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Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by crashsuit on Jul 3, 2017 6:03:35 GMT
I'll take note of it, but I will be at the bottom of the pile for priorities. I can't promise it will be done shortly, but I can see how this can be a fun feature to have toward the end of active support from Bioware. Edit: Would it be fine to simply have an extra button to add randomly beside the normal "add" button? You would get those buttons in each block so it wouldn't be 1 button for all, but a button for each section. This would allow to pick things out yourself and randomize just a part of the build if needed. Anything like that'd be great, and even if you didn't include anything like that, I still appreciate all the work you've put in on the builder.
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
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TheThirdRace
MEA MP Builder
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November 2016
thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
TheThirdRace
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Post by TheThirdRace on Jul 14, 2017 18:43:46 GMT
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
inherit
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TheThirdRace
MEA MP Builder
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thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by TheThirdRace on Sept 8, 2017 12:37:22 GMT
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DoctorDAM
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, SWTOR, Anthem
Origin: DoctorDAM, DAMReapers, NSquat
XBL Gamertag: DoctorDAM
Posts: 483 Likes: 1,961
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483
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doctordam
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, SWTOR, Anthem
DoctorDAM, DAMReapers, NSquat
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Post by DoctorDAM on Sept 8, 2017 14:34:59 GMT
Thanks! Thought you might have abandoned.
Are the shorty DPS numbers correct? Says 2997 @ rank 1. Official stars are: 3 round burst, 310 dmg each, 400 "ROF"
By my cals: If it could actually reach the ROF, it would be 400/60*310 = 2067 DPS If it is limited to ~0.5 sec burst delay, and delay is from first shot, it really means just ~2 bursts per second or 2*3*310 = 1860 DPS (I don't know exact burst delay nor where it starts). Either of which is below your 2997
[Not sure why I'm bothering, since I stopped playing, LOL!]
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snowleopard25
N2
Honoring the 24 snow leopards before me
Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Mass Effect Andromeda
Origin: Snow_Leopard 25
Posts: 241 Likes: 408
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snowleopard25
Honoring the 24 snow leopards before me
241
February 2017
snowleopard25
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Mass Effect Andromeda
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Post by snowleopard25 on Sept 8, 2017 16:16:19 GMT
Thanks for this! I wondered how the Juggy would look by the numbers. And there still are a few players left...
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
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MEA MP Builder
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thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by TheThirdRace on Sept 8, 2017 17:21:30 GMT
Thanks! Thought you might have abandoned. Are the shorty DPS numbers correct? Says 2997 @ rank 1. Official stars are: 3 round burst, 310 dmg each, 400 "ROF" By my cals: If it could actually reach the ROF, it would be 400/60*310 = 2067 DPS If it is limited to ~0.5 sec burst delay, and delay is from first shot, it really means just ~2 bursts per second or 2*3*310 = 1860 DPS (I don't know exact burst delay nor where it starts). Either of which is below your 2997 [Not sure why I'm bothering, since I stopped playing, LOL!] No, I haven't abandoned yet... I've thought long and hard about it since the support dropped though... I'm still looking at aggregating the skills stats (merging same stats on a skill together like in the game) and calculating the build stats afterward (which the game doesn't do). I want to display the correct level and allot the correct amount of skill points according to the Character's rank (I-X). I'm currently looking at a URL shortener too so sharing is easier... For the Shorty, I would have to check it out, but those numbers are what the APEX HQ gives. The formula used to calculate the DPS is the same for every gun, so of course there might be some discrepancies for a couple guns given their mechanics. I know 1 of the formula takes into account the reload time too, but we all know no human can actually get those numbers even with great timing...
