Post by Alfonsedode on Oct 20, 2016 13:37:57 GMT
Weapon_Damage = AmmoPowerDamage + Actual_Weapon_damage_Impact + (AmmoPowerDamageDOT + Actual_Weapon_damage_DOT )
AmmoPowerDamage is separate and applied before Actual_Weapon_damage_Impact (disruptor , AP & warp ammo)
Actual_Weapon_damage_Impact - for most weapons this will be all weapon damage (only Kishok currently has a DOT bleed component)
DOT components - Kishok bleed component and incendiary ammo damage are applied as DOT ticks after Actual_Weapon_damage_Impact
Ammo_Power_Damage
-----------------
Ammo_Power_Damage = ModifiedBaseWeaponDamage * AmmoPowerMod * (1 + sum_debuff_bonuses) * AmmoResistanceBonusMultiplier *WarpvsLifted
ModifiedBaseWeaponDamage = BaseWeaponDamage * BChargeMultiplier*SPSquadmateNerf* (1 + sum_base_damage_bonuses)
BaseWeaponDamage : For the most part this is the value for the weapon damage read from coalesced.ini .Purchasing (unlocking) weapon versions from II to X upgrades increases this value by roughfully 2.77% per upgrade lvl (~25/9 ~25% damage bonus for Weapon, 9 upgrade lvls) ... (in coalesced.ini there are two values for weapon damage I and X) ...I say roughfully because Weapon X damage is roughfully Weapon I damage * 1.25 (25%) Its not quite 25% for any of the weapons and differs from weapon to weapon ...
Compacted Formula for Calculating BaseWeaponDamage_n for upgrade level n ( n integer 1 < n < 10 ) ...
BaseWeaponDamage_n = ((BaseWeaponDamage_X-BaseWeaponDamage_I)/9) * (n-1) + BaseWeaponDamage_I
Ex ..for Typhoon II (44.4 55.5)
((55.5 - 44.4) / 9) * (2 - 1) + 44.4 = 45.6333 ..
BChargeMultiplier - for SOME (Graal, Typhoon, PPR , GSMG) of the charged weapons the charge multiplier will apply to the baseweapondamage
SPSquadmateNerf
SP only, followers have *0.3 weapon damage multiplier
sum_base_damage_bonuses .. Tactical Cloak rank 6 bonus to Sniper Rifles fired from cloak (SP & MP) ; Geth Bonus With Geth weapons (MP) ; "Operational mastery" rank 6 "SNIPER RIFLE" (5% extra damage , 15% sniper rifle damage (SP) ...
(In MP there are no AMMO POWERS - there are ammo consumables that function rather similarly to their SP "ammo power" counterparts ..)
When using an ammo power the damage provided by the ammo power disruptor, warp , AP) is applied before the Actual_Weapon_Damage_Impact and as such is has some advantages. (incendiary ammo DOT applies after Actual_Weapon_Damage_Impact and thus can bypass shield gate mechanics - most relevant for 1 head shot kills )
- Will bypass Target_ARMOR_DR adding some damage, potentially more than doubling the damage inflicted by weapons that inflict minimum_damage (it will still be very low damage) because of Target_ARMOR_DR (using a higher base damage weapon would still be a better option)
- Can remove target shield//barrier allowing the actual weapon damage to remove health//armor in the same hit - potentially opening the door to ME2 style 1hit kills (most relevant to infiltrators using Widow/Javelin from cloak ... (In MP with the current lowered shield gate to 25% on gold/platinum using high level incediary to burn reamaining health is a better bet ..)
AmmoPowerMod - fixed for MP consumable description (data mined tables) ... . For SP powers (sum power damage evolutions)* (1 + sum power damage bonuses )
(here things get buggy. Passive power bonus works, Fortification does, Soldier's Combat Mastery-Weapon Master adds here
but power bonuses from Gliph/Armor/Squad Power Bonus don't)
ex Disurptor ammo vs health on soldier with Weapon Master & Fortification (5 + 2 + 3 + 5) * (1 + 0.1 + 0.4 + 0.3) = 27%
AmmoResistanceBonusMultiplier for ammo powers is 0 or 1 (will apply damage vs specified defense type or not) || was changed for MP at some point
ResistanceBonusMultiplier Table for ammo powers
Vs Shield Barrier Armor Health
AP 0 0 1 1
Warp 0 2 1 1
Disruptor 4 4 0 1
Incendiary 0 0 1 1
Phasic 10 10 0 ?
