ME2 Reave Mechanics
#1
Posté 06 juin 2014 - 05:38
- capn233 et RedCaesar97 aiment ceci
#2
Posté 06 juin 2014 - 05:39
#3
Posté 06 juin 2014 - 05:39
Effect of Reave on Maximum Health (MHP).
One of the first tests I conducted was to cast Reave (of various ranks) on an unprotected enemy to see how much the MHP increases on Shep's stat screen. For a Champion Vanguard (+15% duration) with 5/5 biotic upgrades (+50% damage, +20% duration) on Insanity (duration penalty *0.8), I found that Rank 3 Reave (cast on a debuffed Collector Drone) increases Shep's MHP from 344 to 604 (an increase of 260). If I understand the damage mutipliers correctly, this value (260) corresponds to the net max damage of Rank 3 Reave (4.0 seconds x 40 HP/second)*(1.5)*(1+0.15+0.20)*(0.8) = 259 HP.
I did not find any relationship between the increase in MHP and the actual damage dealt to the target. Even if the target has a tiny sliver of health left, the increase in MHP is still 260. Also, multiple castings of Rank 3 Reave on the same target (or other targets) does not increase the MHP further beyond 344 + 260 = 604. Likewise casting Area Reave (which has the same damage and duration of Rank 3 Reave, but a radius of 3m) on a group also increases MHP to 604. However, casting Reave (of any rank) on on a protected target does not increase the MHP.
I conducted most of these tests on the plaform ambush level of the Disabled Collector Ship (DCS) mission. However, before presenting any examples, I must first report what I believe is a bug in how ME2 calculates passive bonuses. When I load a save game on Normandy prior to the DCS mission, respec to Champion and Area Reave, and then initiate the platform ambush, the observed increase in MHP upon Reaving a debuffed target is 344 -> 604 (a difference of 260). However, if I leave Reave at Rank 3 *until the platform ambush has already started*, and then evolve Rank 3 to Area Reave just prior to arrival of the first platform, the observed jump in MHP upon Reaving a debuffed target is 344 -> 575 (a difference of 231). Just playing around with the numbers, it seems that the game is not including the Champion bonus: 160*(1.5)*(1+0.20)*(0.8) = 230 HP.
I did not discover this glitch until after filming some of the tests, so the vid below is missing the passive bonus (hence 575 MHP instead of 604 MHP for Area Reave). However, I saw the same behavior when the game was properly taking the bonus into account. This video also shows that the MHP increase and damage (to a single target) of Heavy Reave is ~40% higher than Area Reave (as expected based on the 4.0 vs. 5.5 second difference in duration). Details: Champion Vanguard, 5/5 biotic upgrades, Insanity
#4
Posté 06 juin 2014 - 05:39
#5
Posté 06 juin 2014 - 05:39
#6
Posté 06 juin 2014 - 05:39
#7
Posté 06 juin 2014 - 11:01
Nice work with the tests. This kind of stuff takes time and effort so I thank you for taking the time and effort to test this out.
I will review it again when I get more time. I just had to skim it quickly right now, but I want to take the time later to look at it more closely.
#8
Posté 06 juin 2014 - 02:39
Nice work.
The other day when I was looking at the original test, I couldn't figure out why the Champion bonus seemed to be ignored, but that explanation makes sense.
Also regarding Area Reave, I thought something funky was going on with multiple targets since it seemed from way back that it was better for survivability, but I wasn't crunching numbers on it and thought maybe it was just reduced volume of fire from multiple cc'd targets.
It is interesting to note some of the differences between Reave and Energy Drain (which was tested similarly by Athenau a while ago). Energy Drain also multiplies its stat damage by targets hit to increase your shields. The difference being that even Heavy Drain has a radius, so it can potentially hit multiple targets. The consensus was that Heavy Drain was usually better for shield boost because it was guaranteed 25% more shields, and then potentially even more if you happened to hit 2 targets. So it also did not depend on the health of an enemy, if they had a few hp and where hit by Heavy you still got your stat amount of shields.
For the regen rates, I figured this would be the hardest to test. I don't know why Rank 3 Reave would behave like that I would have guessed the game always uses the damage rate for your health regen. Maybe it would be worthwhile to test Rank 1 and Rank 2 Reave and see what their regen rates are to make sure the game doesn't do something unusual like peg the regen to the level of Reave instead of the actual rate (which is the same at all levels except Heavy since ranks give duration).
#9
Posté 06 juin 2014 - 04:54
Nice work.
It is interesting to note some of the differences between Reave and Energy Drain (which was tested similarly by Athenau a while ago).
Thanks! Did Athenau post results or vids of these tests somewhere that are still available? If so, let me know and I will update the original post to cross-reference them.
#10
Posté 06 juin 2014 - 05:17
Thanks! Did Athenau post results or vids of these tests somewhere that are still available? If so, let me know and I will update the original post to cross-reference them.
This was the thread: Energy Drain is Amazing.
The interesting thing about Energy Drain is you can buff your shields more than Assault Armor.
#11
Posté 08 juin 2014 - 12:09
The interesting thing about Energy Drain is you can buff your shields more than Assault Armor.
Indeed, I am finding double protection Sentinel based on AA + ED to be monstrous (and considerably more synergistic than AA + Reave, since the their boosts stack in the shield pool rather than contributing separately to the shield and health pools).
I kinda wish Bioware had made ED work on barriers in ME2. This would have been more consistent from a metaphysical standpoint (given that ED can boost Shep's barrrier if he is a biotic class), and would have made the talent more universally applicable. They could then have nerfed Reave against barriers and/or armor so that it was a bit less overpowered (forcing a real choice between stripping protection and CC/health leaching).





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