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Ingame Numerical tests - Centralized compilation - sugestions for further tests welcome


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#1
peddroelm

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AP ammo wall penetration & armor piercing BUG when equiping two weapons (bonus damage will work for both weapons - latest tests done by corlist)

The penetration bonus from AP ammo applies to only 1 of 2 equipped weapons, the one that you have in your hands at the start of the match. (at least on PC, don't know of consoles) by Pekkan

BUG with Armor Piercing Rounds And earlier by Relix28 fixed

BUG Incendiary Ammo (damage stacks abnormally high ..also weird stack with warp )

incendiary and explosive ammo mechanics update

BUG inferno grenade + incendiary ammo interaction/stacking by tyhw

BUG incinerate + incendiary ammo stack by tyhw

paladin fire shield & incendiary ammo by tyhw

FireExplosion DOT & Fire ammo DOT interference issues tyhw's thread corlist's google doc


atlas triple hit BUG - by FreekOne (with pictures)

Ravager triple hit BUG tests

praetorian double hit by tyhw and *2 HS modifier

scion double hit by tyhw

BUG - frag grenade Armor-Piercing evolution is Wrong/Lying

BUG - asari infiltrator TC only boosts power and melee damage tests by Corlist & Vironblood feature


BUG Incinerate rank 6 freeze combo does nothing

Incinerate freeze combo tests

BUG tactical scan rank 5 Headshots does nothing

BUG -Collectors are bugged - confirmed by bioware fixed ?

BUG Asari Justicar passive rank 5 Power Damage Does Nothing fixed

BUG Snap Freeze rank 6 Tech Combo & Electric Slash rank 5 Detonate not working | UPDATES for AIU & Paladin

TYHW's Weapon Damage Calculator sheet

link to thread

Datamined information curently maintained by Cyonan (most of it verified by tests in game)

Weapon Stats
MP enemies HP values
MP consumables stats

SeasonedTurtle's amazing ME3MP Char editor
---------

Weapon Damage Formula - Reversed engineered using SP tests - verified and updated later with numerous MP tests ...

Combo damage formula (BE , TB , FE , CE)
by corlist & tyhw

Various combo tests involving AOE primers//detonators

.. more AOE combo primers with Chain Overload detonator tests

ERRATA - ARMOR WEAKENING EFFECTS STACK
http://social.biowar...0207/1#16090207
Weapons Tested

Reckoning weapons mechanics
Graal & Geth Plasma Shotgun (numeric tests and Conclusions)
Graal charging mechanics
Kishook Harpoon (SP tests - verified on MP during the
SR hipfire penalty test)
post buff Kishock MP tests
Scorpion
Krysae - quick test during SR hipfire penalty test
Prothean Particle Rifle - frame by frame - shot by shot damage analysis with Video
Typhoon - tested by corlist
Typhoon is NOT bugged
Reegar numeric tests ..and conclusions
..more Reegar tests
Acolyte ignores shield gate and armor DR by corlist
Geth SMG mechanics 720 RPM & *2.5 charge multiplier from 6-th shot up
Striker 550260 RPM after 4-th shot
Firing Striker does not break cloak
CSMG ammo consumption mechanics
Arc Pistol charge mechanics by corlist
Venom mechanics
Chakram launcher mechanics by corlist


Weapon Add-ons

Melee Add-ons Global Melee Damage Multiplier
Pistol - Cranial Trauma System - bonus is multiplicative with all weapon damage (tested by corlist)


Character Abilities tested

Reckoning class mechanics
Krogan Warlord enchanted hammer mechanics
Energy drain (old SP test)
Energy drain shield restored is based on damage done by tyhw
Warp tested by corlist
Hunter Mode (bonus damage works for weapon, power & melee damage)
Proximity Mine ( bonus damage works for weapon, power, ammo & melee damage)
Tactical Scan
Arc Grenade & Incinerate (calculated and then latter tested for verification)
incinerate damage mechanics 75% on impact 25% 3 seconds DOT extra 50% 8 seconds DOT
N7 Shadow melee damage formula
Overload and Neural Shock evolution (extra damage vs organics)
Cryo Blast debuff
Snap Freeze by vironblood
Warp
Annihilation field
Dark Channel
Reave
Biotic Bubble + Bubble Warp
Justicar Bubble debuff tests by tyhw - debuff multiplicative for weapon damage & power damage
Sabotage by tyhw
Debuff Bonuses From the same character DO NOT STACK - some will stack when cast from different characters
Flamer
Sticky Grenades apply ammo consumable damage and effects on hit based on active weapon
Recon mine debuf
Smash tests
Concussive Shot
biotic orbs do AOE damage//debuff
Sabotage (Turian Saboteur Engineer)
Sentry turret tests/mechanics
tech vulnerability & heavy melee
Reckoning classes
Bloodlust melee damage stack
Dark Sphere DOT mechanics by corlist tyhw
Erata - Siege Pulse 6b is multiplicative *1.4 vs protections

