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Is There a Thread Dedicated to Melee Mechanics for Different Kits?


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#1
Jeremiah12LGeek

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Okay, I'll update this with links and info as I get it. There is some data regarding KroLord hammer Melee and BH/EH lower on this page, and data on the Shadow on page 2. I'll also link threads that I come across related to Melee Mechanics below.

 

A Spreadsheet with light/heavy melee damage, defense multipliers, and radius.

 

Table of all Heavy Melee vs Defense

By Corlist

 

Reckoning Class Mechanics

By Peddroelmz

 

KroLord Hammer and Power Data

By Corlist

 

Shadow Strike Data

By Pedro

 

Overview of Turian Heavy Melee

By Shampoohorn

 

Asari Meleegasm: The Ladies Who Launch

By Shampoohorn

 

Talon Omni-Bow Tips

By Eric Fagnan

 

Talon Mechanics and Numbers

By Peddroelmz

 

Enemy Melee Damage Values

By Cyonan.

 

Googledocs Spreadsheet detailing DR granted by different melee and dodges.

By Dunvi.

 

 

 

Some of those tests were done while there were still balance changes, so some things have been balanced or fixed since then.

 

Thanks to Bridge Burner for grabbing data from the coalesced and posting it, which you can find below. KroLord data is Page 1, Shadow Data is Page 2.

 

Little Bits of Knowledge (Will add as I go)

 

- Paladin Cryo Shield is still bugged (I think. Will double-check)

 

- Shadow, Slayer, Cabal, Batarian, and Vorcha Heavy Melees will decapitate humanoid enemies, preventing Abominations and Possessed Abominations from doing AoE damage after their deaths. (Will add other kits that do this, as well.)

 

- Shadow Strike counts as a melee kill in the feed, and for Melee medals. It doesn't count as a melee kill for the Combat Mastery Melee Damage challenge (Will double-check before posting whether this is true for Biotic Hammer/Electrical Hammer as well.)

 

- KroLord Hammer combo has a target cap of 1 for 2 strikes, and the third strike has an AoE of 1.5 meters, and a target cap of 2. Heavy Melee has an AoE of 1.5 Meters, and a target cap of 2.

 

- Shadow Heavy Melee can hit across 120 degrees for a radius of 2M, and has a target cap of 3. Shadow light melee combo has a radius of 2M (I believe the target cap is 1, though I didn't see it listed.)

 

- The "Grab" over-cover melee attack will grant immunity frames during the animation.

 

______________________________________________________________________________________________________

OP:

I've had a few questions about melee details come up. I searched through the library, but didn't notice anything that seemed to specifically list the details of different melee attacks (AoE, damage, max targets, damage reduction, bonuses vs defenses.) I know I've seen something with melee damage values, but I think it might be in a thread with a more general title about mechanics.

 

Does anyone know where I'd find what I'm looking for?

 

(Thanks in advance.)


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#2
megawug

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I guess you just volunteered?  Thanks in advance!

B)



#3
Jeremiah12LGeek

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I guess you just volunteered?  Thanks in advance!

B)

 

My thread about Melee Mechanics would look like this:

 

1: Chop stuff's head with sword.

 

2. Hit stuff with Hammer!

 

There is no three.


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#4
Argent Xero

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My thread about Melee Mechanics would like like this:
 
1: Chop stuff's head with sword.
 
2. Hit stuff with Hammer!
 
There is no three.


3. punch things in the face.
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#5
Teh_Ocelot

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I understand the Geth melee has no limit on targets, so basically you can hit infinite enemies w/ the pulses as long as they're in the range. That I know of his is the only one that doesn't have a target cap.

 

For the rest of that stuff....*paging Shampoohorn*



#6
DragonRacer

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3. punch things in the face.

 

4. Headbutt - apply directly to forehead


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#7
Sailears

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Haha, well those 4 points cover most of it! :D

But yeah, doesn't Shampoohorn have a few threads on this?

As for an overall thread, well you might have to make it. :)

#8
Jeremiah12LGeek

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Well, I'd love to make the thread, but I only have the game for consoles. To be honest, I don't think I'd have the first clue how I would test for that stuff on a PS3 or Xbox, but I'll send some PMs to people who might have worked out a tool for seeing the numbers using a console.



