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Mass Effect Trilogy, Jade Empire
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Post by RedCaesar97 on Oct 6, 2016 2:15:56 GMT
ATTENTION: I copied this information from a thread on the old BioWare Social Network (BSN) forums. All information provided in this thread posted by me was originally posted by Mass Effect 2 developers Christina Norman or Eric Fagnan. This information may be found elsewhere, but I am posting it here so it does not get lost and easier to find on these forums for both new and experienced players. The information in this post was originally provided by Christina Norman. In this post I'm going to list any data we've released publicly that is not listed in game. I won't duplicate other data that's already publicly available (i.e. data deduced from parsing ini files, that doesn't mean I endorse those deductions as correct). Weapon Damage Modifiers vs Resistances: - Mattock Heavy Rifle: x1.3 armor, x1.2 shields, barrier
- Geth Plasma Shotgun: x1.5 shields, barrier
- Phalanx Heavy Pistol: x1.5 armor
- Collector Assault Rifle: x1.25 armor, shields, barrier
- Geth Pulse Rifle: x1.15 armor, x1.35 shields, barrier
- M-3 Predator: x1.5 armor
- M-6 Carnifex: x1.5 armor
- M-4 Shiriken: x1.5 shields, barrier
- M-9 Tempest: x1.5 shields, barrier
- M-8 Avenger: x1.25 shields, armor, barrier
- M-15 Vindicator: x1.25 shields, armor, barrier
- M-22 Eviscerator: x1.25 shields, armor, barrier
- M-76 Revenant: x1.4 armor, x1.2 shields, barrier
- M-23 Katana: x1.5 shields, barrier
- M-27 Scimitar: x1.5 shields, barrier
- M-29 Incisor: x1.25 armor, shields, barrier
- M-300 Claymore: x1.25 armor, shields, barrier
- M-92 Mantis: x1.5 armor
- M-97 Viper: x1.35 armor, x1.15 shields, barrier
- M-98 Widow: x1.5 armor
- M-100 Grenade Launcher: x1.25 armor, shields, barrier
- ML-77 Missile Launcher: x1.25 armor, shields, barrier
- M-622 Avalanche: x8.0 armor, shields, barrier (low damage weapon)
- M-920 Caine: No bonus damage
- M-490 Blackstorm: x3.0 armor, shields, barrier (low damage weapon)
- M-451 Firestorm: x1.35 armor, x1.15 shields, barrier
- Particle Beam: x1.5 shields, barrier
- M-12 Locust SMG: x1.25 armor, shields, barrier
Power Damage Modifiers vs Resistances: - Warp, Reave: x2 armor, barrier
- Overload, Energy Drain: x2 shields
- Concussive Shot: x3.5 barrier (note this is a low damage power)
- Incinerate: x2.4 vs armor
- Incendiary Grenade: x2 vs armor
- All other biotics: x1.5 barrier
- All other tech powers: x1.5 shields
- Shadow Strike: x2.0 to shields, armor, barrier
- Flashbang Grenade: x1.0 to shields, armor, barrier
Weapon powers always deal full damage to resistances they're described as good against, otherwise they deal no additional damage. For example, incendiary ammo deals no extra damage to shields, but does deal extra damage to armor. Shotgun Mechanics: All shotguns in the game fire eight pellets in variable spread pattern. If you shoot at a wall you'll only see 4 impacts because that's all we render, but in game there are 8 separate projectiles each which causes damage separately.
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Post by RedCaesar97 on Oct 6, 2016 2:17:04 GMT
The information in this post was originally provided by Eric Fagnan. A few people are unsure about what category certain powers fall under. The category of a power determines which upgrades it receives. Upgrades like + Power Damage % affect all powers. Here is the complete list. Biotics: - Pull
- Throw
- Singularity
- Warp
- Shockwave
- Slam
- Reave
- Barrier
- Biotic Charge
- Dominate
Tech: - AI Hacking
- Incinerate
- Overload
- Combat Drone
- Cryo Blast
- Neural Shock
- Geth Shield Boost
- Tech Armor
- Tactical Cloak
- Energy Drain
- Shadow Strike
Combat: - Adrenaline Rush
- Concussive Shot
- Fortification
- Incendiary Grenade
- Flashbang Grenade
Weapon: All ammo powers are in their own power category, so they don't get bonuses from + Tech or Biotic upgrades.
