Aller au contenu

Photo

List of biotic and elemental (tech) combos


435 réponses à ce sujet

#251
Barneyk

Barneyk
  • Members
  • 1 425 messages
Now there is discussion about Energy Drain and Overload being able to detonate itself, does anyone know if that is true?

My knowledge and experience says no...

#252
Relix28

Relix28
  • Members
  • 2 679 messages

Ektogamut wrote...

I am sorry if this has been answered elsewhere, but does the dot evolution of lash increase the time window within which a target can be detonated? Lash seems to normally have a very narrow time range where one can detonate it, anecdotally speaking at least less then 3 seconds. Thus, if I lash a target and wait more then three seconds, and then use a detonating power (such as smash) while the dot is still active, will it be detonated?

edit:  Additionally, GodlessPaladin posted a thread the other day regarding a very weak biotic explosion from smash.  Can anyone speculate on what rank biotic that lash applies?  For example, the biotic bubble for the AJA is treated as a level 1 warp.  Is smash similar?


DOT doesn't have anything to do with either priming your targets, or the duration of the prime. You can increase the time in wich primed targets can be detonated with the Rank 6 Fast Recharge evolution. Prime time without the said evolition lasts for about 3 seconds (tested it myself).

I don't have any hard data on Smash's detonation properties, and I didn't do much testing as far as BE damage is concerned. So I can't really help you there. If I were to make a guess, however, I'd say it functions the same as Reave (no detonation evolutions, power ranks still increase BE damage).


NobodyofConsequence wrote...

I've been using this thread for months, and it's just occurred to me I've never stopped to say thank you to everyone who has contributed, but most especially to the OP for taking the team to build it, and keep it updated. So, many, many thanks, indeed. :D


You are very welcome. Nice to hear you are finding it useful. I appreciate the kind words. :)


Barneyk wrote...

Now there is discussion about Energy Drain and Overload being able to detonate itself, does anyone know if that is true?

My knowledge and experience says no...


Same here.

Modifié par Relix28, 10 juin 2012 - 05:28 .


#253
gtx3

gtx3
  • Members
  • 47 messages
Bumping thread for being wicked useful. Thanks.

Its interesting that both the asari justicar and human adept have bitic combos that go both ways. Smash and lash can be thrown in any order.

#254
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Can flamer setup and detonate combos?


Can proximity mine detonate any combos?
Can frag grenade and sticky grenade detonate any combos?

Is it true that amplified concussive shot with (warp, incendiary, cryo or disruptor ammo) actually set up and detonate combos in single player?


Also how come amplified concussive shot doesn't do anything online?

Modifié par Abraham_uk, 13 juin 2012 - 06:43 .


#255
Relix28

Relix28
  • Members
  • 2 679 messages

gtx3 wrote...

Bumping thread for being wicked useful. Thanks.

Its interesting that both the asari justicar and human adept have bitic combos that go both ways. Smash and lash can be thrown in any order.


Yes, but only on non-armored targets. It doesn't work on armored targets, wich is kind of a bummer for the Cerberus Adept.


Abraham_uk wrote...

Can flamer setup and detonate combos?


Can proximity mine detonate any combos?
Can frag grenade and sticky grenade detonate any combos?

Is it true that amplified concussive shot with (warp, incendiary, cryo or disruptor ammo) actually set up and detonate combos in single player?


Also how come amplified concussive shot doesn't do anything online?


Dude, you have all this info in the OP.

Fire Explosions
-Can be set up by: Incinerate, Carnage, Inferno Grenade, Geth Turret (with rank 6 Flamethrower upgrade), Sentry Turret (with rank 6 Flamethrover upgrade), Flamer, Incendiary Ammo

Direct damage powers (aka the powers able to set off tech combos)
Combat: Concussive Shot, Carnage, Proximity Mine, Frag Grenade, Sticky Grenade



Amplification supposedly works in SP. Can't really say for certain, since I never tested it. Maybe someone else can confirm this. And it doesn't work in MP, because it's bugged. If you'd like to know the specifics on why it's bugged, your best bet would be to ask a developer.

#256
jrod512ATX

jrod512ATX
  • Members
  • 663 messages

Abraham_uk wrote...

Can flamer setup and detonate combos?


Can proximity mine detonate any combos?
Can frag grenade and sticky grenade detonate any combos?

Is it true that amplified concussive shot with (warp, incendiary, cryo or disruptor ammo) actually set up and detonate combos in single player?


Also how come amplified concussive shot doesn't do anything online?


I too would like to thank op and contributers, very good info.  

