Area Throw Vs Heavy Throw, and what exactly does Biotic Power damage do to Physics effects?
#1
Posté 28 avril 2010 - 08:38
After deciding that the time is ripe to play another Adept w/ Energy Drain, I'm wodnering about Heavy vs Area throw. I seem to remember AverageGatsvy mentioning in one of his videos that AoE can only be achieved via skills, but damage can always be bumped with armour, passives etc.
But for a physics/force based power such as Throw, what do damage upgrades mean? I really like the idea of suspending my enemies with Area Pull and then scattering them to the wind with Area Throw, but I'm not relishing the idea of having a weaker throw. If it could compensate for that with Nemesis and the upgrades, great - does anyone know if it works this way?
Regardless, is the reduction in power for Area throw noticeable?
#2
Posté 28 avril 2010 - 08:43
JaegerBane wrote...
Forumites, I need your assistance.
After deciding that the time is ripe to play another Adept w/ Energy Drain, I'm wodnering about Heavy vs Area throw. I seem to remember AverageGatsvy mentioning in one of his videos that AoE can only be achieved via skills, but damage can always be bumped with armour, passives etc.
But for a physics/force based power such as Throw, what do damage upgrades mean? I really like the idea of suspending my enemies with Area Pull and then scattering them to the wind with Area Throw, but I'm not relishing the idea of having a weaker throw. If it could compensate for that with Nemesis and the upgrades, great - does anyone know if it works this way?
Regardless, is the reduction in power for Area throw noticeable?
It doesn't really matter, but Heavy Throw is slightly better.
Area Throw is kind of like Unstable Warp. It is hard to get multipliers. Heavy Throw's extra damage is negligible against mobs but okay against Heavy Mechs and Krogan.
Now, Pull, on the other hand, it is easy to get multipliers. I think it has something to do with Throw and Warp being fundamentally projectile-based abilities and Pull being fundamentally an area based ability.
Another point is that Throw has the lowest cooldown of any other biotic ability (I think), so you can probably Throw most of the people you Pull with Heavy Throw before your enemies drop.
Modifié par Arawn-Loki, 28 avril 2010 - 08:48 .
#3
Posté 28 avril 2010 - 08:56
Arawn-Loki wrote...
It doesn't really matter, but Heavy Throw is slightly better.
Area Throw is kind of like Unstable Warp. It is hard to get multipliers. Heavy Throw's extra damage is negligible against mobs but okay against Heavy Mechs and Krogan.
It's really only the mobs you should be using heavy throw against for damage, since one heavy throw on a pulled enemy is more likely to kill than a 900N throw. You shouldn't be using throw against stronger opponents for damage.
Arawn-Loki wrote...
Now, Pull, on the other hand, it is easy to get multipliers. I think it has something to do with Throw and Warp being fundamentally projectile-based abilities and Pull being fundamentally an area based ability.
What multipliers?
All of throw, warp and pull are projectile based. Like throw field, pull field is the only level of the ability that has an area effect (3m radius from the point of impact).
Arawn-Loki wrote...Another point is that Throw has the lowest cooldown of any other biotic ability (I think), so you can probably Throw most of the people you Pull with Heavy Throw before your enemies drop.
Both Throw and Pull have a 3 second cooldown. Plus, it is the cooldown of Pull that affects whether you can hit the pulled opponent with another ability like throw. The time taken for Warp to hit an opponent after you've used pull is the same as the time taken for Throw to hit.
Modifié par cruc1al, 28 avril 2010 - 09:02 .
#4
Posté 28 avril 2010 - 09:02
JaegerBane wrote...
Forumites, I need your assistance.
After deciding that the time is ripe to play another Adept w/ Energy Drain, I'm wodnering about Heavy vs Area throw. I seem to remember AverageGatsvy mentioning in one of his videos that AoE can only be achieved via skills, but damage can always be bumped with armour, passives etc.
But for a physics/force based power such as Throw, what do damage upgrades mean? I really like the idea of suspending my enemies with Area Pull and then scattering them to the wind with Area Throw, but I'm not relishing the idea of having a weaker throw. If it could compensate for that with Nemesis and the upgrades, great - does anyone know if it works this way?
Regardless, is the reduction in power for Area throw noticeable?
The power of throw field is the same as the power of tier 3 throw, 900N. I've definitely noticed a difference when going up from tier 3 to 1200N heavy throw - and I find it more useful than the throw field on insanity. On Veteran and below, I can imagine area throw being more useful since few enemies have protection, but on insanity, I prefer to take opponents one at a time. Heavy throw is excellent for pull-throw insta-kills, it's more likely to throw someone over a ledge or out of the map, and it does more damage to barriers as well (but I never use it for that purpose, because there's warp and SMG).
#5
Posté 28 avril 2010 - 09:11
JaegerBane wrote...
what exactly does Biotic Power damage do to
Physics...
I would like to know this as well.
#6
Posté 28 avril 2010 - 09:42
FoFoZem wrote...
JaegerBane wrote...
what exactly does Biotic Power damage do to
Physics...
I would like to know this as well.
At least biotic upgrades affect throw damage on barriers. I just tested it with heavy throw on a collector drone: with 0/5 biotic damage upgrades, the barrier went down in about 4 and 1/3 throws, while with 5/5 upgrades it went down in a bit under 3 throws.
I can only assume that the damage to barriers is calculated from Newtons, however.
Modifié par cruc1al, 28 avril 2010 - 09:43 .
#7
Posté 29 avril 2010 - 03:58
#8
Posté 29 avril 2010 - 11:30
Modifié par tonnactus, 29 avril 2010 - 11:31 .
#9
Posté 30 avril 2010 - 12:06
A nice little tip for using throw is that if you aim slightly below a standing target, the throw will fly low and curve up just before it hits the target, sending it up in the air without needing to cast pull first. It takes some practice and you have to adjust your aim according to the distance but it's satisfying to pull off.




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