Schneidend wrote...
Base Damage w/ Ragdoll Multiplier: 100 x 2 = 200
Base Damage w/ Squad Warp: 100 x 1.35 = 135
Base Damage w/ Squad Warp vs. Pulled Enemy before Ragdoll Multiplier: 100 x 1.70 = 170
If the Ragdoll Multiplier affects ammo powers like the close-range multiplier does, then you get:
(100 x 1.70) x 2 = 340
340 > 200
Ammo powers are considered a power, so they get bonuses from power upgrades, not weapon upgrades, and they always take their initial damage value from the base weapon damage without upgrades. However, ammo powers do get a distance multiplier.
Example: Mattock (50 base damage) using Squad Warp Ammo (+35% damage) >
50 * 0.35 = 17.5 extra damage against armor/barrier/health; Warp Ammo's effect is doubled against ragdolled enemies > 50 * 0.7 = 35
So far, so good, but now we add weapon upgrades; 7/7 Assault Riffle Upgrades and Penetration Upgrade >
Mattock receives a default 1.3x vs armor, and 1.2x vs shields and barriers; thus damage:
against health: 50 * 1.7 = 85 total damage: 85 + 17.5 = 103 (+20%)
against armor: (50 * 1.7) * 1.3 * 1.25 = 138 total damage: 138 + 17.5 = 156 (+12%)
against shields and barrriers: (50 * 1.7) * 1.2 * 1.25 = 128 total damage: 128 + 17.5 = 146 (+14% vs barrier only)
against ragdolled enemies: (50 * 1.7) * 2 = 170 total damage: 170 + 35 = 205 (+21%)
This example didn't include weapon damage bonus available through gear and Miranda's passive, they would further reduce Warp Ammo's extra damage percentage. Point blank range doesn't change the percentages - both weapon and ammo damage is multiplied by two.
Although extra damage is always welcome, there are very few encounters where it will make a difference. Using HP, AR, SR or SG requires the same number of shots to kill normal enemies with and without ammo powers.
Nooneyouknow13 wrote...
If I recall correctly, level 30 Blue Sons Mercs have around 300 shields and 300 HP, Collectors have less health than that.
All normal enemies have ~450 defenses and ~450 health @ level 30 Insanity (Mercs, Vorcha, LOKI's, Geth Troopers, Collector Drones, Husks etc)
thisisme8 wrote...
Learning to stagger is what makes a regular team into a fast-paced, aggressive team. With that in mind, aside from Vanguard or Adept Shepard, Jack has the most reliable and powerful stagger available, making her useful on all difficulties. Add a squadmate that can rapidly strip defenses and you have a juggernaut of a team.
Indeed. Shepard's Shockwave is pretty bad, but Jack's is pretty good. I prefer to max her Shockwave, Pull and passive. Her Shockwave can stagger multiple enemies allowing you to move around easier. Add an other squadmate, Singularity / Pull Field, the Arc Projector and the like, and you'll be amazed what Shockwave can do.
Modifié par Bozorgmehr, 03 février 2011 - 07:57 .