Is there a rundown/cheatsheet anywhere of which is which; or is it just all hodgepodge? Cause I can never remember what gives multipliers, equipment, consumables, weapon mods, etc.
Addititive vs Multiplicative
#1
Posté 15 septembre 2015 - 03:07
#3
Posté 15 septembre 2015 - 07:14
#4
Posté 15 septembre 2015 - 09:01
I believe that everything is additive exept :
- Rank 6 bonuses on cloak (exept the Huntress's)
- Species specific weapon bonuses (geth, collector)
- All de debuffs (they are additive between each other though)
And -correct me if I'm wrong- different kinds od multiplicative bonuses multiply each other (for instance on a javelin GI you could multiply your weapon damage by the cloak's 25%, by the proxy mine's 20% and by the passive's 10%).
- Alfonsedode et Salarian Master Race aiment ceci
#5
Posté 15 septembre 2015 - 10:56
Everything almost in here ![]()
I believe that everything is additive exept :
- Rank 6 bonuses on cloak (exept the Huntress's)
- Species specific weapon bonuses (geth, collector)
- All de debuffs (they are additive between each other though)
And -correct me if I'm wrong- different kinds od multiplicative bonuses multiply each other (for instance on a javelin GI you could multiply your weapon damage by the cloak's 25%, by the proxy mine's 20% and by the passive's 10%).
HS and debuf are in the same mutliplier (so markmsan Headshot bonus is additive with debuff and multiply passive weapon bonus). and yes, species weapon bonuses multiply everything.
Check the weapon formula for details.
Btw, blade attachment of all types are multiplier too to other melee additive bonus (passive and equipment)
- filippopotame aime ceci
#6
Posté 15 septembre 2015 - 11:41
#7
Posté 15 septembre 2015 - 01:32
i dont recall any other atm but there surely are others
resistance damage mutliplier are global multiplier too, they are listed here (i forgot about some of them)
For ex
Concussive Arrows (Base) (Armor=100%, Barrier=150%, Shields=100%)
Concussive Shot (Base) (Armor=100%, Barrier=400%, Shields=100%)
too bad concussive arrow dont have the same multiplier as CS ... would have been better balanced.
#9
Posté 15 septembre 2015 - 01:47
Read everything in this thread and then there won't be much left to know, except for the information you need a secret handshake to access.
*That thread is a little old so the links to specific posts within the thread don't work, but links to other threads do. And in any case, if you read the whole thing you will get most all the info you want.
Off the top of my head the only important "multiplicative" bonuses are:
-Tac Cloak Rank 6 weapon damage evolutions (weapon base damage modifier)
-Racial weapon damage bonuses from passive (weapon base damage modifier)
-Global debuff "damage taken" bonuses (as above, adds in headshot term)
-Defense multiplier evolutions (eg Armor Damage Rank 6 Incinerate) as they increase multipliers
-Melee damage weapon mods
-Combo damage evolutions (eg Detonate at Rank 4 Warp) as it increases a multiplier
- Shampoohorn et Alfonsedode aiment ceci
#10
Posté 17 septembre 2015 - 10:26
I totally read addictive in the title.
- filippopotame, Marksmad is waving goodbye et Salarian Master Race aiment ceci
#11
Posté 17 septembre 2015 - 12:32
Read everything in this thread and then there won't be much left to know, except for the information you need a secret handshake to access.
*That thread is a little old so the links to specific posts within the thread don't work, but links to other threads do. And in any case, if you read the whole thing you will get most all the info you want.
Off the top of my head the only important "multiplicative" bonuses are:
-Tac Cloak Rank 6 weapon damage evolutions (weapon base damage modifier)
-Racial weapon damage bonuses from passive (weapon base damage modifier)
-Global debuff "damage taken" bonuses (as above, adds in headshot term)
-Defense multiplier evolutions (eg Armor Damage Rank 6 Incinerate) as they increase multipliers
-Melee damage weapon mods
-Combo damage evolutions (eg Detonate at Rank 4 Warp) as it increases a multiplier
ROF bonuses I guess would function as multiplicative weapon damage bonuses, correct?
