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Post by Cyberzombie on Aug 1, 2016 6:25:34 GMT
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Post by Cyberzombie on Aug 1, 2016 6:29:46 GMT
Originally posted by Bryan Johnson.
Hello,
I am going to try and compile an FAQ for the challenge system so please keep it on topic and questions about the challenge system and I will do my best to answer the questions and keep them organized for people to see information.
Here is a blog post by Nathan Plewes describing what the challenge system is.
If you wish to add a link to your mainfest in your signature block, a helpful fan has provided instructions in a thread linked here.
Also I can not comment on anything that is future, this is only for what is currently there.
Q: How do I unlock banners? A: Completing the gold level of a challenge
Q: Do assists count? A: Yes they count for both kills and assists for any point based challenges
Q: Are there any rewards for challenge points except banners? And names i think? A: Those are the only current rewards
Q: Will weekend promotions run on the challenge system? A: Yes that is the design
Q: Will there be promotional challenges that are only open for a short amount of time? A: Thats the plan
Q: My account doesnt display the right Origin ID/GT/PSN ID under the N7 HQ. A: Click on activate online accounts inside my games
Q: Why isnt <X> in the challenge system? A: Some abilities don't work well with the challenge system so they arent part of
Q: Why isnt <X> gun in the challenge system? A: We may add them later you'll have to wait and see
Q: Why isnt the challenges retroactive? A: To give everyone an equal footing and there was no way to keep track retroactively?
Q: Why does it show that I dont have achievements for DLC? A: We are looking into this
Q: Resurgence doesn't show up as a weekend challenge A: Technically resurgence only required you to have the dlc installed, it used a different system we are looking at a way to display it for people but as of right now it is expected you dont have it
Why the hell did he say "an FAQ" instead of "a FAQ"???
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Post by DragonRacer on Aug 1, 2016 19:37:27 GMT
Thanks for working on helping this info get moved over. I have moved it from the ME3 forum to the ME3 MP forum and stickied to top.
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Post by Deleted on Aug 1, 2016 23:14:04 GMT
I would very much like to add Bwnci's/funkZHun's ME3 Multiplayer-Videoguides to the recommended Guides, if that's ok for you guys. Those videos helped me immensely become ever better, and his style of commenting has its own Welsh flair. Here's the link: Bwnci's ME3MP Youtube Videoguides
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Post by Cyberzombie on Aug 1, 2016 23:36:46 GMT
I added it in.
I'm not sure if I am necessarily the best person to be doing this job but I am happy to do it.
Something to note is that ANYONE can post the guides here, either in a new thread or just in this one if it's something that isn't likely to be discussed. I am just making up the process as I go so shout out if there are better ideas for how to do it.
I will go ahead and do the DAMP Resource Library as well if no one else does. That one has a LOT of character builds lol, but I find myself actually wanting to read the guides for the new characters.
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Post by JGDD on Aug 2, 2016 1:30:54 GMT
Gameplay Data and Mechanics, by Eric Fagnan
Power Combos
The damage of power combo explosions depends on the rank of the source and detonator power, not the stats of the power. So if you combine a rank 6 Pull with a rank 6 Throw, you will get maximum combo damage. Whether you use Throw or Warp to detonate doesn't really matter, except when that power has special upgrades to increase the damage of combos. Even if Warp, by default, does more damage than Throw on a regular impact, this does not affect how much damage is done on power combos - only the rank of the power matters.
This applies for the other combos as well. Using a rank 6 Incinerate to set up a fire combo and detonating with a rank 6 Throw will cause maximum damage. Using a rank 1 Incinerate with a rank 6 Throw does the same damage as using a rank 6 Incinerate followed by a rank 1 Throw, which is less than having max rank in both powers.
The power upgrades for increasing combo damage (ex: Warp rank 4 bottom choice) applies to both setting up and detonating the power, but only some powers can set up combos. So for Warp, that upgrade will increase the damage when setting up and when detonating. Throw doesn't set up combos so its combo upgrade only applies to detonating. These upgrades do stack, so if you have both the Warp and Throw upgrades, setting up with Warp and detonating with Throw will apply both bonuses.
All 4 combos (Biotic, Fire, Cryo, Electric) have different radius, damage, force, and other effects. The Fire combo, for example, does the most damage, while Cryo is fairly low damage but has the added benefit of freezing nearby enemies. Biotic and Electric are in the middle for damage, but are easier to do because the target doesn't have to die when detonated.
The combo damage is done after the normal power impact. So if you detonate with Warp, Warp will do its normal damage and then the combo damage is added.
