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Introducing a New ME3 Character Builder


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#176
Zjarcal

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tyhw wrote...

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


Having both things integrated in some way would be totally awesome.

#177
LePetitRobot

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SeasonedTurtle wrote...

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.


Who's this Drupal Gardens? Let me have a word with him/her.

#178
SeasonedTurtle

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Ok. Last update for a while. I need some friggen sleep.

tyhw wrote...

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

Good catch on Marksman. I'll check up on Sabotage later though. When I have the time I'll also look into the feasibility of that spreadsheet, but I can say this right now: I won't be adding in more data for enemies since you know, I just went on a marathon adding roughly 5000 lines for the current stuff!

Zero132132 wrote...

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

Typo in the weapon damage handler.

jkthunder wrote...

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

Your problem solved, but this also reproduced that illusive unhandled exception with the power mod for me. I still can't reproduce the bug locally, so it might be a problem with the JS minifier. I had been planing on changing the minifier I use anyways and spent the night making automated tools for the new compiler so that I don't have to keep doing it by hand after every update so we'll see if that fixes it. This is also why I need sleep now...

peddroelmz wrote...

Kishock X

*snip*

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

The variables are in the code, but bleed damage is otherwise not implemented at this time.

peddroelmz wrote...

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

Another typo that would be caught if Javascript weren't a ****ty language.

heashot != headshot

---

I should also note that a lot of these fixes have only been applied internally. I expect to be pushing them live in roughly 12 hours.

Modifié par SeasonedTurtle, 11 juin 2013 - 07:22 .


#179
Grinch57

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DragonRacer wrote...

*sneaks in late to the party*

*readies snare*

*wrangles thread into submission*

*puts in nice display area of Resource Library*

Thanks DR, knew we could count on you, as always, your humor made me laugh. 

OP's tool is one big bowl of awesomesauce.

#180
EXTRACT10NP01NT

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Awesome

Modifié par Kujo0166, 11 juin 2013 - 07:45 .


#181
Wufenopolis

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Excellent work!

#182
Simba501

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LePetitRobo wrote...

SeasonedTurtle wrote...

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.


Who's this Drupal Gardens? Let me have a word with him/her.

This lol.  Thanks for the update, OP.

#183
Daxamite

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NICE!!! great work, will be playing with this for sure (for some reason, have never bothered with the Narida site, even tho that too was a great effort and resource)_

#184
Radford

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Very well done, bookmarked :D

#185
Evil

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Still up at 1AM playing with this new toy... good work!
I think I found a minor error, tech armour lists evo 5b as a 40% boost to melee damage, I think its actually 50%.
Also, activating fortification increases the listed damage for melee, when it only gives a temporary 20 second boost after deactivating it, which isn't quite the same thing, but given how unique that boost is, I can't suggest a better way of showing it.
Additionally, taking rank 6a in carnage shows an increase in damage to armour of over 500 points (1364 with 6a, 827 without), is that accurate?
Because if it is, I'm going to be using carnage a LOT more from now on!
That aside, this is great, and anyone who still uses narida after this should be eaten.

#186
Lucky

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Lovely A+ work!

Bookmarked.

#187
SeasonedTurtle

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Evil Mastered wrote...

Still up at 1AM playing with this new toy... good work!
I think I found a minor error, tech armour lists evo 5b as a 40% boost to melee damage, I think its actually 50%.
Also, activating fortification increases the listed damage for melee, when it only gives a temporary 20 second boost after deactivating it, which isn't quite the same thing, but given how unique that boost is, I can't suggest a better way of showing it.
Additionally, taking rank 6a in carnage shows an increase in damage to armour of over 500 points (1364 with 6a, 827 without), is that accurate?
Because if it is, I'm going to be using carnage a LOT more from now on!
That aside, this is great, and anyone who still uses narida after this should be eaten.

Just checked. Tech Armor 5B has the same value as the one in-game so I'd need to see some other evidence to change it.

If I remember correctly, Carnage 6A synergizes with it's base armor resistance bonus and you end up with something like a 2.475 multiplier (don't quote me on that number) so an increase that large is possible.

#188
Atheist Knight

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I like this a lot, thanks OP. :)

#189
Revi-Dragon

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this lock promising,
through i did notsing that inferno granads don't have any damage agenst bariers so one bug ther,
and as som one mentioned the homing granade's evulution 6a doble the damage the weapons do to evrything not just give the intended 50% reduction in damage migration to armor (like AP ammo dose), here is my demolisher just tolleg on off the evelution to see the difrensess
http://kalence.drupa...!1A01535!!!0A09
and here the krogan's inferno granade non damage to bariers
http://kalence.drupa...1H11545!!!.EE9G
but else this lock promising keep opp the god work!

#190
UnknownMercenary

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nicely done

#191
Grinch57

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OP, I'm still seeing the bug with pistols and equipping them either PM mod or ULM.

If I have time later, I will check the other weapon classes to see if any other mods cause similar problems.

Modifié par Grinch57, 12 juin 2013 - 01:23 .


#192
SeasonedTurtle

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Revi-Dragon wrote...

this lock promising,
through i did notsing that inferno granads don't have any damage agenst bariers so one bug ther,
and as som one mentioned the homing granade's evulution 6a doble the damage the weapons do to evrything not just give the intended 50% reduction in damage migration to armor (like AP ammo dose), here is my demolisher just tolleg on off the evelution to see the difrensess
http://kalence.drupa...!1A01535!!!0A09
and here the krogan's inferno granade non damage to bariers
http://kalence.drupa...1H11545!!!.EE9G
but else this lock promising keep opp the god work!

