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Are all biotic explosions equally powerful?


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18 réponses à ce sujet

#1
Ayeba

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This is something that has seriously been bugging me.

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
DefineClarity

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My guess is that the abilities with the highest "force" and/or damage might play a factor?
Just taking a guess, would be cool to get a confirmation

#3
grayrest

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I know that with a full debuff warp (Detonate/Expose/Pierce) and full power throw (Force/Detonate/Force), the explosion will one-shot mooks at all difficulty levels. This is the surrounding mooks, not the primary target. Detonating a stasis with that same throw will leave one bar of health on bronze. A non-optimized throw/warp on stasis will do a bit less than half health on bronze. I believe other people detonating my warp kills but I haven't really been paying attention. I have no idea what the formulas are.

Modifié par grayrest, 27 février 2012 - 10:45 .


#4
Reff42

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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.

#5
Guest_Aotearas_*

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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! Posted Image

#6
Ayeba

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... that leaves another question which I can test when I get home, but it's much faster to get it answered here: If you throw Warp followed by Throw on a shielded target, will it detonate?

#7
Reff42

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well that explains why my warp/throw combo rips atlas' apart

and yes ayeba, shields and armor are far less potent in me3 than in 2

Modifié par Reff42, 27 février 2012 - 10:51 .


#8
grayrest

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If you throw Warp followed by Throw on a shielded target, will it detonate?

Yes. My warp/throw combo destroys turrets outright.

#9
twister87

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Well, several of the biotic abilities have upgrade options to increase the "force, damage and radius of combo detonations" so ostensibly there is at least some difference between detonations, depending on whether you've upgraded the particular ability to do so, or whether another player has upgraded theirs.

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
Ayeba

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Will any of the evolutions of Singularity increase the detonation size/force/damage?

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
drakeSVK

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How exactly does Stasis -> Charge work? I often Charge targets hit by Stasis and sometimes it causes a Biotic Expulsion, but sometimes not. What gives? Someone else detonated Stasis before me perhaps?

#12
AreleX

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i think it's just the netcode being slow to register that the enemy is under a biotic effect. same thing happens to me with warp/throw combos on the atlas, i have to wait a second before doing it sometimes

#13
maxulic

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grayrest wrote...

If you throw Warp followed by Throw on a shielded target, will it detonate?

Yes. My warp/throw combo destroys turrets outright.


Using this a lot on Atlas too. It's sick how they can go down fast this way.

#14
TexasToast712

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I know Stasis + Warp causes a explosion that puts everything in it AOE into stasis.

#15
goofyomnivore

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I wonder how well Shepard's Warp->Throw will work. He doesn't get the second Force+Damage upgrade that comes with 200 extra damage on top of it. Although I guess the difference is probably made it up in the passives?

#16
Adhin

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Other then what Toast pointed out, from my experience they all seem to do roughly the same damage but there's a few things that, at least from your direct target, throw how that is presented off.

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
grayrest

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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?

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.

#18
themaxzero

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From what I can tell in the files there is only one biotic explosion. It does 250 damage. All the damage enhancer and biotic combo talents stack.

"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
Mand0l1n

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Just done a test on silver with my asari adept. A fully specced throw on any unshielded soldier in bubble stasis is instant death. Anything with shields needs more attention via guns or more biotics.