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Difficulty settting & Shep level scaling mechanics


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#1
peddroelm

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Enemies Hitpoints (health/armor/barrier/shield) don't change with difficulty setting or Shep's level ups. What changes is the amount of damage you inflict to them. (Unlike ME3 where they scale the amount of enemy HP - and leave the damage you do consistent) 
 
 
Heavy weapons are best for measuring the damage scaling - most of them do constant damage - unlike melee attack which can be influenced by quite a few factors.. ). 
 
and 2d plot based on it
fqvZ1ys.jpg

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#2
cap and gown

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This test is for melee. I take it the same scaling applies to other attacks as well, including weapons and powers, and that it applies to squad mates the same as for Shepard?



#3
peddroelm

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This test is for melee. I take it the same scaling applies to other attacks as well, including weapons and powers, and that it applies to squad mates the same as for Shepard?

yup 



#4
RedCaesar97

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Well that is interesting. I had always assumed (ike everybody else) that enemy health and damage increased with difficulty and Shepard's level. Huh.

 

Great stuff peddroelm!



#5
capn233

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Nice to see it expressed.

 

Did you happen to notice if there is any difference in the damage scaling between Shep at Level 30 in a standard game and in New Game +?  I would assume there isn't, but who knows.



#6
peddroelm

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Nice to see it expressed.

 

Did you happen to notice if there is any difference in the damage scaling between Shep at Level 30 in a standard game and in New Game +?  I would assume there isn't, but who knows.

edit - obsolete  



#7
capn233

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I had some time to mess with this.  Was trying out the method via CheatEngine for the memory monitoring / logging.

 

This is in "The Professor," early area contact with Blue Suns.  NG+, Level 30, 1pt in NS only.

 

I was able to find the address for a token Blue Suns Trooper, but haven't figured out the starting shields for him.  Turian had 150 actual FWIW.

 

In any case, after finding the address for the standard mook, I buffed his shields, but wasn't sure how far to go.  Just made it 2000 to not run out.  Then used Grenade Launcher.  It did 189.873413 shield damage per hit.  That was giving me more or less 30% damage taken on that enemy:

 

eg.

 

2000 - (625x) = 1810.126587
189.873413 = 625x
x = 30.37974608%

1810.126587 - (625x) = 1620.253174
189.873413 = 625x
x = 30.37974608%

 

Which is very similar to the value from the crate area.  Bonus damage (or rather lower damage taken penalty) prior to getting Normandy maybe?

 

edit: Widow (368.3, 1x shields) did 111.88855 for 30.379731197%

 

edit2:  Looks like the token Blue Sun Merc has 150 shields as well.



#8
peddroelm

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Care must be taken when setting a variable past its maximum value.  

 

Sometimes a game doesn't care and everything will work fine. Sometimes the game will have a bounds check and quickly set it back to its maximum allowed value (giving you a great way of finding the maximum value) . Sometimes a game will use the maximum allowed value in damage calculations - in which case you will get really hard to explain/weird damage results when going out of bounds. 

 

I would recommend not setting a variable past is current maximum value - before you are confident the damage numbers make sense - so you can compare what happens when you past maximum. 



#9
capn233

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I have been trying to test the Stasis damage glitch.  The official response was that it was related to this multiplier, exact quote to follow:
 

When stasis wears off, there is a brief window during which the enemy is considered non-hostile. If the player damages the enemy during this time, damage will not be correctly scaled for difficulty or other factors.

While not 100% accurate, a good way of describing it is the enemy takes damage as if it was a "casual difficulty" enemy.

In addition in most cases when players demonstate this behavior they are dealing point blank damage to a ragdolled creature. As has been discussed, this in itself is enough to cause x3-x4 damage to the enemy. Multiplied with the fact that difficulty scaling code is not applied, you end up with effectively a tremendous damage multiplier, particularly if you are playing on a harder difficulty like insanity.


First comment is that the damage received during the glitch on Insanity is much higher than the damage applied to an enemy at the same level on Casual, actually it is more than twice as much.  And on Insanity it is a drastically higher bonus than the point blank bonus (7x a normal ragdolled insanity shot with no bonus at Level 30).

 

I don't want to derail this thread with Stasis talk, but I am bringing it up because the "other factors" portion is bothering me in this quote.  I am wondering how overly elaborate the scaling is, and what all actually contributes.  Is the final multipler that can be measured fairly easily a combination of three or four or more scaling variables, where only some contribute to the stasis glitch?

 

Here are some damage multipliers I have measured today via Grenade Launcher method.  I manipulated the save file to test them all in Professor... Don't know if individual levels or the quest progression also alters the scaling.

 

Casual, Level 1 Shep: 1.832662

Casual, Level 30 Shep: 0.999634

 

Normal, Level 1 Shep: 1.34105

Normal, Level 30 Shep: 0.731484

 

Insanity, Level 30 Shep: 0.303798

 

*************

 

Would be nice to be able to look at their scripts to find the function for scaling and what variables it is pulling, but there are a couple listed in coalesced.ini that might be related.

