ME3 Powers - The Complete List
#3151
Posté 16 février 2012 - 02:23
What I'm really interested in though is mid-game and multiple playthroughs with ar'd Carnage. It will be interesting to see if that's as badass as I think it could be.
Ashley's marksman power also might be really boss. Marksman was killer for dps in me1 and for all we know a build that focuses more on marksman and cs with ar as backup might be really nice.
I really don't think weight encumbrance will be that bad for soldier because you can choose to only use 1-2 weapons and be a cooldown based soldier OR you can be a walking tank/arsenal with greater focus on your weapons loadout.
#3152
Posté 16 février 2012 - 03:10
Greystone wrote...
I am definitely planning on taking rank 6 adrenaline rush so I can use cs and nades during ar.
What I'm really interested in though is mid-game and multiple playthroughs with ar'd Carnage. It will be interesting to see if that's as badass as I think it could be.
Ashley's marksman power also might be really boss. Marksman was killer for dps in me1 and for all we know a build that focuses more on marksman and cs with ar as backup might be really nice.
I really don't think weight encumbrance will be that bad for soldier because you can choose to only use 1-2 weapons and be a cooldown based soldier OR you can be a walking tank/arsenal with greater focus on your weapons loadout.
I assume you have played the demo I had to play soldier 3x just to see if I was not making a mistake ,I ask this in another thread and someone there noticed this also. . . that the animations for A.Rush in the 2nd part of the demo seemed almost not there . . .like in ME2 the orange glowing slo-mo effect was not as bright or vivid. . . I even leveled up to rank 5 just to see if it made a change . . . nothing hope its just for the demo. . . just asking because soldier, vanguard and infiltrator aremy fav's . . . also I thought orginal wieght capcity was not going to efect the soldier. . .why did they change it?
#3153
Posté 16 février 2012 - 07:01
#3154
Posté 16 février 2012 - 07:01
NOTE: These numbers are completely unofficial and is pure speculation on my part:
Quarian Machinist - (base) health & shields bonus 10%, power recharge speed bonus 20%
Rank 2 - increases health & shields bonus by 10%, increases power recharge speed bonus by 20%
Rank 3 - increases health & shields bonus by 10%, increases power recharge speed bonus by 20%
Rank 4 - increases health & shields bonus by 20% OR increases power recharge speed bonus by 40%
Rank 5 - increases weapon damage bonus by 20% OR increases Tech power force and duration by 30%
Rank 6 - increases all squadmates Tech power recharge speed by 10% OR increases recharge speed of Tali's Drone powers by 100%
Modifié par AVPen, 16 février 2012 - 07:06 .
#3155
Posté 16 février 2012 - 03:06
There seem to be a lot, and it's all very exciting.
On that note, does shockwave work to detonate warp bombs now?
#3156
Posté 16 février 2012 - 03:09
AVPen wrote...
Of course, that's under the assumption that weapons all have a specific "class weight", which they don't - each weapon has it's own individual weight, so the Encumbrance will obviously have some wiggle-room as far as various weapon loadouts.zeypher wrote...
with your testing and earlier calculations done in the thread, for a soldier the sweet spot appears to be 3 guns as base cooldown of AR is 10. So 2 guns max if rank 6 damage evolution is chosen and 3 guns max if carry weight is chosen.
Hell, just seeing the weight of my beloved Revenant over in the Weapons thread (weighting even more than the heavy as hell Mattock) makes me weep as to which other weapons I'll have to give up just to carry it.
Devs noted that weapons like the Mattock/Eviscerator are only medium-weight weapons.
On another note, as weapons upgrade, they get lighter. There's also the boosts to weight capacity via passives, armor, upgrades, mods, etc.
#3157
Posté 16 février 2012 - 04:41
karthikc wrote...
@Biotic Sage: Do you have list of all the new power synergies? I'm referring to combinations of powers that produce extra effects when used in tandem: throw and nova detonating singularity, incinerate having a greater effect on frozen enemies, ammo powers applied to concussive shot, and so on.
There seem to be a lot, and it's all very exciting.
On that note, does shockwave work to detonate warp bombs now?
Yep shockwave does indeed detonate other biotics.l have even read in several of the MP threads that shockwave can detonate warp. Apparently now even singularity can be detonated. I am assuming that reave can be substituted for warp in these combos as well. It wouldn't make sense for it to be the only biotic power with no detonation.
Modifié par luckyloser62, 16 février 2012 - 05:13 .
#3158
Posté 16 février 2012 - 05:00
And I think even two charges detonate me and another Vanguard charged the same enemie and there was an explosion at the end.
Modifié par Patrick2602, 16 février 2012 - 05:07 .
