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Post by capn233 on Oct 15, 2016 17:06:49 GMT
thread was originally started by peddroelm on 26 March 2016. Will post predominantly the tests and some Q and A's that are pertinent.Will use this thread to link towards my various ME2 damage mechanics test threads (or particular future posts inside this thread) and bump it with new test results unworthy of a thread of their own. Weapon Damage FormulaShepard Melee damage formulaRange to target bonus for weapon classes with Videos & GraphsWarp ammo vs lifted targets testDifficulty settings & level scaling mechanicstable of enemy Hit points value TODO Damage reduction formula for Shep & Followers Heavy weapons and additive weapon damage bonusesIncinerate damage & duration Reave damage & duration Stasis glitched damage Neural Shock ragdoll bonus How to test damage mechanics video - link defunct sadly
New info (mostly contradicting wiki/common knowledge ) in no particular order: - No WEAPON DAMAGE BONUS No powers* (todo test warp should do double damage) damage bonus vs targets lifted by biotics (EDIT the 100% weapon bonus vs lifted targets doesn't always work) - Eviscerator gets NO better ranged damage bonuses than the other hitscan shotguns (I don't have GPS) - Assault rifle damage upgrades apply to base damage, the other weapon classes get additive bonuses (major factor in making Mattock/RevenantVindi/ and avenger deadly in full auto in ME2 ) - Followers get 50% additive damage bonus for a few seconds when ordered to attack a target. (similar to the 200% they get in ME3) - Collector particle beam heavy weapon is affected by additive damage bonuses (passives, gear, Miranda squad bonus, adrenaline rush, rangebonuspenalty, headshot .. - Sum(PowerBonuses) affects Shepard's Melee Damage - BUG Shotgun Shield Piercing (Microphasic Pulse) "Increases damage by 50% against shields and biotic barriers" only works vs shields. (only 1 test session vs barriers failed katana vs Dantius tower Vanguard - will remove doubt with more tests ) - Sprinting provides 25% damage reduction (will investigate further) - Warp ammo damage has *2 multiplier vs exposed health "lifted" by biotics (pull, singularity , slam) AND extra power bonus (+100% for heavy ammo vs lifted targets). Easily surpassing weapon damage vs said targets unless massive sources of weapon damage are in play (AR/ assassination TC) - Headshot bonuses 75% weapon damage additive vs humanoids, 50% YMIRs (more enemy types to test) - Heavy Pistol Critical (Smart Rounds) "Research Heavy pistols sometimes deal double damage" provides 100% additive weapon damage bonus ~30 of the time. - Shooting Frozen exposed health provides 100% additive weapon damage bonus. - Close range damage bonus cannot get to 100% WD additive (best I could get was close to 90% vs humanoid groin/knee - it matters where you aim). The bigger the target's 3d model the farther you'll be able to get to its centre (lower maximum close damage bonus achievable ex ~70 vs YMIR , ~45? vs geth Collossus ) - Ammo damage doesn't get close range damage bonuses , but it gets the penalty outside optimal range. - Sniper rifles DO get damage penalty outside their optimal range (past 30 "meters") You can measure distances in game trough sniper scopes. - Disruptor ammo vs YMIR armor did 0 damage. Its description is thus misleading (should read "shields & synthetic [health]"). - Incendiary ammo & incinerate apply their listed damage to armor instantly (*2.4 for incinerate as per DEV claim) similar to AP and warp ammo. No DOT vs armor. THERE IS NO DAMAGE LOSS VS SYNTHETIC ARMOR. (they do DOT damage vs health - more tests vs health required) - Mordin's 20% omnitool research provides him 25% tech power bonus - TC (Tactical Cloak) damage duration ~1 second (affects gun damage). - TC bonus applies to melee attack ONLY IF it is the attack that breaks cloak. - Incinerate DOT errors typically result in bonus damage
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Post by capn233 on Oct 15, 2016 17:08:10 GMT
posted by peddroelm 26 March 2016
