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Post by hanskey on Jun 5, 2017 18:49:19 GMT
As many of you know I'm maintaining a community resource for us all. It is somewhat redundant with the work done by helloisaac ( docs.google.com/spreadsheets/d/12FgX1J0dlwNks__49P-8E9pu0jyUAcwdPf0wDQ1Epno/edit?ts=5910af28#gid=1157935498 ), but I have included stats that I found really useful in ME3 MP, and which continues to inform my build choices in ME:A MP. Personally, I really like to have DPS/DPC for each Rank to make comparing weapons easier when they aren't at Rank I and Rank X, which is the first thing you'll get from these stats sheets. This time around, I've added Average DPS for completely emptying the mag/clip, in addition to the max instantaneous DPS. In addition, I've corrected the burst fire weapons' DPS calculations. Initially I was under the impression that the burst fire delay was a counter of time between the last shot of one burst and the first shot of another bust. Now, however, I'm convinced that the first shot in a burst starts the burst counter not the end of the last shot in the burst, thus substantially shortening time to empty a mag from what I initially thought. Please let me know if there are errors, as well as any other feedback you all have: docs.google.com/spreadsheets/d/1d_YezAcp3z1BN4jnXd-mqvyPrsKMFqrzyLnFz7N99vA/edit#gid=2144877432
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Post by gethadept on Jun 5, 2017 18:52:41 GMT
I will be honest and say Charger S & Predator S might actually have some uses.
The other three... I just hate them...
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Post by hanskey on Jun 5, 2017 18:55:42 GMT
Dammit. I think I need to fix the Hornet again. That 3.22 seconds to empty the clip for the single clip average DPS seems long.
Edit: It was too long. It's more like 2.436315789 seconds, if my new assumptions hold true, that the "Burst Fire Delay" is applied starting with the first shot in the burst, not the last.
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Post by hanskey on Jun 5, 2017 19:01:11 GMT
I will be honest and say Charger S & Predator S might actually have some uses. The other three... I just hate them... They are awful for their rarity across the board. If they were UC, instead of Rare, I would probably find little to complain about, but for their rarity we should see improvements in a lot more than just damage, such as accuracy, clip size, spare ammo count, recoil, etc. Otherwise the addition of the S weapons seems to penalize the player, instead of helping. "Rare" rarity is already the largest pool of weapons, so adding crap that you'd never choose over other rares is just slowing down your acquisition rate for no tangible benefit.
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Post by Zyurat on Jun 5, 2017 19:12:55 GMT
Wait, Widow and Black Widow have 1.4 headshot multiplier like a Raptor instead of 2.1 like most (including the vanquisher)? what the fucking fuck?
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Post by hanskey on Jun 5, 2017 19:24:36 GMT
Wait, Widow and Black Widow have 1.4 headshot multiplier like a Raptor instead of 2.1 like most (including the vanquisher)? what the fucking fuck? bsn.boards.net/thread/9439/numerical-damage-tests?page=1 is my source, but not everything appears to have been directly tested yet. peddroelm - any info on additional weakpoint multipliers not in the OP of the numerical damage thread? I notice a conspicuous absence for Widow and Black Widow and am wondering if those are really 1.4 multiplied?
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Post by Uchimura on Jun 5, 2017 19:28:29 GMT
I will be honest and say Charger S & Predator S might actually have some uses. The other three... I just hate them... They are awful for their rarity across the board. If they were UC, instead of Rare, I would probably find little to complain about, but for their rarity we should see improvements in a lot more than just damage, such as accuracy, clip size, spare ammo count, recoil, etc. Otherwise the addition of the S weapons seems to penalize the player, instead of helping. "Rare" rarity is already the largest pool of weapons, so adding crap that you'd never choose over other rares is just slowing down your acquisition rate for no tangible benefit. BW posts in reddit often come late and get buried. BFrank mentioned that they'll consider tweaks: "With that said, if the S versions don't end up being quite right for Gold still, we will of course adjust them. But we would compare them rank for rank with other Gold guns. " Not disagreeing, just pointing this out.