Consumables Tested

Ammo Supply pack 10 seconds additive 100% weapon damage bonus and some possible applications (HS triple claymore shot, infiltrator double claymore cloak shot(insane spike damage numbers))
Strenght Enhancer III - 30% additive melee damage bonus
Lvl IV ammo stats (tested by corlist)
Targeting VI Targeting VI II is 25% regular damage bonus; Targeting VI III is 35% regular damage bonus (near useless)

Gear tests
Vulnerability VI - additive bonus in case of head shots by Corlist
batarian gauntlet maintains batarian vs defences modifiers by corlist

Miscelaneous tests

Moving Phantoms get only *0.25 Weapon Damage
phantom bubble tests by corlist
Sniper rifles hipfire penalities
VIDEO PROOF - GI Javelin X - 1 HeadShot kills Multiple Gold Phantoms (shielded enemies)10% Gold shield gate
Geth Heavy Melee *1.5 multiplier vs Armor
Head Shot Passive is additive damage bonus (no relation to the head shot multiplier)
Vanguard Nova Damage depends on you current percentage of barriers
Paladin Melee damage tests by vironblood
Human Adept Heavy Melee has *1.5 vs armor & shields (probably higher vs barriers) tests by tyhw
Tactical Cloak Damage duration is 2.5 seconds
Sabotage gives *1.5 global additive melee damage bonus for QIs tyhw
Snap freeze and electric slash tech combo tests
Heavy Melee vs defense type multipliers by corlist & co
Boss Headshot tests
Retaliation test results (new weapons // new ammo types)
Atlas armour plate damage
warp ammo damage vs lifted targets
Volus Heavy Melee tests
All projectile weapon except Krysae ignore shield gate
Charge temp boosts do not stack weapon & power
hazard tests corlist
AIU TC shotgun bonus 6b is multiplicative BUT ..(is buggy offhost)
Charge up mechanics for MP guns

http://forum.bioware...p-test-results/

Theorycrafting // Calculations

Revenant X vs Typhoon I/X damage per shot calculations
Atlas canopy BUG still in effect ?
Reegar X + AP Ammo IV highest theoretical DPS vs gold armor in the game
There can be only one Dark Channel active per player at any given time

Special resources

Nice write up of the various Weapons mechanics/special properties by corlist
Shotgun 2D Pattern coordinates map extracted by Dunvi ---- & 2D graphs ------ with sceenshots from Cirvante


Edited by peddroelm, 12 March 2016 - 06:01 PM.

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#2
nicethugbert

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Would like to finally understand the scoring system in this game.

#3
Merkit91

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Nice! Any tests on Targeting VI consumable? I suspect it's not giving +25/50/100% extra headshot damage bonus.

#4
peddroelm

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nicethugbert wrote...

Would like to finally understand the scoring system in this game.


Most of my tests involve damaging enemies with a weapon of  ability and then try and reverse engineer the damage formulas involved ...This is what I do - damage tests (mostly by the player vs AI) - could do some AI vs player (to see how the various DR skills stack) but it would considerably more tedious and time consuming ... 

Score system ? Couldn't care less sorry :P ... 

Merkit91 wrote...

Nice! Any tests on Targeting VI consumable? I suspect it's not giving +25/50/100% extra headshot damage bonus.

 

I suspect the same .. Will add to the todo list ..

Edited by peddroelmz, 27 August 2012 - 09:49 AM.


#5
jstarpaul

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Is there a list of additive vs. multiplicative for powers?

#6
Tybo

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I'm going to second the Targeting VI test, as that definitely does not act as expected. A second thing which I would be interested in is whether phantoms actually have 2362.5 barrier on gold.