Warp ammo vs Vanguard "lifted" by pull using 2/5 AR avenger Not lifted test Timediff: 0.040 health Damage : 7.452 // heavy warp ammo damage vs health (10.8 * 1.2) * (1 + 0.15) * 0.5 = 7.452 ( commando 15% Power Damage bonus) ////////////// ////////////// warp ammo vs lifted (pull) Timediff: 8.356 health Damage : 75.150 // heavy pull impact //eclipse vanguard is airborne Timediff: 0.908 health Damage : 14.904 // warp ammo damage Timediff: 0.013 health Damage : 27.864 // avenger 100% weapon damage "bonus vs lifted" Timediff: 0.038 health Damage : 14.904 Timediff: 0.008 health Damage : 27.864 Timediff: 0.067 health Damage : 14.904 Timediff: 0.007 health Damage : 27.864 Timediff: 0.022 health Damage : 14.904 Timediff: 0.008 health Damage : 27.864 Timediff: 0.500 health Damage : 14.904 Timediff: 0.008 health Damage : 27.864 Timediff: 0.035 health Damage : 14.904 Timediff: 0.007 health Damage : 27.864 Timediff: 1.499 health Damage : 14.904 Timediff: 0.013 health Damage : 27.864 Timediff: 0.040 health Damage : 14.904 Timediff: 0.007 health Damage : 27.864 //vanguard drops down Timediff: 0.468 health Damage : 13.143 // fall on the floor on pull expiration Timediff: 46.041 health Damage : 7.452 // warp ammo vs health Timediff: 0.007 health Damage : 14.904 Timediff: 0.038 health Damage : 7.452 (10.8 * 1.2) * (1 + 0.15) * 0.5 * 2 = 14.904 // warp ammo *2 vs "lifted" health (10.8 * 1.2) * (1 + 0.15 + 1) = 27.864 // avenger damage + 100% additive damage bonus vs lifted heavy warp ammo gets 100% power damage bonus AND *2 modifier vs lifted targets [easily outdamaging weapon damage vs lifted targets unless massive weapon damage bonuses are in play (maxed AR/TC)]
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Post by capn233 on Oct 15, 2016 17:12:24 GMT
26 March 2016 I asked
This one is somewhat surprising, but I suppose this is what happens when you start looking at the actual numbers. I assume this is a bug then, since ragdolled targets are supposed to get the 100% additive bonus regardless of how that occurs. So I guess lifted aren't being classed as ragdolled for the bonus.
Also with respect to other ragdolling powers, it seems many of them do work for weapon damage bonus. Without being able to get around to using MHS yet, I am pretty confident that my test with Widow in NG+ was showing the damage bonus to targets after Neural Shock knocked them down. I assume Charge or Throw despite being biotics are getting the bonus when targets on the floor. Does the weapon damage bonus appear for lifted targets after the lift expires and they are thrown / fall onto the ground?
Are powers getting bonus damage to lifted targets? In general people don't use powers for damage against lifted with the exception of Warp. Warp Explosion supposed to do "double damage" to target upon which it is detonated. In common ME2 strategy the other powers used on lifted targets are mostly physics powers, and they always appeared to get physics bonus from "reduced target mass."
Disappointing. Although there aren't many enemies with barrier anyway, and without knowing how high there barriers are to begin with, it is not surprising this wasn't figured out.
If only you could lift Harbie.
Another one that is somewhat disappointing. But also explains why the "double damage" at point blank is so far from actual double damage, even accepting that it is an additive bonus.
I can't recall if anybody was ever assuming this, but I am not surprised.
and then some other stuff
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Post by capn233 on Oct 15, 2016 17:13:01 GMT
posted by peddroelm on 26 March 2016
Didn't get to do much testing vs the lifted target except (weapon vs lifted and warp ammo vs lifted). Had Jacob for pull and Tali (why !? maybe AI hacking can be used to measure synthetic damage output on something other than Shep and followers at some point . Her drone does 0 damage to health at level 2 ). And this lvl 13 save Shep lacked the spare point for concussive. Will reload /respec & try other things at some point. Or advance other saves and test them ..