Drill 1 1 1 1 (?)
Incendiary 0 0 1 1
Explosive 1 1 1 1 (?)
WarpvsLifted
warp ammo does extra damage vs bioticaly primed (lifted) targets.
Actual_Weapon_damage_Impact
----------------------------------
for most weapons this will be all weapon damage (only Kishok currently has a DOT bleed component)
=[ModifiedBaseWeaponDamage * GlobalDamageMultipliers * (1+Sum_Weapon_Damage_Bonuses) * (WeaponHSmod * (1+sum_HS_damage_mods) + sum_debuff_bonuses)- Target_ARMOR_DR*DRmodifiers ]* ResistanceBonusMultiplier
quite a mouthful
ModifiedBaseWeaponDamage = BaseWeaponDamage * BChargeMultiplier*SPSquadmateNerf* (1 + sum_base_damage_bonuses)
BaseWeaponDamage : For the most part this is the value for the weapon damage read from coalesced.ini .Purchasing (unlocking) weapon versions from II to X upgrades increases this value by roughfully 2.77% per upgrade lvl (~25/9 ~25% damage bonus for Weapon, 9 upgrade lvls) ... (in coalesced.ini there are two values for weapon damage I and X) ...I say roughfully because Weapon X damage is roughfully Weapon I damage * 1.25 (25%) Its not quite 25% for any of the weapons and differs from weapon to weapon ...
Compacted Formula for Calculating BaseWeaponDamage_n for upgrade level n ( n integer 1 < n < 10 ) ...
BaseWeaponDamage_n = ((BaseWeaponDamage_X-BaseWeaponDamage_I)/9) * (n-1) + BaseWeaponDamage_I
Ex ..for Typhoon II (44.4 55.5)
((55.5 - 44.4) / 9) * (2 - 1) + 44.4 = 45.6333 ..
BChargeMultiplier - for SOME (Graal, Typhoon, PPR , GSMG) of the charged weapons the charge multiplier will apply to the baseweapondamage
SPSquadmateNerf
SP only, followers have *0.3 weapon damage multiplier
sum_base_damage_bonuses .. Tactical Cloak rank 6 bonus to Sniper Rifles fired from cloak (SP & MP) ; Geth Bonus With Geth weapons (MP) ; "Operational mastery" rank 6 "SNIPER RIFLE" (5% extra damage , 15% sniper rifle damage (SP) ...
GlobalDamageMultipliers - examples
- AP mod - penalty for shooting trough cover/enemies
- Charge Mod for weapons with continuous ChargeMods (GPS, Kishok)
- Enemy DR (phantoms get *0.25 weapon damage when not standing perfectly still); newly spawned enemies will get 50% spawn DR , Kill objective targets also get DR ..
- Impact Damage percent 1 for most weapons .. Currently 0.666 for Kishok that also has bleed component ..
Sum_Weapon_Damage_Bonuses
- Tactical Cloak weapon damage bonus
- Adrenaline rush weapon damage bonus
- hunter mode weapon damage damage bonus
- passive skills weapon damage bonus
- weapon add-on weapon damage bonus (extended barrel)
- gear weapon damage bonuses (including vulnerability VI in case of headshots)
- consumables (weapon specific damage rails)
- targeting VI consumable
- headshot bonus passive for soldier (SP) - all classes MP
- ammo pack consumable damage bonus
-...