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
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MEA MP Builder
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thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by TheThirdRace on Sept 16, 2017 15:10:08 GMT
DoctorDAM Took the time to check Shorty's numbers. Calculating the DPS Burst is a bit more complicated than what you suggested. Here's the formula used: weaponRecord.DamageHealth = weaponRecord.Damage * weaponRecord.PelletCount;
// calculate Damage Per Second / Damage Per Clip
var shotDelay = 60.0 / weaponRecord.RateOfFire;
var burstTime = Math.max(shotDelay, weaponRecord.BurstDelay + (weaponRecord.ShotsPerBurst - 1) * shotDelay);
var bps = 1.0 / burstTime;
var shotsPerSecond = Math.floor(bps) * weaponRecord.ShotsPerBurst + (bps - Math.floor(bps)) * burstTime / shotDelay;
var clipTime = weaponRecord.ClipSize / shotsPerSecond;
var reloadTime = weaponRecord.ReloadTime;
weaponRecord.DpcHealth = (weaponRecord.ClipSize * weaponRecord.DamageHealth).toFixed(0);
weaponRecord.DpsBurstHealth = (shotsPerSecond * weaponRecord.DamageHealth).toFixed(0);
weaponRecord.DpsSustainedHealth = (weaponRecord.DpcHealth / (clipTime + reloadTime)).toFixed(0); As you can see there a couple variables in play: Damage.......: 62 PelletCount..: 5 RateOfFire...: 400 BurstDelay...: 0 ShotsPerBurst: 3
If there's an error in the formula, please point it out.
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DoctorDAM
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, SWTOR, Anthem
Origin: DoctorDAM, DAMReapers, NSquat
XBL Gamertag: DoctorDAM
Posts: 483 Likes: 1,961
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483
August 2017
doctordam
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, SWTOR, Anthem
DoctorDAM, DAMReapers, NSquat
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Post by DoctorDAM on Sept 16, 2017 18:15:02 GMT
Thanks for following up! I know nothing of Javascript, but it was easy enough to figure out (see in Quote below). The key, I think, is that you have "BurstDelay" = 0. This guy has a column called "period". For the burst fire weapons, it is always near 0.5. It means they can fire 1/period bursts per second (essentially always near 2). I checked in-game (tutorial mission) and my timing was VERY close to his, within like 0.02 seconds! And I checked, and rechecked, the Shorty. It was longer, 0.66 seconds. Someone else might be a tad better in their timing, but given I almost perfectly matched his results with 4 other burst weapons, it gives me some confidence in this value. Essentially, I can fire off only 1/0.66 = 1.5 shorty 3-rd bursts per sec, or 4.5 rds/sec = 1395 dps (rank 1). Also, I ran through your calcs, and entered my results within the quote below. So, I still don't see how you get 2997. And even the 2067 I get isn't supported by my in-game test since your calcs assume no delay. And since we're at it. I think some of the odd weapon DPS's are also off, like the ones with variable ROF (Cyclone). I hope I'm not coming across as being critical. Just a math nerd who likes to understand, and get the numbers, right DoctorDAM Took the time to check Shorty's numbers. Calculating the DPS Burst is a bit more complicated than what you suggested. Here's the formula used: weaponRecord.DamageHealth = weaponRecord.Damage * weaponRecord.PelletCount;
// calculate Damage Per Second / Damage Per Clip
var shotDelay = 60.0 / weaponRecord.RateOfFire; 0.15
var burstTime = Math.max(shotDelay, weaponRecord.BurstDelay + (weaponRecord.ShotsPerBurst - 1) * shotDelay); 0.45
var bps = 1.0 / burstTime; 2.22222
var shotsPerSecond = Math.floor(bps) * weaponRecord.ShotsPerBurst + (bps - Math.floor(bps)) * burstTime / shotDelay; 6.6667
var clipTime = weaponRecord.ClipSize / shotsPerSecond; 2.25
var reloadTime = weaponRecord.ReloadTime; ?? I don't know reload time
weaponRecord.DpcHealth = (weaponRecord.ClipSize * weaponRecord.DamageHealth).toFixed(0); 4650
weaponRecord.DpsBurstHealth = (shotsPerSecond * weaponRecord.DamageHealth).toFixed(0); 2067, (so I still don't see how you get 2997)
As you can see there a couple variables in play: Damage.......: 62 PelletCount..: 5 RateOfFire...: 400 BurstDelay...: 0 ShotsPerBurst: 3
If there's an error in the formula, please point it out.
