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How is Explosive Round Damage calculated?


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36 réponses à ce sujet

#1
UltimateSpinDash

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I've been experimenting with explosive rounds for modding purposes. However, I just don't understand how the explosions damage is calculated. If Kalence's builder is to be believed, the ammo's damage often doesn't scale to the weapon's regular damage like it should. Many times it's less than what it should be (and no, it's not because of the ammo's damage cap).

A few times I thought I had it, like the ammo only taking base damage into account (so no Rail Amps, Extended Barrels or Powers), or only armor/health damage, but none of these theories appear to be true.



#2
Alexoferith

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Having played ME3 multiplayer for so many years, I have never done any calculation like you did. Well done to you. However, from my experience, the explosive rounds are the worst ammo of the lot. The 2nd one that I don't use is phase ammo but even this one is better than the explosive rounds. The way I arrived at my conclusion was using the same character with the same attributes and just vary the ammo. I did this some years ago just to use up the abundance of explosive ammo I had. But I got frustrated with the little effect they have, I rather not to use any ammo at all. Just my 2 cents of thought. :)



#3
Olivia Wilde

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explosive rounds always confuse me (I rarely use them), I think they calculate from the base damage



#4
Jeremiah12LGeek

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The damage ends up being divided by Element Zero.


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#5
UltimateSpinDash

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However, from my experience, the explosive rounds are the worst ammo of the lot. The 2nd one that I don't use is phase ammo but even this one is better than the explosive rounds.

I'm trying to change that. I actually found one of the biggest flaws in the ammo's mechanics that hinder it's effectiveness. You can only stack three (global 6) charges on an enemy. 6 appears to be a hard cap even when it's set to 100 or 1000, after that the old charges just disappear. On high ROF weapons, most explosions just never happen.

To fix this I made them explode instantly.


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#6
Lvca_gr

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Having played ME3 multiplayer for so many years, I have never done any calculation like you did. Well done to you. However, from my experience, the explosive rounds are the worst ammo of the lot. The 2nd one that I don't use is phase ammo but even this one is better than the explosive rounds. The way I arrived at my conclusion was using the same character with the same attributes and just vary the ammo. I did this some years ago just to use up the abundance of explosive ammo I had. But I got frustrated with the little effect they have, I rather not to use any ammo at all. Just my 2 cents of thought. :)

 

Phasics are amazing on sniper infiltrators.


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#7
xassantex

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 count how much damage you make when you fart, that's pretty much it. 


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#8
The_Nightman_Cometh

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It's calculated by using numbers. :wacko:


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#9
rspanther

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Explosive rounds do damage?


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#10
Terminator Force

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It's calculated on how hot looking someone is.



#11
Excella Gionne

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Phantoms like Explosive rounds to the face. ;)


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#12
Darth Volus

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Damage? What damage? Does it have damage? I didn't know, I can't tell  :wacko:


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#13
NOO3TASTIC

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Damage? What damage? Does it have damage? I didn't know, I can't tell  :wacko:

 

Yeah I thought only time one used Explosive rounds was when that player didn't want to be called a leecher in lobby cos of not using any consumables. :wacko:


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#14
Darth Volus

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 count how much damage you make when you fart, that's pretty much it. 

 

Not really. A good fart will do a lot more damage than ER's. 


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#15
Darth Volus

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On topic. You need to do about 900 damage to the enemy before explosive rounds trigger. And they can do a maximum 250-300 damage per pop and don't stack. 2.5 meter radius is nothing. 

 

So basically the weapons killing speed is too high for explosive rounds to even matter. 


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#16
UltimateSpinDash

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On topic. You need to do about 900 damage to the enemy before explosive rounds trigger. And they can do a maximum 250-300 damage per pop and don't stack. 2.5 meter radius is nothing. 

 

So basically the weapons killing speed is too high for explosive rounds to even matter. 

The problem is that there is a limit of three "needles" per enemy and a global limit of six. Even after I raised that I never saw more than six on one enemy, so that appears to be hardcoded. After that, new needles replace the old ones and the explosions don't even happen.

I ended up fixing this by making them explode instantly.


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#17
Miniditka77

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Phasics are amazing on sniper infiltrators.

 

Yes they are.  With a gun like the Javelin or BW, they're almost so good it's unfair.

 

Phasics are also pretty good on Adepts.  They can turn any weapon into a great shield-stripping weapon without interfering with biotic explosions.  Great for those who don't like to use the Acolyte but still want to biotic explode everything.  I like to run Asari with a Disciple and Phasic Ammo.


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#18
peddroelm

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http://forum.bioware...new-ammo-types/

http://forum.bioware...-info/#15885477


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#19
Dovakiin_N7

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On topic. You need to do about 900 damage to the enemy before explosive rounds trigger. And they can do a maximum 250-300 damage per pop and don't stack. 2.5 meter radius is nothing.

So basically the weapons killing speed is too high for explosive rounds to even matter.


^ This matriarch knows her game.
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#20
Dovakiin_N7

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On topic. You need to do about 900 damage to the enemy before explosive rounds trigger. And they can do a maximum 250-300 damage per pop and don't stack. 2.5 meter radius is nothing.

So basically the weapons killing speed is too high for explosive rounds to even matter.


How would ER work on Scorpion pistol?

#21
Darth Volus

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How would ER work on Scorpion pistol?

 

It's okay, but mainly cos of the Scorpion. 



#22
Mgamerz

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explosive rounds damage is a fixed number. Coupled with the very few rounds that can stick and their long explosion delay, it makes them practically worthless.

On ModMaker I have lowered the delay to almost nothing and they still kind of suck, but they are hilariously good at stagger.
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#23
Lvca_gr

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Yes they are.  With a gun like the Javelin or BW, they're almost so good it's unfair.

 

Phasics are also pretty good on Adepts.  They can turn any weapon into a great shield-stripping weapon without interfering with biotic explosions.  Great for those who don't like to use the Acolyte but still want to biotic explode everything.  I like to run Asari with a Disciple and Phasic Ammo.

 

Yeah, I also run that setup on the Justicar at times. Actually, I think I got it from you, if it's you who posted it on the Justicar thread  :P


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#24
Mission_Scrubbed

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Lol "explosive" rounds. At least Cryo can sometimes  be effective. They are so bad, and Biovar should feel bad.

 

51lnQGptx-L._AC_UL160_SR160,160_.jpg

 

Even if you mod them, op, you'll find yourself still using some other ammo, so do not waste your precious time.


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#25
niniendowarrior

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Now I'm curious about this! :o

The problem is that there is a limit of three "needles" per enemy and a global limit of six. Even after I raised that I never saw more than six on one enemy, so that appears to be hardcoded. After that, new needles replace the old ones and the explosions don't even happen.
I ended up fixing this by making them explode instantly.

Is this a global limit for all players or for the single player?

explosive rounds damage is a fixed number. Coupled with the very few rounds that can stick and their long explosion delay, it makes them practically worthless.

On ModMaker I have lowered the delay to almost nothing and they still kind of suck, but they are hilariously good at stagger.


What is the time delay for the explosion?