Vanguard: Destroyer or Champion?
#1
Posté 19 mai 2011 - 07:10
On the one hand, having reduced recharge time is awesome for renewing shields and doing another charge but then again, just how much does 6% recharge time actually equate to? It can't be more than 1 second can it? Does 1 second really make any difference? Power damage and duration are pretty useless. Does the weapon damage and health offset the reduced power recharge time?
#2
Posté 19 mai 2011 - 07:22
Also, afaik I know power damage also applies to your ammo powers, so it isn't as useless as you might think.
#3
Posté 19 mai 2011 - 09:02
Honestly you will hardly notice either. I use to go Champion just for the renegade/paragon boost, but with Gibbed I can just give my own boost to persuasion
Modifié par strive, 19 mai 2011 - 09:02 .
#4
Guest_Aotearas_*
Posté 19 mai 2011 - 09:13
Guest_Aotearas_*
Neofelis Nebulosa wrote...
You should bear in mind those +Damage Boni do only work on the Base Damage and not with the increased damage the respective upgrades give.
Doing some maths:
Biotic Charge Base Cooldown = 6.0 seconds
Destroyer Cooldown bonus (09%) = Base Cooldown 5.46 seconds
Champion Cooldown bonus (15%) = Base Cooldown 5.1 seconds
Pitting those numbers against each others reveals a respective difference of (Destroyer/Champion) 1.070588235 - or (Champion/Destroyer) 0.9340659341
Claymore Base Damage 8x 50.1 (400.8)
Destroyer Damage Bonus (15%) = 460.92 (assuming all pellets hit)
Champion Damage Bonus (09%) = 436.872
Pitting those numbers against each other reveals a respective difference of (Destroyer/Champion) 1.055045872 - or (Champion/Destroyer) 0.947826087
What we see is roughly 0.015~0.02 difference in favor of the Champion evolution in terms off effective benefit. I know those numbers are rough and tending into blurzones of actual advantages or disadvantages and are thus merely pityful numbers, but keeping in mind the latter equation relied on the premise every single pellet hit, meaning with every single shot of the weapon, chances are given the effects will have more impact as the effective differences dwindle with each pellet missing, which is a constant shadow on damage boni, whilst cooldown boni are hardset and do not suffer from dimishing returns in case you didn't hit the opponent the right way with all pellets. You can't just hit with only half your cooldown, giving another, yet slight edge on the cooldwon bonus the Champion evolution gives.
Just to put some perspective into everyones opinions.
Thank you
If you want to power play, here are some numbers. However those are so insignificant to a normal player that the actual choice is rather cosmetic or a deal on whether to get the paragon/renegade bonus or not.
#5
Posté 19 mai 2011 - 09:18
Inferno Ammo
Heavy Charge
Heavy Shockwave
Heavy Pull
or
Inferno
Squad Cryo
Heavy Charge
Heavy Slam
#6
Posté 19 mai 2011 - 09:34
Haven't noticed a difference at all.
#7
Posté 19 mai 2011 - 09:52
I prefer not.
#8
Posté 19 mai 2011 - 10:05
.45s can save your life. To put .45s into perspective, think of how much time reload canceling shaves off the Claymore's fire rate, and then ask whether this is noticeable in-game.
#9
Posté 19 mai 2011 - 10:11
termokanden wrote...
Have used both. My current Vanguard is a Destroyer.
Haven't noticed a difference at all.
Which thankfully it sounds like they are changing. It is lame that the different evolutions frequently don't feel any different.
#10
Posté 19 mai 2011 - 10:15
Ahglock wrote...
termokanden wrote...
Have used both. My current Vanguard is a Destroyer.
Haven't noticed a difference at all.
Which thankfully it sounds like they are changing. It is lame that the different evolutions frequently don't feel any different.
Yeah, I think Sentinel is really the only class where the passive can make a noticable difference in gameplay.
#11
Posté 19 mai 2011 - 10:29
And that's the reason why I would always take the one with the best paragon/renegade bonus. Only thing that really might help you out in the end.PrinceLionheart wrote...
Ahglock wrote...
termokanden wrote...
Have used both. My current Vanguard is a Destroyer.
Haven't noticed a difference at all.
Which thankfully it sounds like they are changing. It is lame that the different evolutions frequently don't feel any different.
Yeah, I think Sentinel is really the only class where the passive can make a noticable difference in gameplay.
