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Introducing a New ME3 Character Builder


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#151
Peer of the Empire

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SeasonedTurtle wrote...

Peer of the Empire wrote...

Very nice and slick interface, and get to see many upgrades and guns at a glance

The only things that seem to be missing are factoring in different damage of abilities on shields, armor, and barriers, and that Carnage damage is off.

Hint: Hover over dotted lines.

I'm also pretty sure Carnage damage is correct.


Carnage 6 is +50 not +20

Modifié par Peer of the Empire, 11 juin 2013 - 05:11 .


#152
peddroelm

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...hope you will you add ammo consumables at some point

#153
SeasonedTurtle

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Chealec wrote...

(damn - that's a lot of JS libraries)

I only wrote the files ending in *.txt - the rest is crap Drupal Gardens uses (and I don't have control over it).

BlastoTheEnkindled wrote...

excellent job! Really awesome!
Also, smash rank 4 evolution electrical damage is multiplicative.

I could have sworn that I didn't even implement that rank. It suffers from a similar problem to Sabotage 6B...

FMultimedia wrote...

Hmmmm.... something's not working as intended. Tried doing my first char and comparing the passives:

http://kalence.drupa...5!!13J563!F.0G8

Try
switching the various Vorcha Res specs, you'll see that carnage's
cooldown is actually HIGHER when you select "weapon weight is reduced in
...%".

Looks like I used a + instead of a - somewhere...

Mondhase wrote...

*snip*

The problem with
activating powers not working seems to have been on my end, btw. I was
using Opera and am now using Firefox on a different pc and it works
completely fine. I'll just have to see if I can get it to work at home,
otherwise your builder would still be rather useless to me, sadly.

Anyway, sorry for the harsh critic. I definitely need to learn to look more closely before criticising something.

So many different browsers with so many different bugs. UGH!
Harsh critic?! There was nothing harsh about it. Sigh. This is why kids need to play more dodgeball in school...

DaemionMoadrin wrote...

Brilliant. The bug with the power
amplifier mod "locking" the weapon choice is still there but if you
remove the mod, you can change the weapon again, so it's only a minor
issue.

Refresh the page. That was fixed yesterday - assuming it's the same issue...

BlastoTheEnkindled wrote...

Homing grenades rank 6 gives erroneusly 50% extra weapon damage, should ignore 50% armor instead.
This is not a critic, I'm trying to help.

EDIT:
also, geth weapon bonus and tactical cloak bonus stack separatedly so
25% multiplicative and 10% multiplicative becomes 1.25x * 1.1x = 1.375x
(geth infiltrator case).

Multiplicative bonuses are not handled that way. I should know. I found that bug in Narida's character builder!

As for Homing Grenade 6A: I definitely stopped carefully reading tooltips early on in development...

Modifié par SeasonedTurtle, 11 juin 2013 - 05:23 .


#154
Shamurai One

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WONDERFUL! 10/10

#155
Euric

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Very nice!

#156
SeasonedTurtle

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peddroelmz wrote...

BlastoTheEnkindled wrote...


EDIT: also, geth weapon bonus and tactical cloak bonus stack separatedly so 25% multiplicative and 10% multiplicative becomes 1.25x * 1.1x = 1.375x (geth infiltrator case).


wrong

* (1 +0.25+0.1 )

OK did some quick tests with the editor

build

Jav X GI body damage
1546 * (1 + 0.25 + 0.1) * (1 + 0.25 + 0.8 + 0.175 + 0.225) = 5113.395 OK

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 ?)

Hey you beat me to it...

Rounding in Javascript sucks, therefore I only do it when displaying the numbers. Not to mention there's no good reason to lose precision in the middle of an equation... Right now I don't even want to know where those 2 points went though!

Modifié par SeasonedTurtle, 11 juin 2013 - 05:22 .


#157
peddroelm

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Suggestion - maybe you should enable to yield two weapons from the same class // even same weapon twice ... For quick compare - different mods // ammo combos ...

#158
peddroelm

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surprised about shotguns - would've expected damage per pellet for most of them (displayed at some point)...

Will check gps and venom ..

