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ME3 Powers - The Complete List


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#2951
MELTOR13

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Dual Detonating Throw Fields.

I. Raped. Everything.

#2952
D.Kain

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Also Adepts cooldowns are just ridiculous lol. What is the largest cooldown 2,67 sec? And that's even without the off percents. Why do I even need a weapon? I can use biotics as my regular attack. 

Modifié par D.Kain, 13 février 2012 - 03:35 .


#2953
Elecbender

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D.Kain wrote...

  Also

Shockwave   <600N force / 2.67 sec recharge / 200pts dmg. / 2m radius / 10m range>
Rank 2: Recharge reduced by 25%
Rank 3: Force/Damage increased by 20%
Rank 4: [Force/Damage increased by 30%] -or- [Radius increased by 30%]
Rank 5: [Force and Damage of Detonation incr. by 50%] -or- [Range increased by 50%]
Rank 6: [Recharge reduced by 40%] -or- [Lifts targets hit for a brief time]

Biotic Mastery   <4% reputation bonus / 10% power damage bonus / 10pts weight capacity bonus>
Rank 2: Weight Capacity incr. by 20  and Influence incr. by 4%
Rank 3: Damage and Force incr. by 10% and Influence incr. by 4%
Rank 4: [Duration incr. by 25% and Reputation incr. by 8%] -or- [Damage/Force incr. by 15%]
Rank 5: [Damage/Force incr. by 10% and Weight incr. by 20] -or- [Henchmen Force/Dmg. incr. by 30%]
Rank 6: [Power Recharge reduced by 40% for 30 sec after biotic detonation] -or- [Force/Dmg/Duration incr. by 25%] 


-105% recharge time? Dafaq? :huh:

Shoshoshoshoshoshockwave machinegun for 30 sec?





It doesn't work like that.  In this case Shockwave would have around a 0.7 second cooldown.  You can spam it but not even close to "machinegun" spamming.

The longer your cooldown is, the more benefited it is from cooldown bonuses and vice versa.

#2954
D.Kain

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Elecbender wrote...

It doesn't work like that.  In this case Shockwave would have around a 0.7 second cooldown.  You can spam it but not even close to "machinegun" spamming.

The longer your cooldown is, the more benefited it is from cooldown bonuses and vice versa.


Ok makes sense. 

#2955
No Snakes Alive

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Sentinel is still looking like it's going to end up being my favorite. It definitely seems like it's going to ride a fine line between absolutely sucking and totally owning though, and will require a good amount of thought and planning to make everything work out the way you want. There actually seems like there's going to be a hard choice between tankfests and castathons this time around.

Those damage prevention evolutions for Tech Armor seem like small amounts though so I'm really hoping it makes a far more significant difference in ME3 than it did in ME2. I wanna make a CQC tank Sentinel who carries very few weapons but stacks on the defenses and melee damage, and uses mostly just Lift Grenades and Cryo for crowd control. If I want more melee/tanking I'll throw Fortification on top and if it seems like I need more CC I'll probably roll Decoy instead. I can already picture it coming together pretty nicely if I make the right choices.

Modifié par No Snakes Alive, 13 février 2012 - 03:47 .


#2956
Veovim

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D.Kain wrote...

  Also

Shockwave   <600N force / 2.67 sec recharge / 200pts dmg. / 2m radius / 10m range>
Rank 2: Recharge reduced by 25%
Rank 3: Force/Damage increased by 20%
Rank 4: [Force/Damage increased by 30%] -or- [Radius increased by 30%]
Rank 5: [Force and Damage of Detonation incr. by 50%] -or- [Range increased by 50%]
Rank 6: [Recharge reduced by 40%] -or- [Lifts targets hit for a brief time]

Biotic Mastery   <4% reputation bonus / 10% power damage bonus / 10pts weight capacity bonus>
Rank 2: Weight Capacity incr. by 20  and Influence incr. by 4%
Rank 3: Damage and Force incr. by 10% and Influence incr. by 4%
Rank 4: [Duration incr. by 25% and Reputation incr. by 8%] -or- [Damage/Force incr. by 15%]
Rank 5: [Damage/Force incr. by 10% and Weight incr. by 20] -or- [Henchmen Force/Dmg. incr. by 30%]
Rank 6: [Power Recharge reduced by 40% for 30 sec after biotic detonation] -or- [Force/Dmg/Duration incr. by 25%] 

-105% recharge time? Dafaq? :huh:

Shoshoshoshoshoshockwave machinegun for 30 sec?


Where did you quote that from?  The version from a few pages back lists recharge speed increases, not recharge time decreases.  Having +105% recharge speed is totally valid, and would result in 1/(1 + 1.05) =  ~49% of the normal cooldown period.