Modifié par BRND, 19 mai 2011 - 10:31 .
#12
Guest_Nyoka_*
Posté 19 mai 2011 - 11:10
Guest_Nyoka_*
#13
Posté 19 mai 2011 - 11:43
just because i thought the damage boost would let me kill shielded mercs with one claymore shot as i wasnt able to pull that off with champ (in same condition: no dmg boost from armor & 2 shotgun upgrades with shield piercing at lvl 30 new game plus)
but still i could not do it....
there's still that tiny bit of red bar left
#14
Posté 20 mai 2011 - 12:18
IMNWME wrote...
.45s can save your life. To put .45s into perspective, think of how much time reload canceling shaves off the Claymore's fire rate, and then ask whether this is noticeable in-game.
If the difference is 6% of 6 seconds, that would be a 0.36 second difference. Not that this ruins your argument or anything.
I don't feel that difference. You're probably right, it'll save your life at some point. And then that one enemy you would have only killed with 6% more damage could kill you another day.
Modifié par termokanden, 20 mai 2011 - 12:19 .
#15
Posté 20 mai 2011 - 12:30
I realise the Claymore does more damage but I find the versatility of the Geth Shotgun far more useful, not to mention it's significantly higher accuracy.
#16
Posté 20 mai 2011 - 12:39
#17
Posté 20 mai 2011 - 01:34
#18
Posté 20 mai 2011 - 02:39
Unless you're twitchy like me and let go before the target is in the crosshairs... meh.
#19
Posté 20 mai 2011 - 03:24
Rein viens all the way
#20
Posté 20 mai 2011 - 07:57
#21
Posté 20 mai 2011 - 01:58
Malisin wrote...
Proc ammo powers? Huh?
They mean that most shotguns, at close range, are able to quickly destroy shields/barriers/armor with one or two shots. As soon as the protections are gone, if there are any pellets that hit the enemy, those pellets start the ammo power ability (cryo = freezing, inferno = fire dance, etc.). The GPS doesn't have pellets, only those 3 plasma balls, and therefore doesn't work near as well with ammo powers as the other shotguns do.
#22
Posté 20 mai 2011 - 02:23
MELTOR13 wrote...
They mean that most shotguns, at close range, are able to quickly destroy shields/barriers/armor with one or two shots. As soon as the protections are gone, if there are any pellets that hit the enemy, those pellets start the ammo power ability (cryo = freezing, inferno = fire dance, etc.). The GPS doesn't have pellets, only those 3 plasma balls, and therefore doesn't work near as well with ammo powers as the other shotguns do.
Ah. Wish they'd use a more proper term than 'proc' (which means something wholly different to what they're using it to describe) then :/
Also, is this something that has been confirmed? It would seem to me to be a fairly complex method of determining the applicability of ammo powers based on multiple shots from a single firing instance. Something that seems out of character for Bioware's general methodology.
#23
Posté 20 mai 2011 - 02:49
termokanden wrote...
Have used both. My current Vanguard is a Destroyer.
Haven't noticed a difference at all.
same here. Ive done 3 vanguard playthrough and numerous respecs. I don't notice any difference between the two. The numbers shown in a previous post kind of confirms that.
#24
Posté 20 mai 2011 - 04:24
Malisin wrote...
MELTOR13 wrote...
They mean that most shotguns, at close range, are able to quickly destroy shields/barriers/armor with one or two shots. As soon as the protections are gone, if there are any pellets that hit the enemy, those pellets start the ammo power ability (cryo = freezing, inferno = fire dance, etc.). The GPS doesn't have pellets, only those 3 plasma balls, and therefore doesn't work near as well with ammo powers as the other shotguns do.
Ah. Wish they'd use a more proper term than 'proc' (which means something wholly different to what they're using it to describe) then :/
Also, is this something that has been confirmed? It would seem to me to be a fairly complex method of determining the applicability of ammo powers based on multiple shots from a single firing instance. Something that seems out of character for Bioware's general methodology.
Actually proc works great. Each pellet has a chance to activate a ammo power, the % chance per pellet is the same no matter the shot gun. Most shotguns fire 8 shells, the GPS fires 4. 8 pellets just give me you chances to proc the ammo power. And yes it was confirmed. But hey just take the claymore and you don;t have to worry about it since the target is dead instead of doing a fire dance. Death is the ultimate CC.





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