Numerical Tests Thread - Peddro's Tactical Scan Damage Mechanics
Oct 22, 2016 6:22:28 GMT
burningcherry likes this
Post by BlackMage on Oct 22, 2016 6:22:28 GMT
peddroelm
Posted 23 August 2012 - 08:45 PM
Edited by peddroelmz, 18 November 2012 - 04:02 PM
Among all damage debuffs in the game - Tactical Scan stands heads and shoulders above the rest ...Did notice in game my claymore was doing suspect amounts of damage to boss type enemies fired from cloak with TS debuff on - so I decided to test why that was happening ...
Summary
- The weapon damage bonus is applied as a HeadShot multiplier (up to 32.5% weapon damage global multiplier in case of body shots and up to 250+32.5 = 282.5% in case of headshots...By making it additive with the headshot multiplier they managed to give it very good damage boost vs body shots and not cause it to do astronomical amounts of damage in case of headshots ) EDIT - this works the same for all debuffs
- BUG: The 25% to all headshot damage perk does nothing ...
- The 40% DOT evolution for arc grenades applies to total damage - adds a lot of damage (especially to arc grenades fired from cloak on TScanned target)
- the weapon damage bonus is applied before Armor DR substraction (very beneficial vs armored foes for all squad // In other words headshot bonuses apply before armor DR)
WD - Weapon Damage % bonus
TS - Tactical Scan
TC - Tactical Cloak
HS - Headshot
SR - Sniper Rifle (% Damage bonus)
PD - Power Damage % bonus
TEST QMI
TC 80% ; *1.25 SR
TS All damage 25% , 7.5% WD , 25% HS
WD 22.5%
PD 20%
Arc Grenade 400 *(1+0.2+0.3) + 400 *(1+0.2+0.3)*0.4 DOT
20% HS passive
Weapon Raptor X 97.7 (eb 25% WD)
Heavy melee = 1350 - 750 = 600
------
Light melee TC OFF, TS ON
Measured
1350-1162.5 = 187.5
Calculated
150 * 1.25 = 187.5 OK
//as in TS affects melee damage
--------
RAptor body shot TC OFF , TS OFF
Measured
1350-1205.8925 = 144.1075
Calculated
97.7 * (1 + 0.225 + 0.25) = 144.1075 OK
-------------
RAptor body shot TC OFF , TS ON
Measured
1350 - 1159.0576 = 190.9424
Calculated
97.7 * (1 + 0.225 + 0.25) * (1 + 0.25 + 0.075) = 190.9424
// 32.5% GLOBAL MULTIPLIER TO WEAPON DAMAGE - INSANE ...And its party friedly ...Best boss kill debuff in the game ...
------------------
RAptor body shot TC ON , TS ON
Measured
1350 - 981.8694 = 368.1306
Calculated
97.7 * 1.25 * (1 + 0.225 + 0.25 + 0.8) * (1 + 0.25 + 0.075) = 368.1305 OK
-----------------
RAptor HS shot TC OFF , TS OFF
Measured
1350 - 940.8812 = 409.1188
Calculated
97.7 * (1 + 0.225 + 0.25 + 0.2) * 2.5 = 409.1187 OK
-----------
HS (TC OFF, TS on)
Measured
1350 - 887.6958 = 462.3042
Calculated
97.7 * (1 + 0.225 + 0.25 + 0.2) * (2.5 + 0.325) = 462.3041 OK
// TS HS PERK 25% extra damage does nothing
----------
HS (TC ON TS ON)
Measured
1350 - 496.1173 = 853.8827
Calculated
97.7 * 1.25 * (1 + 0.225 + 0.25 + 0.8 + 0.2) * (2.5 + 0.325) = 853.8827 OK
// TS HS PERK 25% extra damage does nothing
-----------------------
HS TC ON , TS OFF
Measured
1350 - 594.3515 = 755.6485
Calculated
97.7 * 1.25 * (1 + 0.225 + 0.25 + 0.8 + 0.2) * 2.5 = 755.6484 OK
---------------
Arc Grenade + Dot (vs health) HS TC off , TS off
Measured
1350 - 398.0002 = 951.9998
Calculated
(400 * (1 + 0.2 + 0.3 + 0.2)) + (400 * (1 + 0.2 + 0.3 + 0.2) * 0.4) = 952
//The 40% DOT evolution for arc grenades applies to total damage - adds a lot of damage
-------------------
Arc Grenade + Dot (vs health) HS TC off , TS on
Measured
1350 - 160 = 1190
Calculated
400 * (1 + 0.2 + 0.3 + 0.2) * 1.25 + 400 * (1 + 0.2 + 0.3 + 0.2) * 1.25 * 0.4 = 1190 OK
---------------
Respeced to test bug - removed 25% to headshot damage from TS and rank 6 cloak evolution (I play the QMI with a claymore)
Measured
1350 - 666.8938 = 683.1062
Calculated
97.7 * (1 + 0.225 + 0.25 + 0.8 + 0.2) * (2.5 + 0.325) = 683.1061 OK BUG confirmed