Also to Abraham_uk I've had great success detonating incendiary ammo with proxy mines...

#257
Zeromarro4

Zeromarro4
  • Members
  • 521 messages
does carnage work with anything?

#258
Repojam

Repojam
  • Members
  • 145 messages
Still not seeing energy drain detonate incinerate (or fire combos) outside of synethic enemies. :( Would like for the Devs to maybe address or review that. :)  I know that Overload will on non-synthetics, but for some reason energy drain appears not to.

Modifié par Repojam, 15 juin 2012 - 11:20 .


#259
RedCaesar97

RedCaesar97
  • Members
  • 3 850 messages

Zeromarro4 wrote...

does carnage work with anything?


Yes. It can set up fire explosions, and can detonate all elemental combos. 
Read the original post (OP) for more information. 

Does anyone know roughly how long you have between setting up an electrical tech burst (with Overload, Energy Drain, and so on) and then detonating it? Are all electrical setup powers equal in that regard, or do some of the powers have a longer effect? 

For example, you can only detonate Sabotage while the enemy is affected by the backfire, which appears to only last a few seconds. Does Overload/Energy Drain have a similar duration before you can no longer detonate it?

#260
Samurai Knecht

Samurai Knecht
  • Members
  • 109 messages
Been meaning to say this for a while, but I kept forgetting: thanks to the OP for the great thread. Can we get this permanently stuck to the first page? It would answer a lot of questions players (vets and rookies) have about Combos and explosions and may prevent repeat threads.

#261
Tankcommander

Tankcommander
  • Members
  • 1 268 messages
Bumping this fantastic thread.

#262
Epique Phael767

Epique Phael767
  • Members
  • 2 468 messages
Smash can also prime for tech bursts due to the rank 4 evolution.

#263
Relix28

Relix28
  • Members
  • 2 679 messages

RedCaesar97 wrote...

Zeromarro4 wrote...

does carnage work with anything?


Yes. It can set up fire explosions, and can detonate all elemental combos. 
Read the original post (OP) for more information. 

Does anyone know roughly how long you have between setting up an electrical tech burst (with Overload, Energy Drain, and so on) and then detonating it? Are all electrical setup powers equal in that regard, or do some of the powers have a longer effect? 

For example, you can only detonate Sabotage while the enemy is affected by the backfire, which appears to only last a few seconds. Does Overload/Energy Drain have a similar duration before you can no longer detonate it?


The electricity primer will last about 3 seconds. This applies to Overload, Energy Drain, Sabotage (backfire), Arc Grenade (without rank 5 electrical damage evolution) and Disruptor Ammo. The exceptions are Submission Net, where the primer lasts for as long as you have someone affected by it, and Arc Grenades speced for DoT damage.


Samurai Knecht wrote...

Been meaning to say this for a while, but I kept forgetting: thanks to the OP for the great thread. Can we get this permanently stuck to the first page? It would answer a lot of questions players (vets and rookies) have about Combos and explosions and may prevent repeat threads.


Why thank you. I have tried to get this thread stickied before, since many people have requested it, but the best I could get was to get it's link included in this thread. And since that thread is a sticky, it makes this thred sort of stickied.

#264
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

Relix28 wrote...

gtx3 wrote...

Bumping thread for being wicked useful. Thanks.

Its interesting that both the asari justicar and human adept have bitic combos that go both ways. Smash and lash can be thrown in any order.


Yes, but only on non-armored targets. It doesn't work on armored targets, wich is kind of a bummer for the Cerberus Adept.


Abraham_uk wrote...

Can flamer setup and detonate combos?


Can proximity mine detonate any combos?
Can frag grenade and sticky grenade detonate any combos?

Is it true that amplified concussive shot with (warp, incendiary, cryo or disruptor ammo) actually set up and detonate combos in single player?


Also how come amplified concussive shot doesn't do anything online?


Dude, you have all this info in the OP.

Fire Explosions
-Can be set up by: Incinerate, Carnage, Inferno Grenade, Geth Turret (with rank 6 Flamethrower upgrade), Sentry Turret (with rank 6 Flamethrover upgrade), Flamer, Incendiary Ammo

Direct damage powers (aka the powers able to set off tech combos)
Combat: Concussive Shot, Carnage, Proximity Mine, Frag Grenade, Sticky Grenade



Amplification supposedly works in SP. Can't really say for certain, since I never tested it. Maybe someone else can confirm this. And it doesn't work in MP, because it's bugged. If you'd like to know the specifics on why it's bugged, your best bet would be to ask a developer.



