Introducing a New ME3 Character Builder
#276
Posté 11 septembre 2013 - 03:17
#277
Posté 11 septembre 2013 - 05:06
I really like your tool.
#278
Posté 11 septembre 2013 - 05:09
#279
Posté 11 septembre 2013 - 06:54
It's very well made, thanks for putting in the effort.
#280
Posté 12 septembre 2013 - 12:40
Talon Mercenary Heavy Melee is 500 and not 300
#281
Posté 12 septembre 2013 - 01:09
#282
Posté 12 septembre 2013 - 05:14
It says 27.50% for me on the site and in-game. What are you seeing?Alijah Green wrote...
juggernaut passives need to be fixed he only has 27.50 for weapon damage
It appears to be working as intended.TheInvoker wrote...
You didn't answer but i'll keep submitting the errors when i find
Talon Mercenary Heavy Melee is 500 and not 300
The base melee damage per arrow is 100 and you only get 3 arrows. (100 * 3 = 300)
After selecting AP/Concussive Arrows and activating the power, you get 5 arrows. (100 * 5 = 500)
#283
Posté 26 septembre 2013 - 04:14
Also, could you show total damage value with bonus damage from Ammo included?
Bugs:
The character builder doesn't correctly update in Opera 12.16 when you turn on TC, Hunter Mode and others.
#284
Posté 26 septembre 2013 - 05:19
Fjolsvid wrote...
Also, could you show total damage value with bonus damage from Ammo included?
It already does. Choose the ammo type and hover your mouse over the damage value next to the weapon. You will see a pop-up showing damage.
#285
Posté 26 septembre 2013 - 05:24
#286
Guest_Element 0_*
Posté 26 septembre 2013 - 05:33
Guest_Element 0_*
N7didacus wrote...
Tactical Scan rank 5a and 5b are switched.
And rank 4 icons are switched.
Modifié par Element 0, 26 septembre 2013 - 06:14 .
#287
Posté 26 septembre 2013 - 06:13
bgsam1990 wrote...
Fjolsvid wrote...
Also, could you show total damage value with bonus damage from Ammo included?
It already does. Choose the ammo type and hover your mouse over the damage value next to the weapon. You will see a pop-up showing damage.
I know, i mean why not include it in the total just like other bonuses and leave the additional string for information purposes
#288
Posté 01 octobre 2013 - 10:42
The value shown for the GPS (which is correct) will never be the same as that in the spreadsheet due to the number of projectiles fired and the 0.45x multiplier on uncharged shots.Fjolsvid wrote...
Your base damage value for Geth Pulse Shotgun is different from Cyonan's spreadsheet, please update.
Also, could you show total damage value with bonus damage from Ammo included?
Bugs:
The character builder doesn't correctly update in Opera 12.16 when you turn on TC, Hunter Mode and others.
Additionally, the checkbox issue with Opera was reported 4 months ago, but appears to be a problem with how events are handled by the browser. I suggest updating to the latest version, but have not tested if that fixes the issue.
Actually, except for rank 1, all the images are incorrect. There is also a similar issue with Lift Grenades, but at least I was able to correct most of the errors in Tactical Scan. You should see the update once the server's response cache gets updated.N7didacus wrote...
Tactical Scan rank 5a and 5b are switched.
#289
Posté 10 octobre 2013 - 05:38
Your base damage value for Geth Pulse Shotgun is different from Cyonan's spreadsheet, please update.
Also, could you show total damage value with bonus damage from Ammo included?
Bugs:
The character builder doesn't correctly update in Opera 12.16 when you turn on TC, Hunter Mode and others.[/quote]
The value shown for the GPS (which is correct) will never be the same as that in the spreadsheet due to the number of projectiles fired and the 0.45x multiplier on uncharged shots.
Additionally, the checkbox issue with Opera was reported 4 months ago, but appears to be a problem with how events are handled by the browser. I suggest updating to the latest version, but have not tested if that fixes the issue.
[/quote]
Cheched the thread and found the true number for GPS, sorry for posting, before doing full research:innocent:.
Regretably i won't be moving to newer Operas, versions 15+ are currently terrible.
#290
Posté 03 novembre 2013 - 06:37
SeasonedTurtle wrote...
The value shown for the GPS (which is correct) will never be the same as that in the spreadsheet due to the number of projectiles fired and the 0.45x multiplier on uncharged shots.
While the GPS damage is correct, the ammo damage is not. Ammo damage for any weapon is calculated using:
[base weapon damage] * ammo%
Currently, the GPS is using its uncharged damage (~45%) as the base for ammo.
