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


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#76
maverick--07--

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Dang, so Targeting VI III's only do 35% extra instead of 100%, and to think I actually thought I had a use for them haha. I was using them for weaker AR's and stuff such as the Vindicator thinking I was on to something for a bit.

#77
yarpenthemad21

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tech vulnerability from sabotoge need to be tested (formula and what powers are tech). I've had several games as QFI with incinerate users and I can't see big damage buff even on stacked several times sabotage.

#78
Tybo

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 Asari Justicar Biotic Sphere

Does 100 on impact, subject to power damage multipliers.

AJ, 10% Weapon damage passive
Predator X, High Velocity V

Bronze Assault Trooper=750-100-540.85=109.15 damage done with a bodyshot

Damage Calculation
73.5*(1+.1+.25)*1.1=109.1475

Conclusion: Biotic Sphere debuff is multiplicative for weapons

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

Reave does half its listed damage every .5 seconds.

AJ, commando gear V

Bronze Assault Trooper=750-695=55 damage per tick

With Biotic Sphere:

750-100-579.5=60.5 damage per tick

Calculation

100*(1+.1)*1.1=121 DPS.  Per tick will do half that or 60.5.

Conclusion:

Biotic Sphere debuff is multiplicative to powers.

======================================================
Biotic Sphere and ammo powers.

AJ 10% passive,10% weakness from Biotic Sphere
Carnifex X with High Velocity V and Warp Ammo 3

In the Sphere
1125-479.663=645.337

345.1*.35*1.1 + 345.1*(1+.1+.25)*1.1=645.337 OK

Out of the Sphere
1125-539.324=585.676

345.1*.35 + 345.1*(1+.1+.25)=586.67 OK


Conclusion: Biotic sphere debuff applies to ammo powers as well

Edited by tyhw, 08 September 2012 - 12:25 AM.


#79
peddroelm

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Overload Base Damage is 220.. Will name X = base_damage * (1+sum of power damage bonuses)


Overload has X *0.5 multiplier vs Organic Health
                    X *1 multiplier vs Syntetic Health (geth)

Overload has X * 3 multiplier vs Shield/Barriers //confirmed by Eric Fagnan)

Neural Shock Adds 100% damage vs Organic Targets (probably added as a separate hit. will test to clarify)
X * 1 vs organic Health (*0.5 + *0.5 ?)
X * 6 vs organic Shields/Barriers (*3 + *3 ?)

The rank 6 extra (100%) damage vs shields/barriers behaves differently vs organics and syntetics
X * 6 vs Syntetic Shields
X * 5 vs Organics Shields/Barriers

Combining Neural Shock with the rank 6 100% vs Shield evo
X * 6 vs Syntetic Shields (neural shock has no effect vs syntetics)
X *3 +*5 vs Organics Shields//Barriers (tested to be applied in 2 hits *3 + *5 ) - main consequence is Overload can drop Gold Phantom Barriers (3075) in one cast..


About the Chain Overload

Second hit damage is *0.4
Third hit damage is *0.4*0.4 = *0.16


Useful threads with prior Overload testing
NEURAL SHOCK EVOLUTION HAS SOME WEIRD PROPERTIES by Relix28
Overload vs shields - rank 6 Game Mechanics deduced by Shika

Edited by peddroelmz, 08 September 2012 - 07:13 AM.


