Last update on 2018-06-25*Combo stats and calculations now available!
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Tips gives builds, mechanics, insights/advices and known bugs.
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Area of Effect
The radius over which a particular power or force (for example, a grenade blast) has impact.
Typically, the damage is the same at the epicenter than at the border of the area covered by the effect, but not always.
Damage Over Time
Type of damage that continues to deal damage beyond the initial impact, for example the burning effect on Incinerate.
Typically, DOT damage doesn't vary over time and last for a set amount of time.
Damage Per Clip
The total amount of damage imparted by a clip of ammo, assuming all shots hit a target. Since only weapons have clips, DPC metric only applies to them.
Damage Per Second
Average damage per second a power, weapon or melee can deal. For example, if your weapon fires 1 bullet every 2 seconds and it deals 1000 damage per bullet, the weapon would have a DPS of 500 damage/second.
An enemy that has only a Health bar element, or has had its Shield protection stripped.
An enemy that has only an Armor bar element, or has had its Shield protection stripped.
An enemy that has a Shield protection overlay to its Health or Armor bar.
Assigning skill points to all the character’s active power evolutions, leaving one or both passives with a reduced number of selected evolutions.
Special thanks to @Leafspring for extracting the data and @Peddroelm for all the formulas. Without them the MEA MP Builder wouldn't have been possible. Thanks guys!
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