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Post by xaijin on Apr 18, 2017 5:38:34 GMT
Does anyone know the stats of a AR Magazine mod at level X? Mine is only level 8 and I don't feel like farming to unlock it just to see the stats and need it for the numbers. +71% ammoMy bad that was pistols, AR is 50%
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LemurFromTheId
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Post by LemurFromTheId on Apr 18, 2017 5:48:53 GMT
10000 DPS * (1 - 2/3) = 3333 DPS His chart showed 20 seconds for the Hesh as 9500, you cut that by 2/3's and your damage is 2800, that's worse than the Carnifex which has the lowest sustained DPS over 20 seconds. I don't know if your just showing math like these numbers are somehow not still completely terrible as even your most basic of basic mook on Gold has close to 2000 health it seems like. Hey, I just answered your question...
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Post by JRandall0308 on Apr 19, 2017 20:05:27 GMT
Fun with numbers! Let's assume you bought packs in order, so Basics for Commons, Advanced for Uncommons, etc. Then we can calculate the cost to rank up each gun to X. From there, we can calculate the Credit Cost Per DPS. (lower is better) And here it is: Weapon | Damage over 1s | Rarity | Cost / DPS | Katana | 427 | Common | 105.39 | Viper | 427 | Common | 105.39 | Predator | 360 | Common | 125.00 | Charger | 312 | Common | 144.23 | Widow | 1309 | Uncommon | 152.79 | Avenger | 270.25 | Common | 166.51 | Raptor | 693 | Uncommon | 288.60 | Ruzad | 615 | Uncommon | 325.20 | Disciple | 608 | Uncommon | 328.95 | Isharay | 1457 | Rare | 343.17 | Incisor | 543 | Uncommon | 368.32 | Phalanx | 369.2 | Uncommon | 541.71 | Lanat | 911 | Rare | 548.85 | Vanquisher | 810 | Rare | 617.28 | Cyclone | 317.25 | Uncommon | 630.42 | Hesh | 726 | Rare | 688.71 | Mattock | 283.5 | Uncommon | 705.47 | Sidewinder | 684 | Rare | 730.99 | Talon | 637 | Rare | 784.93 | Indra | 630 | Rare | 793.65 | Scorpion | 580 | Rare | 862.07 | Zalkin | 228 | Uncommon | 877.19 | Thokin | 570 | Rare | 877.19 | Carnifex | 220 | Uncommon | 909.09 | Falcon | 462 | Rare | 1,082.25 | Revenant | 458.8 | Rare | 1,089.80 | Scattershot | 412.5 | Rare | 1,212.12 | Equalizer | 408 | Rare | 1,225.49 | Venom | 348 | Rare | 1,436.78 | Halberd | 339 | Rare | 1,474.93 | Hornet | 330 | Rare | 1,515.15 | Sandstorm | 281.4 | Rare | 1,776.83 | Shadow | 276 | Rare | 1,811.59 | Sweeper | 231 | Rare | 2,164.50 | Black Widow | 891 | Ultra-Rare | 5,611.67 | Inferno | 855.36 | Ultra-Rare | 5,845.49 | Piranha | 811.8 | Ultra-Rare | 6,159.15 | Dhan | 688 | Ultra-Rare | 7,267.44 | Valiant | 668.75 | Ultra-Rare | 7,476.64 | Naladen | 574 | Ultra-Rare | 8,710.80 | Ushior | 535 | Ultra-Rare | 9,345.79 | Hurricane | 527.25 | Ultra-Rare | 9,483.17 | Soned | 501.5 | Ultra-Rare | 9,970.09 | Rozerad | 456 | Ultra-Rare | 10,964.91 | Crusader | 442 | Ultra-Rare | 11,312.22 | Eagle | 360 | Ultra-Rare | 13,888.89 | Valkyrie | 247.5 | Ultra-Rare | 20,202.02 | P.A.W | 240 | Ultra-Rare | 20,833.33 |
Random observations: * Not surprisingly, the Common weapons top the list. But look at that Widow! Its massive DPS coupled with the fact that it is only Uncommon makes its Cost/DPS remarkably low. * Isharay and Lanat are actually theoretically lower Cost/DPS than the Vanquisher, at the same rarity tier. * The Sweeper which we know is one of the best guns in the game (/s) costs over 2,000 Credits/DPS. * The Piranha and Hurricane are legitimately good guns but you pay a massive premium for their damage: over 6,000 Credits/DPS and over 9,000 (heh!) Credits/DPS respectively. * Valkyrie and P.A.W.: loooooooooooool at > 20,000 Credits/DPS. Note - this is just for fun. I know I am making a lot of flawed assumptions. Raw data is here if you want to mess around with it: drive.google.com/open?id=1HQ95WHxVp4TYXzmiXdc48eGZgMZzHRRG52dQ1O3sieY
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Post by SalMasRac on Apr 19, 2017 22:03:19 GMT
can we see some headshot multipliers? some of these guns don't seem so bad if you bother to aim them
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hardcoresalmon
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Post by hardcoresalmon on Apr 20, 2017 5:28:44 GMT
can we see some headshot multipliers? some of these guns don't seem so bad if you bother to aim them That would be quite hard to actually calculate for. Do we even know the headshot multiplier? It seems like it is 2.0 this time around. I would have to account for accuracy and likeliness for the weapon to headshot and what you are shooting at. For example a berzerker would be quite easy to headshot compared to a sharpshooter. I may be able to do it manually if I ignore the enemy but I don't know accurate it will be.