#2957
D.Kain

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Veovim wrote...

Where did you quote that from?  The version from a few pages back lists recharge speed increases, not recharge time decreases.  Having +105% recharge speed is totally valid, and would result in 1/(1 + 1.05) =  ~49% of the normal cooldown period.


So THAT's how it works. Good, thanks.

#2958
Ghost43

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Semi-Ot: Anyone care to guess how much damage Heavy Melee attacks do? Would help in planning builds. Also, is there any reason to use regular attacks?

#2959
The JoeMan

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D.Kain wrote...

Veovim wrote...

Where did you quote that from?  The version from a few pages back lists recharge speed increases, not recharge time decreases.  Having +105% recharge speed is totally valid, and would result in 1/(1 + 1.05) =  ~49% of the normal cooldown period.


So THAT's how it works. Good, thanks.


I saw that quote from Eric (or was it Joel) a few pages back and, while I have no problem with the system, I sure would like to know where the devs got the idea that cutting a cooldown by half is equal to 100% reduction.  Last time I checked that was 50%.  It will take some getting used to.  200% is actually 66%,  100% is actually 50%, 50% is actually 33% etc.

#2960
Adhin

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Yeah I doubt they do %, then %, then %... that's what Skyrim does and it causes damage values to skyrocket. With that 40 + 40 example, its not 64%, its 96%. 100 * 1.4 = 140 * 1.4 = 196. It's an awful, awful way to handle anything and makes it harder and harder to keep binary upgrade options competing.

Ultimately they would want all the upgrades to have the basic overall increase, otherwise a pure dmg would end up over doubling a non-dmg and area increase wouldn't compensate for that. As for if they stack with in a given power or thats the new upgraded %value. I'd be inclined to think its a stacking %values. Inferno Ammo is 10% dmg boost, then 4%, then Rank 4 has a 6% (bringing its total to 20%). It's addative so it's likely the %dmg/force for biotic powers are also instead of showing the 'new value'.

-edit- :: Just realized it was correct in the quote. Damn cut-off for it was confusing me I guess. Woopsy
The cooldown is this: Base / (1+Bonus).

What that means it 105% is not Base / 1.05, its 2.05. Meaning its cut in half more or less. And you need to have around 40% of your weight limit to hit that 100% mark. if it was the other way around hitting your weight limit would mean you'd be dividing by 0 - that's... impossible. I'd imagine the penalty slider is capped somewhere, maybe -50% or something. That would end up being: Base / 0.5 or, a 4 second cooldown would be 8 seconds.

Could be further though, maybe 0.25? I dunno, doubt folks will reach it though, I'd imagine being over your limit in weapons would ultimately have a less % scale due to how it factors in compared to being under. That being a -50% penalty is equal to 100% bonus. -75% is around a 300% bonus heh.

Modifié par Adhin, 13 février 2012 - 05:02 .


#2961
Adhin

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@The JoeMan : They're using division instead of multiplication simply to allow for larger stacking of % from items, weight and so on. If they did not they would ultimately have to cap it and it wouldn't allow for diminishing returns.

That's what it comes down to - they needed a system that allowed for stacking from multiple sources with out it getting out of hand to quick. If you used a basic reduction like that, you'd have to stop at 80-90%. Course, with the way its setup now, you'd need 900% to be the same as a 90% reduction so... it works out how they intend it. It just isn't as visually easy to grasp as people are used to as you don't expect percentages to have a diminishing return.

#2962
VinWizzy

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Anybody make a good sentinel build yet. I would like to know the ranks and details. Of your powers you chose and how you played. Thanks.

#2963
The Spamming Troll

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VinWizzy wrote...

Anybody make a good sentinel build yet. I would like to know the ranks and details. Of your powers you chose and how you played. Thanks.


sure i did.

i maxxed throw, actiavated tech armor, then spammed the **** out of throw. i remember trying cryo blast once to see how much enemies would slow down, but it duffed into a wall so i used throw again and completly forgot i had any other abilties. to me, tech armor seems like its alot more durable. i cant beielve i didnt try lift grenade, oh well, next time!

#2964
The Spamming Troll

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Ghost43 wrote...

Semi-Ot: Anyone care to guess how much damage Heavy Melee attacks do? Would help in planning builds. Also, is there any reason to use regular attacks?



they are quicker, but not nearly as powerfull. id rather always go heavy attack and hope i dont die in the .5 seconds it takes to wind up rather then pittle around with my pistol butt. especially as an adept. heavy melee for the adept is rather awesome. im actually completly ok with vangaurds instead of adepts having nova, beccasue the adepts heavy melee is that good.

Modifié par The Spamming Troll, 13 février 2012 - 05:10 .