#9
Tokenusername

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4. Krog-on - apply directly to forehead


FTFY
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#10
BridgeBurner

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Ask questions and I'll answer, quite sure some threads detailing this stuff exist but finding them may be problematic.



#11
Jeremiah12LGeek

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Ask questions and I'll answer, quite sure some threads detailing this stuff exist but finding them may be problematic.

 

I was mostly looking at the Shadow and the KroLord's light and heavy melees, and wondered what their damage, AoE, target limit, and DR during the animations were, or if they had any bonuses against defenses (the way the Human Adept does.)



#12
BridgeBurner

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I was mostly looking at the Shadow and the KroLord's light and heavy melees, and wondered what their damage, AoE, target limit, and DR during the animations were, or if they had any bonuses against defenses (the way the Human Adept does.)

 

I'll take a look through the coalesced in a wee while and get back to you.



#13
Jeremiah12LGeek

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I'll take a look through the coalesced in a wee while and get back to you.

 

Thanks!

 

I found two threads that do detail some of that (linked in the "in game numerical tests" thread.) There is an AoE to Krogan melee, but the size and target limit wasn't known at the time of the tests. It was believed to be a target limit of 3, but no guesses as to the AoE diameter, or DR properties.



#14
BridgeBurner

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Krolord melee DR data:

 

"sfxgamecontentdlc_con_mp5.sfxcustomaction_warlordmeleeone": { THIS IS THE "HEADBUTT MELEE
      "ballowkrodamagereduction": [
        {
          "Type": 2,
          "Value": "true"
        }
      ],
      "krodamagereductionamount": [
        {
          "Type": 2,
          "Value": "0.3" < 30% DR
        }
      ],
      "krodamagereductionlength": [
        {
          "Type": 2,
          "Value": "1.1" < Length in seconds that the DR lasts
        }
      ]
    },
    "sfxgamecontentdlc_con_mp5.sfxcustomaction_warlordmeleethree": { THIS IS THE COMBO MELEE 3rd HIT
      "ballowkrodamagereduction": [
        {
          "Type": 2,
          "Value": "true"
        }
      ],
      "krodamagereductionamount": [
        {
          "Type": 2,
          "Value": "0.3" <30% DR
        }
      ],
      "krodamagereductionlength": [
        {
          "Type": 2,
          "Value": "2.5" <2.5 sec DR
        }
      ],
      "thirdhitforcemultiplier": [
        {
          "Type": 2,
          "Value": "1.75" < Multiplies melee force by 1.75
        }
      ],
      "thirdhitmeleemultiplier": [
        {
          "Type": 2,
          "Value": "2.0" < Multiplies total damage by 2.0
        }
      ]
    },
    "sfxgamecontentdlc_con_mp5.sfxcustomaction_warlordmeleetwo": { THIS IS THE HAMMER MELEE
      "ballowkrodamagereduction": [
        {
          "Type": 2,
          "Value": "true"
        }
      ],
      "krodamagereductionamount": [
        {
          "Type": 2,
          "Value": "0.3" < 30% DR
        }
      ],
      "krodamagereductionlength": [
        {
          "Type": 2,
          "Value": "1.6" DR lasts 1.6 seconds
        }
      ]
    },
    "sfxgamecontentdlc_con_mp5.sfxcustomactionmp_warlordkroganpunch": { THIS IS THE STANDARD KROGAN CHARGE MELEE
      "ballowkrodamagereduction": [
        {
          "Type": 2,
          "Value": "true"
        }
      ],
      "hammerimpactoffset": [
        {
          "Type": 2,
          "Value": "100"
        }
      ],
      "impactoffset": [
        {
          "Type": 2,
          "Value": "(Z=-25,Y=75)"
        }
      ],
      "krodamagereductionamount": [
        {
          "Type": 2,
          "Value": "0.3" <30% DR
        }
      ],
      "krodamagereductionlength": [
        {
          "Type": 2,
          "Value": "2.0" < DR lasts 2 seconds
        }
      ]


