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Updated Gear and Consumables Sheet - Updated for Retaliation


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#1
Cyonan

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I've updated the Gear and Consumables Sheet as well now.

https://docs.google....X2c&output=html

Update: Added Retaliation gear and IV level consumables

Edited by Cyonan, 24 October 2012 - 04:10 AM.


#2
xx DJ ONE xx

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Thanks for spending your time building & sharing these. This one (equipment) requires that I request permission to view it though. May I?

Edit: You fixed it, thanks again

Edited by xx DJ ONE xx, 21 July 2012 - 06:13 AM.


#3
Seargent_Braken

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Thanks for this!

It's interesting that Densified Ammunition is the first uncommon hear to have 2 effects. Too bad the new uncommon gear is INSANELY rare.

#4
PsychoticBiotic

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Much appreciated.

#5
Cyonan

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Seargent_Braken wrote...

Thanks for this!

It's interesting that Densified Ammunition is the first uncommon hear to have 2 effects. Too bad the new uncommon gear is INSANELY rare.


I was actually surprised to see that, as I don't actually own that specific mod yet.

The description of it in the mouseover on the manifest suggests that it would be just weapon damage, but that's not the case.

#6
Loup des etoiles

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thanks a lot

#7
Inject-

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Thank you OP!

#8
PaperAlien

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I was pretty disappointed that Densified Ammuniton didn't add force to bullets.

#9
IllusiveManJr

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Awesome.

#10
tcbo1les

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Thanks for the table on equipment

Does anyone know if you can stack gear over other gear. Does it happen?

Like, placing the shield gear V (+30% shields) and using Cyclonic Modulator III (+100% shields), does that mean you'll have +130% shields?
OR
Sniper rifle amp III (+30% damage bonus) and Sniper rifle amp/gear V (+15% damage) = +45% sniper damage bonus?
etc.

Does anyone know, or can verify?

------------------------------------------------------
tc

#11
Cyonan

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tcbo1les wrote...

Thanks for the table on equipment

Does anyone know if you can stack gear over other gear. Does it happen?

Like, placing the shield gear V (+30% shields) and using Cyclonic Modulator III (+100% shields), does that mean you'll have +130% shields?
OR
Sniper rifle amp III (+30% damage bonus) and Sniper rifle amp/gear V (+15% damage) = +45% sniper damage bonus?
etc.

Does anyone know, or can verify?

------------------------------------------------------
tc


They do stack, and they're all for the most part additive. Even with things like Fitness and your racial passive.

So if you have Shield Booster V + Cyclonic Modulator III as well as 65% from Fitness, you'll get +195% shields in total.

#12
Kenadian

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I have a question about the ammos' "extra damage" modifier. Is that specific to what they do in SP? IE: AP boosts health and armour damage, disruptor = shields/barriers/health, warp = barriers/health/armour and inferno = health/armour?

#13
Lone Wolf Z 013

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Seargent_Braken wrote...

Thanks for this!

It's interesting that Densified Ammunition is the first uncommon hear to have 2 effects. Too bad the new uncommon gear is INSANELY rare.


What's the other effect besides weapon dmg?

#14
Cyonan

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Lone Wolf Z 013 wrote...

Seargent_Braken wrote...

Thanks for this!

It's interesting that Densified Ammunition is the first uncommon hear to have 2 effects. Too bad the new uncommon gear is INSANELY rare.


What's the other effect besides weapon dmg?


The game files originally showed that Densified Ammunition also increased ammo capacities.

I removed it from the spreadsheet though when people got the mod and confirmed that it doesn't do that.

Kenadian wrote...

I have a question about the ammos' "extra damage" modifier. Is that specific to what they do in SP? IE: AP boosts health and armour damage, disruptor = shields/barriers/health, warp = barriers/health/armour and inferno = health/armour?

 

I imagine that it does, but since the Coalesced doesn't say, there should be some more testing done on that.

Edited by Cyonan, 26 July 2012 - 04:04 PM.


#15
121andrew

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Lone Wolf Z 013 wrote...

Seargent_Braken wrote...

Thanks for this!

It's interesting that Densified Ammunition is the first uncommon hear to have 2 effects. Too bad the new uncommon gear is INSANELY rare.


What's the other effect besides weapon dmg?


Yeah, I'd like to know too.

#16
Kenadian

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Cyonan wrote...

Lone Wolf Z 013 wrote...

Seargent_Braken wrote...

Thanks for this!

It's interesting that Densified Ammunition is the first uncommon hear to have 2 effects. Too bad the new uncommon gear is INSANELY rare.


What's the other effect besides weapon dmg?


The game files originally showed that Densified Ammunition also increased ammo capacities.

I removed it from the spreadsheet though when people got the mod and confirmed that it doesn't do that.

Kenadian wrote...

I have a question about the ammos' "extra damage" modifier. Is that specific to what they do in SP? IE: AP boosts health and armour damage, disruptor = shields/barriers/health, warp = barriers/health/armour and inferno = health/armour?

 

I imagine that it does, but since the Coalesced doesn't say, there should be some more testing done on that.


Now I'm curious. It would give a whole lot more value to InfernoIncendiary and Disruptor ammo if we knew for sure.

Edited by Kenadian, 26 July 2012 - 04:34 PM.


#17
tcbo1les

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Cyonan wrote...

tcbo1les wrote...

Thanks for the table on equipment

Does anyone know if you can stack gear over other gear. Does it happen?

Like, placing the shield gear V (+30% shields) and using Cyclonic Modulator III (+100% shields), does that mean you'll have +130% shields?
OR
Sniper rifle amp III (+30% damage bonus) and Sniper rifle amp/gear V (+15% damage) = +45% sniper damage bonus?
etc.

Does anyone know, or can verify?

------------------------------------------------------
tc


They do stack, and they're all for the most part additive. Even with things like Fitness and your racial passive.

So if you have Shield Booster V + Cyclonic Modulator III as well as 65% from Fitness, you'll get +195% shields in total.

Thanks

#18
Narcisico

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Awesome information. My main question is, and applies to other effects like this, what is "armor reduction" or other things reduce armor.

Does that mean that a brute that has say, 1000 armor (their hp - ie when it's 0 they die) that a 50% reduction in that would give them 500 effective health when using a weapon with said effect?

If not, then what does it do precisely?

#19
Grinch57

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PsychoticBiotic wrote...

Much appreciated.


This.  Thank you.

#20
Kenadian

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Narcisico wrote...

Awesome information. My main question is, and applies to other effects like this, what is "armor reduction" or other things reduce armor.

Does that mean that a brute that has say, 1000 armor (their hp - ie when it's 0 they die) that a 50% reduction in that would give them 500 effective health when using a weapon with said effect?

If not, then what does it do precisely?


Reduction on armour damage reduction. IE: Gold armour damage reduction is a base 50. So if you do 100 damage per shot, it would do 50. If you use something with 50% armour reduction/debuff, it would reduce the effectiveness of the armour by 50%. In other words, the damage reduction would be reduced to 25 and you'd do 75 damage.

#21
Uchimura

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IV ammo stats in the making

http://social.biowar...9363/1#13799409

#22
AaronEh

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Uchimura wrote...

IV ammo stats in the making

http://social.biowar...9363/1#13799409


Cyonan, are you able to update the spreadsheet to include this new information?

#23
SoulRebel_1979

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Great stuff. Thanks for doing this!

#24
Astreon

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Any plans to get this doc up to date in light of all the new information out there?

#25
Cyonan

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Even though most of the information is displayed in game now, I still went through and updated this for Retaliation.