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#1
I Tsunayoshi I

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 Does Biotic Damage improve Warp Ammo?

#2
CoffeeHolic93

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Warp Ammo

Warp ammo does double damage to targets affected by biotics. What this means is that the extra damage from Warp Ammo is doubled, not the entire damage from the weapon + Warp ammo.

So if a normal shot from a weapon does 100 damage, then a rank 1 Warp ammo will do 15 bonus damage for a total of 115 damage. Against targets affected by biotics, the bonus damage is doubled to 30 for a total of 130 damage.

Warp ammo, like all other ammo powers, uses the weapon's base damage to calculate the bonus. They never take any weapon bonuses into account, so it doesn't get more damage from a target who is in ragdoll (see below for weapon bonus damage to ragdolled targets).

Another way to look at it is that against targets affected by biotics, Warp ammo increases weapon damage by 30%/50%/70%/100% for ranks 1/2/3 and the heavy evolved. In this case, it is the highest damage increase for weapon powers, but it requires an extra step for you to use a biotic on the target.

Taken from the Mass Effect 2 Gameplay Data Thread

:wizard:

Modifié par Mi-Chan, 26 décembre 2011 - 09:09 .


#3
mcsupersport

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If you are asking does it get the upgrades from the biotic series, then NO. It does get any bonus from class bonus to powers such as Nemesis for adept.

Check the gameplay sticky above for more info.

#4
I Tsunayoshi I

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That was what I was wanting to know. I was debating making a swap from Tungsten to Heavy Warp w/ my Sentinel, but since I can strip pretty well and lay down hurt with just a mass of Throws and Warps.

Arrival might be the only pain for me since my Overload is only got one point in it, though with 60% dmg...

#5
mcsupersport

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Personally I wouldn't have Tungsten for a Sentinel on Arrival. I have used it on a sentinel for extra damage just as a final build that I didn't change, but on this map Tali's Energy drain would be best for Sentinel. If you don't want drain, then I would retrain to heavy/area overload.

On all other maps if you want a weapon ammo power, then Heavy Warp is usually better than Tungsten. The way it works out, the difference in total weapon damage at 6 upgrades is around 3% but Warp gets extra against biotic fields and Barrier, so long term it is better. But even Tungsten against armor at 6 weapon upgrades only gets around 25% more damage per shot and not the 50+ listed, due to how it is calculated.

You really should check out the gameplay sticky just above because it discusses much about this and your question.

#6
I Tsunayoshi I

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I just did a respec since I just did a run on Legion's Loyalty mission as a bit of a slanted test and just with the rank 1 I was damaging their shields severely.

Using this set now
Throw 2
Heavy Warp 4
Power Armor 4
Overload 3
Cryo Blast 1
Guardian 4
Heavy Warp Ammo 4
Leftover Points 1

Only hard choice was for me was to decide between having Heavy Warp or Heavy Overload to use and I still may end up changing over into Heavy Overload just for Arrival considering how much that mission annoys me with being a pure solo run.

Modifié par Sora Kitano, 27 décembre 2011 - 12:15 .


#7
mcsupersport

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In Arrival, I Don't remember any Armor based enemies other than the YMiR at the end, so if you want to keep Heavy Warp Ammo, you may consider dropping Heavy Warp to level 3 and take Overload to level 4.

#8
I Tsunayoshi I

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Warp is just damn useful overall considering that it still has a decent multiplier against Shields. Not that I have any intention of trying to last all 5 waves ever again after getting the achievement. I'm just looking to be prepared for jumping into that with the forced solo considering it whipped my Soldier's ass pretty good even for Causal. I may shift into Area Overload just for Arrival since I need to have something to help compensate for the solo experience involved.

#9
capn233

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I think you might want to reconsider the advice about Energy Drain... it would be a very useful power.

Tech Armor is really shields and since you won't have a squad to benefit from activating tech armor, it may be wise to use Energy Drain instead of Overload to strip shields and keep yours topped off.

The downside is that you won't detonate pyros or get the weapon overheat, but you can get pyro detonation if you just put a pt into Overload and save it for that.

I used AP ammo as a bonus on Sentinel, but I did not play Arrival with that character. I am not a huge fan of Warp Ammo except on classes that can "biotically affect" an enemy, which is not a Sentinel. Otherwise the damage boost from Warp Ammo is not very dramatic since the bulk of the damage is coming from the weapon damage portion (which has upgrades and range multipliers) as opposed to the power portion which is where ammo powers are calculated.

When you played it, did you try camping near the L shaped desk to the left of where you start? That's probably the easiest way to get through it. Just prioritize pyros since they are really the most dangerous enemies.

Modifié par capn233, 27 décembre 2011 - 05:28 .


#10
I Tsunayoshi I

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Yeah I already did my run with this and Overload more than carried its weight in stripping shields on contact and giving me many ragdolls to rape with Warp bullets and Warps.

Also I do see the appeal in Warp ammo just because of the broad range of effects it has, being tied with Inferno in that respect with the only difference being in their final effect.

FYI, tech shields only popped twice and that was in the battle for Object Rho. 4th wave while forgetting that I could one shot pyros on the spot.

#11
capn233

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Glad to hear it worked out. There are many approaches that one can take in this game... whenever you find something that works well for you then remember it.