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Mass Effect Trilogy, Jade Empire
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Post by RedCaesar97 on Oct 6, 2016 2:18:22 GMT
The information in this post was originally provided by Eric Fagnan.
Ammo Powers: Ammo powers make a single, separate damage call before the initial weapon damage call, and they use their own damage multipliers on resistances and health, as Christina mentions above.
Example: If the initial regular weapon damage is 100 against a target with shields, then: With Disruptor Ammo rank 1, you do an additional 20 damage to shields. If any of this damage passes through to health, it is negated (unless hitting a synthetic enemy) since this ammo power does nothing to health. With Incendiary Ammo rank 1, you do no extra damage since this ammo type does nothing to shields.
Because the ammo power does the damage call before the weapon does its regular damage, using an ammo power against the wrong resistance type can totally negate its damage. For example, if you use Armor Piercing Ammo or Incendiary Ammo against an enemy that has a single point of energy shields, your ammo power's damage will have no effect, even though your weapon's regular damage will take down the shields afterward. Ammo powers do not make 2 damage calls.
If the ammo power does go through the first resistance, like Armor Piercing Ammo hitting armor, and there is damage left, it passes through to the next defense.
Additional effects like Disruptor Ammo's "stun robots" or "overheat weapons" only apply if the target no longer has resistances. So even if you are using Disruptor Ammo against energy shields, the shields must be completely off before the target can be stunned or overheated.
Ammo Powers benefit from + Power Damage bonuses, such as the +15% power damage from the Blood Dragon armor. However, they do not get benefits from + Biotic or Tech bonuses or any other bonuses specific to certain types of powers. Only the caster's power damage bonuses apply to the power. This means that when you cast a squad ammo power, the player's damage bonuses get applied to the ammo power on the henchmen, but not the henchmen power damage bonuses. This matters for henchmen like Garrus who has a passive power damage bonus. Similarly, when henchmen cast squad ammo powers on you, your damage bonuses do not apply.
Incendiary Ammo: Each bullet impact from Incendiary Ammo adds a damage-over-time effect on the target that stacks, so you can have many of these on one target all doing damage simultaneously. However, if the target has resistances the damage is done instantly.
Warp Ammo: Warp ammo does double damage to targets affected by biotics. What this means is that the extra damage from Warp Ammo is doubled, not the entire damage from the weapon + Warp ammo.
So if a normal shot from a weapon does 100 damage, then a rank 1 Warp ammo will do 15 bonus damage for a total of 115 damage. Against targets affected by biotics, the bonus damage is doubled to 30 for a total of 130 damage.
Warp ammo, like all other ammo powers, uses the weapon's base damage to calculate the bonus. They never take any weapon bonuses into account, so it doesn't get more damage from a target who is in ragdoll (see below for weapon bonus damage to ragdolled targets).
Another way to look at it is that against targets affected by biotics, Warp ammo increases weapon damage by 30%/50%/70%/100% for ranks 1/2/3 and the heavy evolved. In this case, it is the highest damage increase for weapon powers, but it requires an extra step for you to use a biotic on the target.
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Post by RedCaesar97 on Oct 6, 2016 2:19:44 GMT
The information in this post was originally provided by Eric Fagnan.
Biotic Powers:
Singularity: Here's a useful hint. If you run into your own singularity it will dissapear as long as it has been around for at least 1.5 seconds. So it's an effective tactic to stay just out of range of your singularities if you're casting them nearby.
Warp Detonation Explained: To detonate Warp on a target, it must be affected by Singularity, Pull, or Slam (during its lift duration only). For Pull and Singularity, you can only detonate when the target is still affected by the power, not when it's falling to the ground after the Pull has worn off, or when it's being thrown out of the singularity.
