Headshots mechanics details assembled
#51
Posté 15 février 2014 - 11:51
#52
Posté 16 février 2014 - 05:05
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#53
Posté 16 février 2014 - 09:39
#54
Posté 16 février 2014 - 11:41
AGCeyx wrote...
How are racial weapon bonuses handeld (like for geth or the collector adept)?
These modify base weapon damage.
A GI with a javelin will deal ~1550 damage + 10%, so around 1700 damage base. This affects the ammo power damage calculation and is increased by all additive and multiplicative bonuses. Racial weapon bonuses are very strong, even at 10% for this reason.
Modifié par Annomander, 16 février 2014 - 11:41 .
#55
Posté 16 février 2014 - 02:09
Annomander wrote...
AGCeyx wrote...
How are racial weapon bonuses handeld (like for geth or the collector adept)?
These modify base weapon damage.
A GI with a javelin will deal ~1550 damage + 10%, so around 1700 damage base. This affects the ammo power damage calculation and is increased by all additive and multiplicative bonuses. Racial weapon bonuses are very strong, even at 10% for this reason.
Thanks for the clarification Anno, very informative thread everyone, really enjoy those :-)
#56
Posté 16 février 2014 - 03:49
#57
Posté 16 février 2014 - 04:06
@anno, i ll update values of damage spike. Btw, shouldnt marksman HS damage be added in the base weapon damage to explain how it get from 25% announced to 31.25% in the headshot mutltiplier ? I could check
@AGCeyx: yeah, that s one of the thing i might add. But, for full details, you better take the time to read and catch the weapon damage formula from peddro. I have allready forgot what other things go in the BWD
@dragonracer: happy if this can still help
@moddok: HS sucks tbh
Modifié par alfonsedode, 16 février 2014 - 04:24 .
#58
Posté 16 février 2014 - 04:59
alfonsedode wrote...
@captain: Yeah, peddro compilation is very usefull, but you need to navigate a bit, and ... reading each test about headshot, i had forgotten most of it before the end. Putting it together helped me clarified it. Thanks for pointing out the Inci ammo dot.
@anno, i ll update values of damage spike. Btw, shouldnt marksman HS damage be added in the base weapon damage to explain how it get from 25% announced to 31.25% in the headshot mutltiplier ? I could checkdon t bother. Well it would be weapon dependant, and test allready done did nt show that.
@AGCeyx: yeah, that s one of the thing i might add. But, for full details, you better take the time to read and catch the weapon damage formula from peddro. I have allready forgot what other things go in the BWD.
@dragonracer: happy if this can still help
@moddok: HS sucks tbh
No, it modifies the actual headshot multiplier by X%.
So it's 2.5*1.25 = 3.125, base weapon damage is unaffected.
#60
Posté 16 février 2014 - 08:01
alfonsedode wrote...
Annomander wrote...
No, it modifies the actual headshot multiplier by X%.
So it's 2.5*1.25 = 3.125, base weapon damage is unaffected.
Test by corlist linked in op gives 2.5*(1+0.3125)= more
Not sure on the wording there.
I think the results mean that the HS modifier in total is 2.5 * 1.25 instead of the assumed 2.75, though quite why that is I'm not sure, there's gotta be numbers somewhere on it.
For some reason the actual HS bonus is 25% higher than it's stated value.
I'm going to hazard a guess without having to trawl through the code for the power, that its coded incorrectly and it gives 0.25*1.25 * regular HS bonus (additive) instead of 2.5 + 0.25 like it should. This would not be the first time that number errors and using 0.X instead of 1.X or mixing negative values with positive values caused a f*ck up.
The multiplication of the final value for some reason is adding in another instance of the HS bonus from MM.
DR variables are a prime example of this.
Or maybe I know nothing and bioware intended it to be like that....
Modifié par Annomander, 16 février 2014 - 08:06 .
#61
Posté 16 février 2014 - 08:12
Modifié par Kislitsin, 16 février 2014 - 08:13 .
#62
Posté 08 février 2015 - 10:42
Tactical scan seems to add damage to the SFXGameEffect_ConstraintDmgBonus. It's listed as something in the BioEngine of the basegame... Since it's a game effect and not a damage type I think it might be increasing the damage of an existing headshot multiplier. What one, I'm not sure. I don't really have the willpower to test this hard. But looking at the game files it's clearly not doing what it's supposed to... not sure what some of these jump statements mean.