Frozen targets will take minor fall damage when they fall (frozen) on the floor, pull has an impact (minor) damage, lifted targets will get minor collision damage when pulled against an obstacle, and again (minor) damage as they fall to the ground when pull expires (if still alive) .
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Post by capn233 on Oct 15, 2016 17:13:53 GMT
posted by RedCaesar97 on 26 March 2016
These results are rather... interesting... to say the least.
1. For the no weapon damage bonus versus lifted targets: that seems odd considering it feels/looks like weapons deal more damage to lifted targets in-game. But maybe that is confirmation bias/placebo effect, where I think something is working as intended, therefore it is working?
2. If that is a bug... ugh. It mostly affects Vanguards as most other classes are not running around with a shotgun most of the time.
Barrier-heavy missions:
Horizon (Collectors) Disabled Collector Ship (Collectors) Suicide Mission (Collectors) Samara Recruitment (Eclipse)
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Post by capn233 on Oct 15, 2016 17:15:27 GMT
posted by peddroelm 27 March 2016
Tactical Cloak damage duration ~1 second.
Will apply to 16 tempest shots. Can apply to 3 carniflex shots. tempest TC bonus duration test // Timediff: 0.066 Geth Prime Armor Damage : 30.209 Timediff: 0.049 Geth Prime Armor Damage : 30.116 Timediff: 0.067 Geth Prime Armor Damage : 29.674 Timediff: 0.339 Geth Prime Armor Damage : 39.740 // TC has longish cast animation/ TC ON Timediff: 0.051 Geth Prime Armor Damage : 39.629 Timediff: 0.064 Geth Prime Armor Damage : 39.688 Timediff: 0.049 Geth Prime Armor Damage : 39.661 Timediff: 0.064 Geth Prime Armor Damage : 39.711 Timediff: 0.049 Geth Prime Armor Damage : 39.716 Timediff: 0.064 Geth Prime Armor Damage : 39.758 Timediff: 0.048 Geth Prime Armor Damage : 39.779 Timediff: 0.065 Geth Prime Armor Damage : 39.862 Timediff: 0.064 Geth Prime Armor Damage : 39.846 Timediff: 0.047 Geth Prime Armor Damage : 39.742 Timediff: 0.063 Geth Prime Armor Damage : 39.789 Timediff: 0.063 Geth Prime Armor Damage : 39.726 Timediff: 0.047 Geth Prime Armor Damage : 39.737 Timediff: 0.062 Geth Prime Armor Damage : 39.712 Timediff: 0.046 Geth Prime Armor Damage : 39.708 // TC OFF Timediff: 0.063 Geth Prime Armor Damage : 29.210 Timediff: 0.063 Geth Prime Armor Damage : 29.213
TC bonus applies to melee attack ONLY IF it is the attack that breaks cloak.