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
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MEA MP Builder
268
November 2016
thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by TheThirdRace on Sept 17, 2017 4:00:39 GMT
Thanks for following up! I know nothing of Javascript, but it was easy enough to figure out (see in Quote below). The key, I think, is that you have "BurstDelay" = 0. This guy has a column called "period". For the burst fire weapons, it is always near 0.5. It means they can fire 1/period bursts per second (essentially always near 2). I checked in-game (tutorial mission) and my timing was VERY close to his, within like 0.02 seconds! And I checked, and rechecked, the Shorty. It was longer, 0.66 seconds. Someone else might be a tad better in their timing, but given I almost perfectly matched his results with 4 other burst weapons, it gives me some confidence in this value. Essentially, I can fire off only 1/0.66 = 1.5 shorty 3-rd bursts per sec, or 4.5 rds/sec = 1395 dps (rank 1). Also, I ran through your calcs, and entered my results within the quote below. So, I still don't see how you get 2997. And even the 2067 I get isn't supported by my in-game test since your calcs assume no delay. And since we're at it. I think some of the odd weapon DPS's are also off, like the ones with variable ROF (Cyclone). I hope I'm not coming across as being critical. Just a math nerd who likes to understand, and get the numbers, right DoctorDAM Took the time to check Shorty's numbers. Calculating the DPS Burst is a bit more complicated than what you suggested. Here's the formula used: weaponRecord.DamageHealth = weaponRecord.Damage * weaponRecord.PelletCount;
// calculate Damage Per Second / Damage Per Clip
var shotDelay = 60.0 / weaponRecord.RateOfFire; 0.15
var burstTime = Math.max(shotDelay, weaponRecord.BurstDelay + (weaponRecord.ShotsPerBurst - 1) * shotDelay); 0.45
var bps = 1.0 / burstTime; 2.22222
var shotsPerSecond = Math.floor(bps) * weaponRecord.ShotsPerBurst + (bps - Math.floor(bps)) * burstTime / shotDelay; 6.6667
var clipTime = weaponRecord.ClipSize / shotsPerSecond; 2.25
var reloadTime = weaponRecord.ReloadTime; ?? I don't know reload time
weaponRecord.DpcHealth = (weaponRecord.ClipSize * weaponRecord.DamageHealth).toFixed(0); 4650
weaponRecord.DpsBurstHealth = (shotsPerSecond * weaponRecord.DamageHealth).toFixed(0); 2067, (so I still don't see how you get 2997)
As you can see there a couple variables in play: Damage.......: 62 PelletCount..: 5 RateOfFire...: 400 BurstDelay...: 0 ShotsPerBurst: 3
If there's an error in the formula, please point it out. Don't worry, you don't come off badly. If there's a mistake in the number I'm happy to rectify when pointed at the better solution. I checked the numbers you entered and you made a mistake on burstTime. It's not 0.45 but 0.3 as you went with 3 shots + 3 delays while it counts 3 shots and 2 delays in-between. That's how I go much higher than your calculations. It's important to understand it's just theoretical numbers, no human being can time it so he/she can achieve these numbers. In theory you could hit those numbers with perfect timing and this is why it looks so much bigger than in real life. I think it's better I treat every gun the same way instead of trying to introduce variability between them. By keeping the same formula you at least compare apples to apples. Although, I'm wondering now if I shouldn't count every shot with the delay included so that it's more realistic. The 2067 you got was much more inline with the other guns...
