Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
63 réponses à ce sujet

#26
BridgeBurner

BridgeBurner
  • Members
  • 7 317 messages

Shadow melee data:

    },
    "sfxgamecontentdlc_con_mp3.sfxpowercustomactionmp_n7infiltratormeleepassive": {
      "evolve_armordamagebonus": [
        {
          "Type": 2,
          "Value": "0.5f" < Armour damage % Bonus evo
        }
      ],
      "evolve_healthshieldbonus1": [
        {
          "Type": 2,
          "Value": "0.2f"
        }
      ],
      "evolve_healthshieldbonus2": [
        {
          "Type": 2,
          "Value": "0.0f"
        }
      ],
      "evolve_meleedamagebonus1": [
        {
          "Type": 2,
          "Value": "0.3f"
        }
      ],
      "evolve_meleedamagebonus2": [
        {
          "Type": 2,
          "Value": "0.0f"
        }
      ],
      "evolve_meleespreebonus": [
        {
          "Type": 2,
          "Value": "0.5f"
        }
      ],
      "evolve_meleespreeduration": [
        {
          "Type": 2,
          "Value": "20.f"
        }
      ],
      "evolve_movementspeedbonus": [
        {
          "Type": 2,
          "Value": "0.1f"
        }
      ],
      "evolve_shielddamagebonus": [
        {
          "Type": 2,
          "Value": "0.5f"
        }
      ],
      "evolve_shieldregenbonus": [
        {
          "Type": 2,
          "Value": "0.10f"
        }
      ],
      "healthshieldbonus": [
        {
          "Type": 2,
          "Value": "(BaseValue=0.2f,Formula=BonusIsHardValue,RankBonuses[1]=0.15f)"
        }
      ],
      "heavymeleeconeangle": [
        {
          "Type": 2,
          "Value": "(BaseValue=120.0f)" < Angle that heavy melee can hit, 120 degrees
        }
      ],
      "heavymeleedamage": [ < base damage
        {
          "Type": 2,
          "Value": "(BaseValue=700)"
        }
      ],
      "heavymeleeforce": [
        {
          "Type": 2,
          "Value": "(BaseValue=150)"
        }
      ],
      "heavymeleeimpactradius": [ < base impact radius in centimeters
        {
          "Type": 2,
          "Value": "(BaseValue=200)"
        }
      ],
      "maximumimpacttargets": [ < max targets that can be hit
        {
          "Type": 2,
          "Value": "(BaseValue=3)"
        }
      ],
      "meleedamage": [ < light melee damage
        {
          "Type": 2,
          "Value": "(BaseValue=250)"
        }
      ],
      "meleedamagebonus": [
        {
          "Type": 2,
          "Value": "(BaseValue=0.15f,Formula=BonusIsHardValue,RankBonuses[2]=0.20f)"
        }
      ],
      "meleeforce": [
        {
          "Type": 2,
          "Value": "(BaseValue=250)"
        }
      ],
      "meleeimpactradius": [
        {
          "Type": 2,
          "Value": "(BaseValue=250)"
        }
      ],
      "movementspeedbonus": [
        {
          "Type": 2,
          "Value": "(BaseValue=0.1f,Formula=BonusIsHardValue)"
        }


  • Jeremiah12LGeek aime ceci

#27
Jeremiah12LGeek

Jeremiah12LGeek
  • Members
  • 23 893 messages

Questions for whoever knows:

 

- Is Paladin Cryo Shield still bugged?

 

- Other than Shadow, Batarian, and Vorcha, what kits can decapitate humanoid enemies with Heavy Melee (I know I'm forgetting something.)



#28
Sentient Toaster

Sentient Toaster
  • Members
  • 360 messages

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....

 

:o  Would that mean that you'd take *more* damage if, say, you were in a Biotic Sphere or had just been Shield Boosted, and swapped to the Typhoon from a different weapon?  i.e. does this block DR from other sources?



#29
megabeast37215

megabeast37215
  • Members
  • 13 626 messages
Slayer decapitates

#30
Jeremiah12LGeek

Jeremiah12LGeek
  • Members
  • 23 893 messages

Thanks, updating OP



#31
Jeremiah12LGeek

Jeremiah12LGeek
  • Members
  • 23 893 messages

Okay, before I add this to the OP, can anyone confirm that I'm interpreting this correctly:

 

The Shadow receives 50% (.5) DR while performing dodges (I believe no DR listed factors for "out of cover" damage bonus of 1.4)

 

The Shadow receives 50% (.5) DR while performing Heaving Melee

 

The Shadow receives 85% (.85) DR while performing a light melee combo (:o)

 

I'm worried that I might have inverted the numbers, and that the .85 in the data is actually a damage multiplier, meaning 15% DR for light melee combo.



#32
BridgeBurner

BridgeBurner
  • Members
  • 7 317 messages

:o  Would that mean that you'd take *more* damage if, say, you were in a Biotic Sphere or had just been Shield Boosted, and swapped to the Typhoon from a different weapon?  i.e. does this block DR from other sources?