----------
Claymore X test Vs Silver Brute (30 DR)
(same char same setup with 7.5% Shotgun Damage from gear)
Measured Damage(7500 - 2608.5390) / 8 = 611.4326
Calculated per pellet
206 * (1 + 0.225 + 0.25 + 0.075 + 0.8) * 1.325 -30 = 611.4325
the bonus damage is applied BEFORE armor DR substraction - very beneficial
_______________________________________________________________________________________________________________________________________________
peddroelm
Posted 26 August 2012 - 10:16 AM
Edited by peddroelmz, 28 August 2012 - 08:12 AM
QFE - power damage build (BlackMage Comment - should be MQE and not FQE)
Test arc grenade damage vs shields& barriers
Test Incinerate vs armor
TS 25% all damage sources 32.5% power damage
45% PD passive
Incinerate
330 * (1+0.2+0.3) 50% DOT 50% extra vs armor has *1.5 vs armor
Arc Grenade
400 * (1+0.2+0.3) 40% DOT 75% extra vs Shields& barrier has *2 vs shields & barriers
No other consumables
-------------------
Arc Grenade TESTS vs gold Geth Prime Shields
No TS
5906 - 2076 = 3830 (after DOT ; 5906-3176 at impact)
A bit more than calculated (3288) (as expected DOT damage causes rounding errors vs shields)
Verification of impact damage before dot
400 * 1.75 * (1 + 0.2 + 0.3 + 0.45) * 2 = 2730
5906 - 3176 = 2730 OK my calculations were correct
TS on
5906 - 898 = 5008 (after DOT ; 2288 at impact)
A bit less than expected (5064.15 calculated - DOT vs shields not reliable for testing )
Verification of impact damage before dot
400 * 1.75 * (1 + 0.2 + 0.3 + 0.45) * 1.32500 * 2 = 3617.25
5906 - 2288 = 3618 OK (shield value rounded up) .. So the extra power damage bonus (TS evolution) works and applies to arc grenades ...
SO - MQI without consumables built for full power (+cloak bonus)
(400 * 1.75 * (1 + 0.2 + 0.3 + 0.45 + 0.8) * 1.325 * 2) + (400 * 1.75 * (1 + 0.2 + 0.3 + 0.45 + 0.8) * 1.325 * 2 * 0.4) = 7141.75 vs shield per arc grenade without power boosting gear or consumables ..
----------------
Incinerate tests Vs gold Geth Prime Armor
TS off
16875 - 14703.1875 = 2171.8125 (after DOT - note perfect match with my assumed/calculated value - No rounding sheniningans to mess up armor tests)
330 * 1.5 * (1+0.2+0.3+0.45)*1.5 + 330 * 1.5 * (1+0.2+0.3+0.45)*0.5*1.5 (extra DOT) = 2171.8125
So the extra power damage bonus (TS evolution) works and applies to incinerate ...
~16875 - 15789 = 1086 at impact, rest applied as dot
TS on
16875 - 13997.3476 = 2877.6524 (after DOT)
330 * 1.5 * (1+0.2+0.3+0.45)*1.325 * 1.5 + 330 * 1.5 * (1+0.2+0.3+0.45)* 1.325 * 0.5 *1.5 (extra DOT) = 2877.6515 OK - close enough
=========================
Casting two incinerates on top of each other TS on
16875 - 11119.6953 = 5755.3047
2877.6524 * 2 = 5755.3048 OK - you can spam incinerate at cooldown (which its lower than its DOT duration) and will still do all the expected damage ...
============
TLDR no surpises - my calculated values were correct ..Arc Grenade DOT component vs shields has a bit of variance (as do al DOTs vs shields & barriers ) too to the rounding to integer shield & barrier mechanics ...
==================
As personal observation - not impressed at all with incinerate (on paper the damage seems okish) - the very long DOT duration makes it only useful vs the 3 big boss units (prime, atlas, banshee - include brutes & ravagers if soloing) anything else dies too fast for the DOT to take effect ... Will respect back towards weapon damage spec ...
Did a test run after the respec - used a huricane instead (hard to spam incinerate with a claymore ) - liked incinerate more - damage is crap (especially with a weapon focused) but it has utility (triggers rolls, doges , panics organics, can cause fire explosions, can trigger tech bursts ...)
