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When are squadmate weapon damage multipliers applied?


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#1
Ehrgeix

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This is something I've been thinking about recently after Gatsby (among others) mentioning the incisor bug (  for more details ) and a discussion on powers vs weapondamage for squadmates (obviously both are good, but squadmates like zaeed seem (to me - please don't turn this thread into a discussion on which squadmate is better) to put out pretty high weapondamage despite it being scaled down.

Anyway - most squadmates deal 55% to 65% of damage with weapons that a player character would deal 100% damage with, but I want to know when this modifier applies as if it were applied early it'd mean squadmate damage could actually come very close to PC damage with the right weapons (generally, weapons that favor (or at least don't suck if) holding down a button rather than clicking rapidly).

Basically, is Zaeed using a vindicator with +50% weapon damage from his passive and +50% weapon damage from 5/5 upgrades calculated at:

(say base damage is 100 for easy reference)

A ) 55% damage from weapon, +100% base damage from passive/upgrades (*not* +100% of existing damage but +100% *base* damage) -- 55 + 100 damage = 155 total damage dealt

or:

B) 55% damage from weapon, +100% damage from passive/upgrades (+100% of existing damage, *not* +100% base damage) -- 55 + 55 damage = 110 total damage dealt

or:

C) 100% damage from weapon, +100% from passive/upgrades, x0.55 (squadmate damage reduction) -- 100 + 100 = 200 damage, x0.55 = 110 total damage dealt

A is basically best case and would allow certain squadmates to come close to PC-level damage (and explain the incisor in Gatsby's vid, assuming its base mod is 0.65).

B is worst case squadmates don't come close to PC-level damage at all.

C is a middleground - as calculation-wise in this situation I assume that squadmates would get full damage from ammo powers and they would not be scaled down (since they just deal a % of weapon damage, and if this weapondamage % was high when the ammo power call was made it'd do X damage and then scale down the weapon damage later). It's oddly complex so I assume that either A or B are more realistic, but still possible/worth asking about.

Thanks to anyone who has any ideas on this - I think either a dev explanation or careful videorecording/comparison would be required to figure it out.

edit: also, if B or C are true I guess the incisor really is bugged. If so, what % damage does it deal when used by squadmates?

Modifié par Ehrgeix, 13 mars 2010 - 07:21 .


#2
Grand_Commander13

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If it's a multiplier, then it's called the commutative property of multiplication (i.e. the reason why your B option and C option come out the same). Since the vs shields/armor/barrier works that way, the henchman/AI multiplier likely works the same way.

#3
Ehrgeix

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Anyone else?