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Warp Ammo secondary status effect??


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#1
Darkstar Aurora

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When searching for information on Warp Ammo I discovered a few posts on another forum where the author mentioned that an enemy hit with it will be subject to a status that makes them more vulnerable to biotics for the next 12 seconds.  I have not been able to find this information elsewhere or any specifics, but I would think if they mentioned a numerical timeframe that it may likely be true or based on some in-game data.

Can anyone confirm if such an effect exists?  If so, can anyone give details regarding what kind of vulnerability it gives (i.e. more newton force, more damage, or being the reason why I get so many random Warp detonations on targets not affected by Pull/Singularity/Slam)?

#2
Praetor Knight

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Darkstar Aurora wrote...

When searching for information on Warp Ammo I discovered a few posts on another forum where the author mentioned that an enemy hit with it will be subject to a status that makes them more vulnerable to biotics for the next 12 seconds.  I have not been able to find this information elsewhere or any specifics, but I would think if they mentioned a numerical timeframe that it may likely be true or based on some in-game data.

Can anyone confirm if such an effect exists?  If so, can anyone give details regarding what kind of vulnerability it gives (i.e. more newton force, more damage, or being the reason why I get so many random Warp detonations on targets not affected by Pull/Singularity/Slam)?


Well this is an ammo power that doubles the damage done to targets affected by biotic abilities. Also Biotic upgrades have no effect on it.

That info is found here in this post for Warp Ammo.

#3
Bogsnot1

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From the wiki:

Warp Ammo is a power in Mass Effect 2. Warp Ammo is effective against biotic barriers, armor and health. The damage bonus is doubled against enemies who are being affected by biotic powers. Warp Ammo does no bonus damage versus shields.



That said, I would say that any target that is currently being lifted, thrown, slammed etc.

Been a while since i played an adept, so cant recall if in ME2 you can still damage Stasis targets like you could with ME1 once you got a certain mastery.

#4
Praetor Knight

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Bogsnot1 wrote...

Been a while since i played an adept, so cant recall if in ME2 you can still damage Stasis targets like you could with ME1 once you got a certain mastery.


From my experience, you have to wait for Stasis to finish, but there is a bug where immediately after it wears off you can do an insane amount of damage.

I've read that the in-game mechanic (if on Insanity for example) resets the target as if it is on the casual setting, plus the ragdoll damage increase in ME2, before the target reverts to normal.

#5
Darkstar Aurora

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I am aware of the doubling of Warp Ammo's bonus damage against targets that are already affected by biotics. However in the thread post I had mentioned (see below) the statement I was curious about implied that once a target was hit with the Warp Ammo that the next biotic attack against them would inflict greater damage. As in not only would Warp Ammo deal double its bonus damage against targets already hit by a biotic field, but the ammo itself would also make the target more vulnerable to damage from biotic powers (throw, warp, etc) after it was shot.



Specifically they said "Targets hit with Warp Ammo also suffer a status for 12 seconds that makes the next biotic attack that hits them deal extra damage." A link to the original thread is below, but it is locked so I cannot reply. The post in question is in the very last response. It could very well be old or erroneous information, I was just curious if there was some additional trait of Warp Ammo that we did not already know about from the ability description or the Gameplay Data thread



http://www.gamespot....3194&pid=944907

#6
Praetor Knight

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Darkstar Aurora wrote...

*snip*


Hmm... I checked the gamespot forum, but I would side with what Eric ****nan posted, since it seems to be what I have seen also.

So, just to recap (and to make sure we are on the same page)  that with Heavy Warp on Shepard will do 50% more damage to barriers, armor and health off of the weapon's base damage, and then if an unprotected target is inside a Singularity, Slam or Pull (for example) than the target will recieve twice as much damage, so that should mean that 100% of the weapon's base damage that is being added instead of only 50% to the unprotected target under a biotic affect.

So if the base weapon damage is 50, than heavy warp ammo should add 25, for a total of 75. Then for a target affected by biotics the damage will than be a total of 100.

At least, that is how I've understood Warp ammo.

Edit: thanks Kronner.

Modifié par Praetor Shepard, 11 décembre 2010 - 09:06 .


#7
Kronner

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But, it is +50% of base weapon damage, which is not as good as it sounds.

#8
Bozorgmehr

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Darkstar Aurora wrote...

Specifically they said "Targets hit with Warp Ammo also suffer a status for 12 seconds that makes the next biotic attack that hits them deal extra damage." A link to the original thread is below, but it is locked so I cannot reply. The post in question is in the very last response. It could very well be old or erroneous information, I was just curious if there was some additional trait of Warp Ammo that we did not already know about from the ability description or the Gameplay Data thread


Warp Ammo only increases damage (armor, barriers and health); don't know where this guy got this 12 s status thing, but it surely doesn't work that way.

Simbacca's Ammo Powers: the right tool for each enemy provides exellent info about the available ammo powers and what they can (and can't) do. Might be helpful :P