Weapon damage formula (WIP)
#1
Posté 21 mars 2016 - 08:28
- Tonymac, capn233, RedCaesar97 et 1 autre aiment ceci
#2
Posté 21 mars 2016 - 02:50
Good stuff.
The defense multiplier table seems like the fields might be different than the labels. For instance. 0.25x multiplier for IA in health field, I imagine that should be in the synthetic health field unless the game is completely broken, but that doesn't seem like it would jive with experience. I also imagine the second armor field is synthetic armor, which would make sense given that DA listed as 1x multiplier to it.
Is there any distinction between "non-synthetic" and "organic" for this? There are some oddities with the way Reave works when you consider how it CC's Geth, but doesn't give player the health bonus; and it will not CC husks, but will give the player the health bonus.
Info about SR's is interesting. That would probably explain some headshot "misses" a few people have had over the years.
As far as the new info about base weapon damage modifiers, it would seem that the implication is mainly that research improves AR ammo damage but not the damage for any other weapon, It is unclear to me that this was intended, but I am trying to go off recollection of dev comments specifically in regards to ammo damage scaling as weapon research is carried out. Oh and a bigger interaction with a little old weapon damage bonus called Adrenaline Rush. For classes other than Soldier, I don't think that the difference should matter much, since there are largely a dearth of weapon damage bonuses for them outside of research.
#3
Posté 21 mars 2016 - 02:57
The defense multiplier table seems like the fields might be different than the labels. For instance. 0.25x multiplier for IA in health field, I imagine that should be in the synthetic health field unless the game is completely broken, but that doesn't seem like it would jive with experience. I also imagine the second armor field is synthetic armor, which would make sense given that DA listed as 1x multiplier to it.
corrected .
- RedCaesar97 et KrrKs aiment ceci
#4
Posté 22 mars 2016 - 02:37
-disruptor ammo vs YMIR armor did 0 damage. Its description is thus misleading (should read "shields & synthetic [health]"). Have yet to test is vs organic health.-incendiary ammo & incinerate apply their listed damage to armor instantly (*2.4 for incinerate as per DEV claim) similar to AP and warp ammo. No DOT vs armor. THERE IS NO DAMAGE LOSS VS SYNTHETIC ARMOR.
Very nice to get these two confirmed.
Thanks for testing all that!
#5
Posté 24 mars 2016 - 10:54
Interesting that the Collector Particle Beam heavy weapon benefits from weapon damage bonuses.
Also interesting that the damage upgrades for assault rifles are calculated differently than the other weapons. Although saying that the Avenger is deadly on full-auto is still clearly a joke.
#6
Posté 25 mars 2016 - 07:22
bits an pieces - will update them in the OP after I do more tests
- Soldier's commando provides a stealth 15% melee damage bonus (which isn't much in the grand scheme of things but it did make me waste a lot of time since I'm counting on KNOWN melee damage to quickly find out the damage scaling for a particular area POWER DAMAGE APPLIES TO MELEE DAMAGE) . And a stealth 25% weapon damage bonus for headshots. New theory: Humanoid enemies have 75% base HS bonus . (And the 15% power bonus DID not affect disruptor ammo damage - on a different test and it worked for disruptor ammo & concussie grrrr).
- Dantius towers first floor vanguard has 270+ health and 450 barriers. Same place Eclipse trooper has 130+ shields. The damage scaling factor for L13 Shep was
5713.6 / (125 * 1.15) =39.74678 %
Will need to take a look at the melee damage formula at some point. ( Adrenaline Rush bonus doesn't work for melee. The cloak probably does..)
Ymir soldier test (heavy muscle weave 25% MD, 25% MD strength boost pads, 15% PD commando, 3% PD N7 chest)
125 * 1.25 * 1.25 * (1 + 0.03 + 0.15) = 230.46875 // BINGO power damage bonuses affect melee damage lol (15% PD commando and 3% PD gear )
- RedCaesar97 et KrrKs aiment ceci
#7
Posté 07 avril 2016 - 10:29
- Soldier's commando provides
a stealth 15% melee damage bonus(which isn't much in the grand scheme of things but it did make me waste a lot of time since I'm counting on KNOWN melee damage to quickly find out the damage scaling for a particular area POWER DAMAGE APPLIES TO MELEE DAMAGE) .And a stealth 25% weapon damage bonus for headshots. New theory: Humanoid enemies have 75% base HS bonus . (And the 15% power bonus DID not affect disruptor ammo damage - on a different test and it worked for disruptor ammo & concussie grrrr).
This isn't an exhaustive test, but while I was going around looking at HP values and trying to get a few damage multipliers from various parts of the game, I shot an Asari Vanguard (health) using IA.
Level 30 Soldier - Commando - Heavy Pistol 5 (also Critical and AP), No Armor Bonus - Inferno Ammo
The short of it was... 180 dot ticks (similar to Incinerate), but the DOT amount seems low unless both range bonus and Commando power damage are not applied.
Summary
Carnifex impact: 49.067 ->
85.4*(1+0.15+0.5+Range)*0.303798 = 49.067
Range = 0.24124
IA DOT total: 15.592
85.4*0.6*0.303798 = 15.567
Which is somewhat unsatisfying, partly because it isn't quite the same as the sum of the DOTs, but then again I never got Incinerate and Reave DOTs to be right on the money compared to calculation. But if I add in the range modifier or power damage modifier, the expected is a good deal higher than observed.
Mentioning range modifier just because in the dev mechanics thread it was stated that ammo gets range modifier, but it didn't look like it here.
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