The detonated target takes double damage from Warp (whatever damage it does at that rank), and gets thrown backwards (away from the impact point) with a force specified by Detonation Force for that rank. Any damage bonuses for biotics or powers in general also get doubled.
All targets within the Detonation Radius receive full damage from Warp as if they had also been hit by the power. Furthermore, if they are affected by a biotic effect, they get double damage just like the main target. They also get thrown away from the detonation impact point with Detonation Force. These additional targets do not get detonated though (you can't chain detonations).
So as you rank up Warp and get damage bonuses for it, the detonation also does more damage. The force of the detonation is quite high, so targets also take a lot of damage from being thrown around, but that's all handled by the physics engine so I don't have any numbers.
Tech Powers:
Tactical Cloak: + Tech damage bonuses do not affect your cloak damage bonus.
Shadow Strike: Shadow strike is actually split up into 2 powers. The first is the cloaking ability, which is considered a tech power so it benefits from tech cooldown upgrades. The other power is when Kasumi hits her target, which is considered a combat power so it does not benefit from tech damage upgrades. However, it does have a base x2.0 multiplier against shields, armor, and barrier.
Combat Powers:
Adrenaline Rush: Adrenaline Rush gives you a 100% damage bonus. Heightened Adrenaline Rush increases this bonus to 140%. This damage bonus is not affected by any other bonuses, like +Power damage %.
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redcaesar97
Mass Effect Trilogy, Jade Empire
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Post by RedCaesar97 on Oct 6, 2016 2:20:39 GMT
The information in this post was originally provided by Eric Fagnan.
General Combat:
Ragdoll/Frozen Weapon Damage Bonus: All enemies take 100% more damage from regular weapons while frozen or in ragdoll. You have to wait until the enemy is completely frozen before getting this bonus, which usually takes only a couple seconds.
This also means that enemies ragdolled by biotics or other powers take more damage from regular weapons.
Melee: Player melee attacks have a base damage of 125.
The Heavy Muscle Weave equipment increases melee damage by 25%.
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Aug 28, 2016 19:33:39 GMT
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redcaesar97
Mass Effect Trilogy, Jade Empire
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Post by RedCaesar97 on Oct 6, 2016 2:21:34 GMT
The information in this post was originally provided by Eric Fagnan.
General Power Mechanics:
Damage Bonuses: We have many factors that go into our damage formula, but here a simple example explaining how much damage Heavy Overload does with Power Armor (Sentinel) active and rank five + Tech damage researched.
Heavy Overload base damage: 200 Tech damage upgrades rank 5: +50% Tech damage Power Armor + power damage bonus: +15% power damage
All upgrades and other bonuses are added together first: 50% + 15% = 65% total power damage bonus. Base Heavy Overload damage becomes: 200 * 1.65 = 330 Resistance bonuses are down last, so if you hit a target with shields, Overload gets x2 damage. 330 * 2.0 = 660 total damage
Power Duration: Most duration-based powers that affect enemies (AI Hacking, Pull, Cryo Freeze) have their duration reduced on larger targets.
Small humanoids (Husks, regular Mercs, small Geth) = Full duration Tougher humanoids (Elite Mercs) = 80% Krogans, Scions, medium-sized Geth = 70% Heavy Mechs, Geth Prime = 60%
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redcaesar97
Mass Effect Trilogy, Jade Empire
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Post by RedCaesar97 on Oct 6, 2016 2:22:01 GMT
The information in this post was originally provided by Eric Fagnan.
Distance multipliers for weapons multiply the final damage number with all upgrades. For example, shotguns will do x2 of the total damage at a very close range.
Adrenaline Rush behaves the same way; it multiplies the total weapon damage you do.
Keep in mind that ammo powers are still a completely separate damage call. Adrenaline Rush does not affect ammo power damage. Ammo powers are considered a power, so they get bonuses from power upgrades, not weapon upgrades, and they always take their initial damage value from the base weapon damage without upgrades. It's worth noting that ammo powers do get a distance multiplier like weapons. This was done to keep ammo power damage consistent, so when we say that an ammo power does X% of weapon damage, that is true for any range because it shares the distance multiplier of the weapon.
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