I'm going to quote a previous post of mine. Buffs to damage in sto aren't all straight additive - there's 'tiers' of damage buffs. This is the answer to the question of how the obelisk 2-set (+10% antiproton damage) is more damage than a fleet warp core with 4 AMP procs. Sep 15, 2019 Unlike most accessories, informational accessories such as the DPS Meter do not need to be equipped in an accessory slot. The DPS Meter may be carried in the player's inventory without loss of functionality, unless equipped to a social slot. Additionally, the info it provides will be shared with nearby players of the same team in multiplayer. Uncommon deflectors will have one modifier, Rare will have two, and Very Rare will have three, Ultra Rare will have four. All Epic Deflectors have Sh/HullCap as their default fifth modifier, though this can be re-engineered into a different modifier. The CtrlX modifier seems to have the highest chance of appearing multiple times on a given.
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Iwork for mac os sierra. Download mp3 engine. For most of us it’s a cryptic mystery how the damage of our ground weapons is actually calculated. But not any more! Our dear friends [email protected] and @soludor (check out their NTTE records) give some insight on this matter and share their vast knowledge with us. Video app for adding a title slide on a mac.
The general formula for ranged ground weapons is: Microsoft office document imaging download 2013.
This formula could also be posed in a shorter way, similar to the terminology used in space of “Base, Bonus and Final Damage”:
The BaseDamage term is slightly different for melee weapons. The full formula for melee weapons is as follows:
The different attack abilities on your weapons (primary, secondary, tertiary) determine the number of affected targets and the final damage buff.
BaseDamage is essentially the sum of following enhancements:
- CombatSpec: The value of Combat Specialist is equal to 0.0333 * your level for levels under 30. After that it is 1.
- WpnProf: The Weapon Proficiency skill is multiplied by 0.25*0.75 (=0.1875) for ranged weapons and 0.5 for melee weapons. This value is then added to the BaseDamage.
- MkMod: A Mark XIV ranged weapon has a MkMod of approximately 1.287 (1.8 for melee weapons). See section “Weapon Mark Modifier” below for more information.
- DamageInc: See a list of DamageInc increases below. All Damage increases are summed up first and then multiplied by 0.75 if it is a ranged weapon before being added to the BaseDamge. Damage increases are not multiplied by 0.75 on melee weapons.
- WpnMods: Generic weapon modifier like CrtH, CrtD, KB* and Dot* provide an additional 0.02 BaseDamage increase per modifier, while Dmg, Run and Sonic do not.
BonusDamage is the sum of all Bonus Damage buffs and FinalDamage is the product of all final buffs.
DamageInc:
- [Ene] Mod on armors (5% Energy Damage)
- Target Optics (50% All Damage at III)
- Iconian Resistance Elite 3 Set Bonus (33% All Damage)
- Counter-Command Elite 2 Set Bonus (10% Phaser and Disruptor Damage)
- …
Bonus Damage increases:
- Critical Severity (base value: 50%)
- Exploit Damage (base value: 200%)
- other Bonus Damage enhancements
https://ameblo.jp/spontagsliter1982/entry-12639672990.html. Final Damage increases:
Sto Cat 2 Dmg 1
- Dmg-Mods: Each [Dmg]-Mod provides a 1.03 final multiplier. Any [*/Dm] epic mod also provides a 1.03 final multiplier.
- Epic-Mod: Besides the two modifiers inside an epic modifier, all epic weapons gain a 1.03 final multiplier in addition to these two modifiers (e.g. An epic beam array with [Dmg]x4 [CrtD/Dm] has six 1.03 final multipliers on it: four from [Dmg]x4, one from being epic and another one from the “Dm” inside its epic modifier [CrtD/Dm]).
- Weapon Type Multiplier: Each attack adds another multiplier based on the weapon attack type (primary, secondary or tertiary) that is used.
- Ranged/Melee Multiplier: Multiplier of 20 for ranged and 18 for melee weapons.
- Most ranged weapons have a variance of 10% which leads to a final multiplier between 0.9 and 1.1.
The Mkmod for ranged weapons for each Mark can be roughly approximated by: How to download mac os to usb for new os.