#80
peddroelm

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and the numeric tests




Human Engineer

Passive 5% WD 10% PD

Overload 220* (1+0.2) + 1 extra hit at 60% reduced damage

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

Tests VS Silver Cerberus
===========================
===========================

First hit Centurion Shield
1125 - 266 = 859
Calculated
220 * (1 + 0.2 + 0.1) * 3 = 858 OK
Overload does *3 damage vs shields

Second hit Trooper health
1125 - 1067.8 = 57.27
Calculated
(220 * 0.6) * (1 + 0.2 + 0.1) * 0.5 = 85.8 NOT OK
(220 * (1-0.6)) * (1 + 0.2 + 0.1) * 0.5 = 57.2 OK
Second hit from chain overload only does 40% of the damage of the first hit

=======================
Switch targets

First hit Trooper health
1125 - 982 = 143
Calculated
220 * (1 + 0.2 + 0.1) * 0.5 = 143 OK
Overload does *0.5 damage vs Organic Health

Second hit Centurion Shield
1125 - 781 = 344
Calculated
(220 * (1-0.6)) * (1 + 0.2 + 0.1) * 3 = 343.2

Tests VS Silver Geth
===========================
===========================
Vs Shield

900 - 41 = 859
Calculated
220 * (1 + 0.2 + 0.1) * 3 = 858 OK
===============================

Vs Syntetic health
1237.5 - 951.5 = 286
Calculated 220 * (1 + 0.2 + 0.1) = 286
Overload does *1 damage vs Syntetic Health
==========================
=========================

Evolve Neural Shock

Vs Cerb health

1125 - 839 = 286
(220*2) * (1 + 0.2 + 0.1) = 286
With Neural Shock Overload no longer does *0.5 Vs organic healh ..It does *1 vs health ..

Removed all shield from Centurion and went into health

Moving tests into gold

1940 - 222 = 1718
(220 * 2) * (1 + 0.2 + 0.1) * 3 = 1716 OK (2 hits ?)

Neural shock its an 100% extra damage vs lower organics (might not work vs phantoms)
================================
===============================

Back to silver geth

1237.5 - 951.5 = 286
No difference vs geth (neural shock)

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

Testing Shield damage evolution

again silver Geth Prime shield

7875 - 6159 = 1716
(220 * 2) * (1 + 0.2 + 0.1) * 3 = 1716 OK


Vs armor *1
11250 - 10964 = 286

Damage Bleed Mechanics ? (this is a big topic)

Overload when it had 1 shield
11250 - 10964.1669 = 285.8331 OK (1716 - 1) / 6 = 285,8333

Overload when it had 1706 shield
11250 - 11248.333 = 1.667
(1716-1706) 10 point of damage left ..10 / 6 = 1,6666 OK


Overload when it had 1000 shields

11250 - 11130.6669 = 119.3331
(1716 - 1000) / 6 = 119,3333 OK


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

Test Vs organics - problem no lower organic have enough shield as I expect overload to do (that's why I tested damage bleed mechanics)

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

Gold Nemesis
pumped its shields above maximum

2500 - 210 = 2290 shield damage
calculated ?

286 * 8 = 2288

There are probably 2 hits

/////////////

Respec GE


HM 17.5 % all 15% PD
Passive 40% PD


Overload 220 * (1+0.2)


HM OFF
220 * (1 + 0.2 + 0.4) = 352
220 * (1 + 0.2 + 0.4) * 3 = 1056 vs shields
Measured
1940 - 883 = 1057 OK

HM ON
220 * (1 + 0.2 + 0.4 + 0.175 + 0.15) = 423.5
220 * (1 + 0.2 + 0.4 + 0.175 + 0.15) * 3 = 1270.5 vs shields
Measured
1940 - 669 = 1271 OK

Time to add the *2 vs shields rank 6 without neural shock
220 * 2 * (1 + 0.2 + 0.4) * 3 = 2112 - should drain gold Nemesis shields in 1 shot - still got video report it doesn't


HM OFF
1940 - 179 = 1761 /////////// ?!?!?!? (1761 / 352 = 5,00284091)
220 * 2 * (1 + 0.2 + 0.4) * 3 = 2112 NOT OK
220 * (1 + 0.2 + 0.4 + 1) * 3 = 1716 NOT OK



HM ON
2500 - 382 = 2118 ////////////// ?!?!? (2118 / 423.5 = 5.00118064 )
220 * 2 * (1 + 0.2 + 0.4 + 0.175 + 0.15) * 3 = 2541 NOT OK
220 * (1 + 0.2 + 0.4 + 0.175 + 0.15 + 1) * 3 = 1930.5 NOT OK


//////////////////////////
//////////////////////////
//////////////////////////

Overload final Vs shields affects different organics and syntetics ...

