Post by capn233 on Oct 15, 2016 16:17:12 GMT
The following was posted by peddroelm on 21 March 2016.
Reverse engineered based on ingame combat log tests. Still work in progress, will update if/when I do more tests.
AmmoPowerDamage*ScalingFactor + WeaponDamage*ScalingFactor [+ IncendiaryAmmoDOTvsHealth*ScalingFactor]
AmmoPowerDamage = ModifiedBaseWeaponDamage*Ammo%*(1+Sum(PowerDamageBonuses - RangeBonusPenalty))*VsDefenceMod
WeaponDamage = ModifiedBaseWeaponDamage*(1+Sum(WeaponDamageBonuses))* ModifiedWpnVsDefenceMod
ModifiedBaseWeaponDamage: For the most part this is BaseWeaponDamage. Damage upgrades for Assault rifles apply to BaseWeaponDamage unlike upgrades for the other weapon classes which are additive. BUG ? WAD ?? SquadMates also have this multiplied by weapon_Squad parameter (specific for every weapon, between 0.4 to 0.65 )
PowerDamageBonuses: from passive, gear, squad power bonus ,etc ..
VsDefenceMod: damage modifier vs non-synthetic health, synthetic health, armor, shields, barriers
disruptor 0,1,0,1,0
warp 1,1,1,0,1 (warp ammo does *2 damage vs health lifted by biotics )
incendiary 1,0.25,1,0,0
AP 1,1,1,0,0
WeaponDamageBonuses: Passives, Gear, Adrenaline rush (100% or 140%), Cloak, WeaponResearch(non assault rifles), headshot (50% vs YMIR ; 75% vs humanoids, geth Prime), Miranda Squad(up to 15%), vsfrozen(100%), PistolDoubleDamage(100%), sniper rifle extra HS damage research (50%), Squad_Ordered_to Attack (50%), vsLifted (100%), vsFallenfromNeuralShock(100%), RangeBonusPenalty, etc
RangeBonusPenalty: Weapons have a optimal range interval to target. (details + graph + videos)
-when distance to target is in the optimal interval - no bonus or penalty due to range is granted. Testing in this "optimal" weapon range is consistent/reversible for all weapon classes.
-when distance to target is closer that optimal: a linear additive damage is granted to weapon damage (NOT AMMO) for all weapon classes + Collector Particle Beam HW , except Sniper Rifles (the bigger the enemy's 3d model the lower this damage bonus can get to (ex: ~30% vs Colossus, ~70% vs YMIR ; ~90% vs humanoids))
-when distance to target is outside optimal range, ALL weapon classes (including Sniper Rifles & Collector HW) get an additive penalty to damage that also affects ammo damage ( at Kal'Reegar vs Colossus range (Mantis scope measures that distance between 62 to 66 meters as the colossus dances on his spot ) - ~50% Mantis , - ~82% Katana, - ~50% Collector Beam HW )
ModifiedWpnVsDefenceMod: weapons have different multipliers vs the defense types. Penetration type of research improves this. (very powerful upgrade - somewhat similar effect to the headshot multiplier in ME3 vs the "right" defense type)
few examples: (vsarmor,vsshield,vsbarrier)
Tempest 1, 1.5, 1.5 becomes 1, 1.5*1.5, 1.5*1.5
Vindicator 1.25, 1.25, 1.25 becomes 1.25 * 1.25, 1.25 * 1.25, 1.25 * 1.25
Mantis 1.5, 1, 1 becomes 1.5 * 1.5, 1, 1
Viper 1.35, 1.15, 1.15 becomes 1.35 * 1.5, 1.15, 1.15
*BUG alert shotgun penetration upgrade doesn't work vs barriers.
DamageScalingFactor: enemy hitpoints (Health, Shield, Armor, Barrier) don't scale based on difficulty setting and SHEP level. The damage you do them is scaled based on difficulty setting and SHEP level. (http://forum.bioware.../#entry20154463)
-------------------------
Quick look on power damage. Evolving powers in ME2 changes their base damage (unlike ME3), which makes stacking power bonuses stronger (bigger effect).
Theory-crafting Builds is severely hampered by the lack of enemy hit points value and precise formula for DamageScalingFactor .
---------------------------
new info:
-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)
-sniper rifles DO get damage penalty outside optimal range
-collector particle beam heavy weapon is affected by additive damage bonuses (passives, gear, Miranda squad bonus, adrenaline rush, rangebonuspenalty, headshot .. )
Link to 20.03.2016 test numbers docs.google.com/document/d/1DfDxGqzmsXBfjeKSx8Hrn5lebycjZQ_2d5X1BgFwI8Y/edit?usp=sharing
Link to 21.03.2016 test numbers docs.google.com/document/d/1AXLQLvcWXknj1ug3ZvJKPCpau-OKBi7EyaU69fH4tNA/edit?usp=sharing
Reverse engineered based on ingame combat log tests. Still work in progress, will update if/when I do more tests.