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Mobius Y
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The Legend Continues
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, Anthem
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Post by Mobius Y on Apr 24, 2017 15:26:32 GMT
Bumpity bump, perhaps this could be stickied? :rage:
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kalas
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freelance honey badger.
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Post by kalas on Apr 24, 2017 21:11:36 GMT
And now you know the difference between theoretical dps and applied dps. I always knew, but still. i tried it. i liked it. if i hadnt gotten disconnected it would have been an enjoyable game.
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Post by ramsen on Apr 24, 2017 23:11:28 GMT
Do we know of any special multipliers to shields/armor?
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Post by unclemonster on Apr 25, 2017 19:55:44 GMT
Hardcoresalmon RULES!
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bjorndadwarf
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Post by bjorndadwarf on Apr 25, 2017 20:00:57 GMT
Do we know of any special multipliers to shields/armor? The devs on one of the livestreams said that Remnant weapons get a bonus versus shields, but honestly I don't know if it's true or not. I've used the Scattershot and Equalizer a lot, and can't say that I've noticed that they feel like they strip shields faster than comparable guns.
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Post by JRandall0308 on Apr 25, 2017 20:05:53 GMT
With all due respect to the devs, what they said may be based on how something was INTENTED to work based on a design spec from months/years ago.
The only way to know what code does is to execute the code and/or test its output.
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Post by palker4 on Apr 25, 2017 21:01:38 GMT
Dat carnifex that is just painful. Oh how the mighty have fallen.
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donkeyjote
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Post by donkeyjote on Apr 26, 2017 2:23:42 GMT
The biggest problem I see with the balance here is that weapons that are difficult to use/not very accurate/difficult to get are not some of the most damaging and sometimes the worst. The Vanquisher: Light, Easy to get (just a rare), Perfectly accurate, no recoil, fairly short reload, large clip size for a sniper, easy to headshot with and best damage in the game in all situations. The Valkyrie: Very light, hard to get (ultra rare), very innacurate with bad recoil, short reload, average clip size, hard to headshot because of the recoil and 2nd worst damage in the game. There's almost no logic to this and the balance just feels random Yes! Exactly! It's stupid, the best weapons, Vanquisher and Hurricane, require very little effort.
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Post by donkeyjote on Apr 26, 2017 2:46:22 GMT
DPS Bar Chart as requested: No mods:Barrel and magazine mod X:Dude that's awesome. Looking at this, and reading the table, I wish we had a column/bar for 'Damage over 5 seconds'.
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riviet
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Post by riviet on Apr 26, 2017 2:50:24 GMT
Do we know of any special multipliers to shields/armor? The devs on one of the livestreams said that Remnant weapons get a bonus versus shields, but honestly I don't know if it's true or not. I've used the Scattershot and Equalizer a lot, and can't say that I've noticed that they feel like they strip shields faster than comparable guns. If there really is a bonus, it is probably a small bonus, hence largely unnoticeable. I would love to see that bonus increased to something like 50% bonus against shields. That would certainly make remnant weapons more attractive when considering weapon loadouts, especially for biotic characters. It reminds me of biotic characters equipping the acolyte gun in ME3MP primarily to strip shields quickly.
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Post by dark8sage on Apr 26, 2017 5:56:45 GMT
Remnant weapons are so pretty but so overall bad ;(.