#2965
MELTOR13

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So, Spamming, what do you think, overall?

#2966
Walker White

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The Spamming Troll wrote...

Stasis [Liara] <16 sec recharge / 4 sec duration>
Rank 2: Recharge reduced by x%
Rank 3: Duration increased by x%
Rank 4: [Duration increased by x%] -or- [x% More Damage passes through stasis field]
Rank 5: [Health/Shield Damage of x pts per sec] -or- [Recharge reduced by x%]
Rank 6: [Permanent Biotic Bubble immobilizes targets] -or- [Target takes x% more dmg. for x sec when stasis ends]

one evolution at rank 4 increases duration, but then at rank 6 you can evolve it to be permanent. whats the point of that evolution?


Holy crap, we have an ME1-style Stasis where damage goes through the field?  Didn't we learn how broken this was the first time?

That is this reason to take Liara with your Adept.  Don't bother on Simgularity (which the Adept already has).

#2967
D.Kain

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Walker White wrote...

The Spamming Troll wrote...

Stasis [Liara] <16 sec recharge / 4 sec duration>
Rank 2: Recharge reduced by x%
Rank 3: Duration increased by x%
Rank 4: [Duration increased by x%] -or- [x% More Damage passes through stasis field]
Rank 5: [Health/Shield Damage of x pts per sec] -or- [Recharge reduced by x%]
Rank 6: [Permanent Biotic Bubble immobilizes targets] -or- [Target takes x% more dmg. for x sec when stasis ends]

one evolution at rank 4 increases duration, but then at rank 6 you can evolve it to be permanent. whats the point of that evolution?


Holy crap, we have an ME1-style Stasis where damage goes through the field?  Didn't we learn how broken this was the first time?

That is this reason to take Liara with your Adept.  Don't bother on Simgularity (which the Adept already has).


Nah we haven't learned that, we actually added the ( bold part ) on top of that so that stasis crushes enemies without our help. B) 

Modifié par D.Kain, 13 février 2012 - 05:21 .


#2968
Adhin

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Definitely with troll on this wtf moment on Stasis.

I mean whats it even mean? Permanent Bubble and 'targets'? Does it effect more ethen one? Stationary, anything that walks into it just gets stuck? Is it like a goo-puddle left after a stasis that keeps things from walking if they get stuck but can still shoot?

So confused...

#2969
luckyloser_62

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So since throw, shockwave, and nova all detonate other biotics, will reave as well? i surely hope so.

#2970
D.Kain

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Adhin wrote...

Definitely with troll on this wtf moment on Stasis.

I mean whats it even mean? Permanent Bubble and 'targets'? Does it effect more ethen one? Stationary, anything that walks into it just gets stuck? Is it like a goo-puddle left after a stasis that keeps things from walking if they get stuck but can still shoot?

So confused...


Maybe it is an area of effect permenent stasis? I mean everyone that is caught in the area, are permenetely stasised, player and allies can't be, and then... that becomes the most OP power, cause it basically kills anyone... 
Ok, no idea.. I am confused too, no idea what it is. :lol:

#2971
Adhin

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LOL yeah it's.... I dunno. Does the demo give squadmates enough points to even max out a power? I mean Shepard only has 23 to spend, that's 1. Squadies always get shortchanged.

#2972
Omega-202

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Walker White wrote...

Holy crap, we have an ME1-style Stasis where damage goes through the field?  Didn't we learn how broken this was the first time?

That is this reason to take Liara with your Adept.  Don't bother on Simgularity (which the Adept already has).


Doing enough damage to them breaks them out of Stasis and temporarily breaks the "Stasis Field" evolution's effect.  

So you can't just Stasis and then unload on them.  

#2973
AVPen

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Adhin wrote...

LOL yeah it's.... I dunno. Does the demo give squadmates enough points to even max out a power? I mean Shepard only has 23 to spend, that's 1. Squadies always get shortchanged.

No, squadmates only have 12 skill points at level 12 (with 1 point automatically spent on one power).

Modifié par AVPen, 13 février 2012 - 05:48 .


#2974
Seracen

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Sentinel has always been my favorite, followed by Engineer. Odd thing though, Tech Armor doesn't seem to offer much protection in the demo. I mean, I lost shields, my health was deteriorating, and Tech Armor was still up, what's up with that? Unless the new Tech Armor is only good for detonating, I have always used it to help Shepard tank.

Also surprised that Turrets don't take the place of Grenades for Engineer. Constant spamming of them, with Drone, seems even more broken-tastic than I could have hoped.

#2975
Adhin

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Ahh figures It would be about that still. Maybe a dev will pop in and enlighten us on what it does. Maybe.