The reason for this is that I specced a SI for maximum power damage and maximum energy drain damage. This was pre infiltrator nerf, so my cloak had +90% damage. I threw on a power amp 3 and a mental focuser 5. Based on my math, my energy drain should have done 220*3*(1+.9(ED evos) +.9(cloak)+.45(passive)+.3(amp)+.12(gear))=2422.2 damage to barriers. However, when I tried this, I was never able to strip the barriers off of the phantom in one shot.

Of course, phantoms are hell to test on with all their DR. However, I suspect it may be possible to test with an asari, so long as stasis does not interact with damage dealt in any way without rank 6 vulnerability.

Edited by tyhw, 27 August 2012 - 10:31 AM.


#7
peddroelm

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tyhw wrote...

I'm going to second the Targeting VI test, as that definitely does not act as expected. A second thing which I would be interested in is whether phantoms actually have 2362.5 barrier on gold.

The reason for this is that I specced a SI for maximum power damage and maximum energy drain damage. This was pre infiltrator nerf, so my cloak had +90% damage. I threw on a power amp 3 and a mental focuser 5. Based on my math, my energy drain should have done 220*3*(1+.9(ED evos) +.9(cloak)+.45(passive)+.3(amp)+.12(gear))=2422.2 damage to barriers. However, when I tried this, I was never able to strip the barriers off of the phantom in one shot.

Of course, phantoms are hell to test on with all their DR. However, I suspect it may be possible to test with an asari, so long as stasis does not interact with damage dealt in any way without rank 6 vulnerability.


I have yet to find an occurance where the enemy HP table was wrong for an enemy ... If it says gold phantoms have that amount of barriers - its probably correct ..

- testing versus any insta kill enemy is tedious near impossible for me atm in MP with phantoms since I cannot pause multiplayer for the purpose of my testing ... Both barrier users have insta - kill :(

That said during my long time ago ED SP (I can pause SP) tests vs phantoms they always did take full damage form ED ... What I didn't ever tested are power boosting consumables or gear (if any of them don't work as expected it could be reason why you couldn't 1 shot gold phantom shields) ... Guess I should test those first ...
 

Edited by peddroelmz, 27 August 2012 - 11:16 AM.


#8
Computron2000

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This is very useful. Thank you for making the effort OP, its greatly appreciated

#9
xcrunr1647

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My Javelin is level I

*sadface*

If only the Widow X was capable of this.

#10
corlist

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Might want to include RoF limitations as well, gamemako has done quite a bit in this field.
Many guns are shooting slower than expected with limited RoF bonuses. When fully understood, all DPS tables everywhere will have to change.

#11
peddroelm

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xcrunr1647 wrote...

My Javelin is level I

*sadface*

If only the Widow X was capable of this.


Have you tried ? The fact that the Javelin X can only means it does MORE damage than is needed for the job ... People just assumed it was impossible before ...(full weapon damage GI, incendiary ammo IV , targeting VI III, SR gear ,  Widow X with extended barrel  ... At this point a simple field test would take less time than my extensive testing of the targeting VI which seems a bit wonky atm)

corlist wrote...

Might want to include RoF limitations as well, gamemako has done quite a bit in this field.
Many guns are shooting slower than expected with limited RoF bonuses. When fully understood, all DPS tables everywhere will have to change.

 

But I never really bothered understanding/testing the quite complex DPS calculations/limitations  ... So I would not present as evidence something I don't yet understand :happy: ... Again my expertise is restricted to the limited domain of damage per shot ... 

Edited by peddroelmz, 27 August 2012 - 11:40 AM.


#12
MaxShine

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Targeting VI would be good...

#13
peddroelm

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N7 Shadow

TC 40% WD
Passive 10% WD 10% PD
Weapons

Raptor X 97.7
25% WD EB

Consumable Targeting VI II (?) supposed 50% extra HS damage

Raptor aimed body shot

Measured
1350 - 1218.1049 = 131.8951
Calculated
97.7 * (1 + 0.25 + 0.1) = 131.895 OK

--------------------
Raptor aimed HS shot TC OFF

Measured
1350 - 959.2 = 390.8
Calculated
97.7 * (1 + 0.25 + 0.1) * 2.5 = 329.7375 NOT OK (ignoring targeting VI)
97.7 * (1 + 0.25 + 0.1) * (2.5 + 0.5) = 395.685 NOT OK
97.7 * (1 + 0.25 + 0.1 + 0.25) * 2.5 = 390.8 OK surprise - targeting VI is just a regular additive damage modifier - but the forum stats are wrong ?

