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ME2 ingame combat log tests repository


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#1
peddroelm

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Will use this thread to link towards my various ME2 damage mechanics test threads (or particular future posts inside this 
thread) and bump it with new test results unworthy of a thread of their own. 
 
TODO Damage reduction formula for Shep & Followers
 
 
 
New info (mostly contradicting wiki/common knowledge ) in no particular order:
 
- No WEAPON DAMAGE BONUS No powers* (todo test warp should do double damage) damage bonus vs targets lifted by biotics (EDIT the 100% weapon bonus vs lifted targets doesn't always work)
- Eviscerator gets NO better ranged damage bonuses than the other hitscan shotguns (I don't have GPS)
- Assault rifle damage upgrades apply to base damage, the other weapon classes get additive bonuses (major factor in making 
Mattock/RevenantVindi/ and avenger deadly in full auto :P in ME2 )
- Followers get 50% additive damage bonus for a few seconds when ordered to attack a target. (similar to the 200% they get 
in ME3) 
- Collector particle beam heavy weapon is affected by additive damage bonuses (passives, gear, Miranda squad bonus, 
adrenaline rush, rangebonuspenalty, headshot .. 
- Sum(PowerBonuses) affects Shepard's Melee Damage
- BUG Shotgun Shield Piercing (Microphasic Pulse) "Increases damage by 50% against shields and biotic barriers" only works vs shields. (only 1 test session vs barriers failed katana vs Dantius tower Vanguard - will remove doubt with more tests )
- Sprinting provides 25% damage reduction (will investigate further)
- Warp ammo damage has *2 multiplier vs exposed health "lifted" by biotics (pull, singularity , slam) AND extra power bonus  (+100% for heavy ammo vs lifted targets). Easily surpassing weapon damage vs said targets unless massive sources of weapon damage are in play (AR/ assassination TC) 
- Headshot bonuses 75% weapon damage additive vs humanoids, 50% YMIRs (more enemy types to test) 
- Heavy Pistol Critical (Smart Rounds) "Research Heavy pistols sometimes deal double damage" provides 100% additive weapon damage bonus ~30 of the time.
- Shooting Frozen exposed health provides 100% additive weapon damage bonus.
- Close range damage bonus cannot get to 100% WD additive (best I could get was close to 90% vs humanoid groin/knee - it matters where you aim). The bigger the target's 3d model the farther you'll be able to get to its centre (lower maximum close damage bonus achievable ex ~70 vs YMIR , ~45? vs geth Collossus )  
- Ammo damage doesn't get close range damage bonuses , but it gets the penalty outside optimal range.
- Sniper rifles DO get damage penalty outside their optimal range (past 30 "meters") You can measure distances in game trough sniper scopes.
- Disruptor ammo vs YMIR armor did 0 damage. Its description is thus misleading (should read "shields & synthetic [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. (they do DOT damage vs health - more tests vs health required)
- Mordin's 20% omnitool research provides him 25% tech power bonus
- TC (Tactical Cloak) damage duration ~1 second (affects gun damage). 

- TC bonus applies to melee attack ONLY IF it is the attack that breaks cloak.
- incinerate did ~30% damage vs synthetic health (more tests needed to study DOT duration bonuses interaction)

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#2
peddroelm

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Warp ammo vs Vanguard "lifted" by pull using  2/5 AR avenger
 
Not lifted test
 
Timediff:     0.040 health Damage : 7.452  // heavy warp ammo damage vs health
 
(10.8 * 1.2) * (1 + 0.15) * 0.5 = 7.452 ( commando 15% Power Damage bonus)
 
 
//////////////
//////////////
 
warp ammo vs lifted (pull)
 
Timediff:     8.356 health Damage : 75.150   // heavy pull  impact
//eclipse vanguard is airborne
Timediff:     0.908 health Damage : 14.904  //  warp ammo damage
Timediff:     0.013 health Damage : 27.864  // avenger 100% weapon damage "bonus vs lifted"
Timediff:     0.038 health Damage : 14.904  
Timediff:     0.008 health Damage : 27.864  
Timediff:     0.067 health Damage : 14.904  
Timediff:     0.007 health Damage : 27.864  
Timediff:     0.022 health Damage : 14.904  
Timediff:     0.008 health Damage : 27.864  
Timediff:     0.500 health Damage : 14.904  
Timediff:     0.008 health Damage : 27.864  
Timediff:     0.035 health Damage : 14.904  
Timediff:     0.007 health Damage : 27.864  
Timediff:     1.499 health Damage : 14.904  
Timediff:     0.013 health Damage : 27.864  
Timediff:     0.040 health Damage : 14.904  
Timediff:     0.007 health Damage : 27.864  
//vanguard drops down
Timediff:     0.468 health Damage : 13.143 // fall on the floor on pull expiration 
Timediff:    46.041 health Damage : 7.452  // warp ammo vs health
Timediff:     0.007 health Damage : 14.904  
Timediff:     0.038 health Damage : 7.452  
 