//multiple melee swings Timediff: 9.844 Geth Prime Armor Damage : 258.125 //125 * 1.75 * (1 + 0.15 + 0.03) Timediff: 0.608 Geth Prime Armor Damage : 147.500 // NO TC melee bonus but still in duration Timediff: 0.609 Geth Prime Armor Damage : 147.500 // //125 * (1 + 0.15 + 0.03)
//break TC with melee, fire gun Timediff: 301.423 Geth Prime Armor Damage : 258.125 // only the melee attack that breaks cloak gets TC bonus Timediff: 0.277 Geth Prime Armor Damage : 0.000 Timediff: 0.008 Geth Prime Armor Damage : 353.533 // carniflex got TC bonus
//break TC with gun , hit melee Timediff: 173.686 Geth Prime Armor Damage : 0.000 Timediff: 0.007 Geth Prime Armor Damage : 357.576 // carniflex got TC bonus Timediff: 0.593 Geth Prime Armor Damage : 147.500 // no TC melee bonus but still in duration garrus concussive vs pulled prime Timediff: 5.384 Geth Prime health Damage : 75.000 // NO EXTRA POWER DAMAGE VS LIFTED target for concussive & overload 60 *( 1 + 0.25) = 75 concussive
garrus overload vs health Timediff: 162.275 Geth Prime health Damage : 174.000 120 * (1 + 0.25 + 0.2) = 174 // 2/5 tech damage vs pulled target Timediff: 2.380 Geth Prime health Damage : 174.000
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Post by capn233 on Oct 15, 2016 17:17:08 GMT
posted by peddroelm 27 March 2016Test subject geth Prime ( 700 health/1000 armor/ ? shields) health tests tempest optimal range Timediff: 7.051 Geth Prime health Damage : 19.320 Timediff: 0.058 Geth Prime health Damage : 19.320 Timediff: 0.051 Geth Prime health Damage : 19.320 14 * (1 + 0.15 + 0.03 + 0.2) = 19.32 // 2/5 SMG research garrus overload vs health Timediff: 162.275 Geth Prime health Damage : 174.000 120 * (1 + 0.25 + 0.2) = 174 // 2/5 tech damage /////// /////// warp 15% on mantis vs non-lifted Timediff: 0.115 Geth Prime health Damage : 46.569 Timediff: 0.007 Geth Prime health Damage : 389.387 263.1 * (1 + 0.15 + 0.03) * 0.15 = 46.5687 // OK 263.1 * (1 + 0.15 + 0.03 + 0.3) = 389.388 // ok warp 15% on mantis vs lifted Timediff: 0.144 Geth Prime health Damage : 93.137 Timediff: 0.007 Geth Prime health Damage : 652.487 Timediff: 1.770 Geth Prime health Damage : 93.137 Timediff: 0.008 Geth Prime health Damage : 652.487 Timediff: 0.103 Geth Prime health Damage : 93.137 Timediff: 0.007 Geth Prime health Damage : 652.487 263.1 * (1 + 0.15 + 0.03) * 0.15 * 2 = 93.1374 // warp 1 gives no power damage vs lifted 263.1 * (1 + 0.15 + 0.03 + 0.3 + 1) = 652.488 // Mantis did get 100% WD vs lifted prime consistently time to try different weapon (tempest) //vs standing Timediff: 0.050 Geth Prime health Damage : 2.478 Timediff: 0.007 Geth Prime health Damage : 19.320 Timediff: 0.031 Geth Prime health Damage : 2.478 Timediff: 0.006 Geth Prime health Damage : 19.320 Timediff: 0.049 Geth Prime health Damage : 2.478 Timediff: 0.006 Geth Prime health Damage : 19.320 14 * (1 + 0.15 + 0.03) * 0.15 = 2.478 14 * (1 + 0.15 + 0.03 + 0.2) = 19.32 //vs lifted Timediff: 0.273 Geth Prime health Damage : 4.956 Timediff: 0.013 Geth Prime health Damage : 33.320 Timediff: 0.034 Geth Prime health Damage : 4.956 Timediff: 0.007 Geth Prime health Damage : 33.320 Timediff: 0.040 Geth Prime health Damage : 4.956 Timediff: 0.007 Geth Prime health Damage : 33.320 Timediff: 0.099 Geth Prime health Damage : 4.956 Timediff: 0.006 Geth Prime health Damage : 33.320 14 * (1 + 0.15 + 0.03) * 0.15 * 2 = 4.956 14 * (1 + 0.15 + 0.03 + 0.2 + 1) = 33.32 // 100% WD damage vs lifted Carniflex Timediff: 0.013 Geth Prime health Damage : 109.312 // vsstanding Timediff: 0.007 Geth Prime health Damage : 109.312 Timediff: 0.007 Geth Prime health Damage : 194.712 // vsfloating 85.4 * (1 + 0.15 + 0.03 + 0.1) = 109.312 85.4 * (1 + 0.15 + 0.03 + 0.1 + 1) = 194.712 // 100% WD damage vs lifted // Mantis vs Lifted by shockwave Timediff: 0.645 Geth Prime health Damage : 46.569 Timediff: 0.013 Geth Prime health Damage : 652.487 // 100% WD damage vs lifted