Mass Effect Andromeda

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Kahmu

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Kahmu

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  1. NightPick
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    much better still works in 2024 with frost 1.0.6.3
  2. gleamage
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    Greetings. Thank you for creating this mod which make MEA's numbers far more transparent. It's also been a tremendous help when I playtest my own mods. Although I'd like to report a potential bug: DR in stat page doesn't seem to record team support r6-defense grid's variable DR. I can confirm that defense grid isn't bugged - modding it to give 10k DR per ally and raising max DR granted does make Ryder invulnerable. Unfortunately I can't propose a fix though. Anyway excellent work for the mods you've made and thank you for sharing project files as reference.

    Edit : Having modded defense grid to give static DR, the stat page does reflect this correctly, so its seems that the problem is indeed applying variable DR via a single status other than using various status for different DR(like the bulwark variants).
    1. Kahmu
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      Yeah, seems to be some problem with the way the bonus is applied. Probably not really worth the effort of trying to fix that.
    2. gleamage
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      Agreed.
  3. onedownyeahs
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    Never knew how much was missing from the original release, great mod!
  4. lexo1000
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    Is it possible to make the scroll down on pages faster for gamepad?
    1. Kahmu
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      Not really possible as far as I know.
  5. ftwranger
    ftwranger
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    Thank you! this mod and faster mining making my playthrough way smoother .
    edit: worth mentioning all power combo bonuses from tech and sentinel profile are not listed in stats
  6. marko5047
    marko5047
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    Disregard this. I reported a nonexistent bug,
  7. Valour549
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    Bug: Peebee's Duelist 6A (Biotic Synergy) is not giving Ryder +10% biotic damage.

    Perhaps it's also not giving +10% biotic force but I can't check that since your mod doesn't show biotic force (only biotic AOE force).
    1. Kahmu
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      I have uploaded a fix. I'll include Biotic Force in the next version.
  8. Valour549
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    1) Bug: Regarding weapon mods, Scopes (which increase accuracy) and AR Stocks (which increase stability) aren't reflected under COMBAT.

    However the +200% stability from beam emitter is reflected.

    2) Is there any way to reduce the cast time? For example if I have Incinerate (1), Throw (2), ED (3) and I press 123 in quick succession, some of the spells won't register because of the cast time/animation. End result is having to wait half a second between each press which is clunky.

    3) What are the formulae for "Shield cost reduction" and "Restoration and defense"?

    4) With Barrier 5A, you always gain 100 shields regardless of your original max shield? So if we call original max shield "Y", and current shield "X", at the end of your biotic effect, your current shield becomes Min(x+100, Y)?

    5) Any way to remove the beeping sound when your shields are down? Because I'm using shield-powered Lance, and the beeping goes off everytime I use all my shields.

    6) How does Assault Rifle 6A (Shatter Defenses) work with remnant AR's or beam emitter augmented AR's? Does it still get the bonus debuff per tick of damage?

    7) For Offensive Biotics 6A, is it meant to increase the power damage of biotic only, or for all three categories?

    8) Request: Can you make a version of Life Support where it permanently raises your health cap by 50% (leave the regen part as 150%)? This is because once you have that skill, you're always going to be spamming tech skills outside of battle just to get back to full HP anyways, and I'd would like to get rid of that step (since LS has a cooldown of 8 sec, if you have a large HP pool it becomes tedious, I'd like it to just regen on its own). I know there's a mod that removes the cooldown, but I don't want to affect the balance.

    9) Bug: IDK what the formula for bio-converter damage is, but it definitely interacts with Damage Resistance in some way. And when you have Combat Fitness 6A and a sliver of health left, it appears you can shoot forever using a bio-converter and not take any damage (use bio-converter with an automatic-fire augmentation to easily test).

    10) I know beam-emitter removes any penetration, but is the same also true for the seeking plasma augmentation?
  9. Valour549
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    An excellent mod, but I have a question/request.

    If you select SOLDIER (Rank 1) profile for example, you can clearly see the +10% Weapon Damage is working by checking the Damage values of your weapons in the inventory.