Power bonuses from gear and passive powers (like +10% power damage) do not affect power combos; however, power combos do what we call "normalized" damage, meaning they scale with enemy health. So even on the hardest difficulty where enemies have more health, the power combos still do the same % damage to the enemy.
This makes them scale really well with difficulty, which makes up for them not scaling in other ways like getting power upgrades from other sources.
Power combos do not cause other power combos. So if you create a biotic detonation near an enemy in Stasis, the detonation won't cause another power combo.
A power can only detonate a single combo every time it is cast. So if you have AoE Throw and you hit 2 targets both in a singularity, only one of them will get detonated.
Henchmen do the same amount of damage as the player when it comes to power combos, so it doesn't matter who set up or detonated the combo. The only thing that matters is what rank the powers were.
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Post by JGDD on Aug 2, 2016 1:31:06 GMT
Gameplay Data and Mechanics, by Eric Fagnan
Weapon Penetration and Armor Piercing
The penetration mechanic (going through walls) has no impact by itself on the amount of damage a weapon does against armored enemies (the yellow health bar). The Javelin, for example, has a penetration value of 100 = 1 meter so it can penetrate through a total of 1 meter of solid objects but it doesn't do extra damage to the yellow armor health bar. The Javelin will, however, penetrate through other solid objects like the detachable armor plating on the Brutes, Husks, and Cannibals, and the Guardian shield. Whenever a weapon hits a target after going through a solid object, the amount of damage done is reduced by a flat amount.
The weapon mods, equipment (MP), and Armor Piercing Ammo can all increase the distance that weapons can penetrate through solid objects. So if you add a penetration mod on the Javelin, the penetration distance gets even larger, but that won't increase the damage done to enemies after penetrating through objects.
The penetration mods and Armor Piercing Ammo have another mechanic called 'piercing' which affects the damage done to armored targets. By default, enemies with the yellow armor bar will chop off a set amount of damage done to them from weapons. This makes low damage weapons less effective against armor and high damage weapons very effective against them. So even if a weapon has a really fast fire rate but each bullet does a low amount of damage it will get penalized for hitting armor since a big chunk of every bullet's damage is ignored. When equipping penetration mods and using Armor Piercing Ammo, the weapon's "armor piercing" goes up, which means a lot less damage is cut off. For example, equipping rank 1 Armor Piercing Ammo will reduce the amount of damage that armor cuts off by 50%. By default, weapons do not have any base armor "piercing."
Armor can never negate weapon damage completely. There is a minimum damage value that weapons will always do to armor.
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Post by JGDD on Aug 2, 2016 1:32:07 GMT
Gameplay Data and Mechanics, by Eric Fagnan
Shield/Barrier Damage Gates
There is a new mechanic for shields and barriers in ME3, which we call the shield gate. Whenever an enemy shield/barrier is destroyed (last point taken off), the rest of the damage that passes through to the health/armor is cut by X%, where X is:
Single Player: 50% on Normal 75% on Hardcore 100% on Insanity Multi Player: 50% on Bronze 75% on Silver 75% on Gold 75% on Platinum This means that if an enemy has a single sliver of shields on Insanity/Gold, any weapon bullet will only take the remaining point off, and then a second bullet is required to start damaging the health/armor. This means that even the most powerful sniper rifle will take 2 shots to kill any shielded enemy on Insanity/Gold. For shotguns, keep in mind that most fire multiple pellets, so even if some of the damage gets cut off on one of the pellets, the remaining pellets should pass through to the health/armor.
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Post by JGDD on Aug 2, 2016 1:32:20 GMT
Gameplay Data and Mechanics, by Eric Fagnan
Resistance Damage Multipliers
Every weapon and power has a hidden damage multiplier on the 3 resistance types (Armor, Barriers, and Shields). Most of these are 100%, meaning they do normal damage to that resistance type. A value of 50% means half damage to that resistance type, and a value of 200% means double damage. Below are the multipliers for some of our weapons and powers.