 

Casual

 

EnemyHealthMultiplierLow=(X=0.6, Y=0.71)
EnemyHealthMultiplierHigh=(X=0.71, Y=0.82)

 

Normal

 

EnemyHealthMultiplierLow=(X=0.82, Y=0.945)
EnemyHealthMultiplierHigh=(X=0.945, Y=1.08)

 

Veteran

 

EnemyHealthMultiplierLow=(X=1.14, Y=1.306)
EnemyHealthMultiplierHigh=(X=1.306, Y=1.472)

 

Hardcore

 

EnemyHealthMultiplierLow=(X=1.55, Y=1.65)
EnemyHealthMultiplierHigh=(X=1.65, Y=1.75)

 

Insanity

 

EnemyHealthMultiplierLow=(X=1.975, Y=1.975)
EnemyHealthMultiplierHigh=(X=1.975, Y=1.975)

 

 

One of the odd things are the variable names themselves since the HP isn't really even being multiplied apparently.  Why is there a Low and High, are they for tier or what?  Yet another is that if the x y range is supposed to be related to Shepard's level, why are all the Insanity values the same?



#10
iM3GTR

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This is confusing. Too many calculations. I think I might just carry on repeatedly shooting enemies from cover until they all die.
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#11
RedCaesar97

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This is confusing. Too many calculations. I think I might just carry on repeatedly shooting enemies from cover until they all die.

 

Vanguard Shepard: (Confused) From cover?


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#12
capn233

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Grenade Launcher Damage: 500

 

Blue Suns Legionaire (Health 300): Damage Taken // Multiplier -> Ratio of Multipliers

 

Level 30 Insanity: 151.899  // 0.303798 -> 0.545456

Level 1 Insanity: 278.481  // 0.556962

 

Level 30 Normal: 365.742  // 0.731484 -> 0.545456

Level 1 Normal: 670.527  // 1.34105

 

Level 30 Casual: 499.817  // 0.999634 -> 0.545455

Level 1 Casual: 916.331  // 1.832662

 

May be consistent with a Shep level multiplier that ranges from x to 0.5454x as Shep goes from 1 to 30.



#13
capn233

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So far it looks like the "best" way to test is Grenade Launcher v high enemy health.  That seems to give pretty consistent results.  I think when protection multipliers start to get added in, float rounding or truncation might be more pronounced.  Granted, I am talking about differences of "a few x10-6."

 

In any case, strictly enforcing grenade v health I find the same value for Level 30 Insanity multiplier in various stages of the game, so it looks like it probably is not level dependent at all (at least after Normandy acquired, I haven't gone back before that yet).

 

Level 30 - Shadow Broker Ship Exterior - Asari Vanguard Health

 

Grenade Launcher v Vanguard Health (525)

At Timediff:     9.723 Health Damage : 151.899  
*
At Timediff:     3.634 Health Damage : 151.899  


151.899/500 = 0.303798

 

----

 

Level 30 - Collector Base - Drone Health (200)

Grenade Launcher

At Timediff:    18.447 Health Damage : 151.899  

151.899/500 = 0.303798

 

--

 

Level 30 NG+ - Professor - Turian Trooper Health (250)

 

AT Timediff:  1597.178 Health Dmg : 151.899  

151.899/500 = 0.303798


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#14
capn233

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I was able to run the test for every level on Insanity relatively quickly by starting with a save at Level 1 on Professor, then using "GiveXP 1000" to increase level by one.  Test v Legionaire Health.  Had slightly unexpected result in that Levels 1 - 3 had identical multiplier.  Data can be viewed here.

 

 

Lvl   Multiplier
1       0.556962
2       0.556962
3       0.556962
4       0.506330
5       0.497124
6       0.487918
7       0.478712
8       0.469506
9       0.460300
10     0.451094
11     0.441888
12     0.432682
13     0.397468
14     0.389874
15     0.382278
16     0.374684
17     0.367088
18     0.359494
19     0.351898
20     0.344304
21     0.340254
22     0.336202
23     0.332152
24     0.328102
25     0.324050
26     0.320000
27     0.315950
28     0.311898
29     0.307848
30     0.303798

 

Level 1, 27, and 30 matched up with previous results, for 27 and 30 on different missions.


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#15
peddroelm

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matches the tests in op on lvl 2/11/12/13/16 .

30 is maximum level in ME2 ?



#16
capn233

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The annoying thing is that plotting it looks like it is divided into 4 different linear regions... do they use different functions for different level ranges?  If I actually knew what EnemyHealthMultiplierHigh and Low did, that might help explain it.



#17
peddroelm

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the table is good enough for me ..No need to find a formula for it.. You can now update the effective HP table based on this.



#18
sjsharp2011

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This is confusing. Too many calculations. I think I might just carry on repeatedly shooting enemies from cover until they all die.

I like the way you think



#19
aka.700

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This is confusing. Too many calculations. I think I might just carry on repeatedly shooting enemies from cover until they all die.


I like the way you think



That makes the two of us.