Edit -
Would have much preferred the base damage for weapons/powers/melee be displayed somewhere .. Need to navigate other browser tabs for them :)

Modifié par peddroelmz, 11 juin 2013 - 05:44 .


#159
Fixx21

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WONDERFUL! 10/10

#160
Simba501

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OP, would there be a way to integrate our own manifests?

Like, where we would "sign in" and all of the weapon levels and stuff transfer over.

#161
SeasonedTurtle

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Grotaiche wrote...

Great job ! A few things though :

  • it's a bit slow to choose a character that is at the end of the list (have to click a lot to get there). I would suggest either expanding the list to its maximum or use a scrollbar.
  • the Javelin's capacity is always 13 (my Jav's at VIII and its capacity is 22).
  • now that there probably won't be anymore patch, maybe you could take into account the most famous bugs (e.g. new mods not applying weight penalty on vanilla weapons). Add a small graphical hint if you want to alert the player of the bug.
  • specify when a bonus is additive or multiplicative (e.g. Geth weapons on Geth characters with Network AI)
  • ammo bonuses would be great :)

Thanks anyway ! :)

The kit selector's width dynamically adjusts to the window size. Dunno if that helps you or not.

I just went into a game with my Javelin X + spare ammo and confirmed 28 rounds. The display is missing a Math.floor() though.

As for specifying +/* bonuses... well, as you can see there's like 1239873249 requests for ammo so that would probably come first.

Peer of the Empire wrote...

Carnage 6 is +50 not +20

You are correct. I had a test for 6A in place, but it looks like I didn't update the value of 6B when I copied rank 2...

peddroelmz wrote...

surprised about shotguns - would've expected damage per pellet for most of them (displayed at some point)...

Will check gps and venom ..

Edit -
Would have much preferred the base damage for weapons/powers/melee be displayed somewhere .. Need to navigate other browser tabs for them :)

I'll save you the trouble. I'm rather skeptical that the Venom is correct and know that the charged mini-grenade damage vs armor is incorrect.

#162
peddroelm

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build


GPS X

Snap shot vs armor
892.7 * 0.45 * (1 + 0.3 + 0.3) * (1 + 0.25 + 0.12) = 880.55928 OK

Charged shot
892.7 * (1 + 0.3 + 0.3) * (1 + 0.25 + 0.12) = 1956.7984 OK


Venom X

Uncharged
795 * (1 + 0.25 + 0.12) = 1089.15 OK

(value vs armor is off by 50 - like all projectile weapons venom ignores armor DR (charged or uncharged))

Charged

(795 * 0.4167 * (1 + 0.25 + 0.12) * 3) + (4 * (1 + 0.25 + 0.12)) =1367.026415

OFF by (4 * (1 + 0.25 + 0.12)) The weapon damage multiplier is applied 4 times as damage in case of charged shots

venom mechanics

Modifié par peddroelmz, 11 juin 2013 - 05:57 .


#163
peddroelm

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arc pistol has

1 uncharged stage and 3 charged states .. Could you show all 4 ?

arc pistol charge stages

Modifié par peddroelmz, 11 juin 2013 - 06:00 .


#164
codsquallic

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This is awesome. Forget about me working today on anything, but playing with builds!

#165
Tybo

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Great job, SeasonedTurtle! This is the best class builder I've seen.

A couple of bugs (by bioware, not by you)

Marksman headshot trait actually provides a 31.25% bonus to headshot damage, not 25%

Sabotage actually does 2x damage to shields, not 1.5x


I wonder if it would be at all possible to interface some of the functions from my calculator (particularly time/shots to kill and DPS).  I'd love to be able to completely forgo my amateurish builder for yours.

https://docs.google....vTEJ5d1E#gid=17

Modifié par tyhw, 11 juin 2013 - 06:13 .


#166
Zero132132

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TGI's rank 6 TC evo that benefits assault rifle damage doesn't seem to work on my computer...

#167
The Eight

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I like it a lot. Bookmarked. :)

#168
jakenou

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Not adding power mag damage bonus it seems? http://kalence.drupalgardens.com/me3-builder#20!4866555!2308575!24V523!D7B5G

#169
Tybo

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jkthunder wrote...

