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Post by peddroelm on Apr 30, 2017 6:57:59 GMT
Lots of unknowns thus far, will update the post as new things are revealed by tests ..
No data on ammo consumables yet. BWD * ChargeUP* hipfire * CoverPenalty * vsDefence * ammoVsDefence * (1+Sum(Weapon_damage_bonuses)) * (1.4 + [WpnWeakMod + EnemyWeakMod] + Sum(weakspot_bonuses)) * (1 + Sum(debuffs)) - ArmorDR
-BWD: base weapon damage -ChargeUP 1 for the most part but -Zalkin has a charged up multiplier *1.5. Charge up for ~ 0.5 seconds to release 3 shots each with *1.5 damage. Lanat has linear charge multiplier. Max *2 at ~2 seconds. -hipfire: *1 for non sniper rifles but most sniper rifles except raptor have *0.5 when hipfiring (no scope) -CoverPenalty : for shots that went trough cover (SR receiver mod) -vsDefence *1 for the most part but there are exceptions (ex: Ruzad, Hesh, Katana, Piranha, Disciple, Talon, Scattershot *1.25 vs armor ; Lanat ,PAW, Equalizer, Scattershot, Soned and Shadow *1.15 vs shields). The good news is it doesn't also multiply the Armor DR anymore. -ammoVsDefence *1 default, distuptor1 has *1.25 vs shields -Weapon_damage_bonuses: additive bonuses from passives, cloak, etc .. -The Weakspot term (lots of fuzzyness here ATM): 1.4 + [WpnWeakMod + EnemyWeakMod] = 7 for destroyer weak point when Destroyer charging "cannon" Other wise: WpnWeakMod: +0.7: viper, vanquisher, inferno, Isharay, Lanat , incisor +0.25: predator, mattock, carniflex, sidewinder, phalanx, Zalkin , talon , hornet +0: katana, avenger, raptor, charger, shadow, indra, equalizer, eagle, PAW, cyclone(cold), hurricane , piranha, Thokin, hesh, disciple, rozerad, , Lance ability EnemyWeakMod: +0.2: Hydra, Berzerker -0.25 Adhi, Wraith, Assembler, Observer and Nullifier; 0.2: Hydra, Berzerker THE CYCLONE HAS INCONSISTENT HS mod bonus . Starts at 0, but gets +0.1 on auto mode and I've even seen occasional +0.7 pop out .. -(1 + Sum(debuffs)): Multiplicative bonus from skills such as Cryo Beam, Munitions Training 6a Sustained Fire (up to 24 5), Annihilation 5a damage attractor (debuff 20%), offensive biotics 5a expose (debuff 20% vs BIOTICALLY PRIMED TARGETS (goes away if target is detonated)) . -Armor DR 10/15/20 by difficulty
Preliminary tests on incendiary ammo 1 by hardcoresalmon seem to indicate it provides 25 damage per bullet/pellet delivered as DOT vs armor (*1.25) and health (*0 vs shields) over 5 seconds. Stacking with itself.. So ROF is the limit ..
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Post by peddroelm on May 1, 2017 17:51:45 GMT
hardcoresalmon tested distuptor 1 for a bit. 2.5% additive damage vs everything and extra *1.25 multiplier vs shields that is separate from the weapon's built in multiplier vs shields ..
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Post by KLGChaos on May 1, 2017 21:49:27 GMT
So the Equalizer does have a bonus against shields. I had a feeling. It always seemed to strip them faster than other weapons like the Hurricane.
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Post by hardcoresalmon on May 1, 2017 21:54:06 GMT
So the Equalizer does have a bonus against shields. I had a feeling. It always seemed to strip them faster than other weapons like the Hurricane. It is only 15%, not too bad on the equalizer but doesn't help the shadow or PAW at all.
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mograximus
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Post by mograximus on May 2, 2017 0:44:53 GMT
Wait so the Katana gets bonus damage against armor? Why just one weapon? And why the Katana of all things? Seems so random lol
Thanks for posting. Looking forward to seeing further updates.
