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Range_to_target weapon damage bonus Graph + proof Videos


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#1
peddroelm

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In ME2 all hitscan weapons have an optimal range to target interval in which they will do consistent/predictable/calculable damage 
(range_to_target damage bonus = 0). 
 
Closer to optimal range interval hitscan weapons get a linearly increasing [additive] weapon damage bonus ( up to ~70%  vs YMIR; up to ~90 to 
humanoid knee/groin ; up ~80% to humanoid head - seems to vary a bit on the weapon used) and NO BONUS FOR AMMO damage.
 
Further than optimal interval ALL hitscan weapons get [additive] damage penalty that also affected ammo damage..  
 
[linearBonus][Optimal][linearPenalty][-100%] distance intervals by weapon class (I'm assuming penalty is clamped at -100% , otherwise it would be possible to HEAL enemies when shooting them form far enough away with no other weapon bonuses in play (impossible on most maps anyway due to the range limitations) . Or maybe the damage you do is clamped at 0 and this can go past -100% ):
 
Sniper rifles [0] [0..30] [30..90] [>90] 
Collector Particle Beam [0..10] [10..30] [30..90] [>90]
ARs,SMGs & HPs [0..10] [10..20] [20..75] [>75] 
Shotguns (‌INCLUDING eviscerator) [0..5] [5..10] [10..70] [>70] 
 
psYLtYE.jpg
X axis has range_to_target in ME2 meters (measurable with sniper scope).
Y axis has additive damage bonus (indirectly measurable with combat damage log).
Dotted line signifies you cannot get arbitrary as close as you want to a target. I suspect the hitbox size of the target has something to do with this (for example you can get up to ~90% vs humanoids, ~70% YMIRs , ~30 geth Colossus ..)
 
IFF reaper core test1 VIDEO   link to test data

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#2
capn233

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It's interesting that the bonus range damage isn't being applied to the ammo.  The devs had mentioned back in the day the range modifier applied to ammo to make it do a consistent fraction of weapon damage regardless of the range.



#3
peddroelm

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new video uploading - tested vs Reaper Core on IFF station.

 

Interesting facts. Reaper Core is immune to ammo damage (doesn't even register as hits with 0 damage like AP ammo vs shield for example), has ~6k hit points, is COMPLETELY IMMOBILE and damage is applied to it without any scaling factor. (eliminates a potential source for small measurement errors) . And you cannot make followers attack it with gun fire (potential "noise").  

 

Problem is you cannot get close to it.. Measured distances in game meters with  Viper's scope.

 

test results:

 

Vindicator & Predator optimal range interval was [10m-20m]  (all AR, SMG , HP & Eviscerator ?)

Collector Particle rifle optimal range interval was [10m-30m]

Viper starts to lose damage past 30m  (all sniper rifles ?) 

Katana starts to lose damage past 10 or 12m (hard to tell - could not get close enough) (all non-eviscerator  shotguns ? eviscerator too)

 

Link to test video https://youtu.be/5RHROzMtNSs


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#4
Catastrophy

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Is this why I used up all the ammo clips?



#5
peddroelm

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A few more tests

 

 EVISCERATOR has same optimal range interval as KATANA (and presumably all the other hit scan shotguns)   MYTH BUSTED! 

 

eviscerator

36.8 * (1 + 0.09 + 0.05 + 0.4 + 0.15 - 0.68) = 37.168   ( ~ -68% @ 36 meters  )
 
katana

27.5 * (1 + 0.09 + 0.05 + 0.4 - 0.68) = 23.65  ( ~ -68% @ 36 meters  )

 

Widow, Carniflex & Geth Pulse Rifle behaved as expected.  

 

Link to test video https://www.youtube....h?v=wwGf92MalpU

Link to test data https://docs.google....RSNsVSuFB4/edit

 

EDIT1 

 

another video test   ME 2 point blank variable weapon damage bonus vs humanoid models 

 

~90% max achievable close range damage bonus vs groin/knee of eclipse vanguard

~80% max achievable close damage bonus vs head of eclipse vanguard

 

test data link initially I had some troubles finding the scaling modifier since humanoids apparently get different headshot  bonus 75% that YMIR 50% and power damage affects melee damage. In the future I will use one of the "constant" heavy weapons to measure the scaling factor without fuss.


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#6
peddroelm

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bump - updated OP. Data not 100% accurate (too much work :P) but should be near enough the ballpark.



#7
kombra

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Your range graph is pretty misleading for inaccurate guns like shotguns (which have a higher spread than the targeting box indicates). Using Harby as test subject, I get around 60% pellet hit rate at 5m, 30% at 10m.

 

BTW, you can test this nicely using "combat profile self" to position yourself at the right distance. You can pause the game with "playersonly" (you can bind that to F1 using "setbind f1 playersonly"). You can now fire a single shot while paused. You can get various stats via "profile combatstats self" ("clearcombatstats" to reset). The "Damage Net" value in the second value group is the actual damage you do. It also shows the range multiplier used (you can cross check with the value from "combat profile ...", to be sure which distance value was used). The combatstats appear to be counting damage calculation calls by the engine. So if you have some ammo active, you get higher shot counts.

 

(The damage scaling value is also there under "Difficulty".)

 

BTW, your close range graph (distance below 10m) is way off. Your optimal range isn't 10-20m, it's 8-20m. There is an additional point blank range below 3m, with rapidly increasing damage. E.g. with my test subject a Geth, I get the following damage multipliers (this is a Shepard without any upgrades or damage bonus):

 

Heavy Pistol / Assault Rifle

0.60m            1.850  (closest I can get)

1.00m            1.750

2.00m            1.500

3.00m            1.250

4.00m            1.200

5.00m            1.150

6.00m            1.100

7.00m            1.050

8.00m-20m    1.000

25.00m          0.800

30.00m          0.667

 

Scimitar Shotgun

0.60m            1.850  (closest I can get)

1.00m            1.750

2.00m            1.500

3.00m            1.250

4.00m-12m    1.000


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