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burningcherry
1,336
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burningcherry
Mass Effect Trilogy, Mass Effect Andromeda
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Post by burningcherry on May 25, 2020 19:03:49 GMT
Trying to figure out whether Ashley or Garrus is a better Typhoon platform in lab conditions. I'm reading this post and it tells me that SP uses a different formula for ammo damage than MP, the point of difference being the AmmoPowerMod factor instead of a fixed percentage. Is it true, and if it is, what's the meaning of the percentages given in the ammo power descriptions?
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RedCaesar97
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Mass Effect Trilogy, Jade Empire
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Post by RedCaesar97 on May 25, 2020 23:48:57 GMT
In ME3 single player, the ammo power damage is based off the base weapon damage.
So if base weapon damage is 100, and the ammo damage is listed as +10%, then the ammo damage is 10.
Some power damage bonuses in passive talents can increase ammo power damage.
Most weapon damage bonuses are additive, meaning they increase the total weapon damage but do not affect the base weapon damage. Some weapon damage bonuses are multiplactive, meaning they are added to the base weapon damage, increasing the base weapon damage. No, I do not know which weapon damage bonuses are additive or multiplicative. I believe all squadmate weapon damage bonuses are additive. (I believe Shepard Vanguard and Infiltrator have passive evolutions that are multiplicative.)
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capn233
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on May 26, 2020 3:03:18 GMT
IIRC, Ash should be slightly better with the Typhoon, since her passive AR damage bonus is a base weapon multiplier, and it is slightly higher than Garrus's. For sniper rifles, it is the other way around.
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4,911
burningcherry
1,336
May 18, 2018 21:58:48 GMT
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burningcherry
Mass Effect Trilogy, Mass Effect Andromeda
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Post by burningcherry on May 26, 2020 12:21:16 GMT
In ME3 single player, the ammo power damage is based off the base weapon damage. So if base weapon damage is 100, and the ammo damage is listed as +10%, then the ammo damage is 10. Some power damage bonuses in passive talents can increase ammo power damage. Most weapon damage bonuses are additive, meaning they increase the total weapon damage but do not affect the base weapon damage. Some weapon damage bonuses are multiplactive, meaning they are added to the base weapon damage, increasing the base weapon damage. No, I do not know which weapon damage bonuses are additive or multiplicative. I believe all squadmate weapon damage bonuses are additive. (I believe Shepard Vanguard and Infiltrator have passive evolutions that are multiplicative.) So the thread is outdated and the calculation is just like in MP only that there's an additional (1 + sum_power_bonuses) multiplier?
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Aug 28, 2016 19:33:39 GMT
August 2016
redcaesar97
Mass Effect Trilogy, Jade Empire
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Post by RedCaesar97 on May 26, 2020 16:58:28 GMT
So the thread is outdated and the calculation is just like in MP only that there's an additional (1 + sum_power_bonuses) multiplier? Weapon damage and ammo power damage are two separate calculations. Essentially, weapon is base weapon damage + sum of all weapon damage modifiers. Note that squadmates start with something like a -70% weapon damage penalty. I do not know how Ammo Power damage is actually calculated since it is all percentage-based. You can check the interface since it should update properly (and assuming the game uses the value correctly) If I recall: - For all ammo powers except Incendiary Ammo, the ammo damage and potential status effects are dealt to an enemy first. If the enemy is still alive, then the weapon damage is dealt to the enemy. (Note that shield gate value can affect weapon damage dealt if an enemy still has shields/barrier.) - For Incendiary Ammo, damage is dealt after the weapon damage. I think all of the Incendiary Ammo damage is dealt over time? I believe Explosive Burst evolution is dealt on contact, calculated first before weapon damage. It's complicated.
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inherit
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Nov 16, 2024 16:06:57 GMT
4,911
burningcherry
1,336
May 18, 2018 21:58:48 GMT
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burningcherry
Mass Effect Trilogy, Mass Effect Andromeda
burningcherry97
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Post by burningcherry on May 26, 2020 18:53:13 GMT
So the thread is outdated and the calculation is just like in MP only that there's an additional (1 + sum_power_bonuses) multiplier? Weapon damage and ammo power damage are two separate calculations. Essentially, weapon is base weapon damage + sum of all weapon damage modifiers. Note that squadmates start with something like a -70% weapon damage penalty. I do not know how Ammo Power damage is actually calculated since it is all percentage-based. You can check the interface since it should update properly (and assuming the game uses the value correctly) If I recall: - For all ammo powers except Incendiary Ammo, the ammo damage and potential status effects are dealt to an enemy first. If the enemy is still alive, then the weapon damage is dealt to the enemy. (Note that shield gate value can affect weapon damage dealt if an enemy still has shields/barrier.) - For Incendiary Ammo, damage is dealt after the weapon damage. I think all of the Incendiary Ammo damage is dealt over time? I believe Explosive Burst evolution is dealt on contact, calculated first before weapon damage. It's complicated. I don't trust the interface really (weight glitch...) but that's a good lead, will check this out.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on May 27, 2020 1:21:24 GMT
Weapon damage and ammo power damage are two separate calculations. Essentially, weapon is base weapon damage + sum of all weapon damage modifiers. Note that squadmates start with something like a -70% weapon damage penalty. I do not know how Ammo Power damage is actually calculated since it is all percentage-based. You can check the interface since it should update properly (and assuming the game uses the value correctly) If I recall: - For all ammo powers except Incendiary Ammo, the ammo damage and potential status effects are dealt to an enemy first. If the enemy is still alive, then the weapon damage is dealt to the enemy. (Note that shield gate value can affect weapon damage dealt if an enemy still has shields/barrier.) - For Incendiary Ammo, damage is dealt after the weapon damage. I think all of the Incendiary Ammo damage is dealt over time? I believe Explosive Burst evolution is dealt on contact, calculated first before weapon damage. It's complicated. I don't trust the interface really (weight glitch...) but that's a good lead, will check this out. If I remember correctly from when I was trying to do a difficulty mod, there were two variables for ammo damage percent. One was the real damage amount, and the other was just the number that went into the GUI. But in the game they were set the same.
Anyway, overall the damage calculation is actually very similar to MP, I think you should just consider them equivalent, with the exception that some power damage bonuses apply.
The powers themselves have their own scripts separate from the MP consumable scripts. But they more or less behave the same, except that I think SP Incendiary may not have had the error in the DOT formula. Should still interact with other "fire" DOT for multiplier inheritance (I don't recall if this was verified logging memory addresses).
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