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Post by donkeyjote on Apr 26, 2017 6:39:28 GMT
Best weapons for soldier builds with the sustained fire evo and high priming potential: docs.google.com/spreadsheets/d/1d4fl5LtFNcmIndunUgjc3K8tG-uDuQsA9zM5zgWVgPg/edit?usp=sharingnotes: --only kept rapid fire weapons due to sustained fire evo of munitions training tree, and the ability to prime quickly with elemental ammo for optimal damage --red font: use as secondary weapon only as a double clip lasts ~5 seconds only --black font: use as primary as when needed and safely positioned, you can melt an elite for most of a 10 second period --raptor eliminated because too heavy for a secondary weapon, and long reload time for such a small time before reload --best primary for damage is the Hurricane --best secondary is sidewinder or thokin based on preference, i prefer the sidewinder for headshots from further away, and like to switch often --anyting below the damage per ten sec of the Revenant/Rozerad eliminated
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Mobius Y
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The Legend Continues
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, Anthem
XBL Gamertag: Mobius Y
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Post by Mobius Y on May 11, 2017 23:18:32 GMT
Were you planning on updating this Mr Salmon?
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Post by hanskey on May 12, 2017 0:00:04 GMT
I case you do sir, this may help though y'all have unlocked an ass-ton of data getting involved with the Reddit guys and may have moved on from this format entirely - docs.google.com/spreadsheets/d/1d_YezAcp3z1BN4jnXd-mqvyPrsKMFqrzyLnFz7N99vA/edit#gid=91432962. I had to use linear interpolation to estimate the Rank II to Rank IX for the guns that got balance changed in Patch 1.06 and that will be the case until the game files have been rescanned and published by hello_isaac, et al. Otherwise everything you see has come straight from games files, including reload times (no need to assume anymore). The only exception is the weakpoint multipliers, where I either used what you guys said in the numerical damage thread or assumed 1.4 where the gun has no numerical test for multiplier, because weakpoint multipliers don't appear in the game file dumps. I made this version so that I can easily and directly compare DPS, etc. for all guns at all ranks not just Rank I or Rank X, because that matters a huge amount when deciding loadout and I decided to share it here. Hopefully this helps, or if you don't want to maintain yours anymore, I'll keep maintaining mine (or I can let you do it all!! )
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hardcoresalmon
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Post by hardcoresalmon on May 12, 2017 12:45:22 GMT
UPDATED for 1.06 I decided to just use charts this time because tables are way to inconvenient on these forums. Thanks hanskey, the data was really useful. My previous reload time were very similar but a bit longer because I counted how it takes for you to aim again, because there is a delay for some weapons after reloading. I used your listed reload speeds for this just be sure.
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Mobius Y
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The Legend Continues
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, Anthem
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Post by Mobius Y on May 12, 2017 12:52:39 GMT
UPDATED for 1.06 I decided to just use charts this time because tables are way to inconvenient on these forums. Thanks hanskey , the data was really useful. My previous reload time were very similar but a bit longer because I counted how it takes for you to aim again, because there is a delay for some weapons after reloading. I used your listed reload speeds for this just be sure.
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Post by peddroelm on May 12, 2017 12:57:25 GMT
shadow's extra additional damage bonus per clip depletion breaks the self imposed rules of this comparison. If you do take it into consideration it will show shadow much more effective, but it won't be real when you allow weapon damage bonuses for the other weapons. Shadow receives a linear additive bonus per bullet up to 50% for the last bullet. Damage bonus per bullet N is 0.5 *(N/MagSize) Also its damage per 20 seconds varies with magazine size . I think the devs made this weapon just to troll your dps comparison charts
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Post by hobocommand3r on May 12, 2017 13:09:37 GMT
I guess I'm trying out the hornet today.
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hardcoresalmon
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Post by hardcoresalmon on May 12, 2017 13:13:30 GMT
shadow's extra additional damage bonus per clip depletion breaks the self imposed rules of this comparison. If you do take it into consideration it will show shadow much more effective, but it won't be real when you allow weapon damage bonuses for the other weapons. Shadow receives a linear additive bonus per bullet up to 50% for the last bullet. Damage bonus per bullet N is 0.5 *(N/MagSize) Also its damage per 20 seconds varies with magazine size . I think the devs made this weapon just to mess with your dps comparison charts Yeah I'm not sure I can make a formula for that lol, I can just add a note about it.
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Post by Deleted on May 12, 2017 13:16:53 GMT
That's awesome man, thank you all for your hard work in compiling these infos!
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