You mean 100*0.075, not 1.075. But yeah you might be right about that. The multiplicative bonuses seem like permanent bonuses, whereas the additive bonuses depend on whether you have Miranda with you on a mission and whether your ammo power is active or not.
Why don't squad AP ammo (+50%) and 5/5 damage upgrades (+50%) do equal damage?
Débuté par
cruc1al
, mars 13 2010 11:37
#26
Posté 14 mars 2010 - 03:08
#27
Posté 14 mars 2010 - 11:26
Viper with all Sniper upgrades and Miranda : (100 + 50 + 7.5) base + (157,5*1,85) vs armor bonus = 291.375
Viper with AP upgrade only and Ammo Power and Miranda : (100 + 7.5) base + (107.5*1,85) vs armor bonus + 50 ammo bonus = 248.875
Maybe this is it
Viper with AP upgrade only and Ammo Power and Miranda : (100 + 7.5) base + (107.5*1,85) vs armor bonus + 50 ammo bonus = 248.875
Maybe this is it
#28
Posté 14 mars 2010 - 12:44
That is indeed another possibility. But we don't know for sure which bonuses are additive, which multiplicative and how they interact, until someone officially confirms something.
#29
Posté 14 mars 2010 - 02:23
Not sure if this will help or not, I didn't read everything as carefully as I should have.
Anyway, in terms of AP ammo vs no ammo powers on a fully upgraded Evi, the damage difference seems to be roughly equal to 1 melee hit against health. Considering that fully upgraded melee hit does 187.5 damage (125+50%), it would sort of make sense that AP ammo adds only 206,08 damage.
Base damage of Evi 294,4, 70% of 294,4 is 206.08 damage, which is slightly more then a melee hit, but not by so much you'll notice. Or as I found out trying out the difference between AP and Inferno against a Klixen. (low armor but hell of a lot of health). You saved about 4 shots when using AP ammo using the Revenant.
So I believe that ammo powers are added separately from the other bonuses and are not included in calculations such as point blank 200% bonus, nor the bonus a weapon has towards X defense, but added on top as a % of original base damage.
Edit: urgh, this was just a messy and roundabout way to say the same as Maestro Vivaldi.
Anyway, in terms of AP ammo vs no ammo powers on a fully upgraded Evi, the damage difference seems to be roughly equal to 1 melee hit against health. Considering that fully upgraded melee hit does 187.5 damage (125+50%), it would sort of make sense that AP ammo adds only 206,08 damage.
Base damage of Evi 294,4, 70% of 294,4 is 206.08 damage, which is slightly more then a melee hit, but not by so much you'll notice. Or as I found out trying out the difference between AP and Inferno against a Klixen. (low armor but hell of a lot of health). You saved about 4 shots when using AP ammo using the Revenant.
So I believe that ammo powers are added separately from the other bonuses and are not included in calculations such as point blank 200% bonus, nor the bonus a weapon has towards X defense, but added on top as a % of original base damage.
Edit: urgh, this was just a messy and roundabout way to say the same as Maestro Vivaldi.
Modifié par Dannok1234, 14 mars 2010 - 02:24 .
#30
Posté 14 mars 2010 - 02:47
Dannok1234 wrote...
Edit: urgh, this was just a messy and roundabout way to say the same as Maestro Vivaldi.
Or the same thing Eric Fa6nan (Bioware) said in the Gameplay Data thread, which I have quoted a couple of times here.
#31
Posté 14 mars 2010 - 03:42
The result of it though regardless of how stacking other bonuses is handled whether additively or multiplicatively. Is that the more upgrades and bonuses you have, the less you'll notice ammo powers to the point where it doesn't really matter much if you take 50/60/70% damage bonus towards armor. You'll barely notice the difference at all.
#32
Posté 14 mars 2010 - 04:17
Agreed. We should probably think of ammo bonuses more important in early game, and actual powers like warp, overload and incinerate more important in late game.
#33
Posté 14 mars 2010 - 05:15
In my testing most bonuses seem to be additive (active skill bonuses, range bonus, class passive bonuses). The big question marks are upgrades and weapon multipliers.
#34
Posté 14 mars 2010 - 06:56
Also don't forget that a power bonus has an impact on ammo power and heavy warp ammo deals a +100% against biotics. WIth singularity it's really powerfull.




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