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Post by peddroelm on Jun 5, 2017 19:28:56 GMT
(Widow and Black Widow) they probably have +0.7 as expected. will check tomorrow checked and they do
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Post by hanskey on Jun 5, 2017 19:33:30 GMT
(Widow and Black Widow) they probably have +0.7 as expected. will check tomorrow Thank you!!
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Post by Terminator Force on Jun 5, 2017 19:50:14 GMT
I will be honest and say Charger S & Predator S might actually have some uses. The other three... I just hate them... But BioWare worked so hard on them...
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Post by Sentinel2010 on Jun 5, 2017 19:50:26 GMT
If they were UC, instead of Rare, I would probably find little to complain about If they were UC, we would then have: Avenger G Predator G Charger G Viper G Katana G for rare grade vacancies, which have golden color finish on them.
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Post by hanskey on Jun 5, 2017 19:57:28 GMT
They are awful for their rarity across the board. If they were UC, instead of Rare, I would probably find little to complain about, but for their rarity we should see improvements in a lot more than just damage, such as accuracy, clip size, spare ammo count, recoil, etc. Otherwise the addition of the S weapons seems to penalize the player, instead of helping. "Rare" rarity is already the largest pool of weapons, so adding crap that you'd never choose over other rares is just slowing down your acquisition rate for no tangible benefit. BW posts in reddit often come late and get buried. BFrank mentioned that they'll consider tweaks: "With that said, if the S versions don't end up being quite right for Gold still, we will of course adjust them. But we would compare them rank for rank with other Gold guns. " Not disagreeing, just pointing this out. Here's my data points for this discussion - Katana S (Rare) is not a good as the Disciple (Uncommon) Charger S (Rare) & Predator S (Rare) are not as good as Phalanx (Uncommon) Avenger S (Rare) is not as good as Mattock (Uncommon) or Zalkin (Uncommon) Viper S (Rare) is only better than Viper (Common)
...
Of course they can be made better; my point is that they fucking suck right now. Edit: That came out snarky Uchimura, but I'm only annoyed that they would waste my time on these ATM, not at you. You know, "biower pleez", not "uchimura pleez".
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Post by unclemonster on Jun 6, 2017 14:38:53 GMT
Thank you so much for this. It is much appreciated. What about guns like Rozerad and Soned which have ramp up ROF?
Per peddroelm: "Rozerad quickly (~0.5 seconds) ramps up to ~900 RPM (relevant for its sustained DPS stat). Hard to measure since interval between auto weapon damage hits are not constant in this game even for weapons with constant ROF. We can sort of "measure" ROF number of hits (shots fire) landed in measured timed interval.."
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Post by hanskey on Jun 6, 2017 16:46:51 GMT
Thank you so much for this. It is much appreciated. What about guns like Rozerad and Soned which have ramp up ROF? Per peddroelm: "Rozerad quickly (~0.5 seconds) ramps up to ~900 RPM (relevant for its sustained DPS stat). Hard to measure since interval between auto weapon damage hits are not constant in this game even for weapons with constant ROF. We can sort of "measure" ROF number of hits (shots fire) landed in measured timed interval.." My pleasure. I'm sharing a tool (really a few calculations) that I found super-useful in ME3 MP and I'm just glad if it helps anyone. Currently I do not account for variable RoF or variable damage in the listed DPS'es, but I plan on correcting those once I can fully quantify their behavior. For variable RoF guns to have a correct "Single Magazine Average DPS" value at every Rank, all I need to determine is the total time to empty a single full magazine for those weapons. Any source for that info would bring those number into better alignment with in-game performance and if no other source is forthcoming, I'll do my best to quantify based on the available data. For the meantime, please consider the numbers I'm showing as somewhat below in-game performance under sustained fire conditions for Shadow, Soned and Rozerad. However, for burst fire or early during sustained fire, the numbers I've calculated will be pretty accurate. I'm sure everyone reading this is likely already aware, but keep in mind also that all the numbers here are theoretical maximums. Usually, one will not get the listed RoF in-game and one will not hit with every projectile. Therefore, one's personal efficiency for RoF and hitting on target have a very large effect on actual in-game DPS performance. Sometimes you're just better with a lower DPS gun, b/c you can hit more reliably (accuracy matters, depending on range) or b/c you can get closer to the listed RoF. For example, burst fire weapons are more likely to achieve the listed DPS in-game compared to semi-automatic single shot weapons b/c there is a penalty for shooting too fast with semi-auto that is not present for burst fire weapons.