(mathrm{Mkmod(Mark)} = begin{cases} 0.0765 * (mathrm{Mark} – 1)& mathrm{Mark} < 13 mathrm{Mkmod(12)}+0,145 & mathrm{Mark} 13 mathrm{Mkmod(13)}+0,301 & mathrm{Mark} 14 end{cases})Using a Mkmod modifier of 1.2878 for Mk XIV ranged weapons leads to similar results like the actual tooltip values.
For melee weapons: https://vegasrenew172.weebly.com/gta-san-andreas-mac-download.html.
(mathrm{Mkmod(Mark)} = begin{cases} 0.0815 + 0.102 * (mathrm{Mark} – 1)& mathrm{Mark} < 13 mathrm{Mkmod(12)}+0.196 & mathrm{Mark} 13 mathrm{Mkmod(13)}+0.4 & mathrm{Mark} 14 end{cases})The Mkmod value for a Mk XII melee weapon is 1.202 and 1.8 for a Mk XIV melee weapon.
The most common crafted weapons are listed with their final multiplier in the table below.
Weapon | Attack Type | Multiplier | Expose/Exploit |
Split Beam Rifle | Primary | 1.3 | |
Secondary | 3 | Exploit | |
Sniper Rifle | Primary | 1.85 | |
Secondary | 5 | Exploit | |
Full Auto Rifle | Primary | 1.25 | |
Secondary | 0.8 | Expose | |
High Density | Primary | 1.3 | |
Secondary | 3.5 | Exploit | |
Compression Pistol | Primary | 1.4 | |
Secondary | 4.2 | Exploit | |
Dual Pistols | Primary | 1.3 | |
Secondary | 1 | Expose | |
Stun Pistol | Primary | 1.25 | |
Secondary | 0.5 | Expose | |
Wide Beam Pistol | Primary | 1.25 | |
Secondary | 4 | Expose | |
Minigun | Primary | 1.3 | |
Secondary | 0.8 | Expose | |
Blast | Primary | 1.3 | |
Secondary | 3.5 | Expose | |
Pulsewave | Primary | 4 – 1.5 | |
Secondary | 6.67 – 2.5 | Expose |
Basic attacks of melee weapons:
Weapon | Attack Type | Multiplier | Expose/Exploit |
Sword Slash | Primary | 0.8 | Expose |
Secondary | 1.2 | Exploit | |
Bat’leth Slash | Primary | 1.25 | Expose |
Secondary | 1.25 | Expose |
A few special weapons:
Weapon | Attack Type | Multiplier | Expose/Exploit |
Boolean Heavy Assault Cannon | Primary | 8.8 | |
Secondary | 4.2 | Exploit | |
Advanced Herald Antiproton Beam Projector | Primary | 1.85 | Expose |
1st Chain (Primary) | 0.396 | ||
2nd Chain (Primary) | 0.198 | ||
Secondary | 3.9 |
![Sto Cat 2 Dmg Sto Cat 2 Dmg](/uploads/1/3/3/9/133908995/103152550.jpg)
Some abilities have a chance to expose a target and have a base chance of 10%. Once a target is exposed, an exploit ability can be used on this target to consume its exposed state. An exploit attack deals 200% more bonus damage. After a successful exploit attack, the target is no longer exposed. Expose chance, exploit damage and expose duration can be increased eg. by traits.
Some stats of kit modules scale with Skills, Mark and Quality. The following list contains examples of some kit modules and how their stats are calculated.
- Ambush
(7+r) * 5 * (1+mk/10) * (1+Kperf/2)
Bonus All Damge
- Trajectory Bending
20 * (1+mk/10) * (1+KPerf/2)
Critical Severity
- Rally Cry
min(r,3) + 4
Critical Chance(min(r,3) + 4) * 10
Critical Severity
Sto Cat 2 Dmg Download
Where r is the rarity (Common = 0, Uncommon = 1, …) and mk ∊ [1,14] the kit’s mark. It appears that damage increasing stats are influenced by KPerf and mk in the same way for some kit modules. https://vegasrenew172.weebly.com/download-safari-for-mac-free.html.