(10.8 * 1.2) * (1 + 0.15) * 0.5 * 2  = 14.904 // warp ammo *2 vs "lifted" health
(10.8 * 1.2) * (1 + 0.15 + 1)  = 27.864 // avenger damage +  100% additive damage bonus vs lifted
 
heavy warp ammo gets 100% power damage bonus AND *2 modifier vs lifted targets  [easily outdamaging weapon damage vs lifted targets unless massive weapon damage bonuses are in play (maxed AR/TC)]

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#3
capn233

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Alright some questions...
 
 

- No WEAPON DAMAGE BONUS vs targets lifted by biostics

This one is somewhat surprising, but I suppose this is what happens when you start looking at the actual numbers. I assume this is a bug then, since ragdolled targets are supposed to get the 100% additive bonus regardless of how that occurs. So I guess lifted aren't being classed as ragdolled for the bonus.

Also with respect to other ragdolling powers, it seems many of them do work for weapon damage bonus. Without being able to get around to using MHS yet, I am pretty confident that my test with Widow in NG+ was showing the damage bonus to targets after Neural Shock knocked them down. I assume Charge or Throw despite being biotics are getting the bonus when targets on the floor. Does the weapon damage bonus appear for lifted targets after the lift expires and they are thrown / fall onto the ground?

Are powers getting bonus damage to lifted targets? In general people don't use powers for damage against lifted with the exception of Warp. Warp Explosion supposed to do "double damage" to target upon which it is detonated. In common ME2 strategy the other powers used on lifted targets are mostly physics powers, and they always appeared to get physics bonus from "reduced target mass."
 

- BUG Shotgun Shield Piercing (Microphasic Pulse) "Increases damage by 50% against shields and biotic barriers" only works vs shields. (only 1 test session vs barriers failed katana vs Dantius tower Vanguard - will remove doubt with more tests )

Disappointing. Although there aren't many enemies with barrier anyway, and without knowing how high there barriers are to begin with, it is not surprising this wasn't figured out.
 

- Warp ammo damage has *2 multiplier vs exposed health "lifted" by biotics (pull, singularity , slam) AND extra power bonus  (+100% for heavy ammo vs lifted targets). Easily surpassing weapon damage vs said targets unless massive sources of weapon damage are in play (AR/ assassination TC) 

If only you could lift Harbie.
 

- Close range damage bonus cannot get to 100% WD additive (best I could get was close to 90% vs humanoid groin/knee - it matters where you aim). The bigger the target's 3d model the farther you'll be able to get to its centre (lower maximum close damage bonus achievable ex ~70 vs YMIR , ~45? vs geth Collossus )  

Another one that is somewhat disappointing. But also explains why the "double damage" at point blank is so far from actual double damage, even accepting that it is an additive bonus.
 

- Disruptor ammo vs YMIR armor did 0 damage. Its description is thus misleading (should read "shields & synthetic [health]"). 

I can't recall if anybody was ever assuming this, but I am not surprised.
 

- Mordin's 20% omnitool research might give him 25% tech power bonus (more tests needed - got an unidentified 5% power bonus in his incinerate tests vs armor)

More evidence Mordin is OP.

Nice work. I have been stuck in time sink projects and have only used my bits of free time on DAI. I had some ideas to test a few of the things and hope to get to them by next weekend.

#4
peddroelm

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Alright some questions...
 
 

Also with respect to other ragdolling powers, it seems many of them do work for weapon damage bonus. Without being able to get around to using MHS yet, I am pretty confident that my test with Widow in NG+ was showing the damage bonus to targets after Neural Shock knocked them down. I assume Charge or Throw despite being biotics are getting the bonus when targets on the floor. Does the weapon damage bonus appear for lifted targets after the lift expires and they are thrown / fall onto the ground?