#12
Posté 17 septembre 2015 - 12:35
ROF bonuses I guess would function as multiplicative weapon damage bonuses, correct?
correct.
#13
Posté 17 septembre 2015 - 01:41
ROF bonuses I guess would function as multiplicative weapon damage bonuses, correct?
Maybe in a manner of speaking, but rate of fire isn't really modifying weapon damage in the damage formula. You are increasing the number of hits.
#14
Posté 17 septembre 2015 - 02:58
#15
Posté 17 septembre 2015 - 03:01
Isn't the Shrapnel bonus on the Drelldept's Cluster Nades considered multiplicative, @ least in function?
#16
Posté 17 septembre 2015 - 03:08
Isn't the Shrapnel bonus on the Drelldept's Cluster Nades considered multiplicative, @ least in function?
Damage is per piece so pretty much. Multifrags as well on the destroyer. Inferno nades radius is just effected I believe no damage increase even though the wording is off.
- Teh_Ocelot aime ceci
#17
Posté 17 septembre 2015 - 03:09
There's tech vulnerability too... Although I guess it could fall under debuffs.
Yeah, it is a damage taken debuff for tech.
- Alfonsedode aime ceci
#18
Posté 17 septembre 2015 - 03:11
Also, lifted damage is multiplicative too, isn't it?
#19
Posté 17 septembre 2015 - 03:29
I totally read addictive in the title.
Me too initially. Wasn't it addititive posts that got Nat some of his warning points?
#20
Posté 17 septembre 2015 - 03:49
Two questions fot BSN experts :
- Does tech vulnerability add up with other debuffs or does it multiplys with them ?
- Does the tech combo bonus of the electrical hammer work for explosions primed with the fire effect evolution ?
#21
Posté 17 septembre 2015 - 04:42
- filippopotame aime ceci
#22
Posté 17 septembre 2015 - 04:45
2 is tough, 1 is to be checked in the mother of all thread, as sabotage is pretty unique, but i think it s a multiplier to other debuf ... cause huge effect, but .5 is huge anyway.
citing peddro :
"
Conclusions Sabotage 50% tech vulnerability
- DOES NOT AFFECT HOMING GRENADE DAMAGE
- DOES NOT AFFECT SENTRY TURRET GUN DAMAGE
- DOES NOT AFFECT SENTRY TURRET ROCKET DAMAGE
- DOES NOT AFFECT SENTRY TURRET FLAMER DAMAGE
- DOES NOT AFFECT TSE light melee
- DOES AFFECT TSE heavy melee (global *1.5 multiplier)
- DOES AFFECT sentry turret shock damage(global *1.5 multiplier)
- DOES AFFECT Tech combos (TB, FE, CE) (global *1.5 multiplier) (TSE can do serious TB damage vs shields) (sabotage + homing)
NOT directly TSE related but
- Does NOT affect sticky grenade damage (QFI
)
- Does NOT affect arc grenade damage
- Does affect flamer damage (yay !!! are there any other actual tech powers besides flamer ? . Perhaps overload & incinerate)
- Sentry turret gun damage is affected (suffers) from Armor DR like hit scan weapons"
"
-------------------------------------------------------
lol, such a mess ![]()
- filippopotame aime ceci
#23
Posté 17 septembre 2015 - 04:50
for 2 it seems tech combo bonus work for all combo as long as the hammer is used to detonate. So i guess u cant detonate the fire effect with tech hammer itself ?
anyway test are there :http://forum.bioware...rmula/#16076967
- filippopotame aime ceci
#24
Posté 17 septembre 2015 - 05:01
Thank you Jack Crapper for the like. (He's got a multiplicative like.)
- Learn To Love Yourself et Arkhne aiment ceci
#25
Posté 17 septembre 2015 - 05:15





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