-----------------------
Raptor aimed HS shot TC ON

Measured
1350 - 861.5 = 488.5
Calculated
97.7 * (1 + 0.25 + 0.1 + 0.25 + 0.4) * 2.5 = 488.5 OK - confirmed targeting VI II its a regular additive 25% damage mod applied in case of headshots (will test later stats for the other I and III versions) 

Its an almost worthless mod at only extra 25% damage on HS (weapon damage rail adds 20% and also works on Bosses immune to headshots) ..
:mellow:


=======================
Targeting VI III test


25% WD EB
20% WD passive
targeting VI III

---------------------
raptor Aimed body TC off

Measured
900 - 758.335 = 141.665
Calculated
97.7 * (1 + 0.25 + 0.2) = 141.665

--------------------------
raptor Aimed HS TC OFF

Measured
900 - 460.35 = 439.65
Calculated
97.7 * (1 + 0.25 + 0.2 + 0.35) * 2.5 = 439.65 OK

------------------------
raptor aimed HS TC on

Measured
900 - 264.95 = 635.05
Calculated
97.7 * (1 + 0.25 + 0.2 + 0.35 + 0.8) * 2.5 = 635.05 OK


Targeting VI III adds a loltastic 35% regular additive damage bonus that only works for headshots (probably for both equipped weapons) compared to the Weapon Specific rail III that adds 30% - and does not require headshots to work

Edited by peddroelmz, 28 August 2012 - 04:38 AM.


#14
xabkish

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Nice compilation :)

Well, you know I don't think Targeting VI III is working as intended: based on those Javelin GI shots I've shown already; also I've played a lot with Paladin AA/AV and it just doesn't seem to work against Phantoms, like at all.

So I'm basically interested in Phantom's barriers and Targeting VI III — things already mentioned here :)

UPD: By the way, do you just search for enemy HP value with something like ArtMoney and track it after the shot? Or is there a more convinient way to get exact enemy HP readings?

Edited by xabkish, 27 August 2012 - 06:38 PM.


#15
peddroelm

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xabkish wrote...

UPD: By the way, do you just search for enemy HP value with something  and track it after the shot? 

 

yup

Also given the result of Targeting VI II it should be pretty clear how Targeting VI III is going to look like

Edited by peddroelmz, 27 August 2012 - 06:47 PM.


#16
peddroelm

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N7 Shadow - Shadow Strike Damage Formula

-------------------------------------
Summary

-BUG - shadow strike gets  damage bonuses from power damage passives & consumables
-BUG Shadow strike gets the damage bonus from tactical cloak twice (once as a melee attack once as a "power").. Most -probably caused by the "is melee and is also power" BUG .. Will get fix eventually - don't get used to it ...
-The rank 6 sword mastery evolution *1.5 total damage vs armor works for light and heavy melee attacks - BUT not for SS (if it worked for SS, combined with the double cloak bonus it would've meant 1 shot gold ravagers & brutes...Pretty sure that wasn't intended)

EDIT - they fixed this at some point - sword mastery now works with SS (won't affect electrical the bleed effect ) EDIT

-did not test rank 6 sword mastery evolution *1.5 total damage vs shields& barriers .. Should be working the same (for light/heavy melee only) ... Should be easy to spot a difference between ~6.5 k damage and 10k damage (many people already did)
- It is considered a tech power like electric slash
- The temporary 50% melee damage boost for melee kills (works) allows heavy melee to 1 shot gold cannibals without cloak (near maximal damage setup) ...Also works for SS (there is a test vs the ravager got this bonus) ...
-Maximum damage for Show Strike ATM with consumables is somewhere shy of 7k .Should be lower ..
-Damage formula 600 * (1 + sum of melee damage bonuses and power damage bonuses(TC provides both)) * 1.25 + 600 * (1 + sum of melee damage bonuses and power damage bonuses(TC provides both)) * 1.25 * 0.4 ...

