inherit
ღ Twelfth Level Geek
139
0
8,915
Jeremiah12LGeek
Mostly silly, occasionally useful.
3,001
August 2016
jeremiah12thlvlgeek
Bottom
|
Post by Jeremiah12LGeek on Oct 21, 2016 15:46:37 GMT
Link to the original (for the few days it will still exist) - Is There a Thread Dedicated to Melee Mechanics?Here is the Original Post, but it will take me a little while to fix the links. Those will also break in a few days, but by then I hope to have copied those threads individually over, as well (unless someone already has.) I will then update the links to go to the new threads, instead. _________________________________________________________________________ Okay, I'll update this with links and info as I get it. There is some data regarding KroLord hammer Melee and BH/EH lower on this page, and data on the Shadow on page 2. I'll also link threads that I come across related to Melee Mechanics below. A Spreadsheet with light/heavy melee damage, defense multipliers, and radius. Table of all Heavy Melee vs Defense By Corlist Reckoning Class Mechanics By Peddroelmz KroLord Hammer and Power Data By Corlist Shadow Strike Data By Pedro Overview of Turian Heavy Melee By Shampoohorn Asari Meleegasm: The Ladies Who Launch By Shampoohorn Talon Omni-Bow Tips By Eric Fagnan Talon Mechanics and Numbers By Peddroelmz Enemy Melee Damage Values By Cyonan. Googledocs Spreadsheet detailing DR granted by different melee and dodges. By Dunvi. Some of those tests were done while there were still balance changes, so some things have been balanced or fixed since then. Thanks to Bridge Burner for grabbing data from the coalesced and posting it, which you can find below. KroLord data is Page 1, Shadow Data is Page 2. Little Bits of Knowledge (Will add as I go) - Paladin Cryo Shield is still bugged (I think. Will double-check) - Shadow, Slayer, Cabal, Batarian, and Vorcha Heavy Melees will decapitate humanoid enemies, preventing Abominations and Possessed Abominations from doing AoE damage after their deaths. (Will add other kits that do this, as well.) - Shadow Strike counts as a melee kill in the feed, and for Melee medals. It doesn't count as a melee kill for the Combat Mastery Melee Damage challenge (Will double-check before posting whether this is true for Biotic Hammer/Electrical Hammer as well.) - KroLord Hammer combo has a target cap of 1 for 2 strikes, and the third strike has an AoE of 1.5 meters, and a target cap of 2. Heavy Melee has an AoE of 1.5 Meters, and a target cap of 2. - Shadow Heavy Melee can hit across 120 degrees for a radius of 2M, and has a target cap of 3. Shadow light melee combo has a radius of 2M (I believe the target cap is 1, though I didn't see it listed.) - The "Grab" over-cover melee attack will grant immunity frames during the animation. ______________________________________________________________________________________________________ OP: I've had a few questions about melee details come up. I searched through the library, but didn't notice anything that seemed to specifically list the details of different melee attacks (AoE, damage, max targets, damage reduction, bonuses vs defenses.) I know I've seen something with melee damage values, but I think it might be in a thread with a more general title about mechanics. Does anyone know where I'd find what I'm looking for? (Thanks in advance.)
|
|
inherit
ღ Twelfth Level Geek
139
0
8,915
Jeremiah12LGeek
Mostly silly, occasionally useful.