Are powers getting bonus damage to lifted targets? In general people don't use powers for damage against lifted with the exception of Warp. Warp Explosion supposed to do "double damage" to target upon which it is detonated. In common ME2 strategy the other powers used on lifted targets are mostly physics powers, and they always appeared to get physics bonus from "reduced target mass."
 

 

Didn't get to do much testing vs the lifted target except (weapon vs lifted and warp ammo vs lifted). Had Jacob for pull and Tali (why !?  maybe AI hacking can be used to measure synthetic damage output on something other than Shep and followers at some point .  Her drone does 0 damage to health at level 2 ).  And this lvl 13 save Shep lacked the spare point for concussive. Will reload /respec & try other things at some point. Or advance other saves and test them ..

 

Frozen targets will take minor fall damage when they fall (frozen) on the floor, pull has an impact (minor) damage, lifted targets will get minor collision damage when pulled against an obstacle, and again (minor) damage as they fall to the ground when pull expires (if still alive) .



#5
RedCaesar97

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New info (mostly contradicting wiki/common knowledge ) in no particular order:
 
- No WEAPON DAMAGE BONUS vs targets lifted by biostics
 
- BUG Shotgun Shield Piercing (Microphasic Pulse) "Increases damage by 50% against shields and biotic barriers" only works vs shields. (only 1 test session vs barriers failed katana vs Dantius tower Vanguard - will remove doubt with more tests )
 

 

These results are rather... interesting... to say the least.

 

1. For the no weapon damage bonus versus lifted targets: that seems odd considering it feels/looks like weapons deal more damage to lifted targets in-game. But maybe that is confirmation bias/placebo effect, where I think something is working as intended, therefore it is working?

 

2. If that is a bug... ugh. It mostly affects Vanguards as most other classes are not running around with a shotgun most of the time. 

 

Barrier-heavy missions:

  • Horizon (Collectors)
  • Disabled Collector Ship (Collectors)
  • Suicide Mission (Collectors)
  • Samara Recruitment (Eclipse)


#6
peddroelm

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Tactical Cloak damage duration ~1 second. 

 

Will apply to 16 tempest shots.

Can apply to 3 carniflex shots.

 

tempest TC bonus duration test //
Timediff:     0.066 Geth Prime Armor Damage : 30.209  
Timediff:     0.049 Geth Prime Armor Damage : 30.116  
Timediff:     0.067 Geth Prime Armor Damage : 29.674  
Timediff:     0.339 Geth Prime Armor Damage : 39.740  // TC has longish cast animation/  TC ON
Timediff:     0.051 Geth Prime Armor Damage : 39.629  
Timediff:     0.064 Geth Prime Armor Damage : 39.688  
Timediff:     0.049 Geth Prime Armor Damage : 39.661  
Timediff:     0.064 Geth Prime Armor Damage : 39.711  
Timediff:     0.049 Geth Prime Armor Damage : 39.716  
Timediff:     0.064 Geth Prime Armor Damage : 39.758  
Timediff:     0.048 Geth Prime Armor Damage : 39.779  
Timediff:     0.065 Geth Prime Armor Damage : 39.862  
Timediff:     0.064 Geth Prime Armor Damage : 39.846  
Timediff:     0.047 Geth Prime Armor Damage : 39.742  
Timediff:     0.063 Geth Prime Armor Damage : 39.789  
Timediff:     0.063 Geth Prime Armor Damage : 39.726  
Timediff:     0.047 Geth Prime Armor Damage : 39.737  
Timediff:     0.062 Geth Prime Armor Damage : 39.712  
Timediff:     0.046 Geth Prime Armor Damage : 39.708  // TC OFF
Timediff:     0.063 Geth Prime Armor Damage : 29.210  
Timediff:     0.063 Geth Prime Armor Damage : 29.213  

 

TC bonus applies to melee attack ONLY IF it is the attack that breaks cloak.