*1.25 its from the weapon melee add-on lvl V
second term is the DOT component from the 40% bonus to total damage as electrical evolution

--------------------------------------

TC 40% WD 40% PD 40% MD
SS 600 * (1+0.2)
Passive 10% WD 10% PD
SM 35% MD

Weapons

Wraith I 102.3 base damage pellet
25% WD EB
*1.25% melee damage

Raptor X 97.7
25% WD EB

Gear Shotgun Amp III 10% Shotgun WD
Consumable Targeting VI II (?) supposed 50% extra HS damage


test subject siver cannibal
================================
Lmelee TC off // Melee Add-on off

1350 - 1012.5 = 337.5

Lmelee TC on // Melee Add-on off
1350 - 912.5 = 437.5

a * (x) = 337.5
a * (x+0.4) = 437.5 = a*x* + a*0.4

337.5 +a * 0.4 = 437.5
a = (437.5 - 337.5) / (0.4) = 250

Shadow base damage for light melee attack is 250

-----------------------------------
Lmelee TC off // Melee Add-on off
measured
1350 - 1012.5 = 337.5
calculated
250 * (1 + 0.35) = 337.5

--------------------------------
Lmelee TC on // Melee Add-on off
1350 - 912.5 = 437.5
calculated
250 * (1 + 0.35 + 0.4) = 437.5

--------------------------------
Lmelee TC off // Melee Add-on on
Measured
350 - 928.125 = 421.875
Calculated
250 * (1 + 0.35) * 1.25 = 421.875
---------------------------------

OK Satisfied Base Damage For Light Melee attack is 250 (could not find it anywere - googlefu fail) and that there is no other funny business in play ...

-----------------------------------
Hmelee TC off // Melee Add-on off
Measured
1350 - 405 = 945
Calculated
700 * (1+0.35) = 945

(heavy melee base damage is 700)
At this point my googlefu managed to point me towards into narida's class builder and confirm (Melee 250/700 (base value))

------------------------------------
SS TC off // Melee Add-on off

Measured
1350 - 359.9999 = 990.0001
Calculated
600 * (1 + 0.35 + 0.2) = 930 NOT OK too low
600 * (1 + 0.35 + 0.2 + 0.1) = 990 OK BUG - shadow strike gets power damage bonuses ?

-------------------------------------
SS TC off // Melee Add-on on

Measured
1350 - 112.4998 = 1237.5002
Calculated
600 * (1 + 0.35 + 0.2 + 0.1) * 1.25 = 1237.5 OK
---------------------------------------

Further tests will need a meatier test subject - moving on to Silver Ravager
--------------------------------
Lmelee TC off // Melee Add-on on

Measured
5400 - 4978.125 = 421.875
Calculated
250 * (1 + 0.35) * 1.25 = 421.875 OK
--------------------------------
Hmelee TC off // Melee Add-on on

Measured
5400 - 4218.75 = 1181.25
Calculated
700 * (1 + 0.35) * 1.25 = 1181.25 OK
-----------------------------------
N7 Shadow Heavy melee does 100% damage vs armor (no penalty or bonus)
-------------------------------------
SS TC off // Melee Add-on on

Measured
5400 - 4162.5 = 1237.5
Calculated
600 * (1 + 0.35 + 0.2 + 0.1) * 1.25 = 1237.5 OK
---------------------------------
Shadow Strike does 100% damage vs armor - no modifier (should have appeared in Eric Fagnan's list if it did as it is a "power")
----------------------------------
SS TC on // Melee Add-on on

Measured
5400 - 3562.5 = 1837.5
Calculated
600 * (1 + 0.35 + 0.2 + 0.1 + 0.4) * 1.25 = 1537.5 NOT OK
600 * (1 + 0.35 + 0.2 + 0.1 + 0.4 + 0.4) * 1.25 = 1837.5 OK
BUG Shadow strike gets the damage bonus from tactical cloak twice (once as a melee attack once as a "power").. Most probably caused by the "is melee and is also power" BUG .. Will get fix eventually - don't get used to it ...

============================================

TEST 2

N7 Shadow

TC 80% WD 80% PD 80% MD 50% MD
SS 600 * (1 + 0.2 + 0.3 + 0.5) + 40% DOT
Passive 20% WD 35% PD
SM 65% MD 50% MD temp boost for kill *1.5 vs armor

Weapons

CLAYMORE X 206 base damage pellet
25% WD EB
*1.25% melee damage

Raptor X 97.7
25% WD EB

Gear Hydraulic Joints II 7.5% MD
Consumable Power Amplifier III 30% PD ?
Consumable Strenght Enhancer III 30 % MD
---------------------------------
Lmelee test TC off Melee Add-on on

