What are the base weight capacities for each class (SP)? What is the formula that determines the cooldown penalty based upon weight carried and weight capacity? Anyone have the math? I can't find it anywhere. Thanks.
Weight Capacity?
#1
Geschrieben 12 Januar 2016 - 05:05
#2
Geschrieben 12 Januar 2016 - 06:06
The base is always "75" for Shepard. Class doesn't matter.
The math is out there in posts like this one. A simple way to think of it is as follows:
If the total bonus of cooldown modifiers is positive the formula is
Cooldown = BaseCD * [ 1 / (1 + TotalBonus) ]
If it is negative, the formula is
Cooldown = BaseCD* [ 1 - TotalBonus]
BaseCD is just the default cooldown of a power. eg. For Warp, it is 8 seconds.
***
TotalBonus = PowerRechargeSpeed + SumRankBonus + SumDynamicBonus
Power Recharge Speed is what you see from the weapon selection screen. It is capped at either + or - 200%, which for the purposes of formulas is +/- 2. Every bonus, weight, or encumbrance value is expressed in a decimal number.
Rank Bonuses are bonuses from within the powers themselves, like the common 25% (ie 0.25) bonus at Rank 2 of various powers.
Dynamic Bonuses (for the purpose of simplicity) would be everything else that affects cooldown, like Tech Armor penalty, squadmate bonuses, intel or armor bonuses.
****
PowerRechargeSpeed = 2.0 + StartingEncumbrance + SumWeightCapacityBonuses - SumWeaponWeight
As above, capped at + or - 2.0 (via a variable in coalesced).
Assume Shepard has a Claymore X (no weight affecting mods) and a Weight Capacity Bonus of 25:
PRS = 2.0 + 0.75 + 0.25 - 2.0 = 1
Which would be displayed as 100% in the weapon selection screen.
*The maximum weight capacity bonus from passive varies by class. Soldier max is 100; Infiltrator, Vanguard and Sentinel max is 70; and Adepts and Engineers have a max of 50.
#3
Geschrieben 12 Januar 2016 - 08:27
Thanks.
I haven't played in a couple of years, and I used to run with Mantis/Harrier starting out. Thought this time I'd try Mantis/Typhoon. Didn't think assault rifle weight difference of 1.75 to 2.50 would make THAT big of a difference. Uh, yeah...
On Priority: Mars, with no weapon upgrades yet, here are the cooldowns for Adrenaline Rush (without taking the +50 weight talent), depending upon which assault rifle I pair with the Mantis....
Avenger (1.00)... 5.71
Harrier (1.75)... 10.00
Typhoon (2.50)... 17.50
Little bit of a difference there. ![]()
Upgrading the weapons will help, but if I'm going to run with Mantis/Typhoon, definitely going to need to take the +50 weight talent, and maybe use some ultralight material mods, too.
#4
Geschrieben 12 Januar 2016 - 08:31
Yeah. That's part of what I don't like about the base game balance for Soldier. He is almost just better off going light weapons, CS spamming, and skipping the weight capacity bonus at the end of passive.
#5
Geschrieben 13 Januar 2016 - 10:04
Yeah. That's part of what I don't like about the base game balance for Soldier. He is almost just better off going light weapons, CS spamming, and skipping the weight capacity bonus at the end of passive.
Yeah, I was wanting a large-capacity "spray and pray" assault rifle to go with my sniper rifle, since unlike ME2, you can't really use a sniper rifle, assault rifle, AND a shotgun to cover all ranges. So I had this cool idea... Black Widow/Widow AND the Typhoon, the two biggest, baddest looking/feeling weapons in their class. But it's just not doable without gimping the Adrenaline Rush cooldown too much, OR sacrificing too much in the way of damage buffs to get power recharge buffs to compensate. I think I'm just going to have to go with the much lighter Avenger or Vindicator as my "spray and pray" close range weapon. (I could use the OP Harrier, but choosing not to this playthrough.)