    However, if you select EXPLORER (Rank 1) profile, the +15% Biotic Power Damage has no effect the damage number you see when you go into skills and check the Damage value of Lance (using it as an example). The same is true even if you get Offensive Biotics (Rank 1), it simply has no effect on the Damage number shown in yellow on the skill page of any biotic skill.

    The only thing that seems to affect those yellow Damage values is getting higher ranks in the tree of said skill. For instance, leveling Lance to Rank 3 in its own tree makes the Damage value go up to 368 (from 320).

    1) So my question is are the yellow values of skills actually being calculated by the game (eg. 320*1.15=368) or are they just hardcoded to show new values when a certain rank is upgraded? If they aren't hardcoded then why are the values shown ignoring all the modifiers outside its tree?

    2) Since your mod already correctly accumulates all the bonuses from Profiles/All skill trees, would it be possible to get the game to show the correct yellow values for the skills?

    Many thanks!
    1. Kahmu
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      The damage values of the powers only take it account the damage upgrades from that power's skill tree. I'm currently working on a mod that shows the actual damage numbers, just like you suggested.
      However, it's not quite as simple as including the global modifiers, at least I couldn't manage to display it correctly. Instead, I changed the base values from constant numbers (100 as an easy example) to include the power damage (e.g. power damage + biotic power damage), so +30% global power damage changes the base damage to 130. Then the skill damage bonus is added, so you get 130*1.15=149.5.
      Implementing this is acutally quite tiresome, as you have to change all base values and then remove the added bonus from the original damage calculation.
      A side effect is that the skill bonus and global bonus now stack multiplicative instead of additive. For example, you have a power with base damage 100, 30% bonus damage from skill upgrades, and 50% damage from armor/passives/etc.
      In the vanilla game the final damage is 100 * (1 + 0.3 + 0.5) = 180. With the changed calculation, you get 100 * 1.3 * 1.5 = 195.
      This means that if your skill has +30% damage, it acutally does 30% more damage. In the vanilla game, skill upgrades with +damage become (relatively) worse if you already have global bonus power damage.

      I have already changed all values (damage, cooldown, power cells, etc.) this way so that the correct values are displayed.
      I have also rebalanced nearly all powers, including swapping skill upgrades and replacing some uninteresting upgrades.

      I plan to release the mod in the near future, but I'm still working on the balance. If you are interested, I could send you my current version.
    2. Valour549
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      So using your example: 100 base damage, +30% damage from own skill tree, +50% damage from profiles/armor/other skill trees (AKA global modifiers).

      If the game currently actually calculates 100*(1+tree modifier) to display the value, I don't understand why doing 100*(1+tree modifier+global modifier) doesn't work.

      You mentioned that you couldn't get it to display correctly, I'm wondering what sort of values you got (assuming you got any), and perhaps we can try and figure out how the game is attempting to calculate it?

      Oh I'd be interested in your mod if it's already fixed all the calculations. I don't really care too much for rebalancing (kinda subjective), I mainly just feel it'd be nice to actually see actual correct numbers. So yeah I'd prefer a version without additional balancing. Though thanks to your explanation it isn't too much work to calculate it myself.
    3. Kahmu
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      You can find the mod here: https://www.dropbox.com/sh/0jdb320qsefpfrk/AAB-kiRNLq866awH-O1xbG3aa?dl=0
      I added a version that removes most of my balance changes (Powers_Correctly_Balanced). Some minor changes remain, but I'm not exactly sure what. If you find any changes that bother you, you could either fix it yourself (it's relatively easy) or message me.
    4. Valour549
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      I assume you meant "Powers_Correctly_Displayed"? Perhaps you can quickly edit the HP regen formula and let me know when you've uploaded it?

      I'll try my best to spot any of the minor changes you forgot to remove.
    5. Kahmu
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      I have uploaded a new version that fixes the health regen bug.
    6. Valour549
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      Unfortunately your "Powers Correctly Displayed" mods has several conflicts with the "Favorite Swapping Overhaul" mod, which I'm currently using. Let me know if you resolve these conflicts. The files in conflicts are here: https://imgur.com/l5JD6dj
      ---------------------------------------------------------------------------------------------------------------------------------------------------------
      Regarding your original mod on this page. I'll let you know if I find more as I play the game (just started my first playthrough ever).