*6 vs Syntetics
*5 vs organics

==================================
===================================
UPDATE

Tests vs gold Nemesis pumped to 4k shields
Total damage *8 (neural shock and *2 vs shields)

TA on
4000 - 568 = 3432
220 * (1 + 0.2 + 0.3 + 0.3 + 0.15) * 8 = 3432 OK

TA off
4000 - 1096 = 2904
220 * (1 + 0.2 + 0.3 + 0.15) * 8 = 2904 OK


===================
With Break points (see the 2 hits)

TA ON


After first hit 2713
4000 - 2713 = 1287
220 * (1 + 0.2 + 0.3 + 0.3 + 0.15) * 3 = 1287 OK

After second hit
4000 - 568 = 3432
1287 + (220 * (1 + 0.2 + 0.3 + 0.3 + 0.15) * 5) = 3432 OK


After first hit 2911
4000 - 2911 = 1089
220 * (1 + 0.2 + 0.3 + 0.15) * 3 = 1089 OK

After second hit 1096
4000 - 1096 = 2904
(220 * (1 + 0.2 + 0.3 + 0.15) * 3) + (220 * (1 + 0.2 + 0.3 + 0.15) * 5) = 2904 OK

Edited by peddroelmz, 08 September 2012 - 07:22 AM.


#81
blaze55555

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Request: Tactical Cloak damage modifier activation: When it works and when it doesn't; primarily with things that break the cloak or don't break the cloak in weird ways.

Examples:
Known glitch: Shooting the final shot in a scorpion pistol clip supposedly doesn't break cloak, if true, see if the damage bonus works? (I imagine you'd have to empty a clip to 1 ammo before testing each time)
Second: Grenades. I believe they do, but hey, testing never hurts, does it?
Third: Chargeable Weapons. Can you charge, cloak, shoot and get the damage bonus? (as charging then cloaking weapons doesn't seem to break TC unless you've already activated a decloaking glitch, one of the many existing decloaking glitches)
Fourth: How long does the TC Damage bonus stay active?

Potential test: Take a weak DPS weapon like the avenger or tempest or locust
You should know the damage per bullet for these, and supposedly the RoF
Start shooting and watch cloak break (with no bonuses to weapon damage at all, against something like Assault Troopers, Cannibals, Husks, and Geth Troopers)
See how much damage is done after firing X bullets (Until they're close to dead)
Knowing how many bullets are fired (X); simply subtract the bullets left in the clip from the maximum magazine size (and obviously start with a fully reloaded clip)
then calculate the (X bullets fired * damage per bullet * damage bonus) + (Y bullets fired which didn't get the bonus * damage per bullet); This is to determine, of the X bullets you fired, how many (X) received the TC bonus, and how many (Y) didn't receive the bonus. The values of X and Y add to the number of bullets you fired (X) from the previous step. An alternate phrasing of the equation, using the reference to the total bullets fired (X) from the previous step (Y is the bullets fired receiving the damage bonus, where X (total bullets fired) - Y is the bullets fired that didn't get the bonus):
(Y*Damage per Bullet*TC Damage Bonus) + ((X-Y)*Damage per Bullet) = Total damage the enemy took. (Oh yeah, the resulting number should equal the total damage the enemy took, which is that common equation I see in all of your tests of total health - remaining health = total damage enemy took.
If you find that all X bullets received the TC damage, you'll have to try again as you'll need at least a value of 1 bullet that didn't take the bonus for an accurate window of TC breaking.
At most, let's say you fire 10 bullets, this shouldn't be more than 10 arithmetic-grade math problems
and repeat with more complex examples, switch the gun, maybe throw in 1 or 2 weapon damage bonuses to verify where the cloak decloaks
Oh and to calculate the range of time when TC stops working, take however many bullets fired that got the bonus (Y) / the RoF*60
then repeat for the the (bullets fired that got the bonus +1) /RoF*60 and you have a window of seconds that the TC stopped working during.