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#15
BridgeBurner

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Biotic Hammer Data:

 

"sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_biotichammermodal": {
      "cooldowntime": [ Cooldown in seconds
        {
          "Type": 2,
          "Value": "(BaseValue=12.0,Formula=DivideByBonusSum,RankBonuses[1]=0.25f)"
        }
      ],
      "damage": [ base damage + rank 2  percentage bonus
        {
          "Type": 2,
          "Value": "(BaseValue=750.0,RankBonuses[2]=0.2f)"
        }
      ],
      "detonationparameters": [ Dictates whether or not it goes through objects or is stopped by friendly character models
        {
          "Type": 2,
          "Value": "(BlockedByObjects=true,ImpactFriends=false,DistancedSorted=true)"
        }
      ],
      "effectduration": [ How long the biotic priming lasts
        {
          "Type": 2,
          "Value": "(BaseValue=5.0f)"
        }
      ],
      "evolve_armordamage": [ 50% armour damage evolution
        {
          "Type": 2,
          "Value": "0.5f"
        }
      ],
      "evolve_bioticchargeamount": [ The evolution increasing the number of charges. 1.0 = 1
        {
          "Type": 2,
          "Value": "1.0f"
        }
      ],
      "evolve_combodamage": [ The increased biotic combo damage evo, 50%
        {
          "Type": 2,
          "Value": "0.5f"
        }
      ],
      "evolve_cooldownbonus": [ 35% cooldown bonus evo
        {
          "Type": 2,
          "Value": "0.35f"
        }
      ],
      "evolve_damagebonus1": [ Percentage based force / damage bonuses. 0.3 = 30%
        {
          "Type": 2,
          "Value": "0.3f"
        }
      ],
      "evolve_forcebonus1": [  ""
        {
          "Type": 2,
          "Value": "0.4f"
        }
      ],
      "evolve_forcebonus2": [ ""
        {
          "Type": 2,
          "Value": "1.0f"
        }
      ],
      "force": [ Base force + rank 2 percentage bonus
        {
          "Type": 2,
          "Value": "(BaseValue=500.0,RankBonuses[2]=0.2f)"
        }
      ],
      "fragdollduration": [ How long enemies are ragdolled for
        {
          "Type": 2,
          "Value": "4.0f"
        }
      ],
      "hammervfximpactoffset": [ How far from your character the hammer "impacts": this is in centimeters
        {
          "Type": 2,
          "Value": "125"
        }
      ],
      "impactradius": [ Impact radius in centimeters
        {
          "Type": 2,
          "Value": "(BaseValue=150.0)"
        }
      ],
      "maximumimpacttargets": [ Total affected targets
        {
          "Type": 2,
          "Value": "(BaseValue=2)"
        }
      ],
      "medalawardtype": [ What kill medals the biotic hammer kills count towards
        {
          "Type": 2,
          "Value": "MPMedalType_Biotics"
        }
      ],
      "numberofcharges": [ Base number of charges
        {
          "Type": 2,
          "Value": "(BaseValue=1.0f,Formula=BonusIsHardValue)"
        }
      ],
      "vfximpactoffset": [ Coordinate for visual noise
        {
          "Type": 2,
          "Value": "(Z=-25)"
        }
      ]


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#16
BridgeBurner

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Tech hammer data:

 

"sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_techhammermodal": {
      "cooldowntime": [
        {
          "Type": 2,
          "Value": "(BaseValue=12.0,Formula=DivideByBonusSum,RankBonuses[1]=0.25f)"
        }
      ],
      "damage": [
        {
          "Type": 2,
          "Value": "(BaseValue=250.0)"
        }
      ],
      "detonationparameters": [
        {
          "Type": 2,
          "Value": "(BlockedByObjects=true,ImpactFriends=false,DistancedSorted=true)"
        }
      ],
      "effectduration": [
        {
          "Type": 2,
          "Value": "(BaseValue=5.0f)"
        }
      ],
      "evolve_combodamage": [
        {
          "Type": 2,
          "Value": "0.65f"
        }
      ],
      "evolve_damagetakenbonus": [
        {
          "Type": 2,
          "Value": "0.20f"
        }
      ],
      "evolve_dotdamageamount": [
        {
          "Type": 2,
          "Value": "(BaseValue=500.0f)"
        }
      ],
      "evolve_firedotduration": [
        {
          "Type": 2,
          "Value": "5.0f"
        }
      ],
      "evolve_freezeduration": [
        {
          "Type": 2,
          "Value": "5.0f"
        }
      ],
      "evolve_movespeedpenalty": [
        {
          "Type": 2,
          "Value": "0.3f"
        }
      ],
      "evolve_radiusbonus1": [
        {
          "Type": 2,
          "Value": "0.4f"
        }
      ],
      "evolve_radiusbonus2": [
        {
          "Type": 2,
          "Value": "0.3f"
        }
      ],
      "evolve_shielddamage": [
        {
          "Type": 2,
          "Value": "0.75f"
        }
      ],
      "evolve_techchargeamount": [
        {
          "Type": 2,
          "Value": "2.0f"
        }
      ],
      "force": [
        {
          "Type": 2,
          "Value": "(BaseValue=250.0)"
        }
      ],
      "hammervfximpactoffset": [
        {
          "Type": 2,
          "Value": "125"
        }
      ],
      "impactradius": [
        {
          "Type": 2,
          "Value": "(BaseValue=400.0,RankBonuses[2]=0.2f)"
        }
      ],
      "maximumimpacttargets": [
        {
          "Type": 2,
          "Value": "(BaseValue=4)"
        }
      ],
      "medalawardtype": [
        {
          "Type": 2,
          "Value": "MPMedalType_Tech"
        }
      ],
      "numberofcharges": [
        {
          "Type": 2,
          "Value": "(BaseValue=2.0f,Formula=BonusIsHardValue)"
        }
      ],
      "vfximpactoffset": [
        {
          "Type": 2,
          "Value": "(Z=-25)"
        }


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#17
BridgeBurner

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Warlord standard melee damage data

 

This is the rage tree variables.

 

"sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_warlordmeleepassive": {
      "evolve_ragedamagereductionbonus1": [
        {
          "Type": 2,
          "Value": "0.05f" < Rage DR evo
        }
      ],
      "evolve_ragedamagereductionbonus2": [
        {
          "Type": 2,
          "Value": "0.05f" < Rage DR evo
        }
      ],
      "evolve_ragehealthregen": [
        {
          "Type": 2,
          "Value": "0.4f" <health regen % evo
        }
      ],
      "evolve_ragehealthregen2": [
        {
          "Type": 2,
          "Value": "0.6f" <health regen % evo
        }
      ],
      "evolve_ragemeleedamagebonus": [
        {
          "Type": 2,
          "Value": "0.30f" < rage melee % bonus evo
        }
      ],
      "evolve_ragenumenemies": [ < Evo reducing number of kills required to proc rage (by 1)
        {
          "Type": 2,
          "Value": "1"
        }
      ],
      "healthregen": [ < health regen base value
        {
          "Type": 2,
          "Value": "(BaseValue=75.0f)"
        }
      ],
      "healthshieldbonus": [ Health and shield % bonus base + evos
        {
          "Type": 2,
          "Value": "(BaseValue=0.10f,Formula=BonusIsHardValue,RankBonuses[1]=0.10f)"
        }
      ],
      "heavymeleeconeangle": [
        {
          "Type": 2,
          "Value": "(BaseValue=360.0f)"
        }
      ],
      "heavymeleedamage": [
        {
          "Type": 2,
          "Value": "(BaseValue=750)"
        }
      ],
      "heavymeleeforce": [
        {
          "Type": 2,
          "Value": "(BaseValue=650)"
        }
      ],
      "heavymeleeimpactradius": [ < impact radius in centimeters
        {
          "Type": 2,
          "Value": "(BaseValue=150)"
        }
      ],
      "maximumimpacttargets": [ < max number of targets hit
        {
          "Type": 2,
          "Value": "(BaseValue=2)"
        }
      ],
      "maximumragdolltargets": [ < max number of targets ragdolled
        {
          "Type": 2,
          "Value": "(BaseValue=1)"
        }
      ],
      "meleedamage": [ <light melee / headbutt melee damage
        {
          "Type": 2,
          "Value": "(BaseValue=400)"
        }
      ],
      "meleeforce": [
        {
          "Type": 2,
          "Value": "(BaseValue=500)"
        }
      ],
      "meleeimpactradius": [ < impact radius in centimeters
        {
          "Type": 2,
          "Value": "(BaseValue=150)"
        }
      ],
      "ragedamagereduction": [  < base rage DR
        {
          "Type": 2,
          "Value": "(BaseValue=0.2f,Formula=BonusIsHardValue)"
        }
      ],
      "rageduration": [ < rage duration in seconds
        {
          "Type": 2,
          "Value": "45.0f"
        }
      ],
      "ragehealthregen": [ < rage health regen base value
        {
          "Type": 2,
          "Value": "(BaseValue=100.0f)"
        }
      ],
      "ragekillwindow": [ < how long you have in seconds in between first kill to reach the number of kills required to activate / refresh rage
        {
          "Type": 2,
          "Value": "45.0f"
        }
      ],
      "ragemeleedamagebonus": [ < base rage melee damage % bonus
        {
          "Type": 2,
          "Value": "(BaseValue=0.50f,Formula=BonusIsHardValue)"
        }
      ],
      "ragenumenemies": [ Base number of enemies killed to activate rage
        {
          "Type": 2,
          "Value": "2"
        }
      ]
    },
    "sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_warlordmodalbase": {
      "hammerimpactoffset": [
        {
          "Type": 2,
          "Value": "75.0f"
        }
      ]


