Introducing a New ME3 Character Builder
#226
Posté 15 juin 2013 - 06:08
#227
Posté 15 juin 2013 - 06:51
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
Apologies to the OP, I'm just used to seeing everything fully displayed, my bad.
#228
Posté 18 juin 2013 - 03:47
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
Posté 18 juin 2013 - 04:09
#230
Posté 18 juin 2013 - 06:33
#231
Posté 18 juin 2013 - 06:55
I think that's just for the shotgun attachments, and possibly just for the SG omni-blade.Krushar wrote...
the melee attachments for guns...are multiplicitive, not additive
#232
Posté 18 juin 2013 - 08:01
Wadmaasi wrote...
I think that's just for the shotgun attachments, and possibly just for the SG omni-blade.Krushar wrote...
the melee attachments for guns...are multiplicitive, not additive
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.
#234
Posté 22 juin 2013 - 01:40
- 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.
The Tactical Cloak bonuses were discussed several pages ago. They are correct. Additionally...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
This 2 point discrepancy is because the builder uses a base value of 1545.8 (from Cyonan's spreadsheet).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 ?)
#235
Posté 22 juin 2013 - 01:48
#236
Posté 01 juillet 2013 - 02:06
In-game, the same tooltip says +12%. Is the latter incorrect?
#237
Posté 05 juillet 2013 - 03:30
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
Posté 06 juillet 2013 - 02:28
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:AnotherRho wrote...
Responder Loadout V tooltip says Shield Regen Speed +10%.
In-game, the same tooltip says +12%. Is the latter incorrect?
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.
Well... nice to know that the rest of it is working as intended...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.
#239
Posté 06 juillet 2013 - 03:39
P.S. - I would suggest setting up a paypal where we can donate currencies to for your work.
#240
Posté 06 juillet 2013 - 06:18
#241
Posté 11 juillet 2013 - 12:41
#242
Posté 11 juillet 2013 - 01:46
#243
Posté 19 juillet 2013 - 08:10
#244
Posté 19 juillet 2013 - 11:32
#245
Posté 19 juillet 2013 - 11:41
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
Posté 20 juillet 2013 - 07:49
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.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.
Hmm... seems to be a problem with power recharge bonuses and the formula conditional.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)
#247
Posté 23 juillet 2013 - 04:36
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
Posté 23 juillet 2013 - 10:35
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_*
Posté 23 juillet 2013 - 10:44
Guest_Air Quotes_*
#250
Posté 26 juillet 2013 - 01:50
- 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.
Modifié par SeasonedTurtle, 26 juillet 2013 - 01:50 .





Retour en haut