My source isn't very good, but I have been told about that

 jrus018  wrote...

 Amplified concussive shot has a small chance of setting up and detonating various cmobos.

CS + Warp Ammo = will do a semi/half-biotic explosion

CS + Incendiary Ammo = is useless since CS damage is so low that it cant get the killing blow for it to detonate the flame explosion, might as well stick with rank 6 Explosive Burst

CS + Disruptor Ammo = will do a semi/half-tech explosion

CS + Cryo Ammo = the best combination there is!
CS: 4-damage, 5-shatter, 6-amplification
Cryo Ammo: 4-feeze duration, 5-headshots, 6-damage combo (30% chance to freeze target, 1/3 chance per bullet)
*if u cant get the shatter kill plus the cryo explosion from the CS, the CS will still (100%) freeze the frozen target*


My source isn't very reliable, but here it is

http://social.biowar...ndex/11221686/1


Keep up the good work. I love this thread.

Modifié par Abraham_uk, 18 juin 2012 - 05:14 .


#265
Sovereign24

Sovereign24
  • Members
  • 856 messages
Wish this was stickied. Very handy thread.

#266
Chewie07

Chewie07
  • Members
  • 20 messages
Hey, I looked through & didn't see this.

Can an engineer tech burst (using Energy Drain) a Warped (Geth) enemy?

I swear this Salarian Engy was doing this the other day in a Gold Geth match, as I was not getting any biotic combos with my Asari Adept. I may be wrong, and he may have been using an ammo power. All I know is that my combos were not working because he was killing the guys too fast for me to throw the guy I just had warped.

#267
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

Chewie07 wrote...

Hey, I looked through & didn't see this.

Can an engineer tech burst (using Energy Drain) a Warped (Geth) enemy?

I swear this Salarian Engy was doing this the other day in a Gold Geth match, as I was not getting any biotic combos with my Asari Adept. I may be wrong, and he may have been using an ammo power. All I know is that my combos were not working because he was killing the guys too fast for me to throw the guy I just had warped.



You setup with an electrical power (such as energy drain)

Then you detonate with any aggressive detonating power. Doesn't matter which (so long as it's not the power you used for the set up).


So energy drain followed by warp will do the trick.
Energy drain followed by overload will also work.

But reave followed by energy drain won't work.
The set up power has to be an electrical power.
(Can't detonate with identical powers. Can detonate with similiar powers though)


My source is the opening post

TECH BURST
-Can be set up by: Overload, Energy Drain, Sabotage (backfire), Submission Net, Arc Grenade, Smash (with rank 4 Electrical Damage evolution), Disruptor Ammo
-Can be detonated by any Biotic/Tech/Combat powers taht can deal direct damage (except for the powers that are used to set up the combo).
-Effect: Enemies effected by electricity based powers, discharge multiple electricity bolts to nearby enemies, when hit with direct damage powers. Effect is similar to Overload's Chain Overload upgrade.
-Note: Unlike Fire & Cryo Explosion combos, this one doesn't require an enemy to be killed by the second power. E.G. enemy hit by Overload --> Incinerate will produce a Tech Burst, whether he is killed by Incinerate or not.



Direct damage powers (aka the powers able to set off tech combos)

Biotic: Warp, Shockwave, Throw, Biotic Sphere, Biotic Charge, Nova, Cluster Grenade, Lift Grenade, Smash, Lash

Tech: Incinerate, Overload, Enegry Drain, Arc Grenade

Combat: Concussive Shot, Carnage, Proximity Mine, Frag Grenade, Sticky Grenade


#268
RedSpectrum47

RedSpectrum47
  • Members
  • 224 messages
 very usefull

#269
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

Eric Fagnan wrote...

The upgrades for increasing combo damage applies to both setting up and detonating the power, but only some powers can set up combos. So for Warp, that upgrade will increase the damage when setting up and when detonating. Throw doesn't set up combos so that upgrade only applies to detonating.

Those upgrades do stack, so if you have both the Warp and Throw upgrades, setting up with Warp and detonating with Throw will apply both bonuses.

All 4 combos (Biotic, Fire, Cryo, Electric) have different radius, damage, force, and other effects. The Fire combo, for example, does the most damage, while Cryo is fairly low damage but has the added benefit of freezing nearby enemies. Biotic and Electric are in the middle for damage, but are easier to do because the target doesn't have to die when detonated.

The combo damage is done after the normal power impact. So if you detonate with Warp, Warp will do its normal damage and then the combo damage is added.

