ME3Tweaks ModMaker (DYNAMIC MIXINS - PATCH GAME FILE VARIABLES)
#126
Posté 13 janvier 2015 - 11:52
#127
Posté 14 janvier 2015 - 12:36
#128
Posté 14 janvier 2015 - 07:48
I've completed Electric Slash, but I haven't pushed it yet. I'm working on Biotic Slash (its practically identical) but I'm running into some weird things where the slashes aren't realy working and going miles farther than they should.
Additionally the game is crashing when I select Create New Match.... hm...
Even does it when I'm at fully stock. God damnit.
- Alfonsedode aime ceci
#129
Posté 14 janvier 2015 - 05:04
#130
Posté 14 janvier 2015 - 09:28
E.g. 50% of weapon damage over 10 sec vs 50% of weapon damage over 5 sec.
1: 10sec @ 20%
2: 9 sec @ 30%
3: 8 sec @ 40%
4: 5 sec @ 45%
Polonium rounds 4 shows as an ultra rare card but is placed in 2 gold card pools instead of gold premium (UR). It will be harder to get then PR3.
#131
Posté 14 janvier 2015 - 09:35
#132
Posté 14 janvier 2015 - 09:42
Is the bonus selective, like just to health? Is it additive or multiplicative? Does it incendiary glitch? Sorry for the questions, not a lot of info out there on these.
It can be glitched with the reegar I've heard. To be honest I don't really know how it is triggered though. I'm not going to nerf it because bioware was too lazy to fix the glitch. The extra damage is calculated on whatever damage the target takes. Including bonuses from gear, powers, headshots... Etc.
I've looked into explosive rounds and have an idea of how I will set up their pages. Explosive rounds looks like you can actually make them useful if you turn up the max explosives on the field and turn down the explosive delay to .1 or even 0.

- bauzabauza, 7twozero et Black_Mage aiment ceci
#133
Posté 15 janvier 2015 - 12:31
Huh...
So what actually is the case with Polonium? Does it tic its damage over the full duration or that % of damage per second?
(I would spoiler the below to save space if I knew how :/ )
eg.
200 dmg * .2 = 40 dmg
40dmg / 10 sec 4dps (trash tier).
vs
40 dps (better, not great)
total dmg = 400 (good)
I guess it's the second since you can shoot an enemy with some ARs then run away and they'll die a bit later?
And yeah, higher damage over shorter time is better in the per-tic version if it's per tic, not cumulative.
Polonium III
200*.4=80
80 DPS
Total DMG: 640
PIV
200*.45=90
90 DPS
Total DPS: 450
Shoot and forget is much better on PIII. Hell, cumulative DoT is better on PIII than on anything else thanks to those 8 seconds. If it was 6 it's a bit more tame (480dmg).
Again, these numbers are based off of me having a basic understanding of math and even more integrally an understanding of how Polonium rounds work. If I'm right, then Polonium rounds are amazing since they give you a flat DPS bonus. 45%? That's nuts. And seemingly against every type of defense.
#134
Posté 15 janvier 2015 - 02:26
Huh...
So what actually is the case with Polonium? Does it tic its damage over the full duration or that % of damage per second?
(I would spoiler the below to save space if I knew how :/ )
eg.
200 dmg * .2 = 40 dmg
40dmg / 10 sec 4dps (trash tier).
vs
40 dps (better, not great)
total dmg = 400 (good)
I guess it's the second since you can shoot an enemy with some ARs then run away and they'll die a bit later?
And yeah, higher damage over shorter time is better in the per-tic version if it's per tic, not cumulative.
Polonium III
200*.4=80
80 DPS
Total DMG: 640
PIV
200*.45=90
90 DPS
Total DPS: 450
Shoot and forget is much better on PIII. Hell, cumulative DoT is better on PIII than on anything else thanks to those 8 seconds. If it was 6 it's a bit more tame (480dmg).
Again, these numbers are based off of me having a basic understanding of math and even more integrally an understanding of how Polonium rounds work. If I'm right, then Polonium rounds are amazing since they give you a flat DPS bonus. 45%? That's nuts. And seemingly against every type of defense.
They do do quite a bit of extra damage. Polonium III is pretty good but it's about the same if you're trying to fast kill vs geth prime. Polonium IV is nuts but I've made it kind of hard to get, I had to buy like 5PSPs before I found one. I'm rendering a video that shows kill times for PIV, PIII, and no ammo on a widow.
Update:
Looking at my video, its not per tic, its per DoT Duration. From my video my widow did about 2000 damage to 4000HP prime, and when DoT ended it was a little over 1000 left. However the reason this ammo is so strong is because it can stack. If you shoot within that window 3 times you have like an extra 100% damage.
#135
Posté 15 janvier 2015 - 02:49
I've looked into explosive rounds and have an idea of how I will set up their pages. Explosive rounds looks like you can actually make them useful if you turn up the max explosives on the field and turn down the explosive delay to .1 or even 0.
Just reducing the explosion delay is enough to make Explosive Ammo useful. Perhaps a higher stagger force for higher ammo levels.
#136
Posté 15 janvier 2015 - 02:51
Here's polonium rounds. I've started on a ammo power parser, it's going to be pretty quick, but I have to work around bioware's weird property naming scheme that conflicts my mysql.
- 7twozero aime ceci
#137
Posté 15 janvier 2015 - 07:17
Escort Drone Zap and Escort Drone Heal have been added.
Phase Disruptor has been added.
Polonium Rounds IV have been added.
I'm working on making a better wave editor next and identifying assassination problems.
#138
Posté 15 janvier 2015 - 07:53
#139
Posté 15 janvier 2015 - 08:01
Development on modmaker is going to have to slow down. My wrists aren't doing too well with this much work on the site.
#140
Posté 15 janvier 2015 - 08:37
That's more than fine dude, you've been doing a hell of a lot in the last few weeks.
For the ammo powers, it's not possible to change the set values (like what APIV does) but it is technically possible to make something like Phasic IV or Drill Rounds IV? not requesting it as a feature, more of just curiosity.
#141
Posté 15 janvier 2015 - 01:21
Wtf?...you pc guys have everything....nice job Mgamerz...... ![]()
#142
Posté 15 janvier 2015 - 02:00
I just ventured into ModMaker and I have to say that you have done an amazing job, Mgamerz. Bioware ought to hire you!!
#143
Posté 15 janvier 2015 - 03:59
Yes its possible.That's more than fine dude, you've been doing a hell of a lot in the last few weeks.
For the ammo powers, it's not possible to change the set values (like what APIV does) but it is technically possible to make something like Phasic IV or Drill Rounds IV? not requesting it as a feature, more of just curiosity.
#144
Posté 15 janvier 2015 - 04:40
requesting it as a feature
#145
Posté 15 janvier 2015 - 06:30
I might make it, but I'm going to start with the existing ones first. If I make ammo editable, level 4 would be too even though it doesn't exist. I dont plan on making polonium editable.requesting it as a feature
- 7twozero aime ceci
#146
Posté 15 janvier 2015 - 08:36
#147
Posté 15 janvier 2015 - 09:06
- 7twozero aime ceci
#148
Posté 15 janvier 2015 - 09:46
#149
Posté 15 janvier 2015 - 10:26
Yep. Most things that are versioned can be leveled farther. Guns I don't think can though as the way they use ranges.How about level 11 weapons and level 6 gear?
Tonight I plan to add the three new ammo powers they added in MP4 to modmaker. No extra levels for them right now.
- 7twozero aime ceci
#150
Posté 15 janvier 2015 - 10:32





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