WeaponHSmod
Weapon Constant from coalesced.ini ... For weapons that can score headshots is usually 2.5 ... Graal & Kishock have it at 3 in MP ...
sum_HS_damage_mods
-Pistol_trauma_Add_on_bonus : using a pistol with the Pistol Cranial Trauma system (0.4 at lvl V)
-Marksman_HS_bonus : Selecting the 25% headshot evolution for marksman gives (0.3125) bonus
-SP ammo power HS damage bonus 25% (rank 5) add here (tested 2016)
sum_debuff_bonuses
- will never stack if casted multiple times from the same player
- Warp(expose) , Tactical Scan , Biotic Bubble , Snap Freeze , Cryo blast, Proximity Mine
- Snap Freeze , Cryo blast, Proximity Mine , Warp, Annihilation field, Biotic Orbs WILL STACK ONCE FROM EACH PLAYER
- Biotic Bubble & Tactical Scan & Recon Mine debuffs NEVER STACK
Target_ARMOR_DR - constant from config files ... Armored enemies in ME3 get fixed amount damage reduction from each weapon shot ...
Values for difficulty levels (15/30/50) ( / /insanity) SP (bronze/silver/gold&platinum) MP
DRmodifiers
=(1-sum_armor_weakening_effects)*(1-sum_armor_piercing_effects) ...
-Armor weakening effects are party friendly (can get them from debuff powers like cryo blast, warp , snap freeze or ammo powers//consumbles warp, cryo) ...
-Armor piercing effects are for the individual player (can get them from AP ammo and AP piercing mods on weapon) ..
-If 1-sum_armor_weakening_effects or 1-sum_armor_piercing_effects gets <= 0 Target_ARMOR_DR is effectively nulified ..
ResistanceBonusMultiplier Some newly added weapons have bonuses//penalties vs certain defence types ..
Bioware Dev " _fcksavedurl="http://social.biowar...822648#13558922
">table with the values
DOT components
----------------------
Incendiary ammo damage % of modified_base_weapon damage is applied as DOT over 3 seconds after actual weapon impact damage ...It has some special stacking mechanics explained in more detail here Incendiary ammo (buugy ) stacking mechanics explained
Kishock DOT component
=ModifiedBaseWeaponDamage * 0.334 * ChargeMod * (WeaponHSmod * (1+sum_HS_damage_mods) + sum_debuff_bonuses) // DOT bleed damage - 10 seconds - 20 damage ticks
Notice (1+sum_weapon_damage_bonuses) term is missing from here and the % damage of the kishok applied as DOT is severely nerfed because of it ...
AmmoPowerDamage is separate and applied before Actual_Weapon_damage_Impact (disruptor , AP & warp ammo)
Actual_Weapon_damage_Impact - for most weapons this will be all weapon damage (only Kishok currently has a DOT bleed component)
DOT components - Kishok bleed component and incendiary ammo damage are applied as DOT ticks after Actual_Weapon_damage_Impact
Ammo_Power_Damage
-----------------
Ammo_Power_Damage = ModifiedBaseWeaponDamage * AmmoPowerMod * (1 + sum_debuff_bonuses) * AmmoResistanceBonusMultiplier *WarpvsLifted
ModifiedBaseWeaponDamage = BaseWeaponDamage * BChargeMultiplier*SPSquadmateNerf* (1 + sum_base_damage_bonuses)
BaseWeaponDamage : For the most part this is the value for the weapon damage read from coalesced.ini .Purchasing (unlocking) weapon versions from II to X upgrades increases this value by roughfully 2.77% per upgrade lvl (~25/9 ~25% damage bonus for Weapon, 9 upgrade lvls) ... (in coalesced.ini there are two values for weapon damage I and X) ...I say roughfully because Weapon X damage is roughfully Weapon I damage * 1.25 (25%) Its not quite 25% for any of the weapons and differs from weapon to weapon ...
Compacted Formula for Calculating BaseWeaponDamage_n for upgrade level n ( n integer 1 < n < 10 ) ...
BaseWeaponDamage_n = ((BaseWeaponDamage_X-BaseWeaponDamage_I)/9) * (n-1) + BaseWeaponDamage_I
Ex ..for Typhoon II (44.4 55.5)
((55.5 - 44.4) / 9) * (2 - 1) + 44.4 = 45.6333 ..