THEORETICAL Example: From first bullet fired, you fire 5 shots with the avenger before the TC stopped working according to damage calculations. So let's claim the RoF is 450 (something like that)
Take (5/450)*60 = 0.666666 seconds
then
((5+1 [6])/450)*60 = 0.8 seconds
Tactical cloak would then stop working between 0.6666 seconds and 0.8 seconds, get what I mean? perhaps it stops working after ~0.75 seconds would be my best guess! (in this THEORETICAL example)

#82
peddroelm

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blaze55555 wrote...

Request: Tactical Cloak damage modifier activation: When it works and when it doesn't; primarily with things that break the cloak or don't break the cloak in weird ways.


I'm trying to refine my testing methods - to be able to illustrate each and every damage applied to target (video recording not good enough) .. This would then help explain stuff like limited duration abilities (TC , ammo cosumable damage boost) or the so far ellusive incendiary ammo + warp mystery damage bug ...I feel I'm getting close ...(it involves breakpoints) ... When(if)  I'll have results'll share them ...


About the grenade thing .. Tested by me and also confirmed by Eric Fagnan (me3 dev) ... You get TC damage bonus if the explosion happens in the period TC damage bonus is active ...  So if you fire scorpion from cloak and the proxy mine explodes 3 seconds later after your TC  expires you will not get the cloak damage bonus.. But if you fire the mines and then cloak (and remain cloaked) before they explode - they will get the bonus ..
   
About the chargeable weapons ... The damage difference is significant enough to be noticeable (and has been) during normal gameplay (no need for exact measurements) ... Yes charging and then cloaking gives you the cloak damage bonus on trigger release ...

Edited by peddroelmz, 06 September 2012 - 11:10 AM.


#83
vironblood

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Snap Freeze
The Snap Freeze Cryo Explosion evolution applies a 10% multiplicative bonus damage to weapons, powers and melee damage. This bonus does not stack with itself when cast by the same player. The bonus stacks if cast from different players.

Snap Freeze bonuses in this test 105% = 45% (Passive) + 20% (SF Rank3 Damage) + 40% (SF Evolution 5 Armor Weakness)

----------

Gold Brute armor damage after SF
Observed 9000 - 8487.5 = 512.5
Expected 250*(1+0.45+0.2+0.4) = 512.5 OK

Gold Brute armor damage after SF + melee
Observed 8487.5 - 7448 = 1039.5
Expected 400*(1+0.35)*1.75*1.1 = 1039.5 OK

Gold Brute armor damage after SF + SF
Observed 8487.5 - 7923.75 = 563.75
Expected 250*(1+0.45+0.2+0.4)*1.1 = 563.75 OK

Gold Brute armor damage after SF + Paladin X spine/back shot with EB mod level V
Observed 8487.5 - 7680.000977 = 807.499023
Expected 531.1*(1+0.175+0.25)*1.1 - (50*0.5) = 807.49925 OK

----------

Snap Freeze bonus does not stack:

Gold Brute armor damage after SF x 3
Observed 9000 - 7360 = 1640
Calculated 512.5 + 563.75 +563.75 = 1640

Edit: Added damage stacking from different sources. Confirmed by peddroelmz

Edited by vironblood, 16 September 2012 - 07:14 PM.


#84
peddroelm

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Tactical Cloak Damage Duration is 2.5 seconds


Human Infiltrator (825 shields)

Phaeston X 52.4 base damage (25% WD EB)
600 RPM

TC 80% WD (fire power from cloak)

Cryo blast 50% Armor Weakening
*1.25 Damage bonus ?