Weapons
Acolyte Pistol (Armor=100%, Barrier=500%, Shields=500%) ADAS Assault Rifle (Armor=100%, Barrier=200%, Shields=200%) Krysae Sniper Rifle (Armor=150%, Barrier=100%, Shields=100%) M-358 Talon Pistol (Armor=100%, Barrier=150%, Shields=150%) N7 Typhoon Assault Rifle (Armor=150%, Barrier=150%, Shields=150%) Reegar Carbine Shotgun (Armor=50%, Barrier=200%, Shields=200%) Spitfire Assault Rifle (Armor=100%, Barrier=175%, Shields=175%) Collector SMG (Armor=150%, Barrier=100%, Shields=100%)
All other weapons not listed here have a value of (Armor=100%, Barrier=100%, Shields=100%)
Powers
Annihilation Field (Base) (Armor=150%, Barrier=150%, Shields=100%) Arc Grenade (Base) (Armor=100%, Barrier=200%, Shields=200%) Armor Piercing Arrows (Base) (Armor=150%, Barrier=100%, Shields=100%) Barrier Detonation (Base) (Armor=100%, Barrier=150%, Shields=100%) Biotic Charge (Base) (Armor=100%, Barrier=150%, Shields=100%) Biotic Hammer (Base) (Armor=150%, Barrier=150%, Shields=100%) Biotic Orbs (Base) (Armor=150%, Barrier=150%, Shields=100%) Biotic Slash (Base) (Armor=150%, Barrier=150%, Shields=100%) Cain Trip Mine (Base) (Armor=150%, Barrier=150%, Shields=150%) Carnage (Base) (Armor=150%, Barrier=50%, Shields=50%) Cluster Grenade (Base) (Armor=100%, Barrier=150%, Shields=100%) Concussive Arrows (Base) (Armor=100%, Barrier=150%, Shields=100%) Concussive Shot (Base) (Armor=100%, Barrier=400%, Shields=100%) Dark Channel (Base) (Armor=150%, Barrier=200%, Shields=50%) Electric Slash (Base) (Armor=100%, Barrier=150%, Shields=150%) Electrical Hammer (Base) (Armor=100%, Barrier=300%, Shields=300%) Energy Drain (Base against organics) (Armor=50%, Barrier=300%, Shields=300%) Energy Drain (Base against robots) (Armor=100%, Barrier=300%, Shields=300%) Flamer (Base) (Armor=150%, Barrier=100%, Shields=100%) Hex Shield (Base) (Armor=100%, Barrier=150%, Shields=150%) Incinerate (Base) (Armor=150%, Barrier=50%, Shields=50%) Inferno Grenade (Base) (Armor=150%, Barrier=100%, Shields=100%) Lift Grenade (Base) (Armor=100%, Barrier=150%, Shields=100%) Nova (Base) (Armor=100%, Barrier=150%, Shields=100%) Overload (Base against organics) (Armor=50%, Barrier=300%, Shields=300%) Overload (Base against robots) (Armor=100%, Barrier=300%, Shields=300%) Reave (Base) (Armor=150%, Barrier=200%, Shields=50%) Sabotage (Base) (Armor=100%, Barrier=100%, Shields=150%) Shockwave (Base) (Armor=100%, Barrier=150%, Shields=100%) Siege Pulse (Base) (Armor=135%, Barrier=135%, Shields=135%) Smash (Base) (Armor=150%, Barrier=150%, Shields=150%) Tech Armor Detonation (Base) (Armor=100%, Barrier=100%, Shields=150%) Warp (Base) (Armor=150%, Barrier=200%, Shields=50%)
All other weapons not listed here have a value of (Armor=100%, Barrier=100%, Shields=100%)
Power Combos
Biotic Explosion (Armor=200%, Barrier=200%, Shields=100%) Cryo Explosion (Armor=100%, Barrier=100%, Shields=100%) Fire Explosion (Armor=200%, Barrier=100%, Shields=100%) Tech Burst (Armor=100%, Barrier=100%, Shields=200%)
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Post by JGDD on Aug 2, 2016 1:32:32 GMT
Gameplay Data and Mechanics, by Eric Fagnan
Power Bonuses
Most of our power bonuses apply to the base value. The formula is:
Base value * (1 + Total Bonus) = Final Value
For example, Incinerate at rank 3 (20% damage bonus at rank 3) with a power damage bonus of 10% from your passive power will give:
325 * (1 + 0.2 + 0.1) = 422.5
For power recharge speed, we have a different formula:
Base value / (1 + Total Bonus) = Final Value
So for Incinerate at rank 3 (25% cooldown bonus at rank 2) with a cooldown bonus of +150% from your weapon loadout would be:
8 / (1 + 0.25 + 1.5) = 2.9 seconds
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Post by JGDD on Aug 2, 2016 1:33:11 GMT
Gameplay Data and Mechanics, by Eric Fagnan
Health and Shield Gates
We have two damage gates in the game. When your shields hit zero, for a small duration you become invulnerable to damage preventing any health damage from taking place. Similarly, when your health gets below 5% you become invulnerable to damage for a short time. The duration of these gates change based on difficulty and they are listed below:
Multiplayer - Bronze 0.5 seconds - Silver 0.25 seconds - Gold 0.1 seconds - Platinum 0.01 seconds
Singleplayer - Narrative 1.0 second - Casual 0.75 seconds - Normal 0.5 seconds - Hardcore 0.25 seconds - Insanity 0.1 seconds
There is also a cooldown on both gate mechanics, preventing you from becoming invulnerable too often. You can only get the benefits of the shield gate once every 4 seconds, and once every 3 seconds for the health gate. This means that if your shields hit zero on Bronze, for example, you become invulnerable for 0.5 seconds, but if your shields get restored through a Geth Turret, a Volus Shield Boost, Stim Pack, or some other means, and your shields go down again after the 0.5 second window and within 4 seconds you will not get a second window of invulnerability.