3,001
August 2016
jeremiah12thlvlgeek
Bottom
|
Post by Jeremiah12LGeek on Oct 21, 2016 16:17:23 GMT
Bridge Burner's copied coalesced data:
Krolord melee DR data: "sfxgamecontentdlc_con_mp5.sfxcustomaction_warlordmeleeone": { THIS IS THE "HEADBUTT MELEE "ballowkrodamagereduction": [ { "Type": 2, "Value": "true" } ], "krodamagereductionamount": [ { "Type": 2, "Value": "0.3" < 30% DR } ], "krodamagereductionlength": [ { "Type": 2, "Value": "1.1" < Length in seconds that the DR lasts } ] }, "sfxgamecontentdlc_con_mp5.sfxcustomaction_warlordmeleethree": { THIS IS THE COMBO MELEE 3rd HIT "ballowkrodamagereduction": [ { "Type": 2, "Value": "true" } ], "krodamagereductionamount": [ { "Type": 2, "Value": "0.3" <30% DR } ], "krodamagereductionlength": [ { "Type": 2, "Value": "2.5" <2.5 sec DR } ], "thirdhitforcemultiplier": [ { "Type": 2, "Value": "1.75" < Multiplies melee force by 1.75 } ], "thirdhitmeleemultiplier": [ { "Type": 2, "Value": "2.0" < Multiplies total damage by 2.0 } ] }, "sfxgamecontentdlc_con_mp5.sfxcustomaction_warlordmeleetwo": { THIS IS THE HAMMER MELEE "ballowkrodamagereduction": [ { "Type": 2, "Value": "true" } ], "krodamagereductionamount": [ { "Type": 2, "Value": "0.3" < 30% DR } ], "krodamagereductionlength": [ { "Type": 2, "Value": "1.6" DR lasts 1.6 seconds } ] }, "sfxgamecontentdlc_con_mp5.sfxcustomactionmp_warlordkroganpunch": { THIS IS THE STANDARD KROGAN CHARGE MELEE "ballowkrodamagereduction": [ { "Type": 2, "Value": "true" } ], "hammerimpactoffset": [ { "Type": 2, "Value": "100" } ], "impactoffset": [ { "Type": 2, "Value": "(Z=-25,Y=75)" } ], "krodamagereductionamount": [ { "Type": 2, "Value": "0.3" <30% DR } ], "krodamagereductionlength": [ { "Type": 2, "Value": "2.0" < DR lasts 2 seconds } ]
|
|
inherit
ღ Twelfth Level Geek
139
0
8,915
Jeremiah12LGeek
Mostly silly, occasionally useful.
3,001
August 2016
jeremiah12thlvlgeek
Bottom
|
Post by Jeremiah12LGeek on Oct 21, 2016 16:17:53 GMT
Bridge Burner's copied data:
Tech hammer data: "sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_techhammermodal": { "cooldowntime": [ { "Type": 2, "Value": "(BaseValue=12.0,Formula=DivideByBonusSum,RankBonuses[1]=0.25f)" } ], "damage": [ { "Type": 2, "Value": "(BaseValue=250.0)" } ], "detonationparameters": [ { "Type": 2, "Value": "(BlockedByObjects=true,ImpactFriends=false,DistancedSorted=true)" } ], "effectduration": [ { "Type": 2, "Value": "(BaseValue=5.0f)" } ], "evolve_combodamage": [ { "Type": 2, "Value": "0.65f" } ], "evolve_damagetakenbonus": [ { "Type": 2, "Value": "0.20f" } ], "evolve_dotdamageamount": [ { "Type": 2, "Value": "(BaseValue=500.0f)" } ], "evolve_firedotduration": [ { "Type": 2, "Value": "5.0f" } ], "evolve_freezeduration": [ { "Type": 2, "Value": "5.0f" } ], "evolve_movespeedpenalty": [ { "Type": 2, "Value": "0.3f" } ], "evolve_radiusbonus1": [ { "Type": 2, "Value": "0.4f" } ], "evolve_radiusbonus2": [ { "Type": 2, "Value": "0.3f" } ], "evolve_shielddamage": [ { "Type": 2, "Value": "0.75f" } ], "evolve_techchargeamount": [ { "Type": 2, "Value": "2.0f" } ], "force": [ { "Type": 2, "Value": "(BaseValue=250.0)" } ], "hammervfximpactoffset": [ { "Type": 2, "Value": "125" } ], "impactradius": [ { "Type": 2, "Value": "(BaseValue=400.0,RankBonuses[2]=0.2f)" } ], "maximumimpacttargets": [ { "Type": 2, "Value": "(BaseValue=4)" } ], "medalawardtype": [ { "Type": 2, "Value": "MPMedalType_Tech" } ], "numberofcharges": [ { "Type": 2, "Value": "(BaseValue=2.0f,Formula=BonusIsHardValue)" } ], "vfximpactoffset": [ { "Type": 2, "Value": "(Z=-25)" }
|
|
inherit
ღ Twelfth Level Geek
139
0
8,915
Jeremiah12LGeek
Mostly silly, occasionally useful.