Measured
8100 - 7150.7812 = 949.2188
Calculated
(250 * 1.5) * (1 + 0.65 + 0.075 + 0.3) * 1.25 = 949.2187 OK
/// Stenght Enhancer works with light melee
/// the *1.5 vs armor Rank 6 SM evolution is global damage multiplier and works with light melee

--------------------
Hmelee test TC off Melee Add-on on

Measured
8100 - 4785.9370 = 3314.063
8100 - 5442.1875 = 2657.8125
Calculated
(700 * 1.5) * (1 + 0.65 + 0.075 + 0.3) * 1.25 = 2657.8125 OK
(700 * 1.5) * (1 + 0.65 + 0.075 + 0.3 + 0.5) * 1.25 = 3314.0625 OK // swarmers sometimes count towards the 50% termporary melee damage bonus ? Light melee attack never seems to get this bonus from killing swarmers ..

The *1.5 rank 6 multiplier vs armor works for heavy melee
-----------------------
lmelee cloak on melee add-on off

Measured
8100 - 6853.125 = 1246.875

Calculated
250 * 1.5 * (1 + 0.65 + 0.075 + 0.3 + 0.8 + 0.5) = 1246.875 OK

---------------------------
SS damage Cloak off melee add-on on

Measured
8100 - 4241.25 = 3858.75 (direct damage + dot) 8100 - 5343.75 = 2756.25 .. damage on impact

Obviously the *1.5 multiplier vs armor (damage too low)
3858.75 - 2756.25 = 1102.5
2756.25 * 0.4 = 1102.5 // THE 40% DOT damage is global applied to all melee damage
Calculated
600 * (1 + 0.2 + 0.3 + 0.5 + 0.65 + 0.075 + 0.3 + 0.35 + 0.3) * 1.25 = 2756.25 OK impact damage
600 * (1 + 0.2 + 0.3 + 0.5 + 0.65 + 0.075 + 0.3 + 0.35 + 0.3) * 1.25) + 600 * (1 + 0.2 + 0.3 + 0.5 + 0.65 + 0.075 + 0.3 + 0.35 + 0.3) * 1.25 * 0.4 = 3858.75 OK impact + DOT

-------------
SS Cloak on add-on on

Measured
8100 - 2036.2504 = 6063.7496 after DOT
Calculated
(600 * (1 + 0.2 + 0.3 + 0.5 + 0.65 + 0.075 + 0.3 + 0.35 + 0.3 + 0.8 + 0.8 + 0.5) * 1.25) + (600 * (1 + 0.2 + 0.3 + 0.5 + 0.65 + 0.075 + 0.3 + 0.35 + 0.3 + 2.1) * 1.25 * 0.4) = 6063.75 OK
=========================

Calculated with 50% temporary melee damage bonus

(600 * (1 + 0.2 + 0.3 + 0.5 + 0.65 + 0.075 + 0.3 + 0.35 + 0.3 + 0.8 + 0.8 + 0.5 + 0.5) * 1.25) + (600 * (1 + 0.2 + 0.3 + 0.5 + 0.65 + 0.075 + 0.3 + 0.35 + 0.3 + 2.1 + 0.5) * 1.25 * 0.4) = 6588.75
About the maximum damage SS can do ( This with Strenght Enhancer III & Hydraulic Joints II)

The damage multiplier above is
1 + 0.2 + 0.3 + 0.5 + 0.65 + 0.075 + 0.3 + 0.35 + 0.3 + 0.8 + 0.8 + 0.5 + 0.5 = 6.275
From which 0.3 + 0.35 + 0.8 = 1.45 is due to buggy power damage bonuses also boosting SS

========================================


5% tech damage gear (engineering kit I)
35% PD passive
600 * (1+0.2+0.3+0.5) SS  40% DOT evolution


TC OFF , Melee OFF
3600 - 1038.0004 = 2561.9996 after DOT
3600 - 1770 = 1830 at contact

600 * (1 + 0.2 + 0.3 + 0.5 + 0.65 + 0.35 + 0.05) = 1830  OK
600 * (1 + 0.2 + 0.3 + 0.5 + 0.65 + 0.35 + 0.05) * 1.4 = 2562 OK

OK - bonus to tech damage works with Shadow Strike (Shadow strike is a tech power)

Edited by peddroelm, 14 April 2014 - 12:29 PM.


#17
Cyonan

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Since I haven't had any luck with it, I'll throw in my suggestion for figuring out how the damned Reegar works. I know it's hitting multiple times per "bullet" that it uses, and that it charges up over 0.75 seconds, then starts using more ammo when fully charged(Eric confirmed this part for me).