This testing session there was a consistent 100% additive weapon damage bonus vs the lifted [by Pull AND Shockwave] Geth Prime // jack eviscerator optimal range vs floating prime (not ordered to attack) Timediff: 3.799 Geth Prime health Damage : 46.957 Timediff: 0.007 Geth Prime health Damage : 46.957 Timediff: 0.007 Geth Prime health Damage : 46.957 Timediff: 0.007 Geth Prime health Damage : 46.957 Timediff: 0.006 Geth Prime health Damage : 46.957 Timediff: 0.012 Geth Prime health Damage : 46.957 Timediff: 0.007 Geth Prime health Damage : 46.957 (36.8 * 0.55) * (1 + 0.12 + 0.2 + 1) = 46.9568 // 100% WD damage vs lifted (pull)docs.google.com/document/d/1UZ4ii6oIIGm2glPW7KVnIZBLzY7c_Eu-xcoxJ0LfEls/edit?usp=sharing
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Post by capn233 on Oct 15, 2016 17:18:36 GMT
posted by peddroelm 27 March 2016
700 - 674.8811035 = 25.1188 // incinerate vs GethPrime Health 700 - 674.8813477 = 25.1186 // //compensate scaling LVL 11 Shep insanity (125 / 55.23600) * 25.1186 = 56.84381 130 * (1 + 0.15 + 0.03 + 0.2) * 0.31 = 55.614 // incinerate did ~30% damage vs syntetic health
// Theory - Powers that do DOT vs health - benefit from Tech/Biotic duration research ONLY when applied as DOT - vs health (reave, warp? , incinerate) . Above damage might be explained with incinerate having *0.25 multiplier vs synthetic health - but burning for extra duration. **note by me, Incinerate DOT does bonus damage, but does not benefit from duration... tested later
Mordin incinerate 2 (150) vs shield Timediff: 0.063 Ymir Shield Damage : 180.000 150 * (1 + 0.2) = 180 // 2/5 tech damage ok - no mystery 5% damage - pretty clear that will come with from his 20% research //repeat after his 20% research Timediff: 391.803 Ymir Shield Damage : 217.500 150 * (1 + 0.2 + 0.25) = 217.5 // OK his custom research "20%" tech damage upgrade provides 25% bonus.
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Post by capn233 on Oct 15, 2016 17:21:25 GMT
posted by me 30 March 2016Hmmm, not sure where the bonus may be coming from. But I had thought that Incinerate never benefited from duration bonus since it wasn't a real duration power, it just did listed damage split over 3 seconds. Also thought various people had tried to test Incinerate and never noticed bonus damage from duration, but if they only tested armor then this might explain that. I don't remember the specifics. The other reason people assumed Incinerate wasn't a real duration power was because it didn't seem to be affected by all the various duration penalties in this game (iOnlySignIn tested this a long time ago). Reave is listed differently than Incinerate in the descriptions, giving the DOT rate instead of total damage. I assumed the duration bonus was applied versus armor in this case. The old comparison was Shepard vs Samara casting Area Reave against mook (eg husk) armor at Level 30 Insanity where Shep with appropriate upgrades and passive should be able to instastrip the armor, but Samara cannot (even if it looks stripped, a very small amount remained). Modifying the squad duration variable in coalesced from 0.8 to 0.81 allowed her to do so IIRC. I realize you were talking specifically about the researched duration bonus, but I thought it was needed for Reave to get the instastrips, which is why I am mentioning all of this. Duration "multipliers" are supposed to be something like this: Insanity 0.8 Mooks 1 Elite Mooks 0.8 Krogan, Scion, Medium Geth 0.7 Heavy Mechs, Geth Prime 0.6 *** then peddroelm said:
Looks like too much work . For know I'll just put it down to "unknown duration bonuses" if/when DOT damage totals don't seem to match simple calculations. Might take a look at some warp detonations. Since targets did get extra weapon damage when lifted by shockwave (short time interval) it might be possible to warp detonate targets lifted by shockwave (same as slam + warp )..