 

No, the DR itself is coded fine.

 

The variable which dictates when the DR can be applied, is not.

 

The Dev's intent probably was... players cannot get more than 50% DR while leaning out of cover shooting the typhoon, so classes with tech armour, rage, fortification etc would see little benefit from the DR, but classes like the destroyer who has 0 innate DR would get the full 40% while leaning out of cover.

 

However, they set the threshold as a negative number (-50%) when it should have been a positive (+50%), so even classes with 0% DR are still over the -50% threshold.



#33
peddroelm

peddroelm
  • Members
  • 2 396 messages

kronlord was mostly corlist 



#34
Jeremiah12LGeek

Jeremiah12LGeek
  • Members
  • 23 893 messages

kronlord was mostly corlist 

 

I found that every time I looked through a thread started by one of you guys, all of you seemed to be retesting and adding to each other's info. I guess I sort of "Lennon/McCartney'd" you! ;D

 

I'll update the OP.



#35
geezer117

geezer117
  • Members
  • 620 messages

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

While headbutting a Krogan teammate between waves, I sometimes get the timing wrong and Biotic Hammer the guy. They scamper off seemingly unhurt. 


  • millahnna aime ceci

#36
Evil

Evil
  • Members
  • 2 392 messages

My thread about Melee Mechanics would look like this:

 

1: Chop stuff's head with sword.

2. Hit stuff with Hammer!

3. punch things in the face.

4. Headbutt - apply directly to forehead

5. Claws - apply directly to everything.  Including big machine!

 

- Other than Shadow, Batarian, and Vorcha, what kits can decapitate humanoid enemies with Heavy Melee (I know I'm forgetting something.)

You're forgetting the Turian Cabal.

 

Techncally, it's just the vorcha melee with a fancy teleport and some DoT, but it still counts.


  • Jeremiah12LGeek aime ceci

#37
Argent Xero

Argent Xero
  • Members
  • 2 891 messages
6. Whips and Zappy Bat.
  • millahnna et SlimJim0725 aiment ceci

#38
Evil

Evil
  • Members
  • 2 392 messages

7. Trench coat kung fu.


  • millahnna aime ceci

#39
Sailears

Sailears
  • Members
  • 7 077 messages

8. Jetsmash!


  • millahnna aime ceci

#40
DragonRacer

DragonRacer
  • Members
  • 10 050 messages

9. OG Turian Chestbump of Doom!


  • Sailears aime ceci

#41
Argent Xero

Argent Xero
  • Members
  • 2 891 messages
10. Demogrill fistbump

11. Destroyer of worlds stomp & Omni- Bitchslap.

#42
DrunkenRonin

DrunkenRonin
  • Members
  • 295 messages
12. Asari- Soloing Eternity

13. Fury- Embracing Asari

14. Slayer- Interdimensional SlapChop + Guillotine

#43
GruntKitterhand

GruntKitterhand
  • Members
  • 1 435 messages

I know it's not what you're looking for OP, but it is on topic at least, and may be helpful for people when factoring in the mechanics you're talking about, and I haven't seen them listed together anywhere else.  Shampoohorn has gone into detailed tips and playstyles, which are much more useful than this, but I find all the other spreadsheets bring on a bit of a sweat, making me think I'm back at school, so I thought I'd just list them in easy to read order of descending potential melee damage.  

 

I think these are the maximum values for most of the kits which have powers other than fitness affecting the overall melee value, taking Shotgun Omniblade, Strength Enhancer III and Hydraulic Joints across the board.  Numbers are for Light Melee / Heavy Melee / Theoretical Maximum.  All except Asari, Geth and the Cabal suffer 25% penalty against Armour.  Those in bold are Area of Effect attacks rather than single target melees.

 

N7 Shadow Infiltrator                     1491 / 4174 / 6221 against armour or shields & barriers, 994 / 2783 / 4148 otherwise (+130% TC/Melee Bonus)

Asari Huntress Infiltrator            720 / 3600 / 5513    (+170%  TC/Melee Bonus)

Batarian Adept/Soldier/Vanguard   912 / 4800 / 5400    (+40% Blade Armour)

Krogan Soldier                             1485 / 3465 / 5355    (+100% Fortification purge  + 80% Rage Mode)

Human Infiltrator                             720 / 2880 / 5063    (+ 130% TC/Melee Bonus + 25% Cryo Blast debuff)

Asari Vanguard                            720 / 3600 / 4860    (+35% Stasis debuff)

Geth Infiltrator                             960 / 2700 / 4733    (+ 130% TC/Melee Bonus + 17.5% Hunter Mode +20% Proxy Mine debuff) 

Krogan Vanguard / Sentinel         1485 / 3465 / 4725    (+40% after Biotic Charge / Tech Armour  + 80% Rage Mode)

Asari Valkyrie Sentinel                720 / 3600 / 4657     (+40% Tech Armour +15% Annihilation Field)