Comparison (assuming my math is correct)...
Black Widow V... 2.28
Avenger/Vindicator V... 0.78
Adrenaline Rush CD: 6.9 sec.
Includes: Combat Mastery 6 damage bonus, Kuwashii Visor, Hahne-Kedar x4, Extended Barrels = +80% Weapon Damage, +10% Headshot Dam., +40% Power Dam.
To get even close to the cooldown above, I'd have to cut my overall damage pretty much in half...
Black Widow/Widow V... 2.13
Typhoon V... 2.13
Adrenaline Rush CD: 8.0
Includes: Combat Mastery 6 weight bonus, Archon Visor, Rosenkov x4, Ultralight Materials
#6
Geschrieben 14 Januar 2016 - 04:56
If you have enough rate of fire, the "weaker" AR's will still do respectable damage as long as you have Incendiary Explosive Burst (rank 6). This is even more ridiculous when combined with Damage Taken from Garrus's PM + interaction with Liara's Warp or Ash's Inferno Grenades.
As far as the Black Widow is concerned, many times 6 shots (3 then ARush for reload) will end an encounter, so the large cooldown isn't as severe. Also Black Widow probably doesn't really need the last damage rank of passive quite as much. Especially since we got MP weapon buffs without SP enemy hp buffs.
I just finished a soldier run and ran Fortification as the bonus (so cd penalty), and didn't really use ARush much relative to CS. Also usually just ran maybe 2 weapons, but typically only one. This was with Galaxy Map Mod, so I could run Saber for most of the game (it is available in a store early).
Another thing to consider would be using Gibbed to set new game plus state to 1 so that you could level up your weapons to X. I usually do that now (and start from level 1).
#7
Geschrieben 14 Januar 2016 - 08:35
If you have enough rate of fire, the "weaker" AR's will still do respectable damage as long as you have Incendiary Explosive Burst (rank 6). This is even more ridiculous when combined with Damage Taken from Garrus's PM + interaction with Liara's Warp or Ash's Inferno Grenades.
As far as the Black Widow is concerned, many times 6 shots (3 then ARush for reload) will end an encounter, so the large cooldown isn't as severe. Also Black Widow probably doesn't really need the last damage rank of passive quite as much. Especially since we got MP weapon buffs without SP enemy hp buffs.
I just finished a soldier run and ran Fortification as the bonus (so cd penalty), and didn't really use ARush much relative to CS. Also usually just ran maybe 2 weapons, but typically only one. This was with Galaxy Map Mod, so I could run Saber for most of the game (it is available in a store early).
Another thing to consider would be using Gibbed to set new game plus state to 1 so that you could level up your weapons to X. I usually do that now (and start from level 1).
Yeah, should be fine. I actually like the feel of the Avenger. My only issue is that the gun looks wimpy. But it's basically a Harrier, except with half the damage per shot, but also half the weight and almost 3 times the ammo capacity. Plus, like the Harrier, it's fully auto and stable/accurate enough to unload and land mostly head shots at short to medium range. With all the damage/ammo buffs, it should be able to hold its own.
I've actually never used Incendiary Burst. Just seems OP for a squad ammo, and I don't want to break the game. I don't want my squad blowing everything up before I get a chance to get some shots in.
So I always just choose the single target damage buff for rank 6.
This is my 4th trilogy playthough, and like my 3rd on Insanity, so I could probably beat the game with just a Predator pistol if I wanted. But I do love Adrenaline Rush spam, and I don't want to be waiting forever on its cooldown.
#8
Geschrieben 25 Januar 2016 - 09:09
About halfway through this playthrough, and just picked up the Valkyrie, which I had never really used before. So much cooler looking and more fun than the Avenger (or Lancer), which looks like I'm carrying a frozen salmon around.