***
I said:
Yeah. ME2 has multipliers for everything including day of the week and what you had for lunch. I opened up coalesced to find the duration multipliers for each difficulty setting ("SquadPowerDurationMultiplier"): Casual (aka Level 1): 1.1 Normal (aka Level 2): 1.0 Veteran (aka Level 3): 1.0 Hardcore (aka Level 4): 0.9 Insanity (aka Level 5): 0.8 The bottom was what people were modifying to get Samara's Area Reave to strip basic armor at Level 30. I suppose a way to start looking at duration would be a test against mook tier enemy on Normal or Veteran. Would have to test v health initially since mook class won't have defense layers. Something like Abandoned Mine (Aequitas - Fortis System - Minos Wasteland) since there are a lot of husks. Engineer Shep w/ Reave as bonus. Que up Biotic and Tech Duration in Research Terminal by getting the first two damage upgrades for each, run the mission and then repeat with duration. Mission could be anything, but Biotic 2 requires post Horizon at the earliest. That is without save editing. Alternatively could repeat version of what guys did in the old days and change duration multiplier for the difficulty to 5.0 and see if Incinerate damage goes up. Of course this is modifying files, so some risk and you have to run ini fixer or keep character count same, but risk is probably low of altering results.
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Post by capn233 on Oct 15, 2016 17:24:21 GMT
posted by me 31 March 2016
Also not a test, just more coalesced observation, game lists accuracy modifiers for the enemies dependent on range and what the ranges are. Posting it as it might be of interest:
Enemy Range Distances
Melee: 300 Short: 600 Medium: 1800 Long: 3600
I would assume these are in "centimeters" like distances in ME3.
Enemy Range Accuracy Modifiers
Short: -0.15 Medium: -0.05 Long: 0
Assuming sign negative because it is reducing the cone (similar to accuracy modification in ME3 IIRC). The odd thing is there is none defined for the Melee range, which would make that accuracy the same as Long range, in terms of cone not necessarily hit rate (which would be higher of course).
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Post by capn233 on Oct 15, 2016 17:27:31 GMT
posted by me 3 April 2016Might as well link a couple from the main thread. Neural Shock Ragdoll Test. - Neural Shock can cause 100% "additive" ragdoll bonus after target falls to the ground.
- Grenade Launcher does not benefit from ragdoll bonuses
- Kuwashii 10% headshot bonus is additive
Stasis Glitch Damage Test- Damage can be > 7x on Insanity at Level 30
- Damage is reduced during the glitch on Casual
- Damage is reduced during the glitch at Level 1 on Normal, but increased during the glitch at Level 30 on that difficulty
- Stasis Glitch damage probably benefits from headshot damage bonus.
I will try to look at the numbers some more for the glitch, but I don't know if I will be able to figure out the exact "formula" for the glitched damage without testing a lot more than the 5 combinations of difficulty and Shepard level that I did.
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Post by capn233 on Oct 15, 2016 17:32:11 GMT
posted by me 4 April 2016Incinerate and Reave tests here. Brief summary: Incinerate- Duration penalties or bonuses do not apply.
- Does expected damage versus protections (armor and shields tested)
- Does extra damage versus organic health, split 0.867 expected at impact, then 0.4 expected in DOT (180 ticks)
Reave- Duration penalties and bonuses do apply.
- Does expected damage to shields and armor, and very close to expected damage to health.
- Duration bonus from Biotic Duration upgrade and passive combine additively, and that sum is multiplied by the difficulty duration penalty
Overload- Does listed damage to organic armor.
- I had to get it to unlock Incinerate, and casted it for the hell of it.