 

//multiple melee swings

Timediff:     9.844 Geth Prime Armor Damage : 258.125  //125 * 1.75 * (1 + 0.15 + 0.03)
Timediff:     0.608 Geth Prime Armor Damage : 147.500  // NO TC melee bonus but still in duration
Timediff:     0.609 Geth Prime Armor Damage : 147.500  // //125 * (1 + 0.15 + 0.03)

 

//break TC with melee, fire gun

Timediff:   301.423 Geth Prime Armor Damage : 258.125   // only the melee attack that breaks cloak gets TC bonus
Timediff:     0.277 Geth Prime Armor Damage : 0.000  
Timediff:     0.008 Geth Prime Armor Damage : 353.533  // carniflex got TC bonus

 

//break TC with gun , hit melee

Timediff:   173.686 Geth Prime Armor Damage : 0.000  
Timediff:     0.007 Geth Prime Armor Damage : 357.576  // carniflex got TC bonus
Timediff:     0.593 Geth Prime Armor Damage : 147.500  // no TC melee bonus but still in duration
 
 
garrus concussive vs pulled prime
Timediff:     5.384 Geth Prime health Damage : 75.000  // NO EXTRA POWER DAMAGE VS LIFTED target for concussive & overload
60 *( 1 + 0.25) = 75 concussive

 

garrus overload vs health
Timediff:   162.275 Geth Prime health Damage : 174.000  
120 * (1 + 0.25 + 0.2) = 174  // 2/5 tech damage
 
vs pulled target
Timediff:     2.380 Geth Prime health Damage : 174.000  

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#7
peddroelm

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Test subject geth Prime ( 700 health/1000 armor/ ? shields)
 
health tests
 
tempest optimal range
Timediff:     7.051 Geth Prime health Damage : 19.320  
Timediff:     0.058 Geth Prime health Damage : 19.320  
Timediff:     0.051 Geth Prime health Damage : 19.320  
14 * (1 + 0.15 + 0.03 + 0.2) = 19.32   // 2/5 SMG research
 
garrus overload vs health
Timediff:   162.275 Geth Prime health Damage : 174.000  
120 * (1 + 0.25 + 0.2) = 174  // 2/5 tech damage
 
///////
///////
warp 15% on mantis vs non-lifted
Timediff:     0.115 Geth Prime health Damage : 46.569  
Timediff:     0.007 Geth Prime health Damage : 389.387  
263.1 * (1 + 0.15 + 0.03) * 0.15 = 46.5687 // OK
263.1 * (1 + 0.15 + 0.03 + 0.3) = 389.388 // ok
 
warp 15% on mantis vs lifted
 
Timediff:     0.144 Geth Prime health Damage : 93.137  
Timediff:     0.007 Geth Prime health Damage : 652.487  
 
 
Timediff:     1.770 Geth Prime health Damage : 93.137  
Timediff:     0.008 Geth Prime health Damage : 652.487  
 
Timediff:     0.103 Geth Prime health Damage : 93.137  
Timediff:     0.007 Geth Prime health Damage : 652.487  
263.1 * (1 + 0.15 + 0.03) * 0.15 * 2 = 93.1374 // warp 1 gives no power damage vs lifted
263.1 * (1 + 0.15 + 0.03 + 0.3 + 1) = 652.488 // Mantis did get 100% WD vs lifted prime consistently
 
time to try different weapon (tempest)
 
//vs standing
Timediff:     0.050 Geth Prime health Damage : 2.478  
Timediff:     0.007 Geth Prime health Damage : 19.320  
Timediff:     0.031 Geth Prime health Damage : 2.478  
Timediff:     0.006 Geth Prime health Damage : 19.320  
Timediff:     0.049 Geth Prime health Damage : 2.478  
Timediff:     0.006 Geth Prime health Damage : 19.320  
 
14 * (1 + 0.15 + 0.03) * 0.15 = 2.478 
14 * (1 + 0.15 + 0.03 + 0.2) = 19.32
 
//vs lifted
Timediff:     0.273 Geth Prime health Damage : 4.956  
Timediff:     0.013 Geth Prime health Damage : 33.320  
Timediff:     0.034 Geth Prime health Damage : 4.956  
Timediff:     0.007 Geth Prime health Damage : 33.320  
Timediff:     0.040 Geth Prime health Damage : 4.956  
Timediff:     0.007 Geth Prime health Damage : 33.320  
Timediff:     0.099 Geth Prime health Damage : 4.956  
Timediff:     0.006 Geth Prime health Damage : 33.320  
 
14 * (1 + 0.15 + 0.03) * 0.15 * 2 = 4.956
14 * (1 + 0.15 + 0.03 + 0.2 + 1) = 33.32 // 100% WD damage vs lifted
 
Carniflex 
Timediff:     0.013 Geth Prime health Damage : 109.312  // vsstanding
Timediff:     0.007 Geth Prime health Damage : 109.312  
 
