Overload has a x6 modifier against barriers. Holy Cow.
#1
Posté 22 février 2012 - 06:07
Basically, if your overload has a display damage of 300, it will damage barriers for 1800 points. And if you use the +100% shield/barrier damage (6th) evolution, you get 3600 points of damage! I mean, a phantom on gold only has 2362.5 points of barrier, so you can one-shot her barrier.
Holy cow.
Overload actually isn't that great against shields, having a multiplier of only x3. So 300 displayed damage becomes 900 against shields. BUT the +100% shield/barrier damage (6th) evolution is still a x2 slapped on to that, so you get a whopping 1800 damage if you use that evolution.
This is just...plain insanity. Remember, overload is also instant hit...
Overload's little brother, energy drain, only has a x3 modifier against barriers and shields. And there's no way to get that crazy further x2 multiplier. What a pity.
#2
Posté 22 février 2012 - 06:10
Where'd you get this information on the damage multipliers?
#3
Posté 22 février 2012 - 06:14
SushiSquid wrote...
That x2 multiplier isn't as good as a second chain being added. The stun on Overload is very useful.
Where'd you get this information on the damage multipliers?
Lots of testing on gold phantom.
I have to disagree with you. One-shotting phantom defense, in my opinion, is much more important than shocking someone who doesn't have defenses anyway.
Modifié par royard, 22 février 2012 - 06:25 .
#4
Posté 22 février 2012 - 06:18
#5
Posté 22 février 2012 - 06:20
royard wrote...
By the way, if you use the +100% evolution, even your secondary jump can one-shot phantom barrier...
Does that change your mind?
No, it really doesn't. Overload can still stun three things at once and you can spam it quickly. Phantoms are not a problem for human engineers and turian sentinels. I think it's more useful to stun a bunch of things, especially on higher difficulties. Stunning stops things from causing damage to you temporarily, plus opens them up for easy headshots.
Modifié par SushiSquid, 22 février 2012 - 06:24 .
#6
Posté 22 février 2012 - 06:26
The_mango55 wrote...
I was under the impression that the damage shown was the damage against shields/synthetics, and the damage against organics was reduced from that.
damage shown was damage against sythetics. Shield damage is triple that. Barrier damage is sextuple that.
#7
Posté 22 février 2012 - 06:27
SushiSquid wrote...
royard wrote...
By the way, if you use the +100% evolution, even your secondary jump can one-shot phantom barrier...
Does that change your mind?
No, it really doesn't. Overload can still stun three things at once and you can spam it quickly. Phantoms are not a problem for human engineers and turian sentinels. I think it's more useful to stun a bunch of things, especially on higher difficulties. Stunning stops things from causing damage to you temporarily, plus opens them up for easy headshots.
Actually it can't strip the secondary phantom's barrier, so my bad. Just tested it.
#8
Posté 22 février 2012 - 06:29
#9
Posté 22 février 2012 - 06:35
SushiSquid wrote...
If you've got only two Phantoms together and nothing else nearby (or really, if you ever have just two enemies) and you use a double-chaining Overload, it will hit the first target twice. Chains are never wasted unless you hit a target totally by itself. This makes the chains almost always do more total damage, plus they stun more things.
I still have to disagree. On higher difficulties, there isn't any enemy that isn't protected after wave 5 (except for guardians). If your overload fails to completely drain their shields, they won't be stunned. So your "stun more targets" doesn't really work. (And guardians won't be stunned for long, unless the chain avoids his shield)
Modifié par royard, 22 février 2012 - 06:35 .
#10
Posté 22 février 2012 - 06:38
royard wrote...
On higher difficulties, there isn't any enemy that isn't protected after wave 5 (except for guardians). If your overload fails to completely drain their shields, they won't be stunned.
Unprotected enemies stun, but protected enemies still stagger. The cooldown is low enough to just spam it repeatedly and keep things from moving. My only issue is that chains are a little slower than the main attack, so sometimes things can actually move and shoot at you.
Modifié par SushiSquid, 22 février 2012 - 06:39 .
#11
Posté 22 février 2012 - 06:47
SushiSquid wrote...
royard wrote...
On higher difficulties, there isn't any enemy that isn't protected after wave 5 (except for guardians). If your overload fails to completely drain their shields, they won't be stunned.
Unprotected enemies stun, but protected enemies still stagger. The cooldown is low enough to just spam it repeatedly and keep things from moving. My only issue is that chains are a little slower than the main attack, so sometimes things can actually move and shoot at you.
