[Edit]
Fixed an error in my estimation of Heightened Adrenaline Rush's damage boost
[/Edit]
I have confiremed that base Adrenaline rush confers a +100% bonus to weapon damage.
This test is pretty simple:
-Import a lvl 60 ME1 save to ME2.
-Choose soldier.
-Put points into Adrenaline Rush.
-Save the game.
-Make sure you DO NOT have any damage bonuses active. Don't activate ammo powers and don't put points in Combat Mastery.
-DO NOT activate AR and take two shots at the Mech in the first room. Note how far its health bar goes down (it should be just at the"M" in "Mech").
-Now reload and activate AR. Take a single shot at the same Mech. It's health should drop to the exact same point.
-Make sure all shots are the Mech's body NOT head.
This confirms that base AR confers a +100% bonus to weapon damage.
I'm pretty sure this is because base AR halves attack speed. To make up for it, they seemed to have hacked in this +100% weapon damage so that your "real-time" dps stays constant. Of course, since damage bonuses are additive, your "real-time" dps won't actually remain constant if you have other damage bonuses like disruptor ammo.
Given all this, if they coded Adrenaline Rush so that it gives a damage bonus based on the time dilation, then the damage bonus from Heightened Adrenaline rush should be:
100*[1/(1-0.70)-1] = +233%.
Unfortunately, I can't get Heightened Adrenaline Rush on this quick save because the game automatically places points in disruptor ammo and AP ammo (my bonus skill).
Someone with the time, should level their starting Soldier to level 6 and perform the same test. If you deal 3 times as much damage per shot with Adrenaline Rush than without it (with no other damage bonuses active) then it will confirm the fact that the damage bonus scales with time dilation.
It would also help to test this with an Infiltrator.
Take Max Operative up to Assassin. Then Fire a single shot with a sniper rifle making sure to wait until AFTER the slow-time effect wears off. Record how much damage is done. Then reload and take the same shot but this time make sure you take the shot BEFORE the slow-time effect wears off. Compare the damage to see if it's different.
It won't be as easy to calculate the bonus damage because Assassin also gives a 15% weapon damage bonus, but it can be done.
The rest of this post is speculation until the above tests are performed.
[speculation]
If weapon damage scales with time dilation, this result would have different effects for the Soldier and Infiltrator.
For the Soldier, it would mean:
-Heightened Adrenaline Rush >> Hardened Adrenaline Rush.
-Fully auto weapons reign supreme. Any downtime between weapon bursts from semi-auto weapons like the Vindicator would lead to wasted damage potential. The Revenant would appear to be superior for Soldiers for this reason.
-Similarly, the Viper >> Widow, because time wasted reloading the weapon is even more of a dps penalty.
For the Infiltrator, the results are almost the oppossite:
-Assassin >> Agent because of the increased time-dilation while aiming with a sniper rifle.
-It is absolutely crucial to get the sniper shot off before the time dilation effect wears off. If the effect does wear off, re-aim. Do not waste ammo on a non-time-dilated sniper shot.
-Widow v. Viper. It would depend on whether or not the you can fire more than 4 shots from the viper in 2.25 secs after aiming. The RoF of the Viper is 240/min with a 0.65 s burst refire time. I think this means you can fire 3.5 shots at most from the Viper in 2.25 secs. Meaning the Widow is still superior even without tactical cloak.
[/speculation]
Modifié par WillieStyle, 09 février 2010 - 12:48 .





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