- Alfonsedode aime ceci
#63
Posté 08 février 2015 - 11:35
Tactical scan seems to add damage to the SFXGameEffect_ConstraintDmgBonus. It's listed as something in the BioEngine of the basegame... Since it's a game effect and not a damage type I think it might be increasing the damage of an existing headshot multiplier. What one, I'm not sure. I don't really have the willpower to test this hard. But looking at the game files it's clearly not doing what it's supposed to... not sure what some of these jump statements mean.
I have basically no idea what that means..........but is it anything to do with Tactical Scan's headshot evo at rank 5 not working?
- Alfonsedode aime ceci
#64
Posté 08 février 2015 - 11:44
It's addign 25% to whatever that ConstraintDmgBonus is. I've never seen it. But it's referenced as a game effect from the bioengine file. Game effects typically are things like ammo effects and such. I don't know what constraint is (I know theres an SMG and sniper rifle constraint... weapon mods, I think?)
I tried using the pistol headshot multiplier but it didn't stack. So I think it really do nothing except make Rank 5B look like it has a power cooldown.
- cato potato aime ceci
#65
Posté 09 février 2015 - 12:25
It's the headshot multiplier, for all intents and purposes. Various debuffs plus headshot bonuses add there.
http://forum.bioware...tion-mechanics/
Although for whatever reason the actual headshot evolution of TacScan does not work.
- peddroelm et Alfonsedode aiment ceci
#66
Posté 09 février 2015 - 10:44
Captn, if U have some penetration values for doubles hit on atlas and others, i m d like to have them to update the op ?
#67
Posté 09 février 2015 - 02:38
Captn, if U have some penetration values for doubles hit on atlas and others, i m d like to have them to update the op ?
Well there are these threads linked from the main In Game Numerical Tests thread:
http://forum.bioware...nside/#15751583
http://forum.bioware...ple-hit-issues/
http://forum.bioware...shots/#16695421
http://forum.bioware...irmed/#16695182
#68
Posté 09 février 2015 - 05:23
Yeah thx, almost impossible to retrieve the needed penetration from those testsWell there are these threads linked from the main In Game Numerical Tests thread:
http://forum.bioware...nside/#15751583
http://forum.bioware...ple-hit-issues/
http://forum.bioware...shots/#16695421
http://forum.bioware...irmed/#16695182
#69
Posté 10 février 2015 - 01:39
One thing confuses me about this thread. There are no pictures, yet I find it so sexy. Does this unit have a soul?
P.S. It's hard to type "P.S." one handed.
- DeckardWasAReplicant et Alfonsedode aiment ceci
#70
Posté 10 février 2015 - 01:43
One thing confuses me about this thread. There are no pictures, yet I find it so sexy. Does this unit have a soul?
P.S. It's hard to type "P.S." one handed.
This is what I find sexy
- Alfonsedode aime ceci
#71
Posté 10 février 2015 - 10:44
One thing confuses me about this thread. There are no pictures, yet I find it so sexy. Does this unit have a soul?
P.S. It's hard to type "P.S." one handed.
Well, maybe with more numberz and equationz in the op, it could even be better
#72
Posté 10 février 2015 - 01:22
This is what I find sexy
Everyone knows EDI is OP.
Not sure this was the intended interpretation of "headshot" though ![]()
- DeckardWasAReplicant, Learn To Love Yourself et Deerber aiment ceci
#73
Posté 10 février 2015 - 01:31
This is what I find sexy
Only useful thing for the AIU.
#74
Posté 10 février 2015 - 02:51
Yeah thx, almost impossible to retrieve the needed penetration from those tests
, not a big deal though
I don't think they are clearly defined for many of them, and in many cases they aren't headshots.
But: Phantom double hit headshot through bubble: 2m
Banshee is listed in many places as 2m, but I never saw actual data, and it seems like 1.5m will do it for body double hit.
Atlas double hit through canopy is a fairly small value like right under 1m, but triple is normally cited at 2m although it may be more like 1.5. Some data is missing from that link now.
Praetorian had the best thread on it. Middle link above, but
This post summed it up pretty well, although I don't think Banshee is really 2m:
We really don't know. It is pretty impossible to test.
Some I've done:
Atlas triple hits seemed to take about 2m
Scions worked with 2m (no investigation on lower bounds)
Phantoms and banshees worked with about 2m, did not work with 1m
Praetorians worked with about 1.5 without a bubble, over 2m requires with the bubble
Note all values are very rough guesstimates. Also, required penetration may change depending on host/off host status and lag. In atlas tests, I was able to triple hit off host with less penetration than corlist had on host, though we may have been hitting different spots and or different angles
- Alfonsedode aime ceci
#75
Posté 11 février 2015 - 11:57
Only useful thing for the AIU.
Ahhh come on now Tech. I am sure there are other entrances on her I could use





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