27.5% WD bonus passive
10% WD (Warfighter Package V Gear)

AP ammo III (30% AD vs armor, 75% armor piece )

///////////////AP AMMO III has 75% armor piece

Tests Vs Gold Ravager
==========

1 bullet TC off CRyo off

8100 - 8011.6298 = 88.3702
(52.4 * 0.3) + (52.4 * (1 + 0.25 + 0.275 + 0.1)) - (50 * (1 - 0.75)) = 88.37


1 bullet TC on CRyo off
8100 - 7969.7099 = 130.2901
(52.4 * 0.3) + (52.4 * (1 + 0.25 + 0.275 + 0.1 + 0.8)) - (50 * (1 - 0.75)) = 130.29



1 bullet TC off CRyo on
8100 - 7980.1626 = 119.8374
((52.4 * 0.3) * 1.25) + ((52.4 * (1 + 0.25 + 0.275 + 0.1)) * 1.25) - (50 * (1 - 0.5) * (1 - 0.75)) = 119.8375 OK
//////////Cryo Blast adds *1.25 to ammo & weapon damage & 50% armor weakening as expected (probably to power damage also)


1 bullet TC on Cryo ON
8100 - 7927.7627 = 172.2373
((52.4 * 0.3) * 1.25) + ((52.4 * (1 + 0.25 + 0.275 + 0.1 + 0.8)) * 1.25) - (50 * (1 - 0.5) * (1 - 0.75)) = 172.2375 OK


Debuff doesn't stack with itself...(same damage after 2 cryos)

Got Killed By ravager


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

Moving to silver Without AP ammo

TC OFF CRYO OFF
5400 - 5344.8500 = 55.15 OK
52.4 * (1 + 0.25 + 0.275 + 0.1) - 30 = 55.15

TC ON CRYO OFF
(52.4 * (1 + 0.25 + 0.275 + 0.1 + 0.8)) - 30 = 97.07

Break Cloak using TC

5302.930176 (5400 - 5302.930176 = 97.0698)
5205.860352 (5302.930176 - 5205.860352 = 97.069824)
5108.790527
5011.720703
4914.650879
4817.581055
4720.511230
4623.441406
4526.371582
4429.301758
4332.231934
4235.162109
4138.092285
4041.022217
3943.952148
3846.882080
3749.812012
3652.741943
3555.671875
3458.601807
3361.531738
3264.461670
3167.391602
3070.321533
2973.251465 (3070.321533 - 2973.251465 = 97.070068)
2918.101563 (2973.251465 - 2 918.101563 = 55.149902)
2862.951660
2807.801758
2752.651855
2697.501953
2642.352051
2587.202148
2532.052246
2476.902344
2421.752441
2366.602539
2311.452637
2256.302734
2201.152832

11 bullets left in magazine

25 bullets got TC cloack bonus

At 600 RPM phaeston Fires 600/60 10 bullets per second

25 bullets => 2.5 seconds TC cloak bonus duration

Repeat Test

5302.930176
5205.860352 97.069824
5108.790527 97.069824
5011.720703 97.069824
4914.650879 97.069824
4817.581055 97.069824
4720.511230 97.069824
4623.441406 97.069824
4526.371582 97.069824
4429.301758 97.069824
4332.231934 97.069824
4235.162109 97.069824
4138.092285 97.069824
4041.022217 97.070068
3943.952148 97.070068
3846.882080 97.070068
3749.812012 97.070068
3652.741943 97.070068
3555.671875 97.070068
3458.601807 97.070068
3361.531738 97.070068
3264.461670 97.070068
3167.391602 97.070068
3070.321533 97.070068
2973.251465 97.070068
2918.101563 55.149902
2862.951660 55.149902
2807.801758 55.149902
2752.651855 55.149902
2697.501953 55.149902
2642.352051 55.149902
2587.202148 55.149902
2532.052246 55.149902
2476.902344 55.149902
2421.752441 55.149902
2366.602539 55.149902
2311.452637 55.149902
2256.302734 55.149902
2201.152832 55.149902

Again 25 with cloak bonus..