3,001
August 2016
jeremiah12thlvlgeek
Bottom
|
Post by Jeremiah12LGeek on Oct 21, 2016 16:18:22 GMT
Bridge Burner's copied data:
Warlord standard melee damage data This is the rage tree variables. "sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_warlordmeleepassive": { "evolve_ragedamagereductionbonus1": [ { "Type": 2, "Value": "0.05f" < Rage DR evo } ], "evolve_ragedamagereductionbonus2": [ { "Type": 2, "Value": "0.05f" < Rage DR evo } ], "evolve_ragehealthregen": [ { "Type": 2, "Value": "0.4f" <health regen % evo } ], "evolve_ragehealthregen2": [ { "Type": 2, "Value": "0.6f" <health regen % evo } ], "evolve_ragemeleedamagebonus": [ { "Type": 2, "Value": "0.30f" < rage melee % bonus evo } ], "evolve_ragenumenemies": [ < Evo reducing number of kills required to proc rage (by 1) { "Type": 2, "Value": "1" } ], "healthregen": [ < health regen base value { "Type": 2, "Value": "(BaseValue=75.0f)" } ], "healthshieldbonus": [ Health and shield % bonus base + evos { "Type": 2, "Value": "(BaseValue=0.10f,Formula=BonusIsHardValue,RankBonuses[1]=0.10f)" } ], "heavymeleeconeangle": [ { "Type": 2, "Value": "(BaseValue=360.0f)" } ], "heavymeleedamage": [ { "Type": 2, "Value": "(BaseValue=750)" } ], "heavymeleeforce": [ { "Type": 2, "Value": "(BaseValue=650)" } ], "heavymeleeimpactradius": [ < impact radius in centimeters { "Type": 2, "Value": "(BaseValue=150)" } ], "maximumimpacttargets": [ < max number of targets hit { "Type": 2, "Value": "(BaseValue=2)" } ], "maximumragdolltargets": [ < max number of targets ragdolled { "Type": 2, "Value": "(BaseValue=1)" } ], "meleedamage": [ <light melee / headbutt melee damage { "Type": 2, "Value": "(BaseValue=400)" } ], "meleeforce": [ { "Type": 2, "Value": "(BaseValue=500)" } ], "meleeimpactradius": [ < impact radius in centimeters { "Type": 2, "Value": "(BaseValue=150)" } ], "ragedamagereduction": [ < base rage DR { "Type": 2, "Value": "(BaseValue=0.2f,Formula=BonusIsHardValue)" } ], "rageduration": [ < rage duration in seconds { "Type": 2, "Value": "45.0f" } ], "ragehealthregen": [ < rage health regen base value { "Type": 2, "Value": "(BaseValue=100.0f)" } ], "ragekillwindow": [ < how long you have in seconds in between first kill to reach the number of kills required to activate / refresh rage { "Type": 2, "Value": "45.0f" } ], "ragemeleedamagebonus": [ < base rage melee damage % bonus { "Type": 2, "Value": "(BaseValue=0.50f,Formula=BonusIsHardValue)" } ], "ragenumenemies": [ Base number of enemies killed to activate rage { "Type": 2, "Value": "2" } ] }, "sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_warlordmodalbase": { "hammerimpactoffset": [ { "Type": 2, "Value": "75.0f" } ]
|
|
inherit
ღ Twelfth Level Geek
139
0
8,915
Jeremiah12LGeek
Mostly silly, occasionally useful.
3,001
August 2016
jeremiah12thlvlgeek
Bottom
|
Post by Jeremiah12LGeek on Oct 21, 2016 16:19:25 GMT
Bridge Burner's copied data:
Shadow melee data: }, "sfxgamecontentdlc_con_mp3.sfxpowercustomactionmp_n7infiltratormeleepassive": { "evolve_armordamagebonus": [ { "Type": 2, "Value": "0.5f" < Armour damage % Bonus evo } ], "evolve_healthshieldbonus1": [ { "Type": 2, "Value": "0.2f" } ], "evolve_healthshieldbonus2": [ { "Type": 2, "Value": "0.0f" } ], "evolve_meleedamagebonus1": [ { "Type": 2, "Value": "0.3f" } ], "evolve_meleedamagebonus2": [ { "Type": 2, "Value": "0.0f" } ], "evolve_meleespreebonus": [ { "Type": 2, "Value": "0.5f" } ], "evolve_meleespreeduration": [ { "Type": 2, "Value": "20.f" } ], "evolve_movementspeedbonus": [ { "Type": 2, "Value": "0.1f" } ], "evolve_shielddamagebonus": [ { "Type": 2, "Value": "0.5f" } ], "evolve_shieldregenbonus": [ { "Type": 2, "Value": "0.10f" } ], "healthshieldbonus": [ { "Type": 2, "Value": "(BaseValue=0.2f,Formula=BonusIsHardValue,RankBonuses[1]=0.15f)" } ], "heavymeleeconeangle": [ { "Type": 2, "Value": "(BaseValue=120.0f)" < Angle that heavy melee can hit, 120 degrees } ], "heavymeleedamage": [ < base damage { "Type": 2, "Value": "(BaseValue=700)" } ], "heavymeleeforce": [ { "Type": 2, "Value": "(BaseValue=150)" } ], "heavymeleeimpactradius": [ < base impact radius in centimeters { "Type": 2, "Value": "(BaseValue=200)" } ], "maximumimpacttargets": [ < max targets that can be hit { "Type": 2, "Value": "(BaseValue=3)" } ], "meleedamage": [ < light melee damage { "Type": 2, "Value": "(BaseValue=250)" } ], "meleedamagebonus": [ { "Type": 2, "Value": "(BaseValue=0.15f,Formula=BonusIsHardValue,RankBonuses[2]=0.20f)" } ], "meleeforce": [ { "Type": 2, "Value": "(BaseValue=250)" } ], "meleeimpactradius": [ { "Type": 2, "Value": "(BaseValue=250)" } ], "movementspeedbonus": [ { "Type": 2, "Value": "(BaseValue=0.1f,Formula=BonusIsHardValue)" }
|
|
inherit
ღ Twelfth Level Geek
139
0
8,915
Jeremiah12LGeek
Mostly silly, occasionally useful.
3,001
August 2016
jeremiah12thlvlgeek
Bottom
|
Post by Jeremiah12LGeek on Oct 21, 2016 16:20:53 GMT
GruntKitterHand's copied data from Shampoohorn:
I know it's not what you're looking for OP, but it is on topic at least, and may be helpful for people when factoring in the mechanics you're talking about, and I haven't seen them listed together anywhere else. Shampoohorn has gone into detailed tips and playstyles, which are much more useful than this, but I find all the other spreadsheets bring on a bit of a sweat, making me think I'm back at school, so I thought I'd just list them in easy to read order of descending potential melee damage. I think these are the maximum values for most of the kits which have powers other than fitness affecting the overall melee value, taking Shotgun Omniblade, Strength Enhancer III and Hydraulic Joints across the board. Numbers are for Light Melee / Heavy Melee / Theoretical Maximum. All except Asari, Geth and the Cabal suffer 25% penalty against Armour. Those in bold are Area of Effect attacks rather than single target melees. N7 Shadow Infiltrator 1491 / 4174 / 6221 against armour or shields & barriers, 994 / 2783 / 4148 otherwise (+130% TC/Melee Bonus) Asari Huntress Infiltrator 720 / 3600 / 5513 (+170% TC/Melee Bonus) Batarian Adept/Soldier/Vanguard 912 / 4800 / 5400 (+40% Blade Armour) Krogan Soldier 1485 / 3465 / 5355 (+100% Fortification purge + 80% Rage Mode) Human Infiltrator 720 / 2880 / 5063 (+ 130% TC/Melee Bonus + 25% Cryo Blast debuff) Asari Vanguard 720 / 3600 / 4860 (+35% Stasis debuff) Geth Infiltrator 960 / 2700 / 4733 (+ 130% TC/Melee Bonus + 17.5% Hunter Mode +20% Proxy Mine debuff) Krogan Vanguard / Sentinel 1485 / 3465 / 4725 (+40% after Biotic Charge / Tech Armour + 80% Rage Mode) Asari Valkyrie Sentinel 720 / 3600 / 4657 (+40% Tech Armour +15% Annihilation Field) Krogan Warlord Sentinel 1782 / 3341 / 4556 (+ 40% from TA + 80% Rage Mode) Asari Justicar 720 / 3600 / 4500 (Biotic Sphere debuff) Alliance Infiltration Unit 1496 / 2779 / 4491 (+130% TC/Melee Bonus +10% Snap Freeze debuff) Turian Havoc Soldier 960 / 2880 / 4472 (+40% after Havoc Strike + 37.5% Stimpack + 25% Cryo Blast debuff) Turian Ghost Infiltrator 960 / 2880 / 4388 (+130% TC/Melee Bonus + 37.5% Stimpack) Turian Saboteur Engineer 960 / 2880 / 4320 (+50% Sabotage debuff) Turian Cabal Vanguard 1200 / 3360 / 4148 (+75% from Biotic Focus) Geth Trooper Soldier 960 / 2700 / 3691 (+100% Fortification Purge + 17.5% Hunter Mode) Vorcha - all 1200 / 2880 / 3690 (+ 30% Bloodlust x 3) Turian Sentinel 960 / 3240 / 3645 (+ 40% Tech Armour) I think the Talon Merc can dish out 2700 every time you fire a Heavy Melee AP arrow, but I might be reading that wrong. As has been noted, the Shadow, Batarians, Vorchas, Cabal and Slayer (3360) all decapitate Abominations. Also worthy of note are the Human Adept, who dishes out 3600, and Volus Vanguard who can do 5200 with the BatGlove and Orb debuffs. I am in no way advocating that these kits should be played this way. Apart from the Krogans. And the Shadow. And the Batarians. And the AIU. And at least one of your Human Infiltrators and Vorcha. And probably the Cabal and the Huntress. I've never been brave enough to play a Geth Melee build, personally, but it's one of the reasons I have alternative accounts - so that I can.
