Are all biotic explosions equally powerful?
#1
Posté 27 février 2012 - 10:16
I like that you can trigger biotic explosions with a lot more combos than you could earlier. So far I've found that Singularity, Stasis, Lift grenade and Warp can set up an explosion, and Warp (can't detonate itself, but all other versiosn), Throw, Shockwave, Charge and possibly Warp Ammo (not extensively tested) can detonate it.
The question is this: Are there any difference in power, fully upgraded?
In particular, I'm wondering whether Throw or Warp on Stasis will create a more powerful detonation.
The next question is whether damage/force upgrades (to warp/throw respectively) increase the damage/force of the explosion or not. It would make sense that they do, but I'm not going to trust that assumption until I've tested it.
#2
Posté 27 février 2012 - 10:25
Just taking a guess, would be cool to get a confirmation
#3
Posté 27 février 2012 - 10:41
Modifié par grayrest, 27 février 2012 - 10:45 .
#4
Posté 27 février 2012 - 10:41
#5
Guest_Aotearas_*
Posté 27 février 2012 - 10:45
Guest_Aotearas_*
Reff42 wrote...
from my observations, the explosion itself isn't more powerful without the upgrades that increase it. Also not sure if for example you have the explosion bonus on both warp and throw, if it does +100% size and damage, or just for whatever triggered the explosion.
Actually, if you detonate a full debuff warp with a full force throw, you should get 1.5x1.5 meaning 2.25 increase in damage, so 125% instead of only 100% damage buff.
More dakka!
#6
Posté 27 février 2012 - 10:50
#7
Posté 27 février 2012 - 10:50
and yes ayeba, shields and armor are far less potent in me3 than in 2
Modifié par Reff42, 27 février 2012 - 10:51 .
#8
Posté 27 février 2012 - 10:53
Yes. My warp/throw combo destroys turrets outright.If you throw Warp followed by Throw on a shielded target, will it detonate?
#9
Posté 27 février 2012 - 10:56
Seems there are a fair few factors in it after all. Won't be surprised if a whole load of "theorycraft" type things start coming out when the full game is released.
#10
Posté 27 février 2012 - 11:01
I'm particularly unsure what the Expand evolution at rank 6 of Singularity does. Does it just increase radius? Then why specify "for 10 seconds"? Does it mean that after 10 seconds, the radius decreases?
#11
Posté 27 février 2012 - 01:48
#12
Posté 27 février 2012 - 01:55
#13
Posté 27 février 2012 - 02:00
grayrest wrote...
Yes. My warp/throw combo destroys turrets outright.If you throw Warp followed by Throw on a shielded target, will it detonate?
Using this a lot on Atlas too. It's sick how they can go down fast this way.
#14
Posté 27 février 2012 - 02:03
#15
Posté 27 février 2012 - 02:07
#16
Posté 27 février 2012 - 02:16
Basically the target takes damage from whatever you threw at it to detonate. So, as an example, the main target will take more damage from a 'detonation' if you trigger it via Warp because, well, Warp does a lot of dmg on impact. So your getting Warp dmg + Det. dmg on target. Everyone else is just getting Det. Dmg. Which is harder to keep direct track of in the thick of it.
I would however really, really like to know how the %bonus stuff work on some ranks. Warp gets one, Shockwave gets one - curious if you use Warp then Shockwave (or vise versa with a lift-shockwave) does it stack both or does it just use the power that's triggering its effect?
If it uses both then you have some very specific extra-damaging/forceful explosions via a Warp + Shockwave combination you would not get otherwise from any other source.
#17
Posté 27 février 2012 - 06:05
Pull has an option at rank 6 to boost combo damage and it can only be detonated. Throw has Detonate but can only trigger. It works on both sides but how they stack is a mystery. I'm also curious whether Warp's Expose adds more damage to the explosion or not.Adhin wrote...
I would however really, really like to know how the %bonus stuff work on some ranks. Warp gets one, Shockwave gets one - curious if you use Warp then Shockwave (or vise versa with a lift-shockwave) does it stack both or does it just use the power that's triggering its effect?
#18
Posté 27 février 2012 - 06:12
"bioticexplosionparameters": [
"(BlockedByObjects=false,DistancedSorted=false,ImpactPlaceables=true)"
],
"cooldowntime": [
"(BaseValue=8.f,Formula=DivideByBonusSum, RankBonuses[1]=0.25f)"
],
"damage": [
"(BaseValue=250.f,RankBonuses[2]=0.2f)"
],
"effectduration": [
"(BaseValue=10.0f)"
],
"evolve_armorweaknessbonus": [
"0.25f"
],
"evolve_combodamage": [
"0.5f"
],
"evolve_comboforce": [
"0.5f"
],
"evolve_comboradius": [
"0.5f"
],
"evolve_cooldownbonus": [
"0.35f"
],
"evolve_damagebonus": [
"0.3f"
],
"evolve_damagebonus2": [
"0.4f"
],
"evolve_debuffbioticdamagetakenstrength": [
"0.15f"
],
"evolve_debuffdamagetakenduration": [
"(BaseValue=10.f)"
],
"evolve_debuffweapondamagetakenstrength": [
"0.15f"
],
"evolve_dotduration": [
"0.6f"
],
"evolve_shielddamagebonus": [
"0.5f"
],
"force": [
"(BaseValue=250.f)"
],
"henchmancooldowntime": [
"(BaseValue=16.f,Formula=DivideByBonusSum, RankBonuses[1]=0.25f)"
],
"instantdamagepercent": [
"0.75f"
],
"maximumimpacttargets": [
"(BaseValue=1.f)"
],
"maximumrange": [
"(BaseValue=6000.f)"
],
"projectilespeed": [
"(BaseValue=3000.f)"
]
},
Modifié par themaxzero, 27 février 2012 - 06:14 .
#19
Posté 27 février 2012 - 06:18





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