#3159
Posté 16 février 2012 - 06:33
Armor-Piercing Ammo - (base) health and armor damage bonus 10%, armor effectiveness -50%, penetration 0.50m
Rank 2 - increases ammo cover penetration by 40%
Rank 3 - increases health and armor damage by 4%
Rank 4 - increases health and armor damage by 6% OR squadmates gain AP Ammo at 50% effectiveness
Rank 5 - increases ammo capacity by 30% OR increases headshot damage by 25%
Rank 6 - increases health and armor damage by 10% OR increases ammo cover penetration by 60% and decreases the effectiveness of enemy armor by 25%
Stasis - (note: need to get the base numbers before upgrading Liara's passive, will do so on next playthrough)
Rank 2 - increase recharge speed by 25%
Rank 3 - increase duration by 30%
Rank 4 - increases duration by 40% OR deals 150% more damage to targets before Stasis breaks
Rank 5 - use two powers in a row by giving the first power a 30% chance to cause no cooldown OR increases recharge speed by 35%
Rank 6 - unleash a Stasis bubble to traps enemies that walk into it OR increases all damage done to target by 50% and deal 35% more damage to target before Stasis breaks
Proximity Mine
Rank 6 - increases damage by 50% OR increases recharge speed by 40%
#3160
Posté 16 février 2012 - 06:34
#3161
Posté 16 février 2012 - 07:20
I would like to see how weapon weights effect cool-downs of powers . . . basically how its calculated.
#3162
Posté 16 février 2012 - 07:45
jasonxxsatanna wrote...
Can anyone point me in the right direction . . .?
I would like to see how weapon weights effect cool-downs of powers . . . basically how its calculated.
Since there is no official info here's my calculations (already posted somewhere)
Vid www.youtube.com/watch
Avenger+Katana results in -9% cooldown penalty
Avenger+Katana+Pistol (imposible to get with adept but you can see the impact on cooldown) results in -60% penalty
Avenger+Pistol = +90% bonus
1 1 0 | -9
1 1 1 | -60
1 0 1 | +90
By solving this you get numbers that shows how each weapon affects cooldown bonus/penalty - 141, 150, 51 respectively.
For example take the last line: you have X - bonus that equal to max weight capasity and you're equiping avenger and pistol:
X-141-51=90 bonus, X=282%
282-51=231% - bonus with only pistol
10 sec/(1+2,31)=3 sec cooldown
etc.
Modifié par Yuri11, 16 février 2012 - 07:47 .
#3163
Posté 16 février 2012 - 08:01
#3164
Posté 16 février 2012 - 08:19
Eric ****nan wrote...
Cryo Blast has some extra debuffs this time around, which makes it really effective even against larger enemies that have many resistances.
Eric, if you didn't know, I've been the biggest fan and promoter of all things cryo since the day ME2 came out (the Avalanche Vanguard is one of my prouder moments). With these changes (and the cooldown possibilites of Charge), you must know you have made a monster out of me.
Modifié par thisisme8, 16 février 2012 - 08:20 .
#3165
Posté 16 février 2012 - 08:24
Yuri11 wrote...
jasonxxsatanna wrote...
Can anyone point me in the right direction . . .?
I would like to see how weapon weights effect cool-downs of powers . . . basically how its calculated.
Since there is no official info here's my calculations (already posted somewhere)
Vid www.youtube.com/watch
Avenger+Katana results in -9% cooldown penalty
Avenger+Katana+Pistol (imposible to get with adept but you can see the impact on cooldown) results in -60% penalty
Avenger+Pistol = +90% bonus
1 1 0 | -9
1 1 1 | -60
1 0 1 | +90
By solving this you get numbers that shows how each weapon affects cooldown bonus/penalty - 141, 150, 51 respectively.
For example take the last line: you have X - bonus that equal to max weight capasity and you're equiping avenger and pistol:
X-141-51=90 bonus, X=282%
282-51=231% - bonus with only pistol
10 sec/(1+2,31)=3 sec cooldown
etc.
Excellent, a pistole+Avenger combo was my planned setup for adepts. This works nicely.
#3166
Posté 16 février 2012 - 08:25
AVPen wrote...