AmmoPowerDamage*ScalingFactor + WeaponDamage*ScalingFactor [+ IncendiaryAmmoDOTvsHealth*ScalingFactor]
AmmoPowerDamage = ModifiedBaseWeaponDamage*Ammo%*(1+Sum(PowerDamageBonuses - RangeBonusPenalty))*VsDefenceMod
WeaponDamage = ModifiedBaseWeaponDamage*(1+Sum(WeaponDamageBonuses))* ModifiedWpnVsDefenceMod
ModifiedBaseWeaponDamage: For the most part this is BaseWeaponDamage. Damage upgrades for Assault rifles apply to BaseWeaponDamage unlike upgrades for the other weapon classes which are additive. BUG ? WAD ?? SquadMates also have this multiplied by weapon_Squad parameter (specific for every weapon, between 0.4 to 0.65 )
PowerDamageBonuses: from passive, gear, squad power bonus ,etc ..
VsDefenceMod: damage modifier vs non-synthetic health, synthetic health, armor, shields, barriers
disruptor 0,1,0,1,0
warp 1,1,1,0,1 (warp ammo does *2 damage vs health lifted by biotics )
incendiary 1,0.25,1,0,0
AP 1,1,1,0,0
WeaponDamageBonuses: Passives, Gear, Adrenaline rush (100% or 140%), Cloak, WeaponResearch(non assault rifles), headshot (50% vs YMIR ; 75% vs humanoids, geth Prime), Miranda Squad(up to 15%), vsfrozen(100%), PistolDoubleDamage(100%), sniper rifle extra HS damage research (50%), Squad_Ordered_to Attack (50%), vsLifted (100%), vsFallenfromNeuralShock(100%), RangeBonusPenalty, etc
RangeBonusPenalty: Weapons have a optimal range interval to target. (details + graph + videos)
-when distance to target is in the optimal interval - no bonus or penalty due to range is granted. Testing in this "optimal" weapon range is consistent/reversible for all weapon classes.
-when distance to target is closer that optimal: a linear additive damage is granted to weapon damage (NOT AMMO) for all weapon classes + Collector Particle Beam HW , except Sniper Rifles (the bigger the enemy's 3d model the lower this damage bonus can get to (ex: ~30% vs Colossus, ~70% vs YMIR ; ~90% vs humanoids))
-when distance to target is outside optimal range, ALL weapon classes (including Sniper Rifles & Collector HW) get an additive penalty to damage that also affects ammo damage ( at Kal'Reegar vs Colossus range (Mantis scope measures that distance between 62 to 66 meters as the colossus dances on his spot ) - ~50% Mantis , - ~82% Katana, - ~50% Collector Beam HW )
ModifiedWpnVsDefenceMod: weapons have different multipliers vs the defense types. Penetration type of research improves this. (very powerful upgrade - somewhat similar effect to the headshot multiplier in ME3 vs the "right" defense type)
few examples: (vsarmor,vsshield,vsbarrier)
Tempest 1, 1.5, 1.5 becomes 1, 1.5*1.5, 1.5*1.5
Vindicator 1.25, 1.25, 1.25 becomes 1.25 * 1.25, 1.25 * 1.25, 1.25 * 1.25
Mantis 1.5, 1, 1 becomes 1.5 * 1.5, 1, 1
Viper 1.35, 1.15, 1.15 becomes 1.35 * 1.5, 1.15, 1.15
*BUG alert shotgun penetration upgrade doesn't work vs barriers.
DamageScalingFactor: enemy hitpoints (Health, Shield, Armor, Barrier) don't scale based on difficulty setting and SHEP level. The damage you do them is scaled based on difficulty setting and SHEP level. (http://forum.bioware.../#entry20154463)
-------------------------
Quick look on power damage. Evolving powers in ME2 changes their base damage (unlike ME3), which makes stacking power bonuses stronger (bigger effect).
Theory-crafting Builds is severely hampered by the lack of enemy hit points value and precise formula for DamageScalingFactor .
---------------------------
new info:
-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)
-sniper rifles DO get damage penalty outside optimal range
-collector particle beam heavy weapon is affected by additive damage bonuses (passives, gear, Miranda squad bonus, adrenaline rush, rangebonuspenalty, headshot .. )
Link to 20.03.2016 test numbers docs.google.com/document/d/1DfDxGqzmsXBfjeKSx8Hrn5lebycjZQ_2d5X1BgFwI8Y/edit?usp=sharing
Link to 21.03.2016 test numbers docs.google.com/document/d/1AXLQLvcWXknj1ug3ZvJKPCpau-OKBi7EyaU69fH4tNA/edit?usp=sharing