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DoctorDAM
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, SWTOR, Anthem
Origin: DoctorDAM, DAMReapers, NSquat
XBL Gamertag: DoctorDAM
Posts: 483 Likes: 1,961
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Nov 15, 2024 21:59:41 GMT
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DoctorDAM
483
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doctordam
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, SWTOR, Anthem
DoctorDAM, DAMReapers, NSquat
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Post by DoctorDAM on Sept 18, 2017 2:48:47 GMT
Okay, I see my math error (0.3 vs. 0.45). But I'm sure you have a formula error (or just that the "burst delay" = 0 is wrong). With your eqn, there are 3.333 bursts per sec = 10 rds/sec = 600 ROF (which leads to the 2997 DPS). Essentially, right after firing the third rd in the burst, it would immediately fire the next rd. Which obviously it does not do.
Oh and even at 2067, it would be far higher than the next gun. In fact, at 1395, it is still first (if barely)!
Unfortunately, each gun isn't the same. Burst have to be treated differently than semi-autos and autos. And 1-shots DPS can also be misleading (thus the crazy high # for the Kishock).
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
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MEA MP Builder
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November 2016
thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by TheThirdRace on Sept 18, 2017 20:09:28 GMT
Ok, I've checked a bit and I've made 2 modifications. First, single shot weapons can't have Burst DPS greater than their single shot damage... duh! No more crazy number on the Kishock and the Isharay. Second, I added a 0.35 second Burst Delay value to the Shorty. While unconfirmed, it's a value inline with other weapons with Burst Delay (Hornet, Valkyrie, Sweeper). Burst DPS numbers make a lot more sens now. As usual, these numbers are theoretical. Many things could prevent you from hitting those numbers:- While as accurate as possible, the data itself comes from the APEX HQ which could be different from what's in-game (although it proved to be very reliable beside rare exceptions)
- It's humanly impossible to reach those numbers because we can't time our shooting perfectly
- Sometimes other factor in-game prevent you from hitting the intended Rate Of Fire like we've seen with many semi-auto Assault Rifle
I understand the "need" to be perfectly accurate, but even the devs are incapable of such a thing. It would be unfair to ask this of the MEA MP Builder... On the other hand, I welcome with open arms anyone that can further improve the data I currently have. The goal is to get as precise as possible and let's face it, nobody is perfect so obviously I'll make a few mistakes here and there...
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
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MEA MP Builder
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by TheThirdRace on Sept 22, 2017 17:16:50 GMT
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
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MEA MP Builder
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thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by TheThirdRace on Oct 20, 2017 12:17:01 GMT
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Post by starkwiz on Oct 23, 2017 6:01:19 GMT
@op Thank you very much for the MP Builder it's really very useful and I am glad that it's being updated regularly. I was confused with the stats for Multicapacitor equipment as within the game UI it says +100% shield regeneration delay reduction, whereas in the APEX HQ app it says +100% health & shield regeneration delay reduction. So, I had a look at the files using frosty and found that it actually affects health and shields both. Also it seems they have depricated healthregendelayreduction stat modifier. So, maybe wherever it says shield regen delay reduction it may mean for both health and shield. (Not 100% sure though) So, while looking at multicapacitor, I had look at Stronghold equipment as well, I have been really waiting for it and would be coming this week I noticed from frosty that it's actual stats are +20% Shields & +70% Shield Regeneration, I noticed that 2nd modifier is mostly mistaken for +70% Shield Regen Delay Reduction but it's not so, which makes it quite useful for skills that regenerate shield like shield boost or the defense drone on artificer. And this mistake has been reflected on your site as well. Can you please make those corrections ? Thank you again for the amazing work and efforts put into this.
