Mass Effect Legendary Edition

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Tajfun403

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Tajfun403

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About this mod

Damage Numbers adds dynamic damage indicators to every hit - telling you exactly how much damage each attack dealt. (LE2 and LE3)

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Damage Numbers adds dynamic damage indicators to every hit -  telling you exactly how much damage each attack dealt.



Every hit - coming from your power, your weapon - be its yours, your squadmate's, or your enemy's - will now trigger a temporary, floating damage number in the place of hit, telling exactly how much how final damage (after all modifiers) has it dealt.
The damage numbers are animated and slowly move away from the enemy's center of mass. Bigger damage instances are more visible.
By default, all numbers are truncated to the nearest integer (as in pretty much every game ever). You can switch an install setting to instead display all numbers with accuracy of 4 decimal places.



Every damage instance is colored according to the protection type it is the most effective against. In case there is more than one protection type an attack is equally most effective against, it will receive a color which is a mix of the other two - but distinct enough so that it is still distinguishable.
Attacks equally effective against every protection type receive the white color.
The diagram below shows all damage combinations naturally occurring in the game, with their corresponding colors:




All damage numbers are additionally scaled according to their importance. Hits that dealt a larger amount of damage are both bigger in size, as well as have a longer duration.
Small arms hits, like from SMGs or assault rifles, will generally fade away quickly to make space for next hits which would be expected to arrive soon. Significant impacts, such as headshots from sniper rifles, stick around for a bit longer for the emotional impact.




Only installation with ME3Tweaks Mod Manager is supported. Manual installation is not supported.
The number spawner is injected directly into SFXGame::SFXModule_Damage.SFXTakeDamage() function, where all damage receive events are managed.
Your SFXGame.pcc file will be automatically edited by the Mod Manager.

If you want to uninstall the mod fully, you will need to restore your SFXGame.pcc file from a backup or by other means.
Optionally, you can disable the mod by removing its associated DLC folder in the "Manage target" section. This will not remove the injection, but will stop the numbers from being displayed.
You can freely re-install your current version of the mod as many times as you while selecting different install options - those are all stored in the associated DLC folder.



This mod allows you to freely discover and experiment with the game's damage formula.
All damage numbers displayed by the mod are taken directly from their damage instances - they are true, with no external modifiers applied for any purposes.
There are, however, a few important things to note which you might notice quickly when using the mod.

  • In ME2, there is a global, increasing damage penalty applied to all your attacks, which is becoming stronger as you level up - capping at 2x damage penalty on maximum lvl 30. As such, you might notice your damage numbers becoming lower after leveling up your character. This is normal and is simply the BioWare's balancing technique.
    • Additionally, your attacks have a strong multiplier applied to them which corresponds to your difficulty. Damage values on Insanity may be as much as three or four times smaller than the ones on Casual difficulty - and around two times smaller than on Normal.

  • In ME3, your damage values stay constant across level/difficulty (therefore allowing you to notice only your own upgrades). The effects of those aforementioned balancing techniques are still present - it is just that now it's the enemy hp which is increased, rather than your damage lowered.
    • At the same time, the hp buffs in ME3 are less significant than the damage penalties in ME2. On maximum lvl 60, enemy hp is only increased by around 40-50% (enemy and difficulty dependent). Each difficulty increase is scaled by the same factor - eg. going from Normal to Insanity is two "ticks" in the difficulty list, so 1.5x x 1.5x => around 2.25x enemy hp increase.

  • Some attacks impact a specific position on the enemy's body, while others - do not.
    • If a position is specified, then the damage number will appear exactly in the hit point, before slowly floating away from the object's center of mass to avoid buildup of damage indicators in the exact same place. This is the most common case for weapons - which allows them to for example headshot.
    • If a position is not specified, the numbers will appear at the center of mass of a target. This is the most common case for powers - which usually deal damage to the enemy body "in general", and not a specific location. This puts them in the exact opposite situation compared to weapons.
  • Damage bonus given by ammunition powers is a separate damage instance - applied right before the weapon's hit itself. As it's a power damage, it usually has no location specified - as such it cannot headshot, and it would be spawned at the enemy's center of mass. You can switch an install setting to automatically group those ammo hits together with their main weapon hit - their additional damage will be appended using a plus syntax, for example 💀120+49.