BChargeMultiplier - for SOME (Graal, Typhoon, PPR , GSMG) of the charged weapons the charge multiplier will apply to the baseweapondamage
SPSquadmateNerf
SP only, followers have *0.3 weapon damage multiplier
sum_base_damage_bonuses .. Tactical Cloak rank 6 bonus to Sniper Rifles fired from cloak (SP & MP) ; Geth Bonus With Geth weapons (MP) ; "Operational mastery" rank 6 "SNIPER RIFLE" (5% extra damage , 15% sniper rifle damage (SP) ...
(In MP there are no AMMO POWERS - there are ammo consumables that function rather similarly to their SP "ammo power" counterparts ..)
When using an ammo power the damage provided by the ammo power disruptor, warp , AP) is applied before the Actual_Weapon_Damage_Impact and as such is has some advantages. (incendiary ammo DOT applies after Actual_Weapon_Damage_Impact and thus can bypass shield gate mechanics - most relevant for 1 head shot kills )
- Will bypass Target_ARMOR_DR adding some damage, potentially more than doubling the damage inflicted by weapons that inflict minimum_damage (it will still be very low damage) because of Target_ARMOR_DR (using a higher base damage weapon would still be a better option)
- Can remove target shield//barrier allowing the actual weapon damage to remove health//armor in the same hit - potentially opening the door to ME2 style 1hit kills (most relevant to infiltrators using Widow/Javelin from cloak ... (In MP with the current lowered shield gate to 25% on gold/platinum using high level incediary to burn reamaining health is a better bet ..)
AmmoPowerMod - fixed for MP consumable description (data mined tables) ... . For SP powers (sum power damage evolutions)* (1 + sum power damage bonuses )
(here things get buggy. Passive power bonus works, Fortification does, Soldier's Combat Mastery-Weapon Master adds here
but power bonuses from Gliph/Armor/Squad Power Bonus don't)
ex Disurptor ammo vs health on soldier with Weapon Master & Fortification (5 + 2 + 3 + 5) * (1 + 0.1 + 0.4 + 0.3) = 27%
AmmoResistanceBonusMultiplier for ammo powers is 0 or 1 (will apply damage vs specified defense type or not) || was changed for MP at some point
ResistanceBonusMultiplier Table for ammo powers
Vs Shield Barrier Armor Health
AP 0 0 1 1
Warp 0 2 1 1
Disruptor 4 4 0 1
Incendiary 0 0 1 1
Phasic 10 10 0 ?
Drill 1 1 1 1 (?)
Incendiary 0 0 1 1
Explosive 1 1 1 1 (?)
WarpvsLifted
warp ammo does extra damage vs bioticaly primed (lifted) targets.
Actual_Weapon_damage_Impact
----------------------------------
for most weapons this will be all weapon damage (only Kishok currently has a DOT bleed component)
=[ModifiedBaseWeaponDamage * GlobalDamageMultipliers * (1+Sum_Weapon_Damage_Bonuses) * (WeaponHSmod * (1+sum_HS_damage_mods) + sum_debuff_bonuses)- Target_ARMOR_DR*DRmodifiers ]* ResistanceBonusMultiplier
quite a mouthful
ModifiedBaseWeaponDamage = BaseWeaponDamage * BChargeMultiplier*SPSquadmateNerf* (1 + sum_base_damage_bonuses)
BaseWeaponDamage : For the most part this is the value for the weapon damage read from coalesced.ini .Purchasing (unlocking) weapon versions from II to X upgrades increases this value by roughfully 2.77% per upgrade lvl (~25/9 ~25% damage bonus for Weapon, 9 upgrade lvls) ... (in coalesced.ini there are two values for weapon damage I and X) ...I say roughfully because Weapon X damage is roughfully Weapon I damage * 1.25 (25%) Its not quite 25% for any of the weapons and differs from weapon to weapon ...
Compacted Formula for Calculating BaseWeaponDamage_n for upgrade level n ( n integer 1 < n < 10 ) ...
BaseWeaponDamage_n = ((BaseWeaponDamage_X-BaseWeaponDamage_I)/9) * (n-1) + BaseWeaponDamage_I
Ex ..for Typhoon II (44.4 55.5)
((55.5 - 44.4) / 9) * (2 - 1) + 44.4 = 45.6333 ..