      GENERAL STATS:
      -Suggestion: to add category "Health Regeneration Cap" (base 30%, I believe only affected by Combat Fitness 4B and Team Support 6B).

      COMBAT:
      -Bug: "Weapon Spare Ammo" not reflecting bonuses from Scavenger Helmet and Armor, most likely because it uses a different tag called "+% Max Ammo".
    7. Kahmu
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      I have added Health Regen Cap and Spare Ammo now includes the bonus from Scavenger armor. This bonus is actually multiplicative, so +50% Spare Ammo from other sources and +25% from Scavenger results in 87,5% instead of 75%.
    8. Valour549
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      You're right about the bonuses (gear, passives, etc) stacking multiplicatively, EXCEPT the Scavenger Helmet and Armor (10% and 15% max ammo bonus, respectively) which stacks additively with each other.

      I'm more and more convinced the developers rushed out the bonuses for the Deluxe editions in a hurry near launch- there are so many bugs among the Deluxe items.

      Also can you confirm for me the formula used to calculated cooldowns is the same as that of damage reduction? (ie. Cooldown = Base Cooldown * (1 / [1 + {sum of all recharge modifiers / 100}])
      --------------------------------------------------------------------------------------------------------------------------------------------
      Just checked out the latest version:
      1) Under General Stats the "Life Support Regen" (I think mine previously had a value of -13) got removed?

      2) Why is the default Health Regeneration Cap 25%? Your mod isn't wrong, because from observing the health bar after combat my HP regens to 45% (with Combat 4B) instead of the 50% I was expecting. From all the sources I could find, the default cap should be 30%, is your game the same or different?

      I just tried loading a brand new game with only your mod active, and the default regen cap is still 25%. This really bugs me, every source I've googled states the default cap should be 30%, which with Combat 4B (+20%) and Team Support 6B (+50%) this reaches 100% total. If mine is only 25%, then that means it'll only reach 95%.

      3) Is Team Support 6B (aka Life Support) supposed to make natural health regen cap raised by 50%? Because with Combat Fitness 4B, if you're outside of combat, you naturally regen to the new cap. But with Life Support it seems you have to cast to actually get any regen even outside of combat. Also the "50% cap" is fake, even without Combat 4B, you can spam tech spells to get ur HP all the way from 1% to 100%.

      4) Bug: Under General Stats, your mod doesn't reflect the "Team Shield" and "Team Shield Regeneration" bonuses (both of which applies to yourself) gained from the "Tech Support" passive.
      Bug: While under the effects of "Life Support" (ie. cast spell then quickly check profile stats), the "Health Regeneration" value is incorrect, it is calculated with a "Health Regen Bonus" of 200% instead of the 150% it should be. Perhaps the bugged "50% cap" got added into the wrong category? That's why it has no effect on the natural regen at all, and instead gives an overboosted HP regen (while under skill effect) instead.

      "Health Regeneration Cap" also jumps to over 100%, which I guess is technically correct since it's bugged anyways?

      5) Suggestion: Under General Stats, separate "Health & Shield Regeneration Delay Reduction" into two categories.
      Suggestion: Under Tech, add "Tech Construct Health Regeneration". Both are minor stats so really not a big deal if they waste too much time.
    9. Valour549
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      6) Bug: Sniper Rifle Damage not reflecting +dmg mods (tested with Pathfinder Observer I + SR Barrel II).
    10. Kahmu
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      Yes, Cooldwon Reduction uses the formula you described.

      1) I removed "Life Support Regen" because it doesn't really provide any information. The value is always -13 (what does this even mean?) and can't be modified.

      2) The base cap is 25%. Maybe it was changed with a patch.

      3) I fixed Life Support to work as described. In the vanilla game, it increases the regen by 200% and the cap by 80%.
      You only get the increase cap while it is active (3s).

      4) I included the team bonuses so the stats should now be correct.

      5) "Health & Shield Regeneration Delay Reduction" is actually a single stat, so they can't be split. The "Team Shield Delay Reduction" also affects health regeneration. So the description is wrong, but it's not really possible to correct it.