Posted 23 August 2012 - 08:45 PM
Edited by peddroelmz, 18 November 2012 - 04:02 PM
Among all damage debuffs in the game - Tactical Scan stands heads and shoulders above the rest ...Did notice in game my claymore was doing suspect amounts of damage to boss type enemies fired from cloak with TS debuff on - so I decided to test why that was happening ...
Summary
- The weapon damage bonus is applied as a HeadShot multiplier (up to 32.5% weapon damage global multiplier in case of body shots and up to 250+32.5 = 282.5% in case of headshots...By making it additive with the headshot multiplier they managed to give it very good damage boost vs body shots and not cause it to do astronomical amounts of damage in case of headshots ) EDIT - this works the same for all debuffs
- BUG: The 25% to all headshot damage perk does nothing ...
- The 40% DOT evolution for arc grenades applies to total damage - adds a lot of damage (especially to arc grenades fired from cloak on TScanned target)
- the weapon damage bonus is applied before Armor DR substraction (very beneficial vs armored foes for all squad // In other words headshot bonuses apply before armor DR)
WD - Weapon Damage % bonus
TS - Tactical Scan
TC - Tactical Cloak
HS - Headshot
SR - Sniper Rifle (% Damage bonus)
PD - Power Damage % bonus
TEST QMI
TC 80% ; *1.25 SR
TS All damage 25% , 7.5% WD , 25% HS
WD 22.5%
PD 20%
Arc Grenade 400 *(1+0.2+0.3) + 400 *(1+0.2+0.3)*0.4 DOT
20% HS passive
Weapon Raptor X 97.7 (eb 25% WD)
Heavy melee = 1350 - 750 = 600
------
Light melee TC OFF, TS ON
Measured
1350-1162.5 = 187.5
Calculated
150 * 1.25 = 187.5 OK
//as in TS affects melee damage
--------
RAptor body shot TC OFF , TS OFF
Measured
1350-1205.8925 = 144.1075
Calculated
97.7 * (1 + 0.225 + 0.25) = 144.1075 OK
-------------
RAptor body shot TC OFF , TS ON
Measured
1350 - 1159.0576 = 190.9424
Calculated
97.7 * (1 + 0.225 + 0.25) * (1 + 0.25 + 0.075) = 190.9424
// 32.5% GLOBAL MULTIPLIER TO WEAPON DAMAGE - INSANE ...And its party friedly ...Best boss kill debuff in the game ...
------------------
RAptor body shot TC ON , TS ON
Measured
1350 - 981.8694 = 368.1306
Calculated
97.7 * 1.25 * (1 + 0.225 + 0.25 + 0.8) * (1 + 0.25 + 0.075) = 368.1305 OK
-----------------
RAptor HS shot TC OFF , TS OFF
Measured
1350 - 940.8812 = 409.1188
Calculated
97.7 * (1 + 0.225 + 0.25 + 0.2) * 2.5 = 409.1187 OK
-----------
HS (TC OFF, TS on)
Measured
1350 - 887.6958 = 462.3042
Calculated
97.7 * (1 + 0.225 + 0.25 + 0.2) * (2.5 + 0.325) = 462.3041 OK
// TS HS PERK 25% extra damage does nothing
----------
HS (TC ON TS ON)
Measured
1350 - 496.1173 = 853.8827
Calculated
97.7 * 1.25 * (1 + 0.225 + 0.25 + 0.8 + 0.2) * (2.5 + 0.325) = 853.8827 OK
// TS HS PERK 25% extra damage does nothing
-----------------------
HS TC ON , TS OFF
Measured
1350 - 594.3515 = 755.6485
Calculated
97.7 * 1.25 * (1 + 0.225 + 0.25 + 0.8 + 0.2) * 2.5 = 755.6484 OK
---------------
Arc Grenade + Dot (vs health) HS TC off , TS off
Measured
1350 - 398.0002 = 951.9998
Calculated
(400 * (1 + 0.2 + 0.3 + 0.2)) + (400 * (1 + 0.2 + 0.3 + 0.2) * 0.4) = 952
//The 40% DOT evolution for arc grenades applies to total damage - adds a lot of damage
-------------------
Arc Grenade + Dot (vs health) HS TC off , TS on
Measured
1350 - 160 = 1190
Calculated
400 * (1 + 0.2 + 0.3 + 0.2) * 1.25 + 400 * (1 + 0.2 + 0.3 + 0.2) * 1.25 * 0.4 = 1190 OK
---------------
Respeced to test bug - removed 25% to headshot damage from TS and rank 6 cloak evolution (I play the QMI with a claymore)
Measured
1350 - 666.8938 = 683.1062
Calculated
97.7 * (1 + 0.225 + 0.25 + 0.8 + 0.2) * (2.5 + 0.325) = 683.1061 OK BUG confirmed
----------
Claymore X test Vs Silver Brute (30 DR)
