[edited]
Ammo powers increase damage by a set amount, regardless of other factors that modify damage. A damage bonus from an ammo power is always the same proportion of the weapon's base damage. For example, squad disruptor ammo gives 40 bonus damage against shields for a weapon with 100 base damage, regardless of other damage modifiers that increase the damage done. This is why the more you have upgrades, the smaller the proportion of ammo damage is of the total damage.
Now for the meat of this post. I calculated how much that proportion gets smaller with each 50% damage increase from other factors.
I'm assuming that all other damage bonuses are multiplicative. It means that base damage is multiplied by each separate damage multiplier. For example, 100 base damage with SMG 5/5 damage upgrade (+50% damage) and the inherent SMG shield multiplier (1.5 or +50% damage) would result in 100*1.5*1.5 = 225 damage against shields. (It may be more complicated than that in reality - hoping a dev would expand on this - but it should serve as a good approximation.)
Now, according to my calculations, every 50% multiplicative damage increase lowers the damage done by an ammo power relative to total damage by about 30%, relative to not having that 50% increase. That's regardless of what the fixed damage of the ammo power is; the numbers vary slightly, but they're all close to each other.
For example, if you have no upgrades on your SMG and you use disruptor ammo +40% against an unshielded Geth, you get +40% total damage. If you use it against shields, you get the 1.5 shield modifier of the SMG. That decreases the proportion of disruptor ammo damage to ~70% of what it was against the unshielded Geth. If you have the SMG shield piercing upgrade, that decreses the proportion of disruptor ammo damage to ~70% of what it was before that upgrade, and to 0.7*0.7 = ~0.5 of what it was against the unshielded Geth.
So, the more you have upgrades, the less you do damage with your ammo power relative to total damage done. This means ammo powers are more significant in early game than late game.
And, because many upgrades and multipliers apply strictly to protection but not health, ammo powers that do damage to health are relatively more useful against health than against protection.
Just a couple of thoughts. Congrats if you read through it all!
Modifié par cruc1al, 15 mars 2010 - 08:20 .




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