Yep. The Homing Grenade fix has been completed and will go live with the others.

Hmm. Inferno Grenade + extremely limited bug scope = typo somewhere... and there it is: "barrer" instead of barrier.

Grinch57 wrote...

OP, I'm still seeing the bug with pistols and equipping them either PM mod or ULM.

If I have time later, I will check the other weapon classes to see if any other mods cause similar problems.

I traced it to a problem with the JS minifier. As mentioned earlier, I'm switching minifiers anyways so we'll see if that problem just happens to get fixed in the process.

Modifié par SeasonedTurtle, 12 juin 2013 - 01:27 .


#193
Evil

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SeasonedTurtle wrote...

Evil Mastered wrote...

Still up at 1AM playing with this new toy... good work!
I think I found a minor error, tech armour lists evo 5b as a 40% boost to melee damage, I think its actually 50%.
Also, activating fortification increases the listed damage for melee, when it only gives a temporary 20 second boost after deactivating it, which isn't quite the same thing, but given how unique that boost is, I can't suggest a better way of showing it.
Additionally, taking rank 6a in carnage shows an increase in damage to armour of over 500 points (1364 with 6a, 827 without), is that accurate?
Because if it is, I'm going to be using carnage a LOT more from now on!
That aside, this is great, and anyone who still uses narida after this should be eaten.

Just checked. Tech Armor 5B has the same value as the one in-game so I'd need to see some other evidence to change it.

If I remember correctly, Carnage 6A synergizes with it's base armor resistance bonus and you end up with something like a 2.475 multiplier (don't quote me on that number) so an increase that large is possible.


Apologies, I'm a tired pyjak, I meant to say max damage resistance of 50%, not melee damage, dont know how I managed to get that mixed up with evo 5b, was busy playing with lift grenades.
Fun, but not worth sacrificing 5b for.

#194
Grinch57

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SeasonedTurtle wrote...

Grinch57 wrote...

OP, I'm still seeing the bug with pistols and equipping them either PM mod or ULM.

If I have time later, I will check the other weapon classes to see if any other mods cause similar problems.

I traced it to a problem with the JS minifier. As mentioned earlier, I'm switching minifiers anyways so we'll see if that problem just happens to get fixed in the process.

Sorry, thought you'd already made the changes ... my bad ... not trying to seem impatient or bug you, big fan of what you created.

I did some more checking and Shotguns (ULM), Assault Rifles (Thermal Scope and ULM) and SMGs (Stability) have the same issue as Pistols (ULM and PM).  Sniper rifles don't seem to have any issues.  Hope that helps.

#195
cronshaw

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Looks great

#196
Thylakaleo

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Waaaaaayy easier to use than the other one is alwaysthrowing around. And way easier to read too.

11/10

#197
peddroelm

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peddroelmz wrote...

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



checked again .. build

Mook headshot is still off (up to 1442)

Debugging

157.1 * (1 + 0.35 + 0.2) * 4 * (1 + 0.4) = 1363.628 (you give 852 )

157.1 * (1 + 0.35 + 0.2) * 2.5 * (1 + 0.4) = 852.2675
ERROR1 suppressor has *4 headshot multiplier vs mooks not *2.5

157.1 * (1 + 0.375 + 0.35 + 0.2 + 0.3) * 2.5 * (1 + 0.25 + 0.4) = 1441.8834375
ERROR2 marksman HS bonus is 0.3125 not 0.25

----------
Boss headshot (most bosses have *1.4 HS multiplier and all bosses are immune to Marksman and CTS add-on ) is

157.1 * (1 + 0.375 + 0.35 + 0.2 + 0.3) * 1.4 = 489.3665 {about 5 times less than a mook headshot in this case}

Modifié par peddroelmz, 12 juin 2013 - 03:36 .


#198
Lokiwithrope

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DullahansXMark wrote...

Just took a look at it.

10/10 for effort.

10/10 for content.

10/10 for style.

I gotta say, this looks amazing. Thanks for the effort you put into the stylish content!



#199
Creator Limbs

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This is actually perfect. Thanks!

#200
SeasonedTurtle

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The following updates are now live:
  • Homing Grenade: Rank 6A has been corrected to reduce armor mitigation by 50%. Reported by @BlastoTheEnkindled.
  • Carnage: Rank 6B now provides the correct +50% damage bonus. Reported by @Peer of the Empire.
  • Marksman: Rank 5B now provides the correct +31.25% headshot damage bonus. Reported by @tyhw.
  • Tech Armor: Rank 1 now provides the correct +35% damage reduction. Reported by @Evil Mastered.
  • Flagged the Venom Shotgun as a weapon that ignores armor mitigation. Reported by @peddroelmz.
  • Power ranks that reduce weapon weight, now actually reduce weapon weight. Reported by @FMultimedia.
  • Fixed a typo preventing Tactical Cloak (Ghost): Rank 6B from being applied. Reported by @Zero132132.
  • Fixed a typo preventing the custom headshot modifiers of certain weapons from being used. Reported by @peddroelmz.
  • Fixed a typo preventing Inferno Grenade damage to barriers from being calculated. Reported by @Revi-Dragon.
  • Ammo capacity is no longer rounded.
It also appears that with the new minified code, I can no longer reproduce the weapon mod crash. Let's hope it died this time?

Modifié par SeasonedTurtle, 12 juin 2013 - 08:29 .