////////////////////////////////////////
/////////////////////////////////
/////////////////////////////////

Test with TC & Cryo on
52.4 * (1 + 0.25 + 0.275 + 0.1 + 0.8) * 1.25) - (30 * (1 - 0.5)) = 143.8375


5256.162598
5112.325195 143.837402
4968.487793 143.837402
4824.650391 143.837402
4680.812988 143.837402
4536.975586 143.837402
4393.138184 143.837402
4249.300781 143.837402
4105.463379 143.837402
3961.625977 143.837402
3817.788574 143.837402
3673.951172 143.837402
3530.113770 143.837402
3386.276367 143.837402
3242.438965 143.837402
3098.601563 143.837402
2954.764160 143.837402
2810.926758 143.837402
2667.089355 143.837402
2523.251953 143.837402
2379.414551 143.837402
2235.577148 143.837402
2091.739746 143.837402
1947.902222 143.837524
1804.064697 143.837524
1712.627197 91.437500
1621.189697 91.437500
1529.752197 91.437500
1438.314697 91.437500
1346.877197 91.437500
1255.439697 91.437500
1164.002197 91.437500
1072.564697 91.437500
981.127197 91.437500


(52.4 * (1 + 0.25 + 0.275 + 0.1) * 1.25) - (30 * (1 - 0.5)) = 91.4375 (TC off Cryo on)

Stopped with 16 left in clip ..Again 25 bullets with TC bonus

Edited by peddroelmz, 08 September 2012 - 04:51 PM.


#85
Deathshroud09

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Does adrenaline rush boost power damage like tactical cloak?

#86
peddroelm

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Deathshroud09 wrote...

Does adrenaline rush boost power damage like tactical cloak?



Frag Grenade AR off
2025 - 825 = 1200

Frag Grenade AR on
2025 - 825 = 1200


Light Melee AR off
2025 - 1822.5 = 202.5

Light Melee AR on
2025 - 1822.5 = 202.5


////////////////////////////

Adrenaline rush is NOT like Tactical Cloak or Hunter Mode ...
It only provides bonuses to weapon damage .. Nothing for melee damage or power damage ...

#87
Tybo

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Sabotage Test:

QFI with Sabotage +60% from rank 4, +35% passive. Expected damage=300*1.95*1.5=877.5
Salarian Engineer ED +10% passive, rank 1. Expected damage=220*1.1=242*.5(organic health)=121
Incinerate rank 1. Expected damage = 330*1.1=363

Gold Assault Trooper. Health=1687.5

Sabotage>ED can avoid tech bursting by firing ED right after Sabotage, before the backfire effect.

Damage Taken by Sabotage>ED = 1687.5-628.5=1059
877.5+121*1.5=1059 OK

Second ED 628.5-447=181.5=121*1.5 OK

Sabotage>Incinerate

Damage taken = 1687.5-265.5=1422
877.5+363*1.5=1422 OK

Conclusion:
Sabotage vulnerability works.

Also, sabotage vulnerability applies to tech bursts as well. Corlist should have the TB/BE/FE/CE conclusions shortly, which will include this test.

Edited by tyhw, 09 September 2012 - 11:24 AM.


#88
vironblood

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tyhw wrote...

Corlist should have the TB/BE/FE/CE conclusions shortly, which will include this test.


An expansion to this would be quite welcomed.

#89
corlist

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Oh, you reminded me.

I've forgot to put the sabotage + incinerate target test.

#90
Heggy

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Is it known how much of a damage spike comes from shooting off armour plates/ravager sacks etc.?

#91
peddroelm

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Heggy wrote...

Is it known how much of a damage spike comes from shooting off armour plates/ravager sacks etc.?