1 "round" from the Reegar Carbine was able to kill an Assault Trooper on Bronze with nothing except +20% from Drell Assassin(I wasn't even using the High Caliber Barrel). According to the game files, it should have only done 79.2 damage, yet it did over 750.

I'd also throw in a suggestion for Biotic Explosions, but I'm pretty sure that's going to need clarification from Bioware.

#18
MaxShine

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peddroelmz wrote...

N7 Shadow

TC 40% WD
Passive 10% WD 10% PD
Weapons

Raptor X 97.7
25% WD EB

Consumable Targeting VI II (?) supposed 50% extra HS damage
--------------------
Raptor aimed HS shot TC OFF

Measured
1350 - 959.2 = 390.8
Calculated
97.7 * (1 + 0.25 + 0.1) * 2.5 = 329.7375 NOT OK (ignoring targeting VI)
97.7 * (1 + 0.25 + 0.1) * (2.5 + 0.5) = 395.685 NOT OK
97.7 * (1 + 0.25 + 0.1 + 0.25) * 2.5 = 390.8 OK surprise - targeting VI is just a regular additive damage modifier - but the forum stats are wrong ?

-----------------------
Its an almost worthless mod at only extra 25% damage on HS (weapon damage rail adds 20% and also works on Bosses immune to headshots) ..[/b]:mellow:


yeah... This is really disappointing. It should really work like this "97.7 * (1 + 0.25 + 0.1) * (2.5 + 0.5) = 395.685" to make it worthwhile. This really explains why I saw almost no difference when using Pistol Rail amp III or targeting VI III (except PRA is much better when you do not get the headshot...)

#19
MaxShine

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Is it possible to delete this part "600 * (1 + 0.35 + 0.2 + 0.1 + 0.4 + 0.4) * 1.25 = 1837.5" of your post and keep it a secret ;)?

#20
xabkish

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peddroelmz wrote...

Also given the result of Targeting VI II it should be pretty clear how Targeting VI III is going to look like


It adds up, level III is 50%:

Javelin GI: (1288.1 * (1 + 0.25 + 0.1) * (1 + 0.8 + 0.25 + 0.225 + 0.175 + 0.2 + 0.5) * (2.5) = 13693,05

Poor Nemesis: (13693,05 - 1940) / 10 = 1175,305 which is just 4,695 points less than her HP =|

I'm a really sad panda now =/

BUT! There's another bunch of numbers:

AA (4 in class tree, Pistol Gear V): 531,1 * (1 + 0,25 + 0,05 + 0,15 + 0,5) * 2,5 = 2589,1125

More than Phantom's barriers on Gold. Even without Pistol Gear it's 2389,95, also more.

Yet I've tried a thousand times and it just won't deal enough damage to take her barriers away =/

UPD: Hell, I've even had AV speced for full weapon damage, including 0.2 HS bonus and it still didn't take away Phantoms barriers with Trgt VI III. There's definitely something wrong with these jumpy mean girls...

Edited by xabkish, 27 August 2012 - 10:13 PM.


#21
peddroelm

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bump

finished Shadow strike and targeting VI tests

Edited by peddroelmz, 28 August 2012 - 04:41 AM.


#22
peddroelm

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xabkish wrote...

peddroelmz wrote...

Also given the result of Targeting VI II it should be pretty clear how Targeting VI III is going to look like


It adds up, level III is 50%:


nope  -  a mere 35%...

#23
Merkit91

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What about passive rank 5 headshots evo, marksman rank 5 headshots evo and cranial trauma system mod for pistols? Do their bonuses work like targeting vi bonus?

#24
peddroelm

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Merkit91 wrote...

What about passive rank 5 headshots evo, marksman rank 5 headshots evo and cranial trauma system mod for pistols? Do their bonuses work like targeting vi bonus?


Passive rank 5 headshot evo has been tested - its under Miscelaneuos tests ..Yes works like the targeting VI bonus (additive) ...

Marksman & Cranial Trauma pistol mod & Vulnerability VI (gear) - yet to be tested ...

Edited by peddroelmz, 28 August 2012 - 06:27 AM.


#25
Creakazoid

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Reegar please. :D

I'd like to know how its 5x burst count manifest in-game. Without something like that, the DPS is way too low on paper.