Timediff:     0.007 Geth Prime health Damage : 194.712  // vsfloating
85.4 * (1 + 0.15 + 0.03 + 0.1) = 109.312
85.4 * (1 + 0.15 + 0.03 + 0.1 + 1) = 194.712 // 100% WD damage vs lifted
 
// Mantis vs Lifted by shockwave
Timediff:     0.645 Geth Prime health Damage : 46.569  
Timediff:     0.013 Geth Prime health Damage : 652.487  //100% WD damage vs lifted
 
This testing session there was a consistent 100% additive weapon damage bonus vs the lifted [by Pull AND SHockwave] Geth Prime
 
// jack eviscerator optimal range vs floating prime (not ordered to attack)
Timediff:     3.799 Geth Prime health Damage : 46.957  
Timediff:     0.007 Geth Prime health Damage : 46.957  
Timediff:     0.007 Geth Prime health Damage : 46.957  
Timediff:     0.007 Geth Prime health Damage : 46.957  
Timediff:     0.006 Geth Prime health Damage : 46.957  
Timediff:     0.012 Geth Prime health Damage : 46.957  
Timediff:     0.007 Geth Prime health Damage : 46.957  
(36.8 * 0.55) * (1 + 0.12 + 0.2 + 1) = 46.9568 // 100% WD damage vs lifted (pull)
 

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#8
peddroelm

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700 - 674.8811035 = 25.1188 // incinerate vs GethPrime Health 
700 - 674.8813477 = 25.1186 //
 
//compensate scaling LVL 11 Shep insanity (125 / 55.23600) * 25.1186 = 56.84381
 
130 * (1 + 0.15 + 0.03 + 0.2) * 0.31 = 55.614   // incinerate did ~30% damage vs syntetic health
 
// Theory - Powers that do DOT vs health - benefit from Tech/Biotic duration research ONLY when applied as DOT - vs health (reave, warp? , incinerate) . Above damage might be explained with incinerate having *0.25  multiplier vs synthetic health - but burning for extra duration.
 
 
Mordin incinerate 2 (150) vs shield 
 
Timediff:     0.063 Ymir Shield Damage : 180.000  
150 * (1 + 0.2) = 180 // 2/5 tech damage ok - no mystery 5% damage - pretty clear that will come with from his 20% research
 
//repeat after his 20% research
Timediff:   391.803 Ymir Shield Damage : 217.500  
150 * (1 + 0.2 + 0.25) = 217.5  // OK his custom research "20%" tech damage upgrade provides 25% bonus. 

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#9
capn233

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700 - 674.8811035 = 25.1188 // incinerate vs GethPrime Health 
700 - 674.8813477 = 25.1186 //
 
//compensate scaling LVL 11 Shep insanity (125 / 55.23600) * 25.1186 = 56.84381
 
130 * (1 + 0.15 + 0.03 + 0.2) * 0.31 = 55.614   // incinerate did ~30% damage vs syntetic health
 
// Theory - Powers that do DOT vs health - benefit from Tech/Biotic duration research ONLY when applied as DOT - vs health (reave, warp? , incinerate) . Above damage might be explained with incinerate having *0.25  multiplier vs synthetic health - but burning for extra duration.

 

 

Hmmm, not sure where they bonus may be coming from.  But I had thought that Incinerate never benefited from duration bonus since it wasn't a real duration power, it just did listed damage split over 3 seconds.  Also thought various people had tried to test Incinerate and never noticed bonus damage from duration, but if they only tested armor then this might explain that.  I don't remember the specifics.  The other reason people assumed Incinerate wasn't a real duration power was because it didn't seem to be affected by all the various duration penalties in this game (iOnlySignIn tested this a long time ago).

 

Reave is listed differently than Incinerate in the descriptions, giving the DOT rate instead of total damage.  I assumed the duration bonus was applied versus armor in this case.  The old comparison was Shepard vs Samara casting Area Reave against mook (eg husk) armor at Level 30 Insanity where Shep with appropriate upgrades and passive should be able to instastrip the armor, but Samara cannot (even if it looks stripped, a very small amount remained).  Modifying the squad duration variable in coalesced from 0.8 to 0.81 allowed her to do so IIRC.  I realize you were talking specifically about the researched duration bonus, but I thought it was needed for Reave to get the instastrips, which is why I am mentioning all of this.