Had contless ravagers explode their venom sack during tests .. Somehow I've never bothered to memorise // write down the value .. Next time ...

Edited by peddroelmz, 09 September 2012 - 01:16 PM.


#92
Badpanzer

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I have to wonder how you are measuring the damage here?
Not that im suggesting bioware is perfect but Targeting VI is completely screwed up if you are correct.
I really dont want to believe that yet another piece of this game is completely broken and I would like to be certain ...is this gospel or guesswork?

#93
corlist

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Badpanzer wrote...

I have to wonder how you are measuring the damage here?
Not that im suggesting bioware is perfect but Targeting VI is completely screwed up if you are correct.
I really dont want to believe that yet another piece of this game is completely broken and I would like to be certain ...is this gospel or guesswork?


These numbers are retrived from the analysing the memory addresses in the game itself.
All these tests are accurate to at least 4 decimal places, you couldn't get more accurate numbers even if you tried.

#94
corlist

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Tests
Vulnerability VI
Marksman headshot
Thermal Clip pack + PR

Results
Vulnerability VI is an additive bonus
Marksman headshot evolution gives a 31.25% multiplicative bonus.
-If used with a cranial trauma mod, both their bonuses will add together.
Thermal Clip Pack works with the Particle Rifle

Unrelated
Gold centurion actually has 1687 shields, it's not rounded up to 1688.

Bronze cannibal
Predator X (no mods)
5% passives
Vulnerability VI V (+20% HS)

2 bodyshots + 3 headshots
822.825012 -77.174988 //73.5 * (1 + 0.05) = 77.175 (bodyshot ok)
745.650024 -77.174988
515.962524 -229.687500 //73.5 * (1 + 0.05 + 0.2) * 2.5 = 229.6875 (headshot ok)
286.275024 -229.687500
56.587524 -229.687500


TSo
No passives
Marksman 5 (+25% ROF, +25% HS, +50% accuracy)
Particle Rifle 1
+25% barrel
+15% AR Gear V
19.2 base damage
76.8 base charged damage

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

Uncharged shots
Bodyshot
26.880005
19.2 * (1 + 0.25 + 0.15) = 26.88

Headshot without Marksman
67.199951
19.2 * (1 + 0.25 + 0.15) * 2.5 = 67.2

Marksman headshot
88.199951
19.2 * (1 + 0.25 + 0.15) * 2.5 * (1 + 0.3125) = 88.2

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

Charged shots
Bodyshot
107.520020
(19.2 * 4) * (1 + 0.25 + 0.15) = 107.52

Headshot without Marksman
268.800049
(19.2 * 4) * (1 + 0.25 + 0.15) * 2.5 = 268.8

Marksman headshot
352.800049
(19.2 * 4) * (1 + 0.25 + 0.15) * 2.5 * (1 + 
0.3125) = 352.8

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

Tests with thermal clip

vs shields
uncharged bodyshot
47
19.2 * (1 + 0.25 + 0.15 + 1) = 46.08 (rounded)

charged bodyshot
185
(19.2 * 4) * (1 + 0.25 + 0.15 + 1) = 184.32 (rounded)

charged headshot + marksman
605
(19.2 * 4) * (1 + 0.25 + 0.15 + 1) * 2.5 * (1 + 
0.3125) = 604.8 (rounded up)

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

Extra ROF test
Without marksman
27 uncharged shots before charging

With marksman
34 uncharged shots before charging

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

Graal
110 damage per spike / 3x headshot
No additives

Headshot
330 per spike
110 * 3 = 330

Marksman headshot
433.125 per spike
110 * 3 * (1 + 0.3125) = 433.125

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

Predator + Cranial Trauma System
73.5 damage per shot 2.5x headshot * 1.4x bonus
No additives