None of the health and shield gate values or mechanics have changed since we shipped the game.
The following enemy attacks ignore the player health and shield gate mechanics, which means they can instantly kill you. - Any sync kill - Enemy grenades - Possessed Abomination explosions
Some of our new multiplayer abilities, like the Volus Shield Boost (on the caster only), and Stim Pack, make the player invulnerable for a short duration after the cast, but this is separate from the shield gate mechanic.
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Post by Cyberzombie on Aug 2, 2016 1:41:58 GMT
Thanks JGDD, that's awesome!
Although I have realized that new threads are the way to go for this, rather than just posts in this thread.
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Post by JGDD on Aug 2, 2016 1:43:20 GMT
Combo explosion damage formula + Damage table (Tested in-game), by corlist Many thanks to tyhw for his participation, calculation and time spent in the tests. For a list of all combos, see here. For a quick overview of combo damages, see the table below Spreadsheet of common combo damagesSummary Combo damage bonuses (e.g. Detonate) are multiplicative bonuses. Combo damage is scaled only to difficulty and not to total health/armour. A Tech Burst which also hits a swarmer will drop to 100 damage (needs more testing). All ammo consumables count as level 1 powers for the sake of calculating combo damage. Combo damage is just like any other source of damage; any damage taken debuff will result in the target taking more damage. All Cryo Explosions involving Snap Freeze will do 2x damage. (bug) N7 Paladin's Fire and Cryo shield melee count as level 6 powers. Important note regarding debuffs Debuffs (warp, biotic sphere, proximity mine) do not increase damage of combos specifically. Instead, targets that are debuffed take extra damage from combos. Debuffs (when applicable) stack additively with each other. Ammo consumables Despite the fact that a incendiary 1 can do as much fire explosion damage as incendiary 4, higher level ammo have a much higher chance of setting up said combos. Note that in Singleplayer, the level of the ammo power is used to determine the level instead of a fixed value of 1. Legend From here on, all combos will be known as such Biotic Explosion: BE Tech Burst: TB Fire Explosion: FE Cryo Explosion: CE Sabotage (Evolution 6 "Vulnerability") increases TB damage (FE/CE not tested). Snap Freeze (Evolution 6 "Tech Combo" +100% tech combo damage) - For the AIU: Works for TB/FE/CE - For the paladin: Works for CE only Electric Slash (Evolution 3 "Detonate" +100% force/damage on tech combos) - No effect on any tech power combo. Electrical Hammer (Evoution 5 "Radius & Combo +65% tech combo damage) - Works for TB/FE/CE Despite its wording, Warp's detonate evolution will not increase non-biotic combo damage. ============================== 0: The formula ============================== Combo damage = (Minimum damage + (Maximum damage - Minimum damage) / 10 * (combo level - 2)) * difficulty scaling * combo damage bonus * combo damage bonus You could alternatively use this formula because the damage range for combos are all the same 100 * (1 + (combo level - 2) * 0.15) * difficulty scaling * combo damage bonus * combo damage bonus Effective damage a target takes depends on its current defences and if any debuffs are applied. Damage done to each target is applied based on the following formula: Let x = combo damage x * (1 + sum debuffs) * defence damage multiplier ============================== 1: Minimum and Maximum base combo damage ============================== BE: 100 - 250 TB: 100 - 250 FE: 100 - 250 CE: 100 - 250 *Note: No DoT was observed with Fire Explosions. The health bar is blinking, but 0 damage is delivered. This is probably a bug. ============================== 2: Calculation of combo level (modified base damage) ============================== Just add the levels of both powers used in the combo. If an ammo power is used, its level is 1. ============================== 3: Difficulty level damage multipliers ============================== Bronze: 1.5 Silver: 2.25 Gold: 3.375 Platinum: 4.3875 *This combo damage scaling fits with enemy health scaling across difficulties consistently for many enemies. Singleplayer* Narrative: 0.583333 Casual: 0.83333 Normal: 1.5 Hardcore: 2.25 Insanity: 3.375 *Note: These are the maximum multipliers. Shepard's level (and possibly the current campaign progress) affects the health of enemies and thereafter affects the combo multiplier. The minimum of each multiplier is 66.67% of the max. ============================== 4: Combo damage against defences (source - Eric Fagnan) ============================== Biotic Explosion (Armor=200%, Barrier=200%, Shields=100%) Cryo Explosion (Armor=100%, Barrier=100%, Shields=100%) Fire Explosion (Armor=200%, Barrier=100%, Shields=100%) Tech Burst (Armor=100%, Barrier=100%, Shields=200%) *All of them do 100% damage to health. ============================== 5: Numbers galore ============================== ------------------------------ Gold Assault Trooper ------------------------------ Sabotage 6 + ED 1 (TB) Bystander Assault Trooper 1687.5 - 1096.875 = 590.625 Calculation 100 (base) * 1.75 (level 7 combo) * 3.375 (gold scaling) = 590.625 --- ED 1 + Warp 1 (TB) Bystander Assault Trooper 1687.5 - 1350 = 337.5 Calculation 100 (base) * 1 (level 2 combo) * 3.375 (gold scaling) = 337.5 --- Stasis 1 + Warp 1 Target Assault Trooper 1687.5 - 1075 = 612.5 Calculation Stasis + Warp = 25 + 250 100 (base) * 1 (level 2 combo) * 3.375 (gold scaling) = 337.5 275 + 337.5 = 612.5 ------------------------------ Gold Cannibal ------------------------------ Overload 1 + Incinerate 1 (TB) 2025 - 1214.5 = 810.5 Overload 1 220 * 0.5 = 110 Incinerate 1 (+10% power passives) 330 * 1.1 = 363 810.5 - 110 - 363 = 337.5 - No scaling by health of target ------------------------------ Bronze Cannibal ------------------------------ Warp 1 + Throw 1 (BE) Bystander Cannibal 900 - 750 = 150 Calculation 100 (base) * 1 (level 2 combo) * 1.5 (bronze scaling) = 150 --- Incinerate 1 + Warp 5 (FE) +50% Warp detonate Bystander Cannibal (duh) 900 - 540 = 360 (240 now) Calculation 150 (base) * 1.6 (level 6 combo) * 1.5 (bronze scaling) = 360 (100 [min] + (250 [max] - 100 [min]) / 10 * (6 [combo level] - 2))* 1.5 (bronze scaling) = 240 - Warp detonate does not increase FE damage. --- Cryo Blast 1 + Warp 5 (CE) Bystander Cannibal 900 - 780 = 120 (240 now) Calculation 50 (base) * 1.6 (level 6 combo) * 1.5 (bronze scaling) = 120 (75 [min] + (200 [max] - 75 [min]) / 10 * (6 [combo level] - 2)) * 1.5 (bronze scaling) = 187.5 100 * 1.6 * 1.5 = 240 - Warp detonate does not increase CE damage. --- Overload 1 + Warp 5 (TB) Bystander Cannibal 900 - 660 = 240 Calculation 100 (base) * 1.6 (level 6 combo) * 1.5 (bronze scaling) = 240 - Warp detonate does not increase TB damage. --- Stasis 4 + Warp 4 (BE) +50% detonate Bystander Cannibal 900 - 472.5 = 427.5 Calculation 100 (base) * 1.9 (level 8 combo) * 1.5 (bronze scaling) * 1.5 (detonate) = 427.5 --- Warp 4 + Throw 5 (BE) +50% detonate (Warp) +50% detoante (Throw) Bystander Cannibal 900 - 208.125 = 691.875 Calculation 100 (base) * 2.05 (level 9 combo) * 1.5 (bronze scaling) * 1.5 (detonate) * 1.5 (detonate) = 691.875 - Combo damage bonuses are multiplicative -- Sabotage 6 + Incinerate 1 Target Cannibal (sabotage backfire negated) 900 - 56.25 = 843.75 Calculation Incinerate 300 * 1.5 = 450 843.75 - 450 = 393.75 100 (base) * 1.75 (level 7 combo) * 1.5 (bronze scaling) * 1.5 (sabotage) = 393.75 --- Disruptor I + Warp 6 (TB) Bystander cannibal 900 - 637.5 = 262.5 Calculation 100 * 1.75 (Level 7 combo) * 1.5 (bronze scaling) = 262.5 - Disruptor I counts as a level 1 power. --- Cryo II + Warp 6 (CE) Bystander cannibal 900 - 768.75 = 131.25 (262.5 now) Calculation 50 * 1.75 (Level 7 combo) * 1.5 (bronze scaling) = 131.25 (75 [min] + (200 [max] - 75 [min]) / 10 * (10 - (7 [combo level] - 2)) * 1.5 (bronze scaling) = 206.25 100 * 1.75 * 1.5 = 262.5 - Cryo II counts as a level 1 power. --- Incendiary III + Warp 6 (FE) Bystander cannibal 900 - 506.25 = 393.75 (262.5 now) Calculation 150 * 1.75 (Level 7 combo) * 1.5 (bronze scaling) = 393.75 (100 [min] + (250 [max] - 100 [min]) / 10 * (7 [combo level] - 2)) * 1.5 (bronze scaling) = 262.5 - Incendiary III counts as a level 1 power. --- Disruptor IV + Warp 6 (TB) Bystander cannibal 900 - 637.5 = 262.5 Calculation 100 * 1.75 (Level 7 combo) * 1.5 (bronze scaling) = 262.5 - All ammo consumables counts as level 1 powers. ------------------------------ Silver Cannibal ------------------------------ Warp 1 + Throw 1 (BE) Bystander Cannibal 1350 - 1125 = 225 Calculation 100 (base) * 1 (level 2 combo) * 2.25 (sliver scaling) = 225 --- ED 1 + Warp 1 (TB) ED + 10% passives Target Cannibal 1350 - 754 = 596 Calculation Warp + ED 250 + 220 * (1 + 0.1) * 0.5 = 371 596 - 371 = 225 100 (base) * 1 (level 2 combo) * 2.25 (silver scaling) = 225 - TB does the same damage vs health in silver compared to BE. ------------------------------ Platinum Geth Trooper ------------------------------ Stasis 1 + Reave 3 (BE) Target Geth Trooper 2413.125 - 1167.75 = 1245.375 Calculation Stasis + Reave 25 + 100 * 6.5 = 675 1245.375 - 675 = 570.375 Calculation 100 (base) * 1.3 (level 4 combo) * 4.3875 (platinum scaling) = 570.375 ------------------------------ Bronze Ravager ------------------------------ Warp 5 + Throw 5 (BE) +50% detonate (Warp) +50% detonate (Throw) +15% expose Target Ravager 3600 - 1327.6248779296875 = 2272.3751220703125 Calculation Warp 300 damage Throw 85 impact damage (vs armour) Warp effective damage ((300 * 0.75) + (300 * 0.25 * 1.15)) * 1.5 = 466.875 Throw effective damage 85 * 1.15 = 97.75 2272.3751220703125 - 466.875 - 97.75 = 1707.7501220703125 Calculation 100 (base) * 2.2 (level 10 combo) * 1.5 (bronze scaling) * 1.5 (detonate) * 1.5 (detonate) * 2 (armour multiplier) * 1.15 (expose) = 1707.75