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Post by capn233 on Oct 15, 2016 17:35:31 GMT
posted by kombra 5 April 2016You should enable the debug console: masseffect.wikia.com/wiki/PC_Tweaks_%28Mass_Effect_2%29There is some very useful information to be had. With: profile combat selfYou get a useful information overlay about your target, including the exact distance, the target object name (e.g. SFXPawn_LightMech_2), weapon info (with damage multiplier) and also the object names of your squadmates. You can use that object name to get info on the target: profile combat SFXPawn_LightMech_2
Besides info about health/defenses, there is a physics state. If that is PHYS_RigidBody, the target seems to be ragdolled and the ragdoll damage bonus applies. That state is applied by freezing (after the freezing phase, including the thawing phase), neural shock (after falling over), throw, pull (and probably others like shockwave and slam). All that info is updated in realtime, so you can nicely log that with a video capture. There are useful commands like killparty (to kill the squadmates) and god (you are invulnerable). You can also change your weapons, e.g. to get a Widow: giveitem self masscannon. This also works for squadmates (must be compatible with their weapon loadout); to give Zaeed a Widow: giveitem sfxpawn_zaeed_0 masscannon. To get ammo: initammo 999. (The commands are case insensitive.) more by kombra
I also modified the .pcc files. I think there are different masseffect2.exe versions for different distribution methods (steam, origin, direct2drive). My masseffect2.exe is large enough for the mod instructions but is different from the instructions in the places that need to be changed. If you know how to edit Coalesced.ini, you can also simply bind commands to keyboard keys (although I'm not sure if the info overlays show up without enabling the console). Some other useful commands I didn't mention: resettalents self (also works for squadmates with their object names) givetalentpoints self <some number> (or squadmates) profile tech self (shows a list of tech/biotic/weapon and squadmate upgrades) setintbyname tec_bioticupgrade 3 (set number of biotic damage upgrades to 3; you can get the names from the 'profile tech' list, should be reasonably self explanatory) setintbyname tec_bioticr1 1 (enable biotic duration upgrade; 0 to disable) playersonly (quite useful bound to a key, pauses the game while you can still turn and look around to select different targets, using shift/the HUD for pausing makes console input an issue) note by me
You can also just use "profile combat target" and it should display the info for the currently selected target without having to look up the name.
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Post by capn233 on Oct 15, 2016 17:39:46 GMT
posted by kombra 14 April 2016
Your interpretation is wrong. 27.864 is the not quite double Avenger damage vs. ragdolled. 14.904 is the Warp ammo damage.
(10.8 * 1.2) * (1 + 0.15) = 14.904 // avenger vs health
adding 100% Assault rifle damage vs. pulled:
(10.8 * 1.2) * (1 + 0.15) + (10.8 * 1.2) = 27.864
You have a 15% class weapon damage bonus and 15% power damage bonus. With the doubled 50% warp damage that works out to the same value as the base weapon damage.
(10.8 * 1.2) * (1 + 0.15) * 0.5 * 2 = 14.904 // doubled warp ammo damage vs. pulled
E.g. in my test with Avenger (no upgrades, 3% weapon damage bonus, insanity level 1, 0.5570 difficulty multiplier):
no ammo: 6.2 squad warp ammo: 8.3 heavy warp ammo: 9.2 no ammo, pulled: 12.2 squad warp ammo, pulled: 16.4 heavy warp ammo, pulled: 18.2
peddroelm replied:
right .
Updated post and weapon damage formula. I had mistaken the 100% additive damage bonus vs lifted as extra heavy warp ammo damage
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Post by capn233 on Oct 15, 2016 18:05:17 GMT
cross posted from another thread, on 23 March 2016 peddroelm wrote:
for future reference ( "somebody getting this page googling "adrenaline rush - heavy weapons")
I've only tested the collector particle beam so far:
"-collector particle beam heavy weapon IS affected by additive damage bonuses (passives, gear, Miranda squad bonus, adrenaline rush, rangebonuspenalty, headshot .. ) "
the test data numbers are linked in the first post of my ME2 weapon damage formula thread linked in my signature (should be visible on this post)
will edit this post if I test more heavy weapons
edit:
NO influence from additive weapon damage bonuses ( this makes them a GREAT source for damage scaling measurement in testing ) :
M-100 Grenade Launcher M-622 Avalanche ML-77 Missile Launcher
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