BioWare details Mass Effect 3 upgrades guide

Time for some calibrations.

BioWare has posted a helpful guide on how to "maximise" Mass Effect 3's upgradable powers.

Mass Effect 3 senior designer Manveer Heir provided detailed information on the mathematical formulae BioWare uses to calculate how bonuses are applied to players' stats via the developer's forum.

BioWare's systems remain similar to those used in Mass Effect 2, Heir notes, although were previously kept hidden from the players. Until now.

Heir said he was now making the information public "to allow the hardcore RPG player to maximise their potential and know what is happening" behind the scenes.

"We realised this would be a very small percentage of people that do this," Heir added, "so instead of confusing people and trying to explain everything in game with complicated formulas, we do the math in the background, give you guys the results that matter and let you make your choices from there.

"The truly hardcore can read this, hopefully helpful, forum post to understand everything further."

The information is reproduced in full below.

Formula 1 - Normal Power Upgrades

"The vast majority of powers data upgrades fall under this, such as damage, force, and impact radius. Most notably, power recharge speed (aka cooldown) does NOT fall under this formula.

New Value = Base Value at Rank 1 * (1.0 + Sum of all rank bonuses + Dynamic Bonuses)

Base Value at Rank 1 is simple. Whatever damage (or whatever is being upgraded) is at rank 1 of that power is the base value. This is what all the percentages are off of.

Sum of all the rank bonuses are the bonuses of every other rank that you have bought added all up. So if Rank 3 upgrades damage 10% and you bought Rank 4 evolve that upgrades damage 15% and at Rank 6 you bought the evolve that upgrades damage 25% then the sum of the rank bonuses are 50% (add all three numbers). You only add in rank bonuses for the stat you are upgrading that you have bought. Note, this value is expressed as a floating point number so 50% = 0.5. 100% = 1.0.

Dynamic Bonuses are from things like your passives and weight capacity. So you could have 100% bonus total by having a 70% bonus from weight capacity, 10% from wearing certain armor, and 20% from your passive power. Note, this value is expressed as a floating point number so 50% = 0.5. 100% = 1.0.

So why do we calculate it like this instead of just taking the current value and multiplying it by the upgrade amount (like 25% for example)? Balance is a big reason. If the upgrade modifies the current value, the upgrade is more useful for players who have a higher value from things like passives and all that. This means powers can quickly become overpowered or an upgrade is useless for some players and ridiculously powerful for others. This becomes hard to balance and manage. So all upgrades go off of the BASE value (and the base value is calculated before any passives, armor, weight capacity, etc stuff is accounted for).

Formula 2 - Recharge Speed Upgrades

Recharge speed (aka cooldown) use a formula called divide by bonus sum. The formula is as follows:

New Value = Base Value at Rank 1 * (1.0 / (1.0 + Sum of all rank bonuses + Dynamic Bonuses))

The definitions of the values are the same as above. So if recharge speed is 10 seconds at Rank 1, the sum of your rank bonuses is 50% and the dynamic bonuses total at 25%, using the formula above what you find is the value is 5.7. Only recharge speed is calculated using this formula. Also, it should be noted that Henchmen power recharge speeds are always double what Shepard's recharge speed is (there may be one or two execptions, but those are close to double). This is to stop the henchmen from being overpowered.

Formula 3 - Hard Value Bonuses

This formula is used for stats that are expressed as percents. So, normally if you are upgrading something like Force, that is measured in Newtons. So you are upgrading 25% to the base 100 N of Force. However, what do you do when the stat you are upgrading is Weapon Damage Bonus, like many of the passives have. Weapon Damage Bonus is expressed as a percentage.

So Rank 1 Weapon Damage Bonus may be 10%. If we say at rank 2 the Weapon Damage Bonus increases by 50% what is the correct result for total weapon damage bonus now. If you used formula 1, it would be 15%. But that goes against what people expect, because you are increasing a percent by a percent. Instead, you expect the numbers to add together. So a 50% increase to 10% should be 60%.