      6) Seems to work for me. Maybe it's related to the Pathfinder Observer? Can you test it with other sniper rifles?
    11. Valour549
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      1) Regarding point 3 above, do you mean you added the Life Support fix to the latest file available for download? Because there's no changelog or version changes, I can't tell if there was a new upload.

      2) If you fixed Life Support to "work as described", does that mean no matter how many times you spam tech skills, your health will now only regen to 95% cap (I hope not)? Or did you only fix the regen by 200% part.

      3) I tested on a few different sniper rifles and then swapped the Pathfinder Observer back, and the value got fixed. All good now.
    12. Kahmu
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      1) I haven't uploaded the new version yet.

      2) You get a temporary buff of +50% while the increased regen is active. So you would be able to regenerate up to 95% with Combat 4B and up to 75% without it.
    13. Valour549
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      1) I think you should leave it so you can heal up to 100%. Leaving it at 95% just feels weird. I have perused the patch notes, and nowhere does it mention they changed the default regen cap from 30% to 25% (I believe it was an unintended bug introduced), it just wouldn't make sense for all of it to not add to 100%.

      2) There are definitely some bugs under Combat for the weapon damages. Here's what you can do:
      - Develop one SR augmented with 1 "Battlefield Assist Module" (+20% dmg when full hp and shields) and 2 "Kinetic Coils" (+3% dmg each)
      - Develop a melee weapon with 1 Kinetic Coil.
      - Develop two AR's. One augmented with 1 Kinetic Coil, the other augmented with 2 Kinetic Coils.
      - Mod the sniper rifle and two assault rifles all with some sort of barrel. Use diff strengths for the barrels (some +11%, some +12% for example). Equip all 4 weapons.
      - For simplicity, you can use armor/profile without any +weapon dmg, and don't skill any weapon trees under Combat skills. Now check your stats.

      I can't figure out exactly what the formula is, but I believe there are two issues: 1) The +20% dmg from "Battlefield Assist Module" is being added across the board and not only on the weapon it's equipped on. 2) The +3% dmg from "Kinetic Coil" is also being added across the board.

      EDIT: Ah ok I see what it's doing now. The stats depends on the weapon you are currently holding, or in the case where you're on the Tempest, the weapon you were last currently holding (no wonder I was so confused about the 'sniper bug'). So there's no bug per se, but you have to ignore the stats of the weapon you're not currently using (so if you're using SR, your AR stats aren't accurate and vice versa).
    14. Kahmu
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      The new version 1.4 correctly displays the team bonuses.
      I have added an optional file for the Lifesupport fix and a mod that gives the Regeneration skill +25% health cap instead of 20%.
    15. Valour549
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      Wow amazing, thanks for the hard work.

      BTW I think the default health cap may have been changed to 25% so players could skip Combat Fitness 4B and take Combat Fitness 6A, that way they can just walk around with 25% HP but with +200 damage resistance (I'm assuming that it works even with full shields as long as HP is below 30%, but it needs testing. Your mod works with Combat Fitness Rank 6 passives right?).
    16. Kahmu
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      If you don't take 4b, the cap is still at 25%. However, you only get the damage reduction while your shields are depleted. Permanent +200 damage resistance might be a little bit too strong.
    17. Valour549
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      Yeah I tested it and you're right. The passive doesn't seem all that strong compared to 6B since you're almost always in cover.

      Could you check the in-game files to see what affects combo power damage? Such as:
      1) The primer's damage, or the primer's duration
      2) The detonator's damage, or the detonator's duration
      3) Ryder's levels

      Because it's very hard to accurately test it.

      EDIT: I found this ---> https://docs.google.com/spreadsheets/d/12FgX1J0dlwNks__49P-8E9pu0jyUAcwdPf0wDQ1Epno/edit?ts=5910af28#gid=871163857

      But it applies to multiplayer (patch 1.09) and I'm not sure if single player is the same (I know for sure some values aren't right such as Throw's primer duration). I'm more interested if Shockwave is the only detonator with a combo penalty.
    18. Kahmu
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      The document is correct. There is no other power in SP that has a combo penalty.
      Combo damage does not scale with your level, only (slightly) with difficulty.
      Throw actually primes for 0.5s, 2.5s with the R5 duration evolution (+ duration bonuses).
    19. Valour549
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      1) What about Energy Drain 5A and Overload priming duration? Are they really both 2.5 sec too? Because Energy Drain 5A clearly states 4 seconds.