BChargeMultiplier - for SOME (Graal, Typhoon, PPR , GSMG) of the charged weapons the charge multiplier will apply to the baseweapondamage
SPSquadmateNerf
SP only, followers have *0.3 weapon damage multiplier
sum_base_damage_bonuses .. Tactical Cloak rank 6 bonus to Sniper Rifles fired from cloak (SP & MP) ; Geth Bonus With Geth weapons (MP) ; "Operational mastery" rank 6 "SNIPER RIFLE" (5% extra damage , 15% sniper rifle damage (SP) ...
GlobalDamageMultipliers - examples
- AP mod - penalty for shooting trough cover/enemies
- Charge Mod for weapons with continuous ChargeMods (GPS, Kishok)
- Enemy DR (phantoms get *0.25 weapon damage when not standing perfectly still); newly spawned enemies will get 50% spawn DR , Kill objective targets also get DR ..
- Impact Damage percent 1 for most weapons .. Currently 0.666 for Kishok that also has bleed component ..
Sum_Weapon_Damage_Bonuses
- Tactical Cloak weapon damage bonus
- Adrenaline rush weapon damage bonus
- hunter mode weapon damage damage bonus
- passive skills weapon damage bonus
- weapon add-on weapon damage bonus (extended barrel)
- gear weapon damage bonuses (including vulnerability VI in case of headshots)
- consumables (weapon specific damage rails)
- targeting VI consumable
- headshot bonus passive for soldier (SP) - all classes MP
- ammo pack consumable damage bonus
-...
WeaponHSmod
Weapon Constant from coalesced.ini ... For weapons that can score headshots is usually 2.5 ... Graal & Kishock have it at 3 in MP ...
sum_HS_damage_mods
-Pistol_trauma_Add_on_bonus : using a pistol with the Pistol Cranial Trauma system (0.4 at lvl V)
-Marksman_HS_bonus : Selecting the 25% headshot evolution for marksman gives (0.3125) bonus
-SP ammo power HS damage bonus 25% (rank 5) add here (tested 2016)
sum_debuff_bonuses
- will never stack if casted multiple times from the same player
- Warp(expose) , Tactical Scan , Biotic Bubble , Snap Freeze , Cryo blast, Proximity Mine
- Snap Freeze , Cryo blast, Proximity Mine , Warp, Annihilation field, Biotic Orbs WILL STACK ONCE FROM EACH PLAYER
- Biotic Bubble & Tactical Scan & Recon Mine debuffs NEVER STACK
Target_ARMOR_DR - constant from config files ... Armored enemies in ME3 get fixed amount damage reduction from each weapon shot ...
Values for difficulty levels (15/30/50) ( / /insanity) SP (bronze/silver/gold&platinum) MP
DRmodifiers
=(1-sum_armor_weakening_effects)*(1-sum_armor_piercing_effects) ...
-Armor weakening effects are party friendly (can get them from debuff powers like cryo blast, warp , snap freeze or ammo powers//consumbles warp, cryo) ...
-Armor piercing effects are for the individual player (can get them from AP ammo and AP piercing mods on weapon) ..
-If 1-sum_armor_weakening_effects or 1-sum_armor_piercing_effects gets <= 0 Target_ARMOR_DR is effectively nulified ..
ResistanceBonusMultiplier Some newly added weapons have bonuses//penalties vs certain defence types ..
Bioware Dev " _fcksavedurl="http://social.biowar...822648#13558922
">table with the values
DOT components
----------------------
Incendiary ammo damage % of modified_base_weapon damage is applied as DOT over 3 seconds after actual weapon impact damage ...It has some special stacking mechanics explained in more detail here Incendiary ammo (buugy ) stacking mechanics explained
Kishock DOT component
=ModifiedBaseWeaponDamage * 0.334 * ChargeMod * (WeaponHSmod * (1+sum_HS_damage_mods) + sum_debuff_bonuses) // DOT bleed damage - 10 seconds - 20 damage ticks
Notice (1+sum_weapon_damage_bonuses) term is missing from here and the % damage of the kishok applied as DOT is severely nerfed because of it ...