Lol let me guess you forget to calculate for predator armor
Who needs balance?! (Buff FT nerf Pred!)
wanna know? Alright letās start
- Unleashed: 30% increased damage with Explosives. ā Close, is 33%
- Duelist: 20% increased damage with Pistols. - Wrong, is 33% like unleashed
- Scavenger: 15% increased damage with Pickup Weapons and Ammo Pickups heal 10 Health Points. - Wrong, is 20%
- Sniper: 15% increased damage to Spotted Targets. - wrong, is only 5%
shall I continue? i will be uploading tests later (taken screenshots measuring pixel by pixel the health bar using photoshop)
I tested sniper with beer warrior, its around 15% for sure, judging by the amount of xp from the damage.
Like I said, Iāll upload the screenshots
the xp numbers vary, while they serve as a guide, you canāt rely on those. pixel numbers are exact and since we donāt really know exactly how much HP a pred has, the health bar length is the only thing we have to judge.
when I test I also do one shot, screenshot, heal, one shot, screenshot, heal, etc.
they said the NRV has stackable damage (each shots deal more damage) havenāt really tested it though and I dunno if other weapons have a similar behavior. I expect them to not
Please do.
We know numbers from clash and Illfonic confirmed they are correct on one of their streams.
You could literally find out exact damage via the daily/. weekly though?
Not really, because Pred has base health plus the second wind health which wears over time and then the health after the pred gave up or activated the bomb. If you blow the mask before pred was SW he ends up with less health because of that.
Matter of fact that impenetrable perk gives pred more health when pred has given up or activated the bomb than before he is second winded
Hard to tell unless you are alone in the match or agree with others you are the only one who will shoot at predator
Use PM then? Cause the damage counts doesnāt it?
Also who gives a fuck about predator hp when the bomb is available lol
Or even during 2nd wind itās not like the peed can fight back
Iāll need to do some test in clash matches then. But clash is another problem because, at least from pred to pred, damage is percentile (example, one pred will deal X% damage to another pred, not X amount of damage points). So, when it comes Pred to Pred, all clases have effectively the same health against each other.
When pred kills you in Clash, you see his HP as number.
Just side note to make things even more complicated. You assume Illfonic havenāt messd things up and default settings in private match are same as in public matches. I guarantee you there are bugs which sometimes ignore equiped perks in game. It is nice you are checking numbers, but donāt be so fast with judgement if your numbers does not correspond with @SkooLBoY_SkePtiK guide.
Oh, an year ago we tried to figure out health of preds with @DeadlyII We got some numbers from XP at the end of match, but then we realized it took exactly same number of bullets to secodwind scout, hunter and berserker. I am not sure if that bug was limited only to private matches.
Okay. That makes sense with the numbers you gave.
Alternatively, you can check your damage at the end of the match. Thatās how we did most of it. Also, you can see how much health the predator has in clash. So you hit the predator with your test weapon, then they kill you and you subtract that number from the previous health level.
Example:
and thatās probably the problem. I donāt think those damage points are reliable and I even think the XP perk might affect them. Havenāt tested that though, so donāt take my word for it. But hereās a graphic of a broken loadout and why I know for example, that scavenger is 20%
Weapon - SawZ
First shot - Recon, for base damage
Second shot - Assault (10% bullet damage boost)
Third shot - Assault+ Bane (10% bullet damage boost + 10% Bane boost)
Fourth - Assault + Bane + Scavenger (10% bullet damage boost + 10% bane boost). Notice how the scavenger boost is the same amount of Assault bullet damage boost and bane combined.
Sorry bro, not to throw dirt on you or anything, but if you have tested most of it using those damage numbers at the end, most of your findings might be incorrect because those points, along with XP numbers, are just not reliable
For testing purposes I also did all tests from the same distance and shooting in the same area (belly button)
Because these arenāt really classes.
Theyāre just loadouts with minor stat changes and theyāre calling them classes for some reason. Just turns everything into a stat stick with the same weapons.
You didnāt see avp2 letting you grab the sniper as a demo.
Iāve had pubs hunt matches where it seems parry has been disabled because you donāt even get the prompt, so yeah, I agree
the other problem is you canāt measure health in bullet count, because bullets deal (I hope) X amount of damage and not X% of damage. So that last shot may be able to deal more damage, if only the pred had more health left in its bar.
Thatās why I go by health bar measurements to calculate percentage buffs. I didnāt even trust the bane 10% measurement, so I went ahead and took a shot with the saw-z, counted the pixels of the shot on the health bar, then did the same again with bane and counted the pixels. that was the only true way I confirmed bane is 10%, because I had exactly 10% more pixels on the shot with bane
That game was a fucking masterpiece
Fr are you bipolar or do you have some kind of complex?
Buff FT nerf pred
@SkooLBoY_SkePtiK thereās also another caveat to my testing method, and thatās that there is a potential percentage over percentage damage, but since the health bar is not big enough to show decimal pixels, is impossible to tell. But I know health % buffs for FT are stackable (example OWLF provides % damage resist over whatever health resist you have, so, take Dutch 87 for example, you would expect an 18% damage resistance while mudded up, but in reality is 18.8%) (and TBH I believe OWLF is 10% not 8%, though I havenāt tested it thoroughly)