Not adding power mag damage bonus it seems? http://kalence.drupalgardens.com/me3-builder#20!4866555!2308575!24V523!D7B5G


You have to equip the weapon with the power magnifier

#170
jakenou

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tyhw wrote...

jkthunder wrote...

Not adding power mag damage bonus it seems? http://kalence.drupalgardens.com/me3-builder#20!4866555!2308575!24V523!D7B5G


You have to equip the weapon with the power magnifier


D'OH!

Thanks. That right there is a significant improvement over nardia, which adds power mag bonus 2x if you have both an SMG and pistol with power mags.

#171
peddroelm

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Kishock X

Kishock Sniper Rifle
- Damage multiplier for full charge increased from 150% to 175%
- Damage increased from [774.5-968.1] to [890.7-1113.4]
- Percentage of total damage that is done as bleed damage increased from 33% to 40%
- Bleed damage duration reduced from 10 to 5 seconds (the same damage is spread over a shorter duration)

- Updated Kishock Damage Formula with the lates percentages

BaseWeaponDamage * AmmoPowerMod + // ammo power damage
BaseWeaponDamage * 0.6 * ChargeMod * (1+ sum of weapon damage mods) * HSmod + // weapon impact damage
BaseWeaponDamage * 0.4 * ChargeMod * HSmod // DOT bleed damage - 5 seconds


build


SnapShot
(1113.4 * 0.6 * (1 + 0.25 + 0.15 + 0.325)) + (1113.4 * 0.4) = 1597.729 (OFF 1921)

Max_chage body shot
(1113.4 * 0.6 * 1.75 * (1 + 0.25 + 0.15 + 0.325)) + (1113.4 * 0.4 * 1.75) = 2796.02575 (OFF 3361)

Max_chage mook head shot
(1113.4 * 0.6 * 1.75 * (1 + 0.25 + 0.15 + 0.325 + 0.3) * 3) + (1113.4 * 0.4 * 1.75 * 3) = 9440.24025 (OFF 9864)

probably ignored fact that sum_weapon_damage_bonuses does not affect the bleed component


Will try marksman + CTS headshot damage next

Modifié par peddroelmz, 11 juin 2013 - 06:20 .


#172
SeasonedTurtle

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Simba501 wrote...

OP, would there be a way to integrate our own manifests?

Like, where we would "sign in" and all of the weapon levels and stuff transfer over.

These are some of the major obstacles:
  • Drupal Gardens limits the number of registered users that you can have.
  • Drupal Gardens does not allow modification to server-side code.
  • It would require an entirely new project to import N7HQ data.

peddroelmz wrote...

*snip*

Venom X

Uncharged
795 * (1 + 0.25 + 0.12) = 1089.15 OK

(value vs armor is off by 50 - like all projectile weapons venom ignores armor DR (charged or uncharged))

Charged

(795 * 0.4167 * (1 + 0.25 + 0.12) * 3) + (4 * (1 + 0.25 + 0.12)) =1367.026415

OFF by (4 * (1 + 0.25 + 0.12)) The weapon damage multiplier is applied 4 times as damage in case of charged shots

venom mechanics

As expected this will be tricky to implement. In the mean time, tell Cyonan to update his spreadsheet.

peddroelmz wrote...

arc pistol has

1 uncharged stage and 3 charged states .. Could you show all 4 ?

arc pistol charge stages

The code does not support multiple charge states at this time.

#173
Guest_BlastoTheEnkindled_*

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I apologize for the geth javelin thing, I thought they stacked in that way, my bad.
Also, general 20% weight decrease at rank 6 of volus, humans, male quarians and geth juggernaut passive doesn't seem to work.

#174
FLAREMAN

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pretty incredible. really nice job - thanks for your hard work

#175
peddroelm

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Suppressor X 157.1


build


Mook HS damage

157.1 * (1 + 0.375 + 0.35 + 0.2 + 0.3) * 4 * (1 + 0.3125 + 0.4) = 2394.400375 [way off 1154]

the 0.3125 is from marksman 5b HS perk
the 0.4 it adds to is from the pistol CTS add-on