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Introducing a New ME3 Character Builder


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#251
jrob6

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Thanks for all your hard work, Turtle!

#252
Slarian715

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Really great work!!!
And THX for adding the ammo consumables:wizard:

#253
Grun7mas7er

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Thanks for adding ammo effects! Very useful.

#254
Evil

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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!

#255
SeasonedTurtle

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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!

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.

Modifié par SeasonedTurtle, 26 juillet 2013 - 10:00 .


#256
Evil

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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.

Thanks for the quick reply.
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 fun hard.

Modifié par Evil Mastered, 26 juillet 2013 - 10:18 .


#257
Grinch57

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OP, once again, thank you for all your efforts. As others have said, really appreciate the ammo power addition to the builder. This puppy is just pure awesomesauce.

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
squaredgonzo

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i never liked turtles as an animal, but thank you for this. You're awesome

#259
peddroelm

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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 ...

Modifié par peddroelmz, 07 août 2013 - 04:56 .


#260
TheAshenPhoenix

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I love this thing, my only regret is that I only discovered it a few weeks ago. But this thing is absolutely amazing turtle! I may not need it much (thanks to my stupidly insane amount of information I keep on the game). But it does help A LOT when I do need it, an amazingly well put together interface and knows practically all that stuff I don't. Good for comparing exact amounts when I want to squeeze the absolute most power into a character, or when I can't decide if build A is better than build B, just amazing 10/10

#261
count_4

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You know, with all these tools we should probably build a proper database with a defined interface once ME4 comes around so people who want to build tools don't need to maintain all the data themselves...

Also, great work.

#262
SeasonedTurtle

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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 ...

Wierd. It's being capped in my local build. Something on the site must be screwing it up.

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
JuicyGoo

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Nice! Thanks!

#264
ROBOTICSUPERMAN

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SeasonedTurtle wrote...

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 ...

Wierd. It's being capped in my local build. Something on the site must be screwing it up.

UPDATE: Fixed an issue with the optimized variable name preventing Explosive Round damage from being capped.


thanks for fixing that Image IPB now I know exactly how bad explosive ammo is Image IPB

#265
SwoopIM

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Sweeeeet! Nice work! Gotta go and check my builds!

#266
planehazza

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Really awesome, its what the N7 page should have been.

#267
TheInvoker

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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

#268
ToLazy4Name

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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
Das Rouse

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Looks good. I read an earlier post about multipliers not being able to display. Unfortunate, but this still looks good and I like the fact you even put in the ammo slot. Thank you.

#270
n7stormreaver

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It would be really cool if ammo bonuses were actually working.

And with that, add damage on Biotic Primed targets with Warp Ammo.

#271
ToLazy4Name

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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
n7stormreaver

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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. :wizard:

#273
TheInvoker

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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

#274
SeasonedTurtle

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Praise_the_Volus wrote...

It would be really cool if ammo bonuses were actually working.

Wait, what's wrong with ammo bonuses exactly? Everything looks fine to me.

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

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.

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
TheInvoker

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are you still updating your tool?