 

Duration "multipliers" are supposed to be something like this:

 

Insanity 0.8

 

Mooks 1

Elite Mooks 0.8

Krogan, Scion, Medium Geth 0.7

Heavy Mechs, Geth Prime 0.6

 

http://forum.bioware...ve-on-insanity/



#10
peddroelm

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Looks like too much work :). For know I'll just put it down to "unknown duration bonuses" if/when DOT damage totals don't seem to match simple calculations. 

Might take a look at some warp detonations. Since targets did get extra weapon damage when lifted by shockwave (short time interval) it might be possible to warp detonate targets lifted by shockwave  (same as slam + warp )..



#11
capn233

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Yeah.  ME2 has multipliers for everything including day of the week and what you had for lunch.

 

I opened up coalesced to find the duration multipliers for each difficulty setting ("SquadPowerDurationMultiplier"):

 

Casual (aka Level 1):  1.1

Normal (aka Level 2):  1.0

Veteran (aka Level 3):  1.0

Hardcore (aka Level 4):  0.9

Insanity (aka Level 5):  0.8

 

The bottom was what people were modifying to get Samara's Area Reave to strip basic armor at Level 30.

 

I suppose a way to start looking at duration would be a test against mook tier enemy on Normal or Veteran.  Would have to test v health initially since mook class won't have defense layers.  Something like Abandoned Mine (Aequitas - Fortis System - Minos Wasteland) since there are a lot of husks.  Engineer Shep w/ Reave as bonus.  Que up Biotic and Tech Duration in Research Terminal by getting the first two damage upgrades for each, run the mission and then repeat with duration.  Mission could be anything, but Biotic 2 requires post Horizon at the earliest.  That is without save editing.

 

Alternatively could repeat version of what guys did in the old days and change duration multiplier for the difficulty to 5.0 and see if Incinerate damage goes up.  Of course this is modifying files, so some risk and you have to run ini fixer or keep character count same, but risk is probably low of altering results.


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#12
capn233

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Also not a test, just more coalesced observation, game lists accuracy modifiers for the enemies dependent on range and what the ranges are.  Posting it as it might be of interest:

 

Enemy Range Distances

 

Melee:  300

Short: 600

Medium: 1800

Long: 3600

 

I would assume these are in "centimeters" like distances in ME3.

 

Enemy Range Accuracy Modifiers

 

Short: -0.15

Medium: -0.05

Long: 0

 

Assuming sign negative because it is reducing the cone (similar to accuracy modification in ME3 IIRC).  The odd thing is there is none defined for the Melee range, which would make that accuracy the same as Long range, in terms of cone not necessarily hit rate (which would be higher of course).


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#13
capn233

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Might as well link a couple from the main thread.

 

Neural Shock Ragdoll Test.

 

  • Neural Shock can cause 100% "additive" ragdoll bonus after target falls to the ground.
  • Grenade Launcher does not benefit from ragdoll bonuses
  • Kuwashii 10% headshot bonus is additive

 

Stasis Glitch Damage Test

 

  • Damage can be > 7x on Insanity at Level 30
  • Damage is reduced during the glitch on Casual
  • Damage is reduced during the glitch at Level 1 on Normal, but increased during the glitch at Level 30 on that difficulty
  • Stasis Glitch damage probably benefits from headshot damage bonus.

I will try to look at the numbers some more for the glitch, but I don't know if I will be able to figure out the exact "formula" for the glitched damage without testing a lot more than the 5 combinations of difficulty and Shepard level that I did.



#14
capn233

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Incinerate and Reave tests here.

 

Brief summary:

 

Incinerate

  • Duration penalties or bonuses do not apply.
  • Does expected damage versus protections (armor and shields tested)
  • Does extra damage versus organic health, split 0.867 expected at impact, then 0.4 expected in DOT (180 ticks)

Reave

  • Duration penalties and bonuses do apply.
  • Does expected damage to shields and armor, and very close to expected damage to health.
  • Duration bonus from Biotic Duration upgrade and passive combine additively, and that sum is multiplied by the difficulty duration penalty

Overload

  • Does listed damage to organic armor.
  • I had to get it to unlock Incinerate, and casted it for the hell of it.


#15
kombra

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You should enable the debug console:

http://masseffect.wi...(Mass_Effect_2)

 

There is some very useful information to be had.

 

With: profile combat self

You get a useful information overlay about your target, including the exact distance, the target object name (e.g. SFXPawn_LightMech_2), weapon info (with damage multiplier) and also the object names of your squadmates.