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Post by JGDD on Aug 2, 2016 1:45:52 GMT
List of biotic and elemental (tech) combos, by relix28 I saw a thread earlier, where someone was asking about different power combos. And since I have some free time on my hands, I decided to make a list of these with some explanation, so people can understand these combo mechanics a little better. BIOTIC COMBOS We all know the drill, cast a biotic power on an enemy, and once an enemy is affected by it, finish it off with another biotic power for a damaging AoE explosion. Notes: -Not all biotic powers are compatible with each other (E.G. Singularity --> Pull will not cause a biotic combo). -Stasis is unique, because it can bypass defenses (such as shields and barriers), and enemies can be detonated while their defenses are still present. It is, however, completely ineffective vs. armored targets such as Atlas mechs and Turrets. -Warp, Reave and Biotic Sphere (with Warp Effect evolution) are unique because they can either set up or set off biotic combos. They can set up combos on enemies with defenses (shields/barriers). They can also set up combos on armored targets, such as Turrets and Atlas mechs. -Lift Grenade and Shockwave (with Lifting evolution) are able to set up biotic combos on unprotected non-armored targets (targets with health bar only). They are also able to detonate biotic combos. -Slam (SP only) is able to set up biotic combos on unprotected non-armored targets (targets with health bar only). It can also detonate combos, but only on enemies that can be "slammed" (unprotected non-armored targets/targets with health bar only). -Dark Channel is able set up biotic combos on every type of enemy (targets with shields/barriers, health only, armored). Basically, it works like Reave or Warp, the only difference is, that it is unable to detonate combos. -Smash can only set up biotic combos with the rank 4 Biotic Combo evolution. If you take Electrical Damage evolution instead, you will set up you targets for Tech Bursts. -Lash can detonate biotic combos on all non-armored targets. It can also set up biotic combos on shieldless non-armored targets, and shielded non-armored targets, if you take the rank 6 Shield Penetration evolution. -Annihilation Field can set up biotic combos on every type of enemy, if the enemy is in range of it's aura. When detonated, it can set off biotic explosions, if your targets are primed by another biotic power. It cannot combo with itself. List of biotic combos below. -Sigularity --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Pull --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Stasis --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Warp --> Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Reave --> Warp/Throw/Shockwave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Biotic Sphere (only with Rank 6 Warp Effect evolution) --> Warp/Throw/Shockwave/Reave/Charge/Nova/Cluster Grenade/Lift Grenade/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Shockwave (only with Rank 6 Lifting Shockwave evolution) --> Warp/Throw/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Barrier (when detonated) --> Warp/Throw/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Lift Grenade --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Smash (with Rank 4 Biotic Combo evolution) --> Warp/Throw/Shockwave/Reave/Charge/Nova/Cluster Grenade/Lift Grenade/Lash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Lash --> Warp/Throw/Shockwave/Reave/Charge/Nova/Cluster Grenade/Lift Grenade/Smash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Dark Channel --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash/Biotic Orbs -Annihilation Field (aura) --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Smash/Lash/Biotic Slash/Biotic Orbs -Slam (SP only) --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Lift Grenade ELEMENTAL (aka tech) COMBOS There are also some new combos in ME3, that involve Tech or Combat elemental based powers. It's the same principle as with biotic combos, but they function in a slightly different manner. FIRE EXPLOSION -Can be set up by: Incinerate, Inferno Grenade, Carnage, Geth Turret (with rank 6 Flamethrower upgrade), Sentry Turret (with rank 6 Flamethrover upgrade), Flamer, Omni Shield (with Fire Shield Upgrade), Incendiary Ammo -Can be detonated with any Biotic/Tech/Combat powers that can deal direct damage (except for the powers that are used to set up the combo). -Effect: Enemies effected by any of the fire based powers, cause an AoE fire explosion, once they are killed by a direct damage power. The effect is similar to blowing up Pyros with Overload in ME2. -Note: As of the latest patch, Fire Explosions function the same way as Tech Bursts. Hit the target with a fire primer, and then detonate it with any power that can deal direct damage. CRYO EXPLOSION -Can be set up by: Cryo Blast, Snap Freeze, Omni Shield (with Cryo Shield upgrade), Cryo Ammo -Can be detonated with any Biotic/Tech/Combat powers that can deal direct damage. -Effect: Frozen enemies killed by damage based powers, cause an AoE cryo explosion, freezing any enemy that is nearby. -Note: Enemies MUST be frozen in order to trigger Cryo Explosion, so this will only work on unshielded non-armores targets (targets with health only). As of the latest patch, frozen enemies do not require be killed by the secondary power in order to trigger the explosion. -Special note about Snap Freeze: Unlike every other Cryo based power, Snap Freeze can also prime chilled and not just frozen targets. It functions as a primer on every type of defense (shields, barriers, armor and health). TECH BURST -Can be set up by: Overload, Energy Drain, Sabotage (backfire), Submission Net, Arc Grenade, Smash (with rank 4 Electrical Damage evolution), Shadow Strike (with rank 5 Electric Damage upgrade), Disruptor Ammo -Can be detonated by any Biotic/Tech/Combat powers taht can deal direct damage (except for the powers that are used to set up the combo). -Effect: Enemies effected by electricity based powers, discharge multiple electricity bolts to nearby enemies, when hit with direct damage powers. Effect is similar to Overload's Chain Overload upgrade. -Note: Works the same way as Fire Explosions. Hit the target with one of the electrical primers, and then detonate it with any power that can deal direct damage. Concussive Shot Rank 6 Amplification evolution is currently bugged in multiplayer was replaced with the Hammer evolution (damage + radius upgrade) in the last patch. It has not been changed for the SP portion of the game, and it seems to be working as intended there (for the most part). When coupled with Incendiary Ammo, it can prime targets for Fire Explosions, and when coupled with Cryo Ammo, it can prime targets for Cryo Explosions. For some reason, it does not prime targets for Tech Bursts, when coupled with Disruptor Ammo. -Credit for this goes to RedCaesar97 and more info about Amplified Concussive Shot can be found in his thread here. Direct damage powers (aka the powers able to set off tech combos) Biotic: Warp, Shockwave, Throw, Biotic Sphere, Biotic Charge, Nova, Cluster Grenade, Lift Grenade, Smash, Lash, Annihilation Field (when detonated), Biotic Slash, Biotic Orbs Tech: Incinerate, Overload, Enegry Drain, Combat Drone (when detonated, rank 4 detonate evolution required), Snap Freeze, Arc Grenade, Homing Grenade, Electric Slash, Recon Mine Combat: Concussive Shot, Carnage, Proximity Mine, Frag Grenade, Sticky Grenade, Phase Disruptor, Multi-Frag Grenade, Havoc Strike I hope this explains the combo mechanics to everyone not so familiar with them, and I hope you will be able to put them to good use. If I have by any chance missed anything, be sure to let me know, and I will include it in the OP. Make sure you also check out the official Gameplay Data and Mechanics thread for a more in-depth explanation about the mechanics behind power combos. Combo explosion damage formula (Tested in-game). This excellent thread provides numbers and info on combo modifiers, power lvl's, combo damage (difficulty) scaling, and debuffs (such as Sabotage's Tech Vulnerability and Warp's Expose) and their effects on power combos. -Courtesy of corlist & tyhw. Info on the new Cryo and Fire Exlosion combos (damage, radius, dot, etc...) can be found *here. *Points to Balance changes
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Post by JGDD on Aug 2, 2016 2:01:50 GMT
Thanks JGDD, that's awesome! Although I have realized that new threads are the way to go for this, rather than just posts in this thread. Partially agree. Build threads and links to game play help and the like should point to other threads. The data mining posts (math, etc.) and developer comments should be right here in one location and then locked down to prevent cluttering. All discussion should be handled in a manner similar to the Twitter thread here. This precludes needless thread hopping and centralizes all important data that will be lost in a few months time. My two cents.