Updated Ranks and percentages for Garrus's Armor-Piercing Ammo and Liara's Stasis", along with the 6th Rank of Proximity Mine:
Armor-Piercing Ammo - (base) health and armor damage bonus 10%, armor effectiveness -50%, penetration 0.50m
Rank 2 - increases ammo cover penetration by 40%
Rank 3 - increases health and armor damage by 4%
Rank 4 - increases health and armor damage by 6% OR squadmates gain AP Ammo at 50% effectiveness
Rank 5 - increases ammo capacity by 30% OR increases headshot damage by 25%
Rank 6 - increases health and armor damage by 10% OR increases ammo cover penetration by 60% and decreases the effectiveness of enemy armor by 25%
Stasis - (note: need to get the base numbers before upgrading Liara's passive, will do so on next playthrough)
Rank 2 - increase recharge speed by 25%
Rank 3 - increase duration by 30%
Rank 4 - increases duration by 40% OR deals 150% more damage to targets before Stasis breaks
Rank 5 - use two powers in a row by giving the first power a 30% chance to cause no cooldown OR increases recharge speed by 35%
Rank 6 - unleash a Stasis bubble to traps enemies that walk into it OR increases all damage done to target by 50% and deal 35% more damage to target before Stasis breaks
Proximity Mine
Rank 6 - increases damage by 50% OR increases recharge speed by 40%
Very interesting. So Prox mine is on a cooldown now? I saw a vid of a Salarian Infiltrator, and it was on his loadout screen without a number by it. If it really is a regular power, and has a decent cooldown, that ability is really going to rock.
#3167
Posté 16 février 2012 - 08:34
Yuri11 wrote...
jasonxxsatanna wrote...
Can anyone point me in the right direction . . .?
I would like to see how weapon weights effect cool-downs of powers . . . basically how its calculated.
Since there is no official info here's my calculations (already posted somewhere)
Vid www.youtube.com/watch
Avenger+Katana results in -9% cooldown penalty
Avenger+Katana+Pistol (imposible to get with adept but you can see the impact on cooldown) results in -60% penalty
Avenger+Pistol = +90% bonus
1 1 0 | -9
1 1 1 | -60
1 0 1 | +90
By solving this you get numbers that shows how each weapon affects cooldown bonus/penalty - 141, 150, 51 respectively.
For example take the last line: you have X - bonus that equal to max weight capasity and you're equiping avenger and pistol:
X-141-51=90 bonus, X=282%
282-51=231% - bonus with only pistol
10 sec/(1+2,31)=3 sec cooldown
etc.
Ok , thanksB)
#3168
Posté 16 février 2012 - 08:40
thisisme8 wrote...
Eric ****nan wrote...
Cryo Blast has some extra debuffs this time around, which makes it really effective even against larger enemies that have many resistances.
Eric, if you didn't know, I've been the biggest fan and promoter of all things cryo since the day ME2 came out (the Avalanche Vanguard is one of my prouder moments). With these changes (and the cooldown possibilites of Charge), you must know you have made a monster out of me.
I am very much looking forward to seeing some crazy antics!
#3169
Posté 16 février 2012 - 10:09
#3170
Posté 16 février 2012 - 11:52
#3171
Posté 17 février 2012 - 12:02
At first I though the power wasn't working at all, but realized the effect on his armor was present and you could tell you were firing slower, but the overall visual effect wasn't being applied.
I too seriously hope this isn't the case for the retail version because soldier is my favorite class and this is "almost" game breaking in a visual cue kinda of sense.
#3172
Posté 17 février 2012 - 01:18
Greystone wrote...
Jasonxxsantanna, I did notice that the graphical coloring visual effect for adrenaline often times failed to activate while using adrenaline rush.
At first I though the power wasn't working at all, but realized the effect on his armor was present and you could tell you were firing slower, but the overall visual effect wasn't being applied.
I too seriously hope this isn't the case for the retail version because soldier is my favorite class and this is "almost" game breaking in a visual cue kinda of sense.
Soldier is my fav also . . . I so hope this is fixed also . . . I played Infiltrator and Vanguard which are my next fav 2 . . . they were a blast on insainity . . . that soldier load out with the long cooldown on ARush made me work hard and the lack of slo mo animation caused me to die my 1st 2x I played as Soldier. . . or maybe I'm just used to ME2 soldier. . .
#3173
Posté 17 février 2012 - 01:34
Greystone wrote...
Jasonxxsantanna, I did notice that the graphical coloring visual effect for adrenaline often times failed to activate while using adrenaline rush.
At first I though the power wasn't working at all, but realized the effect on his armor was present and you could tell you were firing slower, but the overall visual effect wasn't being applied.
I too seriously hope this isn't the case for the retail version because soldier is my favorite class and this is "almost" game breaking in a visual cue kinda of sense.
what system did you play the demo on . . .
#3174
Guest_PDesign_*
Posté 17 février 2012 - 12:43
Guest_PDesign_*
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Modifié par PDesign, 17 février 2012 - 12:44 .
#3175
Posté 17 février 2012 - 12:45





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