Krogan Warlord Sentinel          1782 / 3341 / 4556     (+ 40% from TA  + 80% Rage Mode)

Asari Justicar                               720 / 3600 / 4500     (Biotic Sphere debuff)

Alliance Infiltration Unit                 1496 / 2779 / 4491     (+130% TC/Melee Bonus +10% Snap Freeze debuff)

Turian Havoc Soldier                  960 / 2880 / 4472     (+40% after Havoc Strike + 37.5% Stimpack + 25% Cryo Blast debuff)

Turian Ghost Infiltrator               960 / 2880 / 4388     (+130% TC/Melee Bonus + 37.5% Stimpack)

Turian Saboteur Engineer         960 / 2880 / 4320      (+50% Sabotage debuff)

Turian Cabal Vanguard               1200 / 3360 / 4148      (+75% from Biotic Focus)

Geth Trooper Soldier                 960 / 2700 / 3691      (+100% Fortification Purge + 17.5% Hunter Mode)

Vorcha - all                                  1200 / 2880 / 3690      (+ 30% Bloodlust x 3)

Turian Sentinel                              960 / 3240 / 3645      (+ 40% Tech Armour)

 

I think the Talon Merc can dish out 2700 every time you fire a Heavy Melee AP arrow, but I might be reading that wrong.

 

As has been noted, the Shadow, Batarians, Vorchas, Cabal and Slayer (3360) all decapitate Abominations.  Also worthy of note are the Human Adept, who dishes out 3600, and Volus Vanguard who can do 5200 with the BatGlove and Orb debuffs.

 

I am in no way advocating that these kits should be played this way.  Apart from the Krogans.  And the Shadow.  And the Batarians. And the AIU.  And at least one of your Human Infiltrators and Vorcha.  And probably the Cabal and the Huntress.  I've never been brave enough to play a Geth Melee build, personally, but it's one of the reasons I have alternative accounts - so that I can.  


  • Sailears, megawug, millahnna et 1 autre aiment ceci

#44
Jeremiah12LGeek

Jeremiah12LGeek
  • Members
  • 23 893 messages

I was looking more for the base values and mechanical effects, but there's some very interesting comparisons in there!



#45
megawug

megawug
  • Members
  • 2 800 messages

Where's Crimson to help derail this thread?  Oops, my bad. xD

 

Seriously though, I didn't know the Huntress was that good at melee.  She's one of my go-to characters for platinum, but I might try her on gold for melee.

:o



#46
GruntKitterhand

GruntKitterhand
  • Members
  • 1 435 messages

I was looking more for the base values and mechanical effects, but there's some very interesting comparisons in there!

 

Yeah, I thought so too (on the comparisons).  I think I always kinda knew the Shadow was top of the tree, but I've never actually run a dedicated Melee Asari.  The drawback with the Batarians is their speed, and as for the Krogan Soldier, who I play a lot - I frequently forget to purge Fortification apart from at the start of a wave.  I can't target with the Armiger Turians either  :(



#47
millahnna

millahnna
  • Members
  • 1 732 messages

Where's Crimson to help derail this thread?  Oops, my bad. xD

 

Seriously though, I didn't know the Huntress was that good at melee.  She's one of my go-to characters for platinum, but I might try her on gold for melee.

:o

 

With the melee power synergy bonus, her DC will do as much damamge as it would have if you'd gone full passives instead.  It's nifty.  66606 melee Huntress 4evah.



#48
corlist

corlist
  • Members
  • 581 messages

Well there's many of them here

 

The radius were extracted from coalesced and the damages and multipliers were tested and verified. You could simply add more to it with data from Table of all heavy melee vs defences, radius for the new characters from coalesced again and DR from Dunvi.

 

Also, tested data from peddro:

 

100% to all defences unless otherwise stated

 

Collector Adept

Light melee

450 (150% to all defences, except health)

 

Heavy melee/ascension stance activation

300

 

Geth juggernaut

Light melee

250

 

Heavy melee (force grip)

60 (200% to shields/barriers, 24 hits in 6 seconds)

 

 

Talon Mercenary

100 per arrow x5

enchanted arrow mechanics

 

 

Turian Cabal

Light melee

250 (70% impact/30% DoT)

 

Heavy melee

700 (70% impact/ 30% DoT)

 

 

Alliance Infiltration Unit

balance changes thread (damages not verified via testing)

 

Light melee

350

 

Heavy melee

650 (75% to armour)


  • megawug et Jeremiah12LGeek aiment ceci

#49
Jeremiah12LGeek

Jeremiah12LGeek
  • Members
  • 23 893 messages

I added those links to the OP. Thanks!

 

I will go over the spreadsheets in more detail tomorrow. Sleep time!



#50
MGW7

MGW7
  • Members
  • 1 086 messages

Edit

Nevermind,

still

The target limit on the warlord's melee, WHAT? I am pretty sure you can hit multiple targets with the light melees, and more than 2 with the heavy melee, either that or I've been hallucinating most of the games I've played him.