(same char same setup with 7.5% Shotgun Damage from gear)
Measured Damage(7500 - 2608.5390) / 8 = 611.4326
Calculated per pellet
206 * (1 + 0.225 + 0.25 + 0.075 + 0.8) * 1.325 -30 = 611.4325
the bonus damage is applied BEFORE armor DR substraction - very beneficial
_______________________________________________________________________________________________________________________________________________
peddroelm
Posted 26 August 2012 - 10:16 AM
Edited by peddroelmz, 28 August 2012 - 08:12 AM
QFE - power damage build (BlackMage Comment - should be MQE and not FQE)
Test arc grenade damage vs shields& barriers
Test Incinerate vs armor
TS 25% all damage sources 32.5% power damage
45% PD passive
Incinerate
330 * (1+0.2+0.3) 50% DOT 50% extra vs armor has *1.5 vs armor
Arc Grenade
400 * (1+0.2+0.3) 40% DOT 75% extra vs Shields& barrier has *2 vs shields & barriers
No other consumables
-------------------
Arc Grenade TESTS vs gold Geth Prime Shields
No TS
5906 - 2076 = 3830 (after DOT ; 5906-3176 at impact)
A bit more than calculated (3288) (as expected DOT damage causes rounding errors vs shields)
Verification of impact damage before dot
400 * 1.75 * (1 + 0.2 + 0.3 + 0.45) * 2 = 2730
5906 - 3176 = 2730 OK my calculations were correct
TS on
5906 - 898 = 5008 (after DOT ; 2288 at impact)
A bit less than expected (5064.15 calculated - DOT vs shields not reliable for testing )
Verification of impact damage before dot
400 * 1.75 * (1 + 0.2 + 0.3 + 0.45) * 1.32500 * 2 = 3617.25
5906 - 2288 = 3618 OK (shield value rounded up) .. So the extra power damage bonus (TS evolution) works and applies to arc grenades ...
SO - MQI without consumables built for full power (+cloak bonus)
(400 * 1.75 * (1 + 0.2 + 0.3 + 0.45 + 0.8) * 1.325 * 2) + (400 * 1.75 * (1 + 0.2 + 0.3 + 0.45 + 0.8) * 1.325 * 2 * 0.4) = 7141.75 vs shield per arc grenade without power boosting gear or consumables ..
----------------
Incinerate tests Vs gold Geth Prime Armor
TS off
16875 - 14703.1875 = 2171.8125 (after DOT - note perfect match with my assumed/calculated value - No rounding sheniningans to mess up armor tests)
330 * 1.5 * (1+0.2+0.3+0.45)*1.5 + 330 * 1.5 * (1+0.2+0.3+0.45)*0.5*1.5 (extra DOT) = 2171.8125
So the extra power damage bonus (TS evolution) works and applies to incinerate ...
~16875 - 15789 = 1086 at impact, rest applied as dot
TS on
16875 - 13997.3476 = 2877.6524 (after DOT)
330 * 1.5 * (1+0.2+0.3+0.45)*1.325 * 1.5 + 330 * 1.5 * (1+0.2+0.3+0.45)* 1.325 * 0.5 *1.5 (extra DOT) = 2877.6515 OK - close enough
=========================
Casting two incinerates on top of each other TS on
16875 - 11119.6953 = 5755.3047
2877.6524 * 2 = 5755.3048 OK - you can spam incinerate at cooldown (which its lower than its DOT duration) and will still do all the expected damage ...
============
TLDR no surpises - my calculated values were correct ..Arc Grenade DOT component vs shields has a bit of variance (as do al DOTs vs shields & barriers ) too to the rounding to integer shield & barrier mechanics ...
==================
As personal observation - not impressed at all with incinerate (on paper the damage seems okish) - the very long DOT duration makes it only useful vs the 3 big boss units (prime, atlas, banshee - include brutes & ravagers if soloing) anything else dies too fast for the DOT to take effect ... Will respect back towards weapon damage spec ...
Did a test run after the respec - used a huricane instead (hard to spam incinerate with a claymore ) - liked incinerate more - damage is crap (especially with a weapon focused) but it has utility (triggers rolls, doges , panics organics, can cause fire explosions, can trigger tech bursts ...)