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#18
Jeremiah12LGeek

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Hmm... I don't understand most of that, but I can see what some of the values are, such as the target limit on Biotic Hammer being 2.

 

Thanks for posting it!



#19
Salarian Jesus

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Does the ",ImpactFriends=false" value mean what I think it means? It would be awesome sometimes to hammer the cr.p out of teammates.



#20
BridgeBurner

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Not relevant, but here's why the typhoon DR doesn't work.

 

    "sfxgamecontentdlc_con_mp3.sfxgameeffect_lmgdamagetakenbonus": {
      "maxdamagereduction": [
        {
          "Type": 2,
          "Value": "-0.5f"
        }

 

Brilliant, eh? "Max damage reduction" threshold is set to be -50%, and most DR forms are coded to be positive numbers, ergo even 0 damage reduction takes you over the -50%... Bioware please....



#21
Jeremiah12LGeek

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Okay, I think I glean from that that the Heavy Melee hammer has an AoE diameter of 1.5 Meters (same as Biotic Hammer) and a target limit of 2 (same as Biotic Hammer.) Which, I assume, means that Biotic Hammer and Heavy Melee hit exactly the same two targets at the same time.

 

That also explains why I sometimes kill enemies to the side of me when I use the Heavy Hammer strike, since I was never sure if they were being hit directly by the melee damage or not.



#22
Nitrocuban

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- Paladin's light melee can prime for combos

- Asari (or all?) dodge is some kind of very light melee and stuns mook enemies, even Phantoms.



#23
BridgeBurner

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Does the ",ImpactFriends=false" value mean what I think it means? It would be awesome sometimes to hammer the cr.p out of teammates.

 

No, it means that the hammer's "effect" doesn't "stop" at your team mates.

 

So if you are standing next to your team mate and use a hammer attack, any enemy in range, but not in LoS (blocked by team mate) will still be hit.

 

Just means that player pawns don't count as a solid object when determining if the hammer can hit.


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#24
Jeremiah12LGeek

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No, it means that the hammer's "effect" doesn't "stop" at your team mates.

 

So if you are standing next to your team mate and use a hammer attack, any enemy in range, but not in LoS (blocked by team mate) will still be hit.

 

Just means that player pawns don't count as a solid object when determining if the hammer can hit.

 

That's definitely a good thing, then!

 

Presumably a power like Snap Freeze has the "blocked by objects = false" setting.



#25
BridgeBurner

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That's definitely a good thing, then!

 

Presumably a power like Snap Freeze has the "blocked by objects = false" setting.

 

Yup.