Armigers. It should be +25%, not 15% at rank 1.

2) Proxi mine and Cryo Blast debuffs can be toggled to affect weapon and power damage but not melee damage. This is also the case with Tac Scan (QME checked).

3) The cabal's base melee is 750, not 700. Confirmed by peddroelmz.
http://social.biowar...ndex/16187178/1

  • It says 15% for me in-game, so I'll have to see some other evidence.
  • This is a known issue. Problem is there are something like 12 powers in this category, all of which need verification. I'll get around to it eventually!
  • Actually, that was apparently a typo on peddro's part. See this post.


#249
Guest_Air Quotes_*

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I just wanna say thanks to the Turtle again. This tool is awesome!

#250
SeasonedTurtle

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So, as I am sure many of you have noticed by now, the character builder has not had bugs fixed for about a month now. Why? As added incentive for me to finish this major update of course! It's finally ready now too. Here is a list of some of the things that have been added, updated or fixed:
  • Cryo Blast and Warp now apply the proper base armor weakening effect. Reported by @sobit.
  • Barrier: Rank 1 now uses the correct base recharge speed. Reported by @Arctican.
  • Corrected the shield recharge speed of Responder Loadout and Stronghold Package gear. Reported by @AnotherRho.
  • Fixed an issue with a power recharge speed formula conditional. Reported by @Shampoohorn.
  • Fixed the display of checkboxes when viewed using IE for Xbox.
  • Fixed an issue where powers were not always being applied to the damage of comparison weapons.
  • Charged weapon damage is now displayed in weapon comparison tooltips.
  • Power activation states are now exported with the build.
  • Removed extraneous commas that caused script errors in IE7.
  • The Sniper Rifle High-Velocity Barrel now displays the correct penetration distance for ranks I-IV.
This is all in addition to a large number of various under-the-hood improvements. I have also enabled advanced optimizations for the JS minifier, so the builder should now take 23.3% less time to download. Oh, and before I forget, ammo consumables have been added as well, so if you rated this a 10/10 before, I don't know what you are going to do now.

Modifié par SeasonedTurtle, 26 juillet 2013 - 01:50 .