|
|
inherit
ღ Twelfth Level Geek
139
0
8,915
Jeremiah12LGeek
Mostly silly, occasionally useful.
3,001
August 2016
jeremiah12thlvlgeek
Bottom
|
Post by Jeremiah12LGeek on Oct 21, 2016 16:22:23 GMT
NuclearTech76's copied Melee data from GodlessPaladin: Epic post incoming: Base damage/AOE/TargetCaps/Ragdolling Caps:(Props Godless Paladin in compiled mechanics thread) Human Engineer, Human Sentinel, Human Soldier, Human Infiltrator, Quarians (Male and Female), and Salarians: - Light Melee base damage: 150 - Heavy Melee base damage: 600 Asari: - Light Melee base damage: 150 - Heavy Melee base damage: 500 - Heavy Melee radius: 4.5 meters (Maximum impact targets 3, maximum ragdoll targets 1) Batarians: - Light Melee base damage: 190 - Heavy Melee base damage: 1000 Drell: - Light Melee base damage: 225 - Heavy Melee base damage: 600 Ex-Cerberus: - Light Melee base damage: 400 - Heavy Melee base damage: 350 - Heavy Melee radius: 6 meters (Maximum impact targets 3, maximum ragdoll targets 1) Geth: - Light Melee base damage: 200 - Heavy Melee base damage: 375 - Heavy Melee radius: 5 meters (Maximum impact targets 3) Human Adept: - Light Melee base damage: 150 - Heavy Melee base damage: 500 - Heavy Melee radius: 4.5 meters (Maximum impact targets 3, maximum ragdoll targets 1) Human Vanguard: - Light Melee base damage: 150 - Heavy Melee base damage: 500 Krogans: - Light Melee base damage: 300 - Heavy Melee base damage: 700 Turians: - Light Melee base damage: 200 - Heavy Melee base damage: 675 Vorcha: - Light Melee base damage: 250 - Heavy Melee base damage: 600 N7 Fury - Light melee base damage: 350 - Heavy melee base damage: 350 - Heavy melee radius: 6 meters (Maximum impact targets 3, maximum ragdoll targets 1) N7 Demolisher - Light melee base damage: 300 - Heavy melee base damage: 550 - Heavy melee radius: 3.5 meters (Maximum impact targets 3, maximum ragdoll targets 1) N7 Shadow - Light melee base damage: 250 - Heavy melee base damage: 700 - Heavy melee radius: 2 meters (Maximum impact targets 3) N7 Paladin - Heavy melee base damage: 400 - Heavy melee radius: 2.5 meters (Maximum impact targets 3, maximum ragdoll targets 1) N7 Destroyer - Light melee base damage: 450 - Heavy melee base damage: 500 - Heavy melee radius: 6 meters (Maximum impact targets 3, maximum ragdoll targets 1) N7 Slayer - Light melee base damage: 250 - Heavy melee base damage: 700 - Heavy melee radius: 2.5 meters (Maximum impact targets 3, maximum ragdoll targets 1) DR values for melee (Props Dunvi) docs.google.com/spreadsheet/ccc?key=0ApVAnP-6R9audHFPUmR2TGpPZmZJWEVvSlZ4TTN4aVE&usp=sharing#gid=0 Small add on head knowledge: Sprint canceling while Bat Glove is in the gear slot retains all Bat Glove attributes including blowing the head off enemies even if the melee is AOE.
|
|