So I'm going to try using a Black Widow/Valkyrie combo, in my quest to carry two badass looking/feeling guns, one for long range, the other for short/medium. If I take the +.50 weight talent, I can get my Adrenaline Rush cooldown to about 10 sec., which is serviceable, though obviously not ideal. With Kuwashii Visor and 4x Hahne-Kedar, I shouldn't miss Weapon Mastery too much.
Sucks that in order to spam Adrenaline Rush (for max dps), you almost have to carry a pistol or SMG as a secondary weapon if you use a big sniper rifle. I wish it was more like ME2, where you could carry around a warehouse full of guns on your back for any situation. Sniper for long range, assault rifle for intermediate, shotgun for close quarters, pistol for when everything else is out of ammo, Cain for when you feel like nuking a small city. *sigh*

#9
Geschrieben 26 Januar 2016 - 06:24
So... I guess they made the Valkyrie lighter at some point? This spreadsheet is obviously out of date. According to the in-game weapon bench, it's now 1.75 at Level I instead of 2.00. The same weight as the Harrier. Cool.
Also... just looking at other weapons in-game...
Phaeston I... 1.35 (used to be 1.50)
Vindicator I... 1.25 (used to be 1.00)
Revenant I... 1.80 (used to be 2.00)
Also, Black Widow I is 2.30, and that spreadsheet shows 2.50. Nice. The Black Widow/Valkyrie combo is not quite as heavy as I thought...
Black Widow I-X... 2.30-2.00 (used to be 2.50-2.00)
Valkyrie I-X... 1.75-1.25 (used to be 2.00-1.40)
Anyone know of a site where I can get the current weapon weights? Thanks.
#10
Geschrieben 26 Januar 2016 - 04:50
Anyone know of a site where I can get the current weapon weights? Thanks.
Actually, to answer my own question... reading through the commentary, the MP values in that spreadsheet should be correct. Cyonan didn't update the SP spreadsheet weights because he wasn't sure which ones were affected. I guess it was supposed to only affect MP? I did notice an error in that the Valkyrie should be 1.75-1.25 (tested in-game), not 1.50-1.25.
Edit: Also, capn233 details the damage/weight changes for all the weapons on page 5 of this thread.
...
Apologies for necro, some of the weapon weights in the SP sheet were confusing me.
Ingame I've just noticed when comparing a few weapons like the Indra/Raptor/Valiant and Talon/Paladin/Executioner, that the MP balance changes' encumbrances make more sense (those applied to the mp sheets). This is just from some weapon bench swapping, and looking at the cooldown change on screen (in singleplayer).
There was a patch towards the end of support that was supposed to optimize some stuff for the MP, but ended up hitting SP with some of the balance changes that had occurred.
A few powers have been affected as well, but I don't actually have a list of everything that was affected by it.
#11
Geschrieben 27 Januar 2016 - 02:33
So, not that anybody cares, but I just respecced to get the +.50 Weight Capacity from Combat Mastery 6a, and assuming my math is correct, wielding Black Widow V and Valkyrie V, I was able to reduce the Adrenaline Rush cooldown from about 11 sec. to about 7 sec.
Comparing the two specs with some rough math, I think that 4 sec. reduction on the cooldown should result in more DPS than the weapon damage bonuses from Weapon Master, not even factoring in easier headshots and less damage taken from more time dilation uptime.
The +75% weapon damage bonus from Adrenaline Rush being up significantly longer per fight more than offsets the flat Weapon Master damage bonuses, which are not as great as they sound, actually. A +10% damage bonus is only an overall increase of about 5% when you already have like +90% weapon damage bonuses from other talents, Hahne-Kedar gear, and Liara's intel bonuses, because it's all additive.
Anyway, time to pwn.
#12
Geschrieben 30 Januar 2016 - 04:40
For Black Widow, the more often you can use Adrenaline Rush the better.
As far as Weapon Master, the main benefit is the increased ammo damage, which is probably best if you have a relatively light loadout with rapid fire weapons and incendiary ammo.





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