 

You can use that object name to get info on the target:

profile combat SFXPawn_LightMech_2

 

Besides info about health/defenses, there is a physics state. If that is PHYS_RigidBody, the target seems to be ragdolled and the ragdoll damage bonus applies. That state is applied by freezing (after the freezing phase, including the thawing phase), neural shock (after falling over), throw, pull (and probably others like shockwave and slam).

 

All that info is updated in realtime, so you can nicely log that with a video capture.

 

There are useful commands like killparty (to kill the squadmates) and god (you are invulnerable). You can also change your weapons, e.g. to get a Widow: giveitem self masscannon. This also works for squadmates (must be compatible with their weapon loadout); to give Zaeed a Widow: giveitem sfxpawn_zaeed_0 masscannon. To get ammo: initammo 999.

 

(The commands are case insensitive.)


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#16
capn233

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Yeah, console helps, and is a lot faster for finding HP values.  You can also just use "profile combat target" and it should display the info for the currently selected target without having to look up the name.

 

Working on a sheet with the enemy HP values.  There are a lot of enemies to go through, even though a lot of them are duplicated (eg Project personnel - Blue Suns overlap).  I haven't done Geth or Eclipse at all yet, will probably load up a save during Archangel to get Eclipse + that mission's elites.  I have basic Blue Suns, Blood Pack, and mechs as well as Husk and Abomination currently and "alliance drones."



#17
kombra

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Yeah, console helps, and is a lot faster for finding HP values.  You can also just use "profile combat target" and it should display the info for the currently selected target without having to look up the name.

Good to know. I had actually tried that, but the game was crashing. But that seems to have been caused by an unlucky choice of test subjects.



#18
capn233

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Good to know. I had actually tried that, but the game was crashing. But that seems to have been caused by an unlucky choice of test subjects.

 

Yeah, that happened to me consistently any time I tried to see the combat profile of the first vorcha pyro after meeting Mordin.  Something about that unit at that time.  Didn't have any other problems the rest of the time.

 

--

 

This is going pretty slow though, since there are so many "named" units, although "recycled" units still appear to be consistent.  The oddest thing so far was that Jedore had 5 armor and shields more than Kuril instead of just having either the same amount (just because she is a boss) or a bit less (since Turians mostly have more HP than humans).  And actually both have slightly less than the "Commander" class Blue Suns units.

 

The other thing is that Kasumi is clearly the strongest squadmate in the game.  Hock's Gunship starts with 2150 Shield and 200,000 armor... Kasumi wipes out all 2150 shields and 197,850 armor in a single hit. :wizard:



#19
peddroelm

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In build 1.2.604.0, you can patch the bytes in MassEffect2.exe at file offset 0xE21734 from 70 B4 56 to C0 0C 54 to enable the console. Note that there will be no output from your commands, but they will work (if properly entered). 

 

...the file doesn't contain offset E21734 (file too small)

..and at offset 21734 the values don't match .. In fact searching for  "70 B4 56" in all MassEffect2.exe doesn't find any match..



#20
capn233

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^^I just used the pcc patcher that someone made to pack engine.pcc. 

 

http://social.biowar...m/project/4715/

 

Someone put instructions in the comments:

 

1. Browse for the "Engine.pcc" and the "SFXGame.pcc" files in their respective boxes. On my Win 7 64 bit system, it was in C:\Program Files (x86)\Mass Effect 2\BioGame\CookedPC.
2. Then Click "Load Packages."
3. Then make your changes on the "Engine" and "Gameplay" tabs.
4. Then click "Save Packages" on the "Main Tab" tab.
5. Close the Application, and launch your game! :-)

Console is in the engine tab.  I noticed that although console was the only change it made, it did write a new SFXGame.  I reverted the latter to the original and console appears to work correctly.  You might be able to just load engine.pcc and then apply.


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#21
peddroelm

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I was hopping I could go around having to execute yet another "unknown" .exe from the internet on my machine with a simple hex file edit ..



#22
capn233

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I was hopping I could go around having to execute yet another "unknown" .exe from the internet on my machine with a simple hex file edit ..

 

Yeah.  I think the hex edit hasn't actually worked for the last couple versions of the game.



#23
capn233

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When I started to make a sheet of enemy HP, it was organized by faction.  But this probably isn't the best way to do it now that I have pretty much all the units.

 

Basically enemy HP is allocated based on race (eg Turians or Asari > Humans, Batarians, Salarians) then by rank (eg Elite or Vanguard > Trooper).