      2) What are the base damage values of biotic / fire (ice) / tech combos on Insanity?

      3) Does Flak Cannon 6B's DOT stack with itself, or does it simply refresh the duration?

      4) Found a bug (not sure if actual or just display-wise) with Drack's Blood Rage 5B. Checking with your mod, the 10 ally damage resistance works, but not the ally health regen rate.
    20. Kahmu
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      1) Energy Drain duration is acutally 1.5s less than displayed. So without duration bonuses the duration is indeed 2.5s.
      Overload priming duration is 1.5s.

      2)
      Heat: 385 + 8s * 28 (DoT), x1.5 damage vs. armor
      Cold: 385, 7s chill
      Electric: 280 + 8s * 28 (DoT on ground), x2.5 damage vs. shields
      Biotic: 448

      3) It does not stack, only refresh.

      4) This is a bug in the vanilla game. I've uploaded a fix that applies the bonuses correctly.

    21. Valour549
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      So... Tech Duration (Auxillary Support rank 1) stacks additively with Power Effect Duration (Duration Boost Module aug), then:

      1) Benefits both the priming time and effect duration of Incinerate (burn longer) and that of Energy Drain (shield restore longer)?

      2) Benefits the duration of the DOT of Fire and Electric combos, and the armor debuff duration of Cyro combo?

      3) Do Tech Dmg / Biotic Dmg bonuses affect the damage of their respective combos, or only the damage of the skills themselves?

      4) Awesome thanks! Does the bonuses from Blood Rage 5B also apply to Drack himself, or only his allies?

      5) Are you sure combo damage doesn't scale with levels in single player? I've seen multiple sources on reddit stating that (might have been patched though).

      6) Suggestion: Under COMBAT, the position of "Combat Power Damage" and "Combat Recharge Speed" should be swapped so aesthetically it's consistent with BIOTIC and TECH.

      7) Bug: "Power Booster" augmentation, when placed inside weapons is supposed to give +20% Power Damage when clip is full. Instead it's giving +25% Power Damage (to Combat/Biotic/Tech).
    22. Kahmu
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      1) Yes
      2) No
      3) Power damage does not increase combo damage.
      4) Not 100% sure, but I think it also applies to Drack.
      5) I'm 95% sure. I did not find anything that suggest it does. AFAIK you don't get any stat bonuses simply from level. Only enemies and squadmates get increased base stats.
      6) Will be done in the next version.
      7) I have uploaded a fix.

      Edit: Can you make a new comment if you want to reply? This comment chain is getting too long.
  10. Valour549
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    Also, in General Stats the value of "Health Regeneration" must be incorrect, the base value is only +10. Say you have 500 health, that's 50 seconds to fully regen your HP which I don't think seems right.

    For "Shield Regeneration" it's +50 which makes sense when you divide Max Shield by Shield Regeneration you get a reasonable number of seconds, which fits what it feels like in game.
    1. Kahmu
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      I'm pretty sure that +10 is correct. Have you tested it? There is actually a bug: The displayed Health Regeneration is calculated as (Base Health Regen) * (1 + Shield Regen Bonus) instead of (Base Health Regen) * (1 + Health Regen Bonus). I'll fix this soon.
    2. Valour549
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      Your confirmation that the displayed Health Regeneration is calculated incorrectly is what I meant to convey.

      My character: Combat Fitness 4B with total Health 522. Displayed Health Regen is incorrectly stated as 12 when it should be 15.

      I just tested it now by standing in Hazard 1 so my health ticks down to almost zero, and then I step forward into safe zone and measured the time it took to reach the 50% health cap. (522/2) / 15 = 17.4 seconds, which is close to what I measured with a stopwatch. On the other hand, (552/2) / 12 = 21.75 seconds which even without measurement feels far too long to be correct.

      Good to know Combat Fitness 4B is actually useful in reality. I was shocked to only see 2 HP regen of difference!