Introducing a New ME3 Character Builder
#251
Posté 26 juillet 2013 - 02:05
#252
Posté 26 juillet 2013 - 02:28
And THX for adding the ammo consumables:wizard:
#253
Posté 26 juillet 2013 - 08:59
#254
Posté 26 juillet 2013 - 09:27
One more small improvement that would be appreciated, could you add a separate damage stat to the blood pack punisher to show the stats and behaviors of the eighth bullet from each burst, like you did for the charged shots from guns such as the arc pistol?
I know it has a 5X base damage multiplier, with an additional 2.5X against armour, but what I don't know, and would like to experiment with, is how the eighth shot is affected by armour damage mitigation.
Since this gun is almost totally dependent on that eighth bullet to be effective, this knowledge would be valuable.
I understand that this might prove... interesting to code, depending on how the in-game math actually works, especially in conjunction with other effects such as enemy debuff powers and self buffs.
Regardless of if you can do this or not, thanks for all the good work!
#255
Posté 26 juillet 2013 - 09:58
Unfortunately there is currently no way to make charged damage/resistance multipliers only apply against armor, so all I can do is tell you that armor mitigation works normally with that weapon and leave you with a link to this topic.Evil Mastered wrote...
Excellent timing with the addition of ammo effects SeasonedTurtle, I was just pondering on how effective warp debuff with warp ammo actually is, now I can experiment to my hearts content.
One more small improvement that would be appreciated, could you add a separate damage stat to the blood pack punisher to show the stats and behaviors of the eighth bullet from each burst, like you did for the charged shots from guns such as the arc pistol?
I know it has a 5X base damage multiplier, with an additional 2.5X against armour, but what I don't know, and would like to experiment with, is how the eighth shot is affected by armour damage mitigation.
Since this gun is almost totally dependent on that eighth bullet to be effective, this knowledge would be valuable.
I understand that this might prove... interesting to code, depending on how the in-game math actually works, especially in conjunction with other effects such as enemy debuff powers and self buffs.
Regardless of if you can do this or not, thanks for all the good work!
Modifié par SeasonedTurtle, 26 juillet 2013 - 10:00 .
#256
Posté 26 juillet 2013 - 10:17
Thanks for the quick reply.SeasonedTurtle wrote...
Unfortunately there is currently no way to make charged damage/resistance multipliers only apply against armor, so all I can do is tell you that armor mitigation works normally with that weapon and leave you with a link to this topic.
No problem, figured the thing would be awkward to implement.
Was specificaly wondering if the armour damage mitigation is applied before or after the two multipliers.
If before, the AP barrel is mandatory.
If after, the high caliber barrel might actually give better results against armour for the eighth shot, if that extra 25% is also multiplied twice, which I would expect.
Would obviously result in the first 7 bullets doing little more than tickle stuff like brutes however, so AP barrel would probably give better results without ammo usage.
With AP ammo though... who knows?
Math is
Modifié par Evil Mastered, 26 juillet 2013 - 10:18 .
#257
Posté 07 août 2013 - 03:57
I use it to do a lot of "what ifs" prior to building my characters, saves me a lot of "regrets" after I've locked in skill points. I promote all the time, because I'm always looking for the next great build/weapon load out and this makes it so much more effective in playing out the various combinations.
Again, thank you, beautiful work, wonderful tool, well done OP, extraordinarily well done.
#258
Posté 07 août 2013 - 04:43
#259
Posté 07 août 2013 - 04:55
quick nitpick - Explosive ammo damage is capped ..
Example
link
Ammo damage cannot be 501 since its capped at 250 ...
Modifié par peddroelmz, 07 août 2013 - 04:56 .
#260
Posté 07 août 2013 - 05:04
#261
Posté 07 août 2013 - 05:29
Also, great work.
#262
Posté 07 août 2013 - 08:24
Wierd. It's being capped in my local build. Something on the site must be screwing it up.peddroelmz wrote...
amazing work - Wonder how many guys they had working on the HQ thing that is not 10% as awesome as this..
quick nitpick - Explosive ammo damage is capped ..
Example
link
Ammo damage cannot be 501 since its capped at 250 ...
UPDATE: Fixed an issue with the optimized variable name preventing Explosive Round damage from being capped.
Modifié par SeasonedTurtle, 07 août 2013 - 08:36 .
#263
Posté 07 août 2013 - 09:14
#264
Posté 07 août 2013 - 09:41
SeasonedTurtle wrote...
Wierd. It's being capped in my local build. Something on the site must be screwing it up.peddroelmz wrote...
amazing work - Wonder how many guys they had working on the HQ thing that is not 10% as awesome as this..
quick nitpick - Explosive ammo damage is capped ..
Example
link
Ammo damage cannot be 501 since its capped at 250 ...
UPDATE: Fixed an issue with the optimized variable name preventing Explosive Round damage from being capped.
thanks for fixing that
#265
Posté 09 août 2013 - 03:11
#266
Posté 09 août 2013 - 04:01
#267
Posté 18 août 2013 - 12:52
By cheking the hammers,the melee should increase and also the biotic hammer has wrong damage..starting damage is 750
#268
Posté 18 août 2013 - 12:55
TheInvoker wrote...
Please fix the Krogan Warlord
By cheking the hammers,the melee should increase and also the biotic hammer has wrong damage..starting damage is 750
It lists Biotic Hammer's starting damage as 750.
Also, i'm pretty sure that Biotic Hammer/Electrical Hammer don't affect Melee damage, their damage simply dished out via melee attacks.
#269
Posté 18 août 2013 - 01:12
#270
Posté 18 août 2013 - 01:23
And with that, add damage on Biotic Primed targets with Warp Ammo.
#271
Posté 18 août 2013 - 01:37
Praise_the_Volus wrote...
It would be really cool if ammo bonuses were actually working.
And with that, add damage on Biotic Primed targets with Warp Ammo.
Surprisingly, this is NOT an alternate account of mine.
#272
Posté 18 août 2013 - 01:41
ToLazy4Name wrote...
Praise_the_Volus wrote...
It would be really cool if ammo bonuses were actually working.
And with that, add damage on Biotic Primed targets with Warp Ammo.
Surprisingly, this is NOT an alternate account of mine.
This is an alternate account of 24-hour banned Chromatix. True.
#273
Posté 18 août 2013 - 03:35
http://kalence.drupa...25!!..W5!8.0D85
Has 938 melee bonus and AP arrows do 175.78 each.Since they are 6 the total damage is 1054.68 so the total melee damage should be 1992.68 but activating AP arrows i see only 1875
#274
Posté 19 août 2013 - 11:22
Wait, what's wrong with ammo bonuses exactly? Everything looks fine to me.Praise_the_Volus wrote...
It would be really cool if ammo bonuses were actually working.
Like TooLazy4Name said about the Krogan Warlord's Biotic/Electrical Hammer damage being dished out via melee attacks, the same is true about the Talon Mercenary's AP/Concussive arrows. The numbers are independent of each other.TheInvoker wrote...
i don't know if this is the mechanics but this Talon Merc
http://kalence.drupa...25!!..W5!8.0D85
Has 938 melee bonus and AP arrows do 175.78 each.Since they are 6 the total damage is 1054.68 so the total melee damage should be 1992.68 but activating AP arrows i see only 1875
Regular bow attack: 312.5 * 3 = 937.5 damage
With AP arrows activated: 312.5 * 6 = 1875 damage
In-game you would do 1875 + 1054.68 = 2929.68 damage.
#275
Posté 11 septembre 2013 - 12:04





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