The Kishock has a similar problem, it is using its impact damage (60%) as base for ammo.
The part about same ammo damage regardless of charge state for them is correct though.
The venom is a bit more complicated when charged, (assuming all bomblets hit) the formula is:
[base weapon damage] * (1.25 / 3) * 4 * ammo%
#291
Posté 27 novembre 2013 - 12:57
As corlist says, it would be great if u could take a look and modify the ammo round damage for charged weapons and maybe the biotic priming effect with warp ammo.
For the Arc pistol, for exemple, the charged shot include all three pellets but not the ammo round damage which is for one uncharged pellet, meaning it lacks a *9 in general (and *18 agains bioticly primed target for warp IV rounds).
Anyway thanks for the great work which allow to go deeper in the game mechanics !
Modifié par alfonsedode, 27 novembre 2013 - 06:06 .
#292
Posté 14 décembre 2013 - 05:14
Here's a link to my build: http://kalence.drupa...24952124!DA.EG9
Edit: Actually, scratch that. I see now that it's just reflecting the level 3 melee increase. The fortification increases damage reduction, but not shields. Sorry about that.
Anyway, great job on the builder. It's much easier and intuitive then others I've used.
Modifié par rca626, 14 décembre 2013 - 05:25 .
#293
Posté 17 décembre 2013 - 04:36
- Impact penalties no longer affect ammo damage. Reported by @corlist.
- Flagged the Arc Pistol to increase ammo damage when charged. Reported by @alfonsedode.
- Fixed ammo damage from certain chargeable weapons by updating how some properties were handled.
Modifié par SeasonedTurtle, 17 décembre 2013 - 04:41 .
#294
Posté 17 décembre 2013 - 05:12
Thank you for all the hard work!!!SeasonedTurtle wrote...
You would think that all these ammo issues would have a single cause but nooooo.
- Impact penalties no longer affect ammo damage. Reported by @corlist.
- Flagged the Arc Pistol to increase ammo damage when charged. Reported by @alfonsedode.
- Fixed ammo damage from certain chargeable weapons by updating how some properties were handled.
#295
Posté 17 décembre 2013 - 06:04
I don't know if this was reported yet. But no bonus is given to biotic hammer when you select any kind of biotic power mod. It does add when you put omniblade -which i think it's incorrect and should be added to the damage of melee-
#296
Posté 18 décembre 2013 - 07:34
I'm sorry Narida.. it's over.
#297
Posté 18 décembre 2013 - 10:45
Podboq wrote...
Really nice work. UI matters.
I'm sorry Narida.. it's over.
its not only the UI (which is fantastic) but also the numbers - they are more accurate (correct)
#298
Posté 18 décembre 2013 - 04:25
peddroelmz wrote...
Podboq wrote...
Really nice work. UI matters.
I'm sorry Narida.. it's over.
its not only the UI (which is fantastic) but also the numbers - they are more accurate (correct)
Awesome, I was wondering how accurate it was comparatively.
#299
Posté 18 décembre 2013 - 11:43
1/ Would it be possible to show an effective health/shields out of cover stat in the details you get when you hover the mouse over the normal health/shields stat, since enemies get a 40% damage bonus to players not in cover?
Similar to how holding the mouse over the shield recharge speed stat highlights the difference between shield-gated recharge time and non-shield-gated recharge time.
2/ Would it be possible to add an effective health/shields including DR stat underneath the normal health/shields stat?
In other words, display how much damage it takes to shield-gate you with the DR from tech armour / fortification / barrier / blade armour / reave / biotic sphere / shield boost 6b / seeker swarm 5a / adrenaline rush 4a / siege pulse 5a / energy drain 6b / krogan blood rage / shadow strike 4b / repair matrix / biotic focus / etc
The equation to work out how much effective shields your kit has including DR is:
effective_shields = shields / (1 - DR) when in cover, or
effective_shields = shields / (1 - ((1 / 1.4) * DR)) when out of cover.
The thread in which cyonan gave us the equation:
social.bioware.com/forum/1/topic/343/index/17506844/1
He pops up with the goods near the end of the thread.
This info would be useful in working out which builds would prefer more DR over more points in fitness, especially with sentinels.
Thanks for continuing to support this tool BTW, it's appreciated.
#300
Posté 24 décembre 2013 - 04:43
Probably a bit late in the life of the game to add it. Regardless, nice job!
Modifié par Shampoohorn, 24 décembre 2013 - 04:44 .





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