Headshot
825 - 567.75 = 257.25

Calculation
73.5 * 2.5 * 1.4 = 257.25

Marksman headshot
(Only 1 BP triggered)
825 - 510.328125 = 314.671875

Calculation
73.5 * 2.5 * (1 + 0.4 + 
0.3125) = 314.671875

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

Predator + Cranial Trauma System
73.5 damage per shot 2.5x headshot * 1.4x bonus
12.5% HP Gear V

Headshot
900 - 610.59375 = 289.40625

Calculation
73.5 * (1 + 0.125) * 2.5 * 1.4 = 289.40625

Marksman headshot
900 - 545.994140625 = 354.005859375

Calculation
73.5 * (1 + 0.125) * 2.5 * (1 + 0.4 + 
0.3125) = 
354.005859375

Edited by corlist, 13 September 2012 - 12:25 PM.


#95
peddroelm

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corlist wrote...

Marksman headshot gives a 31.25% multiplicative bonus
Bug?: If used with a cranial trauma mod, it will divide this multiplicative bonus.

......
--------------------------------------------------

Predator + Cranial Trauma System
73.5 damage per shot 2.5x headshot * 1.4x bonus
12.5% HP Gear V

Headshot
900 - 610.59375 = 289.40625

Calculation
73.5 * (1 + 0.125) * 2.5 * 1.4 = 289.40625

Marksman headshot
900 - 545.994140625 = 354.005859375

Calculation
73.5 * (1 + 0.125) * 2.5 * 1.4 * (1 + 0.3125 / 1.4) = 354.005859375


ReWrite it like this



73.5 * (1 + 0.125) * 2.5 * (1 + 0.4 + 0.25 + 0.0625) = 354.005859

And suppose (until we test it) that marksman gives 6.25% headshot bonus without that perc

Edited by peddroelmz, 12 September 2012 - 12:22 PM.


#96
corlist

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TSo
Marksman (Evo 3 duration instead of headshot)
30% WD Passives
20% Headshot passives

Predator X (scope mod)
73.5

Observed
825 - 549.375 = 275.625

Calculation
73.5 * (1 + 0.3 + 0.2) * 2.5 = 275.625

No headshot damage bonus for marksman without headshot evolution.

#97
peddroelm

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corlist wrote...

TSo
Marksman (Evo 3 duration instead of headshot)
30% WD Passives
20% Headshot passives

Predator X (scope mod)
73.5

Observed
825 - 549.375 = 275.625

Calculation
73.5 * (1 + 0.3 + 0.2) * 2.5 = 275.625

No headshot damage bonus for marksman without headshot evolution.


hmmm :) ...

#98
r.anger

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Curious - does scorpion prime for arc grenade? Seems like i get bigger explosions. If it does, what are the numbers. Thanks for any info.

#99
buthane22

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Bump for amazing thread!

#100
blaze55555

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Things I also wanna know:
How does Dark Channel Work v Armor & Barriers with the related rank 6 evolution (75% extra damage vs. armor/barriers)
How does damage bleed over into armor/health when the weapon/power used has an innate damage multiplier for the overshielding that was hit to get to the undershielding (I.E. Acolyte's damage v. health after breaking shields, if it carries over)
Verify that HS bonuses are Additive or Multiplicative, not Additive with each other; I.E. I see the following 2 options a lot:
Base_Damage * (1 + (All other additive damage bonuses) + Alternative_Additive_HS_Bonus) * HS_Modifier_(2.5x) = (# here, and OK or Not OK)
or
Base_Damage * (1 + (All other additive damage bonuses)) * Alternative_HS_Bonus * HS_Modifier_(2.5x) = (# here, and OK or Not OK)

Maybe it's more like:
Base_Damage * (1 + (All other additive damage bonuses)) * (Base_HS_Modifier + Alternative_HS_Modifier + Alternative_HS_Modifier_2 + etc.) = (# here, and OK or Not OK)
I can't help, but it would be cool to see if this calculation gets numbers that accurately fit with the resulting damage you see.