Power bonuses from gear and passive powers (like +10% power damage) do not affect power combos; however, power combos do what we call "normalized" damage, meaning they scale with enemy health. So even on the hardest difficulty where enemies have more health, the power combos still do the same % damage to the enemy. This makes them scale really well with difficulty, which makes up for them not scaling in other ways like getting power upgrades from other sources.



I know you get a lot of people asking you many questions regarding combos, but could you tell us how the following affects combos?


Amplified concussive shot:


Incendiary Shot
Cryo Shot
Disruptor Shot
Warp Shot
Armour Piercing Shot


Do they setup combos?
Do they detonate combos?

How does amplified concussive shot work in relation to the combo system?

#270
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Oh I found something. I hope it's useful.


I don't think that it is possible to produce a reader friendly version of what basically is a set of statistics. But if people take the time to read and disect this opening post, they are rewarded with a highly useful set of numbers that can make the difference between victory and failure on Silver/Gold (multiplayer) and Insanity (single player).

Great guide.

http://social.biowar...8608/1#12900602

Modifié par Abraham_uk, 01 juillet 2012 - 08:50 .


#271
StarStruck010

StarStruck010
  • Members
  • 804 messages
1) Bump
2) Thank you for this it was ever so useful when I was learning the game.
3) Is it mentioned that only the actual target of overload is primed for tech bursts?
4) Is this also true for ED? I mean that does the AoE evolution of ED not prime the secondary targets?

#272
samb

samb
  • Members
  • 1 641 messages
shockwave's rank 6 (lifting) and lift grenade can only be reliably detonated with hitscan or projectile powers, powers like charge, nova and grenades can only detonate them indirectly. What this means is that they use their AoE to detonate.
Something like charge cannot target lifted target, making a less appealing detonating power (odd since a glitched vanguard is constantly in the air). It seems that some levitation is still targetable but it seems rather minimal.
Shockwave as detonating power is also a bit strange. It doesn't seem to detonate things in it's AoE. In other words you need a direct hit (ie have the red targeting brackets around them). Even if you hit other targets without the targeting brackets around them nothing will happen (other than the usual stagger and damage). So if you have 2 targets under the effect of singularity, you throw a shockwave to affect both of them, but will only get one biotic explosion rather than 2 (as you would expect.
Tested both on human vanguard and human adept over the last week. Anyone else get the same results?

#273
NotPotato

NotPotato
  • Members
  • 205 messages

samb wrote...

shockwave's rank 6 (lifting) and lift grenade can only be reliably detonated with hitscan or projectile powers, powers like charge, nova and grenades can only detonate them indirectly. What this means is that they use their AoE to detonate.
Something like charge cannot target lifted target, making a less appealing detonating power (odd since a glitched vanguard is constantly in the air). It seems that some levitation is still targetable but it seems rather minimal.
Shockwave as detonating power is also a bit strange. It doesn't seem to detonate things in it's AoE. In other words you need a direct hit (ie have the red targeting brackets around them). Even if you hit other targets without the targeting brackets around them nothing will happen (other than the usual stagger and damage). So if you have 2 targets under the effect of singularity, you throw a shockwave to affect both of them, but will only get one biotic explosion rather than 2 (as you would expect.
Tested both on human vanguard and human adept over the last week. Anyone else get the same results?


Any single power can only cause one power combo. It's possible to chain them though like overload, warp (tech burst), throw (BE).
Btw. I wouldn't exactly call the lift evolution useful... You're better off with the recharge; team up with a smasher and start mowing everything down.

#274
samb

samb
  • Members
  • 1 641 messages

NotPotato wrote...

Any single power can only cause one power combo. It's possible to chain them though like overload, warp (tech burst), throw (BE).
Btw. I wouldn't exactly call the lift evolution useful... You're better off with the recharge; team up with a smasher and start mowing everything down.

I feel like it is posible to cause multiple combos, like with warp bubble and reave.
After running those experiments, I'd say lifting evolution is completely useless.  Shockwave seems to be a better detonating power or just spammed for the stagger effect.

#275
samb

samb
  • Members
  • 1 641 messages

Abraham_uk wrote...

Oh I found something. I hope it's useful.


I don't think that it is possible to produce a reader friendly version of what basically is a set of statistics. But if people take the time to read and disect this opening post, they are rewarded with a highly useful set of numbers that can make the difference between victory and failure on Silver/Gold (multiplayer) and Insanity (single player).

Great guide.

http://social.biowar...8608/1#12900602

Hey thanks for that.  Always wondered how much the actual damage was.