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Post by hanskey on Jun 6, 2017 17:05:59 GMT
Thanks to more testing by our good friend peddroelm , I now have correct headshot damage multiplier for most weapons. I only lack Dhan and Soned now, because peddro hasn't unlocked those yet. Zyurat - Widow/BWidow do have a 2.1. In fact so many of the guns have improved by this correction, that I'd encourage everyone to check the numbers again Please note that I still need to correct Scorpion, Venom, and Falcon head shot DPS numbers, because peddro has discovered that only the direct-contact damage (not the AoE damage) gets a weakpoint multiplier and I currently apply that multiplier to both AoE & direct contact damage. I will let you all know when I've fixed those, but it should be fairly soon. FYI - the link in the OP and in the resource library thread will always link to the latest rev.
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Post by ramsen on Jun 7, 2017 4:12:15 GMT
From what I hear Dhan has the 2.1 headshot modifier (like snipers).
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Post by gib on Jun 7, 2017 12:14:40 GMT
From what I hear Dhan has the 2.1 headshot modifier (like snipers). I'm not so sure it's 2.1 but it is close, like 1.8 or 1.9 at a guess. This is based on my own experience where I can two shot a mook, but if I hit them in the head it leaves a tiny bit of health - in my mind that means it can't be 2.1 or it would OHK.
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Post by hanskey on Jun 7, 2017 15:45:52 GMT
From what I hear Dhan has the 2.1 headshot modifier (like snipers). I'm not so sure it's 2.1 but it is close, like 1.8 or 1.9 at a guess. This is based on my own experience where I can two shot a mook, but if I hit them in the head it leaves a tiny bit of health - in my mind that means it can't be 2.1 or it would OHK. Based on that gib, it sounds like the Dhan probably gets a +25% bonus to the base 1.4, not the +70% to the base 1.4 multiplier you get from most sniper rifles. At the same time, I prefer to err on the side of caution in representing performance until hard data comes in, so I'll leave the 1.4 for now.
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Post by gethadept on Jun 7, 2017 15:52:36 GMT
From what I hear Dhan has the 2.1 headshot modifier (like snipers). Dhan was killing everything with one or two shot with that Apex go for the eyes trait.... I always thought Dhan could not get headshot because how Geth shotgun used to be in ME3MP.
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Post by hanskey on Jun 9, 2017 18:19:30 GMT
Just bumping this thread so y'all know the newest data and calculations from Patch 1.08 are now available.
Quick thoughts (please share yours) - Newest weapons looking weak. Halberd now definitely worse than Mattock ... again. Random changes to force on some guns.
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Post by gethadept on Jun 9, 2017 18:23:08 GMT
People were saying Reegar is OP. True ?
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Post by hanskey on Jun 9, 2017 18:27:20 GMT
People were saying Reegar is OP. True ? It looks solid, but it sure doesn't look like it's OP based on DPS compared to other shotguns. At the same time, it sounds almost impossible to miss with it and it is very, very light for a shotgun. It's also possible (likely) there are mechanics, like shield damage buffs, that I don't know about yet which might add credence to that claim. idk what rarity it is though, so mebbe people comparing it to weak weapons coming to that conclusion?
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Post by JRandall0308 on Jun 9, 2017 18:29:00 GMT
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Post by gethadept on Jun 9, 2017 18:29:40 GMT
People were saying Reegar is OP. True ? It looks solid, but it sure doesn't look like it's OP based on DPS compared to other shotguns. At the same time, it sounds almost impossible to miss with it and it is very, very light for a shotgun. It's also possible (likely) there are mechanics, like shield damage buffs, that I don't know about yet which might add credence to that claim. idk what rarity it is though, so mebbe people comparing it to weak weapons coming to that conclusion? If you say it`s solid it must be. Considering easy usage nature of Reegar... it must be great against many enemies in close range. I don`t have it.. but I am sure I will have it at X by sometime tomorrow once I get some 1million + credits.
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Post by hanskey on Jun 9, 2017 18:29:55 GMT
Perfect. Still absolutely not OP, but thank you!
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