Because of this we created a different formula for these sorts of stats. This just makes the numbers work like what players expect. The formula is simple:

New Value = (Base Value at Rank 1 + Sum of Rank all rank bonuses) * (1.0 + Dynamic Bonuses)"

Comments (19) Latest comment 3 months ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • TrilbyG #1 3 months ago

    That's an amazingly candid insight. It's the first time I've heard of this happening; have any developers revealed inner-workings like this before?
  • danielbuzz69 #2 3 months ago

    I knew I should have paid attention in maths!
  • gruntboy #3 3 months ago

    Don't you go trying to blind me with your science! The important question is: which stat do I need to increase to ensure inter-species sexy time in this version?
  • Centrifugal #4 3 months ago

    This could come in handy.
  • TrilbyG #5 3 months ago

    I'll paraphrase for each of the powers:
    1. Normal Powers: For every % you spend on powers, you get a 1:1 benefit for that %.
    2. Recharge speed: The percent you spend becomes less and less valuable as you approach (and go beyond) 100%. I.e. the law of diminishing returns; investing in recharge speed delivers a greater time benefit when going from 10-20% than from 80-90%.
    3. Hard Value bonuses: Same as normal powers, every % you spend gives you a same % improvement in bonus.

    EDIT: I thought we were seeing some inner-workings of witchcraft going on but it's actually simple. Oh well, there isn't actually any need to make it complicated so it's good to know they haven't.
    Edited by TrilbyG at 16/02/12 @ 14:13
  • dagas #6 3 months ago

    I'm glad this isn't in the game. I just want to know if a piece of weapon or armor is better than what I have or not.
  • Wot_the_Melon #7 3 months ago

    @Centrifugal Is an "I see what you did there" appropriate here?
  • kangarootoo #8 3 months ago

    Cool.

    Not that I'm interested. There was a time many moons ago where I would pore over this stuff for P&P RPGs. These days I'm happy to just pick whatever upgrade sounds cool or suits my playering style. But its good that they released it for the many power players out there that enjoy gaming the game.
  • galerian86 #9 3 months ago

    @TrilbyG

    Yes, usually on developer-centric web/blog like altdevblogaday.com
  • cianchristopher #10 3 months ago

    Will the reapers let you have sex with them in this game?
  • strangerism #11 3 months ago

    good info although I am more insterested in finding a deep gameplay and interesting story just what you will expect from an RPG while maths and numbers doesnt necessarly garentees any of those. What makes me tingle instead is the fact that usually this kind of info are more shought by an mmo audience, where in such games competition and balance against a template is a quite important aspect and numbers and maths is essential. Aren't they going to turn this into another MMO?
    Edited by strangerism at 16/02/12 @ 15:10
  • juliankennedy23 #12 3 months ago

    Very nice but they need to trash that long range shotgun... it's all sorts of fail.
  • cianchristopher #13 3 months ago

    Can't wait 'til I'm pwning n00bs with my +2 rifle. Then having sex with them, BioWare-style.
  • Nova1977 #14 3 months ago

    This game is no more of a RPG than Dead Space 2 was but I have to add that the demo was awesome. I know it's a emotional manipulative cheapshot that Bioware gives you at the end of the 1st Level of the Demo but it works, for newcomers it just get's them to understand what they're about to face. I totally dug the Me3 demo...also I'm piss drunk right now....
  • Bremenacht #15 3 months ago

    the hardcore RPG player
    Ha ha ha.

    As if 'the hardcore RPG player' will want to cane some pew in ME3. Then again, perhaps "The truly hardcore" have a far greater insight into the apparent complexity of this game.
  • BlitzwingHaz #16 3 months ago

    It all sounds good to me but I hate this powers cooldown thing. I kept trying to use abilities like cloak and didn't have enough power, very irritating if you're in a pickle. It measn you're going to be constantly watching that bar, maybe I'll get used to it.
  • apoc_reg #17 3 months ago

    Is there an upgrade to allow me to put my friggin gun away?!!?
  • ProfDrMorph #18 3 months ago

    @TrilbyG I think ArenaNet has done that with Guild Wars. If I'm not mistaken most of the formulas that GW uses which are known to the community have been supplied by the devs themselves. As opposed to WoW. Most knowledge in that community comes from community-driven empirical 'research'.
  • ProfDrMorph #19 3 months ago

    @TrilbyG I have to disagree with you concerning your second point (when paraphrasing the powers): each bonus is equally useful. The number of times you can use a power with recharge speed r in a given time t is (t/r). Now, if your total bonus is b and the base recharge is x, than that expression becomes (t/x)*(1+b). So how often you can use a power within a fixed time interval linearly depends on your bonus. That's a common misconception when you use intermediate stats like recharge speed. What is really interesting is how often you can use that power though. Armor in WoW is the same. Each additional point of armor causes a lesser increase in the percentage of physical damage reduction. The amount of physical damage needed to kill you increases linearly with armor though. Each additional percent point of damage reduction is simply more valuable than the one before.

    And aside from that: I thought that Bioware could've explained that more easily in fewer words, too. :D They make it sound more complicated than it is.