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Post by DragonRacer on Aug 2, 2016 2:03:48 GMT
Hey, guys, hold on... Try this link out and see if it works for everyone. My friend set it up on his server, it should be public access to everyone. If this works, we just saved an assload of time: The ME3MP Resource Library
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Post by JGDD on Aug 2, 2016 2:09:23 GMT
It works, but I'd be semi-concerned about EA/BW mirroring their IP and sending out the men in black guys.
They haven't shown a lot of concern for their fans lately.
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Post by Cyberzombie on Aug 2, 2016 2:34:23 GMT
Have linked them in. I thought I'd be 'clever' and put spoiler tags in but it keeps deciding to insert it's own tags and mess it all up.
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Post by Cyberzombie on Aug 2, 2016 2:36:50 GMT
Seems to work fine, that's impressive.
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Post by Jeremiah12LGeek on Aug 2, 2016 13:07:19 GMT
I'm hoping we can transfer the data from the threads, so that they can be interacted with. The links would have to be updated for after the closure, but with some luck we can do it.
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Post by Jeremiah12LGeek on Aug 2, 2016 13:09:53 GMT
Hey, guys, hold on... Try this link out and see if it works for everyone. My friend set it up on his server, it should be public access to everyone. If this works, we just saved an assload of time: The ME3MP Resource Library I believe what will happen is the linked threads will be read-only on August 26, then deleted in October, even if the library itself can still be interacted with. I know the foreign-language forums are also slated for closure and deletion, but I don't know what the plans are for Polish forum, specifically.
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Post by DragonRacer on Aug 2, 2016 13:27:11 GMT
Hey, guys, hold on... Try this link out and see if it works for everyone. My friend set it up on his server, it should be public access to everyone. If this works, we just saved an assload of time: The ME3MP Resource Library I believe what will happen is the linked threads will be read-only on August 26, then deleted in October, even if the library itself can still be interacted with. I know the foreign-language forums are also slated for closure and deletion, but I don't know what the plans are for Polish forum, specifically. These are hosted on Anubis's Shelter servers. Look at the URL.
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Post by Jeremiah12LGeek on Aug 2, 2016 13:55:58 GMT
I believe what will happen is the linked threads will be read-only on August 26, then deleted in October, even if the library itself can still be interacted with. I know the foreign-language forums are also slated for closure and deletion, but I don't know what the plans are for Polish forum, specifically. These are hosted on Anubis's Shelter servers. Look at the URL. But the links themselves are to threads hosted by BioWare, aren't they? Or were all the MP threads ported, not just the library thread?
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Post by DragonRacer on Aug 2, 2016 14:09:08 GMT
These are hosted on Anubis's Shelter servers. Look at the URL. But the links themselves are to threads hosted by BioWare, aren't they? Or were all the MP threads ported, not just the library thread? The first page of all the linked threads. To try and grab ALL the pages of all the linked threads was gonna end up grabbing the entire forum, which was too much. The first pages of each of those threads should be sufficient as the majority of their data are contained there.
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Post by Jeremiah12LGeek on Aug 2, 2016 14:28:15 GMT
But the links themselves are to threads hosted by BioWare, aren't they? Or were all the MP threads ported, not just the library thread? The first page of all the linked threads. To try and grab ALL the pages of all the linked threads was gonna end up grabbing the entire forum, which was too much. The first pages of each of those threads should be sufficient as the majority of their data are contained there. It's good to know that much is preserved, so that's great! I should fire Malloc off a PM and find out if parsing the entire forum actually worked.
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