I appologize for startig a new thread for this but I've seen contradictory information on these boards and I don't want to necro months-old threads.
How does the +headshot damage bonus from gear (armor, PCTS etc) affect headshot damage?
One explanation I've seen is is that headshot damage multipliers sum additively and then multiplicatively increase headshot damage. This explanation makes sense. If this description is correct, do such bonuses affect bosses?
Another explanation I've seen is that +headshot damage is just treated like regular additive +weapon damage that only applies to headshots. This explanation doesn't make sense to me from a game balance stand point. It would mean that point-for-point, +headshot bonuses are necessarily inferior to regular +weapon damage bonuses.
Indeed, why would anyone ever use gear with +headshot damage? The "item budget" of both bonuses appears to be similar in singleplayer. Bonus headshot damage may be a little cheaper (see Kuwaishi visor vs Recon Hood) but the difference is marginal at best and isn't enough to make up for the fact that - if the latter explanation is correct - headshot damage bonuses are necessarily inferior to regular damage bonuses.
+Headshot Damage on Gear
Débuté par
WillieStyle
, juin 17 2013 11:57
#1
Posté 17 juin 2013 - 11:57
#2
Posté 18 juin 2013 - 02:11
It depends on the source usually.
Headshot damage bonuses from passive are additive damage bonuses that only apply if you score a headshot.
Ammo headshot damage bonuses increase the multiplier, as do the headshot weapon mods. I assumed armor worked the same way.
Here is the weapon damage formula thread.
Headshot damage bonuses from passive are additive damage bonuses that only apply if you score a headshot.
Ammo headshot damage bonuses increase the multiplier, as do the headshot weapon mods. I assumed armor worked the same way.
Here is the weapon damage formula thread.
Modifié par capn233, 18 juin 2013 - 02:12 .
#3
Posté 18 juin 2013 - 02:59
Thanks Capn. Do you happen to know if multiplicative headshot bonuses apply to bosses?
#4
Posté 18 juin 2013 - 03:19
^^They do not.
#5
Posté 18 juin 2013 - 07:33
Thanks. That's really a bizzare set of choices on the part of developers? Why mmake an essentially useless stat? As far as I know, there is no unprotected (ie no shields or barriers) that can't be 1-shot by a soldier/infiltrator with a good headshot weapon (suppressor, claymore, talon, valient, Black Widow etc). And there are non-bosses with protections that can't be two-shot either. So the situation where things like the PCTS or Marksman bonuses would help is against bosses. Why create a useless stat?
I don't mean to sound whiny; I just want to make sure I'm not missing anything. But is there anyone other than an Indra/Phaeston Marksman build that would benefit from multiplicative headshot bonuses? Or benefit more from additive headshot bonuses than for just straight weapon damage?
I don't mean to sound whiny; I just want to make sure I'm not missing anything. But is there anyone other than an Indra/Phaeston Marksman build that would benefit from multiplicative headshot bonuses? Or benefit more from additive headshot bonuses than for just straight weapon damage?
#6
Posté 18 juin 2013 - 07:34
On a slightly related note: what's the most accurate/stable automatic weapon in the game (other than the Indra of course)?
#7
Posté 18 juin 2013 - 07:58
Harrier probably.
#8
Posté 18 juin 2013 - 08:11
The number-crunchers could help more, but the Paladin or perhaps even Carnifex probably, or something like the Viper or Saber perhaps. Basically any high-damage but low-rate-of-fire weapons that would not one-shot enemies with a headshot without the extra headshot damage bonuses.WillieStyle wrote...
But is there anyone other than an Indra/Phaeston Marksman build that would benefit from multiplicative headshot bonuses? Or benefit more from additive headshot bonuses than for just straight weapon damage?
As capn233 said, probably Harrier. I would also think the Prothean Particle Rifle if you consider that an automatic weapon. Blood Pack Punisher SMG and Locust SMG are pretty stable, and you can add a stability mod (requires one of the DLCs I think) to make them better. I think the Geth Plasma SMG is pretty stable as well. But the Locust and Geth SMGs can be pretty bad in the damage department.WillieStyle wrote...
On a slightly related note: what's the most accurate/stable automatic weapon in the game (other than the Indra of course)?
#9
Posté 18 juin 2013 - 09:33
I haven't crunched the numbers, but the Arc Pistol would be a good candidate to benefit from multiplicative bonuses on a caster, since it doesn't care about shield gate. But yeah, the mechanic is confusing and poorly thought out.





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