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
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MEA MP Builder
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thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by TheThirdRace on Oct 23, 2017 13:08:35 GMT
starkwizThanks for the info, I'll try to make the modification as soon as possible. If you find any other problem, don't hesitate to post so I can correct them. This goes for everyone, not just you
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by TheThirdRace on Oct 23, 2017 20:57:21 GMT
starkwiz Would it be possible for you to check a couple values please? Following your previous post, I checked a bit and found a couple instances I'd like to verify: Combat Fitness - Defensive Positioning (5a) is not clear, is it for Health & Shield, Health only or Shield only? Tech Armor - Shield Feedback (6a) is also not clear, Health & Shield, Health only or Shield only? I'd like to know what are the base Health Regeneration and Shield Regeneration as they could be displayed in the Character stats since they are affected by a couple powers and passives. You could check Barricade as there are many effects there that says Shield Regen Delay Reduction, but it would be useful to know if they do apply to health too. I'm trying to find out if your theory about health regen being deprecated holds up or if it's gonna crumble when applied to real exemples. Thanks!
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Post by starkwiz on Oct 24, 2017 3:15:20 GMT
starkwiz I'd like to know what are the base Health Regeneration and Shield Regeneration as they could be displayed in the Character stats since they are affected by a couple powers and passives. Thanks! It's as below for all characters Health Regeneration 10/s Shield Regeneration 50/s I found it from spreadsheet below. Character Base Stats worksheet. docs.google.com/spreadsheets/d/12FgX1J0dlwNks__49P-8E9pu0jyUAcwdPf0wDQ1Epno/edit?ts=5910af28#gid=782438311 Also, I cross-referenced this in frosty for a character and it's accurate. Thanks for updating the equipment so quickly. I'll look for other things and get back to you.
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Post by starkwiz on Oct 25, 2017 5:46:27 GMT
starkwiz Combat Fitness - Defensive Positioning (5a) is not clear, is it for Health & Shield, Health only or Shield only? Tech Armor - Shield Feedback (6a) is also not clear, Health & Shield, Health only or Shield only? You could check Barricade as there are many effects there that says Shield Regen Delay Reduction, but it would be useful to know if they do apply to health too. I'm trying to find out if your theory about health regen being deprecated holds up or if it's gonna crumble when applied to real exemples. Thanks! I tried looking into this as well, but these stats are hidden well within the system somewhere that I haven't figured out. I believe someone has to take a deep dive into it. I did try chatting to one of the modders but didn't get any accurate information and some of these stats also depend on the character kit. If you check the "Useful Information" worksheet in the numerical data spreadsheet that I shared in previous post, you can see some base stats and cover bonuses below. Cover Bonuses - courtesy of SRKm00b and Hello_IsaacBase Shield Regen Delay is 7s. Base Shield Regen Rate is 50 shields per second. Shield Regen Delay Reduction in cover is 180% bonus, additive with passive bonuses. - It appears that we have +180% bonus when we go into cover, which I think if calculated correctly is 2.5s (7/2.8 = 2.5) + further improved by whatever passives in effect. Shield Regen Rate is 50% bonus, additive with passive bonuses. All weapons, except Shotguns, receive a 50% accuracy bonus, additive with passive bonuses. Shield gate and health gate statistics - courtesy of SRKm00b, LennyBusker and Hello_Isaac - I don't know what this is exactly and how different is this when compared to the existing regen delay. Shield gate has a cooldown of 4 seconds and a duration of 500ms/250ms/100ms on bronze/silver/gold respectively. Health gate has a cooldown of 3 seconds and a duration of 500ms/500ms/250ms on bronze/silver/gold respectively. I don't have much experience with frosty, have been mostly just tinkering with it for fun. But if I find any more information I'll let you know.
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Post by burnsidhe on Oct 29, 2017 17:04:30 GMT
Malwarebytes blocks Coinhive.com. That's a pretty good sign it's a malicious site.