 

Probably makes more sense to just redo the sheet and sort by Race instead of faction.  That's what I will likely do unless anybody has a strong objection.

 

One other interesting thing.  There don't actually seem to be any units that have "0 health," even if they don't show a red layer.  They seem to all have 1 health point.  I am actually assuming you don't have to damage that HP and the game is triggering health damage once the defense layer is gone, but that would be something to look at with a real test.

 

Examples are the flying drones, where the game displays only shield bar.  The gun drone has 330 shields, 1 health; the rocket drone has 525 shields, 1 health.  The trick would be finding the spot where overload does exactly 330 shield damage after multiplier to see if it dies.

 

Alternatively, although don't know that it would be generalizable, if you don't save Mordin's assistant in Professor, you fight "Batarian Citizens."  These guys also have a single shield bar (150), and then 1 health point.  Overload shouldn't do organic health damage, so could test against them I guess with any high level overload amount, but I think we could only assume that generalizes with a positive result, not necessarily with a negative. *shrug*


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#24
kombra

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I was hopping I could go around having to execute yet another "unknown" .exe from the internet on my machine with a simple hex file edit ..

I also modified the .pcc files. I think there are different masseffect2.exe versions for different distribution methods (steam, origin, direct2drive). My masseffect2.exe is large enough for the mod instructions but is different from the instructions in the places that need to be changed.

 

If you know how to edit Coalesced.ini, you can also simply bind commands to keyboard keys (although I'm not sure if the info overlays show up without enabling the console).

 

Some other useful commands I didn't mention:

resettalents self (also works for squadmates with their object names)

givetalentpoints self <some number> (or squadmates)

profile tech self (shows a list of tech/biotic/weapon and squadmate upgrades)

setintbyname tec_bioticupgrade 3 (set number of biotic damage upgrades to 3; you can get the names from the 'profile tech' list, should be reasonably self explanatory)

setintbyname tec_bioticr1 1 (enable biotic duration upgrade; 0 to disable)

playersonly (quite useful bound to a key, pauses the game while you can still turn and look around to select different targets, using shift/the HUD for pausing makes console input an issue)



#25
kombra

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Warp ammo vs Vanguard "lifted" by pull using  2/5 AR avenger
 
Not lifted test
 
Timediff:     0.040 health Damage : 7.452  // heavy warp ammo damage vs health
 
(10.8 * 1.2) * (1 + 0.15) * 0.5 = 7.452 ( commando 15% Power Damage bonus)
 
 
//////////////
//////////////
 
warp ammo vs lifted (pull)
 
Timediff:     8.356 health Damage : 75.150   // heavy pull  impact
//eclipse vanguard is airborne
Timediff:     0.908 health Damage : 14.904  // avenger NO weapon damage "bonus vs lifted"
Timediff:     0.013 health Damage : 27.864  // WARP AMMO vs lifted health ?? WHOA
...
 
(10.8 * 1.2) * (1 + 0.15) = 14.904 // avenger vs health
27.86400 / 7.45200 = 3.73913043478 HOW ?!?!?! almost 4 times
(10.8 * 1.2) * (1 + 0.15 + 1) * (0.5 * 2) = 27.864 // makes sense 
 
heavy warp ammo gets 100% power damage bonus AND *2 modifier vs lifted targets on top [easily outdamaging weapon damage vs lifted targets unless massive weapon damage bonuses are in play (maxed AR/TC)]

 

Your interpretation is wrong. 27.864 is the not quite double Avenger damage vs. ragdolled. 14.904 is the Warp ammo damage.

 

(10.8 * 1.2) * (1 + 0.15) = 14.904 // avenger vs health

adding 100% Assault rifle damage vs. pulled:

(10.8 * 1.2) * (1 + 0.15) + (10.8 * 1.2) = 27.864

 

You have a 15% class weapon damage bonus and 15% power damage bonus. With the doubled 50% warp damage that works out to the same value as the base weapon damage.

 

(10.8 * 1.2) * (1 + 0.15) * 0.5 * 2 = 14.904  // doubled warp ammo damage vs. pulled

 

E.g. in my test with Avenger (no upgrades, 3% weapon damage bonus, insanity level 1, 0.5570 difficulty multiplier):

no ammo: 6.2

squad warp ammo: 8.3

heavy warp ammo: 9.2

no ammo, pulled: 12.2

squad warp ammo, pulled: 16.4

heavy warp ammo, pulled: 18.2


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