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Calculations behind Biotic Explosions


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#1
JocktheMotie

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I'm interested if anyone has any observations, or if an intrepid Bioware employee would like to make this all easier and simply tell us, how the Biotic explosion damage calculation works, as it has some implications for how one should spec.  For example, if Warp is used as an explosion set up, is it better to make its damage higher or is it better to select the detonation talent?  Should the setup power be harder hitting, or should the detonate talent be selected for the "trigger" ability?  Or if both setup and trigger abilities with detonate talents lead to larger explosions?
Anyone have some anecdotal info on this?   It's hard to test right now as we can't respec.

#2
Kaylord

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I seem to have inconsistent results. Sometimes, they don´t go off at all and I have the impression that stasis->throw deals less damage than warp->throw than stasis->warp. Singularity->Warp seems to give the biggest bang.

#3
mike29tw

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I'd like to know this as well. Also, does the radius of singularity affect the radius of biotic explosion ?

#4
JocktheMotie

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Kaylord wrote...

I seem to have inconsistent results. Sometimes, they don´t go off at all and I have the impression that stasis->throw deals less damage than warp->throw than stasis->warp. Singularity->Warp seems to give the biggest bang.


When they don't go off I just assume it's lag, but I do tend to have games like this where none of them trigger and the class is a bit neutered.  I also can't seem to tell if the detonation also triggers additional detonations.  

For example, if two troopers are caught in a singularity, will one Warp trigger both to set off or should I shockwave instead?

So many questions!

#5
Adhin

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Shockwave, Warp will only trigger the single target and send the other flinging out. As for Warp doing more damage, it does - to the target you hit because Warp does more damage on impact. The impact they take from an explosion is from the initial impact like any of them would do normally + the detonation.

I think the detonation is the same for all except skills that, of course, get an upgrade with %detonation upgrades. Warp has one, for instance, making it always more powerful option compared to Throw. That said I upgraded my throw for 200+ bonus dmg on impact which is definitely making it worth using for a quick follow up.

One bonus to using Throw, over Warp is a quicker turn around. Also Warp + Throw works nice on the Asari for dealing with Atlas' where stasis can't be used. Also does more dmg then a stasis explosion I believe, least to the initial target. But then, stasis is cutting dmg to target by half anyways which will give diminishing results either way.

One to many people have interrpted that 150% dmg thing as actually increasing damage on target. They should of explained it as increasing Stasis' health. Really all it is in the end, makes stasis last longer if you shoot at a target under it. Rank 6 one though, increases damage taken by 50%... think that brings the total up somewhere to 75% of normal damage (as in 25% less damage then normal).

#6
themaxzero

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Some results I have seen.

I managed to 'respec' from a pure Damage Warp to one that was focused on debuff (tier 4 and 5 to Explosion and Debuff).

With just the pure damage Warp if I threw it on a Turret then detonated it with Throw (specced for Explosion) then it wouldn't kill the turret in one combo.

With the Explosion specced Warp and Throw through I could kill a silver turret from full to dead in one combo.

So either that +15% damage taken debuff is really awesome or the Biotic Explosion talent in both Throw and Warp stack.

Either way I am definitely keeping Warp as support/combo focused rather then damage. I actually use it often now.

#7
JocktheMotie

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themaxzero wrote...


Some results I have seen.

I managed to 'respec' from a pure Damage Warp to one that was focused on debuff (tier 4 and 5 to Explosion and Debuff).

With just the pure damage Warp if I threw it on a Turret then detonated it with Throw (specced for Explosion) then it wouldn't kill the turret in one combo.

With the Explosion specced Warp and Throw through I could kill a silver turret from full to dead in one combo.

So either that +15% damage taken debuff is really awesome or the Biotic Explosion talent in both Throw and Warp stack.

Either way I am definitely keeping Warp as support/combo focused rather then damage. I actually use it often now.


Thanks for the update!  It'd be good if more people could test.

#8
woah_geez

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I searched this thread looking for answers on biotic explosion, is there more information available? I am trying to spec a human sentinel.

#9
ParanoidDrone

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According to the developers, biotic explosions are calculated separately from normal power bonuses. That is, if you spec your passive ability to boost your power damage, your biotic explosions will remain unchanged. You need to spec the individual powers to increase the damage of detonations. Doing so will work whether the power is used to set up or detonate the explosion, Warp being the easiest example. Singularity->Warp and Warp->Throw will both produce extra explosion damage if Warp was evolved to do extra damage on detonation.

Can't find the source on all this, but it's a thread somewhere on the forums.

#10
woah_geez

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I think you answered my main question, I will be more specific. level 5 tech armor skill, power damage, will make throw and warm more powerful but not the biotic explosion, correct? The level 6 skill in throw that increases damage will make the biotic explosion more powerful, correct?

#11
BraveLToaster

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Correct, Tech Armor's power boost (and the passive power boost from Alliance Training) will not increase Biotic explosion damage.

Nor will getting that last upgrade on throw, but the Throw itself will do damage (in addition to the explosion), so the target will take more damage.

#12
Huttj509

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ParanoidDrone wrote...

According to the developers, biotic explosions are calculated separately from normal power bonuses. That is, if you spec your passive ability to boost your power damage, your biotic explosions will remain unchanged. You need to spec the individual powers to increase the damage of detonations. Doing so will work whether the power is used to set up or detonate the explosion, Warp being the easiest example. Singularity->Warp and Warp->Throw will both produce extra explosion damage if Warp was evolved to do extra damage on detonation.

Can't find the source on all this, but it's a thread somewhere on the forums.


Info is social.bioware.com/forum/1/topic/343/index/9629730&lf=8


Summary:

Combo damage is seperate from ability damage.  So if you detonate with warp, it does warp damage, THEN combo damage.

Combo damage is based on rank of both setup power and detonate power.

Combo is affected by combo boosters from both the setup and detonating power (so warp + throw specced for combos for both would get 100% force and damage, and 50% range).

Combo is NOT considered a power, and so is not affected by boosts that give straight % power damage.  Asari Justicar rank 3, for example, does not affect a biotic combo.

Same applies to tech combos.

#13
woah_geez

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BraveLToaster wrote...

Correct, Tech Armor's power boost (and the passive power boost from Alliance Training) will not increase Biotic explosion damage.

Nor will getting that last upgrade on throw, but the Throw itself will do damage (in addition to the explosion), so the target will take more damage.


I was wondering what would be more useful, 15% health and shields from fitness or the increase in damage in throw.

Modifié par woah_geez, 12 mars 2012 - 06:20 .


#14
Neptin

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This thread seems relevant to this weekend's challenge.

Modifié par EchoDust, 30 novembre 2012 - 06:37 .


#15
Elecbender

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Why?

WHHHHYYYYYYY!?

In any case this has been solved and if you could find this thread you can find that thread as well.

#16
MikeSlackenerny

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Combo damage

Other info

Edit: just noticed this thread is 9 months old. <_<

Modifié par MikeSlackenerny, 30 novembre 2012 - 07:01 .