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some more SP test results


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#1
peddroelm

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Soldier Combat Mastery
-----------------------
5a Squad Bonus
"Increase squadmate weapon damage by 20%" 
-bonus is additive (next to nothing most of the time considering squadmates *0.3 nerf multiplier) and unlike most other "squad" effect it does not effect SHEP. 
 
6b Weapon Master
"Increase damage of all ammo powers by 40%"
-haven't checked the bonus to ammo damage (pretty certain is not a clear cut *1.4)(it adds 0.4 to the sum of power damage bonuses that affect ammo damage) and adds 40 damage to incendiary ammo 6b explosive bursts and stacks with other power damage bonuses
 
 
Disruptor, Warp & AP Ammo
-------------------------
-4b Squad Bonus
the damage bonus and headshot *1.25 multiplier transfer to squad WITHOUT *0.50 penalty stated in description
You don't need it on SHEP to gain the full benefits. 
(only tested vs health - wonder if the HS bonus works vs all protections (the ammo damage doesn't)) (pretty sure it does if memory doesn't fail)
 
Cryo ammo
-----------
-4b Squad Bonus
Headshot bonus ONLY VS FROZEN TARGETS is not even 35% as in descprition - it is only 14%. Crap.
 
Incendiary ammo
---------------
-4b Squad Bonus
will check data to see if the damage is halved
the HS *1.25 bonus IS Halved to team-mates
 
-6b Explosive Burst
power damage with 100 base damage. (soldier's combat mastery 6b stacks with power bonuses to increase its damage)
fully transfers to squad (no *0.3 nerf). Pretty massive jump in squadmates effectivity vs health & armor with fast ROF weapons. 
 
 
On Squadmate Headshot %
--------------------------
Yes they can score headshots and apparently it depends on the equipped weapon. 
 
Didn't get to test a lot (companions/weapons) - shuriken , matock & raptor rarely (if ever) scored headshots.
Predator had better %. Here's a bit of combat log where Liara was on top of her game
 
// Amazing Liara Predator HS series
AT Timediff:     0.067 Health Damage : 2.940  //ammo damage
AT Timediff:     0.023 Health Damage : 67.375  //HS
AT Timediff:     0.092 Health Damage : 2.940  
AT Timediff:     0.011 Health Damage : 67.375  //HS  
AT Timediff:     0.084 Health Damage : 2.940  
AT Timediff:     0.010 Health Damage : 26.950 //non-headshot 
AT Timediff:     0.083 Health Damage : 2.940  
AT Timediff:     0.011 Health Damage : 26.950 
AT Timediff:   213.298 Health Damage : 2.940  
AT Timediff:     0.011 Health Damage : 67.375  // HS  
AT Timediff:     0.085 Health Damage : 2.940  
AT Timediff:     0.011 Health Damage : 67.375 // HS  
AT Timediff:     0.088 Health Damage : 2.940  
AT Timediff:     0.011 Health Damage : 26.950  
AT Timediff:     0.089 Health Damage : 2.940  
AT Timediff:     0.011 Health Damage : 67.375 // HS  
   
 
65.333 * 0.3 * 0.15 =2.9399 warp ammo 1
65.33300 * 0.3 * (1 + 0.175 + 0.2)=26.9498 // non-HS
65.33300 * 0.3 * (1 + 0.175 + 0.2) * 2.5 = 67.375// HS
 
Don't have Leviathan to check if Pistol Cranial Trauma system works on squad mates. Could yield significant pain combine with the attack target order.
 
Will update later if I test more. 
 
Test data

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#2
RedCaesar97

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Thanks peddroelm! I appreciated the time and effort you (and others) have put into the game to figure some of this stuff out, both in single player and multiplayer.


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#3
peddroelm

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OK  - reading http://forum.bioware...ielded-enemies/ my first impulse was to post and claim that power damage bonuses have no effect on ammo damage in ME3 (like they did in ME2). I was wrong (edited it out).  

Reading the thread more carefully made me realize that I was only certain about ME3 MP ammo powers not benefiting from power bonuses. ( guess shield gates were there for a reason )

 

Numbers on said thread and (surprisingly) wiki's claim that (some) power damage bonuses affect ME3 SP ammo damage proved to be true.

 

Quick test data with the (Maxed? soldier disruptor ammo damage: 27% vs health 27*4=108%  vs shields and barriers)

 

avenger V vs assault trooper

AT Timediff:     7.728 health Damage : 11.574  // disruptor
AT Timediff:     0.012 health Damage : 61.085  // gun 
AT Timediff:     2.800 health Damage : 11.574  
AT Timediff:     0.011 health Damage : 61.085
 
Avenger V no mods
[38.6 48.2]
38.6 + (5-1)*((48.2-38.6)/9) = 42.86666..  base damage
 
disruptor ammo listed damage vs health 27%
 
(sum of ammo power damage evos) * (1 + sum of power damage bonuses that affect ammo damage ) 
(5 + 2 + 3 + 5) * (1 + 0.1 + 0.4 + 0.3) = 27 %  
 
0.1 Soldier Combat Mastery 4a Damage
0.4 Soldier Combat Mastery 6b Weapon Master
0.3 Fortification Bonus Power 5b Power Synergy
 
 
42.86666 * 0.27 = 11.5739982 // OK  ammo damage matches 
 
(squad power damage bonus from Garrus, or Armor set/pieces, or Glyph Research don't apply to ammo damage )
 
Updated the weapon damage formula OP.  Would've edited those into the javelin 1-shot thread also but an overzealous biomod locked that thread :( before I could test & update ...

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#4
RedCaesar97

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If I recall, I thought Garrus' Squad Power Damage bonus did apply to Shepard's ammo power damage, but that it is also inconsistently applied. for example, if you spec into it it will work, but reloading from an autosave will stop it from working. Or maybe I am misremembering.

 

Edit: It was on page 3 of that Javelin thread: http://forum.bioware...-enemies/page-3. About partway down when capn233 mentions his weird test results in No Man's Land (London).



#5
peddroelm

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If I recall, I thought Garrus' Squad Power Damage bonus did apply to Shepard's ammo power damage, but that it is also inconsistently applied. for example, if you spec into it it will work, but reloading from an autosave will stop it from working. Or maybe I am misremembering.

 

Edit: It was on page 3 of that Javelin thread: http://forum.bioware...-enemies/page-3. About partway down when capn233 mentions his weird test results in No Man's Land (London).

Don't have Javik. And I did check squad info - shep ammo damage after speccing Garrus with Power Damage .. No increase . (Concussive shot damage did go up in Squad info..  ) 


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#6
capn233

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Squadmates with Suppressor + IA w/ HS bonus work pretty well.

Strange about Cryo Ammo.  Gonna look at the script later.



#7
capn233

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So the script clearly says to apply the HS modifier for freeze duration.

 

But it is listed as -> Evolve_HeadShotBonus=0.35

 

It adds to PartBasedDamageMultiplier within the PartBasedDamageTakenBonus game effect, which is a bit odd.

 

Disruptor ammo, in comparison, adds to Weapon.HeadshotDamageMultiplier within the effect ConstraintDamageBonus.

 

 

****

 

Combat Mastery Headshot evo adds to the "PartBasedDamageBonus"... Cryo Ammo HS lumped into the same place as token "additive" bonuses?


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