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Post by peddroelm on May 2, 2017 2:36:31 GMT
Wait so the Katana gets bonus damage against armor? Why just one weapon? And why the Katana of all things? Seems so random lol Thanks for posting. Looking forward to seeing further updates. we didn't get to test many weapons vs armor yet.
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Post by konfeta on May 2, 2017 16:00:57 GMT
As in, the dogs and small robots take less headshot damage?
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Post by peddroelm on May 2, 2017 16:07:35 GMT
As in, the dogs and small robots take less headshot damage? precisely
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Post by JRandall0308 on May 2, 2017 16:14:05 GMT
Who designs this stuff?! Not only does the dog (not Breacher) have a tiny hitbox it also takes less weakpoint damage! You're being punished for being a good shot.
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Post by Mobius Y on May 2, 2017 16:57:57 GMT
Am I seeing this correctly that the armour damage reduction is less on Gold? :rage:
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Post by peddroelm on May 2, 2017 17:03:16 GMT
not MY typo
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Post by konfeta on May 2, 2017 17:17:08 GMT
Well, they still take more headshot damage. It's just a little less of a bonus compared to other targets. I think it's their way of compensating the fact that their weak point is basically in their center of body mass, which makes it easier to hit compared to the extruded head for other targets.
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Post by Mobius Y on May 2, 2017 17:22:55 GMT
not MY typo lol Seriously though I am so freaking glad you're here for Andromeda's multiplayer just like for ME3. You and Hardcoresalmon are indispensable. Keep up the great work.
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Post by peddroelm on May 2, 2017 17:28:49 GMT
not MY typo lol Seriously though I am so freaking glad you're here for Andromeda's multiplayer just like for ME3. You and Hardcoresalmon are indispensable. Keep up the great work. that might be about to change on a big scale. aryantes has at his fingertips the power to release a tool that removes most of the tediousness from the testing process for andromeda. And with it literally any PC user will be able to do damage tests for himself .. Make it almost like the game was shipped with numeric damage log in the first place ..
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Post by peddroelm on May 2, 2017 20:17:18 GMT
single player numbers
avenger 1 base 30 cloak 1 50% weapon damage 5% weapon damage and 3% weak/crit bonus 10% weapon/crit infiltrator profile
30 * (1 + 0.05) * (1.4 + 0.1 + 0.03) = 48.195 // headshot vs health 30 * (1 + 0.05 + 0.5) * (1.4 + 0.1 + 0.03) = 71.145 // cloaked headshot vs health
formula checks out thus far
////////////////////// In other news preliminary tests on incendiary ammo 1 by hardcoresalmon seem to indicate it provides 25 damage per bullet/pellet delivered as DOT vs armor (*1.25) and health (*0 vs shields) over 5 seconds. Stacking with itself.. So ROF is the limit ..
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Post by ramsen on May 7, 2017 2:26:49 GMT
I'm surprised so many weapons have no headshot bonus, including the Equalizer Are passive headshot bonuses multiplicative or additive?
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Post by peddroelm on May 7, 2017 2:30:48 GMT
I'm surprised so many weapons have no headshot bonus, including the Equalizer Are passive headshot bonuses multiplicative or additive? additive
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Post by cato on May 7, 2017 3:22:47 GMT
I'm surprised so many weapons have no headshot bonus, including the Equalizer Are passive headshot bonuses multiplicative or additive? The Equalizer still has the base 1.4x headshot multiplier.
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Post by ramsen on May 7, 2017 3:50:23 GMT
I'm surprised so many weapons have no headshot bonus, including the Equalizer Are passive headshot bonuses multiplicative or additive? The Equalizer still has the base 1.4x headshot multiplier. oic
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Post by TyHW on May 7, 2017 19:43:42 GMT
THE CYCLONE HAS INCONSISTENT HS mod bonus . Starts at 0, but gets +0.1 on auto mode and I've even seen occasional +0.7 pop out .. .....Seriously? How did they even manage to do this on accident? Unless its on purpose in which case....WTF??
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Post by peddroelm on May 7, 2017 20:29:36 GMT
I'l leaning towards on purpose without a shadow of a clue as to the why ..
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