Beginning at gold wave 7, there's nothing you need to stagger. 4 namesis's, 1 engineer, 2 phantom, 1 atlas. namesis doesn't do much, and engineer can be killed quickly and doesn't shoot at you (you also can't delay his turret deployment). and phantom doesn't stagger. I don't think atlas staggers either (i could be wrong on this one).
#12
Posté 22 février 2012 - 06:50
Modifié par SushiSquid, 22 février 2012 - 06:50 .
#13
Posté 22 février 2012 - 06:53
SushiSquid wrote...
Phantoms stagger/stun from what I remember. I know Engineers stagger/stun as normal. Nemesis will stagger/stun. Turret never will. Atlus can stagger, but Overload won't do it.
Phantoms rarely staggers. Engineers and Nemesis will stagger/stun, but my point is that you don't normally need to stagger them.
I suppose we should just agree to disagree, since we have different playstyles/priorities. Also I need to go to sleep.
Modifié par royard, 22 février 2012 - 06:55 .
#14
Posté 22 février 2012 - 06:56
royard wrote...
Engineers and Nemesis will stagger/stun, but my point is that you don't normally need to stagger them.
But... but, but... the headshots! I need the headshots, man.
#15
Posté 22 février 2012 - 06:58
Freeze em, strip them of shields and kill them. If they get up hit them again
i like it more than shooting. I set the table for the team to easily kill as i know i can't shoot great but i can do a lot
#16
Posté 22 février 2012 - 06:59
SushiSquid wrote...
royard wrote...
Engineers and Nemesis will stagger/stun, but my point is that you don't normally need to stagger them.
But... but, but... the headshots! I need the headshots, man.
Huh. That's...actually a very valid concern. Oh well. I guess we just play differently then.
Modifié par royard, 22 février 2012 - 06:59 .
#17
Posté 22 février 2012 - 07:19
royard wrote...
You know, back in ME2 overload only had a x2 modifier against shields. But now...this is getting plain crazy.
Basically, if your overload has a display damage of 300, it will damage barriers for 1800 points. And if you use the +100% shield/barrier damage (6th) evolution, you get 3600 points of damage! I mean, a phantom on gold only has 2362.5 points of barrier, so you can one-shot her barrier.
Holy cow.
Overload actually isn't that great against shields, having a multiplier of only x3. So 300 displayed damage becomes 900 against shields. BUT the +100% shield/barrier damage (6th) evolution is still a x2 slapped on to that, so you get a whopping 1800 damage if you use that evolution.
This is just...plain insanity. Remember, overload is also instant hit...
Overload's little brother, energy drain, only has a x3 modifier against barriers and shields. And there's no way to get that crazy further x2 multiplier. What a pity.
Are you sure about that +100%? All other damage increases I have seen work off the base damage. You can easily test it when you pick up a power damage increase, just look at the window at the bottom.
#18
Posté 22 février 2012 - 07:36
#19
Posté 22 février 2012 - 06:49
themaxzero wrote...
royard wrote...
You know, back in ME2 overload only had a x2 modifier against shields. But now...this is getting plain crazy.
Basically, if your overload has a display damage of 300, it will damage barriers for 1800 points. And if you use the +100% shield/barrier damage (6th) evolution, you get 3600 points of damage! I mean, a phantom on gold only has 2362.5 points of barrier, so you can one-shot her barrier.
Holy cow.
Overload actually isn't that great against shields, having a multiplier of only x3. So 300 displayed damage becomes 900 against shields. BUT the +100% shield/barrier damage (6th) evolution is still a x2 slapped on to that, so you get a whopping 1800 damage if you use that evolution.
This is just...plain insanity. Remember, overload is also instant hit...
Overload's little brother, energy drain, only has a x3 modifier against barriers and shields. And there's no way to get that crazy further x2 multiplier. What a pity.
Are you sure about that +100%? All other damage increases I have seen work off the base damage. You can easily test it when you pick up a power damage increase, just look at the window at the bottom.
I'm sure. Without the +100%, my engineer takes exactly half of the shield of a gold turret (or 1023 of 2025). With it, the full shield.
#20
Posté 22 février 2012 - 07:01
Modifié par Lightweight Nate, 22 février 2012 - 07:04 .
#21
Posté 22 février 2012 - 07:17
And guns VS shields are kinda whatever as well?
Do SMGs still have that bonus against shields?
And srsly how was it a good idea to make overload strip barriers so well...
#22
Posté 22 février 2012 - 07:19





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