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
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MEA MP Builder
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thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by TheThirdRace on Oct 29, 2017 20:41:30 GMT
Malwarebytes blocks Coinhive.com. That's a pretty good sign it's a malicious site. Coinhive.com is part of the website monetization. In exchange for a free MEA MP builder that calculate stats, I put on ads and a bit of coin mining. I've been pretty transparent about it in the News section(on our site), on BSN and on Reddit. When you click on "Contribute (free)" at the top, it explains the how and the why. The gist of it is we need 20$/month to pay for everything, for the next 3 years it represents 720$ USD. Ads have given us a grand total of 0.0012$ since March... No it's not a typo!!! Donations have been by far our best form of revenue, but they don't cover the cost for the next 3 years either. Thus, we implemented a bit of coin mining for 1 to 5% of your CPU (vary from CPU to CPU). This apply to all browser tabs combined, opening more than 1 doesn't have any effect. Unless someone has the 720$ USD to cover for our expenses, the coin mining is gonna stay. We make adjustments to the monetization according to that 20$/month goal, it's as simple as that. The reason Malwarebytes blocks Coinhive.com is because some websites abused of it and tried to mine with 100% CPU... Morons are gonna be morons, it doesn't mean every website is gonna be such a moron... As I said, we don't abuse it, we just want to cover our expenses. It is in no way a malicious site, Malwarebytes simply blocked it to minimize the abuses. Some ad blockers also block Coinhive for the same reasons. Ads don't make a site malicious either... I'm the first to block ads on my day to day browsing, but I also whitelist a couple sites to encourage them. You can still use the site for free using all the ad blockers, script blockers and Malwarebytes of this world. You simply won't be able to see stats calculated, which is a non-essential feature. All in all, you can also bypass all of it and donate 1$. This is all you need to remove any non-affiliate ads and coin mining. If you think our 1000+ hours of work is worth your 1$ so you can enjoy all this for at least the next 3 years, by all mean you know what to do...
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
inherit
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TheThirdRace
MEA MP Builder
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November 2016
thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
TheThirdRace
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Post by TheThirdRace on Nov 3, 2017 20:48:50 GMT
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Feb 26, 2020 20:17:47 GMT
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starkwiz
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June 2017
starkwiz
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Post by starkwiz on Nov 6, 2017 12:35:29 GMT
starkwiz Combat Fitness - Defensive Positioning (5a) is not clear, is it for Health & Shield, Health only or Shield only? Thanks! I was looking for something else and ran into this information. Check the screenshot below, it has conditions for the skill evolution when true they apply the health and shield regen delay reduction stat modifier. Rank 5a on Combat Fitness applies to health and shield both As now I know how to lookup this information. I'll come back to you on tech armor thing as well.
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Feb 26, 2020 20:17:47 GMT
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starkwiz
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June 2017
starkwiz
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Post by starkwiz on Nov 6, 2017 12:54:33 GMT
starkwiz Tech Armor - Shield Feedback (6a) is also not clear, Health & Shield, Health only or Shield only? Thanks! Please check my previous post for combat fitness.I found out for tech armor shield feedback as well and I can confirm that it is as below. +50% Shield Regeneration +50% Health & Shield Regeneration Delay Reduction Check the highlighted stat lookup and stat value, in the screenshot. So, what I mentioned about health regen delay reduction being deprecated and replaced with health and shield both is true so far
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
inherit
2032
0
701
TheThirdRace
MEA MP Builder
268
November 2016
thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
TheThirdRace
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Post by TheThirdRace on Nov 6, 2017 14:18:07 GMT
I'll make the changes whenever possible.
Thanks!
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
inherit
2032
0
701
TheThirdRace
MEA MP Builder
268
November 2016
thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
TheThirdRace
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Post by TheThirdRace on Nov 7, 2017 0:04:07 GMT
starkwizCould you check these too please: [Rage 1] Reduced Regeneration Delay While Enraged: 30%. To which it applies, Health, Shields or both? [Barricade 1] Reduced Shield Regen Delay: 40%. Does it really only apply to Shields? [Barricade 6a] Reduced Shield Regen Delay: 1000%. Does it really only apply to Shields? Thanks!
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