ME2 ingame combat log tests repository
#1
Napisano 26 marzec 2016 - 02:28
- dheer, Tonymac, capn233 i 2 innych osób lubią to
#2
Napisano 26 marzec 2016 - 02:36
- KrrKs lubi to
#3
Napisano 26 marzec 2016 - 03:21
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.- No WEAPON DAMAGE BONUS vs targets lifted by biostics
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."
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.- 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 )
If only you could lift Harbie.- 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)
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.- 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 )
I can't recall if anybody was ever assuming this, but I am not surprised.- Disruptor ammo vs YMIR armor did 0 damage. Its description is thus misleading (should read "shields & synthetic [health]").
More evidence Mordin is OP.- 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)
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
Napisano 26 marzec 2016 - 03:43
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
Napisano 26 marzec 2016 - 08:01
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
Napisano 27 marzec 2016 - 03:15
Tactical Cloak damage duration ~1 second.
Will apply to 16 tempest shots.
Can apply to 3 carniflex shots.
TC bonus applies to melee attack ONLY IF it is the attack that breaks cloak.
//multiple melee swings
//break TC with melee, fire gun
//break TC with gun , hit melee
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#7
Napisano 27 marzec 2016 - 04:06
- capn233 i KrrKs lubią to
#8
Napisano 27 marzec 2016 - 04:31
- RedCaesar97 i KrrKs lubią to
#9
Napisano 31 marzec 2016 - 01:45
700 - 674.8811035 = 25.1188 // incinerate vs GethPrime Health700 - 674.8813477 = 25.1186 ////compensate scaling LVL 11 Shep insanity (125 / 55.23600) * 25.1186 = 56.84381130 * (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
Napisano 31 marzec 2016 - 03:36
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
Napisano 31 marzec 2016 - 02:22
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.
- RedCaesar97 lubi to
#12
Napisano 31 marzec 2016 - 02:31
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
Napisano 03 kwiecień 2016 - 10:01
Might as well link a couple from the main thread.
- 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
- 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
Napisano 04 kwiecień 2016 - 11:55
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
Napisano 05 kwiecień 2016 - 03:43
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
Napisano 05 kwiecień 2016 - 10:40
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
Napisano 06 kwiecień 2016 - 04:31
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
Napisano 06 kwiecień 2016 - 02:18
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. ![]()
#19
Napisano 06 kwiecień 2016 - 03:50
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
Napisano 06 kwiecień 2016 - 04:06
^^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
Napisano 06 kwiecień 2016 - 04:15
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
Napisano 06 kwiecień 2016 - 05:16
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
Napisano 07 kwiecień 2016 - 03:33
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
Napisano 08 kwiecień 2016 - 10:42
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
Napisano 14 kwiecień 2016 - 11:39
Warp ammo vs Vanguard "lifted" by pull using 2/5 AR avengerNot lifted testTimediff: 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 airborneTimediff: 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 health27.86400 / 7.45200 = 3.73913043478 HOW ?!?!?! almost 4 times(10.8 * 1.2) * (1 + 0.15 + 1) * (0.5 * 2) = 27.864 // makes senseheavy 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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